Vari Varjo
|
Stealth: 1d20 + 16 ⇒ (5) + 16 = 21
Has she been sitting there the whole time? you think, your head snapping back in a doubletake as you note the small figure just... sitting there, right out in the open. How could you have not seen her before?
From the pattern of tiny, white-dotted tattoos dancing over her face, it's clear that she's a wayang. Her skin is a lighter blue than the deep indigo usually seen, and her clothes--while plain--are colorful and well made. From her gear, she's clearly another Pathfinder, and outfitted to travel.
You shake your head; so strange that you didn't notice her when you got here.
She gives you a wink, and a grin.
Jyrrar Rivurder
|
Perception DC 21: 1d20 + 8 ⇒ (1) + 8 = 9
What was that? Nothing...I hope...
| GM Mauve |
The small group of Pathfinders have been summoned to the Grinning Pixie, the ship - and mobile Pathfinder lodge - of Venture-Captain Calisro Benarry, which is currently moored off Tempest Cay, the northernmost island in the Shackles.
Venture-Captain Calisro Benarry, a powerfully built half-orc, stands defiantly on the deck despite the driving winds. Sparse clouds are resplendent with the calm colors of twilight, but waves lap roughly against the ship as sea spray mists the air.
"Good. You're here. Come with me." She leads the way to a room below decks, where a hanging lantern illuminates a canvas map of hte isles of the Shackles, with currents and depths marked, fastened to a wooden table with rusting nails. A model of the Grinning Pixie, carved from cork, shows the ship's current position.
"I hope you lubbers aren't afraid to get your feet wet. Here's what I've got fro you: you're here to find a Thuvian caravel called the Pride of Aspenthar. The Pride's captain was Jaheem Quinn, a half-elf with a magical knack for the water. Not a wizard or such, but I'll be damned if the water didn't do what he asked when he asked it. I hired Jaheem to take our agents on a mission to the Gloomspires, and neither he nor his ship ever returned to Drenchport. Divinations confirmed that the ship was lost and suggest that no one was aboard , but that could mean anything from them all abandoning ship to a hold full of dead sailors. The winds around the Eye of Abendego are always perilous, but sending Jaheem and his crew into such dangerous currents is one of my few regrets.". The half-orc pauses and shakes her head, her face hardening with resolve.
"The winds have been strange of late, and it seems they've turned up news of the Pride - wrecked, of course - near Tempest Cay. It's a rough place where outside eyes aren't welcome. You won't find anyone willing to give account to strangers. I've developed a number of connections here, so I'll see what I can discover on land about any survivors. Your task is to seek out the wrecked ship itself. I've been studying these waters and their currents a long time. If a ship has wrecked, it should be about here." She stabs at the map with a strong finger. "At low tide, the water should be shallow enough to explore on foot in relative safety, without the waves lashing down. You're to look for any information about why the ship went down, especially if it had to do with these currents. If you can, keep an eye out for Jaheem's log. It should tell us quite a bit about what happened."
"follow any leads you find, but if something's too much for you to handle, come find me on Tempest Cay. You can ask for me at the Drowned Dwarf in Drenchport. Otherwise, I'll meet you back here."
Her gaze lingers on each face in turn. "Right. I've got to go landside to catch my contacts while they're in their cups but still talkative. Be ready to leave an hour before dawn. Enjoy the comforts of the ship tonight, and make sure you visit the quartermaster; I've requisitioned specialized supplies for you, and you can ask her any questions you might have. Oh," the half-orc grins, showing gleaming fangs, "and ask her to wish you luck."
| GM Mauve |
Please let me know if you are a member of the Concordance faction or have played one of the following adventures: #6-06 Hall of the Flesh Eaters; #7-19 The Labyrinth of Hungry Ghosts, or #8-15 Hrethnar's Throne. You will receive a +5 circumstance bonus on the following checks
Some locals believe the most absent ruler of Tempest Cay, the druid and pirate captain called the Master of Gales, must be controlling the mysterious winds and currents.
The pirates of the Shackles utilize the Eye of Abendego as part of their defenses. Many of the residents of these isles are involved in piracy to some degree, which is related to their unwillingness to answer questions from outsiders.
The Eye of Abendego is a vicious, perpetual hurricane. Although its exact cause is unknown, it formed roughly at the time of the death of the god Aroden. Its intensity is variable and unpredictable. Its weaker winds can tear the sails off the biggest ships, while its stronger gales can reduce a ship to splinters.
