[PFS] GM - Mark Garringer's 06-05 - Slave Ships of Absalom (Inactive)

Game Master Zizazat

Map!
Mahjub Mahdi
Lady Darchana
At Sea - Deck
At Sea - Hold


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Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Grimacing in pain at the gunshot, Kilian slides over and does his best to put the half-orc on the deck.

Trip attempt, incl. leaping attack: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32

ETA: As a move action, he'll set his ioun torch floating above his head.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

Khamul lets out an umph! as the blade cuts into him. He steps back from the half-orc and casts a spell, putting a hand over one of his own eyes and then pointing at the half-orc captain!

blindness/deafness: DC 16 Fort save or permanently blinded.

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Niko hesitates, waiting to see what his companion's spells do.

Delaying to see who is standing.


For the Glory of the Veskarium! Docking Bay 3-3

The half-orc goes down with a thud as Kilian trips him with his guisarme!

Khamul tries to put the half-orc's lights out...

Fort Save: 1d20 + 6 ⇒ (3) + 6 = 9

"Bleoran?! Where dey went? BLEORAN! I CAN'T SEE!" the half-orc screams in a mixture of anger and horror.

Round 1
Half-orc (prone, blind)
Helmsman
Jerrik
Khamul shaken (4 rounds)
Kilian
Nico
Gnoll

Nico then the gnoll.

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Hoping his invisibility will allow him to make an opportune attack against the gnoll, Niko moves past Killian, drawing his blade, and studies the gnoll.

Move and study

Edit: I'd like to retcon, I just noticed the half-orc was blind, not the helmsman.

Niko darts up to the upper deck, drawing his blade and stabs the helmsman.

Attack: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


For the Glory of the Veskarium! Docking Bay 3-3

The gnoll changes his aim from Kilian to Jerrik and lets an arrow fly at the bard!

1d20 + 3 ⇒ (20) + 3 = 23 *threat*
1d8 ⇒ 3

1d20 + 3 ⇒ (8) + 3 = 11 *no confirm*

DC 14 Concentration check to keep the spell.

Round 2
Curtzog (blind)
Bleoran
Jerrik
Khamul shaken (3 rounds)
Kilian
Nico

Gnoll

The half-orc shouts, "Where dey at?"

Bleoran yells down from the quarterdeck "Toward the bow, ya stoopid lug! Get up Curtzog, dey's right next ta ya!"

The gunslinger takes a step back from Nico, while reloading his pistol. He aims the Alkenstar treasure at Nico and fires, wounding the investigator!

Attack: 1d20 + 9 + 1 - 2 ⇒ (5) + 9 + 1 - 2 = 13
Damage: 1d8 + 1 + 4 ⇒ (8) + 1 + 4 = 13

The half-orc tries to stand up (provokes) and tries to lumber forward toward Khamul swinging his greatsword!

Attack: 1d20 + 9 ⇒ (11) + 9 = 20 *hit*
Damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14
50/50 miss: 1d100 ⇒ 87 *hit*

PCs are up!

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian takes advantage of the blinded half-orc's distraction to chop at him as he tries to stand. Then he takes a short step towards the gnoll, expertly using his momentum to power another leg sweep against the archer.

PA AoO on half-orc, not including prone AC penalty: 1d20 + 9 ⇒ (9) + 9 = 18
AoO damage, if applicable: 2d4 + 14 ⇒ (3, 4) + 14 = 21

Trip attempt on gnoll, including leaping attack bonus: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28

Grand Lodge

Round 2
Curtzog (blind, 21 damage taken)
Bleoran
Jerrik
Khamul shaken (3 rounds)
Kilian
Nico

Gnoll (prone)

Kilian viciously wounds the half-orc and then deftly knocks the gnoll on to the deck!

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Actually, Jerrick is still invisible, isn't he?


For the Glory of the Veskarium! Docking Bay 3-3

I wasn't quite sure on that one, but the act of casting an offensive spell (which sleep qualifies for) breaks invisibility. Weather that is at the start of casting or the completion of casting wasn't clear. Since the act of offensively targeting seems to be the point on which the invisibility hinges, my interpretation would be on the start of casting. Though I am certainly open to hearing other interpretations. :)

EDIT: Nevermind. I should have looked at this first...I'll retcon that shot to Kilian instead since Jerrik isn't a visable target :)

PRD wrote:
Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

Round 2
Curtzog (blind, 21 damage taken)
Bleoran (14 damage taken)
Jerrik
Khamul shaken (3 rounds)
Kilian
Nico

Gnoll (prone)

Jerrik materializes as his sleep spell goes off! I added a 10' template to the map, because the half-orc and gunslinger both moved I'm not really seeing a good targeting choice, so feel free to position it where you'd like and we'll roll from there.

