(Closed) PF2e Homebrew Playtest (Inactive)

Game Master jooker

Current Map
"The Folder"
Loot Log


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Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Scouting Lore: 1d20 + 2 ⇒ (2) + 2 = 4 Len has of course dealt with the likes of these men before in his travels, but has no useful information to share with the group. He looks down at his rapier, sighs, and offers it up to one of the men, never taking his less friendly hand out of its sling.


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Ever the trader, Pogen has dealt with all sorts of sailors and merchants. He quickly hands over his staff, having no more energy for fighting today.

Mercantile Lore: 1d20 + 2 ⇒ (9) + 2 = 11


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Rakrjgb put a hand his chest to non threateningly introduce himself
"Harrington the half-orc potionsmith. I'm a merchant, I paid for a trip to Rhodania, but instead woke up without my belongings in that cell. I don't know what is going on but I say trust goes both ways. I wish to help but who was that we escaped from and what are your intentions?"
Mercantile Lore: 1d20 + 5 ⇒ (1) + 5 = 6
fantastic rolling there


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb juggles his dagger around a little bit before bowing slightly and handing it over along with his sling.

"We are at your mercy. You seem well armed for a cargo vessel... what is your trade?"
Darb finishes the sentence with an eyebrow raise.

Entertainment Lore: 1d20 + 1 ⇒ (17) + 1 = 18
Waste of a good roll?


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

Rinvar, seeing that his new found compatriots are handing over their weapons, he does the same. "Rinvar Karn." He nods to the crew "Thanks for the rescue."
Warfare Lore: 1d20 + 2 ⇒ (7) + 2 = 9


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

"Thank you for not leaving us behind, and I'm sorry you lost your 3 companions. We may have never gotten out of that cell without them." She places down her bow and sling and continues, "I don't think anyone on this ship wants any trouble - we've all been through a lot. I'm sure we all can work together harmoniously to get to a safer shore."

Labor Lore: 1d20 + 3 ⇒ (13) + 3 = 16


Loot Log | Current Map | "The Folder"

They will take all of your weapons including a look over to check. If you decide to keep something hidden, you'll need to make a check.
----------------
Gruff looks to Harrington with hard eyes, but no immediate show of hostility.

"Fair enough, but this is my ship. Thems the rules. Ain't no one stopping you from leaving."

He then gestures to the open water with a meaty finger.
----------------
Darb's mind floods with sailing songs, dances, and jokes. However he is not sure any of them will make the current situation any better.

Pogen recognizes several trading company seals on the miscellaneous goods around the boat.

Ariawyn thinks back to her time working the fields, and notices something odd. None of the men above deck are clothed for long term sailing. Heavy cloth, good for padding a blow, but terrible for staying cool in the sun. Those below deck are better suited for the work, but their musculature is not that of a laborer. They remind her more of her captors on the farm than her peers.
----------------
After the crew is satisfied that the newcomers are disarmed, they show you to an area below decks. There are 8 more crewmen down here, pulling in the oars and securing goods. The hold is fairly empty, boxes and barrels here and there. Racks for weapons and ammunition make up the majority of the space that is used. The Gruff calls out to have hammocks, blankets, and food brought out for each of you. The meal is a simple one of meat, cheese, bread, and grog. Luckily the bread is still quite fresh, and the grog is a well made blend with spices and good rum.

You are now free to move about the ship. The crew watches you warily, but they do not treat you as a threat.


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Rakrjgb starts unstrapping his spiked gauntlet, hands it over, with 2 daggers and a sling, while muttering
"I guess you plan to treat use like mushrooms then, kept in the dark a fed shit."


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Ariawyn happily eats her meal and thanks them for the accommodations.
She meanders about the ship, getting a feel for her sea legs while assessing the condition of the ship and trying to discern if this ship's men have any connection to those that previously enslaved her (overhearing conversations, looking for any symbols/crests, or familiar faces).

"We're lucky those archers didn't do more damage to this ship. Is there anything we can do to help fix it up for our journey, Gruff?"

Acrobatics Check for sea legs: 1d20 + 3 ⇒ (19) + 3 = 22 I'm sure this means she's traversing the ship with grace and ease?

