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Misses Malone


Co-DM Rob - Voices in the dark 
Wednesday March 13th, 2013 8:11:12 AM

The party plead their case - that they were only trying to follow orders. The guard rolls his eyes and raises a hand to all the objections made.

"It's like dealing with a rowboat full of halflings" the guard mutters under his breath "Listen very carefully. Stay. On. Your. Ship. If Captain Kito wants to drag up the body of his old captain then let him worry about it tomorrw"

He leaves two guards by the gangplank and walks away shaking his head "Best go check on the other ship now too. Can't believe I swapped shifts for this. I could've been in the tavern right now .. " his voice trails off as he departs.

The party retreat to their quarters - some to dry off, others to get some sleep before sunrise in a few hours.

========================

As the first rays of sunlight shine through the porthole window, Yel'kno is awakened by a voice. It is coming from the ring given to him by Captain Annoir. It is being said in a very steady and monotonous tone: "Please. You have to help us. Latitude 49. Longitude 123. Cargo ship attacked. We're trapped. Please. Help us. Tell Molly Malone I love her"

The message then repeats, and repeats, and repeats, and ... you get the idea. 1min has passed since the ring first started 'talking'. It's as loud as a "normal" voice.

OOC: I assume you sleep in different cabins? Is this correct? What about watches on the ship - do the party take turns in these?

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Wednesday March 13th, 2013 11:41:13 AM

"Gods... I am trying to sleep" Yel'kno mutters before plopping th ring into a half full bottle of rum and pushing the cork back in. He then realizes that a magic ring was talking to him and dumps the bottle out to fish out the ring again, rushing off to show the others.

"That Annoir is just full of surprises."

-------

I think everyone has separate cabins with Coer in the cabins cabin given its/his size. We all usually split the watches. It depends on how you'd like to handle the NPC sailors too I suppose

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 9/13  d20+13=32 ;
Wednesday March 13th, 2013 11:55:14 PM

Spire is on deck reading his spellbook by aritifcial light when Yel'Kno sprints out to show them the ring. The elf's eyes glow blue as he casts Detect Magic, looming over the ring as he inspects it closely. The wizard does not even flinch as his albino rat scurries up his long hair to cling to his scalp, sniffing at the ring as its master stares at it. (Spellcraft to identify: 32)

Prepared Spells:
0: Detect Magic, Dancing Lights, Message, Prestidigitation
1: Enlarge Person, Grease, Mage Armour, Magic Missilex2
2: Acid Arrow, Glitterdust, Scorching Ray, Web

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47  d20+8=17 ;
Thursday March 14th, 2013 2:20:48 AM

Coer gets a few hours sleep before the commotion wakes him.
He wanders onto the deck to hear The ring repeating its message

How strange. What sort of magic is this Spire? Can it be trusted?

~~~
Ooc: sense motive if it applies: 17

(Brock) Jozhur AC18/14/13--CMD 16--HP 25/36 
Thursday March 14th, 2013 5:39:12 AM

Jozhur groans when Yel'kno busts into the quarters to show everyone the ring.

"That's interesting. If you decide to leave the dock, you know where to find me.." He closes his eyes and goes right back to sleep.

Co-DM Rob - Voices in the dark 
Thursday March 14th, 2013 8:24:46 AM

Yel'kno is quick to his feet and shows everyone what awoke him. A ring that for some reason refuses to be quiet!

Jozhur knows when and where he's needed, and right now he's needed in bed.

Coer asks the resident wizard for his views on what magic this may be. For his part, Coer is unable to discern any motive the ring may have. It doesn't appear to be sentient and is simply repeating the same message over and over again.

Spire finds it very easy to determine that the magic at play here is undoubtedly a Magic Mouth spell. Inside the ring he observes the trademark mouth moving in time with the words it speaks.

Seeing the gathering, Tula approaches looking well rested. She waits until the group finish speaking before making her own request "I'm told the guards left the docks shortly before sunrise. With your permission Captain, some of the crew wanted to have a look around the town since they were cooped up here all night. There are a number of chores that still need to be done here, but perhaps those that can be spared can enjoy some minor shore leave?"

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Thursday March 14th, 2013 9:37:35 AM

Spire grimaces as he looks up from the ring. "The ring is legitimate, although I am unsure why Annoir gave it to us." He peers around the group as his rat scurries back down into a pocket of his robe. "With the crew so tired, they might not want to go on a wild goose chase for this man. Perhaps we could offer them an extended vacation afterward...?"

OOC :: Updated health to account for amount regained from sleep. I assume we took a full rest?

Rafe Thornhill 4/25HP | AC15/15/11 | CMD 14 
Thursday March 14th, 2013 6:35:36 PM

@Dm and group,

Sorry guys, but I won't be able to play in this game any longer. I'm no longer a DM and this character was my second one, so he has to go. Good luck, so long and thanks for all the fish :)


(Philip) Kerg Halg AC 14 - CMD 19 - HP 21/38 | Mohan (Tiger) AC 15/15/11 HP 7/13 
Thursday March 14th, 2013 8:37:31 PM

Kerg takes the time to get a full night's sleep. He assumes this isn't a problem, what with the guards at the gangplank and the bevy of sailors who didn't do any fighting last night. After waking up he and Mohan raid the galley and walk around on deck with their breakfast. If this coincides with the rest of the people being on the deck, he offers his thoughts on the ring.

"Maybe we don't need everyone else if the trip is short."

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Thursday March 14th, 2013 8:59:18 PM

"We can't go anywhere before we hear from the Harbormaster anyways otherwise we might not be back to dock again when we return." And he turns to Tula, "Let the men that can be spared go off for two hours and we'll see that the ship is provisioned. Send one of the men to Captain Annoir as well and ask him to come. We'll see what he has to say about the ring"

And to Spire, "Can you find the coordinates on the map? How far away is it?"

~~~~~~~~~~

Jim: Sad to see you go. I knew I should have used Rafe as a makeshift shield against that crossbowman when I had the chance

(Brock) Jozhur AC18/14/13--CMD 16--HP 25/36 
Thursday March 14th, 2013 9:42:36 PM

Jozhur stumbles out of bed and goes to meet with the group. His hair is even more of a shaggy mess than usual, thick with salt from his dips in the ocean water the night before. The human's face is quite pale, with dark bags under his droopy eyes.

"I'll go wash up before we head out. Who knows when we'll get to actually bathe again, I don't want to take off like this. I'll be hurry back to help get things ready."

With that, he rushes off to go get cleaned up.

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47  d20+6=25 ;
Thursday March 14th, 2013 9:45:11 PM

I'll grab the charts states Coer as he rushes into the captains quarters, returning a moment later with the maps of the middle seas. Spreading them out on the deck he tries to pinpoint the co-ordinates.

I wonder who this Molly Malone person is? muses Coer as his fingers trace over the maps. Coer grabs an excited looing sailor who is headed ashore and directs him to ask around for Molly Malone.

~~
ooc: profession sailor: 25

It has been a pleasure playing with you Jim. have fun in your other game :)

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13  d20+8=28 ;
Friday March 15th, 2013 6:40:45 AM

Spire looms over the maps next to Coer, helping him pinpoint the location given to them by the ring. (Geography: 28)

(Brock) Jozhur AC18/14/13--CMD 16--HP 25/36  d20+7=16 ; d20+7=12 ;
Friday March 15th, 2013 8:18:48 AM

Jozhur can ask around about Molly Malone while he's out. He'll check with a few shopkeeps and innkeepers.

-------------
Diplomacy: 16
Knowledge local: 12

Co-DM Rob - The Captains gather 
Friday March 15th, 2013 8:30:54 AM

Kerg and Yel'kno seem to agree on granting 2 hours leave to those sailors not required. Yel'kno also sends a request for Captain Annoir to join them aboard the LionFish hoping to get some explanations. Tula responds with an "Aye Sir" and leaves to see that the Captains orders are followed.

Between them, Spire and Coer pinpoint the location the ring speaks of on the charts. These coordinates would place the ship in question about 6 days sail to the east/south-east in the Middle Seas.

Jozhur doesn't see what value he can add, short of removing any offensive body odors that may be haunting him. He heads off to bathe.

After 10minutes the ring finally ceases repeating its message and falls silent. No more magic is detected on it.