Pirates and rough seas are not the only dangers in the Eye of Abendego. Sailors who have braved the outer rim of the hurricane also report encounters with ghost ships, aquatic undead, powerful elementals, and vicious sea monsters.
No one has survived a journey to the center of the Eye.
=====================
The Concordance of Elements is interested in preserving elemental balance, and the recently formed Concordance faction is interested in developing a healthy relationship between the Corncordance of Elements and the Pathfinder Society. Ranginori, the good-aligned elemental lord of air, was recently freed from his long imprisonment by an alliance of Pathfinder Society and Concordance of Elements agents.
A small religious group calls itself the Cult of the Eye and worships the Eye of Abendego, believeing it to be a divine being which they call the Deluged God. They believe their deity has created these new weather patterns to lure souls toward the island to be recruited as new followers.
A now-dead cult called Storm Kindlers was a splinter group of Gozreh followers who believed the Eye of Abendego was a manifestation of their god. A new rising cult in the Sodden Lands has taken up their mantle and name and seeks to understand the Eye. They reject the beliefs of the Cult of the Eye.
Scholars of the planes report recent disruptions in the Plane of Air that may be related to the shifts in weather patterns.
Cynan G Elberion
|
knowledge (local): 1d20 + 5 ⇒ (2) + 5 = 7
Cynan looks around as they board the ship, "Hah, brilliant, last time out I nearly got burned to death, this time I'm going to be permanently damp."
Carefully, he checks over his crossbow, "At least Ol' Bessie here enjoys the sea. Made for me by an old sailor, it was."
Papa Òxọ́lé
|
Knowledge: Geography: 1d20 + 10 ⇒ (20) + 10 = 30
Knowledge: Planes: 1d20 + 10 ⇒ (14) + 10 = 24
Òxọ́lé is Concordance, bonus not included above, so everything except the final Religion/Planes spoiler is open. Sadly, the Sevenfingers series is on another character.
And Paizo's fine web services just ate a long post, so assume I am lecturing you about what is in them while I rewrite it.
Papa Òxọ́lé
|
A dark-skinned, middle-aged tiefling man with more features of beast than human - curved horns, wickedly sharp teeth, and goat-like legs and tail - studies the map intently before rising to speak. "I am called Papa Òxọ́lé. Venture-captain, I will be happy to help you find out what has happened to your lost sailors. Though I may not be the best choice to ask questions of the locals...
"Anyway, I happen to have studied this area before, which may be why I was picked for this mission. That hurricane is one of the most dangerous phenomena I have ever come upon. Between the winds themselves, the pirates who call this area home, and even stranger beasties, we'll be earning our pay today. I'm sure the good captain here will keep us in safe waters, though. Not sure I believe in the Master of Gales, but if he does exist, I'd like to get my hands on one of his trinkets.
"There are also at least two cults that believe the hurricane is divine in origin - the Storm Kindlers and the Cult of the Eye. Whether they think it is just recruiting for the god or it is the god itself, we'd best steer clear of them if we can. Ashahar's agents want me to learn as much as I can about the elemental energies here, but I'm sure he also wants us all to come back in one piece."
Lecture concluded, Òxọ́lé returns to his seat.
Jyrrar Rivurder
|
Jyrrar bears the news news of the mission stoically but his eyes betray a glimmer of dislike for the environment mentioned.
"While I could be more pleased with the mission, I must say there are worse places to be..." Jyrrar responds cryptically. The Gates of Hell come to mind... "Sadly, this is my first trip here and I know little of what lies here." The grey-skinned oread intones in his low-gravelly voice.
Vari Varjo
|
Vari is a member of The Concordance, and I've played 6-06 with a different PC.
Knowledge (local): 1d20 + 5 ⇒ (15) + 5 = 20
Knowledge (religion): 1d20 + 5 ⇒ (18) + 5 = 23
Vari starts to speak up, but Papa Oxole details everything she was going to say. It's only 'cause you're so good at staying unnoticed, she reflects. It's a good thing; you don't want the attention anyway.
She makes her way to the ship's Quartermaster as requested. "The VC said you had some gear set aside for us?"
Iddo Blackstone
|
Iddo, a young Taldan human in subdued green robes, sits in a chair at the table's corner, his gaze lazily lying upon the map fastened to it. One might think he'd fallen asleep with his eyes open were it not for him occasionally mumbling in approval or scratching his nose.
