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5,390 posts. Alias of Evil Minion.


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not really. But story of my life lately. =)

But, just finished the most recent round of chemical warfare today... so we'll see how it goes!


Not really... but getting better!

Working on a reply now.


heh


Just a note...

PbP Gameday ended like a week and a bit back. We are nowhere near ending this...

So I do not believe this will fall into the Gameday criteria any more.

Unsure if that mattered to folks or not.


Wisp - The diplomats went missing about 2 and a bit weeks back

GM Screen:
1d20 ⇒ 18
2d20 ⇒ (12, 14) = 26
1d20 ⇒ 13
2d20 ⇒ (12, 10) = 22

"A new trade route? How exciting!" Tarsi exclaims. "Lots of bellies to feed then."

"Oh hush." Addas chides, And see to our guests."

The portly Tarsi gives her sister a haughty look, then quickly disappears back into the kitchen, nearly overrunning Eugenia as she comes back out, bearing a basket of bread, some still warm, and a pile of empty bowls.

"Get the stew pot in a moment." She says. "Is a bit heavy for just one of these old hands."

Both Eugenia and Tarsi reappear shortly thereafter, the former with the afore mentioned large pot, the later, with a platter of what you can only guess are her apple and cherry comfitures, and some pastries to try them on.

Addas continues to talk, as her sisters bring out food and drink. "We're always happy to secure regular guests here at the Gray Revelation." She adds, before frowning at Wisp. "We do quite well here, I'll have you know. The River is very busy, what with trade up and down, the faith barges, and crusaders going north. If you'd arrived yesterday, I assure you, some of you would be sleeping in the straw in the stables."

Having felt she's put the rude wayang in place, she turns eyes to the two disguised Kitsune, who apparently are in charge, and goes about talking up the virtues of using the Gray Revelation as a scheduled stop for any sort of trade route.

Sense Motive, DC 28:
You get the feeling she doesn't really believe your reasons for being here, but is playing along at this point.

oh, and forgot about Jarrett's wolf companion... they would not allow it in the inn at all, and they would direct you towards a man named Rosh, in the stables across the outside courtyard.

Akito - the three ladies seems friendly enough, Addas less so then the other two... but that might just be her typical demeanor. Can ask more questions in your guises as trade folks and gathering info. Just wanted to add the bits after here, for later

Eventually though, as the night outside grows deeper, and talk of caravans and hospitalities wane, and bellies digest... eventually Addas returns to the business at hand.

"So as for sleeping arrangements..." Addas, asks, once people have been served. "As I mentioned, we've only the four singles, and there appear to be six of you. After that, we have the three upgrades with double sized beds." She glances at Akito and Jarrett, "Perfect for entrepreneurs such as yourselves... unless you wish something a little more lavish, we have two of those."

You will learn the singles are 5 sp a night, the double-sized 3 gp, and the lavish rooms 5 gp.

"It is a little late for the baths now, the water takes forever to heat up, and my sisters and I are likely to our own beds soon." She adds, matter of factly. "If you'd like one come morning, let us know now, and we can have it ready for you then."


Addas gives Akito an odd look, but it quickly disappears. "Well, rooms we have aplenty!" She exclaims.

She points across the common room to the east. "We have four single guest rooms down at the end there, as well as a fine double, for those who wish a little more space." She quickly turns and indicates the other direction, pointing to an opening in the east wall. "There are two more doubles down that way, with a lovely view of the garden, as well as a pair of our more lavish rooms, for those more used to the finery."

"There are also a couple of baths at the end, though you'll need to inform one of us ahead of time, as it takes a while to heat the water." She eyes the ragtag Pathfinders, noting the dried mud that still clings to their clothes.

There is a small commotion near the kitchen, as the third sister finally makes her appearance, a short, rotund, woman, with a large gap-toothed smile. She wears an apron, with numerous stains across it, most of them red.

"Oh, guests indeed!" She chortles happily. "I'm Tarsi, never mind Addas there, she's always all business."

This gets an annoyed 'tsk' from Addas.

Hearing Shayna's request, she turns back to towards the kitchen and shouts "Eugenia, tea!" There is a barely audible shout back, which only causes Tarsi to scold her for language.

She frowns slightly, as she turns back to examines the Pathfinders. "But you all look famished! Skin and bones the lot of you! I'm just finishing up some of Razmiran's finest cherry and apple jellies!" She crows. "I insist you sample them all!"

She grins slyly. "I even combined the two. That's sure to cause a row at the fair this summer."

"Oh, and Eugenia's stew should be ready any moment, if you want heartier fare... though I'd recommend both... a big meal will do you all well!"

"What brings all you fine people out to our humble inn?" She asks, with an expectant smile.


The matronly woman folding napkins looks up in surprise as Brady enters the main room.

"Oh my! Guests!" She exclaims, immediately getting to her feet and putting the unfolded napkin aside. "And here I thought we were clear for the evening!" She straightens the red scarf around her neck, and smiles wryly.

"Welcome to the Gray Revelation Inn!" She exclaims as she moves over towards the newcomers. "If it is rooms you need, it is rooms we can provide!" She turns to examine the others as they make their presences known. "How many of you will there be? We have rooms for all tastes here. I did not see any ships down at the dock, so assume you came overland. If you have any mounts in need of stabling, I can rouse Rosh to attend to that."

She smiles again, and looks over towards the kitchen, calling out loudly, "Sisters, we have guests!" before turning back towards Brady and the others.

"I am Addas Grymble, and run this fine establishment with my two sisters." She frowns towards the kitchen, when no one appears. "My two apparently recently deaf sisters." She mutters.

"Eugenia, Tarsi! Guests!" She yells again. You hear the clang of what sounds like a pot dropping, then another elderly woman, with a yellow scarf around her neck, pokes her head out the door with an annoyed look.

Seeing the guests, the look shifts to a smile just as quickly. "Oh, guests! Why didn't you say something Addas!" She glances back into the kitchen. "Tarsi, we have guests!"

"If you need food, or libations, we have plenty of the later, and I have just finished working up a pot of my famous lamb stew!" The second woman, you'd guess Eugenia, says before ducking back out of sight into the kitchen.

Addas sighs slightly, then returns her attention to the new guests.

"So what brings you to Razmiran?" She inquires.


Just as a personal note... though I'm ok with things like 'I do X'... if it is not accompanied by someone actually doing something to move the story along, it is often somewhat moot, as everyone still remains standing around doing nothing! I've noted you guys are very good at non-activity actions =)
So please, if in a position to, please actually do something as well. =) (for instance, in this case, 3 people went into hiding... but none actually stated any actual intention but hiding) For now will work of the non-stealthy folks expectations.

As part of the team fades into the darkness, while the rest wait patiently at the front gate, as everything goes relatively quiet. Although the gate is open, you will note that it can be barred from the inside.

The area outside the inn remains completely dark, while the lanterns around the in itself light up the main courtyard and the outside of the buildings relatively well. It creates an impression of an island of light, amidst the darkness.

The main courtyard is quiet, and filled with flowers. Climbing flowers cover arbors and trellises along the side of the buildings, smaller flowerbeds line the edges of those same buildings, all of them with a vast array of flowers on display. Small hanging baskets dangle from the eaves, sporting even more floral displays.

