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As a practical matter, there is nothing further of interest down here; except for Professor Forol, who would be filling several notebooks but for the golden idol that seems to have captured his attention.


Round 4__________________
The current battlespace is as follows:
The enemy ship: is currently in contact with your ship on the starboard side of the fore maindeck. You see two guys/pirates at the boarding gangway engaged in a viscious swordfight. The inky blackness covering the rest of the pirate ship seems to have vanished.
Forecastle: You see six enemies there, messing with the anchors maybe?
Fore Maindeck, Portside: Kharn and Nakoda are engaged there with two enemies.
Fore Maindeck, Starboardside: There is one large fellow who could be a lieutenant of some kind, overseeing the attack on Kharn and Nakoda.
Aft Maindeck, Portside: Bron and Zane are engaged with four pirates. One pirate is slipping and falling in a patch of grease. One pirate lies unconscious.
Aft Maindeck, Starboardside: Nobody there.
Poop deck: The dwarfish pirate officer shouts at his men.

Players take their actions in order of posting, enemies go last.
Typical pirate is AC15 and HP 10. CMD is 15.
The deck of any ship is difficult terrain.


Round 3 complete____________

Zane Argentus________________________________________

Targeting as many as possible using Color Spray(DC 16)(will take 5 ft step if need be, Warding weapon spell on cane defends eliminating AoO's.
1d20 ⇒ 16Pirate saves.
1d20 ⇒ 16Pirate saves.
1d20 ⇒ 12Pirate fails. He falls stunned, blind and unconscious.

Llaen Skyfallen________________________________________
Llaen swings across the deck on a rope, landing near the bow. With a sudden swing, he decapitates one of the two pirates here.
Kharn Iron-Blessed

Kharn________________________________________

Swinging his hammer in arc, Kharn smashes the pirate attempting to rise and then whirls it around bringing the flat of the hammer down with a sickening crunch on a second pirate attempting to stab at Nakoda
Kharn kills two pirates.

Bron Hartigan________________________________________

Grinning at the pirates around him, Bron shouts, "Let's dance!" as he sings his heavy flail in a wide arc, putting this full strength behind the swing.
But misses.

Nakoda________________________________________

Inspire Courage ~Rnd4/14~
(+1 A/D, +1 Morale)
Shifting her tactics, she went on the defensive as Kharn's last attack gave her a bit of breathing room to see more of what was going on.
Fighting Defensively, AC now 23

Enemies__________________
The crew on the forecastle still making a racket.

The big man on the starboard fore maindeck looks at Kharn, shocked at the mincemeat he was making with his men. He whips out a second cutlass and starts moving towards Kharn.
Attack 1 vs Kharn: 1d20 + 3 ⇒ (7) + 3 = 10 Miss.
Attack 1 vs Nakoda: 1d20 + 3 ⇒ (9) + 3 = 12 Miss.

On the poopdeck the dwarf looks down at Zane and Bron and roars with fury. What are you waiting for? Finish them!
Ref save: 1d20 + 4 ⇒ (3) + 4 = 7 Pirate tries to get up from the Grease, but slips and falls again.

The pirates shift around Bron and Zane, paying particular attention to Zane and his fearsome magic.
Flank Attack 1 vs Zane: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 Miss.
Flank Attack 2 vs Zane: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 Miss.

Flank Attack 1 vs Bron: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 Hit! crit confirm? 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 not confirmed. Damage is 1d6 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10 cutting damage.
Flank Attack 2 vs Bron: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Miss.

On the pirate ship, the last pirate attacks Llaen shouting in fear and fury.
Attack 1 vs Llaen: 1d20 + 3 ⇒ (17) + 3 = 20 Hit! for 1d6 + 1 ⇒ (6) + 1 = 7 cutting damage.


The statues glow blue as they absorb the lightning strokes, and in the sarcophagus room the Wall of Iron vanishes with a hiss.

Of course, this resets the trap also.


On closer inspection of the guardian statues...

Spellcraft DC10:

You realize the Wall of Iron seal and the statues magic are linked.

Spellcraft DC15:

You understand the magic was an Alarm that tripped a Wall of Iron spell to seal intruders into the tomb.
You can reverse the mechanism with a Intelligence check DC15 and 8 hours work.

Spellcraft DC20:

You can quickly reverse the mechanism and remove the Wall of Iron by hitting both statues with lighting of some kind.


Bryson:

Sniffing around you find nothing in particular of interest, aside from the coinage and gems. The air down the shaft is old and stale and still; probably no exit down there.
Detecting Magic though, you get a strong Magic resonance between the statues of guardians.


