GM RePete's GD VII Grotto of the Deluged God (Inactive)

Game Master RePete

Maps/Handouts


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|Kintargo Area Map | Combat Slides |

Feel free to 'secret squirrel' into the game.

If you don't know what that means, you post...something and then delete the post after submitting it.

Silver Crusade

male Dwarf Fighter 7 | HP 65 | AC 23; Touch 12; FF 23 | F +8; R +3; W +5 | CMB+12; CMD 24 | Speed 20 ft | Init +0 | Perc +2 | Stealth: -3

A dwarf carrying a big axe enters the room. "Balin Fireforge here..."

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

A young human with Tian origin stands up and looks at the group to assess their skill set.

He is clearly no fighter as his physique looks quite weak.

"Hello! My name is Taarik and I am looking forward to working with you."

Silver Crusade

male Dwarf Fighter 7 | HP 65 | AC 23; Touch 12; FF 23 | F +8; R +3; W +5 | CMB+12; CMD 24 | Speed 20 ft | Init +0 | Perc +2 | Stealth: -3

Balin turns to Taarik "Welcome laddie!"

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

A tall, muscular woman with dark hair, skin, and eyes approaches the others with a smirk. "Hey fellas. How's it goin?" She's lightly armored, but looks like she means business.

Silver Crusade

male Dwarf Fighter 7 | HP 65 | AC 23; Touch 12; FF 23 | F +8; R +3; W +5 | CMB+12; CMD 24 | Speed 20 ft | Init +0 | Perc +2 | Stealth: -3

Balin turns to Leeda. "Aam guid yerself lassie?"


|Kintargo Area Map | Combat Slides |

A courier finds you all lounging in a local tavern's backroom and smiles. Excitedly, the small gnome whispers "You here for the mission?! Yeah?! GOOD!!! So there's been a mix up...you's supposed ta meet onboard the Cap'ns ship. Uh...head down to the docks and they's gonna take you out to 'er." Without another word, the stranger vanishes.

As you make your way, as instructed, a dockworker guides you to a small rowboat and takes you out towards a ship moored off the island. The tiny boat rocks hard in the brutal waves and howling winds, but you arrive safely.

Venture-Captain Calisro Benarry, a powerfully built half-orc, stands defiantly on the deck despite the driving winds. Sparse clouds are resplendent with the calm colors of twilight, but waves lap roughly against the ship as sea spray mists the air.

“Good. You’re here. Come with me.” She leads the way to a room below decks, where a hanging lantern illuminates a canvas map of the isles of the Shackles, with currents and depth marked, fastened to a wooden table with rusting nails. A model of the Grinning Pixie, carved from cork, shows the ship’s current position.

“I hope you lubbers aren’t afraid to get your feet wet. Here’s what I’ve got for you: you’re here to find a Thuvian caravel called the Pride of Aspenthar. The Pride’s captain was Jaheem Quinn, a half-elf with a magical knack for the water. Not a wizard or such, but I’ll be damned if the water didn’t do what he asked when he asked it. I hired Jaheem to take our agents on a mission to the Gloomspires, and neither he nor his ship ever returned to Drenchport. Divinations confirmed that the ship was lost and suggested that no one was aboard, but that could mean anything from them all abandoning ship to a hold full of dead sailors. The winds around the Eye of Abendego are always perilous, but sending Jaheem and his crew into such dangerous currents is one of my few regrets.” The half-orc pauses and shakes her head, her face hardening with resolve.

“The winds have been strange of late, and it seems they’ve turned up news of the Pride—wrecked, of course—near Tempest Cay. It’s a rough place where outside eyes aren’t welcome. You won’t find anyone willing to give account to strangers. I’ve developed a number of connections here, so I’ll see what I can discover on land about any survivors. Your task is to seek out the wrecked ship itself. I’ve been studying these waters and their currents a long time. If a ship has wrecked, it should be around here.” She stabs at the map with a strong finger. “At low tide, the water should be shallow enough to explore on foot in relative safety, without the waves lashing down. You’re to look for any information about why the ship went down, especially if it had to do with these currents. If you can, keep an eye out for Jaheem’s log. It should tell us quite a bit about what happened.”

