Quest 4, Port Peril Peril (Inactive)

Game Master DoubleGold

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Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3

I guess I'm ok with moving to the next scene... anything before that would be pure RP for me...


DungeonMaster

Chaos happens and a bar fight breaks out.

Two things, bar fights are happening, you must make attacks in each section to stop it. Don't worry about lethal/nonlethal, just hit ac 13 and roll dmg, each section has 8 HP. There are six sections, you must be in the section to deal it, range from outside a section will take a penalty. Stuff like burning hands can effect two areas if do it on the border. Staying in an active bar fight area means you can take damage, as is being on the border.

Two, you are under attack by two acolytes, they will attack you every round, eliminate them.

init: 6 + 1d20 ⇒ 6 + (12) = 18 acolytes
init: -10 + 1d20 ⇒ -10 + (12) = 2 bar fight.
init: 1d20 + 0 ⇒ (16) + 0 = 16 Athmar, don't know your perception or stealth modifier, you can adjust that, I'm guessing higher than 2, so you'd probably be before acolytes.
init perception: 1d20 + 7 ⇒ (18) + 7 = 25 Tanithil
init perception: 1d20 + 0 ⇒ (20) + 0 = 20 Cecic, same deal as Athmar.
init perception: 1d20 + 7 ⇒ (15) + 7 = 22 Jorgran

Looks like all of you are up map at top of page.

Horizon Hunters

N Dwarf Ranger 1 | HP: 22 (-10) | AC 16 | F: +7, R: +8, W: +5; Fire Resist 1| Perc: +7 (Darkvision)| Stealth: +6 | 20ft | Hero 1/1 | Active Conditions: None|
Dredge:
HP: 13 (-2) | AC 16 | F: +4; R: +6; W: +4 | Perc: +4; Low-Light, Scent (Imprecise) | Stealth +6

Drawing his crossbow and loading it, the dwarf snarls "Now dis be more 'ike it. I knows how ter handle dese sit-ee-ations."

Eyeing one of the acolytes, he studies it closely.

Interact: Draw Crossbow
Load Crossbow - 1 action
Hunt Prey - 1 Action

Coiling up in preparation, Dredge waits patiently for orders at the man's side.

Grand Archive

Male Elf- Cavern ; Exploration Mode- Search +9 Rogue (thief) 3| HP 30/43 | AC 21 | Fort +6; Ref +12; Will +9| Perception: +9; Stealth +10| Reaction: Recognize Spell (T in all 4)|Speed 30, Darkvision|Hero Point 1/1

"I guess, that means we should get out of here as well," states Tanithil as as slides around the table next to the acolytes. His rapiers suddenly appears in his hand as he stabs at an acolyte.
Quick Draw Rapier: 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Deadly Die if a crit: 1d8 ⇒ 5

He then stabs with his dagger. Quick Draw Dagger: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Horizon Hunters

Male Human (Sailor) Exploration Mode: Search
stats:
HPs 35/35,Hero Points 1, Saves F +8 R +7 W +11, Perc +9, Athletics +5, Crafting +5, Diplomacy +7, Medicine +9, Nature +9, Religion +9, Lores: Sailing +5, Scribing +5, Sur
Cleric (Cloistered) /3

Cecic Init(perception) +7

"Let Gozreh's winds protect me." the cleric says as a shimmer in the air, allows him to be shielded from attacks. He moves forward ready to engage with the acolytes with his fists or anything useful he sees around. Whilst he was unaccustomed to fights in the taverns and inns he normally frequents, this was more like a fracas within the galley after servering the crew unpalatable food.

This is my first 2ed combat, so let me know if I get things wrong.
Cast Shield cantrip.
Stride 25ft
Perception 1d20 + 7 ⇒ (3) + 7 = 10 to see something he can use to distract or hurt an acolyte in the fight, e.g. a piping hot bowl of stew, or a jug of liquid etc.


