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

Game Master Neal B


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Botting: Valon strikes out at the blue guard in front of him.
flurry, unarmed strike: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
flurry, unarmed strike: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
...dropping the guard after two spectacular punches!

The red guard up front takes a slash at the Balrog.
Attack, Red: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
missing horribly.

While the green guard further from the boat unexpectedly attempts to stab is ally in the back!
Attack, Red,flank: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage,sneak: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3
...and somehow still misses his unsuspecting ally.

Initiatives - bold may act!
GM-LBG Blue -15hp
Valon -11 hp
The Balrog
Daji
Danny
GM-SC -11hp

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog strikes at Red. "Gettin' kind of tired of you guys..."
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9

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:

Not confident enough to jump across, Daji shifts for a better shot and takes his chances with the bow against a gueard green.

Shortbow, non-proficient: 1d20 + 1 - 4 ⇒ (16) + 1 - 4 = 13

And misses, unsurprisingly.

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

Smirking, Valon turns his attention to another opponent. He strikes out at the next guard (green) with another pair of punches.

Unarmed Strike: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Unarmed Strike, flurry of blows: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Bleh. Decent damage rolls but probably missed.

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With a strong swing The Balrog nearly drops the next guard. Daji and Valon both attempt to contribute, but fall short of their targets.

Botting: Danny attempts to strike the further green guard with his sling!
Ranged Sling, melee: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
Damage: 1d3 ⇒ 2
... but also misses.

The guards both attempt to strike back against whomever (attempted to) hit them last!
Attack, Red, Balrog: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Attack, Green, Valon: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
I believe an 18 would hit Balrog, since he is currently Large?

Initiatives - bold may act!
GM-LBG Blue -15hp | Red -9hp
Valon -11 hp
The Balrog -6hp(?)
Daji
Danny
GM-SC -11hp

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

Yep, that's a hit.
"Oh, want some more? Haven't had enough?"
The ifrit retaliates at Red.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6

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 shifts to ensure a clear shot and takes aim at the uninjured Green and hopes for a miracle.

Shortbow, non-proficient: 1d20 + 1 - 4 ⇒ (3) + 1 - 4 = 0

And he simply drops the arrow over the side of the boat into the water.

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 finishes his spell from earlier as an eagle pops into existence next to Valon. The eagle flies towards the men and claws at the last one's his head.

5ft over and full attack.

Talon 1: 1d20 + 3 ⇒ (3) + 3 = 6
t1 damage: 1d4 ⇒ 2

Talon 2: 1d20 + 3 ⇒ (18) + 3 = 21
t2 damage: 1d4 ⇒ 3

bite: 1d20 + 3 ⇒ (11) + 3 = 14
bite damage: 1d4 ⇒ 4

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With a mighty strike The Balrog downs another red guard!

Daji's arrow falls short. But Danny's eagle connects a few times! (eagle isn't placed on the map. I'm going to assume it was placed on the far side of the guard, and gets a flanking bonus that wasn't already included in the attack rolls)

Botting: Valon attempts to strike the remaining guard twice.
unarmed strike: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
unarmed strike: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
confirmation roll
unarmed strike: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Combat Over!

please narrate healing, and your intended plans to move forward

Initiatives - bold may act!
GM-LBG Blue -15hp | Red -15hp | Green -33hp
Valon -11 hp
The Balrog -6hp
Daji
Danny
GM-SC -11hp

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog ends his Enlarge Person ability and cleans off his sword.
He casts Cure Light Wounds on himself.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Scowling, he takes out his wand and uses it once on himself, and twice on Valon. Never like using that last spell slot.
CLW on Self: 1d8 + 1 ⇒ (6) + 1 = 7

CLW on Valon: 1d8 + 1 ⇒ (3) + 1 = 4
CLW on Valon: 1d8 + 1 ⇒ (8) + 1 = 9

He searches the bodies for any valuables and casts Detect Magic.

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Non-magical Loot:
2 tanglefoot bags, silken ceremonial armor, light crossbow with 20 bolts, longsword, 4 potions of cure light wounds, 4 lamellar cuirasses, 4 composite shortbows (+1 Str), 76 arrows, 4 short swords, 171 gp

Detect Magic:
No items detect as magical.

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog will loot the bodies.

"Let's get back on our way to Shokuru."

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:

"Finally! Something I can use!" Daji ditches the bow he had been using for the light crossbow. He does (carefully) help everyone haul the loot on board.

"Quite right. Let's get out of here before more of them show up."

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:

"Indeed. It would be nice to avoid more traps like that too. Any idea who they were?"

Danny takes his place at the helm, ready to move again once everyone else is on board with the loot.

