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Ydersius (Symbol)

DM Talomyr's page

1,311 posts. Alias of Talomyr.


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Grand Lodge

Mizu strides over and takes the pry-bar from the Kellid youth. Wanting to help, Lawdrak and Dereje each try to get a grip on the pry-bar as well.

Assist Dereje: 1d20 + 3 ⇒ (11) + 3 = 14
Assist Lawdrak: 1d20 + 2 ⇒ (8) + 2 = 10

Adding the tool bonus plus two assists to Mizu's roll = 26 total

As all three castaways work together, they eventually hear a loud crack as the face of the drawer breaks away revealing the drawer's contents: a bottle of fine brandy worth, a darkwood model of the Jenivere in a glass bottle, and a small coffer containing 350 gp. Also in this lower drawer is a long leather satchel that holds a dozen potions, of six different varieties, for emergency use.

Appraise DC 20 Brandy:
The bottle is worth 50 gp.

Appraise DC 20 Model:
The bottle/model is worth 100 gp.

Dereje gets a +2 circumstance bonus to indentify the potion in this first spoiler.

Perception DC 16 (four potions):
Cure Light Wounds

Perception DC 17 (one potion):
Cure Moderate Wounds

Perception DC 17 (four potions):
Lesser Restoration

Perception DC 18 (one potion):
Remove Disease

Perception DC 18 (one potion):
Water Breathing

Perception DC 18 (one potion):
Water Walking

Grand Lodge

Mizu, Dereje, Lawdrak, and Sharpmaw make their way out of the hold. All but Sharpmaw go into the captain's quarters to see if there is anything of value in the locked desk drawer.

Grabbing a nearby piece of splintered wood to use as a make-shift pry-bar, Lawdrak tries to force the drawer open without success.

You are able to take 5 tries at breaking the drawer. You can get three people on the pry-bar to attempt per attempt (one lead, two potential assists). The pry-bar provides a +2 equipment bonus to roll.)

Grand Lodge


What is the plan? Carry stuff back? Bust open the drawer? Go back and get others to help carry gear?

Mum is off looking for a spear. Adara is helping with setting up the camp. Anything else you are wanting to do on the beach?

Grand Lodge

You still have a locked drawer on the desk (lock can be picked or broken)

Mizu and Dereje arrive back down in the hold to find the dinosaur standing over the prone form of his master. As the pair carefully and slowly advances toward Lawdrak, Sharpmaw takes a step back long enough for Dereje to administer the potion to the fallen Kellid youth.

Potion CLW: 1d8 + 1 ⇒ (7) + 1 = 8

As the liquid's magic takes effect, Lawdrak's eyes open once again.

Lawdrak should be at 6/9 as far as health goes.

Grand Lodge

Mizu tries each of the keys in the lock for the captain's desk drawer but is unable to find the matching key.

Looking up from the desk in frustration she notices a large footlocker half buried in the debris of the wrecked room. Clearing the debris away and opening the footlocker you find a dagger, a suit of leather armor, two potions, a holy symbol of Nethys, and a spell component pouch.

Perception DC 16:
Through a bit of investigation and taste-testing, you can determine that the potions are potions of cure light wounds.

Craft (Weaponsmith) DC 15 or Appraise DC 20:
The dagger is of masterwork quality.


From down in the hold

Craft (Weaponsmith) DC 15 or Appraise DC 20:
Alton's shortsword is of masterwork quality.

Craft (Armorer) DC 15 or Appraise DC 20:
Alton's studded leather armor is of masterwork quality.

Grand Lodge

You are fairly sure that if you went back to the beach you could get more people to carry the supplies in question and still make it to the ship and back again before the tide rises enough to make things too difficult.

Looking through the hold Dereje finds the cargo he was responsible for delivering. Unfortunately the barrels had crashed together during the wreck, splitting the barrels and spilling the contents.

