PFS 03-13 - The Quest for Perfection III (Defenders of Nesting Swallow, Tier 1-5) (Inactive)

Game Master Baerlie

Map


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Grand Lodge

F Half-Orc Abyssal Bloodrager (Rageshaper)/6
stats:
HP 64/64 AC 15/12 T/13 FF CMB +7 CMD 21/19 | F +9 R +6 W +5 | Init +2 Perc +9 40' move 60' Darkvision

Ishingka unleashes her bloodrage and steps forward. Talons sprout from her fingertips, and she bares her tusks, attacking with everything she has.

Bite, Rage, Power Attack, Flank: 1d20 + 8 ⇒ (11) + 8 = 19
for: 1d4 + 7 ⇒ (3) + 7 = 10
Claw, Rage, Power Attack, Flank: 1d20 + 8 ⇒ (3) + 8 = 11
for: 1d6 + 7 ⇒ (5) + 7 = 12
Claw, Rage, Power Attack, Flank: 1d20 + 8 ⇒ (12) + 8 = 20
for: 1d6 + 7 ⇒ (5) + 7 = 12

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Kraww uses his handaxe and peak to injure the yeti further while Ishingka begins to rage and attacks the creature as well and knocks the beast unconscious, bleeding out.

combat over, the easiest boss fight I've ever seen...

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

After the yeti falls in front them, Tûrak immediately take a look around, seeking for any hidden devices.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

"Well...", he tells to his comrades, "it was more easy than I thought. Let's check what have behind those doors", he points to the entrances of the rooms around the area where they are.

Dark Archive

Male Halfling (+2Dex, +2Cha, -2Str) 28/28HP, AC:16 T:15 , FF:13, CMD:11, CMB: -1 , F: +4, R: +6, W: +6, Init +5, Pereption +4, Stealth +8, Diplomacy +9, N Male Halfling Wildblooded (Sylvan) Sorcerer 4, Spear: +0(1d6-2, x3)
Companion:
Vivienne F Constrictor lvl 4 HP:34/34, AC:17, T:12, FF:14, CMB:+10, CMD:23 Attacks: Bite +11 (1d6+10, x2), Constrict(1d6+10)

That was bloody brilliant work pathfinders! Perception: 1d20 + 7 ⇒ (9) + 7 = 16 Serpentfang gazes around for anything out of place.

Silver Crusade

Male Tengu Ranger 2 | hp 20 | AC 17 T 14 FF 13 | CMD 17 | F +4 R +7 W +2 | Spd. 30' | Init +4 | KnNat +6, KnRel +7 (+9 to discern abilities, weaknesses), Perc +9 (low-light), SensM +2 | Fav Enemy Undead +2
Tûrak Kavendarth wrote:
"Well...", he tells to his comrades, "it was more easy than I thought. "

"Waaaaaaaar." Kraww's eyes roll in an almost human way--the one that isn't swollen shut that is.

Liberty's Edge

Halfling Cleric 5 HP 39/39 | F: 9 R: 7 W: 11| AC: 22 T: 13 FF: 20 | CMB +1 CMD 14 | PER: +12 SM: +10 Init: +2

Bernard shrugs and forces Cormac back into himself

Let's give thanks for our efficiency as a group

Grand Lodge

F Half-Orc Abyssal Bloodrager (Rageshaper)/6
stats:
HP 64/64 AC 15/12 T/13 FF CMB +7 CMD 21/19 | F +9 R +6 W +5 | Init +2 Perc +9 40' move 60' Darkvision

"I'd still like to find any remains of the monks. And we should burn these yetis as a sign for anything else that dares come this way," says Ishingka, dropping her bloodrage and giving the corpse a disdainful kick. "Evil creatures."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tûrak and Serpentfang search the area and the rooms around the exercise yard.

