| Fenna Pender |
So, I'm locked out of aiding for Survival and Perception. I guess I'll roll for K Geography then. Fenna did grab fake Carver's spyglass and wayfinder.
Fenna uses the spyglass for sighting and the wayfinder to keep track of where north is located. Fenna tries to use her head like a protractor, taking note of how much of an arc her head must swivel to look from their island to the new island early on. Later, when visibility is bad, she tries to figure out their path forward by just turning her head the right amount to keep them on their line of travel.
It's not a particularly good method.
Unless the wayfinder gives her a bonus on the check?
1d20 + 10 ⇒ (9) + 10 = 19
| GM Pauljathome |
Despite the driving rain you manage to get enough glimpses of the stars and, occasionally the distant shoreline to be sure that you remain firmly on course.
You've got this!!!!
Just as you're starting to feel good, to feel that you definitely made the right decision, a series of huge waves (to some of you they seem dozens if not hundreds of feet high but as the sailors amongst you can tell you are actually about 20 footers) slam into the boat rocking it violently and trying to drive it off course.
Make either an Acrobatics or an (easier) reflex save in order to keep your balance and so be able to keep the ship on course.
| Sosche Pinn |
Weapon Equipped = Oar
Conditions = Water Breathing (3h/2h), Endure Elements (5h/4h)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (6/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (4/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Remember, by now we should have water breathing and endurance going in case anyone goes over…
Sosche does his best to hang on while he continues to row.
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
| Vexas Flamespark |
Reflex: 1d20 + 12 ⇒ (16) + 12 = 28
Whoa!
Vexas hops out of the way of a wave.
| GM Pauljathome |
You think that you've managed to keep the ship on course despite the waves battering at you. But now you face another problem, a potentially fatal one at that.
Water has been getting into the boat despite an occasional effort to bail it out. And the water is causing some of the boards to separate a little bit which will allow still more water to come in.
You're going to need to jury rig some kind of repairs to fix the boat or at least slow down the rate that it is falling apart.
Tell me what you are doing and then make an appropriate roll from the following skills
Craft - Carpentry, ships
Disable Device
Knowledge Engineering
| Vexas Flamespark |
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Drainage! We need drainage! Vexas inspects the paths water might take and ensures they don't drain back into the ship, but rather out to the sides. He makes some adjustments during his inspection.
disable device: 1d20 + 16 ⇒ (20) + 16 = 36 nice
| Brannart Teskerwill |
Brannart tries to assist Vexas with his own shipbuilding skill.
Craft (Ships) to Aid Another: 1d20 + 8 ⇒ (1) + 8 = 9
Unfortunately, the approach Vexas is taking is so unfamiliar to Brannart that he is unable to help.
| Sosche Pinn |
Sosche has little skill, but he knows something of engineering and tries to help in his own way.
Knowledge Engineering (aid another): 1d20 + 5 ⇒ (13) + 5 = 18 vs DC 10 for +2 on the next roll
| Fenna Pender |
Fenna helps with keeping the boat together and intact as best she can.
K Engineering(Aid): 1d20 + 8 ⇒ (3) + 8 = 11
Do you still want a Reflex save from Fenna?
REF: 1d20 + 8 ⇒ (16) + 8 = 24
| GM Pauljathome |
Primarily through the actions of Vexas, who is doing a good impression of a cat in a room full of rocking chairs as he frantically rushes from one leak to another, stopping one with a quick canvas sheet, shoving a bit of wood into another, and retrimming the ship a little so another hole is (mostly) above the water line the ship proceeds while only taking on a little water, sufficiently little that only an occasional bailing is required to keep the water level in the boat down to an acceptable level.
But you are all soaked through and through at this point :-). Good thing the water is reasonably warm!
As more time in the storm passes, you realize another more subtle problem has arisen. Although it was hard to tell with all the gusts, you realize that the wind direction is changing. Which means that you need to change your course so that you hit the coast where you're aiming for,
Knowledge Nature, Survival or Profession Sailor checks please. Any can aid any of the others.
| Vexas Flamespark |
This is where Vexas’ prowess drops off…
Aid Kn (nature) untrained: 1d20 + 3 ⇒ (9) + 3 = 12 +2 to a better expert
| Brannart Teskerwill |
"Sho, can you find the way?"
Brannart will row as Sho directs.
Profession (Sailor) to Aid Sho's Survival: 1d20 + 8 ⇒ (3) + 8 = 11
| Fenna Pender |
Fenna tries using the wayfinder again to figure out directions. As the boat gets closer in to the island, she tries to remember anything she can about how currents behave near a coastline.
K Nature (Aid): 1d20 + 8 ⇒ (6) + 8 = 14
| GM Pauljathome |
Unfortunately, unknown to you, the waves have buffeted you slightly off course and you're not going to make landfall where you think you are.
