Gameday XIV 7-02 Shipyard Sabotage

Game Master DoubleGold

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Verdant Wheel

Woodland Elf Fighter 4 |NG | AC 23 | HP 50/50 | Fort +9 Reflex +101Will +9 | Perception +9 | Low light vision Fighter

deception: 1d20 ⇒ 4


DungeonMaster

2 chase points so far, we need 4. Sindrailla, that was close at least it ain't a crit fail.

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

Misdirection / Deception: 1d20 + 0 ⇒ (9) + 0 = 9

Envoy's Alliance

open | female (she/her) aiuvarin human (Ekujae/Vidric) kineticist (water) 4 | ◆◇↺ | HP 60/60 | AC 21 | P+7 (+2 vs hidden, undetected), F+12, R+11 (+2 vs engulf), W+9 | Explore: Search | LLV, 25' | Hero 1/3 | Active Conditions: melting

MISDIRECTIONS (DC 13 Deception or DC 15 Diplomacy or Society)
Society: 1d20 + 6 ⇒ (4) + 6 = 10 vs DC 15

If we need another:
Society: 1d20 + 6 ⇒ (9) + 6 = 15 vs DC 15
Will Reroll a CF.


DungeonMaster

Everyone else attempts but gets nowhere.
Alright, so far the scene has 2 chase points and it needs 4 total. If at least 2 of you don't succeed this time this means you didn't complete the chase scene in 8 rounds or less. You will eventually succeed so you don't have to roll after this but this one determines if you complete chase scene in 8 rounds or less.

Mia rolls again for the 3rd time and succeeds. That is 3 chase points out of 4. I just need 1 out of 3 of you to succeed without a crit fail, or just stop rolling once someone does succeed.

Edit: actually Old grim hasn't been rolling and he has +11 to deception, going to bot him. old grim deception: 1d20 + 11 ⇒ (11) + 11 = 22
You succeeded in 8 rounds or less.

You succeeded in 8 rounds or less, you each get one additional pathfinder society consumable provision.

You are about to board the Eaglet. I need Athletics dc 15 to climb on board, or dc 10 if your buddy makes it up before you and lowers a rope. Or a spell like spiderclimb. After everyone rolls I start final combat.

Envoy's Alliance

open | female (she/her) aiuvarin human (Ekujae/Vidric) kineticist (water) 4 | ◆◇↺ | HP 60/60 | AC 21 | P+7 (+2 vs hidden, undetected), F+12, R+11 (+2 vs engulf), W+9 | Explore: Search | LLV, 25' | Hero 1/3 | Active Conditions: melting

Mia will wait until (hopefully) someone (probably Sindralla) else lowers a rope for her, but she might be able to make DC 15 on her own.

Athletics: 1d20 + 1 ⇒ (13) + 1 = 14
So close.

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions:

Thanks, I was a little confused about the scene.

Athletics: 1d20 ⇒ 4
HP Athletics: 1d20 ⇒ 4

Verdant Wheel

Woodland Elf Fighter 4 |NG | AC 23 | HP 50/50 | Fort +9 Reflex +101Will +9 | Perception +9 | Low light vision Fighter

Sindrailla does in fact climb up...
atheltics: 1d20 + 9 ⇒ (4) + 9 = 13

And doesn't quite make it...

If there's a fall involved, she'll us a HP to make it easier for everyone else

atheltics: 1d20 + 9 ⇒ (14) + 9 = 23

IF she uses the HP and makes it up, she lets down an already knotted section of rope.
If she doesn't quite make it, it was becasue the rope got in the way. :)

Grand Archive

Cleric 4 / HP 48/48, Perc +10, AC 20, Fort +9 Ref +9 Will +12 / Active conditions: Toughness, Fleet, Mobility

Atlach waits for a rope he could tie and be take up on the ship.

Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +8 | Hero: 1

Sorry, I could’ve swore I posted here, Wednesday…same thing happened in another game. My aologies…

Alanosse climbs up…

Athletics: 1d20 + 7 ⇒ (12) + 7 = 19

…and drops down a rope if that’s not already been done…

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

Climb the rope: 1d20 + 0 ⇒ (13) + 0 = 13

Grand Archive

Cleric 4 / HP 48/48, Perc +10, AC 20, Fort +9 Ref +9 Will +12 / Active conditions: Toughness, Fleet, Mobility

Climb the rope too: 1d20 + 1 ⇒ (19) + 1 = 20


DungeonMaster

@sindrailla, no fall involved, it only means that combat will start with you on the small boat instead of the big one. Meaning you would spend one action in round 1 of combat just getting onto the bigger boat. Do you still wish to hero point or you okay with spending that first action in combat climbing? Your 2nd action would be drawing your weapon unless you have combat climber feat.

