GM_Colin |
Sorry, 4 hour of driving between 2 cities and 9 hours of GMing for VA duty + 5 star eval games today kept me occupied
You double checked the forward cargo hold, and didn't find anything related to the murder or murderer besides what you have already learned that Snig confirms Azurreta and Thanzeril's alibi
Now you can......
-Go ask the Captain about his alleged visit to the Cargo Hold
-Go ask the First Mate about his alleged visit to the Cargo Hold
-Go talk to the cook in the Main Hold
-Go talk to the druid navigator on the deck
-Go talk to Anera on the deck
-Go talk to Sephrie, if you can
-Go to sleep
Genesiks |
Genesiks accompanies the others in finding the first mate.
GM_Colin |
As you guys discuss the potential candidate for your interview/interrogation and almost reach an unanimous decision, a loud rumbling can be heard from above the deck. Moments later, tolling bell sounds from the Throaty Mermaid’s deck, and the entire ship jolts to life as though awakened from a startling dream. Crew members rush between cabins and up and down the narrow stairs between decks. Velagon goes downstairs to take care of his 'babies', while Shira dumps the unfinished dinner out to the sea and strapping down the pots and pans. Even Killik jumps up from his bed and start hastly tying down people's stuffs.
“All hands to storm stations!” Captain Veane calls into the ship’s bowels at the top of his lungs. “We got ourselves a mean one comin’! And that include you as well Pathfinders, better get all your ass up here and help if you don't want to swim to Mordant Spire!”
What would you want to do? Do you follow the captain's order, or do you wish to continue your investigation elsewhere?
Genesiks |
Genesiks sprints with graceful, fluid motions towards the main deck. Preserving life is, after all, the most important assistance they can render!
Ninnic |
Ninnic wasn’t sure how he was supposed to help. He had no boating experience, but he followed the others. Maybe his magic might find a use battling the storm.
GM_Colin |
As you emerge onto the main deck, you see dark clouds rolling in fast, casting a shadow over the Throaty Mermaid. The air is thick and damp, carrying the scent of rain and salt, and a sharp wind has picked up, whistling through the rigging and tugging at your clothes. The waves have grown choppier, slapping against the hull and sending sprays of water across the deck.
Above, the sky flickers with occasional flashes of lightning, and a low rumble of thunder follows close behind. It’s clear that a small but fierce squall is headed your way. Rain begins to fall, light at first but quickly turning into heavier droplets that make the deck slick.
Crew members brace themselves, securing ropes and checking their positions as Captain Veane shouts orders from the helm. Though the storm is minor, you can feel the ship shift and creak in response.
===========
Ulamon tell you that you have about 30s (5 rounds) to get yourself and the ship ready for the storm. You picked up some 'common sense' during your months of sea travel with them and know a things or two that you can do:
Things will takes 5 rounds:
-Securing Rigging and Sails: You can tie off loose rigging, pulling in extra lines, or helping to furl the sails to reduce wind impact. DC15 Strength or Dexterity/Sleight of Hand check.
-Securing Cargo and Loose Items: You can use your time to tie down barrels, crates, and loose items that might become dangerous projectiles during the storm. DC 15 Survival/Dexterity check, or DC 13 Sleight of Hand check.
-Helping with the Helm: You can try to assist the helmsman by helping steer the ship against the wind, holding the wheel steady or counter sudden shifts. DC 15 Strength check.
-Strengthening the Ship’s Structure: You might be able to use wooden planks or rope to reinforce weak spots on the deck or near the cargo hold doors to prevent water from rushing in. DC 15 Craft/Survival check, or DC 13 Knowledge(Engineering) check.
-Anchoring Yourself to the Deck: You can tie yourself to secure points on the deck, such as the mast or railings, to prevent being washed overboard, allowing you to brace against high waves or sudden jerks. DC 15 Sleight of Hand check.
-Other creative solution?
Things that's 1 round / round-by-round basis:
-Casting Light or Illumination Spells: During squalls, visibility becomes very poor. You could cast Light, Dancing Lights, or similar spells to help everyone see clearly on deck.
