Reflex save vs DC10 - +10 mod, fails on a nat 1, rolls a 26.
Bliss in cat form per prior post, activates his Ritual Shield of Faith as a swift action and casts divine favor as a third level still silent spell. With his move action, he leaps from the prow down into the grass where Murphy was.
Acrobatics 42.
Bliss looks for Murphy and anything that grabbed him.
Perception 38 plus scent anf low light vision.
DM Carl - Out on the Sargrass d20+13=32 ; d10+6=7 ; d20+13=25 ; d10=8 ; d20+14=21 ; Tuesday April 3rd, 2018 10:23:20 AM Hobie remains upright, trying to look for Murphy. He can't see through the grass, but there's movement where the rope disappears. His knowledge of nature or outerplannar creatures fails him.
Pressi would rather not deal with this, but such is life. She aids Murphy in his attempts to communicate with whatever's got him. Harper lets whatever's out there know she's not messing around, but it's hard to know what effect that has.
Bliss is tough to knock over and easily stays upright. He casts protective spells on himself and bravely leaps into the grass to aid Murphy.
Murphy lets Pressi know he's ok; let's hope that's true. As whatever's grappling him tries to maintain a grip, the druid shapeshifts into a huge version of the grasses around him.
That's when things get interesting.
Bliss and Murphy both, from their vantage point in the grass, are able to get a better look at whatever's attacking. It's not a creature any of you recognize, but it's not a plant. It is tall, skinny, and blends in perfectly with its surroundings, but it's definitely bipedal. Its "face" is blank, with no visible eyes, nose or mouth. One of its "arms" is nothing more than a jagged spike, the other a tendril covered in hooks.
Murphy's attempts to communicate fail, as they're not plants. The creature's hold on Murphy breaks as the druid wildshapes, though. Murphy also realizes something is off about his wild shape. He's huge and plant like, but unlike the local grass he is tinged red and feels something in the back of his mind. It is feral and untamed. He feels a strong desire to consume, to spread, to become everything and watch everything become...something else.
Will save DC 10 or treat all creatures, friends or not, as hostile.
The creature may not have Murphy in a grapple, but it's still in a position to hurt him. It thrusts its spiked appendage into Murphy, tearing through the grasses that make up the druid's wildshape. A gray, viscous liquid is left behind, but plants are immune to poison. Murphy takes 7 slashing damage.
Bliss, meanwhile, smells something fishy & wheels around in time to see another one of these things attacking. He's not caught flat-footed, but is still hit as it tries to wrap its tendril-like arm around CatBliss. Bliss takes 8 bludgeoning damage. Grab attempt is 21 & fails vs. Bliss' 27 CMD (kindly put your CMD in your header, bud.)
ADM Kim Tuesday April 3rd, 2018 12:19:50 PM
Murphy has a legacy item which grants powerful shape - thus the huge size option.
Thanks for taking over posting for me, Melvin!
DM Carl - Out on the Sargrass Tuesday April 3rd, 2018 12:21:17 PM
Roger that. Thanks, Kim. I'll update the post.
Hobie Browncloak (Nick T) HP 79/82 AC 25 CMD 27 Hero Points 2 d20+16=29 ; d20+15=27 ; d20+11=12 ; d20+10=23 ; d3+2=3 ; d3+1=3 ; d3+2=5 ; d3+1=4 ; Tuesday April 3rd, 2018 12:48:34 PM
POSTING FOR KEZZEM
Kezzem quickdraws his daggers, and throws four of them rapidly at the creature attacking Murphy
Attack 29 Damage 3
Attack 27 Damage 3
Attack 12 (Natural 1) Damage 5
Attack 23 Damage 4
Hobie Browncloak (Nick T) HP 79/82 AC 25 CMD 27 Hero Points 2 d20+18=24 ; d3+2=5 ; Tuesday April 3rd, 2018 12:54:45 PM
Oh I just reread your post and saw that Hobie couldn't see what's going on, even standing there looking, so Kezzem probably couldnt see either.
Kezzem leaps down from the boat, using the rope to guide himself toward Murphy, and attacks the creature there if he can see him
Attack 24 Damage 5
Hobie Browncloak (Nick T) HP 79/82 AC 25 CMD 27 Hero Points 2 Tuesday April 3rd, 2018 1:00:08 PM
Hobie can't see what is attacking his friends, but he remembers the monocle they found which should be able to identify threats, and he grabs it from among the group's things in the boat (we never really said who took possession of it. Murphy looked at it but didn't write that he was keeping it) and looks through it to see if the enemies become evident.
Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Tuesday April 3rd, 2018 1:17:29 PM
Kezzem will detect evil at the plant creatures before jumping in.
Ooc: Sorry I missed yesterdays post. Mondays are super busy for me.
Bliss focuses all his attention fiercely on the thing attacking him (rage as free action). He is cautious, however, and strikes carefully (fighting on the defensive, no action). With a five ft step to enter the enemy's square, Bliss claws, claws, and bites!
A claw hits AC29 for 15 damage. A claw hits AC29 for 15 damage. A bite hits AC23 for 17 nonlethal damage.
Status: Cat form (see cat sheet for base stats, no barkskin at present) Divine Favor +2 att, dam (rnd 1 of 10) Shield of Faith +3 AC & CMD (rnd 2 of 46) Rage +4 str (+2 att, dam) +4 con (+2 fort saves) -2 AC +2 will saves (rnd 1 of 14) Fighting Defensively -4 att, +3 AC NET: +0 att, +4 dam, +1 AC, +3 CMD
Murphy Leafwin Pipewood Druid 10a (Melvin subbing for Kim) AC 26 (24) HP 73/80. d20+12=18 ; d20+15=32 ; d20+10=24 ; d6+5=10 ; Tuesday April 3rd, 2018 9:42:26 PM
Murphy shakes off the red attack upon him. "Huh, must be something I didn't eat."
Murphy takes in the situation and the creature before him (Know Nature 32). "One of these days, a trick like this will actually pay off, and won't you be surprised then. In the meantime...."
Murphy tests out the creature's insulation by firing off a lightning arc (domain ability) at the creature (range touch AC 24, damage 10).
---------------
-------
wildshaped: huge grass monster [+8 size bonus to your Strength, a –2 penalty to your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus] Endure Elements.
light arc - 1 wildshape - 1
Pressi (Melvin) - AC 21, HP 82/83, CMD 20; Harper-AC 21, HP 56/61, CMD 23; Followers Tuesday April 3rd, 2018 11:18:17 PM
Pressi casts spectral hand while circling the creature.
DM Carl - Out on the Sargrass d20+14=28 ; d20+14=31 ; d10+6=14 ; d10+6=10 ; Wednesday April 4th, 2018 10:02:20 AM Kezzem detects evil using his inate paladin abilities. Looking towards Murphy and Bliss, he indeed detects evil.
(Two posts for Kezzem, I used the one by the actual player. Thanks to Nick for jumping in and subbing, though.)
Hobie peeks through the monocle they found. He is able to clearly see the outlines of two creatures in the grass. They're humanoid, but very tall and thin. They'd have no problem blending into the grass. The lens is really hard on the eyes, though. Hobie takes 2 non-lethal damage.
Pressi prepares a spectral hand spell.
Murphy shakes off the unwelcome urges he's experiencing and shocks the creature with a small bolt of lightning. The electricity grounds out quickly, but chars the creature on the way down.
Bliss is having none of this and attacks tooth and claw. He strikes three times, but the creature weaves back and forth like reeds on the wind. It blunts some of the impact of Bliss' attacks.
The two creatures press their attacks. Murphy is struck again by the creature's spiked arm. Hit AC 28 for 14 damage. The creature Bliss attacked also strikes back, hitting AC 31 for 10 damage. Bliss must make a DC 13 Fort save or be stunned one round.
...and just like that, both creatures vanish. Both the monocle and Kezzem's detection spells are unable to locate either of them. It looks like the party is alone again.
Fort save (at +2 due to +4 con raging) ... at +15 only fails on a nat 1 ... rolls a 14 so no prob.
BTW, since Bliss was not stunned, does he get an AoO since it seemed to attack and move in the same round? That is, it did not use the withdraw action ... Bliss guesses? If so, he snaps with a bite, hitting AC28 for 18 damage nonlethal.
Bliss uses his scent to try to track the fellow. Untrained survival + scent to track ... a 17 may find a trail! He follows and tries to engage.
"MEOWWWRR!" he yowls as he pursues.
Pressi (Melvin) - AC 21, HP 82/83, CMD 20; Harper-AC 21, HP 56/61, CMD 23; Followers Wednesday April 4th, 2018 9:32:37 PM
"So, that happened," Pressi replied as she cast detect magic through the area.
-----------
ritual grimalkin, shield of faith
rose control 14 hours comprehend languages 20 minutes read magic 15 minutes flight 7 hrs spectral hand 8 mins
Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Wednesday April 4th, 2018 10:43:45 PM
"By Gargul's dagger, I smite at...hey, where did he go?"
Kezzem attempts to detect evil again...just in case.
Hobie Browncloak (Nick T) HP 79/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 Thursday April 5th, 2018 11:07:18 AM
"Are you guys okay down there?!" Hobie offers to help his friends up by pulling them up with the rope.
"I found what this monocle is for, I was not able to see the creatures with my bare eyes, but with this monocle they showed up clear as day. It gives a mighty headache though. Youch!" Hobie rubs his forehead.
"Well, should we keep going? Maybe stay in the boat this time?"
Murphy Leafwin Pipewood Druid 10a (Melvin subbing for Kim) AC 26 (24) HP 59/80. Thursday April 5th, 2018 11:29:00 AM
"Hhm, so that would explain look before you leap," Murphy mused. "This could be a problem - and a reminder that we might need to reserve our resources better. Pressi, can you keep a closer eye in the sky for anything out there?"
Upon her assent, Murphy takes another look around. He also takes the opportunity of his form to push the boat forward in the correct direction before shifting back and climbing aboard.
DM Ken, "So, that happened." Thursday April 5th, 2018 12:54:51 PM
Bliss feels his teeth find purchase on the creature he fought one final time, but its tough and rubbery skin seems to blunt much of the impact of his bite. He pursues, sniffing the air.
Bliss doesn't smell any new smells, nor can he pinpoint the creature any longer. That tells him the creature is more than sixty feet away. There also is not a trail leading in any particular direction for him to follow. The tracks stopped where he last fought the enemy. This tells him that the creature is capable of some form of instantaneous movement, plane shifting, moving without a trace, or teleportation. Which one, of course, is impossible to determine.
------------
Pressi detects magic, a bit surprised at the sudden engagement and retreat of their enemies. On the whole, the attack lasted a little of 20 seconds, and the attackers left nothing behind but a few wounds and scratches, plus a small puddle of poison that had no effect on Murphy, who was fortunate enough to be in a plant form when the attack occured.
-------------
Kezzem detects for evil one last time. He detects nothing within the 60ft area of the spell, reinforcing the idea that the enemies possessed the ability to quickly move from one location to another.
-------------
Hobie tells the others that the monocle does indeed identify the foes among the plants they camouflage with so well.
------------
Murphy pushes their boat back the correct direction, and the party resumes their travels. (I think)
------------ ------------
(Only Bliss seemed interested in pursuing the foe. This assumes Humbles Shield does not go on a hunt.)
A few hours into their travel, their small skiff begins to pick up speed, skipping over the grasses. While travel speed has increased, control of the craft is becoming difficult.
Survival DC 20:(Base 15, +5 for Sargrass unfamiliarity) Highlight to display spoiler: { It seems that there is some sort of wind storm brewing. Several hot winds, though subtle, have begun to whip across the Sargrass. You predict that in less than an hour, it will be upon you. If you don't want to have to try piloting the craft through the storm, it might be a good idea to call a stop for a little while and find a way to moor your craft and prepare for the storm.)}
Bliss / CatBliss (AC25, CMD30, HP94of116) (Cayzle) d20=5 ; Thursday April 5th, 2018 7:27:07 PM
Bliss growls, then returns to the boat and shifts back to halfling form. He explains what he saw, as well as his deduction that they could blip around.
Bliss does his best to help with the ship ... Aid Another 5, nope!
Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+1=12 ; Thursday April 5th, 2018 8:10:38 PM
Kezzem assists to the best of his ability.
Aid another survival: 12. +2 from Kezzem
Murphy Leafwin Pipewood Druid 10a (Melvin subbing for Kim) AC 26 HP 59/80. d20+12=28 ; d20+15=22 ; Friday April 6th, 2018 9:16:22 AM
(Murphy's survival roll 28+2 from Kezzem)
Murphy, having shifted back into form, watches the storm coming towards them. (He had considered staying in form to continue pushing, but the speed increase of the boat made that too difficult so he shrank down and climbed back aboard.)
"And with nobody here having sailing experience, I think we are just going to have to wait it out. We have about an hour to get this boat moored and prepared so are there any suggestions?"
While Pressi began flying in ever-growing circles looking for a place to moor the craft, Murphy instructs Hobie to keep using the monocle, which might reveal hidden ports or foes.
He also began to get to work, making checks to see if he can determine better ways to wait out the storm (Know Nature 22). Remembering the adventures told by Hazel of his second cousin's former roomate's sister (look it up), Murphy began to cast mending after mending in an attempt to craft the various bags and cloth into makeshift tarps and various pieces of wood into bolsters for the sailboat.
He also continued to cast "Know Direction" in order to keep their bearings straight.
Finally, he casts "control winds" as the storm gets closer, hoping that he can push away the storm.
Murphy Leafwin Pipewood Druid 10a (Melvin subbing for Kim) AC 26 HP 77/80 d8+1=7 ; d8+1=4 ; d8+1=3 ; d8+1=3 ; d8+1=7 ; d8+1=8 ; d8+1=3 ; d8+1=7 ; Friday April 6th, 2018 10:31:13 AM
[Thanks, Melvin!] Murphy also takes a minute before things get too bad to heal up Bliss and himself (Bliss to full, Murphy to 77/80).
Pressi (Melvin) - AC 21, HP 82/83, CMD 20; Harper-AC 21, HP 56/61, CMD 23; Followers d20+9=26 ; d20+19=32 ; Friday April 6th, 2018 11:07:43 AM
Pressi continues to fly around (fly check 26 in case she hits wind) looking for a port (Perception 32, detect magic).
DM Ken, "So, that happened." Friday April 6th, 2018 12:36:03 PM Pressi continues to scout ahead, flying for a good while on her broom. She navigates the increasing winds, but gets called in for a team meeting. While she discovered no ports or town in their immediate area, many miles to the south she spotted a small clearing in the Sargrass. In addition to this clearing, she notices several isolated wooden buildings, probably homes, dotting the landscape. One of these, or perhaps the clearing, might make a decent spot for camp on their journey.
It is requested that Hobie wear those goggles nonstop, but he patiently reminds Murphy that every round they are worn, he will take d6 subdual damage. They are not meant for long term use.
Kezzem does his best to try and help Murphy get things ready for the oncoming storm, but mostly gets in the way rather than being much help at all. Bliss has every good intention as well, but the lines of rope hanging from the mast get the better of his kitty instincts, and he instead finds himself all wrapped in twine.
Murphy suggests they wait out the storm, and makes several preparations of his own. He is pretty certain he will be able to pinpoint when the storm comes across, and he is learning to read the winds of the Grass. He is certain that he can hold back the brunt of the storm, but he projects that the wind storm will last longer than he can channel his spell. (Good job on the high survival check) He has a decision to make.
Does he try to deflect the beginning of the storm, or the end of it? Perhaps he will wait for it to reach it's zenith? Either way, the spell is not quite yet cast.
----------------------
Regarding preparations for the storm, there isn't a lot of time. Being the smart people that you lot are, you recognize three main tasks. (A +5 DC modifier has been applied to survival checks to represent the difficulty of dealing with the Sargrass.)
