"The Rock " |
The Rock spends a few moments to cast a few spells on himself and Ginger.
He then unloads some of his equipment and turns into a man-sized air elemental. The druid then picks up his dropped equipment and is ready to go.
The Rock is easily able to follow the blood stained path towards the rest of the party.
"Busy, I see and subtle too. It does not take an experienced woodsman to follow your trail of death and destruction here."
The Rock
Endure Elements (24 hours)
Pearl of Power 1st level expended to recall the spell
Ginger
Endure Elements (24 hours)
Magic Fang, Greater (9 hours)
Ginger T-Rex |
Ginger is slightly ahead of her master. She sniffs the air noticing the smell of stale ale, sweat and blood in the run down tavern. She steps eagerly forward smiling at her companions.
Kitoro |
Kit sighs at the complication this presents. Since she has done her fair share of killing at the orders of the guild, she is not all that much concerned about the legality of the actions. But the complications?
"Well, there goes our contact. What do we do now? Catch up with the others, or verify the death? I'd say in the spirit of the mission we set off in hot pursuit, with our tracker in the lead, though we surely can find the flotsam graveyard with no tracking. Say, Rock, you being a druid and all, can you slap some bandages on this?"
She's too cheap to waste a wand charge on 4 HP. I got a dwarf like that too - almost got him killed.
"The Rock " |
The Rock has a cursory look at Kitoro's wound.
18 Heal on a take 10.
"That is just a scratch and it is not infected. Putting a bandage on it will not make it go away. A bit of time and it will heal up by itself."
We don't have the time now for Treat Deadly Wounds or Long Term Care so you are out of luck. :)
"I think we need to go to this flotsam graveyard. If these people leave a trail as big and wide as the rest of you then tracking them there should not be that difficult I would imagine."
Druids are generally good trackers and this character is no exception. :)
"Of course a general idea of where the graveyard is or a map could be helpful."
"Kitoro, perhaps you can ask the barkeep to help us with the location?"
Kitoro |
kn local, heroism: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
In spite of the bad roll, does she know where it is?
Calabaza Blanca |
Knowledge Local with Inspiration: 1d20 + 6 + 1d6 ⇒ (16) + 6 + (5) = 27
Maybe Cal knows even more...
GM Jhaeman |
The Pathfinders try to piece together what they know about the Flotsam Graveyard . . .
"The Rock " |
"Tracking someone at sea is going to be near impossible. There is no way that the Barkeep does not know where his men are. I say we bring him along to find them."
Calabaza Blanca |
I've heard of the "Flotsam Graveyard". Big field of shipwrecks from some really old naval battle. Still makes a mess of the south harbor, though it messes with invaders too. Unless we know where he was going, we might as well stand on the street shouting his name. We'll have as good a chance that way.
Malachi Malarkey |
"Eh, I found some notes in the tavern, along with the water-breathing potions. Let's have a look yes."
Malachi pulls the notes out to examine them.
"As for tracking at sea, not impossible yes. At least, if you know how to turn yourself into a shark." The tengu winks.
"Can any of you use a devil-wand, yes? More cost-effective than other healing magic."
With the notes in one hand, Malachi draws a dark wand with the other.
Can you attempt UMD Calabaza? 2 charges are needed. If not, Malachi will use his own CLW wand.
Kitoro |
Can you attempt UMD Calabaza? 2 charges are needed. If not, Malachi will use his own CLW wand.
If not, Kit has a +12.
"I could give it a try. Or I could do some magic to help Cal."
Calabaza Blanca |
1 person marked this as a favorite. |
Give me a boost please.
These rolls are without any bonus from Guidance or anything else.
UMD DC 20: 1d20 + 16 ⇒ (2) + 16 = 18
Even with Guidance that fails so attempt 2
UMD DC 20: 1d20 + 16 ⇒ (8) + 16 = 24
One minuute later...
UMD DC 20: 1d20 + 16 ⇒ (6) + 16 = 22
"The Rock " |
Scent should work underwater but actually tracking someone would be difficult (at best) with the underwater currents. The GM will have to adjudicate of course. :)
The druid shrugs at Malachi's comments as he hovers effortlessly above the ground in his elemental form.
"Well, better to ask the barkeep where his men are roughly speaking. It is a large area and I am not convinced that what you are saying is even possible."
"As for turning into a shark. Well I can do my best approximation. I never get their noses exactly right."
"Kit, would you be kind enough to ask the barkeep? I am not exactly a people person."
7 Charisma must be standard issue for loner hermits that live in the woods and talk to animals. :)
Ginger T-Rex |
Ginger looks around. Her bright eyes sparkling with excitement. She wonders when the party will get moving again.
GM Jhaeman |
Malachi shares the notes he found in one of the rooms. The notes contain not only the interesting history of the artifact known as The Sniper, but also the specific place in the Flotsam Graveyard that Dargo must be headed toward! The notes indicate that The Sniper sunk aboard a ship called Vaydren's Might about 1500 yards offshore. But the reason it's never been found is that *another* ship sunk on top of it! This ship, the Iron Tide, is recognizable by its mast, which still protrudes above the harbor and is carved into the likeness of a woman clutching dangling, iron chains.
