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18:31, 19th April 2024 (GMT+0)

3F - SWW - Part Five: Journey's End.

Posted by Dungeon MasterFor group 0
Kassius
player, 607 posts
Hunter 4
Wed 2 Aug 2017
at 21:02
  • msg #125

Re: 3F - SWW - Part Five: Journey's End

Kassius and Kibeti work together, attacking the same vine horror from melee and range. Sadly, the foe is well armored, and only a single claw strike hits.






Kassius

HP: 37/37 AC 19 (FF=14, Touch=15),
16:57, Today: Kassius rolled 16,15,11,10 using 1d20+8,1d20+8,2d6+6,2d6+6.  Rapid shot attack, damage.
Full Round Action: Rapid Shot attack vs. vine horror 5, both miss.
Saves+8/+11(+12)/+6
Spells Slots: 1st: 4/5; 2nd: 3/4;  Animal Focus Minutes Left: 5/6, Door Sight 6/6
Current Buffs: Animal Focus (Tiger), gravity bow

Kibeti
16:59, Today: Kibeti rolled 15 using 1d20+2.  Full attack Fighting Defensively.
16:59, Today: Kibeti rolled 17,19,13,8,10 using 1d20+2,1d20+2,2d6+2,2d6+2,2d6+2.  rest of the full attack.
Full Round Action: Full Attack vine horror 5 while fighting defensively.
1 hit for 10 damage (before DR), and the vine horror must save (DC 15) or be entangled

HP: 12/42 AC 25( (FF=17,Touch=20), Saves+7/+9(+10)/+6
Current Animal Focus: Tiger (+2 dex)
Current Buffs: Vine Strike

Dungeon Master
GM, 2838 posts
All Powerfull
DM
Thu 3 Aug 2017
at 19:12
  • msg #126

Re: 3F - SWW - Part Five: Journey's End

Celene's spell catches two of the vine horrors (11 & 12) in its effect and they fall into the extra-dimensional pit taking 6 points of damage each (low rolling). The other VH in the captain's quarters is unaffected and its way to the door is not cut off.

Logan follows Celene in jumping down to the next deck, but due to her spell the rogue is unable to get in melee range and instead stands guard at the sorceress' shoulder. (Let's say he drinks the potion from Urol so that the round is not wasted, 13hp healed).

Kassius misses twice. Kibeti does 5 points of damage (after DR) on VH7 and it becomes entangled.

Kinstal (on autopilot) takes point blank range at the summoned animated frond (assassin vine 'e') stalking him and fires two arrows into it. One hits (5hp damage).

Alohan pulls back to heal himself, but creates and opening as he does so (the kelp is all difficult terrain so there is no 5' step allowed).

21:06, Today: Dungeon Master rolled 24,26,12,11 using 1d20+7,1d20+7,1d8+7,1d8+7 ((17,19,5,4)).
OOC: From VH 5 & 7. Damn!

The native is hit twice! (for a total of 23 hp of damage taking him to -3 even taking rage into account... does he slip into unconsciousness, loose rage and start bleeding out?)

I want to know Alohan's condition before proceeding.

Dungeon Master
GM, 2839 posts
All Powerfull
DM
Thu 3 Aug 2017
at 19:18
  • msg #127

Re: 3F - SWW - Part Five: Journey's End


Top


Cap's Quarters
This message was last edited by the GM at 19:18, Thu 03 Aug 2017.
Dungeon Master
GM, 2841 posts
All Powerfull
DM
Fri 4 Aug 2017
at 18:07
  • msg #128

Re: 3F - SWW - Part Five: Journey's End

Alohan cries out as he is cut down, and then lands with a squishy thump on the Sargasso kelp. (unconscious, dying, etc...)

<START OF ENEMIES' TURN EIGHT>

Vine horrors #5 & 12 surge forward, flanking Kibeti with 5' steps. They join VH7 in attacking the cat.

19:56, Today: Dungeon Master rolled 18,27,11,9 using 1d20+9,1d20+9,1d8+7,1d8+7 ((9,18,4,2)).