But, with luck, you WILL still make landfall and thats the important thing, right?
But now things are heading to a crisis point. You have entered an area of the storm where the storm is worse than it has been at any other point. The waves are higher, the winds stronger, the rain falling even faster.
On the bright side, you ARE getting fairly close to shore at this point.
Your only real hope is to just row as fast as you possibly can and hope to either get out of this part of the storm or maybe make landfall before you capsize and/or sink.
Row!! Row!! And then row some more!
You can either all row OR one of you can take the tiller and try and coordinate the others.
If you take choice one, then I need STR or Profession Sailor checks from everybody.
If you take choice two, then one person makes a Perform (something loud enough to be heard above the storm like Percussion or sing) check, or a Profession sailor check and the rest of you make Strength or Profession Sailor checks to aid the person at the tiller.
Or maybe you have some shenanigans to get around the problem. Shenanigans are always good :-)
| Vexas Flamespark |
Vexas continues to feel like a fish out of water as the storm persists in battering him down.
He tries to not get in the way.
Strength, row (aid?): 1d20 - 1 ⇒ (4) - 1 = 3
He gets in the way...
| Vexas Flamespark |
Cheesy idea, but can Vexas cast hydraulic push to propel the boat forward a bit?
Sho"yarhine Nebdhel
|
Row, row,, row your boat, gently down the stream, merrily merrily merrily, life's but a dream (aid): 1d20 + 2 ⇒ (9) + 2 = 11
Of course, Sho is no match for Brannart and Sorshe's strenght, but she does her bit to help, trying to row in time while humming something
| GM Pauljathome |
You strain at the oars, pulling mightily through the storm and manage to get past a headland and into far more sheltered waters where the storm, while still present, is far less of a threat than it was just moments ago.
You're about 120 feet or so from the shore and are resting from your recent row (you're all currently fatigued). There is lots of debris floating in the waters around you, including a couple of dead animals.
Seemingly finished with whatever they were eating, 2 strange masses of blubber and flesh stinking badly enough that you're perceiving it over here notice your boat and start heading towards it.
Despite it being much calmer than the storm, the water is pretty rough and your boat is being tossed around a little.
DC 20 swim checks if you go into the water.
Casting a spell in the boat requires a concentration check DC 15+spell level
I'll come up with a map a little later in the day, but for the moment if you could roll initiative and Knowledge Dungeoneering to see what is attacking you. You start 30 feet away from the two monsters.
Monster 1 Init: 1d20 - 5 ⇒ (19) - 5 = 14
Monster 2 Init: 1d20 - 5 ⇒ (8) - 5 = 3
I think best practice is to do joined initiatives, right? So, anybody who equals or beats a 14 goes first, Monster 1 goes, anybody who beats a 3 goes, monster 2 goes. Is that correct?
| Vexas Flamespark |
Initiative: 1d20 + 9 ⇒ (18) + 9 = 27
Not trained in Dungeoneering
DC16 Concentration to cast defensively: 1d20 + 7 ⇒ (6) + 7 = 13
[standard] Cast touch of the sea
Well, there goes that slot
Also agreed, as much init grouping together as is reasonable keeps PbP combat moving. The more fragmented player turns are, the more wait-time-to-post is maximized and slows us down.
| Sosche Pinn |
Usually in play by post, the GM rolls all the initiative checks to keep things moving. It saves a lot of time for something that generally isn't a big deal.
As for rolling separately for monsters, that's a GM call. I think most GMs group monsters loosely though some do roll for each critter. Myself, I group all monsters together in one init - which has some downsides for sure (and is pretty rare), but makes it easier for who goes when. So that's totally up to you.
Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
No knowledge dungeoneering.
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Water Breathing (3h/2h)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (3/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Sosche tries to cast water breathing (assuming the prior casting pre-storm has worn off).
Concentration: 1d20 + 12 ⇒ (6) + 12 = 18 vs DC 15
He successfully casts Water Breathing (3h each, 2h Sosche) on the party in case anyone goes overboard.
With his move action he draws his weapon.
| Vexas Flamespark |
So much for swimming first. Vexas mutters.
He draws his light crossbow.
[move] draw weapon
Sho"yarhine Nebdhel
|
know dungeon: 1d20 + 6 ⇒ (13) + 6 = 19
the half elf readies an arrow and tries to find her balance on the small boat.
If the creatures attack or behave threateningly, she shoots
attack: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23
dmg: 2d8 + 4 + 8 ⇒ (5, 4) + 4 + 8 = 21
Usually, Sho uses Manyshot on the first attack (twice damage, and nearly always Deadly aim. She has Precise shot so she can fire arrows in melee without maluses.
| Fenna Pender |
Fenna - 2 questions about Globsters (Large aquatic oozes).
