GM.BastardBard's [PFS]#3–11: The Quest for Perfection, Part II: On Hostile Waters (Inactive)

Game Master Neal B


1 to 50 of 176 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Gameplay thread has not started yet. Please do not dot in until instructed to do so.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Gameplay thread is now open for players to dot in. I will post the scenario's intro within the next few days.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

It’s been three days since parting ways with Venture-Captain Amara Li, and the journey along the Tuunma River has been unusually quiet so far, with the two-masted junk called the Laughing Crow holding up surprisingly well, especially considering its simple design and relatively minute size. The journey has been peaceful so far, the endless processions of sand dunes and clear skies proving remarkably contrary to many of the warnings Amara Li provided during the meeting with her nearly half a week ago.

“No time to rest, Pathfinders!” she exclaimed late one night, barging into the bedroom of the ramshackle tavern in Goka. “I’ve looked into the situation surrounding the relic you found, the Braid of a Hundred Masters. As you may have noticed, the artifact appears to have been dormant for many years now, and in this state it’s essentially worthless to us. Fortunately, it can be reactivated, but only by the descendant of the braid’s last master, who, as you may know, was the master of the Clouded Path Monastery many years ago, a man by the name of Li Yao. I’ve discovered the whereabouts of his final living descendant—a woman by the name of Je Tsuin—but she now resides in the nation of Shokuro to the east, far from where her ancestor taught in his monastery in the Wall of Heaven. In order to reactivate the sacred relic, you’ll need to travel to the village of Nesting Swallow in Shokuro and find Je Tsuin to perform the necessary ritual."

“Unfortunately,” she continued, “we’re not the only group interested in Iroran artifacts. Our operatives claim that Lingshen, the Successor State to the southeast, is after the relic as well. Since Lingshen’s armies have a stranglehold on the overland routes from here to Shokuro, you’ll have to travel by river. Riding the Tuunma is faster anyway, though you might run into some hostile Mutabi-qi or goblinoids along the way. The river empties into the Sea of Eels—cross it and you’re in Shokuro, and from there you can follow the map I’ve provided to reach Nesting Swallow."

“Ah, before I forget, you’ll also need you to make a quick stop along the way. The ritual requires a large amount of rare incense—more than I could easily procure from any of my local suppliers—so I’ve contacted a nomadic tribe in Shaguang, the Jhemulit, and they have agreed to provide you with the prepared herbs. I’ve already paid their shaman, a man named Ogokai, and I’ve marked their approximate location on your map, so it’s simply a matter of picking up the incense on your way to Shokuro.”

You may retroactively ask Amara Li questions, if you wish.

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

Daji falls out of bed at the sudden intrusion. After much grumbling, a cup of something hot to drink, and much mulling over Amara Li's words, Daji voices the only concern that comes to his mind. "Are there any customs we need to be aware of? For Shokuro or for the Jhemulit tribe? I don't want to ruin any of this just because I don't know the secret handshake or something."

On the boat, Daji entertains himself by using mage hand to move about different things on deck. He tries to stay well away from the boat's sides, knowing his curse might cause him to fall overboard if he's not careful.

The Concordance

Male CG Halfling Druid 1 | HP: 10/10| AC: 17 (12 Tch, 15 Fl) | CMB: -2, CMD: 9 | F: +5, R: +2, W: +6 | Init: +6 | Perc: +9 | Speed 20ft | Acid Darts: 6/6 | Spells: see sheet | Active conditions:

Happy to be back where it is easy to breath, Danny rests comfortably in Goka. Amara's timing with the new task was fortuitous actually as Danny was starting to get bored staying in town. He soaks in all the information being shared by Amara Li and is heading back to his room to pack as soon as she is finished.

On the ship he tries to keep from being underfoot but on deck as much as possible it's not often you get the chance to travel and he doesn't want to miss any of the sights no matter how mundane.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

"the Jemulit tribe is a small group of nomadic people. They revere nature and the spirits of nature that they believe in."