Mizu and Dereje head back topside to investigate the captain's quarters. Opening the door you see that the captain’s cabin is a wreck—a jagged hole in the side has allowed most of the room’s contents to spill out into the surf and wash away. Yet even a cursory search reveals some useful supplies, most of which are found in an overturned desk (fortunately, the desk was too large to fit through the hole in the wall). One upper drawer contains several keys. Another drawer contains several sea charts and maps, along with the captain’s log. The maps include one of the west coast of Garund that plots the Jenivere’s route to and from Sargava—the island of Smuggler’s Shiv is not marked on this map, but it is marked on a second map of Desperation Bay, though the map provides no details on the island apart from its general outline and a note warning of danger. A lower desk drawer is locked.

Summary of the Captain's Log:

An examination of this log reveals that the Jenivere’s captain seemed to be suffering from some sort of madness that grew over the course of the ship’s final voyage. Earlier entries from previous voyages are
precise in recording progress and events along the way, as are entries from the first two-thirds of this last trip. Yet as one reads further, the more recent the entries get, the less common they become—in some cases, several days are missing entries. What entries do appear are strangely short, focusing more and more on one of the passengers—the Varisian scholar Ieana, with whom the captain seems to have become obsessed. Several entries are nothing more than poorly written love poems to Ieana, while others bemoan Captain Kovack’s inability to please her or catch her attention. Near the end, the entries begin to
take on a more ominous tone with the captain starting to complain that other members of the crew are eyeing “his Ieana.” In particular, he suspects his first mate is in love with her, and writes several times about how he wishes Alton would just “have an accident.” The final entry is perhaps the most disturbing, for in it the captain writes of how he’s changed course for Smuggler’s Shiv at Ieana’s request. He hopes that the two of them can make a home on the remote island, but also notes that the crew are growing increasingly agitated at the ship’s new course. The captain muses that “something may need to be done about the crew” if their suspicions get any worse.

Grand Lodge

On the Beach

As the work on the camp continues, the castaways notice foot prints along side the obvious drag marks through sand indicating someone obviously drug each of you to the relative safety of the beach. But who and where did they go?

Gelik responds, "I must admit it is rather impressive what we've managed to accomplish thus far."

He politely listens to the Mum's bordering on mad commentary before saying, "Now just wait a moment, there's no need to be hasty." as Estietre takes off in search of her spear.

On the Shipwreck

Mizu opens the door to the room the eurypterid was so eager to get into, As the door swings in Mizu and Dereje can see it contains not only a number of supplies, but also the unfortunate first mate, Alton Devers, the unfortunate source of he trickles of blood running under the door to the supply room, if something Alton’s body lies slumped against the wall, quite dead.

Heal DC 16:
A further examination of his body reveals two sets of wounds—the first seem to be a bit older and consist of rapier wounds while the others are inflamed stings (from the eurypterid). It seems very likely
that it was poison that finished him off.

Alton still wears his studded leather armor and clutches his short sword in one hand. A search of the rest of the supply room turns up several tools and lumber that could come in handy in building a secure campsite: a block and tackle, three large canvas sheets, two fishing nets, a grappling hook, two bullseye lanterns, 12 flasks of lantern oil, 150 feet of hemp rope, and
five shovels.

Grand Lodge

On the beach

Aerys nods at Adara. "I assume you are speaking of Ishirou. He's harmless, actually seems more interest in my seafaring prowess than any prowess in bed...and that's just fine with me."

On the shipwreck

You hear nothing behind the door, but the sea scorpion was obviously trying to get at something.

Grand Lodge

Ability damage works differently than drain. There really isn't an effect of ability damage until you get to multiples of two.

You know that the Captain's quarters are on a higher deck.

Grand Lodge

No worries. Thanks for keeping me honest. :)

Grand Lodge

Mizu is able to staunch the flow of blood from Lawdrak's wounds. Looking around the hold you see the still caged Sharpmaw, who seems more eager than ever to escape his cage as he sees Lawdrak's prone form.

