GM Mauve's CORE #9-22: Grotto of the Deluged God (Inactive)

Game Master MauveAvengr

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Hey all!

Please dot in here.


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The small group of Pathfinders have been summoned to the Grinning Pixie, the ship - and mobile Pathfinder lodge - of Venture-Captain Calisro Benarry, which is currently moored off Tempest Cay, the northernmost island in the Shackles.

Venture-Captain Calisro Benarry, a powerfully built half-orc, stands defiantly on the deck despite the driving winds. Sparse clouds are resplendent with the calm colors of twilight, but waves lap roughly against the ship as sea spray mists the air.

"Good. You're here. Come with me." She leads the way to a room below decks, where a hanging lantern illuminates a canvas map of the isles of the Shackles, with currents and depths marked, fastened to a wooden table with rusting nails. A model of the Grinning Pixie, carved from cork, shows the ship's current position.

"I hope you lubbers aren't afraid to get your feet wet. Here's what I've got for you: you're here to find a Thuvian caravel called the Pride of Aspenthar. The Pride's captain was Jaheem Quinn, a half-elf with a magical knack for the water. Not a wizard or such, but I'll be damned if the water didn't do what he asked when he asked it. I hired Jaheem to take our agents on a mission to the Gloomspires, and neither he nor his ship ever returned to Drenchport. Divinations confirmed that the ship was lost and suggest that no one was aboard, but that could mean anything from them all abandoning ship to a hold full of dead sailors. The winds around the Eye of Abendego are always perilous, but sending Jaheem and his crew into such dangerous currents is one of my few regrets." The half-orc pauses and shakes her head, her face hardening with resolve.

"The winds have been strange of late, and it seems they've turned up news of the Pride - wrecked, of course - near Tempest Cay. It's a rough place where outside eyes aren't welcome. You won't find anyone willing to give account to strangers. I've developed a number of connections here, so I'll see what I can discover on land about any survivors. Your task is to seek out the wrecked ship itself. I've been studying these waters and their currents a long time. If a ship has wrecked, it should be about here." She stabs at the map with a strong finger. "At low tide, the water should be shallow enough to explore on foot in relative safety, without the waves lashing down. You're to look for any information about why the ship went down, especially if it had to do with these currents. If you can, keep an eye out for Jaheem's log. It should tell us quite a bit about what happened."

"Follow any leads you find, but if something's too much for you to handle, come find me on Tempest Cay. You can ask for me at the Drowned Dwarf in Drenchport. Otherwise, I'll meet you back here."

Her gaze lingers on each face in turn. "Right. I've got to go landside to catch my contacts while they're in their cups but still talkative. Be ready to leave an hour before dawn. Enjoy the comforts of the ship tonight, and make sure you visit the quartermaster; I've requisitioned specialized supplies for you, and you can ask her any questions you might have. Oh," the half-orc grins, showing gleaming fangs, "and ask her to wish you luck."


Please let me know if you are a member of the Concordance faction or have played one of the following adventures: #6-06 Hall of the Flesh Eaters; #7-19 The Labyrinth of Hungry Ghosts, or #8-15 Hrethnar's Throne. You will receive a +5 circumstance bonus on the following checks

DC 10 Knowledge (Geography) or Knowledge (Local):

Some locals believe the most absent ruler of Tempest Cay, the druid and pirate captain called the Master of Gales, must be controlling the mysterious winds and currents.

DC 15 Knowledge (Geography) or Knowledge (Local):

The pirates of the Shackles utilize the Eye of Abendego as part of their defenses. Many of the residents of these isles are involved in piracy to some degree, which is related to their unwillingness to answer questions from outsiders.

DC 20 Knowledge (Geography) or Knowledge (Local):

The Eye of Abendego is a vicious, perpetual hurricane. Although its exact cause is unknown, it formed roughly at the time of the death of the god Aroden. Its intensity is variable and unpredictable. Its weaker winds can tear the sails off the biggest ships, while its stronger gales can reduce a ship to splinters.

DC 25 Knowledge (Geography) or Knowledge (Local):

Pirates and rough seas are not the only dangers in the Eye of Abendego. Sailors who have braved the outer rim of the hurricane also report encounters with ghost ships, aquatic undead, powerful elementals, and vicious sea monsters.

DC 30 Knowledge (Geography) or Knowledge (Local):

No one has survived a journey to the center of the Eye.