Khamul and Jerrik are up!

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Niko studies the gunman, then steps up and stabs again with his blade.

Attack: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8
GM - Mark Garringer wrote:
I wasn't quite sure on that one, but the act of casting an offensive spell (which sleep qualifies for) breaks invisibility. Weather that is at the start of casting or the completion of casting wasn't clear. Since the act of offensively targeting seems to be the point on which the invisibility hinges, my interpretation would be on the start of casting. Though I am certainly open to hearing other interpretations. :)

I can understand that interpretation. I always assumed it was once the spell went off, but that could be wrong. I guess the question is, if the targets move, can you redirect your targeting before the spell goes off? (So your not actually targeting until the last moment. Pretty much an a parsing of language argument) I'm fine either way, it wasn't Niko who got arrowed. (Though it might be now) :)

Edit: Well, I see I was ninja'd.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

Khamul charges his scythe with arcane power (swift action Arcane Strike) and swings back at the half-orc before stepping away and calling out to his companions, "Not feeling so good over here!"

mwk scythe, shaken: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
damage: 2d4 + 3 + 1 ⇒ (4, 4) + 3 + 1 = 12

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Guess I'll target the gnoll since he is all by his lonesome. I can't get more than one in the effect.

After the Sleep spell goes off Jerrik will then cast Chord of Shards: 2d6 ⇒ (6, 4) = 10 at the half-orc! DC 14 Reflex negates


For the Glory of the Veskarium! Docking Bay 3-3

Khamul's arcane swipe digs into the half-orc's shoulder as blood sprays into the deck!

Gnoll Will Save: 1d20 + 2 ⇒ (14) + 2 = 16 *success*

The Gnoll shrugs off Jerrik's magic!

Curtzog Ref Save: 1d20 + 2 ⇒ (3) + 2 = 5 *fail*

Jerrik then produces a razor sharp note that seemingly only the half-orc can hear! Blinded, he clasps his hands over his ears dropping his greatsword and screaming to make it stop! He falls over on the deck unmoving, bleeding from the gash in his shoulder and from the ears.

The gnoll tries to stand up (provokes) and fire his bow at Kilian!

Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 ⇒ 5

Round 3
Curtzog (blind, 43 damage taken)
Bleoran (14 damage taken)
Jerrik
Khamul shaken (2 rounds)
Kilian
Nico

Gnoll

Beloran again backs away from Nico, stuffing a folded paper object into his pistol and leveling it at Nico's stomach but the device just goes click, no boom! Cursing he quickly clears the pistol.

Attack: 1d20 + 9 + 1 - 2 ⇒ (1) + 9 + 1 - 2 = 9
Damage: 1d8 + 1 + 4 ⇒ (2) + 1 + 4 = 7

Party up!

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

With an ease born of long practice at this sort of thing, Kilian lands a solid blow on the gnoll as it stands up. The arrow hampers his followup attack, though.

PA AoO on Bleoran, not including prone penalty: 1d20 + 9 ⇒ (16) + 9 = 25
PA AoO damage: 2d4 + 14 ⇒ (2, 2) + 14 = 18

PA on Bleoran: 1d20 + 9 ⇒ (7) + 9 = 16
PA damage, if applicable: 2d4 + 14 ⇒ (1, 2) + 14 = 17


For the Glory of the Veskarium! Docking Bay 3-3

Actually the AoO is enough to drop the gnoll, Kilian can retcon his Round 3 action! Bleoran is the gunslinger, not the gnoll. But with the gnoll going down from the AoO you might want to move in on Beloran and attack him on the quarterdeck?

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Yup, moved him up to take that swing at Beloran (confused by typo, sorry). It'll probably miss, Esp. since I'm swinging up at him, but at least we have him attacked on two fronts now.

ETA: Also took off the arrow damage, since the gnoll went down before it could shoot.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

Khamul breathes a heavy sigh as the half-orc goes down. He takes a brief respite from the chaos around him to take out a potion and drink it in one gulp.

clw: 1d8 + 1 ⇒ (6) + 1 = 7

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Niko once steps up and swings, once more.

Attack: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Stuudied Strike: 1d6 ⇒ 5

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik uses Ear Piercing Scream: 2d6 ⇒ (6, 5) = 11 on the remaining enemy!

DC 14 Fort to negate the round of daze and half the damage.


For the Glory of the Veskarium! Docking Bay 3-3

Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14 *success*

Round 4
Bleoran (30 damage taken)
Jerrik
Khamul shaken (1 round)
Kilian
Nico

Beloran steps back again, hopping up on the railing of the quarterdeck as he reloads and takes another shot at Niko!

Attack: 1d20 + 9 + 1 - 2 ⇒ (7) + 9 + 1 - 2 = 15
Damage: 1d8 + 1 + 4 ⇒ (2) + 1 + 4 = 7

Party up!

