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Baern is cautious about not falling off the gangplank, drawing his shield. Something about this makes him uneasy...
EDIT: Will throw a Perception here instead of making a new post.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Profession: 1d20 + 6 ⇒ (20) + 6 = 26

EndlessForms |

Wharf looks pretty deserted.
The deck was recently scrubbed clean and still shows remnants of soap bubbles and puddles of water. It is otherwise deserted and completely dark.
Heading through the door on the back of the ship, you find the captain's quarters. These finely appointed quarters contain a desk, a chair, a bed, and some chests, all of which have been screwed to the deck. A single lit lamp rests on the deck and illuminates the room completely.
The front of the ship contains a small supply room full of crates and boxes.

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Baern is uneasy. He takes out his wayfinder and checks the compass, which is enchanted to point to the nearest nearby evil aura rather than north. Shining Wayfinder
"This isn't right... Recent trade goods, not enough for a long journey... This isn't right."

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Perception check: 1d20 + 1 ⇒ (18) + 1 = 19
Kilian has a rank in Profession (Marine), which I figured was mostly like Soldier with maybe a few things about fighting on shipboard; any chance he could try to roll against the Profession (Sailor) check?
Moving with easy surefootedness across the gently rolling deck, Kilian makes his way past the captain's quarters to the supply room. "Hm. Look at the stamps on these crates--they're dated only yesterday."

EndlessForms |

@Kilian: sure
@Baern: A few of them might be (if the person was small and really crammed in there), but most are too small.

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Profession check: 1d20 + 5 ⇒ (15) + 5 = 20
"They can reach most of the Inner Sea with this much; Absalom or Qadira would be easy, but Westcrown or Thuvia would be a stretch."

EndlessForms |

Traveling down to the lower deck, you find six large ballistae are housed here, screwed to the deck and mounted on rails so they can be pushed through the swinging doors on the side of the hull and fired at nearby ships. There is no ammunition present for these weapons, however, and the deck is empty. The rear of the ship houses the first mate's quarters and the front of the ship houses the crew quarters. The southwest corner of the room contains an open trap door.

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At Oswin's enthusiasm, Baern suggests "Perhaps once we clear the ship we can send her to the depths. That will put a nice obstacle in their way."
-Posted with Wayfinder

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Kilian shakes his head. "Idiots. Never leave a ship unwatched like this. Let's see what's down towards the bilge." He starts to direct his ioun torch over the open trap door, then stops. "Baern, you've got the best eyes for this. Take a look."

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"Hmmmm, I see your point. Forgive me, sir, but I am no sailor* and these things slip my mind."
Baern will peer into the hold to pierce the darkness with his dwarven eyes.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

EndlessForms |

The hold is indeed dark. It looks like about a seven-foot drop down to the bilge.
Stealth checks from everyone please.

EndlessForms |

7 feet down, i.e. the floor you are standing on (the ceiling of the bilge) is 7 feet above the floor of the bilge.

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Sorry; I thought there was some liquid in the bilge, and the seven-foot drop was to the surface of the liquid.
"Pumped out recently, I'd say." Kilian lowers himself through the trap door with ease. Taking 10, his Acrobatics check is an 18 and his Climb check is a 19. This is the first time that his trait bonus has come up in a game.

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Alie will wait until the others descend, and then using their help, drop in there with the group.

EndlessForms |

Ah, sorry. It doesn't say there's any water down there and I am woefully unfamiliar with boats and nautical terms; being unable to swim I tend to stay away from water any deeper than the creek on our farm.
It is dark down there by the way but fortunately Baern can see. I think someone else mentioned putting up a light source before combat?
Surprise Round!
Baern drops down into the bilge but unfortunately for him two rough looking half-orcs are waiting for him. Two more wait in the darkness across the room.
The two half-orcs nearby step up and try to punch Baern into submission.
stunning fist!: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 + 3 ⇒ (2) + 3 = 5
DC 11 Fort save or stunned for 1 round
stunning fist!: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 + 3 ⇒ (2) + 3 = 5
DC 11 Fort save or stunned for 1 round
The other half-orcs move closer to the action.
Alie: 1d20 + 6 ⇒ (2) + 6 = 8
Baern: 1d20 + 4 ⇒ (10) + 4 = 14
Oswin: 1d20 + 5 ⇒ (6) + 5 = 11
Kilian: 1d20 + 2 ⇒ (4) + 2 = 6
monks: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative:
1. Baern, Oswin, and Alie
2. Half-Orc Monks
3. Kilian
Baern, Oswin, and Alie are up!
There is only one space behind Baern that someone else could drop down into at the moment, but you would be squeezing (-4 attack and AC). The rest of you are still up top.
Yeah, I watched the pregen ninja get slaughtered in the surprise round of this combat when I played it.

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Alie steps up to the side, peering below, and slams three magic missiles into the first attacker.
Damage 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12
Used one first level spell today, and two 2nd level spells so far.

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Fort: 1d20 + 5 ⇒ (19) + 5 = 24
Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Delay till Alie rains missiles down.
Angered at being surprised, by Orcs, no less(!!), will draw his scimitar and swing at the first attacker already weakened by the magic missile.
Scimitar + Hatred: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
In the off chance that drops the foe, Baern will take a 5 foot step into the now occupied space. If there is no space, he will instead call a judgment on his foes to heal himself (Judgment of Healing, fast healing 3).

