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The rags begin to burn, and the fire begins to spread to the layer of dried vegetation in the room.
1 fire spreads out of control: 1d6 ⇒ 5
There is a large plant in the room that begins to burn, and the sweet smelling resin burns and smokes. Soon smoke is pouring out of the room and into the hall.
You consider waiting for the smoke to dissipate, there is very poor ventilation, especially with the opposite door closed. It may take about an hour to dissipate completely. The plant, before the smoke became too much to see through, looked like a large sundew plant of enormous size that had spread throughout the room.
Except for the lack of a gangplank, there is no problem getting close. It will appear a rope or swimming are the two options to get aboard. Both will involve some climbing, and knotted rope thrown across would be easier than using the single lines coming out of the water. The Blue Nixies has an abundance of lines -- single secured ropes with a surface to brace against to climb out of the water.
Given the disparity in deck heights, a 20' length of rope appears to make the climb the easiest DC 7. But, with sentries all holding crossbows, the climb will not be trivial No take 10
Thanks Crom for pushing the action. Tam is unconscious, but he posted. We are losing our mojo.
Returning to temple in town, you visit the Sanctuary, a temple to Iomedae. The priestess greets you at the door and personally comes to heal Tam. One spell and Tam is on his feet right as rain.
The priestess introduces herself as Tyari Varvatos. She is quite young for her office, and hair is braided with silver fibers woven into her blonde tresses. She mentions: "I heard you met Katezra, the local oracle. He is touched with divine sight. You may be interested in knowing I have seen him conferring with the patrol captain. I am not an eavesdropper, by heard the words: hopeknife, ghosts, half-orcs, and white swords."
She excuses herself, and says: "If I have helped you, feel free to leave a donation with Josiah here."
A young acolyte, clearly smitten my the priestess, continues to follow you around, and escorts you to the door when you are ready to leave.
Malgrim prods the ledges, and they are unstable. He avoids a fall for the group. The rope and the board in the middle together prove navigable. The board is amazingly stiff and you make it across one by one with the rope.
Across, you find yourself in a hall. To the right (5A), you see....
You scout farther down the hall and up a short stairs to see another room, not just an alcove......
You find yourselves in the heart of the slaver compound according to your estimates. From the alcove, you see the ruined, rubble-filled destroyed part of the temple. The single passageway you have followed the only safe route (if you include the board ramp).
The group decides to forego waiting until dark as the half goblin, half elven seeress finds them in the waterfront district.
"You must go now. You cannot tarry. Lavinia's orders."
The smuggler shrugs and get his ship ready for departure. The single-masted sailing vessel begins to head to the Blue Nixie. As you approach the captain carefully spies the vessel with his spy glass as he makes a lazy circle around the moored vessel. In the daylight, another sailing ship seems to be somewhat unremarkable to the sentries, so the ship coasts up to the pier and the captain quickly secures a single line by himself.
"Four sentries as I noted before. Two aft deck and two fore deck. How do you want to do this?"
Crom finds in the plague room...
Glorik values the hope knife at 100gp and the locket at 45gp.
Nothing further is found in the loft that was a sanctuary.
You consider how to tackle the downstairs or bringing the gnome to the temple for healing. It may cost a few platinum pieces to heal him.
Malgrim hits the ghoul in the neck and pops its head off.
The others stop and revive Oranna after a half a minute.
The door is opened in the north.
One of the ghouls had a circlet of silver inlaid with gems valued at 100 gp. The corridor leads to stairs up to a large room.
At the top of the stairs are the remains of a door,
Tam 1d20 + 1 ⇒ (18) + 1 = 19
Crom catches one of the giant centipedes flatfooted, and squishes it with his axe. Their scurrying he had heard.
centipede: 2d20 ⇒ (16, 12) = 28
He is so fast, he dodges a single bite and smashes the other centipede. Climbing into the loft, you see what used to a sanctuary, but it is now burned out. Looking up, you see the most of the roof is gone. The sanctuary is covered with grime, soot and cinders including a statue covered in black of a beautiful well armed female with longsword and kite shield.
Know Rel DC 10:
The statue is that of Iomedae
Know Rel DC 15:
The statue bears the look of a consecrated statue, the centerpiece of the sanctuary.
A cursory search Take 10 for everyone reveals noting of interest.
You have now explored all but the basement and the hospital room with the scary spirits where people probably died in their sleep. You have found two ways into the basement, the steps down past the lockbox in the stone annex, and the difficult climb down the holes in the NW corner of the house.
Oranna and Malgrim team up to bring down another hideous creature. The last one hits at Oranna, trying to finish her off.
attack: 3d20 ⇒ (17, 5, 10) = 32
Oranna feels her body trying to slow down.
bite and claw: 1d6 + 1d4 + 2 ⇒ (5) + (1) + 2 = 8
One ghouls stands untouched.
Malgrim injures one creature, and Lanarial finished it off. They seem to be ghouls, a graveyard creature that preys on the living.