Securing the sails of the vessel. Due to this boats particular construction, it does not seem that the sails can be removed. (Profession Sailor: DC 15, or Intelligence check DC 18)
Anchoring the vessel to the ground. (Profession Sailor: DC 15, or Wisdom check DC 18)
Setting up some form of shelter from the wind storm. (Survival: DC 20.)
----------------
In the forty five minutes before the storm arrives, each character has enough time to attempt three of these tasks and aid another on one other task of their choosing. (I will apply it to the attempt that needs it the most) They may attempt the same task more than once, even if they fail the first time.
Each task will have varying degrees of success against the coming storm based on how many successes is logged. The more successes, the better.
Each player may trade one of their task attempts to weatherize the party gear and companions instead, per the survival skill, DC 20. If you succeed, gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 20.
Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+1=16 ; d20+1=12 ; d20+1=3 ; Friday April 6th, 2018 12:52:08 PM
Kezzem will attempt to anchor the vessel to the ground.
Wisdom Check #1: 16. (Could make it with an Aid Another check).
Wisdom Check #2: 12.
After failing twice, he assists someone else in doing so.
Aid Another: 3.
Apparently, his expertise is all on how to fail.
Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+1=4 ; Friday April 6th, 2018 1:24:53 PM
Sorry, misunderstood, it was three attempts PLUS aid another.
Wisdom Check #3: 4.
Well, that's no help.
Hobie Browncloak (Nick T) HP 79/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+4=11 ; d20+4=5 ; d20+4=22 ; Friday April 6th, 2018 2:36:54 PM
Hobie will work as hard as he can on the sails, trying to secure them as best he can.
He rolls 11, 5, and 22 on his Intelligence checks, so one success.
Hobie Browncloak (Nick T) HP 79/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+4=18 ; Friday April 6th, 2018 2:38:06 PM
Aid another 18
Pressi (Melvin) - AC 21, HP 82/83, CMD 20; Harper-AC 21, HP 56/61, CMD 23; Followers Friday April 6th, 2018 3:26:26 PM
I’m traveling to a funereal. Can someone roll for Pressi?
DM Ken: I'll do it. My condolences for your loss.
SUB POST FOR PRESSI (By Ken E.) d20+4=17 ; d20+4=12 ; d20+4=24 ; Friday April 6th, 2018 3:59:27 PM
Bliss untangles himself from the ropes in time to hear about this storm that is coming.
It's easier to have great ideas when you have had years of experience. So Bliss uses his age-altering spell to become super-duper old!!! [OOC: +4 wisdom gives Bliss a 14.]
He has an idea on anchoring the ship to the ground. "You can't anchor a boat if you got no anchor!" He gets out his magic pot, puts it face down, and expands it to maximum size (big enough that a taur could fit inside). He ties ropes from the handles to the ship. "That should help!" he says.
Three anchor rolls: 9, 3, and 17. That 17 is close ... maybe a +1 circumstance modifier from the pot?
And an aid another check: 4
Other preparation: Bliss casts his Barkskin spell about 10 minutes before the storm hits. Back in young cat form, he digs a scrape under the lip of his face-down pot. Then back to halfling form to shout into the wind to his friends ... "ANYONE WHO WANTS TO CAN SHELTER UNDER MY POT! I BET ALL FIVE OF US COULD FIT!"
Then back to cat form to crawl under the pot, then in halfling form to pull in friends who try to wriggle under. When all are inside, back to cat form to save space.
DM Ken points out that the Bloodwitch writeup says: "Cauldrons come in sizes tiny, small, medium, and large. A cauldron can hold one creature of the same size category or smaller."]
On reflection, Bliss is making shelter AND anchorage. How you interpret all that is up to you, oh kindly DM!
Bliss ponders again his need for some basic survival skills!
Murphy Leafwin Pipewood Druid 10a (Melvin subbing for Kim) AC 26 HP 77/80 d20+3=14 ; d20+12=17 ; d20+12=22 ; d20+25=34 ; d20+25=40 ; d20+25=33 ; Monday April 9th, 2018 12:20:17 AM
Murphy aids Pressi and Hobie in fixing the sails, and Bliss in anchoring the grass boat to the ground.
Murphy aims to weatherize the party gear and his companions against the coming storm (Survival DC 22). Besides himself, he also does so for Pressi and Hobie. Bliss should be well protected within the cauldron, and Kezzem is pretty tough as he is.
If there is time, he also fixes silk ropes in several points along the perimeter of the boat, with loops one can place limbs through to help prevent being blown off the boat.
He waits until 45 minutes before the zenith of the storm's force arrives to cast control winds, so that the lead in to the full force and the trailing off of the same are significantly mitigated, dropping off by 3 levels of force. The effect lasts until nearly an hour (55 minutes) after the peak of the storm. The area of effect is 400 feet out in all directions from the boat's mainmast, to a height of 40 feet.
Prior to casting that spell, he helps his friends to work to keep the boat faced toward the brunt of the wind, and to deal with any grassy waves which may rock the boat.
"I don't know whether the creatures that attacked us earlier will do so - but it's possible we may have more than the storm to deal with in the midst of the storm. Be alert."
Perception: 34 up until control winds is cast, 40 for duration of control winds, 33 thereafter.
DM Ken, Riding out the Storm Monday April 9th, 2018 1:39:22 PM
The ships sails are expertly secured. There's little doubt that they will survive the coming storm. The ship itself is anchored as best as you can manage, to Bliss's cauldron. Not much progress was made however, in making any sort of shelter, so Humbles Ford is stuck with being stuck on the open deck, while Bliss hides below the "surface" of the Grass, hidden under his pot.
As the winds whip up, Murphy makes his best guess as to when the storm will reach it's peak. He knows the storm will last longer than 55 minutes, so he (as best as him DM understands it) tries to straddle the peak of the storm, and allowing the beginning and endings winds to do as they will. There was not time to secure yourselves with ropes.
-------------------------------- Storm Phase 1: Severe Winds.. 30 minutes. Small Creatures: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne. Tiny Creatures: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check. ---------------------------------
Murphy's spell is not yet in effect. The forces from the wind pick up to severe, and movement for those on the boat (Kezzem, Murphy, and Pressi) is difficult. Bliss, hiding under his cauldron, is safely insulated from the wind, but has no real idea about what is happening around him.
Tubes and pieces of sharp Sargrass swirl with the winds. Everyone but Bliss, please make 3 DC 15 reflex saves -4, or take 1d6 damage per failed save from the sharp grasses caught in the storm.
Event: The rope tied to the anchor is whipping wildly back and forth! There's too much slack in the line. You can try to handle it now, dealing with the wind at its current speeds, or wait until later (assuming it lasts) and fix it when Murphys spell reduces some of the wind volume.
Acrobatics check DC 20 to fix the rope. (Don't forget the Str check to actually move to the rope)
Bliss waits out the storm and wishes there were room under his pot for more of his friends. He listens as best he can to figure out what is going on outside.
Then he has an idea. "Pot, dear pot, please tell me what is happening outside!"
[OOC: Note that Bliss's pot, per the rules for a 6th level bloodwitch, has Int 10, speech, and can see and hear with a range of 60 ft.]
If so far the pot does not see anyone in great danger or need of rescue, then Bliss will stay put.
Kezzem (BrianW) - AC 24, HP 109/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+1=11 ; d20+7=23 ; Monday April 9th, 2018 11:14:54 PM
"The rope loose! Dont'w worry, I'll get it!"
Kezzem attempts to make his way to the rope.
Strength DC 10: 11. Made. Acrobatics: DC 23. Made!
"All right, I'm useful at something that doesn't involve talking or stabbing!"
Murphy Leafwin Pipewood Druid 10a AC 26 HP 80/80 d20+2=22 ; d20+2=11 ; d20+2=9 ; d6=6 ; d6=3 ; d20+1=8 ; d8+1=8 ; d8+1=5 ; Tuesday April 10th, 2018 12:32:09 AM
Murphy avoids the early shards and torn grass bits, but is struck well in another gust, and somewhat again in a third (6, 3 = 9 hp). He clings to the mast, arms and legs both, unable to gather enough strength to help Kezzem with the anchor rope.
"Good work, Kezzem!" he shouts.
Having weatherized his gear, and with cloak wrapped about him, Murphy lets go with one hand, reaches within the cloak to reach the bandolier wherein his wand of cure light wounds is kept, and heals himself, keeping the wand under wraps, with CLW 8, then 5, going from 68 hp to a full 80. He resecures the wand in the bandolier. "WHO NEEDS HEALING?" he calls out over the wind.
Pressi (Melvin) - AC 21, HP 75/83, CMD 20; Harper-AC 21, HP 56/61, CMD 23; Followers d20+10=27 ; d20+10=13 ; d20+10=13 ; d6=6 ; d6=1 ; d20+6=25 ; d20+6=7 ; d20+6=22 ; d6=3 ; d20+4=6 ; Tuesday April 10th, 2018 1:59:30 PM
"Son of a..." Pressi mutters as she is struck by debris twice (7 damage).
Harper does a better job, only getting hit once (3 damage). She grabs onto Kezzem, attempting to aid him in moving the rope to a better position (strength roll 6).
DM Ken, Riding out the Storm d20=5 ; d20=19 ; d20=2 ; d6=4 ; d6=6 ; d20=8 d20=8 d20=8 d6=2 d6=5 d6=2 Tuesday April 10th, 2018 2:50:53 PM
(Kezzem forgot to save vs the blowing debris, so his DM rolled his saves. He failed 2. Kezzem takes 10 damage)
Hobie has not posted, so here are his saves. (12, 12, 12). Hobie takes 9 damage.
-------------------------------- Storm Phase 2: Windstorm. (Reduced to moderate winds) 20 minutes. Small Creatures: No penalty. Tiny Creatures: No penalty. ---------------------------------
Kezzem crawls bravely towards the whipping rope, and despite the powerful winds, secures the ropes excess line. He is cheered on by Murphy, who heals himself with his wand. Bliss, hiding underneath his pot, is oblivious to everything but the sound of the wind and the *clink* and *thwap* of grasses bouncing off of his cauldron. His pot has little to report, other than grasses bouncing off his exterior.
Pressi holds on, despite getting takes a few cuts from flying debris. She snags Kezzem to try and help, but he seems to have things well in hand.
It's at this point Murphy casts his spell, and the wind, which had begun to rise in both strength and sustained volume, are suddenly pushed back and repelled, reduced to a moderate gust with no real difficulty to manage.
Though the blasts of wind are substantially reduced, the din of the wind is loud and powerful, as both Murphys spell and the natural forces of the storm collide. For a moment, it seems as if you are alone, and in relatively little danger.
(Suvival and Perception checks please. )
Bliss / CatBliss (AC25, CMD30, HP96) (Cayzle) d20=9 ; d20+20=34 ; Tuesday April 10th, 2018 3:07:32 PM
As the storm ebbs, Bliss sticks his head out for a lookie-loo. In halfling form.
Survival (untrained) 9
Perception 34
"Hi everybody! Some storm, huh?"
Hobie Browncloak (Nick T) HP 70/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+15=29 ; Tuesday April 10th, 2018 3:17:03 PM
Hobie picks up his head after the wind dies down a bit, "Geez, that was rough."
He looks around (Perc 29) at their surroundings to see what he can see now that the storm has finished.
He plucks nervously at his bow string.
Kezzem (BrianW) - AC 24, HP 99/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+1=16 ; d20+1=16 ; Tuesday April 10th, 2018 6:16:27 PM
"Youch!" says Kezzem as he is struck with debris and a random Pressi.
Perception: 16. Survival: 16.
"Hey, Pressi, knock it off!" says Kezzem. "I know its hard to keep your hands off me, but what would Murphy think?"
Murphy Leafwin Pipewood Druid 10a AC 26 HP 80/80 d20+12=25 ; d20+25=44 ; d8+1=2 ; d8+1=6 ; d8+1=6 ; d8+1=7 ; d8+1=9 ; d8+1=6 ; Wednesday April 11th, 2018 1:03:33 AM
As his domain spell takes hold, Murphy observes closely for a moment at the effects. "That gives us about an hour and a half of respite. It may worsen in the midst of it by a certain amount if the storm around increases, but I don't think we're likely to get ripped apart." [Note: control winds lasts 100 minutes, or 1 hour 40 minutes] He relinquishes his post at the mast.
He mentally, briefly, communicates telepathically with Pressi about the pull to rage and destruction he felt when wild shaped into the grass form, and posits it may have something to do with his earlier exposure to the meteor - or, perhaps, with something he has yet to discern about the local environment. Keep an eye, on me, Press. Tell the others what I told you if you wish.
He heals Hobie for 6+6=12 hp damage (back to full); Kezzem for 7hp (down by 3), and Pressi for 9 hp (back to full). "Yes, Pressi, what would I think?" he asks his love with a wink. He cures Harper for 6hp (back to full).
"Windstorms can last for short times, or long times. I do not know the Sargrass well, obviously," he tells his friends. "My recommendation: How about two or three of you work on bettering the shelter here on the boat, and someone place looped ropes along the edges to keep us attached to the boat should the storm outlast my spell? I'm going to spend about ten minutes or so communing with nature, to learn what secrets the Sargrass might reveal to me." He finds a secure place to sit, wraps some rope around something to help keep him from getting blown away or knocked about too much during the time he spends meditating. He swiftly casts know direction, to fix in his mind the way to the mountains, then begins to reach out to the local environment, out to a radius of ten miles (or more? or less? - depending upon whether the 'difference' Murphy earlier sensed affects spell durations or effects).
He particularly attends to the area between the boat and the mountains. He seeks knowledge of the ground or terrain which forms the bottom of the grassy sea, the plants, and the general population of critters dwelling within the grassy domain. If a fourth area is available to him to discern (based on the so-far vague notion that 'things are different' for Murphy here), he checks to learn whether there may be any powerful unnatural creatures. ========== Survival: 25 Perception: 44
Bliss / CatBliss (AC25, CMD30, HP96) (Cayzle) Wednesday April 11th, 2018 7:11:41 AM
Bliss laughs at Kezzem. "Too funny!"
Pressi (Melvin) - AC 21, HP 83/83, CMD 20; Harper-AC 21, HP 61/61, CMD 23; Followers d20+19=26 ; d20+4=6 ; d20+4=11 ; Wednesday April 11th, 2018 12:30:14 PM
To Kezzem and Murphy's questions of what anyone would think, "I would think people need to learn the difference between me and my cat, Kenneth." Looking at her hands, "It has been a while since my last manicure but it hasn't been that long."
Harper let go of Kezzem, growling lowly.
Pressi makes her checks (Perception 26, Survival 6), decides against telling people about Murphy's strange pull, and accepts the healing graciously.
Not skilled at weatherizing or building shelter (not a lot of survival points - like Bliss, Pressi contemplates adding some at her next chance), she considers scrying the monk they are chasing (she has the tapestry but not the time) or a divination, but ultimately chooses to save the spell slot. Instead, she chooses to recheck that the sail lines are secured (Int Check 11)
DM Ken, Riding out the Storm Wednesday April 11th, 2018 7:06:15 PM
-------------------------------- Storm Phase 3: Hurricane Winds. (Reduced to strong winds) 30 minutes. Small Creatures: No penalty. Tiny Creatures: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne. ---------------------------------
50 minutes have expired from Murphy's spell.
Hobie is glad for the respite, and surveys the surrounding area. He sees nothing out of place, but he isn't even familiar enough with the Sargrass to know "out of place" from normal around here.
Bliss also keeps an eye out on patrol, on the ground floor of the Sargrass. He doesn't venture out from his pot, and thus can't really see much of his surroundings. "Some storm huh?!", asks the hobbit. "Says the halfling who used me as a shield.", says his Cauldron, in a ringing, high pitched voice.
