Shira:
The dwarf flashes you the most venomous false smile you've ever seen. DC 14 Perception:
The stack of dirty pots and pans in the washbasin is so caked with filth that the items within must have been there since the ship left Absalom. Possibly before that. DC 18 Perception:
There are also a number of empty vials, and what looks like an alchemical formula book. DC 20 Craft (alchemy) following the DC 18 Perception: The former contents of the vials seem to be a variety of ingestible poisons.
Thinking perhaps some breakfast is in order, you make your way down to the galley. This large hold acts as temporary storage and the Throaty Mermaid’s galley. At present, it contains a number of strange pipes that were brought on board at Magnimar but seem to belong to a larger system of plumbing, mining ventilation or other technical purpose. A set of wooden stairs leads up to the main deck in the aft starboard corner of the hold, and a wooden door to the first mate’s cabin (most recently used by the late Sephriel) stands in the aft port corner. A door in the fore port corner leads to a stairwell down into the cargo hold. The fore bulkhead contains a thin wooden door to the crew’s quarters. The fore starboard corner of the hold is filled with various crates and barrels of foodstores, a modest washbasin, and a strange alchemical apparatus apparently used for heating food. Here you find the ship's cook, a surly dwarf you were introduced to as Shira Acidaxe, has apparently had quite a rough an tumble life. She wears a tattered eye patch, sports a mouth of silvered teeth, bears a nasty scar on her cheek, and is missing half of her left ear.
You travel up to the captain's cabin to ask about your newest lead. The relatively nicely furnished captain’s cabin is where Captain Veane can be found when not on deck giving orders. The Captain is busy at work at his desk, writing in a thick, leather–bound logbook. Veane is not alone; a young half-elven woman lazes on his bed, reading an illustrated chapbook. Captain Veane doesn't even look up from his work, merely hiking his thumb over his shoulder at the woman.
Thanzeril:
Onye: Now that the blood has had time to clear, you can pick up the lingering traces of a perfume that smells strongly of cinnamon, jasmine, and umberberries.
Data:
The cabin door shows no signs of forced entry. Thanzeriel:
"My personal weakness lead me to be seduced away from my post by one of the crew, a half-elven woman named Azuretta. i am happy to answer an questions you have." Aurora: As far as you know, he's telling the truth.
Djahan Ruuh wrote: GM, do we go from map area to map area or are there distinct people? Any guidance on the investigation? Area to area, but you can also go looking for specific people. You are allowed to split up for this part, but that's entirely your choice. Areas on the Ship:
1. Aft Deck 2. Main Deck 3. Fore Deck 4. Captain's Cabin 5. Forward Cabin - Your Rooms 6. Main Hold - Current Location 7. Crew's Cabin 8. First Mate's Cabin - One dead elf 9. Cargo Hold 10. Forward Cargo Hold Captain Veane:
It's at this point, Sephriel's bodyguard Thanzeril walks up the stairs, and makes his way over to the cabin.
Onye:
The cabin door shows no signs of forced entry. The lock was either unlocked to begin with or was opened with a key, not picked. They bodyguard certainly was here - you can still smell him - but he hasn't rematerialized from where ever he wandered off to. Aurora:
You judge the cause of death to be the dozen stab wounds in his back. The murder weapon seems to have been a dagger. By now, the sun is beginning to peek over the horizon. Captain Veane says to Djahan, "You can question the crew and poke at anything you please, as long as you don't interfere with the running of the ship." You are now free to move about the ship.
The captain gestures thematically into the open room, "Then by all means, find me a killer. But I have a responsibility to my ship and my crew. Every one of you is expendable to me, so if we get there with no resolution, I will happily put you on the chopping block." You may roll Heal checks to investigate the body or Perception to check the door. Also notably, Sephriel's bodyguard was not stationed outside his room like usual during Djahan's watch. Welcome to the actual meat of the scenario. The framing is a bit railroady and vague about why you are being allowed to wander around ship conducting your own investigation, but that's what you're going to do.
