GM Imperius' Skull & Shackles

Game Master Robert Henry

Combat Map...spreadsheet
Important numbers: Infamy: 29, Disrepute: 29, Plunder: 2, Sub-officers 9, crew 78
Ships watch/Bells ...Port Peril Map


2,801 to 2,850 of 2,901 << first < prev | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | next > last >>

The 'Charm' raises anchor and sails east around the large volcanic rock outcropping. On the other side is a long narrow strip of rocky beach with several houses built of wood. Almost in the middle is a small cottage built entirely of driftwood, the far side almost entirely boarded with red slightly curved red planks.

As the officers load into the ships boat, Owlbear has a crew ready to row. When the boat reaches the beach Owlbear jumps out and pulls the 'ships boat' up onto the rocky shore, a few neighbors step to their doors to see what's going on, but go back to whatever they were doing as he officers approach Pike's cottage. After several loud knocks on the weather-stained door, it appears no one is home.

The front door has a simple lock (DC 20 Disable Device check to open), and there’s an open window at the back.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci, astride Kasin, rides around the ‘cottage’. When he sees the open window, he stands on Kasin’s back and peers within.

Perception: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24 (heroism)


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren steps out of the boat (onto the water) and moves to shore.

While Tucci inspects the cottage, Mac keeps an eye on the neighbors. Just in case any start running for the hills.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


Standing on Kasin's back Tucci realizes two things. First, the window is just wide enough that he could shimmy in. climb DC 10 Second, Haddon’s dead body lies inside the cottage. Two crossbow bolts protrude from his back, and his head is submerged in a fish tank.

As Mac keeps an eye on the neighbors, they seem uninterested in what he and the other officers of the 'Charm' are doing, intent on their present task. Two doors down to the east is heavy set woman who is beating a rug, hanging out on a close line. Three doors down is a man sitting on a stump outside of his house, appearing to be practicing scrimshaw on a piece of driftwood.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci flops back in the saddle, and moves back by the door - staying in full view of the neighbors. He leans in close to Mac and Veronica, "He's dead - riddled with crossbow bolts and submerged in a fish tank. He's not getting up again."

He'd worry about being accused of being the killers, but they don't use crossbows.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"It seems that someone did take the rumor-mongering seriously. Either someone else who didn't want Cheliax involvement here and took out Haddon Pike for being a spy, or someone who did want such involvement and took out Pike for being a spy with his cover blown.
I could try Speak With Dead but that would take time we may not have. Let's track down this associate of his in Hell's Harbor.
Do you think we should bring the body to try Speak With Dead on the way?"


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Yeah, seems like our best options now, Mac" Veronica nods at Mac's suggestions. "Not sure I want to be seen breaking into Pike's house and leaving with his body, though. Think you can Dimension Door us back or near the ship after we pick him up? I'm sure Eric can get the door opened easily enough - just give him some cover."

Assuming the rest of the party is in agreement, Eric will swiftly get the door open so they can make their way inside.

Disable Device (Heroism): 1d20 + 20 ⇒ (8) + 20 = 28
Disabling a simple device takes only one round


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci nods in agreement. He tries to look nonchalant as he stands in the way of Eric and any nearby watchers.

He touches the man as he works...

Tucci touches Eric, providing him with +2 to attacks, skill checks, ability checks, and saving throws (sacred) until the start of Tucci’s next round.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

The cleric shakes his head.
"Sorry Captain, I can't get all of us."
Dimension Door has a limit of himself plus 2 others at this level - unsure if a corpse counts as an object or a creature but even so he can't get the whole party.

"Still, even if the locals see us and decide to gossip about it... we just need to outrun the news of our being here. Unless they have Sending to contact the spy ring, which I doubt, word won't travel faster than the Charm.
You could go explain to them what a bad idea it would be to become part of our business. That's an option. But I think we're good to just go."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Sorry, should have double checked the spell first before posting.