Kezzem isn't much able to concentrate with arms full of Pressi. He takes a quick look around, as much for enemies as for Murphy.
Murphy can commune with nature, and he does so. His spell has a range of ten miles. He focuses on the direction from whence they came, to the north towards the mountains. (Remember you have been traveling south, towards the last known location of a band of monks) He concentrates on the following items.
"He seeks knowledge of the ground or terrain which forms the bottom of the grassy sea, the plants, and the general population of critters dwelling within the grassy domain. "
"Murphy feels a sense of wariness from the Sargrass, a deliberate caution that is often seen among intricate forms of plantlife, whereas one grass or tree will send chemical signals to other grasses or trees, warning that a predator or pest in nearby. The Sargrass -is- an immortal power, and it's denizens have developed a sort of third sense, whereas the creatures within go about their lives and roles, but almost all are on alert when something foreign is present.
As he falls deeper into his trance, he feels that wariness ease a little. He learns that the floor of the Sargrass is much like the floor of most canopy topped rain forests, filled with predators and herbivores, as well as a collective intelligence of some sort.
The ground on the floor hosts a range of geology. There are sandy pits, hard clay, caverns, soft dirt, and rocky dusty expanses. Each type of terrain is host to dozens of breeds of Sargrass, which is as much predator as it is prey, and it seems to be intricately bonded to the many types of creatures and micro systems in this plane. Some Sargrasses are harvested, and you feel they could be used in healing, poisons, construction, and conservation. There's probably a type of Sargrass to fulfill the need of any man or beast in this region.
There are a number of pack animals that Murphy is aware of. Some seem to have developed long necks to see above the grasses, and mix herds with smaller animals that observe below the surface. Several groups of swift footed raptors seem to be stalking them, seeking an opening. Powerfully built predators with large horns and bony plates seem like the solitary sort, perhaps only pairing to mate."
Murphy's knowledge is gained in an instant, once he finished the ten minutes of preparation required by the spell. In addition, thanks to his control winds spell, the others are each allowed one more check to secure their shelter or their anchor.
(Reminder)
Anchoring the vessel to the ground. (Profession Sailor: DC 15, or Wisdom check DC 18)
Setting up some form of shelter from the wind storm. (Survival: DC 20.)
Please be sure to state whether your character is preparing above or below the surface. Note that the winds have picked up a little more. Tiny creatures are in small danger.
Kezzem (BrianW) - AC 24, HP 99/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+1=3 ; Wednesday April 11th, 2018 7:17:15 PM
"Man, this storm makes everything confusing. I confused Pressi with kitty. Maybe you do need to trim those nails, eh Pressi? And maybe shave those legs."
Kezzem continues to work on the anchor.
Wisdom: 3.
Well, with a Wisdom check like that, that might explain a few things....
DM Ken, Riding out the Storm Wednesday April 11th, 2018 7:21:30 PM
Murphy: Receive 1 hero point for excellent use of usually useless druid spells. Kezzem: Receive 1 hero point for fixing the anchor before its a problem. Bliss's Cauldron: Receive 1 hero point for rescuing your Halfling. (Only characters get hero points, so Bliss has to name his cauldron in order for it to store up this point.)
Hobie Browncloak (Nick T) HP 70/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20=16 ; Thursday April 12th, 2018 12:48:07 AM
With the winds picking up, Hobie puts Prowler back into his efficient quiver, and moves to tie a rope around his waist and secure it to the mast. He tries to find some sort of tarp or heavy sheet to place over himself in the event of more sharp flying debris, and he lays prone to wait out the storm. Survival 20.
Pressi (Melvin) - AC 21, HP 83/83, CMD 20; Harper-AC 21, HP 61/61, CMD 23; Followers d20+4=14 ; Thursday April 12th, 2018 11:58:52 AM
Pressi takes one more stab at providing shelter for herself and Harper (survival 14) and falls short. She and Harper head below the surface.
She tries to think creatively but nothing really comes out as a good idea. (Most of her spells don't really allow for much creatively - they do what they do.) At least she can save a few spell slots for the inevitable cleanup.
Bliss is grateful to his cauldron for her protection. "Auntie, you are the best! Thank you!"
But his efforts to help with the anchoring are pretty dismal. Oh well.
Murphy Leafwin Pipewood Druid 10a AC 26 HP 80/80 d20+14=32 ; d20+12=31 ; Thursday April 12th, 2018 2:24:42 PM
Murphy tells the crew about all he just learned.
Then he uses his acquaintance with principles of engineering, and the materials at hand, to provide shelter for all, and to shore up the integrity of their vessel in order to help it, and them, to get through to the other side of the battering of the storm.
Materials List to help in protecting boat and crew: 2 square yards of canvas Fishing net Iron pot 50' hemp rope 2 x 50' silk rope 5 sacks Oil Medium sized blanket Bucket Sling staff Sewing needles 50' twine 500' of thread Block and tackle
Plus whatever came with the boat itself, and whatever else his companions might have to offer in the effort. ======== Knowledge, engineering: 32 Survival: 31
Murphy Leafwin Pipewood Druid 10a AC 26 HP 80/80 Thursday April 12th, 2018 3:35:49 PM
Oh, and if some of the local grasses might be of benefit in protecting the boat, and providing shelter, Murphy may consider using some of those, as well. Understanding more now about the plant life, he takes care in his selection - and whether it might be wiser to avoid using or harming some types versus others. He decides to use only the odds and ends of already uprooted or separated plants, rather than using anything firmly rooted. He wants to remain at peace with the flora.
-------------------------------- Storm Phase 4: Tornado Winds. (Reduced to severe winds) 30 minutes. Small Creatures: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne. Tiny Creatures: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check ---------------------------------
80 minutes have expired from Murphy's spell.
The sail is extremely secure. The anchor is adequately fashioned. There is adequate shelter on the Sargrass floor.
Murphy's spell, while protecting you from the very worst of the environment, is unable to contain the full force of the windstorm around you. The winds once more are severe, as bad as they were when things first got rough, and debris is once more a danger.
The shelter protects you from some of the debris. Everyone but Hobie: 3 Reflex Saves DC 15 at -1 or take 4, 2, and 5 damage. Hobie: 3 Reflex Saves DC 15 at -4 or take 3, 5 and 2 damage.
--------------------------------
Hobie, alone atop the ship, lays down prone. He ties himself to the mast, so he isn't worried about being blown away. Pressi and Bliss try to help with preparations, but like Kezzem, they find themselves unable to contribute much. Thankfully, Murphy's shelter helps a little, deflecting the smaller bits of Sargrass.
As the Haflings huddle together, hiding from the wind and storm, a far more sinister threat approaches..
On the surface floor, Pressi's world explodes in pain. A sharp, talon appendage slashes through her armor, ripping into her side. Flat-footed, she cannot see her attacker, at least until he attacks. Suddenly, she is face to face with an emotionless gray visage. The skin of the creature, mostly marbled white, swirls and changes as it tries to re-camouflage itself with its immediate surroundings.
Attack vs Pressi: Hits AC 25 for 30 damage. Pressi is inflicted with the bleed condition. Each turn, take 1d6 bleed damage. Pressi must make a DC 17 fortitude save or be stunned for 1 round.
Above the canopy, Hobie feels the ship suddenly lurch, as if something heavy has been tossed upon it.
-------------------------------------------
Those around Pressi can clearly see the humanoid. Tall and heavy, yet sickly skinny. It seems both powerful and fragile all at once.
Int Check DC 14.
Highlight to display spoiler: { The creatures stealth seems to be based on camouflage, not invisibility. Watching its skin try to shift and compensate, you get the feeling this creature is going to be visible for only short periods of time, specifically right after an attack.}
Hobie Browncloak (Nick T) HP 65/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+4=14 ; d20+4=16 ; d20+4=5 ; Friday April 13th, 2018 1:13:14 PM
Hobie avoids the most dangerous piece that flies at him, but takes the damage from the other two. As the boat stops suddenly, he doesn't know what to do. He listens for any cries from his group.
Murphy Leafwin Pipewood Druid 10a AC 26 HP 80/80 d20+3=5 ; d20+10=14 ; d20+7=22 ; d3+1=4 ; d20+25=42 ; Friday April 13th, 2018 1:27:45 PM
Murphy takes a tanglefoot bag from the right pocket of his Bill's Pants O'Plenty, and tosses it at the creature (ranged touch attack 14+2 from flanking for 16 - correct this if I'm mistaken). He throws a dagger from his bandolier, hitting AC 22 for 4 hp damage. ========== Perception: 42
Pressi (Melvin) - AC 21 (24), HP 52/83, CMD 20; Harper-AC 21 (24), HP 50/61, CMD 23; Followers d20+13=18 ; d20+13=17 ; d20+13=33 ; d20+11=25 ; d20+4=8 ; d6=1 ; d6+9=12 ; d6+9=13 ; d6+9=13 ; d20+11=21 ; d20+8=22 ; d20+8=10 ; d20+8=26 ; d6+4=10 ; d3+4=5 ; Friday April 13th, 2018 1:54:03 PM
Pressi dodges the debris easily, but the tentacle not so much. She has no problem shaking off the stun, but she can feel the blood from along her forehead. She tries to make a bead on the creature (the int check) but the pounding is just too loud (she takes 1 damage for this round). Struggling, she tries to reach the creature and activate her Lore Keeper ability (hits Touch AC 21) and remembers to activate her shield swiftly.
Harper howls in pain as every piece hits her square in the head and activates her shield. She immediately tries a full round barrage against the creature.
(Hits AC 22, 10 and 26. Damage for hit 1 (bite) = 10 and if Harper can trip, its at CMB 8. Damage 3 (claw) = 5).
---------------------
ritual grimalkin, shield of faith - 19 rnds each
bleed condition - 1d6 damage per round rose control 9 hours flight 2 hrs (on boat)
Kezzem (BrianW) - AC 24, HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+12=22 ; d20+12=19 ; d20+12=29 ; d20+18=22 ; d3+2=3 ; Friday April 13th, 2018 1:55:05 PM
SV Ref DC 15: 22, 19, 19. All made.
Kezzem detects evil at the humanoid (move action). If he detects, he will smite evil and throw a dagger at him. Otherwise, just the dagger. (standard action).
Attack: 22 (25 if evil). Damage: 3 (13 if evil, 23 if evil outsider, dragon, or undead).
"Hey, hands off Harper!" says Kezzem. "Or is that Pressi? I get those two mixed up."
Bliss gets buffetted about a bit: 3 Reflex Saves DC 15 at -1 or take 4, 2, and 5 damage. Rolls two fails and a hit, takes 6 damage.
"I shoulda stayed under your wing, Auntie," he calls to his pot.
Then the newly come monster attacks Pressi! Int check 8, so Bliss is clueless!
Bliss sprouts his bramble armor just in case he is attacked.
Not seeing the foe or sure what to do, Bliss casts a Divine Favor on the defensive. Concentration check is 1d20+7+3 ... rolls a 17 for a first level spell, so that's ok, unless the weather imposes a penalty?
ADM Kim Friday April 13th, 2018 7:37:37 PM
Note to Bliss: "Those around Pressi can clearly see the humanoid." Bliss just might miss seeing it if waiting until next round to try to attack.
Oh yes, and Shield of Faith from the Ritual as a swift action please.
DM Ken, Riding out the Storm d20+13=28 ; d10+6=8 ; d20+13=31 ; d10+6=7 ; d6=4 ; d6=4 ; d6=1 ; d20+12=29 ; d20+14=17 ; d10=3 ; Friday April 13th, 2018 11:58:26 PM
-------------------------------- Storm Phase 4: Tornado Winds. (Reduced to severe winds) 30 minutes.
-Small Creatures: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.
-Tiny Creatures: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check
-All ranged attacks suffer a -4 penalty.
- You can communicate freely via shouting, but cannot hear whispers or regular speech. ---------------------------------
80 minutes have expired from Murphy's spell.
The sail is extremely secure. The anchor is adequately fashioned. There is adequate shelter on the Sargrass floor. -----------------------------------
Hobie doesn't react to the sudden extra weight on the ship. He listens for cries from his allies, and hears Pressi's shout of pain above the wind.
Murphy throws a pair of weapons, but within such close proximity to the enemy, pays a sudden and painful price. The strange humanoid slashes at Murphy when opportunity presents itself, hitting AC 28 for 8 damage. Murphy must save vs DC 13 of be stunned for 1 round. Both of Murphy's missile weapons miss, including the Tanglefoot bag, which only needs hit touch ac.
Pressi dances around the debris, but the sudden attack on her left it's mark. Seeking knowledge, Pressi lays a hand on the creature, and much is revealed. Glimpses of a society of creatures, Tall Men, whose only existence seems to be to stalk, kill, and consume, fill her mind. (See Below) Harper sinks his teeth and claws into the foe, and tries to shake him down, but his natural weapons seem of little use against the rubbery skin of the Tall Man. (2 attacks hit, DR reduces to 0) Pressi is still bleeding.
Kezzem detects for evil, and evil is most definitely present. He throws a dagger, and it strikes true. The Tall Man cannot make an attack of opportunity, because it has already done so.
Bliss's body is suddenly covered in sharp brambles!
-------------------------
The Tall Man's body finishes acclimating itself, and it is suddenly gone again from sight. Heavy footfalls land, thumping loud enough even to be heard among the storm. Harper seems to have an idea where his enemy lies, and he growls loudly with his hackles raised. Kezzem too, can still sense the enemies evil lingering, but doesn't actually see the foe. He feels the aura continue to linger nearby.
Suddenly, the Tall Man is visible again, it's bodies camouflage failing as it slashes it's scything talon across Murphy's back. (Tall Man hits AC 31 vs Murphy, who is denied his dexterity bonus.)
Tall Man hits Murphy for 16 damage. Murphy must save vs DC 17 or be stunned. (So two saves from Murphy, one vs 13 and one vs 17). Murphy is now bleeding, and takes 1d6 bleed damage per turn.
Up on the ship, Hobie feels a sudden impact, as a heavy tendril crashes onto him. Flat footed and prone, he does not add his dex to his AC or CMD, and he feels the thick rubbery tendril wrap around his body.
Hobie is grappled, and take 9 damage. In the commotion, his coverings are lost to the wind, and he can clearly for now, see the enemy holding him in it's grasp.
Tall Man 1 (AC 18, Touch 17, Large 10ft Reach, DR 10/magic): 13 damage. Tall Man 2 (AC 18, Touch 17, Large 10ft Reach, DR 10/magic): -
Hobie Browncloak (Nick T) HP 65/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+12=15 ; Saturday April 14th, 2018 1:54:36 PM
Hobie attempts to escape the grapple (15). He uses his move action to draw his +1 longsword, Romita, from it's scabbard.
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+19=21 ; d20+19=23 ; d20+14=17 ; d20+14=26 ; d3+12=15 ; d3+11=13 ; d3+12=15 ; d3+11=13 ; Saturday April 14th, 2018 4:35:56 PM
Kezzem stabs at the same target (Tall Man 1?) with his daggers.
Attack #1: 21. Damage: 15.
Attack #2: 23. Damage: 13.
Attack #3: 17. Damage: 15.
Attack #4: 26. Damage: 13.
The first dagger that connects also deals and additional 10 damage if the Tall Man is a dragon, undead, or an evil outsider.
Pressi (Melvin) - AC 21 (24), HP 49/83, CMD 20; Harper-AC 21 (24), HP 50/61, CMD 23; Followers d6=3 ; Sunday April 15th, 2018 10:05:28 PM
Pressi's eyes widen as she understands the full impact of what is going on. "Get him out of there," she shouts of Hobie. "Get him out of that grapple NOW! And for Domi's sake, find some non-magical way to get these guys seen, even if it's chalk. See invisible will not work, but chalk will."
