Alessio Imeroni
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GOOD THING I CAST THAT SHIELD Alessio just about finishes quaffing the extract when an arrow in the form of certain death wizzes past his face. He moves to the side and heaves a bomb at the minotaur.
bomb: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 2d6 + 4 ⇒ (6, 5) + 4 = 15
Noke Tiiz
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Noke rides forward on Happu to hide behind Alessio and Divune casts ‘guidance’ on Noke.
Noke then concentrates on the Minotaur and tries to put him to sleep.
Slumber hex, DC 15 Will save or asleep for 3 rounds.
Sleeping Sword
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Activating the Sovereign Court scenario 'boon' for Timely Inspiration.
Sleeping Sword follows Minawar's movement, and draws a javelin with his free hand. Coming up alongside Alessio, he looses the javelin at the minotaur.
javelin vs Minawar, inspire courage: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5damage, ic, bulls strength: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12
The old monk is no hunter though...
Savina Heterodinus
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Savina moves to follow the minotaur movement while drawing her rapier and get in range for one of her spell.
She then concentrate on her opponent mind to find a weakness to exploit, casting Mind Thrust II.
Using my two phrenic points to boost the DC so Will save DC 17 for half.
Mind Thrust II damage: 4d6 ⇒ (3, 6, 6, 2) = 17
Ridley Zane
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Ridley advances and lobs a bomb!
range touch attack: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
damage: 2d6 + 12 + 1 ⇒ (3, 5) + 12 + 1 = 21
Gonna use my folio reroll on that...
range touch attack: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22
GM Khaoz
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The javelin was no threat for the opposing commander, but Savina has no problem overloading Minawar's pain receptors. Her focus shifted, Ridley takes advantage of the opening and blasts her again.
Will Save: 1d20 + 6 ⇒ (7) + 6 = 13
Minawar steels herself against the pain, and lets three arrows fly, towards Alessio, Sabina and Ridley, but not one bites the intended target.
So she takes a step back into the ruins.
Attack #1: 1d20 + 10 ⇒ (3) + 10 = 13
Attack #2: 1d20 + 10 ⇒ (2) + 10 = 12
Attack #3: 1d20 + 5 ⇒ (8) + 5 = 13
Y'all go.
Noke Tiiz
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Noke concentrates on the Minotaur again to make him sleep!
Using ‘accursed hex’ feat to use Slumber DC 15 Will again.
Ridley Zane
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I'm going to hold my action until the end in an effort to save the bomb, but going to post just in case it is needed.
range touch attack: 1d20 + 6 + 1 + 2 ⇒ (11) + 6 + 1 + 2 = 20
damage: 2d6 + 12 + 1 + 1 ⇒ (3, 5) + 12 + 1 + 1 = 22
Sleeping Sword
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"Uh, sleep is a good idea Noke!"
Sleeping Sword uses the ruined tower for cover, and comes up under the minotaur's guard. I think the cover/wall will prevent her taking an AoO as I approach.
gentle rest vs Minawar, touch attack, inspire courage, bull's strength: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
If the touch attack hits, Minawar is Staggered for 1 round.
Only make this touch attack if Minawar saves vs the Slumber Hex, otherwise will wait in position and coup-de-grace next round.
Savina Heterodinus
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Savina goes to her left, to try to flank the minotaur leader, then attacks. unless the minotaur is sleeping, then she will study it
Rapier attack: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 for P: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Got +1 dodge AC when adjacent to a single foe, Expert Duelist trait.
GM Khaoz
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I think the cover/wall will prevent her taking an AoO as I approach.
Correct, that prevents her from using her horns on your turn.
@Savina: Moving to that particular square would provoke an AoO, but the one on your left wouldn't. On PbP I let the players know this kind of thing because it's not as immediate as a RL table.Will Save: 1d20 + 6 ⇒ (9) + 6 = 15
Perhaps Minawar got a good night's rest, or Noke didn't, but the minotaur does not succumb to the hex's pull. Both Sleeping Sword and Savina stand on opposite sides of the wall, and they both fail to make contact with the commander.
Waiting on Alessio before resolving Ridley's bomb. It's what you asked for Ridley, correct?
GM Khaoz
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Where his companions have failed, Ridley lands a bomb between Commander Minawar's hooves, who is blasted on her way to the Lady of Graves.
After a successful combat, and dodging deadly arrows, the Pathfinder have a decision to make. They can either pursue a higher ranking Minotaur Commander or defend Absalom's harbor.
Now's the time where I count votes.
Sleeping Sword
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Sleeping Sword votes for defending the harbour.
