PFS 3-11 Quest for Perfection Part II: On Hostile Waters (Inactive)

Game Master Warped

With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid menaces on the shores of Kaoling to the north or the powerful armies of Lingshen to the south, the Pathfinders' journey will be anything but a pleasure cruise. Can the PCs survive hostile waters to safely reach their destination, or will they fall victim to the perils of river travel in Tian Xia?

Quest for Perfection Map

Initiative Rolls:
[dice]d20+4[/dice] Dagat
[dice]d20+0[/dice] Gorn
[dice]d20+2[/dice] Noorzad
[dice]d20+4[/dice] Hyeon-ae
[dice]d20+6[/dice] Zephri

Perception Rolls:
[dice]d20+6[/dice] Dagat
[dice]d20+3[/dice] Gorn
[dice]d20+4[/dice] Noorzad
[dice]d20+5[/dice] Hyeon-ae
[dice]d20+6[/dice] Zephri


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Gameplay thread

Grand Lodge

Female Human (Tian-Hwan) Inquisitor (Heretic) 1
Stats:
HP: 9/9 || AC: 19, touch: 14, flat-footed: 15 || CMD: 16 || Fort: +3, Ref: +4, Will: +3 || Init: +4 || Perception: +5

*dot*


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Just some light reading while we wait for everyone...

It’s been three days since parting ways with Venture-Captain Amara Li, and the journey along the Tuunma River has been unusually quiet so far, with the two-masted junk called the Laughing Crow holding up surprisingly well, especially considering its simple design and relatively minute size. The journey has been peaceful so far, the endless processions of sand dunes and clear skies proving remarkably contrary to many of the warnings Amara Li provided during the meeting with her nearly half a week ago.

“No time to rest, Pathfinders!” she exclaimed late one night, barging into the bedroom of the ramshackle tavern in Goka. “I’ve looked into the situation surrounding the relic you found, the Braid of a Hundred Masters. As you may have noticed, the artifact appears to have been dormant for many years now, and in this state it’s essentially worthless to us. Fortunately, it can be reactivated, but only by the descendant of the braid’s last master, who, as you may know, was the master of the Clouded Path Monastery many years ago, a man by the name of Li Yao. I’ve discovered the whereabouts of his final living descendant—a woman by the name of Je Tsuin—but she now resides in the nation of Shokuro to the east, far from where her ancestor taught in his monastery in the Wall of Heaven. In order to reactivate the sacred relic,you’ll need to travel to the village of Nesting Swallow in Shokuro and find Je Tsuin to perform the necessary ritual.

“Unfortunately,” she continued, “we’re not the only group interested in Iroran artifacts. Our operatives claim that Lingshen, the Successor State to the southeast, is after the relic as well. Since Lingshen’s armies have a stranglehold on the overland routes from here to Shokuro, you’ll have to travel by river. Riding the Tuunma is faster anyway, though you might run into some hostile Mutabi-qi or goblinoids along the way. The river empties into the Sea of Eels—cross it and you’re in Shokuro, and from there you can follow the map I’ve provided to reach Nesting Swallow.

“Ah, before I forget, you’ll also need you to make a quick stop along the way. The ritual requires a large amount of rare incense—more than I could easily procure from any of my local suppliers—so I’ve contacted a nomadic tribe in Shaguang, the Jhemulit, and they have agreed to provide you with the prepared herbs. I’ve already paid their shaman, a man named Ogokai, and I’ve marked their approximate location on your map, so it’s simply a matter of picking up the incense on your way to Shokuro.”

Before continuing the scenario, you may retractively ask questions of Amara Li if you wish. You can also take some time to familiarize yourself with the Laughing Crow

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

*dot*

Gorn will ask if there's a good way to get a heavy dwarf in large amounts of metal to float.

He will also ask what a Mutabi-qi is, since he has no clue whatsoever.

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

Zephri having spent his time crafting a great supply of paper cartridges is ready to go.

"So our biggest problem is likely to be goblins attacking from the river bank? Seems Mutabi-qi is just the local term for goblins to my ear Gorn. Or do these goblins have boats?"

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Are we the ones performing the ritual and did Amara give us the details if so?

"Does Je Tsuin know and will we have to convince her? And should we risk confrontation if we encounter a group from Lingshen after the artifact?"


