Admiral's Story

Apr 21, 2023 2:29 am
Jahore Port

You begin to come to your senses wondering why your head hurts so much. You remember breaking into that Halfling rum you got in Shireton with your crew last night. But...that's all you remember.

Without even opening your eyes you know you are going to feel quite squiffy if you try to get up. So you lie still. After a moment you realize that your bunk seems hard...hard as stone. You take a breath and realize the air is damp. Not the fresh crisp damp air of the sea, but a stale unmoving air. It smells moldy and horribly like urine.

You slowly open one eye and see your face is pressed against a moldy stone floor and you see bare stone walls in your side vision. This is not your cabin on the Whisker. You quickly claim your wits and your feline instinct tells you to flip from your prone position your feet. Your are just about to do that when you realize that your feet are chained together.

Suddenly you hear some murmuring of indistinguishable words. You turn your head to see a human man, by the look of it, a middle-aged low-caste Sindhi male. He looks frail, starved, and rather confused. His feet are chained as well. It almost seems like he isn't aware of your presence in this...this...cell.

There's an iron barred door. Beyond it you see dim light coming from a wall lamp that looks like it's about to burn out. A rat frightened by your stirring tries to scurry away out of the cell.


https://i.imgur.com/CINxtx6.jpg


You think about how you could have gotten here. The last you recall you were on the Whisker heading to Jahore when your first mate talked you into breaking into that special rum made by the hin, the good stuff. You didn't...you couldn't...refuse that. He said the crew wanted to celebrate the successes and spoils they've gained since you took over after Captain Ebzer. You thought that was odd, since you narrowly escaped the last two encounters, but it was rum from The Five Shires after all.

During the first of those encounters, you boarded a Minrothad Merchant ship that was oddly west of Ierendi. It turned out, that ship had already unloaded it's cargo and had some ghastly unheard of arrangement where they were on course to receive payment after delivery. Anyway, on that ship there was a formidable merchant prince (an elite special order of mages that are stationed on many Minrothad merchant ship to protect the ships goods). You somehow managed to get the crew off the Guild ship unscathed but, alas, with no spoils.

The second of those encounters went much better. You thought it did anyway...but your grumbling crew didn't seem to share your sentiment. While in port in Shireton, some agents of the Iron Ring boarded your ship, offering a 'deal you cannot refuse' as they put it. They presented a chest of gold and gems and said there are ten more of these if you would make a number of runs between Sind and Thyatis, carrying human cargo from Sind to buyers on the Island of Hattias. You cordially shared your dislike of the slave trade with the Iron Ring agents, but you said you would be happy to take the chest as a payment for their lives. You heaved them overboard and hastily set sail out of port. So it is possible the Iron Ring put a mark out on the Whisker and it's captain.

Wait...that's it! Your first mate drugged you and traded you to the Iron Ring to remove the mark. Those bastards! You bet they even excepted the deal. Curses! They have all your stuff, your sword, your gold, YOUR SHIP, and they are now agents of the Ring.

So at least you know where you are now. You are in The Port of Jahore in the canal system under the city. You had heard that the Ring uses these tunnels to traffic people. You just never thought that you would be one. The good news, if there is any, is that you are convinced The Whisker is still in port, because your scallywag crew is trying to make good on the deal you refused.

What do you do?
Apr 22, 2023 12:34 am
Admiral groans and sits up. His ginger fur is squashed flat on one side of his face and his whiskers are all crumpled from lying face-down on the stone floor. He squints at the rat, vaguely hungry, but he’s too miserable to chase it right now.

"Gutless, back-stabbing curs…" he mutters bitterly, thinking of his crew. They were murderous, thieving scoundrels, but they were also the only family he’d ever had. He never imagined they would betray him like this…

It’s more fun to feel angry than it is to feel hurt though, so he turns his mind to thoughts of escape and vengeance. Fortunately, his old captain had taught him a trick or two before he died. With a lackadaisical flick of his wrist, Admiral tries to summon Ebzer’s old sword, Reaver, from thin air.
OOC:
Are the chains around Admiral’s ankles such that he can’t walk at all or would they just reduce his speed?
Apr 22, 2023 12:57 am
OOC:
You can walk in the chains they will just slow you and keep you from being terribly agile at least where your feet are needed. Is Reaver also your spell focus?
Reaver quickly appears in your hand, following a dim magical glow in the shape of the blade that appears ahead of it.
Apr 22, 2023 7:53 am
Seck says:
OOC:
Is Reaver also your spell focus?
OOC:
Yep!

Admiral’s going to use fiendish vigor to cast false life on himself…
Admiral feels a wave of unnatural strength and vitality wash over him as his captain's scimitar materializes in his hand. The blade is filthy and corroded, pitted with rust from decades of exposure to the salty sea air, but it’s still got an edge. Admiral stands and stretches, feeling quite stiff after having spent who-knows-how-long passed out on the floor. Careful not to trip over his chains, he moves closer to the door of the cell and peeks out into the corridor.
OOC:
Any guards?
Last edited April 22, 2023 7:58 am

Rolls

Fiendish Vigor - (1d4+4)

(4) + 4 = 8

Apr 22, 2023 11:43 pm
You carefully make it close to the door, the sound of rattling chains minimized as you move as agilely as possible. You peer through to see a vaulted stone area. It’s almost completely bare except the wall lamp that is soon to go out by the looks of it. There is no guard. But there is an out-of-shape wooden bench on the other side of the vaulted room. Hanging on the wall by the bench are many more chain shackles. Also, there is an empty single-human-sized hanging round iron cage barely visible to you on the left outside your cell's door. Between the bench and the small cage is a narrow archway that leads out of the area. And at the back of the vaulted room it looks like there is a wide opening to the right. You think you can hear the sound of trickling water to the left.

All the while the human is still making senseless murmurings, either unaware of or not acknowledging your presense.


Current HP: 27, Temp HP: 8, Spell Slots: 2/2
Apr 23, 2023 12:14 pm
OOC:
Casting misty step to teleport just outside the cell…
Admiral mutters a few arcane syllables under his breath and dissipates into sea fog, rematerializing moments later on the other side of the bars. He glances back at the sorry, half-starved wretch with whom he had been briefly cellmates and grins. "Pretty nifty, eh?"

Without waiting for a response, he slinks over to investigate the passageway on the left, pausing on the way to extinguish the lamp. Humans have very poor eyesight in the dark, so he hopes this will give him an edge if he gets into a scuffle with one of his captors.
Apr 24, 2023 5:16 pm
The human quickly looks up as you speak back into the cell. For a moment he is wide-eyed and crazed and seems to look through you more than look at you. As you turn to extinguish the lamp you hear him shriek in a shaking voice that has suddenly gained volume and passion. "The Order of the Shadow will free us! Free us all!" His sudden outburst just as abruptly returns to senseless mutters as the room goes dark from you blowing out the lamp.

Although now colorless in your feline darkvision, you can see the hanging cage chained to a 20ft-high cracked, vaulted ceiling. The cage is indeed empty except for dried feces being fed on by some roach-like insects and tattered fragments of garments.

The stone all around the room is covered in mold and mossy growth. You still hear dripping coming from the arch to the left. When you peer into the archway you see, at the end of a twenty foot narrow tunnel that is mostly round and only about 6' tall, a moldy round door with a stone frame and iron ring in the center.

https://i.imgur.com/9mwz6o6.jpg

About halfway down the tunnel another opening meets it on the right. There are many thin cracks in the upper part of the narrow tunnel and rancid smelling water drips from them and runs down the round walls and perhaps an inch or so of water collects near the round door.
OOC:
Please make a perception check
Current HP: 27, Temp HP: 8, Spell Slots: 1/2
Apr 24, 2023 9:19 pm
OOC:
Perception check!

Rolls

Perception - (1d20+3)

(5) + 3 = 8

Apr 28, 2023 1:51 pm
The sound of the dripping water gets louder and is all you can hear as you step closer to the arch and peer down the tunnel way on the left.
Apr 28, 2023 11:12 pm
Admiral wrinkles his nose and ventures a little deeper into the tunnel to see what lies beyond the opening on the right.
Apr 29, 2023 2:33 am
You move into the tunnel, stirring horribly smelling water under your feet with each step. The water that drips from cracks in the cylindric walls and tunnel ceiling gathers on the floor. It is brown and filthy and gets deeper with each step. You guess at most about an inch or two is collecting at the round door at the end of the tunnel. About 10 feet into the tunnel you turn right to peer down the connecting tunnel. In dimension and in the appearance of wet, rancid, moldy filth, this tunnel is nearly identical to the one you are in. The difference is that it doesn't end with a round door. Instead, it looks like it leads to a landing area of some sort, with metal foot rails protruding from the stone of the far wall, forming a ladder upward.
OOC:
By the way, we never explicitly said so, but I imagine Admiral misty stepped right out of his shackles.
Apr 29, 2023 12:24 pm
Seck says:
OOC:
By the way, we never explicitly said so, but I imagine Admiral misty stepped right out of his shackles.
OOC:
I didn’t realise that was a possibility, but that would certainly be nice :D
Admiral grimaces, tail twitching in displeasure, as he wades through the foul-smelling water and makes his way over to the bottom of the ladder. He grabs onto one of the rungs, tugs on it to make sure it will hold his weight, and then quickly clambers up.
Apr 29, 2023 1:07 pm
The tunnel opens to circular landing about 8' around. Directly in front of you are the iron foot rungs. You step forward test integrity of one of them. Clearly they could bear your weight, so you clamber up. Above you, maybe about 20 feet up there is a similar round door. With feline agility you ascend quickly.

https://i.imgur.com/efynirz.jpg
OOC:
Please make a perception check.
OOC:
The description for Misty Step is so short and vague. I think...why wouldn't one teleport out of shackles. I mean I would allow you to teleport out of someone's grip.
Apr 29, 2023 1:18 pm
OOC:
Good point! I guess I just didn’t consider it because I was thinking of the shackles as being more like clothes since Admiral was wearing them, but I think you’re probably right

Rolls

Perception - (1d20+3)

(18) + 3 = 21

Apr 29, 2023 2:38 pm
With just a few quick steps up the ladder you catch a scent that brings you to a halt: the faint odor of millepedes. You ready yourself hoping the smell is from the small spider deterring type of arthropod and not from the muck-dwelling, beast and carrion-eating large variety. Just as you take one more step up with caution, you unfortunately find your concern for the latter is well founded.

https://i.imgur.com/sXxSsnY.jpg

A giant centipede, alerted by your ascent, ripples its many legs onto the ladder from a damp ledge. It hisses at you.
OOC:
You were not surprised and have initiative.
Current HP: 27, Temp HP: 8, Spell Slots: 1/2
Apr 29, 2023 11:58 pm
Admiral hisses back. Hanging onto the ladder with one hand, he leans back and slashes at the centipede with his sword.
Last edited April 30, 2023 12:02 am

Rolls

Reaver to hit - (1d20+6)

(16) + 6 = 22

Reaver damage - (1d6+4)

(2) + 4 = 6

Apr 30, 2023 5:27 pm
Reaver adeptly stifles the centipede's taunt with a blow to the crawler's head that is only partially deflected by the creature's tail-end which swings around to parry the blade. The sword's solid clanking thud reveals that the creature has a sturdy exoskeleton.

Many sharp legs on the centipede's 4ft tail follow through after deflecting Reaver's full force. The giant attempts to wrap around you and grapple you off the ladder.
OOC:
Please make a dexterity save (DC 12)
Current HP: 27, Temp HP: 8, Spell Slots: 1/2, Current PP: 3, Pact Tally: 0/1000

Rolls

Hundred Leg Grab Recharge (on a roll of 6) - (1d6)

(6) = 6

Apr 30, 2023 10:57 pm
OOC:
Dexterity save!

Rolls

Dexterity save - (1d20+2)

(19) + 2 = 21

Apr 30, 2023 11:19 pm
Your reflexes allow you to wedge your feet securely into foot rails and release your non-sword hand while leaning back just out of range of the grasp of the centipede's sharp legs. As the creature's body swings over you, you are free to attack as you lean back in (or another way you think of).


Current HP: 27, Temp HP: 8, Spell Slots: 1/2, Current PP: 3, Pact Tally: 0/400
May 1, 2023 12:05 am
Admiral spits a curse at the enormous bug as it attempts to grapple him and takes another stab at it with Reaver, aiming for one of the softer-looking joints in the centipede’s chitinous exoskeleton.
OOC:
Casting Hex as a bonus action (giving the centipede disadvantage on strength checks) and attacking as an action.

Rolls

Reaver to hit - (1d20+6)

(13) + 6 = 19

Reaver damage - (1d6+4)

(5) + 4 = 9

Hex damage - (1d6)

(2) = 2

May 1, 2023 12:23 am
Reaver finds its mark in a soft spot between overlapping plates on the creature's underside. The area immediately around the piercing attack cracks and withers as it becomes dead flesh. The centipede writhes, shrieks, and spins around, jaws open, moving to bite the arm that dealt it pain.



Admiral---Current HP: 27, Temp HP: 8, Spell Slots: 0/2, Current PP: 3, Pact Tally: 0/400
Centipede---Damage Tally: 17, Hex: Disadvantage (Str)

Rolls

Centipede Bite Attack (disadvantage) - (2d20L1+5)

(1920) + 5 = 24

Centipede Bite Damage (-2 Hex) - (2d4+3-2)

(42) + 1 = 7

May 1, 2023 12:34 am
The bite locks firmly onto your arm drawing blood with sharp pincers.
OOC:
Please make Constitution save DC 10 to keep concetration on the Hex Spell
May 1, 2023 12:50 am
OOC:
I think, by RAW, Hex is only supposed to affect ability checks (not attack rolls and damage rolls). However, it’s obviously up to you as DM, and I’m not going to argue because that did just save me from a crit :P

Rolls

Constitution save - (1d20+1)

(12) + 1 = 13

May 1, 2023 1:02 am
OOC:
We can go with it applying to any roll based on the ability, including attack and damage. I think if the opponent was using finesse and dex based attacks, your choice of hexing str would have had no effect on the attack roll.

As you can tell, I like to improvise stuff into the game. But always feel free to mention rules because I might miss something that's important or just be making things unbalanced in my 'modifications.'

Admiral can take his turn.
May 1, 2023 1:51 am
OOC:
Fair enough! :)
Admiral yelps in surprise and frantically smacks the centipede with his sword to try to make it let go of his arm. "OW! Ow, ow, ow! Let go, let go, let go!"

Rolls

Reaver to hit - (1d20+6)

(9) + 6 = 15

Reaver damage - (1d6+4)

(5) + 4 = 9

Hex damage - (1d6)

(3) = 3

May 1, 2023 4:56 pm
You frantically whack the creature on its head with the pommel of your sword. At first it holds its bite firm. But after the 10th blow or so the pressure of its bite releases. Its body goes limp. Although its pincers are still lodged in your arm the centipede is dead.

Current HP: 27, Temp HP: 1, Spell Slots: 0/2, Current PP: 3, Pact Tally: 0/400
May 2, 2023 12:03 am
Admiral mutters a string of colourful curses under his breath as he carefully pries the dead centipede’s pincers out of his arm. With a grunt of effort, he pushes the centipede’s body off the ladder and listens as it splashes to the ground below. Taking a moment to catch his breath, he allows Reaver’s strength to bolster his own again –not healing per se, but merely allowing him to ignore the wound– before continuing up the ladder.

Rolls

Fiendish Vigor - (1d4+4)

(1) + 4 = 5

May 2, 2023 4:32 pm
The giant insect corpse splashing to the landing floor, you continue to the top of the ladder. At the top there is a round 'door' directly above your head. Although, with its orientation, it functions more like a utility hole cover. Otherwise it is nearly identical to the round door in the passage below. It looks like it opens upward into the space above. Like the other door, in the center of this door there is a round iron ring. Now that you are close you can see that in the center of the ring there is a large keyhole. You think you can see a little bit of what is beyond the door through the keyhole.

It is difficult to make it out for sure, but perhaps you are peeking at a high ceiling area that is covered in mossy, moldy growth. You think that perhaps you see some natural light in the space, maybe coming through windows.

https://i.imgur.com/aghuTEW.png


Current HP: 27, Temp HP: 6, Spell Slots: 0/2, Current PP: 3, Pact Tally: 0/400
May 3, 2023 2:50 am
Admiral hisses in frustration at the locked door and slides back down the ladder, stepping over the body of the centipede as he makes his way back to the first chamber to investigate the other passageway (the opening to the right). On the way, he passes the cell again and pauses, considering his former cellmate. He doesn’t like the idea of leaving the poor bastard here to rot. Besides, if he’s going to take back the Whisker, he’s going to need a new crew. He can’t sail her on his own and, even if he could, where’s the fun in that? Who knows – maybe this fine fellow fancies turning pirate? Admiral decides to search the area around the bench and the wall of shackles to see if he can’t find a set of keys or something…
OOC:
An investigation check on the bench/wall of shackles, before going to take a look at the opening on the right...
Last edited May 3, 2023 2:51 am

Rolls

Investigation - (1d20+0)

(12) = 12

May 4, 2023 5:26 pm
Upon further investigation of the vaulted cell room you don’t find keys mixed in the hanging shackles, but behind the bench tucked between its leg and the wall is a small pouch. Inside it there is 28gp, some dice with characters on each face that are goblinoid in appearance to you. Also in the pouch there’s some dried jerky, rat jerky by the smell of it--You remember Dharzal making it for you on the Whisper with the rats you’d capture and bring him when you were still a kitten--you are disturbed from you memories when the human in the cell gives a sound of a sickly cough. He hunches over as he does, head hanging toward the floor. When he does, you catch a view of a tattoo on the back of his neck. It’s the mark of a Sindhi Mystic (monk).
May 5, 2023 1:30 am
Admiral looks at the jerky and wonders, sadly, if Dharzal had known about the plan to betray him, until the coughing monk startles him out of his melancholy. Tucking the pouch into his coat, he returns his mind to the situation at hand and wanders over to take a look at the opening on the right-hand side of the room.
Last edited May 5, 2023 1:31 am
May 6, 2023 10:21 pm
https://i.imgur.com/Xs9zHpw.jpg

You look down the opening at the back right corner of the room. It opens to a short natural tunnel that leads to a round chiseled opening. The opening and the area around it has been reinforced with some large wooded beams. It's not the finest craftsmanship but looks safe from a cave in. There is an iron shelf hung with rusted chains on the right side of the opening. Dim lighting from the space beyond the arch reveals that it opens to another cell area.

