Week Four: You Can Never Go Home Again.   Posted by The Chronicler.Group: 0
The Chronicler
 GM, 586 posts
Wed 23 Nov 2016
at 05:16
Re: Week Four: You Can Never Go Home Again
Go ahead and roll STR then. You need to get 20+ twice to finish unhooking it.
Sly Galvar
 player, 233 posts
 AC: 20 PD: 20 MD: 16
 HP: 90/90 - Rec: 8/8
Wed 23 Nov 2016
at 06:08
Re: Week Four: You Can Never Go Home Again
And it worked!
The Chronicler
 GM, 587 posts
Thu 24 Nov 2016
at 18:50
Re: Week Four: You Can Never Go Home Again
As Mahlin shreds a few more of the shambling terrors in the murk, a wave of anguish envelops Sensei. He can hear it's dead voice mocking him from the dark waters.

"Fuuftuth Dhanlu', sha g'ax hat nu lugha' u'a' sha gaag. Tha LICH KING ghuftft tghaftftugh xuia' tuiaft."


Round 1:
Escalation Die
+1

Sensei is up

Sensei and Mahlin are nearby the Zombie Galley Slaves
The Regenerating Lich captain is Far away (to the aft)
Sly is nearby The Controls for the Ram  (to the bow)



10:38, Today: The Chronicler rolled 19 using 1d20+9 with rolls of 10.  Soul blast vs Sensei PD (18). 10 psychic damage - 5 ongoing negative

In case it isn't clear. You will have to submerge to engage with enemies for melee, or to effect the controls for the ram.

For fighting under water, you need to surface every other round, or take increasing ongoing damage. (i.e. If you remain underwater for two consecutive rounds, you take 5 damage at the end of your turn. After three consecutive rounds, it's 10 damage. Once you surface the damage counter resets down to 5.)

Grabbed: When you’re grabbed you are engaged with the creature grabbing you and you can’t move away unless you teleport, somehow pop free first, or successfully disengage. Disengage checks take a –5 penalty unless you hit the creature that is grabbing you the same turn that you’re trying to disengage.

InitNameACPDMDHPConditions/Notes
25Sly Galvar20201666/72 
23Mahlin16151810/48Staggered, 5 ongoing psychic damage (hard save ends)
17Regenerating Lich Captain21131840/40
15Sensei21181665/755 ongoing negative damage (hard save ends)
9 Weighted Zombie Galley Slaves 151310361/480"Mooks" 40 hp each

Sensei
 player, 428 posts
 Recoveries 8/8
 RRT 2/2
Mon 28 Nov 2016
at 00:04
Re: Week Four: You Can Never Go Home Again
Sensei takes a deep breath, a plan in mind, and dives down. As he does, he flings a blob of something at Mahlin, whose wounds improve considerably.

He dives down until he can get a good look at the lich. Once he can, he winds up and flings a blob of radiant something at the lich, which hits it.

Cast Heal on Mahlin, who can spend a Recovery and gain an extra 10 hp.

Move to Nearby on lich, hit it (thanks to its really low PD) for 12 Holy damage with Javelin of Faith.

08:49, Today: Sensei rolled 9 using 1d20 with rolls of 9.  Saving throw.
19:02, Sun 27 Nov: Sensei rolled 12 using 3d6+4 with rolls of 5,2,1.  Damage! .
19:02, Sun 27 Nov: Sensei rolled 15 using 1d20+9 with rolls of 6.  JoF on lich.

This message was last edited by the player at 20:42, Tue 03 Jan 2017.

Mahlin
 player, 97 posts
 AC: 16 PD: 15 MD: 18
 Hp 48/48 Rec 8/8 RR 2/2
Mon 28 Nov 2016
at 14:13
Re: Week Four: You Can Never Go Home Again
Mahlin breathes deeply, steadying himself as Sensei's healing washes over him.

Rolled 26 using 5d6+10
The Chronicler
 GM, 592 posts
Wed 30 Nov 2016
at 07:25
Re: Week Four: You Can Never Go Home Again
As Sly wrestles with the slippery controls, one of the waterlogged galley slaves ambles slowy up behind him and wraps it's arms around his medsection before sinking it's rotting teeth into his skin. Meanwhile others are clawing at Mahlin's kicking legs. And a third group has shambled towards the submerged priest, in order to protect their profane mistress.


Round 2:
Escalation Die
+2

Sly is up

Mahlin nearby the hatch
Sensei is nearby The Regenerating Lich captain (to the aft)
Sly is nearby The Controls for the Ram  (to the bow)
All are engaged with some Galley Slaves.