"No need to take all of us along, though. Us going into the house and getting out empty handed, especially with no corpse left at the scene, is a bit different than us leaving while carrying Pike. My only worry is that this thing is probably bigger than just Pike and whomever he was talking to. We could probably get to Hell's Harbour before word got there, but the longer we go without getting much attention to ourselves, the easier it will be to move around afterwards."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

"Yeah, I'd rather not leave hoisting a corpse, but if you can talk to the dead (cool!) we should see what he has to say." Tucci grins.

"You, Eric, and the captain can dimension door with the corpse." (Not a creature for dimension door as long as someone can carry the, ah, dead weight.) "Me and Kasin can mosey back to the ships boat."


As the officers try to look normal Eric is able to quickly open the door. As he and his companions quickly move into the small cabin they see that the cottage has been thoroughly ransacked and are able to verify what Tucci had told them, Haddon’s dead body lies inside the cottage. Two crossbow bolts protrude from his back, and his head is submerged in a fish tank. The tank holds Haddon’s pet, “Grinner,” a piranha-like creature with frilled spines, huge eyes, and lots of teeth, which has consumed most of its master’s exposed flesh. Clutched in Haddon’s hand is a piece of driftwood carved to resemble a birdlike humanoid with a narrow beak, The angle of the bolts suggests that Haddon was shot through the window, when someone looks at the angle towards the window they see a rocky outcropping about 80 feet away with a good view of Haddon’s window.

(the figurine) DC 10 Knowledge (local) check:
the figurine recognizable as a tengu

DC 15 Heal check:
a thorough check of the body confirms that Haddon has been dead for around a week

DC 20 Craft (alchemy) or Heal check:
identifies faint traces of poison on the crossbow bolts

DC 25 Perception check:
There is a concealed compartment in the fish tank’s heavily carved wooden base. Inside is a waterproofed bag containing 40 pp, 259 gp, and a scrimshaw walrus tusk scroll case (worth 50 gp). Inside the case are several rolled up scrolls of sheet music and lyrics, part of an old Chelish opera written in Infernal.

If someone succeed the DC 25 perception; DC 15 Knowledge (history):
Besides the obvious incongruity of finding a Chelish opera in the possession of a beachcomber you recognize that Infernal would not have been used at the time the opera was written, a hint that the opera may hold a clue. In fact, the opera contains a series of instructions that have been encoded in a complicated cipher. Cracking the code requires a successful DC 30 Linguistics check. A character who speaks Infernal, has 5 or more ranks in Perform (sing), or succeeds at a DC 25 Perform (any category) check gains a +2 bonus on the check.

A DC 20 Perception check if someone searches the 'Rocky outcropping':
Just on the other side of the Rock outcropping there is a discarded glass vial. Rain has washed away tracks and any residue from the vial.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Knowledge Local: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 (heroism) vs DC 10
Heal: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 (heroism) vs DC 15
Heal: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 (heroism) vs DC 20
Perception: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31 (heroism) vs DC 25
No knowledge history.

When the group is ready to leave, Tucci will do so by way of the rocky outcropping for a quick glance.
Perception: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20 (heroism) vs DC 20

Just in case,
Survival, tracking: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26 (heroism) (ahh well)

...look at that. All successes!

Tucci excitedly shares what he learns. Except the historical bits. He never was very good at school - his mind kept wandering to the next shiny bauble.

He'll fish out the bag with the hook on his pike, if no better tool presents itself. He doesn't want to get bitten.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren looks at the condition of the body.
"Nope, he's not going to tell us anything. Never mind bringing him along. No mouth."

He would not think to go by that rocky outcropping to search it, and is somewhat surprised that Tucci does so. Even more surprised that Tucci finds anything.

Mac, like Tucci, lacks any historical knowledge. He also knows nothing about Chelish opera, the Infernal language, and sheet music. He drinks and fights and is pretty good at Diplomacy (most of the time).

"Poison, you say? I can prepare spells to deal with that should this assassin come after us. I suggest we leave Haddon to the elements and be on our way."