The room to the north are the disciples' quarters. Eleven ruined mattresses and a few aged and cracked pots are this room’s only furnishings. A section of the ceiling has collapsed in the northwestern corner of the room, causing the wind to howl eerily as it blows over the building. A series of images has been carved into the still-standing sections of the room’s walls, each image indicating a humanoid in a series of different positions and stances. This room once served as the sleeping chamber for the monastery’s disciples. A stairway once led from this room to the lower levels of the monastery complex. Now a collapsed section of ceiling has completely blocked the northwestern 10-by-10-foot area, including the stairwell, preventing anybody from exploring further.

Kn. religion DC20:

You recognize the carvings as depicting a series of exercises and forms that one could follow as part of an Iroran training regimen.

The the northern room to the west the one with the red carpet once served as the master's quarters. Shang Xu has made his nest in this room and a pile of filth covers the once-fine mats laid upon the floor. Among the various sticks and animal bones you find a braid. There are also a number of other, surprisingly fragile items of value located in the nest, including an antique Iroran silver holy symbol worth 100 gp, four jade gemstones worth 50 gp each, a magnifying glass worth 100 gp, a set of silvered armbands depicting pouncing tigers worth 500 gp as a pair, and a bejeweled ceremonial masterwork temple sword worth 400 gp.

Detect Magic:

The braid has a strong transmutation aura.

The southern room to the west served as the monastery’s storage room, but now contains little more than a few storage containers and a statue of a human male. The fifteen-foot-by-thirty-foot room seems to have escaped the destruction found throughout the rest of the monastery. The statue, leaning against the northern wall, appears out of place among the rest of the room’s contents — clay pots, ruined sacks, and aged tools. The statue, made of finely carved stone with jade inlays, depicts a man with a serene face, standing in a meditative stance.

Detect Magic:

The statue radiates magic.

The room to the south was the dinig area. Two large, corroded cooking pots dominate the center of this otherwise unadorned, long, tiered room. The yetis have long since destroyed the few containers left after the monastery’s abandonment, leaving shattered ceramics strewn across the floor.

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

Once at the northern room to the west (the one with the red carpet)...

When found the braid, Tûrak turned to the others, "hey guys, look at this", he shows the braid to them.

"Maybe this is the 'Braid of a Hundred Masters' that Amara Li wants, but I don't know if it is magic or not", the half orc stands contemplative while holding the item.

After a short time, he continues, "can someone detect magic here?", asked him to his comrades.

Liberty's Edge

Halfling Cleric 5 HP 39/39 | F: 9 R: 7 W: 11| AC: 22 T: 13 FF: 20 | CMB +1 CMD 14 | PER: +12 SM: +10 Init: +2

Bernard will oblige and detect magic.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Bernard tells the rest of the party that the braids are magic and identifies them as the Braid of a Hundred Masters the Venture-Captain is looking for.

And I think this is what you are waiting for...

Traveling back down the mountain is a simple matter, as the slope works in your favor and all threats along the way were cleared on the ascent. Venture-Captain Amara Li personally thanks you for the recovery of the Braid of a Thousand Masters. Amara Li later learns of an old report describing the last master and his exploits since leaving the monastery. The report contains enough information to warrant further investigation.

The end of part I...

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

When part II begins? :P

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

It’s been three days since parting ways with Venture-Captain Amara Li, and the journey along the Tuunma River has been unusually quiet so far, with the two-masted junk called the Laughing Crow holding up surprisingly well, especially considering its simple design and relatively minute size. The journey has been peaceful so far, the endless processions of sand dunes and clear skies proving remarkably contrary to many of the warnings Amara Li provided during the meeting with her nearly half a week ago.