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“The Mutabi-qi are what the nomad tribes of Shaguang call themselves. Most are pretty aggressive toward outsiders, but if you can make friendly contact, you’ll find them very hospitable. They travel from oasis to oasis across Shaguang, and frequently make stops along the Tuunma River to water their horses.

“The second half of your trip will take you along the border of Kaoling, which was seized by hobgoblins shortly after the fall of Imperial Lung Wa. The hobgoblins probably won’t bother you provided you don’t venture inland, but even less civilized monsters are said to lurk around the border.

“The Lingshen have the largest and mightiest army in all of Tian Xia, their soldiers fight with fanatical devotion, and they’ll only offer you one chance to surrender—after that, they show no mercy. I’d avoid them if at all possible, but if confronted, your only option might be to fight.”

When everyone's ready, we'll go ahead and start! Doesn't look like Noorzad will be joining us as I haven't heard from him in a few days.

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

"Duly noted. Ah'm going to have some heads to knock over again." Gorn grins at the prospect.

"Do ye know how deep the river is? Is it deeper than a man or two? Ah'm thinkin, if we run into trouble, Ah'm going to have to tie meself off'a one of the masts."

Thank goodness for rope!

The Exchange

Male Human (Kelish) Bard 2 :: 12/12 HP AC 15 (T 13, FF 12) :: Init +2 Percep +4 :: Fort +0 Ref +6 Will +4 ::

Not overly sanguine about spending some quality time on a boat, Noorzad mutters about "damnable pirates" for a bit before shaking it off and resuming his standard, overly-chipper mask.


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The Shaguang stretch of the river averages 50 to 70 feet wide and 10 to 15 feet deep, and the current carries the boat forward at 40 feet per round. You need to decide who among you will be the boat's primary driver, though yo may switch up this role at any time. Driving the ship while out of combat does not necessitate a driving check, but keeping the ship going while in combat requires a DC 20 driving check (a move action) each round in order for the boat to continue safely down the river. A driving check with the Laughing Crow is made using the driver's Knowledge (nature) or Profession (sailor) skill, or with a Wisdom check. A failed driving check or failure to make a driving check during a round of combat entails the possibility of a random mishap.

The ship has 600 hit points, AC 2, and hardness 5. If reduced to half its hit points or fewer, the ship gains the broken condition, applying a -2 penalty on any driving checks made to pilot it. Spells such as mending or make whole can be used to repair the Laughing Crow. If the ship is destroyed at any point, you will be essentially stranded and fail the scenario.

The rules for maneuvering the Laughing Crow are adapted from those detailed in Chapter 4 of Ultimate Combat, but are simplified to help expedite encounters due to the time limit of the scenario.

Once you guys decide who the first primary driver is, we'll begin.

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Whoever has the highest of those skills, I reckon. Not that we seem to have anybody with high skills, so most likely failure will occur. Heh. Dagat is supposed to have lived near the sea her whole life, but she can't drive a ship. Would be fine of her to try though she'll only have a +2 Wis check. If any of you can beat that, you can drive. XD

Grand Lodge

Female Human (Tian-Hwan) Inquisitor (Heretic) 1
Stats:
HP: 9/9 || AC: 19, touch: 14, flat-footed: 15 || CMD: 16 || Fort: +3, Ref: +4, Will: +3 || Init: +4 || Perception: +5

Why would we not just hire a sailor for the trip?... Hiring experts is only a couple of gold per day, we can afford it.

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

If we can hire someone that would be my preference. if we cannot I suggest Dagat and Zephri alternate, they both have the same +2 bonus, and Zephri is more useful in ranged combat Dagat in up close. So we could both steer with one aiding another and then switch out as appropriate during combat.


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Society FAQ wrote:

What impact do NPCs, such slaves or vanity-purchased NPCs from the Pathfinder Society Field Guide have on my character?

First and foremost, the Leadership feat remains unavailable as a choice in Pathfinder Society. NPCs purchased with Prestige Points out of the Pathfinder Society Field Guide, pages 60-61, continue to provide only the benefits listed under the entries created for the Chronicler, Foreign Contact, Guide, Herald, Hunter, Porter, Seneschal, and Squire. Other than the benefit listed, they have no statistics and can not make any checks involving a dice roll. Slaves or any other NPCs, purchased with gold, are purely roleplaying flavor and have no mechanical benefits because they have no statistics. They can not make any checks involving a dice roll. Creatures that are granted by a class ability, such as animal companions, familiars, eidolons, and mounts have stats and therefore can be utilized in combat, for skill checks, etc...

