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"Presumably we all can swim, yes? In case this vessel turns out to be filled with black powder and alchemist's fire?" she asks, peering down the steps and squinting.
Perception, in case I need it: 1d20 + 3 ⇒ (20) + 3 = 23
DM, you mentioned a lack of light. Is it dim enough for low-light vision, or do we need to start lighting torches, casting light spells, etc.?

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Senach carefully joins the others on the weather decks.. and glances over at Lady Culpina in time to catch her words.
"Such a ray of sunshine, aren't we??" he askes, a quirk of a smile just touching his lips.
He peers about the deck, looking for where they should go next.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

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Kazu waits for his party to search the deck. Only if nothing of interest is uncovered does he then gesture with his claws that he would go below deck, as much as is safe, to scout out ahead. Then once again, keeping to the shadows, Kazu slowly creeps down the stairs.
stealth: 1d20 + 12 ⇒ (14) + 12 = 26
So if nothing gets turned up on this floor, Kazu will stealth one floor down.

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Quintillus finds nothing of interest on the deck of the vessel as Kazu decides to head down another level, finding a door on either end of the ship.
To the east lies 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.
Though it is pick black on this level opening the door sends shadows skipping about as the light from the Captain's quarters provides a sort of dim illumination on the deck above.
Low light vision will be fine here.
Overall though the room is empty. To the west lies a supply storage room.
Stairs continue to lead down another level.

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Senach follows Kazu as he descends into the darkness of the interior of the ship. Reaching the Captains Quarters he peers around, then moves after Kazu once more. Reaching the store room, he notices all of the new stores that have been loaded.
He whispers to the group
"These stores are freshly loaded.. look.. they were processed yesterday!"
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

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Kazu waits somewhat impatiently at the stairs, waiting for his party to search the place. Once everyone is ready to proceed, Kazu once again sneaks ahead, down to the next level.
stealth: 1d20 + 12 ⇒ (17) + 12 = 29

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Wow, amazing, this ship is being used to transport cargo. What will they think of next, a gun that shoots bullets? thought Vulpina.
"Good eyes, Paladin! I'm sure we can make use of that information," beamed Vulpina, slapping him on the back. "Let's follow the bird, then, and see if we can find our people."
Bluff: 1d20 + 9 ⇒ (9) + 9 = 18

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Kazu sneaks down to the next level, though is surprised as Elowyn and a tiger pounce down loudly after him.
In the center is the Ballistae deck. 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 southwest corner of the room contains an open trap door that’s a 7-foot drop down to the lowest deck.
To the east is the 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.
Finally to the west are the 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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Vulpina heaves a deep sigh as she follows the tiger and its herder below. It's certainly taking a long time for us to get ambushed, she thinks, thumb running along the hammer of her pistol. She's clearly growing irritated; so far, this is appearing as nothing more than a typical ship.
She steps across the wood, entering the crew's quarters gun-first. She finds no one, of course; rifling through the possessions as she grumbles to herself, she finds nothing of note, except...
"This lantern shouldn't be this warm, if everything was processed yesterday..." She checks the lantern for oil, to see how much is left.

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Lady Vulpina pulls her hand away from the warm lantern to find it half full still.

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Having followed the group down into the belly of the ship Mardak looks about for signs of the passage of a creature.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

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Mardak notices no defining passage, but the southwest corner of the room contains an open trap door that’s a 7-foot drop down to the lowest deck.

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Catching the attention of the others Mardak gestures toward the open trapdoor. He is trying to stay quiet.

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Emboldened Mardak approaches the trapdoor and peer down into it.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

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Kazu nods at Mardak, and turns to examine the party. Seeing Senach as the most heavily armored, Kazu impatiently gestures for him to lead the charge.

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Vulpina steps over to the trap door, lantern in hand. "This may seem an odd question, but does anyone have a cloak and some rope I can borrow?" she whispers. "I have a plan."
DM, did Vulpina notice any spare cloaks in the crew quarters?