You cautiously proceed closer. As you do, you hear a high-pitched guttural squealing voice suddenly exclaim in the common tongue, "My pouch! Where is it!? You took my gold! The voice seems to come from the cell area beyond the arch. Out of sight to you, it sounds like it comes from the left of that room.

You then hear a much deeper raspy but muffled voice respond in a firm, somewhat calm manner, "I did not take your gold you tiny heap of slime. Your dull wit likely left it out by the boats during last pickup." The voice is male and deep. It sounds spoken through a helmet or mask.

"I'm going to look. Give me the keys!" demands the first voice.

The male voice responds, "No. It is not time to open the entry. Be silent. If you cannot perform your duty here go back to your hole under the city. But of course, I imagine your king would not be very happy with you if you were to abandon his interests here."

"What do you know...you're just their human Hound," spits the small voice.

"I know I am in charge of this drop off, goblin scum," concludes the other

You hear a loud dramatic spit and some stomping that soon is followed by the sound of a knife or dagger being repeatedly heaved into and pulled out from wood.
OOC:
Admiral pretty easily can stay concealed while edging his way toward this arch. But since the area is shoddy and slightly unstable please make a stealth check (DC 10) with advantage.
May 6, 2023 11:30 pm
Admiral slinks closer…

Rolls

Stealth (advantage) - (2d20H1+4)

(123) + 4 = 16

May 8, 2023 4:42 pm
At the edge of the arched opening into the cell room, you manage to to find a concealed location under the hanging iron shef and behind a pile of crumbling rock and broken beams. When you peer into the room you see a wiry goblin pulling a dagger out of a wooded shield that leans against the wall. You also see a heavily armored human-sized figure sitting at a table across the room looking over some parchment. You can see that the figure is wearing a mask molded into the shape of a bearded face. Also you see a large key hanging form the masked figure's belt.

Just as you make it all out, a single loud boom from somewhere deeper into the room echoes and shakes the walls slightly. Some dust and light stone debris fall around you in the arch as the boom shakes the entire area. It sounds distant like it came from another tunnel. The two in the cell stand to attention. The goblin quickly puts on his wooden shield. The armorclad figure draws a sword. Both move toward the direction of the sound and stand silently, looking, waiting to hear it again. Although it almost appears they are looking at you, you think they are fixed on the event and are completely unaware of you. Instead, you think they must be peering into another opening to their right that is next to the arch you hide in (you hide to their left). You cannot see the opening. They are about 12 feet away from you.

https://i.imgur.com/BLUl2Y8.jpg
May 9, 2023 12:35 pm
OOC:
I would like to move hex from the dead centipede to the armourclad figure as a bonus action (giving disadvantage to strength checks) and then run out and attack the armourclad figure with green-flame blade as an action (dealing 3 points of fire damage to the goblin if the attack hits)
Crouched in the shadows, the tip of Admiral’s tail twitches in anticipation as he waits for the perfect moment to pounce. He’s not sure what might have caused such an earth-shaking boom, but he doesn’t stop to wonder about it. Taking advantage of the distraction, he launches himself at the heavily-armoured figure in the mask, sapping the warrior's strength with the same curse he cast on the centipede…
OOC:
Oof
Last edited May 9, 2023 12:36 pm

Rolls

Reaver to hit - (1d20+6)

(1) + 6 = 7

Reaver damage - (1d6+4)

(3) + 4 = 7

Hex damage - (1d6)

(5) = 5

May 9, 2023 4:47 pm
OOC:
1? ...Really roller?! Okay then...here we go...
The goblin and the figure both stand fixed on the direction they look, seeming almost mesmerized, tranced perhaps...

You seize the opportunity to pounce, brandishing Reaver and silently evoking it to send green flame at the goblin when you attack the other. Just as you take action, the walls again shake in concert with two loud booms, as if something very close bangs strong limbs against either side of a tunnel as it moves. This time, as rubble and dust fall around you from the crashes, one of the iron shelf's supporting chains comes loose from the archway ceiling. As you leap out, the heavy shelf swings and unexpectedly catches you in the back, knocking you slightly off balance.


At the same time the goblin is startled by your sudden appearance, a spiked tentacle swipes the armored figure to the ground and a gruesome claw grabs the figures leg. Now you are in the room enough to see a large beast emerge from the tunnel the two were transfixed on. It has the frame of an ogre, the jaws of a giant leach, and the tentacles of an otyugh.

https://i.imgur.com/gnv0iVZ.png


It quickly drags the armored man into the darkness of the tunnel. Although you are winded by the impact of the shelf, you still have surprised the goblin and can attack it first.
OOC:
Unfortunately Admiral takes 4 damage from the shelf
Current HP: 27, Temp HP: 2, Spell Slots: 0/2, Current PP: 3, Pact Tally: 0/400

Rolls

Iron Shelf damage - (1d4)

(4) = 4

May 10, 2023 12:29 am
Admiral rubs his shoulder where the shelf hit it as he recovers his footing and stares, wide-eyed, at the tunnel into which the monster disappeared.

"What was that!?" he demands of the goblin even as he takes a half-hearted swipe at him.
OOC:
I should have only 1 temp HP left right now since temp HP don’t stack (so the 5 should have replaced the 1 I had remaining from the previous casting, not stacked on top of it)

Edit: I think I have angered the dice gods D:
Last edited May 10, 2023 12:50 am

Rolls

Reaver to hit - (1d20+6)

(1) + 6 = 7

Reaver damage - (1d6+4)

(6) + 4 = 10

May 10, 2023 3:53 am
Not even noticing your half-hearted swing, terror fills the goblin’s eyes as it darts past Reaver, frantically trying to get away from the tunnel his companion was just dragged into. As the goblin slips through your legs, Reaver clangs on the stone floor. Instinctively, as he slips by, he attempts to slice your shin with his dagger.

Rolls

Goblin Dagger attack - (1d20+4)

(3) + 4 = 7

Goblin dagger damage - (1d4+2)

(1) + 2 = 3

May 10, 2023 4:10 am
You shift your leg out of the path of the goblin’s blade. As he runs into the archway back toward the other cell room, the goblin screeches, "It’s the Sewer Nightmare! Wants bodies for its rotting heap!" The goblin’s voice starts to sound distant and echos in the tunnel. "It traps you with a dream." The last thing you can make out that the goblin says is, "Wait…Pirate Captain, how did you get out of…" You guess he made it back to your former cell.
OOC:
Thanks for catching the temp HP thing.
Current HP: 27, Temp HP: 1, Spell Slots: 0/2, Current PP: 3, Pact Tally: 0/400
May 11, 2023 1:18 am
Eager to be as far away from the ‘Sewer Nightmare’ as possible, Admiral follows the goblin into the other room, thinking that the little creature might know the way out of this place. "Listen, mate, I think we both know I could probably kill you without much trouble, but if I’m to get back to my ship before she leaves harbour, I need to get out of here sooner rather than later. I reckon you probably know your way around this place better than I do so how about we make ourselves a deal— you show me the way out and, in exchange, I graciously allow you to keep your head attached to your shoulders." As he speaks, Admiral’s eyes glow faintly with arcane power as Reaver’s magic flows through him.
Last edited May 11, 2023 1:20 am

Rolls

Fiendish Vigor - (1d4+4)

(3) + 4 = 7

Intimidation - (1d20+5)

(17) + 5 = 22

May 11, 2023 5:27 am
The Goblin, who stopped to stared at the cell, confused as to who you left it, is startled when you suddenly appear behind him.

Your possessed, commanding glare makes the goblin’s eyes go large. He glances at Reaver, then at his dagger, then back at Reaver. Finally, he lets out a pathetic cry and drops his dagger.

"What does it matter!?", he whines. "I’m dead now. If you don’t kill me, The Ring will after I help you escape. And if the Ring doesn’t kill me, my King will for failing him, and then offer my flesh to appease the Nightmare. I might as well just head to the beast’s rotting heap now."


Current HP: 27, Temp HP: 7, Spell Slots: 0/2, Current PP: 3, Pact Tally: 0/400
May 12, 2023 12:27 am
Admiral picks up the dagger and, reconsidering his approach, crouches down in front of the goblin to speak to him at eye level. "Unfortunately, you’re probably right. Your options are looking… a little bleak at this point. To die by my sword is no worse a fate than to be killed as a traitor by the Iron Ring, so you have little reason to help me. But I’m a generous fellow so maybe I can make you a better offer… If you help me get out of here and get back to my ship, I’ll grant you passage out of Jahore. I’ll take you somewhere far away from your King and the Iron Ring, somewhere where they’ll never find you." Admiral flips the dagger over in his hand, toying with it. "In fact… I suspect my crew’s going to be a little smaller than I’m used to when I leave Jahore so, if you’re especially helpful, I might even consider letting you stay on, if you like. Why serve a king when you can serve yourself, eh? There’s all sorts of treasure and adventure out there, just waiting for someone like you to seize it."
Last edited May 12, 2023 12:30 am
May 13, 2023 5:34 am
As you speak you watch the goblin's demeanor change from a stance of defeated despair to a look of sincere curiosity. When you finish speaking, he furrows his brow and looks at you in silence for a moment, perhaps imagining the possibilities.
OOC:
continued after roll...

Rolls

Admiral: Insight (advantage) - (2d20H1+1)

(112) + 1 = 13

May 13, 2023 6:00 am
He then mutters, "Me a pirate? Serve myself?...Treasure?" His words are involuntary. He just thinks out loud and says the last word with a tinge of excitement.

Sounding resolved, the goblin responds to you, "Skeev...I'm Skeev."

You can tell from his body language that the goblin's current circumstance has made him vulnerable and his reaction to your offer is uncalculated and unfeigned as he doesn't have the mental fortitude to be devious at the moment.

"I know my way. How to take the sewer to places above. But Captain, the Nightmare dragged away the key to the portal doors with the human hound. I just have cages and cell keys."

He pulls out a ring of keys from a small satchel on his waist and shows you.
May 15, 2023 12:41 am
Admiral grins and offers the dagger back to the goblin, handle first. "Welcome aboard, Skeev!"

He frowns as his new ‘crewmate’ explains the situation with the key. "Is that so? Well, in that case, I suppose we have no choice but to go get that key back! This Nightmare creature… Can you tell me more about it?" Admiral is privately a bit apprehensive about the prospect of encountering that monster again, but he tries to project confidence and excitement so as not to discourage Skeev. Fear is not a useful emotion for a pirate. Especially not a captain.
May 18, 2023 6:29 am
Skeev involuntarily gives a green toothed smile as he takes back the dagger.

"It lurks all over down here...sewer, goblin tunnels. Tunnels alot. King Korg hates it. He helps Iron Ring so he can get human slaves to send to The Nightmare's den, so it doesn't keep taking all goblins. It wants flesh. Brings it to its heap and lets it rot. It likes rot. It doesn't like stuff, just rotting flesh. Leaves stuff when it brings flesh to its heap. Some try to get close and collect stuff because there's alot, but most never come back."

Skeev stops and shivers before taking a breath and continuing. "The tunnel we saw it come from goes to portal doors. One to humans' garbage dump hole and two more to the sewer. If it got in here that means it dug and smashed through rock. Probably smashed a hole that goes back to its den. It can make you dream and trick you. It sees your mind but it can't see."

As the goblin speaks the human in the cell begins to hum. When you look over at him, his eyes are closed and he sits up strait, crossed legged with his arms folded across his chest.
May 18, 2023 11:42 pm
Admiral’s ear twitches as the human in the cell begins to hum. He is instantly distracted from the matter of the Sewer Nightmare, instead bounding over to unlock the cell door with Skeev’s keys. "Ah! I almost forgot my other friend. Skeev, give me your keys."
May 19, 2023 2:59 am
The goblin walks over to the cell and hands you the keys. He looks at the meditating human as he explains, "Iron Ring thinks this one knows about the Order of Shadow. A ring wizard pried his mind, but his be strong. They get nothing. He's going to the Ring leader for more mind stuff. You too...I mean, you and him was. They want to make you a hound."
May 19, 2023 1:43 pm
Admiral raises an eyebrow as he takes the keys and unlocks the cell door. "A hound? Like that masked fellow in the armour?" He scowls at the thought. "I'd like to see them try. I'm no dog."

As he opens the door to the cell, he tries to get the meditating monk’s attention by loudly exclaiming, "Ahoy there, mate! Looks like it’s your lucky day. You’ve been rescued! Sort of."
May 19, 2023 6:44 pm
The monk opens his eyes when you open the cell. Even though in his crisscrossed position his legs are slightly contorted due to being restricted by shackles, he agilely stands in one swift motion without using his arms for support.

"Well, you are not an agent of the Iron Ring are you?" He calmly states.
May 19, 2023 11:18 pm
Admiral tosses him the keys so he can unlock the shackles around his ankles. "Nope! Captain Admiral of the Whisker, at your service," he introduces himself, puffing up his chest a little. "And this is Skeev."
May 20, 2023 3:51 am
The man deftly snatches the keys out of the air. He smirks and says cheekily, "Skeev, I suppose you are an agent of the Ring. I wonder how you find one such as Captain Admiral of the Whisker your ally here in this damp prison." The goblin shifts uncomfortably and remains silent.

The monk unexpectedly coughs and his posture momentarily slumps slightly. He closes his eyes, takes a deep breath, and then regains his bearing.

"Forgive me," he continues. "I am Taresh Sanji, Monk of the Order of the Keis. Thank you for graciously freeing me." He kneels and removes his shackles with the keys. Then tosses the keys back to the goblin with the same cheeky grin as before. "I am in your debt."

He looks around. "Hopefully I can be of assistance, my mind is full of fog, but it's beginning to clear. I am not sure, but I would guess we are below Jahore."
May 20, 2023 9:59 am
Admiral scratches his ear. "Er… I think so, but I wasn’t conscious when I was brought here, so I can’t say for sure. Skeev?" He turns to the goblin for confirmation that they are, in fact, below Jahore.

"As for your assistance…" He explains the situation with the key and the Sewer Nightmare. "… So you're welcome to come along and help us retrieve the key, if you like." He frowns, looking the monk up and down. "You do seem a great deal more… lucid than you were when I woke up, but do you reckon you’re fit for a fight?"
Last edited May 20, 2023 11:19 am
May 20, 2023 7:07 pm
When you turn toward Skeev he seems to be scoping out the bench area, looking under it and around it for something.

"Oh, me? what? Oh, yeah. Jahore port. Up there. Yup"

As he walks away from the bench he grumbles something to the effect of "…that cursed hound " under his breath.

Taresh responds to your question saying, "No, I am not yet fully myself, but I have faith that the Way of the Keis will allow me to focus when the moment calls for it."

"From what you said about the creature, it sounds like a clear focused mind is the way to best it."

He continues, "I do apologize if we have already met."
OOC:
Full disclosure: since Admiral is apparently taking on the monk I think you should know that I will be making periodic con/wis saving throws for him to make sure he doesn’t relapse into psychotic episodes. Now that he’s regained some of his stature, you can tell that he is a formidable monk, but also that he is still not fully recovered from his torture.
May 21, 2023 12:24 am
"Hmm… Well, I’ll leave the decision up to you. No hard feelings either way." Admiral shrugs and turns his attention to his goblin ally, affecting a sterner tone, "Enough dilly-dallying, Skeev. We’ve got a Nightmare to find."

With Skeev (and possibly Taresh) behind him, Admiral heads back into the other chamber, where the Nightmare attack took place.
OOC:
Did the hound drop his sword when he was dragged away?
May 23, 2023 5:29 am
OOC:
Yes the hound did drop his sword when he was dragged away.
Taresh replies, "I will accompany you and keep my mind still. It appears searching for that key is the only way out of here anyway. If that search means getting near the sewer creature, keeping a still mind will be of vital importance to avoid its mental intrusions. I also have some minor sorcery abilities to offer the cause."

Skeev jumps a little at your command and clumsily snaps to attention, "Aye Captain."

The second cell room is as you left it. The hound's sword is on the floor just at the edge of the tunnel from where the Nightmare emerged. It's a short sword but something seems different about it. It's craftsmanship and materials are extraordinarily refined.

Skeev's wooden shield is on the floor near the spot where he ran through your legs. The goblin picks the shield up, puts it back on, and adds, "Captain, there will be a delivery in an hour or two. Some bottom-caste Sindhi me think. Slavers have no key, but expect to be let in. If we don't they send alarm."
May 23, 2023 11:25 am
Admiral swipes the discarded short-sword off the ground and gives it a twirl, getting a feel for the weight of it. "Ah! Much better! I felt all off-balance with just one sword."

He grins at Skeev. "We better make this quick then, aye?" Feeling more confident now that he has a sword in each hand, he leads the way into the tunnel, attempting to make as little noise as possible and hoping that Taresh and Skeev follow suit. Along the way, he keeps his eyes peeled for any sign of the Nightmare or the key.

Rolls

Stealth - (1d20+4)

(15) + 4 = 19

Perception - (1d20+3)

(20) + 3 = 23

May 23, 2023 2:45 pm
The sword is well balanced and allows for much finesse.

Taresh peers down the tunnel you step toward and sighs; he then closes his eyes and touches his temples. After a deep breath he opens his eyes wide and, peering down the tunnel again, he says "The Way of the Keis allows me to see in the shadows as you and your goblin companion do. I am ready."

The three of you carefully and as stealthily as possible move into the tunnel, which is similar to those you explored earlier except that this one curves to the right as soon as you traverse it and there are noticeable cracks in the walls and fallen debris possibly from the Nightmare's aggressive advance. It is damp and moldy as it was with the other tunnels. Soon the tunnel bends around and another tunnel joins it on the left.

Skeev says, "Left goes to door to under city trash hole, first, then to door to sewer. This tunnel goes to sewer door where delivery comes."
OOC:
Please also make an arcana roll (with disadvantage, since Admiral is not proficient in the skill).