Knowledge (Local): 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge (Religion: 1d20 + 8 ⇒ (11) + 8 = 19
The bard ever so slightly turns his head toward Òxọ́lé as he speaks, with the same tired expression as he had during the Venture-Captain's briefing, though something about the shine in his eyes reveals something that his expression might not betray.
"Aren't you forgetting the, uh..." he speaks, possibly for the first time during the voyage, before quickly growing quiet. "No, I'm thinking of Port Peril. Uhm, carry on."
When the discussion is done, Iddo leans back in his chair, stretching and humming to himself.
"Finding a shipwreck belonging to a mysterious mage. That is very exciting," he announces monotonously. "Oh, uhm, and, my name is Iddo, uh, Blackstone. I can cast spells and sometimes, uhm, bore people to death. Sorry, it's been a while since I last went on one of these."
Mejinago
|
Mejinago did not have a good trip as he spent most of the time draped over the ships railing, feeding the fishes on the way to the Shackles. Once the ship docked, he was further sickened that he would need to board a smaller boat to make it over to the Grinning Pixie. Crawling his way of the sides, there was roars of laughter at an obvious landlubber that was not having a good day.
Wearing adventurers clothing, a gold holy symbol was on his neck and he was happy to be on a ship that was not moving as much. The Kistune tried to stay in the back ground and not attract attention as he listened to the others. Once dismissed he introduced himself. "Hello, I am Mejinago, an actor by trade."
Papa Òxọ́lé
|
"Surely, Blackstone, your adventures cannot be as dull as you claim. I hope you will share one of your tales with me when we have a few moments free."
| GM Mauve |
After introducing yourselves to each other and discussing what everyone knows, each of you walk over to meet with the quartermaster. The quartermaster is a brightly dressed tengu. "Greetings Pathfinders. My name is Kakikko.". Her greying ruff feathers betray her age, but her eyes are brights and her bearing is spry and cheerful, in contrast to the seriousness of the venture-captain. It's clear she enjoys her post. "You're hear to find the wreck of the Pride of Aspenthar, right? Good. I've some gear for you."
The tengu hands each of you a potion of water breathing. Then she hands over one wand of touch of the sea.
"Please return any unused supplies when you return from your mission. Oh, and one last thing.". The tengu reaches into her pocket to draw a token in the shape of a hand-sized wooden shard. A feather token (swan boat).
"This isn't just any splinter. It's a token that transforms into a swan boat.". The quartermaster leans forward, clacking her beack. "This boat drives itself by magic. It will only last for one day, but that should be much more time than you need. Now, do you have any questions?"
Anyone can also buy additional supplies here. She sells any mundane or alchemical gear, in addition to any magic items with a cost of 2,500 go or less.
Papa Òxọ́lé
|
"I know the general shape of threats in this area, but can you tell us about any specific dangers we might expect?"
Iddo Blackstone
|
Iddo accepts the potion from Kakikko. He inspects it for a short moment before stowing it in a deep pocket of his robes.
"Makes sense, we'll have to do some underwater searching if we want to find a wreck. And, uh, water helps carry sound waves, right? So if I'm underwater, creatures of all types, even very far, might hear me, uhm, speak. What a nightmare."
| GM Mauve |
"Dangers?" the tengu asks. "Pirates of course." She laughs a hearty laugh. "But that's expected in these parts. Currents too. They've been acting strange. As long as you stay your course, everything will be fine."
She turns to Iddo's remark. "These winds and currents must have shifted the wreck of the Pride so it shows above water. They were unpredictable for a while, but they've settled into a surprisingly consistent pattern of late, if not necessarily one that makes sense."
"As for the Pride, the figurehead is a carving of a sun orchid, apparently because Aspenthar is known for the sun orchid elixir. Let's see. What else...? The ship was constructed of Thuvian wood, and the anchor and ballast should have distinct sun orchid stamps impressed into the metal."
Jyrrar Rivurder
|
"It cannot be a coincidence the currents changed once the Pride was sunk," Jyrrar ponders, "But we know now what controls them...and why the wreck is exposed now. Perhaps Jaheen yet lives?"
Vari Varjo
|
"Sun orchid elixir?" Vari asks, somewhat astonished. Her eyes twinkle as she continues. "Do you think they might have been carrying some?"
| GM Mauve |
Looks like there are no further questions so will move us along!
Once the Pathfinders are ready, they can transform the feather token into a swan boat and depart the Ginning Pixie. The boat is rather large, capable of carrying eight horses and gear, 32 medium sized creatures (or an equivalent combination). It's able to move at a rate of 60 feet and lasts one day before ceasing to function.