OOC: One hit for 9hp
19:57, Today: Dungeon Master rolled 14,25,10,14 using 1d20+9,1d20+9,1d8+7,1d8+7 ((5,16,3,7)).
OOC: One hit for 14
19:57, Today: Dungeon Master rolled 11,19,13,15 using 1d20+7,1d20+7,1d8+7,1d8+7 ((4,12,6,8)).
OOC: No hits

Despite fighting defensively, the cat is caught twice (for 23 damage total, dropping him to -11!) With a muffed roar, the animal companion is knocked off his feet and into the seaweed.

Vine horror 10 advances down the length of the captain's quarters and, ignoring Logan, attacks Celene.

20:01, Today: Dungeon Master rolled 10,14 using 1d20+7,1d8+7 ((3,7)).

Despite a clumsy attack it still manages to hit and slams the girl onto the ground (14 hp, down to -8). She cries out and looses consciousness.

OOC: Okay, who is left alive in the party? Oh yeah, Kinstal.

20:05, Today: Dungeon Master rolled 25,9 using 1d20+7,1d8+7 ((18,2)).

The animated vine continues to reach up (10' reach) and bash Kinstal (9 hp).

<START OF PLAYERS' TURN EIGHT>
Dungeon Master
GM, 2842 posts
All Powerfull
DM
Fri 4 Aug 2017
at 18:12
  • msg #129

Re: 3F - SWW - Part Five: Journey's End




Dungeon Master
GM, 2843 posts
All Powerfull
DM
Fri 4 Aug 2017
at 18:16
  • msg #130

Re: 3F - SWW - Part Five: Journey's End

OOC: Additional... VH8 & 13 are both on fire, and since they are trapped in a pit and can't do much else, they try to dowse the flames.

20:15, Today: Dungeon Master rolled 22,16 using 1d20+3,1d20+3 ((19,13)).

OOC: Both succeed. VH7 is too busy killing Kibeti to both with the flames and takes 6 points of fire damage.

Also, Alohan is no longer grappled.
Celene
player, 1408 posts
Sorcerer 6
Fri 4 Aug 2017
at 18:19
  • msg #131

Re: 3F - SWW - Part Five: Journey's End

Alright I'm slightly confused by the map. Celene was standing at G2. I assumed the door was right in front of me since I could see the vine horrors. I cast the spell encompassing what looked to be the four squares directly in front and then moved to what I believed was either up or down the stairs away from the three creatures. Now it seems the door was below the ships wheel and Celene was never able to see the creatures after all. Does this make any sense?

See map in message 117.

This message was last edited by the player at 18:21, Fri 04 Aug 2017.
Skald
NPC, 3 posts
Fri 4 Aug 2017
at 18:20
  • msg #132

Re: 3F - SWW - Part Five: Journey's End

Skald pushes past Kinstal to the edge of the deck and fires a pair of arrows into the assassin vine below, he hits once (3hp on AV e).

"There's too many of them!" he screams.
Dungeon Master
GM, 2844 posts
All Powerfull
DM
Fri 4 Aug 2017
at 19:50
  • msg #133

Re: 3F - SWW - Part Five: Journey's End

In reply to Celene (msg # 131):

Ugh. Okay, I'll look into it tomorrow.
Dungeon Master
GM, 2845 posts
All Powerfull
DM
Sat 5 Aug 2017
at 08:08
  • msg #134

Re: 3F - SWW - Part Five: Journey's End

Celene:
Alright I'm slightly confused by the map. Celene was standing at G2.


Yep.

Celene:
I assumed the door was right in front of me since I could see the vine horrors. I cast the spell encompassing what looked to be the four squares directly in front and then moved to what I believed was either up or down the stairs away from the three creatures. </orange>


Ahhh. Yes, I could see why you would think that was where the door to the captain's quarters was, but it is in the level below - the main deck level.

Celene:
Now it seems the door was below the ships wheel and Celene was never able to see the creatures after all. Does this make any sense?


Yes, that makes total sense. No, Celene could no originally see the creatures, that is why I thought you were moving her to G0.

Actually, I was surprised that you would put her in harms way like that, that is the type of situation that you have previously worked hard to avoid so this makes a lot more sense.