DungeonMaster

Tanithil kills one of the two acolytes. but his dagger misses.
I forgot to mention the bar fight has a secondary effect, you can be in a disabled area and still be hit by the secondary effect of the bar, so it is crucial to also stop the bar fight asap. Alternatively instead of doing damage to the bar fight, you can disable it via intimidate 17 or diplomacy 20. Let me know if that changes your action.
The other two of you prepare.
Athmar is up

Grand Archive

Male Elf- Cavern ; Exploration Mode- Search +9 Rogue (thief) 3| HP 30/43 | AC 21 | Fort +6; Ref +12; Will +9| Perception: +9; Stealth +10| Reaction: Recognize Spell (T in all 4)|Speed 30, Darkvision|Hero Point 1/1

I'm good with my previous actions

Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3
DoubleGold wrote:
init: 1d20 + 0 ⇒ (16) + 0 = 16 Athmar, don't know your perception or stealth modifier, you can adjust that, I'm guessing higher than 2, so you'd probably be before acolytes.

Per +3, init +3

Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3

"Rumble!" shouts Athmar with a wicked glee, pulling out a jagged looking piece of steel strapped to a wooden handle.

Action 1
Draw Dogslicer

Action 2
Move

Action 3
Dogslicer: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 ⇒ 6


DungeonMaster

crit dmg: 1d6 ⇒ 5
And just like that, both acolytes are dead. too tired to resolve bar fights, will do so in the morning.


DungeonMaster

With the bar fight everywhere it is hard to dodge all the punches
bar fight vs Athmar: 9 + 1d20 ⇒ 9 + (2) = 11
bar fight vs Tanithil: 9 + 1d20 ⇒ 9 + (7) = 16
bar fight vs Cecic: 9 + 1d20 ⇒ 9 + (2) = 11
bar fight vs Jorgran: 9 + 1d20 ⇒ 9 + (3) = 12

anyone hit will take dmg: 1d6 + 3 ⇒ (3) + 3 = 6 nonlethal

also who: 1d4 ⇒ 2 1=athmar, 2=tanithil, 3=cecic, 4=jorgran. Make a will save
all heroes are up

Grand Archive

Male Elf- Cavern ; Exploration Mode- Search +9 Rogue (thief) 3| HP 30/43 | AC 21 | Fort +6; Ref +12; Will +9| Perception: +9; Stealth +10| Reaction: Recognize Spell (T in all 4)|Speed 30, Darkvision|Hero Point 1/1

Will Save: 1d20 + 7 ⇒ (9) + 7 = 16

How many actions to do the Diplomacy/Intimidate check


DungeonMaster

Tanithil is not affected. 1 Action to do the diplomacy/intimidate check.

Grand Archive

Male Elf- Cavern ; Exploration Mode- Search +9 Rogue (thief) 3| HP 30/43 | AC 21 | Fort +6; Ref +12; Will +9| Perception: +9; Stealth +10| Reaction: Recognize Spell (T in all 4)|Speed 30, Darkvision|Hero Point 1/1

"Alright everyone settle down."
Diplomacy 20: 1d20 + 6 ⇒ (12) + 6 = 18

Seeing no one is listening, he stabs at the mob with his rapier and dagger. Strike with rapier: 1d20 + 8 ⇒ (1) + 8 = 9 Dagger: 1d20 + 4 ⇒ (16) + 4 = 20 Dagger damage: 1d4 + 4 ⇒ (4) + 4 = 8

Horizon Hunters

N Dwarf Ranger 1 | HP: 22 (-10) | AC 16 | F: +7, R: +8, W: +5; Fire Resist 1| Perc: +7 (Darkvision)| Stealth: +6 | 20ft | Hero 1/1 | Active Conditions: None|
Dredge:
HP: 13 (-2) | AC 16 | F: +4; R: +6; W: +4 | Perc: +4; Low-Light, Scent (Imprecise) | Stealth +6

With a growl, as his prey has already fallen, the dwarf turns to the crowd. "Ight, Ya wantin summa dis?!"

