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Human
![]() No 'quarters' or below decks here Fletch. No planks either. One afternoon close to the Watch Wall, Kana, Wade and The Captain all see an approaching patrol ship. “She’s seen us, sure as damnation. And there is no way the ‘Frosthamar’ will outrun her loaded like this. One look at our cargo and they’ll know us for exactly what we are – weapon smugglers.” He lays out the situation. It will take about 10 minutes before the patrol ship will catch the Frosthamar. DM rolls: Cole: 1d20 ⇒ 2 Declan: 1d20 ⇒ 3 Fletch: 1d20 ⇒ 6 Kana: 1d20 ⇒ 17 Wade: 1d20 ⇒ 8 Kargeld: 1d20 + 5 ⇒ (18) + 5 = 23 ![]()
Human
![]() Sorry about the slow update guys. Paizo site wouldnt let me in for a while and I was wondering if Rrruh was having trouble with the same so I had to step in and bot him for a round. Luckily he didn't die :) Explanation on how the creature died while not being attacked. It was at 0hp (therefore disabled) and I ruled that an AoO is strenuous enough that it would cause the 1 damage. So then it died which triggered another ability sorta like a last second all around frenzy attack when it dies. ![]()
Human
![]() Hunter has resisted the poison. Sapphire needs to make a save again. DC 13.
The struggle continues as Aria lifts up the spirits of her friends, inspiring them against the strange sea predators. Sapphire succeeds in her attack against the flanked one 2 dmg and Reinald hits his target also. 5 dmg Rosie shoots another sling at the one between Sapphire and Rrruh hitting it in a soft spot. 6 dmg Hunter uses his fist and cracks the shell a little 8 nonlethal and Rrruh tries to grapple the thing again but a claw cuts his arm 3 dmg AoO and before he can try to finish grabbing hold of it it spasms violently attacking all those around it as it dies but luckily everyone is able to step out of reach of the flailing claws. The other enemies attack, the one grappling Hunter constricts him further 4 dmg and now pinned and Reinald's foe lands one claw. 4 dmg Round 3 begins
GM rolls: 1d20 ⇒ 8 1d3 + 4 ⇒ (2) + 4 = 6 1d20 ⇒ 18 1d3 + 2 ⇒ (3) + 2 = 5 1d20 ⇒ 14 1d4 ⇒ 3 1d20 ⇒ 3 1d3 ⇒ 3 1d20 ⇒ 5 1d3 ⇒ 1 1d20 ⇒ 2 1d20 ⇒ 19 1d4 ⇒ 4 1d20 ⇒ 10 1d4 ⇒ 4 1d20 ⇒ 1 1d20 ⇒ 2 1d4 ⇒ 1 ![]()
Human
![]() What are you making a forgery of? Something copied or something new? If it was something that you were copying I would allow taking 20. If you are creating something from scratch I'm only going to allow taking 10 or roll, you could possible get a +2 with a successful knowledge check. Example. You want to forge a royal decree? Roll Nobility (maybe you have seen one before or something) and get a bonus to linguistics roll. ![]()
Human
![]() Linguistics checks are made secretly and only when the forgery is being examined. "The Linguistics check is made secretly, so that you're not sure how good your forgery is. As with Disguise, you don't make a check until someone examines the work. Your Linguistics check is opposed by the Linguistics check of the person who examines the document to verify its authenticity." I'm not sure if taking 20 would be allowed if you 'can't tell how good it is'. Taking 10 I think would be ok and the rolls would be made sequentially by me (your check first then the opposed check). ![]()
Human
![]() The first leg of the journey is placid and peaceful. Everyone has plenty of time to gain their sealegs and get acclimated to shipboard life. The Frosthamar may be a fine ship but it is not a ship that caters to delicate sensibilities. It has no cabins and everyone must sleep under the stars with the rest of the crew. There are no garderobes or chamber pots. The crew simply relieve themselves over the railing. The rations are
It takes half a day to sail down the Varnyn River and out into the open ocean. The Frosthamar hugs the coast and from the ship you can see countless farming communities and fishing villages go by. More than a few fishermen wave at the Frosthamar. Kargeld is always sure to wave back. “Wouldn’t want ‘em to get suspicious, eh?” he says with a glower. The Frosthamar is not swift so heavily-laden and averages about forty eight miles a day. It takes a week for the ship to pass along the settled coast of Talingarde passing the great city of Daveryn, the largest center of civilization along the western coast. Kargeld is quick to squash any talk of stopping there. “This is no pleasure cruise. Besides, I won’t get our cargo within a mile of a Talirean harbormaster.” ![]()