=====================

DC 15 Knowledge (Religion) or Knowledge (Planes):

The Concordance of Elements is interested in preserving elemental balance, and the recently formed Concordance faction is interested in developing a healthy relationship between the Concordance of Elements and the Pathfinder Society. Ranginori, the good-aligned elemental lord of air, was recently freed from his long imprisonment by an alliance of Pathfinder Society and Concordance of Elements agents.

DC 20 Knowledge (Religion) or Knowledge (Planes):

A small religious group calls itself the Cult of the Eye and worships the Eye of Abendego, believeing it to be a divine being which they call the Deluged God. They believe their deity has created these new weather patterns to lure souls toward the island to be recruited as new followers.

DC 25 Knowledge (Religion) or Knowledge (Planes):

A now-dead cult called Storm Kindlers was a splinter group of Gozreh followers who believed the Eye of Abendego was a manifestation of their god. A new rising cult in the Sodden Lands has taken up their mantle and name and seeks to understand the Eye. They reject the beliefs of the Cult of the Eye.

DC 30 Knowledge (Religion) or Knowledge (Planes):

Scholars of the planes report recent disruptions in the Plane of Air that may be related to the shifts in weather patterns.

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

A young red-haired woman in studded leather armor with a dark bow slung over her back and a longsword on her hip approaches the group of pathfinders gathering at the Grinning Pixie.

"Markus! Nightkit!" she exclaims and dashes forward, grabbing the monk and the rogue in a big hug. "So good to see you again!"

Then she seems to remember her manners. She walks around and shakes hands, smiling exitedly.

"Hi, I'm Merida... Merida Bowie! This is my fourth mission!"

Merida is a very chipper young woman who is easily excited and sometimes a bit naive.
But you do not want to incur her wrath... unless you want to become the target of her - more or less ;-) - well-aimed arrows...

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

Take 10 Knowledge: Local untrained: 10 + 0 = 10
Knowledge: Religion untrained: 1d20 + 0 ⇒ (3) + 0 = 3 LOL.

If we are not allowed to make any of these checks untrained, then Merida has no knowledge about anything related to this mission...

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit is quick to return Merida's hug. Good to see you too she says. Markus also gets a hug. Instead of her skintight leather armour, she is currently dressed in a shirt and shorts. A black breast band can be seen under the shirt. It seems that she is contemplating swimming.

k local: 1d20 + 6 ⇒ (14) + 6 = 20

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

@Merinda - Typically only DC 10 checks are allowed untrained but the good news is that most people will be able to make these on a take 10 unless they are particularly dim.

@GM Mauvre - Sylvester did play through the Hall of the Flesh Eaters but does not have the right knowledge skills trained to make a difference for the rolls.

The diminutive gnome shifts on his mount. Despite not liking the water much he is excited to get underway and his natural force of personality is apparent to those around him.

"Specialised equipment. That sounds interesting!"


Medium N Animal Riding Dog | HP 13/13 | AC 13 Incorp T 12 T 12 FF 11| CMB +3 CMD 15 (19 vs Trip)| F +5 R +5 W +1|Init +2| PER +8 Low Light Vision, Scent| Speed 40' Acrobatics +6 (+14 Jumping)|Active Conditions:

The muscular wolf hound wags its tail contently. Unlike his master he enjoys ship board life especially compared to the dank dungeons where they usually find themselves.

"Woof, woof."

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

The dwarf smiles seeing both Merida and Nightkit, Been too long you both! returning their embraces, Greetings, I'm Markus all. I'm always here to help. The dwarf is wearing simple robes, with a strange iron weapon tucked into his cloth belt. He has a strange feather strung on a leather cord around his neck also; and a dully gleaming ring upon his finger.

knowledge, religion: 1d20 + 4 ⇒ (20) + 4 = 24

Could be agents of the Cult of the Eye, they follow this Deluged God- could be that this being is influencing weather patterns to draw in new followers to the island. They believe the storm system here is a manifestation of their divine being, but we'll see. Cults can be dangerous, as we all know, so we should be careful. Thinking a moment longer, This may have something to do with the Concordance of Elements and the recent release of the Air Lord Raginori, but I'm unsure of the connection... yet. pausing a moment, I used to be an investigator and lawman before joining the society, so this tickles at my mind that way, but I don't think we know enough yet to put the pieces together correctly.