23:12, Today: The Chronicler rolled 99 using 9d20 with rolls of 20,12,6,5,11,13,13,3,16.  Grab and bite +7 vs AC (1-3 sly, 4-6 Mahlin, 6-19 Sensei).
Crit for 12 damage vs Sly and grabbed.
2 hits on Mahlin for 12 damage
1 hit on Sensei for 6 damage.

In case it isn't clear. You will have to submerge to engage with enemies for melee, or to effect the controls for the ram.

For fighting under water, you need to surface every other round, or take increasing ongoing damage. (i.e. If you remain underwater for two consecutive rounds, you take 5 damage at the end of your turn. After three consecutive rounds, it's 10 damage. Once you surface the damage counter resets down to 5.)

Grabbed: When you’re grabbed you are engaged with the creature grabbing you and you can’t move away unless you teleport, somehow pop free first, or successfully disengage. Disengage checks take a –5 penalty unless you hit the creature that is grabbing you the same turn that you’re trying to disengage.

InitNameACPDMDHPConditions/Notes
25Sly Galvar20201654/72 
23Mahlin16151824/48staggered, 5 ongoing psychic damage (hard save ends)
17Regenerating Lich Captain21131828/40
15Sensei21181659/755 ongoing negative damage (hard save ends)
9 Weighted Zombie Galley Slaves 151310361/480"Mooks" 40 hp each

This message was last edited by the GM at 23:26, Mon 05 Dec 2016.

Sly Galvar
 player, 235 posts
 AC: 20 PD: 20 MD: 16
 HP: 90/90 - Rec: 8/8
Thu 1 Dec 2016
at 07:05
Re: Week Four: You Can Never Go Home Again
Stabbing his blade into the undead thing, Sly breaks free and swims for the surface, gasping for air as he realizes he may have only a moment before he's once again pulled below...

29 damage to the galley slaves. Sly disengages and surfaces.

Sly Galvar rolled 23 using 1d20+13 with rolls of 10.  Tumbling Strike vs Slave AC 15.
Sly Galvar rolled 29 using 5d8+12 with rolls of 1,3,3,5,5.  Damage.
Sly Galvar rolled 20 using 1d20+12 with rolls of 8.  Disengage.

Mahlin
 player, 98 posts
 AC: 16 PD: 15 MD: 18
 Hp 48/48 Rec 7/8 RR 2/2
Thu 1 Dec 2016
at 18:37
Re: Week Four: You Can Never Go Home Again
Anger fills Mahlin as he struggles with the zombies. He's tired of getting tossed around and beaten, and focused his frustration on ending this fight.

Assuming i am engaged with 3 zombies, so those are the only ones i can hit with Crescendo (if can hit more will try.) rolling to hit with +9(int+level+Esc(assuming it moved to 2)-3(# of targets)

Rolled 11,21,16 to hit PD 13
Damage rolls of 4d6 give 5(miss),15,19 for a total of 39, and two pop free.

Rolled 2 on save to end ongoing damage.

The Chronicler
 GM, 595 posts
Mon 5 Dec 2016
at 23:24
Re: Week Four: You Can Never Go Home Again
More of the galley slaves break apart, their bodies, and parts of their bodies  floating gently in the spots where whatever energy animated them was finally lost.

Shrieking the lich captain darts through the water towards Sensei. He can see that he face is cracked and sloughing off where the *something* he threw at her hit. He rages blinds her however, and the old priest is able to swim out of the way easily.

Round 2:
Escalation Die
+2

Sensei

Mahlin nearby the hatch
Sensei is nearby The Regenerating Lich captain (to the aft)
Sly is nearby The Controls for the Ram  (to the bow)
All are engaged with some Galley Slaves.



15:21, Today: The Chronicler rolled 10 using 1d20+9 with rolls of 1.  crystal sword vs Sensei AC (21).

In case it isn't clear. You will have to submerge to engage with enemies for melee, or to effect the controls for the ram.

For fighting under water, you need to surface every other round, or take increasing ongoing damage. (i.e. If you remain underwater for two consecutive rounds, you take 5 damage at the end of your turn. After three consecutive rounds, it's 10 damage. Once you surface the damage counter resets down to 5.)

Grabbed: When you’re grabbed you are engaged with the creature grabbing you and you can’t move away unless you teleport, somehow pop free first, or successfully disengage. Disengage checks take a –5 penalty unless you hit the creature that is grabbing you the same turn that you’re trying to disengage.