She isn't sure if Hobie and Kezzem can hear her, but at least Murphy can.
WIncing at the continued bleeding damage - no way we're getting out of this one and into sufficient healing, she thinks - she continues to figure out what else to do. While Harper continues to pace and sniff, Pressi casts Ill Omen (no save debuff, two rerolls) onto the nearby Tall Man and uses her move action to draw her ice chain.
Both Harper and Pressi activate shields.
---------------------
ritual grimalkin, shield of faith - 19 rnds each
bleed condition - 1d6 damage per round rose control 9 hours flight 2 hrs (on boat)
Murphy Leafwin Pipewood Druid 10a AC 26 HP 73/80 d20+9=21 ; d20+9=29 ; d20+25=31 ; Monday April 16th, 2018 3:22:33 AM
Murphy saves twice (21 vs DC13, 29 vs DC 17 (nat 20), and is therefore not stunned. He withdraws a sack of flour from a pocket of his pants of plenty, and wildshapes into a large (16' tall) earth elemental. He roars at the tall man. Will have to wait until next round to do something with the sack of flour. The bleeding condition is stopped due to his elemental body. ======= Perception: 31
Bliss is still not sure what is going on here. Is he next to an enemy? He shakes his head and tries to focus and listen. But this storm makes that hard!
When Bliss has a chance to swing, can he even see an enemy? Well, how's this ...
If Bliss can't detect an enemy, he'll ready an attack to hit when he sees one in reach. That's a raging attack with a wooden fist (plant domain ability).
If he can see and charge an enemy on his turn, Bliss will do that. Raging wooden fist with a charge.
If he can take a full attack without moving or maybe with a five ft step, he'll take two swings (iterative attacks with high BAB)
Here are some rolls ... If charging, add +2 to hit and -2 AC.
Divine favor raging power attack primary swing with wooden fist: +16 to hit for 1d2+17+1d6tear ... hits AC21 for 22 nonlethal
Secondary attack at +11 ... hits AC13, surely a miss.
Perception check: 37
===== ===== =====
SANITY INFO
Spells used today: Lvl 1: 5+1, used 2 (shld o fth, divine favor) Lvl 2: 4+1, used +1 (barkskin) Lvl 3: 3+1, used 0 Lvl 4: 1+1, used 1 (threefold aspect)
Other stuff used: Bramble Armor used 2 Wood Fists used 1 Breath of Life unused Death Knell unused Hero Point used 0 Divine Favor +2 att, dam (rnd 1 of 10) Shield of Faith +3 AC & CMD (rnd 4 of 46) Rage (rnd 3 of 14)
DM Ken, Riding out the Storm d100=71 ; d100=89 ; d100=19 ; d100=4 ; d20+19=26 ; d10+6=12 ; Monday April 16th, 2018 5:38:37 PM
-------------------------------- Storm Phase 4: Tornado Winds. (Reduced to severe winds) 30 minutes.
-Small Creatures: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.
-Tiny Creatures: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check
-All ranged attacks suffer a -4 penalty.
- You can communicate freely via shouting, but cannot hear whispers or regular speech. ---------------------------------
80 minutes have expired from Murphy's spell.
The sail is extremely secure. The anchor is adequately fashioned. There is adequate shelter on the Sargrass floor. -----------------------------------
(Murphy took 24 damage last round. Please update your header)
Hobie struggles with his captor, and draws his sword. He finds himself still very much in the grasp of the Tallman.
Kezzem launches a flurry of daggers into the wind and towards the Tall Man. Two of the weapons find purchase, eliciting a furious swirl of color from the skin of the Tall Man. His daggers pass through the creatures resistances with ease, and his flurry of stabs wear the enemy down. If falls over in a lump, its body still trying to camouflage itself in its final moments.
Pressi has no target upon which to cast her spell, so she draws her ice chain.
Murphy shapeshifts, and takes care to hold out a sack of flour from his kit. His wounds cease to bleed any longer, but he still feels like something isn't right with his person.
Bliss IS near an enemy, but it is dead. He hits the corpse for good measure.
---------------------
Those on the floor have a poor view at best to Hobie's struggle above. Pressi though, doesn't need to see, she already knows whats happening. The tendrils on its grappling arm press harder into Hobie, and both Hobie and the Tall Man camouflage, fading from vision. (grapple maintained)
Hobie feels himself *skip*, and when the sudden jolt of travel ends, all is replaced with the tremendous roar of hurricane force winds, trying to rip him from the grasp of his captor. Alone and isolated, he cannot hear his own voice above the roar of the wind.
He can see however, and he watches every horrible moment of the Tall Man holding him at arms length, right before it stabs him with is knife-like arm. Hobie takes 12 damage, and must save vs DC 13 or be stunned for 1 round.
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+11=23 ; d20+11=17 ; d20+5=22 ; d20+5=13 ; d20+12=29 ; d3+12=15 ; d3+11=13 ; d3+11=12 ; d3+10=12 ; Monday April 16th, 2018 11:31:06 PM
"Hey, come back down here so I can stab you to death!" shouts Kezzem.
If he can, Kezzem will attempts to throw his daggers at the remaining tall man.
Kezzem will deal an additional 10 damage on the first dagger to hit if the Tall Man is a dragon, undead, or an evil outsider.
Pleasue ignore the d20+12=29 roll. Forgot to change the dice to d3 before rolling damage.
Hobie Browncloak (Nick T) HP 52/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+8=18 ; d20+12=23 ; Tuesday April 17th, 2018 12:59:59 AM
You didn't write what kind of save it was, but my lowest Save would be a 16 with that roll, so I passed the DC13.
Hobie attempts once more to break free of the grapple with a 23. If successful he will take a 5 ft step back from the creature.
Hobie Browncloak (Nick T) HP 53/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 Tuesday April 17th, 2018 1:00:46 AM
correcting HP
Murphy Leafwin Pipewood Druid 10a Large Earth Elemental with Huge bonuses AC 26 HP 49/80 d20+9=10 ; d20+14=23 ; 2d8+9=19 ; d20+25=30 ; Tuesday April 17th, 2018 1:28:44 AM
Murphy checks in mentally with Pressi as to what's going on atop, as he opens the top of the flour sack, and, controlling the aperture, spins in a circle so as to cast the flour in the areas adjacent to him [shoot - rolled a nat 1 on flour distribution - maybe he covered himself with some of the white bits]. If he somehow discerns (Perception: 30) a nearby tall man, he punches it in the face (AC 27, not 23) for 19 damage, or, wait, 20 hp damage (if its feet are touching the ground).
If he does not discern anyone there at the moment, he sees about ascending to the boat to see what's up. If he finds out that Hobie has been teleported away, he begins to seek to figure out how to find him. "HOBIE - WHERE ARE YOU??" he shouts against the storm, hoping that the winds may carry his voice.
Pressi (Melvin) - AC 21 (24), HP 45/83, CMD 20; Harper-AC 21 (24), HP 50/61, CMD 23; Followers d6=4 ; d6+8=11 ; d20+19=24 ; d20+9=18 ; Tuesday April 17th, 2018 12:35:52 PM
Pressi gets to Hobie's level (I'll use that instead of the spell from last round) just in time to see Hobie disappear. "Hey, bring him back. He still owes me five dollars."
As Murphy comes up top, Pressi mentally and verbally fills everyone in. Continuing to ignore the slow bleeding from her forehead, she takes a moment to cast locate creature (Tall Man) which should indicate to her about where the Tall Man that has Hobie is located.
If the creature can be seen (Perception 24), Harper strikes with a trip attempt (CMB Roll 11) but does not make it easily. Pressi moves within reach of her chain and points the creature out.
If the creature is located off the boat or is out of range....
Pressi turns to Murphy. "Get this ship unmoored and prepared to follow me. No rest for the wicked, apparently."
Pressi takes off on her broom into the winds and attempts to track the creature from the air. (Fly 18+4 from hero point.)
---------------------
ritual grimalkin, shield of faith - 17 rnds each
bleed condition - 1d6 damage per round rose control 9 hours flight 2 hrs (on boat?)
[OOC to kindly DM Ken: Highlight to display spoiler: {Um, I really tried to specify that i would not use my rage and fist and armor abilities unless I had a viable target. Not a dead thing. So I'll assume that Bliss did not see a foe, did not use those powers, and kicked a corpse in frustration? OK?} Thanks!]
Bliss is fed up with this wind and these enemies.
"If anybody knows where the enemy is, give a shout!" he declares loudly. "I'll be the big cat!"
He sniffs the dead one to get the scent of these things. [free action]
It looks like Miss Pressi knows a way to go. Cheetah Bliss chases after, running under her to the extent possible in the tangled grass. [Bliss can go up to 35 ft as a move action in difficult terrain.]
===== ===== =====
SANITY INFO
Spells used today: Lvl 1: 5+1, used 2 (shld o fth, divine favor) Lvl 2: 4+1, used +1 (barkskin) Lvl 3: 3+1, used 1 (BS1) Lvl 4: 1+1, used 1 (threefold aspect)
Other stuff used: Bramble Armor (rnd 2 of 6) Wood Fists used (rnd 0 of 6) Breath of Life unused Death Knell unused Hero Point used 0 of 3 Divine Favor +2 att, dam (rnd 2 of 10) Shield of Faith +3 AC & CMD (rnd 5 of 46) Rage (rnd 2 of 14)
DM Ken, Riding out the Storm d100=95 ; d100=39 ; d100=37 ; d20+19=32 ; d6=3 ; d6=3 ; d6=3 ; d10+6=13 ; Tuesday April 17th, 2018 5:51:32 PM
DM Ken, Riding out the Storm d100=71 ; d100=89 ; d100=19 ; d100=4 ; d20+19=26 ; d10+6=12 ; Monday April 16th, 2018 5:38:37 PM -------------------------------- Storm Phase 4: Tornado Winds. (Reduced to severe winds) 30 minutes.
-Small Creatures: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.
-Tiny Creatures: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check
-All ranged attacks suffer a -4 penalty.
- You can communicate freely via shouting, but cannot hear whispers or regular speech. ---------------------------------
80 minutes have expired from Murphy's spell.
The sail is extremely secure. The anchor is adequately fashioned. There is adequate shelter on the Sargrass floor. -----------------------------------
Kezzem launches a barrage of daggers into the Tall Man, but it is invisible along with Hobie, who is in it's clutches. The first dagger still strikes true, but the others miss, flying off into the storm. He still senses the lingering evil of the Tall Man, but is certain it has moved beyond the range of his Detect Evil.
Hobie struggles in his captors grasp, and fails to break free.
The Murphemental roars, and rips open a bag of flour. Dust flies everywhere, landing on the partially camouflaged corpse of the Tall Man. Murphy then punches the corpse in the face. Murphy shouts into the wind for his missing friend...
Pressi explains to everyone as much as she can about the Tall Men. Everything from their tenacious bleeds, their poisons, and their various tactics and abilities. Per her estimate, this Tall Man has probably has exhausted its ability to use dimension door.
She casts locate creature, which has the exact same range as Dimension door. She feels a pull to the south, 600 feet away.
Bliss -was- near an enemy when he used his bramble armor ability, a living breathing one. His DM did NOT specify that he was wasting class abilities on a corpse. No resources other than Bramble Armor are considered used. If Bliss has questions, he is free to email his DM.
He turns into a Cheetah and gets the creatures scent, but the winds are playing havoc with his nose. Thankfully, he can follow Pressi. She will easily outpace him though, unless she slows down.
The Tall Grass also presents a challenge. Bliss will need to make a perception check of DC 30 each round to keep visuals on Pressi, through the grass, the swirling debris, and the wind in his eyes.
Hobie's struggles seem to have little effect on the Tall Man, who pauses to stare at him, somewhat impassively. It easily maintains its grapple. This far away from Murphy's spell, the forces of the wind are unabated. Broken pieces of Sargrass whip through the air, hitting both Hobie and the Tall Man. The monster doesn't seem bothered by the whipping reeds.
Methodically and slowly, the monster continues to skewer Hobie with its knife-arm.
Hobie: The CMD to break the grapple is 32) Hobie: Three Reflex Saves at -6, DC 15, or take 3, 3, and 3 damage. Hobie: Take 13 damage. Fortitude save DC 13 or be stunned for 1 round.
------------------------------------------------------ Sailing in the storm!
-Currently: The ship is anchored. It will take 1 round to quickly remove the anchor. -Currently: There is no sail, it is secured. It will take 2 rounds to unfurl the sail, though the wind will make the process of sailing quite difficult.
Sailing North will require a Profession Sailor check DC 25, or a Profession Sailor DC 10 alongside a STR check DC 20. (To represent fighting the wind, rather than guiding the ship) The ship can move 100ft per round in the storm.
Failure: A failed round of navigation means the ship careens in a random direction, using a compass rose, With 1 being North and 8 being North West. ------------------------------------------------------
Pressi: Your fly checks are DC 20 within the range of Murphys spell, and DC 25 outside it. Murphys spell has a 400 ft radius. You will eventually have to deal with the storm outside, unless Murphy spends his rounds in concentration to move the effect.
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 49/80 d20+21=22 ; d20+21=24 ; d20+25=37 ; Wednesday April 18th, 2018 1:47:42 AM
"No, Pressi, I'll come with you more directly. The rest of you defend the boat, heal if you can. I'll reach him faster this way." Murphy transforms into a large air elemental (16' tall, weighing in at 4 pounds, but with capabilities similar to a huge air elemental).
He races toward the place which Pressi tells him she senses. Fly (22), perfect, 125'. Next round he will go flat out to reach Hobie (up to 500'), but will have to adjust once he hits the higher winds (fly 24 - 1 shy of 25). ======== Perception: 37
Hobie Browncloak (Nick T) HP 34/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+2=3 ; d20+2=14 ; d20+2=18 ; d20+8=25 ; d20+15=22 ; d20+10=12 ; d6+5=8 ; d6+5=11 ; Wednesday April 18th, 2018 8:21:06 AM
Hobie fails the first two reflex saves, then passes the third as well as the fortitude save.
Hobie is hurting from this awful creature from which he cannot escape. Desperately, he clutches his sword and swings at his attacker.
Attack 22 Damage 8
Attack 12 Damage 11
Pressi (Melvin) - AC 21 (24), HP 41/83, CMD 20; Harper-AC 21 (24), HP 50/61, CMD 23; Followers d6=4 ; d20+9=17 ; Wednesday April 18th, 2018 2:49:57 PM
(Bleed Damage 4, Fly Check 17+4 from hero point. Really didn't want to burn through so many.)
"Unless some random hog riding paladin is destined to show up, I have no idea how we are supposed to get out of this one without a resurrection," she grumbled. "Making us fly all this way, no part of my spell told me that this thing worked for Delta."
Pressi fell silent as Murphy the air elemental rocketed forward, as she used a double move to keep somewhat close by (120 feet. Per fly spell, Pressi can charge but not "run".) "Showoff," she grumbled. "If you get even to within medium range, start hitting the HP and fort save spells and anything that can keep him from camouflaging. Maybe try to distract him but he prefers to stalk prey over chasing it."
---------------------
ritual grimalkin, shield of faith - 17 rnds each
bleed condition - 1d6 damage per round rose control 9 hours flight 2 hrs
38, 31, 38 ... the die roller loves Bliss. We'll see how long that lasts!
DM Ken, Riding out the Storm d20+19=29 ; d10+6=10 ; d6=6 ; d6=4 ; d6=3 ; Wednesday April 18th, 2018 6:36:23 PM
Murphy and Pressi move quickly through the air. Even though Murphy is faster than Pressi, she is the one being guided by the Locate Creature spell. In the storm and unfamiliar Sargrass, he will need to either follow Pressi, or search for Hobie the hard way.
