PFS CORE PbP - #2 Hydra's Fang Incident (GM Deussu) (Inactive)

Game Master Deussu

Link to map

GM:
[spoiler=Initiatives]
[dice=Althera]1d20+5[/dice]
[dice=Evindal]1d20+3[/dice]
[dice=Jarlaxle]1d20+3[/dice]
[dice=Lantorth]1d20+3[/dice]
[dice=Pau]1d20+2[/dice]
[dice=Tog]1d20+2[/dice]


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"Oh I know your antics, woman! Pretty words won't do, if you catch my meaning..."

Grand Lodge

Male Half-Elf Bard 6 (HP 39/39) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +12)

"Now, now... there is no need to besmirch the honor of my companion..."

Jarlaxle thinks for a moment, then sighs, and nods.

"Your unwillingness to bend like to the billowing reed... is unfortunate. I am afraid that I must respectfully decline; we really need to follow them. Ah, well..."

In one swift motion he then tries to take out the closest guard.

Longsword: 1d20 + 4 ⇒ (12) + 4 = 16, for 1d8 + 6 ⇒ (3) + 6 = 9 damage.

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Seeing Jarlaxle attacking one of the guards Evindal grips the heft of his longsword.


Initiatives:

Althera: 1d20 + 5 ⇒ (20) + 5 = 25
Evindal: 1d20 + 3 ⇒ (11) + 3 = 14
Jarlaxle: 1d20 + 3 ⇒ (13) + 3 = 16
Lantorth: 1d20 + 3 ⇒ (1) + 3 = 4
Pau: 1d20 + 2 ⇒ (7) + 2 = 9
Tog: 1d20 + 2 ⇒ (20) + 2 = 22
Guard 1: 1d20 + 1 ⇒ (6) + 1 = 7
Guard 2: 1d20 + 1 ⇒ (14) + 1 = 15
Pet: 1d20 + 1 ⇒ (13) + 1 = 14

The instant Jarlaxle pulls his blade to view, the guards reach for their own. But before they manage to defend themselves, the half-elf's sword strikes deep and nearly downs the other guard.

Map updated, and I know, it's the worst map ever anywhere. Welcome to Season 0, folks. Because of the utter dumbness of the map, I'll explain things about it there at the map's location. Clickity the link.

ROUND 1

Bolded are up. Jarlaxle took his surprise round action to draw his sword, and on his own turn sliced the enemy. He has a move action to spare, so he can do what he wants with that.

Althera, Tog, Jarlaxle
----
Guard Red (-9, disabled)
----
Evindal
----
Pet
----
Pau
----
Guard Blue
----
Lantorth

Dark Archive

HP 27/27 | AC 20 T11 FF 19 CMD 18 | F+6 R+5 W+4; Init +2 | Perception -1 Darkvision | Aura of Courage (10 ft)

Tog scratchs his head
"Tog thought we were having nice conversion, glade Jarlaxle saw through your dupla...duplees...dupla-city BAD THOUGHTS"

Tog will back up not wanting to rish getting knocked into the water and draws and fires his bow. Blue guard.

Arrowed: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

Althera grabs her wand and sends a magic missile at the closer foe!

MM: 1d4 + 1 ⇒ (1) + 1 = 2


Tog's arrow is deflected and creates nothing but a forgettable scratch to the guard's armor.

Althera's magic missile strikes true and wounds the other guard ever so slightly.

The badly wounded guard looks at Jarlaxle, coughing up blood. He takes his whistle from his neck and blows to it, creating a slight screech. The waters start to bubble.

ROUND 1

Bolded are up. Jarlaxle took his surprise round action to draw his sword, and on his own turn sliced the enemy. He has a move action to spare, so he can do what he wants with that.

Althera, Tog, Jarlaxle
----
Guard Red (-9, disabled)
----
Evindal
----
Pet
----
Pau
----
Guard Blue (-2)
----
Lantorth

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Seeing he can't get close enough to attack with his sword Evindal takes his shortbow and shoots an arrow at the remaining guard.
Arrow vs. blue: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 6

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau moves forward to just outside melee range with red, and throws a shrunken at him.

