Jyrrar Rivurder |
Jyrrar nods in agreement, "Slow and steady wins the race."
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
GM Mauve |
Searching high and low, the Pathfinders find nothing of interest beyond more (non-threatening) crabs, pieces of wood debris, and other useless items.
Approaching the ship, it is in reasonable condition, all things considered, except for the large hole gouged through its hull. A rope ladder hangs down from the deck, ending about three feet above the ground. It's brittle, as if it's been soaked and dried in the hot sun many times, but it is intact. Within the large hole, the hold appears dark and empty.
Looking up, its easy to deduce that survivors of the wreck likely unfurled the ladder and used it to escape. There are no lifeboats attached to the ship.
The hole breached the side of the ship, not the front as one might expect if it had simply run aground on the reef. The location of the gash suggests that the Pride was swept sideways into the jutting coral. The ship is obviously too damaged to repair.
A visual inspection from the outside shows clearly that the ship has three levels. The entire ship lists at a gentle grade, sloping down toward the great hole in the ship's side. It is not difficult terrain, but seems that anything dropped rolls or slides toward the breach.
So, enter the hole or climb the ladder? Climbing the ladder will require a DC 10 climb check.
Vari Varjo |
How high is the climb to the top deck using the rope ladder?
Vari looks up at the ladder, which she can just reach the end of. "Hmm, doesn't look too difficult, as long as there are no surprises, I could manage it." But she nods at the hole in the side, continuing, "but that's easier, of course. And there will likely be stairs inside."
Vari has a +0 Climb, so can climb the rope with Take 10 as long as we don't get attacked or otherwise distracted.
Jyrrar Rivurder |
LOL Mejinado!!
Jyrrar raises his hand, "I am an able climber, would you like me to go first?"
Jyrrar has a Climb of +8 so he can take 10 on the climb, he can also assist those who need it.
Papa Òxọ́lé |
Climb: 1d20 - 2 ⇒ (5) - 2 = 3
Climb: 1d20 - 2 ⇒ (3) - 2 = 1
Climb: 1d20 - 2 ⇒ (18) - 2 = 16
"Perhaps I should spend a little less time between missions studying..." pant pant
Vari Varjo |
Vari waits her turn and gingerly makes her way up the ladder.
Climb, take 10, DC 10: 10 + 0 = 10
GM Mauve |
Papa Òxọ́lé struggles to climb up the ladder, getting his feet stuck in the rope and falling down. But eventually, everyone makes it to the top of the ship!
Gouges in the deck and masts show signs of a struggle, though no corpses linger here and the only scent not carried away by the fierce wind is the briny stench of low tide. From the deck, the currents swirl away from the reef, churning white spray toward the high cliffs that make up the shore of distant Tempest Cay. The door in the aft bulkhead is barred from the outside in a makeshift fashion, with a single board resting in a bracket on each side of the doorway.
Updated map
Vari Varjo |
Perception DC 10: 1d20 + 6 ⇒ (9) + 6 = 15
"Hey, check out this spyglass!" Vari calls out, walking up to the device, where it's mounted to the rail. "Hmm, these are often valuable, but this one would fall apart if we tried to remove it. I wonder what it's looking at? It would be the last thing the crew was looking at, right?" She peers in the glass, then points. "Hey, it's looking right at a cave across the way!"
It looks like we're on the 2nd level; did we climb up to the deck and then down into the first hold?
Iddo Blackstone |
"The spyglass could've been moved by the wind for all we know, but if it's pointed at a cave, that's... well, probably not a coincidence."
Iddo peers through the spyglass to confirm Vari's findings.
"That's a cave alright. Should we, uhm, check it out later?"
Jyrrar Rivurder |
"Very wise decision," Jyrrar nods, "I agree that cave should be explored once we have finished our exploration here." He then proceeds to the ladder and peers down into the darkness.
Perception (darkvision): 1d20 + 8 ⇒ (17) + 8 = 25
GM Mauve |
Vari notices that the currents of wind and waves are leading directly toward a rocky cave!
Just as Jyrrar peers down the steps going down to a lower level, he sees a creature ... no zombie! lunge up the stairs towards him! He hears the sound of more down below.
Cynan: 1d20 + 3 ⇒ (20) + 3 = 23
Mejinago: 1d20 + 2 ⇒ (6) + 2 = 8
Vari: 1d20 + 5 ⇒ (12) + 5 = 17
Iddo: 1d20 + 2 ⇒ (2) + 2 = 4
Jyrrar: 1d20 + 3 ⇒ (17) + 3 = 20
Papa Òxọ́lé: 1d20 + 1 ⇒ (19) + 1 = 20
?: 4d20 ⇒ (15, 11, 2, 1) = 29
Right now, all zombies are on the deck below you. The yellow arrow indicates the stairs going down. Only Jyrrar can see the zombie right now. To fight them, you'll likely have to go down the stairs.
