GM Tyranius House on Hook Street (Inactive)

Game Master Tyranius

Tactical Map


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Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Reigan moves in and amongst the dealers and addicts, carefully watching for any possible thefts. "Oi!" he shouts out. "First dealer to let me know where to find Greeley gets a platinum piece sale. First addict to tell me where to find him gets a plat to buy some shiver." he says as he flicks the platinum coin into the air and deftly catches it.

"Any takers?" he asks.

Diplomacy: 1d20 + 13 + 1d6 ⇒ (5) + 13 + (1) = 19


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Grinner looks at the crowd and then at Reigan. That should hopefully get their attention.

He tries to add to the cheer. "Come and get it while you can!"

Diplomacy (Aid Another): 1d20 + 2 ⇒ (17) + 2 = 19


Terry hangs back again, using stealth to try to set up a counter ambush if things come to that.

stealth: 1d20 + 5 ⇒ (14) + 5 = 19


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Hell of a ploy, I'll give him that, the psychic reflects as he waits to see who takes Reigan up on the deal.

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After several minutes a charming guttersnipe approaches with a goofy smile. Name's Kestrel. I got some information of Greeley. Though it'll cost ya a bit more than 1 platinum. Make it 5 platinum pieces and I'll tell ya all I know.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard produces a platinum to pay his share of the requested fee.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir grumbles but takes out a platinum as well.

"Thes hud better be worth it," he says. He watches the man carefully, hoping he's not deceiving them.

sense motive: 1d20 + 5 ⇒ (18) + 5 = 23

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With the majority handing him platinum pieces Kestrel smiles and waves you down a darkened alley. Can't have anyone overhearing us.

Leaning in close he tells you all he knows. One of my boys heard from another dealer that 'ol Greeley has a shack on the pier here. Where the Old Wall terminates to the north, just behind the Night Market. They saw men in Brotherhood robes there earlier, and he heard Greeley himself is directly resupplying his dealers from there.

reading the man's reaction Grimnir can tell he is being very sincere.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Grinner takes counts out 10 gold pieces to hand to the man. "I apologize for the loose change."

"That's good information. Do you know anything more about the happening there?"


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Flipping the coin to the man after he receives the information, Reigan gives him "the look" as he reminds the man. "Hey. If this information isn't right, then we will take out interest against this 'loan', capisce?" he says, ending on a common Varisian slang word around these parts.

---

As the group makes their way to where the Old Wall terminates, Reigan loads another regular bolt into his crossbow. "Keep your eyes peeled for men in robes."

Perception: 1d20 + 12 + 1d6 ⇒ (20) + 12 + (3) = 35

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Grinner wrote:
"That's good information. Do you know anything more about the happening there?"

There is plenty happening around here. Though that is what you paid fer.

Reigan wrote:
"Hey. If this information isn't right, then we will take out interest against this 'loan', capisce?"

Kestrel nods his head with a smile. It is most definitely right information. Heard it first hand and checked it out meself.

With that Kestrel turns and leaves, jingling his pocket full of coins as he wanders down the pier, stopping to sell a bit more shiver to a few of the addicts here and there.

Reigan leads the way, following Kestrel's instructions to the shack. An old wooden pier parts the pylons of burned-out quays that jut from the bay. The wharf terminates at a small flat-roofed building with soot covered windows. A small moored skiff bobs alongside the dock.

The 10-foot-wide wharf extends into the sea for approximately 60 feet, ending at flat-roofed, 20-foot-square shack with a single door facing the wharf and a small, grubby window on each wall. A skiff large enough for four passengers is moored to the end of the dock nearby. The rickety wharf shifts alarmingly underfoot, and is slippery from sea spray, increasing the DC of Acrobatics checks by 5.

Standing outside the shack is one man covered in a ragged distinctive olive-colored, double-hooded robes. He rubs at his arms every so often. Inside you see flickers of light.

DC 20 Perception:
The outside guard’s listlessness from the effects of the Shiver drugs.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Perception 1d20 + 11 ⇒ (3) + 11 = 14

Gerard could only see the guard and he paused, waiting for the others before barging ahead and possibly alerting the whole building.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Perception: 1d20 + 11 ⇒ (3) + 11 = 14


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

"The guard is either coming down from a high or he's riding the Shiver at the moment. Should be easy to subdue." he says as he studies the guard.

Moving forward and motioning to his friends to stay behind, Reigan walks up to the guard. "Oi! How's it going, brother?" he calls out with a positively beaming smile. "My Captain told me to grab the crates from over here to load up on the ship, but I wanna make sure I'm not grabbing your boss's s**#. Y'know?" he says as he claps the man on the back.

