GM Endless Forms' PFS 01-31 Sniper in the Deep (Inactive)

Game Master Mike Tuholski

A 5-9 PFS scenario played at the 5-6 subtier. Map


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Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

I don't know about the Potion Sponges. Heck, I don't even own the ARG. But APG is one of the five books that I do own. So I could actually buy potions of touch of the sea. And having used up my potion of fly, I definitely would have been interested, being a walking tin can myself. Didn't even know there was such as spell until today...

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy will spend 2 pp on a water breathing potion and he'll buy 2 potion of touch of sea if possible..

Wizzy will cast Heroism on himself before follow as well..

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Filios puts one of his two air crystals into his mouth, bites down, and dives in.

Do I still need a swim check with the air crystal?

Swim: 1d20 + 2 ⇒ (12) + 2 = 14

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Can't use a potion underwater unless you also use a potion sponge. If I am reading the "Additional Resources" page correctly, they are allowed for races other than Undine.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Yeah, potion sponges are allowed for any race.

Yeah, Caradeum would have bought some scrolls along the way, if that were possible.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

I suppose one of them fancy sponges too if thats cool.. How much are they?

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15
Floggentop Wizzbottle III wrote:
I suppose one of them fancy sponges too if thats cool.. How much are they?

They're only 2 gp each.

.
Ok, GM if you don't have a problem with it...
Jorin will use coins to buy potion of Water Breathing (750), 2 air crystals (50 ea), 2 potions of Touch of the Sea (50 each), long spear, 3 Potion Sponge (2 ea), and learn Alter Self (?).
I have darkvision, some of you may want a Sunrod or Everburning Torch.

.
The water looks a bit on the cool side.
Jorin uses his wand to protect everyone from the chill of the water. Wand of Endure Elements on anyone that wants it, just let me know so I know how many charges to mark off.
He then drinks a potion to help him swim and puts a crystal in his mouth. Consume potion of Touch of the Sea and put an air crystal in mouth, but I won't start chewing unless I am about to run out of breath.
.
He then readies the spear and plunges into the surf. The swim speed from the potion gives a +8 and allows me to take 10 even in endangered conditions. So with take 10, my swim check is 26.
.
If anyone wants to rope together, I will try to pull you through. If no one says anything, I will assume not. But I will try to watch and see if anyone is foundering and needs help getting through.


The Flaxseed Pathfinder Lodge

Upon entering the cave, the ground slopes upward dramatically, revealing a spacious cavern. Minerals in the walls and ceiling reflect light onto the surface of the pool, giving the cave a weird, undulating illumination. The air reeks of brine and the foul odor of death; Airk’s body lies sprawled in the northeast corner, dumped unceremoniously on the floor of the grotto by Larro and his thugs as they sought to escape the sea cave. A number of skeletons litter the cavern floor, wrapped in the tattered remains of clothing. Skittering among the bones are two giant crabs!

Gm rolls:

crab: 1d20 + 1 ⇒ (18) + 1 = 19
jorin: 1d20 + 2 ⇒ (18) + 2 = 20
wizzy: 1d20 + 2 ⇒ (9) + 2 = 11
caradeum: 1d20 + 9 ⇒ (6) + 9 = 15
filios: 1d20 + 6 ⇒ (13) + 6 = 19
oswin: 1d20 + 5 ⇒ (2) + 5 = 7
grim: 1d20 + 7 ⇒ (3) + 7 = 10

Initiative:

1. Jorin and Filios
2. Giant crabs!
3. Caradeum, Wizzy, Grim, and Oswin

Jorin and Filios are up!

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

I love me some crab cakes on the beach!
.
Jorin steps forward and send a blob of green goo sizzling to the right hand crab and brandishies his spear against the other.
Acid Arrow at C2 and long spear ready to use AoO ig either closes with me.
Acid Arrow ranged touch: 1d20 + 5 ⇒ (1) + 5 = 6, crap I hate wasting a spell.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Round 1, Flat-footed enemy

Filip moves forward and attacka C2.

CA Att: 1d20 + 9 ⇒ (9) + 9 = 18
CA Dam: 1d10 + 4 + 3d6 ⇒ (4) + 4 + (2, 6, 2) = 18


The Flaxseed Pathfinder Lodge

Jorin hurls an acid arrow but it misses its target. Filios then moves up and stabs into one of the crabs, nearly breaking it in two.

The first crab attacks Jorin!

claw: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 + 2 ⇒ (1) + 2 = 3
grab: 1d20 + 4 ⇒ (3) + 4 = 7
constrict if grappled: 1d4 + 2 ⇒ (1) + 2 = 3

The other crab goes after Filios!

claw: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 + 2 ⇒ (3) + 2 = 5

claw: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d4 + 2 ⇒ (4) + 2 = 6
grab: 1d20 + 4 ⇒ (9) + 4 = 13
constrict if grappled: 1d4 + 2 ⇒ (3) + 2 = 5

Initiative:

1. Jorin and Filios
2. Giant crabs!
3. Caradeum, Wizzy, Grim, and Oswin

C2: 18 dmg

You guys are up!

