
Venture Teller Play b'Post |

"No." He looks beyond the door as if afraid to be seen outside. "Yes," Sometimes. Snig leaves for food."
The captain speaks in whisper. "Snig is a stowaway." In a quieter voice he offers, "We let him remain as he keeps the inevitable rat population under control."
The ship dives steeply into the trough of a wave.

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"Snig, did you happen to see someone place something like a dagger into the cage of the rust monsters, when leaving this place?" Dylara motions toward the cages, if they can be seen from the space they're currently in.
"If you saw someone do that, what did the person look like?"

Venture Teller Play b'Post |

"Snig did not. Just the pretty lady. And the elf."
Snig's nest is on the other side of the door from those crates.

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Dylara sighs and walks out of the room. "Up to Ulamon, I want to know what he was hiding. You're coming, mister captain, fellow Pathfinders?"

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Traceni replies, "Thank you, Snig, you've been very helpful."
She pulls some hardtack and jerky from her pack and hands it to Snig with a smile.
Traceni joins the group heading for Ulamon.

Venture Teller Play b'Post |

The ship rolls uncomfortably far to port. A tolling bell sounds from the Throaty Mermaid’s deck, and the entire ship jolts to life as though awakened from a startling dream. Crew members rush between cabins and up and down the narrow stairs between decks.
“All hands to storm stations,” Captain Veane calls into the ship’s bowels. “We got ourselves a mean one comin’!”. He turns to the Pathfinders. "On to the main deck with you," he orders. The ship rolls again, this time to starboard. "That is if you want to make it to the Mordant Spire safely!" He rushes off to make sure everything is secure, confident his orders will be followed.
Please roll initiative. 1d20 ⇒ 2
skill (more on that later). Additionally, she may make one Profession (sailor) check each round to grant a +2 circumstance bonus to one
ally within 30 feet on certain checks.

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Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
"All this water... I want to go back to the forest, can't we turn around?"

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Water I can handle... this... a bit more than just a lake or river... the feline tiefling says as he eyes the coming storm
Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

Venture Teller Play b'Post |

R1
Melon (20):<-- Here now
Beads (17): <-- Here now
Dylara (17): <-- Here now
Traceni (17): <-- Here now
Malleck (6):
voice in the darkness (2):
Branson King of the Game (1):

Venture Teller Play b'Post |

R1 Though it has not been necessary for the seeking of clues, it matters now. Please remember to move on the map :)
Melon (20):<-- Here now
Beads (17): casts lights, moves
Dylara (17): <-- Here now
Traceni (17): casts guidance, moves
Malleck (6): <-- Here now
Branson King of the Game (2):<-- Here now
Winds screaming like voices (2):

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Brandon casts [i]Guidance[i] on Malleck (the tiger one, not the murderer one).
He then queries, what the heck is going on? and follows if people have moved up the ladder.
I can't make mods to the map. Will move first if needed. If Malleck is too far, I'll move once and Guidance myself.

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Dylara quickly moves to the main deck as well, where she also casts guidance on herself. "I don't want to sink! I never learned how to properly swim!"

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Already on the main deck, Melon braces herself while the ship moves violently.
"Prow," Melon squeaks softly, uncomfortable with the entire situation.

Venture Teller Play b'Post |

R1 Though it has not been necessary for the seeking of clues, it matters now. Please remember to move on the map :)
Melon (20):Already on the deck? OK
Beads (17): casts lights, moves
Dylara (17): casts guidance, moves
Traceni (17): casts guidance, moves
Malleck (6): <-- Here now
Branson (2): casts guidance on Malleck and moves (map corrected)
Winds screaming like voices (2):[redacted]
R2
If everyone is moving to the deck as ordered, please tell me how many rounds it takes you and we can fast forward. If you are going to standard and move action just let me know what the standard is. If anyone wants to do something else, I will keep in ini order.

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Malleck goes to the deck, not wanting to be caught off guard by the storm, relying on the captain to keep them safe

Venture Teller Play b'Post |

R2
Melon (20):<-- Here now
Beads (17): <-- Here now
Dylara (17): <-- Here now
Traceni (17): <-- Here now
Malleck (6): double move
Branson (2): double move
Winds screaming like voices (2):[redacted]

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I was mixing up the various decks.
Dylara moves onto the main hold. "Melon, come!"
Handle Animal: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19

