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Searching for Shipwrecks [IC]


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Arradon Delgaran, Harran Renegade

Arradon relaxed slightly as the last skeleton fell. He nodded to Azgar and Casimir. "I'm glad your strikes were more effective than my own." He'd fought skeletons before and remembered how ineffective his dagger thrusts had been. He carefully picks his way through the wreckage following behind Azgar and Lothar.


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Mini-Stats

Arradon Delgaran
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:

 

Name
Perception
18
1d20+8 10
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Casimir Ivaldisson, human priest and shipwright


Eyeing the bone-strewn marsh, Casimir offers a silent prayer to Elfiris to keep a watchful eye on the souls of the sailors he just helped find eternal rest. He then mentally tries to steel himself in anticipation of what they might find within, then grips his warhammer tightly as he follows the others inside the remains of the Kaijitsu Blossom.

As they advance, he notes Arradon's injuries, then gently enquires: "Are you in need of assistance?" His spell and potion inventory is currently low, following the fight at the witches' shack, but if necessary he can provide some healing.

Actions

Free action:
Move action: Stay at the back, then follow everyone else inside the wreck.

Standard action:

 

Mini stats

Character sheet

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

 

Edited by Sandstar (see edit history)
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  • 2 weeks later...

Day 9 Morning, In Brinestump Marsh


image.jpeg.5fe8222e1c9f71cea63402bf832aa6d6.jpeg

Barlo hung back keeping watch outside the shipwreck. He mentioned to Casamir, "Do you still want to take back that name attached to the planking?"

Inside the ship, it was gloomy and half full of mud in the cargo hold. They entered inside straight through a rent that was split over the hold itself and the first lower deck beneath the main deck itself. After a couple of decades in the swamp climate, very little survived that was not of decent wood or metal. It was quite obvious that the ship no longer contained any cargo. It must have been off-loaded since the wreck.

Also, there were no more skeletons, neither the undead or fully dead variety. The ship likely contained a crew of 20-25 by Casamir's reckoning and there were only 5 of the crew animated as undead.

 

Witch's Map

 

image.jpeg.23e8a9f668f477a9167f1fdad9091c55.jpeg

Combat Information

 

Good Guy Info

Arradon 5 dmg

Barlo Hawkins

 

 

 

 

 

Barlo Hawkins (Bard-3 LPF) :: Pathfinder :: Myth-Weavers Online Character Sheets

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)

 

 

 

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image.jpeg.6507a069211c7566bb21ab91a28c16f7.jpeg

Disappointed but not shocked by the turn of events, Azgar looks around the hull to see if anything was missed.

With a sigh, he comments "Being this close to shore, the ship was probably looted within months of it being wrecked. ".

 

AZGAR  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

 

 

 

 

 

Name
perception
16
1d20+6 10
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spacer.pngLothar 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 starts chuckling.. "At last we can retire and give up this life of crime.", he remarks being ironic and sarcastic at the same time. However, he is clearly demoralized by the current state of affairs. He turns to Azgar.. "How many decks did this wooden turd have in its pustulent prime? Could it be there's something below?"

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Arradon Delgaran, Harran Renegade

Arradon shakes his head in response to Casimir's query. "I'll be fine for the moment." He was tired and a little battered, but he had plenty of fight left in him. He poked through the skeleton of the once-great ship alongside his allies, carefully looking at the muck for any sign of the cargo they sought. He gave the slightest look of agreement with both Azgar's inference and Lothar's dry assessment of current affairs. They'd come quite a long way and had little to show for it.


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Mini-Stats

Arradon Delgaran
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:

 

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Casimir Ivaldisson, human priest and shipwright


"Yes, yes I rather think I will", Casimir responds to Barlo's question about the ship's name, now even more convinced that this is the correct and proper thing to do. "Once we are ready to leave, I will take it off with my tools - shouldn't take a minute".

Once inside the wreck, he has to admit that the pickings here are slim, from a monetary point of view, but he is too focused on figuring out the story of what happened here to be overly bothered by this. He informs the others about the fact that at least 15-20 of the original crew might be unaccounted for so far, then tries to figure out where the captain's quarters might have been. "Often the captain might keep valuables in his cabin - perhaps that is worth a closer look, if looters did not think to look there".

 

Actions

Free action:
Move action: Craft (Shipbuilding) check to locate the captain's quarters from where the party currently stands. If taking 10 is OK, then that results in a 15.

Standard action:

 

Mini stats

Character sheet

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

 

 

 

 

Edited by Sandstar (see edit history)
Name
Craft(Shipbuilding)
9
1d20+5 4
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Day 9 Morning, In Brinestump Marsh


image.jpeg.5fe8222e1c9f71cea63402bf832aa6d6.jpeg

The way the ship lay and the large hole in the side, it was obvious that the could reach the mid-Deck and the cargo hold. While the Cargo Hold was filled with significant amounts of mud, it was not hiding any substantial amount of cargo. In fact there was an absence of rotted crates and barrels that could be expected to be found.

Barlo shook his head at Lothar's assessment, "The problem of the ship being looted long ago is counter to the lore and rumors. The goblin tribe and the Witch ruled this swamp. It was only recently when the goblins were found with some very unique fireworks that where the owner's trademark. However, they were eliminated a couple of months ago and did not possess anything else of the cargo."

"The witch might have looted the wrecks, we did find the map with them marked. But there was nothing really at the shack. If the witch did the looting, where is the cargo?"

Casamir found the Captain's quarters, it had a warped and jammed door.

 

Witch's Map

 

image.jpeg.23e8a9f668f477a9167f1fdad9091c55.jpeg

Combat Information

 

Good Guy Info

Arradon 5 dmg

Barlo Hawkins

 

 

 

 

 

Barlo Hawkins (Bard-3 LPF) :: Pathfinder :: Myth-Weavers Online Character Sheets

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)

 

 

 

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Casimir Ivaldisson, human priest and shipwright


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

Character sheet

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

 

 

 

 

Name
Perception
12
1d20+4 8
Craft (Shipbuilding) to efficiently dismantle door
10
1d20+5 5
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image.jpeg.6507a069211c7566bb21ab91a28c16f7.jpeg

"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.

 

 

AZGAR  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

 

 

 

 

 

Name
strength check (str mod + spirit ability)
15
1d20+6 9
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Day 9 Morning, In Brinestump Marsh


image.jpeg.5fe8222e1c9f71cea63402bf832aa6d6.jpeg

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

 

image.jpeg.23e8a9f668f477a9167f1fdad9091c55.jpeg

Combat Information

 

Good Guy Info

Arradon 5 dmg

Barlo Hawkins

 

 

 

 

 

Barlo Hawkins (Bard-3 LPF) :: Pathfinder :: Myth-Weavers Online Character Sheets

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)

 

 

 

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image.jpeg.6507a069211c7566bb21ab91a28c16f7.jpeg

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.

AZGAR  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

 

 

 

 

 

Name
perception
24
1d20+6 18
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spacer.pngLothar 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.

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Casimir Ivaldisson, human priest and shipwright


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

Character sheet

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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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.


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Mini-Stats

Arradon Delgaran
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:

 

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