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Graypelt

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1,171 posts. Alias of mwbeeler.


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Anders Delymbir wrote:
As long as I can hear a fight, or if Harven gives the signal, I cast my wing-sound illusion.

I had forgotten that you had a readied action. I'll place the auditory illusion into the surprise round. Technically, Eldin could obscuring mist now if he wanted too as well.

Seann Eoghan wrote:
Should I roll initiative?

No need; for the PbP, it'll go a little smoother if we do one roll for each side and apply modifiers, rather than waiting for each roll to post and then moving on to who goes when. If the posts go a little out of order, that's cool too, I'll sort them out as we go.


Holy crap, are you guys ever lucky you have the element of surprise! :P

So..
-----
Terin (already acted)
Harven
Tyndal (can post in whatever order you like though, I'm on my way to bed as it is)
-----End of Surprise Round----
Unknown Thing which is skipping a round
Vark & Bark (likely due to skip a round)
Thugs
Anders
Harven
Terin
Tyndal / Seann
Eldin
----Repeat---


Terin 'The Beast' Talonshift wrote:
"The Beast" leaps from behind the rain barrel and tries to rip out the closest crewmember's throat.

The massive, dark-coloured hunting cat bursts forth and tears the surprised thug nearly in twain with its inhuman bite. Regardless of the outcome of this battle, the wound appears to be a mortal one. This thug has a single hit point remaining.

The other two crewmembers whirl in alarm at his gurgling sob, but simply stare open-mouthed; caught completely off guard by the sudden appearance of the feral beast.

Harven and Tyndal may act in the surprise round as well.

After which, group opponent initiative roll is: 14.

Vark and Bark: 16
Thugs: 14
Unknown Entity: 20


Terin 'The Beast' Talonshift wrote:
How close is the closest guard to me?

The thugs are fairly well spread out: with one on the quarterdeck, one at the forecastle, and the newest thug (having come from below) standing in the middle of the main deck.

The closest opponent (the new pirate) is roughly 5 feet away, but your direct approach is blocked by rain barrels (which you discover beneath the taurpulins).

At present, I have Harven, Tyndal, and Terin on deck of the "Nixie," with Eldin, Anders, and Seann below on the "Low Tide."

If you wish to act now, before the others come up, a surprise round (in your favor) is in order.


mevers wrote:
I am assuming I can take 10 on the climb check as I am unrushed and not distracted?

The Studded Leather has an ACP of -1, and he doesn't have a Str bonus, but we'll call it good anyhow.

After watching Harven scamper up the rigging, Tyndal mutters, "Just like militia training," and hauls himself up the side of the ship (Climb Roll 11), armor and all. He quickly moves to join his smaller compatriot beneath the cover of the tarpaulins.

From Harven's new vantage point, he can see the two sailors on deck appear preoccupied with some last minute tasks. A third pirate emerges from below decks and declares, "Vark says we leave in 20, so shake a leg."


Eldin Farstrider wrote:
Aw crap ... I hope you don't take me unmodified roll of 3 for the party roll then!

Ha! I sooo wanted to, but it wouldn't be fair because I didn't announce first. No worries.


Even the thought of a giant flappy invisible crow gives me the willies.

Chances are good I'll probably use one roll from you for the party, and a second roll from me for the antagonists, and then apply modifiers.


Eldin Farstrider wrote:
makes sense for some professions, not so much for others.

Agreed.

Eldin Farstrider wrote:
I will call Fharlanghn’s blessings upon us.” (assuming I can cast Bless whispering the verbal component).

Works for me

You [the party] feel your spirits suddenly uplift, as if the wind and the sun were at your back, and the long road ahead was full of possibility.

For the next minute, all party attack rolls and fear saves receive a +1 bonus


Anders Delymbir wrote:
Are there any ropes dangling near the tarp-thingies? Also, are the tarp thingies near one end of the boat, or more in the middle?

The 7 roll should cut it, you are close enough now that a DC5 would be more than enough. -> Yes, and closer to the middle.


Terin 'The Beast' Talonshift wrote:
I end up tieing the rope to the mast bottom as all the little boat's cleats seem to be ready to come loose from the state of disrepair present on the old girl.

Gah! Foiled at every turn! Profession checks are trained only, but I don't care honestly (we'll just call it an intel check), you all did great. I was going to have Tyndal do a strength check on that cleat too, followed by dex checks to catch it, hah!

Your combined efforts pay off; lowering the sail slows the “Low Tide” considerably. Drawing only the slightest groan of protest from the mast, the anchor catches on the rocky bottom, and your vessel twists alongside the “Nixie” without touching, smoother than if you had planned it. Numerous ropes drape the side of the richly appointed caravel (no Spot checks required) , though they seem a bit greenish-hued, and might be slippery (DC10 Climb).

Your endeavors to remain stealthy appear to have been realized as well, for at this angle, the sailors topside would have to look directly over the side towards the waterline to notice you. You are close enough to the hold now that you hear another sharp crack, followed by the shouted exclamation, “I said keep them APART!”


Awesome teamwork! Will post a recap and move things along in about a half hour. Definitely going to be some bonuses handed out this game.


Seann Eoghan wrote:
Would Mage Hand do anything?

I'm thinking the 5 pound weight limit wouldn't get you very far. I can think of at least two things you might try (one for slowing, one for stopping), based on party gear, what's moving the boat, and what's in the boat. You guys are a creative bunch though, surprise me ;) ).


