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Klothar's page

447 posts. Alias of bsongy.


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Lantern Lodge

Septa immediately recognizes that strong current will be difficult to handle the craft, especially for a craft designed for a larger crew.

DC12 Profession(sailor) check to keep the boat from being pushed in the wrong direction, possible onto the reef or rocks

The island is sizable, longer in the east west direction than in the north south direction. The west end of the island is dominated by a solitary, rocky Mountain peak, which drops directly into the ocean. The entire western coast is a solid cliff face, the surf beating rocks at its base.

Septa has a choice. Attempt to brave the surf and scale the cliff. Follow the southern coast eastward. Or follow the northern coast eastward.


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Acting like it's the most natural thing Balik dumps the remains of salt onto the counter top pushup it into a tidy pile. He then takes the empty salt dish and fills it from his mug. Finally he puts a bit of bread and the vegetable leaf nearby.

Trying to look as nonchalant as possible, Balik looks up at the bartender. "What?"

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"Quit ya belly achkin! And get Goin or I will drop you right now" says Captain Plugged drawing a pistol, one of the pistols missing from the Wormwood, and leveling it at Septa.

"There are two boats. Go! And be back in time or we are stranding your cursed hide! Go! To hell or the island, GO!!!!"

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Sorry that the critical is wasted.

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Captain Plugged denies Septa s request to bring along more people, but Cog and Owlbear get the cutter loaded with two empty barrels and Septa footlocker.

The cutter is a large rowed vessel It can seat six people, including three rowers and a tills man. A mast and sail are folded and lashed in the bottom.

Septa remembers hearing about a Chelish scouting vessel, the Internus, which ran aground on Bone wrack Island when the Captains shock Marines, several ghouls, turned on the crew. A few of the crew escaped to tell the tale. That is all Septa knows.

The water here is crystal clear and Septa can see the ring of coral reef that surrounds the island, varying between five and twenty five feet below the surface. The reef cause the waves to break into a heavy surf; within the reef the island is surrounded by treacherous currents. The island lies about 400 yards to the East of the ship.

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Cog and Owlbear load the shops boat with two empty thirty gallon barrels and lower the ships boat.

Septa has about ten minutes to make any preps for departure or take any action.

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the ships suddenly jars as it runs up on a reef. After thirty minutes of activity Captain Plugged announces "All hands! Wr are stuck fast and hulled though the bilge pump is keeping ahead of the leak. Everyone over the side to rig a sail as a patch. You...YOU....Septa.. Take the ships boat and fetch water from that island eastward. Chart calls it Bone wrack Island and the chart shows it plenty big enough for fresh water. It will take a day and a half for repairs, and we will be leaving at the first high tide after to make for kara..I mean Port Peril. Port Peril, just like Captain Harrington ordered. In any case, be back in forty eight hours or you will be left, marooned here."

Lantern Lodge

Cog replies "Aye. Grinds lows are a might hard to hit, but bein' wee lads it takes but a tap to do them in. It's thar tentacles they Ave step o feet though that I hate. Like willing eels they trip ya if they can."

Lantern Lodge

Knowledge Dungeoneering roll please

While Septa thinking,the first bank has several crewmembers home barrels up from the hold onto deck. The first thing shows the captain that the barrels have been tampered with. The water barrels have been broken allowing almost all the water to leak out. The one barrel of hard tack when opened is found to contain thousands of small tentacled creature no bigger than thumbnail each; all of the food is contaminated.

the captain announces that's a terrible shame far and female roommates. But there's nothing to do about that. Wecwill be making for land to gather water in provisions carpenters get to working on these water barrels repairing them septa and cog dump this hardtack over the side.

as the crew gets to work the ship turns and headed north west. After about 15 minutes septa Spy something in the water. Snagging it with a book book he sees that at some point. Sandaras boot. She must have come this way.

Lantern Lodge

The healing surge was sorely needed and does a lot more good than
Sawbone's bandages and poultices.

Septa meets up with Cog, as crew members discuss the battle. Its apparent from the quickly clearing skies that the storm was somehow summoned by those creatures.