Venture Teller Play b'Post |

The Pathfinders run up through the hold. Malleck, the fastest, manages to break out of the hold onto the main deck. The storm is raging now, walls of water nearly as high as the mast.
R2
Melon (20):double move
Beads (17): double move
Dylara (17): double move
Traceni (17): move (standard available if you want it, no targets/threats)
Malleck (6): double move
Branson (2): double move
Winds screaming like voices (2):[redacted]
R3
Melon (20): <-- Here now
Beads (17): <-- Here now
Dylara (17): <-- Here now
Traceni (17): <-- Here now
Malleck (6): <-- Here now
Branson (2): <-- Here now
The lurching ocean (2):

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Being a bit of a landlubber himself, Branson does everything he can to get a good footing and hold ondeck. Like Ulamon, Branson will even tie himself down if possible.
Branson will gladly cast guidance on any sailor that runs by. At least that's a guaranteed +1, instead of my possibly giving a +2.
Sure, I considered casting Bless, as clearly a fight is coming, but that seemed a bit too meta, so I'll wait until my first action after the BBEG shows itself.

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Finish with a double move.
Traceni continues her dash up on deck, climbing the stairs up to the aftcastle, where Ulamon is at the wheel. She grabs at the aft mast.

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Dylara runs onto the main deck, Melon following after her.
"What can I do to help?!" Dylara yells out over the storm.
Aid on deck: 1d20 + 1 ⇒ (8) + 1 = 9
She picks up some ropes, doesn't get what to do, and throws the ropes back on the deck. "I'll just leave it to you! You probably know what you're doing!"

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Malleck will also cast guidence
Aid: 1d20 + 2 ⇒ (6) + 2 = 8
He has no clue what to help with or how. So he just aids with some spells

Venture Teller Play b'Post |

Pathfinders aid the deck crew as they can, moving boxes, coiling loose ropes and with a prodigious use of guidance.
R3
Melon (20): rushes on deck, and aids the sailors.
Beads (17): rushes on deck, and aids the sailors.
Dylara (17): rushes on deck, and aids the sailors.
Traceni (17): rushes on deck, grabs a mast.
Malleck (6): rushes on deck, and aids the sailors.
Branson (2): ties himself down.
The lurching ocean (2): winds pull at he sails and the ropes whip about.
did I get that right?
unless you want to do something specific, we can breeze through this round.
Melon (20): <-- Here now
Beads (17): <-- Here now
Dylara (17): <-- Here now
Traceni (17): <-- Here now
Malleck (6): <-- Here now
Branson (2): <-- Here now
Waves growing larger (2): dark water and a darker sky seem frighteningly interchangeable.
unless you want to do something specific, we can skip through this round.
Melon (20): <-- Here now
Beads (17): <-- Here now
Dylara (17): <-- Here now
Traceni (17): <-- Here now
Malleck (6): <-- Here now
Branson (2): <-- Here now
Torrents of Rain (2): crashes down on the deck washing small things about.
Anything still you would like to do? No, move on through this round.
Melon (20): <-- Here now
Beads (17): <-- Here now
Dylara (17): <-- Here now
Traceni (17): <-- Here now
Malleck (6): <-- Here now
Branson (2): <-- Here now
Torrents of Rain (2):1d10 ⇒ 9
Sorry for the delay, but fortunately in PBP you can see several rounds pass in the time it takes you to read it. :) Post the round's as you want them, up to three at a time.

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Malleck will tie himself aswell. Then continue guidence casting

Venture Teller Play b'Post |

A handful of the magic being thrown around by the party does not get through. A wave lifts the ship disrupting the necessary gestures, or a gust of wind fills the mouth with rain, or a sailor bumps the caster and the necessary material drops from slick fingers.
All (future) spells require a concentration check DC 15+ spell level.
A giant Wave crashes over the rail knocking everyone on the main deck to the boards. Trying to regain their feet on the deck is difficult.
non-lethal dmg: 1d4 ⇒ 1
Acrobatics DC 12: to stand back up as a move action.
The storms 'initiative' is 2, so that was the end of R6.
R7
Melon (20): <-- Here now
Beads (17): <-- Here now
Dylara (17): <-- Here now
Traceni (17): <-- Here now
Malleck (6): <-- Here now
Branson (2): <-- Here now
Torrents of Rain (2):

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Str: 1d20 + 5 ⇒ (6) + 5 = 11
Acro: 1d20 + 3 ⇒ (4) + 3 = 7
The sudden gush of water and wind, along with him not having any ship experience knocks the tiefling over

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Strength: 1d20 + 2 ⇒ (12) + 2 = 14
Errr, does the guidance count on this one? If so, then I'm golden. If not then:
Acrobatics: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
I never claimed to be an acrobat!

Venture Teller Play b'Post |

Yes guidance should be present. Renewing Guidance rqeuires a concentration.
Any actions for you three or just standing. Actually unless you fell, you didn't even take an action to stand and have this round to go. :)