“Follow any leads you find, but if something’s too much for you to handle, come find me on Tempest Cay. You can ask for me at the Drowned Dwarf in Drenchport. Otherwise, I’ll meet you back here.”

Her gaze lingers on each face in turn. “Right. I’ve got to go landside to catch my contacts while they’re in their cups but still talkative. Be ready to leave an hour before dawn. Enjoy the comforts of the ship tonight, and make sure you visit the quartermaster;
I’ve requisitioned specialized supplies for you, and you can ask her any questions you might have. Oh,”
the halforc grins, showing gleaming fangs, “and ask her to wish you luck.”

If you are of the Concordance Faction, you get +5 to these knowledge checks. If you've done any of the following scenarios, you get +5 to these knowledge checks.
Pathfinder Society Scenario #6–06: Hall of the Flesh Eaters, Pathfinder Society Scenario #7–19: The Labyrinth of Hungry Ghosts, or Pathfinder Society Scenario #8–15: Hrethnar’s Throne

All 1 check. Ready all spoilers equal to or less than your roll

K Geography or Local DC 10+:

Some locals believe the mostly absent ruler of Tempest Cay, the druid and pirate captain called the Master of Gales, must be controlling the mysterious winds and currents.

K Geography or Local DC 15+:

The pirates of the Shackles utilize the Eye of Abendego as a part of their defenses. Many of the residents of these isles are involved in piracy to some degree, which is related to their unwillingness to answer questions from outsiders.

K Geography or Local DC 20+:

The Eye of Abendego is a vicious, perpetual hurricane. Although its exact cause is unknown, it formed roughly at the time of the death of the god Aroden. Its intensity is variable and unpredictable. Its weaker winds can tear the sails off the biggest ships, while its stronger gales can reduce a ship to splinters.

K Geography or Local DC 25+:

Pirates and rough seas are not the only dangers in the Eye of Abendego. Sailors who have braved the outer rim of the hurricane also report encounters with ghost ships, aquatic undead, powerful elementals, and vicious sea monsters

K Geography or Local DC 30+:

No one has survived a journey to the center of the Eye

2nd knowledge check - read all spoilers equal to or less than your roll

K Religion or Planes DC 15+:

The Concordance of Elements is interested in preserving elemental balance, and the recently formed Concordance faction is interested in developing a healthy relationship between the Concordance of Elements and the Pathfinder Society. Ranginori, the good-aligned elemental lord of air, was recently freed from his long imprisonment by an alliance of Pathfinder Society and Concordance of Elements agents.

K Religion or Planes DC 20+:
A small religious group calls itself the Cult of the Eye and worships the Eye of Abendego, believing it to be a divine being which they call the Deluged God. They believe their deity has created these new weather patterns to lure souls toward the island to be recruited as new followers.

K Religion or Planes DC 25+:
A now-dead cult called Storm Kindlers was a splinter group of Gozreh followers who believed the Eye of Abendego was a manifestation of their god. A new rising cult in the Sodden Lands has taken up their mantle and name and seeks to understand the Eye. They reject the beliefs of the Cult of the Eye.

K Religion or Planes DC 30+:
Scholars of the planes report recent disruptions in the Plane of Air that may be related to the shift in weather patterns.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taarik nods and bows as would be required in Tien culture to show respect.

”Thanks a lot Venture Captain! We will find out why the ship went down, especially if it had to do with these currents. Of course, we will keep an eye out for Jaheem’s log and will seek you out if we cannot handle the situation!“ Taarik says in a low voice.

kn local : 1d20 + 9 ⇒ (10) + 9 = 19
kn planes : 1d20 + 9 ⇒ (12) + 9 = 21

”I have accumulated some knowledge in the past that might be useful ... “ Taarik says and he starts to educate you.

Read spoilers up to DC achieved.

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

Leeda nods as Taariik fills her in on the area. Knowledge is power, she muses. "All right then. Let's see what the quartermaster has in store for us."