You can hire a driver for the boat, but they wouldn't be able to make any checks during combat. Assuming we're going to be using Dagat and Zephri as the pilots, then, we'll proceed!


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After several days of making your way down the river, you reach a stretch of river known as the Kogendu Basin. The river slows as it leaves the sandy highlands and winds its way between the rolling hills of this dry, grassy basin. The breeze that blows from the north is dusty and warm, and a thicket of short gnarled trees lines the shore.

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Gorn is sweating profusely in the heat and his armor.

"Ahh, me old beard for an ale about now."

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

Zephri scans the shoreline for foes, and hazards, Bethany in one hand while the other rests upon the wheel.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


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Perception checks:
1d20 + 6 ⇒ (19) + 6 = 25 Dagat
1d20 + 3 ⇒ (3) + 3 = 6 Gorn
1d20 + 4 ⇒ (14) + 4 = 18 Noorzad
1d20 + 5 ⇒ (2) + 5 = 7 Hyeon-ae
1d20 + 6 ⇒ (10) + 6 = 16 Zephri

Dagat, Noorzad, and Zephri:
You hear the faint sound of hoofbeats coming from the far side of a hill or catch a brief glance of horsemen maneuvering into position before they attack.

A group of five men riding light horses mount the top of a hill 50' away from the Laughing Crow, firing their bows at those aboard the ship.

Initiative:
1d20 + 4 ⇒ (9) + 4 = 13 Dagat
1d20 + 0 ⇒ (9) + 0 = 9 Gorn
1d20 + 2 ⇒ (1) + 2 = 3 Noorzad
1d20 + 4 ⇒ (8) + 4 = 12 Hyeon-ae
1d20 + 6 ⇒ (20) + 6 = 26 Zephri
1d20 + 2 ⇒ (7) + 2 = 9 Mounted Men

Surprise round! Dagat, Noorzad, and Zephri may act in the surprise round, taking a single standard or move action. The mounted men will act on Tuesday unless Zephri and Dagat post their actions before-hand. There is no need for a piloting check in the surprise round, but each round afterwards, there will need to be one. I also need to know who is specifically piloting the boat at this time.

Group 1
Zephri
Dagat
Hyeon-ae

Critters
Mounted Men

Group 2
Gorn
Noorzad

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

Zephri let's go of the wheel and raises Bethany sending a bullet flying to bury itself in the nearest rider in a shower of blood!

"Can you drive for a bit Dagat?"

Bullet: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23 Damage: 1d12 ⇒ 11


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Spoiler:
1d100 ⇒ 40

The rear rider accepts the bullet into his life and slumps to the side, still in his saddle but dropping his shortbow.

The Exchange

Male Human (Kelish) Bard 2 :: 12/12 HP AC 15 (T 13, FF 12) :: Init +2 Percep +4 :: Fort +0 Ref +6 Will +4 ::

Fifty feet, eh?

Noorzad smiles and gestures toward shore, attempting to put the archers to sleep.


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I'll need the save DC on your sleep.

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

"An attack!" Dagat yells, and then makes an obscene gesture at the mounted men with her hands. "Leave or hasten your deaths, fools!"

Intimidate: 1d20 - 1 ⇒ (20) - 1 = 19

She nods to Zephri when he asks her to drive. "Very well."

Driving check is a standard action that requires both hands? Regardless, can't really attack if I have to drive sooooo.

Driving check: 1d20 + 2 ⇒ (15) + 2 = 17

Intimidate in surprise round, at whoever is farthest, and driving check in round 1.

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Realizing the horsemen are likely going to be at range for at least another round, Gorn will opt to move to the stern once it's his turn.

"Use yer bow, lass!" He hollers at Dagat once he gets to the wheel.


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Driving the ship is a move action, so you can attack and still steer the ship.

Dagat makes obscene gestures and condescending remarks, perhaps about the mounted men's lineage crossing paths with their horses at some point in the near past. However, they're too far away to understand her words (Intimidate to demoralize is only effective if they are within 30 feet and can clearly see and hear you).

Shrugging off their confusion, they release a volley of arrows. The lead horseman fires his arrow at Dagat.

Shortbow attack: 1d20 + 5 ⇒ (2) + 5 = 7

The shot is wide, however. The other riders fire their bows after his lead.