-Casting Protective Spells: Use whatever spell that might help you/others/the shp endure the storm.
-Other creative solution?
Mallycorn Tavee |
Sleight of hand: 1d20 + 2 ⇒ (14) + 2 = 16
Mallycorn secures the ringing and the sails, using the techniques he watched the seamen use during the travel.
using Improvisation Feat: Gain a +2 bonus on all skill checks for ranked skills; use "trained only" skills untrained
Genesiks |
Genesiks tries to secure loose items on deck!
Sleight of Hand: 1d20 + 4 ⇒ (17) + 4 = 21
GM_Colin |
The storm hits with sudden fury, rain lashing down in torrents as the wind tears through the rigging. The Throaty Mermaid shudders under each wave, the deck slick and treacherous as water pools around your feet. Lightning flashes in the distance, casting brief, jagged shadows across the ship as it heaves and groans against the churning sea.
Init(Ninnic): 1d20 + 6 ⇒ (20) + 6 = 26
Init(Genesix): 1d20 + 2 ⇒ (18) + 2 = 20
Init(Elizabeth): 1d20 + 6 ⇒ (16) + 6 = 22
Init(Mallycorn): 1d20 + 0 ⇒ (2) + 0 = 2
Init(Zeta Forli): 1d20 + 4 ⇒ (2) + 4 = 6
Init Storm: 1d20 ⇒ 3
1d12 ⇒ 11
1d4 ⇒ 2
1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 171d4 ⇒ 2
A rigging above the main deck snaps as the wind causes the sails to billow wildly. The loose rope lashes about unexpectedly, and its fast moving end slashes at Mallycorn and leave a small wound.
To secure the broken rigging, you can try to grab the rope with a DC18 Reflex save as a standard action from anywhere on the main deck
STORM!
==========
Ninnic
Elizabeth
Genesix
Zeta Forli
Mallycorn -2
Genesiks |
Genesiks continues trying to make sure loose items don't go flying about in the high winds.
GM_Colin |
To answer Liz's question, and for our spellcasters' reference: After storm begins, consider the entire deck as difficult terrain when calculating movement and making Acrobatics checks due to the violent movement of the ship and the increasingly wet surface. All spellcasters must make Concentration checks to cast spells (as detailed on pages 206 and 207 of the Pathfinder RPG Core Rulebook). Unless otherwise noted, the wind during the storm is strong, checking Tiny or smaller creatures, and providing a –2 penalty on all Fly checks (Pathfinder RPG Core Rulebook 439).
Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you’re casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you’re casting.
Violent Weather: You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you’re casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you’re casting. In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell’s description.
Yes, two Concentration checks
Elizabeth Lightbringer |
I am about to cast glue seal. I think this spell may help both securing items and anchoring people. But this spell only have 1 target and I am not confident on concentration DC 16
GM_Colin |
1d12 ⇒ 6
Just as the storm seems to reach its peak, a sudden jolt sends the steering wheel spinning wildly, slipping from the helmsman’s grasp. The rudder lurches, and the ship veers sharply to one side, causing the deck to tilt dangerously. Captain Veane shouts, "Hold fast! Someone get control of that rudder!"
All non-flying creatures must make a DC 15 Acrobatics check each round to avoid falling prone until the ship is brought under control. You need a DC14 Strength check while adjacent to the wheel on the aft deck (Where Zeta is) to control the wheel. Those who are on the main deck need to walk across the slippery deck (difficult terrain) to go to the aft deck.
STORM!!
==========
Ninnic Acrobatic check needed to avoid prone
Elizabeth Acrobatic check needed to avoid prone
Genesix Acrobatic check needed to avoid prone
Zeta Forli
Mallycorn -2 Acrobatic check needed to avoid prone
Genesiks |
Genesiks also loses his balance and goes sliding around the deck!
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
GM_Colin |
BOTTING Zeta
STR check: 1d20 + 2 ⇒ (9) + 2 = 11 Zeta fails to control the rudder, the ship is still tilting!
