
GM Bold Strider |

2d20 ⇒ (11, 12) = 23
Perception:
Pandora: 1d20 + 7 ⇒ (1) + 7 = 8
Hagrym: 1d20 + 12 ⇒ (12) + 12 = 24
Insidion: 1d20 + 7 ⇒ (6) + 7 = 13
Tristan: 1d20 + 3 ⇒ (17) + 3 = 20
Quarr: 1d20 + 10 ⇒ (1) + 10 = 11
Varian: 1d20 + 11 ⇒ (20) + 11 = 31
Initiative:
Pandora: 1d20 + 4 ⇒ (9) + 4 = 13
Hagrym: 1d20 + 5 ⇒ (17) + 5 = 22
Insidion: 1d20 + 1 ⇒ (11) + 1 = 12
Tristan: 1d20 + 3 ⇒ (3) + 3 = 6
Quarr: 1d20 + 7 ⇒ (12) + 7 = 19
Varian: 1d20 + 2 ⇒ (3) + 2 = 5
Thugs: 1d20 + 7 ⇒ (7) + 7 = 14
As you bring the boat closer to the shipwreck to board the exposed deck, Hagrym sees two men about to fire their bows at the party.
You are about 30' from the exposed deck, still in the rowboat. Someone will have to row the ship to the deck either as a full-round action or two standard actions.
Surprise Round:
1st: Hagrym
2nd: Thugs (Red/Blue)
3rd: Varian
Initiative:
1st: Hagrym; Quarr
2nd: Thugs (Red/Blue)
3rd: Varian; Pandora; Insidion; Tristan

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Varian, like the others, drinks a potion of water breathing and casts shield of faith on himself as the boat approaches the Iron Tide...

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"Let Quarr and me to the front of the boat, we can attack from range as you use the oars!" says Pandora whenever she realizes about the enemies.

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Hagrym grabs the oars and starts rowing the boat forward, as a full round action. "Gove me some cover...I'm a sitting duck up here with these damn oars!"

GM Bold Strider |

Since you only get a single action, you have only moved the boat 15'. One more standard to get it to the sunken ship.
The two thugs line up the bows in their hands at the boat and fire off a volley of arrows.
2d6 ⇒ (6, 6) = 12
Arrow @ Varian-16 AC: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 ⇒ 6
Sneak Attack Damage: 3d6 ⇒ (4, 3, 3) = 10
Arrow @ Varian-16 AC: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d6 ⇒ 1
Sneak Attack Damage: 3d6 ⇒ (4, 2, 6) = 12
Surprise Round:
1st: Hagrym
2nd: Thugs (Red/Blue)
3rd: Varian
Initiative:
1st: Hagrym; Quarr
2nd: Thugs (Red/Blue)
3rd: Varian; Pandora; Insidion; Tristan

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Varian gets slammed by arrows and groans, casts some healing on himself...
cure moderate: 2d8 + 6 ⇒ (6, 7) + 6 = 19

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One the way to the boat Quarr drinks the potion of water breathing
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As the arrows slam into the side of their boat Quarr beats his wings and takes to the air. Are you alright Varian?
The little gnome flies 20 feet in the air straight towards the men. He produces a large mixture from his belt and drinks it. The little gnomes limbs elongate as his muscles bulge. One of his eyes enlarge as is if almost falls from it's socket and the gnome begins to laugh under his breath.
Why must there always be a hidden agenda with these missions
Fly 20 feet up and 30 feet forward over the portion of deck above water. Drink Dex Mutagen AC 22.

GM Bold Strider |

Hagrym rows the boat to the deck of the ship as the rest of the team leaps into action. One of the rogues rushes down the stairs, dropping his bow and drawing his rapier.
The other drops his bow and leaps over the railing, tumbling to the ground. As he stands, he draws his rapier and rushes up towards Insidion.
Acrobatics: 1d20 + 12 ⇒ (6) + 12 = 18
The pair lashes out at the Pathfinders.
Rapier @ Insidion-13 AC: 1d20 + 7 ⇒ (9) + 7 = 16
Rapier @ Tristan-19 FFAC: 1d20 + 7 ⇒ (4) + 7 = 11
Tristan's armor saves him from a debilitating attack, but Insidion takes the point of a rapier through his shoulder.
Damage @ Insidion: 1d6 + 3 ⇒ (6) + 3 = 9
Initiative:
1st: Hagrym; Quarr
2nd: Thugs (Red/Blue)
3rd: Varian; Pandora; Insidion; Tristan

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Pandora starts singing to inspire courage on her fellow companions as she retreats to the castle stairs.
+2 to hit and damage, +2 vs fear and charm

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"O for a Muse of fire, that would ascend / The brightest heaven of invention..."
Sir Tristan begins his Watersong once more, making a wall to prevent the enemies from escaping. And also so he can Waterstrike next turn....