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Male Human HP 33 ; AC 21, TAC 15, FFAC 17 | F:+5 , R:+11, W+7 | Init +4; Perception +12| Spells: 1st: 5/5 2nd: 0/4 |Active: Tears to Wine, Heroism

K History(Tears to Wine, Heroism): 1d20 + 5 + 2 + 2 ⇒ (12) + 5 + 2 + 2 = 21

"Clearly we're all wrong, and Pike was just a lover of Chelish Opera - and his neighbours just got tired of his singing" Eric says jokingly as he examines the music sheets. "Now, I'm obviously no expert on Chelish Opera or the nation's history myself, but something seems wrong. I think the dates don't match - this piece is too old to have been written in Infernal, I think. Might hold a clue."


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Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

History(Tears to Wine, Heroism): 1d20 + 6 + 2 + 2 ⇒ (10) + 6 + 2 + 2 = 20

"Hmm, I think you're right on the date thing. Still think we should head to Hell's Harbour next, but might not be a bad idea to study the music sheets for some clues. "

I think Tucci is the only one with Linguistics trained, so he's the only one who can attempt the DC 30 check for now.

"His partner probably knows something about all this, though. Might have been the one responsible, even." Veronica points towards the tengu figurine. "Could be just a coincidence, but if it was the poison that got him in the end, he might have managed to pick that up as a hint. I don't see a knife, so it doesn't look like he was carving at the time."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci looks at the documents, "Even at my best, with aid, and magics, I can't hope to decipher this. Do we know anyone who might be helpful? It's a mystery!"

Best I can do, I think, is DC 27 at present. That's with heroism and my own blessed touch (sacred +2). Aid another, if we can find someone with it, only gets me to 29 - on a crit. It'd be easier for me to aid someone else to get the DC 30 - a tough roll!

He grabs the helm in the meantime and does his captains bidding, readying the ship to sail around to the tengu.


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M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3
Brother MacLaren wrote:

"Let's track down this associate of his in Hell's Harbor."

Having already suggested going to Hell's Harbor, Brother MacLaren sees no need to comment further when Veronica issues the order.

GM seemed to be looking for confirmation of Veronica's order but I was already on board with it.

"Tucci, I may be able to help with my magic a bit tomorrow."
I can prepare Moment of Greatness to let you double the Heroism morale bonus (an extra +2), Veronica's Tears to Wine gets you a +2 Enhancement, Eric's bardic performance can get you a +2 Competence, and Prayer can give +1 Luck. I can use Imbue With Spell Ability to give Tucci the ability to cast Comprehend Languages. We can give all that a try.
Then, should we level, I could put a rank in Linguistics and cast Bestow Insight for a +4 Insight bonus and letting you roll twice, while also doing Aid Another.


Having gathered enough information, the 'Charm', leaving the city of Drenchport, they set sail for Hell's Harbor a relatively short distance away. Arriving the next morning shortly after the Forenoon watch started, the officers of the 'Charm' take one of the ships boats to the docks. Informing Owlbear and the other crew members to wait there until they return.

If the PCs ask around Hell Harbor about Corlan

DC 10 Diplomacy check (to gather information):
reveals
that Corlan is a tengu smuggler who frequently works
as an agent for a woman named Roweena.

If the PC's as about Corlan’s address in Hell Harbor
DC 15 Diplomacy check (to gather information):
his apartment house on the edge of Hell Harbor’s tengu rookery. Corlan’s house sits at a crossroads where two wide streets intersect in a “T. easy enough to find.”

If the PC's ask about 'Roweena'
DC 10 Diplomacy check (to gather information):
identifies Roweena Kellet is a harbor quartermaster in the employ of Arronax Endymion, lord of Hell Harbor and a former admiral in the Chelish navy. Roweena manages two of Endymion’s smaller trade warehouses, but she’s recently gone missing.


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M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren prepares the following spells:

0: Guidance, Stabilize, Create Water, Light
1: Shield of Faith, Comprehend Languages, Moment of Greatness, Liberating Command, Lucky Number, Extended Enlarge Person (D)
2: CMW, Instant Weapon, Suppress Charms and Compulsions, Delay Poison, Bull's Strength (D)
3: Invisibility Purge, Daylight, Extended Prayer, Extended Fly (D)
4: Imbue with Spell Ability, Dimension Door (D)

The CMW is distilled into a draught and poured into his Sipping Jacket.