Verdant Wheel

Woodland Elf Fighter 4 |NG | AC 23 | HP 50/50 | Fort +9 Reflex +101Will +9 | Perception +9 | Low light vision Fighter

Heh. oops. Yeah, was making that post when an urgent work call came in for me. Was trying to get it done fast as I could and completely forgot about the entire 3 actions thing. She'll save the bennie, use her second action to easily get up and the third to secure it. She'll be weaponless at the start of the next round.


DungeonMaster

Hurray, Paizo is finally done updating, I swear that was an entire week long.

I'm assuming someone is scouting to give you all the bonus, but we got to get this done.
init: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25 Sindrailla
init: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 high in the mountains
init: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 Atlach
init: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 Alanosse
init: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10 Mia
init: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 Old Glim
init: 1d20 + 10 ⇒ (9) + 10 = 19 Pirate Captain
init: 1d20 + 9 ⇒ (15) + 9 = 24 Athamaru Pirate
init: 1d20 + 5 ⇒ (19) + 5 = 24 Goblin Rigger

Slide 2

Place yourselves where it says you start here, unless you didn't make it up, you start in the water, pretend there is a ship there. P=Pirate, C=Captain, G=goblin, only 3 enemies. Atlach and High in the Moutains are up.

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

High in the Mountains clambers aboard, then gets out their bow, and selects the Pirate Captain as their Prey to Hunt.

Grand Archive

Cleric 4 / HP 48/48, Perc +10, AC 20, Fort +9 Ref +9 Will +12 / Active conditions: Toughness, Fleet, Mobility

As I understand Atlach has already climbed onboard helped with a rope and has his shortsword in hand.

The cleric casts a spell throwing darts towards the goblin.

Needle darts: 1d20 + 10 ⇒ (20) + 10 = 30

Damage, cold iron: 4d4 ⇒ (4, 1, 1, 3) = 9

So 18 damage. If not dead they take 2 persistent bleed

Verdant Wheel

Woodland Elf Fighter 4 |NG | AC 23 | HP 50/50 | Fort +9 Reflex +101Will +9 | Perception +9 | Low light vision Fighter

Hey! We're back! Now, what were we doing?

Grand Archive

Cleric 4 / HP 48/48, Perc +10, AC 20, Fort +9 Ref +9 Will +12 / Active conditions: Toughness, Fleet, Mobility

I think Sindrailla should also act now before the foes with 25 on the init

Verdant Wheel

Woodland Elf Fighter 4 |NG | AC 23 | HP 50/50 | Fort +9 Reflex +101Will +9 | Perception +9 | Low light vision Fighter

Sindrailla takes the fight to the pirate captain...

She makes a, one might say sudden charge to the Captain and attacks him twice.

long sword+1, sudden charge: 1d20 + 12 ⇒ (4) + 12 = 16
S or P damage: 1d8 + 4 ⇒ (6) + 4 = 10

long sword+1: 1d20 + 12 ⇒ (5) + 12 = 17
S or P damage: 1d8 + 4 ⇒ (4) + 4 = 8

It's possible she's one again lost her sward training...


DungeonMaster

Atlach kills the goblin, However Sindrailla misses the captain. The pirate doesn't like being in melee as he has his crossbow out. 1st Action, move. Aoo Sindrailla
2nd action hunt prey on Sindrailla
3rd action shoot Sindrailla hit: 1d20 + 10 ⇒ (20) + 10 = 30 piercing: 1d8 ⇒ 5 doubled and precision: 1d8 ⇒ 5 doubled, also your swim speed is reduced by 10 should you choose to go into the water. Alanoose is up

Verdant Wheel

Woodland Elf Fighter 4 |NG | AC 23 | HP 50/50 | Fort +9 Reflex +101Will +9 | Perception +9 | Low light vision Fighter

long sword+1, AOO: 1d20 + 12 ⇒ (20) + 12 = 32
S or P damage: 1d8 + 4 ⇒ (1) + 4 = 5

lol. Maximum effort, minimal damage. :)

Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +8 | Hero: 1

Alanossë draws his bow (◆) and, getting into a PBS stance (◆), fires once (◆) at the the captain…

To hit: Base+DEX, Magic
Damage: Base, PBS, STR

Magic Shortbow: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Crit Damage?: 1d10 ⇒ 3


DungeonMaster

Sindraillas hits the retreater with a crit for 10 damage but he still lives to pull of his crit.
Alanoose puts an arrow in the captains ribs for 15 dmg.

