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The Secrets of the Sunderlands

Game Master GM Netherfire


2,801 to 2,830 of 2,830 << first < prev | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | next > last >>

Male Human Sorcerer 4

Perception 1d20 + 3 ⇒ (6) + 3 = 9
Know Local 1d20 + 1 ⇒ (3) + 1 = 4
Diplomacy 1d20 + 5 ⇒ (16) + 5 = 21


Male Dwarf Cleric of Irori

Perception 1d20 + 11 ⇒ (20) + 11 = 31
Knowledge (Local) 1d20 + 9 ⇒ (14) + 9 = 23
Diplomacy 1d20 + 5 ⇒ (15) + 5 = 20

Also looking for wands. CLW, CMW, and maybe Bless. Don't know how much they'd cost, or if it's worth it. Advice appreciated.


Male Hobgoblin (Shielded) Fighter 4

Bump? I'm not sure what we're doing now.


Game Master

Sorry, that was my bad, Rolg.

Rolg weathers a lot of rude and hateful remarks for his kin, and doesn’t make any progress on finding a ship. In fact, some shopkeepers who were open for business refuse his service, forcing him to shop elsewhere.

Logan also has trouble, but for the opposite reason: too many friends and acquaintances recognize him and stop him to chat. There are so many of them that he doesn’t make any progress on contracting a vessel. However, he did catch up with a few good friends and learn that most of them are well, and eager to join battle with the goblins.

Aladdin, knowing nothing of the town, blunders across a low born, saucy vixen. His priorities change to a more carnal nature for the next hour or two, and ends up finding more than he expected to; the woman in question in actually a daughter to a ship captain who was just getting his ship out of drydock.

Bolgrith’s kind nature and knowledgeable approach prevail and expedites his search. He finds an elderly human priest, an expert in wandlore, who has a variety of helpful wands for sale. The old wandmaster asks after Bolgrith’s companion, a human woodsman who stopped by just over a week ago. Later, the dwarf ambles down to the docks, where he is able to track down a ship captain preparing to leave. After some conversation, in which Bolgrith sees through a few falsehoods, he learns that the captain simply means to leave the town before he and his men are conscripted or his ship seized by any of the noble houses. He had no destination set, other than "away". When the dwarf mentions passage to the Hammertides, the captain brightens, and tells him that the two day sail will cost him four hundred gold pieces.

Wand of CLW is 750gp. Wand of CMW is 4500gp. Wand of Bless is 750gp. I would go with CLW over Bless, but either are good purchases imo.

Learning that departure takes place in a mere half-hour, the dwarf quickly finds Logan and Rolg in the city. No one seems to know where the mad sorcerer wandered off to. The three are about to give up and return to the docks, only to find Aladdin humming to himself while climbing the gangplank to the ship in question, in the tow of a beautiful young woman. Ignoring the Azlanti, the ship captain, who introduces himself as Quinn Merlow, stops the three and demands payment before boarding his vessel.


Male Dwarf Cleric of Irori

Bolgrith would buy one CLW and one Bless. HIGHROLLER.

The Priest relays the sad news of Balions passing as he makes his purchases. Keeping to himself his concerns about the witch of the woods and the Stewards strange adviser...

Minus 1500gp for the wands?

Back at the docks Bolgrith regards the captain dubiously. A two day journey doesn't seem like it should cost a full 400 units of gold. He tries to talk the man down, offering 200 a head for the journey...

Diplomacy 1d20 + 5 ⇒ (10) + 5 = 15


Defense:
AC 23, touch 14, flat-footed 21, hp 44
Other:
Fort +8 , Ref +8 , Will +3, Perception +2
Male Human Two-Handed Fighter, Level 4

aid to diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16


Male Hobgoblin (Shielded) Fighter 4

If I can hurt the check with a bad roll, then I will not assist. Otherwise...

1d20 - 1 ⇒ (16) - 1 = 15


Male Human Sorcerer 4

Aid to Diplomacy 1d20 + 5 ⇒ (20) + 5 = 25


Defense:
AC 23, touch 14, flat-footed 21, hp 44
Other:
Fort +8 , Ref +8 , Will +3, Perception +2
Male Human Two-Handed Fighter, Level 4

Bump for posterity


Game Master

The captain relents in the negotiations, when Rolg points out that if the captain intends to duck out of the draft, he wouldn’t want someone to call the attention of the guards. After each of the three pay two hundred gold bits, (that’s 100gp to subtract from your coffers) he shows them where they can stow their things and rest. He lists an expected order of rules -no filching, no fires, no disobeying a captain’s order, stay out of the way of the crew, and so on. In twenty minutes, lines are cast and the oarsmen labor the ship into deeper parts of the river.

In a few hours time, the longship glides over the Snowrun, and all aboard notice patrols of heavy horse along the bank, and on the other side, a large number of tents cast over open fields, and a great host of men, hobgoblins, goblins, kobolds, and even a few dwarves mill about them. The encampment is too far for a bow, but the intent is unmistakable: these varied creatures gather for war. Captain Merlow orders full speed and a full sail, and neither accosts the ship as it sails down the natural barrier between the knights and the mercenaries.