Attack 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11

Damage 1d2 + 4 ⇒ (2) + 4 = 6


Evindal's arrow flies harmlessly past the guard and splashes to the water.

And almost instantly a weird creature, a fierce hybrid of a cat and a seal emerges from the water. With its sharp claws it attempts to scratch Jarlaxle.

Pet attacks Jarlaxle: 1d20 + 3 ⇒ (13) + 3 = 16 for Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Knowledge (Arcana) DC 16[/spoiler:

The creature appears to be of the rare species called Sea Cats. This one, though, is very young. It has sharp claws and tends to rend flesh if it gets a good hold of it.

Pau's shuriken hits the water, similar to Evindal's arrow.

ROUND 2

You may post your actions in advance.

Althera, Tog, Jarlaxle
----
Guard Red (-9, disabled)
----
Evindal
----
Pet
----
Pau
----
Guard Blue (-2)
----
Lantorth (double actions)

Grand Lodge

Male Half-Elf Bard 6 (HP 39/39) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +12)

Jarlaxle raises an eyebrow when a ballistic fish cat claws at him.

Knowledge(Arcana): 1d20 + 1 ⇒ (10) + 1 = 11.

"What now?"

Shaking his head, he attempts to take-out the remaining guard.

Longsword: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.

Dark Archive

Male Elf Trickster 3
Stats:
Hp 20/21 | AC: 13 (17 with MA), T:13, FF:10 (14 with MA) | Fort: +2, Ref: +6, Will: +4 (+5 vs enchantment) | CMB: 1, CMD: 14 | Speed 30 | Perc: +6

Know Arcana: 1d20 + 7 ⇒ (14) + 7 = 21

Since I have not acted yet I am still hidden for round one.

Lantorth sends his sword flying through the air at one of the men before promptly returning to his hand.

Hand of the apprentice vs blue FF: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 ⇒ 1
Sneak if it applies: 1d6 ⇒ 4

Round two

"Watch out they have a sea cat. try not to let it get you with it's claws."

Lantorth focuses his next attack on the sea cat, sending his sword flying out and back again.

Ranged: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 ⇒ 6

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

DM, Pau would have moved up to just behind Jarlaxle last round. He should be able to 5' step and get in range of red or the sea cat. He will attack red, if he is still on his feet. If not, the cat.

Pau attacks with foot and fist to help out his friends.

Attack 1d20 + 2 ⇒ (12) + 2 = 14

Damage 1d6 + 4 ⇒ (5) + 4 = 9

Attack 1d20 + 2 ⇒ (6) + 2 = 8

Damage 1d6 + 4 ⇒ (3) + 4 = 7

Dark Archive

HP 27/27 | AC 20 T11 FF 19 CMD 18 | F+6 R+5 W+4; Init +2 | Perception -1 Darkvision | Aura of Courage (10 ft)

"Tog shoot at cat. announces Tog as he fires at the cat.

Bow into melee: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
damage: 1d8 + 3 ⇒ (2) + 3 = 5


Jarlaxle easily disabled another guard, both of them now standing weakly. It is then when Lantorth's hidden blade flies past them all and hits the blue guard, effectively pushing him off the pier down into the water. He sinks to the shallow bottom and begins to drown.

Pau doesn't get enough force to his punches and kicks to drop the remaining guard into the waters.

Now that only the pet seems to be a threat, Tog aims and shoots and arrow to its neck. It lets out a painful screech. (Shouldn't Tog's melee penalty be -4 and not -1? Doesn't effect it outcome though.)

ROUND 2

You may post your actions in advance. The guards will not act offensively (but do not surrender), so only the pet remains a threat.

Althera, Tog, Jarlaxle
----
Guard Red (-9, disabled)
----
Evindal
----
Pet (-5)
----
Pau
----
Guard Blue (-14, dying, drowning)
----
Lantorth (double actions)

Dark Archive

HP 27/27 | AC 20 T11 FF 19 CMD 18 | F+6 R+5 W+4; Init +2 | Perception -1 Darkvision | Aura of Courage (10 ft)

It should be, not sure where the 1 came from.