Okay, lets say that Celene moves down to G(-1) and casts her spell. Then Logan comes down and stands in F0 to drink his potion, thereby acting to guard the spellcaster. VH10 therefore attacks him. It misses since it only rolled a 10.

Cool? I won't change the map, just remember she is on G(-1) now.

Any chance of getting an updated status block? :D

Celene
player, 1409 posts
Sorcerer 6
Sun 6 Aug 2017
at 00:57
  • msg #135

Re: 3F - SWW - Part Five: Journey's End

Sounds good. Update coming soon.
Celene
player, 1410 posts
Sorcerer 6
Mon 7 Aug 2017
at 11:27
  • msg #136

Re: 3F - SWW - Part Five: Journey's End

<START OF PLAYERS' ROUND EIGHT>

 HIT POINTS & MISFORTUNE
 The Party & Allies
 Kinstal  AC:23/T14/F21 HP: 14/78       <MF NOT USED>
 Angati   AC:22/T13/F20 HP: 15/56       <MF NOT USED> <GONE>
 Logan    AC:21/T16/F16 HP: 27/39       <MF NOT USED>
 Celene   AC:10/T10/F10 HP: 06/29       <MF NOT USED>
 Kassius  AC:19/T15/F14 HP: 37/37       <MF NOT USED>
 Kibeti   AC:21/T14/F17 HP: -11/42      <MF NOT USED> <UNCONSCIOUS><DYING>
 Omi      AC:14/T14/F12 HP: 28/28       <MF NOT USED>

 Alohan   AC:21/T20/F16 HP: -3/52       <MF NOT USED> <UNCONSCIOUS><DYING>
 Skald    AC:17/T13/F14 HP: 20/20       <MF NOT USED>
 Amella   AC:16/T13/F16 HP: 20/20       <MF NOT USED>
 Avner    AC:17/T14/F15 HP: 20/20       <MF NOT USED>

 Sailor 1 AC:15/T12/F13 HP: 11/11       <MF NOT USED>
 Sailor 2 AC:15/T12/F13 HP: 11/11       <MF NOT USED>

 Enemies of the glorious PC's
 Vine Horror 3  AC:19/T13/F16 HP: 23/42 <MF NOT USED> <STAGGERED><IN PIT>
 Vine Horror 4  AC:18/T12/F15 HP: 32/42 <MF NOT USED> <IN PIT>
 Vine Horror 5  AC:18/T12/F15 HP: 31/42 <MF NOT USED>
 Vine Horror 6  AC:18/T12/F15 HP: 31/42 <MF NOT USED> <IN PIT>
 Vine Horror 7  AC:18/T12/F15 HP: 28/42 <MF NOT USED> <ON FIRE>
 Vine Horror 8  AC:18/T12/F15 HP: 17/42 <MF NOT USED> <IN PIT>
 Vine Horror 9  AC:18/T12/F15 HP: 37/42 <MF NOT USED> <IN PIT>
 Vine Horror 10 AC:19/T13/F16 HP: 41/42 <MF NOT USED>
 Vine Horror 11 AC:19/T13/F16 HP: 40/42 <MF NOT USED> <IN PIT>
 Vine Horror 12 AC:19/T13/F16 HP: 40/42 <MF NOT USED>
 Vine Horror 13 AC:19/T13/F16 HP: 35/42 <MF NOT USED> <IN PIT>
 Vine Horror 14 AC:19/T13/F16 HP: 31/42 <MF NOT USED> <IN PIT>

 Assassin Vine a AC:16/T10/F16 HP: 16/30 <MF NOT USED> <IN PIT>
 Assassin Vine e AC:16/T10/F16 HP: 24/30 <MF NOT USED>


 ***PIT LASTS TO ROUND 11***

 ***SHIP PIT LASTS TO ROUND 14***

 
(De-)Buffs
 Whole Party
 None
 Kinstal
 None
 Angati
 None
 Logan
 None
 Kassius
 None
 Kibeti
 None
 Celene
 None
 Omi
 None


 <START OF PLAYERS' ROUND EIGHT>
This message was last edited by the player at 11:28, Mon 07 Aug 2017.
Celene
player, 1411 posts
Sorcerer 6
Mon 7 Aug 2017
at 11:36
  • msg #137

Re: 3F - SWW - Part Five: Journey's End

Celene couldn't see Alohan and Kibeti but she heard their cries; with Logan moving down below Celene went further above deck to survey the scene. The situation was grim; Alohan had been felled and he was one of the few who were doing much damage to the creatures. Some of them had been stymied in pits but that wouldn't last forever. They needed a slight reprieve from the constant attacks. Celene drew in her will and sent out a wave of entropy at the four combatants still down on the seaweed.