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

"A'ight," comes a muffled cry from the back of the room, amidst a pile of furs. The furs flip aside, revealing a gnome beneath them. He's wearing studded leather armor of dark green and brown, which complements his wild green beard and hair, with streaks of grey and brown. He begins gathering the furs together, wrapping them in a bundle with some snowshoes, cleats, and other supplies. "Halunzet Methrigum at y'r service, but my friends just call me Hal. Probably won't be needing all of this, so I can leave some of it here. Can never be prepared enough, I know, but you've gotta know your terrain ..." Once he has it secured into a bundle, he nods to the others again. "Off to the quartermaster, then?"

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

Knowledge Local Untrained: 1d20 ⇒ 18

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5
VC Calisro wrote:
“I hope you lubbers aren’t afraid to get your feet wet. Here’s what I’ve got for you: you’re here to find a Thuvian caravel called the Pride of Aspenthar. The Pride’s captain was Jaheem Quinn, a half-elf with a magical knack for the water. Not a wizard or such, but I’ll be damned if the water didn’t do what he asked when he asked it.

"Apparently you were feeling nostalgic then when you assembled the roster this time?" asks Altorin, raising an eyebrow to what sounds like another half-elf hydrokineticist.

...

Leeda wrote:

Leeda nods as Taariik fills her in on the area. Knowledge is power, she muses. "All right then. Let's see what the quartermaster has in store for us."

"Agreed. We better get everything we need now if we can't count on the locals."


|Kintargo Area Map | Combat Slides |

With a smirk, the captain glances back towards Altorin, "I don't know what you mean." she calls out. Winking, she disappears among the other sailors, barking orders.

A few deck hands point you in the right direction and you quickly make your way to the quartermaster. The quartermaster is a brightly dressed tengu who introduces herself as Kakikko. Her graying ruff feathers betray her age, but her eyes are bright and her bearing is spry and cheerful, in contrast to the seriousness of the venture-captain. It’s clear that she enjoys her post. “Hello, fellow Pathfinders,” Kakikko says. “You’re here to find the wreck of the Pride of Aspenthar, right? Good. I’ve some gear for you.”

You are each given a potion of water breathing. Kakriko also hands over a wand of Touch of the Sea (10 charges).

"Please, make sure you return anything you don't end up using. " she adds, cautiously handing over a final token shaped like a hand-sized wooden boat.

"This isn’t just any splinter. It’s a token that transforms into a swan boat.” The quartermaster leans forward, clacking her beak. [b]“This boat drives itself by magic. It will only last for one day, but that should be much more time than you need. Now, do you have any questions?”

You are free to ask the quartermaster questions. She has the ability to answer a few.
You can also purchase any mundane or alchemical item from here. Finally, up to your prestige limit, she can sell you magical items worth up to 2500g

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

One wand total, I assume, not one per person. What is the caster level/duration of the Touch of the Sea spell?

"The captain talks like we won't find many friendly folks in this neck of the woods ... er, neck of the sea. If we run into someone, any tips on anything in particular that we might be able to use for barter to get out of trouble? Or are we stuck relying on either our sweet talk or our blades?"

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

”Thank you very much for all this equipment! Do you have any hypothesis why the ship went down? Do you think it had to do with these currents? And what do you know of Jaheem?“ Taarik asks with a calm voice.

Silver Crusade

male Dwarf Fighter 7 | HP 65 | AC 23; Touch 12; FF 23 | F +8; R +3; W +5 | CMB+12; CMD 24 | Speed 20 ft | Init +0 | Perc +2 | Stealth: -3

Balin looks worried. "Ah...a boat. I don't do well in boats. But I guess it's party of mah job."

I'll change into the leather armor

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

"Kakiko, why did the Captain mention we should ask you for luck?"

...

"What do you know about Tempest Cay or Drenchport?"

...

"What was Jaheem looking for in Gloomspire?"

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

@Party - do you think that's enough gear for underwater exploration? It looks like it's sink or swim with the attempt unless we get more?


|Kintargo Area Map | Combat Slides |

Correct: There is only 1 wand. It's CL 1 so each tap grants you 1 minute duration of the spell.