DC 10: Admiral is confident the sword is magical but cannot ascertain its nature but at least knows it must be attuned.
DC 15: Admiral is able to guess the rough magical properties of the sword.
Natural 20 Roll: Admiral recognizes the item and can use its full powers immediately. He is also able to attune to the item immediately.
May 23, 2023 3:00 pm
OOC:
Any sign of which way the Nightmare might have come from?

Rolls

Arcana (disadvantage) - (2d20L1+0)

(1917) = 17

May 23, 2023 3:19 pm
You examine the appearance of the tunnel to the left in relation to the tunnel you are on. Further down the current tunnel shows no signs of recent disturbance such as cracks and ruble from the thrashing of the beast. On the other hand you do see some ruble and signs of the Nightmare's travel through the tunnel on the left.

As you walk with the short sword in hand you begin to realize that the item possesses magical qualities. You feel that its magic could be used to either deliver swift accurate blows or deftly parry oncoming attacks. You've heard of such legendary blades and imagined you would find one on a Merchant Prince wizard while plundering a Minrothad ship at sea, not in the sewers of Jahore. Apparently, The Iron Ring provides their 'hounds' with formidable training and equipment.
OOC:
Nice perception roll before :)
***************************************************************************************************************************************************
Defender Shortsword
Weapon (shortsword), legendary (requires attunement)

You gain a +2 magical bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +1 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
****************************************************************************************************************************************************
Admiral still needs to attune the weapon to benefit from its magic qualities. He can otherwise use it as a normal short sword.

May 24, 2023 2:01 am
Admiral’s eyes widen as he realizes what he’s holding. He excitedly slashes and stabs at the air with the shortsword, pretending to parry the attacks of an imaginary enemy with it, before remembering what he’s supposed to be doing and recovering his composure. As he leads his companions down the tunnel on the left, he recalls what Taresh said about the ‘vital importance’ of ‘a still mind’ and frowns. His mind is never quite still, always bouncing from one idea to the next… His train of thought is interrupted by something shiny, glimmering in the muck covering the floor of the tunnel ahead. By the time he realizes it’s just an old copper piece and loses interest in it, he has completely forgotten what he was worrying about.
Last edited May 24, 2023 2:02 am
May 24, 2023 3:39 am
OOC:
Nice train of thought. 😂 Did Admiral lead his party down the tunnel that showed signs of the Nightmare? I kinda assume that’s what you we’re looking to do, but just in case I thought I should ask.
May 24, 2023 3:50 am
OOC:
Yep! :)
May 24, 2023 3:55 am
As you promptly forget what you were mulling over a moment ago in your mind, Taresh suddenly coughs. He keeps it quiet and subdued but it is a cough none the less. He appears sturdy to you overall, but obviously is still fighting off a sickness of some sort.

You walk not very long down the tunnel when you spot a large amount of ruble ahead. It looks as if something--possibly the Nightmare--broke through the tunnel wall to the right.

Rolls

Taresh Constitution Save (DC 10) - (1d20+1)

(1) + 1 = 2

May 24, 2023 4:00 am
Taresh begins to cough again. This time he cannot subdue its onset and slumps as his body convulses in a heaving fit.

Rolls

Taresh Wisdom Save (DC 10) - (1d20+2)

(15) + 2 = 17

May 24, 2023 4:04 am
The fit passes and Taresh straitens his body.

"Forgive me," he says. "I can feel that my mind is becoming clear again. But my body has yet to fully recover from the torture the Ring put me through. We should press on."
May 24, 2023 12:26 pm
Admiral stops and patiently waits for the coughing fit to subside, keeping alert to make sure nothing tries to sneak up on them while the monk is indisposed. At Taresh’s word, he nods and presses on, trusting the monk to know his own limits as they continue to follow the Nightmare’s path of destruction.
May 24, 2023 2:17 pm
A few more steps ahead and you come to a great deal of ruble strewn across the tunnel and a rather uncarefully ripped open hole in the tunnel's right wall. When you peer down it, the hole looks about the size of the Nightmare beast and winds off into the distance.

https://i.imgur.com/vBJ3BpV.jpg
May 25, 2023 8:03 am
Admiral can feel his fur standing on end as he peers into the hole left by the Nightmare. He flexes his claws, adjusting his grip on his swords, and charges in. "This way!"
May 25, 2023 2:02 pm
Teresh immediately falls in behind you. But, hesitantly peering down the hole, Skeev lingers. He lets out a groan before joining.

The Nightmare-made tunnel twists a bit as you traverse it and it's hardly more stable than its ruble filled opening. After about 15 minutes of carefully navigating the tunnel you see signs of the hound. It looks like at this point the hound may have come to his senses and tried to fend off the creature dragging him. There's signs of a struggle as even more debris lines the passage in this place. Also strewn about are the human's helmet, his torn belt, and pouches, along with a dagger and bent armor fragments that look like they were ripped off his body, which are now useless metal.
May 26, 2023 5:09 am
Noticing Skeev’s hesitation, Admiral falls into step with the goblin as they carefully navigate the tunnel and says, "Ideally, we’ll find the key without ever encountering the monster but, if it does come to a fight, I actually have a very important job for you, Skeev. You’re the smallest and the quickest of us so I’m counting on you to find and retrieve the key, while Taresh and I keep the monster distracted. Can I trust you to handle that?"

He stops to pluck the scrap of torn belt off the floor of the tunnel. "Now, unless I’m mistaken, the key in question was previously attached to this belt…" He looks around to make sure the key isn’t lying on the ground somewhere amid the rubble and debris.
May 26, 2023 1:15 pm
OOC:
some rolls...

Rolls

Admiral: Persuasion (convincing Skeev and boosting his morale) - (1d20+3)

(17) + 3 = 20

Admiral: Investigation (searching ruble and debris) - (1d20+0)

(11) = 11

May 26, 2023 1:28 pm
Sveev ponders your request. His former apprehension turns into proud enthusiasm "Yeah, I'm fastest. It's gotta be me. Count on me Captain."

You search the rubble for signs of the key but there's nothing more beyond what you found beside a few blood stains on and near the armor fragments.
May 29, 2023 1:53 am
Admiral grins. "We’ll make a decent pirate of you yet," he tells Skeev, as he continues leading his companions further down the tunnel in search of the key.
May 29, 2023 2:01 pm
You and your party continue on for about another 10 minutes down the tunnel that was dug out by the Nightmare when you start to see a odd luminescence ahead. A few more minutes of moving forward reveals that the Nightmare's tunnel opens to a large natural underground cave that appears to be filled with pillars of glowing celestite jutting from the walls and floor of the cave.
https://i.imgur.com/lxLTW7s.jpg
May 30, 2023 12:20 pm
Admiral’s eyes glitter with greed as he steps out into the cavern. He stops to examine one of the larger crystals, transfixed by the ethereal glow that illuminates them from within. He isn’t sure how much such crystals would be worth, but they sure are pretty

He shakes his head. This is no time to get distracted. They’re already running out of time before the slavers realize something’s wrong and raise the alarm and he can feel the curse he placed on the hound dwindling with each passing second. He sniffs the air, hoping to catch the scent of rotting bodies so that he might follow it back to the Nightmare’s lair.

Rolls

Perception - (1d20+3)

(14) + 3 = 17

May 30, 2023 4:20 pm
You peer carefully into the crystal cave. Strait back there’s a path through the crystals wide enough for the Nightmare, with broken shards alone the way to show for its movement there. But your careful search for scent reveals the smell of decay and flesh rot wafting from the right inside the celestite covered cave.

Skeev and Taresh stand next to each other by your side at the cave entrance watching you test the air and wait for your instruction. For a moment Skeev’s eyelids look heavy but Taresh puts his hand on the goblin and Skeev snaps to attention. "Let’s be careful and keep our mind focused." Taresh says.

You begin to realize you hear a faint hum, almost like a voice singing a single, steady, perfect pitch. It is rather soothing.
May 31, 2023 7:01 am
Admiral’s fur bristles with apprehension. Between the strange hum and the smell of death, there’s something not quite right about this place.

"Wait here," he tells Taresh and Skeev as he carefully ventures a little ways into the cavern to investigate the smell.
Last edited May 31, 2023 9:52 am
Jun 1, 2023 2:56 am
Taresh seems a little nervous about the idea of you going in alone, but he nods and reiterates to you what he just told Skeev, "Okay. Stay focused and be careful. You don't have to go too far without us captain."

You step further into the cavern. When you do, you see, as before, the pathway the Nightmare must've made through the crystals to the back of the cavern. The path leads to another Nightmare-style dug out tunnel.

To the right, the cave opens up a bit. There's more space between celestite pillars as the cave goes on into the darkness. You confirm that the smell of decay comes from that direction. The smell is such a harsh contrast to the constant soothing sound. It's louder now that you are deeper in the cave. You think it comes from the glowing crystals themselves, but it's hard to tell for sure.

The sound is constant and soothing...so soothing...it's the peaceful wind between the rocky cliffs that you notice as you step off the dinghy. Your arms are tired from rowing even though the Whisper is just off shore and you hadn't rowed very long. As you look back, you think It looks far away now. The ship is an ominous black silhouette against the huge red moon looming behind it.

On the beach sharp rocks jut out of the sand all around; they emit a pale blue glow. Ezber falls into step beside you. There are a few others of the crew lingering in shadows on the beach. Ezber puts his hand on you and leans down toward your young frame. "Ideally, we’ll find the treasure without a fight in that cave. But if it comes to it I have a very important job for you, Admiral. You’re the smallest and the quickest of us so I’m counting on you to find and retrieve the key, while I carry the chest with the others. Can I trust you to handle that?" the captain asks you.

The howling wind persists steadily. Each time it gusts, the rocks glow brighter. You want to take a glowing rock in with you and begin to reach for one. Ezber draws Reaver and, brandishing it in your direction, says, "Don't take the rocks, they can't keep you safe in there. Just find the gold; lay down and rest in its cool blanket. The key rests in the gold. Just lay down. We'll do everything else."

You stand at the mouth of the cave, waves crashing behind you, rocks glow brighter. You just want to wander into the cavern to rest on a blanket of gold. Your arms are so tired. You start to move toward the cave.
OOC:
Please make a wisdom save (DC 15)
Jun 1, 2023 3:38 am
Seck says:
"Ideally, we’ll find the treasure without a fight in that cave. But if it comes to it I have a very important job for you, Admiral. You’re the smallest and the quickest of us so I’m counting on you to find and retrieve the key, while I carry the chest with the others. Can I trust you to handle that?" the captain asks you.
OOC:
Too cute! (Great post btw :D)
Last edited June 1, 2023 4:42 am

Rolls

Wisdom save - (1d20+3)

(14) + 3 = 17

Jun 1, 2023 4:20 am
Pushing back your instinct to pick up a glowing rock and longing greatly for rest, you step into the mouth of the cave.

Less rocks glow before you in inside the cavern. Something doesn't seem right to you and you pause you steps, puzzled..."Why rest when there is gold to be taken? I have to find the key. Can't sleep now," you think to yourself.

You consider pressing on but hear Dharzal's voice calling to you. You turn and see him just outside the cave waving his hands. He shouts, "Admiral, Admiral! Captain! Captain!! Captain!!!"

Being called captain repeatedly brings your senses back into the reality of the moment.

You see Taresh standing inside the mouth of the crystal cavern calling to you.
OOC:
Phew...sweet wisdom save roll!
Jun 2, 2023 12:12 am
A shiver runs down Admiral’s spine. That was a close one. He fixes his attention on Taresh to keep himself from being swept up in the dream again. "…Thanks," he says. His throat feels tight and his voice is thick with emotion. He looks off into the darkness, then back to Taresh and Skeev. They must cross this cavern one way or another, so he clears his throat and tells his companions: "Follow me, but be careful. You were right. This place plays tricks on the mind."
Jun 10, 2023 4:31 am
OOC:
Some rolls...

This is to check what Admiral and his companions instincts tell them about the celestite crystals. Admiral and Taresh have adavntage. Admiral, because of his recent dream state experience. Taresh, because of the suspicions he had about the area already and because of his monk-related understanding of focus and the mind. And Skeev--even though he already nearly fell prey to the dream state lure when Taresh snapped him out of it earlier--I'm not giving advantage because, well, he's Skeev.

Rolls

Taresh: Wisdom Check (DC 15) - (2d20H1+2)

(715) + 2 = 17

Skeev: Wisdom Check (DC 15) - (1d20+2)

(1) + 2 = 3

Admiral: Wisdom check (DC 15) (advantage) - (2d20H1+1)

(184) + 1 = 19

Jun 10, 2023 4:51 am
OOC:
Admiral and Taresh both succeed in their Wisdom check and understand the nature of the crystals. Skeev on the other hand suitingly rolled a critical failure. HA!
Your companions follow you into the area of dense celestite crystals and you begin to lead them through. The sound the crystals emit becomes intense. Now each once seems to hums loudly. Taresh's curiosity gets the best of him and he reaches out and touches one. All the sound stops. He removes his hand and the sound continues.

"Captain," he says. "I believe the crystals have a connection with the Nightmare's ability to influence the minds of its prey."

You feel that the monk is right. And you further believe that in your dream state a force--perhaps the Nightmare itself--was trying to dissuade you from taking a crystal. You think the rocks in your trance were actually the crystals in this cave.

The goblin interjects, "No! Don't touch those things! The Nightmare will probably know we're here now!"
Jun 11, 2023 11:27 am
Admiral swipes a small fragment of crystal off the ground and inspects it closely. "I think you’re right, Taresh. In my vision, something – the Nightmare, maybe – didn’t want me touching these." He pockets the crystal fragment and picks up a few more. "I say we collect a few pieces and bring them with us. They may be useful… or valuable."
Jun 11, 2023 5:47 pm
Taresh takes your lead and grabs some fragments. After he pockets some for himself, he picks up a few and hands them to Skeev. "Take these Skeev," he says. "Do not worry, I believe, when in our possession, the crystals may hinder the mind-predator's ability to probe our thoughts and use them to lure us to this rotting heap you speak of." The goblin nods and apprehensively takes the celestite fragments.

When you touch the crystal shards they seem to stop vibrating and their hum ceases. But when they are in your pouches you can feel their vibration and hear them contribute to the humming sound all around. You believe, while in your hand--or around your neck, if you were to fashion a necklace somehow or something of the like--they can shield your mind from the Nightmare's probe. They are likely linked to the reason why the creature has gained psychic ability in the first place.
OOC:
The shards, when touching a creature's skin give that creature a +3 bonus to charm, sleep, and psychic probing type saves.
Jun 12, 2023 5:33 am
Admiral decides he'll take the time to fashion one of the crystal pieces into a necklace or something later, but for now just slips a small piece of the crystal up his sleeve so that it presses against his arm and continues leading his companions toward the source of the rotting smell.
Jun 12, 2023 6:45 am
Your companions follow your lead. Taresh rips a piece off his already tattered shirt, ties it around his forearm, then tucks a crystal shard under it. Skeev shrugs and slips a couple pieces into his boots.

As you lead your companions on the celestite gets slightly less dense in the natural cave, but with each step the smell of rotting flesh gets stronger. The cavern is far wider and higher than the tunnels the Nightmare ripped through the stone. The smell is repulsive and becomes so strong it starts to seem like a physical barrier you force yourself to push through. It takes effort to keep yourself from gagging on the nauseating air.

Taresh coughs again, fighting back another fit.
OOC:
continued after roll...

Rolls

Taresh Constitution Save (DC 10) - (1d20+1)

(13) + 1 = 14

Jun 12, 2023 7:02 am
The monk manages to hold back the fit and keep himself under control. He continues on exercising conscious controlled breathing.

After about 10 minutes of walking further you realize that the smell isn't so bad anymore, And you wonder how long the air has been clear. In fact, you don't really smell rot at all. There even seems to be a calming breeze blowing through the cave. It's restful and reminds you of sea air on a calm night docked off shore.
OOC:
Please make a Wisdom Save. Don't forget to add +3 for the crystal up your sleeve.

Rolls

Taresh Wisdom Save (DC 15) - (1d20+2+3)

(17) + 5 = 22

Skeev: Wisdom Check (DC 15) - (1d20+2+3)

(13) + 5 = 18

Jun 12, 2023 10:12 am
OOC:
Wisdom save!

Rolls

Wisdom save - (1d20+3+3)

(12) + 6 = 18

Jun 12, 2023 4:54 pm
You push on ahead remembering to be wary of your sight and smell. You keep the thought that this is the Nightmare's domain and that the smell of its rot was indeed undeniably apparent no matter what your senses may be telling you.

The cavern bends slightly and you see ahead the beautiful glitter of gold...and mounds of it! And in it's center a peaceful looking moss covered place to rest.

https://i.imgur.com/NpfKxFQ.jpg

You push the thought that this IS the Nightmare's domain to the forefront of your mind and look again...

https://i.imgur.com/2WYMsmW.jpg

A flood of rotting stench overwhelms you as you realize the horrible reality of what is before you. The gold is nothing but rubble, probably accumulated by the Nightmare itself. In the center of the mess is a ghastly mound of bodies probably about 10' high and 20' wide, those closest to the bottom are formless and mashed together in decay. Hundreds of small many-legged centipede type insects crawl in and around the base of the pile. The bodies on the top look fresh and retain their form. There are humans and goblins alike, all figures stripped down to flesh, with no gear or clothing.

Around the rotting heap, in the rubble piles, weapons, armor, pouches, gems, belts, boots, and various other items can be seen strewn through the ruble. Some items look as if they have been discarded long ago; some look less weathered; others slightly protrude suggesting that things may be buried under the stone mess.

You also notice large cocoons or eggs of some sort attached to the cavern wall near the heap.
OOC:
Please pass a Constitution check (DC 8) or be subject to disadvantage on rolls involving Intelligence or Wisdom while close to this heap. This is due to the mental distraction the inescapable stench will cause if Admiral's fortitude can't take it.
Jun 13, 2023 10:09 am
Admiral grits his teeth and cautiously approaches the heap, looking for the body of the hound amid the mountain of decaying corpses.

Rolls

Constitution check - (1d20+1)

(9) + 1 = 10

Perception - (1d20+3)

(8) + 3 = 11

Jun 13, 2023 3:48 pm
When you get closer to the heap many insects scatter into the rubble. Others continue to crawl on the heap. Now further into the lair you notice that the cavern continues on beyond the heap. Taresh and Skeev both start searching the rubble and area for signs of the Hound's belongings.
OOC:
continued after some rolls...