A sailor returns with Captain Annoir in tow. Annoir stands by the gangplank and, as is the formality, asks for permission to come aboard before setting foot on another Captain's ship. Assuming it is given, he joins the group on deck. "That Captain of the Guard sure could drink" he says as greeting and reaches out his hand to shake that of Yel'kno. Though he has no doubt bathed, the strong smell of rum still seems to be escaping from the pores on his skin and dark bags are under his eyes. Annoir appears to have had a big night.

===================
OOC: Everyone recovers HP from 1 nights rest, as well as recovering spells.

Sorry to see Rafe drop out, Jim :(


(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13 
Friday March 15th, 2013 8:45:13 PM

Kerg takes a seat on the railing and gnaws on his breakfast as the captain's speak.

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Friday March 15th, 2013 9:11:22 PM

Yel'kno welcomes Annoir aboard and shows him the ring and either lets him listen to the message if it replays or repeats the message to him.

"Do you know who this is from? Or even when? Has it done it before?"

"The coordinates are six days away... that's too far for a rescue mission. Without more information I'm not sure there is reason to sail. By the time we get there they could be anywhere and we'd have no way to know. perhaps we can find this Molly though?"

(Brock) Jozhur AC18/14/13--CMD 16--HP 25/36  d20+7=16 ; d20+7=12 ;
Sunday March 17th, 2013 10:14:09 AM

Jozhur spends an hour or so to check around town to see if anyone knows a Molly Malone, then reports back with any findings.

------------
Diplomacy: 16
Knowledge local: 12

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47  d20+6=13 ;
Sunday March 17th, 2013 9:26:34 PM

Coer busies himself around the ship preparing it for a potential departure while awaiting news of Molly Malone.

I wish I has bought that ballista when we were in Rum he thinks to himself.


Co-DM Rob - The Harbourmaster Calls 
Monday March 18th, 2013 8:27:27 AM

"So many questions for so early in the morning" Annoir observes and carefully takes hold of the ring. It is completely silent and there is no further indication of any magic "You sure you didn't have anything to drink as well?" he asks with a chuckle.

"Well, where it came from? Who can say where and when a person comes across the things they do." the captain responds to the first question. "Can't say I've ever noticed it doing anything out of the norm though" He hands the ring back.

Coer laments not buying a ballista. To mount on the ship, or just to carry over his massive shoulder is unclear.

Jozhur spends some time in town trying to gather any info he can. Though he doesn't hear anything about "Molly Malone" he does discover news of one of the shipping routes between BoneTown and the Taur Isles. The route in question would be very near the coordinates given by the ring. The route is now rarely traveled due to ships going missing. Its been said something lurks within the sea and has decided to make this area its hunting grounds, among others places as well.

Two guards walk along the docks towards the ship "The Habourmaster wants to speak with Captain Yel'kno" one calls out. They stand ready to escort him to the Harbourmaster.

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31  d20+9=27 ;
Monday March 18th, 2013 9:45:13 AM

"Ah... Most.. Helpful, Captain Annoir." When the guards calls for him he looks towards Annoir, "I'm not sure you'll be getting that painting back. At least not while in Bonetown."

"On my way, good sirs...," he calls out to the guards and looks to the others. "Might be wise to prep for a quick departure. I don't see this going badly, but it cannot hurt to be ready".

And then down the docks he heads, eyes open and alert.

-----
Perception 27

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13  d20+10=15 ;
Monday March 18th, 2013 10:08:38 AM

Spire wracks his brain for what might be attacking the ships in that trade route (Nature: 15). "Are we certain we would like to go after these people? Especially with something attacking boats... we just finished making repairs to the Lionfish." The word kraken goes unsaid, but the elf can't stop picturing the horrible sea-beast swallowing their ship whole.

(Brock) Jozhur AC18/14/13--CMD 16--HP 29/36 
Monday March 18th, 2013 10:52:44 AM

Jozhur returns to the Lionfish to report what he's heard.

"Could be a sea beast, but I would venture to guess that it may actually be pirates, or at least thats what im hoping for if we decide to go. Our last encounter with a sea beast didn't end so well."

With that, he sets to work in helping to prepare the lionfish for a journey.

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Monday March 18th, 2013 10:48:52 PM

