The winds shift first, followed by the sails filling with their full power. The Snapdragon lurches forward. Eando grins and says, “We’re making good speed. We’ll be at the isle in no time.”
Table GMs, the Running Downwind condition is now in effect.
Feel free to follow up on the information you gained from the sailors but we can also move on with the last mission...
With the crate at least discovered, you hear a bustle on the upper decks.
Captain Benarry shouts across the din of the storm, “Seems we’re listing, sailors. Get back below deck, quick. Assess the damage, patch holes, and report anything you can’t fix.” The ship sways as a gust hits the sails. The captain winces as the ship doesn’t fully recover from the movement. “Get working—I don’t want to capsize today.”
Phase One−Assessing Damage: You may begin by assessing the damage to the hull. You can attempt a DC 18 Athletics or Acrobatics check to survey the exterior of the Snapdragon, an DC 20 Crafting check as you measure where the damage is coming from, or perhaps something else you think might make sense (likely DC 22). Critical failures and successes will matter and you each get one attempt.
Male Human Fighter 6 | HP 86/86 | AC 25 | F+12, R+10 (bulwark+3), W+12 (bravery) | Perc +12 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none
When hearing about a tengu placing the crate in the hold, Dennis asks Salissa, "Hey! Maybe it's Tsaraka again?" He quickly continues, "The one who stole stuff. For the demon pirate, Enav!" Dennis still seems unusually excited about the prospect of a demon pirate.
[Later ...]
When his Captain asks for help, Dennis calls out, "Aye aye, Captain. On it!" and the youngster enthusiastically rushes to action to help assess damage.
F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions: none |
Salissa will head to some of the areas that she determined might prove troublesome when she did her underwater assessment earlier. She summons up her elemental aura and uses her command of wood and water to shift and destroy water to take a better look.
Salissa is not able to determine anything further from her acute sense but Dennis' inquiry does raise suspicions. Calisro summons the mutinous tengu and he recalls "Yeah, now that you mentioned it, I did bring a crate on board. Didn’t think nothing of it. They all have the same sigil on the bottom, though.”
-------------------
Still need Dorgath's check for Phase 1, but we can move into the next phase as well...
Several of you help to identify that one of the collision bulkheads has been breached, as Dorgath ponders its severity...
It's time to face the continuing threat of the storm as you stabilize the outside of the ship prior to full repairs being done.
Phase Two−Emergency Measures: You can attempt an DC 18 Crafting check to patch the most damaged areas, or a DC 20 Nature or Survival check to chart a path that will protect the ship from further damage, or perhaps something else you think might make sense (likely DC 22). Critical failures and successes will matter and you each get one attempt..
Male Human Fighter 6 | HP 86/86 | AC 25 | F+12, R+10 (bulwark+3), W+12 (bravery) | Perc +12 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none
[Back with the crate...]
When the group does the tango with the tengu, Dennis looks confused. "Si-gil? Is that how you say it?" He admits proudly, "I just skip over big words when I read." He doesn't read much. Then he innocently asks, "What's a si-gil?"
After helping locate the bulkhead breach, Dennis quickly rummages through his pack to find his repair kit. He assures everyone, "I'm good at fixing things." It's unlikely anyone is assured. His tools look like toys ... albeit finely crafted ones. He enthusiastically starts pounding away with his hammer.
Dorgath is unable to help deal with the crate. The strange sigils seem like enough of a reason to stay away from it, but likely they'll need to find some way to deal with it before this trip is done.
As the captain calls out for the crew to begin patching up the ship, he tries to rally the crew to work more efficiently. "Quickly now lads, we've got to find the problem or we'll all be left at the bottom of the drink!"
The temporary stabilization efforts from the group provides enough support for everyone to create longer-term fixes, including using a fast-setting tar for additional waterproofing and reinforcing weak boards.
Phase Three−Permanent Fixes: You may each attempt up to six DC 20 Crafting checks to repair the ship. The more the merrier.