Rolls

Taresh: Constitution Save (DC 8) - (1d20+1)

(19) + 1 = 20

Skeev: Constitution Save (DC 8) - (2d20H1+4)

(1815) + 4 = 22

Admiral: Investigation - (1d20+0)

(15) = 15

Taresh: Investigation - (1d20+0)

(10) = 10

Skeev: Investigation - (1d20+2)

(3) + 2 = 5

Taresh: Perception - (1d20+2)

(3) + 2 = 5

Skeev: Perception - (1d20+6)

(9) + 6 = 15

Secret Roll - (1d20-1)

(16) - 1 = 15

Jun 13, 2023 4:06 pm
You spot some corpses that are not yet decayed or at least not very decayed near the top of the heap. These are goblin corpses except for a human male. The corpses are bare, with no items on them. Convinced that the dead human is the Hound, and seeing there is nothing on the body you turn your attention to your companions.

Taresh calmly stands still near a rubble pile. His eyes meticulously surveying the mound. As you look at Skeev he moves from one spot he searched to another. Kicking aside insects and rocks he reveals a green gem. He snatches it and holds it up to admire it with a pleased grin. You are amazed that the goblin doesn't seem very phased by the horrible stench.

Skeev is just about to slip the gem into his pouch when his expression instantly shifts from satisfaction to dreadful fear. His face turns pale. The gem falls from his grasp to the rubble. He shouts' "I hear it. The Nightmare! It's coming. Beyond the heap."
OOC:
Please roll for intitiative.
Jun 14, 2023 8:06 am
Admiral adjusts his grip on his swords, readying himself for a fight. "Remember what I said, Skeev! Your job is to find the key."
Last edited June 14, 2023 8:07 am

Rolls

Initiative - (1d20+2)

(8) + 2 = 10

Jun 14, 2023 10:34 am
OOC:
Some more initiative rolls...
Initiative order:
Taresh
Admiral
Skeev
Nightmare

Rolls

Skeev: Initiative - (1d20+3)

(7) + 3 = 10

Taresh: Initiative - (1d20+3)

(17) + 3 = 20

Nightmare: Initiative - (1d20-1)

(1) - 1 = 0

Jun 14, 2023 10:50 am
Taresh responds quickly to Skeev's warning and leaps up on a high point of the rubble. As soon as he makes out the Nightmare and it moves into range, he raises his arm and a firebolt projects from his outstretched fingers toward the beast. The bolt misses and blasts into a crystal stalagmite directly in front of the oncoming creature.

Skeev already responded to your words and stealthy slipped out of sight between mounds.
OOC:
Note: The party has been traveling through the Nightmare tunnels and crystal caverns for about 35 minutes. Therefore, I believe fiendish vigor/false life would still be in effect as it has an hour duration.

Admiral is up next...
Admiral--Current HP: 27, Temp HP: 7, Spell Slots: 0/2, Current PP: 3, Pact Tally: 12/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 75

Rolls

Taresh: Firebolt Attack - (1d20+2)

(8) + 2 = 10

Taresh: Firebolt Damage - (1d10)

(10) = 10

Jun 14, 2023 12:27 pm
Admiral can feel the spell he placed on the hound lingering in the human’s corpse at the top of the rotting heap of flesh. As soon as the Nightmare comes into view, he redirects that power, focusing his ire on the monster in front of him as he attempts to blast it in the face (if that hideous toothy maw could even be called a face) with a beam of crackling energy.
OOC:
Moving Hex from the hound to the Nightmare as a bonus action and hitting it with an eldritch blast as an action

...Or trying to anyway :P
Last edited June 14, 2023 12:39 pm

Rolls

Eldritch Blast (to hit) - (1d20+5)

(4) + 5 = 9

Eldritch Blast (damage) - (1d10)

(9) = 9

Hex damage - (1d6)

(6) = 6

Jun 14, 2023 1:49 pm
OOC:
I think the hex is still in effect and can be transferred. Also, which of the Nightmare's abilities are you hexing?
As the Nightmare emerges to attack, Skeev hastily scours the rubble for sign of the Hound's belongings in hope to locate the key. He spots the Ring agent's boot mostly covered in rocky debris on the far side of the rot heap. He's about to dash to that area. but hesitates, when the Nightmare plants a foot just beside the item. The creature let's out a foul smelling hiss though its faceless toothy maw. Rancid black, green, and brown ooze drips from the ortifice.

The Nightmare bangs its fists on the cavern floor causing rubble to shake and slide. Stones and debris slide down and trap Skeev nearly up to his waist. The shifting floor threatens to cause you to loose your balance. Taresh manages to maintain his balance as the rocky mound he stands on moves under his feet. He leaps into a spinning kick the direction of the Nightmare, landing two
OOC:
Please make an athletics or acrobatics check, depending how you role play your maneuver (DC 8) to avoid disadvantage on your next action.

Rolls

Skeev: Search (Perception) - (1d20+6)

(10) + 6 = 16

Taresh: Acrobatics check (DC 8) - (1d20+6)

(2) + 6 = 8

Taresh: Martial Art Kick - (1d20+6)

(2) + 6 = 8

Taresh: Martial Art Kick (multi-attack) - (1d20+6)

(13) + 6 = 19

Taresh: Kick 1 damage - (1d6+3)

(1) + 3 = 4

Taresh: Kick 2 damage - (1d6+3)

(1) + 3 = 4

Skeev: Strength check (DC 10) to break free from rubble - (1d20+1)

(11) + 1 = 12

Jun 14, 2023 1:58 pm
OOC:
Strength again
Jun 14, 2023 2:17 pm
OOC:
Okay strength it is. Let's say the Hex took effect after the Nightmare slammed his fists down.
Note: I may have added some more to the above post AFTER your last post.
One of Taresh's kicks lands across the creature's jaw, and then the monk agilely lands next to the creature.
OOC:
Admiral is up next...
Admiral--Current HP: 27, Temp HP: 7, Spell Slots: 0/2, Current PP: 3, Pact Tally: 12/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 71
Jun 15, 2023 12:57 pm
Nimble and sure-footed but more at home on the slick, unstable deck of a ship caught in a storm than in a quaking cave full of falling stones and rubble, Admiral is just able to maintain his footing as he scrambles from one pile of rubble to another moments before the first collapses. Frustrated that his previous attack missed, he spits another curse at the Nightmare and launches himself at the hulking monstrosity with a hiss, drawing on more of Reaver’s power as he viciously slashes at its legs.
OOC:
Placing Hexblade’s curse on the Nightmare as a bonus action and then taking a stab at it with Reaver (and giving myself advantage by spending 2 PP, for good measure)

Oops! Sorry, I just realised I forgot to uncheck minor edit last night
Last edited June 16, 2023 4:34 am

Rolls

Acrobatics - (1d20+4)

(5) + 4 = 9

Reaver to hit (advantage) - (2d20H1+6)

(85) + 6 = 14

Reaver damage - (1d6+4+2)

(3) + 6 = 9

Hex damage - (1d6)

(6) = 6

Jun 18, 2023 7:01 pm
Reaver squarely slashes the creatures leg causing it to step back as a hiss lets out it's tooth filled maw. Skeev takes the opportunity to run between the creature's legs as it steps back. The goblin pulls the visible boot out of the rubble, revealing the other boot. He pours debris out of both of the boots to find there is nothing more within. So he hurredly digs through the stone to find any other signs of the Hound's possessions.

You can feel the Nightmare trying to probe your mind.

One of the creature's tentacles lashes out at Taresh, while it's claw swipes at you.
OOC:
Please make a wisdom check.

Ccontinued after rolls...
Admiral--Current HP: 27, Temp HP: 7, Spell Slots: 0/2, Current PP: 1, Pact Tally: 14/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 56

Rolls

Nightmare: Tentacle Attack-Taresh - (1d20+5)

(2) + 5 = 7

Nightmare: Tentacle Damage-Taresh - (2d6+5)

(32) + 5 = 10

Nightmare: Claw Attack-Admiral - (1d20+6)

(14) + 6 = 20

Nightmare: Claw Damage-Admiral - (2d6+5)

(33) + 5 = 11

Taresh Wisdom Save (DC 15) - (1d20+2+3)

(15) + 5 = 20

Skeev: Wisdom Check (DC 15) - (1d20+2+3)

(4) + 5 = 9

Jun 18, 2023 7:05 pm
Taresh ducks under the tentacle and comes up after it with a firebolt attack on the beast. But the bolt flies over the beast's shoulder.

Skeev, while searching through the rubble, gets excited when he uncovers the Hound's scabbard attached to pieces of his belt. Pulling it out, his eyes go wide when dangling from the belt is the large key he was searching for. He snatches the key, excitedly grasping it tightly in his hand. Then...his pleased-with-himself facial expression suddenly fades and a glossy dazed look replaces it. His previously urgent movements slow. He stands, turns around, and walks toward the rotting heap with a zombie-like awareness.

The Nightmare's claw swipes you. You catch the claw with Reaver and the Nightmare pushes you back (for a loss of 11 HP).

Skeev, while searching through the rubble, gets excited when he uncovers the Hound's scabbard attached to pieces of his belt. Pulling it out, his eyes go wide when dangling from the belt is the large key he was searching for. He snatches the key, excitedly grasping it tightly in his hand. Then...his pleased-with-himself facial expression suddenly fades and a glossy dazed look replaces it. His previously urgent movements slow. He stands, turns around, and walks toward the rotting heap with a zombie-like awareness.


Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, Current PP: 3, Pact Tally: 14/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 56

Rolls

Taresh: Firebolt Attack - (1d20+2)

(3) + 2 = 5

Taresh: Firebolt Damage - (1d10)

(2) = 2

Jun 19, 2023 3:51 am
OOC:
Here's the wisdom save and a concentration check for Hex...

Uh oh.
Last edited June 19, 2023 3:51 am

Rolls

Wisdom save - (1d20+3+3)

(5) + 6 = 11

Constitution save - (1d20+1)

(15) + 1 = 16

Jun 19, 2023 4:34 pm
The force of the push sends you flying backward, but you stumble onto a comfortable pile of sails on deck that were seized from another captured ship. Sherwood grumbles as you land in the pile that he has been mending. "Come now!" he says, "Don't be gettin' in me way. I want to be done with this mess. Swim or don't swim already!"

Dharzal who tried to push you off deck into the water laughs and steps onto the sails after you, "Settle down peg-leg. It's not the kitten's fault you're too old for any fun. Anyway, a break might help you from being such a miserable curmudgeon old sea dog."

Dharzal then looks down at you and more sincerely says, "Admiral, you’re gonna have to learn to swim if you’re gonna be a pirate. Whiskers or not, no pirate can shy from getting wet."

First-mate Tarron walks by and snarls a bitter jibe, "Don't waist your time on that one. He'll never survive a pirate life. Can't figure why the captain keeps him around." He kicks away the sword that fell out of your hand during your fall. You notice that Tarron holds a large key...it looks familiar to you...but you have never seen it on the ship and can't imagine what it's for.

Sherwood grumbles as he limps off, his peg leg thudding heavily against the deck. Dharzal joins you and lays down on the sails. He sighs and breaths in the air. It is indeed comfortable on these sails and the sun mixed with the blowing sea breeze is quite soothing. You think you would like to rest here in the sun for a while.
OOC:
You may roleplay in this dream a little. You can describe what Admiral does, mostly believing it is all real, but also a little suspicious of the key that Tarron holds. The scenario comes from real memories of Admiral. Please roll another Wisdom save too.
Jun 20, 2023 12:35 am
Admiral snuggles deeper into the pile of sun-warm canvas, hoping to nap away the rest of the afternoon and not get wet, but frowns. "Dharzal?" he says, "What was that key Tarron was holding? It seemed sort of… familiar."

Rolls

Wisdom save - (1d20+3+3)

(18) + 6 = 24

Jun 20, 2023 2:05 am
"This key?" asks Dharzal. Laying near you on the canvas, he opens his hand to reveal the key, even though Tarron had walked away with it and the orc never got up from the sails. "Oh, it's just the key the Hound keeps. Don't worry about it. You should get some rest now."

You realize that your sword is not in your hand and suddenly feel unprotected without it. You see it resting on the ship deck and the feeling of urgency to retrieve it comes over you. You begin to get up. Dharzal protests, "Admiral, I said don't worry." His tone uncharacteristically forceful toward you. "Just relax while we have the sun. We'll swim another day."

Ignoring the orc's objection, you move quickly to grab your sword. Just as you do, large tentacles rise up over the ship rail and wrap around you. Even though you managed to get a hold of Reaver in time, the Nightmare lifts you above the rotting heap with its tentacles, their grip preventing you from using your sword. Below you, Skeev sleeps like a baby on the tangled mound of putrid cadavers--key in hand.

Taresh, rushing up behind The Nightmare, gives a forceful kick to the creature's hindquarters, aiming to disrupt its balance. He then pivots, swiftly unleashing a lightning-fast punch. Finally, channeling his inner strength and focus, Taresh lunges forward, snatching a pick-axe resting in the rubble as he does, and launches himself on the shoulders of the Nightmare, attempting to thrust the pickaxe deep into the creature's toothy maw.
OOC:
continued after rolls...

Rolls

Nightmare: Tentacle Grapple (Admiral) w/disavantage due to Taresh's attack - (2d20L1+5)

(1816) + 5 = 21

Taresh: Martial Art Kick (multi-attack 1) - (1d20+6)

(19) + 6 = 25

Taresh: Martial Punch Kick (multi-attack 2) - (1d20+6)

(16) + 6 = 22

Taresh: Acrobatics (leap onto Nightmare DC 15) - (1d20+6)

(14) + 6 = 20

Taresh: Improvised weapon attack - (1d20+1)

(12) + 1 = 13

Skeev: Wisdom Check (DC 15) - (1d20+2+3)

(7) + 5 = 12

Jun 20, 2023 2:20 am
The axe wedges at the top of the inside of the beast's gapping orifice. The creature hisses at the inconvenience.
OOC:
Admiral must make a STR check and beat the Nightmare's 21 to break free of the grapple. (Unless of course you attempt something other than breaking free of the grapple).

Skeev remains locked in his Nightmare induced dream.

Taresh hit all his attacks.

Now here are Taresh's damage rolls

Rolls

Taresh: Kick Damage - (1d6+3)

(3) + 3 = 6

Taresh: Punch Damage - (1d6+3)

(1) + 3 = 4

Taresh: Improvised weapon Pick-axe Damage - (1d4+1)

(4) + 1 = 5

Jun 20, 2023 2:22 am
OOC:
Admiral is up next.
Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 41
Jun 20, 2023 4:15 am
OOC:
I’m assuming Admiral can still make attacks because he’s grappled not restrained?
Admiral instinctively struggles to free himself as he becomes aware of the dire situation, but quickly realizes he’s simply not strong enough to break free of the Nightmare’s grip. With a grunt of effort, he manages to pull just his arm free and, brandishing a sword in each hand, begins hacking at the tentacles holding him aloft.
Last edited June 20, 2023 4:16 am

Rolls

Reaver to hit - (1d20+6)

(12) + 6 = 18

Reaver damage - (1d6+4)

(3) + 4 = 7

Hex damage (Reaver) - (1d6)

(1) = 1

Defender Shortsword to hit - (1d20+4)

(9) + 4 = 13

Defender Shortsword damage - (1d6)

(5) = 5

Hex damage (Defender Shortsword) - (1d6)

(1) = 1

Jun 22, 2023 5:39 am
OOC:
Yeah. Admiral can get his arms free while in the grapple and make attacks.
You manage to get your arm free and slash at the tentacles. Both Reaver and the Defender Blade strike true, nearly severing one tentacle completely and putting a deep gash in the other. The beast hisses in agony; black and green slime splatters you as it flys from its large jagged teeth-lined cavity. It cannot maintain its grip on you, and you fall from the tentacles next to your the slumbering goblin companion onto the soft conglomerate of putrid decaying flesh. Splattered in the creature's rank revolting drool, you luckily (at least) land on your feet, even if they sink almost a foot into the rot.

With its tentacles gravely injured, The Nightmare lashes out with its claws, trying to rip Taresh of its back.

The creature manages to grab hold of the monk and flings him on to the heap. The creature's sharp claws inflicting some deep gashes during the throw.

Taresh tries to land in sturdy stance on to the sludgy mass of rotting flesh so he can cast magic missile at the creature. He does land surefootedly and fires the spell off, but the magical darts of force seems to just dissipate into the Nightmare's hulk and show no effect.
OOC:
Admiral is up...
Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 27

Rolls

Nightmare: Claw Attack-Taresh - (1d20+6)

(18) + 6 = 24

Nightmare: Claw Damage-Taresh - (2d6+5)

(24) + 5 = 11

Taresh: Acrobatics - (1d20+6)

(17) + 6 = 23

Taresh: Maggic Missile Attack - (1d20+2)

(8) + 2 = 10

Taresh: Magic Missle 1 Damage - (1d4+1)

(3) + 1 = 4

Taresh: Magic Missle 2 Damage - (1d4+1)

(3) + 1 = 4

Taresh: Magic Missle 3 Damage - (1d4+1)

(3) + 1 = 4

Skeev: Wisdom Check (DC 15) - (1d20+2+3)

(14) + 5 = 19

Jun 22, 2023 1:17 pm
"I’m going to need a proper bath after this…" Admiral laments as he wipes the saliva off his face with his sleeve. "Soap and everything." He leaps down from the festering heap, landing on his feet directly in front of the Nightmare. He does not give the monster a chance to react. In quick succession, he slashes at the Nightmare’s face with his shortsword then, as the monster flinches back from the first strike, he lunges forward and attempts to drive Reaver into its stomach.

