RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

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You have found yourselves in months of intensive training with your team. Selected from the forces of the Grand Duchess of Alkenstar as the best of the best, you have been working together to hone your skills and learn to mesh like the cogs of the finest clock.

Mind you, nobody has really told you why yet, but being in the service of the duchess amounts to either guarding, fighting or training. Guarding is boring, and fighting isn't exactly safe, so training is nothing to complain about. You've been wondering what all the training was about, but 'ours is not to reason why' and all that, so you do as ordered. The grub is good, and the pay is consistent.

Eventually, about when you feel that any more training will begin to dull your edge rather than hone it any further, you all are summoned to the presence of the Grand Duchess Trietta Ricia. As you know, she is a human lady of middle age, dressed in well appointed regalia, though not overly lavish. You are led in for a private audience, and as you watch the Duchess' guard shuffles all the courtiers from the audience chamber.

The Duchess is seated on a throne, on a raised platform and looks down at you with a very serious look on her face. "No doubt you've been wondering both why you're here and why you've been training as a unit for so long. I can assure you it was not for trivial reasons. Are any of you familiar with the Thassilonian Empire and the Runelords?"

either way she will explain

"They were an ancient empire contemporaneous with the empire of Old Azlant. Their empire disappeared during the Skyfall which also crushed the Azlanti empire. From what we understand after the piecing together of myth, legend and what historical scraps can be put together after so long, they were a dark mirror of the Azlantis, great in their power, but also great in their evil. You may be wondering why I am discussing such ancient history, since it was a hundred centuries ago. "

she pauses to take a sip from a goblet

"We of Alkenstar, both those native to this place, and those who have come here for their own reasons have seen the horror that is the Manna Wastes. We, more than anyone else upon Golarion are intimate in our knowledge of what the excesses of magic can do. Well let me assure you, there is no comparable source of magical power in the world today to that of the ancient Rune Lords of Thassilon. Now, it is true that they have not been heard of for those thousands of years since Skyfall, but there has been troubling news of late. A goblin tribe in Varisia was recently routed by a group of adventurers. Now that is commonplace enough, but among the goblins were found individuals with strange magical powers, and there was etched the Sihedron. This is the seven pointed star of the Runelords."

"Now it may be that this is nothing, and we're just being overly nervous about a potential threat. After all the Runelords have been gone for so long, with nary a peep. But what if they are rising? What if they do somehow awaken from a long, long sleep? Golarian is not what it was all those years ago. Titans no longer stride the lands, and there are no Azlantis to oppose them. "

"We must learn of this threat, and learn of it quickly. Possibly if we act promptly enough we can prevent the Runelords from ending their slumber and being let loose upon Golarion once more. "

she looks at each of you carefully in the eyes "You are our best. You are the cream of the forces I have at my disposal. You have been equipped and trained to the best of our ability. I am sending you on this mission of crucial importance, not only to Alkenstar, but likely to the whole of Golarion. You must find out if someone is trying to bring the Runelords back from the depths of time, and if so stop them. Do you have any questions? "


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua stands in rank with her comrades, her hands folded behind her back, the majority of her teammates tower over her. Her modest white priest’s robe covers a slight and short build. Around her neck hangs a stylized platinum likeness of Sarenrae, which acts as her holy symbol. Her blonde hair shortly cropped in a martial style, which she secretly hates.

Where and when do we start, majesty?


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Shenderik certainly doesn't tower over Lua, though she is probably a good deal shorter than the long rifle that stands high over his shoulder. In deference to the Grand Duchess, the dwarf's cigar is unlit, but tucked prominently into his breast pocket for later.

"Goblins with a star?" he asks. "That seems like mighty thin gruel to sustain a real threat, Good Lady. Is there no more to go on than that?"