Last Call holds the following draughts:
Shield of Faith
Extended Enlarge Person
Bull's Strength
Extended Fly

He casts Lucky Number on Tucci for 1d20 ⇒ 5 So if he rolls a 5 he can reroll.

MacLaren casts Imbue With Spell Ability on Tucci to give Tucci the ability to cast Comprehend Languages and thereby read Infernal.
He will purchase a scroll of Fox's Cunning for 150 GP (remaining 12,687).
When Tucci is ready to attempt the translation, Mac will ask Eric to read the scroll on Tucci (+4 to Int), ask Eric to cast Heroism and Veronica Tears to Wine, ask Eric to use Inspire Competence, then cast Moment of Greatness and Extended Prayer.

Total Linguistics should be: +3 base, +2 Int, +4 Morale, +2 Sacred, +2 Enhancement, +2 Competence, +1 Luck, +2 for reading Infernal = +18.

If that doesn't succeed, I would say we try again after leveling.

He then goes about with the rest of the investigation.
Finding the information is easy enough (he has a +16 Diplomacy, so feel free to read the spoilers).

"A contact with Chelish connections. This Roweena should be our next lead if we are unable to find Corlan."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci screws up his courage and, with magics flowing through his body, he tries to understand the coded messages. He knows it'll be tough, but he does what he can, saying a brief prayer to Desna for luck.

Linguistics: 1d20 + 18 ⇒ (20) + 18 = 38 vs DC 30

"Ha! Ha I say! We figured it out! We figured it out!" Tucci exclaims as he studies the documents.

He explains what he discovered with the parties help.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Time for 2 Gather Information checks (1st and 3rd): 2d4 ⇒ (1, 1) = 2

Brother MacLaren is able to get information about Corlan and Roweena in fairly short order.


The Opera:
The decoded instructions order Haddon to report on the movement of ships visiting Drenchport, especially those belonging to the Master of the Gales. The instructions also identify Haddon’s main contact, a woman named Roweena Kellet in Hell Harbor on Devil’s Arches.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci shares what he learns about the opera. "So this Roweena is his contact. This all sounds like someone is covering their tracks - or maybe the Master of the Gales caught wind of all this and is clearing out the opposition."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

I'll use the travel time to start working on a Four-leaf Clover. 1500/3750 done

"Roweena seems like the person we want to look into next. The fact that she's missing worries me, though. Not sure how we're going to find her if she, or someone else, doesn't want her found. Check the warehouses for a clue, maybe? Kind of a long shot. Think Corlan might cough something if we go see him first? Seems a bit more reliable. And probably a better idea than getting caught sniffing around a Pirate Lord's warehouse"


Since Roweena’s disappearance, the goods in the warehouses she managed have been transferred to other holdings, leaving both warehouses empty,

hours spent?: 1d4 ⇒ 2
DC 10 Diplomacy so you easily learn her home address, so are we heading to Roweena's or Corlan's house or somewhere else?


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"I'd suggest we go find Corlan first."


Following the main road into the rookery it ends 'in a T' intersection. Right in front of where the road comes to an end is a narrow three-story brick house with four steps and a wooden door painted yellow. On the left is a Two-story Coopers shop, on the right is a four-story carpet factory. The narrow brick home fits the description of Corlan's house.


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"Go right up and knock?
Stake out the place?
I don't have any magic to see inside the house from here. I could transport us inside, however, if we wanted to ambush him and not give him warning."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45; AC: 21, tch 14, flat 19
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: None (sw, 7/7), Tears to Wine (3, +2 int/wis checks), Heroism (full), Shared Training (full, Outflank)
Kasin Conditions = Focus: Bull (+2str), Smite (sw, 1/1d, +6dam), Tears to Wine (3, +2 int/wis checks), Magic Fang (+1, full)
Weapon Equipped = None
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (6/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (1/3, heroism, life bubble, shared training)
Spell Storing Armor (Vampiric Touch)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

On the approach, Tucci will cast Magic Fang Greater (+1 bite, full dungeon) and Shared Training, extending the spell (MacLaren & Veronica, full dungeon, Outflank).