She thinks for a moment. "I don't have many details on the way of life in Shokuro yet. But perhaps I can find some things before you reach your destination."

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog enjoys the good life for a couple of days in Goka. Well, as much as can be had in the shack that passes for a tavern.

"A boat, huh? Who's the captain? Someone you trust?
And is the river in Lingshen territory, or is it not? If these Lingshen people try to take the braid, my instinct would be to kill them, but if they have a whole army that could be trouble. Maybe we should hide it and deny that we have it. I could pick up a Pathfinder Pouch, might be helpful."

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

about the Lingshen:
“They’ve got the largest and mightiest army in all of Tian Xia, their soldiers fight with fanatical devotion, and they’ll only offer you one chance to surrender—after that, they show no mercy. I’d avoid them if at all possible, but if confronted, your only option might be to fight.”

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

"What can we expect of the goblinoids or the Mutabi-qi? I'm sure we'll find out one way or another, but I'd rather be prepared."

Outside of this, Daji is ready to begin at the too-quiet boat ride.

Grand Lodge

Male Human (Taldan) Unchained Monk 2 | HP 20/20 | AC 19 (T 18 FF 14) | CMB +4, CMD 22 | Fort +4 Ref +7 Will +3 | Init +4 | Perc +8, SM +7 | Speed: 30ft | Stunning Fist: 2/2 | Active Conditions: None

Having found himself somewhat restless waiting for something to happen during their stay in Goka, Valon is eager to continue with their journey. On the boat ride itself he busies himself with some small amount of exercise, abortive attempts at meditation, chattering with the others, and otherwise simply watching the scenery pass them by.

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

Just checking in

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog paces and cracks his whip impatiently.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Mutabi-qi: “That’s what the nomad tribes of Shaguang call themselves. Most are pretty aggressive toward outsiders, but if you can make friendly contact, you’ll find them very hospitable. They travel from oasis to oasis across Shaguang, and frequently make stops along the Tuunma River to water their horses.”

Goblinoids: “The second half of your trip will take you along the border of Kaoling, which was seized by hobgoblins shortly after the fall of Imperial Lung Wa. The hobgoblins probably won’t bother you provided you don’t venture inland, but even less civilized monsters are said to lurk around the border.”

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

Daji is lazily strolling across the deck of the boat, yawning.

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

No more questions here.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

The Laughing Crow is a modest two-masted junk with a stylized crow painted along its bow.

At this point you should decide who among yourselves will be the boat's primary driver, though you may switch up this role at any time. Driving while out of combat does not require any checks. But keeping it moving while in combat requires a check to drive it (as a Move Action) each round. This can be done with Knowledge (Nature), Profession (Sailor), or with a Wisdom check.

Exploring the ship:

1. Main Deck::
The deck of the Laughing Crow i s s unbleached and worn from weeks of exposure to the harsh mountain winds. The rigging and sails look to be in much better condition, having recently been replaced. A large hatch above the bow leads to the fore cargo hold, while a smaller hatch midship leads to the midship cargo hold.

2. Driving Area::
The PC driving the ship must stand in either of the two squares adjacent to the rudder in order to make driving checks.

3. Cabin::
This small cabin is plainly appointed. A small cook-stove sits in a niche on the port side of the room, while bunk beds line the aft wall. A hatch in the floor on the starboard side of the room leads down to the aft cargo hold.

4. Aft Cargo Hold::
This small cargo hold is stocked with more than enough food and water to last the PCs on their journey to Shokuro. It’s sealed apart from the other cargo holds by a watertight bulkhead.

5. Midship Cargo Hold::
This cargo hold stores all the mundane supplies the PCs will need to run the ship, such as rope, spare sails, block and tackle, etc. As with the aft cargo hold, it’s sealed by a watertight bulkhead.

6. Fore Cargo Hold::
This cargo area is set up to stable any mounts or large animals the PCs have that won’t fit abovedeck. As with the aft cargo hold, it’s sealed by a watertight bulkhead.