InitNameACPDMDHPConditions/Notes
25Sly Galvar20201654/72 
23Mahlin16151824/48staggered, 5 ongoing psychic damage (hard save ends)
17Regenerating Lich Captain21131828/40
15Sensei21181659/755 ongoing negative damage (hard save ends)
8 Weighted Zombie Galley Slaves 151310293/480"Mooks" 40 hp each

This message was last edited by the GM at 23:26, Mon 05 Dec 2016.

Sensei
 player, 432 posts
 Recoveries 8/8
 RRT 2/2
Sat 10 Dec 2016
at 00:52
Re: Week Four: You Can Never Go Home Again
Sensei, whose held breath is beginning to wear thin, finds himself surrounded by zombies. He slashes madly, hacking one's head off.

Fail to disengage. Stupid dicebot. Hit with Tumbling Strike on mook mob for 43 damage.

19:51, Today: Sensei rolled 31,12 using 5d6+10,2d8 with rolls of 3,4,4,6,4,8,4.  Damage w/sneak.
19:50, Today: Sensei rolled 27 using 1d20+13 with rolls of 14.  Tumbling strike on zombies.
19:50, Today: Sensei rolled 6 using 1d20+5 with rolls of 1.  Tumble (disengage).

The Chronicler
 GM, 598 posts
Tue 13 Dec 2016
at 02:38
Re: Week Four: You Can Never Go Home Again
The turbid waters make the shifting shapes of the undead hard to see. They manage to bite into the struggling Tunnel Runners but not pull them down into the cold dark.

Round 3:
Escalation Die
+3

Sly, Mahlin are up.
Mahlin nearby the hatch
Sensei is nearby The Regenerating Lich captain (to the aft)
Sly is nearby The Controls for the Ram  (to the bow)
All are engaged with some Galley Slaves.


18:31, Today: The Chronicler rolled 98 using 7d20+7 with rolls of 19,9,4,19,17,9,14.  Grab and bite +7 vs AC (1-2 sly, 3-4 Mahlin, 5-7 Sensei). 1 hit to sly 6 dam, 1 hit Mahlin 6 dam, 1 hit Sensei 6 dam

In case it isn't clear. You will have to submerge to engage with enemies for melee, or to effect the controls for the ram.

For fighting under water, you need to surface every other round, or take increasing ongoing damage. (i.e. If you remain underwater for two consecutive rounds, you take 5 damage at the end of your turn. After three consecutive rounds, it's 10 damage. Once you surface the damage counter resets down to 5.)

Grabbed: When you’re grabbed you are engaged with the creature grabbing you and you can’t move away unless you teleport, somehow pop free first, or successfully disengage. Disengage checks take a –5 penalty unless you hit the creature that is grabbing you the same turn that you’re trying to disengage.

InitNameACPDMDHPConditions/Notes
25Sly Galvar20201648/72 
23Mahlin16151818/48staggered, 5 ongoing psychic damage (hard save ends)
17Regenerating Lich Captain21131828/40
15Sensei21181648/755 ongoing negative damage (hard save ends)
7 Weighted Zombie Galley Slaves 151310250/480"Mooks" 40 hp each

This message was last edited by the GM at 04:27, Tue 13 Dec 2016.

Sensei
 player, 433 posts
 Recoveries 8/8
 RRT 2/2
Tue 13 Dec 2016
at 02:39
Re: Week Four: You Can Never Go Home Again
I will keep taking ongoing.
21:39, Today: Sensei rolled 7 using 1d20 with rolls of 7.  Save vs. ongoing.

The Chronicler
 GM, 599 posts
Tue 13 Dec 2016
at 04:28
Re: Week Four: You Can Never Go Home Again
Noted. Hp updated to reflect ongoing
Mahlin
 player, 99 posts
 AC: 16 PD: 15 MD: 18
 Hp 48/48 Rec 7/8 RR 2/2
Tue 13 Dec 2016
at 07:08
Re: Week Four: You Can Never Go Home Again
Mahlin unleashes another spell of Crescendo at the zombies that are close enough to him to reach with the spell. He is growing frustrated that his magic isn't able to cut through these creatures any better.

23:04, Today: Mahlin rolled 6 using 1d20 with rolls of 6.  save vs ongoing damage.
23:03, Today: Mahlin rolled 36 using 8d6 with rolls of 6,6,6,1,2,6,4,5.  damage to 2 zombies.
 23:01, Today: Mahlin rolled 13 using 1d20+11 with rolls of 2.  roll to hit zombie 2 with crescendo.
23:01, Today: Mahlin rolled 20 using 1d20+11 with rolls of 9.  roll to hit zombie 1.

SO still taking ongoing damage (stupid dice). Assuming only two are close enough to hit, if that's wrong would try to hit the others.