There does not appear to be any sign of activity outside, though light pours out invitingly from what is probably the main common room of the inn, while the stable area seems dark.

On the eastern side of the courtyard, is a large covered well, and further beyond that, another gate, smaller than the one you are at now, that likely leads back out again.

Those scouting ahead can peer in through the common room windows. Inside, they will see an elderly matronly woman clad in peasant clothing and an apron, sitting at the centermost table. She has voluminous white hair, which has been piled atop her head, and secured there with a conservative bun. She does not appear to be doing much, just folding a large pile of cloth napkins.

Ahead a bit, two more windows look in upon a large kitchen, and the Pathfinders will spot two more elderly women in there, both sporting similar clothing to the one in the main hall. One is a tall, lanky women with short gray hair who stirs a large pot on the stove, while the other is a portly woman who appears to be canning fruits, as bushels of apples and cherries are pilled on the central counter.

All the other windows are dark, with rooms behind, but no lights.


"What? Nonsense!" Temel retorts, when it appears the Pathfinders would rather pursue Metella's contacts.

"Not everything is always about maximum profit for you, Passad." Metella responds, with a pleased smirk.

Temel retorts back, and, as it appears to be frequently more common, the two start arguing once more.

Amauhauk, who was observing nearby merely sighs. "One of the benifits of breath, is being able to waste it from time to time."

He goes over to break up the two merchants.

The ship doesn't seem to care about such trivial matters, and continues upriver at a steady pace.

Captain Yuri's original estimate had you reaching your destination, the Gray Revelation Inn, just before dusk... an estimate that he is forced to revise after the unscheduled stop to fix the rigging. Still, he manages to make up a little time, and in the end, you hear him call out just after the sun disappears behind you, saying you have arrived.

He points up a nearby hill, though you can not see much, but the shimmer of lights through numerous windows on a building up towards the crest.

The crew manage to produce a number of lanterns which are hung along the rail, as the Abacus pulls in towards the northern bank, and a very small dock situated there.

"That's the inn, up there." Yuri says. "Though you can't see much of it now."

Passad and the other envoys, quint up into the darkness, though see just as little as you.

"So that's where the others disappeared?" Metella mutters. "Perhaps we should stay on the ship for the night, while you folks investigate."

Temel nods, for once agreeing with his dwarven rival. "Indeed, no need to put more envoys in danger, until we can ascertain what happened to the others."

The crew quickly secure the ship, and Amauhak approaches the Pathfinders as they prepare to depart. "I'd strong suggest refraining from violence, if you can help it." He says. "This is still Razmiri soil... Our interactions quite likely already have consequences... no need to compound those."

He shrugs slightly, and wishes you good luck.

A well kept stone path leads from the end of the dock, up the hill. You follow it through some light tree cover, for about two hundred yards, and finally, approach your destination... The Grey Revelation Inn.

It is well lit at the moment, from lamps hanging around the perimeter, and lights coming from some of the windows. It all appears quite cozy, and certainly serves its obvious purpose as a way station for travelers.

A sign above the gate out front says 'Welcome to the Gray Revelation Inn'. The gate itself leans open invitingly and you can smell the scent of fresh flowers wafting on the cool breeze as you pass through.

The large buildings to your right appear to be some sort of stable, the main inn to your left and up ahead, where you see a large oaken door, which appears to be the main entrance.


So far Kra'ak seems in favor of the dwarves... no one else leans anywhere? 1/6 is not a deciding decision. Hup hup! Trying to move things along!


Ya renamed it, so it moved in the order. Was going to mention that, but forgot...

Then again, in order to know I mentioned it, you'd have had to have found it under its new name anyway. So status quo, I guess.


Oh hey, the finally gave me control of the campaign!


Temel smiles. "But of course." He says. "But one must be careful that they don't overextend themselves due to indecisiveness... and it is a delicate balance, if such parties have competing interests, not alienating one in favor of the other."

"And the more partners you woo, the more likely there will be competing interests."


Shayna, I know on at least an occassion or two, I've accidently clicked on the little x for notifications, effectively turning them off.
(Neuropathy in the fingers kind of hinders my fine clicking skills =))

Wisp, this is a choice all of you have to make in a majority... though if you want to make the Exchange guy ask any questions, that's fine =)
All these 'choose his way, or her way', choices you've gotten affect some boxes I get to click at the end.


Just as a note: this entire Gameday Event ends in just under two weeks.

Was hoping to be a bit further along at the moment, but are not... mostly from our late start, and slowish response times (and a few slow posting times by me).

Either way, we are unlikely to finish in time, but will finish!

But if folks could try to be a little more responsive in the meantime, we can at least see how close we come. =)


Even before the two mates have finish securing the skiff, Captain Yuri has the Abacus back under sail, and moving upriver... his mood visibly better, now that the ship is underway again.

Both Temel and Metella are on deck when you return, though both seem annoyed... most likely from another argument. They stand on opposite rails, observing the passing landscape.

"I must say," Passad crows, as you come on board. "Nice work driving those ... things off. Damnable drakes are always a nuisance on any of these river trade routes. It is becoming increasingly clear, that it would be prudent of me to enter a business arrangement with the Society."

He smiles. "One that I'm sure will benefit both parties!" He adds, as he notices the items you recovered beneath the mud. "Particularly for those with an eye for spotting prophet."

"Let me say, my trade network is growing significantly, and already blankets much of the Inner Sea. Few others can make such a claim!" He gives a smug smile, then pulls out a small tin, and takes a hit of the snuff contained therein.

"Metella and her mountain dwarves cannot hope to compete with the prices and opportunities I have to offer. I'm sure you see the logic in such an arrangement, and pass such on to your superiors back in Absalom. Once we have completed our mission here, of course."

Again, he smiles, clearly sure you will see things the same way he does, then pulls out a small vial, and hands it to the nearest Pathfinder. "Here, as a sign of good faith, take this healing draught. For what lay ahead."

He gives you a single potion of cure serious wounds

Not long after Temel has finished his pitch, and wandered off to talk to the Captain, Metella approaches you as well. Stomping across the deck with a scowl on her face.

"Gods, that man." She mutters, trying to hide the animosity she clearly feels. "I suppose he was trying to gain your support with your superiors to start some sort of trade arrangement. I had hoped to make such overtures after we had rescued the diplomats... but the man can think of little else but coins in his pocket."

She scowls again, as she glances over towards Passad on the aft deck. "Yes, Temel may have his bejeweled fingers in many pies, and likely can offer cheaper wares... but cheap does not mean quality, and not all pies leave a sweet taste on the tongue."

She sighs, sitting down on a nearby crate. "I hope you might consider the advantages of a business arrangement with my mercantile concern. Ours may not run as far as his, but I assure you, it has been building for many centuries, and runs much deeper... and the quality is unrivaled. A firm like ours, with such deep roots in the Five Kings Mountains would reinforce the military alliance your Society is already negotiating, to free Jormurdun from the grip of the Worldwound. A campaign where dwarves and dwarf-forged weapons and armor will serve the Society far better than silk from Jalmeray, spices from Thuvia, or slaves from the Expanse."

She reaches into a small pack at her side, and roots around for a moment, before withdrawing a small round clay bottle. She hands it over, with a weary smile. "Here, at least take this, as a sign of appreciation for what you've done so far, and for what lay ahead of us yet."

