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didnt get the new post noti for yesterday's post...site's ben acting up lately...
Well, we're here...let's try to chat first...then we can be not so friendly if they choose it...sound good? Carlin says as she puts her hair into a tail, clearly preparing for things to go south.
Ahoy the ship...can we come aboard? We would speak about business...

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Well, considering we don't know who is on the ship or how many we don't want to charge all willy nilly now, do we? I have anbolutely no use for slavers, save as target practice...so we be nice...until it's time to not be nice...sound good?

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"Sounds good to me, Carlin."
Kaervek then turns to Wesley.
"When it's time to not be nice, would you like to be bigger? I can make that happen - for a while..."
Kaervek is suggesting enlarge person.

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The saying is you attract more bees with honey than vinegar...and we don't know the strength of anyone on board. Would you rather walk onto a ship that has lax defenses or try to storm one that is ready to repel attackers? We act nice, until we find out what we need...then we become not nice... Carlin explains to Milo.
Personally I'd find the whole thing repulsive, but the mission comes first. The thought of dealing with them makes me want to vomit...

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Shirin follows the group.
“I have seen enough!! Let us get potential slaves out!!“

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No horse whip for me thanks. We have gold...lots of it...you sure you don't want a piece of it? Carlin says as she holds up a sack of gold coins and jingles it
diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23
moved up to base of walkway...thought i had before...

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Shirin just moves forward towards the gnoll and draws her scimitar.

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Shirin has heard enough. She charges forward to attack.

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initiative : 1d20 + 8 ⇒ (4) + 8 = 12
scimitar, non lethal with blade of mercy : 1d20 + 4 ⇒ (16) + 4 = 201d6 + 4 ⇒ (1) + 4 = 5
intimate demoralize free action with enforcer feat : 1d20 + 8 ⇒ (4) + 8 = 12
Shirin moves in and attacks.

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Initiative: 1d20 + 5 ⇒ (2) + 5 = 7 Bah!
@GM Redelia: Did I miss the "who is who on the ship"? What do the blue and green dots represent?

GM Redelia |

Snarl initiative: 1d20 + 1 ⇒ (3) + 1 = 4
human initiative: 1d20 + 1 ⇒ (18) + 1 = 19
The humans (they appear to be human sailors) wait for orders.
You were not close enough to see who is here until now.
Just to be clear, you are now fighting a gnoll and two human sailors.
The entire party is up. Please move yourselves on the map. Shirin, please move yourself up to your target so I know who that attack was against.

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Darlin strides forward and shoots a blast of fire that catches the gnoll and the sailor closest to him.
burning hands, DC 16 for half: 3d4 + 3 + 1 ⇒ (1, 4, 4) + 3 + 1 = 13+3 from the bloodline arcana for Solar bloodline, +1 from Havoc of the society trait
Should have taken the coins...idiots...

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Having fallen behind, Wesley, with his animalistic speed, runs forward as quickly as he can, while drawing his shield. double move

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Acrobatics to avoid AoO, derring-do: 1d20 + 10 + 1d6 ⇒ (1) + 10 + (6) = 17
dering do additional dice: 1d6 ⇒ 6
dering do last additional dice: 1d6 ⇒ 6
Total 17+6+6=29, Panache 2/3
Evelyn moves toward the gnoll, but misread his body langage, and expose herself to the possible blow she was hoping to avoid.. only to escape unscathed, contorting her body with near other worldly grace.
Maye Besmara is smiling upon her, after all?
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Let's claim that ship's content, by Besmara salty kisses!

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Kaervek moves up and uses his Splintered Spear ability to attack the other human sailor.
Wooden Shortspear: 1d20 + 5 ⇒ (20) + 5 = 25 Yes! :-D
Piercing: 1d8 + 5 ⇒ (6) + 5 = 11 Ouch! :-O
The target takes 1 point of bleed damage each round on its turn.
crit?: 1d20 + 5 ⇒ (10) + 5 = 15 (could confirm)
additional Piercing: 1d8 + 5 ⇒ (3) + 5 = 8
Well, that's definitely a hit and quite some damage - even more, if the crit confirms.
Working on a slaver ship does not pay, it seems...