"Lua, you are booked on a vessel to take you down the Ustradi and all the way to Magnimar in Varisia leaving tomorrow. You should get all of the gear you consider to be necessary together quickly. "

Then looking over at the somewhat impertinent Dwarf "The dwarf was also using magics which are not normal in this time, but are spoke of in the legends of the Runelords. However, if you don't trust my judgement of the gravity of the situation, you are free to request another assignment and I will attempt to replace your position on the team. That will interfere with the team cohesion, and I will be piqued. I doubt you would like the other assignment. "

one of the guards near you lining the room leans over an whispers in your ear "Good Lady?!? You call a duchess 'your grace', she's reasonably nice for someone in her position, but she will slap you in irons or give you a stretch to see if she can make you human length if you rile her. "


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Shenderik ignores the guard, but kneels before the Grand Duchess. "My rifle and my life are yours to command. I go as the crown directs. But your grace summoned us because we are professionals who get the job done. To do a job well and reflect credit on Alkenstar, I ask questions."

"If no more is known, then no more is known. But only a fool would go in harm's way without learning as much as possible."


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

The figure standing next to Lua spoke next, hoping to turn the Duchess's annoyed stare away from the dwarf. "Hmm, yes. About these adventurers that made such a discovery, Your Grace? Have they already moved on?"

Dukkan, or just 'Doc' as most knew him, was of the ratfolk; one of many who lived in communal warrens that dotted Lower Alkenstar. He stood nearly two heads shorter than Lua, but carried himself with a calm confidence. He was dressed in doctor's garb with a breastplate strapped over the thick trenchcoat-like garments while a doctor's mask fit snugly in between two tapered ears that seemed to twitch at every stray noise. A pair of soft leather gloves covered thin hands that gave his clan their distinctive name: the Longpaws. He was to be the team's doctor for the expedition.

'Hopefully these adventurers will still be in the area when we arrive. Asking them to regale their tale in person could give us some more concrete information.'


Responding to the dwarf "I have been assured that this is enough to be concerned by my sages. I accept that you are curious, but that is why you are going there. If it is nothing, then you simply get a vacation. I am firmly of the opinion that we are much better off being cautious than being caught without preparation. We live every day with the consequences of such an outbreak of magical chaos, and I will do everything in my power to prevent it happening again. "

and then to the ratfolk:"We do not have much in details about that band of adventurers, but that might be a worthwhile line of investigation once you arrive in Varisia. We merely heard of the tales their bard would sing in the taverns of Magnimar and some word from the magistrate of Sandport. "

"One should remember that it is a very long distance to Varisia from here, and as we lack the magical means available for instant transport and communication so our information comes more slowly than in other realms. We get what details we can, but again, it is your lot to be the eyes, ears, and possibly the sword of this realm. "


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Gunner looks at the fellow members of his squad. After the last few months, he feels that they have bonded well together and he's confident in their abilities.

"Your Grace, I'm but a simple rifleman. All I know how to do is shoot but I do that very well. I give you my word that if there is a threat growing to our realm in Varisia I will put a bullet through its eyes." With that, Gunner gives the Duchess a bow and falls into parade ready position.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga snarls, "Yes, we will crush these Runelords! Death to any who stand before us!"


"I applaud your enthusiasm Sir Urga and Sir Billy, though personally I would prefer it were I wrong and the Runelords not rising. But I do have matters of the realm to attend to, and surely there must be final preparations for you to do before you depart on the morn. I bid you the best of fortune on your missions for both your sake and that of all Golarion. "


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Once the Duchess leaves the room, Gunner takes a long look at his squad mates. Lets see...we've got the girl, a Paladin...never had great luck with Paladins...tend to see things in terms of black and white when the world is full of grays. Then we've got the Dwarf...Should be a doughty fighter but he's not my equal with the rifle. Then we have the rat...good healer, clever fellow...then the half-Orc...not sure what his motivation is but there's no doubting his skills...he's better at melee but I'm a better shot. Overall a good team.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua bends deeply at the waist. “By your leave, Your Grace.

When given leave, Lua exits the audience chamber and waits patiently for her comrades. "I will be at the church receiving the Blessing and praying for our journey. You are all welcome to join me," she says with an honest smile.