Sly Galvar
 player, 236 posts
 AC: 20 PD: 20 MD: 16
 HP: 90/90 - Rec: 8/8
Wed 14 Dec 2016
at 06:59
Re: Week Four: You Can Never Go Home Again
Rather than try to stay afloat, Galvar stabs his blade deep into one of the galley slaves and dives down with the blow, crashing the zombie into the ram below with enough force to finish disloding it from the Iris. Without waiting to see if the undead thing is still writhing, Sly tries to swim back to the surface...

26 damage to the zombies. Spending the momentum from that hit to Swashbuckle, crashing the zombie into the ram to take the place of the second Str check. Sly then disengages and resurfaces.

Sly Galvar rolled 28 using 1d20+15 with rolls of 13.  Tumbling Strike vs Slave AC 15.
Sly Galvar rolled 26 using 5d8+12 with rolls of 5,3,1,1,4.  Damage.
Sly Galvar rolled 28 using 1d20+12 with rolls of 16.  Disengage.

The Chronicler
 GM, 600 posts
Thu 22 Dec 2016
at 04:28
Re: Week Four: You Can Never Go Home Again
The whole vessel shakes as the ram comes free from the the ship. everything shakes one way and then the other as the weight of the pirate ship is released. Then the water level-inside the vessel starts to rise as the under sea boat begins to submerge. The lich captain tries again to stab Sensei as the rocking vessel knocks the blade away, She shrieks a column of bubbles in his face.

Round 3:
Escalation Die
+3


Sensei is up
Mahlin nearby the hatch
Sensei is nearby The Regenerating Lich captain (to the aft)
Sly is nearby The Controls for the Ram  (to the bow)
All are nearby with some Galley Slaves.



20:26, Today: The Chronicler rolled 17 using 1d20+9 with rolls of 8.  crystal sword vs Sensei AC (21). Miss

In case it isn't clear. You will have to submerge to engage with enemies for melee, or to effect the controls for the ram.

For fighting under water, you need to surface every other round, or take increasing ongoing damage. (i.e. If you remain underwater for two consecutive rounds, you take 5 damage at the end of your turn. After three consecutive rounds, it's 10 damage. Once you surface the damage counter resets down to 5.)

Grabbed: When you’re grabbed you are engaged with the creature grabbing you and you can’t move away unless you teleport, somehow pop free first, or successfully disengage. Disengage checks take a –5 penalty unless you hit the creature that is grabbing you the same turn that you’re trying to disengage.

InitNameACPDMDHPConditions/Notes
25Sly Galvar20201648/72 
23Mahlin16151813/48staggered, 5 ongoing psychic damage (hard save ends)
17Regenerating Lich Captain21131828/40
15Sensei21181648/755 ongoing negative damage (hard save ends)
5 Weighted Zombie Galley Slaves 151310188/480"Mooks" 40 hp each

Sensei
 player, 436 posts
 Recoveries 7/8
 RRT 1/2
Tue 3 Jan 2017
at 20:49
Re: Week Four: You Can Never Go Home Again
Sensei swims up to the regenerating ship's captain and very efficiently cuts off its head. He then thinks a few words of power and a wave of something washes over himself...

Move to the Regenerating Lich Captain, burn an RRT to hit him for enough to kill him. Then quick action to cast Heal on myself, healing 36 damage and burning a recovery; fail save vs. ongoing.

15:47, Today: Sensei rolled 3 using 1d20 with rolls of 3.  Saving throw.
15:47, Today: Sensei rolled 36 using 7d8+11, dropping the 2 lowest rolls with rolls of 1,8,2,1,6,1,8.  Recovery (Heal).
15:46, Today: Sensei rolled 34 using 5d6+10 with rolls of 6,4,4,4,6.  Sure Cut damage (hit).
15:46, Today: Sensei rolled 32 using 1d20+14 with rolls of 18.  Use RRT.
15:46, Today: Sensei rolled 15 using 1d20+14 with rolls of 1.  Sure Cut on regenerating Lich Captain.

The Chronicler
 GM, 602 posts
Fri 6 Jan 2017
at 01:45
Re: Week Four: You Can Never Go Home Again
As Sensei severs the screaming head of the Lich, the dark magic that's been repairing her form explodes outward, further rocking the under-the-sea boat. Sensei is pushed back towards the center of the vessel where the water level has now reached the escape hatch.

Without her guiding influence, the galley slaves seem confused, though not less dangerous.  The water pressure is increasing as the ship sinks further into the depths.

Round 4:
Escalation Die
+4



Go ahead and narrate the end of battle, and your next actions.