Weeellll, I haven't actually seen anyone explore the infinite shaft, or detect magic beyond the sarcophagus room.


Going back up the invisible rampway, you come to the Great Calendar Room again.
The huge circular disk of stone dominates the floor if this chamber, it's face carved with dozens of concentric rings of heiroglyphs. A filthy nest of bones and rubble sit atop it.

Knowledge (History) or (Religion) DC15:

This disc is an ancient Olman calendar stone, once used to track the movement of celestial bodies.

When you search the filthy nest...

Perception DC10:

The whole bottom of the nest is covered by copper coins of ancient make.
14,314 cp (Probably taken from the eyes of corpses).
And several gemstones
■azurite (11 gp)
■blue sapphire (1200 gp)
■chalcedony (50 gp)
■sapphire (300 gp)

Beyond the calendar stone on the far wall is an open archway.
Twin statues of men dressed in strange ancient armor and wearing towering headdresses made of coiled snakes and bat wings stand at either side of the arched doorway.

Beyond the archway beckons a circular room, its walls adorned with dozens of niches in which rest the desiccated bodies of long dead men and women.

And on the far side of that, you see a yawning shaft descending into gloom. The walls of the shaft are fitted with hundreds of niches, upon which lie the dusty bones of heroes, priests, kings, queens, and warriors of a bygone age.
Resting upon the topmost niche, directly across the yawning shaft (20 ft.) from you cradled in the arms of a skeleton, is a glittering golden statuette of a bat.
The idol is a fantastic work of art, with rubies for eyes and tiny slivers of pearl for fangs and claws.

Knowledge (Religion) DC25:

This is a representation of Camazotz, an ancient god of bats and the night. Its presence here is not unusual, since much of the iconography on the walls indicates that the builders of this crypt worshiped him.


[npc]Annie channels energy twice, giving everyone 3d6 + 3d6 ⇒ (2, 6, 3) + (1, 5, 6) = 23 points of healing.


Shooting aside the three bolts, you trip the latch and pull the special cell door open with an ominous creek.
This cell is as still and deserted as the others you've seen; but somehow, you don't know why, you don't feel alone in there.


OK guys, what do you want to do? Go inside the special cell, go downstairs, go outside?


Sorry man, no taking 10 in combat.


Llaen:

It is 60 feet over difficult terrain to get to the two pirates up forward from where you are now. Probably a couple of rounds.
If you have the acrobatics for it, you can swing on a rope and get there in one round. You can do it in a full round as a gimme, or a Move action with DC20.


Hello?


Round 3__________________
The current battlespace is as follows:
The enemy ship: is currently in contact with your ship on the starboard side of the fore maindeck. You see a couple of guys at their poop deck manning their wheel. You see two pirates at the boarding gangway looking back at the inky blackness covering the rest of their ship. They look nervous.
Forecastle: You see six enemies there, messing with the anchors maybe?
Fore Maindeck, Portside: Kharn and Nakoda are engaged there with four enemies.
Fore Maindeck, Starboardside: There is one large fellow who could be a lieutenant of some kind, overseeing the attack on Kharn and Nakoda.
Aft Maindeck, Portside: Bron and Zane are engaged with five pirates.
Aft Maindeck, Starboardside: Nobody there.
Poop deck: The dwarfish pirate officer greets the helmsman there.
Players take their actions in order of posting, enemies go last.
Typical pirate is AC15 and HP 10. CMD is 15.
The deck of any ship is difficult terrain.


Round 2 complete____________________

Bron Hartigan
Bron attacks but misses, nearly taking Zane’s head off before he checked his swing in time.

Kharn Iron-Blessed
Kharn’s whirling fouchard cuts down three of the pirates as they move in to surround him and Nakoda. Dropping his fouchard in favor of warhammers, he smashes another into paste.

Zane Argentus
Zane’s Burning Hands flash fries three of the pirates.

Nakoda
Nakoda catches the one prone with a nasty wound, but he still lives.

Enemies__________________
The crew on the forecastle still making a racket.

The big man on the starboard fore maindeck looks at Kharn, shocked at the mincemeat he was making with his men.

Depending on the results of AoO, there may be one fewer attacks made.
Two end up flanking Kharn, two end up flanking Nakoda.
Flank attack 1 vs Kharn: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Miss.
Flank attack 2 vs Kharn: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 Hit! for 1d6 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4 piercing damage.
Flank attack 1 vs Nakoda: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 Miss.
Flank attack 2 vs Nakoda: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 Hit! for 1d6 + 1 + 1d6 ⇒ (5) + 1 + (4) = 10 piercing damage.