Looking around the corner toward the area the scorpion was clawing at prior to your arrival you see a badly damaged door with a fairly significant amount of blood seeping from underneath.

Grand Lodge

On the beach...

Aerys looks back at Adara. "I still pretty much feel like s#1t." Rolling her eyes she continues, "Just great, that's just what I need right now, an admirer."

Grand Lodge

Mizu no Hana wrote:
I thought I was advancing on it in the same round that it took an AoO on Lawdrak. Does it have combat reflexes?

Round by Round breakdown:

Round 1
Scorpion moves 20 ft and attacks (miss) Lawdrak with stinger (10 ft reach)
Lawdrak moves in (difficult terrain - no 5 ft step) and attacks (hit) drawing an AoO (hit)
Mizu moves and attacks from higher ground, but with a cover penalty (miss)
Dereje moves and loads his gun

Round 2
Scorpion does full attack routine (claw, claw, sting) all hit, Lawdrak falls.
Lawdrak unconscious
Mizu attacks higher ground, but with a cover penalty (miss)
Dereje fires his gun (miss)

Round 3
Scorpion moves 5ft (no 5ft step to square below Lawdrak - 10 ft away from Mizu and stings (10 ft reach) Mizu (hit) - No AoO for Mizu due to cover.
Lawdrak bleeds
Mizu attacks (requiring a move to be within range) draws AoO (hit). Hits and kills the scorpion. I should have given you an opportunity to tumble around the AoO Acrobatics: 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20 (Armor check penalty). Tumble succeeds. No AoO.

I should have given an opportunity to tumble to avoid the AoO (which I took the liberty of rolling for you in the spoiler above). No AoO, so disregard the 1 point of damage and the additional save. I will still need a Round 4 save from you at DC 12 or take 1d2 ⇒ 2 CON Damage.

Grand Lodge

@Mizu - You will have to step toward the scorpion to hit it. With difficult terrain there is no 5 ft step so you will draw an AoO.[/ooc]

Mizu takes 1 damage and will need to make a DC 12 Fort Save or have the DC of the poison already in her veins increase to 14


AoO Sting: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d3 ⇒ 1

Mizu lunges at the scorpion, suffering another sting in the process. She none-the-less cuts deeply into the creature, ending its life.

Mizu, as stated above I need a Fort Save to determine the DC of your Round 4 Save. Round 4 save will either be 12 or 14 depending on the result from the AoO.

Grand Lodge

Meanwhile back at the Beach...

The group that remained at the beach is making surprising progress having cleared a small area for a camp. Ishirou begins working on weaving large long leaves together to form the roof of a shelter. Jask is unable to do much beyond provide advice and direction as his hands are still bound behind him.

Sense Motive DC 20 (hunch):
Ishirou seems to be infatuated with Aerys.

Grand Lodge

Mizu is unable to connect, partially due to the railing blocking her swing, partially due to the constant uneven rocking of the shipwreck.

Dereje takes aim and fires, but only succeeds in blasting the railing.

Lawdrak Fort Save Round 2: 1d20 + 3 ⇒ (11) + 3 = 14 - Pass

Round 3

The scorpion moves, putting Lawdrak's fallen form between it and Mizu before striking at the woman. The scorpion's stinger pierces Mizu's thigh, injecting its deadly venom.

Mizu takes 2 damage and needs to make a DC 12 Fort Save or take 1d2 ⇒ 1 CON damage.

DM Rolls:

Stinger: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d3 ⇒ 2

Initiative Order
Eurypterid - Acted
Lawdrak - Unconscious, bleeding. Please make a DC 11 CON check or lose another hp.

Grand Lodge

Round 2

Obiviously enraged by the spear stuck in its side, the scorpion unleashes a flurry of claws and stings at Lawdrak. The Kellid youth falls to the ground gravely injured by the aquatic vermin.

Lawdrak takes 8 damage and needs to make a DC 12 Fort save or take 1d2 ⇒ 2 CON damage.

