GM Jhaeman's PFS1 # 1-03 (#31) "Sniper in the Deep" (Inactive)

Game Master Jhaeman

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"Fine, I'll tell you. What do I care! Yeah, Dargo had us off the old man. We hid his body in some sea caves along the coast."

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock spends a few moments to cast a few spells on himself and Ginger.
He then unloads some of his equipment and turns into a man-sized air elemental. The druid then picks up his dropped equipment and is ready to go.

The Rock is easily able to follow the blood stained path towards the rest of the party.

"Busy, I see and subtle too. It does not take an experienced woodsman to follow your trail of death and destruction here."

Spells Cast:

The Rock
Endure Elements (24 hours)
Pearl of Power 1st level expended to recall the spell

Ginger
Endure Elements (24 hours)
Magic Fang, Greater (9 hours)


Large T-Rex Animal Companion | |HP 60/60|AC 25 T 12 FF 22 |CMB +15/+19 Grab CMD 28|F +8 R +9 Evasion W +5/+9, +4 vs Enchantment|INIT +3| PER +7/+15, Scent Low Light Vision SM+3| Speed 30'|

Ginger is slightly ahead of her master. She sniffs the air noticing the smell of stale ale, sweat and blood in the run down tavern. She steps eagerly forward smiling at her companions.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Kit sighs at the complication this presents. Since she has done her fair share of killing at the orders of the guild, she is not all that much concerned about the legality of the actions. But the complications?

"Well, there goes our contact. What do we do now? Catch up with the others, or verify the death? I'd say in the spirit of the mission we set off in hot pursuit, with our tracker in the lead, though we surely can find the flotsam graveyard with no tracking. Say, Rock, you being a druid and all, can you slap some bandages on this?"

She's too cheap to waste a wand charge on 4 HP. I got a dwarf like that too - almost got him killed.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock has a cursory look at Kitoro's wound.

18 Heal on a take 10.

"That is just a scratch and it is not infected. Putting a bandage on it will not make it go away. A bit of time and it will heal up by itself."

We don't have the time now for Treat Deadly Wounds or Long Term Care so you are out of luck. :)

"I think we need to go to this flotsam graveyard. If these people leave a trail as big and wide as the rest of you then tracking them there should not be that difficult I would imagine."

Druids are generally good trackers and this character is no exception. :)

"Of course a general idea of where the graveyard is or a map could be helpful."

"Kitoro, perhaps you can ask the barkeep to help us with the location?"

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

kn local, heroism: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

In spite of the bad roll, does she know where it is?

The Exchange

Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

Knowledge Local with Inspiration: 1d20 + 6 + 1d6 ⇒ (16) + 6 + (5) = 27

Maybe Cal knows even more...


The Pathfinders try to piece together what they know about the Flotsam Graveyard . . .

Kitoro:
The name "Flotsam Graveyard" doesn't sound familiar to you.

Calabaza:
You've heard of the "Flotsam Graveyard". It's a large fields of shipwrecks from an ancient naval battle that, to this day, poses a hazard to shipping through Absalom's harbor (while simultaneously serving to protect the southern portion of the city from foreign navies). Finding Dargo in the Flotsam Graveyard would be like finding a needle in a haystack unless you can pin more specifically where he was going.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

"Tracking someone at sea is going to be near impossible. There is no way that the Barkeep does not know where his men are. I say we bring him along to find them."

The Exchange

Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

I've heard of the "Flotsam Graveyard". Big field of shipwrecks from some really old naval battle. Still makes a mess of the south harbor, though it messes with invaders too. Unless we know where he was going, we might as well stand on the street shouting his name. We'll have as good a chance that way.

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Eh, I found some notes in the tavern, along with the water-breathing potions. Let's have a look yes."

Malachi pulls the notes out to examine them.

"As for tracking at sea, not impossible yes. At least, if you know how to turn yourself into a shark." The tengu winks.

"Can any of you use a devil-wand, yes? More cost-effective than other healing magic."

With the notes in one hand, Malachi draws a dark wand with the other.