1d12 ⇒ 1
No additional things break or happens, as if there is a moment of calmness amid the storm...
BOTTING Zeta
STR check: 1d20 + 2 ⇒ (13) + 2 = 15 And Zeta managed to get the ship under control!
1d12 ⇒ 1
The moment of calm continues, even the wind dies down a little......
1d12 ⇒ 4
......but the previous turbulence of the jostling ship causes the entire crew to hold back a violent bout of nausea. Any creature failing a DC
14 Fortitude save gains the sickened condition for 1d4 rounds. Creatures who are already sickened must succeed at a DC 16 Fortitude save or become nauseated for 1d6 rounds.
BOTTING Genesix
Fort: 1d20 + 8 ⇒ (1) + 8 = 9
STORM!!!!!
==========
Ninnic DC14 Fort vs sickened needed
Elizabeth DC14 Fort vs sickened needed
Genesix sickened
Zeta Forli DC14 Fort vs sickened needed
Mallycorn -2 DC14 Fort vs sickened needed
You all have 2 rounds worth of time (3rd and 4th round of calm storm) to get yourself ready for future event, heal up, or whatever you want to do. I assumed everyone stands up already.
Mallycorn Tavee |
Fort save DC 14: 1d20 + 6 ⇒ (15) + 6 = 21
Having seen dead bodies most of his adult live, Mallycorn has not much troubles keeping his lunch in check.
Strange, I was so sea-sick at the start of this journey.. I guess I learned something, thanks Pharasma!
Elizabeth Lightbringer |
Fort: 1d20 + 3 ⇒ (7) + 3 = 10
Rounds: 1d4 ⇒ 2
Liz takes out her wand of Mage Armor and cast it to herself.
"Anyone needs protect please come here"
I think I have one round to ready cast one other Mage Armor. I believe we still need to control the rudder?
GM_Colin |
1d12 ⇒ 7
1d12 ⇒ 2
Storm, round 5:
BOTTING to move us along
Fort(Zeta Forli): 1d20 + 8 ⇒ (9) + 8 = 17
Fort(Genesix : 1d20 + 9 ⇒ (1) + 9 = 10(subtract 1 if ooze)
1d4 ⇒ 4
The ooze is sickened by the violent ship motion....
After storm round 5:
Ninnic sickened 4
Elizabeth sickened 2
Genesix sickened 4
Zeta Forli
Mallycorn -2
============
Round 6 storm: Loose Rudder, DC15 Acrobatic check to avoid fall prone, DC14 STR check to take control
Ref(Ninnic): 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14
Ref(Genesix : 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Ref(Elizabeth): 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
Ref(Mallycorn: 1d20 + 2 ⇒ (12) + 2 = 14
Zeta STR: 1d20 + 2 ⇒ (18) + 2 = 20
A couple of you fall to the ground when the ship start tilting agian, but Zeta successfully handled the wheel and put the ship back to normal position. You guys stand up and get ready for the storm...
============
Round 7 storm: Gust of wind
The wind picks up for a moment, raising the wind speed to severe strength for 1d3 ⇒ 3 rounds. While the wind is gusting, any Small creature must make a DC 10 Strength check to move on the deck or a DC 20 Fly check if in the air, and Tiny or smaller creatures risk being blown away.
Dragon Fly: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 14
Vellestir is blow away by the severe wind! But surely it can fly back once the storm subside.