Shortbow attack against Hyeon-ae: 1d20 + 3 ⇒ (7) + 3 = 10
Shortbow attack against Zephri: 1d20 + 3 ⇒ (4) + 3 = 7
Shortbow attack against Dagat: 1d20 + 3 ⇒ (16) + 3 = 19

Watching the first arrow go wide and into the water behind her, Dagat is surprised to find another arrow makes it's mark.

Shortbow damage to Dagat: 1d6 ⇒ 5

Noorzad then prepares casting a spell, shouting arcane gestures into the breeze and motioning to the group of horsemen.

Group 1
Zephri
Dagat [7/12 HP]
Hyeon-ae

Critters
Horseman 1
Horseman 2
Horseman 3
Horseman 4

Group 2
Gorn
Noorzad (casting sleep)

Spoiler:
1d20 ⇒ 4

Dagat has some problems steering the ship, but no ill effects happen and she is able to maintain her course.

Group 1 is up. Dagat still has a standard action and has used her move action. Critters will act on Wednesday unless everyone posts their actions before then.

Grand Lodge

Female Human (Tian-Hwan) Inquisitor (Heretic) 1
Stats:
HP: 9/9 || AC: 19, touch: 14, flat-footed: 15 || CMD: 16 || Fort: +3, Ref: +4, Will: +3 || Init: +4 || Perception: +5

Hyeon-ae had been dozing away on the top deck in the sun, sitting atop a barrel of supplies and struggling to not nod off completely from the boredom of the trip. However, when an arrow thunks into the outer edge of the ship, she jumps up, startled. Almost instinctively, the young Hwan woman reaches for her bow, and in one swift movement she knocks a feather-tipped arrow into position before letting it fly.

Comp. Longbow Attack vs. Rider 1: 1d20 + 4 ⇒ (3) + 4 = 7
Ah, looks like my dice (un)luck has not left me yet. ;)

As she knows well, hitting a moving target on horseback is quite difficult!

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Ah, I missed that bit. It was in the wording of the success. Bah! Oh, are these humans? They're my favoured enemy. :D

Hearing Gorn's intentions, Dagat moves aside for him to take the wheel, drawing her bow on the way to the side of the ship. She leaves the arrow stuck to her side alone, brushing off the pain with another hollered insult on the riders' genealogical relations.

Using my standard action to move down the deck, drawing my bow on the way.


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They are indeed humans, yes.

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

Zephri reloads Bethany with a paper cartridge and fires off another shot targeting the man who hit Dagat all other things being equal,

"Come a little bit closer you bastards," he growls, low enough that those on the boat can barely hear him let alone the horsemen.

Bullet: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17 Damage: 1d12 ⇒ 11


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Dagat moves forward, drawing her bow while Zephri fires off another shot. This shot misses it's mark and flies wild, however.

The horsemen urge their horses on to catch back up with the boat and fire another volley of arrows at those aboard.

Shortbow attack against Zephri: 1d20 + 3 ⇒ (5) + 3 = 8
Shortbow attack against Noorzad: 1d20 + 3 ⇒ (10) + 3 = 13
Shortbow attack against Hyeon-ae: 1d20 + 3 ⇒ (5) + 3 = 8
Shortbow attack against Noorzad: 1d20 + 5 ⇒ (17) + 5 = 22
Shortbow damage against Noorzad: 1d6 + 2 ⇒ (1) + 2 = 3

I'll need a concentration check from Noorzad, DC 14, to finish his sleep spell. I'll also need a target and DC. The party is up! The critters will act again on Thursday unless everyone posts their actions before that.

Group 1
Gorn
Noorzad [9/12 HP] (casting sleep)
Zephri
Dagat [7/12 HP]
Hyeon-ae

Critters
Horseman 1
Horseman 2
Horseman 3
Horseman 4

Group 2

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Wisdom check: 1d20 + 1 ⇒ (5) + 1 = 6

Gorn attempts to drive the ship safely. Thinking of steering to the center of the river, his turn is not quite right.

Yes, I understand he's not the best, but you all have bows, he does not.


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Spoiler:
1d20 ⇒ 3

Despite his incorrect steering, the ship suffers no ill effects and maintains it's course, the current proving too much for Gorn's clumsy attempts at handling the rudder.

EDIT - Actually, it looks like it would take Gorn two move actions to move to the rudder, so he wouldn't be able to steer this round, anyways. It doesn't change the outcome, however.