She gives you a single potion of bear's endurance

Note, part of these negotiations here, are in response to the final sentence in the mission briefing you got from Ambrus Valsin

Feel free to ask questions of either, or discuss in any way...
But you can choose only one deal to support


The Captain looks up, at Brady's call, frowning slightly.

He sends a puzzled glance to the muddy section of shore Brady is indicating, then turns a more uncertain glance downriver, then up, before answering. "You can take the ship's boat." He says, pointing towards the overturned skiff just forward of the central mast.

"She ain't easy to launch if you don't know what yer doin'." He adds, though does not reassign any of the crew to assist, clearly more concerned with getting the Abacus moving again, than whatever pile of mud it is the Pathfinders want to investigate.

His words prove prophetic, and it takes all six Pathfinders fighting with it, and strategizing, to finally get the the thing over the side right-side-up... though you forget to secure it before you do, and someone is forced to jump into the river, and swim to it, to bring it back so the others can get aboard.

Still, once that is done, navigating is simple enough, with a pair of oars, and you make your way over to the suspicious section of land on the shore of the small island just off to port.

Up close, it is easy to confirm your original thoughts were correct, in that it does look like something was recently, and quickly buried here. What you didn't quite expect, from examining the area, is that it appears all the tracks and signs of activity appear to be made by the drakes... or some other creature with long sinewy tails and clawed feat.

You don't really have anything to properly dig with, nor were there such tools available on the Abacus if you thought to ask, so you are forced to do much of the unearthing with your bare hands. It is extremely muddy work.

Eventually though, you manage to uncover a small cache of rough stones, buried under it all.

They don't look like much, but Brady's merchant training quickly realizes that a number of them appear to be uncut gemstones, and the rest, once you clean the muck off, gold nuggets of various sizes, many still partially encased in the whatever rock they were mined out of. Unfortunately, it is hard to determine a value for it all, in their current rough state.

There does not appear to be anything else of note, and eventually you return to the Abacus in the skiff, covered in mud, but a little bit richer.

It isn't untill you are pulling up to the ship that you realize how long it took you to perform the entire task, as the crew has already got the rigging repaired, and are hauling up the sail as you approach the side.

"Took yer damned time." Yuri growls from the deck, "We're just about ready to head on out." He throws a small cargo net over the side, apparently used for climbing aboard the ship, and calls on a couple of crewmen to haul the skiff back on board.

It is a little surprising how quickly the two of them manage to get the skiff back on board, using a series of pullies and winches, which appear to be designed for the task, that they attach to one of the spars. In no time, they have it back in place and secured, and the apparatus used to haul it up tucked away wherever it came from... impressive, given how long it took six of you to get it in the water in the first place.


GM Screen:
6d20 ⇒ (10, 20, 5, 15, 18, 4) = 72

Even with helm control back, the main sail is out of commission, and the ships progress halts.

Captain Yuri shouts for the crew to get back up on deck and eventually they all emerge, though can't help making nervous glances to the sky from time to time.

The drake's acid not only damaged the sail however, but more-or-less destroyed all the rigging that was used to secure it. Fortunately, the mast and spars and anchoring rings all seem undamaged, and the ship even has a spare sail on hand... but repairing the rigging itself they have to do by hand. The Captain orders the anchor to get dropped, so you don't start drifting downriver, while the crew work to restore the lost rigging, which Yuri estimates will take about an hour.

Tension starts to run a little high, as the thought of the drakes returning, or Faith Barges coming up on you, or whatever else idle imaginations can think up, run their course.

Even as you wait, most of you notice a small cleared out section along the overgrown bank of the nearby island, where the ground has been dug up recently, and hastily covered over...


You will likely arrive just before, or at, nightfall, today. So will assume the wand gets use.


Just sit right back, and you'll hear a tale.


MAP Link

Brady wrote:
Does this only apply to those who received (i.e. needed) the healing, or all within the burst?

Heh... was wondering the same thing. I'm going to say anyone it hits, whether they needed it or not, for simplicity's sake.

Unable to see the drakes, Jarrett, Brady, and Shayna stand ready, for when it reemerges from the river.

Off to the side, with barely a ripple in the canvas, Wisp crawls out from underneath it effortlessly, though with a slightly pained grimace as the wounds from the drake are quite severe.

On the other side of the collapsed sail, Akito manages to avoid getting himself stuck by the strange mucus, though even then, the acid has burned through most of his clothing and has now severely scoured his body. He wavers slightly, barely able to stand... but with enough presence of mind to call on the healing energies of Milani, to send a burst of bright energy across the deck. The soothing burst gently touches everyone on deck, sealing the open gashes on Wisp's shoulder and Akito's leg, and soothing, or outright removing, the acid burns on those that were hit by the viscous goo.

Across the deck, the lone crewman still on deck, helps Captain Yuri to his feet, before the Captain orders him to go below decks with the others, as he ducks into the aft cabin, going for a weapon of his own.

It is only a few seconds, but feels much longer, before Jarrett sees the dark shape of the drake emerge on the port side, and then suddenly burst from the river like it was launched from a catapult. It starts to rise, as it shifts angles towards the kitsune, before it suddenly finds itself taking an arrow to the neck from Jarrett's bow!

With a pained cry, it suddenly banks to its right, away from the ship, before diving into the river once more.

You see its dark shape swimming quickly downriver, away from the Abacus.

Nerves on edge, the Pathfinders stand ready for a while, before it finally seems like both drakes have fled, and they are no longer under assault!

Combat Over! (you hit the morale condition on both)

Status:
Wisp 27/39
Akito 10/33

Of course, just because the drakes are gone, does not put the ship completely out of danger. You realize the trees to port are getting awfully close!

The Captain curses, and rushes back up to the aft deck, to try to free the wheel, so he can change heading.

It takes a bit of assistance, but you are able to finally break it loose, and soon he is spinning as quickly as he can, as the others watch the bow of the ship slowly turn back to starboard, and away from grounding itself.

MAP Link Redux


Wisp Emberflake wrote:
Puffs on nails and casually rubs them on his lapel. "You were saying?"

show off. =)


Wisp, as mentioned, a DC 10 strength check required to get out =)


MAP Link

As the main sail collapses, you see it completely cover Wisp, as the small wayang disappears under the folds of canvas that sprawl across the deck.

The drake that caused the damage appears to remain underwater, out of sight, leaving only the second to harry the ship... and it seems singularly focused on making a snack out of Akito.

Shayna tries to distract it with her bow, but her aim remains poor, clearly not her weapon of choice. The arrow disappearing into the distance, coming nowhere near the creature itself.

Akito doesn't wait to see how it responds, as he quickly backpedals, and jumps down to the middeck, avoiding the stairs entirely. Captain Yuri, who was still trying to free the helm, looks up and realizes he's suddenly all alone, with a hostile not ten feet away, and quickly follows, abandoning his attempts to free the wheel. Unfortunately, in his haste, he doesn't manage the leap down quite as well as Akito before him, and ends up on his face on the deck.

With no friendlies in the area, Brady quickly leaps down from the foredeck and races across the main, only to get slowed by the collapsed sail cluttering the middle of it. Still, knowing he's not going to get as clear a shot, he hurls his final javelin... once again, piercing the drakes hide!