Firing his bow, he snarls to the constrictor..."Get 'em!"

Crossbow: 1d20 + 6 ⇒ (7) + 6 = 13 for Piercing: 1d8 + 1d8 ⇒ (3) + (4) = 7 120ft Range; Reload 1

Hunter's Edge - 1 action
Shoot Bow - 1 action
Order animal companion - 1 action

Licking it's lips, Dredge lashes out at the crowd.

Jaws: 1d20 + 6 ⇒ (16) + 6 = 22 for Piercing Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Jaws -> 2nd attack: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17 for Piercing Damage: 1d8 + 3 ⇒ (8) + 3 = 11


DungeonMaster

Tanithil fails to calm the crowd. Jorgran shoots into the crowd and hits many of the bar fighters. He then sends his animal on the border between purple and gray sections. The animal chews up some people and they get knocked out, then bites more people in the gray section and the screams of pain get those people to stop fighting. Gray and purple sections disabled.

Horizon Hunters

Male Human (Sailor) Exploration Mode: Search
stats:
HPs 35/35,Hero Points 1, Saves F +8 R +7 W +11, Perc +9, Athletics +5, Crafting +5, Diplomacy +7, Medicine +9, Nature +9, Religion +9, Lores: Sailing +5, Scribing +5, Sur
Cleric (Cloistered) /3

Assuming that Cecic (25ft) has enough movement to get into the next room. Previous position is upside down Cecic.

Cecic ducks out of the way of the fists flying, before quickly makes his way down out of the bar, in the hope he can calm the next bunch of inebriates to make his life easier in getting out of the tavern. "Alright, you've got your scars to take home and make a heroic story, so stop before end up in a pool of your own blood."

Diplomacy 1d20 + 5 ⇒ (4) + 5 = 9

If he has enough actions left he will cast shield on himself.

Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3

Do we need to be in the area to try to do a diplomacy?

Athmar crawls on top of a table, barely standing over the pewter tankards and candelabras. Pulling out a spherical vial of a viscous, fiery crimson liquid and holding it up high above his head, he yells, "Listen up! This is my boom-detonator! If you don't stop and leave now, I'll blow this place sky high!"

Action 1 - Move to the next room.
Action 2 - Retrieve item.
Action 3 - Diplomacy.

Diplomacy: 1d20 + 4 ⇒ (18) + 4 = 22

Horizon Hunters

N Dwarf Ranger 1 | HP: 22 (-10) | AC 16 | F: +7, R: +8, W: +5; Fire Resist 1| Perc: +7 (Darkvision)| Stealth: +6 | 20ft | Hero 1/1 | Active Conditions: None|
Dredge:
HP: 13 (-2) | AC 16 | F: +4; R: +6; W: +4 | Perc: +4; Low-Light, Scent (Imprecise) | Stealth +6

Hustling onward, Jorgran manages to make it halfway through the next large area. Huffing and puffing, he calls out to Dredge.

"Ya g't on up dere and do yer ting!"

The constrictor slithers through towards the next fight.

2 actions stride me and 1 action order pet
2 actions stride pet


DungeonMaster

At Athmar, yes, so we will say you went into yellow area, you still have time recover item later as with given a choice, I'd assume that's what you wanted to do.
Athmar gets everyone to believe he is dangerous and that he will blow them up, so they stop, even though he didn't recover the item and held up nothing, drunk and delusional. Cecic prepares

Three bar sections left fighting, all highlighted, nobody is anywhere near any punches. who: 1d4 ⇒ 1

Jorgran sends his pet in and walks. Athmar will save
Jorgran just went round 3. Tanithil, Cecid and Athmar are up

Horizon Hunters

Male Human (Sailor) Exploration Mode: Search
stats:
HPs 35/35,Hero Points 1, Saves F +8 R +7 W +11, Perc +9, Athletics +5, Crafting +5, Diplomacy +7, Medicine +9, Nature +9, Religion +9, Lores: Sailing +5, Scribing +5, Sur
Cleric (Cloistered) /3

Cecic finding himself away from the rest of his party, enters the next room watching over the unruly mob. He takes out his trident to protect himself and tries to make his way through the crowd. Only for a rum infused seafaring dwarf comes at him. "Stop, it won't do you good." as he pokes at the drunken soul.