=======================
[u]Round 1[/u]
Cynan
Jyrrar
Papa Òxọ́lé
Vari
Orange
Blue
Mejinago
Iddo
Red
Green
Cynan, Jyrrar, Papa Òxọ́lé, Vari are up!
DC 11 Knowledge (religion) to ID these zombies!
Jyrrar Rivurder |
Jyrrar steps to one side and raises his spear up, "Zombies, in the lower deck. Wait for them to come to us."
He then readies for the zombie's approach.
Spear: 1d20 + 3 ⇒ (18) + 3 = 21; Piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
GM Mauve |
The orange zombie stumbles up the stairs towards Jyrrar. "Agrhhhh." It reaches out towards the oread, hoping to eat his brains (or something). Cynan's bolt flies out of nowhere and narrowly misses the zombie! Then Jyrrar hefts his spear deep into the gut of the zombie. But it still comes up!
?: 1d20 + 4 ⇒ (5) + 4 = 9
?: 1d6 + 4 ⇒ (5) + 4 = 9
But the zombie is slow and just flails its arms at Jyrrar. He hears the sound of more creatures (zombies?) down below, but doesn't see any more come up.
===================
[u]Round 1[/u]
Cynan (20/20 HP)
Jyrrar (7/15 HP)
Orange (-6 hp)
Blue
Papa Òxọ́lé (10/10 HP)
Vari (17/17 HP)
Mejinago (8/16 HP)
Iddo (18/18 HP)
Red
Green
Papa Òxọ́lé, Vari, Mejinago, and Iddo are up!
DC 11 Knowledge (religion) to ID these zombies!
Papa Òxọ́lé |
Now that the threat is in sight, Papa Òxọ́lé will take a step towards it and hack at it with his blade.
Masterwork longsword: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
GM Mauve |
Papa Òxọ́lé notices the head of the zombie poke up as it walks up the stairs. He rushes in... and lobs the head right off!
===================
[u]Round 1[/u]
Cynan (20/20 HP)
Jyrrar (7/15 HP)
Orange
Blue
Papa Òxọ́lé (10/10 HP)
Vari (17/17 HP)
Mejinago (8/16 HP)
Iddo (18/18 HP)
Red
Green
Vari, Mejinago, and Iddo are up!
DC 11 Knowledge (religion) to ID these zombies!
Iddo Blackstone |
Knowledge (religion): 1d20 + 8 ⇒ (13) + 8 = 21
"...So as I was saying, there we were on the stands of the House of the Immortal Son, scouring that dense forest of seats for survivors, when a horde of undead rose up from the ranks of the fallen to claim us as their next victims!..."
Starting to Inspire Courage as a standard action for a +1 to attack, damage, and saves against charm and fear effects.
Vari Varjo |
Vari slides up along the railing, stopping beside Jyrrar. She briefly touches his side, implanting a small mental trick. "Sometimes I can make a creature believe that it's being attacked by its ally; I'm going to use you as the focus of that. It'll end up protecting you from the real attack, too."
The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the mesmerist’s Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker’s actual target. This second creature takes an amount of damage equal to the amount by which the attack’s damage was reduced. This shadow doesn’t require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can’t be triggered if there’s no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.
GM Mauve |
Mejinago protects himself, his body glistening in the sun.
Iddo guesses these were probably sailors that drowned at sea. As some kind of zombie, they have typical undead traits. They're a bit tough to hit (AC 15, 12 HP). They look like they can also swim!
Vari then slides up to Jyrrar. With a little trick, she protects the oread from attacking. How long does this trick last?
Both Jyrrar and Vari hear shuffling down below, but no more zombies come up the stairs.
==================
[u]Round 2[/u]
Buffs: Inspire Courage: +1 to attack, damage, and saves against charm and fear effects
Cynan (20/20 HP)
Jyrrar (14/15 HP)
Orange
Blue
Papa Òxọ́lé (10/10 HP)
Vari (17/17 HP)
Mejinago (16/16 HP, mage armor)
Iddo (18/18 HP)
Red
Green
Cynan and Jyrrar are up!
Vari Varjo |
How long does this trick last?
Until 1) it's triggered, 2) Vari implants a trick in someone else, or 3) Vari regains her spells:
Mesmerist Tricks (Su): A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.
Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.
The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.
Jyrrar Rivurder |
Jyrrar nods in thanks to the mesmerist before he grips his spear tightly, "We need to clear out the ship of this infestation so we can figure out what happened here. Follow me."
He then proceeds down the steps ready for an attack.
Move down the ladder. If he gets close to a zombie he will attack.
Spear: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6;
Piercing damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
GM Mauve |
Jyrrar moves down the stairs and sees three zombies milling about. The stairs *creaaaak* as the oread steps down. All three zombies look up and notice him!
He gets a brief glance of the room. It is a large space that takes up most of the ship's below-deck area and is still strung with almost a dozen crew hammocks, though some have been sliced through and hang limply. Light here is dim (20% miss chance unless you have darkvision), filtered through the cracked glass of a few filthy portholes.
Jyrrar, you can continue moving if you want. Or are you reading an action?
==================
[u]Round 2[/u]
Buffs: Inspire Courage: +1 to attack, damage, and saves against charm and fear effects
DIM LIGHT: 20% miss chance (miss on 1-20%)
Cynan (20/20 HP)
Jyrrar (14/15 HP)
Orange
Blue
Papa Òxọ́lé (10/10 HP)
Vari (17/17 HP)
Mejinago (16/16 HP, mage armor)
Iddo (18/18 HP)
Red
Green
Cynan is up!
Jyrrar Rivurder |
1 person marked this as a favorite. |
Jyrrar will move to his current map position and Ready his attack. Just use that roll I posted previously.
Cynan G Elberion |
"You're going down there? You're going down there! Dagnabbit!" Cynan stows his crossbow and stomps over to the stairs, drawing his shortsword as he goes, "I like to keep this handy, for close encounters."
GM Mauve |
Jyrrar stands strong with his spear tight in his hands. Cynan follows him down the stairs!
The blue zombie looks up curiously at the new arrivals. Food? It slowly walks up at Jyrrar with its arms raised.
But Jyrrar was prepared! He stabs at it, but only his spear only manages to get caught on it's tattered clothing.
?: 1d20 + 4 ⇒ (13) + 4 = 17
?: 1d6 + 4 ⇒ (6) + 4 = 10
Jyrrar wasn't expecting it to come up so close! The zombie slams one of it's arms into the oread's side, perhaps looking for a soft spot to eat later. Jyrrar takes 10 points of damage!
There are no other creatures nearby for Vari's trick to activate
==================
[u]Round 2[/u]
Buffs:
-Inspire Courage: +1 to attack, damage, and saves against charm and fear effects
-DIM LIGHT: 20% miss chance (miss on 1-20%) for those without darkvision
Cynan (20/20 HP)
Jyrrar (4/15 HP) (shadow splinter trick)
Orange
Blue
Papa Òxọ́lé (10/10 HP)
Vari (17/17 HP)
Mejinago (16/16 HP, mage armor)
Iddo (18/18 HP)
Red
Green
Papa Òxọ́lé, Vari, Mejinago, and Iddo are up!
Papa Òxọ́lé |
Now that there is more room, Papa Òxọ́lé heads down the stairs and hacks at blue.
Longsword: 1d20 + 5 ⇒ (2) + 5 = 7
{dice="Damage"]1d8+3[/dice]
Pretty sure I don't need to fix my damage macro...
Vari Varjo |
Vari darts down the stairs and hops over the railing to circle into a far corner of the hold, where she watches the action unfold.
Double move: 35'
Acrobatics to jump down 5': 1d20 + 8 ⇒ (3) + 8 = 11
Iddo Blackstone |
"One by one did our arrows hit their rotten flesh, bouncing off like raindrops against a stone floor, but by the power of our will and sharpened blades--oh, uhm, Jyrrar, if you need me to patch that up, just let me know. Where was I? Right, blades..."
Move action to move to the top of the stairs and draw the wand of cure light wounds we found, swift action to maintain bardic performance.
GM Mauve |
Papa Òxọ́lé moves down the stairs and positions himself right next to the zombie. He slashes at it, but his sword gets tangled up in the zombie's clothing instead!
Like a natural, Vari swiftly jumps down and positions herself in the northwest part of the ship.
Then Mejinago lights the way. Now everyone can see just how rotten and salt crusted these zombies are. No longer affected by dim light.