Jerrik can you tell me your character weight + gear please? :D

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

Uh oh.

As Khamul moves up to aid Niko, he casts a spell at Flinders Beloran!

ray of sickening

ranged touch, shaken: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
DC 15 Fort save or sickened for three minutes.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian takes a short step onto the ship's ladder to the foredeck and aims an attack at the helmsman's unorthodox weapon.

Sunder attempt on gun, incl. leaping attack: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
Sunder attempt damage, incl. leaping attack: 2d4 + 8 + 1 ⇒ (3, 4) + 8 + 1 = 16

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik is listed at 150 pounds and carries a light load of 34.5 pounds.

Assuming I don't fall to my death, Jerrik will step to the SE and fire an arrow at the enemy!

Bow: 1d20 + 5 ⇒ (11) + 5 = 16 for Arrow: 1d6 + 3 ⇒ (4) + 3 = 7

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Taking another shot to the gut, Niko steps up and stabs again.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


For the Glory of the Veskarium! Docking Bay 3-3

The wooden grate over the hold creaks and groans a little under Jerrik's weight, but holds.

Kilian leaps forward swinging his guisarme at Bleoran's pistol, smashing it into scrap! Shocked and angry, Bleoran sputters a threat at the fighter, "You'll pay for that!"

Despite his precarious position, the gunslinger manages to evade all other attacks!

Why didn't the author give him a backup pistol?!?!?! Lazy ass! :)

Not liking the odds of four vs. one and no pistol, Bleoran gives a mock salute to Kilian and steps backward off the boat with a splash! Swim, Bleoran, swim! 1d20 + 6 ⇒ (9) + 6 = 15

Round 5
Bleoran (30 damage taken)
Jerrik
Khamul
Kilian
Nico

Your call, you can try to hunt him down or let him swim off.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian draws a javelin and prepares to throw at the fleeing slaver. "Any of you have magic to stop him?"

Memo to self: gunslinger characters should always have a backup.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

Especially if they are mysterious strangers and don't have Quick Clear.

Khamul puts his scythe aside and takes out his longbow. "Vandal trying to escape justice!"

mwk composite longbow: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d8 ⇒ 2


For the Glory of the Veskarium! Docking Bay 3-3

In fairness, he does have a mwk battleaxe for backup, but in this position...running seems prudent.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1
Khamûl Unqualë wrote:
Especially if they are mysterious strangers and don't have Quick Clear.

Hey, I resemble that remark! Next time Bert can swap spells, he's going to trade one of his never-used cantrips for mending; as I read the descriptions of a jammed firearm and the spell, mending should fix a jam.

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Niko draws his shortbow and fires at the man.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Since no one has volunteered a spell, Kilian throws his javelin.

Javelin to swimmer: 1d20 + 7 ⇒ (7) + 7 = 14
Damage, if applicable (which I doubt, but maybe the loss of DEX will do the trick): 1d6 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik will also try his bow! Used all my spells anyway.

Bow: 1d20 + 5 ⇒ (18) + 5 = 23 for Arrow: 1d6 + 3 ⇒ (4) + 3 = 7


For the Glory of the Veskarium! Docking Bay 3-3

Bwhahahaha

Swim: 1d20 + 6 ⇒ (7) + 6 = 13

While trying to swim away, and dodge projectiles the soggy gunslinger doesn't seem to make much progress.

I suppose we could do this all day, but I assume since he can only swim a max of 5' a round someone will eventually hit him...

Taking an arrow/spear/javelin in the back, the gunslinger's body slowly floats under the waves...

Out of combat!

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Once he isn't moving, Kilian will jump in after him and pull him up. "Make sure the other ones don't die on us, if they haven't already."

Swim check, incl. armor penalty: 1d20 + 10 ⇒ (8) + 10 = 18 Or a twenty, if he can take 10 on his check.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

I would hope a 23 hit him! If not, he just might get away, hehe.

We wanna drag him up? Who knows what he might have on him.


For the Glory of the Veskarium! Docking Bay 3-3

Oh, Jerrik somehow I miss read your attack :) Yes a 23 will certainly hit :)

Kilian jumps into the water after the gunslinger, grabbing his body, Niko tosses you a rope and you manage to haul his unconscious form back up on the deck. Khamul is able to stabilize the rest of the crew if that is your wish.

Loot!:

Bleoran: +1 seeking bullets (3), potion of cure moderate wounds, black powder horn with 10 doses of black powder, +1 chain shirt, mwk
battleaxe, mwk pistol with 10 bullets and 12 paper alchemical cartridges (bullet), waterproof bags (2), 40 gp

Curtzog: potion of cure moderate wounds, thunderstones (2), +1 breastplate, black bandanna, mwk greatsword, heavy mace, crowbar, black pearl (250 gp), 88 gp

Gnolls: have crappy armor and longbows.

