Gunther Judsson
|
That evening Gunther allows Dimitra the bed, as he sleeps in front of the door (gentleman that he is). After slamming the bed rhythmically into the wall for about five minutes, that is.
The next day he accepts the Alchemist's kindness from Johann, and returns the sock to Malfeas.
"Wasn't really necessary Mal. No one in their right mind disturbs a busy Ulfen, it only makes us meaner," he comments straight-faced.
Malfeas Rayne
|
When Gunther hands Malfeas back a sock, the monk feigns ignorance. "I don't know what you mean. That's not MY sock.
Bad Bluff: 1d20 - 2 ⇒ (9) - 2 = 7
Walter Vizard
|
Walter joins his companions on the boat. He nods in gratitude at Johann.
Walter--once on board--begins a thourough search of the vessel; from top to stern.
Abadar guide this venture!
perception: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Dimitra
|
While Gunther was slamming the bad in the wall Dimitra was moaning wildly.
On board she goes to the pilot "Morning, how are you doing today?"
| GM Derek W |
The boat's pilot greets Dimitra:
"Good morning, lass. Name's Demeliah Sorhenson. Smine's filled me in on the particulars. I'll keep the Terrapin on course, to be sure."
In lower tones, she continues:
"My husband was done in by pirates ten years back. Anyone fightin' pirates is okay by be."
The first day of travel proves uneventful as Tevryn’s Terrapin meanders upriver, and the Pathfinders settle into a routine for their trip.
Later, on the second day, the droning of frogs, insects, and birds along the riverbanks creates an atmosphere fit for dozing, even though the sun is barely past noon. Directly ahead, the river twists to the east for a bit before rounding a forested hummock. A splash breaks the monotony of sound as something slides off the marshy banks and into the water.
Perception checks, please!
Malfeas Rayne
|
Perception: 1d20 + 11 ⇒ (5) + 11 = 16
In reflexes honed by combat, once the splash breaks the monotony, Malfeas's bow comes out and is strung in a flash.
Naurin Ferrick Phren
|
Perception: 1d20 - 2 ⇒ (19) - 2 = 17
Despite the droning to the animals, Naurin is about as alert and perceptive as she can be.
If that is perceptive enough...
Naurin debates whether to let them get close, for an ambush, or not: Given Mal's prowess at distance, it may be best to start firing as soon as seen.
Dimitra
|
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Dimitra is humming softly to herself while relaxing in the sun.
Diplomacy, improve relations take 10: 10 + 8 = 18
Dimitra tries to befriend the woman and will later ask her to pass on information to her 'uncle'
| GM Derek W |
This part has two phases. The map for the first phase was kind of bumming me out, so let's try without it so we can proceed!
All of you see a crocodile slip into the water and swim towards the sharp bend in the river up ahead. (Swimming away from you)
It hasn't yet rounded the bend!
You can all take one round of actions, if you like.
Naurin Ferrick Phren
|
Knowledge (Nature): 1d20 + 6 ⇒ (11) + 6 = 17
Are crocodiles native to each other, or is it more likely an animal companion?
Naurin casts Bless over the group from her wand, then stashes it in her belt.
| GM Derek W |
This crocodile has perhaps got the air of a companion. It is not threatening you, just swimming away. Perhaps to warn its master?
If you just want to let them come for you, just tell me and we'll move ahead.
Johann Erlenmeyer
|
I'm not sure whether attacking the croc for no apparent reason would be metagaming, or whether avoiding attacking it to avoid metagaming would be metametagaming?
Naurin Ferrick Phren
|
It is hard to say: On one hand, we are expecting trouble soon after leaving the town, IIRC, and on the other hand one wouldn't want to needlessly antagonize some random druid or ranger.
Dimitra
|
Dimitra goes on singing to herself, she does not care about a restless croc. GM, any progress on the talk to Demeliah?
| GM Derek W |
The crocodile disappears around the bend. After a few moments you hear voices failing to sound hushed. A small sailing boat rounds the bend and you see half a dozen warriors on board. Once sighted, they turn and head for you!
You have about one round until they close with you. About 60 feet north of your boat. What do you do?
Naurin Ferrick Phren
|
Naurin casts Bless over the group, stashes her wand in her belt, and then palms her Wand of Ill Omen.