Cog reports that they seemef quiye adapt at climbing to the masts and yardarms; their sucketed tentacles grabbing a strong hold even on wet wood.

Others report that oft tripped crewmembers with their tentacled causong some tofall to the deck.

After listening to the Captain question Cursewell it is quickly determine what they wete after. They seized all of the female crew, escaping with all but Cursewell.

Upon hearing this Septa looks about and confirms what he suspected. Sandara os not on board. She has been taken.

Lantern Lodge

Septa's deeply wounds the humanoid previously injured by Kippers dagger and the humanoid collapses.

As Septa moves toward the bound Cook's Mate Rosie Cursewell, the other humanoid follows Septa and attacks from behind....

humanoid to hit with Trident: 1d20 + 2 ⇒ (9) + 2 = 11

...but the trident passes over his shoulder.

Fipps and Kipper move up behind the humanoid and attack with cutlasses...
Fipps to hit: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Kipper to hit: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Kipper damage: 1d6 + 1 ⇒ (6) + 1 = 7

...Kipper gains a flanking position and drives his cutlass through the creatures back.

Septa looks about and sees that the enemy has fled the ship back into the ocean. Above the gale which had raged for three days dissipates within minutes, suggesting that it was of magical origin.

The crew begin coming down from the rigging and the ships surgeon begins using his healing skill to bandage the wounds of the crew. Six of the goblin-octopus creatures plus two of the fish-like humanoids were killed, and while the majority of the crew are injured none of the crew were killed.

Questions? Actions?

Lantern Lodge

The aquatic humanoids lunge at Septa as he comes up the stairs...

1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (17) + 2 = 19
...but Septa dances between their thrusts.

Fipps Chumlet charges up after him, swinging a cutless.
1d20 + 3 ⇒ (8) + 3 = 11
...and misses with a wild swing.

Kipper, still on he staircase,throws a dagger...
1d20 + 4 ⇒ (16) + 4 = 20
1d4 + 1 ⇒ (2) + 1 = 3
...striking one of the trident wielders.

Now on the deck, Septa can see a fight raging on the aft deck as well as in the rigging. This round though, dozens of the humanoids begin retreatinh into the ocean.

The humanoid with the staff scuttles on his tentacles and jumps overboard.

All of the humanoids on the far side dive into the water with another crewmate, lwaving one crewmate tied up on the deck.

Septa turns to face the two trident wielders, who dont seem ready to flee.

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The other two sailor ready their weapons on the gun deck, but do not look like they intend to push past Septa and storm the deck.

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Balik destroys the dogs body using repetaed castings of Acid Splash, not wanting to leave an infected carcass on the road.

Making sure the dog collar and crossbow bolt are clean, he puts them away....

...looks upward to judge the time of day and the outlook for the weather, and checking that he is heading in teh right direction...
Survival roll, weather: 1d20 + 7 ⇒ (4) + 7 = 11
Survival roll, navigation: 1d20 + 7 ⇒ (11) + 7 = 18

...and sets off back down the road, examining the collar...
Unskilled Appraise check: 1d20 + 0 ⇒ (10) + 0 = 10

..before putting it away and picking up his pace to a jog, still trying to put some distance between himself and the farm.

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Damage from Ice Missile: 1d4 + 1 ⇒ (2) + 1 = 3
Concentration Check for Staff Wielder: 1d20 + 5 ⇒ (2) + 5 = 7
Damage from Call Lightning: 3d6 ⇒ (1, 4, 1) = 6

The ice dart leaps from Septa's hand, striking the humanoid with the coral staff. Instinctively flinching, the staff wielder loses control of the magical force being formed with his free hand; in response a lighting bolt, from the storm clouds, strikes the main mast charring it a bit but doing no serious damage, but missing the intended target on the Aft Deck completely.

In the flash of the lightning, for a brief instant, Septa can see that the humanoids are not like the scaly fish like humanoid he saw on the stairs below. The humanoids here are small, almost goblin-like, but lack any legs, instead walking upon a mass of tenticles.

Roll Knowledge Dungeoneering to identify these creatures

Septa can also see that the six figures at the far gunwall are similar, and the three large bundles they are carrying tied and unmoving crewmates!