Free :  | Swft :  | Move : To G:3 | Stnd: Cast Slow | Full :

Effecting E, 5, 7, 12. DC 19 will save or be slowed.


HP:  6/29 |  AC: 10/10/10  | CMD : 10 | Saves: +4/+4/+9
Special Notes:
      (De)Buffs :
     Conditions :
      L0 Spells :
       - Unlim. : Dancing Lights, Daze (DC16), Detect Poison, Drench, Flame Burst,
                  Light, Mage Hand, Message,

       - 1/day  : Detect Magic, Light, Prestidigitation
      L1 Spells :
       - 09/10  : Burning Disarm (DC 17), Burning Hands (DC 17),
                  Charm person (DC 18), Enlarge Person, Grease (DC 19), Hydraulic Push,
                  Mage Armor, Magic Missile, Summon Monster I, Vanish

      L2 Spells :
       - 3/7    : Create Pit (DC 20), Glitterdust (DC 20), Scorching Ray,
                  Summon Monster II

      L3 Spells :
       - 2/4    : Slow (DC 19)

      Abilities : Flame lance (9/9), Wand of Magic Missile (41),
                  Wand of Alter Self (24), Wand of Cure Light Wounds (49)

Alohan Nuari
PC, 655 posts
Barbarian 3 / Monk 3
Mon 7 Aug 2017
at 11:39
  • msg #138

Re: 3F - SWW - Part Five: Journey's End

Alohan continues to bleed into the kelp.


Free :  | Swft :  | Move :  | Stnd:  | Full :

07:38, Today: Alohan Nuari rolled 13 using 1d20+2.  Stabilize DC 16.


HP: -7/52 | CMD : 25 (27) | Saves: +8/+7/+2 | AC: 18/17/13 | Rage AC: 16/15/11
Mage Armor AC: 22/17/17 | *Mage Armor Rage AC: 20/15/15*

Special Notes:
      (De)Buffs : Mage Armor: +4 AC (6 hours)

     Conditions :

     Abilities : Rage (7/12), Stunning Fist (3/3) DC 15, Feather Step (1/1)

Kassius
player, 610 posts
Hunter 4
Thu 10 Aug 2017
at 00:01
  • msg #139

Re: 3F - SWW - Part Five: Journey's End

"Kibeti! No!" Kassius cries in dismay. Gathering magical energy, he rushes past Urol and one of the sailors and leaps off the boat, landing on the kelp ground besides the fallen cat. Reaching out to his companion, Kassius releases the spell energy, causing Kibeti to shrink and his flesh to harden into a small statuette that Kassius grabs.




Kassius

HP: 37/37 AC 19 (FF=14, Touch=15),
Standard Action: Cast Carry Companion (holding charge until I am adjacent to Kibeti)
Move Action: Move to I5
Free Action: Touch Kibeti, causing him to shrink and stop dying, then pick up mini-Kibeti.
Saves+8/+11(+12)/+6
Spells Slots: 1st: 4/5; 2nd: 3/4;  Animal Focus Minutes Left: 5/6, Door Sight 6/6
Current Buffs: Animal Focus (Tiger), gravity bow

Kibeti
19:59, Today: Kibeti rolled 5 using 1d20+2.  stabilize DC 21.
Full Round Action: n/a

HP: -12/42 AC 25( (FF=17,Touch=20), Saves+7/+9(+10)/+6
Current Animal Focus: Tiger (+2 dex)
Current Buffs: Vine Strike, Carry Companion

Dungeon Master
GM, 2849 posts
All Powerfull
DM
Thu 10 Aug 2017
at 19:15
  • msg #140

Re: 3F - SWW - Part Five: Journey's End

Celene casts her spell and all four of her targets immediately slow their movements.