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

Intelligence check to recall info on her previous captors: 1d20 + 2 ⇒ (18) + 2 = 20


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Annoyed that he was ignored Darb is now on a mission to find out what these guys are up to. He explores the ship, listens carefully to conversations, and speaks with crew members.

Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 2 ⇒ (7) + 2 = 9


Loot Log | Current Map | "The Folder"

Harrington receives a single lifted eyebrow at his comment from the deckhand that delivers his bedding and meal, but is mostly ignored.

The water is calm for now, and the boat tracks well. DC11 Acrobatics will keep you upright at all times. And you can take 10.

As Ari is walking around the ship, she gets a chill down her spine. She now notices the markings on the goods as well, but for a different reason. None of them seem to match, some seem to be burned off or even modified. She remembers seeing goods like this being loaded and unloaded from her labor camp. The big difference between this and the camp, however, is the way you are treated. Other than being disarmed, you can tell you are given comparable food and sleeping accommodations as to what the crew lives on. At the camp, you would have been treated little better than your most recent stay...

Darb can tell his original question went purposefully unanswered. Conversations are few and far between. As you wander the ship, you seem to hear light murmurs and even laughter just ahead, but as you come near everyone is focused on their task. Most people are mending or cleaning. Not a single idle hand on the boat, other than your group.


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

Rinvar, having left the chaos of the shore for the ship, sits with his head in his hands for a moment and lets out a slight groan. Having never been a fan of the water but needing an expedient escape, he is now lightly regretting the choice. Disappearing through the woods would have been hectic and he is positive they would have been tracked and harried for days. The ease this ship allowed for a speedy getaway cannot be understated. That doesnt mean he has to like it. He was a soldier-not a sailor.

He set about eating the offered meal mechanically. It was the best meal he had consumed in quite a while but he couldn't quite taste it. Rinvar had to keep one hand on the mug of grog to keep it from sliding about.

"How long before we...", the word escaped him "make port? Landfall." he asks the closest sailor.


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb is annoyed now. He quietly tells the others "These people are hiding something."

He will sneak up on a conversation and eavesdrop.
Stealth: 1d20 + 2 ⇒ (13) + 2 = 15


Loot Log | Current Map | "The Folder"

Since we are out of combat, I'll just post whenever someone does something that warrants it, or once everyone has posted a couple times I'll progress the story. This game is fairly open world/sandbox style so your actions can benefit or hamper your next encounter. In general, everyone can post whenever, but if you find yourself posting 2x for the slowest 1, its fine. But 3x is pushing it. Also, not knowing what to do is perfectly fine, just post "DragonThreat nods" or similar to show you've seen and agree.


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Len nods to Darb. "You're gonna be less conspicuous, I reckon. You may be able to find out some useful info."

For his part, Len tries to get to know some of the crew, trying to make friends. Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

I forgot a diplomacy roll...
diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Rakrjgb looks at the food and drink to see any traces of alchemical items used
Alchemical savant: 1d20 + 5 ⇒ (8) + 5 = 13
last boat he was on he was treated well food poisoned and woke up in the cell
If okay he eats if not he uses his rations.
After he atempts to talk to Gruff about what he can be doing to help around the ship.
diplomacy: 1d20 - 1 ⇒ (2) - 1 = 1
if a day passes after a rest and Rakrjgb still has his alchemist kit he makes 4 health and 2 darkvision potions


Loot Log | Current Map | "The Folder"

Len notes that the sailors, while grizzled and hard from the sea, are friendly enough. They share little to no chit chat, but take care not to bump into him or make him uncomfortable. Given their demeanor, slightly friendly apathy is better than expected.
-------------
Ironically, Rinvar fares a bit better. He tries telling soldier stories, with little to no positive reaction. Most of these men have obviously low opinion of soldiers and government in general. Eventually, however, one man speaks up.
"Give em a break lads. I was in the army for a bit, don't you forget. Not much longer than him by the looks of 'em. Y'all came around to me after a while."
He pats Rinvar on the shoulder and offers him a large flask, maybe more akin to a metal bottle.
"Don't mind them. Cap'n told 'em to be nice. They won't hurt any of ya. Relax and enjoy the ride. Think of it as a bit of vacation after the shit you went through."

click this if you take a sip:

IT'S ESSACHER LUFT MOTHER F#%!ER. MUWAHAHAAHAHA. Ok, just kidding. But it is the most bitter, dark, black strap rum you have ever tasted. Stronger than hell alcohol mixed with burnt tar is the best taste you can compare it to.