Coer rounds up the crew as they return to the ship and sets them to preparing for departure. He then checks to see if the ship is stocked with enough food and water for a journey. If there is not enough he will head to the stores to get some.

~~~
Ooc: oh glorious DM's, could we have a list of loot from the previous battle?

(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13 
Tuesday March 19th, 2013 12:46:51 AM

Kerg wants to ask why they should go after a ship that is already lost, putting themselves in danger in the process, when really they could just send word to this Molly that something bad may or may not have happened. Or they could even ignore the whole thing, since Annoir doesn't know if the ring is supposed to do what it did, or if it can be trusted. But everyone is already off doing what they need to in order to leave, and the captain has left to see the Harbourmaster. So Kerg just looks at Mohan and shrugs.

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Tuesday March 19th, 2013 5:14:36 AM

Ooc: I love kerg's attitude towards our unusual adventures

Co-DM Rob - The Harbourmaster Calls 
Tuesday March 19th, 2013 7:58:38 AM

Yel'kno thanks Annoir for his 'help', before excusing himself for his meeting with the Harbourmaster.

Jozhur reports back with his findings, but speculates it could very well be pirates.

Spire tries to recall a creature from his learning that might fit the description of what might be attacking the ships. Unfortunately this third-hand information doesn't give him nearly enough detail.

Coer sets to rounding up crew and supplies.

Kerg on the other hand is a bit confused by the whole thing. The orc in him questions why the party should put themselves in danger. The human in him reminds him that making the shipping lanes safer for everyone is the 'good' thing to do. With a shrug he resigns himself to go along with the majority.

-----------------------------------------------------

Yel'kno is led to a wooden shack on the border where the docks meet the town. A raised voice can be heard coming from inside. "You either talk or we send you back to the ship you came from. The Elf Bloods, wasn't it? Can't imagine you'll get a warm welcome there!"

One of the guards knocks firmly on the door and then waits for it to be opened. The door is pulled hastily open by a sturdy, balding man. His jaw is wide and his nose you'd rightfully guess has been broken more than once. Scars on his arms are intermingled with his tattoos. His vest is bright blue - the same blue as the armbands worn by his men. This would likely be the Harbormaster.

"Captain Yel'kno as requested sir" the guard reports in.

The Harbourmaster looks Yel'kno over and gives a very unimpressed sigh. The Harbourmaster folds his arms across his chest. "I'll cut to the point. You were killing people on my docks. I don't like it. It's bad for business. Kill them out at sea, in town, or in the hull of your boat. Take your pick. Kill people on my docks and we have a problem. Now, I've been told the Elf Bloods started the fight. That doesn't mean you get to kill them. The harbour fees have just gone up for the Lionfish. Next time we have a problem a share of whatever you bring in becomes property of the town"

Seated behind the Harbourmaster within the shack, and tied firmly and securely to a chair sits a half-elf. Ragged, recently beaten and filthy, this gaunt half-elf isn't much to look at. Coppery skin and unevenly chopped brown hair are all one can see, for his eyes are cast down, not daring to look directly at anyone.

Yel'kno notices that the Harbourmaster's hands are free from blood. Unless he washes very regularly (and well) he likely wasn't the one who beat the half-elf.

=====================================================

OOC: Eeek! Completely forgot about loot from the last battle. I promise to have it ready and posted tomorrow!

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Tuesday March 19th, 2013 2:24:49 PM

"Understood, Harbormaster. If there is a next we will try to force them on board and off of your docks."

He eyes the half elf in the chair a moment, but given the current situation he figures there is little he can do for him and doubts questioning The Harbormaster will do much To endear himself to the man. "If i am free to go i'll let you get back to your... Duties". And asuming leave is given he'll take off his hat and give a small bow before heading out the door. Once in the hallway outside, he accidenty drops his hat and stoops a moment to pick it up an listen...

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Tuesday March 19th, 2013 3:59:03 PM

Golden brown and expressive eyes glance up at Yel'kno in a surge of hope as the Harbormaster mentions that these are the guys that fought the Elf Bloods.

The eyes fall back to the floor as Yel'kno exits, reprieve crushed, and the half-elf makes a small whimper.

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Tuesday March 19th, 2013 11:49:27 PM

"Captain Annoir, where did you get this ring? Who gave it to you? This spell would have to have been cast beforehand for us to receive a message, I believe."

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Wednesday March 20th, 2013 5:06:57 AM

Coer waits for the captains return.

He finds a deck of cards and asks if anyone wishes to play.

Co-DM Rob - Half-elf in trouble 
Wednesday March 20th, 2013 7:01:54 AM

Spire tries once again to see if Annoir will reveal anything furthe about the ring. The captain scratches his chin and turns his eyes skyward as if trying to recall a specific moment from his past. "Well... I do trade with quite a few outposts. And traders. And merchants. And anyone I happen across on the open sea. That ring.. hmm.. I'm sure I only got it recently. Never noticed anything out of the ordinary about it though. Wish I could tell you more but I honestly don't recall who I traded it for"

Coer entertains himself with a deck of cards.

-------------------------------

Yel'kno creates a diversion to allow himself more time to assess what is going on in the Harbourmaster's shack.

At the sound of the half-elfs whimper, the Harbourmaster returns his attention back to the prisoner "What, are you crying? Ha! Waard help you with the Elf Bloods then! I don't run a prison here or any kind of shelter." He pauses, perhaps realising the seriousness of the situation the half-elf is in. "If you don't have a home then you have to go back where you came from. That's the rule"

The Harbourmaster turns and can see Yel'kno stooping in the hallway. "Perhaps Waard is looking out for you after all" the Harbourmaster adds, still talking to his captive.

-------------------------------
OOC:
Loot from the previous battle:
- Studded Leather Armor
- Small Wooden Shield
- Light Metal Shield
- Warhammer
- Light Mace
- Scimitar x 4
- Heavy Crossbow x 4
- MW Dagger x 3
- MW Leather Armor
- MW Longsword
- Chain Shirt +1
- Studded Leather of Light Fortification +1


(Brock) Jozhur AC18/14/13--CMD 16--HP 29/36 
Wednesday March 20th, 2013 9:05:24 AM

Jozhur has a seat and plays cards with Coer while awaiting the return of their captain.

------------------------------------
Not going to claim any of that loot.

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Wednesday March 20th, 2013 9:54:15 AM

The half-elf's head comes back up and the golden brown eyes lock with Yel'kno for just an instant. They are empty of any guile; hope and pleading are all that is in those eyes along with a deep knowledge that life is full of disappointment.

His head drops subserviently again, but a shoeless foot moves to the side of the chair and nudges a dirty-looking backpack, obviously trying to indicate the miserable-looking elf comes with possible goods.

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Wednesday March 20th, 2013 9:54:45 AM

Yel'kno picks up his hat and dusts it off before plopping it in his head. He gives a look over his shoulder to see the Harbormaster (no silly U, Rob) looking at him. "Um..." And he looks bac at the battered half elf. "If you're looking for a place to send him, he can come with me. You don't make t sound like he was a friend if the Elf Bloods so that makes him a friend of mine."

Assuming he comes along he'll lead the half elf back to the Lionfish. "I am Captain Yel'kno of the Lionfish. Don't let the title fool you, someone just had to have it and the lucky scapegoat was me. We'll get you patched up once we reach the ship and then you can figure out what you'd like to do"

Co-DM Rob - Half-elf in trouble 
Wednesday March 20th, 2013 11:49:10 AM

OOC: I keep forgetting the number of U.S. players here. Alright, I'll try not to put the 'U' in harboUr anymore. And coloUr as well while I'm at it ;)

Everyone please join me in welcoming Steve K to the game!


Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13  d20+9=15 ;
Wednesday March 20th, 2013 2:25:56 PM

Spire frowns, unsatisfied with the captain's response. "Very well. And you say you have no knowledge of this... Molly Malone?" The elf racks his mind for anything he may have come across in his studies resembling that name. (History: 15)

OOC :: Hello Stephen! And I, for one, refuse to spell things any way but the Canadian way! But I pronounce lieutenant properly.

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47  d20+1=18 ; d20+1=15 ; d20+8=12 ; d20+4=16 ; d20+4=5 ; d20+6=21 ;
Wednesday March 20th, 2013 4:02:37 PM

I have 18, Joz you have 15. I WIN! Haha, I like this game

Core listens as Spire grills Annoir, hoping to gain any hidden meanings from the friendly captains words. He also tries to remember and mention of the name in his studies of Woldian history (16) and religion (nat 1) or during his years sailing the middle seas (21).

~~~
Ooc: sense motive; 12
History; 16
Religion; 5, nat 1
Sailor; 21


(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Wednesday March 20th, 2013 7:00:50 PM

Ooc: Hi Steve! Welcome :)

Co-DM Rob - Where to from here?  d20+7=18 ;
Thursday March 21st, 2013 7:30:54 AM

Jozhur and Coer enjoy a quick game of 21. No money changes hands though. Did Jozhur let the minotaur win?

Spire and Coer try to recall any historical mention of the name 'Molly Malone'. Neither believe they have heard it before.

Spire tries once again to get more information from Annoir, who maintains he has no answers to the questions being directed at him. Coer tries to listen in to the conversation. It's not uncommon for treasure hunters to keep their favorite sites secret so that noone else plunders them. This may be the case with Annoir and the ring.

--------------------------

"Huh. If he's part of your crew then just like any other you'll be accountable him in the future" the Harbormaster responds, moving behind Keiki and untieing his bonds.

Keiki gathers his belongings and the two half-elves make their exit from the shack and return to the Lionfish. The Harbormaster watches from a distance.

--------------------------

Annoir bids the party a good day as he has other things to do. Tula reports in that all hands are aboard.

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Thursday March 21st, 2013 10:00:47 AM

"Captain Yel'kno, yes sir", responds the dirty and bruised half-elf quickly. He gathers the dirty sack and meekly follows the other to the Lionfish. He is not offering any information, but seems extremely quick to provide answers to questions.

Once on the Lionfish and given a bucket of water to wash in, the coppery-skinned half-elf will wash and change wherever the others have indicated (whether that is a private cabin or right out on deck), seemingly having no worries about modesty at all. He takes the time to clean off the backpack too, and tosses the rags he was wearing aside with repugnance and a touch of relief.

Cleaned and groomed and in decent clothes, the half-elf appears much different. All shades of warm, rich browns, the thin half-elf keeps his shoulder-length dark brown hair loose about his head, his coppery skin only highlighting the golden brown of expressive eyes as he stands in canvas and linen sailor clothes that don't quite fit.

There is a spark somewhere, perhaps the way he ties a tiny charm that looks like a cooking pot around his neck with a leather thong, the graceful way he slides around people on the deck... there is something that says this person is more than his outward current personality.

...............

ooc: Hi everyone and thanks for the welcome! I'm enjoying the banter all ready. :-) And after years of playing Warhammer miniature tabletop games, I'm fine with the extra English U. :-)


(Brock) Jozhur AC18/14/13--CMD 16--HP 29/36 
Thursday March 21st, 2013 1:01:53 PM

"Not really much to go on, but I'm all for getting outa here for awhile, let things cool off some."

"Welcome aboard the Lionfish!"
Jozhur welcomes the half-elf aboard.

"If you're here to stay you may as well come down, get cleaned up and settled in. Name is Jozhur, by the way." Jozhur leads the half-elf to the quarters and shows him where he can unpack his things.

------------
Hi Steve, welcome to Bonetowne!!!


Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Thursday March 21st, 2013 2:18:41 PM

Once Keiki is cleaned and dressed Yel'kno will offer him a hit from the bandaid wand if he needs it. Otherwise he'll introduce the rest of the group and then.. "I understand you've no place to go... But this is a working ship and it looks like we're about to put out. We can drop you off at the next port we take if you'd like, but if you'd like to stay on board longer you'll need to take a share of the work."

And to the rest of the group, "Keiki here was an unwilling guest of the Elf Bloods and I agreed to let him come with us to keep him off there ship so I think Jozhur's point about getting out of Bonetown for a bit is a good one. Everyone good with that?"

Assuming they are, he'll double check the provisions again and once supplied give the order to sail with the tide.

------

Welcome Steve!