Paralyzed, Maedhros is ripped up by one of the ghouls. His corpse is sent back to the Hall riddled with a disease.
attacks: 6d20 ⇒ (11, 7, 18, 15, 12, 11) = 74
The ghouls strike Oranna a nasty blow.
The creatures snarl at Lanarial, they seem to be somewhat unhappy to be fighting someone with elven blood.
Lavinia consulted Esmeralda, her seeress. As Esmeralda laid the Harrow cards out on Lavinia's dining room table, she gasped at looked away, her eyes glazed over in shock.
"What do you see?" said Lavinia in shock. "I see a group trying to board the Blue Nixie. They are trying to take it at night!! The fortunes favor the DARK ONE at night. And a powerful demonic force is pulling the threads of the large tapestry."
"What can I do??" Lavinia says. Esmeralda shudders and replies. "I will go to the docks and warn them. I may need to act on your behalf to avert disaster and please the tapestry."
"Yes--do so." Lavinia tossed a sack of 10 platinum coins to the half goblin, half elven seeress. In the light her one green eye and one red eye seemed twinkle. The worth of a good seeress was hard to value. She did not value it lightly.
Room 3 has a door in the north door--haven't heard from Maedhros today or yesterday--lack of posting = lack of caution.
As you advance to look at the door on the north, three hideous creatures drop from the rafters on Maedhros.
Lanarial: 1d20 + 3 ⇒ (2) + 3 = 5
attack x3: 3d20 ⇒ (17, 12, 4) = 33damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8
Maedhros takes 8 and two Fort save DC 13 vs paralysis
See updated map -- squares are 10 feet -- you can change your initials for tokens by cut and pasting from the image to the map. Note in the surprise round you get a standard or move. You can do a charge if you have a clear line as a single standard and move your speed and make a single attack at +2
stealth: 1d20 + 8 ⇒ (7) + 8 = 15
Perception DC 15 to act in surprise round
Moving into the rubble, Crom finds a mated pair of centipeds, quite large for bugs. They don't surprise him. His darkvision easily discovers their sneaky ways.
Our posting has slowed drastically. Tam gets a pass. But we still are low.
Having found a 'back door' that was trapped, the heroes are frustrated. They consider trying to approach the double portcullises that are the front gate. They had seen a few people go through the back door, but didn't know it was trapped.
You are looking in room 3 at the moment. The posting rate is getting dangerously low. I may regret making a map. At 50% I typically call games.
The thugs were intimidate by the Jade Ravens, but you are another story. It will be too much for the Ravens to pass up getting rid of their rivals this early when you start combat with them again--they can just get all the stuff. I do not know if anyone caught the spoilers about the interplay between Lavinia and the Jade Ravens.
Anyway, will find a way to kick things off again.
Maedhros holds back Lanarial as he notices
Maedhros:and they both avoid the swinging board trap.
About halfway down the hallway is a wooden
board, crudely but securely fastened to the wall
at one end. The other end has nails, spikes, glass
and other jagged items stuck into it. It has then
been bent back towards the wall and held in
place by a rope fastened to a pin. Another rope
is connected to this pin and runs forward along
the wall to a hook set in the wall. This hook is
about the same place where the bar would
strike if released.
Malgrim and Oranna are not as lucky (no post = lack of caution) and take damage: 2d6 ⇒ (2, 3) = 5. Malgrim quickly heals his damage.
Moving on you see...
The next room has a door......
Approaching the temple, you see......
There are two main types of construction in the temple compound.
You head to what appears to be the door others have taken, though it has been out of sight of your observations as you head down a passage.
At the end of this 10’ long passage is what is
In the south stairway after opening the iron doors.....
After discovering the lockbox, the stairwell goes down into the darkness....
The leader of the Jade Ravens seems to thinking and weighing his options. He motions to his companions and the dwarf and human mutter some arcane words, and two small but somewhat fierce dogs appear on the deck with you.
Monster Summoning 1 and Summon Nature's Ally 1 were cast
"The Jade Ravens aren't a support group. I think we should choose our side carefully here. What do you each offer?"
The thug leader seems to take a few seconds. "Anything, you can make your terms. We are hauling exotic animals. We can give them to you, and these invaders seem well equipped. I am sure we can get much for their equipment."
The Jade Ravens look to you. "That is a good offer."
Some diplomacy would be useful here
You plot your approach to the temple which is supposedly a slaver lair. Favor seems to be changing little as the fickle heroes seem to have chosen who to bestow their gifts on for now.
Ironically, a successful combat maneuver after wrestling with the old man has yet to be performed.
Potions are at a CL equal to your new levels - all 2 but Lanarial's which are 3.
The old man stops by to say his goodbyes and give some advice: "You can make forays out and come back this time. Just see what these evil slavers are up to. We packed you some meals to go (one day of standard rations and a waterskin each)!!"
The elvish woman serves strong ale, wine, and honeymead along with much meat on skewers flavored in a rum sauce that is somewhat sweet.