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

Althera presses the attack with her wand on the sea cat.

Wand MM: 1d4 + 1 ⇒ (1) + 1 = 2

Dark Archive

Male Elf Trickster 3
Stats:
Hp 20/21 | AC: 13 (17 with MA), T:13, FF:10 (14 with MA) | Fort: +2, Ref: +6, Will: +4 (+5 vs enchantment) | CMB: 1, CMD: 14 | Speed 30 | Perc: +6

If it gets around to his turn again, Lantorth will draw his wand from his belt and shoot at the sea cat.

MM: 1d4 + 1 ⇒ (3) + 1 = 4


A series of magic missiles strike the sea cat, which yelps in pain. But knowing its master is in danger, it keeps pushing on!

GM:

Constitution check (blue): 1d20 + 1 ⇒ (15) + 1 = 16

To speed things up I'll repeat your previous actions (pretty straightforward) and see when does the creature fall.

Althera flips her wand once more and fires a bolt of magic energy again.

Magic Missile damage: 1d4 + 1 ⇒ (3) + 1 = 4

After Althera's third spell and Lantorth's bolt, the sea cat cries out one more time before becoming motionless. The last remaining guard grits his teeth, looking at his drowning mate, dying pet, and then at the assailants. He's angry, and if he were in a better condition, he'd lash out regardless of whether it'd be his final deed.

COMBAT OVER.

Grand Lodge

Male Half-Elf Bard 6 (HP 39/39) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +12)

Jarlaxle reaches into the water, and fishes out the drowning man, then does his best to stabilize him.

Heal: 1d20 + 0 ⇒ (17) + 0 = 17.

He then turns to the (barely) conscious guard.

"Look - we don't actually want to kill you - we really do just want to follow the other group..."


Jarlaxle's gesture to actually try and save his fellow from certain death makes a good impression. The man nods. "Alright, I believe you. The crew and its captain left towards that ship," he says, pointing at a distant two-mast galleass. "Take the rowboats if you want, dying ain't worth it." The man sits down on the pier and rubs his temples.

Grand Lodge

Male Half-Elf Bard 6 (HP 39/39) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +12)

Jarlaxle.

"Fair enough. Thanks for letting us know the correct ship."

He then heads over to the rowboat, and gestures for the others to follow him.

"Come on - they already have a decent head-start!"

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Evindal follows Jarlaxle to the ship.


Waiting a bit in case someone wants to perform whatever they might want to perform on the docks before leaving.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau takes a quick look around the dock, making sure that one of the tablets hadn't been dropped, if their quarry had taken possession.

Perception 1d20 + 6 ⇒ (13) + 6 = 19

Dark Archive

Male Elf Trickster 3
Stats:
Hp 20/21 | AC: 13 (17 with MA), T:13, FF:10 (14 with MA) | Fort: +2, Ref: +6, Will: +4 (+5 vs enchantment) | CMB: 1, CMD: 14 | Speed 30 | Perc: +6

Lantorth takes a look inside the tiny shack before jumping in on of the row boats.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Firstly, everyone notices that the two rowboats are locked to the pier with a chain, and are missing oars. Pau checks the surroundings, and sees no stone tablets either on the pier, the dock, or at the bottom of the shallow bay.

Lantorth, on the other hand, checks the small shack. It appears to be a miscellaneous storage. There he finds two sets of oars leaning against the wall, a key, and a wooden box. Inside the wooden box are several other keys, a large brass coin about the diameter of an apple inscribed with an insignia discernible as the Kortos Konsortium. On the wall of the shack there's a chalkboard with a chart labeled with 20 numbers, each followed with a set of initials. One side of the chart reads mooring, the other side reads ship. Pinned to the adjacent wall hangs a map of the outer harbor marking the locations of the numbered moorings.

On a table lies a leather-bound manifest log, filled with information about all the ships' comings and goings.

A single rowboat can only hold three characters, so you have to split the group between the two. Unless you wish to group yourselves differently, I'll put Althera, Evindal, and Jarlaxle on Boat #1, and Lantorth, Pau, and Tog on Boat #2.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Sounds good.