Returning his gaze to the captain, Aye the quartermaster, ask her to wish us luck; and we'll see you at the appointed place, although I mislike the name myself. he says with a grin...

Silver Crusade

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F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Yeah, I'll join Merida in the little-to-no-Knowledge skills team... :P Based on the rules indicated by Sylvester, I'll assume that Erica can beat the Knowledge (geography) DC 10 by taking 10

Contrary to her habit, Erica stands uneasy on her feet. She nods awkwardly to the other Pathfinders as they gather on deck and introduces herself as Erica-but-everyone-calls-me-Bobbie, her greetings polite but rather formal and short. Only Sylvester gets a slightly friendlier welcome a surprisingly weak handshake, which is apparently the most effusive greetings she can offer.

After the Pathfinders are led to the mission room, she does her best to stay upright, but her face is looking greener by the minute and finally she sits down, keeping her back as straight as possible and trying not to, under any circumstance, bow down her head.

It just feels very, very wrong for the floor and walls to keep moving. She's never seen them doing that, and she suspects they're not supposed to.

Instead, she tries to focus on the dwarf's -Markus's- explanations.

"The Concordance of Elements?" she frowns. It's like being back at the convent in theology classes, except considerably sicker. "An Air Lord? I've never heard of it. Are they related to the whole Master-of-Gales shtick?"

The boat rocks gently on the waves, and she reflexively closes her eyes.

She wonders if the aforementioned specialized equipment will include a bucket.

She wonders how she'll keep her armour from rusting on the wreck.

Mostly, she wonders if she'll be able to eat anything at all before going to bed.

Liberty's Edge

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Female Elf Barbarian 1/Ranger 1 | hp 19/22{26} | AC 16 {14} T 13 {11} FF 13 {11}| CMD 17 | F +6 {+8} R +5 W +1 {+3} (+2 v enchant.) | Spd 40' | Init +5 | KnNat +3, Perc (low-light) +7, SensM +2 | Favored Enemy Human +2, Rage 5/6 | rage | wand of cure lt 27/27
Captain Calisro Benarry wrote:
"If you can, keep an eye out for Jaheem's log. It should tell us quite a bit about what happened."

"This Jaheem has a talking tree!?" asks the small savage elf in surprise.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit whispers in Erica's ear.

I hear ginger is good for this 'mal-de-mer'. Shall we check to see if the quartermaster has some for you?

To Markus Pity Grigory isn't here to complete the quartet, but his replacements are much prettier *sly wink*

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Erica gives the Elven woman a look which is just one big, tired why . She doesn't even bother to voice it.

Many of the Pathfinders could be considered weirdos, that was all there was to it. You just had to accept it and pray they got hired because they were actually incredibly talented with a sword, or a bow and arrow, and not because the Society was getting desperate enough to hire anyone who shows up with a backpack and a blade found lying on the ground.

That was what made this job unique, after all-changing colleagues and teammates all the time, never knowing what they might bring to the table, like being paid to change the tiles on a rooftop with someone picked randomly and had never seen before instead of a long-term partner. It made life more interesting that way.

"Ginger?" she repeats wearily. "Yeah, I'll ask for some ginger." She gets up, leaning against the wall to find her balance.

One foot then the other, she could do it.

"A log's a kind of diary," she explains to the elf, taking pity on her obvious and utter confusion.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit offers to let Erica lean on her for support if she wants to.

I'm assuming the quartermaster is a Desnian so ... yeah .. always open for a bit of luck.

Liberty's Edge

Female Elf Barbarian 1/Ranger 1 | hp 19/22{26} | AC 16 {14} T 13 {11} FF 13 {11}| CMD 17 | F +6 {+8} R +5 W +1 {+3} (+2 v enchant.) | Spd 40' | Init +5 | KnNat +3, Perc (low-light) +7, SensM +2 | Favored Enemy Human +2, Rage 5/6 | rage | wand of cure lt 27/27
Erica 'Bobbie' Zufan wrote:
"A log's a kind of diary," she explains to the elf, taking pity on her obvious and utter confusion.

"'Die aerie?'" The elf repeats the phrase as if she were tasting an unfamiliar food.

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

The dwarf smiles at Nightkit, You do speak truly - don't ever change Nightkit... he laughs. Watching the interaction between Bobbie and Selfi, he offers, A small book for writing your thoughts down.