On the poopdeck the dwarf meets the helmsman and gives him a heavy pouch.

Ref save: 1d20 + 4 ⇒ (5) + 4 = 9 Pirate tries to get up from the Grease, slips and falls again.
Ref save: 1d20 + 4 ⇒ (18) + 4 = 22 Pirate manages to roll out of the Grease.
The pirates shift around Bron and Zane, paying particular attention to Zane and his fearsome magic.
Flank attack 1 vs Zane: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Miss.
Flank attack 2 vs Zane: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 Miss.
Flank attack 1 vs Bron: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 Miss.
Flank attack 2 vs Bron: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Miss.


Kharn and Nakoda: The prone guy Nakoda wounded will hop up this round and be eligible for an AoO.


Llaen Skyfallen:

Ducking between the helm and the mizzenmast, you let the darkness dissipate. The brilliant night sky is revealed, the constellations are oddly distorted however.
Revealed is the filthy pirate ship you are on. There is no one anywhere on the poopdeck where you are, or the main deck. On the forecastle are a couple of pirate guards looking aft with some consternation. They are standing next to a boarding plank leading to a fast looking ship of unfamiliar design. The pirate ship is firmly abutted midship of the merchant ship, the deck is swirling with screaming and shouting and the clash of arms. You can see a huge figure laying about with a couple of war hammers on its fore main deck, and the gout of fire from a Burning Hands spell on its aft main deck.


The creature snarls in rage as Bryson's lightning licks at it again, then...

Everybody but Annie:

The creature screams as a greenish lightning bolt hits it with a CRACK that hurts your ears. The creature is blown apart; it's varous body parts and viscera rain down upon you and the area around you, which then evaporate altogether in puffs of brimstone.
You see that Annie is standing next to the sarcophagus, a maniacal grin on her face and her palm stretched out towards where the creature was. A cloud of condensation appears in front of her as she breathes out. Then the grin fades and she seems to come to herself again.

Spellcraft DC17:

That looked very much like a sonic substituted lighting bolt.

Annie:

You feel a curious sense of vicious exultation as you swim back to consciousness. You don't remember falling unconscious though.
You are standing outside the sarcophagus, still wounded, arm outstretched to where the creature lies exploded all over a twenty foot square area, as well as spattered all over your companions.

Professor Forol looks up at Annie with something like awe.
"How did you DO that?"

The battle is over.


When you decide to move on and explore, you find that while the cellblocks occupy the western side of this floor, the eastern side is for the guards.
You can see here wooden benches once lined this large hall, but several are now stacked in a jumble and others are overturned in disarray.
Weakened by fire, the entire east wall has collapsed away, creating an unintended entryway to a wooden deck beyond.

The view of the lake beyond would be beautiful if the silence were not so eerie.

South of that, you can see that once a kitchen, this room is now nothing more than charred, blackened remains.

In the middle of the floor, guarded by solid iron bars, is the stairway down.

Theodoric, standing by the grilled viewing port to a southern cell, turns to you all and says in his eerie hollow voice; "What is this,I do not understand."

When you look through the port, you see that although this cell is rather spacious, it contains no concessions to comfort. A bare bunk against the west wall, a table, a chair, a cup and bowl lie on the table, as well as a moldy journal.
A skeletal body dressed in the rotting remains of a prisoner’s robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols.

Knowledge (History) or (Local) DC20:

You recall one of the celebrity prisoners held here was knows as "Father Charlatan".

Knowledge (History) or (Local) DC25:

This must be "Father Charlatan" (Sefick Corvin):
Of the five notorious prisoners, only Father Charlatan was not technically a murderer, yet his crimes were so blasphemous that several churches demanded he be punished to the full extent of Ustalavic law. Although he claimed to be an ordained priest of any number of faiths,
Father Corvin was in fact a traveling con artist who used faith as a mask and a means to bilk the faithful out of money in payment for false miracles or cures. He became known as Father Charlatan after his scheme was exposed and his Sczarni accomplices murdered a half-dozen city guards in an attempt to make good the group’s escape.


The skeletons all collapse, all the way dead again.

Domminia waives her hand through the air where the piper was. She feels only a cold spot that diminishes, but never entirely fades. Theodoric roams the corridors and cells, smashing skeltons apart with his armored fists.

Kendra Will: 1d20 + 6 ⇒ (18) + 6 = 24
Kendra hesitates, in the grip of strong emotion, but she falls into Ereviss' arms trembling.
"Thank you..." she whispers, choking.

