GM Erich's Murder on the Throaty Mermaid (Inactive)

Game Master Thereus, Silver Crusader

Maps and handouts


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Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Here is the gameplay thread. Feel free to dot in and delete.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

An auburn haired ifrit sticks her head in the room. Hmm! No one here yet? That's a first. She leans her longspear against the wall as she helps herself to some of the refreshments. Oh, I do hope they have cherries this time. Some links of her chain shirt softly jingle as she moves about the room. Happy with her selection, the oracle sits back down, tucking her feet underneath her.

Silver Crusade

Female Elf Urban barbarian 1 | AC 15 T 12 FF 13 | HP 10/13 | F +3 R +2 W +0 | Init +2 | Perc +6

After a few minutes, and then a few moments of the soft sound of quick, long paces outside the door, a young elf woman appears, frowning slightly into a tome that she balances awkwardly as she walks. She looks up on arriving, and seeing someone else about, politely closes her book. Oh, that’s nice. I always feel so awkward when I’m the first to arrive.

Before finding a place to set down her reading material so she can also help herself to a biscuit to nibble on, she decides to introduce herself, clutching her book to her as if for balance as she dips somewhere between a friendly nod and a small curtsey. “Hello,” she says, smiling, “I’m pleased to meet you. I’m Tasarë Solaera, but call me Willow – most everyone does!”

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

The ifrit rises and walks toward the elf, extending her arm for a handshake."Hi Willow. A pleasure to meet you. I'm Azora Imolar, but most just call me Zora." She nods toward the table, "No cherries, but the strawberries are really sweet. Have you ever tried them with cheese? It is delicious." Zora heads back to her chair. "So, what's your book about? It seemed to be holding your attention well enough. Anything juicy in there?"

Grand Lodge

”Nino” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 39/39 | AC 20, T 14, FF 19 | CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +2; darkvision | Speed 20ft | Spells 1st 3/4; 2nd 2/2 | Blessings 3/3 |Fervor 3/3| Active Conditions: +4 wis.

Nino has no memory of a time before pain—pain suffered, and pain inflicted. A half-orc of the Haskodar tribe in Blisterwell, Nino was constantly forced to fight for survival against his larger, stronger tribe-mates, and quickly learned that the best defense is a total lack of fear or restraint. Those who thought to casually bully the child soon learned the error of their ways, for in Nino’s mind, every fight is a fight to the death, and anyone who pretends otherwise leaves themselves vulnerable.

Nino has no interest in picking on the weak, but believes that might makes right, relishing the red rush of battle and the communion it brings him with his god. He’s not opposed to working with—or even for—those he considers his equals, but those individuals are few and far between, and must take pains to show him proper respect. Perhaps the only activity other than combat that truly brings him pleasure is making music on his
drum—and then only if it’s sufficiently riotous as to echo the clamor of battle.

"Greeting to you all! My name is Nino! Will we work on this together?" says huge orc and sits down.

Dark Archive

Male TN Half-Orc Spiritualist 2 | HP 15/15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +3, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +3 | Speed 30ft | Switchscythe: +3, 2d4+1 | Spells: 1st 3/3 | Active conditions: None.

A Half-orc walks into the room. He appears rather put together: black suit and tie, walking with a cane (which appears to be more for show than support), his dark black hair neatly combed, and his straight teeth―save for the tusk on the right side of his face―in a wide, unnatural grin. Walking behind him is some shadowy figure, which you can't fully make out until it gets closer. "Ah, refreshments!" he exclaims, reaching over to grab a few small snacks, and then walks over to the rest of the group to introduce himself. "Hello there! My name is William Farusk Grimm. And this here," he motions behind him to the shadowy figure, "is Don Tasque."

Dark Archive

TN Outsider (phantom) | HP 16/16 | AC 16/14 T 12/14 FF 14/12 | CMB +3/+4, CMD 15/16 | F: +1, R: +5, W: +3 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | 2 Slams: +3, 1d6+1 | Horrifying Strike: DC 13 Will/Shaken for 1d4 rounds | Active conditions: None.

Now that it's closer, you can make out the shadowy figure better. It appears to be in a cloak, and if you look close enough, you can almost see through it. Its face is mostly hidden under a hood, but you can clearly see its eyes, which seem to be dripping blood. There's a shackle around where its neck should be, with chains on either side, descending to shackled skeletal wrists, with arms coming from underneath the cloak. It doesn't seem to have any legs, and its bottom half is concealed in shadow. When it approaches, it makes no sound but a high-pitched SCREEECH!