Sensei, I'm going to say your ongoing ended when you killed the captain, and it was covered by your heal.
Mahlin took one more round from his damage, but that's faded as well.


InitNameACPDMDHPConditions/Notes
25Sly Galvar20201648/72 
23Mahlin1615188/48staggered
17Regenerating Lich Captain21131828/40
15Sensei21181675/75
5 Weighted Zombie Galley Slaves 151310188/480"Mooks" 40 hp each

Sensei
 player, 437 posts
 Recoveries 7/8
 RRT 1/2
Fri 6 Jan 2017
at 02:49
Re: Week Four: You Can Never Go Home Again
Sensei wastes no furhter time, racing toward the surface. When his head finally breaks through, he gasps for air, paddling for a moment and waiting for his friends to return...
Sly Galvar
 player, 238 posts
 AC: 20 PD: 20 MD: 16
 HP: 90/90 - Rec: 8/8
Mon 9 Jan 2017
at 04:56
Re: Week Four: You Can Never Go Home Again
His mind racing with unpleasant memories of being dragged into the murky depths, Galvar frantically swims through the escape hatch, clawing upward as he struggles to get his head above the waves. As he catches his breath, he looks around for Sensei and Mahlin, before making for the Iris...
Mahlin
 player, 101 posts
 AC: 16 PD: 15 MD: 18
 Hp 48/48 Rec 7/8 RR 2/2
Mon 9 Jan 2017
at 19:41
Re: Week Four: You Can Never Go Home Again
Seeing his companions disengaged with the Lich being disabled again, he swims out the hatch and moves towards the Iris, looking for his companions once he reaches the surface.
The Chronicler
 GM, 603 posts
Wed 11 Jan 2017
at 00:55
Re: Week Four: You Can Never Go Home Again
The sinking of the strange vessel creates a sucking whirlpool and the waterlogged trio have to fight to make it back to the Iris, where the grasping hands of Xemnita's pirates welcome them aboard.

The hull has been patched as well as can be, the breach has to be monitored, and the bilge pumped constantly. Still, the Iris is limping along. Xenita recons it'll take a few extra days to make Santa Cora. When the sun rises it is a relief just to be above water and out of sight of the isle of the Lich King.

You may describe anything you do for the remainder of the Journey, and I will open up a new thread soon, for your arrival in Santa Cora.
Sensei
 player, 439 posts
 Recoveries 7/8
 RRT 1/2
Thu 19 Jan 2017
at 11:47
Re: Week Four: You Can Never Go Home Again
Sensei pulls his water-logged self onto the ship. He looks like hell--wet, miserable and disoriented.

He helps his friends come aboard and then sloshes over to the captain. "Trouble solved," he says. "Where is a bed? I need a bed. Now."

A crewman helps the grizzled man to a cabin where he slumps into a bed and sleeps for a rather long time. When he finally wakes, he checks on Mahlin and Sly and then goes to sit with Nazarin.

Nazarin's condition has struck Sensei to the core. Sensei and Nazarin had been inseparable for over a decade. The thought of losing his best bodyguard and companion was very hard for the cleric to take. It took his mind to a darker place, which is a strange place to go when you are headed to someplace like Santa Cora.

Eventually, after a couple days, he expanded his conversation to others outside of his two friends and got to know some of the crew. He rather subconsciously steered clear of the captain, though--something in him told him to stay away for the most part, and so he did.
Mahlin
 player, 102 posts
 AC: 16 PD: 15 MD: 18
 Hp 48/48 Rec 7/8 RR 2/2
Thu 19 Jan 2017
at 23:24
Re: Week Four: You Can Never Go Home Again
Mahlin checks in with his companions and on Nazarin, trying to contribute to the journey while trying to see if he can puzzle out anyway to discover who is possessed or under demonic influence. Once Sensei reappears he will discuss this with him and Sly, and also his surprise at how quickly the creature that attacked them and might be a lich was able to regenerate a form that could interact with the physical world.
Sly Galvar
 player, 239 posts
 AC: 20 PD: 20 MD: 16
 HP: 90/90 - Rec: 8/8
Sat 21 Jan 2017
at 00:32
Re: Week Four: You Can Never Go Home Again
Sly checks in on Nazarin throughout their journey, even as his hopes for their friend's recovery continue to sink. To distract himself from these musings, Galvar busies himself helping Xenita and the rest of her crew, offering his experience in repairing the Iris after the attack, and keeping her on course. There's a familiar comfort to the work, and Sly wonders if he shouldn't return to a life of piracy-- but they've unfinished business, scores to settle with the bastards who've overrun Shadow Port...