Rolls

Defender Shortsword to hit - (1d20+4)

(1) + 4 = 5

Defender Shortsword damage - (1d6+2)

(4) + 2 = 6

Hex damage (Defender Shortsword) - (1d6)

(2) = 2

Reaver to hit - (1d20+6)

(6) + 6 = 12

Reaver damage - (1d6+4+2)

(5) + 6 = 11

Hex damage (Reaver) - (1d6)

(5) = 5

Jun 22, 2023 3:16 pm
OOC:
Curses. Well those attack rolls sucked! Critical fail for the Defender and Reaver missing by 1. We'll go with those rolls if we have to, BUT first make an acrobatics check for your leap at the creature. The Nightmare can't see and you have blocked it's mental probe a number of times now so its ability to feel your mind may be waning a bit. It relies on feeling your mind and your body warmth to know your location. If your Acrobatics check is 18 or higher, your swift movement manages to take The Nightmare off guard and you may gain advantage on one of your sword attacks. You choose which. Add another attack roll to you post for it.
Jun 22, 2023 8:53 pm
OOC:
Yeah, my rolls have been pretty terrible this fight :P

Rolls

Acrobatics - (1d20+4)

(3) + 4 = 7

Jun 23, 2023 1:09 pm
You leap from the heap at the Nightmare. The fact that your feet had sunk slightly into the festering rot made it difficult to judge your exact trajectory. Aiming to smack the beast squarely in the 'face' with the Defender Shortsword, instead you clang the sword against the pick axe protruding out of the creature's maw. The awkwardness of the contact causes the blade to let loose from your hand and fall onto the rubble. You follow through thereafter with Reaver, but The Nightmare swipes your arm out of the way with its powerful limb.

Skeev stirs behind you. Coming to terms with what is really going on, the goblin grasps the key tightly and heaves his dagger at the Nightmare.

The Nightmare then swipes a clawed limb at you.

Taresh, balanced on the heap, holds his hand forward and fires a bolt of fire at The Nightmare.

Rolls

Taresh: Firebolt Attack - (1d20+2)

(8) + 2 = 10

Taresh: Firebolt Damage - (1d10)

(5) = 5

Skeev: Dagger Attack - (1d20+5)

(16) + 5 = 21

Skeev: Dagger Damage - (1d4+3)

(2) + 3 = 5

Nightmare: Claw Attack-Admiral - (1d20+6)

(5) + 6 = 11

Nightmare: Claw Damage-Admiral - (2d6+5)

(65) + 5 = 16

Jun 23, 2023 1:13 pm
You manage to leap out of the way of the claw.

The beast angrily moves toward Skeev as the goblin's dagger lodges into its chest. As it moves, Taresh's firebolt slightly misses the creature, flying pass it deep into the cavern.
OOC:
Admiral is up...
Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 22
Jun 23, 2023 2:13 pm
Admiral curses as his sword flies out of his hand. He leaps backward as the Nightmare takes a swipe at him with its claws then feels wind in his fur as Skeev’s dagger flies right over his head and lodges into the Nightmare’s chest. He shoots a grin over his shoulder at the goblin. "Nice one, Skeev!"

Snatching up his shortsword from where it landed atop a nearby pile of rubble, he pounces on the Nightmare as it turns toward Skeev, driving both of his blades into its back.
Last edited June 23, 2023 3:05 pm

Rolls

Reaver to hit - (1d20+6)

(11) + 6 = 17

Reaver damage - (1d6+4+2)

(2) + 6 = 8

Hex damage (Reaver) - (1d6)

(3) = 3

Defender Shortsword to hit - (1d20+4)

(12) + 4 = 16

Defender Shortsword damage - (1d6+2)

(2) + 2 = 4

Hex (Defender Shortsword) - (1d6)

(3) = 3

Jun 25, 2023 4:01 am
Reaver leaves a long gash in the beast's back that dark brown ooze begins to flow from. The shortsword pierces it deep through the back of its rib cage into whatever vital organs the creature may have there. The intensity of your blows causes the creature to fall to its knees on the cavern floor-- one of its severed tentacles dangling by flesh alone.

Nightmare--Current HP: 4

As you deal your deadly blows, Skeev sneaks up to the creatures side--emboldened by your previous praise--and pulls another dagger from his belt and stabs the creature in its abdomen.

Nightmare--Current HP: -10 DEAD

The Nightmare's hulk slumps completely to the floor with Skeev's final stab. Proud of himself, the goblin triumphantly retrieves his daggers.

Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0

Rolls

Skeev: Dagger Sneak Stab Attack - (1d20+5)

(9) + 5 = 14

Skeev: Dagger Regular Damage - (1d4+3)

(2) + 3 = 5

Skeev: Dagger Sneak Attack Damage - (2d6)

(54) = 9

Jun 26, 2023 10:53 am
OOC:
Admiral gets 6HP back when the subject of his Hexblade’s curse dies, so I think he’s up to full health again now
Admiral yanks his shortsword out of the Nightmare’s back and grins at his companions, high on victory (and on the rush of magical energy that restored his strength when the Nightmare died), "Well fought, Skeev! Not only did you find the key, you killed the Nightmare to boot! You too, Taresh. Skeev and I would be napping on that pile of corpses right now were it not for your mental fortitude." He glances around at the piles of rubble and other junk throughout the cavern. "What do you two say we see what treasures we can plunder from the Nightmare’s hoard before we head back and make our daring escape?"
Jun 26, 2023 3:40 pm
While you and Skeev search the rubble for items of value, Taresh walks around examining the cavern.

There's much in the rubble. Small centipede-like insects scatter as you dig through it. Much of the mess consists of useless moldy, decayed and/or rusty trinkets, pieces of armor, pouches, torn garments. Most of these are goblin in origin. But there are also signs that humans were added to the Nightmare's heap, their possessions ripped away and discarded in the rubble. There are even items that suggest some unwise or uninformed adventures before you may have previously attempted to confront the beast that you and your companions just put an end to.

You find some items of value:
> Several coin pouches, totaling 350 GP, 150 SP, and 100 CP.
> There are 5 gems (50 GP/ea) scattered about--at least that's how many you find, as you noticed that Skeev has already pocketed two.
> A goblin dagger: rough looking, but has an ornately carved hilt, and shows signs of blood stains from battle. Skeev takes interest in that.
> In an intact leather pouch you find 2 potions of healing (that each restore 1d10HP).
> There is another potion you cannot recognize in the pouch.
> You uncover a shimmering necklace. It seems to have a subtle magical aura.
> Near the necklace you find a journal.
> Within the rubble lies a goblin shaman staff: it is wooden and gnarled with a curved, pointed iron tip.
> There are various rusty axes and goblin blades strewn about.

After a short while of investigation, Taresh says, "I believe we should destroy these," pointing to some things clustered together on the cavern wall. They resemble large, round cocoons. The eggs are enveloped in a translucent membrane, glistening with a sickly sheen in the dim light of celestite crystal glow. They appear to be suspended in place, firmly held against the cavern wall by a network of silky, threaded goo.
OOC:
Sorry, I forgot to consider the hex...oops!
Admiral--Current HP: 27, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Jun 27, 2023 7:50 am
Admiral gives the dagger and one of the healing potions to Skeev, keeping the other two potions for himself. He pockets the pretty necklace and the accompanying journal, and shows the staff to Taresh to see if he wants it. He is in the midst of gleefully stuffing his pockets full of gems and gold when Taresh directs his attention to the eggs. He wrinkles his nose. "Agreed. Would you like to do the honours or shall I?" He raises Reaver and the gem in the pommel of the sword glows with arcane energy as he prepares to fire an eldritch blast at the cluster of eggs.
Jun 27, 2023 5:42 pm
Taresh smirks, "Let's both do the honors. It's best to be sure no nightmarish offspring plague these caverns. I imagine this putrid heap was at least in part meant to feed these hatchlings."

Skeev happily accepts the dagger. "This is no ordinary shank, he proudly explains. "It is known to my kin. We call it The Wounding Shiv. Our shaman gave it power to inflict great lingering wounds. It was lost long ago with the shaman and the warrior Grak--who wielded it--when they attempted to face the Nightmare. Their party never returned."

Taresh examines the goblin shaman's staff. "Hmm..." he says with interest. Giving it a swing he comments, "It certainly is more balanced than that pick axe." He motions in the direction of the fallen Nightmare. He finds some useable leather straps and buckles in the rubble. In a few minutes he is able to fashion a sort of staff sling to strap the item to his back.

You take a quick look over your loot. The necklace clearly has some magic to it, which might make itself clear to you if you were to sit with it for a while. The journal is filled with writings in Common. You are not sure what the second potion is, but when you examine it more closely the vial doesn't even appear to have any liquid in it. Yet shaking it reveals the audible sloshing of its contents.

With the excitement of battle and looting waning, the horrid smell of the area starts to return to the forefront of your mind.
OOC:
You have the items you uncovered in your possession and Skeev has the key. You may roleplay the burning of the eggs; Taresh will accompany you. What do you do next? If you head back to the portal doors near the cell areas with the key, slightly more than an hour will have passed by the time you get back there.
Jun 28, 2023 1:20 am
Admiral and Taresh make short work of the eggs. When they’re done no trace of the eggs remains but for a bit of goo and some scorch marks on the cavern wall. Admiral leads the others back through the crystal cavern and into the tunnel burrowed by the Nightmare, away from the horrible stench, and says, "I want to get to the docks as quickly as possible, but perhaps we ought to take a short break. Even if we hurry, we probably won’t make it back in time before the slavers raise the alarm so if we’re to have any chance of escape, we’re going to need to be at our full strength."
Jun 28, 2023 4:17 pm
As you mention the slavers, Skeev looks over his new dagger, The Wounding Shiv, as he called it.

After a moment of contemplation he says, "Captain, different portal doors are back near the cells. The slavers come from one sewer door. They will raise the alarm when I don't let them in. If they find your cell empty they will be looking for you, Taresh, and...me."

"Near the cells there are two other portals to the sewer and a fourth portal that leads up to an old warehouse."

He holds up the dagger and apprehensively continues, "But...we killed the Nightmare...and I...I have The Wounding Shiv to prove it. As a hero, King Korg would free me from service and let us pass through the goblin kingdom under Jahore to the port, if we go that way."
Jun 29, 2023 12:19 am
Admiral’s tail swishes from side to side as he thinks it over. "Your king won’t be mad at you for betraying the Iron Ring? You may have killed the Nightmare, but you also betrayed his allies. It seems to me that it would be to his advantage to turn us all over to the Iron Ring in order to regain favour with them."
OOC:
To be clear, what is Skeev suggesting by mentioning the other portal doors? It was my impression that, once the alarm is raised, all of those doors would probably be guarded. Is that not the case?
Jun 29, 2023 5:03 am
OOC:
Good question. It's good for me to review this so I don't get confused. ;)

In the second cell room, Skeev mentioned that the tunnel the Nightmare emerged from gives access to a portal door that opens to a human garbage dumping hole and two more portals that open to different parts of the sewer (later saying, at a fork in the tunnel, that the right path leads to the sewer door where the delivery comes from).

Skeev also said that a delivery of bottom-caste Shindi were on the way and the slavers will expect to be let in; they have no key. If they are not let in, they will send alarm. (This will likely alert Iron Ring agents. They will probably come with a key to get in and possibly guard the portals.) Skeev only knows that the protocol is to send alarm if he and the Hound don't open the portals to meet the slavers for delivery and pickup. He has no real understanding of what happens after the alarm is raised, since that has never happen to him. Skeev doesn't seem to think that all the portal doors will be guarded, but there is no way he could know for sure.
Skeev looks again at his new dagger. "You are right Captain. Korg has no real reason not to turn us over to The Ring. They'll prob'ly push him about us as soon as they see you and Taresh gone." He sheaths the dagger in his belt and continues, "No being a great-goblin-hero for me today." He sighs.
Jun 29, 2023 11:07 am
OOC:
Thanks for the clarification!
"Let’s keep going," Admiral decides. Anxious to get back to his ship, he requires very little persuasion to forgo the rest. He never needed magic to get by before he inherited Reaver so he figures he can make do without it now. "Best not to give the bilge-sucking bastards too much time to get their wits about them. We’ll sneak our way over to one of those other entrances to the sewers or perhaps, as a last resort, that garbage dumping hole you mentioned."

Rolls

Fiendish Vigor - (1d4+4)

(3) + 4 = 7

Jul 5, 2023 3:17 pm
That said, you move your party through the area where you earlier saw signs of the Hound’s struggle with The Nightmare. Pushing on, you come to the mouth of the tunnel The Nightmare ripped into the existing tunnel network. From here left would take you back to the cell area and to the ‘drop-off’ portal door. Right would take you—as Skeev explains—to the portal doors that lead to the trash hole and further down to another sewer entrance.
Jul 6, 2023 1:09 am
Admiral leads his party right, headed for the other entrance to the sewer. As he slinks down the passageway, he keeps his ears pricked, listening for any sounds that might indicate the presence of iron ring agents.

Rolls

Stealth - (1d20+4)

(14) + 4 = 18

Perception - (1d20+3)

(10) + 3 = 13

Jul 6, 2023 3:06 am
You turn right, moving quietly and stealthy. Soon you are able to make out the faint sound of distant clanging of armor behind you. Looking behind, you notice slight, shifting illuminations on tunnel walls past the Nightmare passage you recently emerged from. The flickering looks like it could be from torches or lamps beyond a tunnel bend.

You quietly keep your party moving forward at a good pace, and soon come to a place where another tunnel meets on the right, while the tunnel you're on continues strait.
Jul 6, 2023 4:16 am
Admiral slows as they approach the fork in the tunnel and silently looks to Skeev for directions.
Jul 6, 2023 4:48 am
Upon your look, Skeev quietly relates, "Right to trash. Straight to sewer."


Admiral--Current HP: 27, Temp HP: 7, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Jul 6, 2023 5:12 am
Admiral nods and picks up the pace again, continuing straight ahead.
Jul 6, 2023 2:19 pm
Swiftly picking up the pace and moving strait down the tunnel for about 15 minutes, you eventually come to a portal door just like the two you saw near the cell you wafted out of. You seem to have kept far ahead of any Ring agents that may be searching for you. You don't see their lights or hear their sounds any longer. But as you stand at this portal door you are aware that, beside the door itself, this is the tunnel's dead end. If agents were to come up behind you now there would be no escaping confronting them.
Jul 6, 2023 9:30 pm
"The key, if you please, Skeev," whispers Admiral. Once the goblin hands over the key, Admiral will try to use it to open the portal door.
Jul 6, 2023 10:15 pm
"Aye Captain," says Skeev confidently as he proudly hands you the key.

You push the large key into the equally large keyhole at the center of the round door. When you turn it, a mechanism produces a loud clang that echoes a bit through the tunnel. The door separates slightly from its tight sealed position and you are able to push open the door.

Skeev stands next to you as you do and peers as you open. Taresh is behind you both, keeping his eye on the tunnel behind you.

As the door swings open you see a large open wet area spotted with trash. There is a large opening high in a vaulted ceiling where beams of outside light faintly shine down into the area. Some small humanoid figures are startled by the opening door and duck into the shadows of archways. Four round tunnels empty into in this area on the left side of the room. The right side has arches but no tunnels. There is also a gargoyle stone fountain spouting filthy water to your right and another across the room on the left.

https://i.imgur.com/KmH1wrZ.jpg

"Rat Runners. Goblins Korg sends to scout the city at night and grab anything useful that ends up down here." Skeev whispers when spotting the small figures scurry away.
Jul 8, 2023 1:50 am
Deciding that they don’t have time to hunt them all down, Admiral resists the feline impulse to chase the small, scurrying figures as he walks into the center of the room. He squints up at the opening in the ceiling. The daylight stings his eyes a little after having spent the last few hours wandering around these dimly lit tunnels.
OOC:
How high up is the opening?
Turning his attention to the various tunnels, he asks Skeev, "Any idea how to get to the surface from here?"
Jul 18, 2023 1:35 am
The opening above is 35-40' high. There may be a way to get up there. The vaulted walls look slick, wet, and treacherous though. Gravity and slipperiness would make them impossible to climb by natural means. You also see that the opening is covered by a grate. By the looks of it, if there was a way up there, Skeev is tiny enough to slip though the grate bars. Looming beyond and above the grate you can just make out a balcony protruding from some building wall.

Skeev responds to your inquiry,

"The last tunnel goes to the canal system under the city. Some canals come out to the human city and wind between human buildings and under bridges. Good sneaking and hiding places for goblins sent to scout the city.

The third leads to the edge of the city market. Humans dump much stuff at the end of that one.

The second tunnel goes to connections under the human city burrows. Some drain pipes in these tunnels go up to streets and buildings.

The first tunnel here goes to a main sewer tunnel. Same you can get to from the portal door near the cell you and Taresh were in.

The sewer that the slaves were supposed to come in on is the one that flows out to the harbor and is closest to port. Too bad that's back the other way past the Nightmare hole, where they are looking for us."
Jul 18, 2023 12:15 pm
"Aye, that is too bad…" Admiral agrees, scratching his chin as he weighs up the options before them. Suddenly his eyes light up as an idea occurs to him. "Skeev, does that key work on all the portal doors?"
Last edited July 18, 2023 12:17 pm
Jul 18, 2023 1:09 pm
"It does Captain." Replies the goblin.
Jul 19, 2023 12:59 am
"Fantastic! I have a plan!" Admiral declares, proudly puffing up the fur on his chest a little. He gestures for emphasis with his sword as he excitedly describes his plan. "We’re going to deliberately draw the iron ring agents over this way. As soon as they all come running after us, we’ll go down this first tunnel and through the portal door back into the cell area. From there, we can sneak over to the door that leads to the harbour while the landlubbers are all busy searching for us over here." He pauses, seeking the approval of his crew. "Any objections?"
Jul 19, 2023 3:54 am
Taresh raises an eyebrow and nods in silent acknowledgment that your plan sounds feasible, while Skeev asks,

"How we gonna draw the agents this way without gettin'..."

Taresh interjects, "If it may help Captain, I can offer a minor illusion of sight or sound."
Jul 19, 2023 4:33 am
"Oh, I was just going to start yelling at the top of my lungs, but that sounds much better," Admiral says. "Perhaps you could even make it sound like we’re in one of the other tunnels to buy us a little extra time. And if it all goes to shit… well, violence is always an option, aye?"
Jul 19, 2023 2:53 pm
Taresh elaborates,"Yes, engaging is an option, but hopefully it doesn't have to come to that. Skeev, could you yell down the that tunnel we came in on? You can say something like 'they are hear in the sewer.' Then we can hide, out of sight, in the 1st tunnel. When the agents enter this area and we remain hidden, I can invoke an illusion that will make it sound as if Skeev is calling from the last tunnel, saying 'they went this way, into the canals.' When the agents pass following the illusion, we can continue down our tunnel.' What do you think?"
Jul 20, 2023 5:28 am
"Brilliant!" declares Admiral. "Let’s do it."
Jul 21, 2023 1:11 pm
"Okay Captain if you think it will work," says Skeev and with your approval Skeev snaps to action.