EndlessForms |

@Kilian: I don't think you'd have sufficient room to swing it through the door, especially trying to swing it below your feet.
Alie peers down into the bilge and sends a few magic missiles at one of the monks, dropping him! I think you have better line-of-sight to M2, so we'll go with that.
Baern slashes at one of his foes and then steps to the side to make room for someone else to drop down. The monks continue to punch:
M1 flurry: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d6 + 3 ⇒ (5) + 3 = 8
M1 flurry: 1d20 + 2 ⇒ (6) + 2 = 8
damage: 1d6 + 3 ⇒ (5) + 3 = 8
M3 flurry, stunning fist: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 + 3 ⇒ (5) + 3 = 8
DC 11 Fort save or stunned for 1 round
M3 flurry: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d6 + 3 ⇒ (2) + 3 = 5
M4 flurry, stunning fist: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d6 + 3 ⇒ (5) + 3 = 8
DC 11 Fort save or stunned for 1 round
M4 flurry: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d6 + 3 ⇒ (1) + 3 = 4
Initiative:
1. Baern, Oswin, and Alie
2. Half-Orc Monks
3. Kilian
M1: 4 dmg
M2: down!
M3:
M4:
You guys are up!

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I f ican jump down with my shield on I will. If I need to drop it, please lower my AC by 3.
Oswin, realizing he's a bit better armored than Killian ssys:
"Let me go first and help clear the way. I can take a lot of punsihment if need be!"
With that, he jumps down and Oswin attacks the most opportune enemy, preferably the one wounded by Baern if in reach.
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
If I dropped my shield, I would wield my sword two-handed so add 1 to damage in that case. Thanks!

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Alie continues her magical barrage on whatever opponent she can locate.
Damage 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8
2 1st level spells used, two 2nd level spells used.

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Fortitude: 1d20 + 5 ⇒ (13) + 5 = 18
Now that he has a chance, Baern will activate his judgment as mentioned before and will swing at the monk before him (M4)
Scimitar: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Then will take a step diagonally between the foes to let even more allies in.

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When Kilian has a chance, he'll jump down as well.
ETA: Assuming he comes down next to one of the half-orcs, he'll punch the monk, but his blow is easily dodged.
PA w/cestus on monk: 1d20 + 5 ⇒ (5) + 5 = 10

EndlessForms |

Oswin drops down and helps beat up on the injured monk. Alie peeks her head down the trapdoor and aims another set of missiles at one of the half-orcs. Baern swings and misses. Kilian drops down next to Oswin but misses with his cestus. The monks retaliate!
The first monk steps back to retrieve a potion and drink it.
clw: 1d8 + 1 ⇒ (7) + 1 = 8
The other monks turn their attention to the newcomers.
M3 flurry on Oswin: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d6 + 3 ⇒ (1) + 3 = 4
M3 flurry on Oswin: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d6 + 3 ⇒ (2) + 3 = 5
M4 flurry on Kilian: 1d20 + 2 ⇒ (10) + 2 = 12
damage: 1d6 + 3 ⇒ (2) + 3 = 5
M4 flurry on Kilian: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d6 + 3 ⇒ (1) + 3 = 4
Initiative:
1. Baern, Oswin, and Alie
2. Half-Orc Monks
3. Kilian
M1: 1 dmg
M2: down!
M3:
M4: 8 dmg
You guys are up!

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Trapped in close quarters, Kilian continues to try to smack down the monk who punched him.
Cestus PA on M4: 1d20 + 5 ⇒ (9) + 5 = 14
Cestus damage, if applicable: 1d4 + 5 ⇒ (4) + 5 = 9

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-Posted with Wayfinder

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If Alie can see a target...
Alie keeps blasting away.
Damage 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11
If she can't find a target, she will ready an action to blast the first one that reappears to attack. 3rd first level spell used today.

EndlessForms |

Kilian drops one of them Baern takes out another. Oswin misses the last one standing but Alie drops down and finishes the last half-orc off.
They have seven potions of cure light wounds between them and one of them carries a wayfinder with the name "Cestis" inscribed inside.

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"Oswin, can you save one of them? They have Cestus's wayfarer, so they have to know where he's located!"

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Kilian drinks one of the potions.
CLW potion: 1d8 + 1 ⇒ (2) + 1 = 3
Then he starts to search the bilge while Oswin and Baern work on questioning any survivors.

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"I'll take a look Alie. Hopefully we can find one who's not too far gone."
With that, Oswin looks over the fallen orcs to see if any are within his power to help. He will try to aid the healthiest one he can find, using his Sacred Touch ability to stabilize the creature's wounds.
Heal: 1d20 + 7 ⇒ (16) + 7 = 23

EndlessForms |

As the party looks around the bottom of the ship, they find a room in the front of the ship where several soon-to-be-slaves are shackled up. The key chain is found on one of the orcs. They all admit they were treated well and only ever heard their captors speak in Orc, though they kept saying the name “Luscilia” during their conversation.

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Baern is loath to use his healing touch to stabilize the orc-blooded fiends, but will do so anyway for those who are not stabilized.
Heal: 1d20 + 13 ⇒ (13) + 13 = 26