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DM Alexander Kilcoynes Serpents Skull PbP- Chapter 1, Souls for the Smugglers Shiv
(Inactive) Game Master
Alexander Kilcoyne
"What I am doing here eclipses your pathetic lives. I am on the cusp of a discovery your fragile race has not been able to solve since the sky fell so long ago..."
Think I will start giving you map updates at the end of each day rather than contunually updating.
The group steer clear of the Dimorphodon nest on the cliffs of the northeastern shore. After another mile or so the jungle becomes less dense suddenly, and through a gap in the treeline the group can see another shipwreck- this one on the mainland near another small island. Off in the distance to the south, the jungle becomes less and less dense as the group spot the first river they have seen on Smuggler's Shiv.
Seeing the fresh water river, Chi lets out a small gasp, "Look a river, fresh water to cool our brows and wash the sweat away. Come let's start down that way!"A cat, seen wandering through the foliage could almost be seen to sigh, Not more water.
Gwen points at the newest shipwreck.I'd like to make sure that isn't one of the ships that we need to look into. It's probably worth noting, though, that this river is here. We could move the camp to it within a morning's walk, and it would likely provide hygenic benefits to us and our castaway friends to keep clean. Poor Jask's been Creating more Water than a sailor after an overnight ashore. We should scout out an area by it this evening, with a view toward moving camp tomorrow morning - that'd be my thinking, anyway. Anyone disagree?
The boat is beached at a somewhat diagonal angle, with the main deck visible and clearly empty. You are able to hop on board and begin exploring the shipwreck- a small sloop called The Golden Bow.
While exploring the vessel's upper levels, Gwyneth suddenly cries out in alarm as the weak floorboards beneath her give way, sending her falling to the deck below, landing prone.
1d6 ⇒ 1Take 1 damage.
The hermean exile's fate threatens to become even worse as she rubs the dust from her eyes and sees six shambling corpses in rags and wearing black hats with skull and crossbones emblazoned upon them lurch towards her... Gwyneth appears to have fallen into some kind of storeroom.
The drop down to the lower deck is safe for the rest of you to travel down as a move action. When you drop down, you may place yourself on any square adjacent to Gwyneth. And btw I randomised who fell through, i'm not trying to make a damsel in distress of you honest ;)
lol Zombie pirates! Don't mind the damsel in distress thing, I'm actually probably the person most capable of slaughtering all these guys. I'd say THEY'RE the ones in distress! And, whoa, there's a LOT of grid lines on that there map!
Ack! Hva er disse fordømte tingene? De er ekkelt!
Celestial:
Ahh! What are these damn things? They're disgusting!
Round 1 Action
5 foot step to try to get out of the reach of any Zombie Pirates! that have moved within reach.
Standard Action: Channel Energy!! 1d6 ⇒ 3
Move action: Ready shield.
lol Zombie pirates! Don't mind the damsel in distress thing, I'm actually probably the person most capable of slaughtering all these guys. I'd say THEY'RE the ones in distress! And, whoa, there's a LOT of grid lines on that there map!
Ack! Hva er disse fordømte tingene? De er ekkelt!
** spoiler omitted **
Round 1 Action
5 foot step to try to get out of the reach of any Zombie Pirates! that have moved within reach.
Standard Action: Channel Energy!! 1d6
Move action: Ready shield.
You'll start your action prone as shown by the blue circle around your character and my description, so no 5 foot step for you. Standing up from prone will provoke AOO from any zombies that are around you on your init count, as will climbing the rope Chi lowered.
*Evil DM Laugh*
As for the grid lines, sorry about that. The yellow ones are part of the map but its impossible to align them with maptools, use the co-ordinates to help you figure movement etc.
Ah, good point, you did mention I'd be prone. Well then, I'll just channel from prone and ready my shield. That should be possible, right? Unless, of course, they don't make it to me, but it really looks like they will. Please don't crit me!
Round One Action:
From his perch on the upper deck, Ambroze studies the shambling corpses, trying to recall any weaknesses and appropriate tactics for battling the walking dead. (Ambroze will relay any information he recalls to his companions.)