”I say we knock, but that’s just bein’ polite. I could charge the door as you three teleport inside. I’d join you in a round or two unless you open the door sooner from the other side and let me charge on through!”

He laughs at the thought - if we get the timing right!


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren heeds Tucci's advice. He goes up and knocks on the door.


Initiative:

Mac: 1d20 + 3 ⇒ (9) + 3 = 12
Tucci: 1d20 + 1 ⇒ (10) + 1 = 11
Veronica: 1d20 + 1 ⇒ (2) + 1 = 3

Giles: 1d20 + 4 ⇒ (13) + 4 = 17


As Mac knocks on the door he notices the small copper cover open on the 'peep hole' A dark eye peers out at him. As the cover returns to it's spot, the door latch is pressed and the door starts to open. An oddly dressed tengu swings the door open wide. He lulls his tongue in a tengu smile, "Oye, 'Ow's can I's bloody well's elp y...." Before he can finish speaking as crossbow quiver springs from his chest. As the officers of the charm turn and look to the source of shot. On the roof of a two-story factory across the street, about a 100 feet away and 30 feet above a blond-haired man can be seen quickly loading a heavy looking crossbow and firing again. Striking the fallen tengu a second time in the chest.

Doing this ones 'minds eye' I'm assuming with fly it won't take you all that long :)
Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric

Stuff:

Corlan Male tengu rogue 1 - 41 HP Dead HP 9 AC 15, t 13, f-f 12 Fort +1, Ref +5, Will +2
Giles Halmis HP 86 AC 18, t 14, f-f 14, Fort +12, Ref +9, Will +5; +2 vs. fear

Surprise round:
attack, Corlan, ranged: 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26 damage: 1d10 + 4 + 8 ⇒ (9) + 4 + 8 = 21
Save Fortitude DC 20: 1d20 + 1 ⇒ (19) + 1 = 20

Round 1:
attack, Corlan, ranged: 1d20 + 17 - 3 ⇒ (4) + 17 - 3 = 18 damage: 1d10 + 4 + 8 ⇒ (8) + 4 + 8 = 20
Save Fortitude DC 20: 1d20 + 1 ⇒ (15) + 1 = 16 con damage: 1d3 ⇒ 2


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M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren casts Dimension Door, bringing Veronica and Tucci to the roof of the factory right next to the sniper.


Not thinking about details, he is prone, since he was laying down to stay hidden while he took his shots.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica quickly draws her Blackblade as they appear near the sniper, and fills it with arcane energy before taking a swing at the prone man.

Move: Draw weapon. Swift: Arcane Pool(+1,keen). Standard: Rime Frostbite (delivered via Spellstrike)

Attack (PA): 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14
Damage (PA, 2h): 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Frostbite(cold, non-lethal): 1d6 + 7 ⇒ (1) + 7 = 8 +Fatigue+Entangled
Intimidate(Demoralise): 1d20 + 20 ⇒ (7) + 20 = 27 If check exceeds DC by 10 or more, Will Save DC 17 or be frightened for 1 round

"Since you were watching Corlan and killed him as we got near, I figure you know something about what's going on. We'll just have to get that knowledge out of you, one way or another."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45; AC: 21, tch 14, flat 19
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: None (sw, 7/7), Tears to Wine (3, +2 int/wis checks), Shared Training (full, Outflank)
Kasin Conditions = Focus: Bull (+2str), Smite (sw, 1/1d, +6dam), Tears to Wine (3, +2 int/wis checks), Magic Fang (+1, full)
Weapon Equipped = None
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (6/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (1/3, heroism, life bubble, shared training)
Spell Storing Armor (Vampiric Touch)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

Tucci yells at Kasin to guard, though what he’s guarding Tucci doesn’t know. Still, if anyone tries to get in or out of the building, Kasin will take a swipe at at ‘em.

