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About This Game

An LPF Adventure with the party looking to recover artifacts from the lost ships belonging to the Kaijitsu Family.

Game System

Pathfinder 1e

Detailed Description

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  1. What's new in this game
  2. Arradon Delgaran, Harran Renegade Arradon carefully followed along as they forded the swamp. Luckily his tight-fitting leathers mostly kept the leeches at bay, though he still wound up with his boots more than a little soaked. Nearing the cave entrance he stops with the group and carefully surveys the entrance. While not well-trained in plant lore, he had grown up in the Harran. He carefully inspects the nettles to see if they are familiar to him. Mini-Stats Initiative: +5 Perception: +8, Move 30ft AC: 17 (13 Flat-Footed, 15 Touch) (+1 Dodge Bonus vs Light Blades) HP: 26 Current: 14 CMB: +2 CMD: 17 Fort: +2 Reflex: +6 Will: +1 (+2 vs. Enchantment, Immunity to Sleep) Conditions in Effect: None Current Weapon in Main Hand: Masterwork Dagger (+5, 1d4+4, 19-20/x2) Current Weapon in Off Hand: Masterwork Dagger (+5, 1d4+4, 19-20/x2) Features: Evasion Sneak Stab (+2d8) Actions Move: Standard: Swift: Free:
  3. "I know a little about plants. ". Azgar replies as he tries to recall anything about these nettles. "I don't recall anything about these nettles. We could always burn them" AC19 TAC12 FAC17 HP 10/28 Init+4 F+8 R+6 W+5 Perc+6 Diplo+5 Intim+12 Falcata +8 1d8+8 19-20x3 (+2hit &dmg vs undead) Everyone: +2 wpn dmg ACTIONS
  4. Casimir gingerly crosses the ford alongside the others, trying to not draw attention to himself by making undue splashing movements. He is relieved when nothing more sinister than a few leeches are to be found. As they laboriously make their way through the marshy vegetation towards the cliff, he keeps a lookout for any evidence that anyone - or anything - has recently come this way. When they eventually reach the base of the cliff, he casts a skeptical look over the nettles. "I'm no expert, but those look like they might hurt if you fell into them. Do these look familiar to any of you?" He looks for ways that they might reach the cave opening while avoiding the vegetation, just in case. Actions Free action: Move action: Standard action: Perception check 1) to notice any recent paths, evidence of habitation or recent travelers, 2) work out how to reach the cave while avoiding the plants. Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  5. Day 9 mid-afternoon, In Brinestump Marsh Barlo shrugged, "If we are going to return to the location above the cliffs with the wagons, we would likely need to still come back here and cross the water to return to the witch's shack where the wagons are. If we need to load anything into the wagons we are not going to be able to bring them near the cave from underneath. Might as well investigate first before moving anything. Looks like you are out voted, Casimir." When they had looked at the cliffs themselves from across the water, the marsh was rather gradual until it reached the base of the cliff. So, exploring up to the base of the cliff would not be a problem without climbing gear. Crossing the ford was wet, but they did not attract any large leeches that needed to be fought off with weapons. They have a couple of really small ones that tried