Silver Crusade

Female Elf Urban barbarian 1 | AC 15 T 12 FF 13 | HP 10/13 | F +3 R +2 W +0 | Init +2 | Perc +6
Azora wrote:
"So, what's your book about? It seemed to be holding your attention well enough. Anything juicy in there?"

“Only for a novice,” Willow says, modestly. “My dream is to finally wrap my head around wizardry soon – transmutation, especially – but it’s slow going on my own. I still haven’t quite got a feel for sorting out the inner quiddity and haecceity of things in the moment of shaping a spell, like you have to, you know?”

She shrugs, knowing arcane theory makes most people’s eyes glaze over. “I have learned a trick or two for boosting my archery, though.”

Turning to acknowledge Nino and William, her eyes sparkle with excitement, and not a little curiosity about the unsettling Don Tasque, though she tries to maintain her aplomb. “A pleasure! I wonder where we’re off to?”

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Why you met at a lonely shippers office next to the crowded docks in Absalom's main harbor you may never know, at least there were some meager refreshments for your wait.

Ambrus Valsin, headmaster of the Grand Lodge, enters the door fighting the brisk early morning wind outside with a heavy pleated coat pulled tight around his substantial frame. He takes a quick look at those assembled and smiles.

"Ah, you're here. Well most of you, anyway." He then abruptly pulls a mashed handful of papers from his inside pockets and splays them on the table with a snap of his wrist.

"Here are your tickets for a journey aboard the Throaty Mermaid. You're heading to Varisia... and beyond. Now - do what you need to prepare for a long seaward journey. The tickets here will guarantee your passage as well as three square meals a day for the duration. For your safety I am not at liberty to tell you exactly why you are going where you are going but suffice it to say, there is a reason the Decemvirite are putting Pathfinder agents aboard this ship. If anyone asks, you are simply escorting another one of the passengers, an elf by the name of Sephriel. He is a bit of a loner, so remember he is your employer and so keep any talk with him to a minimum."

He pauses for emphasis as he takes a bit of biscuit for himself.

"Now.. we don't mean to keep you in the dark forever. Once you reach the port in Magnimar, you will have a short shore leave while they restock. Take that time to meet up with Venture Captain Sheila Heidmarch there. She will fill you in on the import of this mission and your true reasons for taking the voyage and protecting this particular elf."

As he turns to leave, he remembers. "There should be a few others coming, do wait a bit longer for them and let them know just what I've told you."

I've sent a PM to the other two so once everyone has checked in we will be on our way.

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor

Conig knows a thing or two about transmutation. I can offer you some notes if you like. A medium stature rat-person comes out of the shadow of these taller people.

Conig wears traveling clothes with a pistol holstered at his side. In his backpack he has a few wands and other knick-knacks.

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor

Apologies for my lateness. Although it seems I'll make it on the boat. Thank you for the tickets, headmaster. Conig checks the action on his pistol and is ready to head out.[/ooc]

This character is a bit of a rebuild and GM credit so I have some shopping to do. Will update character sheet soon.

Silver Crusade

Female Elf Urban barbarian 1 | AC 15 T 12 FF 13 | HP 10/13 | F +3 R +2 W +0 | Init +2 | Perc +6

Although somewhat bemused by the reticence, as always, of the higher-ups in the Society, Willow knows how precious privacy can be, so she’s not really too put out. Besides, the thought of visiting Magnimar is too exciting to worry about anything else. The young elf almost bounces as she rocks forward in glee, “Magnimar! I’ve never been, how thrilling! I know where I’m spending my leave already…”

Hmm. I hadn’t realized it, but now that I’ve started, it strikes me just how innocent poor Willow actually is. She’s doomed. :) Her mind awhirl with visions of the Golemworks, a practical thought does cross her mind that restocking some equipment first might be an idea. Just swapping out for an improved bow and some alchemical gear: I’ll just update my character sheet.

Conig wrote:
Conig knows a thing or two about transmutation. I can offer you some notes if you like. A medium stature rat-person comes out of the shadow of these taller people.

The responsible thought threatens to evaporate with Conig’s offer, though. “That would be wonderful, thanks! Although it will be a while before I can repay you with anything other than filling things with arrows, on a good day, or offering an apprentice’s second opinion.”