The flash fades and the creatures on the far side fade into the blur of rain and darkness.

A shot rings out from the Aft Deck, dropping one of the creatures. Two of the creatures push the crew member over the side and jump in. The other three continue to struggle with their two crew members. There is a flurry of crossbow bolts fired at the three, but with the weather conditions none of the bolts hit.

The caster looks to be trying to regain control of his spell, while the two humanoids at the top of the stairs remain, waiting for you to step into range so they can stick you with their tridents.


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Peering topside, Septa sees two of the humanoids, armed with tridents, guarding the top of the hatch. Ten feet behind them another humanoid, armed with a staff of coral, is chanting in gesturing toward the aftdeck. On the far gun wall, six more humanoids, each carrying a large bundle over their shoulders, prepare to slip over the side. Without getting in range of the tridents, Septa can not see the rest of the deck, but he can hear the sounds of fighting, including a pistol shot.

The trident wielders see Septa but are not making any move down the stairs or to throw the tridents. Instead the stand there, ready to Repel any cjarge.


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The two other crewmembers are up and out of the bunk. Septa, peering around tje hatchway sees a strange humanoid with scaly skin, like a fish, lying dead on the gun deck landing. From topside comes the sounds of fighting, swords clashing, a pistol shot, and a loud electrical CRACK that shakes the whole ship.

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Do you have Balik's spells known list?

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The storm rages, only increasing as night falls. Septa, along with almost all of the crew, is sent aloft into the rigging, moving along wet spars, furling and unfurling sails,following the captains shouted orders as he desperately tries to drive the ship out of the storm.

After sixteen hours, the storm has increaded to a gail,the fight continues against the storm, but crew are sent below to grab a meal of hardtack and catch two hours sleep. Around 2am, Septa and three others sre sent below.

Septa sleeps fitfully but awakens with a start at the sound of the ships bell being rung. A muffled cry, damped by the storm and two decks, "Action! Repel boarders!"

Septa sees two of the crew in their hammocks,oblivious to the alarm in sleep. The third lies as the base of the stairs, cutlasd in hand, but glassy eyed, rigid in magical paralysis.


Lantern Lodge

Make a perception check for Septa.

Lantern Lodge

With his wounds from the lash healed before goinung to bed, Septa manages a decent amount of rest and refreshed his prayer.

After the below deck conversation with his friends, Septa heads up to the dexck to great the third morning on Man's Promise.

Septa is assigned repairing knot work, splicing lines and cooling the lines after repair.

First Mate Scourge keeps a constant attentive eye on Septa.
For the first time since being Sganghaied, Septa finds himself working with Sandara and Cog.

Work diligantly, sneak of to another part of the boat or shirk your duties and get extra rest?

DC12 Profession(Sailor) or Strength to do job well; DC 12 CON to avoid exhaustion

Cog has profession(sailor) +4; strength +3; con +2

Sandara has profession(sailor) +8; strength +1; con +0

Lantern Lodge

Sandara replies "Mag. They are storm terms. My sunrise said they Chase storms and eat the lightning."

Septa thinks back to his grandfather and remembers being told red skies in morning brings storms.

Lantern Lodge

Upon hearing of the Easterly course, Fishgits Ambrose comments. That he knows the stormwracked islands. "I would think we are headed to Blood Cove,or nearbouts, a port on the Mwangi Expanse. I don't much to interest Plugg in Blood Cove, but on a island to west is Rickety Squibs, a secret dry dock that specializes in aSquibing, altering ships so they have a different appearance. Do you think he intends to squib Man's Promise? For what purpose?"

Later everyone gets to sleep early.

On waking Septa sees the sun rising in a blood red sky, and two Sea Terms nesting in the upper spar.

Survival DC 15

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Along with Septa, Ambrose, Shortstone, Owlbear, Slippery and Badger all recieve one lash with the Cat O Nine Tails for not meeting Captain. Plugg's standards.

damage to Septa from the lash: 1d4 ⇒ 4

Most of the crew are exhausted from the days work.

There is no socializing in the evening, the crew unannimously choosing for extra rest.