Apprehensively peering back into the tunnel through the portal door, Skeev takes a breath and then yells, "Help! They went this way into the sewer. Help me I can't catch them on my own. Watch out, The Hound was taken by the Nightmare. Hurry. Follow me! I'll try to stay on their trial!"

Upon that, the flickering torch lights down the hall begin to bounce more rapidly as they move forward. Judging from the lights, you would guess the search party is at least 5 agents, but maybe more if they all are not carrying torches.

Once Skeev makes his announcement the three of you leave the doorway and duck into the first tunnel in the main sewer connection.

https://i.imgur.com/DJf5L8s.jpg

There is plenty of debris for you to hide behind at the mouth of this connection, including a pile that includes some human bones. It is hard to tell how old the bones are and why they are there. Perhaps there's something else beside The Ring or goblins down here.

Skeev finds a spot near you to hide, while Taresh hides as close to the tunnel arch opening as he can, ready to create his illusion.

Some minutes later you hear the party of agents rush into the vaulted sewer connection area. An armored-masked warrior appears before the tunnel entrance you are hiding in. He carries a torch leading the way. He holds up his hand to those behind him and stops to investigate. This figure has a similar look as The Hound you tracked in the Nightmare lair.

https://i.imgur.com/fj9BGyW.jpg

This hound is followed by another masked figure of a more arcane look, who carries a staff with a large blade on one end.

https://i.imgur.com/fAfxOHp.jpg

Taresh goes to work from his hiding place and soon you hear Skeev's voice appearing to come from the end of the main vaulted sewer connection.

"Hurry, they went this way into the canals!" the voice exclaims.

The hound motions to move forward and the two agents move past the tunnel you are in toward the voice. After them, two goblins and a number of unarmored and less magical looking human figures continue to pass by. These humans have a uniform look:

https://i.imgur.com/HuuOkFO.png

You are not yet sure how many as they are still passing by...
OOC:
Please roll a stealth check (DC 15)

Rolls

Skeev: Stealth - (1d20+7)

(3) + 7 = 10

Taresh: Stealth - (1d20+6)

(17) + 6 = 23

Jul 21, 2023 1:30 pm
Admiral crouches in the shadows behind one of the larger piles of debris. He is almost entirely obscured by the darkness, except for his eyes which gleam green, reflecting the torchlight as he watches the group of humans file by the opening of the tunnel. The tip of his tail twitches anxiously but he is otherwise still.

Rolls

Stealth - (1d20+4)

(15) + 4 = 19

Jul 21, 2023 1:57 pm
Skeev crouches near you. You can see that he is nervous and anxious that the Ring is passing so close to you. The fact that it is indeed his own voice--although an illusionary facsimile--that the agents are drawn too unnerves him. When goblins pass he shifts uncomfortably and his boot gets caught on a moldy plank decaying in the tunnel. He wrestles to free it.

This happens as you are keeping track of the number of agents passing. The hound, the mage, two goblins, and one...two...three...four foot soldiers...

Suddenly you hear a faint hum, almost like a voice singing a single, steady, perfect pitch. You realize that Skeev's crystal must have come un-lodged from his skin inside his boot. The sound gets slightly louder as the last foot soldier is passing. It is still faint, but the human seems to hear it and stops at the mouth of your tunnel and turns to peer in your direction...
Jul 21, 2023 3:41 pm
"…Balls," says Admiral, with feeling. Making a snap decision, he seizes Skeev by the scruff of his armour and bolts down the tunnel, so quick that the human sees only a glimpse of ginger fur and the ragged tails of his lavender coat vanishing into the darkness. Admiral throws Skeev over his shoulder, carrying the little goblin with him as he races down the tunnel as fast as he can. Without stopping, he presses the key into Skeev’s hands and sets the goblin back on his feet. "Run ahead and open the door," he says, breathlessly, hoping that Skeev will be a little faster than him. He glances over his shoulder to make sure Taresh is following. Despite the dire situation, Admiral wears a wide, sharp-toothed grin. Stealth is out the window now, of course, but he has always loved a good game of chase.
OOC:
Admiral is using feline agility to dash 120 feet down the tunnel (movement and action), hopefully bringing Skeev with him too, if possible.
Last edited July 21, 2023 3:48 pm

Rolls

Initiative (Seems like it might be necessary) - (1d20+2)

(10) + 2 = 12

Jul 22, 2023 3:41 pm
You grab Skeev so quickly and begin running that he doesn't even know what happened until you put him down and speak to him.

"Hey. I think there's something down this tunnel." You hear in the distance the Ring foot soldier call out to his party ahead of him.

Meanwhile, Taresh much closer to the Ring agent--while the agent is gazing into the tunnel as if he can penetrate it's near darkness--also reacts quickly once he recognizes the sound of the crystal. You are not sure what actions he took when you look back to see if he is following, but when you do, you notice there is a thick darkness impenetrable to even your feline sight at the mouth of the tunnel where he once hid. You cannot see the agent or any torch light coming from the main sewer connection area. Then you realize with amazement as Taresh appears from a shadow that he is actually on the move already and is close behind you, only maybe 20ft or so, as if his steps take him from shadow to shadow.

When you set Skeev down he nods and and quickly dashes down the tunnel with the key in hand.

Taresh--Ki: 5
OOC:
I say Skeev is light enough for you as not to slow your feline agility very much. You make it just about 120' in a 'turn' We'll use your initiative roll from the point Skeev dashes off.

Rolls

Initiative: Skeev - (1d20+3)

(7) + 3 = 10

Initiative: Taresh - (1d20+3)

(1) + 3 = 4

Initiative: Ring Agent(s) - (1d20+2)

(14) + 2 = 16

Jul 22, 2023 3:45 pm
From the sounds of it, a number of the agents were ordered to examine the tunnel and you hear them on the move your way.
OOC:
That is the Rings turn, they are trying to move into the tunnel, through the darkness and catch up to whatever is in there. Admiral is next...
Jul 23, 2023 6:48 am
Admiral continues to race down the tunnel after Skeev, though he has slowed down a bit after his initial burst of speed.
OOC:
Dashing 60ft down the tunnel, keeping an eye out for the portal door that leads back to the cell area
Aug 7, 2023 2:36 am
You continue to race and eventually can see to the portal door right ahead, which is wide open. You don't see Skeev. You do think you hear Taresh on the move right behind you.
Aug 7, 2023 11:19 am
Admiral glances back over his shoulder to see how close their pursuers are, before darting through the doorway and into the cell area where he and Taresh were previously held.
OOC:
Still dashing toward the tunnel that leads to the harbour
Last edited August 7, 2023 11:20 am
Aug 10, 2023 5:05 am
You are not sure how far behind you your pursuers are, but you see that Taresh is about to make it through the door too. You do know you and Taresh got a decent lead on the agents.

When you dart through the open portal door, instead of seeing the tunnel you previously traversed, you find yourself darting into a somewhat larger storage room. To your right and to your left are two more closed portal doors. Skeev stands in the center of the room, breathing heavily, and appears to be relieved to see you.

The room itself holds a pile of items that were most likely taken from captured slaves brought to this holding cell network. The pile includes things like clothes, ear rings, belts, necklaces, tattered blankets, robes, boots, cloaks, but none of significant value.

Across the room, there are eight barrels against the wall. To the left of the barrels are shackles and chains as wells as spikes, hammers, and some hanging cages that are in disrepair. To the right of the barrels some whips and spiked chains line the wall.

There are unlit torches on the wall beside the three portal doors.
Aug 10, 2023 11:56 am
Admiral shuts the door behind Taresh, slumping against it as he fights to catch his breath. After a moment, he stands up straight and looks around the room in confusion. "Which way from here?" he asks Skeev, still a little out of breath.
Aug 11, 2023 2:41 am
Taresh bolts into the room and you close the door. He is winded and coughs slightly, subduing a greater coughing fit.

Still catching his breath himself, Skeev--hunched over with his hands on his knees--points to the door to the left. "That's back to the cells."
Aug 12, 2023 1:13 pm
"Well, go ahead and open it then," Admiral says, impatiently. While Skeev unlocks the door, Admiral scans the room again and his eyes land on the row of barrels. He begins shifting a few of the barrels over to block the door they just came in through, hoping to buy them all a little extra time to escape.
Aug 14, 2023 12:30 am
You begin to shift the barrels to block the door you came through. It seems that the barrels are filled with liquid, perhaps lamp oil or drinking water. Taresh, quickly regains his composure, and realizing your train of thought joins you. As you two work on blocking the door, Skeev unlocks and opens the portal leading back toward the cells. He peers into the tunnel beyond and then reaches in his boot to adjusts the crystal that let loose and alerted your pursuers.

You and Taresh make quick work of blocking the barrels the other portal door with the barrels.
Aug 14, 2023 1:49 pm
"Alright, let’s move!" Admiral whispers, slinking out into the tunnel. Ears pricked and swords at the ready, he leads his crew down the tunnel and back through the cell area as quickly and quietly as possible.
Aug 14, 2023 8:10 pm
You lead your crew quickly and quietly as possible into the tunnel, as your feet slosh in an inch or so water that has gatherer on the tunnel floor as it drips from the tunnel walls. You recognize that you have been in this tunnel already. The portal door you just came through is the first one you saw when after misty stepping through your cell bars. You pass the tunnel on your left where you faced the centipede on the ladder and continue into the vaulted cell room. The bench is turned over and the hanging cell is lies on the floor, no longer chained to the ceiling. The lamps are burning. Otherwise the room is as you left it.

You keep moving and head into the passage that connects the two cell areas. Ruble still lines this passage and there are signs that ruble has been kicked aside.
OOC:
I going to roll a perception check as you move through this passage...continued after roll.

Rolls

Admiral: Perception (DC 10) - (1d20+3)

(12) + 3 = 15

Aug 14, 2023 8:10 pm
You lead your crew quickly and quietly as possible into the tunnel, as your feet slosh in an inch or so water that gathers on the tunnel floor as it drips from the tunnel walls. You recognize that you have been in this tunnel already. The portal door you just came through is the first one you saw after misty-stepping through your cell bars. On your left you pass by the tunnel where you faced the centipede on the ladder. You continue into the vaulted cell room, where you and Taresh were held. The bench is turned over and the hanging cell is lies on the floor, no longer chained to the ceiling. The lamps are burning. Otherwise the room is as you left it.

You keep moving and head into the passage that connects the two cell areas. Ruble still lines this passage and there are signs that ruble has been kicked aside.
OOC:
I am going to roll a perception check as you move through this passage...continued after roll.

Rolls

Admiral: Perception (DC 10) - (1d20+3)

(20) + 3 = 23

Aug 14, 2023 8:16 pm
As you start down the passage, leading the others, you hear chatter coming from the other cell room ahead before your companions do. It sounds like goblin to you, the squabbling of about four or five goblins. Even though you don't understand the language, you gather from the sound of the interaction that a leader is commanding the group to do something and the others are complaining about it.

You are less than half way through the passage.
Aug 15, 2023 9:29 pm
Admiral’s claws tap against Reaver’s hilt, itching for a fight. He’s not sure how Skeev might feel about attacking his fellow goblins though. "What are they saying?" he hisses to Skeev.
OOC:
Kind of random but, speaking of languages, I was wondering if it would be okay for me to change Admiral’s additional language from Deep Speech to Orcish? When I first created him I wasn’t really sure what to pick for my additional language so I chose Deep Speech because I was thinking Reaver might have some association with it or something like that? …It barely made sense at the time and it makes even less sense now that I know that Reaver is more associated with dragons and demons hahaha. I was thinking Orcish would be a nice choice since Admiral was pretty close with Dharzal growing up and it makes sense to me that Dharzal might have taught him some of his language. Would that be okay?
Aug 15, 2023 11:46 pm
Skeev is initially puzzled by your question, but in response to the urgency in your hiss, he holds still putting his attention in the direction of the cell area ahead and listens closely.

"Goblins. A squad in service to the Ring," he whispers after a moment. "They're asking why they couldn't have been commanded to guard the boat back at the entrance. They complain about being ordered to climb up and check out the warehouse portal. They're scared of the wererat gang up there." He looks up at you and emphasizes, "That means they're coming this way."

He pulls from its sheath his new prized possession, The Wounding Shiv, and examines it while thinking.

"We could fool them. With this (he holds up the dagger) they might believe I could have captured you alone. Pretend to wear some shackles? And I'll say I'm taking you out to the boat." His voice has the tone of a question, like he is looking for your approval.
OOC:
It makes sense that Admiral may have learned Orcish from Dharzal. So yes change your additional language to Orcish if you like. Reaver may yet manifest a feature that allows Admiral understanding of certain other languages.
Aug 16, 2023 6:27 am
Admiral regards Skeev sceptically for a moment. "I like it!" he says, eventually. "Let’s try it."

He sheathes his swords and grabs two sets of shackles hanging from a nearby wall. He passes one set to Taresh and places the other set around his own ankles, ready to pretend to be Skeev’s captive. "If they don’t buy it, Plan B is we stab them, okay?"
Aug 16, 2023 5:28 pm
"Okay," Skeev agrees.

In moments your band quietly organizes: you and Taresh wear unlocked shackles around your ankles, Skeev moves behind you, brandishing The Wounding Shiv in one hand and a chain that is fastened to both of your shackles in the other--if he were to pull on the chain the shackles would become unfastened from you and Taresh.

You urge your disguised party forward through the passage between cell rooms. The goblin chatter gets louder as you get closer to the room where you first encountered Skeev. You step into the room and the goblins there are startled and their chatter instantly stops as they scramble for their weapons.

Apparently there are only four goblins in this unit. You see a larger goblin, who is likely the boss, and who holds a large hammer along with two spear holding goblins about Skeev's build. The forth goblin scrambles to load a bolt in a small crossbow.

When they see Skeev bringing up the rear holding the chain attached to your shackles they are shocked and stop readying their weapons. Their eyes go wide when they notice the blade Skeev proudly points in your direction. The goblin with the crossbow fumbles in astonishment and his bolt falls to the cell floor.
OOC:
I don't have Skeev's stats with me at the moment. So, I will continue describing this scene in a bit. But...your party has the element of surprise and Admiral is free to take any action at this point. So if you get to this post before I come back to it you may take any action you would like. Btw, I am envisioning Admiral and Taresh shackled side by side with Skeev in between but behind them. Skeev is holding onto the chain that is attached to both sets of shackles and could pull the shackles off with a quick tug.
Aug 16, 2023 10:12 pm
The goblin that dropped his bolt mutters something in goblin in an astonished tone upon seeing Skeev's dagger.

A stupefied spear wielder asks something you guess to mean something like "how?"

You hear another gasp something and the name 'Grak' pops out of the sentence.

"The Nightmare is dead," says Skeev (in common). "I killed it with this blade!"

The goblin boss pipes in with a skeptical tone, "Where's your Hound?" (also in common)

Skeev puts on an air of confidence and boldness and replies, "The Nightmare burst in to this room and dragged him away with the portal key. I followed. The beast was focused on the human. So I searched its lair and found the blade. As the Hound was added to the Nightmare's heap, I faced the creature with this mighty Shiv; dealt it death once and for all! The Nightmare is no more."


"But when I was gone these prisoners came to. They used some sort of magic to get out of their cell. I found them trying to escape. They said they have companions in the warehouse and tried to get the key from me."

He continues with even more bravado in his voice, laying it on thick now. "But with The Wounding Shiv now bonded to me these slaves were no match. I will bring them to the boat quickly. You should check the warehouse for any of their conspirators."


The boss, still skeptical, asks "Why do you speak the human tongue to us?"


Skeev's bold air momentarily slips as the first word of his reply stutters slightly, "It, it's just habit, always stationed in this cursed cell room with humans like the Hound. You know The Ring never likes us talking goblin."

Rolls

Skeev: Deception (advantage due to possessing the Shiv) - (1d20H1+1)

(2) + 1 = 3

Goblin Boss: Insight - (1d20-1)

(17) - 1 = 16

Aug 16, 2023 10:18 pm
OOC:
OOPS I typed Skeev's roll wrong! I'll redo that.

Rolls

Skeev: Deception (advantage due to possessing the Shiv) - (2d20H1+1)

(919) + 1 = 20

Aug 16, 2023 10:29 pm
OOC:
Okay. Skeev seems to have pulled it off.
The goblin boss puffs down toward Skeev and turns to his squad puffing up to them. "So, you heard him! We are following our orders and going to the warehouse," He says in common and then commands somethings in goblin. The other goblins reluctantly secure their weapons and start heading toward the passage to the other cell room.
Aug 17, 2023 1:08 pm
Admiral tries to look appropriately forlorn and defeated as the goblins file past the three of them and out of the chamber. He hangs his head, eyes down and ears drooping.

The instant they’re gone, his ears prick up again and he kicks off the shackles with a grin. "Nice work, Skeev!"
Aug 17, 2023 5:14 pm
Taresh nods in agreement as he also removes the shackles.

Upon your praise, Skeev, looking proud of himself, triumphantly puts The Wounding Shiv in its sheath. "Almost thought it wasn't gonna." he admits.

"I dunno what we'll find at the boat though." he adds.
Aug 19, 2023 2:15 pm
"Only one way to find out," says Admiral, leading the way down the tunnel that Skeev said led to the harbour.
Last edited August 19, 2023 11:50 pm
Aug 19, 2023 3:41 pm
https://i.imgur.com/at4SX1y.jpg
OOC:
Sorry for being somewhat confusing. The room Admiral and his party tricked the goblin squad in is the same room where The Nightmare originally emerged and grabbed the Hound. The beast emerged from a tunnel that was already there. Yes, the creature did bang the walls up a bit. But it is actually letter C on the map where The Nightmare literally ripped a tunnel of its own that meets up with the existing sewer tunnel system. Here's the map of the sewer potions that you explored. (There are a few things revealed on the map that you didn't explore, but that probably doesn't matter since it looks like Admiral is getting out of here.)