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor
Tasarë "Willow" Solaera wrote:

The responsible thought threatens to evaporate with Conig’s offer, though. “That would be wonderful, thanks! Although it will be a while before I can repay you with anything other than filling things with arrows, on a good day, or offering an apprentice’s second opinion.”

Conig waves a paw, No repayment necessary. The Society is stronger for our compliment improving their collective knowledge. And who knows. We may find each other on assignment together in the future.

Dark Archive

Male TN Half-Orc Spiritualist 2 | HP 15/15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +3, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +3 | Speed 30ft | Switchscythe: +3, 2d4+1 | Spells: 1st 3/3 | Active conditions: None.

William claps his hands together. "Well, that sounds lovely!" He graciously accepts the tickets. After checking his pockets to make sure he has everything, William seems ready to head out. "Oh - before I forget, Headmaster, does Don need a ticket?"

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Before he closes the door, Ambrus replies with a smile. "Of course, Master Grimm, that's the FD stamp on your ticket... Family Discount. That was the best we could account for it."

Silver Crusade

Female Elf Urban barbarian 1 | AC 15 T 12 FF 13 | HP 10/13 | F +3 R +2 W +0 | Init +2 | Perc +6

Willow extracts a scrap of, well, scrap paper from the loose sheets tucked into the cover of her book, and jots down a short list. The folks nearest to her might catch a murmur about how she “…hopes this time there won’t be anything swarming.” She's fond of many small mammals, but there are limits.

She remembers stories back home about the spells used as part of the effort to keep Tanglebriar in check, designed to be a bit safer to send through a forest, and wonders if anyone’s tried to scale them down. The ones she knows of are still far beyond the wildest dreams of her foreseeable future. Resignedly, she admits, So, alchemy it is, for the time being.

It’s not a very long list, and folding it away Willow jokes, “That is one of the nice things about being a starving student: it makes preparing for a journey easier! There’s just a few things I need to make sure I’ve to hand…” OK, I think I’ve got my inventory sorted, so that’s Willow ready to go too.

Grand Lodge

”Nino” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 39/39 | AC 20, T 14, FF 19 | CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +2; darkvision | Speed 20ft | Spells 1st 3/4; 2nd 2/2 | Blessings 3/3 |Fervor 3/3| Active Conditions: +4 wis.

"Okay, since we all have tickets, let's get going."

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

After nearly two months at sea (fifty days to be exact), and with cargo stops in Ostenso, Corentyn, and Kintargo along the way... the grand city of Magnimar in western Varisia comes into view on the horizon. One of the ship mates barks down at you. "Time to rest and recoup, land-lovers! We leave again at daybreak, don't tarry or you'll miss the full glory of the Arcadian Ocean."

----------------------

After such a long sea voyage, the Pathfinder lodge at Heidmarch Manor in Magnimar is a welcome place to spend the night on dry land. In the shade of the gazebo on the shore of the manor’s exotic carp pond, the resident venture-captain, Sheila Heidmarch, speaks to the assembled Pathfinders in a low, breathy voice.

“I hope you’ve found your brief stay here in the City of Monuments relaxing. The Pathfinder Society owes you a debt of gratitude for engaging in such an important and lengthy mission. When you set out from Absalom nearly two months ago, I’m sure you never anticipated the monotony of a life at sea, but I’m happy we can put you up as the ship restocks before the final leg of the journey... to the Mordant Spire."

“Thus far, you have done an excellent job of representing the Society as the escorts of the Mordant Spire’s envoy, the distinguished Sephriel, whom we hope had a productive meeting with the Decemvirate regarding the Azlanti ruins over which the Mordant Spire elves hold such a protective position. If he was pleased with the meeting and doesn’t find you too reprehensible, perhaps we can launch full expeditions into the lost continent of Azlant from this very lodge in the near future.”

She winks, and her eyes glance around at each of you. With a wry smirk, she continues.

“Keep up the good work, and ensure that Sephriel’s final two weeks on the Throaty Mermaid are as pleasant and event-free as they can be on as disreputable a smugglers’ ship as it is. Thus far, it’s provided an unassuming cover for such an important dignitary. Let’s hope the unscrupulous crew delivers their current cargo on time and in pristine condition. When you arrive at Riddleport (after dropping Sephriel at the Mordant Spire), a chartered boat, "The Morning Glory", will be waiting to take you back to Absalom, hopefully at greater speed. May Desna’s blessings be upon you.”