"No time to rest, Pathfinders!" she exclaimed late one night, barging into the bedroom of the ramshackle tavern in Goka. "I’ve looked into the situation surrounding the relic you found, the Braid of a Hundred Masters. As you may have noticed, the artifact appears to have been dormant for many years now, and in this state it’s essentially worthless to us. Fortunately, it can be reactivated, but only by the descendant of the braid’s last master, who, as you may know, was the master of the Clouded Path Monastery many years ago, a man by the name of Li Yao. I’ve discovered the whereabouts of his final living descendant — a woman by the name of Je Tsuin — but she now resides in the nation of Shokuro to the east, far from where her ancestor taught in his monastery in the Wall of Heaven. In order to reactivate the sacred relic, you’ll need to travel to the village of Nesting Swallow in Shokuro and find Je Tsuin to perform the necessary ritual. Unfortunately," she continued, "we’re not the only group interested in Iroran artifacts. Our operatives claim that Lingshen, the Successor State to the southeast, is after the relic as well. Since Lingshen’s armies have a stranglehold on the overland routes from here to Shokuro, you’ll have to travel by river. Riding the Tuunma is faster anyway, though you might run into some hostile Mutabi-qi or goblinoids along the way. The river empties into the Sea of Eels — cross it and you’re in Shokuro, and from there you can follow the map I’ve provided to reach Nesting Swallow. Ah, before I forget, you’ll also need you to make a quick stop along the way. The ritual requires a large amount of rare incense — more than I could easily procure from any of my local suppliers — so I’ve contacted a nomadic tribe in Shaguang, the Jhemulit, and they have agreed to provide you with the prepared herbs. I’ve already paid their shaman, a man named Ogokai, and I’ve marked their approximate location on your map, so it’s simply a matter of picking up the incense on your way to Shokuro. Any questions before you leave?"

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

"'No time to rest'. She talks as if I didn't know this...", Tûrak looks seriously while Amara Li speaks.

Venture-Captain Amara Li wrote:
...Any questions before you leave?"

"How does Je Tsuin looks like, do you know? And this Ogokai? Can you tell us more about this Lingshen? What expect from him and his army?"

PS.: I have to update my sheet yet...

Liberty's Edge

Halfling Cleric 5 HP 39/39 | F: 9 R: 7 W: 11| AC: 22 T: 13 FF: 20 | CMB +1 CMD 14 | PER: +12 SM: +10 Init: +2

That was the good Ghost-doctors first adventure...! Adding Masterwork to the sap and armor and I should be all ready to go

Bernard consults with Cormac in Halfling briefly before asking.
What if the incense is not such a simple side-journey - what if they demand more payment or something? How should we handle it?

Grand Lodge

F Half-Orc Abyssal Bloodrager (Rageshaper)/6
stats:
HP 64/64 AC 15/12 T/13 FF CMB +7 CMD 21/19 | F +9 R +6 W +5 | Init +2 Perc +9 40' move 60' Darkvision

Ishingka silently mouths all the unfamiliar names, trying to keep them all in her head. She shakes it a bit, causing her mane to fluff, and then nods to Amara Li.

"We'll need ranged weapons, then, and something to put out fires if these Muba--Mutabi-qi send flaming arrows our way. And we'd better all know how to swim," she says with a grin. "I take it you've already paid Ogokai? Or do we bring payment?"

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

R.I.P. Amara Li. u.u

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Look, not everybody checked in since my post last week. It's always a big problem when a GM does not post, but when players don't post it's never a problem at all. Why keep players complaining all the time :/

"The Lingshen got the largest and mightiest army in all of Tian Xia, their soldiers fight with fanatical devotion, and they’ll only offer you one chance to surrender — after that, they show no mercy. I’d avoid them if at all possible, but if confronted, your only option might be to fight. I'm sorry, but I don't know how Je Tsuin looks like, but Ogokai is a short, middle-aged Tian-La man with graying hair and a scraggly beard. I already paid him, but if he demands more just handle the situation as you see fit." Amara Li answers.

If there are no more questions Amara Li takes you to the Laughing Crow. The sailing boat is a modest two-masted junk with a stylized crow painted along its bow. "Can you hold a rudder? Then you can sail the Laughing Crow. She isn’t a particularly difficult ship to handle. There might be a couple stretches of the Tuunma that give you a little trouble, but I’m sure you’ll manage."

Please see the map for a layout of the boat.

Boat interiour:

1. Main Deck: The deck of the Laughing Crow i s s unbleached
and worn from weeks of exposure to the harsh
mountain winds. The rigging and sails look to be in much
better condition, having recently been replaced. A large
hatch above the bow leads to the fore cargo hold, while a
smaller hatch midship leads to the midship cargo hold.

