Boram Keenbranch
|
"Maybe not, but I'm hoping it's true!"
Am I correct in thinking that the threat is over with the termination of the ritual? Or are there still shadows threatening us?
If there are still obvious threats, Boram presses the attack to distract them from the fallen. If there are no obvious threats, he will see if there's anything he can do to aid the fallen himself.
| Venture-Captain Arvin |
A quick recap is probably in order!
The ritual has exploded, it ended about as badly as it could, doing damage to everyone in the room this time, not just those attacking it. I think all of the technical questions have been correctly answered, thank you.
The wisps are still active, all other NPCs are unconscious.
Character Init
Wit 24
Roumatha Esthor 23
Kra'a 14
Boram Keenbranch 13
Wisps
Titus Au Parthicus 12
Rodlas Windracer 5
Titus is up...
Titus Au Parthicus
|
Well this is not looking as good as I envisioned. I think a bit more offense on this wispy things perhaps!
Round: 3
Init: 12
HP: 17/17
Effects: Light Spell on Scimitar
Not sure what else to do with my scimitar radiating light I step up to the closet whip-wispy thing I see and strike out at it.
Step, Swing, Raise Shield
scimitar attack: 1d20 + 4 ⇒ (9) + 4 = 13
Not sure if the lighted strike is true.
1d6 + 1 ⇒ (2) + 1 = 3
Boram Keenbranch
|
Botting Rodlas Windracer
Round: 3
Init: 5
HP: 12{12}
Effects: Mage Armor, Inspire Courage
The elf will again lob a globe of acid at the shadow.
Ranged touch: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Acid damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8 +1 Splash
and he then casts shield. +1 to AC
Boram Keenbranch
|
Round: 4
Initiative: 13
Hit Points: 15 {of 15}
Effects: Inspire Courage
Boram shifts position (if necessary) into an attacking position on one of the wisps and attacks. If he can move into a flank, he will do so.
Dagger attack: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Second attack: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Boram Keenbranch
|
Botting Rodlas Windracer, claiming no originality
Round: 4
Init: 5
HP: 12{12}
Effects: Mage Armor, Inspire Courage
The elf will again lob a globe of acid at the shadow.
Ranged touch: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Acid damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9 +1 Splash
and he then casts shield. +1 to AC
Kra'a
|
Kra'a moves to get a clear shot if possible and then releases two more arrows at his prey.
Longbow with additional precision damage: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 1 + 1d8 ⇒ (7) + 1 + (7) = 15
Longbow: 1d20 ⇒ 171d8 + 1 ⇒ (5) + 1 = 6
Titus Au Parthicus
|
Looking at Tevvar and her assistants, I go to her and each of them and cast "Heal" on each of them.
I will cast a 2 action heal on each of them, which should be 1d10+8 or 1d10+10. The posts I have read are a little ambiguous for clarification. Divine Font allows me to cast 4 Heals a day. I should have one Divine Font Heal left and one Heal as a spell left to cast. Of course if I screwed this up, let me know.
| Venture-Captain Arvin |
I'm not too worried, you can certainly stabilise them and then get help if needed. The long and the short is that this part of the adventure is essentially over. Your task here was to determine if this research was too dangerous to allow to continue. I'll let you work that out amongst yourselves before you wake Tevvar.
Titus Au Parthicus
|
The woman has some natural talents, but she cannot attempt anything like this again without further training, something that the Pathfinder Society could provide. I say we take her and her assistants to the Society for debriefing and assessment of future talent and potential.
| Venture-Captain Arvin |
With you all in agreement, it's an easy task to wake Tevvar and her assistants, and get them moving. They offer no resistance, and indeed, are thankful for your help.
Back at the society, Eando Cline makes space in his day to attend to you, and listens patiently to your story. The look on his face grave.
"It would appear I miss-judged this task, and nearly sent you to your doom. For that I am deeply sorry. You did well though to contain the threat, and I am pleased you came out of the experience unscathed. You are certainly a great addition to the Pathfinder Society. I thank you."
