It takes you an hour to get to the Wailing Spiral. A sound like a man wailing comes from the vortex itself. It is a large circle (60' diamiter) of spiraling water...
The Daggerwake
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It takes you an hour to get to the Wailing Spiral. A sound like a man wailing comes from the vortex itself. It is a large circle (60' diamiter) of spiraling water...
Rolls
checks to swim - (1d20)
(8) = 8
Just to be clear, I am waiting on Keldran. In about 8 hours I'll move the story forward
You gently float down to the floor of a sunken ruin, now no more than a few pillars and a couple arches. You sense this place has seen recent use and that you are not invaders. To the North lies your path. A kelp forest, a mile further down. You look up and see the shimmering grayness of the surface world above, dim and undulating. You look about to check on your companions as you prepare for the long walk to find the Path Unseen.
1. Aquatic Environment changes
2. Look Out for dangers ahead
3. Guide, to keep from getting lost.
4. Forager if you need to forage for food.
5. Supply to keep track of supply. This is more of an update.
Each day you move into a new area and you get to explore the area.
I will also make an Exploration check and Travel Event check.
The end of day you must rest.
Rolls
Aquatic Environment Changes - (1d12)
(10) = 10
Look Out - (1d20)
(3) = 3
Guide - (1d20)
(8) = 8
Exploration - (1d20)
(11) = 11
Rolls
Travel Event?
0 Positive, 2 Blank, 1 Negative - Total: -1
You walk across the sandy bottom making good time. The water temperature drops slightly and visibilty decreases slightly due to murky water. You don't run into anything that wants to eat you, but you find an abandoned piece of ruined tower which looks like a good place to rest.
The ruined tower is still under the sea, right?
I have 3 days of dried rations but only sincle waterskin and there is no way we could be Forager in the sea.
If we catch a fixh we can't cook it under the water, can we?
Nevertheless Mole (being a thief afterall) is looking hot to explore the ruined tower, using watr as reason fo loot the tower:
Perhaps we could find some reserves of fresh water in there, for watever resons it is.
Beneath these runes are vessels of clay. One of these is hot to the touch, but once you open the lid it is like an oven. The left one contains fresh water, the right one contains bread, cheese and dried fish.
Roll D20 2x
Anyone
Rolls
1d100 2x - (1d100, 1d100)
1d100 : (98) = 98
1d100 : (30) = 30
1d20 2x - (1d20, 1d20)
1d20 : (1) = 1
1d20 : (10) = 10
Ax with Dwarven motif - no rust
Gold pendant (600 gpv)
Silver Broach (800 gpv)
Then he tries ax comparing it with the one he have got. A good dwarf ax do not deserve to to rest in peace. he announce, taking also the ax
Filling up the waterskin Mole try to use oven to make some dinner from the dried food he has in his backpack.
The potion is for healing wounds. You are familiar with this type of draught and so keep it safely tucked away...just in case.
You sleep peacefully and any wounds or scrapes you have suffered recently have disappeared once you awaken. You press onward.
1. Aquatic Environment changes
2. Look Out for dangers ahead
3. Guide, to keep from getting lost.
4. Exploration to see what's there
5. Travel Event to see if anything happens
6. Camp Phase - use rations and sleep
The end of day you must rest.
Rolls
Aquatic Environment - (1d12)
(3) = 3
Lookout - (1d20)
(5) = 5
Guide - (1d20)
(15) = 15
Consult the Bones - (3d4)
(223) = 7
Fate - (1d6)
(4) = 4
(Varos, you may make your intro here if you like.)
ROUND 1
Mole
Biscuit
Varos
Driftkin
When the party of adventurers comes into contact with enemies, the order of events is as follows:
1. Check for Surprise: The Referee determines if a surprise roll is required, and if so, both sides roll to see if they are surprised by the sudden encounter. (None required at this time.)
2. Declare Spells: This is not an option for a group that was surprised; they have to wait until the beginning of the next round.
(Declare your spells at this time if any.)
