
![]() |

Strength: 1d20 + 0 + 1 ⇒ (14) + 0 + 1 = 15
With the help of her own guidance Dylara manages to keep standing. She directly attempts to cast the spell on herself again.
Concentration: 1d20 + 1 + 4 ⇒ (1) + 1 + 4 = 6
Dylara's attempt to cast the spell again fails.

![]() |

Strength: 1d20 + 1 ⇒ (1) + 1 = 2
Despite having four appendages to stand on, Melon loses her balance and falls.
Acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21
Melon quickly gets up again, and moves a bit closer to Dylara to feel safe.

Venture Teller Play b'Post |

The turbulence of the jostling ship causes most of the crew to break out in a violent bout of nausea. Only Anera working the ropes up front seems unaffected. As the ship descends your feet leave the deck and your last meal leaves your stomach.
everyone gains the sickened condition for 1d4 ⇒ 2 rounds.
U: 1d20 + 5 ⇒ (2) + 5 = 7, M: 1d20 + 2 ⇒ (11) + 2 = 13, A: 1d20 + 4 ⇒ (16) + 4 = 20, K: 1d20 + 4 ⇒ (3) + 4 = 7
R8
Melon (20): <-- Here now
Beads (17): <-- Here now
Dylara (17): <-- Here now
Traceni (17): <-- Here now
Malleck (6): <-- Here now
Branson (2): <-- Here now
Besmara's Fury (2):
R7
Melon (20): falls, stands...
Beads (17): <-- Here now
Dylara (17): attempt to cast guidance
Traceni (17): <-- Here now
Malleck (6): falls, doesn't stand
Branson (2): <-- Here now
Torrents of Rain (2): 1d10 ⇒ 4

![]() |

Fortitude: 1d20 + 2 ⇒ (6) + 2 = 8
Oh no! Haunted curse!
Traceni looks around from her position, and tries to understand what everyone is doing in the storm.
Perception: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9

![]() |

gm already rolled. Only 1 made it. Hence all sickened
-Posted with Wayfinder

Venture Teller Play b'Post |

Actually I rolled for the crew, not the pathfinders. Also the spoiler explains what happens if you made the save. In this case you avoid being sickened and don't take the -2 penalty. I guess I should have known better and adjusted the DC :P If you missed the save by the -2 of sickened, you actually will make it. Because. Y'Know, you're not uhmm actually sickened. Yet.
You also have actions if you want to spend them (such as those still down standing back up).
Traceni notices the crew is battening down the hatches a-waying the anchor, trimming the sales and the like. The pathfinders are helping in this. Mostly through strong encouragement, divine intervention or applying an additional bit of muscle grease as needed. Until they all started throwing up that is.

![]() |

in that case...
FS: 1d20 + 4 ⇒ (8) + 4 = 12
Acrobatics: 1d20 + 1 ⇒ (2) + 1 = 3
-Posted with Wayfinder

![]() |

Fort: 1d20 + 2 ⇒ (1) + 2 = 3
Dylara starts puking, and soon the deck around her is covered with puke.
"Oh geez... my tummy... Blegh!" Another load comes out.

![]() |

Fort: 1d20 + 3 ⇒ (13) + 3 = 16
With great curiosity Melon looks at the liquid coming out of Dylara's mouth. As the deck around Dylara is covered in puke, Melon decides she wants to know what the puke's made of. Melon pecks at the puke and ingests some. After a moment of careful consideration Melon continues her meal.

Venture Teller Play b'Post |

The dark storm causes mayhem, madness and... vomiting!
R81d10 ⇒ 7: loose rudder!
R91d10 ⇒ 6: loose rudder!
R101d10 ⇒ 7: loose rudder!
The steering wheel spins out of control, lurching the ship to one side. Until the ship is brought under control all non-flying creatures must make a DC 15 Acrobatics check each round to avoid falling prone. Any PC who succeeds at a DC 14 Strength check while adjacent to the wheel on the aft deck ends the effect.
Traceni is able to make steering checks immediately, anyone else will have to move there first (remember that it is difficult terrain at the moment).

Venture Teller Play b'Post |

Nice work, Lizzy straitens the ship in R8 (two more to go & don't forget the penalties if you are sickened or prone :).

Venture Teller Play b'Post |

I posted three rounds together, so you each have three actions. Unfortunately, the same random storm event came up. so they all look the same. For R9 start with acrobatics check, & if you are near the wheel you can make a strength check to stop it. (as Lizzy did in R8)

![]() |

Fingers crossed
Strength R9: 1d20 - 2 ⇒ (13) - 2 = 11
"Eeeeep....*unstable little one*
Strength R10 if needed: 1d20 - 2 ⇒ (3) - 2 = 1
"Whoa...whoa.....*this with a gnome during this storm*
Bummer.....

Venture Teller Play b'Post |

Dinnae forget acrobatics checks? Did you stay on your feet for those two rounds? ;)

Venture Teller Play b'Post |

Everyone please make an acro check for rounds 8, 9, 10. if you are up, able, and willing please make move to wheel and a strength check to stop it.
Lizzy has already done hers, though she did not succeed on R9 or R10 so the ship is carooning wildly.

![]() |

I wasn't sickened, or damaged, or anything like that, so I'll give it a go.
Round 8
Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
Fall Prone
Can I stand as a move action with another check?
Acrobatics: 1d20 + 2 ⇒ (5) + 2 = 7
Well, that failed
Round 9
Attempt to stand
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
I believe that succeeds, so I will move to the wheel
Round 10
Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Fall prone again
Attempt to stand
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Success yes? So can I try and control the wheel?
Strength: 1d20 ⇒ 13
Hahaha, well, even if a 13<14, so I fail, unless I could have assisted Lizzy, or someone else, because a DC 10 assist, is a lot easier than a DC 14, and Branson is neither strong, nor a sailor!

