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DarkOne-Rob
2020-04-01, 09:23 PM
The Savage Tides Campaign, Adventure #1 - There is No Honor

Over the course of the day yesterday all of the PCs are met by a wizened old halfling woman who introduces herself as "Kora" and works for a well-known noble family, the Vanderborens. After greeting them all respectfully she hands each a letter:

https://db4sgowjqfwig.cloudfront.net/assets/263471/CH1HO1.png?1384703907
If asked for more details she explains that her mistress, Miss Lavinia Vanderboren, does not disclose details of her business to her maidservants, and that she really must go. The old woman leaves, bowing her head as she does and disappearing into the masses of the city of Sasserine.

You know the Vanderborens are a wealthy noble family heavily involved in sea-going trade.
Lavinia is the eldest child of the family. She has a younger brother and no sisters.

A tragic ship fire a month ago claimed the lives of Verik and Larissa Vanderboren. They were survived by their two children, Lavinia and Vanthus.
The Vanderboren manor is located in the eastern section of the Merchant District. As the PCs arrive they see a seven-foot high stone wall surrounding the estate with a towering, gothic, three-story house dominating the grounds inside. Leering gargoyles and capering nypmhs festoon the eaves of the manor's roof, and several trees give the manor grounds a nice buffer from the bustle of the city. The front gates are open, though no one greets the PCs till they reach the front door and knock. Kora answers the door, thanking them for coming and leading them to the atrium. "Lady Vanderboren will be with you shortly. Please wait here." The room is growing dark as night falls, though several sets of candles provide enough light to see the many flowers and decorative plants in it.

Please post something about your arrival and feel free to interact with the other PCs. When everyone has posted I will move forward with events.

MuffinMan
2020-04-02, 07:07 PM
"An opportunity uniquely suited to your skills, hmm? I swear, Beak, if this is another noble playing coy about needing a plantation surveyed- hey! Cut that out!" As he enters the atrium, Tarquin is interrupted by the antics of his winged companion, Beak the rhamphorhynchus. The young swoop lizard has dived towards a shiny gold-plated candelabra, and Tarquin rushes to set it back upright before it can catch the manor on fire.

Only then does he realize he's not alone. In fact, the atrium also contains two of his best friends, the Sotheby brothers. "Gerald! Nathaniel! - I didn't see you there. Wait, what are you doing there? Err, I guess I mean here. Here at the Vandorboren's, that is, not over here by the..." He takes a breath, shakes his head, and tries again. "Um, you weren't summoned here by a mysterious letter too, were you?"

Farmerbink
2020-04-05, 12:04 PM
Nathaniel and Gerald are whiling away the afternoon when Kora arrives with a pair of letters. As the Halfling woman smiles coyly, the pair read their missives. They lock eyes over her head scowling in confusion. "uniquely suited?" Gerald asks, with a raised eyebrow. Nathaniel's frown deepens. "Yup." Gerald bursts into a wide grin, apparently finding humor in the awkward situation. "Well, we ain't got anything better going on. Might as well, eh?" Nathaniel continues to scowl. "Sure."

"Hiya, Tarq!" Gerald calls, happily, when his friend walks in. Nathaniel nods with a neighborly smile by way of greeting. "'S'posing we did, what's it worth?" the cavalier chuckles, jokingly. "Seems this Lavinia lady has an odd situation, if she wants our help, and yours." He eyes the lavishly furnished room askance, not entirely sure yet whether he trusts the whole situation.

Nathaniel continues to scowl, leaning against a doorway.

Gwynfrid
2020-04-07, 07:27 AM
The intriguing letter didn't specify an exact time, so Xeshanth doesn't see a need for unseemly haste, but he knows enough about the lives and customs of Sasserine nobility to make sure he isn't late. His young apprentice in tow, the pale blue-skinned man enters. When he sees familiar faces, he smiles and greets them in his usual friendly manner. "Good evening, gentlemen! I see we have been summoned to the same time and place, presumably to the same end..." "Yes, yes!" The young elf by his side interrupts him excitedly. "Hi, guys! Surely this must be for something important! And it could be fun!"

Xeshanth turns to his apprentice, frowning slightly, and responds in a calm, but somber tone. "I can't predict how important this is, but I would suggest you don't call it fun yet, Onwyn. Haven't you heard? Both her parents, Lord Verik and Lady Larissa Vanderboren, recently perished in a tragic fire on their ship. Surely, this is a time for mourning for the unfortunate Lady Lavinia. And quite possibly a complicated one, too. The family has long run a highly successful ocean-going trade company. Now, Lady Lavinia inherits this business unexpectedly, along with her young brother Lord Vanthus. If I allow myself to speculate, I would say the help she seeks has to do with this situation, and possibly also with the tragedy of her parents' passing."

Farmerbink
2020-04-07, 11:10 AM
Gerald and Nathaniel listen keenly to Xeshanth, having both been utterly unaware of the Vanderboren family's recent tragedy. Nathaniel frowns, his scowl managing to darken further as he considers the ramifications. Gerald shrugs with a wan but polite smile. "May they find peace in the beyond," he mutters, a simple quiet ritual. He offers a less-than-subtle wink to Onwyn, as the young Elf echoes his own thoughts, or hopes anyway.

"Don't mean to be rude," Gerald begins, suddenly focused on a different thought entirely. "but their loss is almost bound to be our gain. Whether she needs help with the business or some other manner, look at this place! She's surely got the resources to compensate us handsomely for whatever these unique skills she thinks we've got!" He chuckles quietly once more at the running gag he's developed with his brother. Even Nathaniel's face breaks into a fierce grin, even while he actively (and ineffectively) tries to quash it.

MuffinMan
2020-04-07, 07:20 PM
"Shh! Gerald! Keep it down - this isn't the time or the place to talk about money. They're still mourning!" Tarquin looks around nervously to check that his friend's faux pas wasn't overheard. "That's, er, very interesting, Xeshanth, but it still doesn't explain what she wants us for - none of us know much about managing a shipping business! My parents probably do, though, and also my older brother Eltan- Oh no! Do you think she got mixed up and addressed the letter to me instead of him by mistake???" Already slightly uncomfortable in the presence of Onwym's sagacious tutor, Tarquin feels his cheeks beginning to flush as the unpleasant idea presents itself.

Gwynfrid
2020-04-08, 05:37 AM
"Well, I expect we shall soon know the reason why we've been called. There is no point in fretting about it...", the teacher responds to Tarquin, before casting a reproachful glance in Gerard's direction, "...nor is there a point for any callous expectation of profiting from it, either. That would be widely considered as rude, indeed."

Xeshanth calmly paces around the room, admiring the flowery decoration in the soft candlelight.

Farmerbink
2020-04-08, 10:37 AM
Gerald dismisses the concerns with a wave of his hand. "Of course I'm not gonna say it to her," he mumbles. "Just trying to pass the time," he adds, grumbling quietly.

DarkOne-Rob
2020-04-08, 10:37 PM
As the PCs are greeting each other four figures emerge from the hall and begin walking towards them. Kora races behind these figures, rushing to get to the front door first.

The figures include a jaunty male half-elf dressed in lether armor and armed with a half-dozen daggers of different shapes, a dark-skinned dwarf with a sour expression dressed in green and brown robes and clutching a curved spear, an attractive but haughty-looking woman dressed in dark purple robes with a tattoo of a crescent moon on one cheek, and lastly a tall and handsome man dressed in polished breastplate carrying a bastard sword.

These are the Jade Ravens, a mercenary company that has been in the Vanderboren family's employ for several years. The leader is the man in the breastplate, an outdoorsman named Tolin Kientai. The others include Zan Oldavin, the half-elf, Kaskus Kiel, the dwarf, and Liamae Teslikaria, the woman.
The man with the bastard sword walks up, eyeing the PCs pleasantly before saying, "Hmmm. You must be the help Lavinia's bringing in to do the chores. Best of luck to ya!" before leading his companions towards the front door.

If you would like to interact with these NPCs you may, though at this time they do not have any significant role to play. You will interact with them more in a future adventure - anything you do/say now will have minimal effect on the immediate adventure since they have a different assignment.
Please un-spoiler the following and post it as a quote at the top of your next post:

Moments after the quartet leaves the manor an attractive young woman opens the door to the private dining hall, greets the PCs, and ushers them into the room for dinner.

https://corwyn.wdfiles.com/local--files/lavinia-vanderboren/LAVINIA%20VANDERBOREN-2.jpg
The dining hall is a comfortable and cozy room, softly lit by wall-mounted lanterns. A window overlooks the manor's central courtyard and the carpet is thick and soft. A large portrait hangs on the wall, a fine young man with a short beard. Wearing a long, flowing blue dress, Lavinia Vanderboren smiles as the PCs enter and introduces herself. After several minutes of inconsequential small talk she takes a deep breath and dives into the reason she invited the PCs to dinner:

"Well, as you may have heard, I recently inherited my parent's estate. Along with this fine house, unfortunately, came a large amount of debt - some owed to the Dawn Council, more to the harbormaster, and several smaller amounts to quite a few guildhalls. It seems my parents, for all their success as adventurers, were not as skilled at finance as one might hope. If I'm to get these debts paid, I need access to my family's vault under Castle Teraknian.

And that's the problem, you see. The vault is magically locked - keyed to special signet rings. Both of my parents had these rings, at least, until recently. My mother lost hers a few months ago. She arranged for a replacement, but it won't be done for another month or so - too late for me. This leaves my father's ring. He never wore it - he had a thing about men wearing jewelry. Instead he kept it hidden on his ship, the Blue Nixie. The problem with that is that the harbormaster has seized the ship until someone pays for the last four months of mooring. I've paid the fines to the man the harbormaster's put in charge of my ship, a brute named Soller Vark. Yet when I went to claim my ship, Vark's men wouldn't let me board, claiming that I hadn't yet paid the fines. I spoke to Vark again and he denied ever receiving my payment. My complaints to the harbormaster have fallen on deaf ears - he's a doddering old fool who trusts his man and won't relent.

Vark and his men are up to something on my ship, I know it. What I need is to find out exactly what they're up to. Unfortunately, Vark's not the type to react well to diplomacy or logic. I need someone who speaks his language...which is where you come in. If you can find out what he's using my ship for, or even better, recover the money I paid him, I'll pay each of you 200 gold crowns in return once I've access to my vault.

What do you say? Will you help me?"

MuffinMan
2020-04-09, 07:52 AM
The man with the bastard sword walks up, eyeing the PCs pleasantly before saying, "Hmmm. You must be the help Lavinia's bringing in to do the chores. Best of luck to ya!" before leading his companions towards the front door.

Tarquin feels the hair on the back of his neck rising as the tough-looking group emerges from deeper inside the manor. He stifles a gulp as the leader looks them over. When the man engages in smalltalk instead of reaching for his blade Tarquin lets out a breath he didn't realize that he'd been holding.

"What? Oh, the chores! Um, yes- er, not exactly, but- well, maybe?" he finishes weakly. "Actually we don't know just why we're here yet. Oh! Did you all receive a letter too???"

DarkOne-Rob
2020-04-09, 09:33 AM
The man laughs and smiles, extending a hand to Tarquin. "A letter? Hah! No, we work for the Vanderboren family and have for some time. I'm Tolin Kientai and these are the Jade Ravens. If you don't know why you're here yet, you will soon - Lady Vanderboren will be a good sponsor for you all, I'm sure of it. Treat her well - you won't regret it if you do!" he says with a subtle hint of threat if the party doesn't treat Lavinia Vanderboren well...

Gwynfrid
2020-04-09, 02:32 PM
"Why, of course if she offers gainful employment to us..." Onwym begins. Xeshanth steps in, "actually, whether or not we agree to provide our services to the Lady Lavinia, we will treat her with all the courtesy and respect she expects and deserves, that goes without saying." The tone is soft and friendly, but firm enough for Onwym to understand he should shut up at this point.

Farmerbink
2020-04-09, 02:56 PM
Gerald watches with an eager expression as Tarquin makes an odd introduction. He never tenses like his friend does, confident that they're safe in a noble's home in the city. "Oh yeah, I've heard of ya!" he blurts out at the name "Jade Ravens."

His own commentary is likewise cut short by Xeshanth's politically polite response. "Well, duh," he adds, punctuating it with an utter absence of tact. "Ain't gonna make friends bein' jerks to people." He watches the quartet leave, a little confused by the brief interaction.

Nathaniel seems quite relieved to hear Tolin's claims. He shoves off the wall with his hips and nudges Gerald hard in the ribs. With an eager expression, he mutters, "good sponsor!" Gerald quickly matches the younger Sotheby's enthusiasm, before the furrowed brows of thought intrude.

"You guys think we need a name?"

MuffinMan
2020-04-09, 06:13 PM
"A- a name??" Tarquin watches with a sense of relief as the mercenaries depart. "You mean like the 'Jade Ravens' or whatever those guys call themselves? Don't you think that's a bit over-the-top? We still don't know what she wants with us - it's probably something boring like surveying or scribing." He spreads his hands and shrugs.

"Why, did you have something in mind?"

Gwynfrid
2020-04-09, 06:49 PM
"I know, I know! We shall be the, the, the Community of the Ring! Like in this book I read!" Onwym exclaims, prompting an amused smile from his mentor. "I think you mean, Fellowship of the Ring."

Onwym frowns, puzzled. "Well, yes, you're right of course... I read it in Elven, so... Anyway, whaddya think? Cool name, right?"

Farmerbink
2020-04-10, 08:26 AM
"Cool name, indeed," Gerald begins. "But- I don't have a ring. Might get one of father's one day, but so far "You've no neeeeed for it,"-" he interjects a comical impression of the patriarch of the Sotheby family's denial. Nathaniel snickers- too far down the list of heirs to ever expect a signet ring, himself.

Gerald turns back to Tarquin. "I suppose "The Boring Surveyors" isn't something I'd wanna be called, anyway!" He chuckles quietly for a moment. "Come to think of it, I don't think 'Jade Ravens' has anything to do with their tasks, though..." Once more, he lapses into thought.

Moments after the quartet leaves the manor an attractive young woman opens the door to the private dining hall, greets the PCs, and ushers them into the room for dinner.

https://corwyn.wdfiles.com/local--files/lavinia-vanderboren/LAVINIA%20VANDERBOREN-2.jpg
The dining hall is a comfortable and cozy room, softly lit by wall-mounted lanterns. A window overlooks the manor's central courtyard and the carpet is thick and soft. A large portrait hangs on the wall, a fine young man with a short beard. Wearing a long, flowing blue dress, Lavinia Vanderboren smiles as the PCs enter and introduces herself. After several minutes of inconsequential small talk she takes a deep breath and dives into the reason she invited the PCs to dinner:

"Well, as you may have heard, I recently inherited my parent's estate. Along with this fine house, unfortunately, came a large amount of debt - some owed to the Dawn Council, more to the harbormaster, and several smaller amounts to quite a few guildhalls. It seems my parents, for all their success as adventurers, were not as skilled at finance as one might hope. If I'm to get these debts paid, I need access to my family's vault under Castle Teraknian.

And that's the problem, you see. The vault is magically locked - keyed to special signet rings. Both of my parents had these rings, at least, until recently. My mother lost hers a few months ago. She arranged for a replacement, but it won't be done for another month or so - too late for me. This leaves my father's ring. He never wore it - he had a thing about men wearing jewelry. Instead he kept it hidden on his ship, the Blue Nixie. The problem with that is that the harbormaster has seized the ship until someone pays for the last four months of mooring. I've paid the fines to the man the harbormaster's put in charge of my ship, a brute named Soller Vark. Yet when I went to claim my ship, Vark's men wouldn't let me board, claiming that I hadn't yet paid the fines. I spoke to Vark again and he denied ever receiving my payment. My complaints to the harbormaster have fallen on deaf ears - he's a doddering old fool who trusts his man and won't relent.

Vark and his men are up to something on my ship, I know it. What I need is to find out exactly what they're up to. Unfortunately, Vark's not the type to react well to diplomacy or logic. I need someone who speaks his language...which is where you come in. If you can find out what he's using my ship for, or even better, recover the money I paid him, I'll pay each of you 200 gold crowns in return once I've access to my vault.

What do you say? Will you help me?"
Gerald listens politely, perhaps rapturously, as the attractive Vanderboren heiress describes her plight. He's almost staring in a way that many would deem unsuitable for polite company, but from him it comes across as genuine interest. Nathaniel interrupts her commentary only to add "violence?" after she mentions Varks 'language'.

Both the Sotheby's eyes widen at the mention of payment. Sons, but not really heirs of the Sotheby family, neither have ever had such funds at their disposal, and both are obviously, and apparently, interested in making it happen. "Of course we'll help!" Gerald exclaims, even while his younger and lest trusting brother keenly eyes their would-be sponsor. Gerald urgently glances to Nathaniel with an expression that screams "what are you waiting for?!"

After only an instant, they lock eyes and nod. "Ditto," Nathaniel adds.

MuffinMan
2020-04-10, 09:48 AM
"Violence? Oh, I'm sure it won't come to that! It sounds this like could just be a clerical mix-up - it happens all the time when my family orders extra shipments of goods outside of the normal schedule. The accountants - they're just not very good at adapting to new circumstances, you know?" Tarquin looks to his friends, hoping for affirmation of his intuition.

"At any rate, you want us to head down to the Blue Nixie and confront this Soller Vark fellow: find out what he's up to, resolve the discrepancy in your payment, and perhaps retrieve your father's signet ring if we can. That all seems reasonable. If push comes to shove I'm sure I could ask my father to speak a few words to the harbormaster directly - we pay enough in port taxes that he'd likely do us a favor." He sits back in his seat and sips from his goblet, savoring both the wine and the soundness of his own plan.

Farmerbink
2020-04-10, 11:55 AM
Gerald meets Tarquin's eyes and nods sagely. "For sure."

Nathaniel rolls his eyes silently.

Gwynfrid
2020-04-10, 01:28 PM
"I'm afraid this might not be so simple, Tarquin." The samsaran unconsciously reverts to a professoral voice. "The Lady Laviana is now head of her family, a family as noble and influential as any in Sasserine. If this were just a matter of exerting such influence judiciously, I am sure she would have already done so, successfully. So, I suspect something deeper is afoot, here. Isn't that so, Lady Lavinia?" He turns to the young woman who just found herself faced with problems she surely never envisioned would be hers for a great many years yet.

Farmerbink
2020-04-10, 02:04 PM
Nathaniel's eyes widen. "Oh. Deniability. That's why you need us, steada them." The usually-quiet Sotheby nods towards the door that Tolin and the rest of the Jade Ravens just left through.

Gerald's eyes widen at the realization, a few moments later.

DarkOne-Rob
2020-04-11, 03:39 PM
"Mr. Xeshanth has the right of it," Lavinia begins, her complexion a bit paler at the discussion of violence. "I do not think this is simply an issue of bookkeeping - Vark is a cad who is using my ship for his own gain. I need that signet ring - even more than the ship itself. As for 'deniability' - that isn't exactly your purpose. My parents taught me to never be afraid of doing the right thing, even if it went against the rules. I will back you all up, but I lack the skills to do the deed myself.

I think I can help you and you can help me. The Jade Ravens worked for my parents - they are still helping for now, but not without payment very soon. Help me and you can be my team.

Please - I promise you my loyalty. Please?" she asks, her intensity obvious and her desperation clear.

MuffinMan
2020-04-11, 08:09 PM
"Oh. Er, well, ah-" Tarquin stammers and begins to flush, doubly discomforted by Xeshanth's warning and Lavinia's obvious desperation. He falls silent a moment, thinking, and then a switch inside him seems to flip. "Of course we'll help you!" He looks up with newfound determination. "Why, if you've already paid the mooring fees then this Vark is just a- a lousy thief! If the authorities can't or won't enact justice then maybe we can. We'll show this lowlife what happens when he tries to take advantage of grieving women! It's the right thing to do! Right, guys??" From his shoulder, Beak lets out a loud squawk of approval.

Farmerbink
2020-04-15, 08:32 AM
Nathaniel shrugs, clearly willing, but not precisely eager to help. Gerald nods. "I'm with you, Tarq. And you as well, Miss Vanderboren."

The pair share a glance, heavy with concern and other emotions. For the moment, they don't say any more, instead turning their attentions to Xeshanth and Onwym.

Gwynfrid
2020-04-15, 09:55 AM
Onwym looks up to Xeshanth, who answers: "We'll help, no question. There's no good in leaving thugs in charge, or people in a position of authority to abuse their power for personal gain.

You mentioned that the signet ring that you need is hidden on board the Blue Nixie, Lady Lavinia. Can you tell us more about the ship, and where this ring might be concealed? Would you happen to have the ship's plans at hand? That would be helpful."

DarkOne-Rob
2020-04-15, 10:29 AM
The PCs can see the tension draining from Lavinia Vanderboren's shoulders as they agree to help her. "Oh, thank you!" she exclaims enthusiastically, seeming to barely restrain herself from moving forward to hug them. After taking a deep breath to compose herself she begins answering questions. "The Blue Nixie is the caravel moored at pier five in the Merchant District. Its the long pier between the Merchants' and the Smiths' Guildhalls. I don't have plans, but it is a very basic design - two decks with a raised forecastle and stern platforms. If I were to guess, Dad probably hid his ring somewhere in the captain's cabin...probably in a secret compartment. He always was a fan of that kind of thing..." With a sniff at the memory of her late father the young noblewoman smiles sadly and looks fondly at the PCs before continuing. "The payment to the harbormaster is 100 platinum plates. I had them delivered in a leather pouch, though the coins are the important part, not the pouch...obviously..."

Farmerbink
2020-04-15, 01:28 PM
Nathaniel nods, taking in the details and doing his best to commit them to memory. Gerald's expression is less intense, but of the same vein. The older brother frowns. "And you haven't been on board in some time? No telling how many thugs this Vark may have around- 100 platinum will go a long way..." He purses him lips and one hand instinctively drifts towards the polearm loop- currently empty of course, the weapon leaning against a wall in the foyer. He frowns, returning his hand to the table. "Guess we've got our work cut out for us. Anyone particularly want to wait until sunrise to pay our goodman a visit?"

MuffinMan
2020-04-16, 06:41 AM
Tarquin blinks, taking in Gerald's suggestion. "You mean - go down there now? Tonight? I suppose we could go take a look, although there's no telling whether this Vark person will be there. It is getting a bit late, after all." He glances outside where the sun has all but set over the course of the dinner. "What about you, Onwym?" he nudges his friend in the ribs. "You think you can stay out late on the town with us? I'd hate to see you get grounded, again" he teases.

Farmerbink
2020-04-16, 08:16 AM
Gerald nods. "I mean go down there right now, assuming Miss Vanderboren has nothing else to tell us?" he asks, glancing once more to their would-be patron. Nathaniel nods. "Darkness better."

Both men chortle, though Gerald makes an ineffective effort to hide it, when Tarq offers Onwym a playful jibe.

Gwynfrid
2020-04-16, 08:52 AM
Blushing furiously, the young elf responds in an indignant tone. "Let's go now! Father will think... Whatever he wants to think. I'm not letting you go without me!"

Xeshanth looks at him. "This is a more serious venture than your regular night on town, Onwym... " He sighs. "I see there's little point in trying to stop you. Let's hope it goes well. I would hate having to explain to your parents how you came to be arrested, wounded, or worse... But this is an honest endeavour. I'll come along, and hopefully we won't come to any harm."

DarkOne-Rob
2020-04-17, 09:34 AM
Lavinia listens as the party discusses their options and, when no one has any clear questions for her, gets up to excuse herself, leaving the party to begin their task at their own pace. Everyone is seen out by the halfling woman, Kora, firmly but politely.

You have the option to begin your task as you wish - are you walking to the docks immediately to scout out the situation?

DarkOne-Rob
2020-04-18, 09:09 PM
It is common knowledge that the Harbormaster of Sasserine, Keltar Islaran, has been suffering from a debilitating lung infection and that his children have no interest in taking up his responsibilities. As such, the docks are often poorly run these days, largely under the control of smugglers and thieves except when a wealthy ship-owner hires their own security. It is likely that to handle Lavinia's issues will require the PCs to take matters of the law into their own hands...

The Blue Nixie should be docked at pier five in the Merchant District (the long one between the Merchants' Guildhall "F3" and the Smiths' Guildhall "F4" on the map of Sasserine (https://strategicgamesbgs.files.wordpress.com/2010/04/sass20100423140559358.jpg)). Unfortunately, as the companions arrive on site they discover that the ship is not docked at all - it is in fact moored about one hundred feet from the pier's end. Somehow the company needs to either get to the ship or contact Soller Vark...

MuffinMan
2020-04-19, 03:45 PM
Tarquin groans as the Blue Nixie comes into view - tantalizingly close yet currently inaccessible. "Well, what now? If we come back in the morning I could charter a boat, have it take us over to the Nixie. We could announce ourselves but if this Vark is the cad Lady Vanderboren says he is he'd just ignore us, or maybe even sail away!" He looks down at the cold, dark water the harbor lapping restlessly against the pier. "I can't say I fancy a midnight dip, either."

Gwynfrid
2020-04-19, 07:23 PM
"Sail away... In fact they could do it during the night if they wanted to. We should not let them! I don't mind swimming, Father always says it's a healthy activity!" Onwym's youthgful enthusiasm brings a smile on his mentor's lips.

"Good remark, young master. There's nothing stopping them, other than possibly a lack of visibility, but the city lights surely would be enough to guide them out. And what are they doing away from the pier anyway? Are they at anchor? What for?"

In the darkened harbor, Xeshanth tries to assess the condition of the ship and to see if anybody on board is within sight.

Perception [roll]1d20+8[roll], and low-light vision hopefully helps here (rolled 25 in OOC)

DarkOne-Rob
2020-04-19, 10:27 PM
Xeshanth confirms that the ship is currently at anchor. Its sails are tied and it does not look like anyone is making an effort to get underway at this time.