Kassius casts his spell (cleverly choosing to do it on the deck of the ship and therefore avoid an AoO) and jumps down onto the kelp. He discharges the spell into his unconscious totem guide and then scopes up the little figurine.

Alohan keeps doing his thing... dying on the seaweed. Unfortunately, he is lying on the edge of Celene's magical pit and with sickening certainty his comatose form starts slipping down the slope, quickly gathering speed. Then he reaches the edge and tips over it, falling to the bottom of the pit.

21:17, Today: Dungeon Master rolled 15 using 3d6.  Damage to Alohan from the pit fall.

The barbarian doesn't bounce, just makes a squishing noise like an overripe watermelon falling on a cobblestone street.

The two vine horrors at the bottom of the pit ignore his corpse.

OOC: Kinstal, Logan and Urol to go!
This message was last edited by the GM at 19:20, Thu 10 Aug 2017.
Logan
player, 844 posts
Unchained Rogue 5
Gwynharwyf's Blade 1
Fri 11 Aug 2017
at 00:33
  • msg #141

Re: 3F - SWW - Part Five: Journey's End

Standing in front of the ship-board vine horror, Logan gulps, reconsidering his decision, especially given how well things like this have worked out for him in the past.  He tried to push down any memories of savage dinosaurs and attacked the vine in front of him.


7 damage vs AC 22
Free: Activate Boots of Speed, Gain Haste
Active Effects: Haste.  +1 Attack, +1 AC
Standard: TWF vs VH10


HP: 27/39 AC: 24/16/17 CMD:19  F2 R12 W4

Abilities: Invisibility, Resiliency, Smite Evil, Haste (9)

20:32, Today: Logan rolled 7 using 1d6+6.  Damage.
20:32, Today: Logan rolled 11 using 1d20+9.  Rapier 2.
20:31, Today: Logan rolled 22 using 1d20+9.  Rapier.
20:31, Today: Logan rolled 10 using 1d20+9.  Short Sword.

This message was last edited by the player at 00:34, Fri 11 Aug 2017.
Urol Forol
NPC, 74 posts
38/38 HP
Fri 11 Aug 2017
at 00:40
  • msg #142

Re: 3F - SWW - Part Five: Journey's End

Urol reaches down to his belt for a bomb, and tosses it between a cluster of the horrors.


Alchemist's Fire at square I7.  All within 5' take 5 fire damage.  (DC 15 Reflex for 1/2)

HP: 38/38 AC: 15/12/14 CMD:11  F6 R5 W4

Abilities: Bombs (4), Formula 1(5) 2(3)


20:38, Today: Urol Forol rolled 20 using 1d20+7.  Ranged Attack vs AC 10.

Dungeon Master
GM, 2850 posts
All Powerfull
DM
Fri 11 Aug 2017
at 10:30
  • msg #143

Re: 3F - SWW - Part Five: Journey's End

Logan jabs wildly at the vine horror, his hasted state allowing to attack often but not helping with his accuracy. He hits once, but his rapier is just not the right weapon for this job and which he pulls his blade out from inside the kelp-man he sees that he has done almost no damage (2 hp after DR).

OOC: Technically speaking, Urol threw one of his own alchemist bombs, not the alchemist fire that the other characters are getting out of the barrels. Just wanted to make that clear.

Urol lobs his bomb into an empty patch of sargasso and it immediately explodes, catching the nearby creatures (A, 4, 5 & 7).

VH7 is able to cover up in time (2 hp damage), the other targets do not (5 hp to A, 4 & 5).

<END OF PLAYERS' ROUND EIGHT>
This message was last edited by the GM at 10:30, Fri 11 Aug 2017.
Dungeon Master
GM, 2851 posts
All Powerfull
DM
Fri 11 Aug 2017
at 10:37
  • msg #144

Re: 3F - SWW - Part Five: Journey's End

<START OF CREATURES' TURN ROUND NINE>

The animated clump of kelp (E) and three of the vine horrors (5, 7 & 12) gather around Kassius and starting beating him as he tries to escape back to the ship with his animal companion. At least they are slowed due to Celene's spell. Two of the vine horrors hit him (15 hp total).