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |
GM.BastardBard wrote:

...On the north shore, the chain is bolted to a squat stone block half-buried in the ground. To the south, the chain attaches to a large metal crank handle mounted to a ruined stone wall. A short wooden dock stretches from the front of the stone wall out to the middle of the slow-flowing river.

With your way obviously blocked (unless you want to push through and potentially cause massive damage to your ship) a Tian man waves you over to the dock as he walks along it towards you.

"I demand access to your boat! I must assess the value of whatever goods you are carrying, as your cargo is subject to Lingshen tariffs, and I must be able to properly tax you."

"I think they were Lingshen officials. We were warned they might try to steal the relic."

The Balrog moves to the crank and turns it to lower the chain so the ship can pass.

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:

"Officials? They acted more like pirates. I thought they were just using the taxing as a cover. Thoroughly unpleasant people either way."

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:

"Either way, we should probably keep an eye behind us as we sail. Someone will eventually come to relieve these guards."

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The Balrog hops from the ship and spends a few moments cranking down the chain so that the ship may pass.

After four more days of travel and all the resting and daily spell use/preparation you need to heal back up...

The sickening stench of death and decay wafts out of this narrow sandstone canyon. Half-eaten fish and bloody humanoid bones litter swaths of the shore, attracting clouds of buzzing black flies. Banyan trees grow along the top of the ridge, partially concealing with their thick, leathery roots the network of holes and tunnels that riddle the face of either cliff.

As you float through the narrow canyon (which is quite dangerous. The waters are not any rougher to navigate than before, but there are a lot more underwater rock structures that could make it more destructive if you navigate poorly the sailing checks will still be necessary each round) several goblinoid creatures with reddish orange hair emerge from the caverns in the northern cliff face and start jabbering at you.

Shortly after this begins two of these creatures drop onto the deck of the boat, spears in hand!

GM Blue: 1d3 ⇒ 1
GM Red: 1d3 ⇒ 3

Initiatives:

Danny: 1d20 + 6 ⇒ (9) + 6 = 15
The Balrog: 1d20 + 3 ⇒ (8) + 3 = 11
Valon: 1d20 + 4 ⇒ (7) + 4 = 11
Daji: 1d20 + 7 ⇒ (19) + 7 = 26
GM: 1d20 ⇒ 19

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

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:

"AHH!" Daji draws his Morningstar and casts Bless

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:

"Aaahhhwhatthecrapisthat!" Danny exclaims as the creatures hit the deck.

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Danny Underbriar wrote:
"Aaahhhwhatthecrapisthat!" Danny exclaims as the creatures hit the deck.

Ah, I suppose:

Knowledge (Local) DC12:
These appear to be tribal Kijimunas.
Small humanoid (goblinoid)
17+, 22+, 27+ can ask one or more questions about them.

They look like what is on the map on Slide #7 as that image was pulled directly from the scenario.

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The two creatures stab their sea-life-encrusted spears at the party members they landed next to!

Attack, Blue, Balrog: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Attack, Red, Danny: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
both of those hit Flat-Footed AC

And both The Balrog and Danny take hits from the squid-laden spears!

Initiatives - Bold may act!
Daji
GM
Danny -6hp
Valon
The Balrog -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 runs around and up to help defend Danny, and attacks with his morningstar

Morningstar, bless: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Due to some of the shifting, Daji loses balance and completely misses the thing.

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:

Keeping a hand on the steering, Danny grips his shield and tries to anticipate the next blow. "Thanks for the backup Daji!"

know nature: 1d20 + 7 ⇒ (14) + 7 = 21

Move action to steer the ship. Standard to go total defense. Current AC 21 & current HP 4

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

"Die!!"
The Balrog draws his sword and attacks.
Attack, Bless: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
He snarls as his blade goes wide.

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Botting: Valon decides that the biggest danger is losing the steering of the ship, and heads to help Danny first. So he moves up and throws a punch at the red creature in the aft of the ship.

Attack, Valon, Red: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
pretty consistent on damage across the board...

The creature in the fore of the boat continues to attack The Balrog, as the one in the aft switches to target Valon after that punch he landed!

Attack, Blue, Balrog: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Attack, Red, Danny: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

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

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog dodges his attacker this time, and strikes back with his magically-augmented longsword.
Attack on Blue, Bless: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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 gives another swing with his morningstar, shouting, "Leave the Halfling alone!"

Morningstar, bless, flank: 1d20 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7

His clothes blow up in his face and faint laughter can be heard as his weapon swings over everyone's head. Daji grumbles, "Can't a guy get a break? Please?"

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 cast a spell to hopefully help Daji hit his target before steering the ship around some rocks.