to latch on but were easily flicked off with a knife point before they could really start leeching. With the map as a guide, it only took about an hour to find what they were looking for. A fifty-foot-high cliff rose along the marsh’s southern border, its face a thick tangle of jutting rocks and bright green vines and nettles. A curtain of these thick nettle vines partially concealed the cave opening at the base of the cliff roughly where the witch's map had it depicted. It was not going to take climbing gear to reach the entrance at all. Witch's Map Combat Information Good Guy Info Arradon 5 dmg Barlo Hawkins HP: 23/23 Bard Performances (Lingering): 11/13 remaining (+1 Courage, +2 Competence) Spells: Cantrips (Message, Mage Hands, Prestidigitation, Ghost Message, Dancing Lights, Detect Magic) 1st level: 2/4 (Charm Person, CLW, Silent Image, Grease)
  6. Casimir considers their options, as laid out by Barlo, Arradon and Azgar. As is in his nature, he attempts to find common ground between the different proposals. "We could bring the oxen and the boat with us to the southern edge of this island, but then leave them on this side of the ford while one or more of us cross to investigate. That way, we retain maximum flexibility and some reassurance that we won't leave these valuable beasts unprotected." Actions Free action: Move action: Consult map. Standard action: Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  7. "This spot is hidden from anyone just passing by. Let's first scout it out. If it looks safe , we can come back and get them. ". Azgar suggest. AC19 TAC12 FAC17 HP 10/28 Init+4 F+8 R+6 W+5 Perc+6 Diplo+5 Intim+12 Falcata +8 1d8+8 19-20x3 (+2hit &dmg vs undead) Everyone: +2 wpn dmg ACTIONS
  8. Arradon Delgaran, Harran Renegade Arradon asks Casimir to see the map and checks it again. "It looks like it might be easier going for the oxen near the cliffs. We might avoid another boat ride. I say we ford them across with us." Mini-Stats Initiative: +5 Perception: +8, Move 30ft AC: 17 (13 Flat-Footed, 15 Touch) (+1 Dodge Bonus vs Light Blades) HP: 26 Current: 14 CMB: +2 CMD: 17 Fort: +2 Reflex: +6 Will: +1 (+2 vs. Enchantment, Immunity to Sleep) Conditions in Effect: None Current Weapon in Main Hand: Masterwork Dagger (+5, 1d4+4, 19-20/x2) Current Weapon in Off Hand: Masterwork Dagger (+5, 1d4+4, 19-20/x2) Features: Evasion Sneak Stab (+2d8) Actions Move: Standard: Swift: Free:
  9. Lothar Gunther Bucheim AC 20 Touch 12 Flat-footed 18 HP 27/27 Init (+2 w/Combat Reflexes & Reach) Fort +8 Ref +4 Will +5 Weapon in Hand Horsechopper *Masterwork *Silversheen *Reach *Trip *Weapon-Corded Spells Divine Favor (2/2) day, +2 to hit /+2 to damage (Trait Boosted) Cantrips Detect Magic, Stabilize, Light Skills Climb +9, Acrobatics +8, Perception +7, Stealth +2 More Detail M Neutral Half Orc Fighter 2 / Warpriest 1, Level 3, Init 2, HP 27 Speed 20' AC 20, Touch 12, Flat-footed 18, CMD 18, Fort 8,Ref 4, Will 5, CMB +6, Base Attack Bonus 2 MW, Silversheen Reach, Trip, Cord Horse Chopper +8 (+7 Power Attack) (1d10+6 (+9), x3) Weapon Cord Chakrams (2) +3 (1d8+4, x2) Warhammer +5 (+4 Power Attack) (1d8+4 (+6), x3) Magic +1 Agile Breastplate + Kilt (+8 Armor,+2 Dex) Abilities Str 18, Dex 14, Con 12, Int 13, Wis 12, Cha 8 Condition None Character Sheet Lothar shrugs... "Let's check it out before we move." he replies languidly.