Gwynfrid
2020-04-19, 10:41 PM
"All right, it looks like they just dropped anchor right there. That's unusual... I think Onwym is right. We should take advantage of the night, and try to board them right there." Hearing this, the elf beams in delight.

"I'm afraid I neglected, in my studies, to learn how to swim properly. Perhaps we could find something that floats, that we could use as a buoy, for a more convenient crossing."

Farmerbink
2020-04-20, 09:59 AM
Gerald groans. "With my armor?" He grimaces. "I'm as comfortable swimming as anybody. It'd still be a lot of work, at best. If we want to go tonight, We'd be better off with a skiff." Without being asked, Nathaniel begins scanning the docks for a suitable rowboat they could *ahem* acquire, temporarily.
Mechanically, swim ranks and armor offset to +0. If it's a take-10-able activity, Gerald will be fine. Nathaniel will be sporting a -2 for his own similar efforts.

[roll0] to find an available skiff without making too much noise."But, it's one thing to take a ship to moor, a hundred feet from a dock, in a safe harbor. It's another thing entirely to sail one out to sea.
I'd be stunned if he had the personnel and know-how to up and leave without substantial preparations." He purses his lips in thought, staring at the Nixie.
Are there lamps lit on the Nixie? Any signs, from here, whether or not there's someone awake and/or standing watch?
Another perception from Nathaniel: [roll1]
and one from Gerald: [roll2]

DarkOne-Rob
2020-04-20, 10:58 AM
There are boats of all sizes around - finding a small rowboat in which the five men can ride is easy. Will you be "borrowing" one or securing it from the owner? How do you plan to do this? Either option is reasonable.

Any men and women onboard are working in the dark or looking out into the equally dark night. The moon is half-full, so there is some light, but not enough to tell much about what may be happening on the ship. If you were to row out to the ship it is possible to do so from an angle where anyone looking would have difficulty seeing you (with your back to darkness so they cannot see your outline against the lights of the city of Sasserine).

Farmerbink
2020-04-20, 12:12 PM
"There." Gerald pointed a few paces away, to an unattended skiff. "I say we row out there, kinda roundabout, so we don't utterly give ourselves away, do our business, and leave the skiff right here when we're done. No harm, no foul- at least to the skiff."

He starts moving to untie the boat. "Shall we?"

Gwynfrid
2020-04-20, 01:51 PM
"Absolutely!" The enthusiastic Onwym prepares to jump on board. Looking around, Xeshanth tries to find out if there are any onlookers or passersby that could see the group. "If the owner is around, I'll go ask for permission, and if not, we can just go ahead and later put it back where we found it."

DarkOne-Rob
2020-04-20, 02:09 PM
The skiff looks to be unattended - only tied to a post with a heavy rope. After a couple of moments of effort it is carrying the party out into the harbor. With some effort the group of men maneuver it around to approach the larger vessel from the seaward side and only have to fight to keep the noise down as they approach. It seems that the wind, waves, and darkness help to keep them hidden, for no sound of alarm is given. Once adjacent to the Blue Nixie they find no ladder to board the ship - only an anchor rope and some loose lines left clumsily over the side. In the darkness of night it is difficult to see handholds on the ship's hull, but there should be some there to help you climb...

It will take a DC 10 Climb check for a total of 10 feet of climbing to get onboard - failure by enough to cause you to fall will land you in the harbor, alerting anyone listening to your presence. If you lack low-light vision or darkvision you take a -2 penalty to any checks to board the ship. If you wish to do so quietly, I will need stealth checks for everyone (which are impacted by the darkness too).

MuffinMan
2020-04-21, 07:29 AM
"All right, here goes nothing! Let's go up together." Tarquin whispers as the skiff bobs alongside the larger ship. Reaching out, he grasps one of the ropes hanging over the side, and passes another to Nathaniel and Gerald. When all three of them are ready to begin, he starts to climb...

Climb [roll0]
Stealth [roll1]

Farmerbink
2020-04-21, 08:16 AM
Nathaniel and Gerald share a quick glance in the dim moonlight. "Maybe you go first?" He gestures to Xeshanth with the side of his head. "We might need a distraction to make it on board without them knowing..." Nathaniel nods, and begins to quietly put hand over hand.

Once on board, Nathaniel immediately looks around for people left on watch, as well as something that might serve as a suitable distraction.

OOC rolls for 12 on climb and 19 on stealth.

[roll0] perception
if you want a separate check for suitable distraction materials: [roll1]
In the interest of clarity, I'm imagining something like a noisy splash on the other side of the Nixie, or perhaps down the stairs into a sub-deck or cargo bay, not a lantern I can tip over to start a fire. I want to mask the sounds of allies climbing and draw attention elsewhere, not sink the ship.

Gwynfrid
2020-04-21, 09:50 AM
"How about those sea legs, Onwym?" Xeshanth asks, in a low voice.

"Not great", the young elf whispers in answer. "Not the best climber, either, or the most silent one."

"Let's wait a moment, then, lest we cause an alarm."

The pair will wait for a signal from Tarquin or Nathaniel before they risk the climb.

DarkOne-Rob
2020-04-22, 09:00 PM
"What's that? Who's there?" calls a male voice from the forecastle (front) of the ship. A moment later a hooded lantern is opened, showing an ugly thug looking down from the raised deck at the two PCs who have made it onboard at midships. "Hey, wake the boss! You there, stop where you are!" he calls, first to an unseen ally and then to the two PCs. He begins walking towards them menacingly while notching a crossbow aimed at them...

Though you had good Stealth checks, the two thugs on watch had better Perception checks. What do you do now?

MuffinMan
2020-04-23, 08:11 AM
"Easy, now - we don't want trouble!" As Tarquin speaks he begins slowly walking towards the other side of the ship, trying to draw the thug's eye away from the section of the railing where the rest of his companions may be climbing up. "We're here about an urgent business matter on behalf of Lady Vanderboren, and it's imperative that we speak with Soller Vark immediately. Do you know where he is?"

[roll0]
Trying to buy time / cause a distraction for the others to board as much as anything

Gwynfrid
2020-04-23, 10:10 AM
Hearing the alarm being raised above and Tarquin's attempt to stall, Xeshanth winces. "All right, they need help. Please give me a lift, young man." Onwym grabs a loose line and does his best to help the samsaran master get a good hold, so Xeshanth can begin his ascension... Unfortunately, he slips mid-way through, and falls into the dark water of the harbor with a loud splash!

Onwym tries to Aid: Climb [roll0] DC10
Xeshanth: Climb [roll1] add 2 if Onwym was successful

Farmerbink
2020-04-23, 11:06 AM
Gerald also begins climbing as soon as a lookout calls out to his brother and friend. He tries to be quiet about it- no sense in unnecessarily causing more trouble.
[roll0] climb (counting darkness penalty
[roll1] stealth (likewise)

Nathaniel, meanwhile, spreads both arms wide in a gesture of compliance. He watches the guardsman while he approaches, eyes narrowing in focus. "No trouble," he mutters.

The sudden splash from down below causes him to wince and let out a slow breath. "Sh*t."

Nathaniel will take a move action to study the speaker with a crossbow, imparting all kinds of minor benefits for when this inevitably goes south.

If appropriate, he'll bluff to assist Tarq: [roll2] (including +1 from studied target)

DarkOne-Rob
2020-04-23, 02:22 PM
The guard begins to answer Tarquin, saying, "Oh, you'll see the boss soon enough..." before he hears the sound of Xeshanth falling into the bay. "Man overboard! Look lively, everyone! Let's get a count!" and takes his firing hand away from his crossbow to reach for a bell mounted on the railing of the forecastle. As his hand misses the bell he turns to look for it, taking his eyes off the PCs for a moment...

If you wish to have a level footing to start combat, now is your best bet - though the guard has been yelling he has not yet rung the alarm bell. His compatriot is probably going to get Soller Vark, but if the lead-thug is asleep it will take several rounds to accomplish. What do you do now?

Farmerbink
2020-04-25, 01:10 PM
Nathaniel wastes no time. As soon as the crossbow is moved, he lunges forward, lowering his shoulder to hit the man in the gut. Gerald continues to haul himself up the ropes.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings

[roll0] init (assuming this counts as urban?)

Without a map, I can't be sure what is and isn't applicable. Nathaniel has to take a move action to draw the glaive, so his options may be limited. At any rate, priorities are 1: close the distance, 2: initiate grapple
[roll1] grapple check

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

[roll2] init

Where is Gerald? He passed the climb check, and presumably started at the same time as Xeshanth, roughly.
If he's on the deck and able, he'll assist with grappling: [roll3]
or attack the guy with fisticuffs, if Nathaniel has successfully grappled:
[roll4] (non-lethal, provokes AoO)
[roll5]CC
[roll6] dmg
[roll7] crit

MuffinMan
2020-04-25, 02:31 PM
Round 1

Tarquin winces, twice - first at the sound of his companions hitting the water, and again at the thug's bellowing. "Sir! Please, I really wish you wouldn't-"

He's cut short by Nathaniel bursting into action. He reacts almost by instinct, moving to assist and protect his friend. "Beak, go!" he calls out. From the dark sky above a tiny shape comes darting at the thug's face.

Tarquin initiative [roll0]
(I'm happy to keep Beak on the same initiative for simplicity, but if he need his own roll [roll1]

Tarquin will move into melee range with the thug and draw his club (move action).
Beak will use Aid Another to assist Nathaniel's grapple or his next attack (if he has already acted this round): attack [roll2] vs AC 10
(From the Tribe spirit (https://www.d20pfsrd.com/classes/hybrid-classes/shaman/spirits/tribe-shaman-spirit/), Beak grants a +3 bonus with Aid Another instead of the usual +2)

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman NG HP 11 / 11 Speed ft Init 4 AC 14 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Gwynfrid
2020-04-26, 09:34 PM
"Uh. An embarrassing contretemps, if not an entirely surprising one", says Xeshanth, coughing water, as Onwym helps him getting back on board. "Too much time spent on books and not enough in physical exercise, remind me to correct that balance at the first opportunity." He eyes the side of the ship, looking for a better handle for a second attempt.

Taking 10 to get back on the boat, including +2 for Onwym's help.

DarkOne-Rob
2020-04-27, 08:50 PM
Round 1

Nathaniel bursts into action, charging up the stairs and getting into melee with the thug before the other is aware! He grabs the other man, holding the crossbow aimed up and away from the others in the party and preventing the rowdy from ringing the alarm bell. Beak swoops in, fouling the man's aim further and enabling Nathaniel to get a solid hold on the their opponent. Tarquin runs into melee, ready to knock the man senseless next round while Gerald actually runs up the stairs and begins pummeling him with his bare fists!

Over the side of the Blue Nixie, Xeshanth is pulled out of the water by Onwyn and tries climbing again (next round the wizard begins the turn on deck).

The first thug, receiving hits on all sides and outnumbered, immediately covers his head and starts to try and squirm away, not returning blows at all. He cannot get free, however, and starts grunting and crying out in pain at each punch he receives.

From across the deck, on the stern of the ship, can be heard a cry of surprise as another man seems to hear the commotion - presumably the one the first thug directed to 'wake the boss' before combat began. None of the PCs on deck can see him, but it may be necessary to catch him before he wakes the rest of Soller Vark's gang.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=0) is up. Begin Round 2!

MuffinMan
2020-04-27, 09:43 PM
Round 2

"You're making this more difficult - hold still!" Tarquin presses up and waits for an opening to whack the grappled thug with his club. Beak squawks, continuing to distract him.

Beak will try to Aid Another for Tarquin's attack:
[roll0] vs AC 10 for +3 bonus

Tarquin attacks the thug:
atk [roll1], cc [roll2] (x2)
dmg [roll3], cdmg [roll4]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman NG HP 11 / 11 Speed ft Init 4 AC 14 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Farmerbink
2020-04-28, 08:14 AM
Nathaniel and the guard continue to struggle, making more noise than is probably ideal. Still, for a moment it looks like the younger Sotheby has maintained the upper hand, and he begins to systematically pin the thugs arms into an awkward hold.

No doubt he can't maintain it for long, but he doesn't need to. The brothers have wrestled more than enough over the years to have figured out how the other operates. Noting the opportunity, Gerald snags a pile of coiled rope and with quick- if not graceful- motions, loops the thugs wrists and pulls tight on the bindings. "Sit tight and shut up. We don't want to hurt you, but we will if we have to!"

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings

Nathaniel rolled 19 OOC to maintain the grapple and pin.

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

Consistent with discord discussion, Gerald used the opening provided by Nathaniel's pin to tie up the thug. DC to escape is 25 (20+G's CMB), and the thug is considered both helpless and with Dex of 0 (for -5 penalty).

Gwynfrid
2020-04-28, 09:50 AM
"All right, let's try this again... I'm already soaked, so, there's little to lose if this happens again." With a wry smile, the samsaran attempts his ascension anew, successfully this time, and reaches the deck in time to hear the exclamation from the area near the stern. He heads in that direction to investigate.

Walk as far as possible (K11?), and Perception [roll0] with low-light vision.

DarkOne-Rob
2020-04-28, 02:41 PM
Round 2

The Sotheby brothers gang up on the first thug, successfully pinning him and starting to work on a basic hogtie. The man stops struggling shortly after the pin, instead continuing to try to duck his head away from any blows. He is able to dodge Tarquin's club once more, and seems to have lost any fight he might have had before getting so roughly overwhelmed.

Xeshanth makes it up the hull of the ship with Onwyn's help and starts across the main deck to the stern. As he passes the mast he sees a second thug darting into a cabin doorway, calling loudly, "Wake up! Something's happening - boarders I think, though maybe a man overboard! Wake up!"

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=0) is updated. Begin round 3!

MuffinMan
2020-04-28, 06:26 PM
Round 3

Tarquin finally stops trying to bludgeon the first thug as Gerald and Nathaniel handily put him out of commission. "Great! Uh, what now?"

Just then he spots a soaking-wet Xeshanth making his way across the main deck, not far from where the other thug is sounding the alarm. "Come on, let's go!" he urges as he dashes down the stairs towards the tutor.

Tarquin will double-move to N/11 (I think that's as far as he can get), and Beak will fly to Xeshanth directly in K/12.

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman NG HP 11 / 11 Speed ft Init 4 AC 14 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Gwynfrid
2020-04-28, 09:05 PM
"The alarm is given. I think it best to wait for them here", Xeshanth whispers. He freezes, and begins an incantation for a spell of protection.

"Si je cherche aventure
Un bouclier me faudra
Sinon c'est à la dure
Que j'ouvrirai ma voie..."

no movement, casting Shield.

Farmerbink
2020-04-29, 11:55 AM
"Good choice, man" Gerald breathes. "Sit tight there, eh?" He looks up to Tarquin."Now we-"
"Wake up! Something's happening - boarders I think, though maybe a man overboard! Wake up!""Ugh. Can't ever be easy, eh?"

Without needing to give voice to it, both brothers leave the bound thug behind. Nathaniel walks slower, taking a moment to speak aloud a simple incantation of blessing, while Gerald unstraps a long-hafted hammer with the easy motions of practice.

"You don't have to believe it, but we're here to talk!" the elder calls behind the thug. "but I'm ready to dance if you reeeeaally want'a."

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings

Nat moves to S/11 and casts divine favor.

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

Gerald double-moves to R14, while drawing his lucern hammer and talking loudly.

DarkOne-Rob
2020-04-29, 07:41 PM
Round 3

The party regroups at midships, leaving the bound thug behind and getting ready for a fight. They hear the cries of men coming from inside the ship's cabin, as well as a door opening. "Go get Vark, quick now!" directs one male voice as another curses under his breath.

"We cannot have them find out what is in the hold - curses, this job is getting messy!"
The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=0) is updated. Begin round 4!

MuffinMan
2020-04-29, 08:24 PM
Round 4

"Huh? What're they talking about - what's in the hold?" Tarquin wonders aloud. Nathaniel and Gerald's purposeful movements snap him back to reality, though, and he casts a spell to bolster the group before moving forward with the others.

Cast bless (https://www.d20pfsrd.com/magic/all-spells/b/bless/) (1 min duration, +1 attack rolls), and then move to H/11.

Farmerbink
2020-04-30, 08:38 AM
"Important," Nathaniel breathes, a harsh whisper in the awkward stillness between fights. The younger brother quickly scans the area for a grate to the hold.

"Huh? What's important?" Gerald mutters, concern furrowing his well-maintained features. Nathaniel snaps twice, drawing his brother's attention, and points to the grate at the older son's feet. He prowls over, snapping up a small piece of holystone no doubt used to clean the deck. He mutters another, briefer incantation and slips it between the slats of the grate.

His older brother steps back to make room, warily holding his weapon at the ready. "Watch that ladder, Tarq," he mutters, unsure of precisely what he's watching for.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Divine favor: 10 rounds
Bless: 10 rounds

Cast light on something small and handy. 5-foot step to R/12. Drop small and handy and now glowing thing into the hold.

If applicable: [roll0] perception

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge
Bless: 10 rounds

5-foot step to Q/15.
Active perception: [roll1]

ready an attack if anything hostile appears:
[roll2] atk
[roll3] CC
[roll4] dmg
[roll5] bonus

Gwynfrid
2020-04-30, 09:55 AM
"Hey! Wait for me!" Onwym hisses from below. "Yes, young man... May I remind you that your safety is my responsibility, though? "

Xeshanth walks back to the ship's side, and assists his pupil until the youngster is safely on the deck.

DarkOne-Rob
2020-04-30, 02:41 PM
Round 4

Onwyn pulls himself up to midships and watches the party spread out over the wooden deck. Several spells are cast and the PCs get ready to fight. The Sotheby brothers drop a light into the hold and look inside to see a menagerie of exotic animals in the hold. Parrots, monkeys, strange animated plants, and more fill the hold. It is clear that these animals are part of the common black market trade in rare animals that is found throughout Sasserine.

Just as the two brothers are about to return their attention to the thugs on the main deck a voice is heard calling from below decks. "They's seen the animals, boss - want me to clear out the evidence?" "If they've seen down there, light it up, now!"

On deck no one exits the cabin, but a new voice speaks up, saying, "This is Soller Vark. You are trespassing on my ship! Get off before we kick you off!"

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=0) is updated. Begin round 4!

MuffinMan
2020-04-30, 07:06 PM
Round 5

Tarquin gulps quietly but then steels his voice, doing his best impression of the way he's seen his father sternly dress down a guildsman who tried to overcharge him.

"Master Vark! We've come to parley on behalf of Lavinia Vanderboren. She paid you the docking fee and it's you who are now trespassing on her ship! We don't want trouble, but we must insist that you leave immediately!"

I figure this little speech'll take most of Tarq's turn.
Diplomacy [roll0] At least we can say we tried :smallwink:

Move to H/13.

Farmerbink
2020-04-30, 08:21 PM
The brothers Sotheby share an awkward glance over the grate. "Is that what they're scared about?" Gerald asks. Nathaniel shrugs, and turns away from the grate, prowling towards the cabin at the back. He draws his glaive, prepared for the violence he expects. Gerald follows suit, muttering to his allies, "Watch the door. Stay close. They might come running."

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Divine favor: 9 rounds
Bless: 9 rounds

NS moves to L/11. Draws glaive.

[roll0] NS AoO
[roll1] CC (27, x3)
[roll2] dmg
[roll3] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge
Bless: 9 rounds

GS moves to M15. Use tactician to share intercept charge (https://www.d20pfsrd.com/feats/combat-feats/intercept-charge-combat-teamwork/) for the next 3 rounds. As I understand it, this movement happens before the charge. What I'm not sure I understand is whether or not it will allow AoOs. I know that the charge specifically denies an AoO to the target of the charge, but not to other enemies who may be afforded one.
In particular, I think that using the teamwork feat to move adjacent to the charge path but not into it would afford the user an AoO as the charger passes by.

[roll4] NS AoO
[roll5] CC (25, x3)
[roll6] dmg
[roll7] crit bonus

Gwynfrid
2020-05-02, 05:27 PM
Hearing the exchange below deck, Xeshanth reacts with alarm. He moves to take a peek below, and calls out through the grate: "If you start using fire aboard a ship, you will have marked yourself as crazy, and I'll be forced to use magic on you." He then starts casting, in the hope that this may enhance the threat's credibility.

"L'agilité du chat
Deviendra nécessaire
Car que faire dans le cas
Où commence la guerre?"

Onwym advances as well, on the other side, and takes his bow off his shoulder. "Right! And I have arrows for you as well, if you don't behave!" He bends down to get a better look at what's happening below.

Xeshanth: Move to P13, cast Expeditious Retreat.
Onwym: Move to S14, get bow ready for action.
Demoralize is a standard action, so it's not applicable, but here are Intimidate checks, just in case it helps:
Xeshanth [roll0]
Onwym (aid) [roll1]

DarkOne-Rob
2020-05-02, 08:59 PM
Round 5-ish

As the party takes up positions to start the fight sound can be heard from inside the hold and the cabin. From inside the cabin can be heard shoving and cursing as men jostle around until their leader's voice is heard.

"Hold you blaggards! Stand down and stop Mera from lighting up the cages - no point in losing the cargo before we make a profit!" Soller Vark orders his men from inside the cabin. "As for you all - I respect bravery, but I think you're fools to be storming our ship at night. Put away your weapons - now - or prepare to use them. You haven't convinced me of nothing, but maybe you will..."

Diplomacy checks take a full minute to apply when attempting to influence NPCs, but MuffinMan rolled well enough (with Intimidate checks from Gwynfrid assisting, in a sense) that I am comfortable giving you all time to make the check properly. Alternatively, you can continue with combat and try to take the thugs out of the fight (lethally or not - your choice) and then talk with him.

What do you do? If you wish to continue fighting, post actions as appropriate in your next post, please. The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=0) is updated according to your last posts.

There are specific campaign notes allowing a party to be less Good-with-a-capital-G than most, even to the point of betraying Lavinia Vanderboren at several points. I don't mind either option - play your PCs as you like - but be aware that it is an option to be someone two-faced or outright opposed to the normal, "good guy" approach in this campaign.

It might even be more interesting, honestly. No pressure though.

MuffinMan
2020-05-03, 07:20 PM
Round 6-ish

Tarquin relaxes his fighting stance slightly but doesn't release his grip on the club. Emboldened, he turns over his should to flash his friends a quick thumbs up before continuing his speech.

"Sorry, but there was no other way to make sure you'd take us seriously. None of wants violence, either. Now, it's just as I said. Lady Vandorboren needs her ship back, along with any items you may have... discovered onboard. She - and we - have no interest in... whatever you've got going on here." He gestures to the hold. "You've already received fair payment for the docking fee. So, the deal is simple: you and your men walk away, and take whatever's in the hold with you. In return we'll leave you in peace and ignore whatever shady business it is that you're up to - this time. So what do you say, have we got a deal?"

[roll0] Welp. :smallsigh:

I don't think Tarquin would naturally have the idea of being duplicitous or double-crossing Lavinia. I'll make the full Diplomacy attempt to keep things moving. If another PC wants to interject at some point with their own words, or just initiate combat, that's cool too :smallwink:

Farmerbink
2020-05-04, 08:55 PM
Gerald and Nathaniel resume their approach to the deck cabin, the former much more noisily so than the latter. The share a few furtive glances, as each closes the distance somewhat. "Tarq, I think you better back up a bit," Gerald mutters, expecting little from his friend's diplomatic offer.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Divine favor: 8 rounds
Bless: 8 rounds
Tactician: Intercept charge (2 rounds remaining)

NS moves to H/11.

[roll0] NS AoO
[roll1] CC (27, x3)
[roll2] dmg
[roll3] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge
Bless: 8 rounds

GS moves to I14. Use tactician to share intercept charge (https://www.d20pfsrd.com/feats/combat-feats/intercept-charge-combat-teamwork/) for the next 3 rounds. As I understand it, this movement happens before the charge. What I'm not sure I understand is whether or not it will allow AoOs. I know that the charge specifically denies an AoO to the target of the charge, but not to other enemies who may be afforded one.
In particular, I think that using the teamwork feat to move adjacent to the charge path but not into it would afford the user an AoO as the charger passes by.

[roll4] NS AoO
[roll5] CC (26, x3)
[roll6] dmg
[roll7] crit bonus

Gwynfrid
2020-05-04, 09:43 PM
Xeshanth comes to the calm realization that the group is in for an actual battle. Not wanting to be overheard, he casts a brief incantation:

"Secret est mon langage
Seul le vent du murmure
Portera ce message
Discrète est sa nature..."

When he whispers towards Onwym, no one else can hear the words. "Don't stay there, boy. They'll be coming up the stairs, just behind you. Come next to me, and get ready."

The youngster comes to stand next to his tutor, and points an arrow towards the stairs leading to the hold below.

Xeshanth casts Message.
Onwym moves to P14 and readies to fire at any armed person emerging from the stairs in V12/13.
[roll0] damage [roll1], cc [roll2] cd [roll3].

DarkOne-Rob
2020-05-06, 09:13 PM
"So what do you say, have we got a deal?"
"Well, boys, what do you think? Shall we take them up on their offer?" sneers Soller Vark as he comes out the hatch, a rapier and buckler in hand. Onwyn's bow shot goes wild, and if there was any chance that Soller Vark was willing to negotiate, the arrow quivering in the bulkhead above him (well out of reach) has ended that chance. With a yell the thug lunges at Tarquin, stabbing the young shaman for 7 damage. With a cheer the rest of his thugs begin to pour out of the hatch, earning themselves several blows from the Sotheby brothers. The first two to exit the cabin scream in pain and stumble to the rail, leaping overboard in their hurry to avoid more injuries. "Cowards! Stand and fight, you idiots!" calls Vark with a gravely sound to his voice. Now that you can see him, the bald man has a long, jagged scar running down one arm and a disagreeable expression.

Quickly more of the cutthroat's men exit the cabin, leaving the melee four against six (counting Beak), in the party's favor.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=0) is updated. Begin round 7!

