Kreighton Shaine, Maste rof Spells

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***** Pathfinder Society GM. Starfinder Society GM. 10,863 posts (25,990 including aliases). No reviews. No lists. No wishlists. 96 Organized Play characters. 18 aliases.


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DungeonMaster

Kaya was correct.


DungeonMaster

Game reported, Chronicles are out.


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

Heroes finish the remaning pirate.


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


DungeonMaster

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


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.


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.


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


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.


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.


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.


DungeonMaster

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


DungeonMaster

MISDIRECTIONS You have one chase point, I need everyone to roll again.
OBSTACLE 1
Obstacle Points: 4; Overcome DC 13 Deception or DC 15 Diplomacy or Society to convince the pirates that you are merely helpful bystanders rather than the prey they’re chasing. PCs who have a disguise kit or a polymorph ability (like the kitsune Change Shape ability or a spell with the polymorph trait) can have a +2 on this check.
A few out-of-breath pirate scouts catch up with the PCs, but clever Pathfinders can disorient and misdirect them.

Assuming you pass Misdirection, you make it through the chase seen quickly, but for now reroll the obstacle above.


DungeonMaster

Sorry for the delay, posting the rest of the obstacles so you can make all your checks.

Still trailing bits of sailcloth, rope and sawdust from bypassing the barricades, a few lone pirate scouts are catching up to their quarry. The pirates pant and gawk at the surrounding area, blinking with a lookof confusion as they try to orient themselves. Nairaba whispers, “They look a little lost. Maybe we can help them to be more so?”

MISDIRECTIONS
OBSTACLE 1
Obstacle Points: 4; Overcome DC 13 Deception or DC 15 Diplomacy or Society to convince the pirates that you are merely helpful bystanders rather than the prey they’re chasing. PCs who have a disguise kit or a polymorph ability (like the kitsune Change Shape ability or a spell with the polymorph trait) can have a +2 on this check.
A few out-of-breath pirate scouts catch up with the PCs, but clever Pathfinders can disorient and misdirect them.

I Know a Shortcut!
Close to the sprawling central market of the Fleet neighborhood is a maze of twisting narrow alleys filled with lodging houses, pubs and other businesses that serve dockworkers and sailors alike.
“There’s gotta be a better way to put some distance between us and these bozos,” Kitsch notes. “Anyone here know a shortcut?”
SHORTCUTS

OBSTACLE 1
Obstacle Points: 4; Overcome DC 15 Acrobatics to squeeze into tight entrances,
or a DC 15 Stealth to sneak past any pirate patrols. Otherwise, you can
navigate with a DC 13 appropriate Lore or a DC 17 Survival or Society check.
The PCs need to start putting serious distance between themselves and their
pirate pursuers.

Take to the Roofs!
In the heart of Augustana, the crowded Fleet neighborhood has dozens of covered markets filled with wheeled carts and makeshift stalls. Shoppers throng here, looking for the best deals or the occasional find of exotic merchandise. As the pirates arrive, shoppers scream and start panicking, knocking over carts as they try to find cover.

Athamaru
Nairaba concentrates and shifts to his spider form. “To the roofs,
Pathfinders! The pirates are searching for us, and we don’t want them
shooting through these crowds!”

ROOFS
OBSTACLE 1
Obstacle Points: 4; Overcome DC 15 Acrobatics to balance on the roof
tiles or an DC 15 Athletics to climb. Allow PCs who bring a marvelous miniature ladder or have another clever way to help their party ascend will earn an automatic success.
The Fleet district of Augustana is a mass of crowded markets filled with now-panicking shoppers.
So Much Sauerton Red!
While running over the roofs of Fleet, the Pathfinders find themselves on top of a sturdy brick bottling plant, redolent with the tangy smell of grape mash and alcohol. The building bears a huge sign with the Sauerton Red logo of a halfling proudly carrying a wineglass bigger than himself. Written underneath the logo is the phrase, “Sauerton Red: Strong Drink for a Strong People!”
“Oh man,” Kitsch says. “We’re on top of a warehouse filled with that Sauerton Red swill! If only there was some way to use this stuff against the pirates!”