Xiuj shakily comes out of his paralysis. He bitterly curses himself for a fool and anyone else who shows concern.

The skeletons, before Theodoric got to them, did not appear to have originally died by violence.

Heal check DC15:
The state of the mummified lungs, plus the soot on the walls, says to you they all died of smoke inhalation.


Round 6_________________

The creature screams with rage and breathes fire on Ghirrak, Dgrim, Bryson and Phillip, dealing 4d6 ⇒ (1, 2, 1, 3) = 7. Reflex save DC17 to take half damage.

Players act in order of posting.


Round 5 (players)

When Bryson-cat pounces, the creatuer manages to dodge his flurry of claws and teeth. Bryson growls again as a flicker of lightning runs across the ceiling and lances down at the demon-bat.
Ref save: 1d20 + 9 ⇒ (2) + 9 = 11 The creature dodges the wrong way and the lightning nails him. It doesn't seem to do a great deal of damage though.

Phillip stumbles back dodging for his life.

Annie:
For this round your mind is elsewhere.

You can see that Annie is now standing outside the tomb, a peculiarly intense look on her face. She raises a hand and a blue-white ray strikes the demon-bat. It shrieks as it is flung back a few feet, it's fur smoking.
Perception DC12:
You can see that when Annie breathes out, a small cloud of condensation forms briefly.

[npc]Ghirrak again attacks 1d20 + 6 ⇒ (2) + 6 = 8
[npc]Dgrim's attack. 1d20 + 11 ⇒ (1) + 11 = 12 for a possible 1d10 + 5 ⇒ (1) + 5 = 6 cutting damage.

Annie, make another Will save.


When Domminia and Theodoric swing through the Piper, he seems to waver and then break up and disappear; the riveting sound of the flute trilling off wildly.
The skeletons all freeze in place.


I figured you would kill a few before they landed hits, I put an addendum correcting attack damage on players.
Kharn killed one of the ones attacking him, and two of the ones attacking Nakoda.
Kharn is currently backed up to the railing and cannot back up any further unless he would like to go swimming.


Round 1 modification: Kharn's Sweeping attack kills the one who lands the first flanking attack on him, negating that damage. The other two missed anyway.
Zane's grease took two down, their attacks missed anyway.


Round 2__________________

The current battlespace is as follows:
The enemy ship: is currently in contact with your ship on the starboard side of the fore maindeck. You see a couple of guys at their poop deck manning their wheel. You see two pirates at the boarding gangway looking back at the inky blackness covering the rest of their ship. They look nervous.

Forecastle: You see six enemies there, messing with the anchors maybe?
Fore Maindeck, Portside: Kharn and Nakoda are engaged there with eight enemies.
Fore Maindeck, Starboardside: There is one large fellow who could be a lieutenant of some kind, overseeing the attack on Kharn and Nakoda.
Aft Maindeck, Portside: Bron and Zane are engaged with eight pirates.
Aft Maindeck, Starboardside: Nobody there.
Poop deck: The dwarfish pirate officer greets the helmsman there.

Players take their actions in order of posting, enemies go last.
Typical pirate is AC15 and HP 10. CMD is 15.
The deck of any ship is difficult terrain.


Round 1_____________

Bron: Moves action to draw weapon, Standard to intimidate the mean looking dwarf. The dwarf looks entirely unmoved by Brons bravado.

Kharn: Takes a 5’ step back. SA: Cast Enlarge Person, Kharns reach now commands the entire portside forward maindeck.

Nakoda: Withdraws to Kharn.

Zane: Cast Grease. 10 ft square to catch as many pirates as possible, (max 4)
Pirate ref save: 1d20 + 4 ⇒ (15) + 4 = 19 No effect.
Pirate ref save: 1d20 + 4 ⇒ (3) + 4 = 7 Falls prone.
Pirate ref save: 1d20 + 4 ⇒ (1) + 4 = 5 Falls prone.
Pirate ref save: 1d20 + 4 ⇒ (17) + 4 = 21 No effect.

Llaen: Striking out in the inky blackness, one of the pirates is struck down.