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

Stepping forward again Zephri reloads and fires again targetting the lead rider, cursing under his breath the whole time. If it bullet hits it will burst into a flare of light possibly blinding the rider and potentially dazzling all those nearby.

Flare Cartridge Rules:
When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearm’s misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearm’s misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack.

Bullet: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18 Damage: 1d6 ⇒ 4


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Which rider are you aiming for?


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Fort saves:
Rider 1 vs Blinded: 1d20 + 3 ⇒ (13) + 3 = 16
Horse 1 vs Dazzled: 1d20 + 6 ⇒ (19) + 6 = 25
Rider 2 vs Dazzled: 1d20 + 2 ⇒ (18) + 2 = 20
Horse 2 vs Dazzled: 1d20 + 6 ⇒ (17) + 6 = 23
Rider 3 vs Dazzled: 1d20 + 2 ⇒ (2) + 2 = 4
Horse 3 vs Dazzled: 1d20 + 6 ⇒ (20) + 6 = 26
Rider 4 vs Dazzled: 1d20 + 2 ⇒ (11) + 2 = 13
Horse 4 vs Dazzled: 1d20 + 6 ⇒ (11) + 6 = 17

The lead rider is able to shield his eyes in time for the bright flash, but still looks wobbly on his horse, rubbing at his eyes. Two other riders also seem to be rubbing their eyes, as well.

Group 1
Noorzad [9/12 HP; Concentration check DC 14 to finish casting sleep]
Dagat [7/12 HP]
Hyeon-ae

Critters
Horseman 1 [10/14 HP; Dazzled (1 rnd)]
Horseman 2
Horseman 3 [Dazzled (1 rnd)]
Horseman 4 [Dazzled (1 rnd)]

Group 2
Gorn
Zephri

Grand Lodge

Female Human (Tian-Hwan) Inquisitor (Heretic) 1
Stats:
HP: 9/9 || AC: 19, touch: 14, flat-footed: 15 || CMD: 16 || Fort: +3, Ref: +4, Will: +3 || Init: +4 || Perception: +5

Attack: 1d20 + 4 ⇒ (1) + 4 = 5

Damned Zephri and his boom-stick shooting out flashy light bombs everywhere... makes it hard for a girl to aim, y'know?

:P

The Exchange

Male Human (Kelish) Bard 2 :: 12/12 HP AC 15 (T 13, FF 12) :: Init +2 Percep +4 :: Fort +0 Ref +6 Will +4 ::

Sleep DC should be 15 if I'm doing my math right; target is "center horseman" if possible (middle of that three in a row).

Concentration check: 1d10 + 3 ⇒ (5) + 3 = 8


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Hyeon-ae's shot goes wide, and she shoots a glare at Zephri as it does so, then mumbles something about the ship rocking too much, maybe someone should be piloting the damned thing. As the arrow pierces his side, Noorzad winces in pain, losing his concentration and the arcane words he was conjuring become lost to him.

Group 1
Noorzad [9/12 HP]
Dagat [7/12 HP]

Critters
Horseman 1 [10/14 HP; Dazzled (1 rnd)]
Horseman 2
Horseman 3 [Dazzled (1 rnd)]
Horseman 4 [Dazzled (1 rnd)]

Group 2
Gorn
Zephri
Hyeon-ae

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

Zephri peers up from his sights and gives Ryu a grin and a wink.

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Dagat raises her bow, notches an arrow steadily despite the rocking of the ship and, with another hollered insult, lets an arrow fly.

Longbow (common arrow): 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

My effective range is 200 ft. Targeting the lead rider.


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Dagat, with a steady aim, releases an arrow into the lead rider, piercing the meaty part of his leg.

Everyone turns their eyes to Noorzad, wondering what he will do. The river calms, and the air is still. All that can be heard is the gentle lapping of the waves against the ships hull and the occasional snorting of the horses, as if even the world around you has stopped in hushed silence to see what next trick the bard will pull from his sleeve.

Noorzad, with his customary tiger-like grin, prepares his next action. What could it be...?