DMs: how do you want to handle supplying th ship? Same way Cayzle did or just call it a net zero business due to trade goods, etc?


(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13 
Thursday March 21st, 2013 11:13:27 PM

Kerg fumbles shuffling the cards and slaps them down on the table, looking around to see who noticed. Mohan meets his gaze for a few seconds before yawning and laying his head back down. Kerg sees the newcomer board with the captain, who asks if everyone is ready to go.

"Let's go find a nice quiet place out of trouble." Kerg says with a nod and a toothy grin.

OOC: Greetings Steve :)

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Thursday March 21st, 2013 11:31:32 PM

Welcome Keiki, I am Coer the First mate of this ship. Make yourself at home and help where you can. Have you sailed before?

Kerg, we deal the cards face down.


Co-DM Rob - Greetings Newcomer 
Friday March 22nd, 2013 8:58:56 AM

Introductions are made between the existing crew and the half-elf.

Yel'kno offers a position aboard the Lionfish if Keiki is willing to pull his weight.

Kerg and Coer continue their card game, pausing momentarily to greet Keiki

The captain gives then gives the order to set sail with the tide. Towards the coordinates given by the ring or does the Captain have another destination in mind?

-------------------------------------

OOC:
Suppling the Ship - "Same way Cayzle did or just call it a net zero business due to trade goods, etc?" - how did Cayzle handle it?


Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Friday March 22nd, 2013 9:49:05 AM

The half-elf is a quiet one, and flinches at sudden movements in his direction. The very act of being able to clean and groom and no one even attempting to grab the backpack to ruffle through it seems to bring at least a small change in the man. Some of the fear is gone, and some confidence is now there too.

"Yes, I am Keiki Ma'Kai, and I fear I am the last of my family who was a sea-faring people. I was apprenticed to Kahuna, our holy man, and learning the ways of our family's protective spirit. Many years ago, we were set upon by pirates. The fight went badly, and I woke as a slave. I have kept true to my family's ways and have grown in power. Yet I have been forced to use the spirit's powers for my captors, and kept under heavy lock unless sold to another."

"The Elf Bloods were only a long line of Masters, and I hid some of the power from them. Yesterday, they were distracted and I managed to escape, taking as many things as I could fit inside this pack. But I was weak and could not run far before the Harbour patrol seized me. And there you know my story."


Keiki shyly looks at each of the others, his golden brown eyes shining. "I heard from the Harbourmaster that you were the distraction for the Elf Bloods, and I am grateful. Until I can ever find the true fate of my family, I would be grateful to help you of the Lionfish in any way that I can." Keiki takes a splinter from the ship and stabs it into his finger, then smears the blood onto the planking. "I so vow."

ooc: intentionally using 'harbour' to make Rob feel at home. :-)

ooc: Keiki = kay-kee

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Friday March 22nd, 2013 10:14:12 AM

Spire retreats to his cabin after speaking with Annoir, re-emerging later after Keiki arrives. He smiles warmly at the half-elf, flinching back as he sights the blood. His albino rat familiar scurries up into his hair, staring intensely at the newcomer. "Pleased to have you aboard, Keiki. An enemy of the Elf Bloods is sure to be a friend of ours."

(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13 
Friday March 22nd, 2013 11:58:27 AM

"Why do you people always make deals with your fluids?"

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Friday March 22nd, 2013 8:51:51 PM

Yel'kno claps a hand on Keiki's back, "welcome aboard then..."

"Spire, can you plot us a course for where the ring said to go?"

-----

Cayzle's method is in a google doc Coer made. I can't get the link on my phone.

Cayzle 
Friday March 22nd, 2013 9:18:34 PM

I *think this is it?

Bonetown quests, missions, and notable things.

(Brock) Jozhur AC18/14/13--CMD 16--HP 29/36 
Monday March 25th, 2013 12:22:09 AM

Jozhur cocks an eyebrow and stares as Keiki smears blood on the deck.
"Well, I'm glad you're free now. Welcome aboard!""

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13  d20+8=13 ;
Monday March 25th, 2013 10:25:16 AM

Spire nods as Yel'Kno asks him to plot a course. "I should be able to, yes. Although if someone with a bit more sailing experience than I would aid me, I would be very thankful." With that, the elf retreats to the map room and aids in plotting a course to the coordinates mentioned by the ring. (Geography: 13)

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32  d20+3=4 ; d20+9=14 ;
Wednesday March 27th, 2013 5:09:12 PM

Keiki flinches at even the implied rebuke by Kerg. He quickly and truthfully replies to the question. "Blood is power, sir, and my family's guardian has always required blood for the most potent magics."

"I was of a family of seafarers, but have been enslaved for so long, I have no skill on the water. Anything I can do, however, I will. The Elf Bloods only used me for my healing magics."

...Effects
Acrobatics - 4 and Keiki is glad that the ship is still in calm waters
Perception- 14


(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13 
Wednesday March 27th, 2013 10:09:10 PM

"Spire seems to do pretty well without spilling any," Kerg says as he flicks playing cards between Coer's horns. "But spitting in hands and cutting up fingers is something I didn't learn about," he shrugs.

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47  d20+6=21 ;
Wednesday March 27th, 2013 10:10:40 PM

Tula, have we changed any crew since we docked? Coer asks the busty bosun.

