Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion

Pathfinder Roleplaying Game


Starfinder


Pathfinder Society


Pathfinder Adventure Card Game

Shadow over Riddleport

Game Master Joana

"Rag End, Rotgut, Rat Street. Someplace out past the wharves that begins with R. Apparently it's really dangerous and crawling with thugs and murderers, but apart from the evil cultists this is the only time I've been attacked since I got here...last week. I think I've been there twice. I lost count. Can I have that drink?" -- Braddon Hurst


9,151 to 9,171 of 9,171 << first < prev | 174 | 175 | 176 | 177 | 178 | 179 | 180 | 181 | 182 | 183 | 184 | next > last >>

M 1/2E Magus 2 :2223a1: BAB1 CMB/D:3/15 AC/T/Ff:16/12/14 Init2 Perc1 HP13/19 FRW522 Appraise7 K:Arc7 K:Lcl7 Ride6 Scft7 UMD8 Diplomacy 5 Intim 5 Sense Motive 3 Perf:Dance 3

"Speaking as a man accustomed to being the man with nothing to lose... Is it really best that the man with nothing to lose, with the least understanding of himself and of the circumstance, choose how much we risk?"

Seeing Snake raise the red rag, Gristav stretches, and settles.

"Well, the torches indicate the scene be torchlit. That is to say, they do this work by night. Probably for discretion. So I've time to return to our prisoners, in any case. It would not do, if the usual method was for the flag to begin a conversation by mirrors, and we could not hold that conversation."

"I'd strike the pennant until we know how it's used. It may ward away, as likely it draws."

Unless stopped, Gristav will return to the prisoners.


hp 20 / 22; AC 16; Init +2 Male Half-elf Ranger 2

Braddon follows Tendal into the tunnel and gets comfortable.
"It'll be okay. People don't come out of hiding without a reason, but pretty much any reason will suffice. I just hope they don't take too long. I hate waiting."


Tendal and Braddon retreat into the cave to keep an eye on the hidden beach from a place of concealment. Gristav begins the trek back through the tunnel to the cave beneath the clearing.

Snake, I presume you're staying with Tendal and Braddon to see if anything happens in response to your signal?


Yep.


While the others settle in under the cover of darkness inside the tunnel, Gristav takes his leave from them there to retrace his steps through the long and tedious passageway.

It has been generally observed that it seems to take longer to get to a new place for the first time than it does to return by the same route: something to do with the unpredictability of the original journey in comparison to the return. Perhaps it is due to Gristav's highly-limited visual range provided by his firefly-cantrip, or perhaps to the difference between traveling a dark subterranean passage known to be frequented by enemies with four companions as opposed to alone, but the way back does not seem any shorter to the lone traveler. If it weren't for the fact that there are no branches, he would have wondered if he'd taken a wrong turning, it seems to take so long before he finds himself back at the end of the tunnel, where he must step down onto the damp rim of rock around the underground pool.

The time doesn't pass any more quickly for the men waiting for something -- anything -- to happen in response to their raised signal. Crouching in silence in a dark tunnel is a difficult activity to keep up for an extended period of time, both physically and mentally. From their limited perspective on the outside world (consisting almost exclusively of the offshore boulder) it's difficult to gauge the passage of time, as visible in the effects of the passage of the sun across the sky. Braddon is quickly bored, and all are uncomfortable maintaining their positions in the comfortless tunnel. The thought is crossing all of their minds that the flag could be intended to stay up for days or weeks until the ship it's signalling passes this particular stretch of the coast when a small boat appears, its oarsmen pulling it around the edge of the concealing rock.


hp 20 / 22; AC 16; Init +2 Male Half-elf Ranger 2

"They must have a ship hidden here somewhere," Braddon grumbles.
"I'm not sure where, though, 'cause I couldn't see any from the tower."


Gristav skirts the trickling pool and steps up onto the sloping mud-and-rock floor of the large cavern beneath the clearing. The dim shafts of indirect sunlight entering the cave from the two holes in the ceiling are almost unbearably bright to the half-elf's eyes after his long journey underground with only a cantrip to light his way. To his relief, the rope is still dangling from beneath the trap door in the tower.

--------------------------------------

Back at the other end of the tunnel, the waiting men watch as the boat draws nearer the shore. There appear to be five men within: four at the oars and one at the tiller. As they approach the shingle, the boat itself passes out of the field of vision afforded by the cave opening, but the landing can be heard, first by the shouted orders and grunts of the oarsmen, then the splash of the landing party hopping overboard and the scrape of the hull against the pebbled beach as it is made secure.

Please include Stealth checks (or take 10) with any actions that involve movement or speech. You feel pretty sure they have unfavorable conditions to overhear you, what with the noise and activity outside on the beach.