The captain orders a command, this gives his pirate a +2 on his next attack roll at the cost of an action.
2nd action captain moves.
3rd action, captain swings his naval pike at Sindrailla hit: 1d20 + 15 ⇒ (3) + 15 = 18 miss
Everyone else is up And those at the top of round 2 is also up.

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions:

Old Glim scrambles up the side of the ship.

Athletics?: 1d20 ⇒ 14

Athletics?: 1d20 ⇒ 12

Athletics?: 1d20 ⇒ 14

If it doesn't need checks, let me know and I'll redo my actions.

Verdant Wheel

Woodland Elf Fighter 4 |NG | AC 23 | HP 50/50 | Fort +9 Reflex +101Will +9 | Perception +9 | Low light vision Fighter

Bleeding abit and grimacing in pain, Sindraiila keeps on the captain with several swings...

long sword+1: 1d20 + 12 ⇒ (1) + 12 = 13
S damage: 1d8 + 4 ⇒ (4) + 4 = 8

long sword+1, exacting strike: 1d20 + 12 - 5 ⇒ (17) + 12 - 5 = 24
S damage: 1d8 + 4 ⇒ (7) + 4 = 11

I'm assuming a 24 hits him so i'll take the MAP for the third strike
long sword+1: 1d20 + 12 - 10 ⇒ (2) + 12 - 10 = 4
S damage: 1d8 + 4 ⇒ (1) + 4 = 5

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

High in the Mountains will ◆ stride away from the action, ◆ make a Hunted Shot against the Captain: 1d20 + 10 ⇒ (20) + 10 = 301d20 + 10 - 3 ⇒ (7) + 10 - 3 = 14for: 1d8 ⇒ 51d8 ⇒ 8
Deadly d10 for critical damage: 1d10 ⇒ 3

High in the Mountains will ◆ Make a final shot against the Captain: 1d20 + 10 - 6 ⇒ (7) + 10 - 6 = 11for: 1d8 ⇒ 2


DungeonMaster
Old Glim wrote:

Old Glim scrambles up the side of the ship.

[dice=Athletics?]1d20

[dice=Athletics?]1d20

[dice=Athletics?]1d20

If it doesn't need checks, let me know and I'll redo my actions.

someone tied a rope earlier, so your first action succeeds and you get up. You still have 2 actions left, what would you like to do? Edit, II’ll show it in a minute and narrate but High in the mountains and Sindrailla killed the Captain, only the pirate left.

Grand Archive

Cleric 4 / HP 48/48, Perc +10, AC 20, Fort +9 Ref +9 Will +12 / Active conditions: Toughness, Fleet, Mobility

The Garund man casts a new spell towards the remaining pirate.

Needle dart: 1d20 + 10 ⇒ (8) + 10 = 18

Damage, cold iron:4d4 ⇒ (1, 4, 2, 1) = 8

Then he casts Shield.

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions:

Glim shimmies up the rope and waves his wand at the remaining pirate:

Fling Magic

electricity: 2d6 ⇒ (4, 3) = 7
Basic Reflex DC 19
Recharge: 1d4 ⇒ 2

Envoy's Alliance

open | female (she/her) aiuvarin human (Ekujae/Vidric) kineticist (water) 4 | ◆◇↺ | HP 60/60 | AC 21 | P+7 (+2 vs hidden, undetected), F+12, R+11 (+2 vs engulf), W+9 | Explore: Search | LLV, 25' | Hero 1/3 | Active Conditions: melting

Mia climbs onto the boat and makes her way to the remaining pirate. She activates her kinetic aura and hits him with a blast of water.

Elemental Blast: 1d20 + 11 ⇒ (10) + 11 = 21
Bludgeoning, 1-action, melee: 1d8 + 1 ⇒ (4) + 1 = 5


DungeonMaster

Atlache misses, Mia hits the last pirate. reflex: 10 + 1d20 ⇒ 10 + (6) = 16 and takes the full electric blast


DungeonMaster

Pirate will reload, hunt prey on Sindrailla and shoot. hit: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 smg: 1d8 ⇒ 6 Sindrailla, you still standing? Double check. all heroes are up, let’s finish this

Envoy's Alliance

open | female (she/her) aiuvarin human (Ekujae/Vidric) kineticist (water) 4 | ◆◇↺ | HP 60/60 | AC 21 | P+7 (+2 vs hidden, undetected), F+12, R+11 (+2 vs engulf), W+9 | Explore: Search | LLV, 25' | Hero 1/3 | Active Conditions: melting

Not sure why the pirate would aim for someone else with Mia in their face, but Mia will (hopefully) show why that's a mistake.