DC 15 Knowledge Geography:
The island of Mordant Spire lies in the Steaming Sea on the southern tip of the Ironbound Archipelago.

DC 15 Knowledge History:
The Mordant Spire island is home to several thousand aloof and alien Mordant Spire elves, who are typically hostile towards intruders. The island is one of the few inhabited remnants of Azlant, and the elves closely guard the secrets within.

Dark Archive

Male TN Half-Orc Spiritualist 2 | HP 15/15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +3, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +3 | Speed 30ft | Switchscythe: +3, 2d4+1 | Spells: 1st 3/3 | Active conditions: None.

Know(History): 1d20 + 4 ⇒ (10) + 4 = 14
So... close...

"The Mordant Spire? Fascinating... Anyway, I can try for event-free, but there's only so much I can do for what most consider 'pleasant'. As if anyone who prefers to walk in a living forest in the daytime is any judge..."

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor

Conig nods, a necklace laden with trophies jangles a bit as he does so. Seems all quite simple, really. Conig leans back against a wall with a casual smile.

kn history: 1d20 + 8 ⇒ (9) + 8 = 17
kn geog: 1d20 + 8 ⇒ (14) + 8 = 22

Just some pesky elves, nothing we can't handle I'm sure.

Spoilers open for the group.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

Happy to be off the boat, if even for a short while, Azora basks in the ability to walk in a straight line for more than a few hundred feet."Captain Heidmarch, why is Sephriel's presence such a secret? If this relationship is so special, why have the envoy transported by smugglers? Doesn't that put everything at risk, even with our presence? I'm not telling the Decemvirate how to do their job. I'm just trying to understand the reasoning behind all this."

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

The Venture Captain smiles proudly at Azora's intuition. She takes a sip of wine from her slender silver cup and explains. “To be honest, passage on the Throaty Mermaid was arranged by Sephriel himself. He knew that a military escort or even a respectable merchant vessel might attract unwanted attention, and felt that no one would suspect his presence on a disreputable ship like the Throaty Mermaid. An inspired plan, to be sure, but not without its own dangers, as you have surmised. That’s precisely why you’re there: to make sure the smugglers and thieves who undoubtedly make up the ship’s crew don’t cause him any problems.”

Grand Lodge

”Nino” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 39/39 | AC 20, T 14, FF 19 | CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +2; darkvision | Speed 20ft | Spells 1st 3/4; 2nd 2/2 | Blessings 3/3 |Fervor 3/3| Active Conditions: +4 wis.

"You can be sure that we will do the good job!" says Nino.

Silver Crusade

Female Elf Urban barbarian 1 | AC 15 T 12 FF 13 | HP 10/13 | F +3 R +2 W +0 | Init +2 | Perc +6

After weeks at sea, Willow’s spent her leave tearing about Magnimar like a storm, taking in as much of the city that’s at all of interest to a would-be wizard as she possibly can in the few hours she has. Now, hearing the actual destination of the group’s mysterious charge, she almost bursts. She wonders if she can dare hope for any time to poke about the Spire too, at least to look at – all she knows are vague rumours.

William and Conig’s remarks only give her the briefest pause. She knows they’re teasing, so she says nothing, contenting herself with pointing her small tongue. It’s childish, and immensely satisfying. :)

“It does sound like a bit of a test,” Willow chimes in, after hearing Azora’s question and the Venture-Captain’s explanation. “Whatever tentative arrangement’s been reached with the Decemvirate, just how … reprehensible we are will probably factor into future negotiations.”

“Our Spire kin are standoffish even by Kyonin standards,” she adds, giving a small, apologetic shrug and a smile to show that she concedes her people’s peskiness. “I’m not sure where the nearest active aiudara are, but I’m fairly sure there’s one hereabouts. (She gestures vaguely, as if the west of Varisia was only a short ramble away for anyone.) I would think that would be more convenient, but who knows what they’re thinking.”

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor

Present company omitted, of course. Conig gives a nod and a smile to Willow.

