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Day 9 mid-afternoon, In Brinestump Marsh


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Scouring the area leading to the cave entrance and its surroundings, no one found any recent tracks that indicated humanoid activity. There was some drag marks that made less sense. There were no paw prints or anything, but something (like a bag or a animal carcass) was dragged into the cavern according to a smooth part of some dirt that was unnatural. It was not a trail but a single print found with nothing else that gave any indication what was dragged except it was not something rigid.

Barlo was not much help on the nettles like everyone else, "Obviously these are nettles of some kind, and if they break your skin it will likely hurt."

"However, I cannot tell much else about this kind of vines or nettles that is out of the ordinary. I do not think they are edible either. But they do not look like a monster in disguise like strangle vines." To prove his point he used a cantrip to magically push and move some vines with his mage hand spell. Nothing unusual happened except the typical reaction by any mundane vegetation to being moved or touched.

Witch's Map

 

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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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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.... then hooks the nettles with his polearm and attempts to pull them out by the root.

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Azgar watches for threats while Lothar clears the weeds

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
11
1d20+6 5
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Arradon Delgaran, Harran Renegade

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Arradon carefully tucks his sleeves into his long, leather gloves before setting to work alongside Lothar clearing a path through the nettles. While not a life-threatening danger, the irritation of the nettles would certainly not improve their journey!

 

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: 

Standard:

Swift:

Free:

 

Edited by LordBlackblade (see edit history)
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Casimir Ivaldisson, human priest and shipwright


Casimir cautiously approaches the cliff face where Lothar and Arradon are methodically hacking away at the vegetation, taking care to stay away from the sharp blades. As the bare rock is slowly revealed, he carefully checks for stairs, footholds, or anything else that might make their ascent easier.

The earlier observation of the uniform track or drag mark through the vegetation bothers him, and he begins to speculate, unhindered by actual knowledge. "Whatever made those tracks didn't have any feet to speak of. Perhaps a giant slug, or an ooze? Or possibly a construct?"

He keeps a careful watch on his surroundings as the work slowly progresses.

 

Actions

Free action:
Move action:

Standard action: Perception check 1) to notice anything approaching the party, or otherwise hazardous in the wider area, 2) work out how to climb the cliff wall now that the plants are being removed.

 

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
2x Perception roll
17; 21
1d20+4; 1d20+4 [13]; [13,17]
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Day 9 mid-afternoon, In Brinestump Marsh


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After about 15 minutes the nettles and brambles were cleared away from the entrance of the cavern, eliminating any threat of being accidentally pricked or stung.

Casimir did not find any stairs or other ways up the cliff. The cave entrance itself was about 10 feet above the waterline of the swamp and it had been a gradual incline to that point. The cliff face to the top was mainly vertical above the entrance to the cave.

Inside the cave, was a rock tunnel about 10 feet wide but only about 6-7 feet high. The main passage turned to the left (east), after a narrower 5-foot-wide tunnel led off to the right (west). There was standing water on the left side, a short way inside. The rocky floor, while mostly level was not smooth or refined. Moisture was constantly dripping from the ceiling and the floor was wet and potentially slippery.

It was dark and quiet except for the dripping hitting wet rock or pooled water.

Barlo commented, "Not the most pleasant of places to go. Lights?" He cast a cantrip that produced about 4 floating lanterns that could be directed inside to illuminate their way.

Tactical Map

1 Square = 5 Feet

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Combat Information

 

Good Guy Info

Arradon 5 dmg

Barlo - Dancing Lights

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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"Watch out for traps and other hazards" Azgar suggests as enters the cave with his weapon drawn. He moves to the cave tunnel (e16) that branches off to the west. He looks down it.

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

 

 

 

 

 

Edited by Rakle (see edit history)
Name
perception with darkvision
18
1d20+6 12
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spacer.pngLothar Gunther Bucheim

 
AC 20 (22) Touch 12 Flat-footed 18
HP 27/27 Init (+2 w/Combat Reflexes & Reach)
Fort +8 (9) Ref +4 (5) Will +5 (6)
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 invokes a blessing from Serroth, his God, and then another. He then enters the cave, casting a spell as he does so, sticking to the left hand wall to give his polearm more room to engage anything coming at him from the corridor on his right. Before changing to the right as he heads further in.

Move (20') C17/C18/E16/E15 Standard Cast Divine Favor

 

Protection Blessing 1 minute +1 (Sacred) to AC/+1 (Sacred) to Saves

War Blessing +1 (Dodge) to AC

Divine Favor +2 to hit/+2 to damage Fauchard (Silver) +9 to hit (Power Attack), 1d10+11 18-20x2

Edited by Starhawk (see edit history)
Name
Perception (Darkvision)
18
1d20+7 11
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Casimir Ivaldisson, human priest and shipwright


Casimir clambers up the slope towards the cave after the others and takes a moment to adjust his vision to their gloomy surroundings. He is grateful for Barlo's magical lights, as without them, he would have been at a severe disadvantage. He gently taps the wall to the side of him experimentally with his mallet, to determine how sturdy the rock is, and whether tunnels collapsing on them is something they need to worry about. He offers a further silent prayer to his god, seeking to remain steadfast in the face of danger lurking in the darkness ahead, and peers past Azgar and Lothar as he scans down the larger tunnel for any threats.

 

Actions

Free action:
Move action: Climb into tunnel after Azgar and Lothar, to C16.

Standard action: Perception check to notice anything dangerous down the main tunnel ahead of them.

 

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
5
1d20+4 1
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