Actually you also have the monk/fighter, but he didn't post. No biggie since it's the Thanksgiving weekend. Hopefully he will pick back up. Either way I will keep moving. I hate when PbP games stagnate waiting for people.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Neither the recruitment thread nor the Discussion thread actually say that play has begun. Perhaps a note there will get him here?


Actually I announced the gameplay thread yesterday morning in the discussion thread.
Sent him a private message.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga points his rifle to the north and speaks gruffly, "Friends, let us be on our way as soon as possible. I am eager to put our training to the test. Do we have enough provisions? I can carry ammo and rations for the group if needed. Also, I have surplus gold that anyone is welcome to."

OOC: Is there opportunity for us to procure healing potions before departure?


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Lua wrote:

Lua bends deeply at the waist. “By your leave, Your Grace.

When given leave, Lua exits the audience chamber and waits patiently for her comrades. "I will be at the church receiving the Blessing and praying for our journey. You are all welcome to join me," she says with an honest smile.

"Thank you for the invitation Lady Paladin but I must decline. I wish to visit my parents final resting place before leaving our homeland. After that, I believe I will go ahead and board the ship and get my few belongings squared away." With that, Gunner takes his leave, stopping for a moment on the way out to turn back to his comrades, "Tomorrow my friends we begin a great quest."


Healing potions can be had, they are assumed to be produced through nonmagical alchemical means.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

"More healing potions are always a welcome addition, Mr. Urta. I daresay we will be needing them in the future," Dukkan replied to the half-orc as they left the audience chamber. "I can of course always brew more during our journey, but any that you buy now will be less of a future strain on my stores of ingredients."

He then turned to the paladin and smiled. "It would be a pleasure accompany you, Lua." The two of them had gotten on well together during their time training thanks to both of them being followers of Sarenae as well as their mutual wish to heal others. He found her honest enthusiasm refreshing and had taught her some of his simpler healing techniques. "The church is along the way to the clinic. I have some paperwork I need to fill out and some specialty ingredients I need to acquire from there. I will meet you outside once I've retrieved my more... practical gear from the barracks."


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

sorry, Turkeyday and family kept me away from computer. Just got the message....

Thomas listens to the Duchess and the byplay of his companions. He nods in sympathy with the Duchess's heedful warnings of magic.

"I share her contempt of magic, it is nothing more than a crutch for those that wish to replace skill with cheap tricks." He says to the other warriors in the group.


The morning comes along after you spend your last day in Alkenstar (for a while at least) tending to things as one might have to before a long voyage. You hop a river vessel which will take you downriver ultimately to Quantium, the capital of Nex.

Now of course you've heard about it, and perhaps you've travelled in Nex, so you've seen it, but it hardens your determination to prevent any magical eruptions again. The Wasting inflicted upon that country by Geb has leaved it barren and desolate. Nothing grows there...or nothing natural at least. There really is nothing pleasant in the way of scenery, just a stark reminder of the power of magic.

Eventually you make it all the way down the river to Quantium. There you have a seagoing vessel booked to take you all the way to Magnimar in Varisia. The ship is the Frisky Seal. A fairly normal looking two masted caravel. The captain is Roger Mullins. He's a merchant sailor out of Mangimar who is happy to have some extra fares about for his return voyage to complement his wares from Garundi.

"Welcome aboard the Frisky Seal. She's a fine vessel which has plied the inner sea and the surrounding waters plenty of times. I've got great faith in my crew as we've been together quite some time now. Just keep out of their way so they can do their duties, and everything should be smooth sailing. We have a long way to go, and it should take a little over a month to get where you are going. There are three cabins reserved for your party, and while I don't know that they are luxurious, I think you lot will have more space than I do or the rest of the crew. The cabin boy will be acting as the steward. "

He waves over a lad of around 14 "Hey Jimmy, come over here and meet your charges. As you know your job is to keep this bunch satisfied to the best of your ability given the realities of shipboard life. "

"Aye, captain. I'll do my best, sir. "

"Good, lad, I'm sure you will. Best be showing them to their cabins then we will weigh anchor and get to sea. Have a pleasant trip good sirs and madam. " and he nods and heads back to tend to preparations for departure.