3. Determine Initiative: Each side rolls a d6 and the side with the highest result is the winner. One roll is made for each side, not for each individual. If this is the first round and one group was surprised, the other side gets to go first automatically, without
having to roll a die. (Naturally there is no surprise round at this time. You won initiative.)
4. Movement and Missile Fire: Each combatant on the side that won initiative may move, OR may fire any missile weapons. Then the losers of the initiative roll may move or fire missile weapons.
5. Melee Combat and Spells: Each combatant on the side that won initiative makes any melee attacks (if in melee range) or casts spells. Spells take effect immediately. Spells cannot be cast if the caster is in melee combat with enemies. Losers of the initiative then make their attacks and cast spells.
6. The round is complete. Go back to STEP 2 (Declare Spells) and repeat the process until the combat is finished.
Rolls
To hit - (1d20+1)
(8) + 1 = 9
Damage - (1d6)
(6) = 6
Rolls
to hit, damage - (1d20+1, 1d6+1)
1d20+1 : (16) + 1 = 17
1d6+1 : (4) + 1 = 5
Rolls
Battle Axe, 2 hands - (1d20+1+1, 1d8+1)
1d20+1+1 : (17) + 2 = 19
1d8+1 : (8) + 1 = 9
Rolls
Driftkin attack vs Bisuit - (1d20)
(7) = 7
Damage Ripping Bite - (1d6)
(5) = 5
Bleeding 5% - (1d100)
(39) = 39
Well! The beast fights on. Going to roll attack on Biscuit. If you roll a 6 on initiative, it all happens simultaneously.
Rolls
Driftkin Initiative - (1d6)
(6) = 6
Driftkin Morale - (2d6)
(62) = 8
Rolls
Driftkin Attack vs Biscuit - (1d20)
(7) = 7
Damage Ripping Bite - (1d6)
(1) = 1
Bleed 5% - (1d100)
(7) = 7
Rolls
Battleaxe - (1d20+1+1, 1d8+1)
1d20+1+1 : (12) + 2 = 14
1d8+1 : (1) + 1 = 2
Rolls
To hit - (1d20+1)
(19) + 1 = 20
Damage - (1d6+1)
(6) + 1 = 7
I don't care were to start. Will dig it all through anyway.
By the way, who are you man and what are you doing here? You can call me Mole. We are here on a mission to fond some Mother Hush.
Mole decides to make introduction with the newcomer
I'm going to check coffin locker, suggest you keep a distance - there may be a warm welcome left by the captain.
Mole is going to open coffin locker while double checking for any hints of traps.
Rolls
Lock pick attempt 1 - (1d100)
(11) = 11
You count out each one and find that each bag had 150 gold. 450 gp in total!
As the padlock unlocks and Mole smiles a big happy smile seeing the gold.
Mole suggest to split it 150 gold each and keep moving Now this is the retirement funding we will deserve when the job is done. Dwarf don't want to tease fate - now as they have found the gold he swear to find that Mother Hush if it will be possible.
Since the side of the ship is staved in, you can see that there is a level below the top deck in three parts. I'm not claiming to be a cartographer, but you get the idea. You have ransacked the Captain's Quarters.
Mole tries to unlock the door.
Rolls
Attempt to Pick a lock - (1d100)
(49) = 49
Rolls
Lockpicking - (1d100)
(50) = 50
Rolls
Lockpicking - (1d100)
(46) = 46
Rolls
open doors - (1d6)
(2) = 2
Varos backs out of the room and hears his own voice just outside of the doorframe.
Rolls
Lockpick padlock to The Vault Door - (1d100)
(80) = 80
"You seek the Priest? He is here as you can see. I found him heading towards the great rift. He is bespelled. The talisman he wears is cursed. I have him held by magic. His eyes are covered, for he has a connection with whatever evil creature...they are here!" says the ethereal woman as she points northward (she points left and away from the vessel.)
One of you looks beyond the vessel to the north, through a small round viewport. In the distance you see two shadows of what appears to be man sized manta rays approaching.
"Seekers of the Unmaking! Show yourselves! Meet your doom!"
