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My own PbP combat style is to try and respect initiative order in resolving actions rather than just simple posting order (unless the sequence of events would benefit significantly otherwise).
I'll roll initiatives at the start and some saves if I think they will affect my further actions in the turn to keep things moving. If you wish to delay on purpose, let me know, don't just wait on me. I will usually only update the combat narrative when everyone who can go has gone.
Make sure you roll for your actions in the order they occur in your turn. Requested saves first...
Make sure you keep your tagline updated with the current value for your Saves, Perception, Exploration Activity, and Armor Class, considering your spells cast. Treat it as your verbal response if I were to ask you what the value was in a face to face game, because that is how I'll treat it. But don't worry about conditional modifiers like cover or prone, I'll handle that stuff.
I will try to keep track of everyone's ongoing buffs in the combat tracker during combats and will also show you enemy conditions (and heights, if they are flying), so we are all on the same page. Let me know if I missed something.
Feel free to ask about anything in the discussion threads or if you think I've ruled incorrectly or just made a mistake. You likely know your character better than I will. I'll make corrections as necessary, but I think we all know there are still some rules that are up to the GM's discretion. I try to rule by RAW for PFS, and stick to written tactics unless they are obviously illogical as the combat progresses.
Also, let me know if you need to take a short break from the game for any reason.
Please post your:
Player Name
Character Name
PFS# for this character
Class
Level
Faction
XP Progression (slow/normal)

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Player Name: Professor Plum
Character Name: Dennis the Menace
PFS#: 263869-2011
Class: Fighter
Level: 6
Faction: Horizon Hunters
XP Prog: Normal
Looking forward to the special. I have 2 GM glyphs to hand out.

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Player Name: Nathanielwise
Character Name: Dorgath Elokar
PFS# : 2390878-2008
Class: Cloistered Cleric
Level: 6
Faction: Grand Archive
XP Progression: Normal
Been a while since I've played on the forums, but glad to get back into it. I've got one glyph to hand out as well!

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Player Name: dohjoe295
Character Name: Lootie Kriss
PFS#: 259571-2006
Class: Bard
Level: 5
Faction: Vigilant Seal
XP Progression: Normal
Excited to be back for another special. I have one glyph to give.

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Hey all, we are about ready to start, feel free to introduce yourselves in Gameplay prior to the scenario start on Sunday. You start near the docks in a small Shackles settlement known as Quent.

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Player Name: Halgur
Character Name: Salissa Greenscale
PFS# for this character: 35206-2012
Class: Kineticist
Level: 6
Faction: Horizon Hunters
XP Progression (slow/normal): Normal

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Player Name: B Viggers
Character Name: SLipp
PFS# for this character": 100387-2003
Class: Sorcerer
Level: 5
Faction: Horizon Hunters
XP Progression (slow/normal): Normal

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Any other GMs have glyphs to share, we have 4 so far...

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You all start with two hero points then! I have placed them next to your token on the handouts.

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It will take a few days to make it to your destination, and many things can happen while at sea...
Quick ordering of events possible here, cast your votes to rank which ones you wish to try in what order...
Sailing Mission 1: All Hands on Deck (Skill Challenge)
Sailing Mission 2: Loose Lips Sink Ships (Puzzle)
Sailing Mission 3: Headwinds and Windfalls (Social Skills)
Sailing Mission 4: Win Some and Flotsam (Skill Challenge)
Sailing Mission 5: Red Sky in the Morning (Hazard)

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Happy to do in order presented, but have no real preferences. Probably strongest in the social skills challenge with Slipp.

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No preference for me as well, though if were not doing all of these challenges I'd vote for skill, social, hazard, puzzle in that order!

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Sorry, missed this discussion.
Player Name: cmlobue
Character Name: Ra'uf Steelwheels
PFS#: 312045-2002
Class: Champion
Level: 6
Faction: Radiant Oath
XP Prog: Normal
The only change I would make is do the puzzle either first or last, since that is likely to take the longest.

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Looks like ranked choice give us the same order as stated 1,2,3,4,5. Let's crank these out. I'll try to give everyone a full day to respond to my posts so check the game daily.

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There are up to four missions in this act, let me know your preference for the order.
▫ Whippoorwill Mission 1: Shot Across the Bow (Hazard)
▫ Whippoorwill Mission 2: Cat o’ Nine Tales (Skill Challenge)
▫ Whippoorwill Mission 3: Pirate Parley (Skill Challenge)
▫ Whippoorwill Mission 4: To the Sea Floor (Underwater Combat)

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In order of preference 4321. I was kind of hoping we'd get an underwater combat since Salissa actually has a swim speed and underwater marauder.

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Ra'uf is at least theoretically a good swimmer...

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Looks like reverse order this time... also, Salissa held her own pretty well in that first fight so we will go with granting the first Hero Point to her.

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That order works for Lootie. While underwater, would Courageous Anthem work?

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I'd say yes but maybe with the caveat that it becomes more of a visual performance.

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Just a reminder that bless and courageous anthem don't stack (both are status bonus)

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After we get done with this particular hazard, there are four other missions to tackle in this Act. So, let me know your preference for the order you wish to do them.
▫ Whalerunner Mission 2: Pincer Attack (Combat)
▫ Whalerunner Mission 3: Taking on Water (Skill Challenge)
▫ Whalerunner Mission 4: Accursed Cargo (Hazard)
▫ Whalerunner Mission 5: Refining Memories (Skill Challenge)

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Ra'uf is also better suited for a fight, and echoes Dennis's choices.

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GM Erich -- Can you just confirm Dennis' options:
1) DC 18 Climb check to get back to the main deck.
Is that 1-action to do that?
2) Drop down to the 5' platform (?).
Not sure I see where the platform is. Is that half-way up the side of the ship, adjacent-ish, to the baddies? If so, is that 1-action to jump down? If so, would that jump require an Athletics check?

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1=yes, roll and 1 action
2=yes, one action to leap (no roll, more of a controlled swing and let go) - you would be down where the rigging ends (white circle) 5 feet away on the diagonal from the dragon but on "solid ground" with both hands free.
Alternately, you could climb down the rigging 5 feet (with a DC 18 check) and be adjacent to the dragon (blue circle) but with both hands holding the rigging. Able to kick though!

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Minor retcon: Need a DC 24 Will save vs fear from everyone. S=Frightened 1, F=Frightened 2, CF=frightened 4
Does this happen before or after Lootie gets his Courageous Anthem up? Probably before, but doesn't hurt to ask if we get +1 to our saves.

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Good point. The save should be whenever you are or look over the side of the ship as the dragons emerge. So only Ra'uf would benefit as he moved over after the song started.

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As usual, you will be able to have an overnight rest in between acts.
When the new one begins, there will be a choice as to what order to do the new missions. So again, let me know your preference for the order you wish to do them.
▫ Mission 1: Don’t Try Me in a Sea Race (Chase)
▫ Mission 2: Cut a Path (Combat)
▫ Mission 3: Deep Hooks and Rake (Hazard, Puzzle)
▫ Mission 4: The Island Remembers (Hazard)

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Dennis' preferences: Combat (always combat), Hazard/Puzzle (sounds more interesting than normal Hazard), Chase (why not).
2,3,1,4
(good with other options, but I'd put regular hazard last)

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2, 1, 3, 4