"Come with me please sirs, and madam. I'll show you to your quarters. " He does seem a bit bashful around Lua as she is a pretty girl around his own age.

The cabins are a bit on the small side, and have hammocks for you to sleep in. All the fixtures (laps, chairs, tables) are secured in place in case of storms.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Gunner looks around the cabin, "Not luxurious but perfectly acceptable." Stowing his pack away he adds "make sure to keep your weapons oiled. This salt air will rust 'em if you don't." Putting his own advice to practice, he begins to look after his own gear.

"Should we set out own watches or trust the sea-dogs to look after things?"


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga flips Jimmy a silver piece and does his best to act non threatening.

"How well do you know the crew? Are they trust worthy? Are there any thieves among them?"


"Thieves? Oh goodness no, the captain wouldn't tolerate any of that nonsense. He's a devout worshiper of Abodar, and loathes thieves. Last time one of the crew was found to have stolen something, he was keel hauled - the proper way. He didn't survive it. The captain is a fair man, but strict. "


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

"This is actually quite spacious compared to the old warrens back home," Doc said as he inspected the cabin he was to be quartered in. "This will do nicely for me."

He shrugged his shoulders and carefully let his traveling pack fall to the floor with a light jangling of glass. It was almost comically large compared to his stature, roughly 2/3rds his size, but he carried it with practiced ease. He opened the top flap and began to take out various flasks, pipets and other scientific-looking alchemical equipment and ingredients onto the nearby table, all the time humming tunelessly. He made extra sure to secure the equipment properly to the table to avoid any unfortunate spilling during possible rougher seas.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua had seen the harbor many times throughout her life, in passing, but never had she been close enough to marvel at the bustle- the never ending movement of freight. From boat to stockhouse to horse and cart, and back to boat, all through an intricate tackle block and pulley system whose workings were beyond the girl.

After the captain finished with the introductions, Lua went below to stow her gear. A few moments later she emerged from her quarters in her priestess’s robes and scimitar. She walks up to Jimmy.
Sun’s Blessing, Jimmy,” she smiles excitedly at the, boy. “Would it be possible for me to remain above deck to watch the sea and anchor detail?


"Why sure ma'am. Just keep out of the way of the crew tending to their duties and you should be just fine. "


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

After stowing his gear and checking his gun, Billy walks back up to the deck making sure to stay out of the crew's way. Once clear of the harbor and the crew has settled into their normal routine, Billy will approach the Captain. "Ser Captain, would it be possible for our squad to take a bit of target practice later in the day? I'm not sure about the others, but I've never shot off a moving deck before. Also, in case of trouble, my best position will likely be in the crow's nests. Would you mind if I spent some time practicing climbing up to it quickly while carrying my weapon?"


"By all means, I'm more than happy to have some extra help if the ship needs some defense. You folks use those newfangled firearms don't you? Well make sure you warn the crew before you start using those devices, as I've heard they are plenty loud and will likely unsettle my men who aren't quite so familiar with such noises outside of storms. I've been told they sound like thunder. "


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

Thomas looks around.
Hmm...3 cabins, 6 of us...now who bunks with the girl? Warrior of the Holy Light though...I better not chance it, she might be lacking in a sense of humor somewhat in that area.
"Well, who's sleeping where?"
He avoids looking to intently at Lua.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Shenderik is possessed of neither guile nor much desire for human women with their waifish bodies like willow wands ready to snap in a stiff breeze. But he smiles when he notices Thomas's wistful glances.

He shrugs and says "Come on then, Thomas. You 'n me. You get top bunk. Heights give me the shakes."


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

"Thank you Jimmy. Please let the crew know that we are here to help if there is trouble."

"All, I recommend we take shifts guarding. Since there are only three cabins, we may as well each take 12 hour shifts and split the cabin time."

Urga joins Gunner with the target practice.