"I will deal with Tevva from here. With luck she can be brought into the society as an initiate."
| Venture-Captain Arvin |
Gorm Greathammer has asked you to find out what the smugglers he believes are using this ship have been using to get their goods out of Nex. A simple investigation perhaps? He believes the wreak is some sort of staging post, and may have some clues. Your role, is to find them.
The wreak is believed to be part of a fleet that tried to attack Absolom in what became known as the Silent Tide invasion, a decade or two ago. Transport has been arranged and you have been given the details of a half-orc captain, Semiri Balogog.
If you would like to find out more about the wreak you could spend a couple of hours asking around the dockside before you meet her. Diplomacy (Gather information) roll if you do that please!
Boram Keenbranch
|
Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19
A very agreeable Boram haunts the docks for a while, chatting about the weather and absorbing any information his new friends will share with him.
| Venture-Captain Arvin |
| Venture-Captain Arvin |
Captain Semiri Balogog is a cheerful rainkin half-orc with sun-dark skin and thick braids of black hair adorned With gold rings. She sits in the shade of an umbrella, on a deck chair on the dock beside the gang plank of a small boat.
"The Greathammer said you'd be along before long. Paid me nicely to wait until you came. I already know where we are headed, so if you'd like to get yourselves aboard, we can make way in two shakes of a goblin's ear."
Boram Keenbranch
|
Boram laughs, "Well! I didn't expect that! Pleased to make your acquaintance!"
I would like to see if Boram knows anything about the good Captain, even if it's by reputation. He has Lore (Absalom) +4 - would that apply?
| Venture-Captain Arvin |
Boram laughs, "Well! I didn't expect that! Pleased to make your acquaintance!"
I would like to see if Boram knows anything about the good Captain, even if it's by reputation. He has Lore (Absalom) +4 - would that apply?
Yeah, give me a Lore - Absolom roll.
The orc notices Kra'a's caution and grins? "New to boats? Nothing to worry about today. We are only headed across the bay, no open water, and always in sight of land. I expect a strong lad like yourself could swim back at a push. The wreak's not easy to find, but once you know where it is, it's not a trouble to get there."
| Venture-Captain Arvin |
With everyone aboard and everything Stowed, the Captain unties the ropes holding the little tug against the shore, pulls in the gang plank, and raises the single sail. It takes skill to manoeuvre amongst the other small boats in the harbour, but soon enough you are out into the mean stream. The day is sunny, and the breeze is gentle; enough to keep you under way, but not strong enough to need shelter.
After an hour or so, of circumnavigating the bay, you round some large rocks, and come across the wreak.
The ship is only partially above the waves. The bottom deck looks completely flooded. The captain lowers the sail, and deftly ropes her tug to the ship.
"Well, folks, this is you. I'll stay tied up here until you are ready to return."
Roumatha Esthor
|
Roumatha has started the day a bit hungover so he stays silent while on the boat, trying to prevent the contents of his stomach or his mood from spilling outside, both equally vile. When they finally arrive, he allows himself a small sigh of relief.
"Just let's get this over with, shall we?" he says as he climbs onto the wreck and looks around.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Boram Keenbranch
|
I am noticing my hit points are still down - can we assume that they were returned to full somehow before setting out today?
Boram seems a bit excited, scrambling to join Roumatha on the wreck and looking around. "Mind where you step, my friend. There may be surprises left for us..."
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 Not including +1 bonus for traps; if you prefer this to be a secret roll, that's cool, ignore my result here
| Venture-Captain Arvin |
Yes, you should consider yourself fully healed and rested before each section starts. Full spells/abilities etc etc
[ooc]We are currently in exploration mode, so if you each post an action, I'll sort out. Exploration Actions
| Venture-Captain Arvin |
The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead.
The ship once boasted three masts, but they are now broken off only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.
The deck is *difficult terrain*, so your movement, slowed by Boram's searching, is even slower than normal. You spend an hour or so on the top deck.
The two cabinets are largely empty; a few heaps of soggy wood that might have been crates remain in the forward cabin, and the aft cabin contains a few fragments of metal and wood that suggest it might have once been decorated more comfortably.