DM Rolls:

Claw: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 1d3 ⇒ 3
Claw: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d3 ⇒ 2
Stinger: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d3 ⇒ 3

Initiative Order
Eurypterid - Acted
Lawdrak - Unconscious, bleeding.

Grand Lodge

@Mizu - You would be able to attack the scorpion from the square directly above Lawdrak. The scorpion would have cover from the railing, but you would have higher ground.

Grand Lodge

Yes, that will draw an AoO.

Lawdrak reflexively steps in toward the sea scorpion, planting his spear deep into the side of the monsterous vermin. Unfortunately for the druid just as the spear pierces the scorpion's carapace, the scorpion's stinger pierces the young Kellid's flesh.


Sting: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d3 ⇒ 2

Lawdrak takes 2 damage and needs to make a DC 12 Fort save or take 1d2 ⇒ 1 CON damage.

Lawdrak, please note that heading into this fight you were at full health with no non-lethal damage courtesy of Gelik's spell back on the beach.

Initiative Order
Eurypterid - Acted, 1 AoO used
Lawdrak - Acted

Grand Lodge

The only thing that I see on anyone's equipment lists that will not be usable after having a bit of time to dry out is the rations.

All: Please remove any rations you have from you gear.

Grand Lodge

Hearing Sharpmaw, Lawdrak makes for the hold as quickly as his feet will allow him. Heading down the stairs, he sees his companion still in the cage that Captain Kovack insisted that the dinosaur remained in during the journey.

When Lawdrak reaches the bottom of the stairs he sees the cause of the scratching noise the party had heard from on deck, another sea scorpion, this one with a bluish tinged carapace and a bit larger than the ones faced on the beach.

Initiative Rolls:

Dereje: 1d20 + 3 ⇒ (6) + 3 = 9
Lawdrak: 1d20 + 0 ⇒ (14) + 0 = 14
Mizu: 1d20 + 3 ⇒ (6) + 3 = 9
Eurypterid: 1d20 + 4 ⇒ (20) + 4 = 24

Dereje, roll-off: 1d20 + 3 ⇒ (5) + 3 = 8
Mizu, roll-off: 1d20 + 3 ⇒ (18) + 3 = 21

As Lawdrak noisily moves down the stairs, he attracts the attention of the sea scorpion. The scorpion seeing a potential meal that is not behind a closed door, moves toward the young druid and attempts to sting. Fortunately for Lawdrak the attack misses bouncing off of the stair's railing.

DM Rolls:

Stinger: 1d20 + 1 ⇒ (4) + 1 = 5

Initiative Order
Eurypterid - Acted

Reminder: Anywhere on the ship in difficult terrain due to the waves crashing into the somewhat unstable wreckage

To open the cage to set Sharpmaw free is a standard action

Grand Lodge

Explorable areas of the ship are: Main Deck, Captain's Quarters, Larder, and Hold. The noises are coming from what you assume is the hold.

Grand Lodge

At the Wreck of the Jenivere

Mizu, Lawdrak, and Dereje easily make their respective ways through the shallow sea or across the slippery, jagged rocks to find what is left of the Jenivere.

Even a cursory glance is enough to confirm that the Jenivere will never sail again. Only the fortuitous presence of a sharp ridge
of rock near the side of the sheer cliff wall has prevented the wreck from sinking entirely into the sea, for only the ship’s stern seems to have survived the wreck. This portion is wedged at an angle between the cliff and the rocks, and each wave shakes and tosses the wreck alarmingly. It won’t be long before the constant pounding of the waves dislodges the wreck and allows the hungry sea to claim the last of this once-fine ship.