SAUERTON RED
OBSTACLE 1
Obstacle Points: 4; Overcome DC 15 Crafting or Thievery to create traps or alchemical items with the crates of booze. DC 15 Athletics to pushcrates of booze on pirates, or a ranged attack roll versus AC 15.
Alternatively, you may use a DC 11 Alcohol or Sailing Lore or a DC 13 Deception or Performance to trick the pirates into loading themselves down with heavy crates of bad booze.

Just short of the bridges leading from the Fleet to the Arsenal District, a mob of pirates appears. Then Kitsch notices the sign for the Sauerton Red Company just below them.

Rally the Troops!
Finally, the PCs manage to make it to the bridges that lead over the river and into the clean lines of the Arsenal District. The Arsenal District is well-fortified with a wall that separates the neighborhood from the rest of the city. For the moment, the gates are open, but there are patrols of Andoren naval officers standing over key positions in the wall and near the gates. Just inside the gates is a naval barracks outside which some cadets and off-duty officers are loitering.
Olad pleads with the guards at the local barracks, “You gotta help! Pirates are tearing up the whole town! Even worse, they’re in my shipyard!”

RALLY OBSTACLE 1
Obstacle Points: 4; Overcome DC 15 Diplomacy, Intimidate, Performance or a DC 13 appropriate Lore such as Augustana, Legal or Warfare Lore.
As the PCs reach the Arsenal district, they can direct a squad of loitering guard cadets at the oncoming pirate mobs.
Development: If the PCs finish the chase in eight rounds or less, they have successfully Hustled the VIPs to Safety. Olad is impressed with the Pathfinder contingent and, assuming the PCs also Saved the Shipyard, offers to show the Nairaba and Kitsch “some of my most prized ships.” (See Handout #1: GM Tracking for more details on this.)
If the PCs take longer than eight rounds, Olad is still well-disposed toward the PCs, just not grateful enough to offer the Society one of his best ships.

Safe Havens
Olad’s house is indeed large enough to fit not just the
Pathfinders, but also any shipyard workers who came along to aid the PCs in the previous chase.
The ship building business is clearly a lucrative one. Olad’s house is a small manor with an interior garden courtyard. The garden smells of warm fruit, and several muskmelon vines curve up small trellises in the opening archway.
Olad provides the PCs (and shipyard workers) with some sliced fruit and tea while Kitsch and Nairaba earnestly await Venture-Captain Brackett. An hour will passes before Venture-Captain Brackett arrives, giving the PCs time to heal.
Having received Kitsch’s message, Venture Captain Bracket arrives accompanied by a non-binary halfling lieutenant from the Andoren Navy, Lieutenant Starboard. Brackett listens to a briefing from the PCs before continuing.
“It sounds like you have had quite the time of it!” Brackett says. He raises an eyebrow in consideration and then gives the Pathfinder delegation an approving nod. “Well done. After all you’ve been throughtoday, I hate to ask you to go out again. However, LieutenantStarboard here believes that
Captain Conziva has been spotted, holed up with a few of her crew in an unfinished ship called the Eaglet. Given that you were first on hand for the pirate attack, they’re giving you the honor of capturing the Captain.” Brackett pauses. “Handle this situation as you must, but I’d like to note that there is more than one way to build a fleet. Get Conziva to surrender
if you can, because she and her crew could be a valuable asset for us. Even better would be if you could recruit her to join the Pathfinder Society in our coming fight against Cheliax.”


DungeonMaster

No crit success, so no bonuses later on in the game, I forgot to take into account the dcs increases for this being high tier, so you would 3 points higher to crit succeed, at least you succeeded. You were also suppose to ask questions but apparently prisoners volunteer info even if not asked.

“Her favorite gorilla is the new baby we named Flotsam. We can’t feed him enough muskmelons! Nobody but crew knows that.”