Please note, the entire section of the main deck on the starboard side (the area under the 'rope ladder' is currently difficult terrain, due to the sail collapsing there (delineated by the green square). Not a big difference at the moment, though Brady would be one square back from where he was (moved you back 5'... makes no difference on the shot)

GM Screen:
ya: 1d20 ⇒ 10
2d8 ⇒ (8, 6) = 14

The drake screeches in rage, as it pushes off the gunwhale, away from the ship, its wings spread wide. Its toothy maw opens wide, and it seems to lurch for a moment, before coughing up a huge glob of viscous material that hits Kra'ak square across the chest, where he stands by the rail. The pile of mucous is so large, that it splashes over both Shayna and Akito as well, all three of them suddenly subjected by its acidic nature, as it quickly begins to harden again.

Kra'ak, Shayna, and Akito will take 14 points of acid damage, and are entangled and glued to the deck (and anything else nearby). DC 16 reflex halves the damage, and negates the entangle

The drake gives another loud cry, then suddenly dives, sinking into the water with barely a splash, like one of Brady's javelins. Those who can, quickly glance over the rail, in time to see its large silhouette moving under the boat, and out of immediate sight to port.

You still see no sign of the second drake... though you do note the central river island getting a little closer.

The red drake is currently directly beneath the ship, and submerged... (red arrow shows relative path it was on)

- Round 3 ----
Jarrett
Kra'ak
Wisp (-22)

blue drake (-40)
Akito (-26)
Shayna

- Round 4 ----
Brady
red drake (-26)

The Party is up!

Reflex save pending from Shayna.
Reflex save pending from Akito.
Reflex save pending from Kra'ak.

MAP Link Redux


Brady, you can't target the blue one, as its submerged in the river and out of immediate sight. So will assume the red one for now =) (though you did say starboard... so perhaps you meant the red one anyway!)

Akito, the drake was indeed adjacent to you (though 5' above you), so in melee range... but your withdraw path (down the stairs) would provoke on the second square of movement.
For now will assume you jumped off the foredeck, and avoided the stairs (and AoO)

Akito acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22 You do so quite adroitly


MAP Link

GM Screen:
1d4 ⇒ 4

Jarrett fires a second arrow, but has a hard time drawing a bead on the swiftly moving drake off the port bow.

Kra'ak decides to go for the second drake, to starboard, as he again loads his sling, and whirls it over his head, letting loose the missile with a small grunt of effort. The bullet strikes the drake cleanly across the side of its head, and it loses its toothy grip on Akito's leg, from the force!

Above them, the main sail starts to collapse, the last ropes holding it upright, finally eaten through by the acidic goo.

Wisp, hanging momentarily from the first section that tore free, simply legs go. But instead of falling to the deck below, the air all around suddenly seems to flow his way, buoying him up, and slowing his fall, until he lands softly on the deck.

His eyes still on the drake that attacked him, he quickly gathers that wind, before it can disperse, forming it into a blustering mass that he hurls towards it.

Unfortunately, he doesn't get to see the results, for just as it leaves his hand, the sails from above collapse on his head, burying him beneath yards of canvas. But those clear of the rigging, see the blast hit the drake square on, sending it careening sideways. With another aggrieved shriek, drake responds by furling its wings, and diving downwards, disappearing beneath the river's surface. The second drake gives a angry cry in response.

Wisp, you are effectively entangled, and have line of sight to not much but canvas. It will take a full round action and a DC 10 strength check, to extricate yourself from the collapsed sail.

- Round 2 ----
Akito (-26)
Shayna

- Round 3 ----
Brady
red drake (-18)
Jarrett
Kra'ak
Wisp (-22)
blue drake (-40)

Bold can go!

MAP Link Redux


boo no fun! =)


MAP Link

Akito tries to use a spell to aid his escape, but with his hands hindered, and the acidic goo slowly burning the skin, he is not able to get himself free quite so easily. (2 more acid damage to Akito)

He does manage to reach deep inside, sending a burst of positive energy pulsing out from the aft deck. It heals most of his wounds, but not all of them... though the acid-burned Captain, beside him, seems thankful as he tries to help him get free. After a bit more tugging, on both their parts, Akito is finally free of the solidified mass.

GM Screen:
bite vs Akito: 1d20 + 7 + 1 - 2 ⇒ (15) + 7 + 1 - 2 = 21, 2d6 + 3 + 2 + 4 ⇒ (6, 6) + 3 + 2 + 4 = 21
tail vs Akito: 1d20 + 2 + 1 - 2 ⇒ (11) + 2 + 1 - 2 = 12

Shayna draws her own bow, firing it at nearer drake off the starboard bow, though her arrow barely scratches the thing's hide.

Brady tries another javelin, from his very limited supply. Unfortunately, the drake rolls at the last moment, and the shaft hits the tougher skin across its back, bouncing off to disappear into the river below. The drake gives an annoyed screech, then suddenly dives, straight into the river like it were following the javelin. You can vaguely make out the outline of its huge form beneath the surface, as it races towards the stern. It doesn't stay below water long, erupting once again from the river just shy of the aft deck. It rises quickly, attacking Akito once more, where he has only just freed himself from the goo!

Not expecting the drake to come up from below, the kitsune is caught totally off guard, as the drake's long sinewy neck snakes over the rail, and clamps down on his left leg, trying to drag him across the deck and into the water (21 damage to Akito). As he struggles, the tail once again whips around trying to subdue him further, but he manages to struggle to one side just enough to avoid it.

- Round 2 ----
Brady
red drake (-15)
Jarrett
Kra'ak
Wisp (-22)

blue drake (-18)
Akito (-26)
Shayna

Bold can go!

MAP Link Redux


MAP Link

GM Screen:
Akito Reflex: 1d20 + 4 ⇒ (10) + 4 = 14
Akito Reflex: 1d20 + 4 ⇒ (11) + 4 = 15, 1d4 ⇒ 2

yr: 1d20 ⇒ 16

1d4 ⇒ 2

Bite vs ff Wisp, PA: 1d20 + 7 + 2 - 2 ⇒ (10) + 7 + 2 - 2 = 17, 2d6 + 3 + 2 + 4 ⇒ (5, 5) + 3 + 2 + 4 = 19
Tail vs ff Wisp, PA: 1d20 + 2 + 2 - 2 ⇒ (11) + 2 + 2 - 2 = 13

Seeing the flying enemies, Jarrett quickly pulls out his longbow, attempting a single shot towards the drake just off the starboard bow. Despite his haste, he fires true, and the shaft hits the drake just over its right shoulder.

Kra'ak tries something similar, but with a sling... but loading it proves a little more time consuming then grabbing an arrow, and by the time he's ready, the drake has pivoted to protect its more vulnerable spots. The kobold's missile bounces off the drake's tough hide, and plunks into the water below, barely noticed.

At the top of the main mast, things are a little more tense, as Wisp just barely manages to avoid getting stuck to the rigging, as the second drake lazily banks and starts honing in on his location.

Even as he perches there, the wind seems to kick up around him, the sail suddenly billowing the wrong direction for a moment, then back again, as the wind appears to be confused on which direction to blow! The small wayang ignores the strangeness, as he draws on those very gusts, pulling them upwards then with one thrust of his free hand, sending them lancing across the open space towards in the incoming predator!