Smiling at the flood of questions, she turns to the gnome and begins. "You lot look pretty enough to solve anything that is required, but I would suggest you take your gear just to be safe."

"It's my pleasure to share what I have allotted. Just need you to return what isn't used so I may share again in the future. Not really sure if it had anything to do with the tides or not. Nobody's quite sure why she went down. A rescue party was sent to the Gloomspires a while back...the did find a few survivors of the landing party but...well... I suppose we shouldn't call them survivors."

Trailing off a moment, her eyes seem to drift to someplace lost to time before she continues. "They didn't fare well." Shaking her had, the quartermaster presses forward. "Sorry, that would be an understatement for sure.ey hadn’t fared well. Well, that’s an
understatement. Honestly, they were raging cannibals when they were located. We did at least learn the ship was hale and whole when they left it to explore the tombs. That's the last report we received. I truly hope you'll return with better news."

"HA! You're not the first dwarf that's told me that." chuckles the woman. "But I assure you..."

Her head snapping towards Altorin, she beams from ear to ear. "Did she?! HA! It's an old joke between us. Sailors are a superstitious lot, and many of them consider it good luck to have a tengu aboard. They call us 'jinx eaters', and they think we can dispel bad luck. Does she believe it, or is she just ribbing me? Who knows anymore? But, good luck, all the same!"

"I know the city is full of crooks, ruffians, and pirates." she replies with a wink. "They aren't typically the like to appreciate others snooping about and really distrust outsiders."

"As for what they were searching for? I apologizes...I'd assumed you knew. It was all reported some two-years ago but I suppose it's probably something they don't talk about much anymore... They were looking for Seven-Finger's tomb!"

"Is there anything else I can help you with? If not, I suggest you take the opportunity to rest before you head out in the morning."

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

Leeda is busy scanning the tengu's wares when she finally spots what she wants. "Ahh, air crystals," she says. "I'd like to grab a couple of those. You all may want to grab some as well, just in case."
2 pouches please, they're 50gp each, but may come in handy

Her head snaps up when she hears her mention the tomb. "Got any information on that? It sounds unusual."

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taarik thinks for a moment.

”I would like to buy three potions of touch of sea, three of these sponges that can hold a potion to drink under water and three air crystals please!“ Taarik says.

Silver Crusade

male Dwarf Fighter 7 | HP 65 | AC 23; Touch 12; FF 23 | F +8; R +3; W +5 | CMB+12; CMD 24 | Speed 20 ft | Init +0 | Perc +2 | Stealth: -3

"Aye a potion of touch of the sea might be good? Does that help ya swim?"

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

Altorin doesn't have a lot of cash to spare, given this is his 2nd adventure.

"I'd like 2 air crystals and a pair of swim fins please."

Air Crystal @ 50GP x2 = 100GP, Swim Fins 0.1GP

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

Can this ability be used to assist/move a character?

Basic Hydrokinesis Element water; Type utility (Sp); Level 1; Burn 0 You can create water as the cantrip create water, purify water as if using purify food and drink, and dry wet creatures and objects as if using prestidigitation. While you cannot lift water into the air using this ability, you can create mild currents in a body of water by concentrating. These currents are strong enough to run a water mill as if the mill were being turned manually by a creature with a Strength score equal to your Constitution score.

If Altorin can create a current to move a mill, it should definitely be able to move a player?

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Hal grabs one pouch of the air crystals, a potion sponge, and a water purification sponge, and a pair of swim fins, handing over a small pile of coins.

Air crystals 50GP, Potion Sponge 2GP, Purification sponge 25GP, swim fins 0.1GP = 77.1GP

He motions from Taariik to the wand. "You should take the wand. Not sure of everyone else's abilities, but seems you're likely the one who would be most adept at wielding it."


|Kintargo Area Map | Combat Slides |

I honestly think you are over prepping for the water aspect here. Granted, with that said I have seen several low level characters nearly drown in simple water situations so...I'm not going to judge.