Why are you attacking us/Augustana? “We’re here to cause
mayhem in the shipyard.
They paid us to hassle Andoran’s sea trade, but then the Captain had the thought, ‘what would be a bigger hassle than this place losing all their shiny new ships?’”

Wait… who is “they”?/Who’s paying you? The pirate snorts. “Who else? Cheliax!
The first time they came ’round, the Captain told them
to go to Hell. And after what they did to her, who can blame her? But
then they promised to give us all a home and to let her see her family, so she had to do it.”

Who’s the Captain?/Who’s in charge? “Why, Lady Longboat
herself! Captain Conziva!”
The pirate swells with pride, “She welcomes all kinds. Monsters. Goblins. Fish folk. Why, she would even take you, I think.” The pirate gazes meaningfully at the most unusual PCs. “Heck, she even let us keep the gorillas. Best Captain on the sea, she is!”

Where do we find the Captain?
The pirates gestures vaguely at the Shipyard district all around them, where the sounds of distant pirate combat can still be heard. “She’s somewhere around here. Our Lady Longboat leads from the front.”

What did Cheliax do to her?
The pirate glares in remembered outrage. “Tossed her out like garbage when her horns grew in, that’s what! She weren’t even full-grown!”

What do you mean by they promised you all a home?
The pirate gets a hopeful look in their eyes. “There’s not many places where people like us fit in, you know? But Cheliax offered the Captain a letter of marque and a title with an estate and then told her she could bring all of us with her. We’d have a safe home with no one hunting us.” “They’ll let her see her family?”/Do they have her family hostage? “Naw, but she hasn’t spoken to them since her family tossed her out as a tweenie. She wants to look her ma and pa in the eye and tell them off in person!”

Why the heck are you trusting Cheliax? The pirate sniffs. “We don’t, but no one else is making us offers like that. Isn’t a safe home worth the chance?”

Event 1: Hustling the VIPs to Safety
In the aftermath of the fight, tools and lumber are scattered everywhere, and for a few minutes, the shipyard is quiet enough that the most prominent sound is the crash of waves against Augustana’s rocky shore. Then in the distance, pirates can be heard shouting to one another. “Where’s that shipwright? He’s got to be worth a fat ransom!” a woman’s voice calls. “And wasn’t he with customers earlier? Let’s collect themand pick them clean! Yarr!”

Nairaba ducks down behind a dropped crate. “This spot’s too open and hard to secure,” he says softly, lowering his voice to avoid attracting pirate attention.

Olad nods and turns to Nairaba and Kitsch with a determined look in his eye. “With all these pirates about, there’s not a safer place in thecity than the Arsenal District. With all the naval officers and bankers who’ve settled there, security is good. I’ve got a house large enough to put us all up, if you can get us there.”

“Sounds good to me,” Kitsch says as she pulls a clockwork bird out of her spacious pouch. She winds it up and sends the bird flying off with a handwritten note. “Now Brackett will know where to find us.”

We are in a chase system, so first obstacle
BARRICADES
Obstacle Points: 4; Overcome DC 13 Crafting or Thievery to set up simple traps, DC 13 Athletics to push crates into place, DC 17 to intimidate others to do the hard labor for them. Any PC using a snare of any sort can place one to get an automatic critical success.

The shipyard abounds not only in lumber, crates, sailcloth and rope but also with the tools that have been dropped by fleeing craftspeople and other shipyard workers.


DungeonMaster

There is no penalty for failure or even crit failure, so everyone might as well try.


DungeonMaster

Almost a crit success, does anyone wish to aid?


DungeonMaster

As you koed one or more without killing, The prisoners you koed wake up. You may question them. Also roll a cha based check when questioning them for bonuses.


DungeonMaster

That is enough successes to trigger one of your missions as was completing in 3 rounds gave you an extra success , update coming tomorrow .


DungeonMaster

And the last one goes down. The ship still has fire. Everyone, Athletics or survival to get people to safety or diplomacy or intimidate to get firefighters to work better.