Cast guidance defensively, move action to steer ship.

concentration: 1d20 + 6 ⇒ (10) + 6 = 16

know nature: 1d20 + 7 ⇒ (4) + 7 = 11

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 lashes out again at the creature, striking with two quick punches.

Attack: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Flurry of blows: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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The Balrog sends a magical sheen down his blade as he connects to the creature next to him! staying consistent on the 6 points of damage.

Meanwhile Daji and Valon both take wild swings at creatures, as Danny tries to cast a spell and sail the ship at the same time... something that proves to be difficult.

GM: 1d20 ⇒ 13

And a loud CRRRAAAAAACK! resounds through the canyon as the ship strikes a submerged rock!

The ship comes to a sudden stop! Throwing everyone forward due to their previous momentum, including sending The Balrog and the foremost creature flying overboard past the bow of the ship!

Damage, Danny: 1d6 ⇒ 5
Damage, Daji: 1d6 ⇒ 6
Damage, The Balrog: 1d6 ⇒ 1
Damage, Valon: 1d6 ⇒ 1
Damage, Blue: 1d6 ⇒ 5
Damage, Red: 1d6 ⇒ 2

Reflex Saves:

Danny: 1d20 + 3 ⇒ (2) + 3 = 5
Valon: 1d20 + 7 ⇒ (1) + 7 = 8
Daji: 1d20 + 1 ⇒ (7) + 1 = 8
Red: 1d20 + 6 ⇒ (2) + 6 = 8

And everyone that remains on the boat lands prone, as The Balrog and the creature he was fighting SPLOOSH! into the water!

The Boat is now STOPPED! It will not continue on until a Strength check is made to dislodge it from the rock (this can be done after combat, so you don't have to worry about more steering checks and/or sailing away too fast for overboard party members to catch up).

Also... Hull Damage: 8d6 ⇒ (6, 4, 3, 4, 4, 4, 3, 1) = 29

The red creature still on board the ship stands up provoking AoOs from the prone party members near by and tries to stab at Valon!

Attack, Red, Valon: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

The overboard blue creature attempts to stay upright swim as a move action before striking at The Balrog!
Swim: 1d20 + 10 ⇒ (20) + 10 = 30

Attack, Blue, Balrog: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Initiatives - Bold may act!
Daji -6hp
GM Red -8hp | Blue -11hp
Danny -11hp
Valon -1hp
The Balrog -7hp

The Laughing Crow (ship) -29hp

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:

AoO while prone, guidance: 1d20 + 3 - 4 + 1 ⇒ (17) + 3 - 4 + 1 = 17
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Daji swings up from the ground as the creature stands up, before trying to stand up himself move action provoking AoO from red and swing again.

Morningstar: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d8 + 2 ⇒ (8) + 2 = 10

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 smacks his head on the railing as the ship crashes into a rock and fails to the ground bleeding from a gash in his head.

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

How rough is the water? Trying to decide if I should ditch the shield, or head for shore, or try to fight this guy in the water.

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The Balrog wrote:
How rough is the water? Trying to decide if I should ditch the shield, or head for shore, or try to fight this guy in the water.

quote "rough water"

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As the red creature on the deck stood up, Daji swung true and kept it down; leaving the creature unconscious and bleeding out.
Since your AoO knocked it out, you can redo your standard action, Daji.

Everyone else still has the remainder of their turns as well.

Initiatives - Bold may act!
Daji [ooc]-6hp
GM Red -17hp | Blue -11hp
Danny -11hp
Valon -1hp
The Balrog -7hp

The Laughing Crow (ship) -29hp

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 will cast Cure light wounds on Danny, muttering the incantation quietly and laying a hand on the halfling's brow.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog drops his shield - it is wooden (so it may float) but cheap enough that he can get another.
Combining "drop a shield" with a move action, in this case to swim.
Swim, ACP: 1d20 + 2 - 1 ⇒ (3) + 2 - 1 = 4

So now he's underwater. Can hold his breath for 24 rounds normally.

I guess he tries to make an attack, though off-balance in the water?

Attack, Off-Balance: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Damage: 1d8 + 4 ⇒ (6) + 4 = 10 Half of that, so 5.
With no shield and being off-balance, he is effectively AC 12 (no Dex and opponents get +2 to hit.

I hate the water, thinks the ifrit.

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 moves to the bow of the ship, grabbing his sling from his waist as he goes. Standing there, he gauges the distance and position of the remaining creature as he loads a bullet into the sling.

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:

As the healing magic flows through him, Danny jumps up taking stock of the situation. Seeing Valon looking over the bow, he begins casting a spell.

move action to stand, standard action to begin casting SNA I. Is the map right? I thought I was by steering.

