Slipp |
Slipp works their way between a group of sailors, asking about the crates.
diplomacy: 1d20 + 13 ⇒ (7) + 13 = 20
"What do you know about *that* crate?"
GM Erich |
One of the sailors Slipp interrogates remembers a black-feathered tengu walking onto the ship, placing a single crate, and then leaving.
GM Erich |
Feel free to follow up on the information you gained from the sailors but we can also move on with the last mission...
With the crate at least discovered, you hear a bustle on the upper decks.
Captain Benarry shouts across the din of the storm, “Seems we’re listing, sailors. Get back below deck, quick. Assess the damage, patch holes, and report anything you can’t fix.” The ship sways as a gust hits the sails. The captain winces as the ship doesn’t fully recover from the movement. “Get working—I don’t want to capsize today.”
Phase One−Assessing Damage: You may begin by assessing the damage to the hull. You can attempt a DC 18 Athletics or Acrobatics check to survey the exterior of the Snapdragon, an DC 20 Crafting check as you measure where the damage is coming from, or perhaps something else you think might make sense (likely DC 22). Critical failures and successes will matter and you each get one attempt.
Dennis the Menace |
When hearing about a tengu placing the crate in the hold, Dennis asks Salissa, "Hey! Maybe it's Tsaraka again?" He quickly continues, "The one who stole stuff. For the demon pirate, Enav!" Dennis still seems unusually excited about the prospect of a demon pirate.
[Later ...]
When his Captain asks for help, Dennis calls out, "Aye aye, Captain. On it!" and the youngster enthusiastically rushes to action to help assess damage.
Athletics, DC 18: 1d20 + 15 ⇒ (15) + 15 = 30
Slipp |
Slipp goes in search of the Ship's carpenter.
"You! Your skills are needed below more than here. Get down there and start fixing the leaks!" they snap.
intimidate DC22: 1d20 + 14 ⇒ (16) + 14 = 30
Ra'uf Steelwheels, Dog of War |
Athletics: 1d20 + 12 ⇒ (14) + 12 = 26
Having shaken off the effects of the spoiled potions, Ra'uf checks the ship for any damage.
Lootie Kriss |
Lootie hangs from a line to check for damage and manages to avoid drowning.
Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12
Salissa Greenscale |
"Perhapsss I couldst open the crate with mine elemental might?"
Salissa carefully examines the crate, her tongue flicking furiously as she picks up various smells.
Salissa has scent and will try to use that to determine what might be inside the crate.
Salissa Greenscale |
Salissa will head to some of the areas that she determined might prove troublesome when she did her underwater assessment earlier. She summons up her elemental aura and uses her command of wood and water to shift and destroy water to take a better look.
Kineticist: 1d20 + 12 ⇒ (12) + 12 = 24
GM Erich |
Regarding the crate...
Salissa is not able to determine anything further from her acute sense but Dennis' inquiry does raise suspicions. Calisro summons the mutinous tengu and he recalls "Yeah, now that you mentioned it, I did bring a crate on board. Didn’t think nothing of it. They all have the same sigil on the bottom, though.”
-------------------
Still need Dorgath's check for Phase 1, but we can move into the next phase as well...
Several of you help to identify that one of the collision bulkheads has been breached, as Dorgath ponders its severity...
It's time to face the continuing threat of the storm as you stabilize the outside of the ship prior to full repairs being done.
Phase Two−Emergency Measures: You can attempt an DC 18 Crafting check to patch the most damaged areas, or a DC 20 Nature or Survival check to chart a path that will protect the ship from further damage, or perhaps something else you think might make sense (likely DC 22). Critical failures and successes will matter and you each get one attempt..
Dennis the Menace |
[Back with the crate...]
When the group does the tango with the tengu, Dennis looks confused. "Si-gil? Is that how you say it?" He admits proudly, "I just skip over big words when I read." He doesn't read much. Then he innocently asks, "What's a si-gil?"
After helping locate the bulkhead breach, Dennis quickly rummages through his pack to find his repair kit. He assures everyone, "I'm good at fixing things." It's unlikely anyone is assured. His tools look like toys ... albeit finely crafted ones. He enthusiastically starts pounding away with his hammer.
Crafting +Superb Kit, DC 18: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Lootie Kriss |
Lootie pays more attention to flowers than navigation, but it's worth a shot. He tries to chart a path.