DC 12 Fort or be sickened for 1 round


-------------
Harrington can tell the food is not poisoned, and is actually surprisingly fresh. The crew mostly ignore him and any attempts he makes at conversation.
-------------
As Darb "sneaks" up on a man, he turns to him and scowls. "Best not be sneakin' up on people like that lad. Good way to get yer face bashed in. You don't want that and I don't wanna get in trouble for accidentally doin' it."


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Len is willing to try a sip. Fortitude 12: 1d20 + 2 ⇒ (11) + 2 = 13 He is able to hold it down and smiles at the man. "Ain't bad!"


Loot Log | Current Map | "The Folder"

He looks you over as you reach for the bottle with an obviously judging expression, but seems genuinely impressed when you don't hurl all over the deck.


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Seeing as no one will let Rakrjgb help around the ship he looks for signs of fishing poles and ask if he can fish and stay out of peoples way.
survival: 1d20 + 2 ⇒ (9) + 2 = 11


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

After hearing from Darb, Pogen wanders about and sees if he can pry any additional information out of the crew

Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7


Loot Log | Current Map | "The Folder"

Harrington finds a place at the back of a ship to troll for fish. The boat is moving quite fast, and any other methods would be futile.

Pogen does not successfully strike up any conversations with the crew.

I'll do a wrap up post late this evening/tomorrow morning that will progress the story. Get any last ship related posts in before then.


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb rests for the remainder of the journey. He's not keen on helping these secretive folk until he gets some answers. He'll work on some new tunes.


Loot Log | Current Map | "The Folder"

After a couple more hours, the ship begins to slow. There is a general hustle about the boat. Quick comments can be heard from crew to crew, nothing is said to you. Goods are being stowed below deck, rigging checked and rechecked. You find yourselves herded into a group near the stairs. Eventually one of the crew comes up to the group.

"Cap'n says you should go belowdeck. Unfriendly ship approaching. Might be fightin'. Don't want you ta get hurt."


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb is content to be below decks, however, sound travels...
"How 'bout an inspiring tune to help you in battle?"

Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
$(*^@(%!


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Len rolls his eyes at the Goblin. "I'll show ya how to do it, greenskin."

Performance: 1d20 + 4 ⇒ (6) + 4 = 10 Len sings a very weak song, hitting few of the notes and impressing exactly no one.


Loot Log | Current Map | "The Folder"

The man obviously annoyed at the singing reaches out and grabs the two "Voice" contestants and sternly but gently leads them to the stairs.

"That's quite enough of that. Yer screachin can be heard for miles."


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Perception: 1d20 + 2 ⇒ (19) + 2 = 21for crew to crew talk
diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4
"If you give us are weapons back we could help you fight. Our lives shouldn't be more important than your own."


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Pogen moves belowdecks and listens intently for what is happening outside.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

"I second what the halforc said. Let us help if they attempt to board."

diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb just sucked at chitchat, Len caterwauled all on his own.

Darb flashes Len a smile somewhere between "a goblin that doesn't quite grasp normal human smiles" and "look how many pointy teeth I have". He heads below decks keeping his shield ready, his lute easily accessible, and rolls a couple of sling bullets around in his free hand.


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Len just keeps singing as he's led downstairs, hoping to annoy the crew into letting them have their weapons back. That would work, right?


Loot Log | Current Map | "The Folder"

Len receives an elbow in the ribs as he and the others are forcibly led below decks.

"I said no singin. As for you lot fighting, you'll just be in de way. We got a manner of doin things you jus ain't familiar with. Better for everyone if you sit tight down here."

None of you seem to have any effect in persuading the man.

Pogen and Harrington do hear some strange conversations, however. Most are talking about preparing this, tying that off. Clear that area. Mundane preparations. But one single sentence carried on the wind, surely spoken by someone thinking they wouldn't be heard.

