D&D 5E Spell & Crossbones


log in or register to remove this ad

The floor of the cavern, covered in black vapors, seems to writhe and pitch almost like the deck of a ship, something the old aannaarden dwarf knows well. For once in his life, or perhaps twice, Old Zef's peg leg serves him well as the shadowy squid tentacles can't seem to find purchase around the polished narrow wood. As he topples out of the cavern and into Nia's arms, Old Zef clears the reach of the tentacles which continue to lash about the room.

However, L'Ollonais' vengeance has only begun.

Acrid odors soon meet your noses, like turpentine used to strip paint from an old ship, and you notice something dark grey dripping from the mouth of the southernmost demi-culverin. Incredibly, the demi-culverin collapses in on itself, turned to a crumble of pitted metal and black sludge. Pouring forth from the destroyed demi-culverin is a dark grey ooze which slithers to the vapor-shrouded floor, its motion northwest toward another demi-culverin only noticeable by how its movement displaces the vapors above it.

Faint echoes of Frenchmen screaming for their lives aboard a sinking ship echo from the cannons.

Those of you at the front of the party notice the heavy steel chain begin to slide and coil of its own accord, moving faster and faster as it seems to loosen itself from around the chest!

GM: Flynn is in the rear, right? [MENTION=48394]pathfinderq1[/MENTION] make a Wisdom (Perception) check!


GIbeHcZ.png
 
Last edited:


Flynn can make out the sound of splashing echoing through the chamber they faced the worms in, almost like there's several things moving in the initial sea cave where they'd moored the canoe. It could just be the slowly rising tide, a trick of the sound in these echoing caves, but the sloshing sounds distinct to a creature leaving water and coming onto dry land.
 

Flynn turns his head back to the rest of the group, and his smooth voice carries well despite the chaos. "I don't mean to intrude upon your fun in there, but I think something is coming this way. Perhaps that beastie we drove off..."

Then he drew another pistol, standing ready with a loaded firearm in each hand.
 



GM: Initiative
PCs use passive initiative scores; always win ties
Monsters use passive, modified with d12; 1=-5, 2=-4, 3=-3, 4=-2, 5=-1, 6 or 7 = base, 8=+1, 9=+2, 10=+3, 11=+4, 12=+5

[MENTION=20005]Matthan[/MENTION] [MENTION=48394]pathfinderq1[/MENTION] [MENTION=8058]Queenie[/MENTION] [MENTION=2820]Fenris[/MENTION] you're up :)

Player Group A (go in any order you like)
Blaise 15
Flynn 14
Katerina 14
Nia 13

Mysterious Monsters 13

Player Group B (go in any order you like)
Old Zef 11
Etienne 10

Treasure-guarding Monsters
Animated Chain 9
Gray Ooze 8

Monster Stats
Gray Ooze AC 8, hp 22
Animated Chain AC 12, hp 33
Mystery threat(s) AC ?, hp ?
 
Last edited:

Blaise breaks into a grin, "Danger on both sides? This should be interesting. Captain, I'll make sure you're undisturbed while securing the treasure." He makes his way past the others to ready himself. "Master Flynn, I'll keep whatever is coming off of you. Just give a shout when you're ready to fire and I'll dodge to the right to clear your shot."

OOC: Blaise will move through his allies to stand in the left middle of the straight path past Flynn. If I'm reading the map right, there would be an empty space behind him and two empty spaces past him with the last empty space being the curve.

There he will ready an attack against any creature that enters the tunnel.
To keep things moving, if the attack triggers:
Blaise attack: 1D20+7 = [12]+7 = 19
Blaise rapier damage: 1D8+7 = [5]+7 = 12
 

Old Zef
Init _: 1D20+1 = [11]+1 = 12


Zef growls "Go see what is acomin' I got this side." as he weaves a complex symbol in the air as he shouts "verzengende" Three rays of fire spring forth from his hands streaking into the cavern, creating macabre shadows that dance on the walls. The fire streak out, two striking the chain that has seemed to come alive and the last burning into the grey ooze coming out of the old guns.

 

The flames leaping from Old Zef's hand cause the gray ooze to writhe, delaying its advance on the other demi-culverin long enough for Etienne's well-timed throw of a heavy calcified stone to splatter its amoebic form across the floor, disappearing in the black vapors of the spell ward.