Can you attempt UMD Calabaza? 2 charges are needed. If not, Malachi will use his own CLW wand.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3
Malachi Malarkey wrote:
Can you attempt UMD Calabaza? 2 charges are needed. If not, Malachi will use his own CLW wand.

If not, Kit has a +12.

"I could give it a try. Or I could do some magic to help Cal."

The Exchange

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Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

Give me a boost please.

These rolls are without any bonus from Guidance or anything else.

UMD DC 20: 1d20 + 16 ⇒ (2) + 16 = 18

Even with Guidance that fails so attempt 2

UMD DC 20: 1d20 + 16 ⇒ (8) + 16 = 24

One minuute later...
UMD DC 20: 1d20 + 16 ⇒ (6) + 16 = 22

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

Scent should work underwater but actually tracking someone would be difficult (at best) with the underwater currents. The GM will have to adjudicate of course. :)

The druid shrugs at Malachi's comments as he hovers effortlessly above the ground in his elemental form.

"Well, better to ask the barkeep where his men are roughly speaking. It is a large area and I am not convinced that what you are saying is even possible."

"As for turning into a shark. Well I can do my best approximation. I never get their noses exactly right."

"Kit, would you be kind enough to ask the barkeep? I am not exactly a people person."

7 Charisma must be standard issue for loner hermits that live in the woods and talk to animals. :)


Large T-Rex Animal Companion | |HP 60/60|AC 25 T 12 FF 22 |CMB +15/+19 Grab CMD 28|F +8 R +9 Evasion W +5/+9, +4 vs Enchantment|INIT +3| PER +7/+15, Scent Low Light Vision SM+3| Speed 30'|

Ginger looks around. Her bright eyes sparkling with excitement. She wonders when the party will get moving again.


Malachi shares the notes he found in one of the rooms. The notes contain not only the interesting history of the artifact known as The Sniper, but also the specific place in the Flotsam Graveyard that Dargo must be headed toward! The notes indicate that The Sniper sunk aboard a ship called Vaydren's Might about 1500 yards offshore. But the reason it's never been found is that *another* ship sunk on top of it! This ship, the Iron Tide, is recognizable by its mast, which still protrudes above the harbor and is carved into the likeness of a woman clutching dangling, iron chains.

Backstory on The Sniper:

Just over a century ago, during Absalom’s Mithral Age, a fleet of Taldan ships sailing from Oppara attacked the City at the Center of the World. This was no full-scale invasion led by Taldor’s most experienced and well-trained troops, but rather a random assemblage
of enthusiastic youths gathered under a banner of fiery rhetoric and misguided overconfidence. Led by the charismatic orator Graycen Taleb, the young, bored nobility of Taldor piled aboard several merchant galleys hastily outfitted for war and set sail, convinced of their holy destiny to sack Absalom in the name of the empire.

One young noble, Vaydren of House Lasar, dismissed his parents’ forbiddance and stole the family’s ship, renaming it Vaydren’s Might, and joined the invasion fleet. Worse, he also stole the family’s idol from the house shrine--a one-foot-tall, golden statue of the god Erastil known in House Lasar lore as The Sniper. Though he believed it would bring him luck, Vaydren, his crew, and his ship joined the rest of the fleet as permanent residents of the Flotsam Graveyard when the Absalom navy greeted the ill-equipped and vastly outmanned invaders with neither mercy nor quarter.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock nods as the notes are shared.

"This seems enough to go on. Is everyone ready to move out?"

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Kit uses a couple rounds of her performance to inspire competence (+3) during the wand usage.

"No need. Seems like the note has all the information we will need. Let's get moving."

To the bartender she adds, "I expect free drinks the next time we visit," and dismisses him from her thoughts.

The Exchange

Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

@Kitoro, with the +2 the first roll would have succeeded, so only 2 rounds necessary.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Got it. I used two in the combat and two for the wands so I am at 17/21.


The Pathfinders head for Absalom's docks. The thick, heavy fog makes it hard to see far out into the harbor, but occasionally the churning mists reveal a forlorn mast or ragged sail from the Flotsam Graveyard. Nearby, some locals fish from the rough planks of a pier while others venture forth slowly in rowboats hoping to dredge up something more valuable than fish . . .