Your skill at reciting spoilers verbatim has increased +1, lol ;). Nice rolls; added the dog just because there was a druid in the party, to give you a shot.

The large, grey hound sits back on its haunches, and does not reveal your presence. A few moments later, a booming voice from below decks yells, “Bark, come!,” and the canine lopes quietly away, paying you no further mind.

Neither crewmember appears the wiser for your being there, and the “Low Tide” continues to glide towards the Nixie. In fact, your tiny trawler appears to be picking up speed (though this may simply be your nervous imagination) as you draw ever closer to the great broadside of the caravel. Now may be an excellent time to determine how you wish to stop your vessel.


While none of you present the impression of nautical competence, Tyndal finally manages to get the boat launched and underway (largely due to Harven’s aid with the algae covered ropes). The warm, gentle breeze from earlier in the evening has continued, which is fortunate, as there appear to be no oars on board to speak of, merely the aforementioned bailing buckets, a decaying net, and an ancient, corroded anchor from below deck. Small, ragged sail unfurled, the “Low Tide” begins to steal ever closer to the “Blue Nixie.”

As you approach, the grunts of the sailors begin to reach your ears. They appear to be making ready to get the ship underway, and are belting out a particularly fierce buccaneer shanty: “All the leaves are brown…and the sky is grey…”

As of yet, they do not appear to have noticed you.

Spot DC 10:

Spoiler:
The deck has been mostly cleared of cargo, and there appear to be only two sailors topside at present.

Spot DC 20:

Spoiler:
Between two tarpaulin-covered masses, you see a large dog looking directly at your vessel with its head cocked to the side inquisitively. It definitely sees you, but has yet to react to your presence in alarm.

Listen DC 15:

Spoiler:
You hear a load snapping or popping sound from the belly of the Nixie, followed by innovative cursing in a feminine voice. You swear you can make out the sounds of numerous animals amidships.


Blackotter is away for the weekend, so:

As you discuss strategy, Tyndal leads you to a nearby dock. Though obviously somewhat proud to be Captain of something, his boat the “Low Tide” has seen better days. The gunwale is a mishmash of colors and materials, and at least one major hole in the hull of the boat is plugged with what appears to be a large shield and copious amounts of caulk. The ship itself smells of rot, but appears to be seaworthy enough for the moment, assuming the weather remains calm. Several bailing buckets are present on deck. “Here we are,” he states matter-of-factly, picking up and then discarding an empty whiskey bottle over the side of the vessel.


Seann or Tyndal:

Spoiler:
Either of you can confirm that the ship is indeed the Blue Nixie.

Spot check DC 20 or higher:

Spoiler:
By the number of flickering shadows appearing and disappearing on deck, you can tell that the crew is awake and active. Though you do not know the full crew compliment, at one time you count at least six distinct shapes on deck.

It is now roughly 10:30 in the evening.


Interior Vanderboren Estate

Having listened to Lavinia’s impassioned plea, and the details of her proposal, Lyssa, Bynoc, and Ballast bow out, citing a myriad of reasons for their refusal, leaving Eldin, Harvin, Terin, and Anders to discuss strategy. Lavinia makes preparations to retire for the evening, and after thanking the four of you profusely for your assistance, she adds, “I did not want to say anything until all of you were committed to helping, but there are two others waiting already at pier five. I sent them there earlier in the day to keep watch in case Vark attempted to leave port with my family’s ship.”

Lavinia continues, “One is a distant relative who should be easy to spot by his tattoos. The other, well, I’m not entirely sure about that one but he seemed desperate for work, I’m desperate for help, and he has a lead on transportation, which I thought you might need. I wish I could do more for you, but everything I own is tucked away in the family vault. Good night, and good luck!”

As the four of you leave the estate and begin your assignment, the transition into the Azure District is clear. Not only is the district less ostentatious, but the watch patrols have become more obvious. Before long, the smell of the brine air reaches your nostrils, and a gentle salty spray alights on your skin. Aside from the occasional drunken sailor swaying from dive tavern to brothel or back again, the district appears to be almost tranquil, now that the whaling activities of the daylight hours have waned. You reach Pier Five without incident, and find two men standing nonchalantly at the end, apparently attempting to blend in, but you notice them furtively glancing at a vessel anchored in the middle of the harbor once too often.

Tyndal:

Spoiler:
Earlier today, you won the title to a small, leaky trawler by the name of “The Low Tide” during a particular cutthroat game of dice. It is doubtful the vessel will remain seaworthy for long without major repairs, but should still be suitable for plying around the harbor at this time. Attempts to barter the boat for whiskey have thus far been unsuccessful.


Replies to flames with own alt to stir up trouble.


Are you related to the Sage Advice guy?


Scintillating! If only more people had questions...


Let's give this adventure a lil' kick in the buttocks
The harbor at dusk is somewhat livelier than one would initially imagine. Apparently, the Merchant District does a good deal of trade better done away from the scathing rays of the sun. Avoiding the small pockets of sailors, slatterns, pickpockets, and thugs, the group manages to successfully "appropriate" an unattended dinghy. The location of the Nixie is obvious, with its anchorage in the harbor away from any dock or gangplank. As you begin to move closer, you can see several figures milling back and forth in the wan torchlight, carting a great many large objects below decks.

Do you call out to the vessel?

For those who wish to swim around the ship:

Spoiler:
The dark waters are relatively placid this evening, if a bit polluted from the detritus of the city. A DC10 swim check should get you around the other side of the boat. If you wish to get a head start on making your way up the ship, make a climb check as well.

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