"You mind coming over here to check these out? Word on the boat is the captain pulled some Elvish wine, maybe I can get you a bottle if you do me this favor." he adds, hoping wine sounds good to the man who is nursing a shiver headache. "Hair of the dog and all." he adds with a wink.

Bluff: 1d20 + 13 + 1d6 ⇒ (2) + 13 + (3) = 18


Grinner the Grippli wrote:

Grinner takes counts out 10 gold pieces to hand to the man. "I apologize for the loose change."

Terry Gawks. Damn. I should be working for HIM.


Once they get near their destination, Terry leaves off his stealthy shadowing, casts heightened awareness, and catches up with the group. It does not seem to him that the rain of coins has not attracted unwanted followers, which makes him suspicious and agitated. Of course, being hunted would also make him suspicious and agitated. Heck, lets just admit it, he is always suspicious and agitated.

Perception: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Something nags at the back of his mind, but he just can't figure out what is bothering him.

Something is not right here. Hope Reigan knows what he's doing. I swear, that guy loves being a lightning rod.

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Reigan barely gets the "Oi, how it...." out as the robed man sees him walking up the long pier. Quickly he raps his knuckles on the door twice in quick succession. Within seconds the door opens and the robed guard steps inside. The sound of a bolt inside the shack is heard as it is barred from the inside leaving Reigan holding his words and speaking to the cool night air.


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Reigan shrugs as the man clearly is anti-social. "Yo, dwarf!" he calls back to Grimnir. "Do dwarf things and get us into the shack."

Reigan gives Pregen a hearty thumbs up and a great smile to bolster his feeling of dwarvishness.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Gerard moves to the other side of the building, wanting to make sure there was no back door their quarry could slip out. "Cleric, come with me! We can't let them sneak away from us," he whispers as he double moves.

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posted a map at the top for tactical purposes.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Thanks for map, DM. Ignore my last post then. I'll wait to see if any if the others can get us in as the baddies don't have anywhere to run.


Terry cautiously approaches the door.

Wish I hadn't left my lockpicks at home.

Any traps? And how does the door open? Is there even a lock and how complicated is it?

perception: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

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Terry quietly inspects the door and finds no such traps. It seems to be barred from the inside. Short of talking your way in the only possible outcome looks to be breaking the door itself down or through one of the many windows.


Terry gets up close to the door ans starts shouting...

"You got a problem talking to us? Because we don't usually take no for an answer and we don't like doors when we are having a conversation."

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"Jest......Jest.....Jest go away!"


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"Make it easy on yourself. We just want to ask questions. Tell us about the shiver. Who have you been getting your shipments from recently? There's something wrong with it. It's killing people. Let us in so we can talk, or we are going to be screaming your business out out until we get bored enough to break every window and let ourselves in."

Intimidate 1d20 + 9 ⇒ (15) + 9 = 24


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

"You really should cooperate. You'll make it a lot easier on yourself."

Intimidate (Aid Another) (-4 because he is bigger): 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13


You mentioned the door was barred from inside. Using Disable Device would it be able to pop the bar off and rush inside? Normally I would assume that the bar would have some metal plates protecting from an attempt like that, but if the windows are unsecured, who knows! It might be a cheap and simple setup.

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It is more of a bolt on the inside. I would accept a disable device with some form of a roleplay on how you do it in this situation :)

The man's voice quavers. We just wanna be left alone. Go away! The voice sounds nervous and extremely frightened.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

"Not going anywhere. I've already told you that. I've asked my questions for you. Start talking or we are going to start tearing through the windows and leave only one of you alive to answer those same questions. It's the easy way or the hard way."


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Reigan, curious about this plan, moves to the closest window and attempts to jimmy it open. Hopefully they are too distracted by the bald one to notice.


While Reigan is off trying to enter via a window, hopefully distracting the coward, Terry inserts the tip of he rapier between the door and frame and attempts to catch the bolt with the edge and wiggle it to the side.

Disable Device: 1d20 + 5 ⇒ (19) + 5 = 24 less any penalties for not having tools.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir smiles at Reigan at the invitation to do this the dwarven way.

"Aye, Ah can get us in," the dwarf responds. With Terry's rapier attempting to disarm the bolt, the dwarf holds off a minute, but appears ready to break the door down if this doesn't work.

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Terry's rapier catches the bolt just enough. He gives it a small push and the bolt breaks loose from the wall as the nails don't hold quite right anymore in the rotted wood.

Moving around to the side Reigan is also able to jimmy one of the windows open.

Inside are four robed men, wearing olive drabbed hoods. They are a nervous and cagey lot that seem paranoid and cagey.

"Don't...Don't hurt us." They say as they have longswords drawn, ready to defend themselves if the need arises.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Grimnir's sneer is visible through his beard.