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Polly, go find the mast of the Iron Tide yes."

Malachi's very rare avian companion flies out to seek the pathfinders' target.

"Eh, I have a boat, yes." The tengu taps the side of his beak knowingly and doffs his salt-stained tricorne.

"And as Besmara is my witness, I'll have that plunder today yes!"

At the Captain's declaration, four thick tentacles emerge from his chest and shoulders.

Wild Shape, tentacles.

The Exchange

F very rare parrot-hawk familiar (emissary) 4 | AC 17 T 15 FF 14 | HP 35/35 | F +9 R +7 W +7 | CMD 16 | Init +3 | Perc +21 (10) lowlight vision

"Caw!"

Polly flies over the harbour, her sharp eyes seeking the target.

She can take 10 on Perception for 31


@Malachi: Does your familiar have Speak with Master? (I'm not sure the details of your familiar--i.e., if it can talk back to you or only has an empathic link).

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

@GM Jhaeman - I think the more relevant question is if a familiar can understand any speech at all until level 5 (and then they typically gain Speak with Master only). Generally I would say no (but the GM gets to decide as it is not detailed in the rules). If you are generous and allow familiars to understand Taldane then the bird can simply mark the ship by flying around the mast. :)


Polly seems uncertain about what her master wants her to do, and soon returns to the dock.

Ok, without Speak with Master I'm going to say it only has the empathic connection with Malachi, which won't be enough to convey concrete concepts like the description of the mast.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock chews down on a Blood Boiling pill and puts up a few defensive spells on himself and Ginger before heading off to look for the ship in question. While he has a bit of trouble with one of his wands he pulls out another wand to finish the job.

"I will find it, not to worry. I will be right back."

The druid tells Ginger to stay with the party while he flies off to reconnoitre.

Buffs:

The Rock
Blood Boiling Pill (8 hours)
Heightened Awareness (10 minutes)
Barkskin, Extended (3 hours)
UMD Wand of Mage Armor DC 20: 1d20 + 10 ⇒ (19) + 10 = 29

Ginger
Barkskin, Extended (3 hours)
UMD Wand of Mage Armor DC 20: 1d20 + 10 ⇒ (1) + 10 = 11
Second Wand of Mage Armor used:
UMD Wand of Mage Armor DC 20: 1d20 + 10 ⇒ (10) + 10 = 20


Large T-Rex Animal Companion | |HP 60/60|AC 25 T 12 FF 22 |CMB +15/+19 Grab CMD 28|F +8 R +9 Evasion W +5/+9, +4 vs Enchantment|INIT +3| PER +7/+15, Scent Low Light Vision SM+3| Speed 30'|

Ginger stays with the party ready to defend them should they come under attack while her master is away.


The party is guarded by Ginger the T-Rex while her master flies into the thick fog hoping to locate the Iron Tide.

@The Rock: I need a Survival check to identify the ship (I'm not sure why the scenario wants that instead of Perception, but I just follow orders!).

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock relies on his wilderness training to identify the ship. He calls upon the power of his four leaf clover to give him a boost (+3 luck bonus on the check with the Fate's Favored trait).

29 Survival on a take 10.


As he flies through the thick fog looking for the Iron Tide, a little luck may be just what The Rock needs!

The Rock:
Out of the fog rises the prow of a ship, jutting from the waves at an incline. Seaweed and gull droppings decorates across the vessel, and the verdigris-encrusted brass nameplate reads Iron Tide. The mast of the Iron Tide, shaped like a strong, proud human woman with hands curled around a rusty iron chain, protrudes from the water at a steep angle, and behind it rises the mast of a second ship, straight as an arrow, piercing the fog and beginning somewhere below the first ship. But two men are on the forecastle of the Iron Tide and one of them sees you! He shouts to his companion in shock and points, and then both gather their wits and draw rapiers.

(If you want to handle this as an encounter, I can set up the map and roll Initiative. If you want to fly away, the two men have no visible ranged weapons so that's also an option.)