The vine horror fighting Logan in the doorway of the captain's quarters advances on the rouge and manages to connect despite the thief moving quickly (7 hp damage).

<START OF PLAYERS' TURN ROUND NINE>
Dungeon Master
GM, 2852 posts
All Powerfull
DM
Fri 11 Aug 2017
at 10:39
  • msg #145

Re: 3F - SWW - Part Five: Journey's End

OOC: FYI, it might be Sunday night before I am able to update the map.
Dungeon Master
GM, 2856 posts
All Powerfull
DM
Wed 16 Aug 2017
at 18:47
  • msg #146

Re: 3F - SWW - Part Five: Journey's End

Now that Celene has tied down two groups of the vine horrors and most of the summoned animated kelp clumps are dead, the party are able to get on top of the situation. The crew finally help - their initial terror at their plight thankfully overcome - and the remaining vine horrors are slowly burnt or slashed to death.

It is then that they are able to take stock of their situation. The Sea Wyvern is stuck fast, and almost a day's work has proven that they won't be able to cut their way out. Whatever terrible magic has created this place makes the kelp incredibly tough and causes it to regrow at an unnatural pace.

If they are to escape they will need to find the source of this magic and defeat it.

As the sun sets they look again across the wet green field of weed. The swath of dirty emerald stretches flatly in all directions. To the stern, it extends for perhaps a half mile, beyond which lie the open waters of the mocking sea. In all other directions, the weed extends to the horizon. Trapped within its vice are dozens of other long-dead ships, their hulls protruding from the Sargasso at odd angles, masts askew, sails hanging in tatters. Just within view are the three vessels that looked in slightly better condition than the others, and that Celene spied on with the sightglass at the start of the day.

Oh, and as they stand there on the deck, cleaning up after the last combat, another wave of vine horrors starts rising from the seaweed and making its way towards them. At least they are far off and moving slowly, so there will be time to prepare.


Avner Meravanchi
NPC, 20 posts
Wed 16 Aug 2017
at 18:47
  • msg #147

Re: 3F - SWW - Part Five: Journey's End

"Great. Just friggen great," exclaims Avner. "We are stuck in this mess. Surrounded on all sides. No way out. And under constant never ending attack. Game over man. GAME FRAKKEN OVER!"

At least the man now has his pants back on. That is an improvement. There is no sign of the young lady who'd been in his cabin - she's disappeared back below decks.
This message was last edited by the player at 18:48, Wed 16 Aug 2017.
Celene
player, 1413 posts
Sorcerer 6
Wed 16 Aug 2017
at 18:56
  • msg #148

Re: 3F - SWW - Part Five: Journey's End

Does time to prepare mean get us all to one of the other ships and look around? Meanwhile have the ships crew ready alchemists fire and the ballistae to take on the vine horrors?
Dungeon Master
GM, 2857 posts
All Powerfull
DM
Wed 16 Aug 2017
at 18:57
  • msg #149

Re: 3F - SWW - Part Five: Journey's End

And so the night begins. There is no time to rest as they are under constant attack, abet from disorganised clumps of vine horrors rather than a coordinated massed wave like last time, so their foes are easy enough to overcome. But the disruption is continuous and wears on them all.

OOC: Congratulations. You have stumbled into the mother of all skills challenges. Your goal is to visit all three nearby ships and discover the clues needed to figure out how to destroy the magic guarding this place. Please, no googling the clues until we all agree that we're stuck!

In each segment you'll have to make one skills check each - this is an open skills challenge so you can use any skill you like as long as you can write it into the story! You only get to use each skill once in the entire challenge (you don't know how many rounds there are) and you can't use the same skill as somebody else in the same round.

The DC for the skill checks is 20. Passing the check lessens the power of the BBEG in the final battle (effectively removing one of something that is like a mirror image). Failing a skill check means that take 1d8+5 points of damage or loose a level 1 spell (if you have one). There is no time to heal as you'll be under constant attack.

So, are you all on board? Please let me know!

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