"You beat me this time, I'll give you half my share."

Additionally, Harrington notices the ship in the distance. Barely a spec above the waves.


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

"Ah, so you be the attackers and want us down here to stay out the way. Just as well, I'm pretty spent on abilities and setting fire to that ship over there won't be much help. I'll attempt to rest down there and maybe I can attempt to help you sell the goods after."
Rakrjgb says as he walks below deck, pointing in the direction of the ship as he mentions it. Goes straight for a place that looks comfortable to lay down and rest.


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Ariawyn scans the area where the stairs meet the deck as she is being 'led' downstairs.

Perception: 1d20 + 1 ⇒ (10) + 1 = 11 She's looking for parts that they may use to bar her and the others below deck. If this is a typical ship... the doors should be locked from inside the hull and not the deck.

She is nervous about what is happening and confused by the seemingly friendly behavior yet eerily familiar signs from the camp she was previously held at. Ariawyn targets a strong looking crew member (NOT their Captain, but a subordinate that may have sway over the others) and attempts to charm him:

With a look of intense concern she says to him, "Could some of us please have our old weapons below deck?? I swear on my family's honor that we will only act as a last line of defense and will not interfere with your methods. We'll relinquish our weapons to you again once this encounter is over."

Charm Saving Throw and effects:

Spell DC = 15

"To the target, your words are honey and your visage bathed in
dreamy haze."

Critical Success = The target is unaffected and aware you tried
to charm it.

Critical Failure = Target is helpful and can’t act hostile toward you.

Success = The target is unaffected, but thinks your spell was
something harmless instead of charm, unless it identifies the
spell (usually with Identify Magic).

Failure = The target’s attitude becomes friendly toward you. If it
was friendly, it becomes helpful. It can’t act hostile toward you.


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

"They're gonna raid that ship? I don't want any part of that. Best we stay down here anyway, I say."


Loot Log | Current Map | "The Folder"

DM Stuff. No Peeking.:

F$&& off, I said no peeking.
Will: 1d20 ⇒ 13

The man looks confused.

"What was that. You better not be gettin' any ideas. Stay down here. Stay out of the way. Stay safe. Don't make me lock you down here. I don't have time to argue. If anyone objects. Do it now."


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Attempting long rest.


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Pogen feels uneasy regarding everything going on, but doesn't see a way out currently.

He will find an area to tuck into and hide, while remaining alert. GM stealth check when potentially detected it says

Perception: 1d20 + 3 ⇒ (3) + 3 = 6


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

Rinvar, already being uneasy about being at sea does not protest and stays below deck. Pirating isn't what he signed up for and has no issues staying out of the way. He does look for a loose board or rickety bar of timber that could potentially be used as a weapon if they are boarded.
perception: 1d20 + 3 ⇒ (7) + 3 = 10


Loot Log | Current Map | "The Folder"

It is just the six of you below deck. The ship seems fairly empty, save for a few miscellaneous crates and barrels. Bits of chain (2x, improvised weap 1d6), a crowbar (club), and a rusty cleaver(dagger) are the best weapons you notice.

Looking around you can find a couple of cracks to look out. You can't see the ship, but you can see a small island in the distance.

Through the loading grates above, you can occasionally see a deckhand rushing around.

After the better part of an hour you can hear Gruff shout.

"Alright boys. They're on us. Give em hell."
You notice something a little off with his statement.

DC 17 perception for the statement:

You can tell his word choice seems forced. Almost ironically so. You'd guess if you could see his face he would be smiling.

Another ten minutes pass and you can hear the sounds of battle begin like a thunderhead rolling in. Clangs of the ballistae being fired. Thuds of enemy weaponry hitting the ship. Screams and curses from sailors blend together into a angry cacophony of sound.

You hear one of the sailors yell
"Look at that idiot on the bow. Fill him full of arro..."

Gruff interrupts and yells back
"GET DOWN THAT'S A F*%!ING STORMRIDER"

Not seconds after the yell there is a whooshing sound like a tornado whipped up in your ear, followed by a roar and cracking of wood. Bright light flashes through the cracks on the ship. Intense heat blazes down from above deck.