Nature DC20: 1d20 + 9 ⇒ (13) + 9 = 22
Dorgath Elokar |
Dorgath is unable to help deal with the crate. The strange sigils seem like enough of a reason to stay away from it, but likely they'll need to find some way to deal with it before this trip is done.
As the captain calls out for the crew to begin patching up the ship, he tries to rally the crew to work more efficiently. "Quickly now lads, we've got to find the problem or we'll all be left at the bottom of the drink!"
phase 1: Diplomacy attempt?: 1d20 + 11 ⇒ (4) + 11 = 15
Once they've identified the issue, Dorgath returns to the deck keeping a watchful eye on the waters for anything else that might damage the ship.
survival dc 20: 1d20 + 13 ⇒ (18) + 13 = 31
Slipp |
Slipp gazes out at the impressive storm. "Look over there! I think it is lighter. That might mean the storm is less intense in that direction!"
nature: 1d20 + 9 ⇒ (16) + 9 = 25
Ra'uf Steelwheels, Dog of War |
Ra'uf checks the skies for breaks in the weather.
Survival: 1d20 + 10 ⇒ (19) + 10 = 29
GM Erich |
The temporary stabilization efforts from the group provides enough support for everyone to create longer-term fixes, including using a fast-setting tar for additional waterproofing and reinforcing weak boards.
Phase Three−Permanent Fixes: You may each attempt up to six DC 20 Crafting checks to repair the ship. The more the merrier.
Dennis the Menace |
Dennis doesn't need much encouragement to continue pounding away. "It's fun fixing things!"
Crafting +Superb Kit, DC 20: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Crafting +Superb Kit, DC 20: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Crafting +Superb Kit, DC 20: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Crafting +Superb Kit, DC 20: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Crafting +Superb Kit, DC 20: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Crafting +Superb Kit, DC 20: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Dorgath Elokar |
Dorgath continues to keep watch as the rest of the party begins patching up the boat. "Trust me my friends, you'll prefer that I keep using my eyes instead of trying my hand at helping patch up the ship"
+0 crafting so... best of luck everyone!
Salissa Greenscale |
Phase Three−Permanent Fixes: You may each attempt up to six DC 20 Crafting checks to repair the ship. The more the merrier.
Could I use Kineticist class training instead of crafting for this?
Ra'uf Steelwheels, Dog of War |
Also a +0, so unless there is no penalty for failing or critically failing, I'll sit this one out.
Lootie Kriss |
Lootie sees the "work" that Dennis is doing, and has no intention of risking damage to his fingers with so called tools.
Instead, he tries to inspire the crew to help out.
Diplomacy w/Performance: 1d20 + 16 ⇒ (5) + 16 = 21
only a +2 in crafting
GM Erich |
@Salissa It seems like a good use of your Base Kinesis to create pieces of wood used to repair and strengthen the hull, so sure... but at DC 22.
Salissa Greenscale |
kineticist DC22: 1d20 + 12 ⇒ (11) + 12 = 23
kineticist DC22: 1d20 + 12 ⇒ (13) + 12 = 25
kineticist DC22: 1d20 + 12 ⇒ (15) + 12 = 27
kineticist DC22: 1d20 + 12 ⇒ (19) + 12 = 31
kineticist DC22: 1d20 + 12 ⇒ (19) + 12 = 31
kineticist DC22: 1d20 + 12 ⇒ (6) + 12 = 18
Salissa calls forth the elements to aid in repairing the ship.
Slipp |
Slipp finds themselves in a similar situation to Ra'uf, so rather than doing repairs, they spend time carting wood from the spares to where the crew need it for repairs...
laborer lore?: 1d20 + 7 ⇒ (11) + 7 = 18 If that is an acceptable alternative
laborer lore?: 1d20 + 7 ⇒ (10) + 7 = 17
laborer lore?: 1d20 + 7 ⇒ (15) + 7 = 22
laborer lore?: 1d20 + 7 ⇒ (5) + 7 = 12
laborer lore?: 1d20 + 7 ⇒ (15) + 7 = 22
laborer lore?: 1d20 + 7 ⇒ (20) + 7 = 27
GM Erich |
Thanks to the effort of the team, the repairs are fully effective and the Snapdragon pushes full ahead to the Isle.
bigrin42 |
**HOUSE GM ANNOUNCEMENT**
From the crow’s nest, the cry of “Land!” carries over the deck. Sailors repeat the call as Calisro Benarry pulls a spyglass from her belt. She lowers it with a smile and says, “Get ready to drop anchor. We’re making landfall.”