If the Knowledge check is sufficient, Ambroze will use his standard action to activate Bardic Performance: Naturalist - this will grant him and any allies within 30 ft a +1 insight bonus to AC and on attack rolls and on saving throws against the zombie pirates' spell-like, supernatural, and exceptional abilities as appropriate.
Tun'ada(Male Mwangi (Caldaru) Human Ranger 2 (Shapeshifter) / Barbarian 2)
Round 1
Tun'ada drops down to the lower deck AL-27, and readies to slash at a zombie when one comes in range.
James leaps down to assist Gwen, readying an action to rage smash.
As you go after the zombies you won't need to ready an action, so feel free to rage and make your attack rolls.
Ambroze's naturalist is a success as you may have guessed, and one of the key pieces of advice hes sure to call out is to use slashing weapons.
Tun'ada bravely positions himself to take the majority of the zombies attacks, and slashes at one of them with his Terbutje, wounding the foul undead creature..
Re-rolling your damage roll Tun'ada, look carefully at yours and you'll see why ;). 1d8 + 1 ⇒ (1) + 1 = 2
Four of the ex-pirates lurch into combat and lunge for Tun'ada with supernatural strength, one of them managing to slog him solidly in the face
James lands on the deck, frothing at the mouth and beheading a zombie instantly. The head flies across the room, and incredibly the hat remains on the zombies head. The body slumps lifelessly to the ground.
Time for a stabilisation roll from Gwyneth :). Please spoiler it so the group don't know if you pass.
As Chi looks down and sees her friend lying unconscious on the floor, she drops her rope, takes out her sickle and with a shout jumps down defensively by her friend. Protecting herself and Gwen from the zombies advances.
Sometimes characters do the most stupid things...Chi what are you up to!!...She hopes to be fighting defensively, to protect Gwen.
As Chi looks down and sees her friend lying unconscious on the floor, she drops her rope, takes out her sickle and with a shout jumps down defensively by her friend. Protecting herself and Gwen from the zombies advances.
Sometimes characters do the most stupid things...Chi what are you up to!!...She hopes to be fighting defensively, to protect Gwen.
Fancy giving me an attack roll to go with that defensive fighting? :)
Round Two Action:
Short sword in hand, Ambroze drops down beside Gwenyth's prone form and takes up a defensive stance, all the while continuing to provide combat advice to his companions.
Free action to continue Bardic Performance - Naturalist. Move action to jump down to square AK-26. Standard action for total defense: +4 to AC for total AC 19.
The slow, lurching zombies of the haunted ship press their attack. Ambroze finds himself attacked, one of which strikes at him; but the agile Gnome dodges the blow.
1d20 + 4 ⇒ (13) + 4 = 17 1d6 + 4 ⇒ (3) + 4 = 7
James is assaulted by the zombie Flute wounded, but the zombies lurching causes its hat to flop onto its face and block the creatures undead vision, causing it to completely miss the Shoanti.
1d20 + 4 ⇒ (1) + 4 = 5 1d6 + 4 ⇒ (3) + 4 = 7
Chi's bravery spares Gwyneth another blow, but the exotic Elf sees only blackness as a fist slams into her face with supernatural strength, knocking her immediately to the floor with a nasty looking head wound. Blood begins to flow freely on the deck from her wound, mixing with Gwyneths...
1d20 + 4 ⇒ (17) + 4 = 21 1d6 + 4 ⇒ (6) + 4 = 10
Tun'ada sways aside from both of the blows the zombies attempt to deal him, noticing that the most wounded zombie has moved to engage Ambroze.
1d20 + 4 ⇒ (11) + 4 = 15 1d6 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (4) + 4 = 8 1d6 + 4 ⇒ (6) + 4 = 10
From the deck above, Flute blasts the same zombie with more acid, but misses the whole melee. James cuts the wounded zombie into two pieces with a roar and a mighty swing of his sword, and then moves to engage the zombie that took down Chi.
1d20 - 2 ⇒ (5) - 2 = 3 1d6 + 1 ⇒ (6) + 1 = 7
Gwyneth's fate remains unknown...