Dark Archive

Male TN Half-Orc Spiritualist 2 | HP 15/15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +3, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +3 | Speed 30ft | Switchscythe: +3, 2d4+1 | Spells: 1st 3/3 | Active conditions: None.
Tasarë "Willow" Solaera wrote:
William and Conig’s remarks only give her the briefest pause. She knows they’re teasing, so she says nothing, contenting herself with pointing her small tongue. It’s childish, and immensely satisfying. :)

Assuming you were referring to his "pleasant" remark. William wasn't talking about elves in particular. William just has a very strange, disturbing, and morbid sense of fun/humor, and he was mainly talking about most people in general.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

A brawny man of Taldan stock enters the room. His closely cropped hair barely hiding a few scars. He drops his pack in a corner and moves to join the others in the room.

Apologies for my tardiness. I got my marching orders late. I am Karlos, of the Cassomir Therinors. Glad to meet you all he says with a deep timbre to his voice. He nods in acknowledgement to the others.

So...wat have I missed?

had to bring this one in...the other one was lvl 3...forgot the last mission was worth 3xp not 1...my bad...same basic dude though...

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Everyone is now assembled, so we officially move on!

The Throaty Mermaid sets sail as promised the next morn. For many of you, it is your first voyage westward into the unknown Arcadian Ocean. Although you won't be travelling to the strange and mysterious continent that gives the Ocean its name, you will be heading to the unique isles that make up the Ironbound Archipelago.

Whereas the previous route took you no more than a day or two from the coasts of Avistan, it is with some sense of dread that you leave the continent far behind you and the ocean grows dark and the nights even darker. I will keep your overall location on the Ocean Map in the handouts and will update as the journey progresses.

Go ahead and give me a general idea of what you each intend to do during the day and also what your sleeping schedules will be at night (no reason!). Remember that the overall mission is to keep the elf Sephriel safe, but without bothering him or causing him any undue strife.

As far as quarters go, you are given the Fore Cabin where I have placed you for now (quite cramped really). Your possessions rest here if you haven’t specifically placed them elsewhere. Makeshift bedding lies strewn amid the barrels, casks, and crates that fill the room.

A further description of the areas, and what you have picked up on the journey so far...

Aft Deck:
The aft deck of the Throaty Mermaid is the territory of navigator Ulamon, who can be found manning the steering wheel during the day and poring over star charts and maps with Captain Veane in the evenings.

A Bonuwat shaman from Sargava, Ulamon employs his mastery of wind and waves to keep the ship on course and moving faster than pirates with eyes on their cargo or authorities who might frown on the Throaty Mermaid’s less-than-legal activities.

Main Deck:
First Mate Marzack Mallik commands the deck and the two or three deck hands who man the sails. Marzack is brusque and uncouth and has made it clear he doesn't want to be friends with the cargo ("you")

Captain's Cabin:
Captain Veane keeps to himself most of the time, not even frequenting with his crew. He appears on deck during particularly rough patches of weather, as well as every time the ship pulls into a new port. He does seem to be very fond of a young woman, Anera, who spends some time in here as well, but sometimes just wanders the ship doing odd jobs for the crew. Anera is a Taldan woman with shoulder-length brown hair pulled back into a ponytail and a large scar across her cheek. She holds no position of authority, though she often sends her osprey companion Keeneye to hunt for fresh fish while at sea.

Main Hold:
This large hold acts as temporary storage and the Throaty Mermaid’s galley. At present, it contains a number of strange pipes that were brought on board at Magnimar but seem to belong to a larger system of plumbing, mining ventilation or other technical purpose. A set of wooden stairs leads up to the main deck in the aft starboard corner of the hold, and a wooden door to the first mate’s cabin (used by Sephriel) stands in the aft port corner. A door in the fore port corner leads to a stairwell down into the cargo hold. The fore bulkhead contains a thin wooden door to the crew’s quarters. The fore starboard corner of the hold is filled with various crates and barrels of foodstores, a modest washbasin, and a strange alchemical apparatus apparently used for heating food.

Shira Acidaxe can be found in the galley at almost any time of day. This one-eyed dwarf serves as the Throaty Mermaid’s cook and has for the last twenty years. Her time at sea has not been kind to her, and in addition to her tattered eye patch, she sports a mouth of silvered teeth, a nasty scar on her cheek, and is missing half of her left ear.

Crew's Cabin:
This cramped cabin is jammed full of rickety cots and threadbare hammocks and smells of dank body odor. Each bunk has a small footlocker nearby where the occupants keep their personal belongings. While all members of the crew use this room, the only current occupant is the Throaty Mermaid’s medic, the Besmaran cleric Killik is almost always here, wiling away his days.

