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Treacherous Waves | Ancient's Anguish

The gold should be fixed now.


Treacherous Waves | Ancient's Anguish

I let RPG chronicles do the generation, I checked a few fields to try and make sure it worked but didn't look over everything. I'll look at fixing it later today.


Treacherous Waves | Ancient's Anguish

I have the chronicle sheets up here, let me know if there are any problems: Chronicles

Does anyone need to consume a replay for this? The UI seems to be implying that maybe Daenerija, Patros and Perrine might need to (those three are showing check boxes for consume replay, while its grayed out for Dare/Gaius?)

I did see there's no consume replay on anyone from the filled out info on RPGchronicles, but I wanted to check before doing the event reporting.


Treacherous Waves | Ancient's Anguish

That's good for expenses/inventory management, I'll generally leave it up to the players to do the accounting bookkeeping and fill the chronicle with the results. I know I have spreadsheets tracking inventory that I then put the totals on the chronicles for expenditures/sales.

If anyone would like to do a day job roll, go ahead. I got held up a bit working through the reporting, so I'm likely to get the chronicles out this weekend.


Treacherous Waves | Ancient's Anguish

"It is true, I AM a mighty being. I will consider the request, if the assistance proves competent."

With Yuka taking his efforts seriously and Razethka willing to assist, Lileone and Zahra believe that the reef will be able to make a full recovery. Zahra thanks each of you for helping to clear her reputation and safeguard Vialesk, and helps to arrange for your journey back to Golarion.

That's success with both prestige points! I'll look at getting the paperwork filled out and posted over the next few days, but thank you all for playing in the game! I hope you had a good time.


Treacherous Waves | Ancient's Anguish

"I...yes, yes of course. I'll get right on making the filters, I should have them done by the end of the week."

Yuka seems to finally be taking this seriously.

I included the compartment contents as part of the June 14th post, it was in with a few other things so you might have missed it.


Treacherous Waves | Ancient's Anguish

Could everyone go ahead and fill out the RPG chronicles information or post the equivalent here? We should be wrapping up shortly, and I'll look at getting chronicles set up to go out once we're finished.

Apologies, but I missed the reporting deadline, so I think I'm going to report the game independently since it won't be wrapped up in the con reporting at this point.


Treacherous Waves | Ancient's Anguish

Apologies, had a lot happening and missed checking in the last few nights.

Visiting Razethka, the group is ushered into her audience chamber after a moderate wait. When the proposal is pitched, she does not seem . "I do not see why I should make the effort. It will require significant time and effort, with no guarantee of success. Pointless philanthropy is demeaning, and I do not indulge in it."

Diplomacy is a (fairly difficult) option here, or other approaches may be possible.

-----------------------
When visiting Yuka, he seems to have forgotten what you're talking about, then nods. "OH, right, right. Yes, I should probably do something with that."

Sense Motive, DC 14:
Yuka is still not taking this seriously and is likely to forget again or just decide not to bother doing it without a stronger reminder of some sort.


Treacherous Waves | Ancient's Anguish

Once Tsomo's corpse is recovered, Gaius finds a Chain Shirt +1, a Wand of Air Breathing with 3 charges, and a +1 Ranseur as well as a key.

Returning to Tsomo's abode, the Pathfinders are able to unlock the missing compartment and find maps for the expedition with the original location of the algae bloom, along with tide charts and a set of calculations for how long it would take the tide to move the algae bloom into the expedition's path.

Lileone apologizes to Zahra for accusing her of incompetence in the disaster that befel the expedition, and both of them pledge to try and assist the damage to the coral reef. "I heard from Honoke," Zahra tells the group, "and it sounds like he is willing to lend his assistance. Between the three of us and our resources, we can probably do some good, but there's a lot of damage and I'm not sure if we're going to be able to fix all of it. We'll do the best we can, though. Thank you all so much for your help uncovering the truth of what happened here."

Do you want to try and find anyone else to help fix the coral reef before ending the adventure?