Bliss moves as quickly as he can (his DM is assuming, sorry! If you need to do something else, thats okay too.) after the flying partners. He either makes, or does not make, his perception check.
DM Edit: Bliss has the eyes of a hawk, and easily pursues Pressi at his hustle speed. I do not recall which of you is faster at this moment.
------------------
Hobie's magical sword cuts into the Tall Man, scoring a trail of blood down its arm. It looks quickly at its wound, then faces Hobie again, stabbing him once more.
Hobie take 10 damage. Fort Save DC 13 or be stunned. Reflex saves at -6 x3 or take 6, 4, and 3 damage.
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Wednesday April 18th, 2018 7:09:26 PM
Kezzem stays with the boat.
"Yeah vole, mine captain!" he says to Murphy.
Hobie Browncloak (Nick T) HP 18/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+2=11 ; d3=1 ; d20+2=15 ; d20+2=18 ; d20+8=14 ; d20+15=18 ; d6+5=7 ; d20+10=23 ; d6+5=11 ; Thursday April 19th, 2018 12:56:36 AM
Hobie is hit by the first bit of sawgrass but manages to avoid the rest. He barely manages to avoid being stunned.
Recognizing that his death is imminent, Hobie doesn't see any choice but to keep slashing desperately at the monster.
1st attack 18 Damage= 7
2nd attack 23 Damage = 11
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 49/80 d20+21=32 ; d20+25=26 ; d20+17=33 ; 2d6+6=11 ; Thursday April 19th, 2018 1:41:08 AM
Murphy asks Pressi for guidance. "Which direction? How far?" He will home in on Hobie's location based upon what she communicates to him.
If he manages to find Hobie and his tormentor, he slam attacks the latter, AC 33, hp 11, and orbits tightly around the tall man between attacks, emitting a howling scream. ======== [/i]Fly: 32 Perception: 26[i]
Pressi (Melvin) - AC 21 (24), HP 35/83, CMD 20; Harper-AC 21 (24), HP 50/61, CMD 23; Followers d20+9=11 ; d6=6 ; d20+11=31 ; Thursday April 19th, 2018 11:43:08 AM
(How Far? I am assuming 600-(60+120)=420 feet from her position. Keep in mind though that the spell doesn't grant perfect direction and distance, let alone a precise coordinate. She needs two rounds of full speed to get to confusion range and hope she lucks out. Honestly, when I began the flight, I was thinking it was more likely the DM would keep the creature near the boat than 600 feet out.)
Pressi uses guestures and telepathy to grant Murphy the best picture she has, but even she doesn't know precisely where the creature is, and she knows that both the creature and Hobie will probably be camoflauged. "Do you have any ideas of how to locate them once you get in range?" she asks Murphy. "And see if there's any way to get it to flee or come to us; whatever you do, don't let it grab you too."
As Pressi's own propulsion begins to sputter (Fly 11) and blood continues to drain (6 HP), she reaches out for a hail mary: Ghost Sound (32 human equivalent roaring of whatever creature eats Tall Men, Know Local Nat 20 - really, that's when I get it?) that maybe will fool the creature into running without Hobie (Will DC 14).
---------------------
ritual grimalkin, shield of faith - 17 rnds each
bleed condition - 1d6 damage per round rose control 9 hours flight 2 hrs
Bliss keeps on following Miss Pressi. What's her altitude? I think he can keep up with her if she is taking standard actions to cast spells. He has already rolled to see where she is. He rolls a spellcraft to ID the spell she is casting ... Spellcraft 36 to know she is casting Ghost Sound. He listens for wherever it is she is casting the sound to ... and it is loud ... Bliss rolls a 27 to hear the Ghost Sound wherever it blasts out. Hopefully he gets a fix, and with the firection of her flight and the location of the Ghost Sound, Bliss is hoping he will not need to keep making Perception checks to watch Pressi. NOW he know where to go. Or does he?
Three rounds of Cheetah hustling ... 210 ft travelled.
Pressi (Melvin) - AC 21 (24), HP 35/83, CMD 20; Harper-AC 21 (24), HP 50/61, CMD 23; Followers Thursday April 19th, 2018 4:58:39 PM
He can keep up pretty well considering she failed the last fly check (and can't run even with a success). (I'm kind of considering some form of polymorph or beast shape for a last speed burst.)
3 rounds of flying = 180 feet, currently stalled.
She does her best to convey to Bliss the distance and direction, but doesn't have the telepathy or Bliss flying. (I didn't give much thought to altitude but she's probably not much higher than the deck of the boat. Call it... 20 feet or so? Maybe 30 so she's not just skimming the grass.) She also suggests that if he can run ahead, he should do so.
DM Ken, Riding out the Storm d20=6 ; d20+19=27 ; Thursday April 19th, 2018 8:58:56 PM
Kezzem stays with the boat, watching his friends outpace the safety of Murphy's spell.
Hobie struggles desperately with his captor. He scores to more clean wounds on the Tall Man.
Murphy tries to locate Hobie using Pressi's spell, but it just isn't effective. She herself only gets a general feeling of direction, and with their points of origin being so different, among the storm, he is left searching the old fashioned way. In this moment, he does not detect his friend. He is at least certain he is in the right area, based on knowledge of spell ranges and the general directional data given by Pressi.
Bliss tries to triangulate where he should be going, even if it means leaving Pressi behind. The sound of the spell isn't much louder than the sound of the wind storm. He can either keep following Pressi (an action for which you have 1 more stored up passed check), or he can try to hit a survival DC of 20 to pick his way through the Sargrass, in the storm, towards the sound of her spell.
----------
The Tall Man reaches back once more to run Hobie through, but pauses when the loud sound of not a single creature, but a company of monks chanting mantras echoes through the storm. Its body language is cautious, and rather than stab Hobie again, it pins him to the ground and presses it's weight down upon him. Hobie watches as the creatures skin again camouflages, this time compensating for both of them. It doesn't even seem to be watching him, but rather scanning for some other threat.
Hobie has the pinned condition. Being underneath the Tall Man, he takes no damage this round.
A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class...A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component...Pinned is a more severe version of grappled, and their effects do not stack. A pinned creature cannot attack, but can attempt to escape it's grapple.
Creatures outside of the range of Murphy's Spell.: (Just Murph at the moment I think.) Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.
Other creatures, use the previous listed chart.
Tall Man: 30 damage
Hobie Browncloak (Nick T) HP 18/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+12=26 ; Friday April 20th, 2018 12:33:03 AM
Hobie struggles desperately to escape from his captor, 26 to break free.
He shouts at the top of his lungs, "Help! He's got me! We're camouflaged!! HELP!!!"
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 49/80 d20+25=38 ; Friday April 20th, 2018 4:36:10 AM
Murphy continues to search for Hobie and the tall man. With Hobie's yells, and Murphy's perception (38), does he find him?
If so, he does as described in the previous post - slamming the tall man, AC 33, hp 11.
He also notes, if he perceives it, the chanting he hears. Which direction, how far away?
Pressi (Melvin) - AC 21 (24), HP 32/83, CMD 20; Harper-AC 21 (24), HP 50/61, CMD 23; Followers d6=3 ; d20+9=15 ; Friday April 20th, 2018 10:26:40 AM
(Bleed Damage 3. Fly roll 15.)
"Oh, who am I kidding," Pressi grumped. Finally done with wasting time, she polymorphs into a small elemental (as per Elemental 1).
The perfect flight ability boosts her flight enough to travel 60 feet. (360 to go.) ---------------------
ritual grimalkin, shield of faith - 17 rnds each
bleed condition - 1d6 damage per round rose control 9 hours flight 2 hrs polymorph 8 mins (small air elemental, as per air elemental 1)
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 49/80 d20+21=29 ; Friday April 20th, 2018 11:55:06 AM
Fly check for Murphy: 29
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Friday April 20th, 2018 12:53:58 PM
"So, boat, it looks like it's just you and me," says Kezzem. "Just don't go gettin' any idears. I don't want to be 'shipped with a ship."
Bliss / CatBliss (AC24, CMD28, HP90of96) (Cayzle) Saturday April 21st, 2018 12:20:26 AM
Again, and not for the first time in recent days, Bliss considers that he really needs some Survival skill!
But for now, failing that, he instead keeps his eyes open and follows Miss Pressi.
DM Ken, Riding out the Storm d100=51 ; d20=15 ; Monday April 23rd, 2018 5:24:44 PM
Murphy hears the shouts, and even through the storm, detects a misshapen lump of mass on the floor of the Sargrass. He charges into the invisible knot of camouflage, ramming it at full speed.
Hobie, suddenly visible, is no longer being held, though he is much worse for wear.
Bliss and Pressi continue to make some progress towards the target of her spell.
--------------------
Hobie and Murphy wait in silence for a few moments, but the attack is never renewed by the Tall Man. It seems as if, for now, it has chosen to retreat.
If Bliss gets lost, he'll just have to try to find his way back?
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 49/80 d8+5=11 ; d8=3 ; d8=1 ; d8=7 ; d8=2 ; d8=5 ; d20+25=29 ; Monday April 23rd, 2018 10:49:15 PM
"Got 'im, Pressi. The tall man is gone," Murphy messages her. "Hey, Hobie. Long way from home! Just so you know - it's me, Murphy, the wind-spirit! Can I heal you some?" he asks. So long as the Hobster does not object, he casts cure light wounds (heals 11 hp) and cure critical wounds (heals 27 hp, for 38 total with the CLW), bringing Hobie to 56/82. "Wish I could do more, but my healing abilities are rather limited at the moment. You have your wand? Start working on yourself. And let's get walking back to where the winds are a bit quieter." He uses know direction to verify which way to go, and leads his friend back that way.
Meanwhile, he listens for the chanting he thought he had heard a moment ago. ======= Perception: 29
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 d20+1=7 ; Monday April 23rd, 2018 11:25:30 PM
"Let see...aft is the backside...heh, backside...fore is the front, port is...left...and starboard...right..., or is it the other way around?"
Kezzem continues to wait on the boat and keeps an eye out for trouble.
Perception: 7. Guess he's too busy trying to figure out the difference between port and starboard.
Hobie Browncloak (Nick T) HP 82/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 d20+13=19 ; d20+13=14 ; d8+1=4 ; d8+1=3 ; d8+1=2 ; d8+1=7 ; d8+1=9 ; d8+1=3 ; Tuesday April 24th, 2018 12:55:23 AM
"Thanks Murph! I really thought for a moment that it was the end for me. This was a nightmare for an archer like myself, taken completely by surprise, all my training with the bow utterly useless. I truly thought I was a goner. A thought even ran through my head of what I might become should I be reincarnated somewhere else in the Wold."
"But thanks for the healing! I feel great and strong again! I will try not to leave myself so open to surprise attacks again. I pray the gods will send us another Paladin for me to hide behind!"
Hobie takes out his wand of CLW and tries to UMD it, but due to his injuries, he can't seem to figure out the correct flourish. (Rolled a Nat 1, so I can't use UMD on this particular wand for the rest of the day.)
He will ask if Murphy or Kezzem or anyone else who knows the spell can tap him with it a few times. (Assuming someone complies, he uses 5 charges from the wand to heal to full HP)
It still has about half it's charges left, and he offers the wand up to anyone else who might need some healing.
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 80/80 d8=8 ; d8=3 ; d8=4 ; d8=1 ; d8=3 ; d8=2 ; d8=8 ; Tuesday April 24th, 2018 1:10:40 AM
Murphy helps Hobie with the wand, so Hobie is fully healed now (using Hobie's wand rolls of 4, 3, 7, 9, 3 = 26). He asks if he can use it on himself, too. If so, with 6 charges, Murphy is fully healed) (and I think that leaves 22 charges still in the wand).
"We are much relieved that we have you still with us, friend. Your swift arrows have often helped us overcome our enemies. A question for you, though I hope you'll never be in a position where I shall have to follow through. Should you ever die, would you prefer that we visit Lord Gargul, or would you have me cast reincarnation?"
He considers something Hobie said. "Say, Hobe, both you and Pressi have mentioned having a Paladin join us. Do you two know something that I don't?"
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Tuesday April 24th, 2018 8:24:01 AM
OOC: Assuming you guys make it back to the boat....
"That's old news, Murph," says Kezzem. "I joined a long time ago, even before I was a paladin."
Hobie Browncloak (Nick T) HP 82/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 Tuesday April 24th, 2018 10:30:00 AM
"Well, I haven't much thought of that. It might be fun to be reincarnated and end up in some new kind of body, but if I'm not mistaken, there's at least a small chance I'd end up as a Bugbear right? That's not so much fun."
"I was just saying I hope we can get another big armored body in between me and the bad guys. If it was a Paladin with some heal spells, that would be even better. Pressi knows the future a lot better than I do though. Maybe she knows something."
Pressi (Melvin) - AC 21 (24), HP 32/83, CMD 20; Harper-AC 21 (24), HP 50/61, CMD 23; Followers d20+8=10 ; d20+8=11 ; Tuesday April 24th, 2018 11:33:55 AM
Pressi shrugged as best as an air elemental could and turned the ghost sound off. "This would be about the time I'd mock Murphy about how much more I know, but apparently knowing how to fly isn't one of them.
"One thing I do know is that for a halfling only team, we attract a surprising number of divines and strength based tanks and surprisingly few charismatic and dexterous folks. Its almost like we take harder jobs as a challenge, says the halfling witch divine. As for the hog riding, that's just the stupidest thing I could think of. I almost said kangaroo riding, but I'm not sure I'm saying it right."
Pressi chooses to remain in her current air elemental form as long as possible so she doesn't have to contend with the storm. Changing back, she addresses the Shard issue and bleed condition, explaining to Murphy that only a use of a heal kit can help. So, unless anyone has a good heal skill (Pressi's is 6 +2 with a healers kit charge), she now begins that attempt.
(As a reminder, both Pressi and Murphy need eight hours of non-activity rest to fully heal or else the bleed condition begins again.)
Pressi's Roll on self: 10 Pressi's Roll for Murphy: 11
"Well, that is unfortunate."
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 80/80 d20+9=21 ; d20+9=15 ; d20+12=16 ; Tuesday April 24th, 2018 12:54:11 PM
"You may mock me about your greater knowledge any time you desire, sweetheart," Murphy replies with a smile in his airy voice.
"I miss our old bard - though his moral compass regarding veracity seemed often askew. And I especially miss Shel, a sorcerer, and long-time friend." He feels choked up as he thinks about her.
Murphy manages to halt Pressi's bleeding once she changes back to halfling form (healing of 25, if one includes the +2 from the healing kit, and +2 from aid another by Pressi), as well as himself - an adjusted 19, only 15 is needed. [However, according to this, "Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage)."
But he is remaining in his air elemental form for now. "I can only wild shape one more time today - and the day may be long," he explains.
Finally, he takes a moment (if actions can be extended out this far) to consider the storm, and update his own weather forecast (Survival 16 - need 15). Is the present storm waning, or will it wax greater?
And to Kezzem, Murphy says, "Oh, I know you did, Kezzem. It just sounded as though they were discussing another paladin. Hey - thanks for watching over our boat!"
[Akh! - sorry for all the posts!]
DM Ken, The Skies Clear Tuesday April 24th, 2018 6:56:33 PM
Once back into the somewhat calmer winds of Murphy's spell radius, and assuming the flying types remember to guide Bliss back to camp, it seems like much of the trouble is finally passing. Over the next 30 minutes, the storm is passed for good.
However, there remains the pesky matter of healing. The administrations to Pressi seem to have held, and her bleeding is indeed stopped, but the wound is fussy, and easily opens. Murphy's wounds are the same. While he doesn't bleed in elemental form, shapeshifting back to his natural state seems to simply re-open the wound.
