Vari Varjo
|
Vari draws her dagger and steps up to the closest zombie, slashing it across the creature's back.
Move: draw dagger
5' step
Standard: attack green
Dagger, inspire courage: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage, S, inspire courage: 1d3 + 1 ⇒ (3) + 1 = 4
Papa Òxọ́lé
|
Hacking at blue if it's still there, 5 foot step and hack at one of the others if not.
Masterwork Longsword: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Slashing Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Critical Confirm: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Critical Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
SHING!
| GM Mauve |
Mejinago takes out his crossbow and nocks a bolt. It flies true and takes out a chuck of the red zombie's shoulder.
Vari then moves up towards the green zombie. She draws her dagger and slams it directly in its face. Salt water leaks out of it's pores but it still stands.
Then Papa Òxọ́lé takes out his longsword and hacks away at the blue zombie. The tiefling basically slices it in half as the torso collapses to the ground. Destroyed!
==================
[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 (-10 hp)
Green (-10 hp)
Iddo is up!
Iddo Blackstone
|
"Well all you had to do was ask, Jyrrar. I mean, uhm, it was at that very moment that Jacinth the nimble slashed her gleaming dagger across the final zombie's chest, bringing it back to eternal sleep!..."
Iddo descends the stairs past Mejinago and leans over the railing, tapping Jyrrar with the wand to bring him back to good health.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Swift action to maintain performance, move action to move, standard action to cast Cure Light Wounds from the wand.
| GM Mauve |
Iddo casually saunters up to Jyrrar and taps him with a wand. The oread takes in a huge gulp of air and his eyes shoot open. Jyrrar is awake, but prone and has dropped anything in his hands. Remember, the ship is slightly askew so anything dropped slowly slides towards the back of the ship at a rate of 1 square per round.
?: 1d2 ⇒ 1
g: 1d20 + 4 ⇒ (16) + 4 = 20
?: 1d6 + 4 ⇒ (4) + 4 = 8
r: 1d20 + 4 ⇒ (8) + 4 = 12
?: 1d6 + 4 ⇒ (4) + 4 = 8
The green zombie turns to Vari and starts nibbling at her arms. Direct hit! 8 points of damage.
The red zombie steps up, not realizing that Jyrrar has awoken, and tries to eat Papa Òxọ́lé. No luck as the occultist is too quick and easily dodges out of the way.
==================
[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 (3/15 HP) (prone, dropped weapon)
Orange
Blue
Papa Òxọ́lé (10/10 HP)
Vari (9/17 HP)
Mejinago (16/16 HP, mage armor)
Iddo (18/18 HP)
Red (-10 hp)
Green (-10 hp)
Everyone is up!
Papa Òxọ́lé
|
Red is conveniently in sword range.
Masterwork Longsword: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Slashing Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Mejinago
|
Dim light note should lined out due to light spell from Mejinago I believe (20 minutes of light)
Mejinago quickly reloaded his crossbow and sent another bolt into the zombie, this time right between its eyes.
Crossbow red: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 1 ⇒ (7) + 1 = 8
Crossbow red crit?: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 1 ⇒ (2) + 1 = 3
Vari Varjo
|
Vari yanks her arm away from the zombie that's trying to eat it, and retaliates with a dagger strike from the other arm.
Standard: attack green
Dagger, inspire courage: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Damage, S, inspire courage: 1d3 + 1 ⇒ (2) + 1 = 3
| GM Mauve |
Both remaining zombies are very much dead! Inspecting the bodies, each zombie has one potion, wears a studded leather armor, and has a dagger tucked into its side.
Examining the room, there are two doors here, one in the front (bow) and one in the rear (stern). There is also a set of stairs in the northeast section leading down.
Jyrrar Rivurder
|
Jyrrar rises to his feet and quickly retrieves his spear, "Thank you for your timely assistance." He does still look badly wounded. (HP: 3/15).
Papa Òxọ́lé
|
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
"Here, Jyrrar, take some of these. They will heal your wounds."
Jyrrar Rivurder
|
"Thank you, Mister Papa Òxọ́lé," Jyrrar nods as he quaffs both potions...
CLW potion x2: 2d8 + 2 ⇒ (2, 4) + 2 = 8 Now at 11/15 HP.
"I think we can proceed further into the hold now."
| GM Mauve |
Remember, you also have that wand of CLW you found earlier
Jyrrar heads over to the set of stairs and peers down. The hold of the ship smells dank and briny, thick with algae and the bony remains of fish washed in by the tide. Ten small, sodden chests, each labeled, are in the aft of the small space. Listening in, Jyrrar hears the creaks of the wooden floorboards of his companions walking above.
| GM Mauve |
Mejinago gets a closer look at the chests. There are ten sodden footlockers each bearing a metal nameplate. He touches one and it pops open. Inside is some waterlogged clothing, a set of embroidered kerchiefs, a locket containing a lock of hair, and a sodden envelope that used to be a letter but falls apart at the touch.
Vari Varjo
|
Vari takes advantage of the communal wand, having Iddo help heal her injuries.
Started with 27 charges, right? Is someone keeping track?
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
She then inspects the other chests. They would probably all fall open at a touch, but there's always the one paranoid sailor that traps his.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 6 ⇒ (1) + 6 = 7 <-- that's the trapped one
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Iddo Blackstone
|
"W-wait, don't drink those! We have this wand! I went through all the trouble of drawing it too..." Can Jyrrar replace the potions with charges from the wand? Gonna top him off anyway.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Jyrrar Rivurder
|
Jyrrar is more than willing to relinquish the potions to the party if someone heals his wounds.