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Quarr flies to the top of the deck landing on his feet. Looking for a good spot he hurls the bomb in between the two men. The blast radiates outwards with intense heat
Target square in between the two men, so they should just be dealing with splash damage.
Fire Bomb Ranged Touch: 1d20 + 8 + 1 + 2 - 4 ⇒ (11) + 8 + 1 + 2 - 4 = 18
damage: 3d6 + 4 + 1 ⇒ (4, 6, 3) + 4 + 1 = 18
Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 17 reflex save for Splash Damage

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Varian creates a greatsword and attacks blue.
to hit: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
dmg if hits: 2d6 + 3 + 2 ⇒ (4, 6) + 3 + 2 = 15

GM Bold Strider |

@Pandora: You are currently swimming in water. The only exposed part of the ship is to the left. The picture at the bottom should give you a decent cross-section. Need a Swim check from you.
Quarr's bomb explodes as Varian and Hagrym's weapons wallop the men.
Reflex: 1d20 + 8 ⇒ (12) + 8 = 20
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Initiative:
1st: Hagrym; Quarr
2nd: Thugs (Red @ 4; Blue @ 27)
3rd: Varian; Pandora; Insidion; Tristan

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In that case I will remain in whatever place I can make foot, sing and shot

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I had used charges of my wands of shield and mage armor just before boarding, so my AC should be 20 right now (hit against me would have missed...sorry, I should have updated my AC).
Insidion snarls at their attackers, then attacks with bloodlust.
Maw attack, arcane strike: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 241d6 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16
Claw attack1, arcane strike: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 191d4 + 6 + 2 + 2 ⇒ (2) + 6 + 2 + 2 = 12
Claw attack2, arcane strike: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 231d4 + 6 + 2 + 2 ⇒ (1) + 6 + 2 + 2 = 11

GM Bold Strider |

Insidion fells the attacker in front of him with a single flurry of strikes as the other bandit lashes out with his rapier at Tristan.
Rapier @ Tristan-22 AC: 1d20 + 7 ⇒ (19) + 7 = 26
Rapier Confirmation @ Tristan-22 AC: 1d20 + 7 ⇒ (16) + 7 = 23
The man lands a devastating blow on the ser.
Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14
The Pathfinders quickly dispatch the man as they surround him and beat him into submission.

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Soooo, out of combat, I'm guessing?
"Fortune's favor appears to have gone elsewhere for the time being. I wonder what I must have done to upset her."
Tristan frowns as he heals himself a couple times with his wand.
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
"Perhaps we should bind and then rouse these rapscallions, so that we might shake a few tidbits of knowledge out of them?"

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Pandora searches the thugs and retrieves any useful object they might have. She then pushes the dead one out of the ship to the sea "Let's erase any hint we are here"
At that point she takes the alive one and asks a couple of questions "Is Dargo alone? What happened with Airk?"
Diplomacy+Heroism: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
She will not lose the time with the man if he doesn't answer.
Once the interrogation attempt is done, she looks for any entrance to the lower levels "Let's don't lose the time, our spells might wear off otherwise"
Perception+Heroism: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

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While Pandora tries to revive and question the man, Insidion drinks his potion of water breathing, then sticks his head underwater to check things out.
perception: 1d20 + 7 ⇒ (12) + 7 = 19

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Hagrym stands around, looking as menacing as he can pull off.
Holding off on an intimidate until I see what the diplomacy result is.

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Pandora picks up the weapons and armors and distributes them among the party.
"You know, Larro and you thugs are blowing up my patience. Why are you so uncooperative? They were not that difficult questions" taking the man from his arms she pushes the thug to the ship rail and shows him the water "Do you know what, I don't care about the answer to the questions, and I don't care what my friends here think, I just have the urge to throw you off board and see you drown. Oh, but you know, I don't even care if you drown, I will just go inside this ship and kick your criminal asses so you will not bother again any other Pathfinder or Absalom citizen
Intimidate: 1d20 + 4 ⇒ (7) + 4 = 11
I don't care about the low intimidate roll, it doesn't mean Pandora is not going to do it. Unless Hagrym or anyone else actively stops her, the woman just throws the thug tied up to the waters and then leaves following Insidion, unwilling to lose more time with the short-minded thugs.