Treacherous Waves | Ancient's Anguish

Tsomo takes two more arrows, then twitches and lies still. There a sucking sound, and a gate opens in the waterlock, causing water to surge up over the docks for a few seconds to a depth of about 4 feet. The sharks, however, see the dead Tsomo, and feast on him while the water retreats.

The grenade explodes during this, flinging white hot shards that burn underwater in every direction for some time, but none of the Pathfinders are close enough to be hit.

Lilione arrives with the guard a few minutes later. "You stopped him! Thanks to you, the Glass Pit is safe, and Tsomo will never cause trouble again."


Treacherous Waves | Ancient's Anguish

Correct. Tsomo is at the surface of the water to drink his potion, however, so you can shoot him where he's at.


Treacherous Waves | Ancient's Anguish

Patros lands a solid blow, while Dare clips Tsomo with a bullet. Tsomo strikes out at Patros with his Ranseur as Patros closes the distance...

Ranseur AOO: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 2d4 + 7 ⇒ (1, 2) + 7 = 10

Spoiler:
1d3 ⇒ 2

Landing a solid hit of his own. The bomb continues to burn, while Tsomo steps back off the dock into the water with splash. He pulls out a potion and drinks it.

Cure Moderate Wounds: 2d8 + 3 ⇒ (1, 5) + 3 = 9

On The Scent of Blood, Round 2
Daenerija
Patros (-10)
Perrine
Dare
Tsomo (-27)
Gaius
Jigsaw Shark
Jigsaw Shark
Jigsaw Shark

Gaius is up!


Treacherous Waves | Ancient's Anguish

Gaius strikes true, arrow sticking out to Tsomo's chest and leaving a greivous wound.

The jigsaw sharks circle in the water, waiting.

On The Scent of Blood, Round 2
Daenerija
Patros
Perrine
Dare
Tsomo (-20)
Jigsaw Shark
Gaius
Jigsaw Shark
Jigsaw Shark

The bold are up!


Treacherous Waves | Ancient's Anguish

Katswiri has been trying to do all of the Cult of Lissala Arc. She's done the first three so far; I was hoping to get her to level 11 and do Words of the Ancients before trying it (she might get to play 4-20 on Jun 26th if someone signs up to GM the game on SVOP), but I would probably go ahead and play with her if a pbp game of 4-26 is run.

I've been running Katswiri in a mix between discord sessions on SVOP and PBP here and enjoy both formats, but I would actually really like to do the waking rune in PBP if possible, since I think it gives more time for roleplaying and tactics.


Treacherous Waves | Ancient's Anguish

Throw, Target Square: 1d20 + 9 ⇒ (14) + 9 = 23

Tsomo moves up towards the group of Pathfinders and tosses a grenade, which lands with a fizzing sound as its fuse continues to burn.

The Jigsaw shark circles lazily in the water.

On The Scent of Blood, Round 1
Daenerija
Patros
Perrine
Dare
Tsomo
Jigsaw Shark
Gaius
Jigsaw Shark
Jigsaw Shark

Gaius is up!


Treacherous Waves | Ancient's Anguish

The flurry of projectiles hit around Tsomo, forcing him to lose ground. The Pathfinders chase him out into a dock, hot on his heels. Tsomo is cornered, and pulls out his ranseur. "You've ruined everything! But you won't catch me here!"

Below, in the waters leading out through the water locks to outside the city, three jigsaw sharks circle slowly in the water.

See slide 8.

GM:
Initiative
Init(Daenerija): 1d20 + 5 ⇒ (20) + 5 = 25
Init(Perrine): 1d20 + 7 ⇒ (16) + 7 = 23
Init(Patros): 1d20 + 4 ⇒ (20) + 4 = 24
Init(Gaius): 1d20 + 10 ⇒ (3) + 10 = 13
Init(Dare): 1d20 + 6 ⇒ (17) + 6 = 23
Init(Jigsaw Shark): 1d20 + 6 ⇒ (2) + 6 = 8
Init(Jigsaw Shark): 1d20 + 6 ⇒ (14) + 6 = 20
Init(Jigsaw Shark): 1d20 + 6 ⇒ (8) + 6 = 14
Init(Tsomo): 1d20 + 4 ⇒ (18) + 4 = 22

On The Scent of Blood, Round 1
Daenerija
Patros
Perrine
Dare
Tsomo
Jigsaw Shark
Gaius
Jigsaw Shark
Jigsaw Shark

The bold are up!