MuffinMan
2020-05-07, 08:25 AM
Round 7

"Ughn! You're gonna regret that!" Tarquin gasps in a mixture of pain and rage. With an indignant screech, Beak darts forward to protect his master, clawing at Vark's eyes. While the man is distracted Tarquin aims a cautious blow with his club, keeping a defensive stance against the other thugs.

Beak will Aid Another to give Tarquin +3 on his next attack vs Vark:
atk [roll0] vs AC 10
"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Tarquin will fight defensively (-4 atk, +2 AC) and attack Vark. Include additional +3 if Beak is successful:
atk [roll1], dmg [roll2], cc [roll3] (20/x2), cdmg [roll4]

Then he will move to J/11, avoiding AoOs thanks to the Escape Route (https://www.d20pfsrd.com/feats/combat-feats/escape-route-combat-teamwork/) teamwork feat he shares w/ Beak.

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman NG HP 4 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear -2 (1d8 + 3, x3)
Club -2 (1d6 + 3, x2)
Dagger -2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

Gwynfrid
2020-05-07, 09:30 AM
"If you would please take one step back, Gerald?" The teacher's voice is eerily calm, contrasting with his magically enhanced speed as he moves forward, having waited for the young tactician to move out of the danger area. His step is just like tranquil walking, but his actual movement twice as fast. He begins another incantation:

"L'orage des couleurs
Fera quelques victimes
Sans leur causer douleur
Cela punit leurs crimes!"

A blinding flash of colors surges forth from his extended hands, and washes over the thuggish group. At the back, the twang noise from Onwym's bow resonates again.

Delay until Gerald moves out of the I14-J14 area.
Move to K14
Cast color spray over the zone: H13, I13, H14, I14, J14, H15, J15

If one or more thugs are still standing, Onwym fires, preferably at one who's not in melee, and otherwise the closest one:
[roll0] (apply -4 bonus if the target is in melee) damage [roll1], cc [roll2] cd [roll3]

Farmerbink
2020-05-07, 11:30 AM
Before Xeshanth finishes his request, Gerald is backing away from the oncoming thugs. He maintains a defensive stance for a moment and blinks wildly as a sudden cascade of light erupts from his left. Nathaniel crouches against the cabin, leaving Tarquin a wide berth to escape the melee. The older brother calls out a threat- the promise of pain."Whatever he's paying you, it's not worth this!"

Neither of the brothers wait any longer than they have to. The long-hafted weapons come down on any of the thugs still fighting in the wake of the color spray.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Divine favor: 7 rounds
Bless: 7 rounds
Tactician: Intercept charge (1 round remaining)

Simple list of priorities:
1: lethal damage to Soller Vark if he passed the save vs color spray
2: lethal damage to thugs who have attacked with lethal damage of their own (and are conscious)
3: non-lethal damage to thugs who have not attacked with lethal damage and are conscious

[roll0] glaive attack (does not include flanking or non-lethal adjustments)
[roll1] CC (27, x3)
[roll2] dmg
[roll3] CB
[roll4] glaive attack (does not include flanking or non-lethal adjustments)
[roll5] CC (27, x3)
[roll6] dmg
[roll7] CB

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge
Bless: 7 rounds

GS 5-foot step to J13, same priority list as NS.

[roll8] Lucern Hammer attack
[roll9] CC (26, x3)
[roll10] dmg
[roll11] crit bonus
[roll12] Lucern Hammer attack
[roll13] CC (26, x3)
[roll14] dmg
[roll15] crit bonus

DarkOne-Rob
2020-05-09, 10:38 AM
Round 7

Tarquin's riposte doesn't connect, and while he and the Sotheby brothers back up Xeshanth moves forward and casts a spell, blasting a spray of color on the thugs. Soller Vark and one other seem effected, dropping to the deck with an audible thud. Nathaniel drops another with a blow from the flat of his glaive while his brother misses the thug nearest him.

As his last ally dives overboard to swim away, all that is heard from Soller Vark is a groan of pain. "Ungghh..."

From below decks can be heard a voice asking, "Boss? What's happening up there? Boss!?!" Several moments later the sounds of shrieking monkeys and parrots wells up from the hold below. About ten seconds after that a terrific crash can be heard, followed by a high-pitched scream, only barely recognizable as the speaker. A strange, shrill keening noise is heard as the scream dies down, with crashes punctuating the noise every several seconds. One by one, the monkey and parrot sounds stop, cut off by an invisible threat as wisps of smoke begin to filter up from below...

Victory against the thugs. Most of them are cowards who would sooner abandon ship than fight. Soller Vark was about the only thing keeping them together.

Combat is over, assuming you do something to restrain the unconscious thugs and deal with the disabled one (hit by Gerald). However, there is clearly something down in the hold. What do you do now?

Farmerbink
2020-05-09, 09:23 PM
The brothers look down with satisfaction, and nod approvingly as the final thug bails. "Good hit, bro." Nathaniel nods with a smirk. "Was, wasn't it?" They both offer Xeshanth an appreciative nod and begin binding the fallen thugs.

That's when the voice comes up from below. "Heh. Your boss ain't gonna be helping much! He's-" Gerald's witty response is cut short by the speaker's scream. His smirk evaporates, replaced suddenly by a concerned frown. For a second or two, he surveys the floor, now littered in thugs featuring primarily unconsciousness and bound limbs.

"Ah, damnit. Help me get these idiots away from any doors." The brothers quickly haul them away from the doors, and begin to notice the smoke. Nathaniel's eyes go wide. "Smoke." He shares a glance with his brother. "Fire."

With one extra moment to steel their wills, they charge into the cabin.

MuffinMan
2020-05-10, 07:27 AM
As the remaining thugs fall or scatter under the assault of Xeshanth's magic, Tarquin casts his own spell and rushes forward with the Sothebys. His ears, now magically enhanced, strain to pick out any additional sounds from down below.

Tarquin will cast Heightened Awareness (https://www.d20pfsrd.com/magic/all-spells/h/heightened-awareness/) and, if time allows, will make a Perception check to listen for anything moving below deck: [roll0]

He'll walk towards the ladder down in M/12. Beak will come to rest on his shoulder for now.

Gwynfrid
2020-05-10, 10:23 AM
"There's fire down there. And... something else. Quick, or there won't be a ship for anybody to have!" With his magically enhanced step, Xeshanth dashes to the stairs and disappears down below, soon followed by Onwym.

I think with a double move, both of them can be downstairs and far enough to check what's going on. They'll describe it for the others as soon as they can see the scene.

DarkOne-Rob
2020-05-10, 11:47 PM
Tarquin listens, his magic enhancing his ability, and hears the sound of something large and carnivorous in the hold. Whatever it is, the creature is smashing through metal cages and into wooden crates to get at the smaller animals inside.

The Sotheby brothers make for the hold, but Xeshanth beats them to the ladder. As the supernaturally fast wizard slides down the rail he finds a scene less hellish and more chaotic. The hold is full of crates, cages, and other containers with rare and exotic animals. There is no rampaging fire, but there are signs that the late-thug down here was attempting to light it up and unsuccessful. Onwyn lands behind his mentor and both gasp as they look into the rear part of the hold.

The reason for the now-very-dead thug's failure is quite obvious. A creature right out of nightmares rears up over the now bisected body of the thug, its insectoid jaws snapping in anticipation as it sees more large prey and turns to charge the Samsaran and his apprentice!

https://66.media.tumblr.com/a1fef43afc228ef70d88a31dcbf18720/tumblr_inline_p7rydgGrlg1r0zz7o_500.jpg
This creature is a rhagodessa (https://savage-tide.obsidianportal.com/wikis/rhagodessa).
The creature rolled poorly and acts after the players. The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=0) has been updated.

May I recommend Xeshanth doesn't let it get him in a grapple?

Begin combat!

MuffinMan
2020-05-11, 09:31 AM
Round 1

Tarquin deduces that the noise is coming from a large carnivore and turns to give a warning, only to see Xeshanth and Onwym already down in the hold! "Uh-oh. There's something down there, and it's big!" he calls to the Sothebys as he rushes over to the ladder. He fumbles at his belt for a magical wand - a gift from his parents on his most recent birthday - and uses it to mend the wounds left by Vark's cutlass.

Tarquin moves to N/11 and uses the wand of cure light wounds to heal himself: [roll0]

CLW wand charges: 49/50 remaining

Beak will go to N/12 and fly in midair above the ladder down.

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman NG HP 4 / 11 Speed ft Init 4 AC 14 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

Gwynfrid
2020-05-11, 09:53 AM
"Murderous, unknown monster on the loose!" Xeshanth's call clarifies matters, as to what is the most pressing danger, but his studies never covered anything like this. He's not entirely at a loss, however. He closes his eyes, lets the void fill his mind... When he opens them again, he speaks. "A weak spot, between the second and third joints on the mandibles. Take cover after you fire, Onwym!". He steps back, while a tiny circle of black appears on the creature, at the spot he designated. It's something hard to describe, rather the absence of something... The opposite of light, a darkness that feels like the empty space between the stars.

Onwym fires his bow, then prudently puts some distance between himself and this creature of nightmares.

Xeshanth: Use Reveal Weakness (https://www.d20pfsrd.com/classes/core-classes/wizard/arcane-schools/paizo-arcane-schools/elemental-arcane-schools/void-elemental-school/) to give a -1 AC penalty to the monster, then move to U20.

Onwym: attack [roll0] damage [roll1]; cc(21) [roll2] cd [roll3]
Then, move to U21.

Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231) Samsaran Instructor Wizard (elemental void) 1
HP 8 / 8 Speed 60 ft (Expeditious Retreat) Init 5
AC 14 (Shield) Fort 1 Ref 0 Will 4
CMB -1 BAB 0 Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym (http://www.myth-weavers.com/sheet.html#id=2111043) Elf Commoner (apprentice) 1
HP 6 / 6 Speed 30 ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0 Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

Farmerbink
2020-05-12, 11:44 AM
Gerald and Nathaniel pour through the opening in the deck. "Understood, Xeshanth. Back up!" the cavalier calls, as his brother ducks into the hold with his glaive to the side. Gerald brings his hammer to bear just a moment after following in kind.
Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Divine favor: 5 rounds? <- Darkone, please confirm. I deducted 1 extra round for decision-making.
Bless: 5 rounds

If I understand the map and movement, NS can make it to K/20 with a move, and then attack. If an acrobatics check (to drop without falling damage?) is necessary to facilitate that movement: [roll0]

[roll1] glaive
[roll2] CC (27, x3)
[roll3] dmg
[roll4] crit bonus
[roll5] glaive
[roll6] CC (27, x3)
[roll7] dmg
[roll8] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge
Bless: 5 rounds

GS should make it to M/19, not close enough to attack. He'll take an extra move to K/19 to set up a probable AoO:
[roll9] Lucerne Hammer
[roll10] CC (26, x2)
[roll11] dmg
[roll12] crit bonus

DarkOne-Rob
2020-05-12, 02:54 PM
Round 1

Tarquin and Beak move to the ladder, with a quick charge of healing before they drop down. Onwyn's arrow flies wide, in spite of his mentor's spell, before the two move deeper into the hold to avoid the monster. Nathaniel and Gerald drop into the hold and scramble towards the creature, with Nathaniel striking a solid blow on the creature's carapace.

For its part, the monster turns to its nearest attacker and springs forward, snapping with its over-sized jaws and reaching with its two largest limbs for Nathaniel. It misses with bite and one pedipalp, but connects with the other, latching onto the young man with the combination of hooks and suckers on the limb. It snaps at the young man again, but misses in spite of its ferociousness!

Nathaniel is grappled (https://www.d20pfsrd.com/Gamemastering/conditions/#TOC-Grappled) by the enemy. Should he escape by an opposed grapple check he will take 1d4 damage from ripping the suckers and hooks out of his own flesh. Using Escape Artist does not incur this risk.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=0) has been updated. Begin round 2!

Farmerbink
2020-05-12, 05:01 PM
Nathaniel lets out a grunt, surprised by the spider-creature's unexpected strength. He drops the glaive and pulls out his mace. It's hard to find space to swing, but he does his best to bludgeon the insect anyway.

Meanwhile, Gerald redoubles his efforts to pulverize the creature. "Come on, why don't you pick on somebody your own size!" He steps in to get range, and brings the lucerne hammer around towards the monster's back.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +5 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Divine favor: 4 rounds
Bless: 4 rounds

[roll0] mace (including penalties)
[roll1] CC (23, x2)
[roll2] dmg
[roll3] crit bonus


Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Scale Mail (+5 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 0/1
Tactician: 0/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge
Bless: 5 rounds
Challenge vs bug: +1 damage, +1 to hit if it attacks someone else.

Gerald will challenge the bug as a swift action. If the grapple already applies the +1 attack modifier, please incorporate it.
5-foot step to L/19
[roll4] Lucerne Hammer
[roll5] CC (26, x2)
[roll6] dmg
[roll7] crit bonus

MuffinMan
2020-05-12, 05:54 PM
Round 2

Tarquin gulps audibly before descending the ladder. "Come on, Beak - let's go!" When he reaches the hold he rushes forward to strike the beast with is club, hoping to free Nathanial. For his part, Beak flies at the creature's face to distract it.

Beak will move to K/21 and attempt to aid (+3) Tarquin's next attack:
Aid Another [roll0] vs AC 10

Tarquin moves to K/19 and attacks. (Add +3 if Beak's aid was successful)
atk [roll1], dmg [roll2], cc [roll3] (20/x2), cdmg [roll4]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman NG HP 4 / 11 Speed ft Init 4 AC 14 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)
"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Gwynfrid
2020-05-12, 09:21 PM
Their friends, having come to their rescue, find themselves in a bind. So it's a matter of course for Xeshanth and Onwym to do everything they can to help. Unfortunately, their power to do so is limited.

Xeshanth: Move to N19. Use Reveal Weakness again to give a -1 AC penalty to the monster.
Onwym: Move to P19 and fire. [roll0] (this includes -4 for firing in a melee, and the monster gets a bonus to AC for cover, as well...) damage [roll1]

DarkOne-Rob
2020-05-13, 01:14 PM
Round 2

In a frenzy the party converges on the monster, Nathaniel hitting it with a glancing blow, his brother hitting it (barely) with a much stronger strike, and Tarquin connecting (thanks to Beak's aid and the enemy's decreased movement during a grapple) to put the enormous bug down!

End of combat!

With the creature killed and all of Soller Vark's people fled or tied down, the party has a moment to catch their breaths. The smoke in the hold dissipates after several minutes, leaving a few of the rare animals alive. The body of the thug the rhagodessa killed needs to be handled, but for a moment there is time to either wake and question the thugs or search the ship for the payment and the signet ring of Lavinia Vanderboren's father.

How do you proceed from here?

Farmerbink
2020-05-13, 03:40 PM
In the suddenly-relaxed atmosphere, Nathaniel finds himself slumping against the wall. He sighs, as a worried expression fades to relief. Gerald nods, chuckling. "You've had worse. He only just got ahold of you!" The younger brother eyes the older with annoyance and a snort. A few moments later, he rises and approaches the dead thug. It takes only a moment to confirm the man's state, and Nathaniel closes his eyes with an oddly respectful gesture. He hooks a thumb with a grunt. "Problem."

Gerald shakes his head and shrugs. They didn't come here to kill anyone. "All we can do is tell Miss Vanderboren. I figure we get everyone else off the ship, find the ring, and report to her.
Once she's apprised of the situation, she can take it to the authorities. Hell, look at him. It's clear as day we didn't do it- unless on of you's hiding an astonishingly insect-like arm, somewhere." He chuckles ruefully. "What's done is done. Let's find the ring, find our pay, evict the rest of 'em, and handle the rest in the morning."

MuffinMan
2020-05-13, 06:11 PM
Tarquin nods, his hands slightly shaking as he wipes the bug ichor off of his club. "That sounds like a good idea - especially the reporting it to the authorities part! Too much excitement for one night... Is everyone all right? The bug didn't take a bite out of you, did he?" Once everyone's wellbeing is accounted for he assisted with combing the ship, looking for the ring and the payment Lavinia had mentioned.

Gwynfrid
2020-05-15, 10:40 AM
The sudden end of the attacking beast brings a welcome relief for Xeshanth and Onwym. "Thanks, guys. Having you around is a literal life-saver. I need to work on my aim, though..." While the young elf goes to retrieve the arrows logged into various parts of the woodwork, Xeshanth proceeds to explore the ship in full, starting with the captain's cabin, searching Lady Laviana's ring.

Perception [roll0]

DarkOne-Rob
2020-05-15, 07:05 PM
As the party begins to search the ship - awkwardly leaving Soller Vark's thugs tied on the deck - they find that the Blue Nixie remains in excellent condition and ready to sail. Whatever the miscreants had planned, it was not going to take place in Sasserine. The hold is full of rare and exotic animals (or their remains), so they probably intended black market animal sales elsewhere.

Searching the captains cabin they uncover a large trunk with a leather pouch of 100 Platinum Plates insides - Lavinia Vanderboren's missing payment to the harbormaster. Xeshanth tries looking for hidden compartments and finds one behind the headboard of the captain's bunk. Inside the panel is a rolled-up parchment threaded through with a Venderboren signet ring. The parchment reads:


Chimera looks to sunrise
Cyclops looks to sunset
Medusa looks to sunrise
Umber hulk looks to sunset
Basilisk looks to sunrise
What do you do with Soller Vark and the remaining thugs? Do you dispose of the body in the hold? You could probably get the thugs to help steer the ship back into port in the morning with appropriate social skill checks.

MuffinMan
2020-05-16, 08:54 AM
"...Basilisk looks to sunrise... Huh." Tarquin looks up from reading with a puzzled expression on his face. "It looks like some kind of riddle involving fantastical creatures. 'Sunrise' and 'sunset' probably refers to East and West, but other than that I don't have the slightest clue what it could mean. Or why it was hidden in the wall... Any ideas? At least we found the signet ring, and the payment."

A muffled groan from one of the bound thugs snaps him back to the present moment. "Right, what do we do about them? We've still got a few hours until sunrise. I'm no sailor but I don't think it's safe to try and maneuver this ship in the dark, even if we knew how. We could ferry them back to shore one at a time using the rowboat, maybe... and then turn them over to the City Watch? And then there's that carnage down in the hold. Lady Vanderboren will need to hire a proper cleaning crew to deal with all of the bodies. By Pelor what a mess!"

Farmerbink
2020-05-16, 08:06 PM
Nathaniel sneers at the thugs. Gerald shrugs. "If they want to swim it, I say we let them loose now. 'Cept him." He points to Vark with the dagger he'd been using to pick at a fingernail. "He stays, until we can get lawful authorities involved. The rest of them are just hired goons. They probably won't be held for long, and it's not worth the headache to try."

"Same for the issues below. I suppose she's paid us well enough to get our hands dirty in a more literal sense, but that don't mean I want to, eh?" That draws a quiet chuckle from the soft-spoken brother. "Right?"

They share a glance. "Hole up till morning, keeping watch on Vark, and then call for a constable?"

Gwynfrid
2020-05-17, 11:33 AM
"Yes, that would make sense", Xeshanth approves. "I don't think we want to maneuver the ship. Besides, it's at anchor, there's no particular risk with staying. We can let these go. Maybe we could ask a few questions to master Vark here... Before we deliver him to the closest prison. He has a few things to answer for, like the animals down there, where they aren't supposed to be."

He pauses to think. "Another thing, though. I think one of us should run to report to Lady Lavinia. This way, she can be here at the same time as the Watch. That will save us some explanations."

DarkOne-Rob
2020-05-17, 02:14 PM
A brief bit of questioning and untying of thugs reveals that none of them really knew much except that they would receive 20 Gold Crowns for helping Vark at the end of the business. None know the buyer or destination of the animals and if given the opportunity all readily accept freedom and a brief swim. After identifying one of their party to go report to Lady Vanderboren, that individual takes the rowboat to return it and get to shore. At the Vanderboren manor they are greeted by the halfling woman, Kora, who then wakes Lady Vanderboren and escorts them into the sitting room. "Oh, do you have news? Have you all finished the task already?" Lavinia asks when she arrives several minutes later.

Back on the Blue Nixie the rest of the party secures Soller Vark but finds him to be a tough nut to crack. He's not happy you have ruined his plans, but isn't intimidated by jail time. "Won't be my first stay in the clink - might not even be my longest," is all he says when threatened with the law.

With effort or magic you might get more from Soller Vark, but it will take skill checks at least. Who goes to the Vanderboren manor and what do they say to Lady Vanderboren? In the morning, how do you all get back into port to get the constable?

MuffinMan
2020-05-17, 08:49 PM
"Good idea - I'll go!" Tarquin pipes up when Xeshanth mentions notifying Lavinia. "I need to stop and let my folks know I'm ok, anyway - my father will kill me if I'm gone for another night without giving notice! But I promise I'll be back right after - it'll just take an hour or two!" Making his farewells, he descends a rope ladder down to the rowboat and starts making his way back to the Vanderboren manor.


At the Vanderboren manor they are greeted by the halfling woman, Kora, who then wakes Lady Vanderboren and escorts them into the sitting room. "Oh, do you have news? Have you all finished the task already?" Lavinia asks when she arrives several minutes later.

"Yes! Um, sorry to wake you so late... but we thought you'd want to know! Things got a bit... complicated. We recovered your signet ring and the harbormaster's payment, but Vark wasn't alone on the ship and they were up to something devious - illegal, even! There were beasts and crossbows and a giant mantis-like insect, and..." In a rush he gives Lavinia a semi-coherent story of the party's activities since departing the manor. The only thing he leaves out (unintentionally, because it slips his mind) is having read the cryptic riddle on the scroll with the signet ring.

"So there you have it!" he finishes, somewhat breathlessly. "The others are guarding Vark now, and in the morning we'll turn him over to the constable. I think you should be down at the harbor first thing too, if you can - you can oversee getting the ship properly docked again and any necessary repairs. I'm afraid there's a bit of a mess down in the cargo hold..."

Farmerbink
2020-05-18, 07:44 AM
Gerald and Nathaniel release the hired muscle without much excitement. A few scathing glances when one of the more industrious (or foolish) men wonders "But what about the money?" leaves the ship rapidly empty aside for the brothers, Vark, and the two academics. "'Spose one or the other of us aughta be up most of the night," Gerald grunts. "Meanin' no disrespect, I don't see Xeshanth holding him down, if it comes to it."

Nathaniel rolls his eyes, and nods towards the bound ringleader. "Here," he mutters, taking point on the relatively simple process of binding Vark and then tying him to the mast. Nathaniel then grunts, "Second watch," before disappearing into the deck cabin to find a place to lie down.

Gerald turns to their captive, talking more out of boredom than anything else. "Gonna be a long night, I figure. Especially for you. I don't plan on lettin' you sleep- even if you're able all tied up like that." He grunts at Vark's rebuttal. "I gotta ask, you ever get on the wrong side of nobility before? I know she ain't got the clout her folks did, but I gotta figure you're making some poor choices on enemies, here. To be frank, I don't much care about the laws involved, but you screwed over my boss, and I don't plan to get on her sour side."

Over the course of several hours, Gerald pokes and prods and irritates Vark, as much for amusement as information gathering.

Might as well roll on it. If the dice say he wasn't very intimidating, I won't be heartbroken. [roll0] (not using the trait bonus for wielding a 2-hander).

A few hours later, he rouses Nathaniel. "Your turn. We'll talk in the morning about what I learned."

Nathaniel's take is very different from his brother's, with the exception of the sleep deprivation. He watches impassively as Vark sits, bound to the main mast. Every time the thug nods off, he earns a rough (if not hard) kick to the feet, legs, or flank. Nathaniel paces occasionally, making a point to check the bindings on the rear of the mast (and keep himself awake). He never says a single word to Vark. About an hour and a half before dawn, he prods Xeshanth into consciousness, keeping Vark in his own peripherals until the mage is roused. He hands Xeshanth a dagger, hilt first. "If he tests the bonds, stab him. Or wake me. Or both?" He shrugs, with a wicked-looking smirk, and disappears into the cabin again.

Gwynfrid
2020-05-18, 10:26 AM
"No worries. It appears you have him trussed up all right." Never one to be sloppy, Xeshanth inspects the bonds as an extra precaution. He waits until Nathaniel is gone before he faces the exhausted Vark. He looks at him with his unsettling, solid white eyes. The absence of a pupil often makes people uncomfortable, since it's impossible to assess what he's looking at.

"These youngsters, they've not been nice to you, have they. You made them angry, not a good idea. Me? I don't mind either way. You want to talk, you might have something to negotiate. You don't want to talk, you're worth nothing to us. Up to you."

With feigned indifference, he sits cross-legged on the deck, opens his spellbook, and begins to peruse it, with the moon the only light he needs.

A good cop - bad cop routine is cliché, but who knows, it might work.
Diplomacy [roll0]

DarkOne-Rob
2020-05-18, 03:35 PM
Lavinia listens closely to Tarquin tell what happened, occasionally interrupting with pointed questions that demonstrate a keen grasp of things in spite of her youth. "With the money from the family vault we should be able to pay to properly crew the ship and bring it into port - I will see you at dawn at the pier," she tells Tarquin before excusing herself to make preparations.

Vark proves to be at least as tough as his captors and refuses to tell them anything more about his plans. He speaks with Gerald only in short, rude sentences and otherwise seems unmoved by either threats or the more diplomatic efforts from Xeshanth.

In the morning a small team of sailors brings the Blue Nixie into port at Lady Vanderboren's direction, where a pair of men from the city watch takes Soller Vark into custody. The dead thug's body and the remains of the monster are removed from the hold and things seem to be moving in a very productive direction. The party gathers around their patroness to present her the signet ring, pouch of platinum, and the parchment. Upon receiving them Lavinia smiles broadly and says, "In one night you all have solved a problem I couldn't in several weeks. I want you all to stay in my employ, permanently. I will need troubleshooters, agents, and sometimes bodyguards, and I think you are the ones for it. I can pay you 100 golden crowns every month and provide you with a place to stay in my home if you wish. This comes with all the prestige one would expect from working for a noble family, of course. What do you all say?"