2. Driving Area: The PC driving the ship must stand in
either of the two squares adjacent to the rudder in order
to make driving checks.

3. Cabin: This small cabin is plainly appointed. A
small cook-stove sits in a niche on the port side of the
room, while bunk beds line the aft wall. A hatch in the
floor on the starboard side of the room leads down to the
aft cargo hold.

4. Aft Cargo Hold: This small cargo hold is stocked
with more than enough food and water to last the PCs on
their journey to Shokuro. It’s sealed apart from the other
cargo holds by a watertight bulkhead.

5. Midship Cargo Hold: This cargo hold stores all the
mundane supplies the PCs will need to run the ship, such
as rope, spare sails, block and tackle, etc. As with the aft
cargo hold, it’s sealed by a watertight bulkhead.

6. Fore Cargo Hold: This cargo area is set up to stable
any mounts or large animals the PCs have that won’t
fit abovedeck. As with the aft cargo hold, it’s sealed by a
watertight bulkhead.

Liberty's Edge

Halfling Cleric 5 HP 39/39 | F: 9 R: 7 W: 11| AC: 22 T: 13 FF: 20 | CMB +1 CMD 14 | PER: +12 SM: +10 Init: +2

Bernard takes a seat in the driving area. Bernard could handle something as grunt-ish as moving a rudder and thanks to Cormac he would have someone keeping an eye out for him at all times.

Let's set sail gents, we have a mission to complete

Silver Crusade

Male Tengu Ranger 2 | hp 20 | AC 17 T 14 FF 13 | CMD 17 | F +4 R +7 W +2 | Spd. 30' | Init +4 | KnNat +6, KnRel +7 (+9 to discern abilities, weaknesses), Perc +9 (low-light), SensM +2 | Fav Enemy Undead +2

"Fine. You sit. I steer. WARK." Kraww croaks from beneath his broad shade hat. With his cloak draped around him he looks like a small dark hut with a straw roof perched on the aft deck.

Grand Lodge

F Half-Orc Abyssal Bloodrager (Rageshaper)/6
stats:
HP 64/64 AC 15/12 T/13 FF CMB +7 CMD 21/19 | F +9 R +6 W +5 | Init +2 Perc +9 40' move 60' Darkvision

Ishy bought a sling and ten bullets. Anyone else getting ranged stuff?

Ishingka hops into the boat. "I hope no one gets sea-sick," she says with a grin. "Although Turak and I are already looking a little green." She chuckles at her own joke and steps around the deck with the cocky eye of a complete landlubber.

Dark Archive

Male Halfling (+2Dex, +2Cha, -2Str) 28/28HP, AC:16 T:15 , FF:13, CMD:11, CMB: -1 , F: +4, R: +6, W: +6, Init +5, Pereption +4, Stealth +8, Diplomacy +9, N Male Halfling Wildblooded (Sylvan) Sorcerer 4, Spear: +0(1d6-2, x3)
Companion:
Vivienne F Constrictor lvl 4 HP:34/34, AC:17, T:12, FF:14, CMB:+10, CMD:23 Attacks: Bite +11 (1d6+10, x2), Constrict(1d6+10)

Ego: 1d6 ⇒ 4 Oh this is just marvelous, I've been on a few boats, I have. Barely remember what happened, all I know is we freed some slaves, and one of my friends, a knight Soth-Loren woke me up. You he's a good man, he was. I wonder where he went to? Mr. Fang continues speaking for a solid 5 minutes without stopping.

Silver Crusade

Male Tengu Ranger 2 | hp 20 | AC 17 T 14 FF 13 | CMD 17 | F +4 R +7 W +2 | Spd. 30' | Init +4 | KnNat +6, KnRel +7 (+9 to discern abilities, weaknesses), Perc +9 (low-light), SensM +2 | Fav Enemy Undead +2

"Do any of you actually know how to sail? WARK."