Since you now control the helm, you have effective control of the ship. There are doors leading to the forecastle’s desk. Inside the forecastle are the crew’s berths and two storage areas containing barrels of potable water, a sail repair kit, and coils of rope. A staircase descends from here into the hold. On the upper deck you also notice several folded yellow sails. The grated holes that lead to the hold in the middle of the deck. You can hear movement, moaning and snarling from below.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

"We haven't found the captain yet. Let's hope she's belowdecks."

Khamul takes out a wand and heals himself over the course of a little over a minute.

wand of infernal healing, using 2 charges

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian drinks Curtzog's CMW potion.

Healing: 2d8 + 3 ⇒ (6, 2) + 3 = 11

ETA: Nothing wrong with the pistol that a make whole won't fix.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik will make a search for the captain of the vessel, trying to follow the sounds the party can hear.

Sovereign Court

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter) Human Professional Detective 8

Niko heals himself with a wand as the party gathers themselves. "Hold Jerrick, let all go together. Kilian, did you find anything on the gunman?"

CLW: 3d8 + 3 ⇒ (5, 3, 5) + 3 = 16

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

"Nothing but equipment. No papers, no keys. Let's find the captain's quarters."


For the Glory of the Veskarium! Docking Bay 3-3

The hold of the At Sea has been outfitted to allow for easy access from above and a mixture of live and boxed cargo. Iron rings attached to the inside of the hull on both sides provide anchor points for manacles. Along the port side, iron cages have been bolted to the floorboards and hull. Barrels of potable water and crates filled with dried carnivore feed are packed into several sections of the hold. There are two doors toward the stern. Chained to the port side are three humans and a gnome, all of whom are presently being menaced by a growling, snarling, hungry looking trollhound!

Map Updated!

GM Rolls:

Kinore Stealth: 1d20 + 10 + 10 ⇒ (1) + 10 + 10 = 21

Kilian Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Niko Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Khamul Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Jerrik Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

Jerrik will try to Fascinate the creature in hopes that the party might be able to do something about the captives.

Bardic Performance ability, DC 14 Will. Assuming that the creature can at least see me.


For the Glory of the Veskarium! Docking Bay 3-3

I didn't want to take liberties with your movement and arrangement move you into the ambush, so from where you are currently no it cannot see you. You'll have to move into the hold off the staircase first.

EDIT: For evil.

Grand Lodge

Male Human Bard (Detective) [3] | HP 18/18 | AC 16 T 12 FF 14 | CMB +2 CMD 14 | F +1 R +5 W +5 | Init +3 | Perc +9 | Diplo/SM +9 | Acro/EA/SoH/Stealth +6 | Bluff +10

I'll do that, you can move me to wherever you feel I can effectively use the ability.


For the Glory of the Veskarium! Docking Bay 3-3

Jerrik bravely moves forward to get a clear view of the savage beast hoping to fascinate the beast so the other can safely free the slaves.

As Jerrik begins his rythmic chanting,

Falchion: 1d20 + 7 ⇒ (16) + 7 = 23 *hit*
Damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8

Kinore: 1d20 + 4 ⇒ (11) + 4 = 15
Trollhound: 1d20 + 5 ⇒ (15) + 5 = 20

Jerrik: 1d20 + 3 ⇒ (9) + 3 = 12
Khamul: 1d20 + 1 ⇒ (8) + 1 = 9
Kilian: 1d20 + 2 ⇒ (18) + 2 = 20
Niko: 1d20 + 2 ⇒ (10) + 2 = 12

Round 1
Trollhound
Kilian
Kinore
Jerrik
Niko
Khamul

Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

The trollhound bites into the slave in front of him, nearly tearing the man to pieces as his screams of agony fill the hold! The beast stands over the now silent man chewing on his guts!

Kilian is up!

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian follows into the hold and swings his guisarme at the one who attacked Jerrik, hooking his legs out from under him.

Trip attempt on Kinore, incl. leaping attack: 1d20 + 12 + 1 ⇒ (20) + 12 + 1 = 33


For the Glory of the Veskarium! Docking Bay 3-3

Kinore goes down as Kilian's guisarme sweeps his feet out from under him!

Adopting a defensive posture, the half-orc tries to stand (provokes from Kilian and Jerrik (unarmed atm?)). He whistles at the trollhound and points at Jerrik!

Sorry Jerrik, your fascinate isn't going to work at this point, but at least you still have your action :) Good thought though!

Round 1
Trollhound
Kilian
Kinore
Jerrik
Niko
Khamul

Jerrik, Niko and Khamul are up!

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