Instantly the sounds of battle change to screams, splashes, and burning wood. Smoke now trickles down into the hold. More importantly, water is now seeping up as well...

as you might guess, there is no time for an extended rest.


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Perception 17: 1d20 + 2 ⇒ (15) + 2 = 17 "The way the captain said that... there's something off there. We should be ready for anything."

Len picks up the cleaver, ready to fight. After the battle starts, he starts pacing in agitation. "This battle doesn't sound like it's going our way..." and just then the scream about the Stormrider is heard.
Society: 1d20 + 2 ⇒ (19) + 2 = 21 Does Len know what a Stormrider is?

Then when bad stuff seems to be definitely happening: "Oh S*%t, we need to get off this thing. We're gonna sink!" He scrambles up the stairs toward the hatch and throws it open. What does he see?


Loot Log | Current Map | "The Folder"

You know stormrider is a very old organization of seafaring wizards that used to sell their magic to protect ships, create wind, or provide other beneficial effects. These days its kind of a catch all term for spellcasting sailor.

When you push the hatch, it is stuck hard. There is something on top of it. It will take an athletics check to open. There is also limited room on the stairs. Please choose one person to do the check and one to assist. No more than that.


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Len steps back from the hatch. "We'll need someone with some muscle. There's something on top."


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb will give Guidance to whomever is going to work on the hatch.
+1 conditional bonus to the skill check.

I'm assuming I'll have to move to touch them, so that would be my full turn.


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Rakrjgb realizing Gruff is fighting a losing battle gets up and looks around.
"Lets open up a few of these crates to see if there is something useful, ship is probably going down."
Grabs crowbar and tries opening interesting crate, but fails spectacularly sending the crowbar across the room.
Mercantile lore: 1d20 + 5 ⇒ (7) + 5 = 12
Athletics: 1d20 + 1 ⇒ (1) + 1 = 2


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

Rinvar grabs a bit of chain and flings it over his shoulder before stepping past Len to the hatch."Alright, let's give this a whirl." he says while trying to adjust his armor in hopes of it causing him less of an issue. Putting his shoulder against the hatch and bracing on the steps as best as he can, Rinvar brings his weight to bear on the hatch. "Be ready," he hisses between clenched teeth, "seems a bit...warm."
Armor check penalties be damned
Athletics: 1d20 + 2 ⇒ (15) + 2 = 17


Loot Log | Current Map | "The Folder"

Sorry for the delay. The map is up, I have moved your tokens off the ship so you can see what is going on. If you load roll20 and everything is black, its likely that you are on a covered part of the map. Zoom out and move to the top right section.

Harrington can see 4 barrels that are obviously water, 2 crates of food, and 4 mystery crates. For simplicity's sake. Each one weights 50lbs

Rinvar pushes open the hatch an is immediately blasted in the face with searing wind.

Everything is on fire. The sail is completely gone. Most of the crew lay dead on the deck still clutching their weapons, but badly burned and nearly unrecognizable. Some seem to have jumped into the water, and the rowboat is now loose and upside down in the water behind the ship You could swim to it and flip it upright with a little luck. The BOOM barrels amazingly have not been severely damaged, but it is only a matter of time as their wood is already smoldering.

There is a small chain of islands to your northeast, barely visible through the smoke. The trading vessel has also turned and is sailing away at full speed. Evidently satisfied at the burning sails of their pursuer.

Combat vs Environment:
Start your turn/token on the square marked "hatch"
Everyone roll a new initiative (Reflex)
Each round, make a reflex save against fire. (Your init count as your first roll)
The BOOM barrels each have a set amount of HP remaining, so does the ship. I'll roll damage each round and let you know what happens. While you could possibly extinguish all the barrels before they explode, the ship is a lost cause.
This is a race vs the clock to gather whatever supplies if you so desire, and get off the ship.


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Initiative (Reflex): 1d20 + 3 ⇒ (4) + 3 = 7

Pogen grabs one of the water barrels and slowly works his way up the stairs. Once above deck, he will struggle to carry the barrel towards the back of the ship.

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