This post has potentially manipulated dice roll results.
MR DORY
As you all enter and look around in the room, a massive fireball roars into the room and detonates - originating from the corner of D8 facing the door. Everyone takes 28 damage, pass a DC15 DEX save and you take half. A horribly mutated man that appears like a aquatic humanoid zombie dripping maggots that was not there before is holding a pile of books and notes and begins to run towards the crane. AREA D5.
"By Bane's Spear, what ees t-" was all Misha was able to say before the explosion. 5
The explosion was so violent, Misha was completely caught off guard, the shock wave slammed her against the hull of the boat, and she hit her head hard.
Carrhae spends 28 points of Lay on Hands to restore what Misha lost and pick her up off the ground. "Come on, Misha. This is no place to die. Everyone! Go after that gross zombie man!"
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Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
This post has potentially manipulated dice roll results.
Dex save: 11
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Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
Piecing together the information you found, you learn these clues:
- Jarme was guilty of the Lantern Ghost murders, but was never anything but a mind-controlled pawn - A cult of Tharizdun is thriving in the Low Quarter. The cult has made an alliance with some sort of sea monster, which the cultists have identified as a spawn of their dark god. - The cultists augment the spawn’s growth by incubating it in the fear and misery of the Styes. The Lantern Ghost murders were set up to amplify that fear. - The cultists hope to have their god’s spawn fully grown in a matter of weeks.
"The catch again indicates a disturbance beneath us. We cannot locate the cause but fear THEY may be in the water near you. Praise Tharizdun! He rests and awaits! The Whisperer anticipates renewed Lantern Ghost harvests — the young one must be fed. This is how you will serve us. The harvest must increase, for the young one grows in both size and appetite. Find someone to resume the Lantern Ghost’s task, and bring the candidate to the temple, where we shall appraise its worth."
"This book contains all the invocations and prayers you’ll need to learn the truth, Mr. Dory. The dark god’s faithful are wary of new converts. But learn the words, and they should accept you soon enough. Seek their pulpit in the evening shadow of Frother’s Lamp. Praise Tharizdun!"
(Frother’s Lamp is in the Low Quarter.)
Misha growls as she looks over your shoulder, reading about the Tharizdunians.
This post has potentially manipulated dice roll results.
"I don't know what 'the spawn' is, but we're killing it before it has a chance to grow up. Let's get to Frother's Lamp. But first, everyone take an hour to rest. We just fought our way here, we shouldn't charge in exhausted."
Hit die: 15
As she rests, she takes Sloop aside. "When I agreed to take you on this ship, it was because I was charged with molding you into an honorable young man, not so that you could visit low-quality brothels. Don't look at me like that, of course I know that you went to a brothel, you don't get what you have because someone sneezed on you. I still haven't figured out how I'm going to punish you for this little escapade, but you should consider yourself fortunate that I have not decided to write to your parents and inform them about what their son is up to. Now rest up, we still need your services."Carrhae taps Sloops shoulder in the most platonic way possible, giving him 5 points of Lay on Hands to cure his herpes, before sending him on his way. "And stop trying to seduce me. I'm not into men and even if I was, I'm 23 and you're 14."
This post has potentially manipulated dice roll results.
T1 - MILDEN SPAN
A tangled wall of apartments and storefronts rises up on either side of a channel of sluggish, tainted water. The structures down near the waterline are empty and desolate, while the ramshackle additions built over their roofs appear progressively more inhabitable as they rise up into the polluted sky. The overall effect is that of a canyon, with walls made from the cross-section of a decaying shantytown rather than from stone. A narrow timber bridge sags across the channel, leading from the back of a crooked alley to what appears to be a partially sunken galley whose structure has been incorporated into the ruined jumble of buildings.
T2 - GALLEY PIER
The main deck of the ruined galley has buckled, and is cluttered with trash, driftwood, and other refuse washed up on the tide. To the east, the galley’s prow juts into the channel like a jagged fang, while the west side of the deck disappears into a wall of boarded-up and badly weathered buildings. The only cleared pathway across the tilted deck leads from the bridge to a pair of massive wooden doors leading into the buildings.
T3 - SHIP'S PROW
The ancient ship’s prow juts up from the foul water of the channel, its tilted surface a hopeless tangle of trash, driftwood, and filth. Scurrying sounds within the detritus suggest the presence of a great many rats.