Assuming the party agrees, she continues, "Well, that settles it, then! Our next task is to secure funds from my family vault, using this ring. We will take a coach and then ferry to Castle Teraknian in the harbor. All of the nobility in the city have vaults there, though I have never seen any of them. They will know who I am and this ring will give us access to our vault. Father always warned that it had a small construct guardian, so I will need you in the role of bodyguards. Get ready and meet me back here in an hour - we will leave then.

Oh, and here is your payment for this month - 100 gold crowns for each of the five of you!" Lavinia says as she hands each of you a pouch of coins.

Let me know if anyone is upset with the payment system - Lavinia isn't likely to pay Beak, though mechanically Onwyn isn't a full PC either, yet she is paying him. If anyone is upset, let's resolve it OoC so that the players are happy and it makes sense in character. If you with to purchase anything with your payment, you have time.

After the designated hour has passed the team gathers into a well adorned coach for the ride to the ferry to the castle. Once at Castle Teraknian they waste no time, stopping only to speak to a clerk who identifies Lavinia's identity and her signet ring. They are then escorted down a spiral staircase into a large circular chamber under the castle.

Over a dozen five-foot-wide hallways radiate out from the central vault chamber; each of these halls is ten feet long and ends in a a single iron door. The clerk directs the party to the correct hallway and then excuses himself, leaving the party to their task. The Vanderboren vault door is emblazoned with a simple rune - an eight-pointed star. Above the door, inscribed in flowing script on a polished silver plaque is the family name. A single handle protrudes from the door, just below a circular depression bearing the mark of the Vanderboren signet.

The door is locked with a powerful Arcane Lock (https://www.d20pfsrd.com/magic/all-spells/a/arcane-lock/) spell.
The 8-pointed star symbol is the same as that found on the Seeker's Lodge in the Merchant's District.
Upon inserting the signet ring into the round depression a brief flash of blue light erupts from the door before it gently swings open. Inside is a domed chamber of polished green marble. Two 15-ft wide alcoves with lower ceilings featuring marble pillars carved to resemble coiling snakes are found to the left and right. Looking up, the party can see the dome bears a huge representation of the 8-pointed star from before. In the center of the room are five pillars, set into the wall on both sides, with one in front. "Please go first - I don't know what the guardian is, but you will need to dispose of it before we can enter the vault proper," Lavinia says as she stands back and takes the ring from the depression again, placing it on her finger as she waits.

Farmerbink
2020-05-18, 09:32 PM
Gerald takes his role as guardian seriously. Except when instructed otherwise, he stands immediately behind Lavinia's right shoulder, ready to push past her and interpose himself, should unexpected danger arise. He rides along almost giddy, unsure how to contain their fortune- to have a reputable patron with access to funding to the tune of 100g per month! Even the son of a nobleman himself, he didn't expect to earn anything like that anywhere near so soon. He shares several excited glances with Nathaniel, who hides his enthusiasm a little more effectively.

The brothers let out a low whistle at the obviously ostentatious series of vaults, in eerie unison. As the door swings open, magically, they step forward. "Not to be rude, but what's the point in smashing up a guardian that's supposed to work for you? Shouldn't he.... well, work for you?" Nonetheless, he grips his long-hafted hammer tightly, prepared to do exactly what said.

Nathaniel passes Lavinia on the left, Glaive at the ready.

MuffinMan
2020-05-19, 07:53 AM
Upon receiving Lavinia's employment offer, Tarquin rushes home to tell his family the good news! This is his best chance to show up his older brother Eltan and provide that he, the forgotten middle son, can amount to something too! In his haste to get back on time he almost forgets to grab his longspear leaning against the doorframe, only remembering it when his mother asks, "Won't you need that to do your body-guarding?"

Down in the vault, it's all he can do to suppress a wide grin when Lavinia is looking. He shares Gerald's excitement, and he's pretty sure that Nathiel is excited too. He peeks into the Vanderboren vault over Lavinia's shoulder. "Ok, so we just have to defeat a simple construct... It can't be any worse than that monster on the ship, right?" He creeps into the room behind Nathaniel, grasping his spear before him. Perched on his shoulder, Beak's head swivels around at extreme angels, taking in the domed ceiling and especially the marble snake ornamentation.

Farmerbink
2020-05-19, 08:04 AM
"Sure it can!" Gerald responds, cheerily. "That bug-eyed monster still bled, when you get down to it. We might well have to dismantle this thing piece by piece while it continues trying to bludgeon us with arms or legs that aren't even attached anymore. Magic can be funny, like that."

The elder brother grins, perhaps a little foolhardy, at the thought. It's obvious, after the adventure of the previous night and the windfall that came with the morning, he's feeling a little bit invincible.

Gwynfrid
2020-05-19, 09:24 AM
Onwym is over the moon at the news of his official employment by the Lady Laviana! "That'll show Father..." he whispers. He nearly imitates Tarquin's rush to his own home, but a quiet smile from Xeshanth tells him there will be plenty of time for that - besides, he doesn't want to get grounded for spending the entire night out. The samsaran tutor is also very pleased, and thanks his new patron, with a deep bow. "It will be an honor to be of service, my Lady. I will endeavor not to disappoint." He's keenly aware of the fact that he never got close to landing so lucrative a position, at any point in his teaching career.

As the group reaches the Vanderboren door, he raises his hand in a warning to his overeager companions: "Let me examine this for a moment. Places like this are known to include wards, designed to be bypassed only by the owner... And we cannot know if such precautions are smart enough to recognize Lady Lavinia as such."

He steps forward and begins to cast.

"Y a-t-il une rune
Ici pour protéger
Des voleurs la fortune
Dont elle doit hériter?"

Detect magic, and Knowledge (Arcana) [roll]1d20+9[roll] (rolled 12 in OOC).

"I cannot find anything dangerous at this point, but I recommend caution. Lady Lavinia, do you know if there was any sign your parents used to bypass the guardian? If not, then I'm afraid we will have to disable it."

DarkOne-Rob
2020-05-19, 12:05 PM
"Wait! You don't think the signet ring would work to disable a construct, do you?" Lady Vanderboren asks as she steps back from the doorway, gently pulling on the most enthusiastic of her body guards to follow her. "If you think any construct would have to be destroyed instead, then we should try other options first, right?"

All three players have mentioned hesitance and reasonable expectations regarding the construct guardian's behavior. The campaign materials state it will attack you when you go in first, but I don't want to force that when you are all making the right, smart call here.

After a moment of deliberation, Lavinia Vanderboren enters first, with the party close behind. Once everyone is inside a three-foot long serpentine construct slithers out from an alcove on the right-hand side of the room. Its metal plates make a quiet rasping sound as they glide over themselves and the floor as it approaches the young noblewoman deliberately. When she presents her signet ring to the mechanical guardian it coils into a docile pose, watching the party as they continue inside.

"Whew! That was a bit frightening, but thank you for the good advice, everyone. Now, how to get into the rest of the vault..." Lavinia says as she walks around the chamber, looking at the columns and walls. "I am sure mother and father would have told me how to do this had they been able. Please help me look for a latch or lever - anything to open up another door into the inner vault."

Farmerbink
2020-05-19, 12:22 PM
Gerald frowns appreciatively at the construct and it's quasi-domestic behavior. "Neat, that." He stays close to his patron, and eyes the construct distrustfully as they walk past, but quickly is satisfied that the thing isn't going to strike as soon as he turns his back. "Hmm," he mutters, as he walks the walls searching for hidden levers or doors. As Nathaniel takes the opposite direction, they cross on the further side of the small chamber.

"Remind me," Gerald whispers to his brother, "when I'm fabulously rich and have kids of my own, to teach them how to open the vault when they're fairly young." Nathaniel snorts. Gerald gives him a wink.

They keep looking.

[roll0] Gerald
[roll1] Nathaniel

MuffinMan
2020-05-20, 06:18 AM
Tarquin does his part to help, focusing on the carved pillars. It's a bit unnerving to have the construct staring at them, but he runs his hands over the length of the marble serpents, looking for a hidden catch or pressure plate.
[roll0]

Gwynfrid
2020-05-20, 08:24 AM
"Father always says I have great elven eyesight...", Onwym mutters as he goes about the room, looking for clues. His mentor stops, closes his eyes, and intones:

"Avec du lynx les yeux,
Et de la chouette l'ouïe,
C'est ainsi que l'on peut
De ce lieu trouver l'huis."


Onwym: Perception [roll0]

Xeshanth:
Casting keen senses (https://www.d20pfsrd.com/magic/all-spells/k/keen-senses/).

Perception [roll1]

DarkOne-Rob
2020-05-20, 11:43 AM
Xeshanth is about to pass over the column in the center of the wall, directly opposite the door to the chamber, when his hand feels a catch in the stone. Probing gently on the switch he seems to activate something that causes the many carvings of snakes and other serpent-like creatures to writhe away, revealing a portal into another chamber, an octagonal room supported by a single large pillar with dozens of deep grooves along its sides no larger than about 15-ft in radius.

The seven walls (not counting the entryway) each bear fantastically detailed bas-relief carvings of exotic monsters in threatening poses. Staring at the wall immediately to the left of the entrance to the room and moving clockwise the carvings depict a tentacled monster with a glaring red eye and a mouth full of teeth, a looming dragon, a fish-like creature with three eyes and four tentacles, a two-headed giant wielding a pair of immense clubs, a spherical creature with four eye stalks and a bulging central eye over a drooling maw, a gorilla-like beast with a fanged maw and six eyes, and finally a towering black spider with seven eyes. Each monster's eyes consist of a glittering red stone.

https://vignette.wikia.nocookie.net/forgottenrealms/images/7/75/Monster_Manual_4e_-_Roper_-_p222_-_Warren_mahy.jpg/revision/latest?cb=20200311073823
https://i.pinimg.com/originals/31/2e/fe/312efe9cb90e85659e6daa13a57b1421.png
https://www.aidedd.org/dnd/images/aboleth.jpg
https://vignette.wikia.nocookie.net/forgottenrealms/images/d/d4/Giantett.gif/revision/latest?cb=20180922160627
https://vignette.wikia.nocookie.net/forgottenrealms/images/8/88/Spectator5e.jpg/revision/latest?cb=20171011162950
https://vignette.wikia.nocookie.net/forgottenrealms/images/e/ee/Gray_Render_-_Monster_Manual_2_4th.jpg/revision/latest?cb=20120325202935
https://bugguide.net/images/raw/MZA/L7Z/MZAL7ZTLSZVLYLNLRZ3ZIRPLIRFZ3LAL6RHHPRLH6RFZMRDZRZ 9LJLTZLZELSRULLZTZXRULLZOZRZ.jpg
The ceiling above is only ten feet high, with the now-familiar eight-pointed star pattern radiating out from the grooved pillar. The arms of this star are black, save for the one pointing directly back at the entrance, which is red.

The room has no obvious chests, safes, or vaults in which treasure might be found. Lady Vanderboren looks around the room in wonder, momentarily distracted by the fine quality carvings on the walls.

The central pillar can rotate in either direction with a bit of effort. When it rotates, it clicks into pace with the red point of the star aimed at either the door to the chamber or one of the monsters on the walls.
Text me in private on Discord for more details. :smallwink:

Farmerbink
2020-05-20, 12:37 PM
"Uhh, Miss Vanderboren?" Gerald begins, a little embarrassed to be breaking the silence among the finely detailed carvings. "You've still got that little parchment we found rolled up in the ring, yeah? I think someone must have figured out your families code, 'kuz that" he points at the ceiling- in particular it's red arrow- "looks like a compass rose."

MuffinMan
2020-05-20, 09:49 PM
"Oh yeah, that's right!" In his eagerness to see the text Tarquin crowds unseemingly close to Lavinia, peering over her shoulder to read out the words...

Chimera looks to sunrise
Cyclops looks to sunset
Medusa looks to sunrise
Umber hulk looks to sunset
Basilisk looks to sunrise

"That's it! Those monsters must refer to the walls in this room! But..." he scratches his head. "They're solid carvings. Assuming the red point is "north", how can we make them face east and west?"

Gwynfrid
2020-05-21, 09:11 AM
"This is very, very interesting... Well spotted, Gerald. However, none of these monsters look like a medusa to me. There must be a twist to it. The monsters on the walls relate to the monsters on this little ditty. Would it be... A game of counting eyes? The carvings have one to seven eyes, a glaringly obvious property! Well, if you will pardon me that lazy pun." He blushes lightly - or at least, that's what an observer might call the darkening of the light blue skin of his cheeks to more like a navy hue.

"Now, let me see this list. How many eyes do all of these have? One, cyclops. Then..." He scratches his head.

Meanwhile, Onwym continues to scrutinize the room closely, looking for hidden mechanisms. Engrossed in the details of the carvings, he briefly loses his bearings and bumps into Tarquin. Xeshanth follows, more cautiously, and even as he searches his mind for memories of monster depictions, he absentmindedly touches the pillar. That when he feels a very tiny movement.

"Oh. That's odd. The pillar, look, it can rotate."

Xeshanth
Knowledge (add +9 if Arcana, +5 if Planes, Dungeoneering or Religion, but the latter are untrained) [roll0]
Perception [roll1] with keen senses.

Onwym
Perception [roll2]

Farmerbink
2020-05-21, 10:59 AM
Gerald's eyes widen as Xeshanth points out the number of eyes on each carving. "I hadn't noticed," he admits, with a faint flush. Nathaniel snorts quietly, but keeps his peace. As Xeshanth elaborates about the other ultimately unfamiliar monsters, the brothers continue to be largely useless.

"I knew the cyclops only had one- father made us read the uhhh... Odys Pilgrimage I think it was? Anyway, uhhh, don't think they discussed how many Medusa had..." He ponders silently for a minute. "Isn't a chimera that 3-headed thing? So he'd have 6 eyes?"

MuffinMan
2020-05-24, 07:16 AM
"I read that too! So dry, except for the fight scenes... Anyway, Medusa was the woman with snakes on her head, right? That would be, like, a lot of eyes! Unless the snakes don't count, in which case it would only be two... oh, unless she had an eyepatch!" Tarquin frowns a falls silent for a (brief) moment, contemplating.

"So we have monsters with different numbers of eyes, and the riddle seems to list them in a certain order. We have a pillar that can rotate in two directions, and a compass-like indicator of North. Finally "looks to sunrise" and "looks to sunset" can only refer to East and West, right? Argh, so many riddles! What could it all mean?"

I'm 90% confident that I remember the solution to the puzzle from the last playthrough... will give others a chance to speculate / solve it before I blurt it out :smalltongue:

DarkOne-Rob
2020-05-24, 12:25 PM
After listening to everyone muse about the puzzling lock (all three of you have played this adventure before - so I won't wait any longer for you to be polite and let others come to the solution) Lavinia Vanderboren says, "Try turning it clockwise and counterclockwise for 'east and west' and line up the number of eyes. My father must have left this note as a clue for the combination..." Several moments of trial and error later and the vault opens (the combo was 6-clockwise, 1-counter, 2-clockwise, 4-counter, and finally 2-clockwise). The entire room rumbles as five alcoves rotate into place in the walls, revealing several coffers and chests.

With a happy sound Lavinia goes to the nearest chest and begins to open it. Her expression falls upon seeing it mostly empty, however. "What is...how...?" she says as she looks at the next, and the next and so on. With each mostly empty chest Lady Vanderboren grows more and more distraught. Finally, in the last alcove is a reprieve - several of the chests here remain untouched. Looking at the ledgers and documents in a small iron coffer she estimates that there may be as much as 3,000 gold crowns worth of coin and gems left. Many of the ledgers are essentially "I Owe You" documents from guilds and noble families in Sasserine, so while they aren't gold per se, they will become coin given enough time.

"This will be enough to pay my taxes and set my parents' estate in order," Lady Vanderboren says, her voice steady despite the disappointment of the empty chests. "But this will be a tough year - I expected much, much more here. I will have to begin calling in debts and favors owed to my family, as well as reaching out to my uncle in Cauldron...but you don't need to dwell on that. You have done your duties so well! Each of you, take one of these bags of coin and purchase gear and equipment. This afternoon meet me at my manor house at tea time. I will have your next assignment ready by then."

Everyone receives 200 gold crowns in a good leather bag before Lady Vanderboren re-secures the vault. As they pass the clerk on the way out Lavinia turns and asks him, "Sir, has anyone else been by recently to the Vanderboren vault?"

"Why, of course, my Lady. Lord Vanthus Vanderboren was here just last week. Didn't you know?"

With a gasp she barely conceals Lady Vanderboren answers, "My brother has been missing for over a month...Inform me immediately - day or night - should he or anyone else attempt to enter my vault. Understand?" When the surprised clerk agrees she leads the way out of the castle, her face a storm cloud of emotions.

Gwynfrid
2020-05-24, 01:01 PM
"That's clever indeed!" Onwym is all excited with the solution to the puzzle, but his mentor is more cautious. "True, but it isn't foolproof. The passphrase was written on this document, and someone with enough knowledge and wits could have found it just as we did."

Xeshanth's concerns are justified, as Lady Lavinia soon finds. The samsaran turns to his patron. "This is concerning news, my Lady. I understand Lord Vanthus did this without your knowledge. One question, though. The guardian was undamaged, so it didn't fight an intruder. Did Lord Vanthus own a copy of your late father's signet?"

DarkOne-Rob
2020-05-24, 05:11 PM
"He must have Mother's copy - it went missing several months ago..." Lady Vanderboren answers, her expression unhappy as she considers the implications.

MuffinMan
2020-05-24, 09:10 PM
Tarquin's emotions ride the rollercoaster of shock at the discovery, amazement at the substantial payment, and then confusion at the mention of Vanthus. "Wait, your brother was here? Why wouldn't he say anything? You don't think he was the one who opened the! - oh no..." His face pales as the idea of a family member's betrayal occurs to him, too horrible to contemplate. "Meet at the manner at teatime. Yes, of course. Um, we should be going!" Anxious to escape Lavinia's obvious discomfort, he starts ushering the others out of the room.

By reselling his chain shirt for 50% value, Tarquin can just afford a masterwork breastplate. I figure he'll do this in the downtime before regrouping at Lavinia's estate.

Farmerbink
2020-05-25, 08:49 AM
Gerald and Nathaniel share a knowing glance at their patron's brother's deception. For the most part, their familial shenanigans have been light hearted and playful, but more than a few times one Sotheby heir or another has become upset and lashed out in anger. With rueful expressions, they acknowledge both the pleasantness of a family that has always managed to work through its issues and the obvious potential difficulties with a family that hasn't. "If you need us to, uhh... intercede for you, you've only to say the word, mistress." Gerald offers, a little awkwardly.

When they're dismissed, the pair goes directly to an armorer. It takes some haggling, the sale of Gerald's first scale, and the better part of his entire life savings, but when they leave, the elder Sotheby brother is garbed in a fair quality set of banded mail. Nathaniel turns his nose up at such, utterly convinced that the immobility will kill you just as dead as less metal.

They venture to a weapon smith, where Nathaniel's errand proves less fruitful. He openly eyes a gleaming glaive, more ornate than his own blade, and better weighted for control. Only begrudgingly does he admit that he'll just have to wait until next month's pay to make the purchase. On the other hand, the gleam of excitement in his eye gives away his excitement over the plan.

They reconvene at the Vanderboren estate a few hours later, several minute prior to their scheduled appointment. Gerald fishes for compliments from Kora while they wait. Nathaniel leans against a wall and smirks.

DarkOne-Rob
2020-05-27, 09:28 PM
Once all the PCs are back at the Vanderboren home they are escorted by Kora into the garden where they find Lavinia sipping tea as she reads over documents from the vault. "Ah! My champions - I am glad you are all back. I've been thinking about what we discovered today and have decided on our next step. But first, let me tell you about my brother..."

https://www.scabard.com/user/Ashaffer1138/image/npc-vanthus_vanderboren_3107.jpg?imaged=260
"We were very close growing up, with Mom and Dad out adventuring and such, but after one of our pranks went badly..."

A particularly complex prank involving several elixirs of love being emptied into the nearby water tower...this was known as the "Water Incident" by most of the locals, though the young romantics of the time described it in much more salacious ways...
"I was sent to the Thenalar Academy for five years while Vanthus was sent to work on a local plantation."

The Thenalar Academy is a well known finishing school in the city of Cauldron. Vanthus worked on a plantation outside of town owned by Knowlern Family.
"We both came home last year, but he was different...distant and bitter. He slept all day, was gone all night, generally with associates of doubtful character. Eventually he moved out entirely. Last I heard of him he was with a lover in the Azure District."

Taking a deep breath, Lavinia sips her tea while looking into the distance. "So...Mom and Dad died in the ship fire and...well...he came back for a week or so. When the will left the entire estate to me he stormed off. I haven't seen him since."

Turning to look back at her team of troubleshooters, Lavinia says, "So you can imagine my surprise and feelings of betrayal to learn that not only have I been robbed, but I have been robbed by my own brother. I would have given him what he needed - within reason - had he asked. His theft hurts, but I hope it's not too late. I want you all to find him. Find out what he has been doing and see if he can be convinced to come see me. If I can redeem him it will make things so much better. He is most of the family I have left and I love him..." As she struggles to keep her emotions in check you can see tears in her eyes in spite of her efforts. "I don't know where he's gone, but someone in Sasserine will. Find him for me."

This bit is open-ended. Diplomacy Checks made throughout the city will provide different clues though. Make some plans, rolls some checks, and I will respond accordingly. The districts are:


Azure District - Sasserine's true waterfront. Consists of two sections, the east and west. The eastern section is concerned with internal waterways. The western section with the city's booming whaling industry.
Champion's District - towering over the western skyline, this district of soldiers, gladiators, mercenaries, and warriors generally follows in the storied footsteps of Sasserine's first lord-mayor, a priest of Kord named Teraknian. Generally not-so-friendly with the Noble District, the citizens here see themselvs as the true and rightful leaders of the city.
Cudgel District - Primarily residential. Due to the vigilance of the local watch and the church of St. Cuthbert, it's also the safest district in Sasserine. The citizens of the district know this, yet they are not soft; instead, they remain ever vigilant to the threat of attack from without in the form of bullywugs or pirates, or from within in the form of thieves and traitors.
Merchant District - The Heart of Sasserine, perhaps its soul too. The first district most visitors ever see, its often the only one they need ever explore. Shops run the gamut from grocers to potion emporiums, dagger sellers to exotic pet dealers, and magic item bazaars.
Noble District - Traditionally the ruling district, though Castle Teraknian is not in this district. However, recent history has shattered the trust of the people in their noble houses, and most families spend their time and effort bickering and jockeying for power these days.
Shadowshore - The most notorious of Sasserine's districts, this strip of land nestled in the shadow of the Champion's District has long been a haven for thieves, thugs, and criminals. The city watch has all but given up on this district, and as long as nothing too disastrous occurs they leave it alone.
Sunrise - Also primarily residential. The folks who live here are generally well off and own many of the plantations that dot the countryside around Sasserine.


https://myth-wiki-thumb.s3.amazonaws.com/9/94/Sasserine_districts.jpg/1000px-Sasserine_districts.jpg
The Vanderboren house is in the Merchant district.

MuffinMan
2020-05-28, 06:40 AM
Tarquin frowns sympathetically during Lavinia's story, even though a few of the details go over his head. He has a friendly rivalry with his own older brother, Eltan, but nothing like this... "Don't worry, my lady - if he's in Sasserine we'll fine him! The vault clerk said that he was there last week, so he probably hasn't gone far."

"You heard he was with a lover in the Azure District, you said? That's one place we could start looking - ask around about someone matching his description. Should we go as a group, or split up to cover more ground?"

Just to expedite things I'll roll now:
Diplomacy check to gather information in the Azure District: [roll0]

Farmerbink
2020-05-28, 12:18 PM
Gerald and Nathaniel share a wary glance more than once throughout Lavinia's exposition. Usually unflappable, Gerald finds himself almost dumbstruck, concern apparent on his rough features. "Best get as many feelers out as we can, I figure," he mutters. "But I think we'd better reconvene before we confront him. I don't want trouble, and I hope he doesn't either, but it'll be easier to avoid together."

He pauses long enough to give the others time to interrupt. Nathaniel just nods slowly, agreement all around. "I'll start with some of my friends in the Champion district. They're good people, and unlikely to want to stand between orphaned siblings, no matter the perceived slights." Nathaniel follows on his heels. "I... know some people in Shadowshore," he offers without explanation.

"Either way, meet back here by dinner?"

If anyone objects, in or out of character, the brothers will stay together. I recognize the potential for trouble with splitting up, even if they don't. ;-)

[roll0] Gerald in Champion district: [roll1] hours to gather info.

[roll2] Nathaniel in Shadowshore: [roll3] hours

Gwynfrid
2020-05-31, 07:43 AM
"How could he do this to you?" an indignant Onwym asks. Xeshanth opts not to comment, but he realizes that Onwym's status as an only child, and not in a human family to boot, makes him poorly equipped to understand sibling dynamics. Instead, he nudges his pupil to more practical matters.

"You heard the lady, young man. I'll go ask my friends in the magic and book shops of the Merchant Quarter, they'll be happy to see me, even when we just spent the afternoon buying some of their finest. What's your take?"

"Er, I suppose I'll go ask Mother. She knows half of the Noble Quarter, surely someone will know something that could help."

Knowledge(Local) [roll0]
Knowledge(History) [roll1]

Xeshanth: Gather information in the Merchant Quarter, takes [roll2] hours, Diplomacy [roll3]
Onwym: Gather information in the Noble Quarter, takes [roll4] hours, Diplomacy [roll5]

Gwynfrid
2020-05-31, 07:50 AM
Having had relatively little success in asking the shop owners, Xehshanth now remembers hearing the name Vanthus Vanderboren before, by a prospective employer in the Knowlern family, owners of a plantation outside of town. He decides to head to Sunrise, in the hopes of paying a visit to them and maybe learn something useful.

Leveraging the succcessful Knowldege(local) roll here.