Dorgath continues to keep watch as the rest of the party begins patching up the boat. "Trust me my friends, you'll prefer that I keep using my eyes instead of trying my hand at helping patch up the ship"
Sorcerer-5 HP 33/63; Spells L1:3/4;L:2 1/4;L3:1+1/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';
Slipp finds themselves in a similar situation to Ra'uf, so rather than doing repairs, they spend time carting wood from the spares to where the crew need it for repairs...
From the crow’s nest, the cry of “Land!” carries over the deck. Sailors repeat the call as Calisro Benarry pulls a spyglass from her belt. She lowers it with a smile and says, “Get ready to drop anchor. We’re making landfall.”
Table GMs, you have 1 day to resolve your encounter. The Land Ahoy! condition is in effect.
Male Human Fighter 6 | HP 86/86 | AC 25 | F+12, R+10 (bulwark+3), W+12 (bravery) | Perc +12 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none
Just as Dennis is about to whine, "Are we there yet?" he hears the cry of landfall. The youngster quickly packs up his toys tools and runs past everyone to the upper deck to get a good view. "Golly! This boat ride has been fun. I can't wait for the island!"
M Fey-Touched Gnome | Bard L5 | HP 58/58 | AC 23| F +9, R +12, W +11 | Perc +11 (Low-Light) | Speed 25' | Exploration: Cast Musical Accompaniment | Spell DC21 | L1 3 | L2 3 | L3 2 | Lute 3 |Focus 2 | Hero 1 | Conditions: None
With the call of Land Ahoy Lootie cracks his first smile in a long time.
After a journey so rough and so long,
Where the winds and the waves were so strong,
We spotted the shore,
Can't take any more,
Get me off this ship where I don't belong!
Eando stares over the sea as an isle draws nearer. Calisro stands next to him, gripping the railing as though she could make it cut through the water faster with sheer will. Just behind the Snapdragon, a monster of a ship gathers speed. Its sails fill with gusts of wind conjured by magic.
“This is it,” Calisro says with a grin, “It’s time to prove to these demons they can’t outrun us!”
Eando shakes his head and chides, “And then we’ll finish the Whippoorwill’s mission. That’s what we’re after. I’m worried we’re about to unseal a dark force that shouldn’t be disturbed.”
Calisro laughs and claps the other Pathfinder on the shoulder. “If demons want whatever’s on this isle, we can’t let them have it,” she says. “Checking off our centuries-old to-do list is an added benefit.”
With your restful night and daily preparations complete, Calisro points and nearly shoves the closest one of you into a jolly boat. “No time to lose,” she says with a smile. “The barrier islands aren’t going to secure themselves. Get a move on.”
The curve of the barrier island creates a naturally sheltered shore for landing. Past it, clusters of trees bend in the wind from the storm. The sand forms a paste that threatens to rip off boots.
Your boat scrapes upon the sandy beach and you quickly start to disembark into the sand that threatens to suck your feet in.
New Map. With the intensifying storm, the sand is saturated with water and is difficult terrain. The areas beneath the trees are sheltered and standard terrain.
Unsurprisingly, you are not alone... two huge clawed demons emerge from the jungle in front of you while strangely translucent sharks leap into the fray seaward.
Sorcerer-5 HP 33/63; Spells L1:3/4;L:2 1/4;L3:1+1/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';
"Look out behind!" calls out Slipp.
Then, as if coming to the gnomes aid, there is a sudden thrashing in the waters as a swarm of stonefish push through from the First world to engage with the sharks.
The swarm savages the pink sharkP damage:2d4 ⇒ (3, 4) = 7 [ooc]basic reflex DC 18 to counter the damage, and perhaps more importantly, injects their venom into it. Fort DC 18 vs 1d6 damage and clumsy 1 in the first round
F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions: none |
"We be beseiged on two fronts. Dennis, Ra'uf, thou shoulst confront the northward foes and shield our more vulnerable friends. With Slipp's assistance I shall divert the assault from the sea."