T4 - HAUNTED HALLWAY
This oppressive hallway reeks of mildew and rotting fish. The walls are severely stained, and the ceiling sags where pockets of water and fungus weigh it down. The sounds of creaking wood and dripping water echo loudly here. Where is everyone?
T5- DARK GOD'S HALLWAY
This cavernous room smells of decaying fish and seaweed. The walls, floor, and ceiling are covered with carvings of complex spirals and smeared with blood. Crude chairs and benches are arranged in a semicircle facing a smaller antechamber to the west. A large, fish-like shape hangs in the air at the far end of the alcove.
T6 - WATERY DESCENT
A wide flight of slippery stairs stands at the end of this antechamber, leading down into a pool of slimy, murky water. The shape above the stairs is a rotting shark’s carcass, which hangs from the rafters on frayed, mildewed ropes. Humanoid heads in various states of decay have been crudely lashed to the shark’s flanks. The stairs descend 20 feet into a completely submerged chamber that’s 20 feet square. Water fills the staircase to within a foot of the top of the stairs. A 10-foot-wide tunnel (not shown on the map) extends from the west side of the chamber beyond. All of the walls in this area are slimy, smelly, and slippery. An unnatural, alien presence fills you with concern, perhaps dread.
The shark twitches and bloats to a nightmarish size, writhes horribly, and snaps it's ropes - breaking free. It "swims" towards you, jaws wide open, and attacks you all. Everyone can make a DC14 INT save: ?????
NIGHTMARE SHARK: 17
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Chandor follows his wife into Door 9 and Carrhae leads the rest of the party into the room. "I'd bet that the source of the problem is in here."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
MR DORY
As you all enter and look around in the room, a massive fireball roars into the room and detonates - originating from the corner of D8 facing the door. Everyone takes 28 damage, pass a DC15 DEX save and you take half. A horribly mutated man that appears like a aquatic humanoid zombie dripping maggots that was not there before is holding a pile of books and notes and begins to run towards the crane. AREA D5.
"By Bane's Spear, what ees t-" was all Misha was able to say before the explosion. 5
Dex: 9
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Dex ST: 13
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
The explosion was so violent, Misha was completely caught off guard, the shock wave slammed her against the hull of the boat, and she hit her head hard.
She crumpled to the floor, unconscious.
Carrhae spends 28 points of Lay on Hands to restore what Misha lost and pick her up off the ground. "Come on, Misha. This is no place to die. Everyone! Go after that gross zombie man!"
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Dex ST: 22
Evasion for no damage
One day I'll remember that I'm in control of Chandor: 22
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Dex save: 11
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Misha groans loudly, struggling to get up, shaken.
"Ugghhh," she moans, getting up, nodding to Carrhae, "Wanted to try dreenk called "fireball" someday, not to be HEET by one."
"You can have one at Chandor and Sana's wedding. After we catch this guy."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
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For those that have ranged, you can take one attack turn at Mr. Dory as he runs towards the warehouse.
Chandor
Attack: 27 Damage: 6
Attack: 23 Damage: 5
Carrhae starts tossing some javelins at him.
Attack: 25 Damage: 8
Attack: 12 Damage: 5
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Leaning by the doorway, Misha yells, "Stop!" casting Command.
Mr. Dory save: 16
Sana stretches out an arm, gold flashing in her eyes. "Approach!" she shouts.
He must make a DC 15 Wis ST or approach me by the shortest and most direct route, stopping if gets within 5 feet.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Mr. Dory save: 21
Mr. Dory, as he gets hit by Chandor's arrows, drops some of his papers and a book, turns invisible, and flees.
He gets away.
Carrhae looks at the papers and book, hoping that something in there might serve as a clue.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Piecing together the information you found, you learn these clues:
- Jarme was guilty of the Lantern Ghost murders, but was never anything but a mind-controlled pawn
- A cult of Tharizdun is thriving in the Low Quarter. The cult has made an alliance with some sort of sea monster, which the cultists have identified as a spawn of their dark god.
- The cultists augment the spawn’s growth by incubating it in the fear and misery of the Styes. The Lantern Ghost murders were set up to amplify that fear.
- The cultists hope to have their god’s spawn fully grown in a matter of weeks.
