
GM Jhaeman |

Goran's fireball lights up the twilight! Three of the snakes are instantly incinerated, but two more continue swimming toward the barge!
Black, Blue, and Green are destroyed by the fireball. That was Goran's Surprise Round action. What would the rest of you like to do before I roll Initiative and start Round 1?
Reflex save (Black): 1d20 + 6 ⇒ (5) + 6 = 11
Reflex save (Blue): 1d20 + 6 ⇒ (2) + 6 = 8
Reflex save (Yellow): 1d20 + 6 ⇒ (17) + 6 = 23
Reflex save (Red): 1d20 + 6 ⇒ (15) + 6 = 21
Reflex save (Green): 1d20 + 6 ⇒ (1) + 6 = 7

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Rogarch moves over to the other side of the boat and waits for the remaining snakes to advance. As the warrior advances she draws her lucerne hammer.
(Move action)

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As the warrior comes out to play, the little psychico opts to keep his distance, simply concentrating his baleful will upon the nearest remaining serpent, which begins to crumble like dry clay....
psychic missile + Focused Force: 3d6 + 3 ⇒ (2, 1, 6) + 3 = 12

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Hearing there were more snakes headed their way, Ting move back towards the middle of the boat just in enough time to see Goran torch a couple of the snakes. Realizing he had plenty of food for a bit, he didn't say anything, he just waited beside the railing, watching the snakes swim forwards.
Move action towards the middle of the boat.

GM Jhaeman |

INITIATIVE (ROUND 1)
Rogarch
Ting
Serpent
Candledark
Goran
Bold should go!
@Goran: I'm just double-checking that you're tracking hit point damage somewhere? (since you were injured in the previous battle and didn't heal)
Initiative (Rogarch): 1d20 + 5 ⇒ (12) + 5 = 17
Initiative (Goran): 1d20 + 1 ⇒ (4) + 1 = 5
Initiative (Ting): 1d20 + 4 ⇒ (12) + 4 = 16
Initiative (Candledark): 1d20 + 2 ⇒ (5) + 2 = 7
Initiative (snake): 1d20 + 3 ⇒ (4) + 3 = 7

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Rogarch and Rawk-N-Role strike a defensive pose as they wait for the final snake to advance.
Total Defence action for both Rogarch and Rawk-N-Role.

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Realizing there was only one snake left, Ting studied the snake as he drew his exotic bastard sword. Feeling pretty comfortable with the snakes methods, he stands at the gunwale, blade raised ready to strike if it comes within reach.
Move action, studied target, Readied Attack + 1 bastard sword, PA, FF, studied target
attack black: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 for damage: 1d10 + 1 + 6 + 6 + 2 ⇒ (6) + 1 + 6 + 6 + 2 = 21

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Just as before, Candledark attempts to snuff the remaining problem out of existence....
psychic missile + Focused Force: 3d6 + 3 ⇒ (6, 5, 2) + 3 = 16

GM Jhaeman |

Candledark's psychic attack explodes the snake's feeble brain!
As the serpent sinks beneath the turbulent waters of Lake Encarthan, the crew sigh with relief and lower the makeshift weapons they had raised in preparation to repel venomous boarders.
Captain Walren orders lanterns to be lit all night long and watches kept. "Ill fortune strikes in threes, and I'll be damned if the Black Mist becomes a breeding ground for sea snakes!"
We are off Initiative. If there's anything you'd like to do in the evening or overnight, please feel free.

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Rogarch puts away her hammer, for now.
"Not to worry captain. Rawk-N-Role does not sleep and he will keep watch as he always does. If anything sets a toe on your ship he will know it (with his Tremor Sense ability). I will sleep in my armour as I always do while on a mission (Endurance Feat). It would not do to go soft on this voyage."
"Still, I find it unlikely that we will get attacked yet again but being prepared is always a good idea."

RawkNRole |

Rawk-N-Role looks at the captain's actions and the tone and emotional state of his master. While he does not understand the words the meaning is obvious enough. He speaks a few choice words to the captain in his own language.

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No one got hurt...excellent. Better to be safe than sorry, I think...watches might be a good idea. I'll take the last watch...that way I can do my daily prayers and such. Goran says before healing himself.

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Realizing Candledark's magic has killed a second snake, ting, thinking of more delicious snake meat, resists the urge to comment about killed them once they got on the deck. Instead, as he sheaths his sword, he nods his beak, complimenting the puckish fellow. "Bloody good shot wroight!"
As the conversation turns to keeping watch, Ting chimes in, looking from Goran to Rogarch. "I's'll be 'appy ta takes a middle watch, you's'll jus' have ta bloody well wakes me up, wroight."

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Rogarch nods at the tengu.
"I would be glad to stand the first watch then and wake you."