And while he might be confused as to why regular healing methods, including magical healing, aren't stopping the bleeding, Pressi has a very good understanding of why.
The Tall Men, as she identifies them, use a number of poisons created from Sargrass plants. One of them is called Mirrorgrass, and they use fibers from it very effectively. Pressi can explain both poisons easily.
(In game terms.)
Gray Sargrass Poison: A creature wounded by a Tall Man's slash attack must make a Fortitude Save vs DC 13 or be stunned for 1 round. If the creature was wounded by a sneak attack from the Tall Man, increase the save DC from that attack to DC 17 instead.
Mirrorgrass Shards: Bleeding from a wound caused by Mirrorgrass Shards requires a heal check of DC 20 to properly heal. Magical healing does not automatically stop the bleeding. The wound must be closed for 8 hours before it heals completely. Any strenuous action ( attacking in combat, spellcasting, hard labor) will reopen the bleeding wound and reset the amount of time for the healing to finish, as well as require a new DC 20 heal check.)
All heroes gain 1280 xp from the Tall Men they defeated, and an additional 720 for 'defeating' the storm. That's a total of 2k each.
[Murphy is immune to poisons (characteristic of druids of level 9 or higher). Therefore, unless this poison falls outside of that immunity, it is likely he is not similarly affected - subject to DM overrule of this character-class ability, of course]
Murphy is not presently, as stated earlier, returning to his normal form, but rather intends to remain as a large air elemental unless circumstances call for a change, or the wild shape ends 10 hours after he first assumed the shape. He doesn't know what is likely to happen between now and then. He is very interested, and pays close attention to Pressi's explanation. He also compares what she says with what he garnered about the local plant life during his time communing with nature.
"Hobie - tell me, tell us, everything you can remember about what happened from the time the tall man grappled with you, ported you elsewhere, and we arrived, and the tall man ported again. What did you see, feel, hear? Besides the storm itself, of course."
[thanks for xp!]
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Tuesday April 24th, 2018 7:58:55 PM
"Hey, I'm plenty Charisma and Dexterity-based, Pressi," says Kezzem. "Those are two of my two best abilities!"
"Me too!" says Bliss, "and I'm also pretty strong these days!"
He can delay poison if that would help.
Pressi (Melvin) - AC 21, HP 32/83, CMD 20; Harper-AC 21, HP 50/61, CMD 23; Followers Wednesday April 25th, 2018 11:07:43 AM
"Ok, ok, sorry I brought it up," Pressi said. "I guess it's just me and Murphy then."
To Murphy, she tries to explain that the Mirrorgrass Shards (the stuff causing the bleeding) isn't really a poison or disease (which is why she isn't casting herself). "It's just a foreign projectile, something that splits the skin like sand can split wood. That's why it needs the good healing."
Anyway, back to healing. With Murphy and Pressi working together, Pressi's wounds seem to be stopped, but for the next 8 hours, she can't fight, cast or do "hard labor", so her options on what to do next personally are limited. She allows Murphy to remain in his elemental form (postponing the rolls until he finishes) but reminds him that the 8 hours starts from the time he changes back. Pressi assumes that wand use is included in this, and thus holds off further healing herself.
As for next steps, Pressi reminds the group of the nearby homelike isolated buildings and suggests that they might want to head there. She also suggests that they might want to hunker down for the night but leaves it up to the group, particularly Hobie. The question becomes one of whether they want to cast off and try traveling again. (I am assuming the monk chants were from my spell, and not actual monks.)
---------------------
ritual grimalkin, shield of faith - 15 rnds each
bleed condition (stopped) (1d6 damage per round if in next 8 hrs attack, cast or hard labor). rose control 9 hours flight 2 hrs polymorph 8 mins (small air elemental, as per air elemental 1)
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 80/80 d20+25=34 ; Wednesday April 25th, 2018 12:21:56 PM
[As DM Ken described it as a 'poison' - I assumed the druidic immunity to natural poisons would be effective. If Mister DM can weigh in on this, then Murphy will make his decision. Because, if immune, he would not have suffered from the bleeding, and therefore knows he is immune. If not, then he will go with Pressi's explanation, and change over in a few minutes, then cast neutralize poison on himself (if it is, at all, deemed a poison). I assume that, following neutralize poison, a DC 15 heal skill would do.]
Meanwhile, he learns that the chanting monks was from Pressi's ghost sounds spell, so decides he does not need to scour the grasses in order to find the non-existent monks. However, he does fly high up into the air, in order to see ahead as far as his sight will take him. [Perception 34] He then returns to the boat to report in on his findings, if any. In his present form he is of marginal use in weighing anchor, so encourages the super-strong Bliss to head up that task with others helping.
DM Ken: Sorry. Poison was probably not the right term. Grey Sargrass is in deed a poison. Mirrorgrass shards are an EX ability that accompanies their sneak attacks.
Bliss is happy to help set up a camp with the boat and everything. He casts his Control Plants spell to try to get the plants to make a clearing, with the more dangerous plants away from the group.
Before the day ends, he uses his Breath of Life ability on whoever is the worst off of the "poisoned." You do not have to be dead for it to help you. ... Cures 30 hp.
He asks Auntie Pot to help cook some dinner.
Hobie Browncloak (Nick T) HP 82/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 Wednesday April 25th, 2018 3:27:00 PM
“It’s hard to recall what was happening, I was just fearful for my life. I couldn’t get away from that thing no matter how I tried. I swear though, that I heard monks chanting, right before he let me go. I guess these guys are afraid of them.”
Pressi (Melvin) - AC 21, HP 62/83, CMD 20; Harper-AC 21, HP 50/61, CMD 23; Followers Wednesday April 25th, 2018 4:14:35 PM
Pressi gladly accepts the healing from Bliss, with thanks. (She is technically the worst off since Murphy didn't really take any damage.)
"Uh, Bliss, 'to weigh anchor' means to lift up the anchor from the bottom, so that the boat can start moving, again," explains windy Murphy. "Sorry. I'm not a sailor, but I've listened to a few of them talking once in a while. The day still has hours left, and we have people to find. So, if you all can grab all the stuff - canvas, ropes, and so forth, from the grass sea floor, and then can lift up the anchor, we can be on our way toward where the monks were said to be. If the wind blows our way, then, yay! We'll unbind and unfurl the sails, and let the wind take us there. If not, then one or two people on the oars might do the trick."
If he is not subject to the bleed effect, he might see what he can do to play the part of the wind himself, flying into the sails, and flying so as to press against them, as a 16' large elemental, with strength capabilities of a 32' huge elemental.
Bliss asks Auntie to shrink down, then he picks her up and changes into a kitty. He takes his place at the front of the boat.
DM Ken, The Skies Clear Wednesday April 25th, 2018 9:37:17 PM
Pressi explains to Murphy, more perfectly than her DM did, the difference between the poison and the mirrorgrass shards. Murphy's time in form is limited, and he only has one shapeshift remaining.
Pressi tests out her wounds, and finds that anything requiring much physical effort sets her off again,and spell casting does the same. She is certain that channeling magic through a spell activation item such as a wand or staff or scroll will also set her bleeding off again.
Humbles Sword works together to pack up anchor as best they can, and Murphy's scouting reveals nothing new. The same clearing in the distance that Pressi observed, as well as the dotted and sporadic homes. Just before the order is given to cast off, Bliss hears a sound not local to this landscape.
The beating of hooves.
Before he can react, a small statured creature, perhaps a Halfling or a Gnome, comes thundering into your small clearing that Bliss made. Perched atop an armored boar, he skids to a stop, and takes a moment to observe each of you. He touches a holy symbol, that of Pantheon, and his eyes glow with a soft yellow light, just bright enough to be observed through his helmet.
(Succotash, you are certain that none of these Halflings are evil, though there is a lingering aura of something far less savory that had been here, and the corpse of a Tall Man deposited on the ground level of the Sargrass floor.)
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Wednesday April 25th, 2018 10:17:01 PM
Kezzem casts detects evil on the new halfling paladin. You can't trust those guys!
Kezzem is a halfling with curly-red hair dressed all in black leather. He bears the symbol symbol of Gargul and has several daggers stashed over his body.
"Who are you, and who is that on your back?" Kezzem asks of the boar.
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 80/80 d20+25=43 ; Wednesday April 25th, 2018 10:56:18 PM
"Ah. Ah. Sorry, Bliss. Belay that order. That means, ignore my last instruction. Looks like we may need to drop anchor again," says the large air elemental to one of the halflings on board.
He looks down at the new arrival. "Ahoy, there. Are you a cleric? Or something? I know I look like an air elemental, but I started out in life as a halfling. Murphy's my name. I'll soon change back to my halfling self. I see you serve Pantheon. We just, um, helped to fix a desecrated altar of Pantheon, several hours back. Some wicked spirit was inhabiting the large holy symbol, inverting... I mean, turning it upside down. So, we turned it right side up. And the evil spirit left."
He flies down to the boar's and small fellow's level. "Don't worry. Just taking a closer look. Do you know where any monks of Pantheon might be around here?"
That was a perception roll of 43. Murphy's senses take in the newcomers pretty well.
Succotash Slenderstick & Miss Piggy Thursday April 26th, 2018 5:51:20 AM
Succotash is a brown haired halfling wearing well polished full plate, with an image of Pantheon’s holy symbol emblazed on the chest, however it’s currently covered in dust, and what may appear to be the grim of battle. Miss Piggy is a medium sized hog, who is wearing chainshirt barding, that also is covered in dust and battle grim. Succotash dismounts, gives a bow a recognition, and says, “Succotash Slenderstick at your service. “It seems you’ve had dealings with these demon spawn too,” he says indicting the dead tall man. “Just got done fighting with three of the pains in the back side, and managed to kill one, but not before he wiped out my whole party”. Miss Piggy, he says referring to his boar,and I only escaped because the other two scampered off”. “It seems they had it out for me, my guess is that it’s because of my devotion to Pantheon, and my service to him as a Paladin.” “If you don’t mind me tagging along, Miss Piggy and I could use some company, and if any more of those tall men show up, well let’s just say I have a bone to pick with them, preferably theirs!”
Hobie Browncloak (Nick T) HP 82/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 Thursday April 26th, 2018 6:45:18 AM
A halfling wearing a large brown hat and a green cloak over a mithral chainshirt approaches the stranger. (You can find a picture of Hobie if you click on my link)
"Welcome, Mr. Slenderstick. My name is Hobarth Q. Browncloak, but please, call me Hobie. That's terrible news of your friends, I'm very sorry. I can't speak for all of our group, but as the most recent addition, I know what it is to join a new party, and would love to welcome you in the fullest!
I'm an archer by trade and passion, and a wizard by hobby. Most of what I do is pepper our foes with arrows, but every now and then it's fun to cast a grease spell or two to mix it up! With all that armor, I'd imagine you like to be in the thick of the battle. That's nice for me, as I rather prefer to keep myself clean. But I can hold my own in a sword fight if necessary.
Tell me Mr. Succotash, what is your weapon of choice? What feats have you trained in? I love to discuss martial theory when I can. "
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 Thursday April 26th, 2018 7:25:45 AM
My weapon of choice is my great sword he says as he draws it for inspection, revealing a blade that glows like a torch, I named her “Twinklesting”. As far as feats, most of them evolve around Twinklesting, well except selective channeling, no sense healing the baddies while healing my allies, if you know what I mean. I have a great axe and some throwing axes on standby, but I relish the front line. Feel free to use me as a meat shield if the need arises.
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Thursday April 26th, 2018 8:02:07 AM
"Murphy, you never have to tell us to ignore your orders. We're usually way ahead of you there. Although if you tell us to ignore your orders, and we never follow your orders....I think you broke my brain!"
"Well, Miss Piggy and companion, I'm afraid if you are a paladin, we've already got one. I didnt die to become a paladin for nothing, you know!"
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 Thursday April 26th, 2018 10:10:23 AM
Well, Kezzem is it?, I can tell by your gear that you prefer fast and agile strikes in combat where as I perform a more strength based attack, both styles are effective, and I’m glad you are playing to your strengths, but sense our styles are so different, I think we could make a pretty excellent team, besides, since when is having another front line attack/healer a bad thing?
Pressi (Melvin) - AC 21, HP 62/83, CMD 20; Harper-AC 21, HP 50/61, CMD 23; Followers Thursday April 26th, 2018 11:06:05 AM
"Normally this would be the time for my own snark," Pressi began. "But I've grown accustomed to the inevitability of newcomers so... welcome aboard, I suppose. Don't bother me otherwise."
Pressi might not ping evil but she's aware that Succotash might notice or ping other aspects surrounding her. Like the fact that she simply stayed down for now, continuing to nurse her wounds. Or her own holy symbol, the mark of Pantheon twisted and surrounded by the mark of the crones of the south. She wondered if he could sense her witchly presence and bodily transformation, and if he cared. Paladins weren't exactly meant to get along with her, Kezzem's history being the exception.
Struggling to get up, Pressi finally offered her greetings. "Pressi Silverglove. Justicar, Skillmonkey and... Divination Healer." She brushed the black hair out of her eyes, her lithe body mismatched by her black leather armor and the frosty chain on her belt. "You'll want to keep an eye on me for needed spells. And your mount might want to keep an eye on...."
Behind Miss Piggy, a leapord stalked the boat licking her lips and sniffing.
"Harper, release," Pressi called out to her familiar. "Anyway, welcome aboard and pardon the mess. I don't suppose your group was already on a mission dealing with the end of the world, so we will fill you in later. In the meantime, I don't suppose you've run into any monks recently?"
Since Bliss made the camp and used his 4th level domain spell to do it, we're darn well going to make a camp here! In fact, as Bliss thinks about this, he gets a little hot under the collar.
"You know!" he exclaims. "You know! Since I made this camp and used my best plant spell to do it, seems to me we're darn well going to camp here!" He plants his feet and does NOT untie the ship from Auntie Pot.
But he snorts a laugh when Kezzem points out that we usually ignore orders.
Just then a new guy arrives riding a boar!
"Ha!" says Bliss. "It's a good thing we have a nice camp here to say hi to this stranger. He may be riding a piggie, but I have a good feeling about him."
As the new guy rides up, and Bliss steps up to say hi.
"Sir Slenderstick, hello! I'm Bliss, just Bliss. I sure am sorry to hear about how your friends died. Are you looking to go before Lord Gargul to ask for them back? We've done that, and it doesn't always work out so good."
"I'm a witch, see, and he doesn't really hold much with witches. Plus I've been mad at him ever since what he did to my mom. Anyway, welcome! This is Mister Murphy, a druid; Sir Kezzem; a paladin; Hobie, who was almost got by one of those tall guys; and Miss Pressi, who is a witch too."
"I'm more of a fighting witch, and Miss Pressi is more of a ... of a ... of a ... different witch."
"When I fight I like to change into a cat. Or maybe use thorns and bark to fight with."
Bliss is very young looking -- as in, ALMOST too young to be an adventurer. He is dressed in green clothes, with a variety of accessories that are likely magic: boots, belt, bracers, headbands, etc.
Pressi (Melvin) - AC 21, HP 62/83, CMD 20; Harper-AC 21, HP 50/61, CMD 23; Followers Thursday April 26th, 2018 6:16:01 PM
"Yeah I am going to have to go with Bliss on this one," Pressi voted for camping here. "I get the urgency but I am basically useless for the next eight hours and the millisecond that air elemental form ends, so are you. Hobie's been knocked around, and Bliss could use some spell recovery. Honestly, the only reason I brought up the houses was I thought that would make a better camp site."
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 5d6=15 ; 5d6=21 ; Thursday April 26th, 2018 6:53:11 PM
Well met everyone, it seems you guys could use a little healing. Succotash grabs his holy symbol, and as he does it begins to glow and everyone within 30ft receives 21 health (5d6) as he uses two lay of hands to channel positive energy.