Gather information in Sunrise, takes [roll0] hours, Diplomacy [roll1]

DarkOne-Rob
2020-06-01, 08:34 PM
(I took the liberty of rolling additional Diplomacy checks for all of you to try and get some information. The DC for success is 20, and unfortunately the only original success (in the Sunrise District) failed to bring up anything useful due to Vanthus not being seen there...)

After several days of fruitless effort looking for head or tail of Vanthus Vanderboren the party is meeting in the Merchant district for a quick bite to eat at lunch. Tarquin has finally heard that a few people from the Azure District remember seeing Vanthus at taverns here in the company of a woman named Brissa Santos. "She grew up a pickpocket, but has tried to turn over a new leaf. She paints now," explains one bar owner. "I ain't seen either of them in about a week, though. Hope that helps!"

In the Merchant District people have seen him, but assumed he was still living in the Vanderboren Manor and were of no help in finding him.

As the party airs their frustrations they are approached by a half-elf with messy black hair wearing a ragged suit of leather armor. Glancing about, he introduces himself quietly, saying, "Good sirs, I'm Shefton. Word is you're looking for one Vanthus Vanderboren. What's news of him worth to yah?" Standing before you nervously, you notice his dirty hands as he wrings them and fruitlessly rubs them on his trousers and wonder if he has information of any value at all...

MuffinMan
2020-06-02, 09:33 AM
Tarquin looks up from the table at the newcomer, his mouth still half-full with a bite of his sandwich. "Uhnn-hmiff-gh" he begins hastily, before pausing to cough and fitfully finish swallowing his food. At last he looks up again, his face red. "Why - *cough* *cough* - do you ask? Have you - *cough* - seen him?"

Farmerbink
2020-06-02, 10:57 AM
Nathaniel says nothing, but eyes the newcomer with undisguised distrust.

Gerald keeps his peace for the moment, preferring to let Tarquin do the talking.

Gwynfrid
2020-06-02, 11:05 AM
Xeshanth eyes the newcomer up and down. He looks shifty, but he might be really just looking for a bit of coin. He looks at Tarquin, happy to let him drive the exchange at this point.

DarkOne-Rob
2020-06-02, 12:41 PM
"I have. You willing to pay some coin for what I know?" he asks, his voice steadier now that the party is showing some interest.

MuffinMan
2020-06-03, 05:50 AM
Tarquin glances around the table at the others, suddenly keenly aware of the lightness of his purse after purchasing his new breastplate. "You have? That's great! Um, payment... I guess, if it's something we can use. I'd say... 5 silvers, and we can double it if the information checks out. What do you say?"

[roll0] to haggle

DarkOne-Rob
2020-06-03, 02:22 PM
"Good sir, Lord Vanderboren has been living the past several weeks in an abandoned complex underneath Parrot Island," the man replies as he takes the silver coins from Tarquin as he looks around. "For some gold I could even take you there myself," he says with a greedy look in his eyes.

MuffinMan
2020-06-05, 06:33 AM
"Parrot Island? But why? That place is abandoned, and the last place I'd want to live is some drafty cave on an empty rock..." Tarquin wonders aloud as he hands over the silver. He surreptitiously looks to his noble-born friends for confirmation on this point. "Take us there? Um, what do you all think?" he turns to ask the others.

"As for the other half of your payment, why don't you show up at Lady Vanderboren's estate in a few days, once we've had a chance to verify the information. We can tell the housekeeper to expect you, Mister ...- actually, I don't believe we ever got your name?"

Farmerbink
2020-06-05, 07:59 AM
Nathaniel frowns at the man's declaration. When Tarquin gives voice to his own thoughts, he begins nodding slowly. "Heh, abandoned" the scruffy inquisitor mutters, quietly. "He isn't on the up-and-up," Gerald interjects, nodding slowly in realization. "Not you, friend. Vanthus, I mean. He's out there because he doesn't want company. He's doing something he knows damn well isn't the right thing to do, and he doesn't want prying eyes."

Gerald frowns, thoughtfully for several moments, before turning back to their informant. "I think we'll take you up on that offer, good man. Lead us to this complex, and I'll give you 1 gold crown out of pocket, with another waiting for you at the Vanderboren estate when we return."

One by one, he locks eyes with his companions, a grim expression on his face. "We'd best go there straightaway. And I think we might need to get ready for an unpleasant conversation with our patron. I don't see anything good coming from this, except hopefully some kinda resolution."

Gwynfrid
2020-06-07, 08:36 AM
"I agree, Gerald. We should go, and we should go prepared for trouble. Something in this is really wrong." He eyes their apparently spontaneous informer with a little bit of suspicion. I thought he'd haggle for more.

Trying to find if the informer is entirely truthful here, but Xeshanth isn't trained in that at all. Still worth a shot.

Sense Motive [roll0]

DarkOne-Rob
2020-06-07, 11:19 AM
"I'm Shefton Rosk, and glad to be of service," the half-elf answers Tarquin. "I don't know anything about trouble, but we can go whenever you are ready." He seems to be on the up and up, despite his apparent discomfort and dirtiness.

Parrot Island has a history of being used by smugglers before the City of Sasserine was well established. The island is little more than a rocky outcropping surrounded by 30-ft cliffs except for the eastern end, which holds a narrow beach. The isle is thick with vegetation with trees roosting hundreds of noisy, brightly colored parrots. Shefton guides the little rowboat he secured for the party to the beach, finds a small trail, and leads the PCs up to a small clearing at the center of the island. Once there, he helps find a stone trap door, opens it, and reveals a 5-ft shaft leading down into the darkness below. A rope hanging from a hook in the wall provides a relatively safe method of descent (DC 5 Climb). "Here we are good sirs. Lord Vanderboren has been staying in the old smuggler tunnels down below. If you wish, I can remain here to ferry you back to the city when you are done with him..."

MuffinMan
2020-06-08, 08:49 AM
Tarquin peers glumly down into the depths of the shaft. "It makes no sense... falling-out or no, Vanthus has plenty of coin to stay at whichever inn he desires..." Beak squawks an agreement and hops to a perch on its master's shoulder. Squinting in the darkness, Tarquin casts a light orison onto the front of his longspear and uses it to probe the depths below. When he is satisfied that there are no beasties lying in wait he turns back to the others. "Well, I guess we'd better go confront him. Shefton, I think you waiting here is a good idea - there's gold in it for you when we get back to the Vanderboren manor." Then, he gently drops his spear into the opening before grasping the rope and beginning his own descent.

[roll0]

Below the surface, the rope quickly becomes smoother than he expected and Tarquin finds his grip slipping! He slides a few feet before he can catch himself, trembling with nerves. "C-careful! It's wet!" he calls out. Above, Beak circles in midair while hissing loudly in indignation.

Farmerbink
2020-06-08, 04:48 PM
The two brothers follow close behind Tarq, prepared to step in and protect him if the need arises. "Yeah, we'll take care of you mate- you're taking care of us," Gerald adds, handing the man a gold crown. Nathaniel's eyes betray his own distrust, but the younger Sotheby keeps his feelings to himself, otherwise. With a start, both of them reach out to steady the rope as Tarq begins to flounder. "Easy, man. Slow and steady, eh?" Gerald chuckles, his heart pumping rapidly in the aftermath of the near-miss.

Gerald tests the strength of the ladder gingerly before little by little putting his whole weight on it and following Tarq into the darkness. Nathaniel eyes the more scholarly folks and hooks a thumb at the ladder. "I'm last." Alone with their unlikely guide/informant, Nathaniel remains cautiously guarded. He doesn't start anything, but he's ready to dance, if it comes to it.

Gwynfrid
2020-06-08, 05:22 PM
Xeshanth simply nods at Nathaniel's invite. Inwardly, he sighs. Another reminder that his physical training is sorely lacking. On the other hand, Onwym, ever the optimist, launches himself down the rope with gusto. He's followed, at a more sedate pace, by his master.

Onwym [roll0]
Xeshanth [roll1]

DarkOne-Rob
2020-06-09, 08:51 PM
After all of the PCs descend the 30-ft deep shaft, some more gracefully than others (though none taking falling damage), they have only a moment to get their bearings before they hear a cry from Shefton. He hits the stone floor of the empty room hard and doesn't move.

His neck is broken by his poor landing and he is quite dead...
Seconds later the rope comes slithering down the shaft and a voice can be heard taunting from above, saying, "Say hello to Penkus' ghost for me while your down there!" Then, without waiting for a reply from the PCs the trap door is closed and the ominous sound of something large and heavy can be heard grinding over the closed door, sealing the party inside.

The smuggler caves are pitch black and the air still and clinging...

See the map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) for what you can see once you get a light source (or if you have Darkvision) and please note where your PCs are. Welcome to your first dungeon!

MuffinMan
2020-06-10, 09:16 AM
Tarquin jumps up in fright as Shefton's body hits the ground right next to him! Scrambling to his feet, he quickly casts a light orison upon the tip of his spear and uses it to survey the area. "Oh no - Shefton!" Kneeling at the man's side, he quickly feels for a pulse...

[roll0]

"Dead..." Tarquin shakes his head as he rises back to his feet, wiping his hands. "Is everyone else alright? Who would do such a thing?! And how did they know we were coming?!"

Gwynfrid
2020-06-13, 08:50 AM
"AAAAH! Whaaaat... What happened?" Onwym reacts in total surprise and shock. "D... Dead... That's... Awful..." Seeing someone die, much less in a such a brutal manner, is evidently a first experience for the elf.

Xeshanth remains silent for a moment. The sudden murder is a shock, more so than he wants to admit in front of the youngsters, especially his pupil. With a shake of his head, he gathers his wits together.

"All good questions, Tarquin. The answer to the first is, very likely Vanthus, or somebody who doesn't want him to be found. I don't see a reason for anyone else to pull such a dirty trick. As for the second question, Vanthus may have informers in town, it's not like our inquiries were very discreet. It's also possible he tricked Shefton into leading us here. But in the end, it doesn't matter. We're stuck here, there's nothing for it but to try and find an exit."

"Then, there's this name he mentioned... Penku?"


Knowledge (local) to recall anything about Penku: [roll0]

Farmerbink
2020-06-16, 12:10 PM
Both Gerald and Nathaniel jump- narrowly avoiding the falling Shefton. They watch, the one hopefully and the other dispassionately as Tarquin searches for a pulse and makes his pronouncement. "Hmph." The younger comments, with pursed lips and a furtive glance upwards.

Gerald turns to Xeshanth and nods along, having come to a similar series of conclusions himself. "That's how I see it, too. Seems Shefton here is the first casualty, but-" he glances around the dimly lit tunnels- "might well be a few more if we're not careful. I'm sure he didn't send us down here for a dinner party, and whatever's here probably knows we're coming. Don't go wandering off blindly." He takes a moment to check the straps on his armor and draws a blade, while Nathaniel does the same.

"Penku doesn't mean anything to me, but I guess he musta died down here." Nathaniel grunts, nodding.

The brothers share a grim glance, and Nathaniel steps out. His soft-booted feet fall almost silently on the sandy floor, though any true attempts at secrecy are foiled by Gerald's heavy footfalls and clanking gestures. The younger brother pauses for just a moment, listening at the door, before attempting to open it, glaive at the ready.

[roll0] stealth N
[roll1] perception N
[roll2] stealth G

DarkOne-Rob
2020-06-17, 11:30 AM
Penkus is a rogue and a cutthroat known in the seedier parts of Sasserine. Xeshanth came across the name during his search for Vanthus Vanderboren when someone mentioned seeing them both together several months back. Rumor has it that Penkus was active in a new thieves' guild called the Lotus Dragons.

None of the PCs hear anything as they begin to creep into the darkness. The walls of this tunnel, though made of brick, are slippery with moisture. Upon opening the door Nathaniel finds a wide hallway going left and right, ending at two sets of double doors at both ends.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Please describe your actions with marching orders, rear-guards, light sources, stealth and perception checks, etc...

MuffinMan
2020-06-17, 05:42 PM
"Parrot Island... this is where all the stories of those old smugglers took place, right? Then that means... these are the old smugglers' tunnels! That's great, because it means there's got to be a way out, right? Smugglers are all about hidden passages and secret escape routes and stuff like that. Er, that's what the stories say, anyway."

Tarquin shakes his head and brings his attention back to the present. "Right, let's get moving. Master Xeshanth, why don't you stay with Onwyn in the middle - it's probably safest there. Gerald and I can go in front with the light, and - Nathaniel? Could you keep an eye out behind us?"

Tarquin will cast Heightened Awareness (https://www.d20pfsrd.com/magic/all-spells/h/heightened-awareness/) to sharpen his senses. (Perception mod +10)

Suggest marching order of Gerald, Tarquin (& Beak), Xeshanth, Onwyn, Nathaniel.

Tarquin has a light orison on his spear, and won't try to be particularly sneaky unless someone else suggests it.

Gwynfrid
2020-06-18, 05:31 AM
"Smugglers. Right. So it would make sense as a hiding place. I agree, it's bound to have more than one entrance. And that's where I heard the name. It's Penkus. A criminal of some sort, people mentioned having seen him together with Vanthus Vanderboren. I suppose they had a falling out. Anyway, I'm ready." Xeshanth takes his place in the center of the group. Onwym stands next to him, adding: "Yes! Let's get out of here! This place gives me the creeps!"

Farmerbink
2020-06-19, 01:32 PM
Nathaniel takes a few moments to peer suspiciously at the walls, in response to Tarquin's comment of secret passages and tunnels within tunnels. His hands drifts exploratively along the moistened bricks, feeling for hidden switches.

Gerald and Nathaniel both nod, and the younger brother continues his search while the rest take their positions. Gerald looks to both sides of the hallway, eyebrows furrowed thoughtfully as he tries to consider the landscape of the small island above them. "This way, I think."

Nathaniel snorts as Gerald steps off to the left. He keeps his eyes peeled on the right door, actually stepping a few paces away from the rest of the party to walk in the dim shadows at the edges of Tarquin's orison. He listens cautiously, ear pressed to the seam while Gerald presses on westward.

Nathanial perception on the right door: [roll0]
Gerald will move to, and open the left door.

Edit: if you want us to be able to place ourselves on the map, we currently lack the permissions. I would expect Nathaniel at AQ/10, and Gerald at AK/11, unless we're interrupted before Gerald can open the door.

Also, I'd like Nathaniel to be continuing to do the stealth thing. Dunno how well it would work, but in my head, he can stay comparatively hidden, at least, without suffering from visibility issues (in excess of dim lighting).

DarkOne-Rob
2020-06-22, 01:14 PM
Gerald leads the way to the door on the left, with Tarquin providing light and the rest of the party following. Along the way no secret doors or passages appear and Nathaniel hears nothing through the door on the right.

Past the door on the left, however, is a large chamber with four great wooden pillars rising up to support the ceiling. The ceiling sags dangerously in places and is thick with hanging strands of fungus and plant matter. Several doors line the walls - the door on the opposite wall hangs askew and the sound of sloshing water can be heard from that direction. The remaining doors are to your right - two on the wall north of you and one on the same wall as the door the party just used. To the south the ceiling has collapsed, leaving the southern part of the room choked with debris. A rippling pool of water reaches halfway into the room from this wall of stone and rubble. It seems that a wooden pier once extended into this pool, but all that remains now are several rotting wooden pilings protruding from the water. A man's body floats face down among them...

Your map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated.

Farmerbink
2020-06-22, 09:07 PM
"That's pleasant," Gerald whispers, heavily laced with sarcasm. He does a quick lap of the room, taking just a moment to ensure the other three whole doors are truly closed and peering past the fourth before turning his attention to the corpse in the pool. While Nathaniel makes a more thorough search, Gerald carefully fishes the unfortunate fellow towards the shore with his pole arm.

If you want rolls again: [roll0] perception- applied at each of the three closed doors. He'll stay about one door "behind" Gerald on the first lap, and take up a guarded position at AB/6 to watch Gerald and the others work on the corpse.

Gerald will stand at AD/10 and use the pole arm in ways that are not appropriate for fighting to get the extra bit of reach to pull the floating corpse to shore for investigation.

Gwynfrid
2020-06-23, 04:51 AM
"Yes. Clearly you don't want to be under that part of the ceiling, and the rest isn't that much more trustworthy either." Xeshanth cautiously goes to inspect the nearest door.

It's not clear to me where the doors are on the map?

In case of need, Perception [roll0]

MuffinMan
2020-06-23, 07:38 AM
Tarquin holds his spear aloft for light, but winces under the oppressive danger of the low-handing ceiling. "Lots of doors - which one should we try first? I read once that you could find your way out of a maze by always following the right wall. Or wait, maybe it was the left... Gerald! What are you doing there?" He notices his friend fishing the corpse out of the water. "There's nothing we can do for him now! What good will that do?"

Farmerbink
2020-06-24, 02:57 PM
Gerald shrugs. "He's dead, but we might find out something about our situation, based on how he's dead. And might be next of kin to inform and all that." He scowls irritably in the dim light of Tarq's orison. "Nobody deserves to be killed and left in a hole to rot."

DarkOne-Rob
2020-06-24, 10:38 PM
As Gerald makes his circuit, finding each of the three closed doors well and firmly shut (the humidity in the tunnels has them swollen enough that, while not locked, it will take deliberate effort to open them) Nathaniel and Xeshanth follow behind more carefully. The two hear the sound of moaning from the first door, which gets suddenly louder as another door past the one in front of them opens. A moment later, as Tarquin and Onwyn watch and Gerald looks down the tunnel and sees the beginning of a series of sea caves, the door is pushed open to reveal a hideous, undead pirate! With a sound that can only mean unholy hunger, the zombie lurches towards Nathaniel, claws and jaws reaching for the Sotheby brother!

Begin combat! No surprise round, but since the party goes first and the zombies have not acted yet they cannot use attacks of opportunity. The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated.

MuffinMan
2020-06-25, 07:55 AM
"Ah! Nathaniel, look out!" Tarquin hastily pushes past Onwym and Xeshanth to stand behind Nathaniel, where he gets a good look at the undead abominations. "Steady... hyah!" He stabs forward with his spear at the nearest foe, while Beak flits up to harry its vision.

Initiative [roll0] (dismissing Heightened Awareness for +4)

Tarquin moves to AI/6 and attacks Z3 w/ longspear:
atk [roll1], dmg [roll2], cc [roll3] (20/x3), cdmg [roll4]

Beak flies to AJ/6 (Nathaniel's square) and uses Aid Another, attempting to give Nathaniel +3 on his next attack against Z3:
[roll5] vs AC 10

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)
"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Gwynfrid
2020-06-25, 11:34 AM
"Creatures such as these were to be expected in this place, I suppose", Xeshanth says calmly. Onwym and him carefully step around the dangerous area with the sagging ceiling as they take position at the back. Xeshanth points a finger and recites:

"De telles créatures
Ne peuvent parlementer
Mais un jet de froidure
Aide à les calmer."

A white ray of cold erupts, aimed at the lead opponent, while, next to him, Onwym's bow begins to sing.

Xeshanth moves to AG6, Onwym moves to AG7.
Xeshanth casts Ray of Frost at zombie Z4 (this avoids the -4 penalty for firing in melee, but on the other hand the zombie likely gets a good AC bonus from cover), ranged touch [roll0] cold damage [roll1]; cc(20) [roll2] cd [roll3]
Onwym fires at Z4 too [roll4] damage [roll5]' cc(21) [roll6] cd [roll7]

Farmerbink
2020-06-26, 02:24 PM
Nathaniel starts as the door is drawn open from the inside. He backs up, barking "Scram!" as most of his allies instinctively begin to do just that. With a little bit of breathing room, he brings his glaive around, expertly harrying the lead zombie despite the awkward positioning.

Gerald turns back at Nathaniel's warning, and quickly trudges forward to attack the lead zombie.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings

CotS lets me basically ignore cover within reach. So move to AJ/8 and attack:
[roll0] attack
[roll1] CC (24, x3)
[roll2] damage
[roll3] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

Move to AI/7. Attack
[roll4] (LH attack)
[roll5] CC (25, x2)
[roll6] damage
[roll7] crit bonus

DarkOne-Rob
2020-06-29, 09:17 PM
Round 1

Tarquin and Beak move to attack and harass the lead zombie, though in their rush neither does much. Xeshanth and Onwyn come around, putting the rest of the party in front, and each fire a ranged attack - one magical ice (which hits) and one mundane arrow (which doesn't hit). The two Sotheby brothers, moving with the coordination that comes from training together from a young age, come up and around the corner of the door, using their polearms to strike the zombie with reach. Both hit, with Nathaniel's strike cutting easily into the soggy flesh while Gerald's strike hits harder but he feels resistance to the blow (damage reduction pierced only by slashing weapons). Between their strikes they lay the undead abomination low, leaving only two zombies visible through the doorway.

As the next zombie pirate shuffles forward, they moan loudly, their mindless hunger calling out to more of their kind. Z4 clumsily charges Tarquin, missing with a bite of ugly yellow teeth that can be heard by everyone.

Mechanically, the zombies have only one standard action each round. Z4 used its to charge


If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed...You can’t use this option unless you are restricted to taking only a standard action on your turn.
but missed with its bite attack. Z5 could not attack since it didn't have a straight line to move and charge this round.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 2!

Farmerbink
2020-06-30, 03:31 PM
Gerald groans and drops his hammer. He takes a step back, drawing his glaive. Once more, in concert, both brothers lash out.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings

Nathaniel should be in AJ/8; attacking
[roll0] attack
[roll1] CC (24, x3)
[roll2] damage
[roll3] crit bonus damage

[roll4] attack
[roll5] CC (24, x3)
[roll6] damage
[roll7] crit bonus damage

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

5-foot step to AH/7. Trade hammer for bardiche
[roll8] attack
[roll9] CC (24-25, x2)
[roll10] damage
[roll11] crit bonus

[roll12] attack
[roll13] CC (24-25, x2)
[roll14] damage
[roll15] crit bonus

MuffinMan
2020-07-01, 06:24 AM
Round 2

"Got one! gyaaaah!!" Tarquin starts to crow with delight before darting back just in time to escape a bite from the next zombie. He steps back to gain clearance for his spear, and thrusts again. Beak flits about the thing's face trying to distract it, although these things seem peculiarly single-minded.


Beak flies to AI/6 and uses Aid Another to give Tarquin +3 on his next attack against Z4:
[roll0] vs AC 10
"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Tarquin takes a 5ft step to AH/6 and attacks Z4 w/ longspear:
atk [roll1], dmg [roll2], cc [roll3] (20/x3), cdmg [roll4]
+3 atk from Beak makes the attack roll a 15
Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

Gwynfrid
2020-07-03, 10:26 AM
Bolstered by the coordinated efficiency of his friends' battle moves, Onwym darts forward, looking for a better line of sight to shoot, before he fires another arrow. Behind him, Xeshanth simply repeats his incantation.

Assuming Z4 is torn to pieces by now...
Xeshanth doesn't move. Onwym moves to AI8, but I think Z5 has some cover still. At least, it isn't in melee range with anyone yet.
Onwym fires at Z5 [roll0] damage [roll1] cc(21) [roll2] cd [roll3]
Xeshanth casts Ray of Frost at Z5, ranged touch [roll4] damage [roll5] cc(20) [roll6] cd [roll7]

DarkOne-Rob
2020-07-06, 08:38 AM
Round 2

As Tarquin and Beak connect with their attack the two Sotheby brothers take coordinated deep breaths. They strike out, Nathaniel missing but Gerald connecting. From his devastating slash the undead pirate immediately in the doorway falls. The next moves into its place - earning itself a destructive blow from the pikeman's backswing, leaving it unmoving on the ground.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. End of combat.

While the immediate threat is over, the zombie moans may have alerted more of their kind. You cannot hear anything over the sound of the waves from the caves to the west and the pool in this chamber, however...

Gwynfrid
2020-07-06, 08:51 PM
"Well done, gentlemen. I see that training wasn't wasted on you", Xeshanth says appreciatively. "Now, there's that corpse over there, let's take it out and try to see what happened to the person."

"And make sure there are no more undead before we move forward!" Omwyn adds, as he retrieves his lost arrows.

MuffinMan
2020-07-08, 08:27 AM
"Ok, but just m-make sure it isn't alive like those others!" Tarquin shivers at the sign of the now-still-again corpses. He keeps a lookout at the other entrances while Gerald and Nathan go to fished the drowned body out of the pool.

DarkOne-Rob
2020-07-12, 03:02 PM
As Gerald moves towards the water to try and fish out the floating corpse his brother leans into the hallway from which the zombies came. "More coming," he announces after several seconds. As the party gathers around the door again they can hear the sound of zombie moans getting noticeably louder, as if they were opening doors. From how muted the sounds still are there is likely one more closed door between the party and the approaching undead. Rather than begin an investigation that will be interrupted, Nathaniel turns to get ready for more combat, leaving the pool undisturbed.

You have about thirty seconds to prepare for the arrival of the zombies.

Farmerbink
2020-07-13, 03:53 PM
Gerald quickly falls into his military training, directing his allies with short, confident statements. "Nat, to the side of the door, get on 'em as soon as you can. Tarq, back here with me. Leave this space clear for my backswing, but be ready if they get too close. Uhhh... Same goes for the bird."

Nathaniel sharply takes his position, glaive held ready. Gerald steps forward to take the zombies' charge.


Same spots on the map as before. Holding positions to attack. I'd like to take advantage of both readied attacks and AoOs, if possible:


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings

Nat readied attack
[roll0] attack
[roll1] CC (24, x3)
[roll2] damage
[roll3] crit bonus damage

Does not include bonuses from paired opportunists

[roll4] attack
[roll5] CC (24, x3)
[roll6] damage
[roll7] crit bonus damage

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

Likewise positioned with bardiche
[roll8] attack
[roll9] CC (24-25, x2)
[roll10] damage
[roll11] crit bonus

Does not include bonuses from paired opportunists

[roll12] attack
[roll13] CC (24-25, x2)
[roll14] damage
[roll15] crit bonus

MuffinMan
2020-07-14, 09:56 AM
"What?!?! Beak's not a bird! He's an adolescent ringtailed rhamphorhynchus and he's much smarter than some... some stupid parrot! I'm sorry buddy, he didn't mean that..." Beak releases a cry best described as indignant and turns his head to glare at Gerald.