The evil rays, Ixitxachitl, swim in a circle about the Daggerwake waiting for the party to emerge.
Dwarf takes a loot at the person tied to a chair in the corner of the room - can he recognize the priest he met earlier? He is also looking for the ghost Varos mentioned. ready to fight the ghost if such a need arise.
That's right, "no sound in the room" should mean it is Mother Hush, shouldn't it she realizes.
Turning around Mole moves out to talk to Biscuit and Varos at the place they could hear him Guess we need to fight whoever is out there, but I don't want that to happen according to their plan. If anyone could attract fish attention
Mole shares his plan: The evil rays don't talk - do they?! There must be must be someone out there hiding behind Ixitxachitl and giving them the orders. Mole want to find alternative exit from the ship and kill the evil entity while Biscuit attracts fish.
Mole checks a window in the room and making confident he would be able to get out any moment nods to Varos and Biscuit to demonstrate his readiness.
Rolls
Manta Initiative - (1d6)
(6) = 6
gains +4 to hit and inflicts double damage
Rolls
Attack (backstab) - (1d20+2+4)
(1) + 6 = 7
Damage (to be doubled) - (1d8+1)
(1) + 1 = 2
Rolls
to hit, damage - (1d20+1, 1d6+1)
1d20+1 : (8) + 1 = 9
1d6+1 : (5) + 1 = 6
To hit/ Damage - (1d20+1, 1d6+1)
1d20+1 : (18) + 1 = 19
1d6+1 : (4) + 1 = 5
Varos' first shot goes wide, but his second shot finds its mark. The ray is spitted through its gills and begins to convulse. It sinks to the sea floor leaving a trail of blood on the water.
Rolls
Attack normal - (1d20+2, 1d8+1)
1d20+2 : (12) + 2 = 14
1d8+1 : (4) + 1 = 5
Rolls
1d20+2
(13) + 2 = 15
1d20+2
(10) + 2 = 12
1d6
(6) = 6
1d6
(1) = 1
An urging is felt by Varos. Mother Hush is calling...
"The priest has been asleep. I have rendered him such. He has been a pawn in the monster's game. This creature, the Ichor, it calls itself lies in the trench beyond. There is a sunken temple in that trench where the creature lives. The Ixitzachitl, the rays, are it's servants and priests. They were hoping to extend their evil above on dry land using this priest as a surrogate for further influence. Soon all memories, including your own will be consumed by the Ichor. It must be destroyed. I cannot leave the Daggerwake, but I can aid you by providing an item of your choice with which to defeat the Ichor."
Until Varos informs he they need to go even deeper to do some more fighting
I feel like pawn in this game. First elves give us a gift to lire us here, then this voice in your - Varos - head try to lure us even deeper. dwarf complains. Biscuit, do you think we could even trust this man? What if he is trying to lure? I don't hear no voice he talks about.
Besides, I am still role playing dwarf hate to the deep water dwelling.
I am trying to ropleplay following, but feel free to just narrate result skipping role play:
1. Mole don't trust Varos who he barelly met an hour ago. Varos could as well be Ichor's agent, can't he?
2. Mole is reasonably afraid of the mission
3. Mole will ask for a longbow + arrows, but if that does not qualify as a single item then plate male
4. He is going to want know more about that Ichor
That's some questions for starters.
"This Ichor will try to use its powers to make you forget, even your mission. It is a creature, of ancient days. It has crept up out of the depths from a fissure. It cannot be reasoned with. Upon thee Dwarf, I bestow the Arc of Deep Blue. Use it well."
A Longbow of Sapphire and blue coral appears in Mole's hand.
Upon command, the staff may be used in the following ways
1. You may call forth two lashing ribbons that act as a +1 flail doing 2d6 +2 damage
2. You may call forth a long whip like ribbon that can Entangle for 1d4 rounds upon a successful hit, essentially restraining a creature with arms and or legs. You may use this feature once per adventure.
3. You may call forth the enchantment of +1 protection (+1 AC, +1 to saving throws.)
Upon reaching 3rd level, researching the name of the last owner will unlock further powers.