The Jenivere is missing much of her bow, and although it’s only noticeable as you get closer to the ship, she’s also missing much of her lower deck. All that survives are the upper decks, a portion of the captain’s cabin, and on the mid-deck, the larder, a supply room, and the brig and galley. Although the Jenivere’s only lifeboat at first seems to be missing, as the PCs approach the ship, the fate of this smaller boat becomes clear—it was washed up between the ship and the cliff and was crushed by the action of the waves smashing the Jenivere against the cliff side. Part of the lifeboat’s bow still lolls about in the surf, attached to a protruding timber by a thick rope, as if someone had moored the boat to the wreck.

As you board what is left of once proud ship you hear two sounds even above the crashing waves from what you assume what is left of hold. A roar that Lawdrak easily recognizes as his companion, Sharpmaw and the other a clicking, scratching noise. What else could be aboard the wreckage?

Due to the waves crashing into the side of the wreckage, all terrain aboard the ship is treated a difficult terrain.

Grand Lodge

Had a few things to say, Adara? Yes, it will be a separate diplomacy roll for each castaway.

Adara approaches Aerys and asks if she would like to accompany the team heading to the wreck of Jenivere. The reclusive woman responds, "That ordinarily wouldn't be a bad idea, but right now my head is killing me and stomach feels as if there is something akin to a hurricane rolling around in there. I probably wouldn't be much help."

Sasha smiles, hearing someone else with a more positive outlook on the group's current plight.

Gelik responds with a simple nod, perhaps a bit embarrassed about his cowardice during the fight with sea scorpions. "We'll see. I know my capabilities, but still don't know what to think of rest of these folk as of yet."

DM Rolls:

Aid Survial, Gelik: 1d20 - 1 - 2 ⇒ (8) - 1 - 2 = 5 (shaken)
Aid Survial, Sasha: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14 (shaken)
Aid Survial, Aerys: 1d20 - 1 - 2 - 2 ⇒ (11) - 1 - 2 - 2 = 6 (shaken, sickened)
Aid Survial, Jask: 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20 (shaken)
Aid Survial, Ishirou: 1d20 - 1 - 2 ⇒ (8) - 1 - 2 = 5 (shaken)

Starting with Adara's suggestion for a location to set up a camp, the group begins to make significant progress on setting up camp. One would guess the camp might be ready to go before mid-day. That would certainly be the case should the others be able to recover any tools or supplies from the ship.

I will post for the "away team" after I get some dinner and run a couple of errands.

Grand Lodge

@Dereje - As it not too likely to come into play much, if you would like Dereje to have an official title that's fine by me.

Correct me if I am wrong.

Going to the shipwreck: Mizu, Lawdrak, and Dereje

Undecided: Estietre

Staying at beach: Adara and the 5 NPCs

Grand Lodge

Campaign tab update with description of you fellow castaways (NPC).

Getting folks into the shade can be done with out "setting up a camp". It will help, should you still be out in the open as mid-day makes things uncomfortable, as long as you aren't doing anything too strenuous.

Grand Lodge

Sickened penalty no longer applies

Ishirou, Sasha, and Aerys go about the business of helping move the gear a bit further off the beach, while Jask helps Adara in determining the condition of all the castaways present. Gelik, self-absorbed, and not as chatty as normal spend a few moments repeatedly casting a cantrip to return his clothing to a proper and pristine appearance.

Occasionally you hear Aerys complain, "No rum, no wine, nothing...gods I could use a drink."

Sasha is quite pleasant and chipper, or at least she is putting a good front. "It will all be alright. We were traveling a major sea lane, it won't be that long and another ship will be by, just you wait and see."

Sense Motive DC 14:
She sounds as if she is trying to convince herself of her words as much as anyone else.

Gelik's head snaps in the direction of Estietre as she addresses him. "Oh, why yes, yes my name is Gelik Aberwhinge." Looking over at the fallen druid he says while stroking his goatee, "Well...I'm not sure how much use all of those muscles have been to him. After all, he was nearly scorpion-chow."

Thinking a moment he says, "Yes, I suppose I can help him...hopefully he won't make a habit of laying down on the job."