Pau hops in his row boat, and grabs the oars. "Hold tight. I'm taking us out."

Strength check to row, I suppose 1d20 + 4 ⇒ (11) + 4 = 15


If you intend to row your way out without unlocking and removing the chains first, hah. You'd bring half the pier with you. For comical purposes, that would be good, and that strength check would be sufficient.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Lol, I assumed Lantorth would tell us of the keys and see if they would open the locks first! If not, then I bet progress in the boat would be really slow!

Dark Archive

Male Elf Trickster 3
Stats:
Hp 20/21 | AC: 13 (17 with MA), T:13, FF:10 (14 with MA) | Fort: +2, Ref: +6, Will: +4 (+5 vs enchantment) | CMB: 1, CMD: 14 | Speed 30 | Perc: +6

Lantorth will toss the keys to someone to unlock the boats, while he pockets the brass emblem. He then checks the board for the initials HF then consults the chart to see if it is consistent with the ship one of the thugs pointed out.

So did Pau just take off with half the pier by himself?


Lantorth consults the chart and indeed he finds that #14 has initials HF, and the location of the moored ship is in line with the direction the remaining guard gave the group.

But before he can get back to report his further findings to the rest fof the group, a loud *CRACK* and Pau has set sail with the rowboat, destroying part of the pier as the chain anchor rips off.

The opportunity was too delicious to pass up! Now boat #1 sports Pau, Tog, and Jarlaxle, while boat #2 has Lantorth, Althera, and Evindal.

I'm also giving you a chance to interact before updating further.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau looks around confused, not quite realizing what he had done until it was too late. "Ah, I acted rashly. I must learn to control myself better," he grunts, trying his best to tow everyone to the ship. "Too late to turn back now. Everyone please take hold and sit down."

Grand Lodge

Male Half-Elf Bard 6 (HP 39/39) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +12)

"Whilst I can't fault your eagerness, let's try not to destroy the docks..."

Jarlaxle skilfully detaches the remaining rowboat, and once everyone is seated, starts rowing.

Dark Archive

Male Elf Trickster 3
Stats:
Hp 20/21 | AC: 13 (17 with MA), T:13, FF:10 (14 with MA) | Fort: +2, Ref: +6, Will: +4 (+5 vs enchantment) | CMB: 1, CMD: 14 | Speed 30 | Perc: +6

Lantorth watches Pau take off with half the dock, a large smirk on his face. "I'll have to remember that one for later." He thinks to himself as he board the other rowboat. "Looks like the info we beat out of these two is correct. That boat out in the harbor should be the hydras fang."


Exiting the Underdocks, you enter the Shallows, a wide rocky bay only a few feet deep and closed off by immense seawalls that funnel all traffic into the maze. Strung between them, a host of steep maze walls crusted with seaweed, barnacles, and small shellfish create narrow passages just wide enough for rowboats or rafts. Lashed along the sides are free-floating docks which allow longshoremen to help pull boats through or to the side for quick inspections. Every so often, a series of rusted spikes forms a crude ladder leading to the upper maze, where guards keep watch amidst strange shadows cast by weathered devices such as giant winches and claw-like crane arms. Water splashes softly throughout, creating an eerie echo, and the entire structure groans with ominous creaks and strains as if you were traveling through the belly of a great beast. Thankfully, navigating out of the maze is far easier than navigating in, and the ever-watchful eyes of Enforcers on the walls fall almost entirely on the cargos of incoming merchants.

As you draw closer to the end, the sounds of angry waves slam against the outer walls and echo like hordes of chanting goblins. As you reach the outer locks, a grizzled longshoreman calls down to you from above, telling you to hold tight. The first gate opens with a lazy moan, and he ushers you to move your craft into the small chamber ahead. Once inside, he lowers the gate behind you, then he bids you good luck as he slowly cranks apart the front doors to the open harbor where dozens of galleons and merchant ships bounce softly on their moorings in the water.

Your destination, the Hydra's Fang is far off from the gate, and the water deepens from here on out.

Do you wish to make some preparations before advancing?