Enemies__________________
The crew on the forecastle still making a racket.
The big man on the starboard fore maindeck looks at Kharn with a sneer, then he barks at the pirates around him.
”What are you waiting for? Kill them!”
Carefully approaching this time, the pirates roll, dive and swing towards Kharn and Nakoda.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (10) + 7 = 17 Yes AoO.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (20) + 7 = 27 No AoO.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (12) + 7 = 19 No AoO.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (20) + 7 = 27 No AoO.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (3) + 7 = 10 Yes AoO.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (15) + 7 = 22 No AoO.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (3) + 7 = 10 Yes AoO.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (9) + 7 = 16 Yes AoO.
Depending on the results of AoO, there may be fewer attacks made.
Two end up flanking Kharn, two end up flanking Nakoda, and three face Nakoda from the front. (The last one dances around in the backfield encouraging the others. Tradition.)
Flank attack 1 vs Kharn: 1d20 + 3 ⇒ (18) + 3 = 21 Hit for 1d6 + 1 + 1d6 ⇒ (5) + 1 + (1) = 7 cutting damage.
Flank attack 2 vs Kharn: 1d20 + 3 ⇒ (11) + 3 = 14 Miss.
Flank attack 1 vs Nakoda: 1d20 + 3 ⇒ (11) + 3 = 14 Miss.
Flank attack 2 vs Nakoda: 1d20 + 3 ⇒ (1) + 3 = 4 Miss. Fumble! Prone.
Attack 1 vs Nakoda: 1d20 + 3 ⇒ (2) + 3 = 5 Miss.
Attack 2 vs Nakoda: 1d20 + 3 ⇒ (17) + 3 = 20 Hit for 1d6 + 1 ⇒ (1) + 1 = 2 cutting damage.
Attack 3 vs Nakoda: 1d20 + 3 ⇒ (12) + 3 = 15 Miss.
Thrown knife Attack vs Kharn: 1d20 + 3 ⇒ (12) + 3 = 15 Miss.

On the starboard side aft maindeck, the dwarf snaps his fingers and points at Bron and Zane before mounting up the ladder to the poopdeck. The helmsman seems to be relieved rather than fearful.
The pirates there charge towards Bron and Zane, surrounding them.
Flank attack 1 vs Zane: 1d20 + 3 ⇒ (8) + 3 = 11 Miss.
Flank attack 2 vs Zane: 1d20 + 3 ⇒ (6) + 3 = 9 Miss.
Flank attack 1 vs Bron: 1d20 + 3 ⇒ (20) + 3 = 23 Hit for 1d6 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6
Flank attack 2 vs Bron: 1d20 + 3 ⇒ (8) + 3 = 11 Miss.
Attack 1 vs Zane: 1d20 + 3 ⇒ (12) + 3 = 15 Miss.
Attack 2 vs Bron: 1d20 + 3 ⇒ (12) + 3 = 15 Miss.
Attack 3 vs Bron: 1d20 + 3 ⇒ (13) + 3 = 16 Miss.
Thrown knife Attack vs Bron: 1d20 + 3 ⇒ (18) + 3 = 21 Hit for 1d4 + 1 ⇒ (3) + 1 = 4 piercing damage.

Back at the pirate poop deck,
1d20 ⇒ 7 The last pirate screams in fear, swings his cutlass through the air while he retreats, and falls over the railing into the water.
Llaen: The pirate ship is clear around you. You can clearly hear the shouts and clangor of battle forward of where you are.


In this case you still cannot see. As you pass by obstacles on deck you feel the heat from lamps and wonder if it might be after nightfall...


ROUND 7_____

Players take their turn as they post, enemies will go last.


Round 6___________

The image of the piper becomes clearer somehow, and the sound of fluttering wings louder.

Ereviss or Knowledge (History) DC20:

You remember now;
Originally, Harrowstone housed only local criminals, but as the prison’s fame spread, other
counties and distant lands began paying to have more dangerous criminals housed within this prison’s walls.
At the time of the great Harrowstone Fire, the number of particularly violent or dangerous criminals imprisoned
within the dungeons below was at an all-time high.
One of the most notorious of them was The Piper of Illmarsh:
Before he snatched his victims, the Piper taunted his targets with a mournful dirge on his f lute.
He preferred to paralyze lone victims by dosing their meals with lich dust and then allowed his pet stirges to drink the victims
dry of blood.

Domminia swings into the misty image and again misses.
Theodoric swings at the same place, and connects somehow! The image wavers as it seems to flinch in pain.
[npc] Ereviss tries to hit one of the skeletons holding Kendra, 1d20 + 3 ⇒ (3) + 3 = 6but again misses!
Kendra struggles to concentrate but fails.
Xiuj continues to stare blankly into space. You see a spot of blood well up on his head, then one on an arm, and another appear on his neck.
[npc] Ysabot swings her staff at the Piper. 1d20 + 1 ⇒ (15) + 1 = 16 and hits for 1d6 + 1 ⇒ (4) + 1 = 5 crush damage.
[npc]Merenso attacks 1d20 + 5 ⇒ (14) + 5 = 19 hits and shatters another skeleton.
[npc]Fengring attacks 1d20 + 3 ⇒ (14) + 3 = 17 hits and shatters another skeleton.
Skeleton claw attack 1 vs Ereviss: 1d20 + 2 ⇒ (16) + 2 = 18for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage.
Skeleton claw attack 2 vs Ereviss: 1d20 + 2 ⇒ (2) + 2 = 4for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage.
Skeleton claw attack 1 vs Fengring: 1d20 + 2 ⇒ (2) + 2 = 4for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage.
Skeleton claw attack 1 vs Merenso: 1d20 + 2 ⇒ (18) + 2 = 20for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage.