First Mate's Cabin:
This cabin normally serves the first mate’s quarters, but has been Sephriel’s cabin since the Throaty Mermaid departed Absalom. He hasn't let you in yet, preferring that you keep a "professional" distance, but at least one of you has spotted another elf inside - clad in scale armor.

Cargo Hold:
Amid the crates and cargo of the Throaty Mermaid’s busy lowermost hold stand two sturdy wooden cages filled with straw and sawdust. A rare creature smuggler named Velagon Dorhay can be found here, tending to his current cargo—a mated pair of rust monsters.

Fore Cargo Hold:
The Throaty Mermaid’s forward cargo hold is full of barrels, crates, and burlap sacks. The room smells of a mix of wet animals and a heady perfume, and a nest of tattered rags and straw lies crammed in the prow of the ship. The stowaway Snig Lacorse calls this portion of the ship home. An afflicted wererat, Snig is allowed to nest here by the crew—all are aware of him despite his efforts to remain hidden—because he keeps the inevitable rat population under control.

Also wandering the ship, is the half elf Azuretta. She has been in the employ of Captain Veane for five years, and has become quite adept at providing the Captain and his crew exactly what they want when she spends time with them. As part of her employment, Azuretta’s services are provided free of charge to any crewmember, but her company is considered to be a benefit the captain enjoys by default.

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor

Rust monsters? That would be particularly troubling if they were to escape. Conig stands on one of the decks looking out over the water one evening. My people are not attuned to be over water, there are catfish, yes but I do not believe us to be related.

Conig cleans his gun every morning due to the salt in the air. He tinkers with his spells every morning before he goes to sleep, choosing to rest morning to mid afternoon to keep a night watch. He is used to odd spleeping schedules and can see at night better than most.

Silver Crusade

Female Elf Urban barbarian 1 | AC 15 T 12 FF 13 | HP 10/13 | F +3 R +2 W +0 | Init +2 | Perc +6

The close quarters of a ship might not be too promising for a restless young elf, but Willow’s a quiet one, and if anything she prides herself on finding ways not to get underfoot, though it takes a bit of doing. A ship under sail is an unsuitable habitat for an archer in particular, but she manages to beg a bit of deck space in the first evening watch, when the light is low enough that most of the crew has retired belowdecks but she can still use her elven night-vision to practice.

With those arrangements for her physical exercises, the better part of Willow’s day is spent poring over her readings for her largely self-directed arcane studies, with a bit of overlap towards sunset when she prepares for her target practice with a bit of abstruse martial form-work.

That said, she’s generally curious and tries to be friendly. During her breaks from her reading, if she can time them with various crew members’, she tries to swap lore and stories: with Ulamon and Killik, and with Anera and Shira, respectively. Respecting Sephriel’s wishes, she’ll exchange a cordial nod on the odd occasion he surfaces to show she’s available if he needs a word, but stays out of his way.

In more practical terms: spending the day in study and a bit of schmoozing, archery practice when it’s just light enough to manage with low-light vision, and then sleeping the night through like normal people, I guess?

Grand Lodge

”Nino” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 39/39 | AC 20, T 14, FF 19 | CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +2; darkvision | Speed 20ft | Spells 1st 3/4; 2nd 2/2 | Blessings 3/3 |Fervor 3/3| Active Conditions: +4 wis.

Nino regularly visits the Ulamon navigator on a daily basis so that Ulamon can teach him to sail the sea.

Nino will go to sleep in early morning (4:00am) and will wake up around noon.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Karlos will spend time doing his protection duties. he will take first watch at night, due to his lack of low light vision.

And just realized my update of my toon didnt save....must have taken too long...great...now have to do it again...fml

Dark Archive

Male TN Half-Orc Spiritualist 2 | HP 15/15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +3, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +3 | Speed 30ft | Switchscythe: +3, 2d4+1 | Spells: 1st 3/3 | Active conditions: None.

William probably spends the time trying to help out on the ship, doing odd jobs here and there, mainly just trying to find things to do. He probably stays up until midnight, telling ghost stories with his colleagues and the crew, and sleeping until 9.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

Azora seems quite uncomfortable when out on the decks. Sure, stick the ifrit on the ocean for a few months. What's the worst that can happen?