Dark Archive

Male Elf Trickster 3
Stats:
Hp 20/21 | AC: 13 (17 with MA), T:13, FF:10 (14 with MA) | Fort: +2, Ref: +6, Will: +4 (+5 vs enchantment) | CMB: 1, CMD: 14 | Speed 30 | Perc: +6

If Lantorth has not cast mage armor previously. He would do so now.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau stretches his muscles, still a bit sore from his unfortunate accident with towing that big section of the pier. "I'm ready if the rest of you are," he whispers to the group.

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

Althera calls over from the other boat:

"Yes, I'm ready."

No mage armor yet. I may come to regret that...

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Evindal takes out his bow and arrow, just in case.


The pathfinder prepare to board the Hydra's Fang, but before they get even close to the ship, two ominous splashes play about the rowboats.

Boat #1: Pau, Tog, Jarlaxle
Boat #2: Lantorth, Althera, Evindal

Initiatives:

Althera: 1d20 + 5 ⇒ (8) + 5 = 13
Evindal: 1d20 + 3 ⇒ (18) + 3 = 21
Jarlaxle: 1d20 + 3 ⇒ (4) + 3 = 7
Lantorth: 1d20 + 3 ⇒ (11) + 3 = 14
Pau: 1d20 + 2 ⇒ (11) + 2 = 13
Tog: 1d20 + 2 ⇒ (3) + 2 = 5
Sahuagin 1: 1d20 + 1 ⇒ (1) + 1 = 2
Sahuagin 2: 1d20 + 1 ⇒ (8) + 1 = 9

GM:

Althera prc: 1d20 + 2 ⇒ (10) + 2 = 12
Althera str: 1d20 ⇒ 13
Evindal str: 1d20 + 2 ⇒ (7) + 2 = 9
Evindal prc: 1d20 + 8 ⇒ (9) + 8 = 17
Jarlaxle str: 1d20 + 4 ⇒ (15) + 4 = 19
Jarlaxle prc: 1d20 + 9 ⇒ (3) + 9 = 12
Lantorth str: 1d20 ⇒ 11
Lantorth prc: 1d20 + 6 ⇒ (17) + 6 = 23
Pau str: 1d20 + 4 ⇒ (3) + 4 = 7
Pau prc: 1d20 + 6 ⇒ (4) + 6 = 10
Tog str: 1d20 + 4 ⇒ (15) + 4 = 19
Tog prc: 1d20 - 1 ⇒ (16) - 1 = 15
Sahuagin 1 str: 1d20 + 2 ⇒ (20) + 2 = 22
Sahuagin 1 stealth: 1d20 + 6 ⇒ (4) + 6 = 10
Sahuagin 2 str: 1d20 + 2 ⇒ (3) + 2 = 5
Sahuagin 2 stealth: 1d20 + 6 ⇒ (16) + 6 = 22

All agents in the first boat—Tog, Pau, and Jarlaxle—spot a black figure following the boat to the side, and ready themselves to brace whatever's coming to get them. A scaly werefish or sorts rises from the water, letting out a shriek before grabbing the ledge of the boat and promptly flipping it over. Even though the boat boasts a team of superstrong individuals, they are unable to prevent the capsizing, and fall into the water.

Alarmed by the events on other boat, Althera's and Evindal's attention is briefly distracted. Fortunately Lantorth remains observant and spots a very stealthy black spot in the water, which too comes up shrieking like a mad man. But as the aquatic threat grabs the ledge, its grip slips and the creature falls back to the water.

"For Myraxus!" they shriek in broken Common.

ROUND 1

Because underwater combat is superfun, I provided you a link to the Swim skill description and to rules of aquatic environment. The waters are calm, so the Swim DC is 10.

I'm also going through this combat without a map (because the scenario doesn't provide one), so you can all assume to be within 5 feet of the Sahuagin.