With Venture-Captain Benarry's knowledge of the currents around the Eye of Abendego leads the Pathfinders to the correct spot after a few hours out in the sea.
The wreck has caught on the highest point of a coral reef and is large enough to be visible from at least 200 feet away. The combination of rough currents in the deeper water and the threat of circling sharks means the boat can't approach the wreck directly. There is only one spot on the reef where the Pathfinders can safely land their boat, then walk there over the reef.
Updated the map. Please place your token in the white square! Feel free to roleplay your journey over. Will update in the morning tomorrow.
Jyrrar Rivurder
|
Jyrrar is silent as is his wont on the journey towards the rift. His eyes rove over the horizon marveling at the wonderous landscape his kind was unused to seeing.
As the boat arrives at the reef Jyrrar lightly jumps off the boat land on the reef with a slight crunch underneath his feet. Holding up his hand to assist the others onto the reef he glances about him, "This place feels of danger. We must prepare."
Papa Òxọ́lé
|
Papa Òxọ́lé has a quill and some paper, which he uses to take notes during portions of the trip when the water is most calm. Which turns out to be not much at all, and he ends up with more ink stains than information.
He encourages his companions to tell stories of their previous journeys. He is willing to go first, talking about following a sleepwalking former agent. "...and then it asked to come with us!", he finishes with a flourish. This is, of course, #4-19, his only XP so far.
Iddo Blackstone
|
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Iddo spends the majority of the time staring out at the sea and humming shanties typical of the Taldan navies. He sometimes leans beyond the swan boat's edge, looking at a fish or a curious piece of flotsam as they pass them by. When prompted by Papa Òxọ́lé to describe one of his previous journeys, the bard hesitates.
"I assure you, I have, uhm, not much to tell; nothing you should care to listen to at least. But well, there was the one time... I'd just graduated from the Kith, and they took me to a mission in Oppara—that's the Kitharodian Academy, by the way, it's a bard's college; and we went to some secret area under the House of the Immortal Son and fought a whole bunch of undead and some crazy cult—that's one of Oppara's bigger theatres, by the way; wait, let me start at the beginning, so it was me, and a pleasant if curious duo of a Nagaji and a crow..."
That'd be 0-07 Among the Living, though I'd rather not describe the entire scenario here!
As the story goes on, Iddo seems to get into a rhythm, the plot becoming much more consistent and coherent; the storytelling is filled with colourful attention to detail, and dotted with flamboyant gestures and sound effects. By the end, it is clear that the bard is enthralled by his own tale, reliving it in his mind, and his face is painted a hot red as his consciousness returns to the boat in the Shackles.
"Oh uh, oh no, I'm sorry that took so long. I bet everyone else has much better stories to tell. Sorry."
Cynan G Elberion
|
Cynan listens but his eyes are on the water and ole bessie is ready in his hands.
Even when the story ends, he keeps his eyes out for threats, "You tell a hell of a tale. If you ever tell this one, remember that the guy with thr crossbow was real handsome and classy."
Cynan grins.
| GM Mauve |
The skeletal network of pink and red coral, outlining a series of tidal pools, presents only a single accessible break large enough for a small boat. The air is brackish here, with the scent of salt and dead fish hanging heavily. The coral tapers to razor-edged ridge-like points at varying heights, while the tidal pools are slick with algae. In the shallows, wooden planks and flotsam from many shipwrecks are visible in various stages of warp and decay. A decaying ship lits along the outer edge of the reef, with a large hole torn through its hull like a menacing open maw. The painted name Pride of Aspenthar is just barely visible in flaking remnants of ornate gold script on the ship's prow.
The lighter green-blue areas on the map represent areas of water that are only 1 to 2 ft deep. Treat it as difficult terrain. The darker areas are deep water, riddled with outgrowths of razor-sharp coral and subject to dangerous tidal currents. A DC 15 Swim check is needed to navigate. Walking on the sharp red-pink coral will deal damage per 5 ft square. Small PCs halve the damage due their small size. A DC 15 Acrobatics check negates the damage for 1 move action. With a DC 15 Knowledge (engineering) or Survival check, a PC can build a bridge for safe passage over the coral.
What does everyone do?
Iddo Blackstone
|
Iddo clambers out of the boat, testing the depth of the water before yawning and stretching.
"It seems like there's a safe route here in the shallow water, which I'd rather follow. I'm not much for swimming or, uhm, navigating through spiky corals."