Altorin, that seems reasonable to me. With this being PFS we of course have to go RAW as much as possible but I'll likely allow that to grant a +2 to characters swim checks as an aid another

The Labyrinth of Hungry Ghosts is the specific scenario she is referring to from season 7 iirc

Completing your purchases, the quartermaster thanks you and bids you luck as you are lead to your sleeping quarters. The next morning, you are all taken above deck where the captain is no where to be seen. Asking around, you hear she has gone ashore to see what she can find out.

"She did tell us to remind you to pick up the old captains journal if you find it."

==Once you're ready==

Activating the boat token, you climb in. No sooner have you managed to get seated and the boat takes off on it's own. Shooting through the waves, you can only hope it's going the right way... Sailing around the worst of the storms, you come up to a small reef, the wreckage looming into view. Shark fins can be seen circling that end of the reef through raging waves.

The small boat stops on the far end of the reef in a relative safe place. Looks like you'll be walking from here.

The skeletal network of pink and red coral, outlining a series of tidal pools, presents only a single accessible break large enough for a small boat. The air is brackish here, with the scent of salt and dead fish hanging heavily. The coral tapers to razor-edged, ridge-like points at varying heights, while the tidal pools are slick with algae. In the shallows, wooden planks and flotsam from many shipwrecks are visible in various stages of warp and decay. A decaying ship lists along the outer edge of the reef, with a large hole torn through its hull like a menacing open maw. The painted name Pride of Aspenthar is just barely visible in flaking remnants of ornate gold script on the ship’s prow.

Slide 1 Map Update

**Terrain Information**
The Greenish areas are 1 to 2 feet of water and simply count as difficult terrain.

The Red area is sharp coral. Simply walking across it will damage you with each 5ft of movement. An Acrobatics Check DC 18 will negate the damage as you gingerly move across the 'ground' Each "Move Action" of travel Requires a separate acrobatics check

The dark blue areas are deep water with jagged coral outcroppings within: Dark blue areas would require a swim check to traverse

K Engineering or Survival DC 15:

Looking at the red coral, you feel confident you could build a bridge over it to protect your feet

General location of ship wreck marked with an 'X'
And....what do you do?

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

Leeda looks around, trying to get a feel for their surroundings. "Well, it looks like we should be able to walk most of the way there. I'm a little hesitant to just jump out in the deeper water given those shark fins." She prods the sharper coral with her sword. "THAT looks like it'd make a mess of skin real quick."
Hell's gates, maybe I should have invested in some hip-waders. With a sigh, she begins moving forward through the shallows.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

kn engineering : 1d20 + 9 ⇒ (9) + 9 = 18

Taarik is the silent type of guy but seeing the problem they are facing he speaks up.

”Hmm ... looking at the red coral, I feel confident to build a bridge over it to protect your feet! Please help me!“ he says and asks the team to start building the bridge.

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

"In that case, let's pick up some detritus as we head out to the wreck. We can build over those places we need to."

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

The boat token just took us straight to the ship we were looking for? Am I missing something?

Survival: 1d20 + 7 ⇒ (13) + 7 = 20

Hal begins gathering boards and fragments floating in the water, working build a makeshift bridge over the red coral. "Sort of like making a pit trap, but the trap doesn't open," he says, chuckling.

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

"Is it worth checking any of the deeper pools of water for additional clues?" ponders Altorin as he holds his hand outstretched before him, willing the aether to encourage the water to push additional pieces towards the party for gathering.

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

"Not sure what we would find, Altorin. It's a reef. Ships crash sometimes, right?"

Silver Crusade

male Dwarf Fighter 7 | HP 65 | AC 23; Touch 12; FF 23 | F +8; R +3; W +5 | CMB+12; CMD 24 | Speed 20 ft | Init +0 | Perc +2 | Stealth: -3

Balin looks around the reef and looks nervous in the boat.

Survival: 1d20 + 1 ⇒ (14) + 1 = 15

"As long as our boat doesn't crash!" He looks at Hal. "Be careful there laddie...I'm sure there's all types of nasty beasties in da water!"


|Kintargo Area Map | Combat Slides |

The ship you are looking for is at the far end of the reef from you. You can see it from where you are, but have to make your way to it to investigate the insides of the ship.