Treacherous Waves | Ancient's Anguish

I'm fine with you using Bane to boost the attack roll. I will say no to point blank shot applying in this case though as the range isn't very clear.


Treacherous Waves | Ancient's Anguish

Reflex: 1d20 + 10 ⇒ (2) + 10 = 12 Tsomo was blind during part of his escape from the engineering bay as well due to the Burst of Radiance.

Dare dumps burning hot spices in the water while Gaius starts a feeding frenzy, slowing Tsomo down as he has to dodge fish and clear his vision from the burning spices. Daenerija tricks a shopkeeper into chasing him, yelling "Thief! Thief! You're going to pay for that!". The gap between the pathfinders and Tsomo closes, as he runs towards the docks that have come in sight.

Smoke on the Water With his pursuers closing in, Tsomo begins throwing grenades at the pathfinders as he sprints for the docks. You can:

--attempt a combat maneuver against CMD 18 can to knock one of his bombs back at him and force him to dodge
--attempt a DC 20 Acrobatics check to snatch a bomb out of mid-air and throw it at Tsomo
--fire back with your own ranged attack against AC 20
--help civilians get clear of the flames with a DC 13 Constitution check or by casting any cold spell of 1st level or higher, but this action does not slow Tsomo’s movement.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)

The chase ends when you prevent Tsomo from leaving a tile when you're in it with him, or he gets to the end; so either way, this is the last one!


Treacherous Waves | Ancient's Anguish

I would accept Burst of Radiance as an attempt, with his save vs. the spell as whether it counts as a success.

Patros and Gaius shove a submersible to block Tsomo's path, while Dare activates an Apparatus of the Crab and sets it to start clamping after Tsomo. While Tsomo frantically tries to swim for an exit, Daenerija electrocutes the water, forcing him out onto land and delaying him as he climbs through a window. The Pathfinders give chase outside, finding that the window opens out into an alley that leads to a market full of food stalls.

Food Stalls
The pathfinders tail Tsomo into the savory sights and smells of the bazaar's dining area. You can:

--Identify painfully hot seasonings with a DC 18 Appraise check and dump the spices into the water to aggravate Tsomo's vision
--Succeed at a DC 14 dex check to snatch food and fling it into the water to provoke a feeding frenzy
--Attempt a DC 16 Bluff check to convince an angry merchant that Tsomo shoplifted something as he fled, causing the merchant to join the pursuit.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)


Treacherous Waves | Ancient's Anguish

Gaius jumps on a dolphin and races to cut off Tsomo's escape. His companions are less successful, falling into the water or having difficulty getting their dolphin to go the correct way. While Tsomo has to change directions, he gets a good lead on the pathfinders heading into an engineering bay located down a side street.

Engineering Bay: Tsomo dodges into a large, water-filled chamber that contains submersibles available for rental.

You can each:
--Make a DC 18 Knowledge: Engineering check to harry Tsomo with a nearby Apparatus of the Crab
--Make a DC 20 Disable Device check or DC 13 Strength check to sink the submersibles to block Tsomo's exit
--Cast an electricity spell of 1st level or higher on the machinery to force Tsomo out of the water.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)


Treacherous Waves | Ancient's Anguish

"Oh! Oh, sure!" The squid grabs Tsomo with a tentacle, just before its eyes get poked and shot.

"Aaah, my eye!" Packages fall all over and around Tsomo, delaying him and giving the Pathfinders time to close some of the gap.

When Tsomo twists free, he darts down a side passage and pops up through a watery tunnel into an open pool in a plaza where a group of marketplace performers are putting on a show with trained dolphins and penguins.