Captain Veane pushes past Aurora and Tsamara, turning Sephriel over and feels for signs of life. Finding none, the captain shakes his head and looks downtrodden at the corpse. Mallick, standing outside the door, calls in to the captain, "The grey elves are going to skin you alive for this." As the words sink in, Veane pales and turns to the PCs with a look of pure terror in his eyes. The fear passes quickly, however, and his expression shifts into one of pure rage. Captain Veane: “You’re the only ones on this ship I don’t know well,” he says, pointing accusingly at the PCs.
You will arrive at the Mordant Spire in three days. how would you like to proceed?
Each of the elves possesses a potion of cure light wounds, one dose of spear urchin venom, a set of masterwork hide armor, a
If you wish to substitute the potions for the CLW wand charges you have used, you may. As you move about the deck treating your wounds and checking the dead, the crew begins to make it's way onto the deck. Captain Veane: "What the f$~$ is going on up here?!
Auroura walks across the deck to Sephriel's cabin, only to be met at the door by First Mate Marzack Mallick. Marzack Mallick:
This finely decorated cabin contains a brightly colored Qadiran rug, a small bookshelf, several storage trunks and barrels, and a modest bed. Lying face down on the ruffled, blood-soaked sheets rests the body of a tall, golden-haired elf in elegant bedclothes, his face covered in an intricately carved wooden mask.
Strength Damage: 1d2 + 1d2 ⇒ (2) + (1) = 3 Demm takes an additional 3 points of Strength damage and is still nauseated. The first arrow connects with its target but the second goes wide. Will: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Both chains strike the elf, who manages to shrug off the worst of the mental effects. Initiative Order:
Djahan (-12, -1 STR) Elf 3 (-22, Shaken) Demm (-7, -5 STR, Bless, Nauseated)
Onye is up!
The last elf standing grits his teeth and stabs at Djahan again. Trident: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
And misses! Initiative Order:
Djahan (-12, -1 STR) Elf 3 (-7, Shaken) Demm (-7, -2 STR, Bless, Nauseated)
Everyone but Djahan may act! I need two DC 16 Fort saves from Demm. If you pass the first, you don't need to make the second and aren't nauseated.
The unparalyzed elf falls under Data's first arrow, and the second falls under the combined weight of the second arrow and Onye's furious assault! Initiative Order:
Djahan (-12, -1 STR) Elf 3 Demm (-7, -2 STR, Bless, Nauseated)
Djahan may act! I need another DC 16 Fort save from Demm
The flanking elf goes down in a heap as Djahan lays him low! The elves at the door of the cabin quickly step in the room, the first one lashing out at Tsamara and the second taking his companion's place against Onje. Trident vs. Tsamara: 1d20 + 7 ⇒ (20) + 7 = 27
Trident vs. Onje: 1d20 + 7 ⇒ (12) + 7 = 19
Striking Onye in the flank and Tsamara full in the chest! Initiative Order:
Djahan (-12, -1 STR) Elf 1 (-27)
Demm (-7, -2 STR, Bless, Nauseated)
Everyone but Djahan may act!
Djahan missed with his sword swipe, but manages to sink his teeth into the elf's shoulder! The antagonized elf take a wild swing at the phantom with his trident, while his companion moves to flank Djahan. I'm going to assume based on context that your phantom is using intimidate to antagonize? Trident vs. Phantom: 1d20 + 7 ⇒ (3) + 7 = 10
Trident vs. Djahan: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
.. sinking his trident into Djahan's side as his partner utterly fails to hit the wily phantom! Initiative Order:
Djahan (-12, -1 STR) Elf 1 (-27)
Demm (-7, -2 STR, Bless, Nauseated) Elf 3
Data (Bless)
Djahan may make an attack of opportunity against #4. Demm is up!
Will Save 1: 1d20 + 2 ⇒ (20) + 2 = 22
The sea elf in the back reals under the wash of profane energy from Aurora while the one in the from tries to stand against tooth and claw. Initiative Order:
Djahan (-12, -1 STR) Elf 1 (-15)
Demm (-7, -2 STR, Bless, Nauseated) Elf 3
Data (Bless)
Data and Tsamara, you are up!