  10. "Look's like the next stop is the cave and the cliffs. Do we want to break camp and move closer to the cave? Or first check it out before we move?". Azgar asks the others. AC19 TAC12 FAC17 HP 10/28 Init+4 F+8 R+6 W+5 Perc+6 Diplo+5 Intim+12 Falcata +8 1d8+8 19-20x3 (+2hit &dmg vs undead) Everyone: +2 wpn dmg ACTIONS
  11. Day 9 Noon, In Brinestump Marsh Taking the time to cover the marsh island was slow going. After a few hours it was getting close to lunchtime and the group had learned that the map was at least accurate enough to indeed prove they were on an island in the swamp. There was a place on the southwest corner of the island where fording across would be easier for the oxen. They could likely walk through 3-4 foot water and not need to swim. Once across the land terrain rose pretty sharply to be closer to cliff face towards the top, roughly where the cave was supposed to be. There were no signs of trails or roads on the island. The group returned to the place where the oxen and small boat where left to decide what to do next. The denizens of the swamp declined to object to the interlopers presence. Witch's Map Combat Information Good Guy Info Arradon 5 dmg Barlo Hawkins HP: 23/23 Bard Performances (Lingering): 11/13 remaining (+1 Courage, +2 Competence) Spells: Cantrips (Message, Mage Hands, Prestidigitation, Ghost Message, Dancing Lights, Detect Magic) 1st level: 2/4 (Charm Person, CLW, Silent Image, Grease)
  12. Arradon Delgaran, Harran Renegade "We might as well, it's on the way to the cave and cliffs." He gazed towards the southern part of the island. He could just make out the cliffs through gaps in the dense tree cover. He wasn't looking forward to more trudging through the swamp, but since they'd so far found nothing it seemed to be their best option. Mini-Stats Initiative: +5 Perception: +8, Move 30ft AC: 17 (13 Flat-Footed, 15 Touch) (+1 Dodge Bonus vs Light Blades) HP: 26 Current: 14 CMB: +2 CMD: 17 Fort: +2 Reflex: +6 Will: +1 (+2 vs. Enchantment, Immunity to Sleep) Conditions in Effect: None Current Weapon in Main Hand: Masterwork Dagger (+5, 1d4+4, 19-20/x2) Current Weapon in Off Hand: Masterwork Dagger (+5, 1d4+4, 19-20/x2) Features: Evasion Sneak Stab (+2d8) Actions Move: Move to I27 Standard: Aid Another Azgar in Combat (+2 to Attack) vs. S1 Swift: Free:
  13. Casimir nods to himself as Barlo and Arradon consider the option of the cave, then re-checks his map. "This island does not appear terribly large, so we should hopefully not have to spend a huge amount of time searching for clues... but then we would need to cross another waterway to reach the cliffs and the cave. That takes us further away from our wagon and oxen... I am just checking to see whether there is a way round over land?" He checks the map to make sure there is no road that would enable them to reach the vicinity of the cave by retracing their steps with the wagon. From memory, he doesn't think there is such an option, but he wants to be completely sure before leaving their wagon and supplies even further behind. Once he has satisfied himself, he falls in behind the rest of the party as they set off to explore the possible escape route from the wreck towards the cliffs. Actions Free action: Move action: Consult map. Standard action: Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  14. Apologies, I will be traveling from today (Friday) until Friday next week, inclusive. I may not be able to post much during this time.
  15. "Let's check this island". replies Azgar. Then he will start searching the island. AC19 TAC12 FAC17 HP 10/28 Init+4 F+8 R+6 W+5 Perc+6 Diplo+5 Intim+12 Falcata +8 1d8+8 19-20x3 (+2hit &dmg vs undead) Everyone: +2 wpn dmg ACTIONS
  16. Lothar Gunther Bucheim AC 20 Touch 12 Flat-footed 18 HP 27/27 Init (+2 w/Combat Reflexes & Reach) Fort +8 Ref +4 Will +5 Weapon in Hand Horsechopper *Masterwork *Silversheen *Reach *Trip *Weapon-Corded Spells Divine Favor (2/2) day, +2 to hit /+2 to damage (Trait Boosted) Cantrips Detect Magic, Stabilize, Light Skills Climb +9, Acrobatics +8, Perception +7, Stealth +2 More Detail M Neutral Half Orc Fighter 2 / Warpriest 1, Level 3, Init 2, HP 27 Speed 20' AC 20, Touch 12, Flat-footed 18, CMD 18, Fort 8,Ref 4, Will 5, CMB +6, Base Attack Bonus 2 MW, Silversheen Reach, Trip, Cord Horse Chopper +8 (+7 Power Attack) (1d10+6 (+9), x3) Weapon Cord Chakrams (2) +3 (1d8+4, x2) Warhammer +5 (+4 Power Attack) (1d8+4 (+6), x3) Magic +1 Agile Breastplate + Kilt (+8 Armor,+2 Dex) Abilities Str 18, Dex 14, Con 12, Int 13, Wis 12, Cha 8 Condition None Character Sheet Lothar shrugs... "Why not?"