Looks like the home stretch now. We can fight on pretty much as long as we think we can handle it, or slow the pace so other tables can catch up :)
GM Khaoz
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Wall of Text incoming.
As you approach the Docks District, a terrified member of the Harbor Guard shouts “They’re coming! The armada of the dead is coming!” while running past. Down in the Flotsam Graveyard, dozens of ships with tattered black sails are winding among and crashing through the hazardous wrecks that dot the bay, rapidly approaching the harbor. As the skeletal ships advance, more sunken ships start rising of their own accord through the foaming waves, joining the undead invasion.
____ ____ ____
When you get to the harbor, a soldier clad in mithral armor, wearing a blue cloak, and carrying a barbed spear nods a greeting, carrying a worried look on her face. “I’m captain Sevana Kinhan of the Wave Riders, and I’m glad to see you have come to help us—we’ve taken heavy casualties, our allies from Escadar haven’t arrived, and the undead armada doesn’t seem deterred by the Flotsam Graveyard’s wreckage.
“In order to stop their advance, we must destroy their five command ships. Your superior at the Pathfinder Society has informed me that your skills would be well suited for attacking the “The Black Swan” commanded by Captain Pegarius Stormcrow. We have more hippocampi than there are able-bodied Wave Riders left to command them, so you can borrow our steeds if that helps you reach and board their tattered ships."
Before parting Captain Kinhan gives you two potions of touch of the sea and a potion of water breathing. By expending the Aid Token, you can secure and additional four potions of touch of the sea and two additional potions of water breathing.
The PCs don’t have to ride hippocampi if they have abilities, equipment, or magic that allows them to move and fight in water.
____ ____ ____ ____
The strange curse that animates the ships and marines of the Silent Tide also beckons to aquatic beasts and makes them unusually aggressive, attacking anyone who approaches the ships. These creatures have fanned out across the harbor, but it’s possible for you to evade these opponents and bypass the encounter with sufficient speed and skill.
Can I get a Ride check from each PC, please? DC 14
Savina Heterodinus
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Knowledge (Nobility): 1d20 + 9 + 2 + 1d6 ⇒ (13) + 9 + 2 + (3) = 27
Savina will grab a potion of Touch of the Sea if it’s ok with everyone
Savina starts riding the creature and comments “This is not like riding a horse, and I usually don’t ride into combat”.
Ride: 1d20 + 3 ⇒ (7) + 3 = 10
Noke Tiiz
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Let us activate the aid tokenn for further potions. Then pass it on.
Sleeping Sword
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ride: 1d20 + 2 ⇒ (1) + 2 = 3 oof.
"Uh, wazzat? Oh, water! What is this beast? Where is it taking me?"
How shall we use those potions? Touch of the Sea will be 1 minute duration, so I propose that we consume one of those each when we look like we're within 1 minute of the Black Swan. I think that the potions of Water Breathing, which have long duration, should be used immediately by the three PCs with the worst Swim skills.
Ridley Zane
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Ridley will take a moment to brew up an extra extract of Touch of the Sea just in case.
Ride: 1d20 + 3 ⇒ (7) + 3 = 10
Noke Tiiz
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Noke hugs Happu.
”You have to stay here my dear Happu! Divune and I will pick you up later!“
Noke starts riding these unbelievable water animals.
Ride : 1d20 + 4 ⇒ (14) + 4 = 18
Savina Heterodinus
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Concerning the potion of Water Breathing, Savina has a +0 Swim and a 10 Con. After looking at the other’s sheet, most of the characters are that bad at swimming, except Ridley who’s worse and Sleeping Sword that has a bonus, but I have the lowest Con.
If the alchemists brew their own potions, Savina will grab two Touch of the Sea potions.
GM Khaoz
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While not expert sea riders, most of the group manages to move towards the enemy ship without any larger issue. Until the hippocampus ridden by Sleeping Sword decides to charge a couple of creatures lurking nearby, by the time the rest catch up, a fight is about to start.
Init, Sleeping Sword: 1d20 + 2 ⇒ (10) + 2 = 12
Init, Ridley Zane: 1d20 + 4 ⇒ (14) + 4 = 18
Init, Savina: 1d20 + 3 ⇒ (1) + 3 = 4
Init, Alessio: 1d20 + 5 ⇒ (20) + 5 = 25
Init, Noke Tiiz: 1d20 + 3 ⇒ (8) + 3 = 11
Init, Enemies: 1d20 + 3 ⇒ (17) + 3 = 20
Alessio
Enemies
EDIT: Because I forgot to mention the new map.