The Concordance

Male CG Halfling Druid 1 | HP: 10/10| AC: 17 (12 Tch, 15 Fl) | CMB: -2, CMD: 9 | F: +5, R: +2, W: +6 | Init: +6 | Perc: +9 | Speed 20ft | Acid Darts: 6/6 | Spells: see sheet | Active conditions:

I have a +7 in know nature. I'll volunteer to pilot the ship unless someone has better.

Danny is enjoying himself on the water. He's a little nervous if asked to take the rudder but he does his best.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Once you all determine who is the 'driver' of this boat, if the rest of you could describe what you're up to/where you generally are during daytime travel, that would be great.(You can go ahead and place you avatars on the map)

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

Daji's cursed self is more than happy to not drive the boat.

Daji spends a good bit of the day time tucked into a corner, playing with bits of the boat's rigging with mage hand to pass the time. The first day he would've spent near the railing, but a mishap with his spirits that almost ended with him overboard would keep him away from the edges of the boat when possible.

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog is somewhat uneasy on the water - possibly due to his fire-based ifrit heritage. He tends to stay on the forecastle, basking in the sun and strolling about while cracking his whip from time to time.

He amuses himself by repeating a few phrases he's picked up from Besmara followers.
"Avast, ye scurvy sons of biscuit eaters. Mind my words or feed the fish, savvy? And should ye try to run a rig, I'll see you dance the hempen jig."

Should anything actually need to be done, he will get to it after some grumbling.

Grand Lodge

Male Human (Taldan) Unchained Monk 2 | HP 20/20 | AC 19 (T 18 FF 14) | CMB +4, CMD 22 | Fort +4 Ref +7 Will +3 | Init +4 | Perc +8, SM +7 | Speed: 30ft | Stunning Fist: 2/2 | Active Conditions: None

Valon spends a good deal of his time on the main deck. When not meditating or reading from a small book he carries with him, the monk will often do some sort of exercise or physical activity. Though he claims it's for "training," it becomes apparent very quickly that he's also doing this to entertain himself. This includes doing handstands and even balancing on the ship's railing. Nearly falling overboard once or twice does only a little to discourage him from doing so again.

Otherwise he often sits at or near the railing.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

After about 12 days of traveling...

The river slows as it leaves the sandy highlands and winds its way between the rolling hills of this dry, grassy basin. The breeze that blows from the north is dusty and warm, and a thicket of short gnarled trees lines the shore.

Perceptions:

Danny: 1d20 + 9 ⇒ (5) + 9 = 14
The Balrog: 1d20 + 4 ⇒ (10) + 4 = 14
Valon: 1d20 + 8 ⇒ (16) + 8 = 24
Daji: 1d20 + 0 ⇒ (9) + 0 = 9

Valon:
You hear several sets of hoofbeats coming up quickly over the hill just on the shore, maybe more than 50 feet from the boat! Raiders! You get to act in the surprise round.

Initiatives:

Danny: 1d20 + 6 ⇒ (4) + 6 = 10
The Balrog: 1d20 + 3 ⇒ (20) + 3 = 23
Valon: 1d20 + 4 ⇒ (5) + 4 = 9
Daji: 1d20 + 7 ⇒ (9) + 7 = 16
GM-K: 1d20 + 3 ⇒ (1) + 3 = 4
GM-M: 1d20 + 2 ⇒ (14) + 2 = 16

As four people come galloping over the hill on horseback, settling in about 50 feet from the boat. They keep pace with the boat and appear to be readying their bows.

Initiatives - Bold may act!
The Balrog
Daji
GM-M
Danny
Valon Suprise Round. Move or Standard Action
GM-K

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Botting: Valon pulls out a sling, noticing the ranged combatants.

Shortly after another mounted archer comes riding over the hill!

Into Regular Initiative!