GM Dice:

Perception # 1: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Perception # 2: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 20

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

GM Jhaeman:
The description mentions thick fog. How far can a person see through the fog and what are the game effects? Would it be the same as the Fog Cloud spell?


The Rock:

That's an excellent question. The scenario says the fog imposes a -2 penalty on Perception checks (which I included for the sentries) but otherwise has no mechanical effects on movement speed, visibility, etc. I guess it's mostly a cinematic thing in this context.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

GM Jhaeman:
I better deal with these two before they disappear and potentially warn the others. If things get out of hand I should b able to fly away (I hope!). :) The Rock's initiative is currently +16


An ominous fog lays thick over the Flotsam Graveyard as the search for the The Sniper continues!

The Rock:
Ok, sounds good. We're going to take a few days off for the holidays, and will resume with that when I get back.


Initiative (Round 1)

The Rock
Thugs

Bold should go!

This encounter is on Slide # 3. The foredeck, where the two thugs are, is dry, but everything else on the main desk (apart from the mast) is submerged in two to ten feet of water.

GM Dice:

Initiative (thugs): 1d20 + 8 ⇒ (4) + 8 = 12
Initiative (The Rock): 1d20 + 16 ⇒ (1) + 16 = 17

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

The Rock looks over these two and he is not quite sure that they are the men that Dargo sent to find the Sniper. He decides that he should be careful and determine their intent before attacking.

The Rock flies effortlessly above them and to the starboard side of the ship. He strikes a defensive posture and calls down to them.

"Are you two stranded? Do you need transportation back to dry land?"

Move and Total Defence action.

If I get an excuse or simple hostility I will know that I am dealing with Dargo's men. ;)


The men are naturally taken aback by seeing a heavily-muscled, tattooed kellid fly out of the fog! They look at each other for a second, and then one answers. "Uh, no, we're fine. Thanks. Doin' some um . . . marrytime arky--arkylogistical salvaging stuff. Better keep clear."

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

While not the most efficient The Rock decides to use his most powerful spell to bind the two thugs in a maze of thorns. He simply moves from side to side and the sound of air whistling can be heard right before the spell activates (cast with Natural Spell for extra flavour) and the druid floods the entire top deck under a thorny topiary maze with arm length razor edged thorns included.

Wall of Thorns is cast, CL 10 (with +1 CL for Place Magic), 100 minute duration.

This spell is brutal. No save, no SR. No one with a strength of less than 20 even has a chance of escaping and they will take damage when the spell is cast and after every escape attempt.

Initial damage is 25 points - AC (dexterity and dodge bonuses do not apply). It is a DC 25 Strength check to move 5 feet as a full round action (DC 20 +5 DC to progress 5 feet through the wall) and they will take the same damage as above unless they remain motionless in the wall.

With the assumption that the spell is cast successfully The Rock will stick around for a minute to ensure that they are properly trapped before returning to fetch the rest of the party.


The two men cry out in pain as the thick, spiny undergrowth manifests around them! Trapped, they shout for help but the thick fog and the steady lapping of the waves dulls their pleas.

Soon enough, The Rock returns to the other Pathfinders.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

"All right, I have found the ship in question and I have trapped two of Dargo's men in a thorny maze. "

"Malachi, you said you had a ship, yes? We better go while the going is good. I will lead the way by air when you are ready."

"I hope the lot of you know how to swim as we will be underwater for sure for part of this adventure."

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

With a snort Kit responds, "Swim? If by swim you mean sink, then yes. I have is a potion that will allow me to take the form of an aquatic creature for a couple minutes. Not going to help much in the long run, but for a short while I will not be immobile."

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

Rogarch chuckles.

"Well, I am sure that someone can drag you along. You don't look that heavy to me."

The Exchange

Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

Whatever you folks want.

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

Malachi winks and doffs his tricorne.

"Step aboard the Besmara's Grace, shipmates, yes! She's not a large boat, but there's none better in a pinch."

The Captain drops his hat onto the water, whereupon it instantly transforms into a fine jollyboat, more than capable of transporting the party of pathfinders.

Malachi hops aboard. "She's good for eight hours, give or take. Should be more than enough time, yes."