  17. Day 9 Morning, In Brinestump Marsh With a through examination of the ground and the wreck, Azgar found no new tracks except for those he and his companions just made. Even the prints left by skeletons were only those just made. There was no evidence the skeletons were active anytime recent before then. Barlo gestured to the south, "The higher ground of the cliffs is only about a quarter to a half of a mile away. That is not too far. We can see them clearly today." "All those years ago, I suppose when it was storming out, they might not have seen them at that time. But mayhap the Captain at least knew the swamp was on the edge of the mainland and to the north was the storming seas that pushed him aground." "Shall we still check this island before trying the cliffs and that cave marked?" Witch's Map Combat Information Good Guy Info Arradon 5 dmg Barlo Hawkins HP: 23/23 Bard Performances (Lingering): 11/13 remaining (+1 Courage, +2 Competence) Spells: Cantrips (Message, Mage Hands, Prestidigitation, Ghost Message, Dancing Lights, Detect Magic) 1st level: 2/4 (Charm Person, CLW, Silent Image, Grease)
  18. Arradon Delgaran, Harran Renegade Arradon mills around outside as the others rummage through the cabin. He peaks over Casimir's shoulder as the shipwright compares the map to their surroundings. He taps a spot on the map with a gloved hand. "What about this cave? It's to the south and it appears to be the only thing nearby that may have offered shelter from a storm." He readied himself to head out. He was content to explore the southern part of the island in route to the cave, assuming the rest of the party agreed. Mini-Stats Initiative: +5 Perception: +8, Move 30ft AC: 17 (13 Flat-Footed, 15 Touch) (+1 Dodge Bonus vs Light Blades) HP: 26 Current: 14 CMB: +2 CMD: 17 Fort: +2 Reflex: +6 Will: +1 (+2 vs. Enchantment, Immunity to Sleep) Conditions in Effect: None Current Weapon in Main Hand: Masterwork Dagger (+5, 1d4+4, 19-20/x2) Current Weapon in Off Hand: Masterwork Dagger (+5, 1d4+4, 19-20/x2) Features: Evasion Sneak Stab (+2d8) Actions Move: Move to I27 Standard: Aid Another Azgar in Combat (+2 to Attack) vs. S1 Swift: Free:
  19. Casimir carefully pockets the captain's journal, intending to study it in more detail at some later point. He then gives the cabin one last wistful glance and follows Lothar and Azgar back outside. While the others search for evidence of recent activity, he spends a few minutes removing the plank with the ship's name to take back to Venza with him. Once this is accomplished, he scans the area based on what they now know were the captain's final orders before the ship was wrecked. "Not much 'higher ground' on this island", he eventually comments, "If our own map is any indication, the survivors might have been able to see the cliffs in the distance, and tried to head in that general direction? Whether they managed to get off this island or not, my suggestion would be to explore the southern part of this island first." Actions Free action: Move action: Take 10 (Craft (Shipbuilding)) = 15 to remove the plank with the ship's name from the hull. Standard action: Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  20. Lothar Gunther Bucheim AC 20 Touch 12 Flat-footed 18 HP 27/27 Init (+2 w/Combat Reflexes & Reach) Fort +8 Ref +4 Will +5 Weapon in Hand Horsechopper *Masterwork *Silversheen *Reach *Trip *Weapon-Corded Spells Divine Favor (2/2) day, +2 to hit /+2 to damage (Trait Boosted) Cantrips Detect Magic, Stabilize, Light Skills Climb +9, Acrobatics +8, Perception +7, Stealth +2 More Detail M Neutral Half Orc Fighter 2 / Warpriest 1, Level 3, Init 2, HP 27 Speed 20' AC 20, Touch 12, Flat-footed 18, CMD 18, Fort 8,Ref 4, Will 5, CMB +6, Base Attack Bonus 2 MW, Silversheen Reach, Trip, Cord Horse Chopper +8 (+7 Power Attack) (1d10+6 (+9), x3) Weapon Cord Chakrams (2) +3 (1d8+4, x2) Warhammer +5 (+4 Power Attack) (1d8+4 (+6), x3) Magic +1 Agile Breastplate + Kilt (+8 Armor,+2 Dex) Abilities Str 18, Dex 14, Con 12, Int 13, Wis 12, Cha 8 Condition None Character Sheet Lothar shrugs at this from Azgar, then follows Azgar outside.. apparently to be on hand should something jump out. That being said, the laid back impression he gives indicates he considers this a remote possibility.