Your current choices are to try and swim across the deeper sections to cut down on travel time to the far end, walk through the shallows, build bridges over the sharper coral, or a mixture of the three.

Currently it looks like the general consences is to build a bridge over the sharp corral (shown by the rectangle)

Recognizing the potential time saver, Hal and Leeda quickly set to fashioning a makeshift bridge over the jagged, red corral. After a few minutes work, they feel confident it'll hold well enough for them to cross one at a time.

Don't forget to move your tokens when you move

Cross the bridge?:

Many of the shallow tidal pools contain tiny fish and other aquatic creatures that hide within the algae fronds, waiting for the tide to come back in. Shark fins occasionally slice through the deeper water that surrounds the reef as the hunters scout for easy prey.

As you step back on solid ground, several oversized crabs scurry out of the pond and creep towards you slowly

(Not in initiative)
Sense Motive DC 12 for next spoiler

Spoiler:

They creatures seem curious but not overtly hostile

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

”This looks like a fine bridge! Let us cross it! I go in the middle!“ Taarik says.

Sense Motive : 1d20 - 1 ⇒ (1) - 1 = 0

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

Leeda goes ahead and walks over the bridge. That's what it's there for. She notices the crabs coming to investigate.
sense motive: 1d20 - 1 ⇒ (17) - 1 = 16
Although she knows very little about crabs, she doesn't think they seem overly hostile or anything like that. "Hmm, they're kind of cute, in their own way."

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

Are the squares still 5' x 5'? Just curious because the time to build a bridge may be longer than actually trudging our way through the shallows... at least until the end.

Altorin joins the group once the bridge is ready.

"Crabs? Maybe we can boil a few when we're done."

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

”I believe it is better to stick to our trail relations as we have no idea how easy or difficult it will be to catch these crabs and if they are edible at all! Let us move on!“ Taarik says concentrated not to fall.

Silver Crusade

male Dwarf Fighter 7 | HP 65 | AC 23; Touch 12; FF 23 | F +8; R +3; W +5 | CMB+12; CMD 24 | Speed 20 ft | Init +0 | Perc +2 | Stealth: -3

"Catch them..I can smash ta beasties"

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10

Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17

Hal deftly moves across the bridge. "Watch the ankle-biters," he mutters, motioning toward the crabs but not seeming overly concerned by them. He motions to the north. "We can build another bridge here. Leave that one we made intact. If we need to make a hasty retreat, it'll be useful to have these in place for us." He begins gathering wood for the next leg of the bridge.

I've moved my token and put another bridge where I think the next one should go.

As he gathers wood and builds the second bridge, he looks around toward the deeper water and the ship they're heading toward, alert for any threats that may come their way.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

"In the woods, I'd suggest that I scout ahead a bit, but I'm good at ranged and there's not much I can do to hide out here where we're exposed, so I'd suggest maybe the dwarf and any other melee fighters take the lead moving forward."

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

I added a red line to show the path, assuming we build a bridge where needed and move on... just trying to speed things up.

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

Leeda doesn't mind striding across the bridges. She also feels kind of exposed out here.


|Kintargo Area Map | Combat Slides |

Yes, they are standard 5x5 squares Altorin and thanks for the red line.

Determining the creatures aren't dangerous, you ignore them and move on. Those they follow you a ways, they quickly bore and return to their home. Thinking it wise to keep a quick escape route handy, Hal sets to building another bridge. However, as he picks up the first bits of wood, tiny crabs surge outer of the pool and head towards him!

no bridge yet

K nature or Survival DC 15:

You know these crabs are indiscriminately carnivorous and could likely be distracted by a hunk of meat

Initiatives:

Hal: 1d20 + 3 ⇒ (14) + 3 = 17
Leeda: 1d20 + 5 ⇒ (6) + 5 = 11
Altorin: 1d20 + 11 ⇒ (2) + 11 = 13
Balin: 1d20 + 0 ⇒ (1) + 0 = 1
Taariik: 1d20 + 1 ⇒ (11) + 1 = 12
===================
Crabs: 1d20 + 1 ⇒ (4) + 1 = 5

