DM Alexander Kilcoyne |
Not sure what provoked that but I never refute a compliment ;).
I know that in PbP's silence often means assent rather than just making a post that says, in short, 'I Agree'. As a general rule, when two of you agree on a course of action with no objection I will advance the game, in case theres ever any doubt on whether your waiting on me to update or i'm waiting on you to decide.
Chi T'reignial |
Chi feeling much better for her enforced sleep, in fact she is more chirpy than normal, almost bursting into a croaky song every now and then as breakfast is made. "Morning Gwen, lovely day, the sky is particularly blue today. How you feeling? Are we off to the shipwrecks, I think we should go down there by the sea. Best watch out for those undead sailors again, they were particularly nasty last time."
DM Alexander Kilcoyne |
Heading south to work south to north and then back to camp, a short walk for a mile south leads you to a sandy causeway leading onto the much smaller island the ship is situated on. You know from experience now that low tide tends to abate at about midday, so you have plenty of time.
Crossing over to the smaller island, you can see the ship fully ran ashore here onto the sands. It appears to be a merchant vessel, it seems to have suffered crippling damage from cannonfire many years ago. Despite the awful condition of the hull and the rotting frames and masts, the decks have mostly survived and are accessible through several large holes on the side of the ship at ground level. Small crabs can be seen skittering around the shipwreck, moving into the ocean at your approach.
The ship's name is visible on a plate by the nasty-looking figurehead, an image so hideous that whoever crafted it must have had his family slaughtered by Harpies. The ship is called The Bearded Harpy.
H?1d100 ⇒ 7
F?1d100 ⇒ 38
If Y, W?1d6 ⇒ 6
T?1d100 ⇒ 79
Approximately 7AM, Day 10
James Carmichael |
James claims the buckler from the stash, and takes to wearing it on his forearm, he stores the money in the group chest from the captain's cabin on the Jenivere and leaves it in Ishorou's care. He also warns Gwen they have but one dose of the viper nettle berries left, before spending the rest of the day training with the Tian man. He votes in favour of exploring the ship wrecks.
"Agreed, we've found many things on the rotting carcesses of these vessels."
Ambroze |
Ambroze is also happy to let Ishorou have the starknife, and is happy to learn the Tien warrior’s combat techniques.
”Well, let’s check out this wreck… See if there’s anything useful,” Ambroze says, gazing up at the side of the ruined ship. ”Gwen, can you cast that spell that tells you if any undead creatures are aboard?” he asks, turning to the oracle.
Chi T'reignial |
Chi quietly sidles up the side of the boat, her index finger pointing upwards in front of her lips, to the first hole. Through the cracks in the planking caused by the smashing though of the cannonball, she peeks into the interior of the ship.
Stealth 1d20 + 10 ⇒ (15) + 10 = 25
Perception 1d20 + 7 ⇒ (2) + 7 = 9
DM Alexander Kilcoyne |
Chi takes a quick look inside on the lowest deck. She can see rotting hammocks and broken beds- and she can see corpses littering the deck- most long stripped of their flesh, but a few others that appeared far more recent- human military types left to rot in their uniforms. A stairway at the back of the room leads up to the next deck.
DM Alexander Kilcoyne |
Strange, I already posted this and its in my recent posts but not here. Will re-post-
Chi & Tunada take a quick look inside on the lowest deck. They can see rotting hammocks and broken beds- and they can see corpses littering the deck- most long stripped of their flesh, but a few others that appeared far more recent- human military types left to rot in their uniforms. A stairway at the back of the room leads up to the next deck.
Tun'ada |
Tun'ada waves the others over toward the wreckage.
"Lots of dead, some far more recent than others. I think we should investigate further."
Tun'ada then carefully enters the hull of the ship looking around for anything of note before proceeding to the stairway.
DM Alexander Kilcoyne |
Gwenyth, on the first round you detect the presence of undead auras.
2nd & 3rd round- There are five auras, all on the uppermost deck (the outside where the mast usually is). All five of them are moderate auras (2-4HD) with one of them showing up as a stronger aura than the others (but still in the 2-4 range). You also see lingering auras of their passage on the middle decks.
DM Alexander Kilcoyne |
The recently dead men were some of those who choose to strike out into the jungle from your shipwreck...
Proceeding up to the middle deck, the carnage strewn about the ship is evident- several more skeletal corpses and a handful of fresher dead, still dressed in their leather armour. You see no visible cuts on the fresher dead, but it appears they had been battered to death. You find yourself walking alongside shattered cannons and empty kegs of powder and shot, all too aware of an eerie silence. You find yourselves at the bottom of a set of stairs with a trapdoor left ajar overhead- that surely must lead up to the main deck?
Adorned on the inner walls in fresh blood are several crude sentences.
Piratez will nevver steel the Harpie!
This iz OUR vassel!
Cap'n Strashgarth nevar surrondoors!