Salissa turns and swims out to confront the ghostly sharks. She calls forth her elemental might and launches an icy jet of water at one of the deadly fish.
They are RIPTIDE DEMONS, bent on seducing those around them to hold onto things they care about above all other concerns. They are very proficient at grabbing onto creatures with their massive claws.
Dorgath begins with a quick spiritual weapon that can't quite maneuver into position. Salissa's blast is more effective and Slipp is joined by an allied school which chomps into the elusive shark.
The demon moves to the edge of the tree-line and concentrates on the fighter before him, trying to freeze him in his tracks. As it nears you all, thoughts of losing your gear in the vast ocean storm start to cloud your mind.
Need a DC 21 will save vs paralysis from Dennis and then a DC 21 will save vs stun (either stunned 1 <or 2 on crit fail>) from Dennis, Lootie, and Ra'uf
red reflex save vs swarm:1d20 + 11 ⇒ (11) + 11 = 22 Alas, they are immune to poison...
Round 1 - Bold can act
Dorgath
Salissa
Slipp
Red Demon
DennisNeed a will save vs paralysis first and another will save vs stun at the start of your turn LootieNeed a will save vs stun at the start of your turn
Orange Demon
Purple shark -3 damage
Ra'uf Need a will save vs stun at the start of your turn
Blue shark -16 damage
Dennis manages to withstand the mind-control powers of the demon. With his one-track mind, he says, "You can't make me do anything I don't want to." ◇ Delay for (hopefully) Lootie's courageous anthem...
After waiting for some bardic inspiration from Lootie, Dennis slogs through the sand to get within range of both demons, and he quick-draws his halberd jabbing at the one who just attacked. Seeing he has extra time on his hands, he jabs a second time.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA vs Red:1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24 Piercing Damage +CA:2d10 + 4 + 1 ⇒ (6, 2) + 4 + 1 = 13
M Fey-Touched Gnome | Bard L5 | HP 58/58 | AC 23| F +9, R +12, W +11 | Perc +11 (Low-Light) | Speed 25' | Exploration: Cast Musical Accompaniment | Spell DC21 | L1 3 | L2 3 | L3 2 | Lute 3 |Focus 2 | Hero 1 | Conditions: None
As soon as Lootie steps onto land he falls to his knees and kisses the sandy shore. But alas his moment of joy is short lived, there appear to be demons to kill.
Will DC21:1d20 + 11 ⇒ (5) + 11 = 16 stunned 1
Shocked by intruders, Lootie breaks into song with a flourish to inspire the crew and demoralize red.
Updated. Found the proper picture for the demons...
Dennis lurches forward and stabs the demon, the cold-iron searing its hide. Slipp is unable to pierce its bravery. The other demon slides slowly forward and grabs at the solitary warrior.
One of the sharks gets to Salissa as well, sinking its teeth in and not letting go...
Round 1 - Bold can act - Courageous Anthem is up!
Dorgath
Salissa -9 damage <grabbed>
Slipp
Red Demon -18 damage
Lootie
Dennis -12 damage? <grabbed> Need a DC 24 basic fort save vs constrict damage
Orange Demon
Purple shark -3 damage
Ra'ufNeed a DC 21 will save vs stun at the start of your turn (see three posts above for effect)
Blue shark -16 damage
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)
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!
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.
F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions: none |
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
Sorcerer-5 HP 33/63; Spells L1:3/4;L:2 1/4;L3:1+1/3+1; hero 1/3; moderate healing potion 1/1l; AC 21 Fort +13 Ref +10; Will +11; resist negative/1; regen 1hp/10min; Perc +9; speed 25';
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
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.
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.
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.
Male Human Fighter 6 | HP 86/86 | AC 25 | F+12, R+10 (bulwark+3), W+12 (bravery) | Perc +12 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none
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?
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!
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.
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)