You have a +1 greatsword recovered from the bandit along with some minor treasures. Then you are shown into a large barracks to rest. Over fifty bunks in the spacious area, but you need only a few beds.
The next day, you are shown outside the hall.
The old man and your group is standing outside the walls
You return with the old man at night, and the guards are more numerous and creatures will be seen to flutter up from within the compound
"This is another den of slavers. You can grab three more potions and find out who is behind all the slavery around here."
Vrask and Tolin exchange glares as a dwarf, half-elf, and another human climb on the rear deck.
Dug -- I feel your pain.
The group you got is not worth the effort you put into your game. Find a new group--maybe go to a weekend convention when you can.
Good luck. And no game is better than a bad game. Especially when you can load Baldur's Gate, Neverwinter Nights or Might and Magic and have fun at your own pace.
Belir cuts deeply into the mama spider. Crom smashes the baby spider.
Vs Belir: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 2 ⇒ (3) + 2 = 5
The large mother spider turns a mass of eyes on Belir and tries to bite him--missing badly.
Dwarves up vs one badly mauled spider
Just right click on Glorik's picture. Save as a picture. And upload it as a picture onto the current map. Shrink it to square sized and you have a token.
The attacks barely miss piercing the thick hide of the spiders.
mama: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 2 ⇒ (5) + 2 = 7son: 1d20 + 2 ⇒ (20) + 2 = 221d6 ⇒ 1]son confirm: 1d20 + 2 ⇒ (13) + 2 = 151d6 ⇒ 3
The mama bites at Tam and the littler spider bites at Dolgrym.
The gnome takes a nasty bite (7 damage) while Dolgrym takes a smaller bite (1 damage)
Fort Tam: 1d20 + 2 ⇒ (2) + 2 = 4
Fort Dolgrym: 1d20 + 4 ⇒ (12) + 4 = 16
Tam and Dolgrym feel slighltly weaker STR damage: 1d2 ⇒ 1
The two thugs struggle with Garnstn.
attacks+1: 2d20 ⇒ (19, 4) = 23confirm?: 1d20 ⇒ 20damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10
One thug strikes Garnstn in an artery in his leg, he loses blood.
10 piercing damage
Swinging to the deck on a trim line is the shadowy figure, now seen to be wearing a gleaming set of breastplate and holding a bastard sword in one hand. As his feet alights on the deck, he makes a quick bow.
This is the leader of the Jade Ravens. "Well, we figured we might be of some use. Unless you boyos have things in hand?"
The two previously injured thugs jump from the boat into the water with a loud splash after tossing their packs.
As you bring the slaves rescued back into the hall, you find Maedhros remembers little of what has happened.
The old man comes out and motions to the enchanted greatsword the bandit chief carried. "You may want to decide if that is something you want to keep for yourselves. It may prove useful later."
As you return to hall, you find yourselves in a Spartan dining hall. A thick stew is being served by an older elven lady.
The dwarf gains the deck along with the wizard, who targets a thug leaving a hole in his shoulder with a force bolt.
Then a shadowed figure shouts from the deck below: "Ho, ho, ho! Well, if it isn't fat stinking billy goat Vrask Soller in poison! How art thou, thou globby bottle of cheap, stinking chip oil? Come and get one in the yarbles, if ya have any yarbles, you eunuch jelly thou!"
Vrask vs Mal: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 1 ⇒ (4) + 1 = 5
thugs vs Garnstn: 1d20 + 1 ⇒ (14) + 1 = 151d20 + 1 ⇒ (7) + 1 = 8
cdg Kat: 2d6 + 2 ⇒ (4, 5) + 2 = 11
There is some respite as Garnstn cuts a thug twice, dropping him to the deck in bleeding mess. The ranger slices one thug, and he withdraws, leaping into the water streaming blood. "Coward!!" Vrask shouts and leads a counterattack.
The leader step up and cuts at Mal piercing 5hp, and the crossbow injury earlier coupled with a rapier slash leaves him unconscious. 12 piercing total
Two thugs stab at Garnstn and miss. Vrask gives a cutting motion to the fallen barbarian. The other thugs close on Kat and one brutally stabs her on the deck, making sure she does not rise soon.
Dain makes it up to the top of the rope to see two down and a press of thugs at the rail. The mage is close behind. A single female joins the fray, as dirty and mean as the rest of the men. In fact, she was the one that cut at the fallen barbarian.
Order Of Action
A hand axe goes wide as Dolgrym breaks free. Tam is mesmerized by the spiders as the mama spider drops down from the northern room on him.
mama spider: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 2 ⇒ (5) + 2 = 7mama spider confirm: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (6) + 2 = 8young spiders vs Dogrym: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (16) + 2 = 18damage: 1d6 ⇒ 6
Tam is bitten by the mama spider, but she misses getting his neck. 7 damage and FORT DC14
The two young spider drop down and bracket Dolgrym. One bites him 6 damage and FORT DC14
Fail FORT DC 14 spider bite:
strength damage: 1d2 ⇒ 1