I guess I did this exact same thing Thursday afternoon. Never mind. :-P
Johann Erlenmeyer
|
Johann prepares a bomb. Readied action -- toss a bomb at the closest group of fighters on the other boat, hopefully close enough to get the sail in the splash, once the boat is within 20 feet away.
ranged touch attack: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 3d6 + 4 ⇒ (3, 3, 4) + 4 = 14
Splash damage 7, DC 16
Dimitra
|
Dimitra starts singing in a captivating manner, hoping to fascinate the brigands.
Fascinate DC14
Naurin Ferrick Phren
|
Naurin readies bring Misfortune and to cast Ill Omen from her wand at the first brigand to come within range.
25'. Misfortune as an immediate action, then Ill Omen.
Yes, Bless would already be in effect.
| GM Derek W |
As the enemy vessel closes in, Gunther sends an arrow across her bow, but the fools continue undaunted! From atop a low roof at the center of the barge (it looks lie you're in the room on the map), Johann lobs a bomb at the front-most occupants, who are heavily armed. A hit! He nearly slays the first soldier, and injures the rest.
Reflex #1: 1d20 + 4 ⇒ (8) + 4 = 12
Reflex #1: 1d20 + 4 ⇒ (10) + 4 = 14
Reflex #1: 1d20 + 4 ⇒ (7) + 4 = 11
All take the full 7 splash damage!
As the boats close, the battle is joined!
The map shows the boats as 10' apart. Please treat as adjacent for the rest of the fight. There are 7 humans on the boat, and 1 crocodile in the water at the top. The red and green guys are the ones hit by Johann's bomb.
Walter: 1d20 + 4 ⇒ (13) + 4 = 17
Dimitra: 1d20 + 3 ⇒ (6) + 3 = 9
Johann: 1d20 + 1 ⇒ (4) + 1 = 5
Naurin: 1d20 + 1 ⇒ (10) + 1 = 11
Gunther: 1d20 + 1 ⇒ (15) + 1 = 16
Bad guys: 1d20 + 2 ⇒ (13) + 2 = 15
Round 1:
Malfeas <<
Walter <<
Gunther <<
bad guys
Naurin
Dimitra
Johann
| GM Derek W |
Sorry, tried to post too late.[/ooc
Croc: 1d20 + 2 ⇒ (5) + 2 = 7
Sailor 1: 1d20 + 2 ⇒ (1) + 2 = 3
Sailor 2: 1d20 + 2 ⇒ (14) + 2 = 16
Sailor 3: 1d20 + 2 ⇒ (11) + 2 = 13
Warrior 1: 1d20 ⇒ 17
Warrior 2: 1d20 ⇒ 18
Warriot 3: 1d20 ⇒ 17
Two sailors at the back and the crocodile become fascinated by Dimitra's performance!
[ooc]Not sure what happens if their allies try to bring them around while the boat close in...and if Johann wants to keep his bomb throw, does that merely allow a new save, or does it spoil the effect altogether?
Dimitra
|
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
I see Dimitra can only fascinate one creature ;-(. I guess she would try to entrance one of the warriors, deeming them to be the biggest thread and knowing that druids and other spellcasters have good will saves.
As Gunther lobbed a bomb at the warriors I think that is an obvious threat, thereby cancelling the effect. I think there is some use of fascinate out of combat, but not while in.
Back to inspire courage then ;-)
Walter Vizard
|
Walter points to the croc, praying to Abadar, Flee!
School enchantment (compulsion) [language-dependent, mind-affecting]; Level antipaladin 1, cleric/oracle 1, inquisitor 1, witch 1; Domain devil (evil, law) 1, toil 1
CASTING
Casting Time 1 standard action
Components V
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.
DESCRIPTION
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.
Walter also pronounces judgment on the pirates!
He moves 5' closer to the croc's position, leveling his longspear for any opportunity to strike.
| GM Derek W |
The croc's INT is only 1. "High" Int for an animal would be 3, as most start at 1 or 2. Still, it is trained to perform tricks. I'm going to allow this attempt, unless it really fires one of you up.
Croc Will Save: 1d20 + 2 ⇒ (3) + 2 = 5
The crocodile turns around in the water!
Of course, what it does next round...Gunther and Mal are both up! GMPC if I don't see a post in 24 hours.
Gunther Judsson
|
Gunther drops his longbow to the deck, and pulls out his two-hander as he steps up to his first enemy.