CLW on Lawdrak: 1d8 + 2 ⇒ (7) + 2 = 9 That should have Lawdrak fully healed

Grand Lodge

First, I need to know who all is going to the ship's wreckage. Getting the supplies to the shade isn't bad idea, and setting up a camp wouldn't be bad either (see spoiler below). Just need to know who's doing what. The NPCs may or may not be willing to help, that depends on your interactions with them.

Setting up a Camp/Morale Rules:

Establishing a Base Camp

Creating a safe camp to sleep, eat, and relax in can make the difference between survival and death. A base camp needs to be located in a safe and stable location, and must adequately provide for shelter from the environment and protection against wildlife. Locating a suitable site and building a
shelter requires a DC 12 Survival check and takes 8 hours.Lack of building tools imposes a –5 penalty on this check (REDACTED INFORMATION ON HOW TO AVOID SAID PENALTY). The time required is reduced by 1 hour for every 2 points by which the Survival check exceeds DC 12, down to a minimum of 1 hour.

Once a campsite is established, it provides a safe place to rest out of the relentless heat of the sun, while the shelter and smoke from a campfire helps to ward off insects (reducing the chance of being exposed to disease
to 10% per day). In addition, there are five roles that PCs or (more likely) NPCs can take up as part of their daily duties to further enhance the effects of a campsite, as detailed below. In order to fill one of these roles, the character must spend the entire day pursuing the role.

Defender: A defender works to set traps, shore up a shelter’s walls, and see to the safety of the campsite. The first time in a day that a wandering monster or hostile creature attacks the campsite, the defender’s traps inflict 2d6 points of damage—divide the damage done as equally as possible among all attackers. Each additional defender assigned to a campsite Increases this damage by 2d6.

Entertainer: An entertainer helps to raise hopes for rescue—each entertainer grants NPCs a +2 bonus on Will saves to increase morale (see below).

Guard: Each guard reduces the chance of a wandering monster attacking the camp during the day or night by 5% (minimum chance of 5%).

Hunter: Each hunter provides enough food and water for eight Medium Creatures per day.

Medic: Each medic reduces the chance of being exposed to disease by 5% and increases the number of hit points healed naturally during a night’s rest in the camp by 2.


The NPC castaways react to their near-death experience in different ways, and if the PCs don’t bolster their morale, they could easily fall prey to despair. Although the shock of the wreck is enough to mute their personalities somewhat on the first day, clashes among the NPC castaways can
manifest as soon as the first night on the island.

Morale has five categories: hopeful, normal, shaken, frightened, and panicked. All five castaways start with a morale of shaken. Events during play can adjust each castaway’s morale in one direction or another—either
positively (to normal and eventually hopeful) or negatively (to frightened and eventually panicked). Morale affects only NPC castaways.

Adjusting Morale: Every morning, an NPC castaway must make a DC 15 Will save. If successful, the NPC’s morale increases to the next category toward hopeful. If the Will save fails, the NPC’s morale doesn’t change unless
the roll failed by 5 or more, in which case her morale moves one step toward panicked. Note that once an NPC reaches hopeful morale, she no longer needs to make these Will saves, but special events can still adjust her morale
downward (in which case she’ll need to start making her morning Will saves again).

Effects of Morale: Each level of morale has different effects on the NPC castaways, as listed below.

Hopeful: The NPC functions normally, and does not need to make morning Will saves to adjust morale. Diplomacy checks to adjust the NPC’s attitude gain a +2 bonus.

Normal: The NPC functions normally.

Shaken: The NPC is shaken.

Frightened: The NPC is shaken. Diplomacy checks to adjust the NPC’s attitude take a –2 penalty.

Panicked: The NPC is shaken, and during any attack by hostile forces, she immediately becomes panicked and flees the area, heedless of the danger.
Diplomacy checks to adjust the NPC’s attitude take a –4 penalty.

Grand Lodge

"Hotter?" Gelik asks, "As if the scorpions weren't bad enough."

Shaking his head, he mutters a few words casting a spell on himself.