Papa Òxọ́lé
|
"I concur. No need to rush so soon into our journey."
Òxọ́lé starts walking forward along the "safe" path, looking for danger.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Jyrrar Rivurder
|
"I agreed with Papa Òxọ́lé here, haste will surely be our downfall here." Jyrrar intones. "I will take up the rear guard," He adds as the others proceed ahead. He keeps an eye out behind the others while trying not to let the feel of the water distract him.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Jyrrar's move is 20', so we move at 10'/rd through the water.
| GM Mauve |
Cynan quickly pieces together a small bridge over the coral. Moved your bridge to the closest coral area - there is just enough material to cover some coral.
Mejinago jumps up on the coral to get a look about while Cynan builds the bridge. He quickly gets a glance at the various tide pools around. Many of the shallow tidal pools contain tiny fish and other aquatic creatures that hide within the algae fronds, waiting for the tide to come back in. Shark fins occasionally slice through the deeper waters that surround the reef, as the hunters scout for easy prey.
Mejinago spies four large crabs in the tidal pool. Each look up at the kitsune as he approaches.
Mijinago and anyone who climbs over the bridge into the tidal pool can make the following checks. Please move your token on the map if you do climb over.
These are coconut crabs, basic scavengers of the reef. They have powerful claws that can grab and constrict their prey.
Papa Òxọ́lé
|
Knowledge (Nature): 1d20 + 10 ⇒ (11) + 10 = 21
"Coconut crabs. They can crush us with those claws."
Sense Motive: 1d20 ⇒ 14
"But they probably won't attack us if we leave them alone."
| GM Mauve |
Papa Òxọ́lé realizes that they are merely curious and wont attack. However, walking near them could disrupt their little tidal pool, which they wont like. He also notices some bigger debris floating in the deeper tide pool.
One can either Stealth through the crabs, hoping to avoid kicking up sand/debris and angering the crabs, walking along the coral (Acrobatics to avoid damage), or continue walking along the shallow waters.
Vari Varjo
|
Is walking on the red coral difficult terrain like the light blue, but with the addition of an acrobatics check?
Vari begins gingerly stepping across the coral, trying to circle around the crab's area entirely.
Round 1, Double move: 10' bridge, 15' coral (difficult terrain at 30' movement cost)
Acrobatics DC 15, 1st move (5' coral): 1d20 + 8 ⇒ (4) + 8 = 12
Acrobatics DC 15, 2nd move (10' coral): 1d20 + 8 ⇒ (5) + 8 = 13
Round 2, move: 5' coral (difficult terrain at 10' cost), 5' shallow water (difficult terrain at 10' cost)
Acrobatics DC 15 (5' coral): 1d20 + 8 ⇒ (9) + 8 = 17
Hopping down from the coral, she immediately lifts each foot to give them a good rub for the pain. "Maybe go around, guys, that was harder than I thought."
This assumes the the damage is negligible. If the first 5' of coral walking does 5 pts of damage or more, she will stop there and wait to turn around and go back over the bridge to safer ground.
She has a wand of cure light; she'll be needing somebody to use it once I know how much damage she took.
Cynan G Elberion
|
Not keen on swimming, Cynan carefully steps across the coral, "Oh, ooh, nearly... careful fellas, this stuff is nasty."
Cynan also has a wand but needs someone to trigger it. Could be that we need a healing session after crossing this coral.
If anyone has poor stealth and acrobatics, maybe use the wand and then swim through the deep water? You'll be able to take ten with a +8, so as long as your swim isn't -4 you'll be fine. Also, you get a swim speed so will get past the crabs in a round.
Papa Òxọ́lé
|
Papa Òxọ́lé can operate any CLW wands.
Lacking any useful skills for crossing, Papa Òxọ́lé takes the long way around.
Jyrrar Rivurder
|
Once the others have moved forward Jyrrar glances at the water, shuddering briefly at the thought of drowning. Electing to risk the damaging coral he gingerly picks his way over the coral.
Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
Mejinago
|
Acrobatics: 1d20 + 4 ⇒ (5) + 4 = 9
Acrobatics: 1d20 + 4 ⇒ (6) + 4 = 10
Mejingo tried to keep his footing on the coral but he got nicked in the process as he stepped on a piece that broke, causing him some pain as the jagged edge caught his leg.
| GM Mauve |
Wow, quite the acrobatic group! Will move Iddo with Papa Òxọ́lé the long way around. It is damage *per* square of coral though. Both Vari and Mejinago failed their Acrobatics check. Vari moved 3 squares over coral to solid ground. Mejinago moved 4 squares to solid ground.