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:

We were flung forward when the ship hit the rocks

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

Despite the difficulty in the water, The Balrog lands a sufficiently strong attack to end the creature's life.

Seeing both of their kind destroyed so quickly the spectators in the cliff shriek in fear and immediately retreat into their caverns.

Among the dirty and rusty items found on these creatures, you do find a significant looking bead.

Detect Magic & Spellcraft DC 16:

It will take a strength check to free the boat. After you recover from the fight and whatnot, I will post the next bit (probably tomorrow).

Status:
Daji -6hp
GM Red -17hp | Blue -16hp
Danny -8hp
Valon -1hp
The Balrog -7hp

The Laughing Crow (ship) -29hp

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

The Balrog makes his way to shore, presumably with a thrown rope or something. He retrieves his shield if he can.

"I hate the water."

He takes a look at the finds and casts Detect Magic.
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22
"Huh. A Campfire Bead. Fire. That's kind of fun."

The ifrit mutters a spell and heals himself a bit.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Then he sets about the task of freeing the ship.
Strength: 1d20 + 2 ⇒ (16) + 2 = 18

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 helps the Balrog back onto the ship before casting a spell to close up the rest of his wounds leaving only a throbbing headache.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6

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

"Huh," the monk says with a shrug as he replaces his sling. He ignores the couple scratches he picked up and instead goes to help the Balrog in dislodging the ship.

Strength: 1d20 + 2 ⇒ (18) + 2 = 20

Dark Archive

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

Valon is able to free the ship from what stopped it, and hop back on board.

After about a day's travel through the narrow canyon and gully The Laughing Crow and crew reach The Sea of Eels, which looks to be a journey of a few days to cross. The sea (actually a large lake) has no viable current, so you must rely on The Laughing Crow's sails and the wind to propel you along the water. Being that it is wide open, and relatively free of obstacles, you need not worry about driving checks for (likely) the remainder of the scenario.

Perceptions:

Danny: 1d20 + 9 ⇒ (12) + 9 = 21
The Balrog: 1d20 + 4 ⇒ (3) + 4 = 7
Valon: 1d20 + 8 ⇒ (10) + 8 = 18
Daji: 1d20 + 0 ⇒ (17) + 0 = 17

Your first day of sailing across The Sea of Eels passes without issue, though everyone in the group (save The Balrog) notices the glint of ship's sails in the distance just before sunset.

On the morning of the second day...

The light of dawn reveals a ship some six hundred feet to port and fast approaching. Its banner bears a single upthrust spear, and its golden sails sparkle in the morning sun.

Knowledge (Local OR Nobility) DC 13:
The ship's markings belong to the Lingshen. The same group that manned the checkpoint earlier.

The ship is heading straight for you. How would you like to proceed? You have 4 rounds to prep or start attacking before they close in. Or you could try to flee...

Status:
Daji
Danny -8hp
Valon -1hp
The Balrog -3hp

The Laughing Crow (ship) -29hp

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

Note that Danny had healed himself for 6 after the last battle, leaving only 2 damage. With 1 more day of travel in the canyon and 1 day in the Sea of Eels, we are all at full HP just from the resting HP regained.

"Let's fight them."
The Balrog says this before even pondering the banner.
Knowledge (Local): 1d20 + 5 ⇒ (8) + 5 = 13
"Oh yeah, Lingshen again. Guess they didn't get the message."

He uses his Enlarge Person spell-like ability on himself, and takes his longsword and shield in hand. Eldritch energy crackles down the length of the blade as he activates Arcane Strike.

When the enemy is closer (1 round away) he will start using Inspire Courage.

Dark Archive

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

Ah, good catch. I mistakenly applied the healing to Daji, instead of Danny. Technically Daji would have 4 hp of damage still, but I assume that before bed the first day on The Sea of Eels, someone would have CLW him once or twice.

Status:
Daji
Danny
Valon
The Balrog

The Laughing Crow (ship) -29hp

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 watches as the ship approaches, wondering what's going to happen. At the mention of Lingshen his eyes widen. Hearing the Balrogs intent he scrambles for his shield and Sling. Pulling three stones out of his pocket, he casts a spell over them to make them stronger. "This will be a whole ship full of them this time. You think we'll come out the other side ok?"

Cast magic stone.

Dark Archive

M CN Ifrit Ftr3/Brd1 | HP 31/31 | AC 19, T 13, FF 16, CMD 19 | F +6 R +7 W +4 | Performance 6/6 | Per +4 (Darkvision) | Init +3 | Shield On |

"They would need to throw boarding planks. Only a few across at a time, with Valon and I blocking the way. What idiot would be first across?
Besides, I got a little surprise that ain't nobody seen yet."

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