The moans of the approaching zombies suddenly snap Tarquin back to the business at hand. "Oh, uh, right! The backswing! Don't worry, I've got your back. Hey Nathaniel, remember that one move we used against those bullies...?" Though he doesn't fully realize it, he is supernaturally infusing his allies with the spirit of teamwork!

Initiative [roll0]

Tarquin will ready an action to use his Tribal Cooperation (https://www.d20pfsrd.com/classes/hybrid-classes/shaman/spirits/tribe-shaman-spirit/) ability when the zombies come into view:
he shares the Paired Opportunists (https://www.d20pfsrd.com/feats/combat-feats/paired-opportunists-combat-teamwork) teamwork feat with all allies within 30 feet for 3 rounds. (+4 bonus on attacks of opportunity)

Longspear AoO if applicable, including +4 Paired Opportunist bonus:
atk [roll1], dmg [roll2], cc [roll3] (20/x3), cdmg [roll4]

Beak won't do anything until the zombies close into melee range.

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

Gwynfrid
2020-07-19, 06:34 PM
"Tut-ttt... Indeed, this animal is of a very different order than a mere bird, my dear Gerald. It is what is known to scholars as a pterosaur, and belongs to the reptile category. While it shares a number of characteristics with birds, it is very much not one of them. As to its intelligence, it appears to be unusually elevated, and I wonder... " Tarquin's indignant retort as well as Xeshtanth's learned discourse are interrupted by Onwym's nervous voice: "Er... They're coming, master! Maybe, er, discuss this later?"

"Oh, er, yes, you're absolutely correct, Onwym, thanks for reminding me! I think I'll continue with minimal spellcasting, if you gentlemen don't mind my sparing resources for the time being..." The samsaran and his apprentice stand ready to fire at the incoming enemy.

Ready actions for both, triggered whenever zombies appear. Hopefully they'll be able to fire before the zombies get to melee range with the rest of the team.

Ray of Frost ranged touch [roll0] cold damage [roll1]; cc(20) [roll2] cd [roll3]
Short bow [roll4] damage [roll5] cc(21) [roll6] cd [roll7]


Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 8 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 6 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

Farmerbink
2020-07-21, 04:42 PM
Gerald blinks, and his eyebrows furrow. "A ptero-?" He glances to Beak, Nathaniel, Tarq and back to Xeshanth when Onwym speaks up. He turns back to the doorway and plants his feet, without another word.

DarkOne-Rob
2020-07-23, 08:53 PM
As the zombies approach it seems clear that they have to open at least one more door to get to the party. The process is deceptively slow - the dread of waiting for the attack that they know is coming and the increasing sound of the inhuman moans of unholy hunger would unsettle most anyone. When one of the zombies begins to shamble out of the darkness towards the party, though, they are ready!

Round 1

With his words, Tarquin helps everyone to focus on their retaliatory attacks. Though it doesn't help either of the Sotheby brothers to connect (yet), both Xeshanth and Onwyn hit with their respective attacks (3 cold damage from Xesanth's spell and 1 piercing damage (due to DR) from Onwyn's arrow). The puffy, water-swollen flesh of the zombie pirate that approaches seems less bothered by the arrow sticking out of its flesh than the cold bolt that hit it.

Once again, the clumsy undead are largely hindered by the doorway as they try to get at the party. Only one zombie can reach to attack at a time, allowing the party to focus on the lead zombie as it charges. The zombie is just about to reach Tarquin, with a jaw opened too wide to be natural, as everyone's weapons hit their marks. With a gurgle as it struggles to remain whole the zombie collapses to the ground, its limbs moving weakly for a moment as it impotently snaps at the party. The next two zombies remain behind, with the party barely out of reach.

A great round 1! You just barely dropped the lead zombie before it could connect with a bite attack on Tarquin. Both the Sotheby brothers' attacks of opportunity hit, along with Tarquin's.

I am trying to describe the zombies' damage reduction in the narrative, since it is something the PCs would eventually notice.

Z7 has cover (+2 AC) from Onwyn and Nathaniel based on the door and their positions on the map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398). Begin round 2!

Farmerbink
2020-07-24, 10:34 AM
"Step back!" Gerald barks, keenly self-conscious of his oddly-usurped leadership role. He slices at the nearest zombie before following his own command, and clearing the doorway a bit more.

Nathaniel does the same, silently lashing out with his glaive in concert with his brother's retreat.


One of the effects of Nathaniel's trait: Child of the Shadow, is that enemies within his reach cannot gain cover from him. It's shenanigans, but it's approaching 100% of the reason I went with that trait.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings

Nat attack Z7
[roll0] attack
[roll1] CC (24, x3)
[roll2] damage
[roll3] crit bonus damage

5-foot step to AI-8, if Onwym vacates, or AJ9, if not.

Does include bonuses from paired opportunists

[roll4] attack
[roll5] CC (28, x3)
[roll6] damage
[roll7] crit bonus damage

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

Attack Z7:
[roll8] attack
[roll9] CC (24-25, x2)
[roll10] damage
[roll11] crit bonus

Edit: 5-foot step to AG/7

Does include bonuses from paired opportunists

[roll12] attack
[roll13] CC (28-29, x2)
[roll14] damage
[roll15] crit bonus

MuffinMan
2020-07-25, 09:34 AM
Round 2

"Aaaah!" All bravado fades and Tarquin cries out in terror as the first zombie's bite misses him by inches. He pulls his spear free of the convulsing corpse and jabs at the next one before stepping back, per Gerald's instruction.

Tarquin attacks Z7 and then 5ft steps to AG/6 (delaying until Xeshanth moves, if necessary). (Beak will just hang out on his shoulder this round.)

atk [roll0], dmg [roll1], cc [roll2] (20/x3), cdmg [roll3]

Paired Opportunists round 2/3

AoO if applicable
atk [roll4], dmg [roll5], cc [roll6] (20/x3), cdmg [roll7]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

Gwynfrid
2020-07-25, 05:38 PM
Both Xeshanth and Onwym realize the good sense of Gerald's instruction, and quickly take a step back before they attack again, with the same tactics.


Onwym steps to AJ9, Xeshanth to AF6.

Ray of Frost ranged touch [roll0] cold damage [roll1]; cc(20) [roll2] cd [roll3]
Short bow [roll4] damage [roll5] cc(21) [roll6] cd [roll7]


Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 8 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 6 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

DarkOne-Rob
2020-07-26, 12:44 PM
Round 2

Between Gerald and Nathaniel the next zombie is destroyed. As the party backs away Xeshanth hits the last one with a bolt of frost. As it charges Tarquin he jabs it with his spear, but not with enough force to stop the undead. The vile, animated pirate snaps its fanged jaws at the young man and his reptilian companion, but cannot connect as it struggles to clamber over its fallen allies.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 3!

Gwynfrid
2020-07-27, 07:04 AM
"As long as we have space to back down and strike, we should be able to prevail", the teacher remarks as he indeed does so, with a step back and a repeat of his cantrip. On his side, Onwym moves forward to get a clear shot.


Xeshanth moves to AE6, Onwym to AJ8
Ray of Frost ranged touch [roll0] cold damage [roll1]; cc(20) [roll2] cd [roll3]
Short bow [roll4] damage [roll5] cc(21) [roll6] cd [roll7]


Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 8 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 6 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

MuffinMan
2020-07-28, 08:26 PM
Round 3

"Ahh!!! Right - backing up!" Tarquin struggles to regain his composure as another bite nearly misses his arm gripping the spear. Stepping back after the tutor, he stabs again at the undead foe.

Tarquin 5ft steps back to AF/6 after Xeshanth moves and attacks Z8. (Beak is still just hanging out.)

atk [roll0], dmg [roll1], cc [roll2] (20/x3), cdmg [roll3]

Paired Opportunists round 3/3

AoO if applicable
atk [roll4], dmg [roll5], cc [roll6] (20/x3), cdmg [roll7]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

Farmerbink
2020-07-28, 09:40 PM
The brothers continue harrying the final zombie, looking like nothing so much as a pair of hunters bearing down on big game. Both blades lash out, each seeking an opportunity in the wake of the other's thrust.


One of the effects of Nathaniel's trait: Child of the Shadow, is that enemies within his reach cannot gain cover from him. It's shenanigans, but it's approaching 100% of the reason I went with that trait.

Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings

Nat attack Z7
[roll0] attack
[roll1] CC (24, x3)
[roll2] damage
[roll3] crit bonus damage

5-foot step to AJ-7.

Does include bonuses from paired opportunists

[roll4] attack
[roll5] CC (28, x3)
[roll6] damage
[roll7] crit bonus damage

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

Attack Z7:
[roll8] attack
[roll9] CC (24-25, x2)
[roll10] damage
[roll11] crit bonus

5-foot step to AF/7

Does include bonuses from paired opportunists

[roll12] attack
[roll13] CC (28-29, x2)
[roll14] damage
[roll15] crit bonus

DarkOne-Rob
2020-08-02, 11:34 AM
Round 3

This round changes very little for our heroes - none of their attacks hit as they continue to shift around the undead attacker. With a single-mindedness that only comes from undead hunger the zombie continues to attack Tarquin, shambling forward (5-ft step) to bite ineffectually at the young man. Unfortunately, further down the tunnel Xeshanth sees more undead approaching...

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 4!

MuffinMan
2020-08-03, 01:01 PM
Round 4

Tarquin falls silent for a brief moment, his breath coming heavily as he focuses on putting down the zombie in front of him.

Stay put and stab at Z/8. Beak is just hanging out.

atk [roll0], dmg [roll1], cc [roll2] (20/x3), cdmg [roll3]

no Paired Opportunists this round

AoO if applicable

atk [roll4], dmg [roll5], cc [roll6] (20/x3), cdmg [roll7]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

Gwynfrid
2020-08-03, 03:28 PM
"More coming, and maybe worse ones! We need to finish this one and block the corridor!" Xeshanth's voice hints at a little bit of alarm for the first time in this fight...


No move this round. Both Xeshanth and Onwym attack the zombie in the front.
Xeshanth's Perception [roll0] maybe, to see what the thing in AN6 is? He's not trained in Knowledge(Religion) though, so he can't roll that.

Ray of Frost ranged touch [roll1] cold damage [roll2]; cc(20) [roll3] cd [roll4]
Short bow [roll5] damage [roll6] cc(21) [roll7] cd [roll8]


Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 8 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 6 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

Farmerbink
2020-08-06, 12:55 PM
From his position directly in front of the open door, Gerald spares time for a quick glance down the hallway. "Something different coming in. Be ready."

The pair share a look, and Gerald nods. Nathaniel spends the next couple moments with his eyes closed, murmuring in introspection. When he opens his eyes, he readies his blade for whatever's coming through the door.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Spells (1st level)
Divine favor: 0/1
DF: +1 attack/damage, 10 rounds
Heightened awareness: 1/1

Cast divine favor for +1 attack/damage

5-foot step to AI/7, in prep for an AoO:

[roll0] attack
[roll1] CC (25, x3)
[roll2] damage
[roll3] crit bonus damage

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

Attack Z7:
[roll4] attack
[roll5] CC (24-25, x2)
[roll6] damage
[roll7] crit bonus

hopefully killed Z7, and 5-foot step to AG/6

[roll8] attack
[roll9] CC (24-25, x2)
[roll10] damage
[roll11] crit bonus

DarkOne-Rob
2020-08-10, 12:13 AM
Round 4

While Tarquin and Onwyn both connect with their respective attacks, neither seems to be able to slash through the bloated zombie's water-logged flesh. Gerald's strike hits hard enough to hurt the famished undead, but not enough to destroy it. Xeshanth, distracted by his effort to look down the hall, misses with his magic and Nathaniel takes on divine favor from his goddess.

When the zombie shambles forward and bites at Tarquin, the young man cannot get away - the undead's sharp, rotten teeth connect painfully (7 damage) and the creature holds on like some kind of animal (Tarquin is grappled). Down the hallway the three approaching undead move forward. The lead abomination walks purposefully, not at all like the awkward gait of its zombie companions as it lets its two companions go in front. "Yes! Fresh meat - go and feast, my friends!" it says in a hollow voice filled with madness. It then intones, "Flee from your death, foolish mortal!" and points a finger at Gerald imperiously. The two zombies with the spellcasting undead shamble forward into Nathaniel's attack, which connects on the first one as it tries to get into position to attack next round.

The creature cast Cause Fear (https://www.d20pfsrd.com/magic/all-spells/c/cause-fear/) as a divine spell.
This enemy is a Huecuva (https://www.d20pfsrd.com/bestiary/monster-listings/undead/huecuva/). It must have once been a cleric of some kind as well.
Gerald needs to pass a DC 12 Will save or become frightened (https://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened) for 1d4 rounds (you roll for duration). If he passes, he is instead only shaken (https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken) for one round.

Neither of the new zombies can attack this round since they cannot charge through VK's space.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 5!

MuffinMan
2020-08-11, 10:02 AM
Round 5

"Aaagh! Get it off! Get it off!" Tarquin's voice takes on a tinge of panic as the zombie latches on to his left arm. His longspear clatters to the floor as he draws his belt knife, desperately slashing at the undead. With a screech of alarm, Beak flits up off of his master's shoulder and starts pecking at the zombie's eyes, distracting it momentarily.

Beak uses Aid Another to give Tarquin +3 on his next attack against Z8: [roll0] vs AC 10

Tarquin draws his dagger and slashes at Z8: (not including potential +3 from Aid Another)
atk [roll1], dmg [roll2] slashing, cc [roll3] (19-20/x2), cdmg [roll4]
adjusted to 9, still not enough :smallsigh:

If that happens to kill Z8, he'll move to AI/9 behind Nathan. Otherwise he's still grappled and can't move.

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435)[/b] Human Shaman 1 LG HP 3 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2) ]

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Gwynfrid
2020-08-12, 08:55 AM
"A divine spellcaster! Hold fast, Gerald, he's trying to strike fear in your heart with his magic! Onwym, remember what I told you?" Now seriously alarmed, Xeshanth aims his frosty spell at the zombie holding Tarquin, in the hope of shaking it off his young friend. Onwym yells back, in a voice trembling with fear: "Yes! Break it!" He takes a step to keep the new menace in his sights, carefully aims an arrow, and waits before he lets fly.

Xeshanth aims a Ray of Frost at zombie Z8 with a -4 penalty included, ranged touch [roll0] cold damage [roll1]; cc(16) [roll2] cd [roll3]
Spellcraft DC16 [roll4]
(No Knowledge(Religion) ranks...)

Onwym steps to AI8 and readies an action to fire at VK when it starts casting.
Short bow [roll5] damage [roll6] cc(21) [roll7] cd [roll8]

Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 8 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 6 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

Farmerbink
2020-08-14, 03:58 PM
Gerald groans, for a moment buckling under the weight of the magical assault. As Xeshanth calls a warning, the young cavalier rebuffs the attempt, grunting with almost physical effort. "I think not, punk!" he barks, stepping to the side and driving his blade once more towards the nearest zombie.

Nathaniel does similarly, instead harrying the latecomers. His glaive flashes out, with the subtle guidance of Shelyn lending grace to his steps.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Spells (1st level)
Divine favor: 0/1
DF: +1 attack/damage, 9 rounds
Heightened awareness: 1/1


5-foot step to AI/8
attack Z1
[roll0] attack
[roll1] CC (25, x3)
[roll2] damage
[roll3] crit bonus

[roll4] attack
[roll5] CC (25, x3)
[roll6] damage
[roll7] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 1/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

5-foot step to AG/8

Attack Z7:
[roll8] attack
[roll9] CC (24-25, x2)
[roll10] damage
[roll11] crit bonus

[roll12] attack
[roll13] CC (24-25, x2)
[roll14] damage
[roll15] crit bonus

DarkOne-Rob
2020-08-15, 12:24 AM
Round 5

In his near-panic, Tarquin misses with his slashing dagger even though Beak does what it can. Both Xeshanth and Gerald (who gritted his teeth and fought through the unnatural fear caused by the undead caster's spell) strike at the zombie harying their friend, freezing and damaging it enough that whatever animates it fails as it drops to the sandy floor, now truly dead. Nathaniel, bolstered by divine power, strike hard with his slashing glaive, cutting through the already-damaged zombie in the lead of this last group of undead. Finally, Onwyn draws his bow, aiming at the unholy cleric-corpse and waiting for it to cast a spell.

With a mindlessness that is completely foreign to the living the remaining zombie shuffles towards the nearest living prey, pushing past the door towards the nearest trio. It bites at Onwyn and catches the young would-be-mage on the arm but doesn't latch on (5 damage, failed to Grab). It earns a strike from Gerald for its hungry attack, though it doesn't easily pierce the soggy, undead flesh (damage reduction against all but slashing damage). When the undead leader walks forward Onwyn's arrow flies wide, and the enemy holds up a holy symbol as a wave of wrongness washes over the party...

The holy symbol is inverted (upside down). Once it would have been recognized as the split-faced symbol of the Laughing Rogue, Olidammara.

It is clear that Olidammara is no longer this creature's patron. The inverted holy symbol suggests it was once and lost its faith and was then cursed by the deity.
Everyone must roll a DC 11 Will saving throw. Failure means they take [roll0] damage. Success halves this.

Either way, Onwyn is at least disabled...

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 6!

MuffinMan
2020-08-15, 06:05 AM
Round 6

"Onwyn! Damn..." Wincing from his own wounds, Tarquin draws out the wand of curative magic, intending to rush to his friend's aid. The wave of negative energy gives him pause, though, and another idea enters his head. With a snarl he lunges towards the undead "priest", brandishing a fistful of radiant energy in a righteous punch!

Beak uses Aid Another on Tarquin's attack against VK: [roll0] 19 vs AC 10.

Tarquin draws the wand of cure light wounds, uses it, and moves to AG/6, attacking VK with it as a melee spell attack:
attack [roll1] 7 + (Beak's assist 3) = 10 vs touch AC
damage [roll2] 9 positive energy

48/50 CLW wand charges remaining

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 2 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 4 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Farmerbink
2020-08-15, 02:33 PM
"Fight me, you cursed fiend!" Gerald shouts, trying to draw the erstwhile priest away from his fallen companion. "See to him!" he orders, though he needn't have.

Nathaniel was already moving to protect Onwym. He carefully steps over the fallen youngster, adjusting his grip deliberately to shorten the effective haft of the glaive. In closer quarters now, he attacks once more, lashing out at the zombie.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 10/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Spells (1st level)
Divine favor: 0/1

Heightened awareness: 1/1
DF: +1 attack/damage, 8 rounds

5-foot step to AI/8, hoping to give Onwym cover
move action to use Bladed Brush to make the glaive act without reach property:

[roll0] attack Z1
[roll1] CC (25, x3)
[roll2] damage
[roll3] crit bonus

[roll4] AOO
[roll5] CC (25, x3)
[roll6] damage
[roll7] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 12/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 0/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

use challenge to grant bonus damage (and hopefully attack roll) vs the not just a zombie guy. (AC drops by 2 to other targets)
5-foot step to AF/7

attack VK
[roll8] attack (+1 if channel prompts the order bonus)
[roll9] CC (24-25, x2) (ditto)
[roll10] damage
[roll11] crit bonus

[roll12] attack (+1 if channel prompts the order bonus)
[roll13] CC (24-25, x2) (ditto)
[roll14] damage
[roll15] crit bonus

Gwynfrid
2020-08-16, 08:20 PM
"Aaah!" Onwym staggers back, bleeding profusely from the bite, and reeling from the unnatural emanation of death. "I... am... not down!" He makes to reach for another arrow, but the worried call from Xeshanth interrupts his foolish bravery. "Get away, Onwym! I'm not having a pupil die on my watch!" The youngster ducks another blow and withdraws, reluctantly, from the battle, while his master fires another ray of ice.

Onwym moves to AG10
Xeshanth steps to AE7 for clear shot, then casts Ray of Frost at VK, ranged touch [roll0] cold damage [roll1]; cc(20) [roll2] cd [roll3]

Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 7 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 0 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

DarkOne-Rob
2020-08-17, 12:20 PM
Round 6

Tarquin attempts to use positive energy to attack the undead caster and Beak tries to help. Unfortunately, he cannot connect with the creature, with the energy still contained in his outstretched hand (miss but retains the charge to try again next round). Nathaniel attacks the remaining zombie, striking it a blow that doesn't drop it. Gerald challenges the caster but misses with his attack. Xeshanth hits the caster with a bolt of frost as Onwyn flees from melee.

Unfortunately as the young man approaches the pool of water it erupts into action! Several (five) brown crabs about two feet across with pincers like daggers can be seen churning the water. They look to be about to attack the young man! (No action this round, but a new threat to the party...)

The undead continue their attacks, with the zombie biting Nathaniel and latching on painfully (4 damage and grappled)! The caster barks a laugh as it sees the water churning and raises its unholy symbol high again as the wave of evil washes over the party (everyone makes a DC 11 Will Save or take [roll0] damage, half on a successful save).

Everyone is still within 30 feet of the channeled energy, so Onwyn is unconscious and dying. He will need to roll checks to stabilize and you all will need to do something about the crabs likely to attack...

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 7!

Farmerbink
2020-08-17, 09:53 PM
Gerald grits his teeth in pain as the foul energy washes over him. He continues to harry the spell caster, unaware of the gathering menace in the pool.

Nathaniel lashes out with his blades, grunting at the series of impacts.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 3/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Studied target w/ move action
Spells (1st level)
Divine favor: 0/1
Heightened awareness: 1/1
DF: +1 attack/damage, 7 rounds

move to "study" Z2
Attack the zombie with me dagga
[roll0] dagger slice
[roll1] CC? (20+)
[roll2] damage
[roll3] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 6/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 0/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

attack VK
[roll4] attack (+1 if channel prompts the order bonus)
[roll5] CC (24-25, x2) (ditto)
[roll6] damage
[roll7] crit bonus

[roll8] attack (+1 if channel prompts the order bonus)
[roll9] CC (24-25, x2) (ditto)
[roll10] damage
[roll11] crit bonus

MuffinMan
2020-08-18, 08:04 AM
Round 7

Even at half-strength, the second wave of necrotic energy is too much for Tarquin and he tumbles over, unconscious. Beak looks gravely injured but he lets out a defiant screech and flies over to harass the zombie attacking Nathaniel.

Tarquin stabilization check: [roll0] vs DC 10 else tick to -2HP

Beak uses Aid Another to grant +3 on Nathaniel's attack against Z2: [roll1] vs AC 10

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP -1 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 1 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Gwynfrid
2020-08-18, 10:16 PM
Both Tarquin and Onwym fall to the ground, overtaken by the malevolent energy emanating from the sneering undead caster! It takes all his training and willpower for Xeshanth not to panic, even as he feels the same energy sap his own life force. "Stay were you a-are, j-ust... momentarily, Gerald..." He tries to keep his voice level, but the sight of the emerging crabs sends a shudder down his spine! Onwym! And stupid me, preparing the one spell that can do nothing! He swallows a bitter taste in his mouth. The taste of defeat? No! Not yet! His hand on Gerald's shoulder, he intones:


"À l'heure du péril
Pour vaincre ces féroces
Ce sort va t'être utile
Car il te fait colosse!"


Onwym Will save [roll0] - aargh, 6 damage
Constitution check to stabilize [roll1] - barely made it!
Xeshanth Will save [roll2]

Xeshanth casts Enlarge (1 full round casting)

Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 5 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP -6 / 6 (stable) Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

DarkOne-Rob
2020-08-19, 08:18 PM
Round 7

As Tarquin falls his animal companion lunges at the zombie biting Nathaniel. The young man slashes at the zombie, drawing a long gash along its rotting, water-logged side, but the undead doesn't give up the fight. Gerald strikes out, hitting the spellcaster and feeling his polearm hindered by unholy power (only 5 damage due to damage reduction). Both Tarquin and Onwyn start breathing steadily in spite of the damage they have taken, and Xeshanth makes a last ditch effort to enable Gerald to defeat the fearsome undead.

The water stops churning as Onwyn lays still. Apparently the crabs don't consider him a threat to their territory when he isn't moving.

Fortunately for Nathaniel the zombie can't seem to hold its grapple and in its efforts to bite him again looses its grip (failed grapple check, neither are grappled anymore). The unholy spellcaster looks at the weakened enemies and says, "This is fun - let's do it some more!" and raises its unholy symbol yet again...

The enemy's channel only hits for 2 damage this time, DC 11 Will save for half. The unconscious party members still get to roll saving throws and everyone else stays conscious except maybe Beak (since they have enough HPs). Xeshanth will need to roll a concentration check to avoid losing his spell though.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 8!

MuffinMan
2020-08-20, 09:38 AM
Round 8

Barely staying aloft, Beak emits another weak yet defiant cry and continues harassing the remaining zombie. Tarquin stirs in pain at the newest wave of necrotic energy but remains unconscious.

Tarquin stabilization check: 1d20+2-2 20 (in OOC) vs DC 10 else tick to -3 HP
Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP -2 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

Beak (disabled at 0HP) uses Aid Another to grant +3 to Nathaniel's attack against Z2:
atk [roll0] vs AC 10
"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 0 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Farmerbink
2020-08-20, 02:07 PM
With the realization of a sudden opportunity, Nathaniel steps to the side. With his brother suddenly reaching farther, he capitalizes on the menacing polearm behind the zombie, lashing out furiously with his glaive.