"If ye dornt want tae be hurt, pit yer swords doon. Noo why dornt ye teel us about yer wee operation here," he says.

diplomacy: 1d20 + 4 ⇒ (15) + 4 = 19


I'll save my threats until I find out how the paladin's 'diplomacy, cowboy style', works.

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The men cower a bit, but don't lower their blades, why would they as a group of men just surrounded their shack and broke in threatening them.

"What operations? Greeley jest gave us some shiver to guard this shack was all. Ain't nothing even in here!"

The quavering man barely has time to finish as a large water elemental suddenly appears just outside the door of the shack. The waters outside continue to rock back and forth violently ten feet below the docks.

"What are you doing? I am telling da truth!"

Init:

Gerard: 1d20 + 0 ⇒ (6) + 0 = 6
Terry: 1d20 + 6 ⇒ (19) + 6 = 25
Grimnir: 1d20 + 1 ⇒ (19) + 1 = 20
Reigan: 1d20 + 3 ⇒ (15) + 3 = 18
Grinner: 1d20 + 4 ⇒ (19) + 4 = 23
Water elemental: 1d20 + 2 ⇒ (8) + 2 = 10
?????: 1d20 + 2 ⇒ (20) + 2 = 22
????????: 1d20 + 3 ⇒ (13) + 3 = 16
Shiver Brigands: 1d20 + 1 ⇒ (11) + 1 = 12

Just where the water elemental appears seems to split the party in two groups on either side of it. Caught completely off guard the water elemental slams into the back of Grimnir.

Slam vs Grimir AC FF 25: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18

Grimnir's armor withstands the sudden impact from the waves!

Round 1
Terry
Grinner
Grimnir
Reigan

---------------------------
Shiver Brigands
Water Elemental
---------------------------
Round 1
Gerard


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

"Whoa... what is this?"

Non-Action
Grinner takes a step back.

Standard Action
He calls upon the spirit to channel the misfortune of the cosmos unto the elemental. Misfortune Hex, DC 18 Will Save

Move Action
He chants to extend the duration. Chant Hex. He won't do this if it doesn't work, but still doesn't have a separate move action he wants to take.


Terry laughs heartily.

"We're ALL fools! This is a trap and YOU were the bait!"

Had to remove stuff here about casting shield defensively. I don't have the spell memorized.

Going to fight defensively to stall it for a bit.
to Hit: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17
damage: 1d6 + 13 ⇒ (4) + 13 = 17

+2 dodge bonus for a round.


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Surprised by the sudden appearance of the elemental, it takes Grimnir a moment to retrieve his weapon, but once he does, he strikes at the water creature twice in rapid succession.

+1 Corrosive Dorn Dergar (power attack, flank): 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 181d10 + 11 + 1d6 ⇒ (8) + 11 + (4) = 23
+1 Corrosive Dorn Dergar (power attack, flank): 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 141d10 + 11 + 1d6 ⇒ (3) + 11 + (3) = 17


Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^
Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges
Active Buffs:
Haste; Whispering Spirits

Due to the way the window looks, it appears that I have cover from red, thus no AoOs from a ranged attack.

Reigan peers into the window and studies the yellow-faced man in robes. Bloody idiots. he curses in his mind as he draws his crossbow and takes aim at the man.

Click! THWANG!

Reigan aims at the man's leg, trying to hobble him, as he pulls the trigger.

Hand Crossbow | Focused Shot/PBS/Studied Combat: 1d20 + 7 + 1 + 3 ⇒ (17) + 7 + 1 + 3 = 28
Piercing Damage: 1d4 + 4 + 1 + 3 ⇒ (1) + 4 + 1 + 3 = 9

Round 1/4 for Studied Combat.

Swift Action - Studied Combat (Talent); Move Action - Draw Weapon; Standard Action - Focused Shot Feat.

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Terry attempts to fight defensively as he is momentarily caught off guard. The rushing water passes past his blade as he misses. Grinner attempts to move the situation more in the groups favor as he brings misfortune upon the elemental.

Will save: 1d20 + 2 ⇒ (14) + 2 = 16

And begins to ribbet an odd cackle indeed.

Grimnir smashes his dorn derger into the elemental and is able to strike it once. Though the weapon does do nearly as much damage as he thought it would have. DR

Reigan pops a shot off through the window, nearly blindly firing as there is more than enough targets. The bolt slams into the yellow robed guards leg causing him to scream in pain.

Panicked the brigands close in with their blades.

Purple Longsword vs Terry AC 24: 1d20 + 2 ⇒ (10) + 2 = 12
Green Longsword vs Terry AC 24: 1d20 + 2 ⇒ (11) + 2 = 13
Yellow Longsword vs Grimnir AC 25: 1d20 + 2 ⇒ (10) + 2 = 12
Red Longsword vs Reigan AC 21: 1d20 + 2 ⇒ (6) + 2 = 8

The shiver laced robed men completely miss with their blades as their hands continue to shake.

