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PoPP: Souls For Smuggler's Shiv [01]

Auron attempts to crack open the monstrous scorpion's armored carapace, but the unfamiliar creature, the lingering effect of the crash, and the crashing of the waves combine and the barbarian's attack is off.

The eidolon moves quickly forward, claw slashing out as it attempts to find a chink in the armor.

[sblock=oooc]
Is there enough room for Auron and Gennisheyo to get into melee?

If so:
Gennisheyo attacks, and so does Auron (using full power attack) - hammer; dmg; claw; dmg (1d20+3=13, 2d6+7=9, 1d20+3=19, 1d6+3=5).

If not: Auron would throw a light hammer (same roll, except AC 14) - dmg (1d6+3=5)
[/sblock]


[sblock=Stat Block]
Code:
   HP: 14/18     AC: 17   AC(T): 14   AC(FF): 13
 Init: +04    ST(F):+04   ST(R):+04    ST(W):+04
  Per: +06                       HERO Points: 01

  BAB: 01       CMB: 04     CMD: 18

Weapon                  Attack    Damage      Critical     Special
Earth Smasher           +3        2d6+4         20/x3     
Javelin                 +3        1d6+3         20/x2     
Dagger                  +4        1d4+3      19-20/x2
Light Hammer            +3        1d6+3         20/x2

Spells:
    Cantrips(4 known)                     First Level (2, 1/day)
    * Message                             * Rejuvenate Eidolon (lesser)
    * Detect Magic                        * Grease
    * Light                               
    * Mending                             
                                          
Summon Monster I - 4/5
Rage - 2/6 rounds

Eidolon (Bipedal)
   HP: 14/14     AC: 15   AC(T): 11   AC(FF): 14
 Init: +01    ST(F):+03   ST(R):+01    ST(W):+02
  Per: +00                        

  BAB: 01       CMB: 04     CMD: 15

Weapon                  Attack    Damage      Critical     Special
Claws (2)               +3        1d6+3          20/x2

Evolutions:
Improved Damage (Claw) - 1 point
Climb - 1 point
Improved Natural Armor - 1 point

Skills                Total   Rank     CS   Ability  Misc
Acrobatics              2      1               1     
Perception              1      1               0     
Survival                1      1               1     
Climb                   12     1               3      +8 (climb speed) 

Feat:
Toughness
[/sblock]
 

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Lerissa moves to attack the monstrosity as it leaves off its clawing and turns toward you. Her attack misses, but without missing a beat Abraxis reaches in with his long handled weapon and slashes through a leg joint. A loud 'CRACK' sounds in the chamber as Auron's thrown hammer smashes into the carapace, and his odd companion exploits the chink in the armor with rending claws.

And almost before it knew it was in danger, the life leaves the odd creatures body and it collapses to the deck. The only noises apparent to you now are the crashing of the waves and the pounding and creaking of the distressed ship.

[sblock=OOC]Fight's over - that was quick!

Ryan, I think you've got your attack bonuses wrong on your OP page - it doesn't look like you've put your +1 BAB in. And it looks like the ones in your stat block are calculated from the ones on the OP page after the -2 DEX, so they should be adjusted as well.[/sblock]
 

"Well done, friends," says Abraxis, wiping some of the creature's ichor off of his blade and onto the deck. "Now we should make a search of the place, and quickly. I'd say we start with that jammed door..."
 

Lerissa

Lerissa sheaths her weapon, disgusted with herself for not landing her blow.

Without responding to Abraxis' words, Lerissa moves to the jammed door to help open it.
 

Due to the warping of the ship the door is stubborn, but eventually yields to the combined efforts of the Aasimar and Tiefling.

As you finally wrench it open, a body washes out on the foot or so of water sloshing around on the deck. It is (or was) Alton Devers, the Jenivere's first mate. He's been through the ringer - a quick examination of the body reveals bruises and scrapes as well as several puncture wounds, some of which are enflamed and an angry red color.