Chi on your next action i'll need a stabilisation roll, spoilered if you please.
Gwyneth Only:
Just spoilering to keep up the suspense ;), feel free to spoiler back although you have stabilised lol.
Round Three Action:
Ambroze continues to provide combat advice to his companions while stepping back and leaning down next to Gwenyth. As he speaks, he casts a curative spell on the unconscious oracle.
Free action to continue Bardic Performance - Naturalist. Ambroze's AC is now AC16. 5 ft step to square AJ-27. Standard action to cast Cure Light Wounds on Gwenyth: 1d8 + 1 ⇒ (5) + 1 = 6
Tun'ads's blade thuds into the flesh of the flanking zombie, inflicting no serious damage. Chi's fate is unknown as she lies face down, unmoving. Ambroze switches position and heals Gwyneth, who regains conciousness.
The wounded zombie flanking Tun'ada pursues Ambroze, drawing an attack of opportunity from Tun'ada as the undead thing moves mindlessly forwards, but Tun'ada misses the zombie. The pirate lunges for Ambroze, seeking to slam a fist into the Gnome's face, but overswings as Ambroze neatly ducks and almost falls over in its efforts.
The zombie that struck down Chi turns to swing a heavy arm at James, the supernatural strength of the negative energy animating it quickening the blow but not enhancing the zombies poor accuracy.
1d20 + 4 ⇒ (2) + 4 = 6 Miss
1d6 + 4 ⇒ (4) + 4 = 8
Tun'ada's foes have split off somewhat, but two unwounded zombies doggedly carry on trying to thump him, having zero success in even touching the agile warrior.
Flute sends a bolt of acid at the zombie who attacked Ambroze, attempting to add further acid damage to the sizzling wounds in the undead thing's flesh. Flute scores another good hit, melting away the zombies head in acid as it slumps to the ground.
1d20 - 2 ⇒ (15) - 2 = 13 1d6 + 1 ⇒ (4) + 1 = 5
James cuts down another zombie in his rage, stepping atop its corpse to stand beside Tun'ada against the remaining two.
Gasping from her second brush with death in as many days, Gwen voices a pained scream, allowing positive energy to coarse through her body at the same time.
Channel Energy (have some, Zombie Pirates!): 1d6 ⇒ 5 Move Action: Stand from prone.
AK, I marked that channel off of my sheet when I thought I might get it off in round 1. just in case you see that number not changing.
Round Four Action:
Ambroze continues to provide combat advice to his companions while leaning down next to Chi. As he speaks, he casts a curative spell on the unconscious elf.
Free action to continue Bardic Performance - Naturalist. Standard action cast Cure Light Wounds on Chi: 1d8 + 1 ⇒ (1) + 1 = 2
Gwyneth channels positive energy to damage the zombies, and they both falter under the holy power. Tun'ada sees an opportunity and buries his blade deep into the brain of the more wounded zombie, finishing it off. Ambroze heals Chi and her eyes slowly flutter open, although she is clearly still badly hurt.
The last zombie makes one last effort to take down Tun'ada before James finishes it off, but Ambroze's advice is just enough for Tun'ada to dodge the deadly blow.
1d20 + 4 ⇒ (13) + 4 = 17 1d6 + 4 ⇒ (2) + 4 = 6
End of combat, nice fight. Who said barbarians were underpowered eh ;). 200XP each. You may want to heal up, the partys in fairly rough shape.
Having slain all the zombies, Flute joins you down in the storeroom. Various crates lie open, and some are closed. Taking an inventory of the items will take some time, but it may be worth gathering any supplies from the room before leaving the shipwreck.
I need to perform a quick audit on my channel usage. I think I may not have gone back to full this morning. I'll look it over. Alex, was that a dice preview error again? Because a 12 shouldn't have beat my channel energy DC for half damage (DC 14, 10 + 1/2 level (0) + Charisma mod (4))
Yeah, that's exactly what happened, I never restored my channel Energy after the training montage with Sasha. I should be one down from full Channel usage. I'll get everything corrected within the next few minutes. Sorry about that...