DungeonMaster

DoubleGold
Character Kaya Mathews
Level 2
135676-2019
Envoy's Alliance


DungeonMaster

The last goblin badly injured single moves back and fires two shots at mia hits: 2d20 ⇒ (20, 3) = 23 +8, +3 to hit. So one crit for dmg: 1d6 ⇒ 3 X2 + deadly: 1d10 ⇒ 5 11 dmg. the other missed
Mia and Alanosse are up and nobody else go until those actions are resolved because you get bonus stuff for completing this in 3 rounds or less and this is bottom of round 3.


DungeonMaster

Mia, that is a crit, so he is koed. Alanoose finishes off the north goblin then puts heavy damage on the northwest goblin. When I can edit to the map, I’ll update their actions.


DungeonMaster

High in the mountains and Atlache finally take down the south pirate. That leaves only goblins alive. Everyone else miseses. Mia and Alanosse are up


DungeonMaster

So while Mia misses, Alanosse hits the pirate 3 times, nearly killing it, but it survives.
The goblins go The two next to to Sindrailla switch to scimitars as one action
hit: 1d20 + 8 ⇒ (6) + 8 = 14 to hit Sindrailla
hit: 1d20 + 3 ⇒ (18) + 3 = 21 to hit Sindrailla
hit: 1d20 + 8 ⇒ (3) + 8 = 11 to hit Sindrailla
hit: 1d20 + 3 ⇒ (9) + 3 = 12 to hit Sindrailla and all the attacks miss
The last one fires a shortbow at her. hit: 1d20 + 8 ⇒ (3) + 8 = 11
hit: 1d20 + 3 ⇒ (14) + 3 = 17
Then moves closer
Sindrailla and Old Grim are up for round 2
Atlache and High in the Mountains are up for round 3


DungeonMaster

Pirate attempts to stab Mia 3 times with longspear hit: 3d20 ⇒ (16, 17, 16) = 49 +11, +6, +1 to hit. Which hits twice. dmg: 1d8 + 4 ⇒ (4) + 4 = 8 piercing first attack. dmg: 1d8 + 4 ⇒ (8) + 4 = 12 piercing 2nd attack.
Mia and Alannosse are up


DungeonMaster

Sindrailla hits the goblin twice across the legs. Everyone else misses. Atlache is still up


DungeonMaster

All 3 goblins move forward as one action, one was next to an eagle if it has aoo.
All 3 goblins fire 2 shots at the closest target. hit: 1d20 + 8 ⇒ (14) + 8 = 22 dmg: 1d6 ⇒ 4 hit: 1d20 + 3 ⇒ (20) + 3 = 23 but miss dmg: 1d6 ⇒ 2 X2 +deadly: 1d8 ⇒ 3 vs Atlach
hit: 1d20 + 8 ⇒ (12) + 8 = 20 dmg: 1d6 ⇒ 5 hit: 1d20 + 3 ⇒ (8) + 3 = 11 vs Atlache

And the other one is closest to a pink fairy hit: 1d20 + 8 ⇒ (9) + 8 = 17 dmg: 1d6 ⇒ 1
hit: 1d20 + 3 ⇒ (19) + 3 = 22 dmg: 1d6 ⇒ 1
Sindrilla and Old Grim are up
Atlach and High in the Mountains for round 2


DungeonMaster

That finishes and kills the pirate with a powerful blast. Update coming.


DungeonMaster

That is a crit in the ribs but the pirate survives. The 2nd shot misses. Mia is up


DungeonMaster

Sorry for the delay folks.
High in the mountains hits once but misses the other. The goblin is shot in the foot but the shot goes in deep. Atlaches shot bounces off the goblins armor.
The pirates go, They have a very fast swim speed as you can tell but slow up on land. Regardless it only takes them 1 move action to get to you.