  21. Azgar looks around the room. Feeling slightly disappointed with the results. "Let's check outside around the ship. If this ship was just recently looted, there might still be drag marks, or footprints created by the people that looted the ship. It is implies that the looters created the skeletons. " Azgar suggests. Then he exists the ship, and starts looking for signs off plunderers. AC19 TAC12 FAC17 HP 10/28 Init+4 F+8 R+6 W+5 Perc+6 Diplo+5 Intim+12 Falcata +8 1d8+8 19-20x3 (+2hit &dmg vs undead) Everyone: +2 wpn dmg ACTIONS
  22. Day 9 Morning, In Brinestump Marsh No one had seen any evidence of the mud inside the ship formerly containing any cargo that had been moved out leaving holes or depressions in the mud surface. Between Casimir and Azgar, they got the jammed door open. The tiny cabin inside was less affected by the swamp compared to the rest of the wreck. It was rather small containing a rack and small table or desk built into the bulkhead to serve as a dining space and a chart table. Any paper from charts or maps that would have been liying out were unreadable. But in a drawer, Casimir found a leather-bound journal that was warped from the humidity. Careful in opening it, he could read much of the entries. Skimming most of them were standard entries for a voyage. The last entry was harder to read with some smudging, and the penmanship not nearly as precise and polished. It mentioned the ship having run aground in an unknown swamp, the sea's swells had pushed them onto the land and breaking the vessel's keel and hull. He was authorizing everyone to abandon the wreck and head to higher ground. Witch's Map Combat Information Good Guy Info Arradon 5 dmg Barlo Hawkins HP: 23/23 Bard Performances (Lingering): 11/13 remaining (+1 Courage, +2 Competence) Spells: Cantrips (Message, Mage Hands, Prestidigitation, Ghost Message, Dancing Lights, Detect Magic) 1st level: 2/4 (Charm Person, CLW, Silent Image, Grease)
  23. "If someone just cleared it out, there should be some indication of items being moved after sitting in the same place for years." Azgar suggests and he walks over to the jammed door. Then he throws his weight against it in an attempt to force it open. AC19 TAC12 FAC17 HP 10/28 Init+4 F+8 R+6 W+5 Perc+6 Diplo+5 Intim+12 Falcata +8 1d8+8 19-20x3 (+2hit &dmg vs undead) Everyone: +2 wpn dmg ACTIONS
  24. No worries, I had a busy weekend and will be in recovery mood for a day or two yet. Hope you have/had a safe trip.
  25. Casimir points out the door to what he presumes to be the former captain's quarters, then studies it carefully for a bit. "Perhaps someone could lend me a hand?" he inquires as he pulls out a chisel from his pack and sets to hammering at the hinges, trying to break down the door. Actions Free action: Move action: Craft (Shipbuilding) check to break down the door by tackling the hinges and the (presumed) sodden, waterlogged wood around them. As previously, if taking 10 is OK, then that results in a 15. I will add a roll at the bottom of this page just in case. Standard action: Perception check to make sure the door is not trapped or likely to release something hazardous once opened. Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
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