Iddo starts speaking, which encourages those that can hear him. He draws a wand, just in case!
r: 1d20 + 4 ⇒ (13) + 4 = 17
?: 1d6 + 4 ⇒ (4) + 4 = 8
g: 1d20 + 4 ⇒ (19) + 4 = 23
?: 1d6 + 4 ⇒ (3) + 4 = 7
The zombie in red clothing moves up towards Jyrrar. He slams down his fists, trying to dig into the oread's side. And he's successful! 8 points of damage which would put Jyrrar at -4. Does Vari want to activate her shadow splinter trick?
If Jyrrar still stands, the green zombie will move to the green star, which would provoke an AOO from Jyrrar. If Jyrrar goes down, the green zombie will move and attack 1d3 ⇒ 3 Papa Òxọ́lé.
Let's wait to see what Vari decides to do.
==================
[u]Round 2[/u]
Buffs:
-Inspire Courage: +1 to attack, damage, and saves against charm and fear effects
-DIM LIGHT: 20% miss chance (miss on 1-20%) for those without darkvision
Cynan (20/20 HP)
Jyrrar (4/15 HP) (shadow splinter trick)
Orange
Blue
Papa Òxọ́lé (10/10 HP)
Vari (17/17 HP)
Mejinago (16/16 HP, mage armor)
Iddo (18/18 HP)
Red
Green
Vari can decide to activate her mesmerist trick.
Vari Varjo |
Yes! Definitely activate that trick!
The zombie strikes at Jyrrar, slamming it's fist down, but at the same time, a murky shadow of the zombie jerks out to the side and shoulder slams the zombie next to it!
Will DC 12 to disbelieve and ignore damage, but 5 damage is prevented either way.
GM Mauve |
Will: 1d20 + 3 ⇒ (15) + 3 = 18
Vari triggers her shadow splinter trick. A shadowy red skeleton reaches over to the blue skeleton. However, the blue skeleton pays it no mind.
Jyrrar takes 3 points of damage.
Then the green skeleton glides up. It has to pass by Jyrrar to get to a spot to attack Provoking an AOO from Jyrrar. It swings hard and hits true! 7 points of damage to Jyrrar! Jyrrar is now at -6 HP
==================
[u]Round 2[/u]
Buffs:
-Inspire Courage: +1 to attack, damage, and saves against charm and fear effects
-DIM LIGHT: 20% miss chance (miss on 1-20%) for those without darkvision
Cynan (20/20 HP)
Jyrrar (-6/15 HP) (Gets AOO)
Orange
Blue
Papa Òxọ́lé (10/10 HP)
Vari (17/17 HP)
Mejinago (16/16 HP, mage armor)
Iddo (18/18 HP)
Red
Green
Jyrrar gets an AOO vs Green
Cynan is up. Jyrrar must make a DC 16 Constitution check to stabilize or lose 1 HP
Jyrrar Rivurder |
AoO vs Green: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5;
Piercing damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Stabilize DC 16: 1d20 + 4 ⇒ (18) + 4 = 22
"Yes I believe I could use some hea--"
Cynan G Elberion |
Cynan steps over the railing if I can
arcobatics, if needed: 1d20 + 7 ⇒ (1) + 7 = 8
And swings for the green-tinged zombie.
"You gods-dmaned, filthy, stinkin' worthless zombies. Can't you just stay dead!"
attack, IC: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 + 2 ⇒ (4) + 2 = 6
crit confirm: 1d20 + 4 ⇒ (1) + 4 = 5
extra damage: 1d6 + 2 ⇒ (5) + 2 = 7
GM Mauve |
Jyrrar attempts to stab the green zombie, but it overpowers him and he goes down! Luckily he manages to stave off the bleeding. His breaths are shallow as he lays in a pool of blood. Possible lunch for the zombies?
Cynan jumps down (I'll say it's only a foot or two drop) to the lower deck. He moves up and stabs the zombie that downed his friend. Direct hit!
?: 1d20 + 4 ⇒ (4) + 4 = 8
?: 1d6 + 4 ⇒ (4) + 4 = 8
The blue zombie scrambles at Papa Òxọ́lé, but is distracted by the lunch downed man. Miss!
==================
[u]Round 2[/u]
Buffs:
-Inspire Courage: +1 to attack, damage, and saves against charm and fear effects
-DIM LIGHT: 20% miss chance (miss on 1-20%) for those without darkvision
Cynan (20/20 HP)
Jyrrar (-6/15 HP) (stable)
Orange
Blue
Papa Òxọ́lé (10/10 HP)
Vari (17/17 HP)
Mejinago (16/16 HP, mage armor)
Iddo (18/18 HP)
Red
Green (-6 hp)
Papa Òxọ́lé, Vari, Mejinago, and Iddo are up!