Human
![]() Aria finishes casting her spell, the creature next to Reinald shakes the effect off but the one grappling Sapphire falls under the spells effects and falls asleep. Reinald misses his attack and Rosie moves closer and uses her sling to attack the one next to Reinald 4 dmg and Rrruh moves to Sapphire while Hunter slices a chunk off the one next to him. 3 dmg Does Sapphire still attack the sleeping one? You could technically move and attack the green one. Also I forgot, you need to make a DC13 fort save or take 1d2 STR damage. Now the creatures respond, the creature next to Hunter attacks with both its claws, cutting into the hobgoblin's flesh, grabbing onto him and constricting. 8 dmg and grappled. The other two conscious creatures both make their attacks against Reinald but miss. Round 2 begins
GM rolls: 1d20 ⇒ 20 1d20 ⇒ 10 1d20 ⇒ 17 1d3 + 3 ⇒ (1) + 3 = 4 1d20 ⇒ 19 1d4 ⇒ 4 1d20 ⇒ 17 1d4 ⇒ 1 1d20 ⇒ 8 1d4 ⇒ 3 1d20 ⇒ 8 1d20 ⇒ 3 1d20 ⇒ 1 1d20 ⇒ 6 ![]()
Human
![]() Kargeld crosses his arms and waits as he watches Cole direct Grumblejack. The ogre lets Cole put it on him and when directed he looks to the others then Cole and thinks. Slowly he turns to look like Cole only bigger and taller like a magically enlargened version of Cole. He is still large sized "He looks like ya a bit. Maybe they won't be too suspicious if he stays covered up..." When Cole starts to make demands and assert as if he is in charge he crosses his arms again. "You watch how you talk to me. This ain't your ship and I ain't working for you. I take the cargo north for Thorn and you guard my ship. If it weren't for him I would have you thrown into the ocean for that. You're the ones working for me, protecting MY ship as Thorn said. Now hurry up and get aboard. We're losing time! I'm going to be demanding extra payment for this." The sailors on the ship behind him had been holding their weapons as if they expected the Captain to ready his axe to fight but instead Kargeld walks on board ahead of you. There are no cannons or other ship like weapons on board. It is a cargo ship full of cargo. ![]()
Human
![]() Aria begins casting a spell and Sapphire and Rrruh ready to fight. The creatures advance towards the group attacking Hunter, Reinald and Sapphire. Reinald gets hit 4 dmg and Sapphire gets criticaly hit 3 dmg and constricted in the creature's grip 4 dmg as it grapples her. Round 1 begins
GM rolls: 1d20 ⇒ 1 1d20 ⇒ 14 1d20 ⇒ 5 1d4 ⇒ 4 1d20 ⇒ 7 1d20 ⇒ 20 1d20 ⇒ 13 1d20 ⇒ 15 2d4 ⇒ (1, 2) = 3 1d4 ⇒ 4 ![]()
Human
![]() Tiadora leads the way to the docks in a shimmering and very expensive looking red silk gown that shows off her perfect figure. It is a short half hour walk. She says nothing. Once at the docks she points out the ship Frosthamar. The Frosthamar is a single-masted knarr with a square sail. It is similar to a Viking longship but wider and with a deeper hull better suited to carrying cargo. And the Frosthamar is obviously loaded with cargo. Sitting heavy
The captain is a grizzled north-man with a wiry beard, pale blonde hair and countless scars. This is Kargeld Odenkirk. His crew consists of a half dozen grim sailors who speak little of the common Talirean tongue. “You will guard our boat all the way north, yes?” he asks. ![]()
Human
![]() The next day, after you have prepared yourselves to leave he summons you one more time. “Welcome, my children,” he says in a deep resonant voice that has an almost inhuman quality to it. “Training is at an end. You have proven yourself worthy. Now, it is time for you to use that training and take on your first mission. Your mission is war, my children. You will bring war to Talingarde." “You have two objectives. First, you will see a shipment of munitions delivered to a bugbear chieftain named Sakkarot Fire-Axe. He makes his camp on the northern coast of Lake Tarik beyond the Watch Wall. With this shipment, the Fire-Axe will have resources enough to unite the barbarous humanoid