They try to jab Mia with longspears hit: 1d20 + 11 ⇒ (14) + 11 = 25 to hit dmg: 1d8 + 4 ⇒ (5) + 4 = 9
hit 2nd attack: 1d20 + 6 ⇒ (18) + 6 = 24 dmg: 1d8 + 4 ⇒ (3) + 4 = 7
hit 2nd creature: 1d20 + 11 ⇒ (5) + 11 = 16 to hit, but misses
hit 2nd attack, 2nd creature: 1d20 + 6 ⇒ (8) + 6 = 14
Mia and Alanosse are up


DungeonMaster

High in the Mountain and Atlach are up Creatures have been placed on the map.


DungeonMaster

Workers dive for cover as the next wave of pirates arrive. More monkey goblin pirates swing in with a hearty call of “Oook-oook-oook!” Meanwhile, a new threat lurks below as underwater swimmers rapidly approach the docks.

The 2nd wave comes in You may capture these ones if you want one alive for info, these goblins and pirates are more intelligent. To capture one you either have to finish one off with nonlethal damage or succeed at an intimidate check when a creature is at half HP or less.
init: 1d20 + 9 ⇒ (13) + 9 = 22 athamaru pirate
init: 1d20 + 5 ⇒ (11) + 5 = 16 goblin rigger
Everyone roll your inits again and replace your selves in the starting area in the map again.


DungeonMaster

The DC is 17, the more successes the better, does anyone wish to hero point before I bring in the next wave?


DungeonMaster
Mia Moja wrote:

Mia has Ocean's Balm, so 2d8 healing per PC per 10 minutes.

Mia can also put out any fires that are still burning.

You actually have a 2nd wave coming in one minute. But the NPCs can heal you at one healing potion per round, so you would be healed nobody is hurt.

The Pathfinders have one minute, but it is time to make some repairs.
Save the shipyard For firefighting, use a Survival or Athletics check to dump sand or water on a burgeoning fire. To direct the crew to safety, use an appropriate Lore, Diplomacy or Intimidate to help get the workers to safety.
Critical Success You and your allies gain two Shipyard Successes!
Success You gain one Shipyard Success.
Failure You fumble and fail to help anyone.
Critical Failure Your actions actively interfere with saving the shipyard, and you and your allies lose a Shipyard Success.


DungeonMaster

So everyone hits and kills the pirate. out of combat


DungeonMaster

Gorilla would be on the water but not under the water. So you can still see it. It would be off guard but also have cover.


DungeonMaster

At old grim, pirate number 2 will still be live after all those attacks. Also posting from a phone.


DungeonMaster

Atlach hits the gorilla pirate hard. The pirate gets into melee with Mia the closest target. hit: 1d20 + 13 ⇒ (6) + 13 = 19 hit: 1d20 + 9 ⇒ (5) + 9 = 14 as it tries to attack with 2 fist attacks. But the fists bounce off her armor, the 2nd one misses completely. All heroes are up.


DungeonMaster

Alright so High in the Mountain
will saves: 2d20 ⇒ (6, 8) = 14 with +9 that is 15 and 17, he fails them both. He is shook up by both Gorillas. They don't stack so he is still only frightened 1. He is in a hurry and both his shots go wide. He then regains ahold of himself being no longer frightened.

Sindrailla fears the first one not, but the 2nd one must have been louder or scarier as she is shake in his shoes. She still delivers 2 good blows into the goblin. and Shakes off part of a crit fail. Frightened 1 now, but she is frightened to the 2nd Gorilla and not the first. So while frightened applies to the character as a whole, it does matter which Gorilla you are frightened against and which one you are not, as you are also flat footed against the Gorilla that does have you frightened. Also I moved you, there is one goblin, the other 2 Gs aren't there. It was difficult terrain moving across the boats like that but you had more than enough movement to make it, given a certain path, also because I don't feel like retconning things and you may have remembered the map when 3 goblins where there.
Sindrailla, edit That 1st action was a crit on the goblin and killed it, would you like to use your last action to move back a little or do something else?