Living much of its life on air currents, the drake seems to sense something is wrong, and at the last moment attempts to roll away from incoming blast... but can not do so quickly enough, and it suddenly lists hard to the side, as the full force strikes it!

It gives out a screech of fury, at the assault, quickly recovering, to race up towards its prey on the mast. Wisp tries to duck out of the way, but the viscous fluid that struck the top of the mast, appears to be far more caustic then he was aware off, as suddenly some of the ropes holding the sail in place start to unravel, snapping from the pressure of the wind and the wayang.

It is all he can do to hang on for the brief moment it takes for the drake to reach him. The his entire shoulder feels nothing but pain, as the drake sinks its sharp teeth into the shoulder of the arm clutching the rigging, almost tearing him off the mast entirely (19 damage to Wisp). He manages to hold, only to have more ropes suddenly snap from the force of it, and he drops almost five feet, desperately clinging to the sail, as the entire port side suddenly collapses inwards. Luckily, the enexpected shift drops him out of the sights of the drake's sinewy tail, which instead slices through the space he was only moments before!

Wisp, the rigging holding the sail in place is collapsing! But mostly along the port side for now (the side you were on). You're unsure how the other side fared the acidic goo, though it might all come down in a round or two.
You are currently hanging by the section of sail that collapsed, up against the mast.
You can continue to hang on, though will remain flat footed, and concentration checks required to blast. Or you could attempt some sort of Errol Flynn shenanigans to get down to the deck... which we'll say will require a Reflex Save of 15 (or perhaps something acrobasticsy) (If you do the later, feel free to describe what happens if you want)

Up on the aft deck, both Captain Yuri, and Akito, seem to be mired in the acidic goo, as it continues to burn their exposed skin, and clothing. With a bellow, Yuri manages to tear his hands free of the goo before it can burn him further, but quickly realizes he can no longer turn the wheel... and the ship seems to be slowly listing to port, towards the island in the middle of the river.

Not clue what Akito might do, so delaying him for now... Being entangled, any spell cast will require a concentration check.
New attempt to break free at the end of each turn. Same reflex DC

- Round 1 ----
Akito (-12, entangled)
Shayna

- Round 2 ----
Brady
red drake (-14)
Jarrett
Kra'ak
Wisp (-22)
blue drake (-18)

Long time coming, but Shayna can go, then back to Brady!

Reflex save pending from Akito

MAP Link Redux


will bot akito and move things along when I get back from an appointment, in an hour or two.


Just as an aside. Wisp is still technically climbing, so thus is flat footed. You will need to keep one hand on the rigging, but otherwise, can use your free hand to toss stuff.
If you'd been entangled, slightly different story! =)


MAP Link

GM Screen:
red vs Akito: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
red vs Akito: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26, 1d4 + 3 ⇒ (4) + 3 = 7
1d100 ⇒ 43

The drake to stern, suddenly brings its wings in closer to its body, and dives towards the aft deck, its powerful jaws snapping at Akito. The kitsune, despite the viscous substance trying to stick him to everything, manages to move just enough to avoid the teeth, as the drake continues to swoop past. But he is too focused on the front, and doesn't notice the creature's tail whipping around as it passes, and the sharp fins at the back, cut a long trail along his left cheek! (7 damage to Akito)

The drake continues past, diving down low until it is skimming along the surface of the river, its tail trailing behind leaving a small wake. It shifts its wings again, and suddenly gains altitude again appearing again midship, about feet off the main deck, fifteen feet up.

Brady sees it come within range and races across the fore deck, readying a javelin as he goes. He lobs the missile at it as hard as he can. The drake senses the attack, and its wings pull in and it does a defensive barrel roll along the side of the ship, turning its more armored side to the attack... but it is not quite enough, as the javelin strikes anyway... doing its damage, before falling free and disappearing into the river below.

You likely won't be getting that back

- Round 1 ----
Brady
red drake (-7)
Jarrett
Akito (-12*, entangled?)
Kra'ak
Wisp (-6*, entagled?)

blue drake
Shayna

Bold can go!

Reflex save pending from Wisp
Reflex save pending from Akito

MAP Link Redux


MAP Link

Captain Yuri turns the wheel, and the ship adjusts its heading slightly, aiming for the open air on the southern side of the island. Soon your are sailing past the densely wooded island on the port side, and the less forested section to starboard.

There is no actual crows nest, the ship is not big enough for that... but you can head up the rigging to the top of the mast for a better view, just need to hang on once you're up there.

Wisp heads for the rigging hoping for a better view. He ignores the cries of one of the crew, warning him, and deftly manages the ropes and rigging to reach the top. He sees no immediate signs of ambush to port, nor anything up ahead on the river. Looking abaft however, he finds himself staring at the sun, so can not see too much in that direction.

Of course, it is from the sunward side of the ship, that the attack first comes. Most eyes are watching the island and the waters ahead, so no one notices the silent wings approaching high in the sky from the stern.

It isn't until Akito and Captain Yuri, up on the aft deck, are suddenly struck by a massive glob of warm, ooze like substance, covering both of them, and quickly solidifying, as it gums up their legs and arms and starts to adhere them to the deck. Yuri seems to take it the worst, suddenly finding himself unable to move, or take his hands from the wheel... which itself gets covered in the strange substance. Even if he wanted to, Yuri couldn't turn the wheel now.

Akito will take 5 points of acid damage and is entangled. DC 16 Reflex save for half damage, and no entangle.

Their startled cries get the attention of the rest, but not quickly enough to notice a second flying creature on the port side of the ship, as a similar glob of acidic ooze hits Wisp, exposed up at the top of the mast. It quickly begins to solidify as well, starting to glue his arms and legs with the rope rigging and wooden masts and spars.

Wisp will take 6 points of acid damage and is entangled in the rigging at the top of the mast. DC 16 reflex for half damage, and no entangle. (note: this is a 5' burst effect, so your miss chance does not help)

GM Screen:
rdi: 1d20 + 7 ⇒ (8) + 7 = 15
bdi: 1d20 + 7 ⇒ (15) + 7 = 22

Akito Init: 1d20 + 2 ⇒ (4) + 2 = 6
Brady Init: 1d20 + 6 ⇒ (19) + 6 = 25
Jarrett Init: 1d20 + 6 ⇒ (12) + 6 = 18
Kra'ak Init: 1d20 + 6 ⇒ (10) + 6 = 16
Shayna Init: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Wisp Init: 1d20 + 5 ⇒ (1) + 5 = 6

rs: 1d20 + 10 ⇒ (15) + 10 = 25
bs: 1d20 + 10 ⇒ (17) + 10 = 27

Akito Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Brady Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Jarrett Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Kra'ak Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Shayna Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Wisp Perception: 1d20 + 9 ⇒ (7) + 9 = 16

ra: 2d8 ⇒ (3, 3) = 6, 1d6 ⇒ 2
ba: 2d8 ⇒ (1, 4) = 5, 1d6 ⇒ 5

reflex: 1d20 ⇒ 9

As they seem to split, one to port, one to starboard, you can finally get a good look at them. You see two sleek draconic creatures flying in to either side.

Knowledge arcana, DC 15:
They appear to be a pair of river drakes, though far larger than normal!