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 Thursday April 26th, 2018 7:00:16 PM
Sorry he used 4 lay of hands, channeling energy twice 1 for 15 and 1 for 21 making a total healing of 36
DM Ken, The Skies Clear Thursday April 26th, 2018 10:35:19 PM
Bliss puts his tiny feet down, and demands a camp be made. His arguments are pretty sound. Spells are low in supply, and people are injured. Pressi seems to agree.
Succotash does what he can, sending some healing energy through the party.
There are about 5 hours of daylight remaining, and an 8 hour night ahead of you.
Notable locations..
Clearing that Pressi and Murphy saw: 6 hours to reach it without any further trouble. Dotted buildings on the horizon: 7 to 9 hours, some are closer and some are further.
Time south required: Unknown. The party learned of monks to the south, but all they know is a general direction.
(Party please decide what you are doing from here. In addition, your humble DM is requesting a watch order if one exists.)
Murphy Leafwin Pipewood Druid 10a Large Air Elemental with Huge bonuses AC 29 HP 80/80 d20+25=39 ; d20+25=35 ; Friday April 27th, 2018 5:05:12 AM
Murphy smiles as Bliss again seems to misunderstand him. Perhaps Pressi, as well, does not quite pick up that Murphy already concurs with them. And Kezzem's customary wit entertains. "Very well, then, all. Let's do as you suggest, as it nicely comports with what I just suggested. I think I could have been more clear out loud than I was in my own mind."
"Be back in a minute or so." Murphy speeds through the surrounding grass, inventorying the types of plants within a hundred feet radius of the camp. He plans to jot down the information he gathers in a bit.
He communicates the time estimates to reach the clearing, and to the distant buildings. "Let's let Pressi - and me - heal from these mirrorglass wounds. Maybe wait until dawn before we continue the journey, unless circumstances change.
"And, let's take a look at this talon which did its work on Pressi and me," he suggests. He draws adjacent to the now deceased Tall Man, then closely examines the talon, trying to see where the mirrorglass shards are along the appendage. "I wonder if the shards can be somehow removed, or neutralized, or washed off," Murphy ponders aloud, "whether from the wound, or from the talon." He asks for Pressi's and Bliss's opinions and ideas on the topic. He has some training in alchemy, along with his druidic background in working with flora. He creates just a small amount of water to flow over just a small portion of the talon where the mirrorglass is discernible. Does it remain on the talon? Does some wash off? He asks if any have a bit of wine, or ale, or other alcoholic beverage. If provided, he sees whether alcohol affects the glass.
"Succotash - do you have a healing skill - other than laying on of hands, and spells? As in, using a healer's kit, and providing care that way?"
Once he has determined what he can in his elemental form, he then says, "In a few minutes, I'm going to resume my own shape. From what Pressi says, I will probably start bleeding again." If water or alcohol had any effect on removing or neutralizing any of the tiny shards, he will try washing the place where the talon dug into his skin, to see if that helps in the healing process. "Wish I had some aloe," he says, then adds, "Perhaps some stitches in the wound would help to keep it together. I have needles and thread."
"Succotash - do you have a healing skill - other than laying on of hands, and spells? As in, using a healer's kit, and providing care that way?"
He explains what he did for Pressi, and how it seemed to help her.
And is ready to receive some healing ministrations, if available.
"Hobie - what does the 'Q' stand for - your middle name, I mean?" ======== Perception: 39 (for examining local flora); 35 (for examining Tall Man's talon, mirrorglass shards)
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 Friday April 27th, 2018 5:24:23 AM
Well, truth be told, Bliss I wouldn’t actually call my former party friends, I barely knew them, you see I was asked to join the party to investigate strange going ons in the area, at kind of the last minute, they seemed like alright people, but they kept talking about some pact they had with a powerful wizard/cleric combo thingy, met the dude, and he was a wee bit off if you understand me, anyway they told me not to worry about them, because the wizard/cleric guy has a lock of each of their hair, and has promised to keep an eye one them using some spell, and if they were to die, he would use their hair to resurrect them. I know that what they said is possible, but, not sure if I would be willing to put all my trust in one dude. Anyway when the tall men retreated, I thought about at lest burying them, but then I saw you ship thingy, and thought to myself, Pantheons beard, those people maybe in trouble, so I mounted Miss Piggy, and came at the gallop, and now looking back, I’m thinking we should leave them lay and let the guy with the hair locks deal with them, after all, we have more pressing matters, like setting up camp, and if we should have two, or only one pint. At which point Succotash reaches into his saddlebags of holding and pulls out a gallon jug of ale. Setting the jug on the ground, he says, but first let’s set up camp! Also, unless someone else has their heart set on it, I’m willing to take first watch.
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 d20=16 ; Friday April 27th, 2018 5:44:09 AM
Sorry Murphy, I don’t have a healer’s kit (never thought about that he says to himself) but I do have some, not extensive mind you, but some skill at physical healing. If someone has a kit I can borrow or I can try to use some makeshift bandages rolled a 16+3=19 without kit or +5=21 with a kit and says may have to pick one of those healer’s kit thingys up, seems to come in handy.
Immediately after changing back to his halfling form, Murphy extracts his healing kit and hands it to Succotash. During that time, before the paladin is able to begin his ministrations, the apparently healed druid manages to tear open the wound again, and takes 6 hp bleeding damage. Blessedly, Succotash's care manages to mend him up. He heeds Pressi's advice to take it easy.
He takes out his journal and ink, and begins writing an update on what has been happening. He adds sketches of the Tall Man, some of the plants he has seen. He mainly rests near Pressi.
"Thank you, big time, Succotash Slenderstick."
Pressi (Melvin) - AC 21, HP 83, CMD 20; Harper-AC 21, HP 61, CMD 23; Followers Friday April 27th, 2018 11:40:17 AM
To Murphy: "I'm sorry for the misunderstanding. When you said that we should stop long enough to meet the new guy, we presumed that you just wanted to stop for a few minutes. So we are in agreement that we are camping at the boat here overnight then."
As to the further study of the shards, Pressi is disappointed that Murphy isn't thinking of turning Tall Men body parts into a weapon. She starts to consider breaking to him that there might not be a better cure than time and non-magical healing but he settles down and accepts that. (Started writing before Murphy's last post.)
"If I am allowed to start sleeping now, I can get 8 hours of sleep and still grab the last shift. From there.... It might be worth a few minutes to let me try out some scrying or divinations so we have a better idea of the monk's location or condition, though divinations haven't been our best bet in this plane... What about arcane eye? I could cast one at the southern herizon and we'd at least have some idea of what's up ahead."
To Succotash, "You're actually a little calmer about being on a boat with a couple of witches than I thought you would be. Anyway, I appreciate the healing and am sorry I'm not better company at the moment."
To Kezzem in private, "You know, I get it. I kind of felt threatened as a part rogue with... well, you back in your rogue days. But coverage happens, and similar builds can mean different roles. Just look at me and Bliss. Still, I've never known you to look at a similar build as a threat before...."
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 Friday April 27th, 2018 1:15:29 PM
Well Pressi, Pantheon teaches us not to judge unfairly, and as I see it, how someone serves the gods is far less important than who they serve. I see that you also are a follower of Pantheon, so how could I think ill of you?
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 Friday April 27th, 2018 4:46:47 PM
I think Pressi is on to something, maybe Murphy should take first watch so he can get eight hours of uninterrupted sleep too, I’ll go second instead. Succotash is planning on sleeping in his armor figuring if he wakes up fatigued, he can use a mercy on himself if the need arises. Better to be fatigued than dead is his line of thinking.
"Oh, okay," says Bliss, who honestly does not follow the entirety of the new paladin's story, but is willing to go along. He finds himself feeling friendly towards Slenderstick. "Thank you for the healing," says Bliss. "Can I pet your pig?"
The young halfling takes first watch (in cat shape) and then sleeps under Auntie Pot the rest of the night.
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 Friday April 27th, 2018 6:46:41 PM
Miss Piggy loves to be scratched behind the ears, and if she likes you, she’ll roll over and let you rub her belly. As miss Piggy squeals with delight at the thought of a belly rub, and flops onto her back, exposing it to Bliss.
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Friday April 27th, 2018 8:12:14 PM
To Pressi (in private): "Well, I knew what I was doing with the rogue stuff...it didn't just wake from the dead and suddenly have all the new abilities and responsibilities. It's a bit overwhelming, especially since I can barely tell a skeleton from a zombie and suddenly I'm supposed to be an expert on all undead and fiends and the like. I can't even heal those mirror glass thingies for you!"
"Oh, and, sorry, Succotash. If I am on watch - I will not be very effective. Pressi told me no strenuous moving, so spell casting, no nothin' for 8 hours. Basically, I can sleep, or lounge about. Mirrorglass, y'know," Murphy explains.
Succotash Slenderstick and Miss Piggy AC 27 / CMD 23 - HP 91/91 Saturday April 28th, 2018 8:58:33 PM
No worries my friend when you’re on watch, if something happens, wake the rest of us up, and try to stay away from the baddies, and that goes for you too Pressi! In your guys condition, you’l Just be in the way, and I don’t want you getting hurt worse than you already are.
"I usually take last watch - and would be happy to do so. Should be fine by then. Just not first watch."
DM Carl is back in the saddle again d4=3 ; d4=2 ; d4=2 ; d4=4 ; Sunday April 29th, 2018 10:37:50 AM
A new stranger, a dead thin man, Pressi and Murphy one heavy lift from bleeding out...it's been an exciting time in your humble narrator's absence!
The party agrees, some more readily than others, that it is time to stop, even if there's daylight left. Too many people are hurt, and too many spells are used. Murphy and Pressi both wisely state they need to rest, but both offer to take the last shift. Looks like the lovebirds will be taking last shift together. They probably need a moment alone together anyway. Let's just hope they don't get distracted...
No definitive plan is made for the rest of the evening, so straws are drawn (read: dice are rolled) to figure out the order. Kezzem takes first shift, followed by Succotash, then Hobie, and finally Bliss. Murphy and Pressi take last. With the early evening, this gives everyone plenty of sleep.
The evening is quiet, and Kezzem (plus anyone who can't sleep) is treated to a gorgeous sunset over the horizon of the Sargrass. It's easy to forget how deadly the place can be when it's this peaceful.
Succotash is the first to see the Tall Man. Whether or not the newcomer alerts the others, it is gone again in seconds. Each guardsman has the same experience: a single Thin Man appears on the edge of vision, just for an instant, and is gone. Searches are unsuccessful in the very, very dark night. Even using the lens doesn't help; it doesn't make the Thin Men glow in the dark, after all.
Sense motive, DC 15, Highlight to display spoiler: {The fact that you're able to see the Thin Man at all means it wanted to be seen. The thing's playing with you.}
The sightings stop as soon as the sun crests the opposite horizon. Murphy and Pressi are treated to an equally beautiful sunrise, though the heat in the Sargrass quickly starts to rise. Murphy can especially tell that today is going to be a scorcher.
OOC: After roughly midday, the Sargrass is going to be officially very hot and subject to the following:
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
With the sun up, your destination once again becomes visible.
***
We've got one week until the next module starts. I'm going to montage the travel, so please do any and all preparations in your next post. Good being back in the seat; I missed you crazy kids...
Succotash Slenderstick and Miss Piggy AC 26 / CMD 26 - HP 91/91, Missy Piggy AC 27 / CMD 23 - HP 87/87 d20=7 ; d20=7 ; d20=14 ; Monday April 30th, 2018 5:30:02 AM
rolled a 7-1=6 for sense motive, so Succotash is clueless as to the motives of the Tall Men, but he does have a strong desire to tickle their ribs with Twinklesting (his greatsword).
Upon hearing Murphy"s proclamation about the weather, Succotash chooses to prepare and cast Endure Elements twice, once for himself, and once for Miss Piggy, figuring, can't hurt. Due to his self sufficient nature, brought on by his mostly solo paladin career, Succotash never even stops to think that others are able to do such things for him. He will be doing likewise, each morning, until they arrive at their destination.
here is a complete list of prepared spells: 1st level endure elements 0/2 lesser regeneration 1/1 2nd level remove paralysis 2/2 3rd level heal mount 1/1
Bliss / CatBliss (AC24, CMD28, HP86of86) (Cayzle) d20+10=12 ; d20+18=28 ; Monday April 30th, 2018 10:57:17 AM
Bliss is alarmed by the sightings of Tall Men, but they seem to have learned their lesson, and Bliss is relieved that they decide not to attack.
That morning, Bliss does his usual gathering of Woldsblood -- some for the Fey Queen, some for his daily spells. That's a concentration check (1d20+7+3 for Bliss) usually vs DC14, but here in the Sargrass within the Valleys of Twilight, that's a DC9! ... Bliss rolls a 12 and succeeds without mishap. For a moment Bliss thinks it all goes wrong, but then realizes that he is fine!
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On his own, Bliss performs the Ritual of Grimalkin that he uses daily to give himself the ability to change into a housecat at will. The Handle Animal DC is 20, and he has +18 on the check with Auntie Pot's help. A 28 shows that he can change shape at will as usual!
When Pressi is ready, Bliss joins in the witch ritual of sharing. that the two do every day. Bliss leads, since even with his soul shaken, he has a slightly better chance of success. Bliss is a +22, +1 for Auntie Pot, +1 for Harper, and +5 for Pressi, for a +29, and the ritual cannot fail.
If Pressi agrees, Bliss casts an Extended Shield of Faith for himself, Pressi, and Harper to share. It offers a +3 deflection bonus for a total of 14 minutes, or 46 rounds each, to use across the day.
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Finally, as usual, Bliss completes his daily prep by casting the Threefold Aspect spell that allows him to tap the energy of youth, granting a +2 to Dex and Con, at a cost of a -2 to Wisdom.
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When it is time to travel, Bliss changes into a cat and takes his place at the prow of the ship. When it gets hot, he casts Rose's Temperature Control to keep cool.
OOC: An earlier version of this post included a catastrophic failure of Woldsblood handling, but thanks to a situational mod that kindly DM Carl reminded me of, that did not happen after all! Whew!
Pressi (Melvin) - AC 21, HP 78/83, CMD 20; Harper-AC 21, HP 61, CMD 23; Followers d20+12=25 ; d20+7=16 ; Monday April 30th, 2018 2:25:52 PM
(Sense Motive: No Fail)
Pressi can tell that the Tall Man is just playing with them and uncharacteristically wants to be seen. (One doesn't need a sense motive roll to know that. It's clearly acting differently from the last Tall Man we encountered and from Pressi's knowledge report about how it tries to stay camouflaged as much as possible and tends to avoid confrontation.)
Finally better, Pressi and Murphy sit together for the last shift of the morning, simply watching the sunrise and enjoying each others company. Pressi avoids mentioning the danger they both felt or still face, the danger they already faced several times and have gotten used to. There isn't much beyond that life of an adventurer at this point except to keep an eye on the sunrise.
Besides, both of them have cut it well closer than that.
-----------------
At the end of her shift, Pressi joins Bliss for the Woldsblood catch (passes easily) and the sharing ritual (not having any better ideas at the moment).
Like Bliss, she casts Rose Control twice (for herself and Harper) to endure the elements but can't really help others.
She performs her own basic daily ritual, again of survival. But without her followers, she once again falls short, and once again curses out her low survival points.
With the others busy, she sets off to perform a spell of scrying, in an attempt to locate the monks. Using the tapestry as a focus, she reaches out to see if she can reach the people of that group, and immediately after casting surrender blood upon herself to boost the caster level.
(Will DC=19, They get +1 to save (+5 secondhand, -4 possession)) If it succeeds, Pressi casts message through the scrying.