Trident attack 1d20 + 3 ⇒ (1) + 3 = 4 Damage 1d8 ⇒ 2pp

Yep, its started ... my ability to roll low whenever I need high tp medium rolls.

Grand Archive

Male Elf- Cavern ; Exploration Mode- Search +9 Rogue (thief) 3| HP 30/43 | AC 21 | Fort +6; Ref +12; Will +9| Perception: +9; Stealth +10| Reaction: Recognize Spell (T in all 4)|Speed 30, Darkvision|Hero Point 1/1

Tanithil moves through the bar and assists Cecic. Strike rapier: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d6 + 4 ⇒ (3) + 4 = 7
Strike dagger: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3

Will: 1d20 + 3 ⇒ (15) + 3 = 18

Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3

That's fine... it looks like it worked out anyway. Maybe a delusional goblin is more menacing.

Athmar will actually pull out a bomb and move towards the next room.


DungeonMaster

Athmar is unaffected, while Tanithil knocks out a few barfighters but not enough. needed 8 dmg, you did 7
Two of you in the danger zone
bar fight vs Cecic: 1d20 + 9 ⇒ (15) + 9 = 24
bar fight vs Tanithil: 1d20 + 9 ⇒ (7) + 9 = 16
if hit take dmg: 1d6 + 3 ⇒ (3) + 3 = 6

who: 1d4 ⇒ 1 Athmar will save.
All heroes are up

Horizon Hunters

Male Human (Sailor) Exploration Mode: Search
stats:
HPs 35/35,Hero Points 1, Saves F +8 R +7 W +11, Perc +9, Athletics +5, Crafting +5, Diplomacy +7, Medicine +9, Nature +9, Religion +9, Lores: Sailing +5, Scribing +5, Sur
Cleric (Cloistered) /3

Cecic's Day:

HPs 11 of 17

Cecic responds to the injury he took, by leaving as quick as he can to make his exit. . "Oooww!! Take care of them Tanithil, you are more a fighter than me." the cleric cries as he moves and feels the his badly bruised ribs. Instead of finding safety, he enters another room full of drunken acolytes and sailors fighting with tooth, nail and weapon. As he tries to go through he hears an angry voice behind, and turns to see a large sailor, dagger and chair leg in hand, scowling at Cecic. Cecic prods at the man with his trident hoping to keep him at bay.

Action Strides into the Red area. x2
Action Strike Trident 1d20 + 3 ⇒ (20) + 3 = 23 damage 1d8 ⇒ 5

It's the old 1, 2 of dice rolls 1 and 20.

Grand Archive

Male Elf- Cavern ; Exploration Mode- Search +9 Rogue (thief) 3| HP 30/43 | AC 21 | Fort +6; Ref +12; Will +9| Perception: +9; Stealth +10| Reaction: Recognize Spell (T in all 4)|Speed 30, Darkvision|Hero Point 1/1

Tanithil stabs with his rapier. Strike: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d6 + 4 ⇒ (6) + 4 = 10 removing green

He continues on thrusting out his dagger. Stride then Strike
Strike: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d4 + 4 ⇒ (1) + 4 = 5


DungeonMaster

Tanithil removes the green fighters as he thrusts his rapier into a few drunks, bullies, and gang memebers.
He then hurts a few in the blue area.
Cecic ah, Oh, you crit crit dmg: 1d8 ⇒ 4 takes out another section as he knocks out a few pretty hard the rest run scared.

Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3

will: 1d20 + 3 ⇒ (9) + 3 = 12

Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3

That seems borderline. Does Athmar make it?

Horizon Hunters

N Dwarf Ranger 1 | HP: 22 (-10) | AC 16 | F: +7, R: +8, W: +5; Fire Resist 1| Perc: +7 (Darkvision)| Stealth: +6 | 20ft | Hero 1/1 | Active Conditions: None|
Dredge:
HP: 13 (-2) | AC 16 | F: +4; R: +6; W: +4 | Perc: +4; Low-Light, Scent (Imprecise) | Stealth +6

Reloading his crossbow, Jorgran fires it into the crowd.

Crossbow: 1d20 + 6 ⇒ (9) + 6 = 15 for Piercing: 1d8 ⇒ 5 120ft Range; Reload 1

With a simple nod to the serpent, it lashes out at the crowd.

Jaws: 1d20 + 6 ⇒ (11) + 6 = 17 for Piercing Damage: 1d8 + 3 ⇒ (2) + 3 = 5


DungeonMaster

It doesn't matter now Athmar, since the fight is over, your will save effects are gone Athmar is about to succumb to temptation, but Jorgran handles the situation effectively.

end of scenario, will get this game reported and Chronicles out soon. Will need emails to get chronicles to you.

Horizon Hunters

Male Human (Sailor) Exploration Mode: Search
stats:
HPs 35/35,Hero Points 1, Saves F +8 R +7 W +11, Perc +9, Athletics +5, Crafting +5, Diplomacy +7, Medicine +9, Nature +9, Religion +9, Lores: Sailing +5, Scribing +5, Sur
Cleric (Cloistered) /3

Thanks for the game DoubleGold, like you said it was short and sweet.

Enjoyed the quest, liked the party too.

You have my details in the discussion thread.

Grand Archive

Male Elf- Cavern ; Exploration Mode- Search +9 Rogue (thief) 3| HP 30/43 | AC 21 | Fort +6; Ref +12; Will +9| Perception: +9; Stealth +10| Reaction: Recognize Spell (T in all 4)|Speed 30, Darkvision|Hero Point 1/1

Thanks for running DoubleGold.

Thanks to everyone else this was a good party.

Horizon Hunters

N Dwarf Ranger 1 | HP: 22 (-10) | AC 16 | F: +7, R: +8, W: +5; Fire Resist 1| Perc: +7 (Darkvision)| Stealth: +6 | 20ft | Hero 1/1 | Active Conditions: None|
Dredge:
HP: 13 (-2) | AC 16 | F: +4; R: +6; W: +4 | Perc: +4; Low-Light, Scent (Imprecise) | Stealth +6

Thanks for the run!

Horizon Hunters

Goblin Alchemist 1 HP 15/15 | AC 17 | Fort +6 | Ref +8 | Will +3 | Per +3

@DoubleGold - thanks for running the game!

@All - sorry for the poor goblin antics. I tried to do what I could with the limited situation.

Horizon Hunters

Male Human (Sailor) Exploration Mode: Search
stats:
HPs 35/35,Hero Points 1, Saves F +8 R +7 W +11, Perc +9, Athletics +5, Crafting +5, Diplomacy +7, Medicine +9, Nature +9, Religion +9, Lores: Sailing +5, Scribing +5, Sur
Cleric (Cloistered) /3

I'm thinking of running Pathfinder Society Scenario #1-05: Trailblazers’ Bounty as pbp, though not part of outpost, if any of you are interested in joining in? I've never GM'd 2e, and only played a litte bit, but in for a penny in for a pound.

PM me if interested.


DungeonMaster

When I get a day off or time, I'll get game reported and chronicles to you. Quests give you 1 XP, while scenarios give you 4 XP and you need 12 XP to level, so hopefully nobody in a hurry.

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