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Kazu's eyes narrow, wary yet curious over whatever plans Vulpina has. He draws out a set of ropes from his backpack and hands it over to her.

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"Well, if I were a bunch of kidnapperth hiding in the cargo hold of a ship like thith, and I heard a party of people invethtigating upthtairth, I for one would be pointing my gun at that thquare under thith door," she whispers, hushing her "s"s to keep them quiet. "I'm going to make a mannequin and thee if anyone shoots at it when I drop it. The rope ith to make sure it thtandth up inthtead of crumpling in a heap." As she speaks, she works the rope through the loop at the top of the lantern, then holds out her hand for a cloak.

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Senach Slaine watches the odd Lady Vulpina as she rigs her "mannequin" to drop through the open hatch. He keeps his mace in hand as he peers about the room and listens intently.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

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GM Roll: 2d20 ⇒ (10, 19) = 29
Lady Vulpina places the cloak around the lantern and slowly lowers it down into the hatch, of which the rope doesn't even shake.
Listening closely Senach believes that he can hear a few muffled sobs coming from below.

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Vulpina waits a few moments, and tries to make a few convincing motions, but when nothing happens, she shrugs and ties one end of the rope to whatever looks sturdy nearby. "Someone should stay up here and make sure no one follows us and cuts the rope," she says, pulling out her weapons as she steps, as if this were routine, into the hole and drops to the floor.

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Senach looks at Quintillus as he makes his suggestion to the quickly departing form of Lady Vulpina. "I think its a bit late for that.." he says sardonically. "Everyone keep your eyes and ears open though.. I hear something from below, and they sound quite distressed. Lets go."
Heeding his own words, he follows after the kitsune, reaching the bottom in short order. Bringing his mace back to hand, he sets his shield squarely on his arm before proceeding.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

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"Fangtooth stay back but close to me in case there is a fight." Elowyn says to her tiger as she trains her bow down the stairs.

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Kazu is sure that an ambush is laid for them, but he nonetheless creeps along after Senach, keeping to the shadow. Perhaps I can surprise them as well.
stealth: 1d20 + 12 ⇒ (2) + 12 = 14 Guess not!

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Lady Vulpina slowly moves down the stairs and feels a fist slam into her gut.
Green Stunning Fist vs Vulpina AC 17: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8 DC 11 Fort Save or Stunned for 1 round.
The remaining half orc steps back, waiting for an opening. "You guys picked the wrong boat."
Vulpina is at the bottom of the stairs.
Senach: 1d20 + 2 ⇒ (17) + 2 = 19
Mardak: 1d20 + 3 ⇒ (1) + 3 = 4
Quintillus: 1d20 + 8 ⇒ (5) + 8 = 13
Kazu: 1d20 + 5 ⇒ (12) + 5 = 17
Elowyn: 1d20 + 4 ⇒ (18) + 4 = 22
Lady Vulpina: 1d20 + 4 ⇒ (5) + 4 = 9
Orcs: 1d20 + 2 ⇒ (8) + 2 = 10
Round 1
Elowyn
Senach
Kazu
Quintillus
-----------------------------
Orcs
-----------------------------
Lady Vulpina
Mardak

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If Elowyn can see the red one from where she is as she peers down the stairs then she will attack the red one without moving... if not then she will move until she can send an arrow at the red one...
DW Longbow+RS+PBS: 1d20 + 5 ⇒ (6) + 5 = 11...DMG: 1d8 + 3 ⇒ (3) + 3 = 6

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Senach cries out his battle cry as he jumps down the remainder of the ladderway and confronts one of the two assailants. He spares a look after Vulpina, trying to determine how badly she is wounded before returning his dour gaze to his target, eyes promising death. His mace swings high in an overhand chop, but it gets fouled in the close quarters and misses the mark.
Mace: 1d20 + 6 ⇒ (3) + 6 = 9

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Fort Save: 1d20 + 4 ⇒ (6) + 4 = 10
The Lady wheezes something in Tien as she's sucker punched in the stomach, her weapons clattering to the ground. She holds up one finger, but not in the "give me a minute while I catch my breath" sort of way.
AC is temporarily 11, or 8 for Touch.