GM Redelia |

Evelyn, he's flat footed, so you did not need acrobatics. You may reclaim any points or limited resources you used to do that.
Milo's magic missile chips away at the gnoll, and then Kaervek's spear slams hard into the gnoll, reducing him to a pile of smelly fur and gore.
The remaining human runs away.
You find the doorway that allows you to go deeper into the ship.
pausing for any reactions or things you want to do

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Kaervek casts detect magic and starts looking through the possessions of the dead enemies.

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Milo heads over to the door and presses his ear against it.
If necessary, he'll cast Comprehend Languages
perception: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10

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Wesley looks at the gnoll, a little disappointed. "Alright, well, I've wrestled a gnoll before. Its fine. Good job, everyone."

GM Redelia |

Detect magic turns up a healing potion.
All that can be heard through the door is the complaints from a hold full of galley slaves.
going to push forward to keep us moving
You find yourselves in a ship's hold. Chained the length of the ship, two to a bench, are 50 filth-encrusted oar slaves bleeding from lacerations and open sores and slumped in sleep or exhaustion. The benches form a five-foot-wide aisle down the center of the galley, constricting movement in all but three areas: a 10-foot diameter around the main mast, slightly fore of midship, and the extreme ends of the galley which hold rooms. They are all chained to a lock indicated by the green triangle on the map. Near one of the doors at the far end you see a fierce gnoll standing. ((he is pictured larger at the bottom of the map screen))

GM Redelia |

OK, to keep things moving, I'll move the whole party forward, keeping the squishy wizard in back.
The gnoll yells upon seeing you and moves forward.
The slaves beg you to set them free.
[spoiler=initiative rolls]
Shirin: 1d20 + 8 ⇒ (16) + 8 = 24
Kaervek: 1d20 + 5 ⇒ (18) + 5 = 23
Wesley: 1d20 + 2 ⇒ (12) + 2 = 14
Carlin: 1d20 + 5 ⇒ (8) + 5 = 13
Evelyn: 1d20 + 3 ⇒ (7) + 3 = 10
Milo: 1d20 + 3 ⇒ (7) + 3 = 10
gnoll: 1d20 + 1 ⇒ (10) + 1 = 11
Now in combat, bold may act.
Round 1:
Shirin
Kaervek
Wesley
Carlin
gnoll
Evelyn
Milo

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Wesley takes a second to remember his training to get weapons out of people's hands. Move action get the Improved Disarm feat. He steps forward and tries to get this crazy axe out of the hands of the crazy axe murdering gnoll.
Disarm Attempt vs CMD, improved Disarm: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

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Shirin moves forward and attacks!
scimitar, non lethal with blade of mercy : 1d20 + 4 ⇒ (17) + 4 = 211d6 + 4 ⇒ (4) + 4 = 8
intimate demoralize free action with enforcer feat : 1d20 + 8 ⇒ (16) + 8 = 24
8 rounds shaken with enforcer feat.
“The Dawnflower is my guide! Repent!!“

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Right after Shirin attacks the gnoll, Kaervek moves up and carefully casts color spray. (Will DC 16, the orange triangle on the map)
The gnoll is shaken, right?
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

GM Redelia |

Wesley tears the axe away from the gnoll captain.
Shirin damages and scares the gnoll.
1d20 ⇒ 13
The gnoll captain is blinded and stunned for 1d4 ⇒ 4 rounds.
OK, I'm calling this combat. You'll be able to do whatever you want to make sure he's not a problem during that time.
Having defeated the gnoll captain, you are able to free the slaves in the galley. Around the captain's neck hangs a key which opens the small rooms in the ship. In one of them, you find Lady Anilah, who thanks your for setting her free.
Remembering your mission, you escort her back to Venture-Captain Alissa Moldreserva, who eyes you up and down and says, "You handled that well. Guess I had you wrong. The lot of you may prove useful to the Society yet. Get yourselves a drink, on me."