Many of the crates contain long-rotted foodstuffs and rags not even suitable for clothing. Seperating the useless things and the rotten things from what is salvageable takes some time, but in the end you find and gather-
Note- For basic equipment I mostly assume that of the 6 of you, at least one of you will pass the low DC and accurately value an item. Appraise does kick in for items of greater value though sometimes.
A block and tackle (a pulley device that grants a +5 bonus on checks to lift heavy objects) valued at 5GP. Weighs 5 lbs.
A 2 pound bag of Caltrops, valued at 1GP. Weighs 2 lbs.
A set of Thieve's Tools, valued at 30GP. Weighs 1lb.
A bottle of fine wine, valued at 10GP. Weighs 2 lbs.
Three metal crowbar (granting a +2 bonus on checks to force open doors, chests and the like) valued at 2GP each. Weighs 5 lbs each.
Two well-made folding chairs, valued at 2GP each. Weighs 10 lbs each.
A basic set of blood-stained manacles valued at 15GP. Weighs 2 lbs.
Two flasks of alchemists fire, valued at 20GP each. Weighs 1lb each.
A small-sized masterwork backpack (treats your Strength score as one higher for encumbrance) valued at 50GP. Weighs 1 lb.
A vial of anti-toxin (grants a +5 alchemical bonus on fort saves vs poison for one hour), valued at 50GP. Weight negligible.
A flask of holy water, valued at 25GP. Weighs 1lb.
23 Silver Pieces
You search the remainder of the shipwreck carefully, but find little else. The door leading into this room appears to be locked, and the rest of the ship has been looted. It looks like whoever looted the ship was unable to get through the locked door and decided it wasn't worth the effort.
10:30AM, Day 4.
@Gwyneth- Sorry I was in a hurry to get a post up and I forgot Channel was charisma based rather than wisdom-based... Both zombies took full damage and i'll know for future :). Dice roll errors shoudn't happen now, I realised what I was doing wrong (previewing with main alias then switching to DM alias to post).
Gwen plants a quick kiss on Ambroze's forehead.Thanks, Ambroze. I've made too much a habit of nearly getting myself killed, a practice that I hope to eliminate in the future. Thank you, all of you, for saving me. Your bravery truly knows no bounds.
As Gwens healing flows from her, Chi recovers and begins to help with unloading the items from the ship."If you're gonna get rid of that bottle of drink, let's at least sample it ourselves before we return."
Chi shows an unusual interest in the Thieves tools, trying them out on the locked door. "When we return, can I try my luck at learning how to use these? You never know when they might come in handy."
Gwen shrugs. I will not partake in any drink, but you are more than welcome to the thieves tools. Any who drink the wine, please rinse your mouths somehow before we return to camp...Aerys smelled the alchohol on Flute when we returned from the Jenivere, and I'd rather not taunt her if we can avoid it.
Why Thank You! I would be very happy to have a masterwork backpack.
Agree that we should get rid of the alcohol.
Ambroze looks around at the scattered remains of the zombie pirates and shudders. "These things are going to give me more nightmares," he mutters, just loud enough that only Gwenyth and Flute hear him. "At least there weren't any snakes," he says, shuddering involuntarily.
Chi, takes the wine and looks at the ornate bottle with its worn label with a certain amount of wonder, she had never been allowed near her master and mistresses wine cellar, or even to pour the wine out at dinner. And this, yet this was a bottle that would have been drunk at the parties and special occasions by her Cheliaxian masters. It must be special, how Chi wanted a sip, just to try.
She takes the bottle, struggles with the cork, it just doesn't seem to want to come out. She must ask for help, she looks around to find the strong ones in the group. "James, could you open this wine, it is surely very good and one sip won't hurt will it."
"Any time Gwen,"James answers quietly, before turning to Chi to help her with the bottle."Sure Chi,"he says as he takes bottle and works the cork out,"we may as well try a bit before we leave. Gwen's right though, we should rinse our mouths so Aerys doesn't notice."