Old Grim fears no Pirate and shoots the goblin, actually it is dead. reflex: 1d20 + 11 ⇒ (3) + 11 = 14 The pirate is in pain but it survives.

Alanosse shoots that pirate even after being critically frightened by it. She is also frightened by the 2nd pirate but not as much. She shakes some frightened off a little. She is currently frightened 1 total, but frightened 1 against pirate 1 who is dead when Mia goes and frightened 0 against pirate 2 who is alive.

Mia fears the first one not, but is shook up by the 2nd one. She blasts the 1st one Gorilla hard. killing it.
Goblin is dead, Pirate 1 is dead. Atlache is up. who is frightened 1 but will go to 0 when his turn is over. Sindrailla has one action left.


DungeonMaster

Which target old grim?


DungeonMaster
Atlach wrote:
Atlach has surprise attack. So it’s a crit

He is still alive but good to know. @high in the mountains, don’t forget your two will saves vs frightened, could cause a miss. flat check vs per bleed: 1d20 ⇒ 20


DungeonMaster

Atlach hits but doesn't crit. Unless you are part rogue or something where he is offguard. His AC is 20, just have to doublecheck, but a hit for now.
That hurts. The gorilla pirates move and do a Frightening display. Everyone two will save dc 22s vs frightened.
Everyone is up. 2 goblins were deleted, the challenge points wheren't cumulative so only 1 goblin on map.


DungeonMaster

init perception: 1d20 + 8 ⇒ (11) + 8 = 19 sinderella
Atlach is up.


DungeonMaster

Sorry for the delay, post coming. Strange indeed, but I'm sure they have a reason.

The wooden docks creak underfoot as Olad leads the way off the Lucky Duck. “I have a few other options for—” he breaks off as a commotion starts near the docks. Dozens of rough-looking goblin sailors swarm throughout the area, lighting fires in the shipyard and brandishing weapons. They shriek gleefully as terrified dockworkers scream and scramble out of the way. Plumes of smoke rise, and the scent of burning wood fills the air.
Olad puffs out his chest. “My ships! You’ll have my
ships over my dead body!” Olad shouts as he grabs a belaying pin and jumps into the fray.
From all sides, the sounds of “Ook-ook-ook!” calls rise as both monkey goblins and gorilla pirates grab onto ropes and swing into the dock area, attacking everyone in their path.

Nairaba and Kitsch: As noncombatants, Nairaba and Kitsch run and hide during combat, but also take steps to heal their fellow Pathfinders. At the end of each round, Nairaba hands Kitsch a healing potion (or elixir of unlife if the PC has negative healing) that Kitsch then loads into a bolt and fires at the most wounded Pathfinder while shouting, “This may sting!”
Roll init Map will be up shortly.
perception init: 1d20 + 9 ⇒ (18) + 9 = 27 pirates=Ps on map
perception init: 1d20 + 5 ⇒ (10) + 5 = 15 goblins=Gs on map
Map


DungeonMaster

oops 3 ships what: 1d20 ⇒ 17 this is a roll to determine if Olas was with you at the time you noticed the strange behavior of the sailor. Yes he was with you at the time. He didn’t disappear for the five minutes you saw the strange behavior or anything like that. He knows what you are talking about. Doublechecking the answer on that.will get back to you on that one MIA.


DungeonMaster

She responds to Old Gim Yes quite a collection, have a good look.
4 checks per pc, but only 1 of you need to pass.
The Pathfinders successfully determine condition of the ship, it is in the text.

The Pert Peach is a squat, mid-sized ship painted in gaudy colors and replete with the eye-watering scent of perfume belowdeck. Olad gestures expansively on the ship tour. “This pre-owned beauty is one we’re refurbishing! In addition to an excellent galley, there are so many private rooms, useful for storage!” A PC who makes a successful assessment of the ship realizes that while it would make a great passenger or hospital vessel, the ship is much too slow andunwieldy for the rapid transportation the Society often needs.