The water elemental splits its attacks between Grimnir and Terry.

Slam vs Grimnir AC 25: 1d20 + 12 - 3 ⇒ (3) + 12 - 3 = 12
Slam vs Terry AC 24: 1d20 + 12 - 3 ⇒ (9) + 12 - 3 = 18

The group manages to brace against the water slamming into them though the celebrations are extremely short lived as the surrounding rough water outside becomes even rougher and begins to rise at an increasingly alarming rate. Within moments the water rushes over the edge of the pier. After a few more seconds the water rushes well over the pier leaving everyone within swimming for their lives!

Overall the water seems to have raised nearly 18 feet, leaving those in the building and those on the pier swimming in 8 feet of water. This leaves the flat top of the single-story shack exposed above the surf, and approximately 2-feet of breathing space near the roof within the shack. The moored skiff bobs violently above the roiling tide. (Need a DC 15 Swim check each round and Underwater Combat is now in effect. Link to Underwater Combat rules

Climbing onto the slippery roof requires a Dc 17 Climb Check. and PCs can climb aboard the boat by succeeding at a DC 15 Climb check and is considered violent movement for spellcasters.

The green square is the raised water.

Round 2
Terry
Grinner
Grimnir
Reigan

---------------------------
Shiver Brigands (Yellow -9)
Water Elemental (-18; Misfortune)
---------------------------
Round 1
Gerard


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Any chance we can figure out why this water is rising? I have a feeling but not 100% sure... if not I may act upon it.

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You may soon enough. It is hard to tell as you see nothing immediate and hear no obvious spellcasting. Though you can probably tell that since the rising water is secluded to just a large area and the space beyond it is much lower that it is more than likely a spell.


Shaman 8 | HP 44/51 | AC 20 | T 12 | FF 19 | CMD 15 | F +4* | R +5 | W +13 | Init +4 | Perc +13 (Darkvision 60 ft.) | Sense Motive +5 | Channel 2/5 | Touch of Flames 3/5 | Current Wandering Spirit: Flame | Current Wandering Hex: Cinder Dance | Active Effects: Antiplague, Antitoxin, Freedom of Movement, Pass Without Trace, Negative Effects: 1 Con Damage, 1 Con Drain(*)

Alright, gonna go with my hunch then. I am just basing this on the last thing we fought.

Standard Action
Grinner channels positive energy to harm undead, seeing if this is like the last encounter and it is possible to stop this nonsense.
Channel Positive Energy (Harm Undead): 3d6 ⇒ (6, 4, 5) = 15

Move Action
Grinner starts to swim up to the boat.
Swim DC 15: 1d20 - 1 ⇒ (8) - 1 = 7


Familiar | HP 29/29 | AC 20 | T 10 | FF 20 | CMD 8 | F +1 | R +0 (Improved Evasion) | W +7 | Init -2 | Perc +14 (low-light vision) | Sense Motive +1
Active Spells:

Move Action
Tin the Turtle moves out of the backpack next to Grinner. He has +10 in Swim and a swim speed, so can take 10 even in combat or harsh circumstances.

Standard Action
He aids Grinner's swim check. Still not enough though.


swim: 1d20 + 4 ⇒ (14) + 4 = 18

climb into boat: 1d20 + 4 ⇒ (16) + 4 = 20

Terry manages to tread water and pop into the boat like a seal. I assume that was a standard action and a move action, or does he have a standard action left? Also I suspect he draws some AOO.


Human (self Perfection) Psychic 8 | AC (17)13/13/13 | HP 50/50 | Phrenic Pool 6/day | F+7,R+4,W+10 | Init.0, Perc.+13 |

Physical Push ability for Swim check 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20

The Mage tries to climb into the boat.

Climb 1d20 - 1 ⇒ (7) - 1 = 6


Grimnir Hammerhand | Dwarf Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Sputtering and looking like a drowning cat in full armor, Grimnir manages to tread water, but can't quite make it into the boat.

"Someain get me a hand!" he pleads.

swim: 1d20 - 2 ⇒ (19) - 2 = 17
climb: 1d20 - 2 ⇒ (4) - 2 = 2

Looks like I needed to do both a swim check and a climb check...not happening with a -2 check on both rolls. I'll probably need some help getting in.


I figured Terry'd end up helping others into the boat when he got lucky enough to land in it. Thing is I don't think he has the action to help you this round, but helping is on the schedule. Keep in mind that the Pathfinder way of handling drowning is pretty lame and you can do almost everything you could do standing on solid ground. I'm betting you could take quite a chunk out of the elemental even as you flounder.

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