The crew is quite impressed both by the novelty of your weapons as well as your ability to use them. The noise is a bit much for them at first, but they get into the action with you tossing targets into the water for you to shoot.

A few of them ask if they can try the guns out.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Doc's pointy nose popped out of the cabin hold, shortly followed by the rest of him onto the top deck. Down below, his alchemy equipment was installed on the cabin's table and his ingredients were stowed away in a corner safely. Without the large pack on his back he seemed so much smaller, but that was countered by the pair of weapons braindished on his person: a revolver holstered to his hip and a shotgun hung from a strap over his shoulder.

He wove his way across the deck, avoiding getting underfoot of the sailors going about their duties. Eventually he reached the railing where Lua was looking over the harbor and clambered atop a conveniently nearby barrel to get a better view. "Impressive isn't it? I've never been on a ship of this size."

He paused a moment to watch Urga and Gunner shoot at targets into the water. "Not bad," he muttered. "I can only pray that we won't be needing such skills so early on into this journey."


Eventually life gets into a routine. There steady rolling of the ship on the waves, the creak of the timbers, the simple fare in the galley. You are a bit cramped up in your cabins, but walks on the deck in the sunshine and salt spray ease any sense of claustrophobia you might be feeling.

About a week into your journey during the middle of the night, the person on watch hears a commotion above them on the deck (unless I misunderstood and there's three people awake, you guys figure it out). There's some screaming and possibly a clash of arms. People who are sleeping will need to make perception checks. I will also need initiative checks.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Shenderik the dwarf is sitting awake, writing in his journal. He leaps up, grabbing the rifle and ammunition pouch and kicks Thomas's bunk. "Wake up! Things are going pear-shaped topside!" He then charges for the ladder to the main deck as fast as possible.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Assuming a 21 is good enough...if not then ignore the rest of the post.

"What in the world? Was that a scream!" Gunner says out loud as he clambers out of bed and grabs his rifle, making sure it's loaded and ready to shoot. If Urga is in the room he shakes him awake. He quickly slides the bayonet into place before hurrying up to the deck.

Initiative: 1d20 + 8 ⇒ (9) + 8 = 17


Perception checks are only required since people are asleep. DC is 10.


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Doc is at his desk writing about the results of his latest experiment- an unfortunate failure whose caustic contents were thrown overboard earlier that afternoon- into his research journal when he hears the commotion happening above. For a moment he thought it might have been an accident. The continued shouting however convinces him that it was something far more serious.

He hops out of his chair and grabs his shotgun from where it leaned against the wall and checks to see that his revolver could be easily accessed from his belt where several healing infusions already jangled. He then goes over to the bunks and shakes Lua's shoulder.

"Miss Lua, wake up. Something big's happening topside." Once she awakens, he heads to the door and pauses only a moment to look back and say, "Ready yourself. We might need healers quickly." Then, he is through the hatch and on his way to the upper deck.

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Perception: 1d20 ⇒ 13
Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Lua is awake and out of her cot in seconds. She grabs her greatsword from her things, but foregoes her armor. Donning it would take too long and there may be hurt people topside. "Thank you brother Dukkan. Let us pray that our crewmates are fine."


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

Perception 1d20 + 7 ⇒ (7) + 7 = 14
Initiative 1d20 + 5 ⇒ (19) + 5 = 24
Thomas bounds out of bed instantly alert. He grabs his sword and follows Shenderick up to the deck.
"Leave some for me!"


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

I rolled initiative with a +2 instead of a +1. Lua has an initiative of 13. Sorry about that.


The awake people arrive on deck first (as opposed to the awakening people).

Map

You see a number of crewmen struggling with odd creatures which seem something like a cross between a man and a shark. (roll knowledge nature if you wish to identify them). You arrive at the hatch on the left side of the map and it is opened. However you will all need to spend a move action to climb up to the deck. Assume that eats 20' of movement (10' ladder).