Kasin Readied Attack:
Kasin Bite (magic): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14 (fang, focus)
damage (B/P/S): 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7 (fang, focus)
- - -

Tucci sees the man down, and 5’ steps to get reach, prep for future flank, and also swings!

Pike: 1d20 + 11 ⇒ (10) + 11 = 21
damage (P): 1d6 + 7 ⇒ (1) + 7 = 8

Not sure if we have heroism, so assuming not for now.


Round 1
"What the blazes?" Cursing as Mac magically transports himself and his two companions to the roof, Giles realizes the ones who brought Corlan to the door for him, were standing over him and not looking too happy. Verifying that idea when Veronica slashed him with her very dangerous cutlass. Instantly fatigued, entangled and shaken, "Blasted Peck!" the assassin curses again as Tucci stabs him.

Round 2
Bleeding from the two wounds, Giles uses his crossbow as a cane, standing to his feet. Frightened, he weekly smiles at Veronica, commenting "You'd think that would be true, wouldn't you." As he draws a bayonet and fastens it to the end of his crossbow he steps towards the other side of the building.

Looks like everyone gets an AoO, Veronica how long is he entangled and Fatigued? Is Eric doing anything or did he not come along?
Round 2 Bold may go.
Mac
Tucci
Kasin
Veronica
Eric

Stuff:

Corlan Male tengu: Dead
Giles Halmis: prone - 28 HP, - 8 non lethal, Fatigued –2 penalty to Strength and Dexterity + entangled –2 penalty on all attack rolls and a –4 penalty to Dexterity+ shaken (1st/2 rds) –2 penalty on attack rolls, saving throws, skill checks, and ability checks. HP 86 AC 11 15 18, t 14, f-f 14, Fort +12, Ref +9, Will +5; +2 vs. fear

Two move actions, standing and attaching the bayonet, 5 ft step towards the other end of the building.


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Status:
Tucci HP: 45/45; AC: 21, tch 14, flat 19
Kasin HP: 45/45 DR 5/evil; AC: 25, tch 15, flat 21 (not included: +3 dodge when moving); SR: 12
Tucci Conditions = Focus: None (sw, 7/7), Tears to Wine (3, +2 int/wis checks), Shared Training (full, Outflank)
Kasin Conditions = Focus: Bull (+2str), Smite (sw, 1/1d, +6dam), Tears to Wine (3, +2 int/wis checks), Magic Fang (+1, full)
Weapon Equipped = None
Boarding Pike: Att: BAB +5, Size +1, Str +4, Attu +1 Dam: Str +6, Attu +1 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +4, Str +3 Dam: Str +4 Crit: 20/x2 DR: none
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (6/7, +2 att/skill/ability/save (sacred) 1r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Rod of Extend Lesser (1/3, heroism, life bubble, shared training)
Spell Storing Armor (Vampiric Touch)
Spells Known (Caster Level 7, Concentration +11, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (3/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally
- - -

Tucci moves to try and setup a flank - or at least get closer to one as he swings!
Pike: 1d20 + 11 ⇒ (1) + 11 = 12
damage (P): 1d6 + 7 ⇒ (6) + 7 = 13

Sadly, he trips himself up while moving and nearly tumbles off the roof!


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M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren does not get an AOO, as he is unable to take any actions until his next turn after casting Dimension Door.

But once he recovers from casting the spell, he moves around to give Veronica a flank, then attacks.

Rapier, Outflank: 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

Veronica takes a quick slash at the man as he stands up, and another one after Mac moves into position, if her target is still standing.

AoO: Attack (PA): 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Damage (PA,2h): 1d6 + 10 + 6 ⇒ (1) + 10 + 6 = 17
Frostbite(cold, non-lethal): 1d6 + 7 ⇒ (5) + 7 = 12 +Fatigue+Entangled

Attack (PA, Outflank): 1d20 + 13 - 2 + 4 ⇒ (4) + 13 - 2 + 4 = 19
Damage (PA,2h): 1d6 + 10 + 6 ⇒ (5) + 10 + 6 = 21
Frostbite(cold, non-lethal): 1d6 + 7 ⇒ (5) + 7 = 12 +Fatigue+Entangled


Comat over

As Giles stands, Tucci thrusts his pike into the roof of the factory as Veronica cuts him deeply, her magic again effecting the man. Unsteady he puts his bayonet onto the crossbow, seemingly intent on fighting. Though he never gets the chance as Mac thrusts his rapier into the man's side and Veronica cuts him deeply. The man grimaces and falls to the rooftop unconcious and bleeding.