As Septa heads below, he suddenly notices the setting sun. It's in the wrong place in the sky. If the Man's Promise was heading to Port Peril, to rondevous with the Wormwood, as Capt Harrigan announced, the ship would be heading Southerly.

Instead Man's Promise is heading roughly due East, toward the Mwangi Expanse.

Knowledge Local DC 17

Lantern Lodge

The next day, Septa is back working in the bilge.

dc12 strength to do a good enough job to avoid the lash. Dc 12 constitution check to avoid exhaustion

Coming up on deck to dump out a bucket of refuse that blocked the bulged inlet, Septa gazes up at the sun.

dc 15 profession sailor or survival

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Cog, obviously still with a hang over, grimices and wryly says "Yeah. Great to be here."

Cog goes and hangs on the deck rail.

Shortstone replies "They didn't seem like they wanted a fight. Just tryin to intimidate us and such. They seem surprised that we weren't cowed by them. As soon as we showed a willingness to figjt, they backed down. Sandara and I eventually figured how to barricade the door though the lock was broke. Well baracade tonight. I think well be okay, for now."

Cursewell says "No other pistiols amoungst the Wormwood crew either...well, except for the four that went missing. The ones you were accused of stealing...remember? As far as I could tell the shhots were in the face and the back. The powder burned the skin pretty bad too."

Going back to examining the candle, Septa realizes he has seen one before, on the desk of a Justice of the Peace in Riddleport. Under arrest for vagrancy, the fat justice demanded a 10 gp bribe or the case would go to trial. "And this candle of truth will insure the facts come out". You, being guilt of many other crimes, chose not to test the power of the candle, and paid the bribe.

Lantern Lodge

Septa casts detect magic, and finds that one and only one of the candles is magical.

spellcraft roll to identify

While Septa is examining the candles, Cog comes stumbling down the stairs.
Seeing Septas surprise, he explains "Got drunk and picked a fight with one of the Rahadoumi. The Captain through me off the Wormwood. I think. Been sleeping away the drunk since."

Cog will watch out for any most people, while Septa finishes examining the candles.

The next morning Cog is assigned to the lines.Cursewell is back to the galley. The rest of Septa friends are assinged as deckhands.

Sandara is quiet with an angry expression, but says nothing. Shortstone shirks his duties and comes to talk to Septa. "Captain Plugg and Master Scourge tried to bugger Sandara and I last night. They tried intimidating and ordering, we responded with a few spells and prayers for sanctuary. It was a standoff but when we showed we were willing to draw steel on them, they gave up. I don't think they expected us to put up a fight."

fort roll for avoiding fatigue while working in the bilge

That evening your gang gathers for memoralizing Giffer. Septa is looked to say a few words.

After Septa finishes, Cursewell speaks up: "I prepared Giffers body. Wrapped in sailcloth I did. I saw, she only had two wounds. No cuts, just two pistol shots. I have a question. I summary see any Rahadoumi with pistols, did ya?"

Lantern Lodge

That evening Man's Promise follows the same pattern as the Wormwood, heaving to and dropping anchor in shallows near a reef. Kroop, still serving as ships cook, brings a meal of boiled beef and carrots, fresh a0plea, milk and wine; "Thanks to Rahadoumi stores

While the crew is hanging their hamnocks in the crew area, Captain Plugg comes down the ladder.

"Sandara. Shortstone. You'll bunk in o."fficers country, where I can keep an eye on you. I'm not going to have any trouble on my ship."

In his hammock, Septa realizes that he hasn't examined the candles yet.. And that Kroop has not found the spyglass yet, but he is bound to find it eventually. Finally, when he rises he will have to decided what spells to pray to Besmara for.

Septa is I'm a new world, with new dangers

Lantern Lodge

Septa heads over to Man's Promise and stowed his gear. The ship is still quite a mess and Master Scourge orders him to Join the rest of the crew in preperations for departure.

Within the hour, the ship is underway, the Wormwood just a tiny dot on the horizon.

Lantern Lodge

Xp total was incorrect

Add +2533

Septa levels

Lantern Lodge

+1267 XP

What is the total? I don't have my records here.

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"I ain't sure. Da Pirate Queen told me to giv ya dis in a dream."