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12
Devil-Hunter Kraww wrote:
"Do any of you actually know how to sail? WARK."

"Definitely, not", answered Tûrak. "But somebody have to do this. We wasted too much time here."

If no one become a volunteer, the half-orc will "ride" the ship. "Let's keep this moving, boys."

If needed...
Profession (Sailor): 1d20 ⇒ 18

Grand Lodge

F Half-Orc Abyssal Bloodrager (Rageshaper)/6
stats:
HP 64/64 AC 15/12 T/13 FF CMB +7 CMD 21/19 | F +9 R +6 W +5 | Init +2 Perc +9 40' move 60' Darkvision

Ishingka eyes Serpent with ever widening eyes and wordlessly walks with Turak down toward the rudder.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

It takes your ship 12 days to travel the Shaguang stretch of the river, during which time your journey is for the most part peaceful and uneventful. This portion of the Tuunma River averages 50 to 70 feet wide and 10 to 15 feet deep, and the current carries the boat forward at
40 feet per round.

After several days of making your way down the river, you reach a stretch of river known as the Kogendu Basin. The river slows as it leaves the sandy highlands and winds its way between the rolling hills of this dry, grassy basin. The breeze that blows from the north is dusty and warm, and a thicket of short gnarled trees lines the shore.

GM Screen:

Perc Kraww: 1d20 + 8 ⇒ (8) + 8 = 16
Perc Bernard: 1d20 + 6 ⇒ (16) + 6 = 22
Perc Ishingka: 1d20 + 5 ⇒ (19) + 5 = 24
Perc Serpentfang: 1d20 + 7 ⇒ (4) + 7 = 11
Perc Tûrka: 1d20 + 6 ⇒ (13) + 6 = 19

Ini Kraww: 1d20 + 4 ⇒ (15) + 4 = 19
Ini Bernard: 1d20 + 3 ⇒ (15) + 3 = 18
Ini Cormac: 1d20 + 2 ⇒ (14) + 2 = 16
Ini Ishingka: 1d20 + 2 ⇒ (5) + 2 = 7
Ini Serpentfang: 1d20 + 3 ⇒ (8) + 3 = 11
Ini Tûrka: 1d20 + 2 ⇒ (4) + 2 = 6

Ini Khoqarit blue: 1d20 + 3 ⇒ (8) + 3 = 11
Ini Mutabi-qi Raider green: 1d20 + 2 ⇒ (14) + 2 = 16
Ini Mutabi-qi Raider red: 1d20 + 2 ⇒ (9) + 2 = 11
Ini Mutabi-qi Raider yellow: 1d20 + 2 ⇒ (10) + 2 = 12
Ini Mutabi-qi Raider pink: 1d20 + 2 ⇒ (12) + 2 = 14

All but Serpentfang suddenly notice the faint sound of hoof beats coming from the far side of the hill and catch a brief glimpse of five riders maneuvering into position and pointing their shortbows at you.

Surprise Round
Kraww
Bernard
Cormac
Ishingka
Tûrak

Round 1
Kraww
Bernard
Cormac
-----------
Rider green
Rider pink
Rider yellow
-----------
Serpentfang
-----------
Leader blue
Rider red
-----------
Ishingka
Tûrak

map is up in a few minutes

Liberty's Edge

Halfling Cleric 5 HP 39/39 | F: 9 R: 7 W: 11| AC: 22 T: 13 FF: 20 | CMB +1 CMD 14 | PER: +12 SM: +10 Init: +2

Bernard will grab his sling and load it and he will send cormac to their hiding spot incorporeally leaving a trail of green slime on the ship as he passed.

Bandits everyone! Look alive!

Silver Crusade

Male Tengu Ranger 2 | hp 20 | AC 17 T 14 FF 13 | CMD 17 | F +4 R +7 W +2 | Spd. 30' | Init +4 | KnNat +6, KnRel +7 (+9 to discern abilities, weaknesses), Perc +9 (low-light), SensM +2 | Fav Enemy Undead +2

*raspy hiss*

Readies his bow as part of his move action to take cover behind the ship's railing.