A Masterful Performance

You can each:
--Make a DC 20 Handle Animal or Wild Empathy check to command the dolphins to grab at Tsomo
--Make a DC 16 Ride check to hop on a Dolphin and ride it forward to block Tsomo's path
--Make a combat maneuver vs. CMD 22 to collar Tsomo with one of the hoops from the performance
--Make a DC 13 Dexterity Check to save the penguins from being trampled, but this action does not slow Tsomo's movement.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)


Treacherous Waves | Ancient's Anguish

2 successes, 2 failrues so far for this round. Dare, you're up.


Treacherous Waves | Ancient's Anguish

Gaius and Daenerija both slip trying to jump from tojanidas to tojanidas and are not able to keep up with Tsomo. Dare tries to figure out the bridge, but isn't able to determine the mechanism in time. Patros dives in and manages to cut Tsomo off partially to delay him, but he changes direction and makes his way under the bridge and into a shopping area.

An obtrusive customer
Tsomo and the Pathfinders find their path impeded by an awakened giant squid, who is covered in bright parcels and leisurely perusing the market stalls.

You can each:
--ask the squid to grab Tsomo with a DC 19 Diplomacy check
--force the squid to squirt ink at Tsomo with a DC 18 Knowledge (nature) check,
--make an attack roll against AC 20 to poke the squid in the eye and make it drop its packages on top of Tsomo
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)


Treacherous Waves | Ancient's Anguish

I think this is abstracted enough that I'm fine using the potions of water breathing.

Patros throws a handful of jellyfish at Tsomo, distracting him and causing him to take a hard turn near a glass tank full of phirana. Gaius shatters the tank, dousing Tsomo in snapping fish. Dare tries to get the animals in the area to impede Tsomo but is not successful, while Perrine and Daenerija keep the bystanders safe.

Gondola's Canal The group keeps pace with Tsomo as he races out of the market, attempting to drat between two halves of a movable bridge that has been raised to allow gondolas to pass through.

You can each:
--Force him to change his path with a DC 18 Swim check to dive ahead of him and physically block his exit
--Close the bridge with a DC 16 Knowledge Engineering check to find the right mechanism to strike and seal off his escape route
--Use a trios of passing tojanidas (huge crab/snapping turtle hybrids native to the plane of water) as platforms to run ahead and cut him off with a DC 18 Acrobatics Check
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)


Treacherous Waves | Ancient's Anguish

Moving as a group, the Pathfinders meticulously move from point to point on the map, searching each in turn and defusing the explosives. Lilone supports by rousing the guard and evacuating the civilians from the area and having guards assist in the searching and movement between locations. It takes a significant amount of time, but fortunately, the exposives were not set to go off yet; the Pathfinders are in time to save the day!

It is nearly midnight when the last of the explosives is found and defused. Almost immediately, a cry goes up from the next street over. "Tsomo Qorra! Halt, you're under arrest for suspected sabotage!"

Looking over at shout, the Pathfinders see Tsomo diving into a canal after throwing an explosive grenade to delay the guard. The chase is on!

This operates on modified Chase rules. See the last slide for the different locations. The Pathfinders start at the Glass Pit, while Tsomo's icon starts at the Gondolier's Canall; Tsomo's icon on the map is an abstraction of how well he is escaping, and not his actual location. Each round, the Pathfinders advance one card, and then there is a description of how Tsomo is moving through the current area and what problems he is causing. Each PC may make some sort of check to try and slow his progress; he will then move 3 tiles, reduced by 1 for each successful check, to a minimum of not moving. The chase ends when the PCs reach Tsomo or he gets to the end, and there will be a final encounter modified by how well he escaped.

The chase takes the PCs through crowded, watery areas, which might provide some additional difficulties. A PC who cannot breathe underwater
takes a –2 penalty on checks during the chase. Furthermore, casting spells while weaving through the crowds is difficult, requiring a successful concentration check (DC = 10 + spell level).