The creatures are armed with spears and some of the crewmen appear to be injured. One of them is already down. The rest are barely holding their own.

inititative: 1d20 + 3 ⇒ (2) + 3 = 5 for critters
initiative: 1d20 + 4 ⇒ (15) + 4 = 19 For Shenderik
initiative: 1d20 + 2 ⇒ (4) + 2 = 6 for Urga
rolled init for a couple of you to move things along

Initiative order:
Thomas
Dukkan
Shenderik
Billy
Lua
Urga
Critters

PCs are all going before the critters. I don't expect this to last long.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga rages and moves into battle by the most direct route. Assuming he can move within striking range he power attacks the nearest creature with his great sword.

Attack:1d20 + 9 ⇒ (1) + 9 = 10 Damage:2d6 + 8 ⇒ (5, 5) + 8 = 18


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Once it is Gunner's turn

Move action
Gunner scrambles up to the deck and assessing the situation moves to the starboard railing to be able to get clear shots at creatures 3 and 4.

Standard action - ranged attack against target 3 using Deadly Aim feat (-2 to hit for +4 damage), firing into melee -4 to hit

Attack: 1d20 + 10 - 2 - 4 ⇒ (1) + 10 - 2 - 4 = 5 Great start :(
Damage: 1d10 + 5 + 4 ⇒ (7) + 5 + 4 = 16


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

Thomas races to the deck and quickly surveys the situation. As usual, action comes before thought and he moves to stand over the fallen crewman, flowing into a martial stance as he does so.

actions:
swift- enter Crane Stance, move- move over fallen crewman, standard- attack creature 1 w/ PA & FD, free- release second hand from sword. *note* for future reference, PA= Power attack, FD= fighting defensively.

attack vs creature 1 1d20 + 8 ⇒ (8) + 8 = 16
damage 1d8 + 5 ⇒ (6) + 5 = 11

status:

AC-20 (no armor)
HP- 31/31
status- Crane Stance, fighting defensively


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Doc scrambles up the ladder as quickly as his short legs could carry him, rungs meant for human strides slowing him down considerably. He leaps out of the hatch and into the pure bedlam that the top deck had become.

Strange creatures were attacking the crew and he takes a moment to try and identify them as he moves aside to let the others behind him on deck. He positions himself to assist Thomas and the surviving sailor as he draws his shotgun from around his shoulder.

Move Action: Climb Ladder.

Knowledge:Nature: 1d20 + 8 ⇒ (13) + 8 = 21

Move Action: Move up 3 spaces, 10 ft left from monster 1. (Got a grid you could put on the squares, GM?) Draw weapon while moving.


You folks should be able to edit the map and move your icons where you want them to be. There is a grid on the map. each square is 5'.

Dukkan:
You know the creatures are Adaro. They are aquatic man/shark hybrids. About the only special thing about them you remember is they use a paralytic poison on their spears.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Shenderik moves to the quarterdeck and, yelling a challenge, fires at the creature Lua is fighting.

Land's Challenge, Point-Blank Shot, firing into melee

masterwork rifle: 1d20 + 9 + 1 + 1 - 4 ⇒ (5) + 9 + 1 + 1 - 4 = 12 <- Adamantine cartridge
Damage: 1d10 + 3 ⇒ (5) + 3 = 8


Tomas deals a mean blow to the sharkman he's facing, eliciting a grunt of pain.

Shenderik, you just moved 60'(20' up the ladder and 20' up the stairs). Even if that is possible, I'm quite sure you are not getting a shot off this round.

Billy, a bit rattled from his exertions shoots off into the sea, missing his target.

Lua also is a bit off her game and misses the sharkman.

This particular sharkman appears to be the luckiest one alive and even Urga piling on fails to land a blow.

Sharkman1 strikes back at Tomas, stabbing with his spear and biting.

to hit spear: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d8 + 4 ⇒ (2) + 4 = 6
to hit bite: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d6 + 3 ⇒ (4) + 3 = 7

Tomas takes 13 damage and he needs to make a fortitude save.

The other sharkmen stab their respective sailors with their spears, taking them out of the combat. If someone wants to make heal checks, they can gauge the condition of the sailors.

round 2 begins.

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