If you search the body:
A quick search reveals two potions of cure light wounds, two antitoxin, two deathblade poison, a Shadow studded leather armor, a human bane heavy crossbow with 20 bolts, a sharpshooter’s blade, a backpack, a climber’s kit, a spyglass, if you search the roof you also find his 50-ft. silk rope with grappling hook.

If you search the lining of his pockets: a missive with three names: Haddon Pike, Roweena Kellet, and Corlan. The first two names have been crossed out. The note also contains brief instructions: “Use the supplied dosage on each. When done, return to the apothecary in Port Peril. I can provide more toxin along with your payment if needed. Destroy this after reading.” The note is signed simply “Z.”


Stuff:

Corlan Male tengu: Dead
Giles Halmis: prone - 74 HP, - 32 non lethal, unconcious, Fatigued –2 penalty to Strength and Dexterity + entagled –2 penalty on all attack rolls and a –4 penalty to Dexterity+ shaken (1st/2 rds) –2 penalty on attack rolls, saving throws, skill checks, and ability checks. HP 86 AC 1518, t 14, f-f 14, Fort +12, Ref +9, Will +5; +2 vs. fear


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

Brother MacLaren casts Stabilize on Giles.

Probably not needed since he is likely unconscious from NL damage.

"I have nothing against him personally. He was just hired to clean up loose ends, and it seems he was good at his job.
I'm happy to take his gear from him, leave him alive, and head off for the Apothecary. I suppose we could question him but I think we have most of what we need. Maybe he would tell us who Z is, or what happened to Roweena Kellet."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci searches the body, and strips it of magical armor, and other worthwhile gear.

"Yeah, I doubt he'll talk usefully. We should leave the note in case the authorities find him first so they know he's the one killing folk."

When he's done, he nods, agreeing with Mac, "Let's search these houses next. Then the apothecary. I figure this 'Z' will be obvious when we get there."

He thinks about the people in this area, and wonders if anyone he's heard of has a name starting with 'Z'.
Knowledge Local: 1d20 + 4 ⇒ (15) + 4 = 19

"Anyone need or just want, this spyglass? We had a spare which I put in the crow's nest. MacLaren, you want it?"

Tucci will search the place they're in now to start while Kasin guards the door of the other building with Eric until they have time to get there.

Perception: 1d20 + 17 ⇒ (16) + 17 = 33


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"I already have Lady Smythee's Farglass, Tucci.
As to where to go next, we could search Corlan's and Roweena's houses as you say. They are here in Hell's Harbor, and the Apothecary is in Port Peril."

MacLaren secures the grappling hook on the factory roof, rappels down the side, and then goes over to the body of Corlan.

"I suppose we should give Corlan a proper burial. Or let authorities know. I don't know how we do that without getting ourselves delayed by questions."

He thinks a moment.
"About the authorities... Arronax Endymion is lord of Hell Harbor and he used to be an admiral in the Chelish navy.
What is a Chelish admiral doing retired in the Shackles? Did he make the wrong enemies? Could he be on our side against a potential Chelish invasion?
Or is a bluff, and he is undercover as an 'exile' while still secretly loyal to Cheliax?
Maybe we should seek to meet with him."


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Yeah, I imagine we won't get much from this guy here. Not as confident we will know who "Z" is when we go to the apothecary, though. I'm guessing these guys know how to keep a low profile." She looks to the man for a bit. "Think he'd agree in letting us take him to Port Peril and follow him to the apothecary? Figure he will be going there anyway for his payment, and could point Z out to us."