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Carardeum moves up and fires an arrow at the crab attacking Jorin.

Attack, PBS: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Unless the crab has reach, Jorin would get an AoO when it closed with him. If it has reach, just ignore this.
long spear AoO attack: 1d20 + 7 ⇒ (2) + 7 = 9, if hits long spear AoO damage: 1d8 + 6 ⇒ (5) + 6 = 11, but he misses anyway
.
Jorin takes a step back and attempts to stab the spidery thing.
long spear attack: 1d20 + 7 ⇒ (9) + 7 = 16, if hits long spear damage: 1d8 + 6 ⇒ (3) + 6 = 9

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

Wizzy starts Inspiring Courage.. +3 hit/ dam with flag up..

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

After waiting for Wizz to begin his inspiration, Oswin steps up and swings his sword at the nearer crab (#1).

Power Attack: 1d20 + 11 - 2 + 3 ⇒ (12) + 11 - 2 + 3 = 24
Damage: 1d8 + 5 + 4 + 3 ⇒ (1) + 5 + 4 + 3 = 13

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will also move up and swing at the close crab with his hammer.

"Crazy sea spiders. Someone get the lemon butter! . "

Lucern hammer, bard, reach, pa: 1d20 + 9 + 3 - 2 ⇒ (9) + 9 + 3 - 2 = 19 damage : 1d12 + 7 + 6 + 3 ⇒ (9) + 7 + 6 + 3 = 25


The Flaxseed Pathfinder Lodge

Caradium's arrow breaks against the crab's shell, although Jorin is able to find a soft spot with his longspear. Wizzy inspires the party while Oswin finishes off the first crab. The party quickly overruns the second crab. (1 hp left)

Out of combat!

It has been a little over two weeks since the thugs deposited Airk’s corpse in the sea cave and it did not take long for the crabs to make significant headway on their feast; the veteran Pathfinder is now a mass of bones and picked-over flesh. Resting in the middle of his remains is his broken wayfinder; the name Airk is engraved on the back in Common.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

I am in desperate need of healing.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

It isn't much, but lets gather what is left of Airk's remains so they can be interred properly.
.
Jorin searches the cave and pool of water for anything else of interest, value or even curiosity.
perception: 1d20 + 2 ⇒ (18) + 2 = 20
.
If you want, one of you clerics (or I suppose the bard) can use my Wand of CLW to heal Filios, just let me know how many charges are used up.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

"I have a wand for that, Filios. Just a moment."

Wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6

So that's 22 HP healed. If you really want those last 2, let me know!

"Right Jorin. But let's explore this cave completely and then gather his remains on our way out."

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Aye, we must see to the remains and proper return of our fallen brother." Grim offers to carry the remains if needed.

"Shall we take a look around first? This cave is larger than I expected,
and I do not get to see such rock formations very often."


The Flaxseed Pathfinder Lodge

The party looks around the cave but is able to find nothing else of interest except the remains of their fallen companion.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"What a waist.. Greedy souls will never learn.. Let's get back.. We've got to get going on finding The Sniper.."

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Thank you, Jorin. Thank you, Oswin. I concur, let us leave this place.

Filios quickly does one circuit around for secret exits before leaving.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


The Flaxseed Pathfinder Lodge

You'll need a way to get out to the wreckage you want to investigate. Youcan purchase a rowboat at the Docks for 50 gp, or rent one for the day for 5 gp. Alternatively, you might hire a fisherman or take some other way out there.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"It looks like we need a boat to get out there.. I suggest we hire a fisherman! They'll know these parts the best and we can have him wait on us.." If everyone agree's Wizzy will ask around about purchasing a fisherman's time for the day..

Dip: 1d20 + 16 ⇒ (14) + 16 = 30

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Agreed. However, any competent fisherman is probably already out at sea and won't be back until late.
I would suggest we plan to arrive just before low tide in the morning. That should give us the maximum daylight and least depth to swim.

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"If this unfortunate fellow here was slain days ago then his helper one Dargo Mar is in on it.. The guy is already out there now, so either we try and catch up to him, or we wait on him at the Mermaid.. The first option wouldn't allow time to wait.. The second would.. Which do you all prefer?"


The Flaxseed Pathfinder Lodge

There are several fishermen willing to take you out to the wreckage for only 10 gp.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

What time of day is it now? How long do these fishermen estimate it will take to get to the Iron Tide's location?

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

"Lets take care of our friend's remains and then head out by boat." Grim says this last part with hesitation.

Did I tell them that dwarfs in armor and boats don't mix? I think I did! Oh well.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

I agree. Let us get moving.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum nods. "I agree, let us not dally. Let's take the fisherman up on his offer.


The Flaxseed Pathfinder Lodge

It's still midday and they can get you there in less than an hour.

Out of the fog rises the prow of a ship, jutting from the waves at an incline. Seaweed and gull droppings decorates across the vessel, and the verdigris-encrusted brass nameplate reads Iron Tide. The mast of the Iron Tide protrudes from the water at a steep angle, and behind it rises the mast of a second ship, straight as an arrow, piercing the fog and beginning somewhere below the first ship.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Ok, for some reason I was thinking it was further away than that and didn't want to be going down at night.