A is the cell room you started in
B is the cell room that The Nightmare burst into
C is the hole that the Nightmare ripped into the tunnel wall (you took the to its lair.)
D is the sewer connection that had the grated opening up high.
E is the storage room where you blocked the portal door with barrels
F is the portal door that Skeev said led to the harbour.


I'll get to some posts tonigh hopefully.

Aug 19, 2023 11:47 pm
OOC:
Oh! Sorry, for some reason I thought the Nightmare burst through the wall at both spots. I’ll edit my post :P
Aug 20, 2023 2:05 pm
You wind your party through the tunnel that leads to the portal door where Skeev was originally meant to be ready with the key and receive incoming slaves.

You encounter no one as you move through the tunnel. When you get close to the portal door you can see that it is closed.
Aug 22, 2023 11:29 am
Admiral presses his ear to the portal door, listening for voices or movement on the other side. If he hears no such signs of life, he will wave Skeev forward to unlock the door.

Rolls

Perception - (1d20+3)

(7) + 3 = 10

Aug 22, 2023 5:07 pm
You cannot hear anything through the door. But you notice the faint and welcoming smell of ocean air wafting through the keyhole in the center of the door. Peering into the hole you think you can make out a wide and high tunnel filled with water. Two boats appear to be bobbing up and down on wave-like activity. It is hard to be sure through the obscured keyhole view, but one boat may have prisoners on it. If so, they are stationary. After a moment you see some unfettered movement on that boat; glint of metal makes you think it is a guard, perhaps another Hound. As far as you can see there is no activity on the other boat.

https://i.imgur.com/NSwinx1.jpg
Aug 23, 2023 12:03 am
Admiral steps back from the keyhole and turns to his companions. "There’s some kind of guard on one of the boats. A hound maybe. We’re going to rush in, kill the guard, steal their keys, free the prisoners, and steal one of the boats to escape with," he says, counting off each step of the plan on his fingers. "Sound good? Skeev, open the door when you’re ready." He quickly draws his swords and prepares to charge into the room.
OOC:
Roughly how far away are the boats from the portal door?
Last edited August 23, 2023 4:12 am
Aug 23, 2023 4:27 am
OOC:
The boats are roughly 60 ft from the portal door.
Taresh nods and pulls his newly acquired goblin shaman staff from its makeshift sling on his back. Skeev grunts at your mention of another hound, and then nods each time you raise a finger stating every step of the plan, focusing on each finger as he nods.

On your invitation, Skeev steps to the door and places the large key in the keyhole and turns. It makes an audible mechanical sound that echos in the tunnel. He cautiously looks at you before pulling the portal door open by the ring in its center. You charge into the room, Taresh and Skeev right behind you.

You charge into a massive windy tunnel. High unmovable iron portcullis-looking bars separate many vaulted sections that seem to disappear into the distance. Waves of sea water crash at the base of the tunnel as sewer water spills into the tunnel from huge open pipes in the walls. The scent of fresh sea air mingles with the putrid smells of the sewer system.

You stand on a ledge about 60ft wide. The ledge steps out about 15ft, and at its center is a wide stone staircase. The stairs lead down to a dock, 10 feet below the ledge, where two narrow boats, about 40ft long, are moored. Both boats have a plank bridge connecting them to the dock.

https://i.imgur.com/uGm6iTN.jpg

The deck of boat on the right appears to be unoccupied, while on the boat to the left there is a Hound guarding 6 captives that appear shackled together and chained to the boat. They huddle close together, sitting uncomfortably on the deck.
OOC:
The people unfortunately do not appear in my artwork. And it was too hard to get the boats positioned in the picture exactly like my description here.
The Hound looks up at the open portal door as you rush onto the ledge. "Secure the slaves below!" he commands as he draws his sword and rushes over the plank onto the dock, hastily making his way toward the stairs.
OOC:
Please roll initiative.

Rolls

Hound: Initiative - (1d20+2)

(19) + 2 = 21

Skeev: Initiative - (1d20+3)

(11) + 3 = 14

Taresh: Initiative - (1d20+3)

(4) + 3 = 7

Aug 23, 2023 4:54 am
OOC:
Initiative!

Rolls

Initiative - (1d20+2)

(4) + 2 = 6

Aug 23, 2023 4:46 pm
Howling winds pick up and waves crash into the dock area, causing the boats to intensely rock. The motion makes it harder for the Hound to get off the boat and navigate the plank bridge.

Rolls

Hound: Athletics DC 12 (for balance) - (1d20+4)

(18) + 4 = 22

Aug 23, 2023 5:00 pm
The Hound keeps his footing and rushes down the dock toward your party on the ledge. He makes it about 30 ft from his starting point on the boat. He's just stepping off the dock and is about 15ft from the stone stairs when Skeev reacts quickly by throwing his non-magical dagger. Taresh raises his hand and a flaming bolt flys down toward the Hound. The monk then turns and runs toward shadows beside the portal door, as he does he suddenly vanishes from sight.

Initiative
Hound-21
Skeev-14
Taresh-7
Admiral-6


OOC:
The dock is between the two boats. The dock isn't included in the artwork, but it is there.

Rolls

Skeev: Dagger Ranged Attack (long range) - (2d20L1+6)

(1112) + 6 = 17

Skeev: Dagger Ranged damage - (1d4+3)

(1) + 3 = 4

Taresh: Firebolt Attack - (1d20+2)

(9) + 2 = 11

Tink: Firebolt damage - (1d10)

(1) = 1

Aug 23, 2023 5:04 pm
Skeev's dagger hits the enemy, but too much of its force is lost in its long flight. It bounces off the Hound's armor just as the warrior side steps Taresh's firebolt.

https://i.imgur.com/YtMPphO.jpg


Admiral--Current HP: 27, Temp HP: 7, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 5
Skeev--Current HP: 31, Temp HP: 0

Hound--Current HP: 39
OOC:
Its Admiral's turn...
Aug 23, 2023 9:38 pm
Admiral bounds down the stairs to meet the Hound, blades already in motion. He takes one sweeping slash at the Hound’s legs to throw him off balance and follows up with a quick stab at his flank, aiming for the gap in his armour under his arm.

Rolls

Reaver to hit - (1d20+6)

(8) + 6 = 14

Reaver damage - (1d6+4)

(4) + 4 = 8

Defender Shortsword to hit - (1d20+4)

(9) + 4 = 13

Defender Shortsword damage - (1d6)

(4) = 4

Aug 24, 2023 2:30 am
The Hound sees you coming and prepares to meet your blows. He dodges Reaver and the Defender blade comes down on his scaled shoulder armor and it seems to absorb the impact. He then heaves a swing at you with his sword in both hands.

Skeev sneaks quickly down the stone stairs, trying to keep behind your figure and out of the line of sight of the Hound. Coming up on your side he delivers a blow with The Wounding Shiv as the Hound deflects your attack.

Taresh almost immediately seems to appear from nearby shadows directly behind the Hound and jams his staff into the his neck and then kicks at one of his legs.

Rolls

Skeev: Wounding Shiv (attack) - (1d20+5)

(17) + 5 = 22

Skeev: regular dagger (damage) - (1d4+3)

(4) + 3 = 7

Skeev: sneak attack (damage) - (2d6)

(62) = 8

Taresh: staff attack (w/Shadow Step advantage) - (2d20H1+6)

(26) + 6 = 12

Taresh: Staff (damage) - (1d6+3)

(4) + 3 = 7

Taresh: Kick (attack0 - (1d20+6)

(13) + 6 = 19

Taresh: Kick (damage) - (1d6+3)

(5) + 3 = 8

Hound: long sword (attack) - (1d20+6)

(13) + 6 = 19

Hound: long sword (damage) - (1d10+3)

(10) + 3 = 13

Aug 24, 2023 2:49 am
The Hound's blade slashes at your side, knocking the wind out of you and sending a sharp pain through your body as you shift backward to avoid a fatal blow.
(13 damage to Admiral).

Skeev's snaek attack goes unnoticed by the Hound and his Wounding Shiv stabs your enemy deeply in his leg.
(15 damage to the Hound)

Taresh's staff seems to bounce off the Hound's armor, but his kick cracks into the knee of the Hound's legs.
(8 damage to the Hound)

Admiral--Current HP: 21, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 21/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 5
Skeev--Current HP: 31, Temp HP: 0

Hound--Current HP: 16
OOC:
it is Admiral's turn...
Aug 24, 2023 4:02 am
Admiral staggers back as the Hound’s sword bites into his side. With blood dripping from the shallow gash across his ribs, he snarls and slashes at the Hound in retaliation.
Last edited August 24, 2023 4:03 am

Rolls

Reaver to hit - (1d20+6)

(11) + 6 = 17

Reaver damage - (1d6+4)

(4) + 4 = 8

Defender Shortsword to hit - (1d20+4)

(4) + 4 = 8

Defender Shortsword damage - (1d6)

(3) = 3

Aug 24, 2023 11:59 am
The Hound knocks your Defender Blade swing aside with his longsword, leaving it open for Reaver to pierce into a gap in the warrior's armor under his arm. But the scaled breast armor glows faintly and your blade clanks against something hard even though you are sure its mark is just cloth and skin.

The Hound snickers though his mask and attempts to take advantage of your surprise with a one-handed swing of his sword. When he does he stumbles from the growing wound in his leg. This takes him by surprise and hinders the accuracy of his blow.

Skeev runs over to the dagger he threw--nearby on the ground--and snatches it up. He hurls it again at the Hound aiming for the same leg wounded by the Wounding Shiv.

Taresh, still behind the Hound, takes advantage of your enemy's stumble and kicks him again in his wounded leg. He then lifts his staff over the Hound's head with both of his hands and attempts to grapple him with the staff against the warrior's neck.

Rolls

Hound: Longsword (attack Admiral w/ disadvantage) - (2d20L1+6)

(176) + 6 = 12

The Wounding Shiv: (continuing damage to Hound) - (1d4)

(1) = 1

Skeev: Dagger (ranged attack) - (1d20+5)

(19) + 5 = 24

Skeev: Dagger (ranged damage to Hound) - (1d4+3)

(3) + 3 = 6

Hound: Longsword (damage to Admiral) - (1d8+3)

(2) + 3 = 5

Taresh: kick (attack Hound) - (1d20+6)

(19) + 6 = 25

Taresh: kick (damage to Hound) - (1d6+3)

(6) + 3 = 9

Taresh: Grapple Hound (Athletics) - (1d20+4)

(14) + 4 = 18

Hound: Escape Grapple (Athletics disadvantage) - (2d20L1+6)

(26) + 6 = 8

Aug 24, 2023 12:18 pm
You dodge the Hound's awkward swing, as the Shiv's growing wound in the Hound's leg seems to affect him more.
(1 damage to Hound).

Skeev's dagger hurls into the same wounded leg.
(6 damage to Hound).

Taresh's kick keeps working on the Hound's wounded leg.
( 9 damage to Hound)

The Hound's body falls lifeless just as Taresh manages to grapple it with the staff.

You are wounded, but your attention alerts you two unarmored human figures on the boat that have the same uniform look as those you saw in the sewer connection. These figures unchain the slaves from the deck and are trying to hurriedly bring them below deck. They brandish scimitars at the prisoners. (The slaves remain shackled together.)


Admiral--Current HP: 21, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 21/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 5
Skeev--Current HP: 31, Temp HP: 0

Hound--Current HP: 0
Aug 24, 2023 10:46 pm
Admiral scowls at his unbloodied swords, feeling useless. What a sorry excuse for a captain I make! he thinks, frustrated with himself. Full of half-baked plans and not even the skill to follow through... No wonder his crew turned on him.

The movement of the figures on the boat catches his eye, distracting him from his self-pity. He starts after them, racing across the dock toward the boat. "Oi!" he shouts. "Where do you think you’re going?"

He vaults over the side of the boat and onto the deck, wincing at the twinge of pain in his side as the movement agitates his fresh wound. He draws on Reaver’s magic to dull the pain as he points the sword at one of the unarmoured figures. "Surrender now or forfeit your lives!" he declares in his most threatening, gravelly, pirate-y voice.

Rolls

Fiendish Vigour - (1d4+4)

(2) + 4 = 6

Aug 25, 2023 4:44 am
Seeing that you have put down the Hound, the two Ring thugs on the boat are noticeably shaken by your call to them. One hurries faster to force the chained together prisoners below deck, all the while keeping his eye on your approach. When you vault onto the boat, the other thug turns and faces you--with less than total confidence--his scimitar drawn.

One female prisoner, upon getting shoved again toward the hatch, takes advantage of your intervention and her captors' distraction and slips her rope bound hands over a thug's head. She forcefully begins to strangle him.

The thug facing you lunges for an attack.


Admiral--Current HP: 21, Temp HP: 6, Spell Slots: 0/2, PP: 1/3, Pact Tally: 21/400
OOC:
Just a heads up that I added the 7 Fiendish Vigour Temp HP Admiral lost earlier to his Pact Tally. I also updated the couple previous posts with stats to reflect that. I forgot to change that when Admiral took damage.

Nice character development with Admiral's inner monologue by the way.

Rolls

Ring Thug: Scimitar (attack) - (1d20+4)

(10) + 4 = 14

Ring Thug: Scimitar (damage) - (1d6+2)

(6) + 2 = 8

Aug 25, 2023 5:07 am
The thug's fight or flight instincts kick in and he reacts with a sudden lunge of his scimitar that bites your flesh.
(8 damage to Admiral).

The other prisoners stand in amazement and eager anticipation of the outcome of this current state of affairs.

The choked thug tries to escape the woman's hold...but he cannot as her adrenaline keeps her desperate choke fiercely secure.

Taresh and Skeev rush toward the boat.

Admiral--Current HP: 19, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 27/400

Thug 1--HP: 11
Thug 2--HP: 8 (currently being successfully choked)
OOC:
It is Admiral's turn...

Rolls

Thug: Escape grapple/choke hold - (1d20+2)

(1) + 2 = 3

Woman: Grapple/choke hold - (1d20)

(15) = 15

Woman: Choke (damage) - (1d4)

(3) = 3

Aug 25, 2023 7:01 am
Admiral jerks back in surprise as the thug’s scimitar nicks his cheek, lopping off a few of his whiskers. He bats aside the scimitar and steps in close, taking advantage of the opening created by the over-enthusiastic lunge to attempt to drive both his swords into his opponent’s gut.
Last edited August 25, 2023 7:06 am

Rolls

Reaver to hit - (1d20+6)

(7) + 6 = 13

Reaver damage - (1d6+4)

(4) + 4 = 8

Defender Shortsword to hit - (1d20+4)

(18) + 4 = 22

Defender Shortsword damage - (1d6)

(2) = 2

Aug 25, 2023 11:50 pm
Admiral cuts the enthusiasm of the thug's quick reaction short as the Defender blade first slices through his chest and then Reaver finds his vitals by way of his abdomen. He is not yet dead but slumps to the deck, choking on blood flooding from his mouth.

Meanwhile the other Thug tries to reach around and grab hold of the woman while he gasps for air.

Admiral--Current HP: 19, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 27/400

Thug 1--HP: 1
Thug 2--HP: 8 (currently being successfully choked)

Rolls

Thug: Escape grapple/choke hold - (1d20+2)

(4) + 2 = 6

Woman: Grapple/choke hold - (1d20)

(6) = 6

Woman: Choke (damage) - (1d4)

(2) = 2

Aug 25, 2023 11:54 pm
The thug cannot seem to get a hold on the woman holding on fiercely behind him, but he manages to pull her rope bonds slightly away from his neck. At the same time the woman does not have the strength to pull any harder to make her choke hold more deadly.

Taresh leaps onto the deck and Skeev dashes over the plank bridge onto the boat.
OOC:
It is Admiral's turn...
Aug 26, 2023 7:27 am
Admiral quickly and matter-of-factly dispatches the man dying on the deck in front of him. Stepping over his body, he tries to help the woman by taking a swing at the other Thug with Reaver...
Last edited August 26, 2023 7:37 am

Rolls

Defender Shortsword to hit - (1d20+4)

(11) + 4 = 15

Defender Shortsword damage - (1d6)

(5) = 5

Reaver to hit - (1d20+6)

(2) + 6 = 8

Reaver damage - (1d6+4)

(4) + 4 = 8

Aug 26, 2023 1:51 pm
OOC:
Admiral should have attack advantage helping the woman, since she has him grappled with her wrist bonds. I will roll another attack for Reaver.

Rolls

Admiral: Reaver (attack) - (1d20+6)

(10) + 6 = 16

Aug 26, 2023 2:01 pm
Admiral's blades put a quick end to the thugs.

The woman releases her grip as the Ring agent's body falls. She slumps, exhales and says, "Thank you..." with heavy breathing.

Taresh searches the body for the shackle keys and begins unlocking the prisoners starting with the woman.

Skeev removes himself from the humans and stays on the edge of the deck, keeping his eye up on the portal door.


Thug 1--HP: dead
Thug 2--HP: dead
Aug 27, 2023 1:17 pm
OOC:
Sorry, my bad, I probably should have been clearer - the first attack (with the Defender Shortsword) was directed at thug 1. So he would be dead too, I think.
"You’re welcome," says Admiral, bemused. It’s not every day someone thanks him for violently commandeering a ship. Usually people are quite upset about it, actually.

He looks around, taking stock of the ship and the people aboard in order to determine what needs to be done to get this boat moving as quickly as possible.
Aug 27, 2023 2:53 pm
OOC:
Actually, you were definitely clear. I must’ve read your post too quickly. I'll edit my post.
Aug 27, 2023 3:34 pm
The 6 freed captives are all human, 5 of which looking of Sindhi descent. They look tired, beaten, and starving.

The woman is pale by way of comparison. She has brownish hair and appears fit and agile. Tattoos mark her skin. You guess she is from a barbarian tribe from the far southern continent of Davania. In you travels on the Whisker you have met only a few loners from these lands who joined fool hearted pirate crews when they ventured south, seeking mythical treasures hidden in ancient jungle ruins.