Initiatives - Bold may act!
The Balrog
Daji
GM-M
Danny
Valon
GM-K

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

Daji looks from where he's leaning against the ship and shouts, "Oi! We're just passing through and don't mean any harm!"

Daji readies an action to cast bless if hostilities break out on either side.

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog steps to the rail (free), drops his whip (free), draws a javelin (move), charges it with arcane power (swift), and throw it at Red (standard).
Javelin, 2nd Range Increment: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Damage, Arcane Strike: 1d6 + 3 ⇒ (4) + 3 = 7

"Sorry Daji. They were going for their bows. Not giving an enemy a free shot at me."

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

I believe that triggers bless and keeps me in the same initiative order, but I could be wrong.

"No worries, mate, I just... don't have anything ranged"

My dumb self thought murderous command had a medium range, not short. Oops.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

With a solid thud into the lead rider's chest, they fall from their horse, which goes galloping back off onto the other side of the hill.

Realizing that combat is a given at this point, Daji empowers the group with divine energy.

The remaining three riders increase or decrease their mounts' speed to keep up with the boat, and provide them clearer shots at people on the boat.

Green Attack, Balrog: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 ⇒ 6
Blue Attack, Valon: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 ⇒ 4
Pink Attack, Danny: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 ⇒ 3

Wow... consistently bad.

Danny, you will need to use a move action to continue steering the boat each round (unless someone else moves adjacent to the rudder to do it) or you could be in for a bumpy ride. Knowledge (nature), Profession (sailor), or a Wisdom check.

Initiatives - Bold may act!
The Balrog
Daji
GM-M
Danny
Valon
GM-K

The Concordance

Male CG Halfling Druid 1 | HP: 10/10| AC: 17 (12 Tch, 15 Fl) | CMB: -2, CMD: 9 | F: +5, R: +2, W: +6 | Init: +6 | Perc: +9 | Speed 20ft | Acid Darts: 6/6 | Spells: see sheet | Active conditions:

Danny grips the rudder as arrows rain down on the ship.

know nature: 1d20 + 7 ⇒ (15) + 7 = 22

Hoping to find an opening while keeping the ship on course, he takes his sling to hand.

Grand Lodge

Male Human (Taldan) Unchained Monk 2 | HP 20/20 | AC 19 (T 18 FF 14) | CMB +4, CMD 22 | Fort +4 Ref +7 Will +3 | Init +4 | Perc +8, SM +7 | Speed: 30ft | Stunning Fist: 2/2 | Active Conditions: None

Gritting his teeth, Valon loads his sling, swings it, and launches a projectile at the nearest target.

Sling: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Danny keeps the boat on course as if nothing were wrong, and readies his own sling.

Valon launches a bullet at the nearest white rider, and hits them square in the chest!

After taking that shot from Valon, the white archer takes aim at Valon and fires back!
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
...and misses.

Initiatives - Bold may act!
The Balrog
Daji
GM-M
Danny
Valon
GM-K -6hp

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

Daji rushes behind Valon and touches him with a hand of guidance
"Don't miss, eh?"

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog draws another javelin and throws at his new target, Green. As before, it flickers violet with eldritch flames.
Attack, 2nd range increment: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Daji offers Valon some words of, and magical, encouragement, as The Balrog takes out another rider with a javelin!

The blue rider that is now in the lead speeds up their horse, making a little more forward progress than the speed of the boat, clearly wanting a better shot at The Balrog, while the rider bringing up the rear takes another shot at Danny.

Blue, Attack, The Balrog: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 ⇒ 2
White, Attack, Danny: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 ⇒ 3

What the heck? Same attack rolls, again!

Initiatives - Bold may act!
The Balrog
Daji
GM-M
Danny
Valon
GM-K -6hp

The Concordance

Male CG Halfling Druid 1 | HP: 10/10| AC: 17 (12 Tch, 15 Fl) | CMB: -2, CMD: 9 | F: +5, R: +2, W: +6 | Init: +6 | Perc: +9 | Speed 20ft | Acid Darts: 6/6 | Spells: see sheet | Active conditions:

know nature: 1d20 + 7 ⇒ (16) + 7 = 23

Danny ducks another arrow as he maintains the boat's course. Fumbling with his sling, he loads a shot into it.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Danny keeps the boat going like a pro, and everything feels like smooth sailing!