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Lets explore the ship quickly before more of them show up and do the same to us. Quarr opens the door to the aft of the vessel.

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Wait a second, I thought that they were just threatening him with intimidate to get him to talk? If they actually throw him over, there's mo way Tristan is just letting him drown.

GM Bold Strider |
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Pandora typed "Unless Hagrym or anyone else actively stops her, the woman just throws the thug tied up to the waters and then leaves following Insidion." Everyone said it was cool, so she did it.
Quarr swims across the area and opens one of the underwater doors. This lightless room, completely submerged in water, is empty and nondescript but for a stairway that leads down. Movement in this room is impossible without a successful Swim check (DC 10).

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I didn't see that. Nevertheless, Tristan assumed that they were just trying to intimidate him.
Sir Tristan gasps, completely taken aback by the conduct of his companions
"By the Heavens! I did not think you were barbarous enough to actually do it."
Tristan jumps in after the captive and attempts to drag him back up.
Do I need to roll anything? He has a swim speed. If it's not possible to drag him back up, he will cut the ropes so the man can swim.

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"Don't worry about it Tristan, a man who values loyalty over life is a man praying to die" that said the woman swims down following Quarr.
Swim+Heroism: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

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Hagrym doesn't move to help Tristan free the bastard, but he does wait for Tristan before proceeding. "Hurry up, lad! If you are going to be a bleeding heart, at least be fast about it..."

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Varian, not much of a swimmer... watches from the railing and offers a silent prayer for them all, including the man Pandora threw overboard.

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I likewise did not intend to drown him despite my harsh exterior...hence the intimidate roll. Just wanted that stated for the record in case anyone is handing out Dark Side Points or something. ;P Even so, onward. I had drunk the potion and looked underwater...was I able to see anything?

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There is a stairwell here Quarr says as he waves his hand towards the door.

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Okay, looking at the map I have a better understanding of our location...don't worry about the looking underwater.
Insidion joins Quarr at the stairs. "We should explore quickly before our potions wear off..." he says.

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Quarr pulls out his wayfinder. A light begins to illuminate the darkness. Enough so that Quarr is able to descend the stairs with his crossbow in hand.
Crap I really should have brought more for underwater fighting

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Hargym takes a position near the lead, his ability to see in the dark proving useful yet again. He holds his silver spear, as it should prove more effective than his greatsword.

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Tristan follows the others inside, walking past them towards the stairs descending down into the dark depths. He turns back towards the others.
"'Once more into the breach, Dear Friends?'"
He dives on in.

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Hagrym looks around the room, looking around the drawers and cabinets, and in them, if they'd open.
Perception 1d20 + 12 ⇒ (1) + 12 = 13

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"Down, then?" Insidion asks.
He casts a spell as he looks around. detect magic on the room
As for marching order, I have mage armor and shield up, giving me a 20 AC, but a few of you still beat that.

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Taking his time in the waters Quarr swims down into the hold using his wayfinder as a source of light tied to a cord around his neck. Swimming over to the door he opens it with crossbow in hand.

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Pandora casts dancing lights to help the party navigate the area more easily.

GM Bold Strider |

@Insidion and the Rest of the Party: Remember, you are underwater. Talking isn't really viable. Loud sounds and maybe short words are possible, like "HEY!".
Quarr opens the door with his crossbow in hand as a rush of super-cold water floods over the water-logged party. The gloomy water in this room is much more chilled than the normally pleasant waters of Absalom’s harbor. This room is completely submerged, and movement is impossible without a successful Swim check. The room once served as the cargo hold of the Iron Tide. Now it sits empty save for the lurking presence of the former crew of the Vaydren’s Might!
Five shambling creatures turn their heads towards the open door, their pure white eyes staring towards the gnome.
Initiative:
Pandora: 1d20 + 4 ⇒ (7) + 4 = 11
Hagrym: 1d20 + 5 ⇒ (20) + 5 = 25
Insidion: 1d20 + 1 ⇒ (2) + 1 = 3
Tristan: 1d20 + 3 ⇒ (16) + 3 = 19
Quarr: 1d20 + 7 ⇒ (4) + 7 = 11
Varian: 1d20 + 2 ⇒ (10) + 2 = 12
Undead: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative:
1st: Hagrym; Tristan
2nd: Undead (Red; Orange; Green; Blue; Purple) (DC 12 Religion)
3rd: Varian; Quarr; Pandora; Insidion