Gerald grunts, frustrated by the odd sensation of blade not cutting flesh. "Just die, ya bastard! You're basically dead, anyway!" he complains, as his head suddenly thrusts upwards. A hair unsteady, he lashes out once more with his bardiche, striving desperately for a kill.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 1/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Studied target w/ move action
Spells (1st level)
Divine favor: 0/1
Heightened awareness: 1/1
DF: +1 attack/damage, 6 rounds

5-foot step to AJ/7
Attack the zombie with glaive
[roll0] glaive (+1 DF, +1 study, +2 flanking)
[roll1] CC? (28+, x3)
[roll2] damage (+1 divine favor, +1 study, +1 dirty fighter)
[roll3] crit bonus

Move action to return glaive to reach capacity, threatening the big meanie.
If an AoO is triggered:[roll4] glaive (+1 DF, +1 study, +2 flanking)
[roll5] CC? (25, x3)
[roll6] damage (+1 divine favor, +1 study, +1 dirty fighter)
[roll7] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 5/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 0/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

attack VK
[roll8] attack
[roll9] CC (24-25, x2)
[roll10] damage
[roll11] crit bonus

[roll12] attack
[roll13] CC (24-25, x2)
[roll14] damage
[roll15] crit bonus

DarkOne-Rob
2020-08-20, 02:43 PM
Round 8

In a moment the battle is over. As their allies begin to fall all around them, the two attack with their last bits of strength, striking both foes and dropping them. The zombie is cut all-but in two, while the undead cleric seems to linger for a moment in disbelief. In any case, the damage is done (and enough), and the foul spellcaster sinks to the earth and lies still.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. End of combat! How do avoid upsetting the crabs as you get to Onwyn and prevent his death?

Gwynfrid
2020-08-20, 03:20 PM
The new wave of necrotic power washes over them, and Xeshant's spellcasting wavers, sputters... fails. Onwym's face turns deathly pale, and his breath stops. This is the end, the instructor thinks, his mind curiously detached from the horror in front of his eyes.

Then Gerard and Nathaniel, in a supreme effort, manage to put an end to the source of all that evil, the murderous undead. The crabs continue to stir, but don't seem to move yet.

"Onwym! He's dying... And Tarquin isn't that much better...", the samsaran pants, the blood drained from his face, his blue lips nearly transparent. "Can you do something?" He steps forward, picks up the wand where Tarquin's limp hand let it fall, presents it to Nathaniel.

Onwym has 2 rounds to live.

Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 3 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP -8 / 6 (stable) Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

Farmerbink
2020-08-20, 08:57 PM
Stunned and exhausted, Nathaniel and Gerald almost fall to the floor themselves in the wake of the fight. "The kid, Nate! Here!" Gerald crouches, reaching for the wand, but steps aside to let Xeshanth take it unimpeded. Instead, the cavalier takes up a deliberate post in front of the open doorway, all-but daring anything else to come through and face his blade.

Nathaniel wastes no time snatching the wand from the wizard's hands. He ponders it for only a moment before responding, "I can." Without further conversation, he approaches the fallen boy, warily eying the pool. "Gerald, a hand?" he calls. The younger Sotheby waits just long enough for Gerald to drag the fallen apprentice further from the rippling hazard, and then conjures a pulse of warm energy.

The relief is almost tangible when his chest suddenly rises, taking in breath. Knowing the immediate danger has lapsed for him, Nathaniel turns his attention to Tarquin, and ends up spending several charges just to get everyone sitting up under their own power. "Best stay clear of that pool," Gerald advises, once more standing sentinel beside the zombie door.
[roll0] HP to Onwym
[roll1] HP to Tarq.

It's quite unlikely for O to be conscious after one go, so [roll2] more HP to O.
Nathaniel is currently at 1/11 (thanks a lot, favored class bonus!) [roll3] HP to him.
Gerald is 9 below max; [roll4] to him

At this point, I think I'll roll and reassess.

Edit: O is at +2
Tarq is at 0? 1. Cool, at least he's awake.
Nat is at 5/11, Gerald 13/14. Unless we plan to press on (which I am open to), they're good.

MuffinMan
2020-08-23, 06:31 PM
"Ughn..." Tarquin moans a bit as the healing energy of the wand washes over him. With his eyes still shut, he whimpers, "M-mother? Am I dead?" At the sound of his master's voice Beak lets out a triumphant cry and hops over to peck at his ear. "Ahh!!! Get off, Beak! Not dead yet, then..."

He sits up, rubbing his eyes and staring in disbelief at the pile of twice-dispatched corpses around them. "We-we won? Everyone made it? Oh, my wand!" He snatches it back from Nathaniel and turns it over hastily, looking for damages. "Father would kill me for real if I lost this - "only for emergencies", he said! Although I suppose this counts..." He struggles to his feet and takes in the group's status as he looks around. "Are we safe? I mean, no more of those things? What do we do now?" As he speaks he administers a few more healing surges through Beak, himself, and Nathaniel.

2 charges onto Tarquin:
[roll0]
[roll1]

1 charge onto Beak:
[roll2]

1 charge onto Nathaniel:
[roll3]

After all that, 39 / 50 CLW wand charges remaining

Farmerbink
2020-08-23, 09:13 PM
Gerald chuckles as Tarquin wonders at their survival, "No such luck, friend."

"Well, first we thank our lucky stars, or the Gods, or at least your parents for that wand. They might not have killed whatever that thing was, but we'd not be talking for some time yet without it." He looks around, frowning in the dim light of various orisons.

"And then we figure out what in the hells Mister Vanderboren is involved in, down here. Ideally, without dying."

Nathaniel gratefully accepts the added ministrations ((10/11 now)), and moves back to peer cautiously down the hallway where the zombies came from. A few moments later he creeps a few paces in, only to return and mutter, "Pool's dangerous, too." Gerald nods. "Best not leave it at our backs like that. I agree." The two brothers share a glance as they step close (but not *that* close), readying their favored blades.

"Just like fishing in a barrel, eh?"

MuffinMan
2020-08-25, 07:20 AM
"Th-the pool??" Tarquin stammers. He gulps in acknowledgement when Xeshanth points out the aggressive crabs skittering about just below the surface. "Ah, I see. Ok, side by side just like before. Except if anything starts talking and blasting negative energy, kill it first!" He takes up a ready stance next to Nathaniel, and his words begin to supernaturally augment the group's coordination...

I've placed Tarquin in square AJ/9. Just before engaging the crabs he will use Tribal Cooperation to give allies the benefit of Paired Opportunists (https://www.d20pfsrd.com/feats/combat-feats/paired-opportunists-combat-teamwork) for one round.

Beak is on Tarquin's shoulder.

Gwynfrid
2020-08-25, 10:10 AM
"Er, hum... before we go into any more fighting... some more of this wand's marvelous power would be welcome."

Xeshanth is at 3hp, Onwym at 2hp. 1 charge each please?

DarkOne-Rob
2020-08-26, 12:12 PM
While the party recovers and prepares to drive off the crabs the only other sound in the tunnels is that of splashing water. The nearby pool is mostly quiet, but down the hall to the west the sound of waves is significantly louder. In the east, from where the undead came, is silence.

For their part, the crabs in the pool seem content to remain in their pool as long as no one comes too close. The one nearest the dead body can be seen poking at the soggy, rotten meat on the body, but none of the other crabs are moving. It looks like the party will get to act first without much risk to themselves.

Begin combat! The party gets an entire round of action before the enemy responds. The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit) is current.

MuffinMan
2020-08-27, 06:03 PM
Before combat


"Er, hum... before we go into any more fighting... some more of this wand's marvelous power would be welcome."

"Huh? Oh, right! You should have said so earlier. Gee Onwym, you don't look so good - try not to get eaten next time, ok?" As he admonishes his friend Tarquin is using the wound to mend his worst wounds, as well as his tutor's.
[roll0] HP for Xeshanth
[roll1] HP for Onwym

37 / 50 CLW wand charges remaining

Round 1

"Ready? Gooo!!!" Tarquin hollers as he rushes forward. Taking a position at the waters edge he strikes out at the nearest crab from a safe distance, thrusting with his longspear. Above the water, Beak flits about to distract the enemy.

Initiative [roll2]

Beak flies over the crab in AH/13 and uses Aid Another for +3 to Tarquin's attack:
Aid Another [roll3] vs AC 10

Tarquin moves to AG/11 or AH/11, whichever is unoccupied, and attacks the crab in AH/13:
atk [roll4], dmg [roll5], cc [roll6] (20/x3), cdmg [roll7]

AoO if applicable:
atk [roll8], dmg [roll9], cc [roll10] (20/x3), cdmg [roll11]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Farmerbink
2020-08-28, 03:42 PM
The brothers step up alongside Tarq. In concert they lash out at one of the crabs, trying to account for the odd bending of light in water.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 10/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Studied target w/ move action
Spells (1st level)
Heightened awareness: 1/1

study the crab at AF/14, to have bonuses when it arrives.
5-foot step to AI/11
Attack the crab at AH/13 with glaive
[roll0] glaive
[roll1] CC? (24+, x3)
[roll2] damage
[roll3] crit bonus

If an AoO is triggered:[[roll4] glaive (+1 all round if it's AF/14)
[roll5] CC? (24+, x3)
[roll6] damage
[roll7] crit bonus


Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 13/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 0/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

Move to AG/11
Attacking with hammer again
[roll8] attack
[roll9] CC (25, x2)
[roll10] damage
[roll11] crit bonus

[roll12] attack
[roll13] CC (25, x2)
[roll14] damage
[roll15] crit bonus

Gwynfrid
2020-08-28, 09:55 PM
"I wasn't eaten!" Onwym responds indignantly. "Okay, he bit me once. But it was this other one with his symbol... Oh, so painful! Thanks, pal." The young elf gets back to his feet, retrieves a few stray arrows, and gets back in position. "So we're eating crab tonight? Good! At least they don't cast necromancy!"

Xeshanth makes a wry smile, happy to find that the ordeal didn't dent his pupil's energy. "So it would seem, yes... Same tactic, right?"

The pair get in a place allowing for plenty of clear shots, and soon arrows and frosty rays begin to fill the air.



Ray of Frost ranged touch [roll0] cold damage [roll1]; cc(20) [roll2] cd [roll3]
Short bow [roll4] damage [roll5] cc(21) [roll6] cd [roll7]

Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 8 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 6 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

DarkOne-Rob
2020-08-29, 11:11 AM
Round 1

The party's attack is sudden and brutal - two crabs are dead before any of the others react. The three remaining crabs scuttle forward in their sideways zigzag walk and attack. With claws like daggers they strike Xeshanth (4 damage) and Gerald (3 damage). Neither of the crabs that connect are able to get a grab on the PCs, leaving everyone able to attack back without a crab grappling them.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated.

MuffinMan
2020-08-30, 07:31 PM
Round 2

"For gloryyyy!!!" Tarquin cries as he stabs again at the nearest crab with his spear. Above, Beak continues his aerial assault.

Beak Aid Another for +3 to Tarquin's attack: [roll0] vs AC 10

Tarquin 5ft step to AH/10 and attack crab:
atk [roll1], dmg [roll2], cc [roll3] (20/x3), cdmg [roll4]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Farmerbink
2020-08-30, 09:29 PM
Both Sotheby boys take a step back and continue lashing out, trying to draw the crabs out of the pool where they'll be a little easier to hit.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 10/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Studied target w/ move action
Spells (1st level)
Heightened awareness: 1/1

study the crab at AF/14, to have bonuses when it arrives. Dunno if this applies, but he can do it again to the new one.

5-foot step to AI/10

[roll0] glaive
[roll1] CC? (25, x3)
[roll2] damage
[roll3] crit bonus

If an AoO is triggered:[roll4] glaive
[roll5] CC? (25, x3)
[roll6] damage
[roll7] crit bonus


Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 13/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 0/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

5-foot step to AG/10
Attacking with hammer again
[roll8] attack
[roll9] CC (25, x2)
[roll10] damage
[roll11] crit bonus

[roll12] attack
[roll13] CC (25, x2)
[roll14] damage
[roll15] crit bonus

Gwynfrid
2020-08-30, 09:41 PM
"Well, that hurt", Xeshanth, says, matter-of-factly. "We're too exposed here, Onwym, let's move out of the way." Both the master and the pupil step back from the attacking arthropod and hustle to the side of the room.

Xeshanth withdraws to AJ11. Onwym withdraws to AJ10.

DarkOne-Rob
2020-08-31, 11:53 AM
Round 2

This combat goes much better for the party, as they make a measured retreat away from the pool. Though only Gerald's attack hits, he kills the crab that just attacked Xeshanth.

For their part, the two remaining crabs do not slow in their attack, sidestepping towards the PCs and attacking with two claws each. Only one hits, dealing Tarquin a painful pinch but unable to get a hold of him (2 damage, no grapple).

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 3!

Gwynfrid
2020-08-31, 01:22 PM
"Well done Gerald, thanks", the samsaran calls out, in a tone just like this were a tea-time conversation in Lady Vanderboren's salon. "Now Onwym, what's the tactic here in your opinion?" he asks the young elf. "Attack then make sure we keep our distance and let our armored friends protect us!" is the answer. "Exactly! Good!" and what follows is their well-rehearsed routine of spellcasting and arrow firing, before they take a few steps back.



Ray of Frost ranged touch vs AH11 [roll0] cold damage [roll1]; cc(20) [roll2] cd [roll3]
Short bow vs AH11, or if it's dead, the other crab [roll4] damage [roll5] cc(21) [roll6] cd [roll7]
Then, Xeshanth retreats to AM11 and Onwym to AM10.

Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 8 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 6 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

Farmerbink
2020-08-31, 05:11 PM
"Thanks," Gerald returns, without taking his eyes off the approaching crabs. "Almost there," he grunts, lashing out once more.

Nathaniel doesn't speak, saving his focus for his attacks.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 10/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Studied target w/ move action
Spells (1st level)
Heightened awareness: 1/1

study the crab at AF/14, to have bonuses when it arrives. Dunno if this applies, but he can do it again to the new one.

5-foot step to AJ/11

[roll0] glaive
[roll1] CC? (25, x3)
[roll2] damage
[roll3] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 13/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 0/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

5-foot step to AG/9
Attacking with hammer again
[roll4] attack
[roll5] CC (25, x2)
[roll6] damage
[roll7] crit bonus

MuffinMan
2020-08-31, 09:16 PM
Round 3

"Owww!!!" Tarquin exclaims, shaking his left foot to dislodge the crab pinching it. With a bit of a limp he steps back before retaliating with another thrust of his spear.

Beak Aid Another to grant +3 atk: [roll0] vs AC 10

Tarquin 5ft steps to AH/9 and attacks:
atk [roll1], dmg [roll2], cc [roll3] (20/x3), cdmg [roll4]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 8 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

DarkOne-Rob
2020-09-01, 08:57 PM
Round 3

The party's luck nearly runs dry - if not for Onwyn connecting with his bow and arrow none of them would have hit with their attacks. One crab pinches Gerald (for 3 damage), but its pincers slip off his leg and can't get a grip on the young man.

The map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) is updated. Begin round 4!

Farmerbink
2020-09-01, 09:31 PM
Nathaniel grins, silently and wickedly. He lashes out while the crab is poised between him and Gerald.

Gerald holds his position just long enough to give his brother the opening before continuing to harry the crabs himself.


Nathaniel Sotheby (http://www.myth-weavers.com/sheet.html#id=2111042)
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 10/11, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
Glaive +4 (1d10, x3)
Daggers +4 (1d4, 19-20, x2)
Mace, Light +4 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Studied target w/ move action
Spells (1st level)
Heightened awareness: 1/1

study the crab at AH/10

[roll0] glaive
[roll1] CC? (27, x3)
[roll2] damage
[roll3] crit bonus

Gerald Sotheby (http://www.myth-weavers.com/sheet.html#id=2111041)
M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 10/14, Speed 20
AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
Bardiche +5 (1d10+6, 19-20, x2)
Lucerne hammer +5 (1d12+6, x2)
Halberd +5 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Challenge: 0/1
Tactician: 1/1
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

5-foot step hopefully to AH/10
Attacking with hammer again
[roll4] attack
[roll5] CC (25, x2)
[roll6] damage
[roll7] crit bonus

MuffinMan
2020-09-02, 08:51 AM
Round 4

Tarquin steps back and stabs at the crab again.

Beak Aid Another for +3 attack: [roll0] vs AC 10

Tarquin step to AH/8 and attack:
atk [roll1], dmg [roll2], cc [roll3] (20/x3), cdmg [roll4]

Tarquinius Alderbough (http://www.myth-weavers.com/sheet.html#id=2055435) Human Shaman 1 LG HP 8 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
Club +2 (1d6 + 3, x2)
Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

"Beak" (http://www.myth-weavers.com/sheet.html#id=2137909) Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

Gwynfrid
2020-09-02, 09:51 AM
"Much more comfortable from a distance, even though we need to be careful to aim at the right target..." Xeshanth's calm commenting belies the seriousness of the situation they're in, still stuck in an underground complex with undead and aggressive animals without an exit in sight.

This time, I won't forget factoring in the penalty for firing in a melee:
Ray of Frost ranged touch [roll0] cold damage [roll1]; cc(20) [roll2] cd [roll3]
Short bow [roll4] damage [roll5] cc(21) [roll6] cd [roll7]


Xeshanth (http://www.myth-weavers.com/sheet.html#id=2110231)
Samsaran Instructor Wizard (elemental void) 1 LG
HP 4 / 8
Speed ft Init 5
AC 10 Fort 1 Ref 0 Will 4
CMB -1 BAB 0
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)

Onwym Viltashel (http://www.myth-weavers.com/sheet.html#id=2111043)
Elf Commoner (apprentice) 1 CG
HP 6 / 6 Speed ft Init 1
AC 11 Fort 0 Ref 1 Will -1
CMB -1 BAB 0
Shortbow +1 (1d6, 20/x3)
Dagger -1 (1d4-1, 19/x2)
Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

DarkOne-Rob
2020-09-02, 10:53 AM
Round 4

In a coordinated moment, both Nathaniel and Gerald hit with their attacks, killing the remaining two crabs.

End of combat.

As things quiet back down the party finds themselves alone in the tunnels with the dead crabs and the re-killed zombies. As they take a moment to breath and get their heart rates back down, the party finds the only sounds present to be their own breathing and the sound of splashing water. The small pool in front of them appears to get its seawater through a series of cracks and small holes in the rocks - too small for anything but an aquatic crab to easily crawl through. Past the western doorway are much louder sounds of waves and crashing water, suggesting some natural sea caves in that direction. There is no sound to the east, from which the undead came.

The dead body in the pool of water is bloated from water and appears to have been partially eaten by the crabs. It is difficult to tell how long it has been there, though it cannot have been too long for it to remain mostly intact. A thorough search of all the bodies (including the recently-undead ones) result in the following items being found:

1 Silvered Dagger
9 sets of rotted leather armor (mostly ruined, would not recommend trying to repair/sell them)
1 set of broken chainmail (after repair and cleaning could be worth that of a standard chainmail)
1 Holy Symbol of Olidamarra (worth 50 GP, easily corrected from upside down to right side up)

Where do you explore?

Farmerbink
2020-09-02, 08:37 PM
Nathaniel keeps the dagger, frowning appreciatively at the glimmering reflections of silver among the orisons ((up for discussion)). "None too keen on the idea of swimming out of here," Gerald mutters, looking unhappily towards the pool. "I'll let you folks make the call on whether or not we look for 'out' first, or answers. I'm good for a bit, yet." Nathaniel nods in agreement.

"I can look," he nods towards the door where the zombies came from, offering to scout. Gerald nods. "Figure anything or anyone knows we're down here probably thinks we're dead by now." He smiles hungrily at Nathaniel as his younger brother begins prowling away.

About time we get to some dungeon-crawling, IMO! Nat's gonna use Heightened awareness and slink away, through the door the zombies came from:
[roll0] stealth
[roll1] perception

MuffinMan
2020-09-02, 09:23 PM
Tarquin inspects the holy symbol, holding it up higher in the light from his cantrip. "What do you think, Onwym? It's pretty fancy - I bet it could fetch a fair price up top. How did a priest of Olidamarra ever get himself turned into a... whatever-that-was, anyway?"

"Err, Nathaniel, do you really think it's a good idea to go off alo-?" The younger Sotheby is already out the door by the time Tarquin can finish his object. Sighing, he leans on his spear to wait.

DarkOne-Rob
2020-09-03, 12:27 PM
It takes Nathaniel about an hour of scouting and returning to gather the rest of the party and scouting again, but when done the party finds that they have destroyed all of the threats in the eastern portion of these tunnels. From what they can tell, centuries past these must have been smugglers tunnels. However, no exit can be found, suggesting that a cave-in (perhaps near the pool with the crabs) shut in the pirates who used this for a hideout. They must have starved and eventually turned to cannibalism or some other unholy method of survival. Their transformation into undead, led by their late-cleric, must have been something tragic indeed.

In one of the larger rooms they find three chests - doubtless the majority of the pirate treasure of old. All three are locked and no keys can be found, but none are trapped. Again it take Nathaniel some time to open them (taking 20), but with effort they find quite a cache:


The first chest is filled with coin (and will be a bit difficult to move as a result) - 7500 copper commons (CP) and 1500 silver nobles (SP).

The second chest contains ten bags with 100 golden orbs (GP) in each and two bags with assorted gems (worth 250 GP total for both bags).

The last chest contains a variety of potions, a wand, and a small jade coffer with a magical gemstone inside. Some dedicated effort by Xeshanth identifies a potion of Invisibility (https://www.d20pfsrd.com/magic/all-spells/i/invisibility/), an Elixir of Swimming (https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/elixir-of-swimming/), and the wand of Mage Armor (https://www.d20pfsrd.com/magic/all-spells/m/mage-armor/) (11 charges). The other potions are divine, so Tarquin makes an effort identifying them. He confirms that several are healing potions (3 Cure Light Wounds (https://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds/) and 1 Cure Serious Wounds (https://www.d20pfsrd.com/magic/all-spells/c/cure-serious-wounds/)), one is a potion of Lesser Restoration (https://www.d20pfsrd.com/magic/all-spells/r/restoration/), and the last potion is of Barkskin (https://www.d20pfsrd.com/magic/all-spells/b/barkskin/) (+3). The magical gemstone is actually labeled by a slip of paper written in a rough hand - an Earth Elemental Gem (https://www.d20pfsrd.com/magic-items/wondrous-items/e-g/gem-elemental/).
The dank tunnels where the undead dwelt don't present anything else of interest. You can find very little remains in the area (most of it having been eaten by the zombies long ago), and after dragging the chest of coins out to the area by the pool you confirm that there is only one other area to explore - the sea caves.

In addition to all the loot, you all level up! Congratulations!

If you are clever, you have found an item to help you escape the tunnels. Out of character I can tell you that there is an important hint in the sea caves that will help to move things along in the story. In the original campaign material this treasure was hidden past the hook in the sea caves (and often never found by players as a result), so I moved it to a place that made more sense. I recommend at least a casual exploration of the sea caves to find the next hook for the story.

If you wish to see the explored area on the map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398), it is updated.

Farmerbink
2020-09-03, 09:35 PM
The Sotheby brothers spend quite a bit of time thoroughly, and confusingly, discovering that they're largely alone now. "I guess they must have just figured we'd die here like the pirates did? Or maybe not like them so much as because of them?" Nathaniel shrugs. "Probably."

"So then, they probably think we're dead- or good as." Nathaniel nods.

"And probably didn't bother to leave guards upstairs at whatever they put on top of the trapdoor?" Nathaniel's eyebrows rise, and he nods in acknowledgement.

The two converse for several more minutes, debating the wisdom of their various options. In the end, they come to the other three with something of a plan formulated.

"I've always been the best swimmer," Gerald begins, to an eyeroll from Nathaniel. "SO he's gonna drink the elixir, and I'll swim out with him- leaving my armor in here. Once we're both up top, we'll move whatever they put on the trapdoor, or find the authorities to help, if we need it. Any complaints? I mean, besides getting all bored for... hopefully not too long?"

MuffinMan
2020-09-04, 09:21 AM
"Oh, erm, ah..." Tarquin pries his attention away from the trove of shiny trinkets to consider Gerald's suggestion. "Try to swim out? That might make sense, I mean, swimming's not for everyone, you know..." He studiously avoids looking at Xeshanth. "Are we sure it'll lead to the top? Maybe we had better come and check those next caves out with you, just in case?"

I've started a spreadsheet (https://docs.google.com/spreadsheets/d/1PmJNYJCQ_I4kCuf2rKq9uUyu1uRgRUiJYmvj_YKiBsA/edit?usp=sharing), will try to keep it up to date. LMK if I need to fiddle with the permissions.

Gwynfrid
2020-09-06, 09:28 AM
"A great find, no doubt! But before we go, we ought to thoroughly search these caves. Vanthus was here for a reason. Shefton indicated he had been living here for a while, but the nieghborhood is exactly pleasant... And then, there was this mention of someone named Penkus? We should look for a clue of what's been going on in this place."

DarkOne-Rob
2020-09-06, 11:37 PM
The party begins to explore the western portion of the pirate tunnels. The sloshing sound of water comes from the churning of the sea in a series of sea-caves eroded over time by the tides. Fueled by what must be powerful submerged currents, the water laps and splashes against the walls of the twisting natural cavern that leads further west. A sandy slope descends from the door down to the edge of the subterranean tide. Dozens of purple and red sea urchins glisten in the shallow divots along the ground and lower walls here, their spines glittering with water.

These sea urchins are at least moderately venomous, in addition to the piercing damage that falling on them will deal to a PC.

This particular species of urchin, reasonably common in the area, has venom that will cause nausea and strength damage.

This urchin venom requires a DC 11 Fortitude save. Failure results in nausea for 1 minute and 1 Strength damage upon failing a second save after the nausea ends.
Traversing the blue areas on the map safely requires DC 16 Strength or Acrobatics checks to manage to stay on your feet with the surging water. Such areas are at least 2 feet deep, with darker-blue areas requiring swim checks (DC 15) due to their depth (varying from 8 feet to deeper). Failing any of these checks risks DC 14 Reflex saves to avoid sea urchins which will deal 1d3 piercing damage in addition to exposing you to their venom.

To avoid delaying the action I am sharing more of the map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398) with you. Please roll the appropriate checks as you explore. If searching for a way out too, post where you search and your Perception checks. Also note that there is no natural light in here, so you will need to provide your own.