Spellcraft DC 16:

Cure Light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

As a side note even a minimum roll on a CLW would have Lawdrak (4/9; 6 nonlethal) back in the game as any magical healing would heal an equal amount of BOTH nonlethal and regular damage.

Rolling a 1 on the d8 would yield 2 points healed and have Lawdrak at 6/9; 4 non lethal. Granted, one more hit would likely put him back down in that scenario.

Grand Lodge

Two reminders: 1) While at low tide, there is a slippery, but still easily walkable path to the ship. 2) Lawdrak is still out cold and will be for the next two hours without healing.

Grand Lodge

@Adara - Sent you a PM

Grand Lodge

Survival DC 12:
It is already getting warm, likely by mid-day it will be too hot to do much of anything without risking heatstroke.

Grand Lodge

Is anyone going along with Mizu, or is she going it alone?

Grand Lodge

That was a helluva post there, Adara. How's the back today? Better I hope.

Grand Lodge

The shackled man comes over gives the suli woman a curious look, but none-the-less does as instructed. Beyond providing advice around the condition of his fellow castaways, he states simply, "Jask, Jask Derindi."

Aid Heal Mizu: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10 - yes
Aid Heal Lawdrak: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13 - yes
Aid Heal Dereje: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10 - yes
Aid Heal Mum: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15 - yes
Aid Heal Aerys: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22 - yes
Aid Heal Gelik: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17 - yes
Aid Heal Ishirou: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8- no
Aid Heal Sasha: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16 - yes
Aid Heal Shackled Man: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7 - no
Aid Heal Adara: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11 - yes

Adara is able to determine that the discomfort that everyone is feeling from what could only be poison will fade soon (i.e. before the next fight).

Grand Lodge

"I have nothing to be redeemed for. I was framed by my superior...that's the bastard who should be being brought to trial." the shackled man responds calmly.

Sense Motive (Hunch) DC 20:
There is not a hint of deception in the man's voice. Could he truly be innocent?

Aerys, Ishirou, Gelik, and Sasha begin to look through the pile of equipement for their belongings.

Grand Lodge

Your familiar was in the captain's quarters with you at the dinner, so yes you find him under the pile of gear.

Grand Lodge

The tide is currently low, allowing a slippery but walkable path to the wreck of [i]Jenivere.[/b]. With the way the ship is perched on the rocks, you would imagine that the wreckage will be washed out to sea with the high tide.

Grand Lodge

As Mizu points out the ship, the shackled man comments, "It appears that the ship may still be intact enough to contain something of use. Perhaps if we are lucky the galley still has some of the provisions aboard."

More quietly he adds, "Maybe the key to my bonds is still in the Captain's cabin. If I can be freed and my belongings are still on the ship, I can be of aid healing and providing fresh water."

Grand Lodge

Mizu deftly slashes at the remaining scorpion, causing the creature's innards to fall upon the sand.

Combat over!

Shortly after Mizu strikes the final blow the remaining castaways begin to awaken.

"Bloody hell, what in the Nine Hells happened?" Aerys groans as she gets to her feet.

Ishirou, Sasha, and a man in manacles groan as they stagger to their feet, looking around the beach.

To the south, a wall of green rises in the form of a dense jungle filled with a cacophony of life. To the east and west, ragged arms of jagged rocks reach out to embrace a wave-tossed cove, while to the north, the waters of the sea surge and churn between the beach and a line of razor-sharp rocks.

Perception DC 10:
Looking around your surroundings you can see the wreckage of the Jenivere off to the Northwest.

Grand Lodge

No, you're fine. You were only hit once and I rolled the save for you when I botted your first round and you were successful.

Grand Lodge

As the flaming scorpion tries to make its retreat, Mizu lashes out with a vicious strike of her blade, cleaving the creature in half.

Only one scorpion to go! Mizu, you might as well make your round 6 actions too.

Grand Lodge

I moved Mizu into a square from which she could have attacked a living target.