On his first real turn he fires.

composite longbow v yellow (long range): 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15 damage: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

@GM Baerlie: I have a doubt: someone needs to continue at the rudder, or the river's stream is about to push the ship to the shore?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, that's correct. Each round somebody has to steer the boat as a move action (DC 20 Knowledge (nature) or Profession (sailor) skill, or with a Wisdom check). A failed check entails the possibility of a random mishap. If the ship takes too much damage it gains the broken condition and the checks get harder. If the ship is destroyed at any point, you are essentially stranded and fail the scenario. So, be careful with the ship ;)

Silver Crusade

Male Tengu Ranger 2 | hp 20 | AC 17 T 14 FF 13 | CMD 17 | F +4 R +7 W +2 | Spd. 30' | Init +4 | KnNat +6, KnRel +7 (+9 to discern abilities, weaknesses), Perc +9 (low-light), SensM +2 | Fav Enemy Undead +2

And here I just thought it was junk.

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

"Kraww, you damned black chicken, come back here and help with this rudder!", cries Tûrak while tries to manage the ship.

"The rest of you: go to the cabin and take one of the beds, or even the cook-stove, then positioning them here to provide us some cover from the arrows!".

The half-orc was tense with the situation, he never steered a boat before, now he is just trying to use his knowledge of the nature to help him in some way.

Move action on surprise round: steer the boat.
Kn. Nature DC 20: 1d20 + 8 ⇒ (17) + 8 = 25

@Kraww: can you use 'aid another' on my next kn. nature checks, please? =P

Grand Lodge

F Half-Orc Abyssal Bloodrager (Rageshaper)/6
stats:
HP 64/64 AC 15/12 T/13 FF CMB +7 CMD 21/19 | F +9 R +6 W +5 | Init +2 Perc +9 40' move 60' Darkvision

Ishingka snarls at the bandits; no translation is necessary in her wordless message: you will surely die.

Intimidate: 1d20 + 9 ⇒ (19) + 9 = 28
At the nearest bandit, I suppose.

She prepares to move into a defensive position after that.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

While Tûrak continues to drive the boat Bernard sends Cormac across the river towards the bandits. Kraww readies his bow and Ishingka intimidates one of the riders.

Round 1
Kraww
Bernard
Cormac

-----------
Rider green shaken 4R
Rider pink
Rider yellow
-----------
Serpentfang
-----------
Leader blue
Rider red
-----------
Ishingka
Tûrak

Dark Archive

Male Halfling (+2Dex, +2Cha, -2Str) 28/28HP, AC:16 T:15 , FF:13, CMD:11, CMB: -1 , F: +4, R: +6, W: +6, Init +5, Pereption +4, Stealth +8, Diplomacy +9, N Male Halfling Wildblooded (Sylvan) Sorcerer 4, Spear: +0(1d6-2, x3)
Companion:
Vivienne F Constrictor lvl 4 HP:34/34, AC:17, T:12, FF:14, CMB:+10, CMD:23 Attacks: Bite +11 (1d6+10, x2), Constrict(1d6+10)

Mr. Fang, depending on the situation, will either attempt to bring something he can carry to provide cover, or provide cover fire with his crossbow.

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12
Serpentfang wrote:
Mr. Fang, depending on the situation, will either attempt to bring something he can carry to provide cover, or provide cover fire with his crossbow.

First option, please. =P

Dark Archive

Male Halfling (+2Dex, +2Cha, -2Str) 28/28HP, AC:16 T:15 , FF:13, CMD:11, CMB: -1 , F: +4, R: +6, W: +6, Init +5, Pereption +4, Stealth +8, Diplomacy +9, N Male Halfling Wildblooded (Sylvan) Sorcerer 4, Spear: +0(1d6-2, x3)
Companion:
Vivienne F Constrictor lvl 4 HP:34/34, AC:17, T:12, FF:14, CMB:+10, CMD:23 Attacks: Bite +11 (1d6+10, x2), Constrict(1d6+10)

My only concern is that'll prolly take 2 or more rounds, so that kinda sucks.