Note, it does not require a Perception check to find the door at the far western end of the sea-caves. All you need to do is be able to see it.

Gwynfrid
2020-09-07, 10:21 AM
Xeshanth contributes magical light to the exploration, but doesn't dare go in the water. "I don't think I have the physical chops to go explore this caves", he says regretfully. Onwym doesn't pipe up, but it's apparent that the slim elf student isn't up to swimming or climbing through the caves.

"Beware these urchins, they're venomous. Their touch can make you nauseous and sap your strength", the samsaran adds.

Knowledge(Nature) is trained only, so it's a good thing we just leveled up: [roll0]

Farmerbink
2020-09-07, 08:48 PM
Gerald frowns, considering the watery passages in the context of Xeshanth's advice. "Well that complicates things," he mutters. He removes his boots and steps gingerly into the nearest parts of the lapping water, avoiding the spiny creature, just far enough to judge the footing. As it shifts sporadically, but with great force, he finds it immediately troublesome to stay afoot, much less to do so safely.

He returns to relatively dry, stable footing. "Well hells. I guess it wouldn't make much sense for anyone else to be trapped here if it was easy to get out." Muttering and cursing under his breath, he begins to remove his armor and lay it almost lovingly atop his backpack, now heavy with coin. Nathaniel follows suit, laying his leathers atop his own pack. Without preamble, they both trudge once more into the water, using radically different methods to try and maintain their footing.

One check should get them to T10:
[roll0] str vs 16 Gerald
else [roll1] reflex vs 14

[roll2] acrobatics 16 Nat
else [roll3] reflex vs 14

MuffinMan
2020-09-08, 06:44 AM
"Be careful!" Tarquin urges the brothers as they begin making their way across the treacherous rocks. "Oh, almost forgot - this should help!" He mutters a quick incantation before clasping each on the shoulder. "Good luck!" Then he waits next to Xeshanth and Onwyn, hardly daring to breathe as his friends face the elements...

New level, new cantrip! Tarquin will cast guidance (https://www.d20pfsrd.com/magic/all-spells/g/guidance) on Gerald and Nathaniel for +1 to their next skill check.

DarkOne-Rob
2020-09-09, 09:07 PM
As you all post and it looks like only FarmerBink has PCs prepared for this sort of exploration I am going to change plans again. I'm not going to drag this out. There is risk of death in here if we do this by the books (from damage from urchin spines, Strength damage, and drowning) but I am not sure that is entertaining for anyone. So...here we go...

The Sotheby brothers discover that the sea caves are quite a challenge to safely traverse. After several slips, slides, and falling on the occasional painful and nauseating urchin spines they come up with a rough method of making their exploration possible. Going in small forays at a time and using heavy rocks to break off urchins and roughen the cave floor (to establish better footing) they eventually explore the entire cave system.

They find two things of interest.

The first is a wooden door, badly swollen and apparently barred from the other side. After literally breaking it down they discover a small chamber. The smell inside is horrific - a cloying stink of rotten meat rising from the bloated, seeping body slumped in the middle of the floor. The corpse's dark, almost black flesh bulges against its armor, ready to burst at the slightest touch. An intricate tattoo of a dragon clutching a flower is barely visible on his shoulder against the diseased flesh and clutched in one hand is a crumpled scroll.


http://cdn.obsidianportal.com/assets/66433/Penkus-note.jpg

The armor requires cleaning, but is masterwork studded leather armor. The corpse also has a gold ring on one finger (worth 120 GP) and a masterwork dagger hidden in a boot.

The second discovery of note is what looks to be a tunnel, in one of the deepest portions of the water. At G13 on the map (https://docs.google.com/spreadsheets/d/1_WyvGL42cNe3l7XUO_xwElCHRAgz32vkT2dMADlWnhU/edit#gid=2022056398), the brothers spot a hole large enough to swim through. They take turns swimming down to check it out and confirm that there is definitely water flowing in and out of the caves by way of the tunnel. After returning to the rest of the party they agree that it is their best chance to get out of this deathtrap alive. They make their preparations, Nathaniel drinks the Elixir of Swimming, and the two brothers return to the caves for a harrowing swim.

The submerged tunnel leads north before making several twists and turns. After about 70 feet it emerges in a rocky spot on the sea bed in the harbor between Parrot Island the the gate that separates Shadowshore from the Cudgel District. They swim 20 feet up to the surface and gulp down air happily as they come up to the surface. The sun is setting, so they make for the island. After several more minutes of dedicated swimming to and walking on Parrot Island the brothers find the trap door. There is no sign of Vanthus Vanderboren, nor anyone else as they approach the entrance to the smuggling tunnels. When they move the rocks and clear the way for their allies they open the door and find their friends waiting for them at the bottom of the shaft. Several minutes of effort allow the entire party to escape the tunnels, their new found treasure in hand. After swimming to the city and commandeering a boat they return to Sasserine proper, and the party is free to report the developments to Lady Vanderboren or recover first as they see fit.

Farmerbink
2020-09-10, 09:36 PM
After finding the dead Penkus, the brothers return his valuable once-belongings to the other three heroes for safekeeping. After their frightening, but ultimately successful foray into the ocean, they're both greatly relieved to be above ground, and breathing fresh clean air.

Gerald almost immediately straps back into his armor, preferring to wait bedecked on the island for a small craft to ride ashore in. Still, when they escape with the note safely tucked away, it's clear they must report to Lavinia, immediately.

"You wanna do the talking, Tarq?" Gerald asks, as the group approaches, several hours later.

MuffinMan
2020-09-12, 12:06 PM
While waiting for the Sothebys to return, Tarquin's training in his father's plantation business gets the best of him and he sets to tallying and accounting for all of their newfound wealth. When the trapdoor opens he almost doesn't notice at first, he's too busy double-checking his sums. "And then if we sell that golden ring - I know a jeweler my mother uses who can give us a good price - I figure we should each get about... let's see... carry the one and... Oh! Gerald - there you are! 129 gold pieces each! Isn't that great?!?! This is more than my father makes from some harvests!"

If we sell the gems, ring, and holy symbol and then split the coins, a 5-way split is 329gp each.
- FarmerBink gets 658gp
- Gwynfrid gets 658gp
- I get 329gp

This is fine because you both have two characters to equip, and familiars don't cost much :smallwink:

The loot sheet (https://docs.google.com/spreadsheets/d/1PmJNYJCQ_I4kCuf2rKq9uUyu1uRgRUiJYmvj_YKiBsA/edit?usp=sharing) is updated. Feel free to mark in there if you want to claim something. The studded leather and dagger are probably good for Nathaniel, or maybe Onwym. Anything unclaimed in a day or two I'll mark down in Tarquin's character sheet.



Gerald almost immediately straps back into his armor, preferring to wait bedecked on the island for a small craft to ride ashore in. Still, when they escape with the note safely tucked away, it's clear they must report to Lavinia, immediately.

"You wanna do the talking, Tarq?" Gerald asks, as the group approaches, several hours later.

"What? Oh, I mean, I can, I guess! But, uh..." Tarquin lowers his voice and pauses just outside the threshhold of the Vanderboren manor. "Are we going to tell her everything? I mean, we found Vanthus, kind of, but then he tried to kill us! And we have proof that he did kill that Penkus fellow, the poor soul. And now he's mixed up with some kind of "Lotus" gang... I don't know, it'll be a lot for her to take in. What do you think, Onwym?"

Gwynfrid
2020-09-12, 04:59 PM
Xeshanth's relief is great when the anxiously anticipated light finally appears at the top of the shaft. His sense of responsibility for his young pupil was gnawing at him, and he couldn't help but think that both Onwym and himself were in over their heads with those undead, sea currents, dark caves, and dangerous sea creatures. He climbs the ladder with great caution, and when he arrives at the top, he thanks the Sotheby brothers profusely: "I owe you my life, my young friends. This was a much more dangerous venture than I had prepared for!"

Onwym's reaction is much more chirpy, so happy he is that the ordeal is over. "We made it! Great job, guys! Ah, it feels good to have a breath of fresh air and the wind on my face!" "That is very true, my dear Onwym... Very true." "A great story to tell at home, right? I can't wait!" "Ah, hum, I'm not quite sure your parents will enjoy certain, er, details..." Like when you were bitten by a zombie and nearly died from a necromatic power flow, he reflects to himself, but he can't refrain a smile at his young charge's enthusiasm.


"What? Oh, I mean, I can, I guess! But, uh..." Tarquin lowers his voice and pauses just outside the threshhold of the Vanderboren manor. "Are we going to tell her everything? I mean, we found Vanthus, kind of, but then he tried to kill us! And we have proof that he did kill that Penkus fellow, the poor soul. And now he's mixed up with some kind of "Lotus" gang... I don't know, it'll be a lot for her to take in. What do you think, Onwym?"

"Er, sure, that will be devastating for her! But what can we say?", Onwym begins, uncomfortable with the idea of confronting the lady Vanderboren with the tough story. But Xeshanth interjects: "Nothing but the truth, I'm afraid. The fact is that Vanthus Vanderboren not only stole from her sister, but he is a proven murderer. He's in cahoots with this 'Lotus' group, we'll have to find out more about that. And don't forget that this man we heard, telling us about Penkus's ghost... That man, in all likelihood, was Vanthus. So he's guilty of the unfortunate Shefton's murder, too. We will need to bring his body back to his family and tell the authorities, by the way... And this also means that Vanthus attempted to have us die in these caves as well. There's nothing for it - Lady Lavinia must be informed of what happened here."

DarkOne-Rob
2020-09-12, 07:32 PM
It doesn't take the party long to find a guard and deliver the dead man's corpse. "We will have to see to it that the shaft is closed and secured - where can we find all of you if we have more questions?" he asks after he delivers the corpse to the nearest guardhouse with the party's help. "Usually when we find a dead corpse on the street there isn't anyone around to report what happened. You're not under arrest or suspicion, but reports have to be made, you know..."

You could bribe the guard to avoid making any further statements, and he would be fine with that. However, if you don't bribe him it won't be held against you either...at least not by him.
After discussing things with the guard and ensuring they can find the abandoned tunnels on Parrot Island the party makes their way to the Vanderboren house to see their patroness. Met at the door by the halfling woman Kora they are immediately allowed inside and shown to the now-familiar parlor. A moment later Lady Vanderboren, still up and dressed, enters and waits expectantly for their report. "My champions! Have you news of my brother?"

MuffinMan
2020-09-13, 05:56 PM
"Um, yes - we do! But, um, I'm afraid the new isn't... great. Are you sure you don't want to sit down? Or maybe get a cool beverage? Is it hot in here, by the way? It feels hot... Oh! Did you change something about that vase? It's lovely." Tarquin tugs at his shirt collar, feeling his face reddening as he realizes he's babbling to avoid the uncomfortable truth. He takes a shaky breath and tries again.

"Lady Vandorboren, we have reason to believe that Vanthus is mixed up in something.. criminal. There's some group called the 'Lotus' that he's trying to win influence with - smugglers is my guess. But what's worse, is we have proof that he arranged for the death one of his compatriots - a man named Penkus. And somebody pushed us down a hole in Parrot Island and tried to dispose of us, too - I think it was him!!! " He glances back at his companions, eager for any reassurance to his accusations. Vanthus was nobility, after all, and despite its wealth Tarquin's family was still... not.

Gwynfrid
2020-09-13, 10:09 PM
"Alas, my Lady, Tarquin is correct. In this cave under Parrot Island, we found the body of this Penkus, and on it, this document." Xeshanth produces the note, the last testament of a criminal condemned to an atrocious death. "As you can see, with his dying words he accuses Lord Vanthus to be responsible for what happened to him. This is most disturbing. And a man tried to do the same to us - to lock us down there in the company of ancient undead smugglers. He murdered our guide as we had just come down to explore, and threw the body after us. He told us to say hello to Penkus' ghost before he closed the shaft above our heads, shutting us in... So we have every reason to think it was him."

His blue eyes look at the unfortunate heir of the Vanderboren family, with genuine compassion.

Farmerbink
2020-09-14, 09:09 PM
Gerald and Nathaniel remain mostly silent, uncharacteristically for the elder. Gerald affirms his companions words with nods and attentiveness, but looks supremely uncomfortable to even be party by association to such a damning inter-familial condemnation. It's a bit surprising when Nathaniel take to his feet. "I- uhh, haven't always been on good terms with my parents," he admits, in what is easily the longest sentence their patroness had heard him utter. Gerald's face betrays his surprise, but he otherwise remains composed, seated with perhaps uncomfortable propriety in the lavish parlor.

"I understand this may be difficult to hear. In fact, were we not obligated, I think we would all rather spare your feelings and settle the matter on our own. As it is..." Nathaniel's had unconsciously graces the hilt of a blade as he falls into silence, implicitly indicating his intention to follow Lavinia's lead on the matter. With a deliberately subservient nod, he returns to his seat.

DarkOne-Rob
2020-09-16, 01:05 PM
Lavinia Vanderboren's expression saddens immediately upon hearing the news of her wayward brother's actions. She listens quietly to everyone speak, giving them her full attention in turn. Then, when everyone is done she takes a deep, shuddering breath before responding. "He hasn't made this easy, has he? Well, there's nothing we can do to change the past...I refuse to think that we can't change the future, though. If you can, capture him alive. If not...please kill him as quickly and painlessly as you can, for my sake...

Unfortunately, though, I have no new leads. If he thinks you all are dead then you might be able to use that to your advantage somehow, but I don't exactly know how..." she says, as she manages to largely contain her emotions. A thin tear falls down her cheek from one eye and you recognize a distinct sobbing-quality to her voice that isn't usually there, but otherwise the noblewoman holds up nobly. "I will have Kora make up rooms for you tonight. If you like, we can send word to your families that you are well in the morning. Then maybe we can find some other clue..."

The morning dawns with a hearty breakfast, served by Kora, during which Lady Vanderboren is absent. As they finish eating the noblewoman enters the dining room and says, "I apologize for my unseemly display of emotion last night, but I realized this morning that we do have a clue! The letter from Penkus describes 'the lap of the Lotus' and 'the Taxidermist's Hall.' I don't know anything about taxidermy, but there must be a guild hall in the city. If you investigate there, you may find something.

The 'lotus' is more mysterious. Perhaps one of the many, warring thieves' guilds in town? It may be dangerous to investigate, but you all have proven resourceful. Surely one of these two clues will help us find...Vanthus...and help us bring him to justice!" She seems in much better spirits this morning, to the relief of everyone. With a start she realizes that everyone was eating breakfast and turns to Kora for a plate. Then she sits down with the party and eats her meal with them, smiling and making small talk between bites.

When the party leaves to continue their search they quickly discover very sobering news - the harbormaster, Keltar Islaran, has been brutally murdered. The old man didn't help Lavinia Vanderboren, but his murder is shaking up the city and is the only thing anyone is talking about all over. Rumors abound, but the one consistent point is that he was killed in his bed last night and the body left gruesomely eviscerated.

So...what do you do to try and find Vanthus Vanderboren before he finds you (again)?

MuffinMan
2020-09-17, 09:04 AM
"I apologize for my unseemly display of emotion last night, but I realized this morning that we do have a clue! The letter from Penkus describes 'the lap of the Lotus' and 'the Taxidermist's Hall.' I don't know anything about taxidermy, but there must be a guild hall in the city. If you investigate there, you may find something.

Tarquin nods. "I was thinking the same thing! My father commissioned a taxidermied falcon a few years back - sorry, Beak! - so I can find out who he used. Anyway Sasserine isn't that big - how many taxidermist's halls could there be? If we just pose as potential customers no one should get suspicious about what we're up to." He nods to himself and the soundness of his own plan, then stops. "Err, but Vanthus will probably not be happy if he finds out we're alive, right? Do you think we should wear diguises?!"

If we're agreed to ask around about the taxidermists' hall, here's a Diplomacy check to gather information:
[roll0]

Gwynfrid
2020-09-19, 09:17 PM
Xeshanth is greatly appreciative of the Lady Vanderboren's pleasant demenaor. For a great, rich lady of her stature to be willing to sit and share breakfast with them, her employees, in such an informal manner is not something he's been used to, over the years he's spent in the employ of Sasserine's elite. He responds to her with his trademark combination of candor and respect, relieved that she seems able to move on from her family's tragedy and towards action. He listens with interest to her insights. "This makes sense, certainly. We should be able to pinpoint them..."

When Tarquin suggest visiting the city in disguise, the samsaran replies: "I'm afraid my unusual appearance is very difficult to hide without magic... and such magic I do not possess. If you don't mind, I'll let yo udo that search, and I will spend the day studying some new spells that ought to be useful to us in our next steps."

A convenient reason to spend the necessary time away from the group, to upgrade a spellbook...

Farmerbink
2020-09-19, 09:55 PM
After agreeing to Lavinia's requests, the brothers gratefully accept the offer of lodgings, in light of their oddly beneficial status as "dead." They sleep almost too well, surrounded by walls and gates and laying on beds.

It puts Nathaniel in a surprisingly chipper mood the next morning. At breakfast, he pulls Kora close, and conspiratorially asks "did you make this?" around a mouthful of bacon and pheasant eggs. At her admittance that there is another who does the cooking, he quips "pity. I'd have had to make you marry me!" to a torrent of belly-deep laughter from Gerald.

Gerald immediately takes to his feet and offers Miss Vanderboren a chair when she enters. "Nothing to apologize for, miss. Family is family. Sometimes they drive you mad, but they're still family. I sincerely hope we find a way to make a peaceful end to... all this." He waves his hands as he finishes lamely, but nonetheless his manner is earnest.

As they ponder their next moves, the brothers come up with little. Neither of them has much experience as a huntsman, and even less with the day-to-day administration of related activities. "I suppose we could help you ask around?" Gerald offers.

both are trained in diplomancy. Maybe I'll have better luck with dice? [roll0] and [roll1]

DarkOne-Rob
2020-09-19, 11:58 PM
Do you wish to travel about the city in disguise? If so, please post details. Likewise if you wish to look into the death of the Harbormaster that will take different rolls.

Assuming you continue to look into the taxidermy guild...

The morning is spent asking about, and it doesn't take too long to discover that there most certainly is a taxidermy guild in the city, in the Sunrise District between Water Street and Dead Dog Alley. The guild is run by a lanky middle-aged man named Nemien Roblach. It isn't hard to find, and when the party gets back together to head that direction it only takes them about a fifteen minute walk to get there.

Entering from the front door, the party finds a showroom full of stuffed animals and monsters. Everything from parrots, monkeys, and bats to exotic creatures like an enormous centipede as big as a halfling, a stirge, and even what looks like a wyrmling black dragon can be found on stands for display. Each item has a tag on it with a price for purchase (from 5 to 500 GP) and near the door is a bell with a short sign that says, "Ring for Service."

Do you want to snoop around or call for the attendant?

MuffinMan
2020-09-20, 11:17 AM
A thought occurs to Tarquin for the first time as he stands surveying the showroom with the Sotheby brothers. "Err, the note said that we'd find the 'Lap of the Lotus' below the the Taxidermist's Hall, right? But we don't know anything about this 'Lotus' - if it's some kind of criminal gang or secret society they might not take too kindly to us just asking around about them..." He frowns. "Xeshanth said he was busy going over his books, right? Do you want to look into what happened with the harbormaster while we wait? It's a terrible shame, but if it's connected to Vanthus it could give us an idea about what we're up against..."

No disguises - that was a joke as much as anything :smalltongue:

If Xeshanth is spellbook-ing I'd assume he needs a few hours, so maybe Tarquin and the Sothebys can ask around about the harbormaster during that time?

Assuming we want to proceed with that,
Diplomacy [roll0] to gather information about the harbormaster's demise over [roll1] hours

Farmerbink
2020-09-22, 08:34 PM
After a very brief perusal, Gerald and Nathaniel nod agreement. "Thinkin' the same," the younger offers. "Ain't like buildings get up and walk away. We can come back here anytime." He eyes his companions knowingly. "With a little more muscle, maybe."

That makes sense to me. I figured we would just wait for Xeshanth, and do the scoping out as a group, but I'm fine taking another hour to get info on the harbormaster. Especially with rolls like that. XD

DarkOne-Rob
2020-09-22, 08:56 PM
As the trio leaves the guildhall and begin asking about for news of the harbormaster's death they receive a bewildering array of responses. Rumors abound, some truly bizarre and fantastical - "I heard he died in his sleep." "No! It was a dark summoning gone wrong - the devil bit the man's head clean off!" "You're both full of it - the Lotus Dragons got him, they did..." "Bah, they're just another bunch of ruffs with no real plan." "That's not what I heard - I heard they was in league with the old Sea Princes and trying to bring back the kings of old!" "Don't listen to these idiots - Keltar Islaran was in debt and couldn't pay." "Good money says one of his sons killed him to get him out of the way!" "Well, however he was killed, I heard they found his body in several pieces..." "Oh yeah, I heard that too!" "Yup, one of the guards I know saw it himself..."

Once back at the Vanderboren residence Gerald finds a note in one of his pockets. It reads,


You're being watched
by the Lotus Dragon.
Your questions will
bring you misery - it's
best to sit back and let
things happen as they
will. Further interference
will only bring you tears.
Gerald doesn't know how the note got there and didn't see whoever delivered it surreptitiously to him. (I rolled a Perception check for Gerald against the person who delivered the note to his pocket - Gerald failed the opposed check.)

Gwynfrid
2020-09-22, 09:39 PM
Xeshanth and Onwym spend the day in Lavinia's study, working hard on scrolls and spellbooks. Ever the careful master, the samsaran takes great care to show his apprentice exactly how copying a spell is done, noting how the writing goes away from the scroll afterwards. At the end, one spell escapes his comprehension, and he explains: "See, young one, I am tired now, and incapable of pursuing this last one. As a magic wielder, you must always be aware of your own limits. We'll take that one up again in a few days. Meanwhile - to dinner!"

Ref the OOc thread for the outcome of Xeshanth's work.

When the news come back, and especially when Gerald shows the note that was stuffed into his pocket, Xeshanth's mood turns somber.

"See this: It's the hand that a criminal mind guides. They're trying to scare us. But that's not the most clever: It proves that this Lotus Dragon gang has something to do with the harbormaster's death, since this is the one thing you have been researching today. So, it's in fact a hint. We shall not be scared, but we'll be cautious. We should show this to Lady Lavinia, first, and from now on she should not make inquiries separately."

Farmerbink
2020-09-23, 08:55 PM
After their unproductive day, Gerald is simultaneously happy and angry to find the note. Happy because- as Xeshanth points out- it confirms the truth of their search, but angry both because he missed whoever planted it on him and he doesn't respond well to threats. After raving about in decidedly ungentlemanly fashion for some time, he finds himself in a clear portion of Miss Vanderboren's estate, venting his frustration on a pair of huge logs with his halberd.

"One thing's for damned sure," he grunts through labored breaths. "I'll be ready for the fight when they bring it." He scowls in agreement with the suggestion of caution and follows dutifully to share the news with their patroness.

Well, we still don't really know anything useful, and unless I'm horribly overlooking something, we don't have any useful leads or clues. We know the Lotus Dragon is... exists, anyway. I figure it's a group of some sort with a deliberately intimidating/spooky-sounding name, but that's mostly conjecture. Do we need more diplomacy checks, or shall we go back to the taxidermists' to poke the bear?

MuffinMan
2020-09-24, 08:16 AM
Tarquin gulps audibly as he reads over the note Gerald presents. "You're sure you didn't see who gave you this? Oh man, this is getting complicated..." He starts pacing nervously. "Alright, we have to go and report to Lady Lavinia - that's step one. Then Vanthus, the murder, these 'Dragon Locusts' or whatever they're called - all we've got is Penkus' hint towards the taxidermist's hall. So that's where I think we should go tomorrow - together, this time!"

DarkOne-Rob
2020-09-24, 08:44 PM
When the party brings their note to Lady Vanderboren's attention she reads it and shrugs. "I don't know anything about anyone or anything called a Lotus Dragon. Please be careful, though - your lives have already been in danger twice. Should you discover the truth about my brother, and if he is somehow a part of this, you will continue to be well-rewarded!" she says. Then, after listening to anything else the party has to report she excuses herself to other tasks of her estate.

Without the noblewoman dining with you dinner is simpler, though still good. Your beds remain safe and comfortable and you wake the next morning ready to investigate the Lotus Dragons further. The day dawns to a dismal rain and overcast skies - people will still be out and about doing business, but your best bet to find people willing to talk will be to go inside businesses and talk to people there.

"The Lotus Dragons are a new guild of thieves - they seem to be a lot more organized than the other fly-by-night guilds that have been popping up over the past few years."

"I hear that they've got more than people working for them - they've got ties to animal smugglers and keep the worst of the lot in their guildhall as guardians."

"The Lotus Dragons have some sort of connection to at least one noble family. Why else hasn't the city watch done anything about them?"
Your investigation takes 1d4 hours per check. If the party is traveling together the entire time you can assist each other to increase your roll results. You may continue these checks until you get to DC 25 or higher. Please perform the dice rolls so that we can determine how long your investigation takes. The time of day of the next encounter depends upon these results.

Gwynfrid
2020-09-24, 10:02 PM
Xeshanth's rest is a little fitful, with the words of new spells crossing his mind over and over. At one point, he has a dream in which spells are angry creatures trying to escape from the prison that is his brain... He wakes up in a sweat, turns in his bed for a long time, before finally finding sleep again.

In the morning, he does a little bit more of study, with Onwym's help. The pair show up for breakfast rather late, but soon they're ready to explore the city again. "I think we want to stick together, considering the threat you received yesterday, Gerald."

Diplomacy [roll0]

MuffinMan
2020-09-26, 12:54 PM
Tarquin nods at Xanthus' suggestion. "Yup! Better safe than sorry. Any thugs would think twice before attacking all of us together, right?" As he finishes he breakfast he starts rattling off the names of storefronts in the Merchant District. "Ok, I know a few folks we can ask about the Locust- er, Lotus Dragons. Follow me!"

[roll0] over [roll1] hours