It is evening by the time the Grand Facade passes Wheaton and is rowed into open waters, the sun scarcely peeks over the watery horizon when they clear the bay. At this time, the crew shifts switch, and the day crew devours a meal of salted beef, hard bread, and water before going to bed. The night crew breaks their fast before manning the oars and taking up watch positions on the aft and prow.

That covered about 8 hours of travel. Is there anything you do during that time? Fishing requires a Survival roll. Crafting needs, well, Craft. Regale and woo the captain’s daughter needs Diplomacy or Perform (storytelling/comedy). This is a longship, so there isn’t much room to wander.


Male Hobgoblin (Shielded) Fighter 4

Tired of racist attention, Rolg keeps himself to himself and speaks only if spoken to.


Male Dwarf Cleric of Irori

Tired from the near non-stop trek and then flight from the Gartok horde, Bolgrith retires to his bed roll and catches up on as much sleep as he can.


Defense:
AC 23, touch 14, flat-footed 21, hp 44
Other:
Fort +8 , Ref +8 , Will +3, Perception +2
Male Human Two-Handed Fighter, Level 4

After finding a spare fishing line, Logan will go fishing so as to ponder the mission ahead.
survival: 1d20 + 1 ⇒ (5) + 1 = 6


Defense:
AC 23, touch 14, flat-footed 21, hp 44
Other:
Fort +8 , Ref +8 , Will +3, Perception +2
Male Human Two-Handed Fighter, Level 4

I didn't want fish anyway...
Logan then turns his attention to the rest of the vessel and finds Rolg. He sits next to him with a grunt that verbalizes the notion of "It's better than boredom alone".


Game Master

The night passes quietly, and the longship gently rocks with the waves of open waters.

At daybreak, the wide waters lay flat horizons around the ship, save for a small black dots both northeast and southwest of their location. The land southwest, says the captain, are the Hammertides. He hopes to sail into port before nightfall, otherwise, they will have to wait until sunrise. Navigating through the rough waters and treacherous rocks of the Hammertides is too dangerous to be done at night, he explains.
Bolgrith, let me know what spells you prepare for the day.

Everyone has a whole day to do what they will in close quarters.


Defense:
AC 23, touch 14, flat-footed 21, hp 44
Other:
Fort +8 , Ref +8 , Will +3, Perception +2
Male Human Two-Handed Fighter, Level 4

As morning breaks, Logan does some routine exercises to wake his body and prepare for the day ahead.
dex: 1d20 + 2 ⇒ (16) + 2 = 18
str: 1d20 + 5 ⇒ (20) + 5 = 25
It's going to be a good day, come what may.


Male Dwarf Cleric of Irori

Rising with the dawn, Bolgrith seeks out as much privacy as he can on the small vessel. After his morning calisthenics and meditation the dwarf collects some water in two flasks, praying for the blessing of Irori he sanctifies the water, adding in the silver powder at the proper time as instructed to him by his mentor decades ago.

Cast Bless Water twice, using up his 10lbs of silver powder. Also using Pearl of Power I

The procedure completed the Priest uses the rest of the day to study his new books.

10 hours of Dragon Compendium.
5 hours of Worn Journal.

Oh! Prepared Spells:

Detect Magic
Enhanced Diplomacy
Guidance
Read Magic

Bless Water
Command
Detect Evil
Shield of Faith

Aid
Ancestral Communion
Eagles Splendor

Detect Thoughts


Male Human Sorcerer 4

Aladdin attempts to spend more time with the captain's daughter. Diplomacy 1d20 + 5 ⇒ (19) + 5 = 24 "My lady, shall we pass the time in a more vigorous way?" Aladdin murmurs in her ear.


Male Hobgoblin (Shielded) Fighter 4

O.o


Game Master

The daughter balks at Aladdin’s suggestion, glancing at her father who stands twenty feet away, steering the ship. She looks pointedly at the single-deck longship, from one end to the other, packed with sailors and the handful of Aladdin’s traveling companions, and asks incredulously, “Where would we do such a thing? No room or privacy here…”

She grins coyly, “You’re crazy. I like crazy. But first let me show you how vigorous a dwarven tavern can get. Port comes tonight or tomorrow. Tell me more of your travels, stranger.”

The priest begins to grasp an rudimentary understanding of the draconic tongue, before deciding to open the battered, leather-covered journal. At a casual glance, written text is dated with each entry like every other journal, but when the bookish dwarf begins to actually read its contents, he finds the subject matter most bizarre. The riveting ramblings pull his attention inward, oblivious to the happenings around him.

A sudden surge of water bucks the front of the longship, and enormous sharp teeth close down on the wooden side of the ship and on half of a screaming sailor. A rounded grey nose, a sleek white underbelly, and the telltale dorsal fin alert all aboard to this shark attack!

initiatives!:

Rolg: 1d20 + 2 ⇒ (18) + 2 = 20
Bolgrith: 1d20 + 0 ⇒ (16) + 0 = 16
Aladdin: 1d20 + 2 ⇒ (4) + 2 = 6
Logan: 1d20 + 8 ⇒ (10) + 8 = 18

salior 1: 1d20 + 2 ⇒ (19) + 2 = 21
sailor 2: 1d20 + 2 ⇒ (14) + 2 = 16
sailor moon: 1d20 + 2 ⇒ (11) + 2 = 13

Shark: 1d20 + 6 ⇒ (20) + 6 = 26
Shark goes first!