Power Attack: 1d20 + 7 - 1 + 1 ⇒ (6) + 7 - 1 + 1 = 13
Damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12
| GM Derek W |
Walter scares the croc off. Then he braces himself against its return. Gunther swings and misses, if only barely.
The three sailors at the rear of the boat strike at Walter with scimitars!
Attack #1: 1d20 + 2 ⇒ (16) + 2 = 18
Attack #2: 1d20 + 2 ⇒ (15) + 2 = 17
Attack #3: 1d20 + 2 ⇒ (11) + 2 = 13
All three miss!
The three warriors strike out at Gunther with shotels (curved swords)!
Attack #1: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Attack #2: 1d20 + 6 ⇒ (7) + 6 = 13
Attack #3: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Two blades slice at the Ulfen warrior!
The woman at the back has a flame in hr hand, which she throws at Johann!
Ranged Touch: 1d20 + 5 ⇒ (4) + 5 = 9
The flame flies wide of the mark!
Round 1:
Naurin
Dimitra
Johann
Round 2:
Walter
Gunther
Group is up!
Johann Erlenmeyer
|
Johann ducks the flame and cackles. "I can make flames too! Look!"
Throwing a fire bomb at the caster: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
damage: 3d6 + 4 + 1 ⇒ (5, 2, 4) + 4 + 1 = 16
miss direction: 1d8 ⇒ 3 Bomb lands where I marked it on the map with a red cloud thing. Splash damage is 7, DC 16 reflex save to halve.
Naurin Ferrick Phren
|
Sorry, I'm a little confused by the map. Is the central box a cabin that would be blocking travel except by the edge? Is Johann on the 2nd level?
| GM Derek W |
Yes, that's right. And please pretend that there's a boat under your opponents right now. I just did it this way because the provided map obviously doesn't show the two boats adjacent to each other.
Naurin Ferrick Phren
|
Naurin absorbs some of Gunther's gaping wounds, then steps forward, casting and touching him with a curing spell, then swiftly casts misfortune upon the far sailor.
CLW: 1d8 + 3 ⇒ (3) + 3 = 6
Heal 5 pts. through Life Link, and 6 pts. through CLW.
Gunther Judsson
|
Gunther roars in pain and rage, swinging his blade at this attackers.
Attack the middle attacker.
Power Attack: 1d20 + 7 + 1 + 1 - 1 ⇒ (11) + 7 + 1 + 1 - 1 = 19
Damage: 2d8 + 7 + 1 ⇒ (5, 4) + 7 + 1 = 17
| GM Derek W |
With the boat only being 2 squares deep I adjusted the position of the druid and the bomb.
Reflex Druid: 1d20 + 4 ⇒ (5) + 4 = 9
Reflex warrior: 1d20 + 4 ⇒ (4) + 4 = 8
Reflex sailor: 1d20 + 1 ⇒ (18) + 1 = 19
The druid and a warrior are badly burned by Johann's bomb while a sailor is only singed. Walter's opportune blow catches a sailor, wounding him Naurin heals and Dimitra inspires. Then Gunther cuts down a guard with a mighty blow!
The sailors attack Walter.
Attack #1: 1d20 + 2 ⇒ (5) + 2 = 7
Attack #2: 1d20 + 2 ⇒ (13) + 2 = 15
Attack #3: 1d20 + 2 ⇒ (12) + 2 = 14
Walter is not hurt!
The two warriors slash at Gunther with swords and puch with cesti!
Shotel #1: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Cestus #1: 1d20 + 3 ⇒ (3) + 3 = 6
Shotel #2: 1d20 + 4 ⇒ (9) + 4 = 13
Cestus #2: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm?: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Crit Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Gunther is not so lucky, as two blows connect! 13 damage total
The druid again lobs a flame at Johann!
Ranged Touch: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Status:
Sailor #1 (6 damage)
Sailor #2 (uninjured)
Sailor #3 (3 damage)
Druid (14 damage)
Warrior #1 (14 damage)
Warrior #2 (14 damage)
Pathfinders are up!
Naurin Ferrick Phren
|
Naurin absorbs more of Gunther wounds, and heals him with another casting of cure light wounds, while swiftly bringing misfortune on the second warrior. ... for whatever that is worth.
CLW: 1d8 + 3 ⇒ (7) + 3 = 10
Gunther, heal up 15.