After getting the reply Coer meets with Spire to help plot a course

~~~
Ooc: sailor check: 21

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Thursday March 28th, 2013 10:14:01 AM

Keiki furtively looks around and notices that no one else is crowding around or posing in a threatening manner, the copper-skinned half-elf gains a little more confidence. Taking a good look at Spire and the other Lionfish heroes, he then turns back and even dares to look Kerg in the eye with a little smile.

"Well, sir, it seems that no one else on this ship is from my family."

(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13 
Thursday March 28th, 2013 3:48:46 PM

The young half-orc flashes back a toothy grin. "No need to call the whelp in a loincloth 'sir'."

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31  d20+12=14 ; d3=3 ; d20+12=28 ;
Thursday March 28th, 2013 8:43:05 PM

"Healing magic is something we're in sore need of, we're glad to have you around Keiki. Best we've been doing lately is a wand I picked up to help out with it."



Co-DM Rob - We now return to our regularly scheduled program 
Friday March 29th, 2013 8:27:42 AM

The party (or should I say crew?) get to know each other a little more. Certainly the addition of some healing magic to the party will prove very useful.

Tula advises that the only change from the crew was the departure of Gaston. Her happiness with this is obvious.

Under Yel'kno's[p/b] order, the Lionfish departs Bonetown. The skies and seas are clear - a good day for sailing. As the ship sets sail you look back and can see the newly crowned Captain Kito standing with arms crossed aboard the deck of the Elf Bloods ship. Soon though, Bonetown is behind you.

Someone must be looking out for the ship as the days that follow are uneventful. Peaceful even. The crew are in good spirits, and the sails of the Lionfish are full. [b]Spire
is able to direct the ship towards the general direction he thinks they should be going.

Day 5 into the voyage a call comes down from Pinny, high atop the mast "Flotsam ho!" He's pointing ahead and to the starboard. Sure enough, small pieces of driftwood can be seen in the water and in the distance more sizeable portions look to be floating.

==================================
OOC: Welcome back everyone from that unscheduled outage! 4 full days have passed, so I think we can assume everyone is fully healed and rested.

Now then, let's get some action happening :)


Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Friday March 29th, 2013 11:28:47 AM

Keiki stays underdeck until the Lionfish passes the harbor mouth, avoiding any problems with the Elf Bloods. As the days pass, the coppery-skinned half-elf slowly gets used to the heroes and crew. While flinching at loud noises or sudden movement, he becomes less reserved and it is evident that he will not freeze up in a fight.

Keiki also shows the others one of his abilities. That evening, the little cauldron about his neck grows at a single word from Keiki until it is small sized and cooking merrily on the ships firebox. It takes 25 gold of materials from the haversack and a spell cast, but in only a couple of hours, Keiki has a new Potion of Cure Light Wounds stored safely.

Keiki does this each day, and by the end of 4 days, has 4 Cure Light Wounds potions for later use. (ooc: pending DM approval)

................

Brew Potion. Witch = Sorcerer for price
- Cure Light Wounds 50gp * 1/2 = 25gp brewing cost
- Potions can take 2 hours to create (if their base price is 250 gp or less).
- While adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night.

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Friday March 29th, 2013 9:43:10 PM

"Lower the sails!" Yel'kno calls out to slow the ship and then takes the wheel to steer them towards the bigger pieces of flotsam.

(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13  d20+7=25 ;
Saturday March 30th, 2013 4:18:36 PM

Kerg hops onto the railing to get a better view of who or what might be floating in the debris. (Perception 25)

(Brock) Jozhur AC18/14/13--CMD 16--HP 29/36  d20+5=12 ;
Saturday March 30th, 2013 7:27:26 PM

Jozhur heads toward the bow and looks for any signs of life among the debris.

----------------
Perception: 12

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32  d20+8=25 ;
Sunday March 31st, 2013 4:26:34 PM

On seeing the half-orc move to the rail, Keiki follows Kerg and helps him to look.

.....

Aid another: 25 (+2 to Kerg's Perception roll)

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Sunday March 31st, 2013 5:20:34 PM

Upon hearing the call from the crows nest, a frown creases the normally jovial minotaurs face. This much debris normally meant salvage rather than rescue.

Coer retreats to his quarters and returns geared up.

do you see anything men?

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13  d20+8=25 ;
Monday April 1st, 2013 10:00:32 AM

Spire stays away from the edge of the ship, trying to keep his ears open for anyone crying out for help from the debris. (Perception: 25)

Co-DM Rob - Knock Knock 
Tuesday April 2nd, 2013 7:36:45 AM

During the voyage, Keiki occupies himself with crafting some healing potions for the party.

At the sign of the floating debris, Yel'kno takes over control of the ship, whilst Kerg and Keiki move to the railings to get a better look. Jozhur moves to the bow. Coer fears that a rescue may well be too late and instead prepares for salvage.

The flotsam stretches out some distance, as if the ship was falling to pieces as it sailed. A few hundred yards away Kerg can make out the shapes of two people laying motionless atop a sizeable piece of wood. A man and a woman laying face down on the wood though they appear quite dry.

Spire tries to stay nearer the middle of the deck, wary about getting to close to the edge. Amidst the water lapping against the ship he starts to hear something. Perhaps he has been at sea too long, as it sounds like someone is knocking on a door? Spire soon realises that something is 'banging' against the hull of the ship below the waterline. It is too repetitive and deliberate in force to be debris knocking against the ship. One of the crew rushes deckside from below "Cap'n! Somethins hammerin' againt the hull!"

Keiki notices that there is indeed movement underneath the water around the ship. It could just be sea turtles, though by his luck it would probably be something much worse.

(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13 
Tuesday April 2nd, 2013 1:57:24 PM

Kerg points to where he can see the people floating and shouts "Men overboard!" If there is rope nearby he will tie an end around his waist.

"Get us close and I can get them!"

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Tuesday April 2nd, 2013 4:17:06 PM

Spire runs forward to grab Kerg's arm. "No! We do not know what is down there! Please, Kerg, remain on deck until we are sure that the waters are safe." He turns to their captain, grimacing. "Whatever is down there... I am willing to bet it is responsible for what happened here."

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Tuesday April 2nd, 2013 9:46:16 PM

This looks like the work of those damned Octopi mutters Coer as he rummages in his backpack, pulling out a coil of rope and a grappling hook.

We can try and snag them with these he says and gets to work tying the two together.

(Brock) Jozhur AC18/14/13--CMD 16--HP 29/36  d20+5=13 ; d20+9=18 ; d8+2=6 ;
Wednesday April 3rd, 2013 12:28:30 AM

Jozhur moves to the edge of the bow to peer down at the waterline, "Agh, why couldn't it just be pirates? We might have to go down there and deal with whatever it is, otherwise the Lionfish may end up a floating scrap pile." He draws his bow and readies an arrow should whatever it is show itself at the surface of the water.

----------------------------
Perception: 13
Readied attack hits AC18 for 6 damage

--------------------------------------------------------
I looked up the value for the loot from the last scene. It's raw value, not what we can sell it for. Jozhur has no use for any of the stuff. I don't care what anyone takes from it.

Studded leather armor: 25gp
- Small Wooden Shield: 3gp
- Light Metal Shield: 9gp
- Warhammer: 12gp
- Light Mace: 5gp
- Scimitar x 4: 15x4= 60gp
- Heavy Crossbow x 4:50x4= 200gp
- MW Dagger x 3: 302x3= 906gp
- MW Leather Armor: 160gp
- MW Longsword: 315gp
- Chain Shirt +1: 1,125gp
- Studded Leather of Light Fortification +1: 1,025gp

Total value: 3,845gp

Co-DM Rob - Knock Knock  d8+3=8 ; d8+3=11 ; d8+3=10 ; d8+3=9 ; d8+3=6 ;
Wednesday April 3rd, 2013 7:56:57 AM

Kerg is quick to react and looks to save the couple if at all possible. Spire begs for the sailor to pause - just for the moment - until a rescue would be safe. Spire speculates that whatever is in the water is likely the cause of the debris.

Coer believes the source of the disturbance to be octopi, and readies a grappling hook.

Standing by the bow, Jozhur prepares to fire his bow at whatever may appear at the surface. He has no idea whether the source of the knocking is friend or foe, but in these situations it appears wise to shoot first. He can see several shapes in the water the length of a man - merfolk perhaps? They seem to be congregating directly below the ship.

The knocking on the hull of the ship continues. More knocks can be heard. Harder. Deliberate.

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32  d100=19 ;
Wednesday April 3rd, 2013 8:39:38 AM

Keiki looks worried, pausing to speak up then deliberately getting ahold of himself.

"Could the knocking be something putting a hole in the Lionfish? It would explain why the other ship looked like it broke apart while sailing..."

He screws up his newfound confidence and tries another suggestion. "Sir, my family was taken by a false ship in distress ruse. We can not see their faces right now..."

Keiki reaches for a Ley Line and casts a spell. Pointing his attention to below the waterline, he tries to Detect Thoughts and tell his new companions if the knocking is intelligent or animal.

..............Action

Cast Detect Thoughts (Ley 19% success)
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.


(Philip) Kerg Halg AC 14 - CMD 19 - HP 25/38 | Mohan (Tiger) AC 15/15/11 HP 11/13 
Wednesday April 3rd, 2013 4:14:39 PM

Kerg heeds the warning and waits before knowing whether or not he will be safe. Just to make sure he will continue and tie the other end of the rope around the railing.

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Wednesday April 3rd, 2013 10:03:18 PM

"Spire, you have a spell that can heal the ship, yes? Can you go below deck and if there's a whole fix it?"

He looks down at the floating makeshift raft and shakes his head, "I don't know if we'll have time to play it safe... I won't have us ending up falling apart. Keiki, if you can tell us something let us know. Otherwise, Kerg, if we get you down there can you carry them both and we'll pull you back up and then get out of here?"

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Wednesday April 3rd, 2013 10:47:42 PM

Spire gulps, shaking his head. "I am afraid it was... it was Sten that held the magic to fix the boat." The wizard pulls out his spellbook, leafing through it quickly and grimacing. "Unless an enormous web would hold the ship together..." Spire walks as close to the edge as he is willing (about ten feet) and calls out, "We mean you no harm, we simply are following a distress call." The elf then repeats the message in every language he knows. (Common, Elven, Orc, Woldian Below, Celestial, Goblin, Draconic)

(Brock) Jozhur AC18/14/13--CMD 16--HP 29/36 
Thursday April 4th, 2013 12:01:23 AM

Jozhur leans over the railing and yells down, "We're not here for a fight, but we certainly will if you force us to!"

He turns to the others, "They probably can't really hear us through the water from up here. I suppose I'd be willing to go down and try to talk to them."

(Brock) Jozhur AC18/14/13--CMD 16--HP 29/36  d20+5=7 ;
Thursday April 4th, 2013 12:01:55 AM

Perception check: 7

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47  d20+4=9 ;
Thursday April 4th, 2013 5:49:55 AM

With the rope secured to the Lionfish Coer begins swinging the grapple in a slow loop as the 'raft' draws closer.

Once it is within range Coer throws the hook hoping to snag the target.