"The catch again indicates a disturbance beneath us. We cannot locate the cause but fear THEY may be in the water near you. Praise Tharizdun! He rests and awaits! The Whisperer anticipates renewed Lantern Ghost harvests — the young one must be fed. This is how you will serve us. The harvest must increase, for the young one grows in both size and appetite. Find someone to resume the Lantern Ghost’s task, and bring the candidate to the temple, where we shall appraise its worth."
"This book contains all the invocations and prayers you’ll need to learn the truth, Mr. Dory. The dark god’s faithful are wary of new converts. But learn the words, and they should accept you soon enough. Seek their pulpit in the evening shadow of Frother’s Lamp. Praise Tharizdun!"
(Frother’s Lamp is in the Low Quarter.)
Misha growls as she looks over your shoulder, reading about the Tharizdunians.
"I don't know what 'the spawn' is, but we're killing it before it has a chance to grow up. Let's get to Frother's Lamp. But first, everyone take an hour to rest. We just fought our way here, we shouldn't charge in exhausted."
Hit die: 15
As she rests, she takes Sloop aside. "When I agreed to take you on this ship, it was because I was charged with molding you into an honorable young man, not so that you could visit low-quality brothels. Don't look at me like that, of course I know that you went to a brothel, you don't get what you have because someone sneezed on you. I still haven't figured out how I'm going to punish you for this little escapade, but you should consider yourself fortunate that I have not decided to write to your parents and inform them about what their son is up to. Now rest up, we still need your services." Carrhae taps Sloops shoulder in the most platonic way possible, giving him 5 points of Lay on Hands to cure his herpes, before sending him on his way. "And stop trying to seduce me. I'm not into men and even if I was, I'm 23 and you're 14."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
T1 - MILDEN SPAN
A tangled wall of apartments and storefronts rises up on either side of a channel of sluggish, tainted water. The structures down near the waterline are empty and desolate, while the ramshackle additions built over their roofs appear progressively more inhabitable as they rise up into the polluted sky. The overall effect is that of a canyon, with walls made from the cross-section of a decaying shantytown rather than from stone. A narrow timber bridge sags across the channel, leading from the back of a crooked alley to what appears to be a partially sunken galley whose structure has been incorporated into the ruined jumble of buildings.
T2 - GALLEY PIER
The main deck of the ruined galley has buckled, and is cluttered with trash, driftwood, and other refuse washed up on the tide. To the east, the galley’s prow juts into the channel like a jagged fang, while the west side of the deck disappears into a wall of boarded-up and badly weathered buildings. The only cleared pathway across the tilted deck leads from the bridge to a pair of massive wooden doors leading into the buildings.
T3 - SHIP'S PROW
The ancient ship’s prow juts up from the foul water of the channel, its tilted surface a hopeless tangle of trash, driftwood, and filth. Scurrying sounds within the detritus suggest the presence of a great many rats.
T4 - HAUNTED HALLWAY
This oppressive hallway reeks of mildew and rotting fish. The walls are severely stained, and the ceiling sags where pockets of water and fungus weigh it down. The sounds of creaking wood and dripping water echo loudly here. Where is everyone?
T5- DARK GOD'S HALLWAY
This cavernous room smells of decaying fish and seaweed. The walls, floor, and ceiling are covered with carvings of complex spirals and smeared with blood. Crude chairs and benches are arranged in a semicircle facing a smaller antechamber to the west. A large, fish-like shape hangs in the air at the far end of the alcove.
T6 - WATERY DESCENT
A wide flight of slippery stairs stands at the end of this antechamber, leading down into a pool of slimy, murky water. The shape above the stairs is a rotting shark’s carcass, which hangs from the rafters on frayed, mildewed ropes. Humanoid heads in various states of decay have been crudely lashed to the shark’s flanks. The stairs descend 20 feet into a completely submerged chamber that’s 20 feet square. Water fills the staircase to within a foot of the top of the stairs. A 10-foot-wide tunnel (not shown on the map) extends from the west side of the chamber beyond. All of the walls in this area are slimy, smelly, and slippery. An unnatural, alien presence fills you with concern, perhaps dread.
The shark twitches and bloats to a nightmarish size, writhes horribly, and snaps it's ropes - breaking free. It "swims" towards you, jaws wide open, and attacks you all. Everyone can make a DC14 INT save: ?????
NIGHTMARE SHARK: 17