A moment later, he'll ask the group, Should we go seek the blessings of this quartermaster and see what equipment they have to offer?

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester nods at Markus' suggestion.

"Right. No time like the present to get things done."

He guides Shaggy forward using only his knees to direct his canine mount.


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Loving this group already! Great roleplaying everyone so far!

After the Pathfinders discuss what they know (or don't know!) they head to the quartermaster. A brightly dressed tengu introduces herself. "My name is Kakikko, pleasure to meet everyone.". Her graying ruff feathers betray her age, but her eyes are bright and her bearing is spry and cheerful, in contrast to the seriousness of hte venture-captain. It's clear that she enjoys her post. "Hellow, fellow Pathfinders. You're here to find the wreck of the Pride of Aspenthar, right? Good. I've some gear for you."

She hands everyone a [i]potion of water breathing. She also gives a wand of touch of the sea with 10 charges. Then she hands a token in the shape of a hand-sized wooden shard: a feather token (swan boat). "These items will likely help out on your mission. But please return any goods you don't use when you return. For that splinter, it isn't just any splinter. It's a token that transforms into a swan boat.". She leans forward, clacking her beak. "This boat drives itself by magic. It will only last for one day, but that should be much more time than you need. Now, do you have any questions."

She also has a small supply of goods. You can purchase any mundane or alchemical gear, in addition to magic items with a cost of 2,500 gp or less. If you have any questions for her, feel free to ask!

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Ah .... ginger extract for my friend here .... and we were asked to ask you to wish us luck

Oh ... does mage armour come in a potion? I was thinking it might be better not to wear leather armour in salt water

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester looks at the wand with great interest and asks about the command word before pocketing it.

"Quite a rare find if I say so myself. I will be sure to make good use of it for the party."

This is a fun item for a core game.

"Say, do you have anything to keep my scrolls dry if we were to venture near the water?"

"And for what it is worth we would appreciate it if you would wish us good luck on our journey."

@GM Mauve - The description of both saddle bags and spell component pouch lists them both as water proof in Ultimate Equipment. The core rule book does not mention this one way or another. For the sake of this core adventure are they waterproof or not?

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3
Nightkit wrote:
"Oh ... does mage armour come in a potion? I was thinking it might be better not to wear leather armour in salt water"

That sounded really sensible, Erica thought. It made her wish such a simple solution could have occurred to her earlier on, but at least that Nightkit woman seemed to have the situation well in hands.

Erica just had to remember not to lean on her too much. As gracious as Nightkit's offer was, supporting the weight of a six-foot tall fighter clad in a heavy armour was- a lot.

"Yeah... Do you have anything to protect our armours and our... stuff? And... Some more ginger extracts for the road, please. I really don't feel too well."

She does her best to avoid looking at the feather token. Not more boats, please.


@Sylvester, sure we can assume they are water proof.

"Ha, did Benarry tell you to ask me for luck? It's an old joke between us. Sailors are a superstitious lot, and many of them consider it good luck to have a tengu aboard. They call us jinx eaters, and they think we can dispel bad luck. Des she believe it, or is she just ribbing me? Who knows, anymore? But, good luck, all the same!"

Is there any equipment in Core that protects against salt water? Don't think so. Not sure if it's a real issue, but can roleplay it out.

"Let's see what I have... we do have some ginger. Let me get that for you. As for a potion? We might. Let me check. I should know everything we have, but it's easy to lose track!"

If you want to buy a potion of mage armor, it's 50 gp.

Will set up the next part later today.

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

still thinking about what Markus will need for this adventure, if you are okay with me taking some time and buying a couple things in a bit, that’s cool with me.


Yeah, go ahead. Wont be updating the next part till later today.

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester nods at the quartermaster.

"Indeed. Still I will take all the luck I can take!"

With those words he kisses his lucky rabbit foot.

The gnome turns and speaks to the fighter.

"Don't worry about your gear, Bobbie. I can clean it up as good as new with some fey magic when we are done with the adventure."

With Prestidigitation and Mending we should be fine for post-game clean up of salt stained equipment. :)

"You can always leave your armor in the boat anyways. It will not be doing you any good at all if we need to swim around. You might want to pick up a potion of Mage Armor for when we will need to take a dip."

The cheerful gnome places his three scroll cases into Shaggy's saddle bags for protection against the elements.