Additional info for higher DCs

The red drake is 20' above the water, 10' above the aft deck.
The blue drake is 50' above the river, 45' above the mid deck, 15' above the top of the mast

Only two crew men, and Yuri, are on deck at present, the other two crewmen are below somewhere. (which is why their tokens are off in the water =))

- Round 1 ----
Brady
red drake
Jarrett
Akito (-5*, entangled?)
Kra'ak
Wisp (-6*, entagled?)
blue drake
Shayna

That was a surprise round. Brady is first to react in regular rounds!

Reflex save pending from Wisp
Reflex save pending from Akito

MAP Link Redux


Good enough!

Passad seems pleased that you find his suggestion amenable, barely concealing a slight smirk at Metella.

The dwarven woman, for her part, merely frowns... though whether at Temel or the Pathfinders, is uncertain.

"You should all work on your parts. We will likely reach the Gray Revelation Inn later today, before nightfall." He adds.

The Abacus continues upriver for a another couple of hours, when you hear a call from the Captain, on the tiller. You see him pointing ahead, and looking that way, you notice the river appears to split, as it flows around a central island of thick trees and overgrown vegetation.

The northern fork of the river runs beneath a canopy formed by the isle's overhanging trees where they join up with similar foliage on the landward side. The southern fork has no such cover, nothing but open skies above.

"Which side?!" Yuri calls ahead, though you're not sure who he's asking. Apparently it's his first time up the Glass River as well.

Pick a side!


Ya, the profession would do nicely for that.


Amauhak looks a little confused "So you've no plan at all... other than whatever plan you do come up with, you'll all be bad at it?" He finally says, clearly surprised and a little uncomfortable with the fact. "That seems a little short-sighted."

Metella, the novelty of watching Passad bemoan his fate apparently having worn off, overhears, and stops to listen.

"You certainly don't want to go in there without a cover story." She says finally, a little incredulous that you haven't even attempted to come up with one. "We know so little of what the situation is there. The inn is still in Razmiran territory, and if we want to ensure there's any chance of finding those earlier diplomats, some tact has to be displayed."

Her piercing gaze speaks volumes of the lack of just that at the previous stop. She idly works one of the braids in her long red hair, as she ponders.

"Perhaps religious pilgrims." She finally says, nodding to herself slightly. "Anyone that asks, you can just say your seeking answers to profound spiritual questions, and have wandered out here, in hopes of finding a quiet place to ponder then."

She looks at the Pathfinders, a little unsure. "Though you'd probably need to look a little less like rabble, and more like devotees of ... well... something. But at least no one would expect you to talk much, beyond a spokesperson of some sort in emergencies."

Passat, notices Metella talking to you, has wandered over by this point, and cuts her off.

"Pilgrims? This lot?" He says, with a strained laugh. "No one's going to believe that, even if they could pull it off."

Metella scowls at the interruption, and his dismissiveness... though Passat seems to ignore the dwarf's response.

"No, I've already thought about this, and it think it'd be far better if we just say we're merchants. Merchants seeking a waystation along the river for a potential trade caravan. Perhaps heading into the River Kingdoms, or further, towards Numeria." He nods, pleased with his suggestion. "Yes, that would do nicely... and a trade caravan cover would allow access to the inn and properties, to assess the amenities and such!"

Metella snorts, derisively. "Tunnel vision, that's what you have, Temel. They couldn't even pay a few tariffs back there, without it turning into a fight. Our entire mission could have been over, before we even had a chance to start it. Now you want them to ramp that up even more? If we'd just stayed on the river, like I suggested, perhaps your trade routes ... your real trade routes ... might still be a thing."

Passad bristles at the reminder, and soon the two of them are arguing back and forth.

Amauhak shakes his head slightly. "Well, either I suppose is better than nothing. Though you'd best choose now, so you have some time to work out the details. Whatever it ends up being, probably best to stay the night at the inn itself, and perhaps have the evening hours to explore." He points upwards, though there is little to see but clouds... though perhaps a little darker and more ominous than they were earlier in the day. "The moon is waning, and those clouds, even if they don't bring rain, will at least make for a fine cover of darkness... should you need it."

Once again, you guys get to swing the decision... or come up with something of your own.


Hmmm... where'd all the talkers go?

"Me? I know little of how things work in your lands. Our humble sanctuary is deep in the Mwangi Expanse." Amauhak replies with a helpless shrug. "We don't get out much."


Doing any sort of posting on a virtual keyboards is terrible! Especially if its somewhere like here, where you want/need to use tags.

As for Paizo, last week, it had all sorts of issues with connectivity.
This week has been a little better, but still the occasional hiccup still.


Heh... I only mentioned it 'cause I just found out it was melee only... after like 6 years. Look at me... learning something new! =)


The next while is fairly tense, as eyes of crew and Pathfinder alike can't help but constantly glance back downriver, for signs of pursuit. Every sail evokes images of retaliation.

Eventually, Passad, Metalla, and Amauhak come up from below decks, to find out what happened. Captain Yuri quickly fills them in, and Passad's complexion seems to grow paler by the word.

"You were just supposed to pay them off, and be done with it." He moans. "Not declare war on all of Razmiran! They're sure to track down the Abacus now, and who owns it. And once they trace this vessel, they'll trace others too! Soon my assets will be on the list of every Faith Barge on the river and lake. You've just cut off my trade options with an entire country!"

Behind him, Metalla has a faint smirk on her face.

He continues to bemoan his fate for quite some time, though neither dwarf seems overly concerned.

In fact, after an hour or so, when it seems you are clear of any pursuit from Xer, Amauhak approaches you, with a thoughtful look on his face.

"Well, that plan certainly backfired a bit." He says, calmly. Though you've learned that the pahmet seems to do everything calmly.

"Do you intend to approach the Inn with such aggressive tactics as well?" Though the question seems casual in its delivery, you get the impression that it is far more probing than it appears.

"You do have a plan for when we reach the Inn, yes?" He adds, one eyebrow raising slightly. "Assuming your goal is still to try to gain access without arousing unwanted suspicion. Some sort of cover story would seem fruitful... at least until we can determine the fates of those missing."


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MAP LINK

Wisp, you can not use kinetic blast for non-lethal damage. Outside of specific exceptions or abilities, those rules only apply to melee weapons otherwise. Let me know if you still want to blast the guy

Brady quickly rushes up the somewhat unstable gangplank, breathing a sigh of relief when it holds and he reaches the deck.

Kra'ak however, is not quite so fortunate, as he races to try to follow Brady up before the boat drifts too far away. For a moment, you think he's going to make it, until finally the lower end of the plank slides free of the pier that supported it, and it plummets to the water below!

With a startled yelp, all Kra'ak can do is lunge forward, trying to grab anything solid! He misses the ship, but his hands find purchase on the rough strands of a thick length of rope, that suddenly appears in front of him. He dangles there for a moment, his feet brushing the brackish water below, then looks up to see Shayna on the other end, as she starts to haul him up.

I have this image in my head of someone trolling for fish with kobold for bait. =)

GM Screen:
Kra'ak reflex: 1d20 + 8 ⇒ (13) + 8 = 21

1d20 + 6 ⇒ (8) + 6 = 14

Jarrett reflex: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24

Up the dock, Jarrett finally realizes the boat is heading off without him. He turns in haste, and races towards the vessel. He catches the lead customs official off guard, before he can try to stop him, but the second Razmiran fires another bolt, at the fleeing kitsune, only to have Jarrett, deflect it again, at the last moment.