~~~
Ooc: ummm.... Ranged attack? = 9
Hmmm... What's the DC to hit a raft? (I hope it's 5)


Co-DM Rob - Knock Knock  d8+3=4 ; d8+3=9 ; d8+3=4 ; d8+3=8 ; d8+3=4 ;
Thursday April 4th, 2013 8:58:43 AM

Keiki starts to get concerned about what may be happening below the water line. He touches a Ley line and successfully casts his spell. Almost immediately he senses the presence of thoughts. (OOC: Detect thoughts says it is blocked by "3ft of wood or soil" but makes no mention of water. When in doubt I go the players way, so I rule the spell is able to function/penetrate the water)

Kerg sees reason in holding on for the time being. He secures one end of the rope to the ship though in anticipation.

Yel'kno calls for someone to get ready to "heal" the ship (though most people might simply call it "repairing"). One can only imagine his response when Spire informs the Captain that Sten held that responsibility.

Spire then gets closer to the edge of the ship, and calls out over the railing trying to seek peace. He tries every language he knows. But whatever is down there either cannot hear, doesn't understand, or has chosen to ignore the wizard, as the pounding continues.

Jozhur offers to go for a dip and speak to the creature (or creatures) directly. Is he being brave or foolhardy?

Coer gets ready to throw the grappling hook towards the makeshift raft, but at this range he elects to wait until he is confident of the range

The banging below continues...

Reminder for everyone to update your HP to be fully healed

===========================
OOC:
- 2 DM posts ago put the raft at about 200 yards away, so 600ft
- The Lionfish has a speed of 4mph, which works out to 21120ft/hr, or 35ft per move action (70ft in a full round)
- Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5.

So...
After two rounds (and assuming double moves by the Lionfish), the raft is now 460ft away
The penalty on a grappling hook attempt at this range would be about -90. Given that, I suspect Coer would rather hold onto the hook for the time being. Your call though :)


Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Thursday April 4th, 2013 2:42:55 PM

Keiki continues to concentrate on the water trying to read the thought intentions of the creatures in the water and calling out the information to the Heroes and Crew.

When Yel'kno calls for repair teams for the ship, the coppery-skinned half-elf nods without losing his concentration. "I have a spell that can mend broken objects, Sir. If you would find me more useful belowdecks, I can make my way there."

..............Action

Cast Detect Thoughts :round 2

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Thursday April 4th, 2013 9:32:44 PM

"No need yet, Keiki.. good to know though. Tula, can you run below and report? If the hull is being breeched, we'd best know sooner rather than later."

And steering onward...

~~~~~

Didn't realize we were in rounds... dun dun DDUNNN

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Thursday April 4th, 2013 10:15:12 PM

Spire thumbs the holy symbol around his neck, muttering a short prayer to Gargul for both the dead in the water and their own fate. "If someone is going down into the water, allow me to protect them first." If anyone ventures into the water, Spire will cast Mage Armour on them first.

(Philip) Kerg Halg AC 14 - CMD 19 - HP 38/38 | Mohan (Tiger) AC 15/15/11 HP 13/13  d20+7=16 ;
Thursday April 4th, 2013 11:41:41 PM

Kerg just keeps a watch on the figures he saw earlier to see if they are conscious or have noticed the Lionfish. (Perception 16)

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Friday April 5th, 2013 12:15:12 AM

Coer looks at his 50' rope and then at the distance to the raft.

maybe a bit premature he declares and catches the swinging hook in his free hand.
Peering over the edge he muses If only we could see what was down there.... perhaps...

Coer's eyes widen as he has an idea. He turns and holds the grapple towards his magical shipmates, Anyone got a light?

(Brock) Jozhur AC18/14/13--CMD 16--HP 36/36  d20+10=13 ;
Friday April 5th, 2013 12:25:51 AM

"I'm going down, I guess. If there's a rope handy I'd like to be tied off. Anyone can feel free to join me, but I don't feel like letting them rip the Lionfish apart."

Jozhur looks around for a rope and pauses to allow Spire to cast mage armor and make sure his weapons are secure. Once he's tied off, he jumps overboard and makes a huge splash upon hitting the water.

------------------------------
Acrobatics to dive: 13
Failed dive attempt, maybe some falling damage. Is the deck of the Lionfish less than 30' high?

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Friday April 5th, 2013 6:04:02 AM

Spire also casts Light on Coer's grappling hook, unsure of what the taur has planned.

Co-DM Rob - Blood in the water - Rnd 3  d20+4=5 ; d20+4=19 ; d8+3=4 ;
Friday April 5th, 2013 10:14:40 AM

Keiki continues concentrating below the waterline. He detects 3 thinking minds with above average intelligence within the area of his spell (OOC: 3 minds within the cone. Int of 14)

Yel'kno directs Tula to head below and check out the hull from the inside. Meanwhile, steering of the Lionfish is starting to become difficult. The wheel seems to be fighting against Yel'kno

The big taur on board has a bright moment. Coer holds his hook aloft and checks to see if someone can cast a light spell on it.

Spire offers to protect whoever is going down into the water. Jozhur raises his hand for it to be him. Seeing the rogue is already quite well protected, Spire is instead able to aid Coer by casting the requested light spell. (See Note1 below)

Jozhur finally makes a rather inelegant dive into the water, breaking the surface back first. (See Note2 below). In the shallow depths the sun is able to shed some light.

Jozhur ONLY Highlight to display spoiler: {You can see 5 creatures, humanoid in shape though with tails and webbed hands and feet. They are gathered about the middle of the hull, concentrating their attacks with tridents at the some location. They are around 20ft away from you and all have paused to look at you. Two peel away from the pack to attack you - swimming very quickly to flank you on either side. One attack misses wildly, however the other gets a lucky shot in, spearing your forearm (Hit AC19 for 4pts)}

Kerg notices two shapes swim quickly from underneath the ship towards the submerged Jozhur followed by blood in the water.

How will the Captain react with one of his crew in the water? Will the ship continue sailing on? Will he risk slowing or stopping the ship for the life of one man?

===================
OOC:
Note1: We're going round-by-round at the moment you can only cast 1 spell at a time. Since Jozhur already has +4 armor I'm assuming you would have preferred the light spell this round

Note2:
On diving into water: "Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Acrobatics check, so long as the water is at least 10 feet deep for every 30 feet fallen".
Also: "Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage"
I'd guess the height of the deck above the waterline to be less than 20ft - I think. So no damage to Jozhur.


(Brock) Jozhur AC18/14/13--CMD 16--HP 32/36  d20+12=14 ; d20+10=18 ; d6+2=3 ; 2d6=4 ;
Friday April 5th, 2013 11:11:06 AM

Realizing that they probably aren't interested in talking, Jozhur tries to feint as he draws his shortsword, but he finds that he's not so graceful underwater. He then lunges somewhat awkwardly at the creature that struck him.

----------------
Bluff check to feint: 14
Attack hits AC18 for 3 damage. Additional 4 damage sneak attack if feint succeeds.

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47  d20+9=13 ;
Friday April 5th, 2013 10:56:58 PM

Coer smiles as his hook becomes illuminated. He wastes no time in throwing it into the water and peers after it to see what is knocking on the hull.

~~~
Perc: 13

(Philip) Kerg Halg AC 14 - CMD 19 - HP 38/38 | Mohan (Tiger) AC 15/15/11 HP 13/13  d20+9=28 ;
Friday April 5th, 2013 11:50:27 PM

When blood appears so soon after Jozhur dove in, Kerg hops on the railing. He puffs his breath a few times before taking a deep breath and leaps in (Acrobatics 28). Once in the water he tries to get to a position where he can help the rogue.

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31  d20=1 ; d20=2 ; d20+5=18 ;
Saturday April 6th, 2013 10:04:26 AM

"Caeroldra's Sweet Curves!" Yel'kno exclaims and then turns the wheel to bring the ship in a tight of a circle as he can. The sails are already lowered so he can't get much slower otherwise and the turn should take up their momentum.

-------

Profession: sailor 18

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Saturday April 6th, 2013 10:37:02 AM

Keiki's brown eyes widen as first the minotaur and then the half-orc jump into the water where they KNOW there are creatures. The half-elf doesn't understand. All he knows is they have so far behaved VERY differently from any slaver he has ever remembered. Keiki resolves to keep watching and doing what he can to help.