@GM Mauve - Is there any non-core equipment available for purchase? I am assuming no but it is always better to ask.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit purchases two vials of Mage Armour potion

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

I'll definitely follow in asking for your lucky blessing this day, and I'll need a few alchemist's fires for the trip. Many thanks friend. he turns to the others, unfurling a piece of canvas from his pack. This should help too, keeping things from getting wet. Works well as a tent in a pinch too! he smiles.

Liberty's Edge

Female Elf Barbarian 1/Ranger 1 | hp 19/22{26} | AC 16 {14} T 13 {11} FF 13 {11}| CMD 17 | F +6 {+8} R +5 W +1 {+3} (+2 v enchant.) | Spd 40' | Init +5 | KnNat +3, Perc (low-light) +7, SensM +2 | Favored Enemy Human +2, Rage 5/6 | rage | wand of cure lt 27/27
Sylvester Solstar wrote:
"You can always leave your armor in the boat anyways. It will not be doing you any good at all if we need to swim around. You might want to pick up a potion of Mage Armor for when we will need to take a dip."

"But mages do not wear armor." says Selfi confused again by the gnome's words. "Oh, does this potion turn you into robes?"

She doesn't ask what a 'dip' is, or where they may have to take it, and why robes would be of any help swimming to avoid appearing foolish.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit grins up at Bobbie

She'll find out *giggles*


Kakikko only has mundane or alchemical gear or magic items costing up to 2,500 gp. Since there aren't any specifics, I'll say it's Core only items. Unless you have something on a chronicle fitting those guidelines, she wont have any non-core items.

Kakikko hands over two vials of mage armor to Nightkit and two vials of alchemist's fire to Markus.

Feel free to shop more, but will update the next part.

Once the Pathfinders are ready, they activate the feather token to transform it into a swan boat and depart from the Grinning Pixie. Venture-Captain Benarry's knowledge of the currents around the Eye of Abendego leads you to the correct spot. The wreck has caught on the highest point of a coral reef and is large enough to be visible from at least 200 feet away. The combination of rough currents in the deeper water and the threat of circling sharks mean you can't approach directly and there is only one spot on the reef where you can safely land your boat. From there, crossing the coral on foot is the most direct way to reach the wreck.

As the group docks and gets off the swan boat, they notice that the skeletal network of pink and red coral outlines a series of tidal pools, which presents only a single accessible break large enough for a small boat. The air is brackish here, with the scent of salt and dead fish hanging heavily. The coral tapers to razor-edged, ridge-like points at varying heights, while the tidal pools are slick with algae. In the shallows, wooden planks and flotsam from many shipwrecks are visible in various stages of warp and decay. A decaying ship lists along the outer edge of the reef, with a large hole torn through its hull like a menacing open maw. The painted name Pride of Aspenthar is barely visible in flanking remnants of ornate gold script on the ship's prow.

Map is updated! The lighter green-blue areas represent areas of water that are only 1 to 2 feet deep, treat these as difficult terrain. The darker areas are deep water, riddled with outgrowths of razor-sharp coral and subject to dangerous tidal currents. Will need a Swim check to travel through. Walking on the (red) coral will deal damage per 5-foot square, though smaller PCs take less damage due to their lighter weight. You can attempt an Acrobatics check to negate this damage for one move action. There is enough driftwood to possibly make a 5 to 10 foot bridge over the coral. The slide has a cheat sheet with the info as well. The Pride of Aspenthar is the boat shaped thing on the right side of the map.

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

Earlier:

"Hi Kakikko! I'm Merida... Merida Bowie! Pleased to meet you!"

She enthusiastically shakes hands with the quartermaster.
When the feather token is explained, Merida is overjoyed.

"Ooooh, a magical swan boat! I've always wanted to ride in one!"

Now:

Merida draws her bow and nocks an arrow.

"I think we need to establish some marching order... Who goes first? Bobbie? Markus? Selfi?"

She slowly begins to step forward, looking around for any sign of trouble.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus surveys the area, and nods at Merida, I'm willing to move ahead and see what I can. But I'll stick to the slow sands for us, right? He heads forward slowly slogging through the knee depth sands and water. He uses his staff to prod the sands ahead of him as he moves forward.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


From where they are standing, the group only see the ship on the other side of the reef. To get there, they will have to wade through the water. The shallows in front of them, which is only 1 to 2 feet deep, is a bit unstable due to the shifty sands, but walkable. (It will be difficult terrain from here to the boat. )

(The coral is not difficult terrain and more direct, but you risk taking damage if you walk along it.