==========
SM(Ninnic): 1d20 + 2 ⇒ (17) + 2 = 19
SM(Genesix): 1d20 - 4 ⇒ (5) - 4 = 1
SM(Elizabeth): 1d20 ⇒ 20
SM(Mallycorn): 1d20 + 7 ⇒ (3) + 7 = 10
SM(Zeta Forli: 1d20 - 1 ⇒ (16) - 1 = 15
SM(Vellestir): 1d20 + 1 ⇒ (10) + 1 = 11
Bluff: 1d20 + 8 ⇒ (19) + 8 = 27
Initiative:
First Mate: 1d20 + 3 ⇒ (20) + 3 = 23
Killik: 1d20 + 2 ⇒ (15) + 2 = 17
Init(Ninnic): 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Init(Genesix): 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Init(Elizabeth): 1d20 + 6 ⇒ (17) + 6 = 23
Init(Mallycorn): 1d20 + 0 ⇒ (12) + 0 = 12
Init(Zeta Forli): 1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 7 ⇒ (15) + 7 = 22 1d6 + 4 + 3d6 ⇒ (2) + 4 + (6, 5, 4) = 21
1d20 + 7 ⇒ (20) + 7 = 27 1d8 + 1 ⇒ (7) + 1 = 8
1d20 + 7 ⇒ (4) + 7 = 11 1d8 + 1 ⇒ (2) + 1 = 3
As the violent moment pass, the crew members rush downstairs to check for leaks and start doing maintainance on the ship. The First Mate comes up to you guys and ask "Are you guys alright? ...I hope not!" as he suddenly cut the wizard with his scimitar! At the same time, Killik appears on the foredeck and promptly summon a floating heavy flail that strikes Elizabeth as well.
Combat!
Initiative, round 1
==========
Ninnic sicken 1
Elizabeth -29
-----
Marzack Mallick
Killik
-----
Mallycorn -2
Zeta Forli
Genesix sicken 1
==========
Bold are up!
GM_Colin |
Reminder that the Gust of wind carry over to combat round, and the first and second round will have Severe Wind weather effect.
Violent Weather
You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you’re casting.
While the wind is gusting, any Small creature must make a DC 10 Strength check to move on the deck or a DC 20 Fly check if in the air, and Tiny or smaller creatures risk being blown away unless they make a DC15 Strenght check (if on the ground) or DC25 Fly check (if airborne). Severe wind gives -4 penalty to range attack roll and sound-based Perception, as well as Fly check.
Elizabeth Lightbringer |
Liz tries to blind the foes and casts Glitter dust (DC18)
Weather concentrtion DC7: 1d20 + 8 ⇒ (6) + 8 = 14
Defensive concentration DC17: 1d20 + 8 ⇒ (16) + 8 = 24
She takes a 5' step and the shift herself behind the pole.
GM_Colin |
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 10 ⇒ (8) + 10 = 18
Liz managed to blinded the First Mate but not the Surgeon, and swiftly escape. Marzack curses as glitter fills his eyes.
Initiative, round 1
==========
Ninnic sicken 1
Elizabeth -29
-----
Marzack Mallick blinded
Killik
-----
Mallycorn -2
Zeta Forli
Genesix sicken 1
==========
Bold are up!
Ninnic |
Strength check from round seven 1d20 - 1 ⇒ (17) - 1 = 16
Strength check from first round of combat 1d20 - 1 ⇒ (16) - 1 = 15
Ninnic pulls out his wand of magic missile and fires it at the surgeon!
Damage 1d4 + 1 ⇒ (4) + 1 = 5
GM_Colin |
Magic missile never miss! It flies unerringly toward Killik and exploded on his face.
Scimitar: 1d20 + 7 ⇒ (6) + 7 = 131d6 + 4 ⇒ (4) + 4 = 8
High hit: 1d100 ⇒ 91
Channel: 3d6 ⇒ (1, 6, 4) = 11
Will(Ninnic): 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Will(Genesix: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Will(Elizabeth): 1d20 + 5 ⇒ (14) + 5 = 19(+2 vs enchantment)
Will(Mallycorn): 1d20 + 7 ⇒ (18) + 7 = 25
Marzack Will: 1d20 + 1 ⇒ (12) + 1 = 13
Spiritual Weapon: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 1 ⇒ (7) + 1 = 8
Spiritual Weapon confirm: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 1 ⇒ (8) + 1 = 9
Glitterdust Will: 1d20 + 1 ⇒ (2) + 1 = 3
Marzack stumbled forward but still managed to slashes at the surprised Genesix. Killik, on the other hand, comes down from the Foredeck and unleashes a waves of positive energy! Luckily, most pathfinder managed to resist some of it, except the psychic that just hit Killik. Besmara's heavy flail make a short work of the elven wizard. The surgeon stares at the ratfolk that still owe him money, "You are next..."