Vari: 3d4 ⇒ (4, 3, 4) = 11
Mejinago: 4d4 ⇒ (1, 2, 2, 3) = 8
@Vari, you took 4 damage the first square, so I assumed you would continue until you got to solid ground with the rest of the group. You are welcome to move back to the start.
Vari takes 11 slashing damage and Mejinago takes 8 slashing damage.
Four of the group decide to risk running along the coral to another tidal pool. However, both Vari and Mejinago trip and fall, scraping their legs in the process.
Cynan: 1d20 + 3 ⇒ (4) + 3 = 7
Mejinago: 1d20 + 2 ⇒ (11) + 2 = 13
Vari: 1d20 + 5 ⇒ (1) + 5 = 6
Iddo: 1d20 + 2 ⇒ (11) + 2 = 13
Jyrrar: 1d20 + 3 ⇒ (6) + 3 = 9
Papa Òxọ́lé: 1d20 + 1 ⇒ (4) + 1 = 5
?: 1d20 + 1 ⇒ (10) + 1 = 11
Once in the other tidal pool, Vari notices crabs. Thousands of crabs. Everywhere! Some come out of the deep water, some come from burrows deep in the sand, some come from out of the coral. But they coalesce into one giant swarm. They look hungry!
=================
[u]Round 1[/u]
Mejinago (8/16 HP)
Iddo
Crab swarm
Jyrrar
Cynan
Vari (11/17 HP)
Papa Òxọ́lé
Mejinago and Iddo are up!
DC 13 Knowledge (Nature) to ID the crab swarm.
Mejinago
|
Survival: 1d20 - 1 ⇒ (11) - 1 = 10
Acrobatics: 1d20 + 4 ⇒ (13) + 4 = 17
Not having any idea what he was dealing with, Mejinago hopped on the coral wall and let lose a spray of colors at the creatures, like he would do in the other fights he had been in.
Color Spray DC 15 Will
Iddo Blackstone
|
Knowledge (Nature): 1d20 + 6 ⇒ (16) + 6 = 22 to identify the crabs.
Knowledge (Nature): 1d20 + 6 ⇒ (3) + 6 = 9 for the spoiler.
Iddo slowly advances along the long way around when he notices the swarm of crabs coalescing around the other half of the party.
"Oh, you've found some more crabs. They, uhm, seem to be hungry. That could be dangerous! Uh, hold on, we're coming!"
The bard hurries forward, pulling his legs high above the water with each step, but his advance is still comically slow.
Gonna double move forward, but not much other than that.
| GM Mauve |
Reminder for everyone, the light blue is sandy ground (treat as difficult terrain). Dark blue is open water and you must swim (plus sharks?). Red is coral (not difficult terrain, but must make an Acrobatics check to avoid damage).
Mejinago jumps up on the coral and lets forth a colorful display of magics. But these crabs seem to completely ignore the display (nothing happens).
Iddo rushes ahead, hoping to approach the incoming crab swarm. He yells over the crashing waves, the cawing seagulls, and the skittering of crabs. He knows this swarm of crabs has typical swarm traits, are immune to anything mind-affecting, and immune to all weapon damage. I'll say it's hard for Iddo to communicate the details of the swarm over the sound of crashing waves, seagulls, and other various noises until he gets to the yellow star.
The crab swarms over Cynan, Vari, and Jyrrar (does not provoke an AOO since all of you are flat-footed). Thousands of crabs start biting at each of you!
swarm damage: 2d6 ⇒ (1, 1) = 2 Cynan, Vari, and Jyrrar all take 2 points of damage. All three are then nauseated for 1 round (DC 13 Fortitude save negates).
=================
[u]Round 1[/u]
Mejinago (8/16 HP)
Iddo
Crab swarm
Jyrrar (13/15 HP) (nauseated?)
Cynan (18/20 HP) (nauseated?)
Vari (9/17 HP) (nauseated?)
Papa Òxọ́lé
Coconut crabs
Jyrrar, Cynan, Vari, and Papa Òxọ́lé are up!
DC 13 Knowledge (Nature) to ID the crab swarm.
Papa Òxọ́lé
|
Knowledge (Nature): 1d20 + 10 ⇒ (7) + 10 = 17
Papa Òxọ́lé double moves to get a better look at the threat he is pretty sure he can't do anything about.