Hp :13/13; AC 11(15) / 11 tch / 10(14) ff; Wastrel 2

Tendal pantomimes, holding up one finger then twiddling his finger in a mystical manner before bringing his hands together and then splaying them out in a fan before him. He then mimes a thumbs up followed by a thumbs down while looking questioningly at his companions.


hp 20 / 22; AC 16; Init +2 Male Half-elf Ranger 2

Braddon looks confused for a moment and wiggles his own fingers. Light dawns upon him and he grins widely and nods yes. He stands quietly and silently draws both his weapons, sneaking to just inside the entrance of the cave.
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26


Shaking his head at the over eager ranger, Snake turns to Tendal and nods before retrieving his morningstar and turning his attention to the oncoming threat. Yeah this is gonna go smooth, he thinks sarcastically.


M 1/2E Magus 2 :2223a1: BAB1 CMB/D:3/15 AC/T/Ff:16/12/14 Init2 Perc1 HP13/19 FRW522 Appraise7 K:Arc7 K:Lcl7 Ride6 Scft7 UMD8 Diplomacy 5 Intim 5 Sense Motive 3 Perf:Dance 3
Gold Goblin wrote:
Gristav skirts the trickling pool and steps up onto the sloping mud-and-rock floor of the large cavern beneath the clearing. The dim shafts of indirect sunlight entering the cave from the two holes in the ceiling are almost unbearably bright to the half-elf's eyes after his long journey underground with only a cantrip to light his way. To his relief, the rope is still dangling from beneath the trap door in the tower.

"Fair and faithful friend, feeble faint fae flitter-flame... thank you.", Gristav breathed, scarcely more than thought. A foolish fancy, imagining a beinghood in a light he knew to be conjured - that he himself had conjured - but if being needed to be allowed, or imagined (and would it not?), he did not wish to deny the mote that advantage. Some things had to be believed in, before they could exist. And if they didn't exist, what harm in believing in them, anyway?

He dismissed the faelight, feeling no guilt in ravelling the threads of worldweft he'd looped into luminescence. He wasn't silly, after all, only just... fae.

Up the rope, up the stairs, a look at the harbor, then the woods.


Braddon sneaks up the tunnel until he can see some of the men that have just landed on the beach. From their appearance, he presumes they are pirates.

Map so you guys have a clear view of the terrain. The mast flying the flag is in E13. Braddon can see two men and can assume that the other three are somewhere to their left.

--------------------------------

Gristav climbs the rope with some difficulty; his hands are red and smarting from slipping on the rough hemp by the time he grabs hold of the edge and pulls himself up into the tower. Going up the stairs around the circular wall, he regains the roof, greeted by the pigeons' coos, and turns his gaze out toward the coast. Just above the cliffs, the raised signal is a tiny speck of red against the sea beyond. A ship is anchored offshore, only its masts and sails visible above the rocky hills.


Hp :13/13; AC 11(15) / 11 tch / 10(14) ff; Wastrel 2

Tendal attempts to move quietly up behind Braddon and Snake, mentally preparing himself to cast his spell.

stealth: 1d20 + 1 ⇒ (3) + 1 = 4

In the gloom of the cave, Tendal moves a bit too quickly for the unevenness of the floor. His foot catches and turns in an unseen crack causing him to fall to the side. He reaches out and steadies himself on the wall, saving himself from a spill, but his cane taps against the wall, a wooden sound out of place amidst the natural sound of wind and wave. He grimaces.

"That likely spoiled it. We should strike now." he says in a stage whisper and moves out into the sunlight ready to do battle.

sorry. Tendal will try to move to E6 or E7 to get maximum effect from his Color Spray. If he can cast it this round, he will.


hp 20 / 22; AC 16; Init +2 Male Half-elf Ranger 2

Braddon rolls his eyes and dashes out beside Tendal, making sure not to get in the way of his spellcasting but sticking close enough to fight off anyone attacking the noble.
(Probably F7, happy to partial charge our friend in G6 if allowed :-)


As Braddon creeps toward the mouth of the cave, the pirates can be overheard talking among themselves.

"Grab the goods, and let's get underway!"

"Where are they? I don't see anything."

"Check those crates."

"What the--? There ain't nothing here!"

At that point, Tendal stumbles and raps his cane sharply against the stone wall. At the mouth of the cave, Braddon sees the eyes of the two men he can see swivel in his direction. If he can see them, then...

Perception: Brett Scabb 1d20 + 4 ⇒ (1) + 4 = 5
Sid 1d20 + 4 ⇒ (18) + 4 = 22
pirate 1 1d20 ⇒ 5
pirate 2 1d20 ⇒ 1
pirate 3 1d20 ⇒ 12

Initiative rolls:
Braddon 1d20 + 2 ⇒ (19) + 2 = 21
Phillip 1d20 + 5 ⇒ (18) + 5 = 23
Snake 1d20 + 2 ⇒ (8) + 2 = 10
Lucky 1d20 + 2 ⇒ (7) + 2 = 9
Tendal 1d20 + 1 ⇒ (20) + 1 = 21
Brett Scabb 1d20 + 3 ⇒ (17) + 3 = 20
Sid 1d20 ⇒ 4
pirate 1 1d20 + 1 ⇒ (3) + 1 = 4
pirate 2 1d20 + 1 ⇒ (11) + 1 = 12
pirate 3 1d20 + 1 ⇒ (7) + 1 = 8

Surprise round: Phillip, Braddon, Tendal, Snake, Lucky, pirate 3, Sid
Current effects mage armor (Snake & Tendal) (expires round 10)

Map

Everyone gets a surprise round action, if you want to take it: move or standard. The two pirates Braddon can see will get to act too but not until after the party. Despite the tokens, they are not yet armed.