Merida does see signs of life. Small little crabs, the occasional octopus, colorful fish all inhabit the reefs here. In the deeper waters, occasionally she spots some large fish, or perhaps a shark or barracuda. Theres quite a bit of flotsam and other junk, possibly from the shipwreck, but nothing that looks valuable.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

Nightkit had already divested herself of shirt and shorts and was now only wearing a black, two piece swimming outfit as well as leather sandals to protect her feet from any sharp coral bits etc.

Upon arrival, she is also in the 1 to 2ft deep water, scouting ahead with Markus. She also crouches low in the water so as not to stand out.

perception: 1d20 + 5 ⇒ (6) + 5 = 11


Nightkit sees the same as everyone else: colorful fish, various crabs and octopus, and the rare shark. (Nothing that looks threatening really as long as you stay the path. )

Do you guys try to climb along the coral or just walk through the shallows towards the shipwreck?

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus continues walking the path in the shallows - no need to risk anything currently.

No reason not to just go slow yet!

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester sits mounted on his wolfhound Shaggy. He taps both of them with his wand of Mage Armor. He then guides his faithful hound forward easily using only his knees.

"I think we should stick to the shallows. Shaggy would not be happy to cut his feet on the nasty coral reef."

Once everyone is finished with their preparations and actually well underway he puts up a defensive spell and multiple copies of Sylvester appear to be mounted on his dog.

Mirror Image, 5 minute duration, Images: 1d4 + 1 ⇒ (4) + 1 = 5


Medium N Animal Riding Dog | HP 13/13 | AC 13 Incorp T 12 T 12 FF 11| CMB +3 CMD 15 (19 vs Trip)| F +5 R +5 W +1|Init +2| PER +8 Low Light Vision, Scent| Speed 40' Acrobatics +6 (+14 Jumping)|Active Conditions:

Shaggy walks happily in the shallow water looking with curiosity at his new surroundings.

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Following Nightkit's idea, Erica bought three vials of Mage Armor, and drank one before the group sailed on the swan boat. Her face looks still slightly drained of colour and she's got bags under her eyes, but the ginger appears to have done her some good, as she no longer seems on the verge of throwing up.

After much hesitation, she eventually left her scale mail armour behind, preferring the awkward feeling of feeling more exposed than she's ever been before to parting with her shield.

AC down to 20

Before she joins Markus and the others in the shallows (Heiress, anything to get out of that boat), she rummaged through her bag and gets out a small wand that she hands to Sylvester.

"Here. I bought it in case any of us gets wounded, but you'll be better at making it work than me. Anything other than someone getting shot in the head, right?" she adds, a gril remembrance of what happened the last time they had found themselves on a ship.

Hells, maybe that was why she'd felt so sick.

Will make my way through the shallows
She has a Cure Light Wounds wand but is untrained in UMD and has a negative Charisma modifier (lol), so Sylvester (or anyone trained in UMD for that matter) can borrow and use it! :)

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester pockets the wand for safekeeping from Bobbie after learning the command word.

"Hopefully people will be falling down a bit less than on the last adventure."

Liberty's Edge

Female Elf Barbarian 1/Ranger 1 | hp 19/22{26} | AC 16 {14} T 13 {11} FF 13 {11}| CMD 17 | F +6 {+8} R +5 W +1 {+3} (+2 v enchant.) | Spd 40' | Init +5 | KnNat +3, Perc (low-light) +7, SensM +2 | Favored Enemy Human +2, Rage 5/6 | rage | wand of cure lt 27/27

Just being faster than most, Selfi scouts ahead, trusting to the crashing surf to cover any noise she makes. Double move.

(If needed) perception: 1d20 + 7 ⇒ (9) + 7 = 16


Just moving everyone ahead as there isn't anything around.

As the Pathfinders traverse the sandy shoals, they come across a small tide pool. Many of the shallow tidal pools contain tiny fish and other aquatic creatures that hide within the algae fronds, waiting for the tide to come back in. Shark fins occasionally slice through the deeper water that surrounds the reef, as the hunters scout for easy prey.

As they turn the corner and come across a larger tidal pool, the group notices several larger coconut crabs scuttling around the area. Seems like these scavengers have made their home in these tidal pools, where a steady stream of shipwrecks keep them well fed.