Table GMs, you have 1 day to resolve your encounter. The Land Ahoy! condition is in effect.
Ra'uf Steelwheels, Dog of War |
Ra'uf keeps his counsel, but looks obviously relieved that his time on the ship is nearly at an end.
Dennis the Menace |
Just as Dennis is about to whine, "Are we there yet?" he hears the cry of landfall. The youngster quickly packs up his toys tools and runs past everyone to the upper deck to get a good view. "Golly! This boat ride has been fun. I can't wait for the island!"
Lootie Kriss |
With the call of Land Ahoy Lootie cracks his first smile in a long time.
After a journey so rough and so long,
Where the winds and the waves were so strong,
We spotted the shore,
Can't take any more,
Get me off this ship where I don't belong!
bigrin42 |
**HOUSE GM ANNOUNCEMENT**
Eando stares over the sea as an isle draws nearer. Calisro stands next to him, gripping the railing as though she could make it cut through the water faster with sheer will. Just behind the Snapdragon, a monster of a ship gathers speed. Its sails fill with gusts of wind conjured by magic.
“This is it,” Calisro says with a grin, “It’s time to prove to these demons they can’t outrun us!”
Eando shakes his head and chides, “And then we’ll finish the Whippoorwill’s mission. That’s what we’re after. I’m worried we’re about to unseal a dark force that shouldn’t be disturbed.”
Calisro laughs and claps the other Pathfinder on the shoulder. “If demons want whatever’s on this isle, we can’t let them have it,” she says. “Checking off our centuries-old to-do list is an added benefit.”
Table GMs, please begin Act 4.
GM Erich |
With your restful night and daily preparations complete, Calisro points and nearly shoves the closest one of you into a jolly boat. “No time to lose,” she says with a smile. “The barrier islands aren’t going to secure themselves. Get a move on.”
The curve of the barrier island creates a naturally sheltered shore for landing. Past it, clusters of trees bend in the wind from the storm. The sand forms a paste that threatens to rip off boots.
Your boat scrapes upon the sandy beach and you quickly start to disembark into the sand that threatens to suck your feet in.
New Map. With the intensifying storm, the sand is saturated with water and is difficult terrain. The areas beneath the trees are sheltered and standard terrain.
Unsurprisingly, you are not alone... two huge clawed demons emerge from the jungle in front of you while strangely translucent sharks leap into the fray seaward.
Dennis Init: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Dorgath Init: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
Lootie Init: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Salissa Init: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Slipp Init: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Ra'uf Init: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Red Init: 1d20 + 15 ⇒ (10) + 15 = 25
Orange Init: 1d20 + 15 ⇒ (4) + 15 = 19
Blue Init: 1d20 + 11 ⇒ (5) + 11 = 16
Purple Init: 1d20 + 11 ⇒ (7) + 11 = 18
Round 1 - Bold can act
Dorgath
Salissa
Slipp
Red Demon
Dennis
Lootie
Orange Demon
Purple shark
Ra'uf
Blue shark
Slipp |
"Look out behind!" calls out Slipp.
Then, as if coming to the gnomes aid, there is a sudden thrashing in the waters as a swarm of stonefish push through from the First world to engage with the sharks.
Summons a Stonefish swarm
The swarm savages the pink sharkP damage: 2d4 ⇒ (3, 4) = 7 [ooc]basic reflex DC 18 to counter the damage, and perhaps more importantly, injects their venom into it. Fort DC 18 vs 1d6 damage and clumsy 1 in the first round
** Summon animal (stonefish swarm)
Salissa Greenscale |
"We be beseiged on two fronts. Dennis, Ra'uf, thou shoulst confront the northward foes and shield our more vulnerable friends. With Slipp's assistance I shall divert the assault from the sea."
Salissa turns and swims out to confront the ghostly sharks. She calls forth her elemental might and launches an icy jet of water at one of the deadly fish.
elemental blast vs blue: 1d20 + 13 ⇒ (18) + 13 = 31
damage, cold: 2d8 ⇒ (2, 6) = 8
◆ swim, ◆ swim, ◆ channel elements
Dorgath Elokar |
Dorgath takes a moment to study the demonic crab-like creatures on the beach.