Domminia and Theodoric make Fort saves please.


Round 5_________________

The creature turns with rage on Phillip.
Claw attack 1 on Phillip: 1d20 + 9 ⇒ (19) + 9 = 28 for a possible 1d4 + 3 ⇒ (1) + 3 = 4 points of damage.
Claw attack 2 on Phillip: 1d20 + 9 ⇒ (19) + 9 = 28 for a possible 1d4 + 3 ⇒ (1) + 3 = 4 points of damage.
Bite attack on Phillip: 1d20 + 9 ⇒ (6) + 9 = 15 for a possible 1d6 + 2 ⇒ (5) + 2 = 7 points of damage.

Players act in order of posting.


Round 4 (Players)_____________

Ghirrak moves forward and lands a tremendous hit, but again it's like hitting the trunk of a tree and it seems unaffected.

Phillip shifts to flank the creature, strikes it in a sensitive area and draws blood as the creature shrieks and turns on him.

Bryson growls again as a flicker of lightning runs across the ceiling and lances down at the demon-bat. Ref save: 1d20 + 9 ⇒ (7) + 9 = 16 It shifts aside again, avoiding much of the damage.

[npc]Dgrim's attack. 1d20 + 11 ⇒ (11) + 11 = 22 for a possible 1d10 + 5 ⇒ (4) + 5 = 9 cutting damage. Dgrim hits it with his axe, but doesn't do enough to damage it.

Annie make a Will save.


ROUND 6_____

Players take their turn as they post, enemies will go last.


Round 5_______________

Somehow, contact with Theodorics' sword seemed to change things. A misty translucent form seems to coalesce out of mid air. It seems to be a grinning young man playing a flute dripping with blood.
He plays a sudden trill, an you hear the fluttering of many wings...

Knowledge (History) or (Local) DC20:
You recall that the Piper of Illmarsh kept a swarm of stirges as pets.

Domminia swings into the misty image and misses.
Theodoric swings at the same place, but also meets nothing.
Ereviss tries to hit one of the skeletons holding Kendra, but his run of horrible luck continues and he almost breaks a thumb on one of the bars as he misses again.
Kendra manages to concentrate enough to cast Disruption and shatters one of the hands holding her. She struggles but still can't free herself. She calls out for Ereviss as the claws dig into her flesh, trying to draw her through.
Xiuj 1d20 ⇒ 7 crouches down in fear.
stares off into space.
[npc] Ysabot swings her staff at the Piper.
1d20 + 1 ⇒ (3) + 1 = 4 miss.
[npc]Merenso attacks
1d20 + 5 ⇒ (3) + 5 = 8 miss.
[npc]Fengring attacks
1d20 + 3 ⇒ (1) + 3 = 4 miss.

Skeleton claw attack 1 vs Ereviss: 1d20 + 2 ⇒ (14) + 2 = 16 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage.
Skeleton claw attack 2 vs Ereviss: 1d20 + 2 ⇒ (8) + 2 = 10 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage.
Skeleton claw attack 1 vs Fengring: 1d20 + 2 ⇒ (2) + 2 = 4 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 claw damage.
Skeleton claw attack 2 vs Fengring: 1d20 + 2 ⇒ (16) + 2 = 18 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 claw damage.
Skeleton claw attack 1 vs Merenso: 1d20 + 2 ⇒ (8) + 2 = 10 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage.
Skeleton claw attack 2 vs Merenso: 1d20 + 2 ⇒ (20) + 2 = 22 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage.


Llaen:

Listening, you locate the two pirates about 20 and 25 feet away from your spot at the top of the ladderway. You can smell the stink of old rum and rotten teeth, and hear the creak of wood and rope. They are probably behind the wheel of the helm.


1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 1 ⇒ (7) + 1 = 8

Llaen:

Moving aft in the utter blackness towards the individual voices, you maneuver around the clutter on deck until you find the ladder way up to the poop deck.
You hear one of them hiss at the other and the sound of a weapon being unsheathed.
Perception check to locate them in their hexes. And a stealth check if you want to move quietly.