Just over a century ago, during Absalom’s Mithral Age, a fleet of Taldan ships sailing from Oppara attacked the City at the Center of the World. This was no full-scale invasion led by Taldor’s most experienced and well-trained troops, but rather a random assemblage
of enthusiastic youths gathered under a banner of fiery rhetoric and misguided overconfidence. Led by the charismatic orator Graycen Taleb, the young, bored nobility of Taldor piled aboard several merchant galleys hastily outfitted for war and set sail, convinced of their holy destiny to sack Absalom in the name of the empire.
One young noble, Vaydren of House Lasar, dismissed his parents’ forbiddance and stole the family’s ship, renaming it Vaydren’s Might, and joined the invasion fleet. Worse, he also stole the family’s idol from the house shrine--a one-foot-tall, golden statue of the god Erastil known in House Lasar lore as The Sniper. Though he believed it would bring him luck, Vaydren, his crew, and his ship joined the rest of the fleet as permanent residents of the Flotsam Graveyard when the Absalom navy greeted the ill-equipped and vastly outmanned invaders with neither mercy nor quarter.
"The Rock " |
The Rock nods as the notes are shared.
"This seems enough to go on. Is everyone ready to move out?"
Kitoro |
Kit uses a couple rounds of her performance to inspire competence (+3) during the wand usage.
"No need. Seems like the note has all the information we will need. Let's get moving."
To the bartender she adds, "I expect free drinks the next time we visit," and dismisses him from her thoughts.
Calabaza Blanca |
@Kitoro, with the +2 the first roll would have succeeded, so only 2 rounds necessary.
Kitoro |
Got it. I used two in the combat and two for the wands so I am at 17/21.
GM Jhaeman |
The Pathfinders head for Absalom's docks. The thick, heavy fog makes it hard to see far out into the harbor, but occasionally the churning mists reveal a forlorn mast or ragged sail from the Flotsam Graveyard. Nearby, some locals fish from the rough planks of a pier while others venture forth slowly in rowboats hoping to dredge up something more valuable than fish . . .
Malachi Malarkey |
"Polly, go find the mast of the Iron Tide yes."
Malachi's very rare avian companion flies out to seek the pathfinders' target.
"Eh, I have a boat, yes." The tengu taps the side of his beak knowingly and doffs his salt-stained tricorne.
"And as Besmara is my witness, I'll have that plunder today yes!"
At the Captain's declaration, four thick tentacles emerge from his chest and shoulders.
Wild Shape, tentacles.
"The Rock " |
@GM Jhaeman - I think the more relevant question is if a familiar can understand any speech at all until level 5 (and then they typically gain Speak with Master only). Generally I would say no (but the GM gets to decide as it is not detailed in the rules). If you are generous and allow familiars to understand Taldane then the bird can simply mark the ship by flying around the mast. :)
"The Rock " |
The Rock chews down on a Blood Boiling pill and puts up a few defensive spells on himself and Ginger before heading off to look for the ship in question. While he has a bit of trouble with one of his wands he pulls out another wand to finish the job.
"I will find it, not to worry. I will be right back."
The druid tells Ginger to stay with the party while he flies off to reconnoitre.
The Rock
Blood Boiling Pill (8 hours)
Heightened Awareness (10 minutes)
Barkskin, Extended (3 hours)
UMD Wand of Mage Armor DC 20: 1d20 + 10 ⇒ (19) + 10 = 29
Ginger
Barkskin, Extended (3 hours)
UMD Wand of Mage Armor DC 20: 1d20 + 10 ⇒ (1) + 10 = 11
Second Wand of Mage Armor used:
UMD Wand of Mage Armor DC 20: 1d20 + 10 ⇒ (10) + 10 = 20
"The Rock " |
The Rock relies on his wilderness training to identify the ship. He calls upon the power of his four leaf clover to give him a boost (+3 luck bonus on the check with the Fate's Favored trait).
29 Survival on a take 10.
GM Jhaeman |
As he flies through the thick fog looking for the Iron Tide, a little luck may be just what The Rock needs!
(If you want to handle this as an encounter, I can set up the map and roll Initiative. If you want to fly away, the two men have no visible ranged weapons so that's also an option.)
Perception # 1: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Perception # 2: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20
"The Rock " |
"The Rock " |
GM Jhaeman |
Initiative (Round 1)
The Rock
Thugs
Bold should go!
This encounter is on Slide # 3. The foredeck, where the two thugs are, is dry, but everything else on the main desk (apart from the mast) is submerged in two to ten feet of water.
Initiative (thugs): 1d20 + 8 ⇒ (4) + 8 = 12
Initiative (The Rock): 1d20 + 16 ⇒ (1) + 16 = 17
"The Rock " |
The Rock looks over these two and he is not quite sure that they are the men that Dargo sent to find the Sniper. He decides that he should be careful and determine their intent before attacking.
The Rock flies effortlessly above them and to the starboard side of the ship. He strikes a defensive posture and calls down to them.
"Are you two stranded? Do you need transportation back to dry land?"