GM Jhaeman |

DAY SIX
Despite Captain Walren's dire prediction, no further serpentine incursions occur overnight.
The crew nonetheless look grim as they draw anchor in the morning and maneuver the cumbersome craft to point north, away from shore and toward the middle of Lake Encarthan. For unless a stroke of fortune turns the Black Mist away from its intended destination, tomorrow will bring sight of the dread Isle of Terror!
The waters are rough again today, so I'll ask for the DC 15 Fortitude saves to avoid becoming seasick (+2 bonus if you stay in the cabin (and lose Perception checks)) and/or +2 bonus if your character has a history of sea travel.
check # 1: 1d100 ⇒ 96
check # 2: 1d100 ⇒ 98
check # 3: 1d100 ⇒ 8

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Rogarch's eyes sparkle as she dares the waters to make her sick.
Fortitude save: 1d20 + 9 ⇒ (2) + 9 = 11
Unfortunately the lake wins again as she quickly sickens.

RawkNRole |

Rawk-N-Role stays by his master's side despite the swaying of the boat.
Fortitude save: 1d20 + 5 ⇒ (4) + 5 = 9
The earth elemental succumbs as well to the motion.

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Candledark once again demonstrates his astonishing ability to make himself scarce in even the most cramped of quarters. Nobody's seen him leave the cabin...
Fortitude save, either Sea-Legs OR Cabin-unFever: 1d20 + 3 ⇒ (17) + 3 = 20
...and nobody hears anything either.

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fort DC 15: 1d20 + 7 ⇒ (4) + 7 = 11
Not having enough sense to head into the cabin and lay down in one of the hammocks, Ting stays out on deck watching for more snakes or anything else that may be good eating. Sadly, he spends most of the time dry heaving over the rail, so he doesn't really notice anything, edible or not.

GM Jhaeman |

Despite the crew's mounting fear and all of the Pathfinders beside Candedark getting seasick, the Black Mist continues implacably on its journey north. The day passes uneventfully, and Captain Walren drops anchor rather than risk finding danger in the dark.
But shortly after midnight, danger finds the Black Mist! The snoring of the crew and the vomiting of the passengers masks the almost utterly silent clambering onto deck of an ancient witch with hair like rotting seawood. Loose, algae-colored skin sags off her starved frame. With a voice that gurgles like the near-drowned, the figure chuckles: "And what do we have here?"
No one made the Perception check to notice her, so we'll have a Surprise Round for the witch. I have to run, but will do that in my next post. In the meantime, perhaps you can remind me who (if anyone) would be awake and on watch?
check # 3 result: 1d100 ⇒ 4
Perception (Rogarch sickened): 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
Perception (Goran sickened): 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Perception (Ting sickened): 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Perception (Candledark): 1d20 + 7 ⇒ (17) + 7 = 24
Perception (Rawk-N-Role sickened): 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
watch?: 1d4 ⇒ 2

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@GM Jhaeman - Rawk-N-Role does not sleep and will stay adjacent to Rogarch throughout the night. Rawk-N-Role also has Tremor Sense (60' radius) so he will auto-detect anyone (or anything) that would make contact with the ground. Assuming that just after midnight is the first watch then my character would be awake and on watch (if not then my character sleeps in her armour as mentioned in previous posts). I cannot speak for Candledark but Ting took the middle watch and Goran took the last watch last night. I hope this helps. :)

GM Jhaeman |

But although the mysterious intruder catches most of the ship's complement by surprise, Rawk-N-Role feels the newcomer's footsteps!
@Rogarch: Thanks! We'll go with it being first watch, and you and Rawk-N-Role on alert while the others sleep. Due to tremorsense, Rawk-N-Role can act in the Surprise Round (and won Initiative over the intruder). He does need to attempt the saving throw discussed below.
@Everyone: Please assume lighting on the barge is normal light within 20' of the bow or stern, and dim light for another 20' beyond that. (anything further than that is darkness).
@Everyone: At the beginning of your turn, if you can see this frightening intruder, you need to attempt a DC 14 Fortitude save vs a mind-affecting effect. If you fail, you are filled with such fear that you immediately take 1d6 points of Strength damage (you can roll the amount yourself).
Initiative (Rawk-N-Role): 1d20 + 5 ⇒ (20) + 5 = 25
Initiative (Scary Witch!): 1d20 + 3 ⇒ (6) + 3 = 9

RawkNRole |

Rawk-N-Role makes such a racket as to wake the dead and points the intruder's position out to Rogarch. He stays at his master's side and readies a mighty blow should the weird creature come closer.
Fortitude Save: 1d20 + 5 ⇒ (15) + 5 = 20
@GM Jhaeman - Typically mind-affecting powers target Will and not Fort. This roll is high enough as to make it a completely moot point. :)
@GM Jhaeman - Should we assume that we are still sickened or not?
Readied Slam attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage,Power Attack: 1d6 + 10 ⇒ (5) + 10 = 15