Livestock Mart The PCs spot Tsomo diving into the bazaar’s animal tanks, commanding nearby sharks to help cover his escape.

You can each:
--use a successful DC 16 Handle Animal or wild empathy check to command an ill-tempered leopard seal to bite the malenti’s leg
--perform a combat maneuver against CMD 18 to grab a cluster of jellyfish and fling them into Tsomo’s eyes
--make a ranged attack against AC 16 that deals at least 10 points of damage to shatter a glass tank of piranhas and spill the hazardous fish into Tsomo’s path (multiple attackers can contribute to the necessary hit points).
--make an attack roll against AC 14 to protect bystanders from the sharks, but this action does not slow Tsomo’s movement.
--Use another appropriate spell or ability to try and slow Tsomo's escape. (adjudicated on a case by case basis, but will generally require some sort of check of similar difficulty or significant resource expenditure)


Treacherous Waves | Ancient's Anguish

I would say yes for taking 10. 7 Checks will be needed if you all stick together, if you split up you can do different areas at the same time and fewer checks will likely be needed.


Treacherous Waves | Ancient's Anguish

Searching the area together, Gaius and the other Pathfinders find explosives planted above a shop and are able to remove them after about 45 minutes of searching and work. It is now 6:30 PM.

If you are all sticking together, you are very likely to make all the checks given the DCs. You can go ahead and roll a block of 7 additional checks with the same bonus if you go that route.


Treacherous Waves | Ancient's Anguish

The tubes do not detect as magical.

Knowledge: Local or Planes DC 15:
The Glass Pit is Vialesk's massive forge district, full of manufacturing and other industrial activity.

The Sahuagin are tied up and hid in the crates, and the Pathfinders travel out in search of Lileone. She is close by; it seems that perhaps she expected you might head here after finding out about the warehouse, and thought it prudent to stay close in case there was any trouble.

When she looks at the map, she starts to look worried. "That's incredibly suspicious. We need to go and look at these now, I think. They're fairly spread out around the area, but I can help get us through. I'll send word to Zahra while we investigate." She gets a nearby guard to take a message, and then helps lead the group to the Glass Pit and then to the closest X marked on the maps, arriving at 5:45 PM.

On searching the area, the group finds evidence of sabotage, ironflame explosives planted to help blow in a section of the dome!

Each of these locations represents a sabotaged section of the city. There are 8 in total, and finding and fixing the sabotage in each area takes 45 minutes (reduced from 1 hour due to talking to Lileone and getting her help). Each sabotage needs a successful Knowledge:Engineering, Perception or Swim Check; you can all roll independently or aid, and as long as there is one success it will be fixed. You can split the party as well to roll checks in multiple areas per 45 minute period to try and fix multiple points of Sabotage at once.


Treacherous Waves | Ancient's Anguish

No to both, they are standard detailed maps of Vialesk's Glass Pit Neighborhood with X's placed on specific locations without additional notes.


Treacherous Waves | Ancient's Anguish

Patros and Gaius both strike their respective Sahuagin, and they both drop, unconsious but alive.

Combat Over!

Searching the Sahuagin, the Pathfinder's find two potions of Cure Moderate Wounds, one potion of Cure Light Wounds, a Cloak of Resistance +1, a silk rope, a Feather Token (Anchor), and 386 gold.

In addition, there are maps with markings for 8 different locations surrounding Vialesk's Glass Pit neighborhood, as well as hollow bars that can be struck to create a sound under water.

The crates in the warehouse seem to be mostly full of Ironflame Powerder, and there have been signs that a significant number of crates have been moved recently.


Treacherous Waves | Ancient's Anguish

Daenerija cuts the Sahuagin with two more shallow cuts.

Claw: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

It claws back, downing Daenerija and slicing Patros with its other claw.

Claw: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Bite: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

The other Sahuagin tears into Gaius, slicing and biting him.

