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I will move to the base of the stairs and shoot if I can see the opponent. not sure how the openings go, or if I can see around the corner of the stairs, as the map isn't 3d for me to know for sure where the ceilings are and aren't.
hit: 4 + 1d20 ⇒ 4 + (11) = 15 adjust any cover modifiers as necessary.
dmg: 1d8 + 1 ⇒ (2) + 1 = 3

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Mark has no target at the base of the stairs, and the openings in the grate above him do not show the zombies above.
Mark moves to try and hit the target, unfortunatly he is unable to find a targer. Brachar moves up the stairs and smashes one of the zombies, killing him instantly.
Grahl decides that these guys are somewhat hostile as 2 of them are undead zombies.
The remaining zombie shambles forward and attacks Brachar you can do a AoO if you're holding a reach weapon.
attack: 1d20 + 4 ⇒ (13) + 4 = 17 Missing it's first attack.
Round 2
Mark
Brachar
Grahl
GM's Pets
-Up Next-
Thael
GM's Winch
Marsk

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Longhammer AoO: 1d20 + 5 ⇒ (15) + 5 = 20
Longhammer Damage: 2d6 + 6 ⇒ (4, 6) + 6 = 16
"Argh." he spits. "Undead, Whys don't yous stay dead like nice folk. Gonna try en live again, Iama gonna put ya right back in the ground. Boat ground. What evers its called."

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Brachar's attack flattens the thug.
Round 2
Mark
Brachar
Grahl
-Up Next-
Thael
GM's Winch
Marsk

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl Scimitar: 1d20 + 6 ⇒ (11) + 6 = 17
Grahl Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Scar Bite: 1d20 + 6 ⇒ (11) + 6 = 17
Scar Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Grahl engages the wench and issues the attack command to Scarnorak.

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Grahls' attack misses the wench.
The wench takes a 5 foot step away from her two foes and casts a spell.. The top of the ship is engulfed in fog that spews down the the northern cargo hold opening.
Round 2
Mark
Brachar
Grahl
Thael
GM's Winch
-Up Next-
Marsk

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Marsk moves 30 feet to the top of the stairs on onto the deck. There he holds his actions.
Round 3
-Up Next-
Mark
Brachar
Grahl
Thael
GM's Winch
Marsk -Round 2 action hold-

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Mark will move up the stairs until he can just barely see an enemy and shoot. I want to be as far away as possible and still see the enemy, wherever that may put me exactly
hit: 4 + 1d20 ⇒ 4 + (1) = 5 does not include cover or anything like that.
dmg: 1d8 + 2 ⇒ (7) + 2 = 9 piercing.

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you will miss, currently the enemy is engulfed in a fog.

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Brachar, hammer at the ready as well as his spiked gauntlets, strides boldly forward 20 ft forward, hoping to see someone and attack (within 5 feet right?)
"Wheres are yah? I can-naugh see ya. Here girly girly. Come an meet the Brachar."

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You can attack someone at 10 feet away with a 50% chance of missing. at 5, that miss chance is reduced to 20%. 1-20 misses, and 1-50 misses.
You move forward, but stop at 15 feet, once you run into Grahl and his pet.
You know where she stepped to, so you can step up and attack, with the miss chance.
You noticed Barchar as soon as he walks up to you.
Round 3
Mark
Brachar
-Up Next-
Grahl
Thael
GM's Winch
Marsk -Round 2 action hold-

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From here on out, as you enter the fog, i will be posting responses to your character in spoilers.

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Those outside of the fog see Brachar run straight into the fog. Moments later a shadowy figure appears on the east side of the fog.

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Thael carefully enters the mist, preparing to cast a spell at the first enemy he sees.

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Miss chances are such that 1-20 is a miss, else hit
Also remembered to use Scar's Power Attack
Grahl Scimitar: 1d20 + 6 ⇒ (14) + 6 = 20
Grahl Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Grahl Miss: 1d100 ⇒ 95
Scar Bite: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
Scar Damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Claw Miss: 1d100 ⇒ 100
Scar Claw: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
Scar Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Claw Miss: 1d100 ⇒ 50
Scar Claw: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
Scar Damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Claw Miss: 1d100 ⇒ 8
Grahl and Scar move adjacent and continue to attack.

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Grahl and Scar take care of the priestess. The fog slowly drifts off of the ship. What will you do?

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Thael nods in satisfaction. "An appropriate end to a slaver, to be sure."
The wizard begins to search her corpse in the event she has any incriminating evidence or leads.
"We also have a few rooms below-decks that we have not yet investigated," he says.
take 20 perception: 20 + 11 = 31

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Noticing the fog clearing and Grahl standing over a female corpse, "Whaaat? Nice work Grahl. I was almost a swimmin' there. Harhar. Woulda been funny fishing for a Brachar. Might o' pulled ya in to join me."
Clapping Grahl on the back, Brachar moves below deck with the others to investigate.

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl nods, "let's search the ship bottom up."
He then goes to the bottom of the ship, says a quick prayer to Gozreh, searches the area, and then approaches the closed door.
Take 10 perception: 10+9+1=20

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Upon examining the woman, you see that she is still alive.