Happy for the quiet, Azora readily accepts the overnight watch. When not on duty, she spends as much time below decks or in cabins as possible.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

The first week at sea passes uneventfully, a few squalls barely challenge the able crew and it's beginning to look like this whole trip might just be much ado about nothing.

Deep into the night on the seventh day, things change considerably. Azora and Conig are taking overnight watch on the completely empty deck, having recently seen Nino depart for the night and considering just when to wake up Willow for her turn.

Azora stands close to the main mast watching all the doors still fixating on what it would feel like to be submerged in the vast ocean. For his part, Conig has positioned himself above the grate directly above Sephriel's room on the deck below, listening for any strange sounds.

The night is quite clear, countless stars in the sky and all, but Conig can plainly hear the sounds of metal grappling hooks clanking over the aft railing and then the quick patter of footfalls up the hull. The Throaty Mermaid is being boarded on the aft deck!

Conig gets a surprise round action for his keen perception. Those of you that are currently asleep must make a perception check to wake up (currently DC 25 but that changes to DC 10 if Conig yells out or actual combat breaks out). Also, remember that you can't sleep in medium or heavy armor and it will take a move action to grab a weapon or other item, and another move action to stand up. Doors take a move action to open and stairs are difficult terrain, both directions.

perception Azora: 1d20 + 1 ⇒ (13) + 1 = 14
perception Conig: 1d20 + 7 ⇒ (19) + 7 = 26

Initiative!:

Azora Init: 1d20 + 7 ⇒ (1) + 7 = 8
Conig Init: 1d20 + 4 ⇒ (19) + 4 = 23
Karlos Init: 1d20 + 4 ⇒ (10) + 4 = 14
Nino Init: 1d20 + 3 ⇒ (5) + 3 = 8
Tasarë Init: 1d20 + 2 ⇒ (8) + 2 = 10
William Init: 1d20 + 2 ⇒ (8) + 2 = 10
Don Init: 1d20 + 2 ⇒ (6) + 2 = 8
Red Init: 1d20 + 1 ⇒ (9) + 1 = 10
Yellow Init: 1d20 + 1 ⇒ (15) + 1 = 16
Orange Init: 1d20 + 1 ⇒ (18) + 1 = 19
Pink Init: 1d20 + 1 ⇒ (19) + 1 = 20

Round 1 - Bold can act
Conig <full round and gets a surprise round action too>
Pink Creature
Orange Creature
Yellow Creature
Karlos <asleep>
Tasarë "Willow" <asleep>
William <asleep>
Red Creature
Azora
Nino <asleep>
Don Tasque (Not sure if he is "around", put him in anyway)

Also note that the first and second maps show the same deck, the first shows the exterior view and the second shows the interior of the rooms.

Dark Archive

Male TN Half-Orc Spiritualist 2 | HP 15/15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +3, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +3 | Speed 30ft | Switchscythe: +3, 2d4+1 | Spells: 1st 3/3 | Active conditions: None.

Unfortunately, when a spiritualist goes to sleep or falls unconsious, the phantom reverts to the Shared Conscious form, and it takes a minute to switch forms. So for this fight, Don will be inside William's head.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

Man, I hope Don doesn't get hit.

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor

To Arms! We are being boarded! Conig means to prevent them from boarding.

Conig steps up, drawing his arcane pistol and sprays a fan of fire out of the barrel of his weapon, attempting to burn the ropes.

Burning hands DC 16: 2d4 ⇒ (3, 1) = 4

Move forward for surprise drawing my gun. Burning hands through the gun. Retreat for my move action.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Two things Conig before we lock it in. First, to reach the aft deck requires moving up the stairs from your initial location, so even with the surprise round move you would need to end your turn up there after the burning hands. Second, the burning hands used in that way could potentially catch the ship on fire too. Also, because of the cone, it will only affect three of the four ropes. Do you still want to do it? Just checking because it is such a potentially encounter changing decision.

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor

Hmm, that's lots of ramifications. I'll draw with a move, fire a normal bullet at a rope, and move back.

mwk pistol: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

The pistol shot strikes true through the balustrades and nearly severs the silken rope. The weight of the creature on the other end finishes the job and there is a satisfying splash in the water below.

Moments later, two elvish looking women clamber aboard and draw their tridents. Even in the moonlight their skin flashes with blue and green tint.