She then ponders Mac's questions about captain Arronax. "They're good questions, but I don't know if talking to him is in our best interests right now. If he is working undercover for Cheliax, making ourselves known to him can end badly for us. If not, I suppose he would appreciate being informed about the possible Chelish plot - but I'm not sure captain Tessa wants it leaking out to other pirate lords so soon. Let's think about it as we search the houses."


Do you take the unconscious assassin with you?

The conversation continuing as the officers rappel down the line and head towards Eric and Kasin. The officers quickly search Corlan's body and find nothing of interest. Taking the body into the house they lay it on the small table in the large open room. The first floor is an open plan: a sort of living room, bedroom, dining room combination, clearly all the comforts a lone tengu needs. The second and third floor bone empty.

There is nothing listed on Corlan's body or house. I'm hand waiving the DC 10 Diplomacy to learn where Roweena lives.

After asking about the officers learn the location of Roweena's home. The front door of Roweena’s house has been broken open, and the place has been ransacked. Hell Harbor guards have been through the place looking for her, but at the moment, they’re merely concerned that one of Endymion’s employees has met with foul play. None of the many shipping and mercantile papers scattered about Roweena’s office implicate her as a spy or informer.

DC 30 Perception check:
You find a ledger listing the names of numerous major pirate lords of the Shackles, each with a large number beside it.
if the DC 30 is met
DC 20 Appraise or Linguistics check:
You recognize the numbers as estimated bribes, either to have the named pirates lord turn traitor, or to have their followers overthrow them. Of these names, one stands out: Arronax Endymion, whose entry has only a dash, rather than a number, after to his name. Scribbled at the bottom of one page is a single line: “Send with Corlan.”


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci gives Roweena's house a once over, to see if there's anything the guards might have missed.

Perception: 1d20 + 17 ⇒ (14) + 17 = 31 vs DC 30

He quietly pockets the ledger, worried there may be other eyes about. When they're back on the ship, or somewhere private, he'll reveal it to the officers and see if he can identify what it means.

Linguistics: 1d20 + 3 ⇒ (8) + 3 = 11 vs DC 20

"Captain, I found this ledger in Roweena's home. See here is a list of the pirates of the Shackles, the big ones at least and a line of numbers. I dunno yet what it means captain, but with a little focus, along with spiritual and magical aid of course, I think I can figure it out."


M Human Cleric 5/Brk3 | HP 59/59 | AC 23 (T 15, FF 19, CMD 24) | F +12 R +11 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/5/5/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Heroism, Haste, Delay Poison, Outflank, IC +3

"Mind if I take a look?"
Appraise DC 20: 1d20 ⇒ 8

Brother MacLaren cannot make heads nor tails of the ledger.
"Well, we can try those spells tomorrow as we did for the opera code, unless Veronica can figure this out.
As to the sniper, sure Captain, we can attempt that. I doubt he'll be in a fighting mood without any of his arms or armor. We can wake him on the Charm en route to Port Peril, and if he doesn't want to help us then we can just let him go free once we get there - and tail him, of course."

Mac doesn't get Scrying at Level 9, or else I would suggest taking a snip of the guy's hair and using that option.


Female Human Magus 8 | HP 67/67; AC 19, TAC 12, FFAC 18 | F:+10 , R:+5, W+6 | Init +1; Per +14 (+16 with BB); Low-light | AP 6/6, BB 2/2| Spells: 1st: 5/5 2nd: 5/5 3rd: 3/3 |Active:

"Let me see fhat ledger as well, see if I can make any sense of it."

Appraise: 1d20 + 5 ⇒ (9) + 5 = 14

"Nope, not sure what we're looking into. Seems important, though, with all those pirate lords names, and knowing Pike was may have been keeping tabs on at least one of them. Same approach as the opera sounds good, let's do that en route to Port Peril. Let's see what our guest has to say as well when we're on our way."


Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4 | Helm

Tucci trusses the assassin with his own silk rope, and lowers him down to the ground. He'll put him on Kasin to carry to the ships boat once they're done with the area.

"Yeah, questioning him on the ship is a good idea. He'll be quite isolated - and likely fear we'll assign him a bunk and a job!" he chuckles as he walks back to the Charm behind Kasin.

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