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While Septa is gathering his footlocker, Grok stops him. Strangely the half-itch looks as if she has been cryiing. "You da only one ever been nice to me. Theres goin to be trouble for tag.. I feel it. Take this its the only ting I can think to help ya with.". She hands Septa a metal box with five candles in it.

Lantern Lodge

Xp coming once I get you onboard the promise.

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Mr Plugg pulls out a scrap of paper and shouts. "If I call your name, get your gear and report in on the Man's Promise. Anyone who takes more than ten minutes gets ten lashes. Master Scourge. Maheem. Slippery. Narwhale. Septa. Badger. Arreta Bansion. Sandara. Fipps. Ambrose. Shortstone. Cursewell. Patch. Kipper. Owlbear. Get moving!"

Lantern Lodge

Ten crew and three officers were killed or captured by your group.

Six on the aftcastle , an officer who attacked the captain, an officer and two crew on the starboard boat, an officer and two crew on the port boat.

Lantern Lodge

The next dawn a bell rings,calling all hands on deck.

Up top, Septa finds Captain Harrington looking down from the poop deck. The crew of the Wormwood are gathered in the center of the deck, each of the prisoners in manacles with a long chain connecting all of then, with the remainder of the Wormwood's officers guarding them. The Wormwoods crew crowds in finding places to stand on top of hatches, standing on the gunwalls or in the rigging.

Captain Harrigan addresses the caprives, offering a place on the Wormwood crew for any willing to throw in with the pirates. Twenty-seven Rahadoumi, but no officers, raise their hands and Master Scourge unlock their manacles, and they take their place amoung the Wormswood's crew.

Captain Harrigan then address the pirate crew.

"All right, you scurvy tars! You've done a right good job by me -- we've got a second ship now and she's quite a prize from the looks of her. But I still have only one crew. So here's the plan -- the Wormwood will sail on to our planned destination with our new shipnates here, while Mr Plight will pick a skeleton crew to sail Man's Promise to Port Peril where she'll be worth a pretty penny as salvage."

"Take the officers below -- no doubt some of them will be worth a hefty ransom from their families back in Azure."

Master Scourge disconnects the eleven officers from the long length of chain, and with the help of his lackies, leads the down to the Wormwood's bilfge to secure them there.

"As for the rest, if you aren't worth ransom, and the life of a pirate isn't for you, you may leave my ship. Spend the rest of your lives at sea!"

With these words, Captain Harrigan drags an anchor forward to the edge of the poop deck so all can see. Despite the weight of the mine foot anchor, Captain Harrigan displays super human strength as he single handedly drags the anchor to the gunwalls and throws the anchor overboard.

Everone is puzzled until the sound of chain rattling overboard as its pulled overboard by the anchor.

The 114 chained Rahadoumi panic,. Most grab onto something-- six wrap their arms and legs around the main mast. A dozen or so brace their legs against the gunwalls. A score beg Captain Harrigsn for mercy. Two attack their chair.s.

But it does not matter.

As the slack goes out of the chain, each is whipped overboard by the multi tomb weight. The Rahadoumi shout, curse and despite supposedly all being atheist, pray. The crew close@t to Septa cries.

One by one, each is whipped overboard. It takes a surprisingly long time before the last one disapears cursing the Captain.

When it is finished, Captain Harrigan stands looking at the crew, the only sound is "Caulky",Tarroon, the Captains teenage cabin girl, laughing hysterically. She seems to find the Captains actions humorous.

"Mr Plight announce your crew!"

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Cog politely refuses using the sword. " Tis bad luck. If one of us died while I ha it, s who knows how to dispense the gear. An I really don want Ye ts come lookin for me if Ye died first" he explains pointing to one of the Hynix zombies.

He continues "Tarbottom was teachin me to be a poisoner and freebooter like him. I hanna master the ways of castin, but I know enough to use these. Ah didna mention them cause I had them stowed in meh lockah."

Cog is w ranger(freebooter) 1/rogue(poisoner) 1

Grok agrees to the sale of the bucklers and armor.

Lantern Lodge

Grill replies that she doesn't have a set of masterwork chain.