"I believe our answered lay at the bottom of this ship," Jyrrar replies as he peers down the ladder leading below.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
| GM Mauve |
Sorry if I wasn't clear - Jyrrar peered down to the lowest level of the ship (after the fight with the zombies), saw the ten foot lockers down there. There is no level lower than the one you are on.
Jyrrar spies nothing more on this level, except the ten footlockers, various rotting wooden crates, and the breach in the ship, leading back to the reef.
Mejinago
|
"Since we are here, let's check out the rest of the deck before we climb out and inspect the cave."
Continue searching. Check out the stearn and bow of the mid deck before going topside and inspecting the stern and bow there."
| GM Mauve |
Mejinago decides to explore the mid deck. Opening up the aft (front) door, he spies six beds and several hammocks. Some of the hammocks are torn open. There seems to be nothing of interest in this room.
Then he goes to the bow (rear) of the ship and opens up the door. Much more exciting! There are maps and books, but most seem waterlogged. Various tools scatter the desk and the floor in this room.
| GM Mauve |
In the fore room, Mejinago finds nothing of interest. Just rotten, waterlogged sheets. A few scattered fish bones.
In the rear/aft room, Mejinago digs a little more. He finds a book called 'Off the Tourist Trail: Exploring The Tempest Cay for Just Coppers a Day'. Opening it up, the pages are completely blank. A map is displayed on the desk with a few pins inserted into it. Nearby, a rusty sextant lies in a pool of water. Picking it up destroys it beyond any hope of repair. But he finds nothing else interesting.
Iddo Blackstone
|
Iddo stares at the maps and books for a moment before starting to flip through them, groaning loudly when it becomes clear they are mostly waterlogged.
"Still could be worth taking back to Absalom, right? I bet some of the more experienced Pathfinders there can, uhm, undo the damage, or see what they can make of this anyway."
Papa Òxọ́lé
|
Papa Òxọ́lé can't fail that appraise check.
"I suspect it will cost more to move those than we would get for selling them, even if they were intact."
Jyrrar Rivurder
|
"That book may hold secrets unrevealed," Jyrrar points out, "We should take it with us."
| GM Mauve |
Cynan moves to the top deck and checks the aft (rear) of the ship. The door is barred in a makeshift fashion from the outside. But Cynan easily opens it. Unlike other sections of the ship, there are few signs of damage in this room other than those obviously caused by water. A waterlogged corpse floats in a large pool of water in the corner of the room, wearing a uniform of rotting finery, apparently dead from a stab wound in the side. The waves have washed most of the blood from the floorboards, leaving only a faded, rust-colored stain. A thick, weather-beaten journal is tucked into the corpse's coat.
Cynan G Elberion
|
Cynan stows his crossbow and draws his sword. Then he kicks the corpse, hard, "Sorry bud, just making sure you're dead."
If the body stays dead, he takes the journal and then searches the rest before examining the book.
| GM Mauve |
The body does not rise up, but Cynan makes sure it doesn't with a quick stab to the chest.
He pulls out the journal and examines it. The rest of the room has various other books that the other Pathfinders can look through. These books are printed on vellum with water-resistant ink, so they are largely still legible.
The journal contains an account of the ship's last mission, detailing the departure of the Pathfinders' landing party, the crew growing restless waiting for their return, and eventually the crew's outright mutiny as the weather grew worse. The last entry describes the ship's collision with the reef and his intent to try using his water-related powers to escape his imprisonment, an attempt that clearly failed.
The journal also contains detailed logs and charts of the waters around the Eye of Abendego.
The Pathfinders continue to search the cabin. Their search revals a book decorated with silver clasps in the drawer of the desk: Sailing Through the Eye: a Theoretical Study of the World's Largest Storm.
Vari Varjo
|
Appraise DC 15: 1d20 + 1 ⇒ (16) + 1 = 17
"This book would fetch some coin, that's for sure, but I don't see much else here."
Papa Òxọ́lé
|
Knowledge Geography: 1d20 + 10 ⇒ (2) + 10 = 12
Someone will need to tell him he's holding the map upside-down/
Jyrrar Rivurder
|
"Perhaps we should make our way to that sea cave that was pointed out earlier? More clues may be found there." Jyrrar suggests.
Vari Varjo
|
"That seems to be the best course now. I wonder what's the attraction? Seems odd that the Pathfinders would just abandon the ship here, for that cave?"
Papa Òxọ́lé
|
"That assumes they had a choice. In any case, the cave seems to be the only way forward from here."
| GM Mauve |
Cynan does not see any obvious obstacles between them and the sea cave from where he is standing, beyond the current.
Returning to the swan boat, the Pathfinders make way towards the cave. Once out of the shallows, the currents sweep their boat toward the sea cave in the cliffs of Tempest Cay. It takes about 20 minutes of travel from the coral reef to the cave. As they draw closer, what appears to be natural, slanted brown rock resolves into wreck upon wreck, surrounding the entrance to a small cave cut into the cliff of Tempest Cay by the fierceness of wind, water, and time. The ships that somehow skirted the coral shallows have been smashed to bits against the rocky cliffs themselves!
The cave is a natural formation in the tall cliff face, its opening 30 ft across and about 60 ft high.