The Scurvy Scamp is a lean, two-masted brig. “Okay, so you want fast, you want lean, you want this ship! She’s fast and can be used for discreet merchandise,” Olad pauses to wink at Nairaba and Kitsch, “or for stealthy drops of soldiers on an enemy coast.” The
Scurvy Scamp is indeed seaworthy and fast, but a PC who makes a
successful assessment of the ship realizes that its rudder is in terrible repair and needs replacement. If the price was reduced for the bad rudder, it might be something the Pathfinder Society could fix in a few weeks.

As the players travel to the third ship, aimless sailors wander around the dock area of the shipyard. Some have opened a crate of Sauerton Red and are passing bottles around. The sailors sit on the docks, drinking and watching the nearby ships. Olad detours around a pair of sailors who are stretched out on the dock and then complains,
“Those louts are getting in the way of honest work.” He turns to the sailors and shakes a fist. “Hey! We’re trying to work here! Move on!” but the sailors shrug and ignore him.

sense motive dc 15:
A PC making a successful DC 15 check to Sense Motive might realize that this is unusual behavior for sailors off-duty.
Why are they hanging around a busy shipyard instead of enjoying the nearby bars and entertainment a few blocks away?

The Lucky Duck is a full-rigged ship with three tall masts. There are recently repaired battle scars on the hull.

Perception 13:
PCs making a successful DC 13 Perception check to Seek hear squeaking and scurrying noises
perception 18, this is the same check for the perception 13:
and if their check meets or exceeds a DC 18, they spot rats running along the floor, including one that runs directly over Olad’s bare foot, though Olad pretends to make no notice of this
.
“This ship may need a good scrub down and a little love, but she can carry a lot of personnel and has the space for 50 cannons onboard.” A PC who makes a successful assessment of this ship realizes that this vessel, despite its very prevalent rat problem, is ready now and would serve the Pathfinder fleet just fine.


DungeonMaster

Forgot to ask before we get into combat. What is everyone’s doing for Pathfinder provisions?


DungeonMaster

Touring the Shipyards
As soon as the PCs are ready, Kitsch rubs her paws together. “Enough
talking! Let’s go shopping!”
“Remember, we would like your honest opinion on all the ships you see,” Nairaba says gently. “It’s important to have multiple opinions when we’re considering a purchase as large as a ship.”
Nairaba and Kitsch lead the way down the five blocks from the BrineShark’s Bistro, down a steep incline to the dockside office of Olad the Alright Shipwright (overzealous male halfling salesman). Soon, the sounds of the Shipyard district grow more raucous. Gangs of workers sing Consortium lumberjack chants as they haul timber, and a cacophony of saws and hammers fills the air as craftsmen put together hulls in the dry docks. Augustana is sultry in summer; Nairaba and Kitsch fan themselves but heat radiates off the streets. The occasional cool breeze blowing off the Great Salt Harbor brings some relief not just from the heat, but from the mingling smells of sweat, sawdust, oil, and tar.
Olad greets that Pathfinder delegation as if they were long lost friends, pumping their hands (or claws, or whatever the party has for appendages) and expressing his joy in meeting them all. “Buying ships for a navy, yes?
Why then, you’ll be needing lots of ships! Small ships! Tall ships! So many ships, and Trustworthy Olad has them all for you!”

perception or sense motive dc 15:
A PC who makes a successful DC 15 Perception check to Sense Motive quickly realizes that Olad is viewing their delegation as a golden opportunity to offload the worst of his inventory on a bunch of moneyed landlubbers.

PCs who want to help assess the ships can do so with a successful DC 13 Warfare or sailing-related Lore to Recall Knowledge, a DC 15 Crafting check to Recall Knowledge or DC 17 Perception check to Seek (for levels 3–4 increase each DC by 2). Do an assessment for each ship and Nairaba will ask your opinions. You are high tier, so the dcs are increased. There are 4 ships, so it means 4 checks, no penalty for using the same skill 4 times.

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