Warehouse Fight, Round 4/5
Perrine (-18) (Bless)
Gaius (-37) (Bless)
Daenerija (-19) (Unconsious, Bless)
Sahuagin Scout Balcony (-12, 20 Nonlethal)
Sahuagin Scout Floor (26 Nonlethal)
Sahuagin Brute (Unconsious)
Dare (Bless)
Patros (-5) (Bless)

Everyone is up!

Daenerija, roll to stabilize.


Treacherous Waves | Ancient's Anguish

AOO Dare, Claw: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
AOO Dare, Claw: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Patros and Gaius both land solid blows as Dare dodges the attacks to get into a flanking position.

Warehouse Fight, Round 4
Perrine (-18) (Bless)
Gaius (-16) (Bless)
Daenerija (-11) (Bless)
Sahuagin Scout Balcony (-7, 20 Nonlethal)
Sahuagin Scout Floor (26 Nonlethal)
Sahuagin Brute (Unconsious)
Dare (Bless)
Patros (Bless)

Daenerija is up!


Treacherous Waves | Ancient's Anguish

Dare, if you want to climb up on the boxes to move between them for flanking you can, but they will both get AOOs without an acrobatics check as you move between them. Also, do you have a melee weapon to threaten for flanking purposes?

You can go ahead and post for both turns regardless.

Perrine steps back and heals herself. Gaius and Patros both smash their respective Sahuagin, while Daenerija slices one again with her claw. That Sahuagin attacks her back, clawing and biting her.

Claw: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Claw: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Bite: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

While the Sahuagin fighting Gaius claws and bites at him.

Claw: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Bite: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Daenerija takes a nasty claw and bite, while Gaius is cut again by one of the claws.

Warehouse Fight, Round 3/4
Perrine (-18) (Bless)
Gaius (-23) (Bless)
Daenerija (-11) (Bless)
Sahuagin Scout Balcony (-7, 8 Nonlethal)
Sahuagin Scout Floor (13 Nonlethal)
Sahuagin Brute (Unconsious)
Dare (Bless)
Patros (Bless)

Everyone is up!


Treacherous Waves | Ancient's Anguish

Daenerija slashes the Sahuagin, giving it a shallow cut.

The other Sahuagin steps onto the balcony and tears into Gaius.

Claw: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 4 ⇒ (4) + 4 = 8
Bite: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Warehouse Fight, Round 2/3
Perrine (-25) (Bless)
Gaius (-18) (Bless)
Daenerija (Bless)
Sahuagin Scout Balcony (-3)
Sahuagin Scout Floor
Sahuagin Brute (Unconsious)
Dare (Bless)
Patros (Bless)

Everyone is up!

I'm going to delay the first Sahuagin one initiative slot to help things flow smoother with less back and forth.


Treacherous Waves | Ancient's Anguish

Perrine misses, while the Sahuagin tears into her. The Sahuagin don't seem to be very intimidated by Dare.

Claw: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d4 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Crit Confirm?: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Warehouse Fight, Round 2
Perrine (-25) (Bless)
Gaius (-5) (Bless)
Sahuagin Scout Balcony
Daenerija (Bless)
Sahuagin Scout Floor
Sahuagin Brute (Unconsious)
Dare (Bless)
Patros (Bless)

Daenerija is up!


Treacherous Waves | Ancient's Anguish

they're not going to retreat, but you can make an intimidate check to demoralize one.


Treacherous Waves | Ancient's Anguish

AOO Bite: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

AOO Bite: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d4 + 7 ⇒ (3) + 7 = 10

Gaius dodges both of the attacks as he maneuvers into position, then knocks the enraged Sahuagin out with the flat of his blade.

No nonlethal damage from firearms, melee weapons only without a special ability or item.

Warehouse Fight, Round 1/2
Perrine (Bless)
Gaius (-5) (Bless)
Sahuagin Scout Balcony
Daenerija (Bless)
Sahuagin Scout Floor
Sahuagin Brute (Unconsious)
Dare (Bless)
Patros (Bless)

The bold are up!


Treacherous Waves | Ancient's Anguish

Yes, that's fine.