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@Kazu- Correct. They heard you above moving around as well as speaking right above them through the open trap door so had a little time to prepare.
Elowyn fires an arrow down past Lady Vulpina. The orc side steps out of the way as the arrow narrowly misses and sticks into the boarded floor.
Senach leaps down the stairs attacking the red eyed orc, though his mace grazes the ceiling, weakening his blow.
Lady Vulpina gasps for breath as she drops everything and grasps at her stomach, wheezing for air.
Round 1
Elowyn
Senach
Kazu
Quintillus
-----------------------------
Orcs
-----------------------------
Lady Vulpina
Mardak

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Moved you to where you could see green Elowyn.

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Kazu caws in concern at seeing Vulpina take a bad hit, and his feathers rise on hearing her words. So much for being a Lady.
Still worried about her nonetheless, he follows behind Senach, weaving past the two enemies to get into position.
acrobatics vs green CMD: 1d20 + 10 ⇒ (11) + 10 = 21
acrobatics vs red CMD+2: 1d20 + 10 ⇒ (18) + 10 = 28
Kazu then slams the back of his claw on the monk who had attacked Vulpina, hoping to draw his attack or at least, incapacitate him somewhat.
Enforcer, Bludgeoner, Frightening
claw vs green: 1d20 + 6 ⇒ (10) + 6 = 16 nonlethal dmg: 1d3 - 1 ⇒ (3) - 1 = 2
If hit, intimidate: 1d20 + 7 ⇒ (10) + 7 = 17 to be shakened for 2+1=3 rounds

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Kazu seems to be just as agile as the pair of orcs below as he ducks and weaves past them with ease, slamming his claws into the back of the green orc's head.
Quint moves down the stairs and throws a small blob of acid at the shaken orc. His aim is off with the shadows dancing across the walls and floor and the acid sizzles faintly on the damp stairs.
The red eyed orc slams his fist into Kazu's back.
Stunning Fist vs Kazu AC 19; flanking; shaken: 1d20 + 3 + 2 - 2 ⇒ (13) + 3 + 2 - 2 = 16
Kazu barely dodges the blow in time as the green orc steps back and kicks at Kazu's legs.
Improved Unarmed Strike vs Kazu AC 19; flanking: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Kazu leaps over the leg sweep and comes out unscathed.
Round 2
Elowyn
Senach
Kazu
Quintillus
-----------------------------
Orcs (Green 2 NL; Shaken 2 rounds)
-----------------------------
Round 1
Lady Vulpina (Stunned)
Mardak

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Vulpina coughs and blinks back tears, trying to reach for her pistol but needing to halt herself before doubling over that far, as her diaphragm is still giving her trouble. She makes a mental note to shoot the half-orc in the same place.
Remind me to not get stunned again ever. This sucks.

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The wizard pulls out a scroll and uses it to cast magic missile at the green orc
Art sare lew he reads as an eldritch bolt erupts from the scroll
1d4 + 1 ⇒ (1) + 1 = 2

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Hearing combat below Mardak rushes down through the trap door. Seeing red first he swings his greatsword.
Greatsword: 1d20 + 6 ⇒ (15) + 6 = 21 Damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12

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Vulpina begins to catch her breath as Mardak finds an opening, cleaving through the red-eyed orc's bared chest. The monk falls to the deck, unconscious and bleeding.
Quintillus pulls out a scroll and pelts the remaining orc with a single missile that smacks into its chest.
Round 2
Elowyn
Senach
Kazu
Quintillus
-----------------------------
Orcs (Green -2; 2 NL; Shaken 2 rounds)
-----------------------------
Round 1
Lady Vulpina (8/16)
Mardak

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Senach stands there stunned for a moment as his opponent is dropped for him after his botched attack. Gathering his wits, he turns and moves for his remaining enemy, hoping to salvage his pride and at least look effective!
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg: 1d8 + 3 ⇒ (7) + 3 = 10