Botting: Valon steadies himself and, once again, loads his sling and launches a bullet at the white rider nearest him!

Sling: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
but does not make contact with his target.

Valon's target draws another arrow and makes a shot in return!
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
and misses horribly, lodging an arrow into the side of the boat.

Initiatives - Bold may act!
The Balrog
Daji
GM-M
Danny
Valon
GM-K -6hp

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

I doubt it mattered, but Valon did have +1 from guidance

"I said don't miss!" Daji shouts as he runs behind The Balrog and touches his shoulder with a hand of guidance

Seriously kicking myself for not buying at least a crossbow. ><;

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Ah, my bad. I just copied his last attack. But a 12 would still miss that one. Thank you for catching that.

Daji once again encourages Valon.

Slings are cheap. :P

Initiatives - Bold may act!
The Balrog
Daji
GM-M
Danny
Valon
GM-K -6hp

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

Seeing that everybody but him is having trouble hitting, and he is running low on javelins (2 left), the Balrog begins a war-chant.

"Kill! Kill! Hate! Hate! Murder murder mutilate!"
An old one from hockey games...

INSPIRE COURAGE +1! Competence, so does not stack with Guidance, but applies to the whole party and will also boost damage.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

The riders continue keeping speed with the boat and take their shots.

Blue, Attack, Balrog: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 ⇒ 6
Pink, Attack, Danny: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 ⇒ 2
The pink rider finally getting a grazing shot on Danny!

Initiatives - Bold may act!
The Balrog
Daji
GM-M
Danny -2hp
Valon
GM-K -6hp

The Concordance

Male CG Halfling Druid 1 | HP: 10/10| AC: 17 (12 Tch, 15 Fl) | CMB: -2, CMD: 9 | F: +5, R: +2, W: +6 | Init: +6 | Perc: +9 | Speed 20ft | Acid Darts: 6/6 | Spells: see sheet | Active conditions:

Danny glares at the lead rider for daring to make him into a pincushion. He grabs the rudder to keep from running aground while winding up his sling and leting the bullet loose.

know nature: 1d20 + 7 ⇒ (4) + 7 = 11

Attack, range, inspire: 1d20 + 3 + 1 - 2 ⇒ (14) + 3 + 1 - 2 = 16
damage: 1d3 + 1 ⇒ (1) + 1 = 2

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Danny takes a shot at the nearest rider and you can almost hear the audible THWACK! as the bullet makes contact with its target.

GM: 1d20 ⇒ 8

However the smooth sailing may be at an end, as it appears that you have now been steered into some especially choppy water!

All creatures aboard the boat take a -1 penalty on attack rolls this turn, due to the jarring bounces of the boat.

Initiatives - Bold may act!
The Balrog
Daji
GM-M Pink: -2hp
Danny -2hp
Valon
GM-K -6hp

The Concordance

Male CG Halfling Druid 1 | HP: 10/10| AC: 17 (12 Tch, 15 Fl) | CMB: -2, CMD: 9 | F: +5, R: +2, W: +6 | Init: +6 | Perc: +9 | Speed 20ft | Acid Darts: 6/6 | Spells: see sheet | Active conditions:

Vengeance before safe boating! ... my bad.

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Status: Choppy Water - All creatures aboard the boat take a -1 penalty on attack rolls this turn, due to the jarring bounces of the boat.

Botting: Valon loads up another bullet and let the stone fly towards the nearest white rider!
Attack, Inspire, Choppy: 1d20 + 6 + 1 - 1 ⇒ (5) + 6 + 1 - 1 = 11
Damage. Inspire: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
... and misses

That rider takes a shot in return!
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
... and likewise misses.