"Eh, as for sinking Kit, we've got those Waterbreathing potions we took from the villains at the inn yes. Best drink them now. And try to stick to piercing melee weapons if you can't fight in an aquatic form, yes."

"Lead the way, me jolly Jack Tar!" Malachi nods in The Rock's direction.

And then drinks one of the Potions of Water Breathing.

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

With a strange look and a bit of fussing Ginger does manage to drink down a water breathing potion that The Rock trickles down her throat.

"There is still a bit of dry space on the ship I found so there is no rush to get completely ready now although drinking your potion is probably a good idea."

The druid still in air elemental form flies ahead of the jolly boat helping to direct the party to the partially flooded vessel.

Dark Archive

Female TN Kitsune Bard (Duetist)/9 | HP: 66/66 | AC/FF/T: 23/20/13 21/18/13 | CMD: 18 18 | F/R/W: +7/11/9 +5/9/7 | Init: +4 (+4 with heightened awareness) | Speed 30ft | Low-light vision | Bluff +24, Diplo +22, DDev +10, EscArt +10, Intim +24, KnLoc +5, KnNat +5, KnNob +5, Perc +11, SMot +22, Scraft +5, Stlth +7 | Active Conditions: Heroism (180 minutes), heightened awareness (10 Minutes), inspire courage +3

Kit downs a potion too, along with Harris if there is enough.

"Agreed. If this guy is cunning he may have set up sentries in the water. Best to be prepared."

Speaking of which... Kit will cast an extended heroism on the Tengu barbarian, given permission, if for no other reason than it sucks when a barbarian missed a will save and goes berserk on the rest of the party. Kit much prefers it when the other opponents do that.

"Say, Big Bird, would you like me to cast a heroism spell on you as part of the preparations?"

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Eh, I'll gladly accept that spell, shipmate, yes!"

iirc we have 7 potions of water breathing, which is enough for all the companion critters. However, without a Swim speed mobility can still be an issue. so I may leave Polly on watch above the waves.

GM, the Swim skill says you can move 1/2 or 1/4 "your speed" with a check and the appropriate action. Would you rule that this only applies to land-speed, even for a creature that spends most of its time using an alternative mode of movement - Fly in Polly's case? Polly would swim much better with her wings than with her talons ;)

The Exchange

Male Human(Kellid) Druid (Menhir Savant) 9 |Active Condition: | HP 84/84| AC 17 T 14 FF 14 |CMB +10 CMD 24|F +12 R +10 W +15|INIT +8|PER +22 SM+5|30' Speed|Immune to Poison
Daily Resources:
Reroll 1/1, Slush Fund 50/50, Wild Shape 4/4, Place Magic 8/8, Walk the Lines 5/5, Pearl 1st 4/4, Four Leaf Clover 3/3, Rods (lesser): Intensify 3/3, Extend 3/3 | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 5th 2/2

@Malachi - Keeping your hawk as a look out above water is an excellent idea as you can still communicate with it albeit crudely with your empathic link. It would be a literal eye in the sky and seems to me to be a cool way to use your familiar. :)

If characters do get bogged down in the water my character will assist. I am less concerned with the Bard who really does not have to move to be effective in combat than the Monk. We shall see. :)

The Exchange

Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7

Ok, prep up time. Wands out. Who wants Barkskin?

She begins with her Wand of See Invisibility

UMD: 1d20 + 16 ⇒ (16) + 16 = 32

Barkskin Calabaza: 1d20 + 16 ⇒ (14) + 16 = 30

I'm going to roll a bunch of Barkskin rolls under the spoiler. Anyone can claim them until they run out. However, I won't tell you if I roll a 1, so the supply may be limited. I believe 5 is the max we'll need.

Barkskins +2:

UMD: 1d20 + 16 ⇒ (4) + 16 = 20
UMD: 1d20 + 16 ⇒ (6) + 16 = 22
UMD: 1d20 + 16 ⇒ (16) + 16 = 32
UMD: 1d20 + 16 ⇒ (7) + 16 = 23
UMD: 1d20 + 16 ⇒ (16) + 16 = 32

And don't worry, I keep my Wakizashi nice and pointy.

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