Move and Total Defence action.
If I get an excuse or simple hostility I will know that I am dealing with Dargo's men. ;)
"The Rock " |
While not the most efficient The Rock decides to use his most powerful spell to bind the two thugs in a maze of thorns. He simply moves from side to side and the sound of air whistling can be heard right before the spell activates (cast with Natural Spell for extra flavour) and the druid floods the entire top deck under a thorny topiary maze with arm length razor edged thorns included.
Wall of Thorns is cast, CL 10 (with +1 CL for Place Magic), 100 minute duration.
This spell is brutal. No save, no SR. No one with a strength of less than 20 even has a chance of escaping and they will take damage when the spell is cast and after every escape attempt.
Initial damage is 25 points - AC (dexterity and dodge bonuses do not apply). It is a DC 25 Strength check to move 5 feet as a full round action (DC 20 +5 DC to progress 5 feet through the wall) and they will take the same damage as above unless they remain motionless in the wall.
With the assumption that the spell is cast successfully The Rock will stick around for a minute to ensure that they are properly trapped before returning to fetch the rest of the party.
"The Rock " |
"All right, I have found the ship in question and I have trapped two of Dargo's men in a thorny maze. "
"Malachi, you said you had a ship, yes? We better go while the going is good. I will lead the way by air when you are ready."
"I hope the lot of you know how to swim as we will be underwater for sure for part of this adventure."
Kitoro |
With a snort Kit responds, "Swim? If by swim you mean sink, then yes. I have is a potion that will allow me to take the form of an aquatic creature for a couple minutes. Not going to help much in the long run, but for a short while I will not be immobile."
"The Rock " |
Rogarch chuckles.
"Well, I am sure that someone can drag you along. You don't look that heavy to me."
Malachi Malarkey |
Malachi winks and doffs his tricorne.
"Step aboard the Besmara's Grace, shipmates, yes! She's not a large boat, but there's none better in a pinch."
The Captain drops his hat onto the water, whereupon it instantly transforms into a fine jollyboat, more than capable of transporting the party of pathfinders.
Malachi hops aboard. "She's good for eight hours, give or take. Should be more than enough time, yes."
"Eh, as for sinking Kit, we've got those Waterbreathing potions we took from the villains at the inn yes. Best drink them now. And try to stick to piercing melee weapons if you can't fight in an aquatic form, yes."
"Lead the way, me jolly Jack Tar!" Malachi nods in The Rock's direction.
And then drinks one of the Potions of Water Breathing.
"The Rock " |
With a strange look and a bit of fussing Ginger does manage to drink down a water breathing potion that The Rock trickles down her throat.
"There is still a bit of dry space on the ship I found so there is no rush to get completely ready now although drinking your potion is probably a good idea."
The druid still in air elemental form flies ahead of the jolly boat helping to direct the party to the partially flooded vessel.
Kitoro |
Kit downs a potion too, along with Harris if there is enough.
"Agreed. If this guy is cunning he may have set up sentries in the water. Best to be prepared."
Speaking of which... Kit will cast an extended heroism on the Tengu barbarian, given permission, if for no other reason than it sucks when a barbarian missed a will save and goes berserk on the rest of the party. Kit much prefers it when the other opponents do that.
"Say, Big Bird, would you like me to cast a heroism spell on you as part of the preparations?"
Malachi Malarkey |
"Eh, I'll gladly accept that spell, shipmate, yes!"
iirc we have 7 potions of water breathing, which is enough for all the companion critters. However, without a Swim speed mobility can still be an issue. so I may leave Polly on watch above the waves.
GM, the Swim skill says you can move 1/2 or 1/4 "your speed" with a check and the appropriate action. Would you rule that this only applies to land-speed, even for a creature that spends most of its time using an alternative mode of movement - Fly in Polly's case? Polly would swim much better with her wings than with her talons ;)
"The Rock " |
@Malachi - Keeping your hawk as a look out above water is an excellent idea as you can still communicate with it albeit crudely with your empathic link. It would be a literal eye in the sky and seems to me to be a cool way to use your familiar. :)
If characters do get bogged down in the water my character will assist. I am less concerned with the Bard who really does not have to move to be effective in combat than the Monk. We shall see. :)
Calabaza Blanca |
Ok, prep up time. Wands out. Who wants Barkskin?
She begins with her Wand of See Invisibility
UMD: 1d20 + 16 ⇒ (16) + 16 = 32
Barkskin Calabaza: 1d20 + 16 ⇒ (14) + 16 = 30
I'm going to roll a bunch of Barkskin rolls under the spoiler. Anyone can claim them until they run out. However, I won't tell you if I roll a 1, so the supply may be limited. I believe 5 is the max we'll need.
UMD: 1d20 + 16 ⇒ (4) + 16 = 20
UMD: 1d20 + 16 ⇒ (6) + 16 = 22
UMD: 1d20 + 16 ⇒ (16) + 16 = 32
UMD: 1d20 + 16 ⇒ (7) + 16 = 23
UMD: 1d20 + 16 ⇒ (16) + 16 = 32
And don't worry, I keep my Wakizashi nice and pointy.