Initiative, round 1
==========
Ninnic -11 sicken 1
Elizabeth -51, prone, unconcious
-----
Marzack Mallick -5 blinded
Killik -5
-----
Mallycorn -7
Zeta Forli
Genesix -7 sicken 1
==========
Bold are up!
GM_Colin |
Unfortunately, the Stablize fails as her soul departing her body for Pharasma's realm.
BOTTING Genesix as requested
The humanoid nanite machines morphs out their weapons and attacks the First Mate...
Morphic Slam # 1: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Damage # 1: 1d6 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Morphic Slam # 2: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Damage # 2: 1d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1
...with no vail. They remain where they are to safeguard the cleric behind them.
Initiative, round 1
==========
Ninnic -11 sicken 1
Elizabeth -51, prone, unconcious
-----
Marzack Mallick -5 blinded 4
Killik -5
-----
Mallycorn -7
Zeta Forli
Genesix -7 sicken 1
==========
Bold are up!
Zeta Forli |
Wow. That's escalated quickly.
> You must make a concentration check if you try to cast a spell in violent weather
Does this relate to SLA btw? My actions depend on it.
GM_Colin |
Wow. That's escalated quickly.
> You must make a concentration check if you try to cast a spell in violent weather
Does this relate to SLA btw? My actions depend on it.
SLA obey the rules for spellcasting as well, so you do have to make the concentration check. The DC is 5+ spell level.
Zeta Forli |
Con: 1d20 + 4 ⇒ (1) + 4 = 5
Lol!
Con: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
reroll for goblin t-shirt! (I hope I haven't done it in this game yet)
Zeta looks at the traitors who have just killed her companion with a ferocious face. You will answer for it soon! She concentrates and begins to gradually increase in size...
Enlarge person
Ninnic |
Ninnic had to pull out the big guns after seeing the traitors slay one of his friends.
Concentration check vs DC 7 1d20 + 10 ⇒ (1) + 10 = 11
He then casts Mind Thrust 2, trying to crush Killik’s mind!
Damage 5d8 ⇒ (7, 2, 1, 7, 6) = 23
Will DC 17 for half damage
GM_Colin |
Will: 1d20 + 10 ⇒ (20) + 10 = 30
Dispel: 1d20 + 5 ⇒ (12) + 5 = 17
Spiritual Weapon: 1d20 + 7 ⇒ (18) + 7 = 25 Dmg: 1d8 + 1 ⇒ (6) + 1 = 7
Confirm: 1d20 + 7 ⇒ (13) + 7 = 20 Dmg: 1d8 + 1 ⇒ (4) + 1 = 5
Marzack: 1d20 + 7 ⇒ (12) + 7 = 19 Dmg: 1d6 + 4 ⇒ (2) + 4 = 6
Killik easily shakes off Ninnic's Mind Thrust and dispel the Glitterdust on the First Mate. He then send the Spiritual Weapon to interrupt the ifrit's spellcasting. Marzack, who just regain his vision, slashes at the Android.
Initiative, round 2
==========
Ninnic -11
Elizabeth -51, prone, unconcious
-----
Marzack Mallick -5
Killik -16
-----
Mallycorn -7
Zeta Forli -12 DC23 Concentration check needed
Genesix -13
==========
Bold are up!
GM_Colin |
BOTTING Genesix as requested
Morphic Slam # 1: 1d20 + 5 ⇒ (3) + 5 = 8
Damage # 1: 1d6 + 2 ⇒ (3) + 2 = 5
Morphic Slam # 2: 1d20 + 5 ⇒ (10) + 5 = 15
Damage # 2: 1d6 + 2 ⇒ (2) + 2 = 4
Marzack dodges away both attacks as well.
Initiative, round 2
==========
Ninnic -11
Elizabeth -51, prone, unconcious
-----
Marzack Mallick -5
Killik -16
-----
Mallycorn -7
Zeta Forli -12 DC23 Concentration check needed
Genesix -13
==========
Bold are up!