Evindal, Lantorth, Althera, Pau (in the water)
----
Sahuagin 2
----
Jarlaxle (in the water), Tog (in the water)
----
Sahuagin 1

Grand Lodge

Male Elf Ranger 3 HP 22/28; AC 17; TCH 13; FF 14; F +4; R +9; W +3; CMB+5; CMD 18; Speed 20FT; Init +3; Perception +10

Evindal leets loos an arrow at the beast. If it can trip over a boat, may I assume it's close to the surface?
Ranged Piercing: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6


According to underwater combat rules, a creature at least chest deep in water gets improved cover (+8 AC, +4 reflex) against attacks made from land (in this case, the boat). I will not give a penalty to ranged attacks though, since the target is not underwater, technically at least.

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau pulls his siangham and tries to keep his head above water.

Swim 1d20 + 4 ⇒ (2) + 4 = 6

Dark Archive

Male Elf Trickster 3
Stats:
Hp 20/21 | AC: 13 (17 with MA), T:13, FF:10 (14 with MA) | Fort: +2, Ref: +6, Will: +4 (+5 vs enchantment) | CMB: 1, CMD: 14 | Speed 30 | Perc: +6

Lantorth pulls his wand from his belt and fires a magic missle at the creature attacking his row boat.

MM: 1d4 + 1 ⇒ (2) + 1 = 3


Waiting for Althera's action.

Evindal's arrow shoot at the water but misses entirely, losing its momentum the moment it pierces the waterline.

Pau manages to keep himself above the water, barely, and pulls out a siangham. (Pau still has a standard action to use; a swim check doesn't cost an action.)

And Lantorth fires a trusty magic missile at the assailant Sahuagin. It yelps a little from the pain.

ROUND 1

Something I did not explain before, but the boat functions as cover as well, so PCs on the boat receive cover against attacks from the Sahuagin while the Sahuagin receives improved cover from the underwater thing. Don't worry, just separate all your bonuses and penalties and I'll check them and modify accordingly if there's something amiss.

Evindal, Lantorth, Althera, Pau (in the water)
----
Sahuagin 2 (3 damage)
----
Jarlaxle (in the water), Tog (in the water)
----
Sahuagin 1

Sovereign Court

Core Monk 7 | AC (24/25v Evil)/19/(23)17 | HP 59/59 | Ki pool 6/6 | 50’ Movement | F+9, R+9, W+9 | +2 vs. Enchantment spells and effects)(immune to all diseases) | Init+2 |Perception + 13| Evasion |

Pau readies an action to strike any sea monster that closes with him.

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

Althera uses her wand against the closer enemy.

Wand MM: 1d4 + 1 ⇒ (2) + 1 = 3

Dark Archive

HP 27/27 | AC 20 T11 FF 19 CMD 18 | F+6 R+5 W+4; Init +2 | Perception -1 Darkvision | Aura of Courage (10 ft)

Swim: 1d20 - 1 ⇒ (1) - 1 = 0

Tog's head dips underwater as he goes underwater.

Tog wastes no time drawing his axe and swinging at the nearest beastie rather than worrying about his own safety.

Attack-2: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Half Damage for 6

22/24 breath remaining


Pau holds his fist ready to punch the stupid scaly fishman to the snout if it dares to do anything threatening, which it surely will do.

Althera's and Lantorth's tactic of shooting a volley of magic missiles seems to work adequately, the creature shrieks and gets angrier and tries to tip the boat again.

GM:

Althera str: 1d20 ⇒ 11
Lantorth str: 1d20 ⇒ 13
Evindal str: 1d20 + 2 ⇒ (14) + 2 = 16
Sahuagin str: 1d20 + 2 ⇒ (5) + 2 = 7

But the trio fends the sahuagin's webbed hands off the boat and thwart the attempt to capsize.

On the other boat a sinking half-orc takes a shot at swinging an axe underwater, a feat some dare to do, and by coincidence the blade hits the sahuagin's feet quite badly.

ROUND 1

Something I did not explain before, but the boat functions as cover as well, so PCs on the boat receive cover against attacks from the Sahuagin while the Sahuagin receives improved cover from the underwater thing. Don't worry, just separate all your bonuses and penalties and I'll check them and modify accordingly if there's something amiss.

Evindal, Lantorth, Althera, Pau (in the water)
----
Sahuagin 2 (6 damage)
----
Jarlaxle (in the water), Tog (in the water)
----
Sahuagin 1 (6 damage)

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