The ship itself, although obviously designed to be a slaver vessel, is small but sturdy. A quick peek around will show:

https://i.imgur.com/GNMUeJL.jpg

https://i.imgur.com/QMeCgSB.jpg

https://i.imgur.com/TUTJXQg.jpg

https://i.imgur.com/UcvbmKx.jpg

https://i.imgur.com/XGrfWBM.jpg

The tunnel continues to howl with winds. A small crew could raise these sails and get either of these ships moving.
OOC:
There are obviously no clouds in this sewer/harbour connection tunnel. So of course disregard them in the picture above.
Aug 29, 2023 5:17 am
Admiral regards the freed prisoners with a critical eye. They’re not much of a crew but this isn’t much of a ship and they only need to get it out of this tunnel and into the harbour.

"Alright, listen up!" he says as he paces up and down the deck, slashing through the mooring lines that secure the boat to the dock. "There’s a small army of iron ring agents on their way and we need to get this ship moving posthaste. You and you—" he gestures to the Davanian woman and another of the freed prisoners. "I want you on the tillers." He points to the aft of the ship, where there appears to be a pair of tillers instead of a wheel for steering. "Taresh, we don’t want anyone using the other ship to pursue us. A few firebolts to the sails should take care of that, I think. Skeev, keep watching the door and give a shout if we’ve got company. Everyone else, follow me! I’m going to need your help to hoist the sails."
Aug 30, 2023 4:03 am
As you slash through the mooring lines, the boat begins to rock more fiercely on the turbulent waters in this tunnel. Coincidentally, swirling winds seem to gain force and create a howling echo--that you yell your commands over--through the massive passage.

The newly freed prisoners are initially startled by your convincing call to action--all but the woman, who you catch smirking at your orders as if she senses the part of your act that's a bit of a charade--but they all--including the woman--quickly understand the urgency and snap to work on your directions. Soon, under your oversight, the sails are raised and full of wind. The ships lunges down the tunnel, the woman and the other at the tillers.

Beyond the flame engulfed sails of the ship you left behind, you make out a number of Ring agents bursting onto the ledge through the portal door as your newly appropriated ship makes its way far from the dock.

Near you, Skeev, looking at the stranded agents, sighs in relief and says quietly within your earshot, "Why serve a king when you can serve yourself?"
Aug 30, 2023 12:57 pm
As soon as the ship is safely under way and the crew (such as they are) no longer need him to play the part of captain, Admiral stops pretending and sits down on the deck, slumping back against the bulwark, exhausted and battered. His fur is matted with blood— his own and others’— and, without the adrenaline and excitement of the escape driving him forward, self-doubt and sorrow begin to creep up on him again. Ever since Ebzer died, he has been desperately trying to step into the old buccaneer’s boots, to be the ferocious, fearless captain the Whisker needs, but if his crew turned against him, then he must have let them down somehow. If he gets revenge, takes his ship back, who’s to say he won’t let them down again? Who’s to say they’ll even give him another chance?

Skeev’s voice startles Admiral out of his despondent navel-gazing and he pats the deck beside him, inviting Skeev to come sit with him. "I think I have something of yours," he says, rummaging around in the pockets of his coat. He pulls out the pouch full of dice and coins and rat jerky he found and tosses it to Skeev.
Sep 4, 2023 12:55 am
Grabbing it out of the air, the goblin immediately recognizes the pouch when he looks at his hand. "What!?..Where?...How?...You?...Oh. The bench," says Skeev, bewildered, as it looks like every emotion floods his mind.

Forgetting about you for a moment, he shakes the dice out into his hand and shifts them around in his palm. Then he says with a sadness in his voice, "My brother, Smite, made me these, just before Korg decided he deserved more for being a lazy fat king and sent Smite on a night party to steal Rajahadraja tribute coming in to Jahore in 'secret'. The caravan was well armored, only a couple escaped. Smite didn't. I was just a snotling then."
Sep 5, 2023 1:20 am
"My condolences," says Admiral, seriously. "I’m sure he would be very proud of his little brother if he saw all that you’ve accomplished in just the last few hours. Killing the Nightmare... Defying your King and the Iron Ring… You’re a very brave goblin." Deciding that he and Skeev could both use a distraction to lift their spirits, he tilts his head inquisitively and asks, "Did he teach you any dice games?"
OOC:
Is there time for Admiral to take a short rest as the boat moves through the tunnel?
Last edited September 5, 2023 1:21 am
Sep 5, 2023 2:20 am
"Yeah!" suddenly Skeev sounds like a kid. "Theres Duel, Rumble, Gem Grab...that's my favorite. He always won and I got my hand smashed all the time." He happily continues to explain. "You see, you throw this one here to to see what's the gem...then throw the others and fast, snatch any gems that come up before the other player. Your hand gets smashed out of the way if you’re not fast enough. When all the dice are scooped up, then the betting starts. You say something like...for two dice I bet you can't throw 3 gems. It goes until one goblin's got all the dice."

The woman at the tiller, takes notice of your interaction with the goblin, and calls out to you interrupting your talk with Skeev, "Captain," she addresses, not patronizingly, but as if she senses your self-doubt and hopes to keep your confidence and alertness high. "The fool slavers didn't keep us below deck on the way in here. I believe I know the way out. There were few turns in this massive sea tunnel. I can follow them back to the harbor."

As she speaks a heavy gust of wind whips through the tunnel and inflates the sails more fully. The rigging strains momentarily, the crew responds and the ship picks up speed. Your make-shift crew seems like they just might be able to do this.

In its acceleration, the ship sails by another pair of huge open drain pipes high up on both sides of the tunnel. Sewer waste spews from them into the sea water of the tunnel.
OOC:
This massive windy tunnel is vast and there are a few passages to navigate. It appears to Admiral that the crew has the ship under control. Yes I would say that the ship will be navigating for an hour at least so Admiral may reap the benefits of a short rest. (Please roll your hit dice and you will have regained your spell slots.) Admiral senses that tide change will be in full force in less than two hours. If the ship is still sailing the tunnels then it may get dicey with the waves and the tunnel walls.
Sep 7, 2023 1:08 am
Wholly focused on learning how to play ‘Gem Grab’, Admiral nearly jumps out of his skin when the woman calls out to him. He hastily scrambles to his feet, embarrassed at having been caught goofing off while everyone else is working. He clears his throat and tries to smooth his puffed-up fur. "Right! Of course. Well, that’s excellent news. Between the favourable winds and your navigational abilities, I’m sure we’ll reach the harbour in no time at all," he says, encouragingly.

Rolls

Hit Dice - (1d8+1)

(8) + 1 = 9

Sep 7, 2023 3:41 am
"Jerky?..." Skeev offers you between a round of dice, as he pulls some out of his pouch and contentedly gnaws into a piece.

...

"It's Briya, Captain." says the woman with a smirk in response to your words of encouragement. "Yes, I'm sure we will," she playfully assures as she adjusts her tiller and motions to the other tiller operator to adjust accordingly.

...

Taresh appears to be occupied with meditating on deck out of the way of the crew.
OOC:
When an hour goes by--occupied by learning 'Gem Grab' and perhaps relaxing while 'overseeing' the crew--Admiral's Current HP will be restored to max and he regains his two spell slots.
Admiral--Current HP: 27, Temp HP: 0, Spell Slots: 2/2, PP: 1/3, Pact Tally: 27/400
Sep 7, 2023 12:52 pm
"Admiral," Admiral introduces himself to the woman at the tiller with a mock bow. "I’ll leave you to it then, Briya."

While Briya guides the ship down the tunnel, Admiral spends an hour happily occupied playing dice with Skeev and snacking on jerky. He practices with his new shortsword a little too, familiarizing himself with the balance and heft of the weapon so that he might better utilize it in combat.
OOC:
May I attune to the Defender Shortsword over the short rest?
Sep 8, 2023 3:11 pm
"Oh, I know." she playfully replies, "Thank you again, Captain Admiral of the Whisker."

...

When you finally break from dice play with Skeev (you played for a half-hour or so), you spend time familiarizing yourself with your new shortsword. As you do, you are sure that the item possesses magical qualities that deliver accurate blows or deftly parry oncoming attacks. You focus on that, trying to understand how to connect to its power. You soon become fully lost in the activity of swinging it, parrying imagined attacks, and testing its balance and swiftness. Engrossed in the weapon, an hour goes by without you realizing it. Toward the end of that time you begin to feel you can command the power within the blade. In your hand it can enhance your ability to deliver a deadly blow and/or it can protect you from a death dealing blow. You now know this to be The Defender Shortsword.

Lost in your focused attuning, exclamations from the crew followed by trashing of the boat suddenly pull your attention away from the blade and back to the deck of the ship.

"Steady! Steady! Hold!" Briya shouts at the other tiller operator.

You quickly size the situation. The sea tunnel is forking again, and this time large waves from the in-coming tide are pushing the boat toward the tunnel wall and also forcing it toward the tunnel connection that would send the ship away from the harbor.

"Lower the aft sails!" yells Briya over the sound of crashing waves and heavy wind.
OOC:
You have successfully attuned to The Defender Shortsword
Sep 9, 2023 12:11 am
OOC:
How fast is the boat approaching the fork in the tunnel (I.e. is it still moving quite quickly or have the incoming waves slowed it down)? Also what direction is the wind moving in relation to these two tunnels?
Sep 9, 2023 1:26 am
OOC:
As far as its forward movement goes, the incoming waves have slowed the boat down. In place of forward movement, unpredictable thrashing about is occurring on the waves. And Briya has called for the back sails to come down to purposely slow the boat as she tries to counter the thrashing on the incoming waves. The rocking and the current has begun to turn the ship sideways in the tunnel. It seems the way to the harbour is to the left fork and that appears the direction Briya is trying to get the vessel to go. But the wind, current, and waves are making it hard to control for her. To make things even more complex, gusts of wind come in from different directions through the various barred windows high up in the tunnel arches.
https://i.imgur.com/Om1iciR.jpg
OOC:
each square represents 10x10'
Sep 9, 2023 12:58 pm
Absorbed in an imaginary battle, Admiral doesn’t notice anything’s amiss until he almost loses his balance when the ship rocks suddenly under his feet. He catches himself on one of the masts and looks around, quickly taking in the situation. "Drop the portside anchor!" he shouts, gesturing with his sword. "We’re going to club haul over to the lefthand tunnel and then we’ll just have to tack upwind the rest of the way."
OOC:
The idea is to use the anchor as a pivot point to sharply swing the ship around to the left similar to a sailing manoeuvre called ‘club hauling’. As I understand it, club hauling is usually done when the ship is stuck or at a near standstill because if the ship is moving too fast, it will just snap the anchor line. It seems like the ship doesn’t have much forward momentum right now though so that shouldn’t be a problem.
https://i.imgur.com/1R5Lj5V.jpg
I know basically nothing about sailing irl so forgive me if everything I just said is completely wrong :P
Last edited September 9, 2023 1:00 pm
Sep 10, 2023 12:42 am
Your shaken crew, reacts quickly to your orders, relieved by the sound of your plan and its potential to regain control of the ship.
OOC:

Okay, let's give this a try:

> You will make two rolls for Admiral and I will make one for the crew. I will roll a single Dexterity Check (DC 15) for your crew with a bonus of +1 (for Briya's experience; the rest of the crew has none).

> First, please roll a Wisdom Check for Admiral: 1d20 +1 (Wisdom Bonus) +2 (water vehicles proficiency) to determine the effectiveness of Admiral's plan in this particular situation. Every point of your result above 10 will be added to the crew's result, while every point below 10 will be subtracted from the crew's result.

> Next, roll a Charisma Check for Admiral (as he may be continuing orders as the maneuvers are being made): 1d20 +3 (Charisma Bonus) +2 (water vehicles proficiency). Same as before, every point of your result above 10 will be added to the crew's result, while every point below 10 will be subtracted from the crew's result.

All you have to do is make the two rolls and I will roll for the crew and add everything up. If the crew's result adds up to 15 or more, Admiral's maneuver succeeds.

How interesting...the crew rolled a natural 20. Well, we will see how that factors in after you roll. In the very least, there will be NO sinking or crashing against the tunnel walls....well, that is if you don't then go and roll two critical fails or something horrible.

Rolls

Crew: Dexterity Check (enacting commands on deck) - (1d20+1)

(20) + 1 = 21

Sep 10, 2023 12:47 am
OOC:
Rolls!

Rolls

Wisdom check - (1d20+1+2)

(2) + 3 = 5

Charisma check - (1d20+3+2)

(17) + 5 = 22

Sep 10, 2023 1:36 am
OOC:
21 (crew result) - 5 (wisdom check) + 12 (charisma check) = 28....SUCCESS!!
The small ship initially pitches and rolls in the relentless turbulent waters, heavy winds howl, pushing it perilously closer to the tunnel walls and off course toward the opposite fork. Your make-shift crew of once-prisoners who only hours earlier had been in chains and despair, appears terror-stricken.

But your voice cuts through the wind and crashing waves; you bellow orders, and your resolve ignites hope in them. They become encouraged and determined not to squander the freedom you have granted them. They enact your words with desperate tenacity, dropping the anchor as a pivot point to sharply swing the ship around to the left and then following your commands to tack upwind the rest of the way. Through your orders, the ship soon is under control and navigating the left tunnel fork. The tide still rushes in and the boat continues to rock on it. But the worst is behind you and the sails are full, pulling the ship steadily forward.

Briya sighs and wipes the sweat off her brow with her forearm, "Well done Captain Admiral. If it hadn't been for your command we would have been mercilessly dashed against these tunnel walls."
Sep 10, 2023 2:02 am
OOC:
I was wondering if DC 15 wasn't high enough for the difficulty of this clubhauling maneuver. But even if I had made it DC 25 you still pulled it off!! :)
Sep 10, 2023 11:28 am
"I’d have been just as dead without the rest of you as you would have been without me," Admiral replies, cheerfully. "And I’m not being soppy about that. That’s just how boats work. Anyway, it was a terrible plan. Really awful. Club hauling’s a risky manoeuvre at the best of times and in conditions like that, with a crew who’ve never sailed before… I was almost certain it wasn’t going to work. But we pulled it off! Incredible! You should all consider careers as pi- er, sailors after this."
Sep 11, 2023 11:47 pm
OOC:
Please make a perception check
Sep 11, 2023 11:49 pm
OOC:
Perception check!

Yikes hahaha
Last edited September 11, 2023 11:50 pm

Rolls

Perception - (1d20+3)

(1) + 3 = 4

Sep 12, 2023 2:47 am
The human crew misses your near slip of the tongue. Looks of relief and gratitude remain on their faces even as you try to persuade them that clubhauling was a bad idea. They are oblivious that you nearly told them they should consider a career of piracy, all but Briya, who acknowledges the slip with a smirk.

"Still," she says "luck has it that your plan kept us alive.

As the ship continues on slightly less turbulent waters, Taresh remains at the front of the ship keeping a sharp look ahead. Skeev takes to hurling his daggers into a the side of an ammunition box. He happily and intently compares his accuracy with The Wounding Shiv to that of his other mundane dagger.

Briya and the rest of the crew fall back into monitoring the rigging and sails and steering the ship through another couple turns under Briya's directions.

Eventually, there is some daylight ahead; not just beams of light filtering in through the high barred archway windows, but a clear light at the end of this massive sea tunnel.

You can feel everyone's spirits rise when the ship finally sails out of the tunnel into a vast open gorge between two large rocky cliffs that have arches and pillars carved into them. The smell of ocean air is much stronger in the gorge, but high large sewer pipes still spill waste in to sea water below them.

https://i.imgur.com/mvanYzA.jpg
OOC:
Apparently Admiral's mind is occupied with SOMETHING as the ship moves along...Perception - (1d20+3) (1) + 3 = 4. Yikes!

Obviously Admiral is in the boat, not outside it as the picture suggests. :)

Also the -5 to the crew's perception roll was a mistake, but it doesn’t make a difference anyway.

Rolls

Taresh: Perception (advantage, actively looking) - (2d20H1+2)

(69) + 2 = 11

Skeev: Percption (disadvantage, occupied with daggers) - (2d20L1+6)

(2018) + 6 = 24

Crew: Perception (disadvantage, occupied with ship) - (2d20L1-5)

(115) - 5 = 0

Secret Roll - (2d20H1)

(1120) = 20

Sep 12, 2023 11:55 am
As the ship glides through the gorge, Admiral hums a sea shanty to himself and helps the crew keep the sails in trim, contentedly losing himself in the familiar rhythm of the work, the rocking of the ship, the smell of the sea. He daydreams about the Whisker — or the Whisper, as she had once been — and those long, peaceful days on the open ocean when there was little to do but sit and wait for some unlucky merchant vessel to cross their path. The chase was fun too, and the fighting, and divvying up the spoils after, but he always secretly loved the waiting. Those were the days when the crew played dice and cards, when Dharzal taught him how to swim and Ebzer taught him how to fight. Lost in reverie, he pays little attention to his surroundings except to notice when the wind changes and adjust the sails accordingly.
Last edited September 12, 2023 11:56 am
Sep 12, 2023 1:14 pm
"Umm...Captain?...Captain Admiral." says Skeev as he tugs on your sleeve to get you attention. "Someone is calling to us from that pipe up there. He points up to a sewer pipe dropping waist into the gorge, about 40 feet ahead and 60 feet up. Along, oddly, along with sewer water dropping out of it there's a strong-looking porcelain-skinned human woman with light hair and pink highlights popping out of it. She seems to be defying gravity, as all but her legs looks to be hovering just beyond the pipe opening.
Sep 12, 2023 2:08 pm
"Hm?" Admiral glances down at Skeev and then up at the pipe he’s pointing at. Sure enough, there appears to be a teenager hanging out of it. "So there is! Isn’t that peculiar?"

"Ahoy there!" he calls up to the young woman in greeting.
Sep 12, 2023 2:16 pm
When you call up to her, something grab's Skeev's attention and he moves to the edge of the deck, peering into the water.
Sep 12, 2023 7:27 pm
The woman responds, "Could you assist us?! We've reached the end of our rope and terrible men are after us!"
Sep 12, 2023 11:31 pm
"I’ll see what I can do!" Admiral shouts back. He begins calling for the crew to lower the sails and slow down the ship. He looks over his shoulder at Skeev. "What’s caught your eye, Skeev?"
OOC:
How close to Tasya would Admiral be able to get if he was to climb to the top of one of the masts?
Sep 13, 2023 12:50 am
OOC:
There would be about 20 feet from tip of mast to the pipe opening.

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