tribes of the north and light the fire of war." “Sitting on the dock as we speak is the longship Frosthamar captained by Kargeld Odenkirk. Tomorrow when the ship is resupplied it will be your transport. The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he need know. “Once the cargo is safely delivered, he will take you just south across the lake under cover of darkness and land you near the town of Aldencross. There our contract with Captain Odenkirk will be concluded." “It is a shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful." "That done, you will begin your second task. We will do more still to aid our ally the Fire-axe. The bugbears are mighty warriors but poor siege engineers. You will infiltrate the tower Balentyne, keystone of the Watch Wall, kill its commander and open the gate for Sakkarot’s horde." “Once the shaggy monstrosities pierce the Watch Wall, the bugbears will pillage and lay waste to the townships of the north and the local garrisons will have no choice but to meet the Fire-Axe in the open field. Sakkarot is the most brilliant, gifted and murderous bugbear of his generation. I expect these battles will go poorly for the knights and yeoman of fair Talingarde." “Do all of this and then when your task is done, break this clay seal.” He hands you a delicately carved clay seal adorned with a tangled knot of thorns surrounding the holy symbol of Asmodeus. “I will have more instructions then. Succeed and I will see you rewarded handsomely. Fail or betray me and you will pray for the comfort of Hell before I am done with you." “The mission you start upon today is a holy mission. The people of Talingarde think they have seen the last of the mighty Asmodeus. Soon enough we will remind them that there is no escaping the grasp of Hell. Let us toast our success.” He pours one glass of deep red wine for each of you and then finally pours one for himself. He raises the glass and offers a toast. “To war.” ![]()
Human
![]() The problem is not that you don't have a weapon. No matter what class you play it will not fix the issue. The problem is that you need to put some more effort to thinking things through a bit more. Perhaps like, with wanting to take away the Captain's whip.
Also. You cannot withdraw with using movement which you do not have a speed for. Right now you are standing on parts of a reef, which is sorta difficult terrain but not underwater fighting. Hop off the reef and you can only swim 2 move actions per round(25 feet for you). ![]()
Human
![]() You have 4 crab pots and each one hold 4 crabs. They need to be all filled. As you come to the reef the water is calm and clear and you see it is quite beautiful. Crabs scuttle around the rocks and various tropical fish species swim around too. There are many dark spots that you can see startled crabs or fish swim into which look to be small caves big enough only for the creatures. Sticking a hand in one of them could yield surprises. It is rather easy to catch crabs. All checks given in the AP are DC10. So I'll skip making you role for them. It accomplishes nothing. After a couple minutes of stalking the crabs and catching a few nicely sized specimens for the Captain danger approaches. It seems you are not the only predators in these waters and several creatures have been sneaking up on you. Aria, Rrruh and Sapphire spot the creatures approach and are able to act first.
Dungeoneering DC 11:
Reefclaws! These creatures inflict a strength sapping poison and can grab and constrict their pray. Updated Encounter Map Surprise Round
Round 1
DM rolls: 1d20 + 1 ⇒ (20) + 1 = 21 1d20 + 1 ⇒ (15) + 1 = 16 Aria: 1d20 + 4 ⇒ (17) + 4 = 21 Hunter: 1d20 + 4 ⇒ (10) + 4 = 14 Reinald: 1d20 - 1 ⇒ (14) - 1 = 13 Rrruh: 1d20 + 6 ⇒ (15) + 6 = 21 Sapphire: 1d20 + 3 ⇒ (18) + 3 = 21 1d20 + 5 ⇒ (1) + 5 = 6 1d20 + 6 ⇒ (8) + 6 = 14 Aria init: 1d20 + 2 ⇒ (19) + 2 = 21 Hunter init: 1d20 + 8 ⇒ (3) + 8 = 11 Reinald init: 1d20 + 2 ⇒ (16) + 2 = 18 Rrruh init: 1d20 + 3 ⇒ (6) + 3 = 9 Sapphire init: 1d20 + 3 ⇒ (15) + 3 = 18 ![]()
Human
![]() Night 10
Afternoon 11 you are all given the task of catching crabs for the captains dinner. Get over to the reef pronto ye scurvy dogs! First swim 200ft (take 10 is a good idea).