Saving Throws:
Reflex Green: 1d20 + 1 ⇒ (5) + 1 = 6
Reflex Orange: 1d20 + 1 ⇒ (14) + 1 = 15

Adara's spell roars over the two scorpions, damaging both and setting one aflame.

The burning scorpion does its best to retreat to the sea. While the remaining scorpion attacks it's tormentor, cutting into the Suli woman's flesh with a pair a well placed claw strikes, but failing to land the venomous sting.

Mizu and Dereje get AoOs against the green scorpion as it flees - Don't forget the Inspire Courage from Gelik.

DM Rolls Rnd 6:

Claw: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Claw: 1d20 + 0 ⇒ (20) + 0 = 20 - Potential Crit
Damage: 1d2 - 1 ⇒ (2) - 1 = 1
Sting: 1d20 + 0 ⇒ (5) + 0 = 5

Confirm Claw?: 1d20 + 0 ⇒ (4) + 0 = 4 - No

Round 6 Continues...
Lawdrak - Unconscious

Grand Lodge

Dereje's body finally clears the debilitating scorpion venom.

Grand Lodge

I swear I'm not going for a TPK with the first fight!!!

Gelik, feeling suitablely safe at his current distance, begins encouraging his fellow castaways.

"Come on, you guys have this. They really aren't all that much bigger than what was the appetizer last night. Kind of look similar too..."

Begin inspire courage. +1 competence bonus to hit and damage, +1 morale bonus to fear based saves.

With Lawdrak down, that brings us to the top of Round 6. Adara is up.

Grand Lodge

Still need a Fort save from you, Dereje.

Grand Lodge

Saving Throws:

Reflex Blue: 1d20 + 1 ⇒ (12) + 1 = 13 - fail
Reflex Red: 1d20 + 1 ⇒ (4) + 1 = 5 - fail

Flame engulfs two of the scorpions, burning them to crisp.

The two remaining scorpions try and sate their hunger on the young Kellid druid, tearing at his flesh with claws as Lawdrak falls to the ground unconscious.

Lawdrak takes 3 non-leathal and 2 normal damage, leaving him at 4 hp and 6 non-lethal and therefore out cold. Dereje needs to make a DC 10 Fort Save against the poison still in his veins (round 3 or potentially 4)

DM Rolls Rnd 5:

Green Claw: 1d20 + 0 ⇒ (20) + 0 = 20 - Potential Crit
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Green Claw: 1d20 + 0 ⇒ (12) + 0 = 12
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Green Sting: 1d20 + 0 ⇒ (8) + 0 = 8

Orange Claw: 1d20 + 0 ⇒ (18) + 0 = 18
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Orange Claw: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d2 - 1 ⇒ (1) - 1 = 0
Orange Sting: 1d20 + 0 ⇒ (1) + 0 = 1

Confirm Green Claw: 1d20 + 0 ⇒ (10) + 0 = 10 - Confirmed
Extra Damage: 1d2 ⇒ 2

Gelik Fort Save: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15 (sickened)

Remainder of Round 5
Lawdrak - Unconscious

Round 6

Grand Lodge

Mizu no Hana wrote:
Swing is on blue. Forgot to include sickened condition in my attack. Sorry everyone, I'm off to a terrible start this game!

No worries. I had thought you had included the sickened penalty to your previous roll thus the offer to keep the roll. Now that I know you had not, feel free to make a new roll for the round.

Reminder - Sickened = The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Round 4 Order

Mizu - Can re-roll against blue. You will have a move action remaining

Round 5

Adara is up.

Followed by Sea Scorpions

Then the remainder of the round.

Grand Lodge

Gelik howls in pain from the scorpion's attack, most likely over-reacting to the actual amount of pain suffered, as he gets up and scurries away from the creatures. One of the scorpions does it's best to sting the gnome again, but just narrowly misses.

AoO Orange Stinger: 1d20 + 0 ⇒ (8) + 0 = 8

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