Strength Damage: 1d2 ⇒ 2 Trident: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 The elves engaging Djahan continue their assault. The first one misses with his thrust before shouting past you in Elven "Caster!". His companion disengages from Djahan and hurls a net at the phantom form of young Djahan. Net Touch Attack: 1d20 + 5 ⇒ (3) + 5 = 8 Initiative Order:
Djahan (-12, -1 STR) Elf 1
Demm (-7, -2 STR, Bless, Nauseated) Elf 3
Data (Bless)
Data, Tsamara, Aurora, and Onye, you are up!
Djahan manages to struggle through the worst of the poison and regains his muscle control. One of your elven attackers throws open the door to your cabin, barely turning aside Onye's bite. He returns a stab of his own, catching the tiger in his side! His companion rushes into the room in front of him, aiming his own strike at Demm, striking the kobold as well! Trident: 1d20 + 7 ⇒ (11) + 7 = 18
Trident: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative Order:
Djahan (-12, -1 STR) Elf 1
Demm (Bless) Elf 3
Data (Bless)
Demm is up and will need to make a DC 16 Fortitude save or be nauseated. Onye will need to make a save as well.
The poison pulses through Djahan's system and the pain is almost enough to make him black out! Str Damage: 1d2 ⇒ 1 Initiative Order:
Djahan (-12, -1 STR, nauseated) Elf 1
Demm (Prone) Elf 3
Data (Prone)
Djahan you are up! You are nauseated and must make a second fortitude save.
The elf Djahan wound lashes out at him in turn, while their partner moves in to flank him. Both of their tridents strike home, and an agonizing burning sensation begins to radiate from the wound! trident: 1d20 + 7 ⇒ (14) + 7 = 21
trident: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Initiative Order:
Djahan (-12) Elf 1
Demm (Prone) Elf 3
Data (Prone)
Djahan must make two Fortitude saves and may take an attack of opportunity! Data, Tsamara, Aurora, and Onye, you are up! Those of you in the cabin may move your token anywhere inside before beginning your turn.
Djahan cuts into the first of the boarders! Initiative Order:
Djahan Elf 1
Demm (Prone) Elf 3
Data (Prone)
The two elves not being engaged by Djahan make a mad rush towards the cabin on the bow of the ship. Demm, you are up! Those of you in the cabin may mov e your token anywhere inside before beginning your turn.
Your attempts to meet with the crew or the VIP are met with short and unhelpful answers. Rebuffed for now, you settle in for the long voyage ahead. Perception Checks:
Perception: 1d20 + 2 ⇒ (18) + 2 = 20 Perception: 1d20 + 6 ⇒ (12) + 6 = 18 It's the dead of night a week out from Magnimar and Djahan is keeping watch on the deck accompanied by his phantom. He hears a soft thunk and a metallic scraping. Turning to investigate the noise, he discovers a grappling hook fastened to the railing. Before he can react, a second hook sails over the side of the ship! Initiative Checks:
Ini(Aurora): 1d20 + 1 ⇒ (8) + 1 = 9 Ini(Onye): 1d20 + 4 ⇒ (1) + 4 = 5 Init(Tsamara): 1d20 + 4 ⇒ (8) + 4 = 12 Init(Djahan): 1d20 + 4 ⇒ (20) + 4 = 24 Ini (Phantom young Djahan): 1d20 + 2 ⇒ (3) + 2 = 5 Init(Data): 1d20 + 6 ⇒ (7) + 6 = 13 Init(Demm): 1d20 + 2 ⇒ (17) + 2 = 19 Init(Elf 1): 1d20 + 2 ⇒ (19) + 2 = 21 Init(Elf 2): 1d20 + 2 ⇒ (19) + 2 = 21 Init(Elf 3): 1d20 + 2 ⇒ (16) + 2 = 18 Init(Elf 4): 1d20 + 2 ⇒ (17) + 2 = 19 Initiative Order:
Djahan Elf 1
Demm (asleep) Elf 3
Data (asleep)
You are being boarded! Djahan may act in the surprise round!
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