Using some nearby crates as a launching point, Jarret then jumps for the fordeck of the Abacus, easily covering the distance... but not the height! The front of the boat is much higher above the water line than he anticipated. He desperately tries to grab a hold of the gunwale, but with his sword in hand, he only has one hand left to try to arrest his fall... which proves not quite enough, as he slides backwards, and drops out of sight.

As the other Pathfinders rush to the rail, to see his fate, they instead see the kitsune dangling from a not overly solid blade, about ten feet above the waterline. Somehow, Jarrett managed to jab his sword into the wooden hull of the ship, just enough to provide something to hold on to. Though, the flexible nature of his temple sword looks very unstable, and you're not sure it will hold for long.

Jarrett will be able to get back on deck from there, though he will need some assistance (hand waved, less you want a small RP moment.).

With everyone more-or-less onboard, the Abacus slowly drifts away from the dock, then more quickly, as the crew get the oars going. As the ship clears the marina, the men up in the rigging loose the sails, and the wind quickly fills them, and pulls the vessel even further.

Back towards the dock, you see half a dozen men rushing onto the scene, while the remaining inspectors point towards the quickly departing Abacus. A few fire crossbows in your direction, but you are too far away at that point, and they disappear into the water without incident.

Combat Over (for the nonce)
Status:
Akito (30/33)
Jarrett (33/39)

MAP LINK redux


You've already undone the rope, Kra'ak... you have a move action remaining.


MAP LINK

Kra'ak the forward rope is a little further ahead than a single move could get you... so you will have it undone this round, with a move to spare

GM Screen:
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8

After Brady manages to untie the aft mooring rope, Kra'ak scurries down the gangplank and heads for the forward rope, ruminating on the foolishness of humans as he tries to unknot it.

Even with just the aft line untethered, the Abacus is already starting to drift away from the dock, at least the back end. Those not on the boat are a little disturbed to hear the gangplank scrapping against the pier, as the distance to the ship quickly starts to outpace the length of the plank.

Jarrett seems to be ignoring what is happening behind him, as he continues to assault the Razmiran inspectors. Again he slashes at the leader, cutting him deeply once more. The man stays on his feet though, cursing loudly, part anger, part concern, as he slashes at the kitsune with his own blade, trying to drive his attacker away. Jarrett is not quite quick enough to deflect the swing, but it turns out to be moot, as the blow is too weak to even penetrate his armor.

The second Razmiran continues to quickly reload his crossbow, and takes another step back, before unloading it once more. Despite the point-blank range, Jarrett easily deflects the incoming bolt, much to the inspector's dismay and surprise.

Back on the Abacus the rest of the Pathfinders help get the last two oars unhooked, and placed, just as Kra'ak finally finishes untangling the final knot on the forward hawsar. The forward section of the ship starts to drift away from the dock almost immediately, furthering straining the gangplank, which looks like its about to drop into the river.

The two crewman on deck, start calling out instructions for those on the oars... unfortunately, there is some confusion among the Pathfinders, none of whom are familiar with the codes and terms used.

One of the mates points towards Jarrett at the far end of the dock. "What is your friend doing? The captain will not wait for fools who don't know when the getting is good." He blurts out. "He's about to be left to the jackals."

The far off whistles are now much nearer.

- Round 5 ----
Razmiran blue
Razmiran red (-11)
Brady
Wisp (in delay)

Razmiran green (-29, 13nl, unconscious)
Akito (-3)
Shayna
Kra'ak (just a move action)
Jarrett (-6)

Party is up!

MAP LINK redux


The ropes seem to have been knotted, rather than tied in the usual manner for quick release. Despite that, Brady is able to unhitch the aft line from the stanchion!


MAP LINK

GM Screen:
wolf AoO: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
blue ranged vs Jarrett: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25, 1d8 + 1 ⇒ (3) + 1 = 4
red melee vs Jarrett, dazzled: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15
Parry from Jarrett: 1d20 + 10 ⇒ (1) + 10 = 11
confirm?: 1d20 + 6 ⇒ (13) + 6 = 19

While the others move quickly back onto the boat, confusion and uncertainty among some, Jarrett continues to press the remaining inspectors. He vaults the nearby fishing gear, and quickly closes.

The wolf, mostly by instinct, snaps at him as he moves past, but Jarrett easily knocks the creatures maw aside, and cuts it down for good with one swipe of his sword.

Parry/Riposte used (1 panache point regained!)

The man with the crossbow still in hand, steps back, and fires another bolt, point blank at the kitsune. Even he can't miss from this close, and Jarrett takes another wound. (4 damage to Jarrett (crit didn't confirm!))

The leader, hastily pulls his own sword, and takes a swipe as well. Jarrett attempts to parry this one too, but can't bring his blade around quickly enough. Fortunately, the inspector is far too hasty in his own swing, and the attack misses.

(Am assuming you'd parry again, so used up another for you. Two AoO's down for the round and one more panache)

The man continues to yell a long list of crimes you are now all guilty of, and the severe, and rather unpleasant penalties that await you. "That boat is burned! You are all enemies of Razmir now!" He yells petulantly. "All of Razmir will be hunting your precious Abacas!"

Back on that very same vessel things are quickly becoming quite chaotic.

"We need to free the lines!" Captain Yuri yells as he moves towards the tiller. He points at the thick ropes, fore and aft, that are still tied to the stanchions on the dock.

"Cut 'em if you have to, but get us free!"

Note: the ropes need to untied on the dock side, not the ship side. An Escape Artist or untrained dex check required to untie. Cutting them off here, something to cut with, and enough damage. They are very thick, and covered in tar.

"And get some people on the sticks, we need to clear the dock before we can drop the sheets!" This time he seems to be indicating long oars, two on each side of the vessel, that you recall they used briefly when casting off back in Druma. They are currently secured to the gunwales, and not in position.

With sails also needing to be readied, there appear to be far too many things to do, and not enough crew, to do them all immediately. Of the four you do have, two are already climbing up into the rigging, to prepare the sails, and the other two are moving the oars (or at least two of them) onto their pivots.

The whistles in the distance get closer.

- Round 4 ----
Razmiran blue
Razmiran red (-11)
Brady
Wisp (in delay)

Razmiran green (-29, 13nl, unconscious)
Akito (-3)
Shayna
Kra'ak
Jarrett (-10)

Party is up!

MAP LINK redux


MAP LINK

Akito: you can't cast a spell, then move, and have it go off (well, unless its touch spell stuff, but that's a different kettle of cake

Jarrett: Try to indicate which one you're attacking, when you do such things... for now just assuming it was the one that hit you, based on your comment!
And, upon further review... you do get the Link animal companion ability, even with Animal Ally, so that would give the quicker Handle Animal checks! So your wolf can move up... but because of the crates, he would provoke from the other wolf in doing so.

GM Screen:
reflexes: 2d20 ⇒ (20, 17) = 37, 5d4 ⇒ (1, 4, 1, 2, 3) = 11
reflex: 1d20 ⇒ 19

blue ranged vs Akito: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
1d20 + 4 ⇒ (7) + 4 = 11

Jarrett is quick to respond to the inspector that cut him, slashing the man twice, in return, with his own blade. The Razmiran seems to handle the wounds fairly well, until Akito follows up his earlier spell, with another...