She has some masterwork leather, two masterwork bucklers and some mundane armor.

As far as weapons, she has a magic dagger, a magic short sword, magic arrows, masterwork SAP, masterwork 43 masterwork darts, 3 masterwork daggers, a masterwork light crossbow, masterwork war ax, and a mix of mundane weapons.

Other magic items she has a wand of bless weapon, spell scrolls, potion of barkskin, potion of cure light wounds, potion of haste.

She has a climbing kit, disguise kit holy water, tanglefoot vaga, SciFi, alchemist diré, thieves tools, manacles sms a huge quantity of random gear.

Finally, after letting Septa look through the items aha says "Ah gots about a hannert an tree gold. If to sellin, you hafta to take trade for anyting moh."

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Sandara, as a cleric of Besnara, also prefers a rapier.

Cog however fights with a cutlass. He would be interested.

"I have several things that Tarbottom, my mentor gave me:
a potion of haste
a potion of neutralize poison
A scroll of scorching ray
A wand of magic missiles with 18 charges

Along with booty from a previous bording
Two bottles of a sweet, dark red wine from Varisia

Would you take that in trade?

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Cog and Sandara are very thankful for the potions. Sandara kisses Septa. Cog doesn't.

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"Giffer" Tibbs, the bedragled female gnome with one eye, was the pirate who died. She died from three gunshots on the lowest deck. By the time Shortstone got down to that deck, checking and healing the wounded, she was already dead.

Master Scourge was penalized. 150 pieces of gold for having someone die on his team.

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THREE potions of cure moderate wounds
One potion of invisibility
Amulet of natural armor +1
short sword, +1

Septa notes that Master Scourge was docked 150gp because a crewman under his command was killed.

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Kroop is out cold. Septa hides the spy glass with little problem.

After another nights sleep, Septa awakens to the Pirate Officers gathering the crew on the deck of Man's Promise. The ale is stilll.flowing while the captain calls the crew up a few at a time.

After a few minutes, Captain Harrigan He calls up Septa, Sandara and Cog.

"Boarding Master, for completing your orders, I give you these."

He hands Septa a leather case containing three glass flask. Labels have been added by Longfarthing. Three say "moderate curative" and was said "invisibility".

"And for each of you" he hands each of you a pouch with 100gp

"For killing ten Rahadoumi marines, twenty-five pieces of gold each, and for capturing an officer alive 200 pieces of gold.". He hands each of of you 150gp.

"And I saw you kill the officer coming up behind me.". He hands Septa an large green stone on a gold chain.

"The officer, The Rahadoumi marine leader, was carrying this. Best ya have it."

The captain holds up a short sword, the scabbard wrapped in white leather and silver filigree, the blade glowing a bright blue-white.

You three are dismissed and return to the rest of the crew who are comparing their booty. Septa has come away with more than any of the other non officers.

From the Wormwood, From calls that the ships store is open for buying, selling and trade.

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...over looked in the crows nest.

What does he do with this gear?

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Septa finds the following on Man's Promise:

The nameplate on the fore deck shows sign that the ship was previously called The Motley, and that there were multiple names before that.

One of the ships boat is a 12 man cutter, while the other is an 8 man gig. Both are rigged with sails and oars.

Under the stern castle and forecastle are the captains and offiSepta did seeecer cabins. Mr Puff and Master scourge and their cronies have taken up residence in

these, with Captain Harrigans permission. A 24hr guard is on the doors and Septa is denied admittance. Septa did see that both had locked hatches down and upward.

Below the captains cabin is the cooks area.. forward of the galley is crew berthing and the cargo hold. Septa finds Ambrose Kroop the cook passed out drunk in this room. Additionally Cursewell and Shortstone emerge from the pantry quite disheveled. After saying hi and grabbing some ale and bread, the disappear into the galley again. Forward of the galley is an empty armory and a secondary hold, with largest hatches in floor and cealing.