Keiki stays at the railing and keeps his concentration on the water, hoping to catch some surface thoughts of these intelligent beings, relaying anything he learns to the heroes of the Lionfish.

..............Action

Cast Detect Thoughts :round 3

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.

3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Co-DM Rob - Blood in the water - Rnd 4  d20+4=21 ; d20+4=15 ; d20+5=24 ; d20+4=24 ; d20+4=5 ; d20+4=20 ; d20+4=14 ; d4+2=5 ; d4+2=4 ; d4+2=4 ; d20+4=8 ; d20+4=23 ; d8+3=4 ;
Monday April 8th, 2013 8:21:38 AM

The Lionfish lurches to the port side as Yel'kno quickly spins the wheel to take the ship into a quick turn.

"Cap'n!" comes the call from a sailor just about knocked off his feet on the stairs "There's water startin' to come in down below! We're workin' to patch it quick smart"

Keiki stays at the railing, concentrating on the beings below the surface. He now detects the presence of Jozhur in his range. He is able to hear the surface thoughts of one creature: "Now you've made me mad. Die land walker!". It would seem unlikely to be Jozhur's thoughts. (Will saves 21 & 15. I believe the DC they had to beat was 18?)

Coer provides some light below the surface to help those in the water see what is going on - though they may not like what they see.

Jozhur feints, then slashes back at the sea creature cutting it deeply. It bares its teeth and retaliates with force, targetting Jozhur's sword (Attempt to disarm Jozhur. CMB check: 24 beats Jozhur's CMD of 16. Jozhur is allowed to make an AoO though!) Should the creature survive the AoO, Jozhur will watch as his short-sword sinks out of reach.

The other creature releases its hold of its trident and tries to tear into Jozhur with its teeth and claws (Bite hits AC24 - Nat 20. 5 fails to confirm crit. Claw1 hits AC20. Jozhur takes 7 damage!).

With its other claw it manages to cut the rope that had been securing Jozhur to the ship! (Attack the rope. Hit AC14 for 2pts damage. The rope is cut!)

Kerg dives with grace into the mix. He sees Jozhur nearby is under attack but before he can go to the rescue he has some problems of his own. 2 enemies (E3 & E4) move to flank and attack the latest target, however only one seems to be coordinated with a trident (Miss AC8 and Hit AC23. Kerg takes 4pts damage!)

(OOC: Kerg please advise what square you wish to start in. Note that with the ship moving, Jozhur would have been trailing by the rope. Regardless, two enemies - E3 & E4 - would be moving to flank you this round.)

The other two remain attacking the hull of the ship.

==========================

Enemy #1: 7 damage
Enemy #2: Fine. Hungry for flesh.
Enemy #3: Fine. Hungry for flesh.
Enemy #4: Fine. Hungry for flesh.
Enemy #5: Fine. Hungry for flesh.
Enemy #6: Fine. Hungry for flesh.

Blood in the water - Combat Map

- Assume all enemies, Jozhur & Kerg are 10ft under water. The bow is to the top of the map.
- Rules for underwater combat: Underwater Combat

(Brock) Jozhur AC18/14/13--CMD 16--HP 32/36  d20+9=28 ; d20+9=19 ; d6+1=3 ; d6+1=5 ; d20+12=19 ; d20+8=27 ; d20+8=24 ; d4+1=3 ; d4+1=3 ; 2d6=9 ;
Monday April 8th, 2013 10:34:39 AM

Jozhur strikes again as the as the creature lunges for his weapon. He gets lucky and catches an artery, turning the water around the Merfolk red. Somehow the Merfolk is still able to twist his sword out of his hand as he withdraws it.

Jozhur wastes only a split second watching his precious sword sink into the depths before drawing his dagger and feinting once again. He follows up a beautiful feint with an even more beautiful attack, plunging his dagger deep into the same Merfolk's chest.

-----------------------------
Attack of opportunity hits AC 28 (I'm guessing the critical threat confirmed with hit on AC19). AoO crits for 8 damage, if not a crit only does 3 damage.

Bluff check to feint: 19
Attack hits AC 27, critical threat confirmed with a 24. Attack deals 15 damage with sneak attack bonus.



Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32  d20+8=15 ;
Monday April 8th, 2013 10:39:53 AM

Keiki dutifully relays the thoughts of the creatures, then adds his own assessment. "Intelligent and organized and they have a plan." Though the copper-skinned half-elf thinks that both the words and thoughts are appallingly obvious. He stops concentrating on the spell.

He glances at the two bodies on the makeshift raft. If they are part of the ambush, then they should show some life now that the trap is sprung. What are they doing?

Hearing there is a hole in the ship, Keiki sprints from the rail and hustles below. Several days have given him a working knowledge of the ship and he quickly gets to where the leak is at, only to stumble over a potential problem in his idea on how to help.

.....Actions
Perception: 15 to see actions of the two bodies on the raft

.....Effects

.....Spells Available
1 1+1
2 2+1

===========================
ooc: request DM ruling: Can Keiki use the spell Make Whole to repair the bottom of the boat? Spell is for "one object of up to 10 cu. ft./level". Much too small an area for the entire ship, but could it repair a board of the ship?

DMRobC: Good question. There's no definitive answer on the paizo forums. Unofficial concensus is that you can so I'm happy to go with that for now (ie: Keiki can cast Make Whole and affect 4 x 10ft cubes). Might be an interesting one to put to the rules forum though as I foresee this coming up again in the future

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Monday April 8th, 2013 1:46:30 PM

Spire, quickly realizing that he'll be quite useless underwater, runs up to Coer and shouts, "Get in there!" before chanting a small incantation and placing his hand on the taur's shoulder. He continues to yell at his ally to jump off the boat as he casts Enlarge Person on Coer.

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31 
Monday April 8th, 2013 10:11:41 PM

Yel'kno turns to a nearby crewman,"Hold the Wheel!" And the begins casting a spell to summon a ally for the fight below.

-----

Summon
monster 1 for a dolphin to show up next round

(Philip) Kerg Halg AC 14 - CMD 19 - HP 38/38 | Mohan (Tiger) AC 15/15/11 HP 13/13  d20+4=9 ; d20+9=16 ; d4+6=8 ;
Monday April 8th, 2013 10:42:38 PM

(Kerg's current location on the map is fine)

There isn't a lt of time to get bearings as enemies flock to Kerg as soon as he breaks the surface. He blows bubbles at being poked and feels the tug of the ship pulling him along. There isn't much he can do but doesn't mind the safety line (Swim check 9). Whichever cheeky fish-person-thing thought the young lad would appreciate getting stuck is the target for Kerg's first attack.

(Attack totals 16 with the underwater combat penalty and the ranger favored terrain bonus evening out. If the attack hits he does 4 damage if I'm understanding those rules correctly.)

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Tuesday April 9th, 2013 12:27:15 AM

OOC :: Jon, Summon spells happen right away, I think. Pretty sure the dolphin is summoned/can act right now!

[SteveK ooc:] A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed. 1 Round Casting Spell
Jon is right that the dolphin won't appear until the beginning of next round.

(Mark) Coerator AC17/16/14 -- CMD 20 -- HP 31/47 
Tuesday April 9th, 2013 1:16:01 AM

As Coer suddenly begins to expand he reaches into his backpack and pulls out a small, brightly coloured object that could only be described as a stick with a ring attached to the end.