Alessio Imeroni
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Hmm, what are those things?! Alessio tries to position himself in a defensive position but it's pretty wide open out on the water. He takes a seemingly prohibitive shot with his crossbow.
light crossbow: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d8 ⇒ 7
light crossbow, crit confirm: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d8 ⇒ 3
Do i need to make more ride checks? I haven't messed with mounts much.
GM Khaoz
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DC 5 Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.
DC 10 Fight with a Combat-Trained Mount: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
The alchemist doesn't have a problem staying in his saddle, and takes the movement of the waves below him to land his bolt on the creature ahead, which on second glance looks like a bunyip.
Knowledge (Arcana) for more, but a +9 would get the name either way.
Both bunyips swim as fast as they can, in the direction of their new found prey, you. A disturbing combination of shark and seal, this brown-furred creature has a wide mouth filled with razor-sharp teeth, the injured one bites into Alessio's leg as he recoiled, leaving a bleeding wound behind, while the other one goes for Sleeping Sword, and bites nothing but seawater.
Yellow vs Alessio, Attack; Damage: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 211d8 + 1 ⇒ (2) + 1 = 3 Hits.Bleed 1d6
Green vs Sleeping Sword, Attack: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 Misses.
You all go.
Ridley Zane
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Ridley will shoot at the injured bunyip with his crossbow.
Attack: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage: 1d8 ⇒ 3
Alessio Imeroni
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kn arcana: 1d20 + 9 ⇒ (3) + 9 = 12
Elado spurs the hippocampus to attack the bunyip and move back a few feet.
ride: 1d20 + 2 ⇒ (15) + 2 = 17
hippocampus bite: 1d20 + 4 ⇒ (9) + 4 = 13
bite damage: 1d4 + 3 ⇒ (1) + 3 = 4
hippocampus 5ft step back.
light crossbow: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 ⇒ 1
Noke Tiiz
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Noke hides behind Sleeping Sword and Divune casts ‘guidance’ on Noke.
Noke then concentrates on the bunyip and tries to put it to sleep.
Slumber hex, DC 15 Will save or asleep for 3 rounds.
Savina Heterodinus
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Knowledge (Arcana): 1d20 + 9 + 1d6 ⇒ (15) + 9 + (2) = 26 for special abilities, then resistances, the rest after that
Savina draws her rapier, guiding her mount with her other hand 5 ft step toward the yellow, if that’s not the one Noke managed to put to sleep, and tries to put it in the bunyip’s head.
Rapier attack: 1d20 + 8 ⇒ (8) + 8 = 16 for Magic Piercing: 1d6 + 4 ⇒ (3) + 4 = 7
GM Gustavef
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And I am back
Alessio does not gain too much information other that these things can swim. Savinia recognizes the Bunyips as similar to sharks aside from the bleed attack that one already did on Alessio, they Bunyips will enter into a blood frenzy when there is blood in the water.
They also have a terrifying roar that can panic low level creatures.
Otherwise they don't have any special resistances or weaknesses.
Alessio's hippocampus misses the bunyip, but his own bolt does strike the creature. However Alessio bleed for 1d6 ⇒ 5
green bunyip will: 1d20 + 1 ⇒ (8) + 1 = 9
The green bunyip loose interest and dozes off in front of Sleeping Sword.
Savinia stabs the one in from of her soundly.
Bunyip, yellow - 14 hp damage
Bunyip, green - sleep for 3 rounds
Alessio -- Bleeding
Sleeping Sword can still act.
Sleeping Sword
|
"Uh, sleep is good!"
guide with knees, DC5 ride: 1d20 + 2 ⇒ (13) + 2 = 15
Sleeping Sword takes his katana and coup-de-graces the sleeping bunyip with a downward two-handed thrust through its skull.
damage: 2d8 + 8 ⇒ (6, 8) + 8 = 22 Fort save vs Death is DC26 due to katana's 'deadly' property, if it matters.
GM Gustavef
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Fort Save: 1d20 + 5 ⇒ (4) + 5 = 9
The Bunyip is slain.
The remaining one in a frenzy moves up and continues to attack Alessio.
Bunyip Attack, blood raging: 1d20 + 8 ⇒ (8) + 8 = 16
However it thrashes about in the water not barely missing its prey.
Everyone is back up
Ridley Zane
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Ride, guide with knees: 1d20 + 3 ⇒ (6) + 3 = 9
Crossbow: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Ridley reloads and looses another crossbow bolt.