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Thael removes a length of rope from his backpack and begins to tie the woman.
"We should turn her into the proper authorities," the wizard says.
If she is bleeding out, I'll use a charge of my infernal healing wand to keep her alive.

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A simple heal check will stop her from bleeding. That's the same no matter what, a heal check stops bleeding.
While searching the ship, you look through the two rooms untouched.
First Mate’s Quarters: These finely appointed quarters contain a table, some chairs, bookshelf, and a few barrels, all of which have been screwed to the deck. A stack of papers on the table is from the ship’s former life as a slave ship for Qadira and contain manifests and records of deliveries throughout the Inner Sea. This room is dusty and dirty and doesn’t appear to have been used recently.
Crew Quarters: These simple quarters contain several recently slept-in beds and the dark lantern on the floor is hot to the touch, as if it were recently lit.

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You find a map and information leading you to the base of the Cult of Nature's Cataclysm.
Do you guys wait here for any given time?

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I don't see anything else to do here on the boat...it seems we've investigated it pretty thoroughly. I suggest we go to their base.
Thael prepares himself to leave. "I think we have completed our task here. We should proceed with all haste!" he suggests.

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl gathers the stack of papers containing information linking Qadira and the slave ship. Grahl does a quick search through the bookshelves and barrels.
Perception: 20 = 10+9+1

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"OOOO a mapey map. I loves a map. Wonder where it leads too. Can't wait to get off this durn boat."
Brachar proceeds with all haste off the ship and follows the party to where the map leads.

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I'll get the map updated and the next part ready within 12 hours.

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Update since the ship. With the information you got from the wench, you are able to find the warehouse easily, and a trap door within. Do you make any preparations before you travel down into the hole?
A smell, not unlike wet dog, fills this room. The corners are
occupied by dirty straw pallets covered by wrinkled, mildew encrusted blankets. A single dilapidated table and four cracked and uneven chairs surround it. The floor is covered in a thin layer of dust and mud and footprints clearly cross the room from the trap door in the ceiling to a set of wooden double doors in the west wall.

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I don't think I have any more preparations I can take. I'm ready to go down.
Thael nods that he is ready to proceed.
"Warriors, you go first," he urges.

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Ready
"Aye, Thael. That-ed be me I guess. I ama going climb down that hidey-hole. If I a scream, come a running mighty fast."
Once everyone is ready, Brachar heads down the trap door

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl casts a few spells before heading down.
Blur SLA (on self)
Bull's Strength (on Scar)

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Perception checks please

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Perception Check: 1d20 + 1 ⇒ (18) + 1 = 19

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Perception Check: 1d20 + 11 ⇒ (17) + 11 = 28

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Brachar is almost sliced in half by a ax hanging from the ceiling. Luckily Grahl stops him before he can go any further and triggering the trap. Need a disable device of 20
After this trap is disabled, Thael looks forward and notices another trap, ready to spring. Need another disable device of 20
Before you can disable the traps, you see a rat coming at Thael. It's the same set up as the first fight, which you guys whipped the floor with, wanna skip it and move along? If so, roll the Disable device and read the spoiler.
Tall vaulted ceilings disappear into darkness high above as candles and torches barely illuminate the lower reaches of this room. Along the north wall are three cell doors, thick wooden affairs bracketed by solid steel bracings with small, six-inchsquare windows set high in them. Enormous crates, barrels, and sacks of goods are stacked neatly in the southwest corner of the room. The floor is clean granite, etched with a wavyline pattern that permeates throughout the entire room; the design even climbs the walls and disappears into the vaults above. A rat-shaped chalk drawing dominates the floor in the center of the room, clearly depecting a dire rat leaning forward as if to pounce. Thick wooden doors in the east wall lead to a set of steep stairs beyond.

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Grahl shrugs, "I do not have expertise in this area... Perhaps we will just need to walk through... Can any of you tell if the trap will rearm each time someone walks through it? Perhaps I could summon a nature's ally to trigger the traps for us??"
If the party agrees to this, Grahl will cast Carry Companion.

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- Grahl HP 35/35 AC 18/17/11 F6/R2/W7 CMB +7 CMD 18 Init +4 Perc +17 Spd:30' scimitar +7/1d6+4 (darkvision)
- Scarnorak HP 26/26 AC 22/13/19 F6/R7/W2 CMB +7 CMD 20 Init +3 Perc +7 Spd:30 Swim:20 bite +7/1d6+4 2claws +7/1d4+4 (low-light)

Is DD the only skill that would allow us to even partially understand the trap?

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My bad, only one trap. Give me a high knowledge D or E.

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Knowledge (Engineering): 1d20 + 4 ⇒ (8) + 4 = 12

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So, i posted (or thought i did) a thread earlier with different DC's for the knowledge checks... Apparently, it didn't go though.
The summoned creature breaks free of Grahl's control and runs into the trap... unluckily the trap slices it in two, but doesn't do anything else afterwards.
Read the spoiler above and I'll get the map ready for the next section in the morning.