The map is small and doesn't include the rest of the tunnel. Tendal will start in A10, Snake just behind him at -A10, and Phillip at -B10. Snake and Tendal's mage armor spells they cast back in the Churlwood have 1d15 ⇒ 1 minutes remaining. Make those ten rounds count. :)

Braddon, you can do a restricted charge. Tendal, you can reach either E6 or E7, but you can't move and cast in the surprise round.


Snake moves past Tendal to get a better view of who it is they're facing.

Move to C 10


Hp :13/13; AC 11(15) / 11 tch / 10(14) ff; Wastrel 2

Delay, till first in next round.


Male Halfling Inquisitor of Calistria (Heretic archetype)

A slight smirk crossing his face at the sound of an old acquaintance, Phillip mentally reminds himself to reintroduce himself in a manner befitting their history. Decrying the longshanks that are in the way of a straightforward introduction... Phil lurks forward to a better vantage to offer pointed greetings...

Stealth: 1d20 + 13 ⇒ (18) + 13 = 31 to move 10ft to a better position for a shot at the head of next round. - likely to A,9 if it's habitable?


Phil, you're basically all lined up in a 5-foot-tunnel; only the square Braddon's presently in at B10 has line of sight on any of the the bad guys while still retaining some cover, and C9-11 are the first valid squares out of the cave. You can certainly delay until Braddon's turn and then move into the square he vacates if you like, or you can move out into the C row with Snake. Let me know.

Braddon charges the startled pirate before he can react, the oversized blade of his bastard sword ripping open his belly and spilling his entrails to the sand, where the pirate's body quickly joins them.

Tendal remains behind cover, waiting for an opening to move and cast. Snake slips past him, eager to lay eyes on these new enemies.

Snake:
You feel no sense of recognition or dread when you see these pirates. They seem to be strangers to you.

The other pirate on the starboard side of the boat steps back against its gunwale, grabbing a boarding pike to defend himself.

Phillip???
Braddon charges Sid 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18 damage 1d10 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Tendal delays
Snake moves
Pirate #3 5-foot-steps to F5 and picks up item

Round 1 init: Tendal, Phillip? (unless delayed, see above), Braddon, Brett Scabb, pirate #2, Snake, Lucky, pirate #3, Sid, pirate #1

Updated map link

Despite the avatar, pirate #3 in F5 is wielding a boarding pike with 2 hands, and the others are not yet armed. Tendal, it's clear from the length of the weapon that pirate #3 has reach.


Hp :13/13; AC 11(15) / 11 tch / 10(14) ff; Wastrel 2

Tendal exits the cave with alacrity, pushing past Snake and moving forward as he begins his weaving. Tendrils of light start to snap and sputter between his hand and the end of his cane as he moves as quickly as he dares on the loose sand. Blinking in the suddenly bright sunlight, as his vision resolves he takes in the sight of Braddon, bastard sword in hand, standing over the prostrate body of a sailor, and the remaining men beyond, one of them now arming himself with a long pole and hook thing, the name for which Tendal could not immediately recall.

"Aspergine Multiplorum Hutesium." he intones, and the sunlight is replaced for the briefest instant by a nauseating rainbow swirl of colors erupting from the end of the cane.

Move to D7. Cast Color Spray in 15' arc. It should catch the 3 closest pirates I believe. Will DC15 to negate.


Tendal follows Braddon out of the cave entrance and quickly casts a spell. A disabling pattern of lights and colors flashes over the three nearest men, and they drop insensate to the ground. The bearded man on the far side of the boat is left without allies before he can even react to the sudden turn of events.

Tendal moves & casts: pirate Will saves #1 1d20 ⇒ 41d20 ⇒ 31d20 ⇒ 3

Round 1 init: Tendal, Phillip? (unless delayed, see below), Braddon, Brett Scabb, pirate #2, Snake, Lucky, pirate #3, Sid, pirate #1
Current effects mage armor (Snake & Tendal) (expires round 10)

Updated map link

Mark, if Phil is in C9 or 11, he's up; if he waited for Braddon to move and took his place in B10, it's Braddon's turn in initiative. That is, in fact, your "friend" Brett Scabb across the jollyboat, and the fellow bleeding out on the beach is his friend Syd, whose name I've been misspelling with an I. :P

9,151 to 9,171 of 9,171 << first < prev | 174 | 175 | 176 | 177 | 178 | 179 | 180 | 181 | 182 | 183 | 184 | next > last >>
Paizo / Messageboards / Paizo Community / Online Campaigns / Play-by-Post / Shadow over Riddleport All Messageboards

Want to post a reply? Sign in.

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.