One or two of the large (they're small sized, but large for crabs) start making their way over to the Pathfinders, claws raised.

DC 12 Sense Motive:
These crabs seem merely curious and have no fear of living humanoids. They likely have detected your presence through vibrations in the water, which they associate with food. They're scavengers so wont attack unless threatened. Throwing some food scraps their way will make them very happy.

Grand Lodge

Female Human Rogue-4 | F:2, R:9, W:2 | hp: 20/20 | AC:18(MA) 15(BoA+1) 16(Leather)| Per-7, SM-4 | Init +4 | BAB+3, MAB+3, RAB+7 | TSRR:1 | CLW Wand: 20/50 MA Wand:48/50 AntiToxP:2 CMWP:2 CSWP:1 MAP:1 DVP:1| 124312-12 | LE

sm: 1d20 + 4 ⇒ (1) + 4 = 5

Awww ... how cute ... they want to shake hands

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester's training with fey magic did include a crash course in vermin. Before things get really exciting he thinks back to what he might know about these creature besides the fact that they are good for eating.

As we are out of combat Sylvester will take 10 on K-Nature for 15.

He looks at their body language as well in an attempt to understand their behaviour.

Sense Motive: 1d20 - 1 ⇒ (1) - 1 = 0


These are coconut crabs. They inhabit nearly every reef around the Shackles so Sylvester is very familiar with them. They have a tough shell and Sylvester has seen them rip apart small creatures (mainly fish or clams) with their powerful claws. Mainly scavengers, they like to eat detritus of all sorts.

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

Sylvester suggests that they continue on their mission.

"If they were going to attack they would have done so already. We should keep moving."

Silver Crusade

F Human (CORE) Fighter (4) HP 40/40, AC 23 / T 13 / FF 20 / Saves: Fort +7 , Ref +5, Will +6 (/+7 against fear)/ Perception +1, Ini +3

Erica stares at the crabs for a moment as if trying to assess whether they're a real danger or not, then shrugs.

"Sylvester's right. They eat scraps. They probably just sensed movement and came looking for food."

To prove her point, she reaches for a piece of stale bread in her bag to toss to the crabs.

Sense Motive (Untrained): 1d20 + 1 ⇒ (14) + 1 = 15

Updated Erica's AC- for the length of the scenario, her current AC (boosted with Mage Armor) is indicated within brackets.

Scarab Sages

GAMEDAY XII - CORE #01-41 The Devil We Know, Part IV: Rules of the Swift Female N Human Fighter 4 | HP 35/36 | AC 18 T 14 FF 14 | CMB +6, CMD 20 | F: +7, R: +6, W: +2 (+1 vs. fear)| Init +4 | Perc +8 | SM +0 | Speed 30ft

Sense Motive: 1d20 + 0 ⇒ (20) + 0 = 20

"Yes, these crabs aren't hostile creatures, they're just scavengers. If we give them some scraps, they'll be very happy about it. And it never hurts to make friends on a mission, right?"

Merida also takes some bread from her rations and tosses it towards the crabs.

Dark Archive

Male N Gnome Sorcerer 7 Buffs: | HP 72/72| AC 15 Incorp T 12 T 12 FF 14 | CMB -1 CMD 10 | F +10 R +5 W +6, +2 vs Illusion| INIT +7| PER +16 Low Light SM -1| Speed 20' |Resist Fire 5|
Resources:
Re-roll 1/1, Dancing Lights 1/1, Ghost Sound 1/1, Prestidigitation 1/1, Speak with Animals 1/1, Claws 9/9, +3 vs Spells 1/1, +2 UMD 1/1| Spells: Sorcerer 1st 8/8 2nd 8/8 3rd 5/5

"Good job feeding them. Hopefully we can find a bit of dry ground on the wrecked ship. I feel a bit exposed here out in the open so let us not dally."

It is pretty obvious that the gnome shares Bobbie's dislike of adventuring in the wet.

Grand Lodge

Male Dwarf Monk 4, Hp:16/34, AC:24 T:16 FF 18; Fort +7, Ref +6, Will +8, +5 Init, +11 Perception (Darkvision), Active Effect: Fast Movement 30'

Markus listens to the advice of Sylvester and the others, taking a small piece of dried meat and throwing it out to the craps. Right, let's keep going onward then. Hearing Sylvester's concern he scans the horizon for any threats before moving ahead.

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