Round 1 - Bold can act
Conig
Pink Creature <in water>
Orange Creature
Yellow Creature
Karlos <asleep>
Tasarë "Willow" <asleep>
William <asleep>
Red Creature
Azora
Nino <asleep>

The gunshot was enough to wake anyone with a DC 10 perception check. The check itself does not take an action.

Dark Archive

Male TN Half-Orc Spiritualist 2 | HP 15/15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +3, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +3 | Speed 30ft | Switchscythe: +3, 2d4+1 | Spells: 1st 3/3 | Active conditions: None.

Perception to wake up: 1d20 + 3 ⇒ (17) + 3 = 20

Since he only wears light armor, and we are escorting a diplomat, would it be reasonable to assume that he sleeps in his armor?

William, hearing the gunshot, wakes up in a start. He starts making his way towards the top deck, grabbing his cane as he goes.

I'm assuming getting out of bed is a move action, so he can't double move.

Silver Crusade

Female Elf Urban barbarian 1 | AC 15 T 12 FF 13 | HP 10/13 | F +3 R +2 W +0 | Init +2 | Perc +6

Perception: 1d20 + 6 ⇒ (14) + 6 = 20 Hearing Conig cry out, and the report of his pistol moments later, Willow wakes with a start, reaching for her quiver even as she scrambles out of her hammock. Move action to get vertical, move action to grab her quiver.

"Coming! Can someone wedge the door?!" she calls out, as even the ship's gentle rolling threatens to send the cabin door slamming shut again... Or am I being too paranoid, and once it's open, it's open?

Also, just thinking ahead, for these actions to equip ourselves, are we counting them as “drawing a weapon” or “manipulating an item?” I’m trying to figure out how long it will take for Willow to get all her archery things in hand and out the cabin.

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Light armor is fine William. These are all manipulating an item actions to pick up weapons and things. Except for maybe a dagger, which you could comfortably sleep with attached.

Dark Archive

Male TN Half-Orc Spiritualist 2 | HP 15/15 | AC 16 T 12 FF 14 | CMB +2, CMD 14 | F: +3, R: +2, W: +6 | Init: +2 | Perc: +3, SM: +3 | Speed 30ft | Switchscythe: +3, 2d4+1 | Spells: 1st 3/3 | Active conditions: None.

In that case, William will just get up and grab his cane.

GM:
I should mention: his "cane" is his switchscythe when closed. If you want a bluff or sleight of hand to treat it as a hidden weapon, I can do that.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Karlos snores as he rustles around in his bunk.

perc: 1d20 + 6 ⇒ (3) + 6 = 9

Grand Lodge

Fate in the Future ||| xxx2 ||| xxx3

Another of the strange elves hops aboard and draws a trident from over her back.

Round 1/2 - Bold can act
Karlos <asleep>
Tasarë "Willow"
William
Red Creature
Azora
Nino <asleep>
-----------------
Conig
Pink Creature <in water>
Orange Creature
Yellow Creature

Grand Lodge

”Nino” | Male CN Medium Half-Orc Warpriest of Gorum 4 | HP 39/39 | AC 20, T 14, FF 19 | CMD 18 | F +6 R +2 W +6 | Init +3 | Perc +2; darkvision | Speed 20ft | Spells 1st 3/4; 2nd 2/2 | Blessings 3/3 |Fervor 3/3| Active Conditions: +4 wis.

Perception to wake up: 1d20 + 4 ⇒ (6) + 4 = 10

Nino wakes up, stands up and grabs his weapon.

Dark Archive

M Wizard (Spellslinger) 1/Occultist (Psychodermist) 2 | HP 22/22 | AC 19.15.15 | R+6 F+5 W+7 | Init +4 | Perc +8 Darkvision | Active Conditions: Mage Armor

Conig levels his gun at the closest elf (red) and sends an arc of lightning at it.

Lightning elemental ray: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d6 + 1 ⇒ (2) + 1 = 3

Burn a mental point for elemental ray.

Sovereign Court

Female Ifrit Oracle/3 hp 27/27 AC 17 Fort +3, Ref +4, Will +3 Init +7; Darkvision 60 ft.; Perception +1

The ifrit denies her instincts. I could burn them all, but the ship would assuredly caught as well. Of course, the one time a group lines up on the perfect formation for burning hands, I can't use it, lol

Azora focuses on the tip of her spear for a moment. Fire bursts all across the metal. The oracle then moves forward to stop the boarders from getting up the stairs.

War Blessing (Fire) to longspear (+1d4 fire damage).

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