Hold on men Coer calls to Jozhur and Kerg, as he raises device to his lips and blows gently. A shimmering bubble forms and moves to envelop Coer's head. As the bubble settles the colour drains from the device, its magic expended.

~~~
Ooc 1: [b]Pending DM approval:[b] I am using a lotto item as seen on Coer's sheet -- a bubble wand: It may be used once to form an Air Bubble (CL3) around a creature or object, then it becomes mundane.
"Air bubble creates a small pocket of breathable air that surrounds the touched creature's head or the touched object. The air bubble allows the creature touched to breathe underwater."
If not allowed Coer will jump in and fight

Effects:
Enlarge person: Coer is HUGE! 15" reach and size. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
Temp AC: AC 15/14/13

Question to DM: Enlarge person makes weapons move from normal to large, increasing damage 1 step. As Coer's are already large, do they become huge increasing thier damage 1 step as well?


(Mark) Coerator Temp AC15/14/13 -- CMD 21 -- HP 47/47 
Tuesday April 9th, 2013 1:17:37 AM

correcting header

Co-DM Rob - Blood in the water - Rnd 4 
Tuesday April 9th, 2013 10:00:18 AM

OOC: Sorry folks.. I'll post as soon as I can but real life has gotten in the way today

(Philip) Kerg Halg AC 14 - CMD 19 - HP 34/38 | Mohan (Tiger) AC 15/15/11 HP 13/13 
Tuesday April 9th, 2013 9:18:41 PM

also fixing header because apparently it didn't update

(Brock) Jozhur AC18/14/13--CMD 16--HP 32/36  d20+7=21 ;
Tuesday April 9th, 2013 9:38:29 PM

Checking in. Hope everything is good Rob.

I forgot a swim check for this round's attack. 21 should be good enough.

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13 
Wednesday April 10th, 2013 1:00:13 AM

OOC :: Checking in. Hope everything's good, Rob.

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Wednesday April 10th, 2013 11:43:51 AM

OOC :: Checking in. Hope everything's good, Rob.

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32 
Wednesday April 10th, 2013 3:05:45 PM

All, Got this email message this morning.

.....................
Hey Steve,

My personal dramas continue in that I've been readmitted to hospital. Should only be overnight. Can you please make a post on Bone apologizing for missing this post?

Thanks

Rob


(Mark) Coerator Temp AC15/14/13 -- CMD 21 -- HP 47/47 
Wednesday April 10th, 2013 7:50:51 PM

Checking in:

Get well soon Rob

Co-DM Rob - Blood in the water - Rnd 5  d20+4=5 ; d20+4=16 ; d20+4=10 ; d20+5=9 ; d20+5=11 ; d20+5=12 ; d20+4=6 ; d20+4=23 ; d20+4=11 ; d4+3=7 ; d4+2=6 ; d20+4=16 ; d20+4=12 ; d8+3=6 ;
Thursday April 11th, 2013 12:22:47 AM

My apologies again folks for missing 2 DM posts in a row!

Jozhur loses grip of his weapon but notes that it sinks rather slowly. If the battle is over soon he should have no difficulty in retrieving it (See Note1 below)

Taking things personal now that he is armed with only a knife, Jozhur uses one hand to grab the creature by the neck whilst using his other to thrust his knife deep into its chest. With a quick twist, the knife is free and the unmoving creature slowly starts to sink.

Keiki has a closer look at the beings on the raft. Their hands and feet do not appear "fishy", and for all intents and purposes they appear to be human. They are still yet to move.

Knowing that a ship doesn't stay afloat for long when it takes on water, the witch makes his way below deck to assess the situation. Tula is directing a small band of sailors as they patch a hole. You wouldn't describe the situation as perilous yet. The water is coming in at a steady rate - similar to water being poured from a jug - but the sailors seem to have things in hand for now. Perhaps when the threat outside is dealt with you could get a clearer view of the hull from the other side?

Coer takes an object from his pack and activates his, surrounding his head with fresh breathable air.

Spire then gives the taur a boost - enlarging the already large Coer to huge size (Yep - this also enlarges Coer's weapons to size huge!). The Lionfish tilts ever so slightly to port now under the taur's weight.

Yel'kno passes the wheel to a nearby crewman as he begins the ritual to summon some aid (or more fodder).

The enemy respond...

Perhaps distracted by seeing his brethren gutted, #2 flails about with tooth and claw but is unable to land a strike on Jozhur (Miss AC5, AC16, AC10)

The two surrounding Kerg try a similar tactic. Both release their tridents and try to tear the half-orc apart (Forgot to add flanking bonus to rolls. Missed AC11, AC13, AC8, AC13. Hit AC14 and AC25. Kerg takes 13pts damage!)

Seeing the battle isn't exactly going the way they had planned, the remaining two enemies give up their assault on the Lionfish to instead target the foes in the water. One of them manages to graze Kerg's thigh with a trident (Miss AC12. Hit AC16. Kerg takes 6pts damage!)

==================================

Enemy #1: Sleeping with the fishes (very dead).
Enemy #2: Fine. Hungry for flesh.
Enemy #3: Cut. 4pts damage.
Enemy #4: Fine. Hungry for flesh.
Enemy #5: Fine. Hungry for flesh.
Enemy #6: Fine. Hungry for flesh.

Blood in the water - Combat Map

- Assume all enemies, Jozhur & Kerg are 10ft under water. The bow is to the top of the map.
- Rules for underwater combat: Underwater Combat
- Note #1: I thought it was a bit harsh to start putting disarm attempts in, particularly in underwater combat. Imagine at higher levels losing +5 swords just because you failed one disarm check! My original plan was to get permission for everyone to be able to use weapon cords (an APG item) however Jerry had another suggestion that I like: when you are disarmed in/under water your weapon will sink at a rate of 5ft per round. If there is an opponent near you, picking your weapon up it will provoke an AoO just as if you were picking it up from land. Sinking at 5ft per round means that if combat is over quickly you should be able to safely recover any disarmed weapons, or at least be able to retrieve it before it is lost forever.

(Mark) Coerator Temp AC15/14/13 -- CMD 21 -- HP 47/47  d20+5=18 ; 3d6+4=14 ; d20+9=23 ;
Thursday April 11th, 2013 9:12:06 AM

The towering Taur leaps into the air and over the rail. His bulk blocks the sun for a moment, before it glints off the curved blade of a temple sword longer than a man, that is now raised in anger.

As he submerges, Coer drags the blade through the water slicing one of the creatures attacking Kerg.

~~~
ooc: jump into water at v10-x12
attack e5 = hit 18 for 7 damage (hit and damage adjusted for underwater combat)
swim check = 23

Keiki (SteveK) AC 14/14/10 CMD 16 HP 32/32  d100=33 ;
Thursday April 11th, 2013 11:12:26 AM

Keiki makes an assessment, and sees that the sailors have the leak in hand. So too, the tapping sound has stopped, which makes the coppery-skinned half-elf think the Lionfish heroes in the water are making an impact on the attackers. That, plus the sudden heaving of the ship makes Keiki aware there is a third hero in the water!

In a single swift charge up the ladder, Keiki makes it to the main deck and begins casting a spell to help his new friends. Soon, it is not a half-elf sitting at the rail, but a coppery-skinned Merfolk!

.....Actions
Move: 30' up ladder to U/17

Cast: Alter Self: (Ley Line 33% Success) Merfolk, gain 30' swim, amphibious, and +2 Strength

.....Effects

Alter Self [CL4] 1/40 rounds; 30' swim, amphibious, and +2 Strength

.....Spells Available
1 2*+1
2 2*+1

(Brock) Jozhur AC18/14/13--CMD 16--HP 32/36  d20+12=26 ; d20+8=10 ; d20+7=23 ;
Thursday April 11th, 2013 11:28:24 AM

Jozhur turns and feints again, kicking at the fish thing that clumsily attacked him. He successfully distracts his enemy, but his attack is off balance and misses horribly.

------------------------------------------

bluff: 26
attack hits AC10.
Swim: 23

Yel'kno (Jon) AC 19/14/15 CMD 17 HP 31/31  d20+3=20 ; d4+3=5 ;
Thursday April 11th, 2013 11:11:11 PM

The dolphin from beyond manifests itself in the water near Johzur and quickly sights in on one of the creatures in the water and swims towards it to slams it hard nose to the creatures chest. (Switch action to smile evil on Enemy 3, hit AC 20, 5 damage (only 3 damage if not evil)

Yel'kno meanwhile begins to summon yet another one dolphin. He's working on a whole pod.

~~~~~~~~~~~~~~~
NotFlipper the Celestial Dolphin
HP 11, AC 13/12/11, resist acid/cold/electricity 5

Spirysn'rar Kilarn (Ian) AC 12/12/10 - CMD 14 - HP 13/13  d20+8=20 ; 2d4+2=6 ;
Thursday April 11th, 2013 11:43:21 PM

Spire quickly runs to the edge of the ship, lashing out with a trust Magic Missile at any merman he can see that isn't Keiki.
--------------------
Unsure of how Magic Missile works with underwater combat, but if a perception check is needed : 20
Damage: 6 force

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