Mia shouts in the pirate's face.

Demoralize (Intimidation): 1d20 + 8 ⇒ (3) + 8 = 11 vs Will DC

Elemental Blast, 2-action: 1d20 + 11 ⇒ (13) + 11 = 24 vs frightened?
Bludgeoning, 2-action, melee: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 plus 5' push
Will push 5' south so that others can flank if they want.

Verdant Wheel

Woodland Elf Fighter 4 |NG | AC 23 | HP 50/50 | Fort +9 Reflex +101Will +9 | Perception +9 | Low light vision Fighter

Still up! double checked to be sure. Current HP total in spoiler correct.

Sindrailla once again charges the captain and takes a few swipes at him

long sword+1, sudden charge: 1d20 + 12 ⇒ (8) + 12 = 20
S or P damage: 1d8 + 4 ⇒ (6) + 4 = 10

long sword+1: 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26
S or P damage: 1d8 + 4 ⇒ (6) + 4 = 10

Grand Archive

Cleric 4 / HP 48/48, Perc +10, AC 20, Fort +9 Ref +9 Will +12 / Active conditions: Toughness, Fleet, Mobility

The Garund man moves closer and casts a spell upon Sindrailla.

Heal, lvl 2, Healing hands:2d10 + 16 ⇒ (8, 6) + 16 = 30

Sindrailla is full hp

Verdant Wheel

N male thaumaturge 3 HP 40/40 | AC 19 | F +9 R +10 W +6 | Perc +6 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions:

Glim crossed the deck to slash at the last pirate.

Flanking with Mia
starknife: 1d20 + 9 ⇒ (10) + 9 = 19 for slashing: 1d4 + 2 ⇒ (2) + 2 = 4

Verdant Wheel

Leshy Ranger 3 | ♥️ 47 | AC 20 (+2) | F +10, R +11, W +9 | Perc +9 | Acrobatics, Nature, Stealth, Thievery +9 | Survival +7 | Herbalism Lore. Hunting Lore +4 | ◆

High in the Mountains will Hunt Prey on the remaining pirate.

High in the Mountains will double-tap the remaining pirate: 1d20 + 10 ⇒ (13) + 10 = 231d20 + 10 - 3 ⇒ (15) + 10 - 3 = 22for: 1d8 ⇒ 71d8 ⇒ 3.

High in the Mountains will shoot the remaining pirate: 1d20 + 10 - 6 ⇒ (4) + 10 - 6 = 8for: 1d8 ⇒ 3.

Horizon Hunters

Male Elf CG Fighter / 3rd | HP:39/39 | AC:20 | DC: 18 | F:+6 R:+9 W:+4 | Init:+8 | Per: +8 | Hero: 1

Alanossë fires thrice (◆◆◆) at any foe left standing…

To hit: Base+DEX, Magic
Damage: Base, PBS, STR

Magic Shortbow: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Magic Shortbow: 1d20 + 11 + 1 - 5 ⇒ (20) + 11 + 1 - 5 = 27
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Deadly: 1d10 ⇒ 4

Magic Shortbow: 1d20 + 11 + 1 - 10 ⇒ (19) + 11 + 1 - 10 = 21
Magic/Piercing Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6


DungeonMaster

Heroes finish the remaning pirate.


DungeonMaster

Brackett leans back in his chair, exhausted. “The City Council talked my ear off about the damages Captain Conziva owes, and she and her crew have at least a week’s worth of repair work ahead of them before Augustana will let them go.” Then he grins. “But they realize that they would rather get their revenge on the puppet master than the puppet, so Captain Conziva and her ship the Clawhold will be joining our fleet should fighting with Cheliax break out in earnest.”

“We have one more piece of news,” Nairaba says. “Olad invited us to meet him down by the docks near his office after our meal.” Nairaba and Kitsch sign for the meal and lead the whole party down the hill toward theoffices of Olad the Alright Shipwright.
Olad grins when he sees the Pathfinder party and then points to a pristine battleship with sleek lines and many gun ports. “This beauty is my newly christened warship, the Breachill Battlecry, named for the Battle of Hellknight Hill. Cheliax tried to burn down my shipyard. I’m not having it! I’ll sell the ship under favorable terms if you promise to use it to harass House Thrune and its goons. Stick some tar up their nostrils for me, will you?”


DungeonMaster

Game reported, Chronicles are out.

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