![]() |

R8 Str: 1d20 + 3 ⇒ (14) + 3 = 17
R9 Str: 1d20 + 3 ⇒ (17) + 3 = 20
R10 Str: 1d20 + 3 ⇒ (16) + 3 = 19
-Posted with Wayfinder

Venture Teller Play b'Post |

After a minute the Throaty Mermaid moves out of the most turbulant part of the storm. While it is still dark and choppy waves no longer crash into the bow, toss the ship about, or wash over the deck. The winds stop pulling at the sails or whipping stray ropes about. The sailors start to gather their composure. Marzack even comes over to the struggling Branson, and offers the healer a steadying hand.
scimitar: 1d20 + 5 ⇒ (2) + 5 = 7, dmg: 1d6 + 1 ⇒ (3) + 1 = 4 plus sneak attack: 1d6 ⇒ 4 initiative: 1d20 + 3 ⇒ (13) + 3 = 16. As he missed(!) roll yours ini please :)

![]() |

The feline gets his bearings
"Yes... I believe I am still in one piece"
-Posted with Wayfinder

Venture Teller Play b'Post |

Marzack stabs at the healer a second time. "Should have stopped meddling pathfinders," he hisses! "the ship could have been all mine."
scimitar: 1d20 + 5 ⇒ (15) + 5 = 20dmg: 1d6 + 1 ⇒ (5) + 1 = 6 plus sneak attack: 1d6 ⇒ 3
"You've tipped your hand," a sailor shouts.
Roll initiative! Malleck is a move action from Branson two from Marzack. Everyone else is a double move away. Remember the ship is wet and rolling so it is all difficult terrain and spells require a concentration check.

![]() |

Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
"Why didn't he ask for our assistance? We could have helped... oh well, chances lost, he's trying to kill us, now."
Holding steady, she looks up across the steering wheel at Ullamon. "Wait, Ullamon... Who's your friend, again?"
Concentration Check: 1d20 + 5 ⇒ (3) + 5 = 8
Attempt to cast Murderous Command on Ullamon.

![]() |

Healing myself seems the prudent thing to do.
Concentration: 1d20 + 5 ⇒ (13) + 5 = 18
CLW: 1d8 + 2 ⇒ (1) + 2 = 3
And 5 foot step to wherever is best to give Tiger-Malleck a flank.

![]() |

initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Malleck will use his wand to cast Mage Armor on himself then move to Branson. Sword ready. As a swift action he will enchant his blade to a +1
"I will feed you to the sharks you underhanded, no good..."
The rest of the sentence is said in infernal and Abyssal and not a lot of pleasant words
-Posted with Wayfinder

Venture Teller Play b'Post |

The party closes in to the scallywag as the ship rolls on the ocean waves. A heavy mist settles over the ship blocking vision after four or five feet.
map should be accurate as of now :)
Lizzy (20): <--here now
Marzack (16):
Branson (14):
Dylara (13):
Traceni (9):
Malleck (9):
Marzack's accomplice (6):
Lizzy (20): double moves to the first mate
Marzack (16): stabbed B
Branson (14): 5' cast CLW
Dylara (): ini: 1d20 + 3 ⇒ (10) + 3 = 13 pulls out crossbow, signals Melon to attack. beak: 1d20 ⇒ 12, dmg: 1d4 ⇒ 1
Traceni (9): lost a spell
Malleck (9): casts armor, moved to B
Marzack accopmlice (6): ini: 1d20 + 1 ⇒ (5) + 1 = 6 casts spell concentration: 1d20 + 4 ⇒ (10) + 4 = 14

![]() |

i had to have been next to the bad guy to get hit. I'm assuming you figured I intended to move 5' to the left to avoid an AOO, but as a Merciful Healer, I don't get AOO'd when healing. I had intended to start moving to give Malleck a flank, so probably I'd have taken my 5' as a diagonal down and to the right, so that I'm flanking with the bird just now. Not sure if that would have helped the bird to hit.

Venture Teller Play b'Post |

It would not help Melon. Go ahead and fix your location on the map, I assumed you 5' shift to avoid AoO, but which direction you go is all the same to me :)

![]() |

Ok, I had to slide that cloud out of the way to grab my icon, hopefully I put it back in the right place. My location now is where I would have moved in round 1 after I cured myself. Waiting to see the first two action from Lizzy and Marzack, as they will probably impact my choice for action this round.

![]() |

Lizzy moves around, 1 square right, 2 squares up, 1 square left so she's to the right (on map) of Marzack, to get into a flanking position.
Cast Hideous laughter, DC 17 will
"Say Marzack, what do you call tossing a goblin overboard? Good riddance.
What do you call throwing 20 goblins overboard? Throwing out the trash.
What do you call throwing overboard a hundred goblins? Environmental pollutioning."

![]() |

Melon continues to attack the traitorous first mate in front of her. This time she goes all-out, using her talons as well.
Talon 1: 1d20 + 1 ⇒ (18) + 1 = 19 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Talon 2: 1d20 + 1 ⇒ (2) + 1 = 3 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Bite: 1d20 + 1 ⇒ (7) + 1 = 8 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Melon's aim isn't very consistent though.

![]() |

Dylara exchanges her prepared 'Produce Flame' spell for a summon spell. Her free hand weaves the necessary signs while she shouts the incantation in Elven. "హెవెన్లీ డేగ, ఈ దేశద్రోహి గట్టిగా దెబ్బవేయు!"
The summoned creature is to appear at the start of my next round :)

![]() |

Traceni descends the stairs, as best she can in the storm, looking for her morning star in the process.
Draw morningstar and move.