Gwenyth, the undead above are moving. It appears they have moved a short distance away from the trapdoor exit in all directions. The strongest undead aura is hanging back some distance.
Chi T'reignial |
In a whisper Chi says, "My special skills are worthless against these creatures, I'll go out and climb around the back, maybe I can surprise one and cut them open where Ishorou taught me. If I can't do that, I can search the other areas for anything useful if you want?"
Chi is yet to learn of the lack of vital organs on undead.
Gwenyth |
You can sneak attack undead!
They've stepped back from the hatch. If I had to guess, I'd say they're waiting for us. It seems obvious to meg at kamp er uunngåelig, så ... guder, velsigne våre bestrebelser.
Gwenyth casts Bless. +1 to attack rolls, and will saves against fear.
DM Alexander Kilcoyne |
You make out a "voice" on the other side of the trapdoor- but it seems to be a rasping, malevolent sounding voice, as though the speaker lacks air to truly vocalise... It says-
Stand by to repel boarders; we can still win! Don't let those sea dogs take our cargo!
I'm off out for an hour or so but I hope to see some repllies and perception rolls when i'm back :).
Chi T'reignial |
Undead can be critted and sneak attacked in Pathfinder, its common knowledge all over Golarion that if you stab them in the right places you can do extra damage. You think you saw another route to the main deck but it would be a difficult climb.
Ahhh...must stop playing 3.5
Perception 1d20 + 7 ⇒ (3) + 7 = 10
I don't think Chi has woken up properly after that sleeping sickness.
DM Alexander Kilcoyne |
Bursting out of the trapdoor behind Tun'ada, the group emerge onto the top deck of the derelict vessel. The trapdoor emerges out onto a lowered area, with stairs in front of the group leading up a few feet to the main level. Surrounding the trapdoor at about fifteen feet, four humanoid figures of rotting flesh surround the lowered area, each firing a light crossbow at Tun'ada as the lone figure rasps-
Fire!
1d20 + 3 ⇒ (19) + 3 = 22 Hit
1d8 ⇒ 2
1d20 + 3 ⇒ (3) + 3 = 6
1d8 ⇒ 7
1d20 + 3 ⇒ (10) + 3 = 13
1d8 ⇒ 5
1d20 + 3 ⇒ (13) + 3 = 16
1d8 ⇒ 5
Crit confirm?
1d20 + 3 ⇒ (9) + 3 = 12 Miss
1d8 ⇒ 7
Two of the bolts bounce off Tun'ada's shield and another sails overhead, but a single bolt slips by the warrior, striking him in the leg.
Die, ye pirate scum! The Bearded Harpy's crew has never been defeated! rasps the ships 'Captain'- a hunched over zombie in a fine sailing jacket which still bears the mark of the wound that killed him- a gaping hole through his chest where his heart should be. Strashgarth has fiery eyes with more than a hint of madness in them, and an ornate cutlass on his hip. In contrast to the other zombies, this one seems to have some degree of sentience and command over the remains of his 'crew'.
Initiative Rolls-
Chi-1d20 + 4 ⇒ (16) + 4 = 20
Savarend- 1d20 + 3 ⇒ (15) + 3 = 18
Ambroze-1d20 + 3 ⇒ (4) + 3 = 7
Tun'ada-1d20 + 4 ⇒ (8) + 4 = 12
James-1d20 + 3 ⇒ (4) + 3 = 7
Gwenyth-1d20 + 2 ⇒ (5) + 2 = 7
Zombies-1d20 + 2 ⇒ (6) + 2 = 8
Captain Strashgarth- 1d20 + 4 ⇒ (15) + 4 = 19
Round 1 Initiative-
Chi- 20
Captain Strashgarth- 19
Savarend- 18
Tun'ada- 12
Zombies- 8
James- 7
Gwenyth- 7
Active effects for Team Castaway- +1 to attack rolls and saves vs fear.
The two stairs by Tun'ada and James are the only way out of the lowered area your in. You can climb up onto a different square on the upper level by spending a move action if you don't want to use the stairs.
DM Alexander Kilcoyne |
Normally, using the pushing an opponent back 5 feet rule doesn't give a saving throw, provided he is pushed to a safe space. Only the knockdown has a save.
On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in.
Since your pushing him back and into danger, we'll give him a save. Thats how we'll do it for any time you are going to use Punishing Kick to force someone into dangerous terrain etc.
Savarend scrambles onto the deck by climbing the railing, and round house kicks the hapless zombie. The zombie is sent reeling backwards from the force of the blow, falling through the rotten wooden railing and plumetting onto the sand and rocks below.
1d20 + 0 ⇒ (6) + 0 = 6 Fail
4d6 ⇒ (5, 4, 2, 4) = 15 Fall damage
The zombie does not survive the impact, landing with a sickening crunch that not even its supernatural toughness can withstand.