Group 1
Noorzad [9/12 HP]

Critters
Horseman 1 [5/14 HP; Dazzled (1 rnd)]
Horseman 2
Horseman 3 [Dazzled (1 rnd)]
Horseman 4 [Dazzled (1 rnd)]

Group 2
Gorn
Zephri
Hyeon-ae
Dagat [7/12 HP]

The Exchange

Male Human (Kelish) Bard 2 :: 12/12 HP AC 15 (T 13, FF 12) :: Init +2 Percep +4 :: Fort +0 Ref +6 Will +4 ::

Very funny, Kim :P

Noorzad raises an eyebrow and, seeing the horsemen apparently mostly-dazzled, attempts to cast sleep one more time, centered on horseman three...

Same save DC, of course.


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Determined to see somebody fall asleep at high velocities, Noorzad starts to mutter the same ritual.

The riders, seeing another opportune moment to strike, do so.

Shortbow Attack against Gorn: 1d20 + 3 ⇒ (9) + 3 = 12
Shortbow Attack against Zephri: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16
Shortbow Attack against Noorzad: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
Shortbow Attack against Noorzad: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19

Shortbow Damage against Zephri: 1d6 ⇒ 4
Shortbow Damage against Noorzad: 1d6 ⇒ 6
Shortbow Damage against Noorzad: 1d6 + 2 ⇒ (2) + 2 = 4

Three arrows find their marks, this time. One lands in Zephri's shoulder, and two more find their way to Noorzad, knocking the young bard to the ground. The final arrow sails into the air and is swatted aside by Gorn's shield.

The party is up! The critters will act again on Thursday.

Group 1
Gorn
Zephri [8/12 HP]
Hyeon-ae
Dagat [7/12 HP]
Noorzad [-1/12 HP]

Critters
Horseman 1 [5/14 HP]
Horseman 2
Horseman 3
Horseman 4

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Gorn looks at the wheel curiously.
"An 'dis be why Dwarfs are built fer mountains, not fer boats!"

Wisdom check: 1d20 + 1 ⇒ (5) + 1 = 6

And I've apparently offended the dice roller again.

Grand Lodge

Female Human (Tian-Hwan) Inquisitor (Heretic) 1
Stats:
HP: 9/9 || AC: 19, touch: 14, flat-footed: 15 || CMD: 16 || Fort: +3, Ref: +4, Will: +3 || Init: +4 || Perception: +5

GM Kim, Noorzad would almost certainly have soft cover as he's behind me. (Heck, he would have cover from the mast that he's behind as well, probably...) So I think that 18 would actually miss.

Hyeon-ae heaves a sigh as she hears Noorzad collapse behind her. She gives him a cursory glance before focusing her attacks on the injured horseman. She takes a deep breath, trying to centre herself before letting another feather-tipped arrow fly...

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

... this time, she seems to have gotten the hang of it!

After seeing the rider downed by her attack, she swiftly moves backwards across the deck to block Noorzad from any further harm.

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

Gritting his teeth in pain Zephri reloads and fires hitting the next horseman,

"These bastards just want to die don't they!"

Bullet: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18 Damage: 1d12 ⇒ 7

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Dagat stands steady at the side of the ship, firing another arrow at the next rider.

Longbow (common arrow): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Silver Mount Collection Map | Beacon Below Map

Spoiler:
1d20 ⇒ 4

The group's luck with blindly sailing down the river holds, and Gorn's fumblings at the rudder matter little as the current takes holds of the ship yet again.

Spoiler:
1d100 ⇒ 70
1d100 ⇒ 59
1d100 ⇒ 3

Hyeon-ae's arrow strikes true, and the lead rider slumps in his horse as the arrow pierces his chest piece. The next two riders slump in their saddles in turn as Zephri and Dagat each fill them with iron slugs and broadheads, leaving a single rider.

The lone rider turns his horse and rides it hard back over the hill and to the northwest.

We are now out of combat unless you wish to try and kill the fleeing rider.

Stabilization check vs DC 11: 1d20 + 0 ⇒ (20) + 0 = 20

The Exchange

Gunslinger 1 (Musket Master) | HP 12/12 | AC:16 T:14, F:12 | CMD:14, CMB:+0 | Save (F+4, R+6, W+2) | Init:+6 | Perc: +6 | Grit 2/2

"See if you can get him Dagat," Zephri says as he moves over to take the wheel, "I'll put in somewhere and see if we can figure out who they were, and if they have anything worth taking."

If there is a suitable spot Zephri steers the boa into the shallows out of the current and leaps ashore tying the rope and jogging over to the downed riders.

Steering: 1d20 ⇒ 19

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