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While Rogarch does not yet perceive her opponent her natural combat inclination allows her to be ready for any threat.
Uncanny Dodge will prevent her from being flat-footed. As the crates are difficult terrain most movement through it may provoke an attack of opportunity.
The Bloodrager is prepared to lash out with her spiked gauntlet should the witch get too close.
Potential attack of opportunity, Spiked Gauntlet, Power Attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage, Power Attack: 1d4 + 4 + 4 ⇒ (1) + 4 + 4 = 9
@GM Jhaeman - Depending on the witch's actions and Rawk-N-Role's warning about the scary witch would it be possible for Rogarch to spend a move action to pull down his Smoked Glasses before making the save?

GM Jhaeman |

Rawk-N-Role makes enough clatter to awaken everyone aboard the Black Mist! "More fun for everyone!" the witch cackles, turning her evil gaze on the rocky sentry.
@Rawk-N-Role: The sea witch's evil eye has been turned on you, instilling a strange nebulous distress and a gnawing sense of impending doom. Please attempt a DC 14 Will save vs a mind-affecting curse effect. If you fail, you are staggered indefinitely.
@Rawk-N-Role: I did double-check the frightening appearance, but it's indeed a Fort save.
@Rogarch: Nope, the save will be instantaneous at the beginning of your turn.

GM Jhaeman |

Initiative (Round 1)
Rawk-N-Role (sickened) (save vs evil eye needed)
Ting (prone, sickened) (save vs frightening appearance needed)*
Terrifying Witch
Goran (prone, sickened)
Rogarch (sickened)
Candledark (prone)
Bold should go!
*Ting, as you awaken and see the terrifying witch, please attempt a DC 14 Fort save vs a mind-affecting effect or instantly be weakened, taking 3 points of Strength damage.
@Everyone: All of you except Candledark have the Sickened condition from seasickness.
Initiative (Rogarch): 1d20 + 5 ⇒ (2) + 5 = 7
Initiative (Goran): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Ting): 1d20 + 4 ⇒ (13) + 4 = 17
Initiative (Candledark): 1d20 + 2 ⇒ (5) + 2 = 7
Strength damage (Ting): 1d6 ⇒ 3

RawkNRole |

Will save, Sickened: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
By sheer dumb luck Rawk-N-Role was looking in the other direction as the witch's curse comes into play and is able to resist it.
That was lucky! :)
@GM Jhaeman - Do we know if the evil eye curse is a gaze attack now that Rawk-N-Role was forced to save against it? If so preventive measures can be taken.
@GM Jhaeman - Would it be possible to avert one's eyes or close one's eyes against seeing this creature especially if a character is warned beforehand? The rules for how to handle this is in the first bestiary under gaze attacks. A character gets to decide how they will proceed at the beginning of their turn.

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Initiative (Round 1)
Ting (prone, sickened) (save vs frightening appearance needed)*
*Ting, as you awaken and see the terrifying witch, please attempt a DC 14 Fort save vs a mind-affecting effect or instantly be weakened, taking 3 points of Strength damage.
DC 14 Will: 1d20 + 4 ⇒ (2) + 4 = 6 - 3 points str damage.
Not sleeping well from the nausea, ting tosses and turns from the nightmares. Hearing an abrupt cackling his eyes shoot open at the sense of impending doom. Shaking his beak and rubbing his eyes, ting rolls out of the hammock to his feet. Seeing the vile witch, he chokes on his words as he bends over to pick up his sword. Lifting the blade from the belted scabbard laying under his hammock he realizes his strength has left him as he stands, shacking from fear.
Move action: stand up from prone, Move action: pick up sword: Sickened The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

RawkNRole |

Rawk-N-Role rushes past his master and towards the sea witch daring her to move in and attack him. He does not speak her language (he thinks) but gives her a spirited arm gesture in response to her brutal attack. He calls out to Rogarch in their shared language warning her about the witch's hideous appearance.
(Double Move)

GM Jhaeman |
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As Rawk-N-Role moves down the starboard side of the ship, Ting awakens and finds his blood turns to ice water at the sight of the terrifying witch!
Seeing the rocky figure nearby the witch grins. "You're an odd sort!" she says. "Do you have gravel for a liver and schist for brains?" Instantly, she leaps at Rawk-N-Role, slashing with long nails as sharp as claws! But they seem unable to pierce Rawk-N-Role's toughened exterior!
The terrifying witch does a 5' step and then a full attack on Rawk-N-Role, but both attacks miss.
Attack # 1: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Attack # 2: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 1d6 + 4 ⇒ (4) + 4 = 8