Religion Recall k.: 1d20 + 15 ⇒ (4) + 15 = 19
He then summons a spiritual scimitar that rushes out and slashes at Orange
Spiritual armament to hit: 1d20 + 12 ⇒ (3) + 12 = 15
Spiritual armament damage: 2d8 ⇒ (1, 8) = 9
◆ Recall knowledge crab demons
◆ ◆ spiritual armament
GM Erich |
Dorgath begins with a quick spiritual weapon that can't quite maneuver into position. Salissa's blast is more effective and Slipp is joined by an allied school which chomps into the elusive shark.
The demon moves to the edge of the tree-line and concentrates on the fighter before him, trying to freeze him in his tracks. As it nears you all, thoughts of losing your gear in the vast ocean storm start to cloud your mind.
Need a DC 21 will save vs paralysis from Dennis and then a DC 21 will save vs stun (either stunned 1 <or 2 on crit fail>) from Dennis, Lootie, and Ra'uf
red reflex save vs swarm: 1d20 + 11 ⇒ (11) + 11 = 22
Alas, they are immune to poison...
Round 1 - Bold can act
Dorgath
Salissa
Slipp
Red Demon
Dennis Need a will save vs paralysis first and another will save vs stun at the start of your turn
Lootie Need a will save vs stun at the start of your turn
Orange Demon
Purple shark -3 damage
Ra'uf Need a will save vs stun at the start of your turn
Blue shark -16 damage
Dennis the Menace |
Will, DC 21: 1d20 + 12 ⇒ (16) + 12 = 28
Will, DC 21: 1d20 + 12 ⇒ (18) + 12 = 30
Dennis manages to withstand the mind-control powers of the demon. With his one-track mind, he says, "You can't make me do anything I don't want to."
◇ Delay for (hopefully) Lootie's courageous anthem...
After waiting for some bardic inspiration from Lootie, Dennis slogs through the sand to get within range of both demons, and he quick-draws his halberd jabbing at the one who just attacked. Seeing he has extra time on his hands, he jabs a second time.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA vs Red: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (6, 2) + 4 + 1 = 13
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +MAP vs Red: 1d20 + 17 + 1 - 5 ⇒ (3) + 17 + 1 - 5 = 16
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (7, 10) + 4 + 1 = 22
+1 Cold-Iron Striking Ghost-Touch Halberd +CA: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7
◇ Delay (for Lootie), ◆ Stride, ◆ Quick-draw (strike), ◆ Strike
(Looks like Dennis used up all his good rolls on the saves. That's fair.)
Lootie Kriss |
As soon as Lootie steps onto land he falls to his knees and kisses the sandy shore. But alas his moment of joy is short lived, there appear to be demons to kill.
Will DC21: 1d20 + 11 ⇒ (5) + 11 = 16
stunned 1
Shocked by intruders, Lootie breaks into song with a flourish to inspire the crew and demoralize red.
Lingering Composition DC22: 1d20 + 16 ⇒ (10) + 16 = 26
Demoralize w/Performance: 1d20 + 16 ⇒ (1) + 16 = 17
◆ Courageous Anthem
◇ Lingering Composition (3 rounds remaining)
◆ Demoralize Red
GM Erich |
Updated. Found the proper picture for the demons...
Dennis lurches forward and stabs the demon, the cold-iron searing its hide. Slipp is unable to pierce its bravery. The other demon slides slowly forward and grabs at the solitary warrior.
One of the sharks gets to Salissa as well, sinking its teeth in and not letting go...
orange grapple and constrict (bludgeoning) vs Dennis: 1d20 + 18 ⇒ (4) + 18 = 221d4 + 9 ⇒ (3) + 9 = 12
orange claws (bludgeoning) vs Dennis: 1d20 + 17 - 5 ⇒ (7) + 17 - 5 = 192d6 + 9 ⇒ (2, 5) + 9 = 16
purple jaws (piercing) vs Salissa: 1d20 + 11 ⇒ (16) + 11 = 271d12 + 7 ⇒ (2) + 7 = 9
purple grapple vs Salissa: 1d20 + 10 ⇒ (16) + 10 = 26
Round 1 - Bold can act - Courageous Anthem is up!
Dorgath
Salissa -9 damage <grabbed>
Slipp
Red Demon -18 damage
Lootie
Dennis -12 damage? <grabbed> Need a DC 24 basic fort save vs constrict damage
Orange Demon
Purple shark -3 damage
Ra'uf Need a DC 21 will save vs stun at the start of your turn (see three posts above for effect)
Blue shark -16 damage