Round 1:

Hal
Altorin
Taariik
Leeda

Crabs
Baalin

Round 1, bold may go

K Nature DC 13+:

Diminutive Hungry Crab Swarm
Have Swarm Traits

K Nature DC 18+:

Immune weapon damage, immune mind affecting

K Nature DC 23+:

Special: Distraction DC 13

each added 5 you beat the DC, ask a question

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Kn nature : 1d20 + 9 ⇒ (10) + 9 = 19

”This is a swarm!! Ignore your weapons! Use splash weapons or area effects!!“ Taarik shouts.

GM, does Taarik know if they are immune to mind affecting spells? Would a sleep spell work?

Liberty's Edge

Half-Elf Kineticist 2 - HP 21/21, AC 17/T: 13/FF: 12 - Perception +12 - F: +7/ R: +6/ W: +1 - CMB: +0 - CMD: 13, Speed: 30, Init. +5

Cold Blast, PBS vs. Ranged Touch: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

"Well boys, it looks like crab is back on the menu."

Altorin extends his arm as the air begins freeze around it, the moisture crystallizing as an icy blue beam strikes out at the spiky horde.

Liberty's Edge

F Ifrit Arcane Duelist-1 | HP 10/10 | AC16 T11 FF15 | F+2 R+3 W+1 CMD14 | Init:+5 Percept+3, darkvision 60' | Performances: 4/6 | Current effects:

As she takes in Taariik's words, Leeda decides to try something she doesn't use very often. She moves off to the side so she won't hurt her companions and draws forth the flame that is her birthright, sending it cascading from her outstretched arm.
Burning Hands SLA, DC13 reflex save damage: 1d4 ⇒ 1
and of course it's a one

Silver Crusade

male Dwarf Fighter 7 | HP 65 | AC 23; Touch 12; FF 23 | F +8; R +3; W +5 | CMB+12; CMD 24 | Speed 20 ft | Init +0 | Perc +2 | Stealth: -3

"Bah..I guess we have to burn them"

Grand Lodge

Male CG gnome ranger (trapper) 3 | HP 25/25 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +4, R: +6, W: +3 | Init: +7 | Perc: +9, SM: +2 | Speed 20 ft | Dancing Lights: 1/1, Ghost Sound: 1/1, Prestidigitation: 1/1, Speak with Animals: 1/1 | Active conditions: None.

Survival: 1d20 + 7 ⇒ (10) + 7 = 17

Knowledge(nature): 1d20 + 5 ⇒ (20) + 5 = 25

Would my masterwork trapmaking tools include meat to act as a lure? Or maybe some dried meat in our rations? Or maybe there's a net or something that might work in this situation?

Hal orients himself behind the spellcasters, going through his pockets for something to help. "Never care for swarms. Give me a good giant crab any day." As he says this, though, he glances around nervously.


|Kintargo Area Map | Combat Slides |

Taariik, yes you know the are immune to mind affecting
Hal I'd say no on masterwork tools but I'd all you to expend a daily ration for it.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 6 | Darkvision 60 ft | Speed 20ft | DR 5/bludg. 15/40 | HP 93/93 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +14 | CMD 22 | F: +19, R: +14, W: +17 (+18 vs. fear/confusion) | Init: +13 | Perc: -2, SM: -2, Dipl: +22 | Mind Arsenal 9/9 | Ki Pool 4/7 | Reroll 1/1 | Smite 1/1 | Influence 1/4 | Spirit Dance 17/18 | Eefriti Magic 0/1 | Boots of Speed 5/10 | Horseshoe 1/1 | Active conditions: defending bone

Taarik sees that none of his spells can help so he takes out an acid flask out of his bag and throws it at the swarm.

Acid flask, touch: 1d20 + 1 ⇒ (19) + 1 = 20
Acid damage: 1d6 ⇒ 6 +50% to swarms.

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