Liberty's Edge

Halfling Cleric 5 HP 39/39 | F: 9 R: 7 W: 11| AC: 22 T: 13 FF: 20 | CMB +1 CMD 14 | PER: +12 SM: +10 Init: +2

Cormac goes corporeal and charges at the rider that has already been shaken by Ishingka

Cormac Charge ,DC 13 Fort save vs fear or be frightened: 1d20 + 7 ⇒ (15) + 7 = 221d4 + 1 ⇒ (2) + 1 = 3

Meanwhile, Bernard will load his light crossbow and fire at the yellow rider.

Light Crossbow: 1d20 + 3 ⇒ (8) + 3 = 111d8 ⇒ 4

Bernard will yell out for Cormac Aye gett'm lad, show em what true fear feels like! YAR harharhahr

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Cormac charges the shaken rider and creates some wounds. Bernard shoots a bolt at another rider, but misses.
Fort: 1d20 + 2 ⇒ (8) + 2 = 10

Two riders release their arrows at the crew while another one flees.
pink vs. Kraww: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
yellow vs. Tûrak: 1d20 + 4 ⇒ (2) + 4 = 6 miss

Round 1
Kraww
Bernard
Cormac
-----------
Rider green frightened 4R -3HP
Rider pink
Rider yellow
-----------
Serpentfang
-----------
Leader blue
Rider red
-----------
Ishingka
Tûrak

Dark Archive

Male Halfling (+2Dex, +2Cha, -2Str) 28/28HP, AC:16 T:15 , FF:13, CMD:11, CMB: -1 , F: +4, R: +6, W: +6, Init +5, Pereption +4, Stealth +8, Diplomacy +9, N Male Halfling Wildblooded (Sylvan) Sorcerer 4, Spear: +0(1d6-2, x3)
Companion:
Vivienne F Constrictor lvl 4 HP:34/34, AC:17, T:12, FF:14, CMB:+10, CMD:23 Attacks: Bite +11 (1d6+10, x2), Constrict(1d6+10)

Shots fired, we must hurry and bring cover. Serp scrambles for something to bring to the side of the ship and provide some cover. Perception: 1d20 + 7 ⇒ (16) + 7 = 23 Str: 1d20 + 1 ⇒ (10) + 1 = 11

Dark Archive

Male Halfling (+2Dex, +2Cha, -2Str) 28/28HP, AC:16 T:15 , FF:13, CMD:11, CMB: -1 , F: +4, R: +6, W: +6, Init +5, Pereption +4, Stealth +8, Diplomacy +9, N Male Halfling Wildblooded (Sylvan) Sorcerer 4, Spear: +0(1d6-2, x3)
Companion:
Vivienne F Constrictor lvl 4 HP:34/34, AC:17, T:12, FF:14, CMB:+10, CMD:23 Attacks: Bite +11 (1d6+10, x2), Constrict(1d6+10)

bump

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Serpentfang starts to drag barrels around to build up a barrier against the arrows. grey circle on the map provides cover

The other two riders shoot their arrows at Kraaw and Serpentfang.
blue Longbow vs. Serpentfang (behind cover): 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
red Longbow vs. Kraww: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Round 1 & 2
Kraww
Bernard
Cormac

-----------
Rider green frightened 4R -3HP
Rider pink
Rider yellow
-----------
Serpentfang
-----------
Leader blue
Rider red
-----------
Ishingka
Tûrak

Silver Crusade

Male Tengu Ranger 2 | hp 20 | AC 17 T 14 FF 13 | CMD 17 | F +4 R +7 W +2 | Spd. 30' | Init +4 | KnNat +6, KnRel +7 (+9 to discern abilities, weaknesses), Perc +9 (low-light), SensM +2 | Fav Enemy Undead +2

Does the ship's rail provide any cover?