[sblock=OOC (My SOP, and Check Results)]In order to move things along my plan is to go ahead and assume that experienced Pathfinders such as yourselves will typically investigate obvious things (like the dead bodies of first mates ;)) for clues as to what's going on. I'll go ahead and make the rolls and post the information you're able to glean from them. If you're interested you can usually find the rolls on IC, under the campaign name 'PoPP: Souls for Smuggler's Shiv' (or whatever installment we're in as we move on through the AP). No guarantees they'll be clearly labeled other than the campaign name, though, as I'm sometimes not very methodical - the following rolls, for instance, were made first for Abraxis (named Pathfinders), then the other three are all grouped under one roll (also named Pathfinders) and your bonuses aren't included in any of them. But I did factor your bonuses into the totals when handing out information.

In the case of traps and such, unless you specify that you are looking for them I'll use your 'passive' perception scores (taking 10).
[sblock=Abraxis]You can determine nothing else about the body.[/sblock]
[sblock=Auron]You can determine nothing else about the body.[/sblock]
[sblock=Leaf]The inflamed wounds are much like those inflicted on the party by the attack on the beach, only much more severe - likely they were made by the creature you just killed or one of similar size. The other wounds look like they were made by a stiletto, rapier, or other slender piercing weapon.[/sblock]
[sblock=Lerissa]The inflamed wounds are much like those inflicted on the party by the attack on the beach, only much more severe - likely they were made by the creature you just killed or one of similar size. The other wounds look like they were made by a stiletto, rapier, or other slender piercing weapon.[/sblock][/sblock]

Among the flotsam and jetsam in the room you also find some intact equipment that might prove useful for survival on the island:

  • 1 block & tackle
  • 3 large canvas sheets
  • 2 fishing nets
  • 1 grappling hook
  • 2 bullseye lanterns
  • 12 flasks of lantern oil
  • 150' of hempen rope
  • 5 shovels
 

Lerissa

No stranger to dead bodies, Lerissa rolls the body over and carefully examines the puncture marks trying to remember if she saw anyone on board that might have had something that could have produces these marks.

She will look around the room further to see if anything else might be suspect.
perception roll (1d20+6=22)
From what she sees here, she thinks the ship crashed because the capt and first mate may have been killed (OOC -correct me if this does not seem to be the case)

If nothing else draws her attention she will gather up as many of the listed supplies as she can carry and begin heading back.



[sblock=Stat Block]
Code:
   HP: 12/17     AC: 16  AC(T): 12  AC(FF): 14  Init: +02


Saving Throw   Total  Base   Mod  Misc   Special
Fort:            03     2     +1          
Ref:             02     0     +2          
Will:            04     2     +2          


  BAB: +01       CMB:+02     CMD: 14

Weapon                  Attack    Damage      Critical     Special
Scimitar                +3        1d6+1       18-20/x2     +1 (weapon focus)
Secondary               +0        0d0         00-00/x0     
Missile                 +0        0d0         00-00/x0     


Judgments: 0/1 per Day

Spells Available:
    * 0 Level                * 1st Level (2/2 per Day)
      * Create Water           * Cure Light Wounds
      * Purify Food            * Inflict Light Wounds
      * Detect Magic
      * Guidance
[/sblock]
 
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Lerissa finds nothing else of use or value in the supply room.

[sblock=OOC]I only present the facts . . . it's up to you how you interpret them :D.

I will say that you've not seen any sign of the captain's body, nor have you investigated the entire wreck (though there's quite a lot to carry, and you'll likely want to either take it to shore and make a second trip out here or leave it here as you explore further and collect it on your way off the boat).[/sblock]
 

Lerissa

Lerissa eyes the goods she would like to take ashore and looks to Leaf, "How long do we have before the tide comes in again? I'd like to explore a little more of the ship before we need to leave, if we have time."
 


"Let's hurry and investigate the rest of the wreck. We can grab the equipment here and haul it back to shore on our way out."
 

Into the Woods

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