However, the salty dwarf's fires aren't enough to stop the animated chain. Nia's arrow deflects off the writhing chain, clattering across the stone cavern, and swallowed by the roiling black vapors on the cavern floor. This only draws its attention to her as well. Lashing out, the chain, crushes around Old Zef's arm and neck, yanking him forward into the hungry black tentacles (9 bludgeoning damage and grappled - action to escape DC 13; also make a DC 15 Dex save vs. tentacles); the other end of the chain follows suit, twining about Nia's bow arm and her waist, yanking her into the space Old Zef just occupied (9 bludgeoning damage and grappled - action to escape DC 13). Getting a clear shot on the chain for anyone but Old Zef and Nia using a melee attack will be perilous for the grappled dwarf and sea witch.

SCHLIKT!

Blaise's reflexive rapier lunge pierces an animate kelp monster. However the thin piercing blade of the rapier doesn't carry enough mass to kill the creature...

CRACK!

Flynn's shot misfires! Too much damp down here in these sea caves for the powder. A burst of gunpowder smoke and a loud CRACK echo in the chamber, temporarily dazing and deafening Blaise, who is a bit too close to the blast for comfort (Blaise deafened and monsters have advantage to attack him until end of next round). Clearing out the pistol will take time the Irishman doesn't have now (about 15 minutes).

Another small seaweed monster peers around the corner, studying Blaise for a moment before both lung at his legs. Fortunately Blaise's footwork is enough to avoid their slashing tendrils, save for the merest scratch (1 slashing damage).

From around the corner, Blaise can make out a few more of the seaweed creatures, apparently having crawled out from the cave where the canoe is moored. They seem distracted by the grick carcasses for now, however.

GM: Dice Rolls
Animated Chain vs. Old Zef (AC 11) _: 1D20+5 = [6]+5 = 11 Hits
Animated Chain vs. Nia (AC 14) _: 1D20+5 = [14]+5 = 19
Damage vs. Old Zef & Nia_: 2D6+3 = [2, 4]+3 = 9 9 bludgeoning damage each, and both pulled 5 feet and grappled (escape DC 13)
[MENTION=2820]Fenris[/MENTION] make a DC 15 Dex save or take _: 3D6 = [2, 2, 2] = 6 6 bludgeoning damage and you’re restrained until the black tentacles ends or you escape.

Kelp #1 advantage attack vs. Blaise (AC 19) _: 2D20.HIGH(1)+1 = [6, 18]+1 = 19 hits!
Damage _: 1D4-1 = [1]-1 = 0 minimum 1 slashing damage
Kelp #2 advantage attack vs. Blaise (AC 19) _: 2D20.HIGH(1)+1 = [15, 9]+1 = 16 miss!


sxtwX1B.png


GM: Initiative
PCs use passive initiative scores; always win ties
Monsters use passive, modified with d12; 1=-5, 2=-4, 3=-3, 4=-2, 5=-1, 6 or 7 = base, 8=+1, 9=+2, 10=+3, 11=+4, 12=+5

Since we're playing loose with initiative, I'll take the monsters' turns and then [MENTION=8058]Queenie[/MENTION] you can take your turn whenever you catch a breather from your trip.

Player Group A (go in any order you like)
✓Blaise 15 (Ready)
✓Flynn 14
Katerina 14
✓Nia 13

Mysterious Monsters 13

Player Group B (go in any order you like)
✓Old Zef 11
✓Etienne 10

Treasure-guarding Monsters
✓Animated Chain 9
✓Awakened Seaweed 9

Monster Stats
Animated Chain AC 12, hp 33 16
Awakened Seaweed AC 9, hp 10 4 / 10 / 10 / 10 / …
 
Last edited:

Etienne gently put in lantern on the ground, picks up a huge boulder, move beside Nia and throw it over Zef head on the ooze, pinning it in place. It was an hard task,but the blob was so slow... He does not forget to concentrate on the armor he put on Zef a few seconds ago.

[SBLOCK]
OOC: Not a critical because of the disadvantage.
Roll(1d20)+4:
20+4
Total:24

Roll(1d20)+4:
18,+4
Total:22

Roll(1d12)+4:
11,+4
Total:15 The ooze is destroyed

feb10_roll.jpg
[/SBLOCK]
 
Last edited:

Remove ads

Top