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failed ritual of warding (-1 to saves from spells) shield of faith
L1 - 3 L4 - 1
Pressi (Melvin) - AC 21, HP 78/83, CMD 20; Harper-AC 21, HP 61, CMD 23; Followers Monday April 30th, 2018 2:31:17 PM
Bliss reminded me....
Pressi casts, before the various rituals, Threefold Aspect on herself and makes herself a crone. The +4 to Int and Wis means that her ritual of warding succeeds (since she can raise her survival enough) and her will save is actually 21.
Hobie Browncloak (Nick T) HP 82/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 Monday April 30th, 2018 7:24:42 PM
Hobie keeps his bow trained on the tall man for the duration of his watch, ready to loose an arrow should the foul creature approach.
When the heat begins to be unbearable, Hobie will use his wand of Endure Elements to give himself 24 hours of comfort. (Please let me know how many days we travel so i know how many charges to mark)
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Monday April 30th, 2018 11:58:03 PM
Kezzem casts endure elements on himself and shares it with Rumpus.
OOC: Succotash, Paladins can share your spells with their mount, so you can cover yourself and Miss Piggy with a single casting.
Having heard from others about catching glimpses of Tall Men, when he catches one revealing himself, he calls out, rapidly but with clear diction in several languages: Sylvan; Common; Druidic; Terran; Aquan; Giant; Ignan; Elf; Auran. He says, each time: "Let us talk, Tall Man. Can we help each other?" He does succeed by a fair margin at sensing motive (23). Regardless the motive, he still voices his offer. He tells Pressi, and later the others as they awaken, what he sensed.
He lifts up prayers first to Eberyon, and Flower, then to Pantheon, and several others. He asks for wisdom, direction, power, discernment, and help needed to do what Humble's Sword might to save the Wold, including this separated portion of their world.
He takes time to memorize spells, and to change out some for others. [Am redoing spell selection offline, should have updated by tomorrow, and will adjust CS at that time.]
He asks Hobie if he would be so kind as to use his wand of endure elements for him and for Kezzem. "That will free up a spell slot for me to give us more alternatives."
When Pressi goes into crone mode, Murphy says, "I love your fresh wrinkles, dear."
"So, shall we proceed first to the clearing, then onward to where we can see the buildings?" he inquires of the group. "What might your scrying have revealed, Pressi?"
"Oh, also, I can use control winds to give us a boost in the right direction," he adds. ====== Perception: 40
DM Carl is back in the saddle again Tuesday May 1st, 2018 10:20:01 AM
Humble's Sword performs its morning rituals. Bliss is fairly certain that he'd have messed up his daily Woldsblood drawing back in Humble's Ford, but luckily the stuff is darn-right cooperative here on the Sargrass. Pressi decides it's a day for looking old, and Kezzem teaches Succotash the finer points of life as a paladin.
Murphy attempts to call out to the Tall Man. He's completely unable to read the thing's face due to the dark and distance, but no attempts at parlay are made, so...probably not feeling like chatting.
Sense motive, DC 25, Highlight to display spoiler: {though intelligent, the Tall Man is still an apex predator in the Sargrass. It likely considers you food. Troublesome food. Uppity food, but food nonetheless.}.
The party gets themselves comfortable on the boat.
OOC: Were accommodations made for Miss Piggy? It's doubtful there's room on the boat for a riding pig, and there's no way they could keep up. If not, I'm waving my DM magic wand and saying it "just works" since we're on a time table here with the rest of the Wold.
With Murphy's ability to control the wind, good progress is made. None of Humble's Sword can sailor well, but so long as the weather's clear and Murphy can provide a steady breeze, anyone could pilot the boat.
There is no sign of the Tall Man throughout the day. The clearing is reached, providing a good stopping place for lunch should our intrepid adventurers wish it.
It's evening by the time you arrive at the buildings you've been seeing in the distance. Now that you can reach out and touch them, it seems they were built in similar style to those in Rattledam, but not nearly as artfully. They're not quite ramshackle, but they weren't built to last either. This was probably an outpost of some type, though it's reason for being is not readily apparent. Exposure to the elements has weathered their exteriors, but not to the point where they're structurally unsound. Seven buildings stand in total. Four of them look to be communal lodging, one bears a large symbol of Pantheon, and the other two? Who knows. They'll need to be looked at.
The grasses are cleared around the buildings, but only about 10' from the outermost ones. It looks like they were once cleared further than that, but the grasses have been reclaiming the area. A few more months and they'll probably swallow the entire settlement.
There's roughly an hour before sunset.
Bliss / CatBliss (AC24, CMD28, HP86of86) (Cayzle) d20+26=46 ; d20+20=28 ; Tuesday May 1st, 2018 11:15:17 AM
Bliss has a suggestion -- Maybe Mister Murphy can cast Reduce Animal to give Miss Piggie a smaller footprint?
At the outpost, Bliss scouts around the outside of the other buildings -- in cat form -- and reports back -- in halfling form. He detects magic too.
Stealth: 46 Perception: 28
Succotash Slenderstick and Miss Piggy AC 26 / CMD 26 - HP 91/91, Missy Piggy AC 27 / CMD 23 - HP 87/87 d20=7 ; d20=4 ; d20=3 ; d20=17 ; Tuesday May 1st, 2018 1:25:51 PM
As a paladin of Pantheon, Succotash heads directly to the building with the Pantheon holy symbol. He has Twinklesting in his hand, and Miss Piggy by his side. While in route, he is trying to take in the sites, and looking out for enemies. Succotash’s perception is 7+6=13, and Miss Piggy’s perception is 4+7=11. He is also trying to move stealthily Succotash rolled a 3+4=7, Miss Piggy rolled a 17+ 6=23.
Succotash curses his choice in armor.
Pressi (Melvin) - AC 21, HP 78/83, CMD 20; Harper-AC 21, HP 61, CMD 23; Followers d20+21=23 ; d20+24=37 ; d20+9=18 ; d20+21=30 ; d20+6=10 ; Tuesday May 1st, 2018 2:55:35 PM
(As per DM's question: Ken left it that the boat can hold paladin mounts and witch familiars but not normal mounts or other non-class feature animals.)
Pressi actually fails to meet the sense motive on the creature, and congratulates Murphy on a good try. As to his comment of her age, "Aww, that's so extremely weird."
Since she lacked the time for scrying (in that case, I'm taking the spell back), she instead spends her time thinking through strategies and of course lunch.
Not really wanting to split the party, Pressi holds Succotash back until Bliss returns. WIth an hour before sundown, Pressi does follow him to the Pantheon building (stealth 37, harper stealth 18), trying her best to spot traps among other things (Perception 30, Harper smell perception 10). Like Bliss, she also casts detect magic
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ritual of warding (+1 to AC, saving throws) (all day) shield of faith (20 rounds each) rose temp control (both as if endure elements) threefold aspect elderly: +2 Int (doesn't stack with headband), +4 Wis, -2 to Str, Dex (-1 to AC, attack rolls, reflex, +2 to DCs) threefold plus warding (no change to AC, reflex, -1 to attack rolls and damage, +1 to con checks, spell DCs, +2 to will saves, will and int skills, extra L1 spell)
L1 - 2 L4 - 1
Hobie Browncloak (Nick T) HP 82/82 AC 25 CMD 27 Hero Points 2 Non-Lethal Damage:2 Tuesday May 1st, 2018 3:24:41 PM
Hobie will go along with the group to the Pantheon building. He stays toward the back of the group, and lets the Paladin of Pantheon lead on.
Succotash Slenderstick and Miss Piggy AC 26 / CMD 26 - HP 91/91, Missy Piggy AC 27 / CMD 23 - HP 87/87 Tuesday May 1st, 2018 5:02:30 PM
Succotash agrees with Pressi that waiting for Bliss’s return is for the best. He blames his lack of experience at working with a party for his absent mindedness.
Kezzem (BrianW) - AC 24 (27 vs. Tall Man 1?), HP 106/109, CMD 24, Endure Elements; Rumpus - AC 26, HP 62/62, CMD 24 Tuesday May 1st, 2018 6:30:29 PM
Correction: Kezzem just casts endure elements on himself. I was using the 3.5 rules for shared spells and was not aware they were changed for Pathfinder.
Since Kezzem can summon Rumpus to him magically summon him to his side when needed, Rumpus was not on the boat but remained with the rest of the party's mounts.
DM Carl is back in the saddle again Tuesday May 1st, 2018 8:51:18 PM
OOC: If Ken already ruled the paladin mounts could come along w/o issue, I'm not going to counter it. I am ok with ret-conning here and saying Rumpus and whatever other named mounts you folks have are along for the ride.
...and FYI, both Ken and myself had to take our turn at the DM table this module w/ very little advanced knowledge due to life circumstances. Hopefully in the future the hand-off will be more smooth & at appropriate times in the module.
Murphy finds the tall man's obscured visage inscrutable - but he does not like the creature much.
As they travel, Murphy agains asks Hobie if he can receive an endure elements spell from his wand.
He helps his companions enjoy a decent lunch at the clearing, pulling out some of his supplies of food and cooking gear.
The druid is attentive around the buildings. He evaluates the local plant life. He listens, trying to ascertain whether there is anyone moving around the area beside his companions.
He figures he'll see how the newcomer plans to do things. ======== Sense motive (tall man): 10 Perception (in area of buildings): 36
Succotash Slenderstick and Miss Piggy AC 26 / CMD 26 - HP 91/91, Missy Piggy AC 27 / CMD 23 - HP 87/87 Wednesday May 2nd, 2018 5:24:05 AM
If Hobie can’t help Murphy out for whatever reason, Succotash would be more than happy to prepare Endure Elements a third time each day, and cast it on Murphy.
DM Carl is back in the saddle again Wednesday May 2nd, 2018 11:16:05 AM
On padded paw, Bliss is nigh-undetectable. His keen eyes shinning in the darkness, he moves from building to building looking for anything of importance, that is dangerous, that is magical, and probably anything that's shiny as well.
This is what he learns:
The buildings that appeared to be lodging are just that. They are hastily constructed and contain just a large common room with 6 cots each. A woven grass screen in the corner of each provided some privacy for natural functions, but other than that they're just austere barracks. There is little sign of whoever used these. Any personal storage space that may have existed is gone, leaving just the screens and cots.
One of the buildings was a combination mess hall/kitchen. A large cooking pot is still hanging over a long cold fire-pit and a few sealed barrels of *something* have been left behind. Bliss's sensitive nose tells him they probably contain dried & salted meat. Two rows of wooden tables and benches take up most of the space in this building. A tray of crude wooden utensils rests on the end of each table.
The other mystery building holds about a dozen writing desks. Hovering above each desk is a very feint glowing orb that radiates minor evocation magic. Touching (or pawing, as the case may be) one causes it to glow brightly, illuminating the desk it floats over. Touching it again turns it off. Each desk still contains a supply of ink and pens, as well as several rolls of blank paper. However, whatever it was they were writing here is gone. One wall is dominated by a large cabinet with dozens of cubbyholes, but they're all empty.
Meanwhile, the rest of Humble's Sword waits for their friend to finish his rounds. Murphy checks on local plants, but doesn't find anything out of place or any strange movements.
With Bliss' scouting done, the party explores the temple. It contains an altar & about six rows of pews - nothing fancy. Hanging from the ceiling is a woven tapestry bearing the symbol of Pantheon. It's masterfully woven from many different species of sargrass, which is no small task considering how varied the grasses are. Whomever wove it was a master of the art, and the result is probably worth some coin, though transporting it would be a challenge. The different properties of so many different types of grass mean it can't simply be rolled up and tucked away. It's roughly 6'x6' and would need to be transported flat. It radiates no magic.
A single door leads to a back office with only a simple desk and chair. Embedded in the desk is a large spike that Bliss can immediately recognize as the dismembered arm of a Thin Man. The drawers of the desk are open, and the former contents strewn about the room. Bliss spies a rolled, wax-sealed scroll under the desk. It details the final days before Maab whisked away the survivors of the events that ripped the Sargrass from the Wold. The last bit sounds important:
The Sargrass has been home to our order for longer than our recorded history tell us, and while we praise Maab for showing mercy and rescuing us from it's collapse, I'm afraid many of our number grows bitter. Even I am tempted to succumb to self-pity, but have faith that in time we'll find a way to return. At least our expedition here succeeded, and the heart of the crystal mountains is safe.
At Marcus' insistance, I am leaving behind a shard here in my office. I question the wisdom of doing so, but cannot deny the boy's gift for divination. I can only have faith that Pantheon speaks truly through him...
There is an aura of...some sort of magic. It doesn't match any school Bliss, Pressi, or anyone else is aware of. It seems to be just a lingering effect. The source of the aura is no longer here.
Using his Detect Magic, his scent, and spellcraft (rolled a 31), Bliss tries to track the odd magic aura. Was it moved? Where has it gone?
"If a Thin Man teleported it out, then it will be awful hard to find," he says.
"Wowsy, I don't have any magic to find it," Bliss says sadly. "Mister Murphy, can you Commune with Nature to see if this odd magic aura is anywhere around?"
Succotash Slenderstick and Miss Piggy AC 26 / CMD 26 - HP 91/91, Missy Piggy AC 27 / CMD 23 - HP 87/87 Wednesday May 2nd, 2018 1:19:15 PM
Is anyone able to enlighten me as to what the heart of the Crystal Mountains is? Succotash asks, or are you all as clueless as me? While you’re at it, does anyone have a guess as to what the shard is, because I’m guessing it’s important, and maybe we should try to find it.
He also suggests spending the night here.
Pressi (Melvin) - AC 21, HP 78/83, CMD 20; Harper-AC 21, HP 61, CMD 23; Followers Wednesday May 2nd, 2018 2:51:47 PM
"Well, I did promise you an explanation," Pressi replied to Succotash. "We do in theory know a tad more than you do, and this seems like as good as any a time for a recap."
Pressi checks her notes and begins again.
"A while back, while your group was galavanting around here, our world's strange Woldsblood and Goddess stuff have been resulting in... well, me and Bliss for starters. I used to be a quite non-arcane monk and Bliss, witch as he was, certainly didn't run around as a cat. But that was just the beginning of strange visions and ethereal sightings of demons and fire elementals. You know, chaos and entropy. Also, our town got cut off for a while, we battled some creatures, I had some visions of the sleeper mountain ve'el - another witch god, fun stuff really. Doom of the World, fires through the streets, cats and dogs living in (red eyed) harmony, you get the picture. Oh, and lets not forget the meteors. They are kind of important. Lets see, battle, battle, transport to another justicar with weirdly similar build, meeting with jerk, other meeting with jerk, ok, here we go....
"We came here through the Vale of Twilight after meeting with a Manfri called Sir Not Going to Try Remembering the Name. I remember he was kind of a jerk. Anyway, boss man explained how we are being rained upon by pieces of Crystal Mountains, and how among other fun stuff its replacing sargrass with bloodweed... Anyway, the Crystal Mountain also grows these shards of crystals called... Crystal Shards... shut up, I didn't come up with the name.... The Mountain produces these crystal shards and we are supposed to collect them. Except we can't even find them unless we find these monks that have been studying them. Oh, and only they know how to remove them without splintering them.
"So to make a long and boring story slightly less longer and more boring, we need to find the monks, find and remove the crystals, use the books the Manfri gave us for the cleansing ritual, and then blow the horn when we are ready to return. And then hopefully we figure out how to use the crystals to save the world and the world in turn buys our merchandising. Simple enough, right? Well, except that these diviners really didn't do a fantastic job of leaving behind a forwarding address or, you know, any notes. Who could have seen that coming. Which is why I am collecting whatever tapestries and notes I can find. If you have any further questions, please keep them to yourself."