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Human
![]() Nop Tiadora isn't a vampire. Hmm. You know I was thinking, a normal character (without vampire/fiend/whatever) could still do some epic stuff. Maybe something that would grant a mythic rank? I think it epic to have you all powerful but different. A vampire with a lich, a fey, a fiend, an animal lord(recent suggestion by fletch), and a mythic hero/villain? Idk but a diverse group is just cooler than everyone being able to do the same thing. ![]()
Human
![]() I wonder how these options would look without any stat changes? Aw Cole, I liked your cool idea. Thorn doesn't have access to vampires but you could always get Wade to bite you when he is 5th level lol. I dont want everyone to be vampires just because it looks the most powerful. Actually those other versions wade linked lose some things for being able to go out in day, that's the reason i was ok with them. ![]()
Human
![]() Well Kana there is the Fey Creature for a start. Let me know if you have any other ideas though. ![]()
Human
![]() Since you are in training I think a sign language could be taught/learnt. Thorn could have helped or taught it to you also. Infernal Signing sounds cool. What did you mean by 'other outlined plans'? Researching spells costs gold but is doable. Show me the vamp type Wade and I'll have a look at it. ![]()
Human
![]() I wrote: After a looong couple days everyone is exhausted except Hunter who is merely fatigued. most of the crew quickly fall asleep, similarly tired. Going to bed early instead of staying up for any entertainment or socializing will remove exhaustion and fatigue. Mainly that means skipping your valuable night action to recover. Otherwise yes you would be fatigued for day 10. Fatigue after a job mainly affects any evening activities. Just so everyone knows, CON checks for fatigue after jobs are not FORT saves. Only add you constitution bonus not your fort save bonus. On day 10 Sapphire finds it easy enough to listen in on the Captain above if she is able to get an ear to the galley ceiling. This time she hears him quite angry at how far behind schedule the storm had put them and mostly taking it out on the cabin girl he refers to as "Caulky". Longfarthing the Sail Master speaks of her course calculations and that the current good wind conditions means they will be little more than a day or two behind. Though angry he doesn't seem to direct it towards her as she assures him the plan will go off perfectly as planned. On day 11 Reinald gets threatened with a whipping if he doesn't put in more effort with his job, the whip cracks several times behind him that day. Grok joins in the bull session and tells tails of growing up in port Peril, how she got the scar on her neck from some cutthroats who had left her to die in an alley when she was only 11. She became friends with Kroop after a voyage and they sailed together often enough, going through many tough times together. They seem quite different, where Grok is tough and doesn't take anyone's shit, Kroop is soft and let's the world roll past (and frequeltly over) him. Owlbear seems surprised and delighted that you have come to see him and accepts the rum with gratitude.
Everyone seems to have passed their jobs (waiting on Aria though). Now it is excursion time. TO THE REEF!
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Human
![]() You definately don't have to become undead. Cole was thinking of becoming a half fiend of asmodeus. If you can think of something cool you would like then I can work with you to make it happen. Maybe Kana strengthens her fey connections or something who knows. Also Drow Sign Language is a secret language like druidic. Not sure you can just pick it up like that. Cole I will let you add to the trait that you can pick one to be a class skill, that sounds closer in power to most other skill bonus traits. Now is the time to lock in any character changes. I won't give any options for it after this. Kana wants Sylvan instead of Fey bloodline, not sure if anyone else was unhappy with a choice they made at creation. Fletch you can become a Lich at the apropriate level. 11 at the earliest. Must take to Craft Wondrous Item feat to craft your Phylactery and it costs 100,000 to create as well as you have to actually find the ritual. HP per level is half max +1. d6 = 4. d8 = 5 etc... ![]()
Human
![]() After a looong couple days everyone is exhausted except Hunter who is merely fatigued. most of the crew quickly fall asleep, similarly tired. Going to bed early instead of staying up for any entertainment or socializing will remove exhaustion and fatigue. Day 10
Day 11
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