Okay, 1. What weaknesses to they have? 2. What immunities do they have?
| Brannart Teskerwill |
Brannart moves to the side of the boat where the Globsters are, drawing his polearm. He readies to attack
He should get a Readied Attack against the first one to come within 10' (double damage if they are charging) and then AOOs as they move from 10' to 5' (assuming they do not have 10' reach). He has Combat Reflexes so gets multiple AOOs.
Damage: 1d12 + 9 - 1 + 6 ⇒ (1) + 9 - 1 + 6 = 15
Damage: 1d12 + 9 - 1 + 6 ⇒ (3) + 9 - 1 + 6 = 17
Damage: 1d12 + 9 - 1 + 6 ⇒ (4) + 9 - 1 + 6 = 18
| GM Pauljathome |
Brannart moves to the side of the boat where the Globsters are, drawing his polearm. He readies to attack
Hearing about their immunities, I'm guessing that you'd change your action.
If you choose to ready your long sword instead I'll let you keep that attack roll and I just need a damage roll.
| GM Pauljathome |
[dice=know dungeon]1d20+6
the half elf readies an arrow and tries to find her balance on the small boat.
If the creatures attack or behave threateningly, she shoots
[dice=attack]1d20+11-2
[dice=dmg]2d8+4+8Usually, Sho uses Manyshot on the first attack (twice damage, and nearly always Deadly aim. She has Precise shot so she can fire arrows in melee without maluses.
I expect that you will also be changing your action once you learn about their immunities?
| GM Pauljathome |
On their initiative, they definitely rush towards the boat. Not actually charging but clearly coming in with hostile action.
So, everybody who readied or delayed an action can go now.
Ok, my bad. I should have made it clearer that they were definitely hostile and coming to attack you on their initiative. So, everybody feel free to redo their actions if that knowledge or the knowledge of their immunities would have changed what you did.
How should I handle knowledge rolls in the future? Having to wait for you to ask questions slows things down. Is it acceptable for you all to have pre-canned questions that you would pretty much always ask and for me to roll initiative and knowledge checks at the beginning of combat? Or is that taking away too much player agency? This is probably a particularly egregious case where their immunities REALLY drive tactics.
| Brannart Teskerwill |
Sure, Brannart will have his longsword out for a Readied attack but no AOOs.
Damage: 1d8 + 7 - 1 + 6 ⇒ (6) + 7 - 1 + 6 = 18
With Fatigued, Brannart is AC 26.
I am fine with you rolling Brannart's Knowledge skills as soon as he gets any.
| Sosche Pinn |
Weapon Equipped = Greatsword
Conditions = Water Breathing (3h/2h)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (7/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (3/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
I too am fine with you rolling my relatively non-existent knowledge checks. :)
Sosche draws his great sword, hearing of their immunities, and takes a swing!
Greatsword: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27 (fatigue)
Damage S: 2d6 + 12 - 2 ⇒ (1, 3) + 12 - 2 = 14 (fatigue)
critthreat Greatsword: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17 (fatigue)
Damage S: 2d6 + 12 - 2 ⇒ (3, 2) + 12 - 2 = 15 (fatigue)
| GM Pauljathome |
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I'm sorry, but I completely forgot to make a map for this one and I won't be able to until tomorrow afternoon.
So lets do this as theatre of the mind.
Your boat is 15 ft long, 10 feet wide with an additional 1 square at the bow,
The globsters are coming in, 1 from 1 side, 1 from another.
You can place yourself in any empty square as a move action
| Vexas Flamespark |
I'm totally okay with init and knowledge rolled being rolled for us.
If Vexas knew about the immunities beforehand, he simply wouldn't draw his crossbow. BUT he already spent his standard action so the most difference it makes is he could back away from the edge of the boat in caution.
| Fenna Pender |
Since she knows her spear will be useless and the only other weapon she has is a dagger, Fenna goes with her magic to help out. She begins by informing everyone about the blobbie's strengths and weakness, encourages everyone to hold fast because they will be alright dealing with the threat, and finishes with magic.
"Nopeampi pillu kistya tappaa!"
Move action to begin Inspire Courage (+2 attack and damage), Standard action to cast Haste on everyone.
| Vexas Flamespark |
Hearing about the blobs immunities, Vexas tries to freeze them a bit!
Cast ray of frost
ranged touch, cold damage: 1d20 + 9 ⇒ (2) + 9 = 111d3 ⇒ 1
Is concentration still required to cast spells or did that pass?
| Vexas Flamespark |
Concentration is required. Hopefully its ok if I roll it for you
[dice=concentration]1d20+4+3
No problem at all. I asked because I didn't see it rolled for haste. (gulp, hope we still have it!)
| Vexas Flamespark |
Yay!