On the lowest deck is the main cargo hold. A large hatch in the cealing provides acccess for loading both this and the cargo hold on the mid deck.. the aft of bottom blocked off by a strong wood wall reinforced with iron strapping. It's iron door sports a large padlock. Septa knows that areas like this are often used for transporting slaves, but silver bars were being transported in this area instead. The bars and everything else of value has been removed to the main deck for the pirate officers to count, and the Rahadoumi crew have been locked up in this secure hold.

Septa finds little if interest below decks but when he climbs the rigging, he finds a dropped heavy crossbow, 8 quarrels and a spyglass that has been over loomed.

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While drinking from a full mug of ale, Sandara Andaman up behind Septa and pops an Orange wedge into Septas mouth. Finisghing her own wedge , she says "You believe it? Fresh fruit.".

Wiping the juice from her hands, she grabs Septa's hand and without asking leads Septa over to where Cursewell and Shortstone are fiddling. There she begins to dance. She will dance with Septa for a good four hours.

When Septa heads below, Sandara follows.

Hammocks are not well suited for some things, but when the will is there people can get most anything done.

The next morning Sandara heads off to gamble, while Septa goes to explore Man's Promise.

I need two perception rolls

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The crowd of sailors hit the deck, but with both boats disabled and no.shore to be sten the Rahadoumi mill about furious. The pirates storm up from down below and begin to disarm the crew, the Rahadoumi do not resist.
A chanty goes up amoungst the pirates ad the captain places an ornate chair on the fore deck and instructs the pirates to gather the booty while the officers gather the prisoners.

Septa notes that Mr Puff, Master Scourge, the hiking zombies and most.of the crew escaped without serious injury.

Do you place the money and oossesions you previously stripped into the booty pile?

After the booty hads been gathered, the pirates beegin a part, helping themselves to the best food and drink the Man's Promise has to offer. The Rahadoumi are placed into irons and locked in the hold.

The Pirate officers have their own meeting on the fore deck, deciding how to split the booty.

Mean while the party continues. Cursewell and Shortstone play their fidals while flirting with each other. Owlbear drinks from a five gallon keg of ale. After the first hour of drinking, wine not grog, Septa catches Sandara looking at him with a curious look. It looks like everyone is intending to celebrate heartily.

you have 36 hours of partying ahead. Septa may take up to five actions like the nightly action: drink, make friends, persuade, sleep, explore an area of the ship etc. As usual he can try to persuade others to take an action also

Lantern Lodge

The wolf grabs the soldiers left wrist, wrenching him to the ground, opening a large gash gash, the soldier screaming first in pain and then shouting "Meh yeeld! Meh yeeld!"

The officer is disarmed without incident.

Arcane fog again desends upon the aft portion of the Man's Promise. Sounds of fighting cone from below deck. Groans of sailors, mortally wounded but not yet dead, both pirates and Rahadoumi, come through the fog.

After a dozen seconds, Captain Harrington emerg
es from the canine door that passes under the aft deck. Holding a bloody human heart in his right hand, he silently nods at Septa and then walks down the stairs to the below decks.

The arcane fog ends.

Another dozen or so seconds there is the shrill sound of a boatswain's pipe playing the incessant bleeting of "abandon ship".

Immediately there is a flood of soldiers who are moving onto the deck. Seven are on the stairs moving up. Four exit the gun ports on the port side, three from the starboard, one from the forward rope locker hatch, three from the aft doors the captain came out of, two from the aft doors on the aft deck, one coming down from the crows nest. More are following. Septa thinks all will head for the two ships boats.

The boarding party will be able to act before rant will make it onto the deck.


Lantern Lodge

Turn 22
Held Rahadoumi Officer at V2
Rahadoumi Sailor (rahadoum9) at W8
Surrendered Rahadoumi Sailor (rahadoum10) at X8

Sanadara at AB4
Summoned Celestial Wolf at V7
Septa at Z3
Cog at Y8

Action Order: Sandara & her summoned Wolf-Septa-All rahadoumi-Cog

Celestial Wolf
HP 13
bite +2(1d6+1 plus trip @ CMB +2)
Darkvision 60'; Resist Cold/Acid/Electricity 5
smite evil once per day @ +0 to Hit +2 Damage
This is round 1 of 3 rounds it is summoned for

Actions for Sandara, Wolf and Septa?

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