Llaen:

You hear sounds of surprise and fear coming from the helm aft of you, and sounds of battle forward, neither moving.
You understand that there are a few things you DO need sight to avoid right? And a ship is the perfect place to demonstrate it.


Llaen:
When you emerge onto the deck, you can hear a couple of humans speaking in their crude tongue aft, you hear many more engaged in battle somewhere forward. You cannot see in the Deeper Darkness.
Remember a ships deck is difficult terrain.


Round 4_________________

The creature, impossibly wounded, staggers to its feet. It glares at the party with rage, but it turns to run after Annie. As it gets close to the sarcophagus, runes flare on the lid and the creature is repelled by a Circle of Protection from Evil.

Perception DC17:
You can see some of its wounds start to heal up.

Players act in order of posting.


The demon-bat dives across the room towards Annie again. Annie in total defense, broken running to sarcophagus.
Demon bat Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Flyby claw attack 1 on Annie AC26: 1d20 + 9 ⇒ (5) + 9 = 14 for a possible 1d4 + 3 ⇒ (2) + 3 = 5 points of damage. Miss.
Flyby claw attack 2 on Annie AC26: 1d20 + 9 ⇒ (16) + 9 = 25 for a possible 1d4 + 3 ⇒ (2) + 3 = 5 points of damage. Miss.
Ghirrak's AoO. He leaps up and puts a solid hit on the demon bat. It feels like punching a tree. It staggers in the air, but continues flying.
[npc]Dgrim's AoO. 1d20 + 11 ⇒ (20) + 11 = 31 crit confirm? 1d20 + 11 ⇒ (13) + 11 = 24 so it takes 2d10 + 10 ⇒ (5, 2) + 10 = 17 cutting damage. But the blow that should have split it in half only does moderate damage to it.
Phillips AoO. Phillip swings with a grin, and his cold iron blade shears easily through a wing as it passes. It crashes to the deck and skids to a stop.
Bryson growls as a flicker of lightning runs across the ceiling and lances down at the demon-bat. Ref save: 1d20 + 9 ⇒ (19) + 9 = 28 It twists aside at the last moment and avoids most of it.
Annie runs to the sarcophagus, shoves the mummy aside, crawls into the niche and with some effort shoves the lid closed.


Llaen, you are on the pirate ship; strangely empty of pirates right now.
When you emerge on deck, you see a couple of filthy human pirates at the helm of the ship you're on, and a couple more up forward at the boarding ramps to another ship (looks like your ship rammed it) where there is a huge swirling fight in progress on her deck.


ROUND 5_____

Players take their turn as they post, enemies will go last.


Round 4_______________

Rushing to the site where Persimmon was looking, Domminia swings into the swirling disturbance and feels herself hitting something!
Theodoric swings more forcefully at the same place, but meets nothing.
Ereviss tries to hit one of the skeletons holding Kendra, but misses.
Kendra tries to Disrupt one of the skeletons, but can't concentrate enough to do it.
Xiuj spits something unpleasant in Tian and starts to draw another bomb, when he grows slackjawed and stares off into space.
[npc] Ysabot approaches and snaps a staff at the Piper.
1d20 + 1 ⇒ (6) + 1 = 7 but misses.
[npc]Merenso attacks
1d20 ⇒ 12 and hits! for 1d8 + 3 ⇒ (1) + 3 = 4 points damage.
[npc]Fengring attacks
1d20 + 3 ⇒ (2) + 3 = 5 but misses.

Skeleton claw attack1 vs Ereviss: 1d20 + 2 ⇒ (5) + 2 = 7 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 claw damage.
Skeleton claw attack2 vs Ereviss: 1d20 + 2 ⇒ (11) + 2 = 13 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 claw damage.
Skeleton claw attack1 vs Fengring: 1d20 + 2 ⇒ (11) + 2 = 13 for a possible 1d4 + 2 ⇒ (4) + 2 = 6 claw damage.
Skeleton claw attack2 vs Fengring: 1d20 + 2 ⇒ (19) + 2 = 21 for a possible 1d4 + 2 ⇒ (2) + 2 = 4 claw damage.
Skeleton claw attack1 vs Merenso: 1d20 + 2 ⇒ (17) + 2 = 19 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 claw damage.
Skeleton claw attack2 vs Merenso: 1d20 + 2 ⇒ (2) + 2 = 4 for a possible 1d4 + 2 ⇒ (1) + 2 = 3 claw damage.