The huge, great white shark chomps down on the unfortunate sailor, who disappears behind a savage and sharp-toothed maw. Boards splinter and crack, and seawater sloshes aboard as the shark twists to bring down the ship. The captain shouts commands to his sailors to repel the beast, but Rolg, Aladdin, and Logan are quick to act!

You guys are up!


Male Hobgoblin (Shielded) Fighter 4

Snatching up his polearm, Rolg rushes to the rail and slashes at the creature's gills.

1d20 + 8 ⇒ (5) + 8 = 13 for 2d4 + 6 ⇒ (1, 1) + 6 = 8

"Harpoons! Line Hooks! Hurry!"


Defense:
AC 23, touch 14, flat-footed 21, hp 44
Other:
Fort +8 , Ref +8 , Will +3, Perception +2
Male Human Two-Handed Fighter, Level 4

Seeming to reach for his falchion, the young lieutenant's hands grip bow and arrow. A small smile plays across his face as a sleep arrow is nocked and his bowstring is pulled taut. I suppose if this doesn't work, I could always try asking the big fish to kindly stop trying to doom us to a death of fangs and terror.
Smile disappearing, Logan takes aim and lets fly.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
sleep arrow has a DC 15 will save


Game Master

Will 1d20 + 4 ⇒ (10) + 4 = 14, ha!

Rolg's polearm skids over thick skin, and a moment later, Logan's arrow strikes the shark in the eye, exploding into a small puff of vapor and dust. The shark's eyes glaze over and its strong jaws release the ship, rolling back into the sea. It sinks listlessly deeper into the blue brine.

But the threat of sinking is still at hand, with a gaping hole in the side of the shallow ship. The Grand Fascade is taking in water quickly, and the sailors scramble to dam up the breach.

Roll Profession (sailor) if you have it. Everyone else can roll Craft: carpentry or Craft: ship to help.


Male Hobgoblin (Shielded) Fighter 4

I love it when the "cool stuff" actually works.

Profession Sailor: 1d20 + 4 ⇒ (10) + 4 = 14


Defense:
AC 23, touch 14, flat-footed 21, hp 44
Other:
Fort +8 , Ref +8 , Will +3, Perception +2
Male Human Two-Handed Fighter, Level 4

craft: ship: 1d20 - 1 ⇒ (4) - 1 = 3
Apparently my hands can only destroy...


Male Dwarf Cleric of Irori

Startled out of his readings, Bolgrith turns to see the large fish slide back into the water. As the water rushes into the vessel the Priest rushes to help as best he can.

Craft (Ship) 1d20 ⇒ 9


Male Human Sorcerer 4

Aladdin runs out to help repair the ship. Craft (ship) 1d20 ⇒ 13


Game Master

You guys! The Craft skill is based on Intelligence, and both Bolgy and Aladdin have positive modifiers to Intelligence. Don't shoot yourselves in the feet!

no:

1d20 + 8 ⇒ (11) + 8 = 19
1d20 + 8 ⇒ (4) + 8 = 12
1d20 + 8 ⇒ (18) + 8 = 26
1d20 + 8 ⇒ (16) + 8 = 24
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 8 ⇒ (10) + 8 = 18

The four rush to help close the hole and save the ship, though only the sailors and Rolg appear to know what they are doing. Logan, after making it worse, is pushed from the area and handed a bucket to start pitching water over the side. Bolgrith helps most by providing a sturdy counterweight to the incoming water. Aladdin, in a moment of wisdom, helps by not conjuring a personal rainstorm over his head and filling the deck with even more water.

The setback costs time, lumber, and several gallons of pitch. Most of the bedrolls that laid on the deck are now sopping wet, along with anything else the crewmen wished to keep dry. But the worst of it is seen on the faces of the crew -all of them watched a coworker get eaten alive.

While the damage is bad, the captain says it would be even worse to brave the choppy, rocky waters of the Hammertides at night. The Grand Fascade limps along for a few more hours before the sun falls and canvas is pulled over the sleeping day crew. The night crew take up their posts but obey the order not to advance the ship too close to the rough seas ahead.
Bolgrith was able to keep his books dry, if that was in question. You can describe what you do for the rest of the day, or what you do in the morning. The night will pass uneventfully.


Defense:
AC 23, touch 14, flat-footed 21, hp 44
Other:
Fort +8 , Ref +8 , Will +3, Perception +2
Male Human Two-Handed Fighter, Level 4

Logan makes note to ask Rolg to teach him how to hold his own on a boat and passes the rest of his day minding his own and getting ready for his mission ahead.


Male Hobgoblin (Shielded) Fighter 4

Rolg will help with repairs as he can, but turns in early. In the morning, he rechecks his gear.

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