A burst of bright, divine light, flashes across the dock, into the eyes of two of the inspectors, and their wolf pet. Luckily for the wolf, it was looking the other direction, and both of the inspectors manage to throw a free arm up to protect their eyes from the flash.

Unluckily for them, their arms are not nearly enough to hold back the holy energy that accompanies the flash, and both are severely burned by the light, though neither falls to it.

A situation that is quickly remedied, as Shayna steps forward and smacks the pommel of her falcata across the forehead of the nearer man. He immediately drops to the dock, unconscious from the blow, his sword falling at his side.

The leader, seeing himself being quickly overrun, retreats to his last remaining man, yelling at him to keep shooting, as he points towards Akito on the foredeck of the ship. His man does just that, but the kitsune manages to duck behind the railing, and avoid the incoming bolt.

The wolf, battered and abused from all sides, seems to lose much of its aggressiveness, and flees after its trainer, much to the head inspector's dismay. He curses at it, as he tries to get it to stand its ground.

Shayna will get an AoO vs the wolf, if she chooses to take it.

Off in the distance, you hear the sounds of whistles blowing, possibly in response to the Razmiran's signaling... but the sounds are still a ways off.

Captain Yuri curses, when he hears it.

"Ya, we're in it now." He calls nervously. "We need to get away before they can bring ships to bear."

The head inspector tries to marshal up some bravado. "It's too late for you lot." He calls back. "The Faith Barges will hunt you all down, even if you get off the dock. I told ya, all of you for the pens for sure!"

- Round 3 ----
Razmiran blue
Razmiran red (-11, dazzled)
Brady
Wisp (in delay)

wolf (-11, 4 nl)
Razmiran green (-29, 13nl, dazzled, unconscious)
Akito (-3)
Shayna
Kra'ak
Jarrett (-6)

Party is up!

Shayna, AoO pending (if desired)

MAP LINK redux


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Condolences here as well.

Had one of Erik's PCs in my first scenario 6-pack (plus a reunion scenario)... So had a fair bit of pbp interaction... so sad news indeed.


Jarrett, handle animal is a move action (unless you have a class feature that lowers it). So you would not be able to call said puppy and full attack. (I didn't know you had a pet!)


Both Shayna and Jarrett have weapons out. And they ordered you to leave your weapons on the boat too... Complying you are not =)

The wolf, broken from its ennui, launches itself at the closest target in the direction it was directed... which just happens to be Shayna! But the end of its chain leash catches on some loose nails, and it gets partially tangled up before it can snap its slavering jaws on her... a blow that she easily turns aside with a flick of her falcata. Her blade then whips around to cut the wolf across the shoulder, before it can recover from having its jaws batted aside.

Shayna, your parry/riposte triggered and used.

GM Screen:
bite vs Shayna: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5

green vs Jarrett: 1d20 + 6 ⇒ (17) + 6 = 23, 1d6 + 3 ⇒ (3) + 3 = 6

The two other inspectors also seem to break free of the enchantment, the one just in time to find Jarrett standing there with a weapon in his face.

He snarls as he fumbles for, and draws, his own weapon... before slashing at the kitsune, trying to drive him back. Jarrett tries to deflect the blow, but the Razmiran's blow is particularly heavy, and pushes right past the temple sword, to cut a long bloody swath across Jarrett's sword arm. (6 damage to Jarrett)

Jarrett, your parry triggered (but failed). No riposte used.

"Drop you weapons, or it'll only get worse!" He threatens as he steps out from where he was boxed in by a pile of fishing nets, joining the inspector blowing the whistle.

- Round 2 ----
Razmiran blue
Razmiran red (intimidated)
Brady
Wisp (in delay)
wolf (-11, 4 nl)
Razmiran green
Akito (-3)
Shayna
Kra'ak
Jarrett (-6)

Everyone but Brady can go!


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No, the spell was the first shot... but hey, everyone wants to be Han Solo!

Casting a spell in any kind of unfriendly negotiating is rarely a good idea... to most people, there is no difference between prestidigitation and finger of death.

Classes/Levels

GM

About Keeper of Forbidden Lore

Savage Tide

Spoiler:

Init

Snem=+6
Daurros=6
Karkalla +4
Ardanto=2
Finn=2
Toxim=2
Guard=1

Action points.
Ardanto=6
Finn=3
Daurros=7
Guard=7
Fathom=7
Toxim=7
Karkalla=3

Hit points
Ardanto=88/current 74
Finn=80/current 68
Daurros=60/current 60
Guard=85/ currently 80
Toxim=76/ currently 62
*Snem=26/ current 26
Karkalla=81[89 shifted]/ 56

XP

Ardanto=18'545/23,000
Finn=18'405/23,000
Daurros=18'475/23,000
Guard=17'745/23,000
Toxim=17'740/23,000
Karkalla=18'045/23'000
Fathom=16'600/23'000

Legacy of fire

Spoiler:

Init
Vrealk+5
Ayishida+3
Larrs+3
Markhet+2
Celena+0
N'djamena+0

Hp
Vrealk=35[current 35 hp]
Ayishida=19[curre 3 hp]
Markhet=43[current 3 hp]
Celena=41 [current 8 hp]
N'Djamena=41/ current 41 hp]
Kalden=32/ current= 26 hp
xp
Vrealk=8962/10'000
Ayishida=8259/10'000
Markhet=8962/10'000
Celena=9089/10'000
N'Djamena=8259/10'000
Kalden=8259/10'000

Hero points:
Vrealk=2
Ayishida=1
Markhet=2
Celena=1
N'Djamena=2
Kalden=0

Pathfinder HP for leveling
D12 is 1d4+8 HP
D10 is 1d4+6 HP
D8 is 1d4+4 HP
D6 is 1d4+2 HP

Action points.
Right now you have 5 to start with. they must be used by the time you level they do NOT rollover. Also they do not refill till you gain a new level. So use em or lose em

You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Certain feats and prestige class features allow you to spend action points in different ways, but this is their most basic use. When you spend an action point, you add the result of a roll of 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the Dungeon Master reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20. You can only use action points once in a round. If you spend 1 or more action points on a special action (see below), you can’t spend a point in the same round to improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not lose any action points he has remaining, and any subsequent level advancement provides new action points as normal.

SPECIAL ACTIONS
Instead of altering the result of a d20 roll, you can use action points to perform one of the special actions described below. In addition, some
prestige classes and feats allow you to spend action points to gain or activate specific abilities.
Activate Class Feature: You can spend 2 action points to gain another use of one of the following class features that has a limited
number of uses per day: bardic music, rage, smite evil, Stunning Fist, turn or rebuke undead, or wild shape.
Hasten Infusion: On his turn, an artificer can spend 1 action point to imbue an infusion in 1 round, even if the infusion’s casting
time is normally longer than 1 round.
Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you’re already dead.
Attempt difficult maneuvers: You may try something that might not normally be allowed or doable if they are high action [Up to my call]
Saving throws You may use an action point to aid a saving throw roll.
Skill check You may add an action point to any single skill check, or use an action point to reroll a failed one.
Extra attack you may use an action point to gain an extra attack at your highest attack bounes. This must be used as part of a full attack action

Hero Points

Whenever a hero point is spent, it can have any one of the following effects.

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character's holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.