To the fisherman, Boat Captain, is it shallow enough that you can anchor here?
.
To the others, Are we all going down together or should some of us scout first?

Grand Lodge

Usable:
BP 25/25, Eternal Hope 1/1, Lore Master 1/1
HP 84/84 | AC 21 | T 14 | FF 17 | CMD 16 | Fort +9* | Ref +11* | Will +9* | Init +11 | Perc +14
Active Effects:

"Looks like out spot.." Wizzy puls out his Water Breathing potion and 2 Touch of the Sea potions.. He then applies them to his potion sponges and store them.. When everyone is ready he'll recast heroism on himself and will use one of his scrolls of Alter Self to take the form of a Mermaid for abit.. He also downs an Anti-Plague and an Anti-Toxen.. After which he dives overboard and awaits the others..

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

To the fisherman, Wait until dark for us to return. If we have not returned by then go home for the night and check back tomorrow. If you have still not heard from us, go to Venture-Captain Adril Hestram and tell him what you know. I am quite sure he will recompense you appropriately.
.
While speaking to the fisherman. Jorin puts his potions of healing and swimming potions into the odd Undine material. He then drinks the potion that will allow him to breathe as a fish. Apply potions of Cure Light Wounds and Touch of the Sea to 2 of his potion sponges. Consume Potion of Water Breathing.
.
To the others, Let's get this party started! He grips his spear and slips into the water.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Filios takes an air crystal and follows Jorin into the water.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum loads all his gear into a waterproof bag and seals it up. He then casts Touch of the Sea on himself and pops an air crystal in the mouth of his familiar and himself. He quickly rolls off the side of the boat, splashing into the sea.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Not clear about the setup here. Do we really need to swim/dive, or can we actually climb into the wreckage? Can we get into the ship itself? If it's a totally swimming deal, I'm much better off waiting in the boat. Unless I can hop the boat back to town and pick up a different potion - i.e. Water Breathing.


The Flaxseed Pathfinder Lodge

@Oswin: retconned purchases are fine for now so you can join the others. You knew you were coming to a shipwreck so like the others you would have been prepared to get in the water sooner or later.

The fisherman tells you it is too deep and dangerous to set anchor in these parts. He brings his boat near the wreck and watches as the party dives into the water one-by-one. A low fog over the water allows the party to quietly swim up to the wreckage. As the party approaches, you can hear voices on the slanted deck above.

gm rolls:

thugs: 1d20 + 6 ⇒ (20) + 6 = 26
jorin: 1d20 + 2 ⇒ (12) + 2 = 14
wizzy: 1d20 + 2 ⇒ (3) + 2 = 5
caradeum: 1d20 + 9 ⇒ (5) + 9 = 14
filios: 1d20 + 6 ⇒ (19) + 6 = 25
oswin: 1d20 + 5 ⇒ (7) + 5 = 12
grim: 1d20 + 5 ⇒ (6) + 5 = 11 +2 underground

Because of its angle, the entire surface of the Iron Tide is considered difficult terrain.

Initiative: Surprise Round!

1. Thugs
2. Filios, Caradeum, Jorin, Oswin, Grim, and Wizzy

You guys are up with surprise round actions (move or standard only)!

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Sound carries pretty well over water. Can we hear what they are saying?

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Surprise Round

Filios moves on deck to the base of the stairs as he quietly emerges from the water.

Stealth: 1d20 + 11 ⇒ (16) + 11 = 27

Grand Lodge

Male DEAD Dwarf Inquisitor 8 / Fighter 1

Grim will just move forward 20'

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum swims forward.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Oswin swims south towards the boat as far as he can.

Swim speed is 1/4 normal, so I might only get 5', but I'll go up to 20 if I can somehow.

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

Jorin also moves toward the sunken ship.


The Flaxseed Pathfinder Lodge

@Jorin: mundane chatter

The party approaches the ship. Filios tries to stay hidden but the splashing of his companions alerts the two men, who turn and draw their rapiers, moving to block the staircase to defend the sunken ship.

Initiative:

1. Thugs
2. Filios, Caradeum, Jorin, Oswin, Grim, and Wizzy

You guys are up!

Scarab Sages

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12, F:+14, R:+11, W:+12, Init:+10, Perc:+15

swim: 1d20 + 8 ⇒ (18) + 8 = 26
Jorin swims over to the deck in front of the staircase.

Silver Crusade

Male Human Cleric 11 | HP 102/102 | AC 32 T 12 FF 31 | CMD: 24 | Fort: +12 | Ref: +7 | Will: +14 | Init: +5 | Percep: +15 | SM: +11

Oswin tries to swim closer, having cast water breathing and drinking his sea potion before jumping in.

Swim: 1d20 - 2 + 8 ⇒ (11) - 2 + 8 = 17
Swim: 1d20 - 2 + 8 ⇒ (8) - 2 + 8 = 14

Can't move tokens in my tablet. If it didn't happen, please move me 5' south from last round. 10' feet for a full- round this time.

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