Initiatives - Bold may act!
The Balrog
Daji
GM-M Pink: -2hp
Danny -2hp
Valon
GM-K -6hp

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

Daji hustles across the boat double move, shouting as he runs, "Danny, if you can right the boat, I'll take over. I don't have a sling!"

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

"How about taking us near the shore for hand-to-hand?"
The Balrog maintains Inspire Courage (round 2 of 6) and hurls his third javelin at Blue.
Attack, Range, IC, Rocking Boat: 1d20 + 5 - 2 + 1 - 1 ⇒ (6) + 5 - 2 + 1 - 1 = 9

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

Status: Choppy Water - All creatures aboard the boat take a -1 penalty on attack rolls this turn, due to the jarring bounces of the boat.

The two lesser riders take their shots!

Attack, Blue, Balrog: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 ⇒ 3
Attack, Pink, Danny: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 ⇒ 4
And Danny gets hit with another arrow!

Danny, you will take the -1 on this turn, since it wasn't applied to your attack last round. I think we'll continue that kind of delay, as I think that works best for applying the boating conditions, but still allowing you to take your full turn all at once.

Initiatives - Bold may act!
The Balrog
Daji
GM-M Pink: -2hp
Danny -6hp
Valon
GM-K -6hp

The Concordance

Male CG Halfling Druid 1 | HP: 10/10| AC: 17 (12 Tch, 15 Fl) | CMB: -2, CMD: 9 | F: +5, R: +2, W: +6 | Init: +6 | Perc: +9 | Speed 20ft | Acid Darts: 6/6 | Spells: see sheet | Active conditions:

Wincing from the pain of the arrow, Danny shouts, "Sure Daji, come give it a shot!" He makes space for Daji at the rudder and takes cover from the incoming arrows.

boat check: 1d20 + 7 ⇒ (12) + 7 = 19

move action to steer boat, action to load sling, 5 ft step to make room? Free action to go prone?

Dark Archive

Veteran's Vault Maps | QFP2 - On Hostile Waters Maps

GM:
Random: 1d20 ⇒ 1

Danny tries his best, and it appears you have hit a relatively smooth patch of water, as you appear to be sailing fine.

Status: Smooth Sailing - The ship suffers no ill effects[/ooc]

Botting: Valon loads up another bullet and let the stone fly towards the nearest white rider!
Attack, Inspire: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Damage. Inspire: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

That rider takes a shot in return!
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

and misses all around!

Initiatives - Bold may act!
The Balrog
Daji
GM-M Pink: -2hp
Danny -6hp
Valon
GM-K -6hp

Sovereign Court

CN Ifrit Oracle 1 HP3/9 | AC:15 T:11 FF:14 | Resist: Fire5 | CMB:+2 CMD:13 | Saves F:+1 R:+1 W:+2 (+2 vs poison, disease, & mind-affecting effects) | Init:+7 | Per:+0 darkvision, SM+4 | | Spells 1:2/4 | Burning Hands(Sp): 1/1 | Speed: 20ft | Active Conditions:

Is Balrog's idea possible? Steer ashore and stop the boat? If so, Daji will try to do that.

Daji grumbles to himself, "This is such a bad idea, why didn't I pick up a sling!" Daji then casts guidance on himself, hoping to steer the boat true.

boat check, guidance: 1d20 + 1 ⇒ (17) + 1 = 18

Fiddling with the controls, he admonishes himself. "Eeehh, what's the worst that could happen?"

No one ever said Daji was the smartest, or wisest Ifrit. ;)

Dark Archive

M CN Ifrit Ftr2/Brd1 | HP 24/24 | AC 19, T 13, FF 16, CMD 17 | F +6 R +6 W +3 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

We are much better at hand-to-hand than ranged. Will wait to see the results before posting my action.

1 to 50 of 176 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM.BastardBard's [PFS]#3–11: The Quest for Perfection, Part II: On Hostile Waters All Messageboards

Want to post a reply? Sign in.