Alessio Imeroni
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Alessio is getting the hang of this and tries the same maneuver again.
ride: 1d20 + 2 ⇒ (14) + 2 = 16
hippocampus bite: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d4 + 3 ⇒ (2) + 3 = 5
Alessio draws the hippocampus back a few feat and fires crossbow.
crossbow: 1d20 + 5 ⇒ (1) + 5 = 6
boo
Sleeping Sword
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guide with knees: 1d20 + 2 ⇒ (19) + 2 = 21
Sleeping Sword guides his aquatic steed around to catch the remaining bunyip in a flank with Alessio's hippocampus if possible, or else around to await a flank with Savina.
katana vs bunyip, flank: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26damage: 1d8 + 4 ⇒ (2) + 4 = 6
confirm crit? martial manuscript/crusader's flurry, flank: 1d20 + 6 + 2 + 2 ⇒ (4) + 6 + 2 + 2 = 14crit damage: 1d8 + 4 ⇒ (1) + 4 = 5
If Alessio has already moved, then Sleeping Sword is readying to attack when in a flank.
Savina Heterodinus
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Savina moves her mount 5 ft. step and study the creature to find the right moment to put her rapier through its head.
Counting +2 from flank with Sleeping sword, remove if incorrect turn order
Rapier attack: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32 for 1d6 + 4 + 2 + 1d6 ⇒ (2) + 4 + 2 + (2) = 10 (using studied strike if hitting)
Rapier Confirmation roll: 1d20 + 8 + 2 + 2 ⇒ (3) + 8 + 2 + 2 = 15 for a total of 10 + 1d6 + 4 ⇒ 10 + (1) + 4 = 15
Noke Tiiz
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Noke concentrates on the other bunyip and tries to put it to sleep.
Slumber hex, DC 15 Will save or asleep for 3 rounds.
GM Gustavef
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The Frenzied Bunyip is less attentive to attacks, and both Sleeping Sword and Savina critical wound and thus slay the remaining creature. You can continue your way towards the ships
The unholy power of an ancient pact known as the Binding Word animates both the ships of the Silent Tide as well as the undead sailors and marines that crew the ships.
These ships once carried an array of ballistae below deck, though centuries of moldering underwater have left the siege weapons (represented by the cannons on the map) as little more that waterlogged lumps. You can clamber through the open ballista ports 15 feet above the water’s surface to this area, or you can aim for the main deck 25 feet above the water. Each hippocampus has a grappling hook and rope in its saddlebags.
Ridley Zane
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Lets go in below decks - less to climb, and we might be able to take them unawares
This looks like an undead encounter - I vote we use the boon to stagger all the undead in the first round of combat once we get engaged
Range touch attack for grappling hook: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Climb: 1d20 - 2 ⇒ (6) - 2 = 4
Climb: 1d20 - 2 ⇒ (19) - 2 = 17
Looks like it will take Ridley at least two tries to get up, assuming people are ok with his plan.
Noke Tiiz
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"That is a very good plan! I come up too!" Noke says eager to see what is up there.
Climb: 1d20 - 2 ⇒ (14) - 2 = 12
Alessio Imeroni
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Oh gosh, I'm not quite dressed for this but very well. Let's go! Alessio attempts to throw the grappling hook and land it on and open port.
hook, ranged touch: 1d20 + 5 ⇒ (2) + 5 = 7
assuming the touch attack of a ship is pretty low.
climb: 1d20 - 1 ⇒ (13) - 1 = 12
Savina Heterodinus
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“We might want to search the ship in case we find a way to break the spell or the ritual that maintain them in undeath”
Savina drinks a potion of Touch of the Sea. She ties the rope to the grappling hook and give the throw a try Ranged: 1d20 + 6 ⇒ (14) + 6 = 20.
Once it is secured she climb along the ship to get to the ballista ports.
Climb: 1d20 + 0 ⇒ (5) + 0 = 5
She will try to get inside the ports, using tools to get them open if needed Disable Device: 1d20 + 12 ⇒ (8) + 12 = 20 or will try to fit in if they are too small Escape Artist: 1d20 + 7 ⇒ (20) + 7 = 27.
Moved my character’s token in front of one of the ballista port.
Agrees on using boon
GM Gustavef
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The climb is easy enough with the ropes. Place yourselves next to any of cannons/ballistas
Sleeping Sword
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I'm OK with my position. Assume Sleeping Sword followed Savina up her rope after taking a little nap :)
"Uh, climbing? I have a rope? Oh, don't mind if I do, many thanks Savina."
Sleeping Sword draws his katana...