PC init 1d20 + 2 ⇒ (12) + 2 = 14
Enemy init 1d20 + 2 ⇒ (5) + 2 = 7

Round 1____________
Player Characters go first. You may act in order of posting.

The current battlespace is as follows:
The enemy ship: is currently in contact with your ship on the starboard side of the fore maindeck. You see a couple of guys at their poop deck manning their wheel. You see two more at the boarding gangway.

Perception DC17:
The view of the enemy ship is dimming. If this continues you won't be able to see it at all next round.

Forecastle: You see six enemies there, messing with the anchors maybe?
Fore Maindeck, Portside: Nakoda is engaged there with two enemies. Kharn Iron-Blessed is surrounded by two prone. One now as he tries to get up and Kharn splits him in two.
Fore Maindeck, Starboardside: There are eight pirates there along with one large fellow who could be a lieutenant of some kind. They are looking in Kharn's direction and not liking what they see.
Aft Maindeck, Portside: Bron and Zane have just gotten up on deck here and are currently unengaged.
Aft Maindeck, Starboardside: There are eight pirates there along with one short dwarfish mean looking fellow who could be a lieutenant of some kind. They are looking at the helmsman and grinning in triumph.
Poop deck: There are two of your crewman manning the helm here.
Intelligence DC17 or Sense Motive DC12:

They seem to not be frightened at the crowd of pirates, in fact they seem relieved to see them!

You hear screaming and the shouts of combat, but it appears to you there is no effective defense against the pirates by the crew. You don't see your Captain though; he seemed like an effective fellow.
Profession: Sailor:
You know it is typical for anyone capturing a ship to batten the hatches, trapping the crew below while the victors sail the ship wherever they want.

Typical pirate is AC15 and HP 10. CMD is 15.
The deck of any ship is difficult terrain.


Of course you are welcome back Bron! Just in time too. You are being boarded by pirates...


Annie:

Thinking quickly, Annie realizes she could run back through the illusionary wall... but it would just run her down.
She could dive behind the pyramid and gain cover... until it flew around to attack from another angle.
She also realizes she could crawl into the still open sarcophagus and close the stone lid. That would buy several rounds at least. Hopefully the current occupant won't mind.


Yes. PCs act first in the round, before the enemy gets theirs.


Llaen:

You pull mightily...
Strength check: 1d20 + 3 ⇒ (7) + 3 = 10
Strength check: 1d20 + 3 ⇒ (6) + 3 = 9
Strength check: 1d20 + 3 ⇒ (10) + 3 = 13
Strength check: 1d20 + 3 ⇒ (1) + 3 = 4
Strength check: 1d20 + 3 ⇒ (20) + 3 = 23
At first you make the shackle wiggle encouragingly, but can't quite make it give. But when you take a different grip and HEAVE, the shackle groans and pops free, taking a chunk of the hull with it. You can move freely now, and with the equivalent of a crude spiked chain still attached to your wrist.
Moving to the door of the brig, you quickly realize that the door had been warped by the collision. At first it stuck, but a sudden heave and shoulder slam pops it open.
It squeals as it opens, but there is no one here to hear it. off in the distance on deck you hear the old familiar sounds of battle. Walking through the corridors you can see strewn the filthy belongings of the pirates and their loot.
If you look for them, you can scare up a discarded pike, a cutlass (shortsword), a couple of daggers, and a buckler. You also see the ladder leading up to hatchway on deck.


Those on deck can see that a ship has collided with them, crashed directly amidships. A bloodcurdling screaming is heard as a horde of filthy pirates waiving cutlassas and daggers pour onto the deck and scatter. Some heading forward towards the anchorchains, some heading aft towards the wheel, some heading towards the mainmast hoists. Wherever they go, they engage and overwhelm the crew, hacking them down without mercy.

Thinking you easy prey, two of them roll in to flank Kharn and two more to flank Nakoda.

Flank attacker 1 vs Kharn: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 for a possible 1d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8 piercing damage.
Flank attacker 2 vs Kharn: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 for a possible 1d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9 piercing damage.
Flank attacker 1 vs Nakoda: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 for a possible 1d6 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5 piercing damage.
Flank attacker 2 vs Nakoda: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 for a possible 1d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8 piercing damage.

Intelligence check DC15:

You wonder how it is that you collided with another ship without warning. Where was the lookout? And where is the rest of the crew? They should have come on deck by now.

Intelligence check DC20 or Sense Motive DC14:

You wonder how it is that you collided with another ship without warning. Where was the lookout? Then...
One glance at the sick guilty look on the face of the helmsman gives you the answer. You were betrayed.

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