GM Jhaeman |

Initiative (Round 1)
Rawk-N-Role (sickened)
Ting (sickened, 3 Str damage)
Terrifying Witch
Goran (prone, sickened, 2 Str damage)
Rogarch (sickened) (need save vs horrifying appearance*)
Candledark (prone) (need save vs horrifying appearance*)
Bold should go!
As a free action on your turn, you can attempt to identify this creature with a Knowledge (nature) check.
@Goran: You failed the save and have 2 Str damage.
*Rogarch & Candledark, as you begin your turn and see the terrifying witch, please attempt a DC 14 Fort save vs a mind-affecting effect or instantly be weakened, taking 1d6 points of Strength damage that you can roll yourself..
Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.
@Everyone: All of you except Candledark have the Sickened condition from seasickness.
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
@Rogarch: We'll assume the evil eye is a gaze attack. Opponents can avoid the need to make the save by not looking at the creature in one of two ways: 1) Avert eyes: Each round, a PC has a 50% of avoiding having to make the save, but the terrifying witch gains concealment against that opponent; 2) Shut one’s eyes/blindfold: No need to make a save at all, but the terrifying witch gains total concealment against that PC.
Goran Str damage: 1d6 ⇒ 2

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Rogarch takes heed of Rawk-N-Role's warning and averts her eyes catching the witch out of the corner of her eyes.
Fortitude save, Sickened: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
The bloodrager steps (5' step) to the side and then draws forth a wand of magic missiles with her left hand. Rogarch speaks a word of power and three missiles streak towards their enemy.
Magic Missile, CL 5: 3d4 + 3 ⇒ (1, 3, 3) + 3 = 10
Magic Missile will ignore any concealment less than total concealment.

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*looks at the enemy's picture* Euuugh, 'Ms. Frizzle-the-Krokodil-addict'....
Candledark slinks out from wherever he'd been Hiding...move action to un-prone...
untrained Knowledge (Nature), maximum result '10': 1d20 + 6 ⇒ (5) + 6 = 11
Fortitude Save: 1d20 + 1 ⇒ (19) + 1 = 20
...and his very casual recognition of this being may be all that spares him from collapsing under even his own meager mass.
Said mass quickly dissipates into a mysterious unearthly haze as he concentrates on the foe; when it comes to being that which goes 'bump' in the night, nobody upstages CANDLEDARK, oh no!!!
"Pretty frightening, yes, I'll grant you that - but I wonder what haunts YOUR dreams, wretched husk...?"
Formless (Blurred) Body, spend 1 Phrenic to send an oneiric horror her way (Will DC 18, 5 rounds on fail)!

GM Jhaeman |

The three bolts of magical force fired by Rogarch's wand dissipate harmlessly when they strike the sea witch! And when Candledark tries to fill the witch's mind with horrifying visions, she only cackles in amusement! "Feeble magics, manlings!"
@Rogarch & Candledark: There's some spell resistance at play here, and I rolled the caster level check for the wand and your spell respectively; no luck for either of you this time.
@Candledark: You don't succeed in identifying the creature.
Goran is up.
caster level check (MM): 1d20 + 5 ⇒ (4) + 5 = 9
caster level check (OH): 1d20 + 5 ⇒ (1) + 5 = 6

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Ugh...no more after dinner wine for me on the water... Goran says as he sluggishly gets up and tries to see what he can do to beat this abomination.
Sarenrae, blind my foe! he says as a burst of bright light appears beside her.burst of radiance..casting it so Sgt. Rawk doesn't get hit...
SR: 1d20 + 6 ⇒ (19) + 6 = 25damage, blind/dazzled, DC 16: 5d4 ⇒ (4, 4, 1, 2, 2) = 131d4 ⇒ 1

GM Jhaeman |

The sea witch screams in agony as Sarenrae's holy light pours down from the very heavens above!
"My eyes!" she shouts, thrashing about wildly. "I'll take yours as payment!"
The terrifying witch took damage and failed the Reflex save vs the burst of radiance, and is blinded for 1 round.
Reflex save vs burst: 1d20 + 7 ⇒ (7) + 7 = 14

RawkNRole |

Rawk-N-Role waves Ting over and points to the square across from him in order to setup a kill zone for the nasty witch. He prepares to pummel her and then move away to a different position with her being none the wiser.
Rawk-N-Role will delay his turn to coincide with Ting. If he is able to flank with Ting then he will and then he will move away. If not he will still attack her and then move away from her. As she is blinded he should not provoke an attack of opportunity.
Slam, Sickened: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Damage, Power Attack, Sickened: 1d6 + 10 - 2 ⇒ (3) + 10 - 2 = 11
The attack roll does not include possible bonuses for her being blinded or for a possible flank. Being sickened means doing less damage as well. That stinks! :)