Chi T'reignial |
Chi waits to see what the nearest zombie will do, or for that matter what Ambrose does. She waits for the zombie and Ambrose to engage in melee, before jumping over the and behind the zombie, attacking with her sickle. Now is the time to put Ishorou's training into practice and rushes behind the zombie, slashing at it with her sickle, aiming to strike into the kidneys and liver.
Acrobatics check to move through threatened square 1d20 + 7 ⇒ (19) + 7 = 26
Sickle attack 1d20 + 1 + 1 + 2 ⇒ (20) + 1 + 1 + 2 = 24 includes bless + flanking
Damage 1d6 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10 includes sneak damage for flanking
Crit Confirm 1d20 + 1 + 1 + 2 ⇒ (8) + 1 + 1 + 2 = 12
Damage 1d6 + 1 ⇒ (5) + 1 = 6
Tun'ada |
Tun'ada hurls the vial of holy water at the captain, and moves up the stairs to confront the unholy creature, pulling his terbutje as he moves.
Attack (vs. Touch AC):1d20 + 5 ⇒ (5) + 5 = 10
Damage:2d4 ⇒ (2, 3) = 5
Tun'ada should end his turn, weapon and shield readied and in square O-39
DM Alexander Kilcoyne |
Tun'ada hurls the vial of holy water at the captain, and moves up the stairs to confront the unholy creature, pulling his terbutje as he moves.
Attack (vs. Touch AC):1d20 + 5
Damage:2d4Tun'ada should end his turn, weapon and shield readied and in square O-39
The captain sways aside, dodging the flask1d8 ⇒ 2. It still lands close enough to splash the zombie as the beaker bursts open, searing the Undead somewhat. The captain's face contorts further into a twisted sneer. Filthy pirate should work on his aim! he hisses as Tun'ada approaches, raising a fist and slamming it towards Tun'ada with unnatural strength and striking past Tun'ada's shield before he raises it to defend himself. The flesh-fist slams into Tun'ada's face with shocking force, but although the ranger reels back from the blow he remains standing.
1d20 + 7 ⇒ (12) + 7 = 19 Hit
1d6 + 6 ⇒ (5) + 6 = 11
The other zombies move with the same surprising speed as their master, rather than the slow, lurching zombie that is commonplace. One of them leaps over the railing and attacks Ambroze with a snarl and a punch, completely missing the agile Gnome.
Moves to N35 and attacks as a standard action.
1d20 + 4 ⇒ (2) + 4 = 6 Miss vs Ambroze
1d6 + 4 ⇒ (1) + 4 = 5
One of the other zombies rushes at Savarend, recklessly charging the Dwarf. With no intelligence or knowledge of tactics, it places itself next to the railing in its charge, almost oblivious of the obvious danger it put itself into. Avenging its broken ally, the zombie slams a fist into Savarends gut, causing the monk to double over in pain.
Charges to K37.
1d20 + 6 ⇒ (18) + 6 = 24 Hit vs Savarend
1d6 + 4 ⇒ (5) + 4 = 9
The remaining zombie shifts closer to Tun'ada and launches a furious assault despite the railings being in the beast's way and providing Tun'ada with some cover. The fearsome nature of these zombies is revealed in the creature's frenzied and supernaturally quick strikes- it makes no less than three seperate attacks on Tun'ada in a matter of moments; a maelstrom of slams and snarls. Tun'ada's armour and shield deflect most of the assault, and one blow that seems sure to hit is obstructed by the railing.
5 foot steps to P39 and makes three attacks as a full-round action! Tun'ada gains a +4 cover bonus to AC due to the railings.
1d20 + 4 ⇒ (11) + 4 = 15 Miss vs Tun'ada
1d6 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (10) + 4 = 14 Miss vs Tun'ada
1d6 + 4 ⇒ (2) + 4 = 6
1d20 + 4 ⇒ (16) + 4 = 20 Miss vs Tun'ada
1d6 + 4 ⇒ (5) + 4 = 9
Gwenyth channels positive energy to harm the Undead, and the remaining four all writhe in pain momentarily.
Ambroze I just noticed I missed you off the ordered initiative somehow, but your roll is there- your acting on init count 7 just before James.
Just after Ambroze is attacked, Chi somersaults onto the upper level behind the zombie assailing him, and rams her sickle into the undead beast's chest, twisting the blade and tearing out organs as the creature contorts in pain and collapses.
Ambroze & James are up. I have been trying to avoid putting up more than one map link a round, so I hope my descriptions and OOC movements are sufficient until next round.
James Carmichael |
His hair sharpening to point like needles, his teeth lengthening, and skin growing tough, James almost seems to begin to metamorphosise into a beast as he roars in fury and charges towards the Captain, sword held high.
1d20 + 8 ⇒ (17) + 8 = 252d6 + 9 ⇒ (6, 2) + 9 = 17