Kraww *Caws* and returns fire.

comp longbow (long range): 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9 damage: 1d8 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Halfling Cleric 5 HP 39/39 | F: 9 R: 7 W: 11| AC: 22 T: 13 FF: 20 | CMB +1 CMD 14 | PER: +12 SM: +10 Init: +2

Bernard reloads his crossbow and takes aim at red.

[b] Blasted, raiders we should give em a wee but of a rod up the ass" He curses while Cormac wails and continues to rampage, this time at yellow.

Cormac Hit, DC 13 Will save vs Fear or be shaken: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 1 ⇒ (2) + 1 = 3

Bernard Crossbow: 1d20 + 3 ⇒ (7) + 3 = 101d8 ⇒ 3

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Thanks for the reminder, I'd say it's partial cover and therefore the shot does not hit.

Kraww answers the shots with an arrow from his longbow, but the arrow hits the grass. Also Cormac's and Bernard's attacks miss the target.
you can also shoot the horses if you want to slow the riders down

Round 1 & 2
Kraww
Bernard
Cormac
-----------
Rider green frightened 4R -3HP
Rider pink
Rider yellow
-----------
Serpentfang
-----------
Leader blue
Rider red
-----------
Ishingka
Tûrak

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

"Is this serious? Nobody will help me with this s@!@?", cries the half-orc, while steer the boat and tries to protect himself from the incoming arrows.

Move action: steer the boat.
Kn. Nature DC 20: 1d20 + 8 ⇒ (17) + 8 = 25

Standard action: total defense to add +4 to AC.

Dark Archive

Male Halfling (+2Dex, +2Cha, -2Str) 28/28HP, AC:16 T:15 , FF:13, CMD:11, CMB: -1 , F: +4, R: +6, W: +6, Init +5, Pereption +4, Stealth +8, Diplomacy +9, N Male Halfling Wildblooded (Sylvan) Sorcerer 4, Spear: +0(1d6-2, x3)
Companion:
Vivienne F Constrictor lvl 4 HP:34/34, AC:17, T:12, FF:14, CMB:+10, CMD:23 Attacks: Bite +11 (1d6+10, x2), Constrict(1d6+10)

Aye, Aye Captain! batten down the hatches, we got enemies starboard Captain, fire the cannons! Serpentfang seems to be enjoying this way too much. Nonetheless he starts aiding Turak. Aid Wis: 1d20 + 1 ⇒ (18) + 1 = 19 Then will total defense as well

Silver Crusade

Male Tengu Ranger 2 | hp 20 | AC 17 T 14 FF 13 | CMD 17 | F +4 R +7 W +2 | Spd. 30' | Init +4 | KnNat +6, KnRel +7 (+9 to discern abilities, weaknesses), Perc +9 (low-light), SensM +2 | Fav Enemy Undead +2
GM Baerlie wrote:
you can also shoot the horses if you want to slow the riders down

Yeah, unlike some of my other characters Kraww is that ruthless.

Grand Lodge

F Half-Orc Abyssal Bloodrager (Rageshaper)/6
stats:
HP 64/64 AC 15/12 T/13 FF CMB +7 CMD 21/19 | F +9 R +6 W +5 | Init +2 Perc +9 40' move 60' Darkvision

Sling, Range Increment: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
for: 1d4 + 3 ⇒ (3) + 3 = 6

"Serpentfang, you're better at blasting than steering; I'll help Turak," she growls, and heads down towards the rudder. "Tossing sling stones is no help."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tûrak continues to steer the ship along the shore while Ishingka releases a sling stone towards the riders, but misses.

While one of the riders continues to flee another one shoots an arrow at Ishingka. The one next to Cormac drops his bow, draws his sword and tries to get rid of the spirit.
pink vs. Ishingka: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21 Damage: 1d6 ⇒ 1
Confirm?: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
yellow vs. Cormac: 1d20 + 4 ⇒ (5) + 4 = 9

Round 2 & 3
Kraww
Bernard
Cormac

-----------
Rider green frightened 3R -3HP
Rider pink
Rider yellow
-----------
Serpentfang total defense
-----------
Leader blue
Rider red
-----------
Ishingka
Tûrak total defense

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