Treacherous Waves | Ancient's Anguish

Yes, that's the right one.

Patros smacks the Sahuagin hard with the flat of his blade.


Treacherous Waves | Ancient's Anguish

Daenerija misses with the blowdart.

Climb: 1d20 + 11 ⇒ (15) + 11 = 26
Climb: 1d20 + 11 ⇒ (12) + 11 = 23

The wounded Sahuagin lets out a blood curdling scream of rage and runs forward, pulling himself quickly up the stack of boxes and over the railing to reach Gaius.

The other Sahuagin moves over less quickly, but manages to clamber up the box piles as well.

Double moves for both.

Warehouse Fight, Round 1/2
Perrine (Bless)
Gaius (-5) (Bless)
Sahuagin Scout Balcony
Daenerija (Bless)
Sahuagin Scout Floor
Sahuagin Brute (23 Nonlethal, Rage, Bloodrage)
Dare (Bless)
Patros (Bless)

The bold are up!


Treacherous Waves | Ancient's Anguish

With the blessing of the gods, both arrows strike true, causing the Sahuagin to roar. With Bless first, the first attack just hits flat foot AC.

One of the Saguahin comes running around the boxes and takes a bite out of Gaius.

Bite: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Warehouse Fight, Round 1
Perrine
Gaius (-5)
Sahuagin Scout Balcony
Daenerija
Sahuagin Scout Floor
Sahuagin Brute (23 Nonlethal)
Dare
Patros

Daenerija is up!


Treacherous Waves | Ancient's Anguish

GM:
Initiative
Init(Daenerija): 1d20 + 5 ⇒ (8) + 5 = 13
Init(Perrine): 1d20 + 7 ⇒ (20) + 7 = 27
Init(Patros): 1d20 + 4 ⇒ (2) + 4 = 6
Init(Gaius): 1d20 + 10 ⇒ (13) + 10 = 23
Init(Dare): 1d20 + 6 ⇒ (2) + 6 = 8
Init (Sahuagin Scout 1): 1d20 + 3 ⇒ (17) + 3 = 20
Init (Sahuagin Scout 2): 1d20 + 3 ⇒ (10) + 3 = 13
Init (Sahuagin Brute): 1d20 + 2 ⇒ (10) + 2 = 12

Gaius enters, followed by his companions. As Patros pulls himself last through the window, one of the Sahuagin turns from the crate he is working on and shouts, "Intruders!"

Warehouse Fight, Round 1
Perrine
Gaius (Invisible)
Sahuagin Scout Balcony
Daenerija
Sahuagin Scout Floor
Sahuagin Brute
Dare
Patros

The bold are up!


Treacherous Waves | Ancient's Anguish

There are some stone protrusions on the outside of the building you can tie a rope to near the window. Depending on where you enter, you can either drop down to the top of a stack of crates or the second floor balcony.


Treacherous Waves | Ancient's Anguish

Yes, its fine to get the skeleton key and another jellyfish on one of the trips across town.

Patros is able to pop the window while his companions keep a lookout. It makes a moderately lound noise, but he has good timing from the assists and no guards come to investigate. A quick peek through the window shows that the Sahuagin have not yet noticed anything amiss.


Treacherous Waves | Ancient's Anguish

You can attempt a DC 16 stealth check to force the door or window in a less obvious way that doesn't attract the attention of law enforcement.


Treacherous Waves | Ancient's Anguish

The doors and windows do not appear to be trapped.


Treacherous Waves | Ancient's Anguish

The window is also locked. Dare checks around the perimeter, but there doesn't appear to be any other obvious ways into the structure than the doors and windows.


Treacherous Waves | Ancient's Anguish

How do you want to proceed? If you want to break down a door or window to enter, you will need a stealth check to avoid drawing the attention of the guard. Or you could try another route, if anyone has ideas.


Treacherous Waves | Ancient's Anguish

Patros is able to quickly climb up to a window and look inside, seeing a well lit warehouse filled with boxes kept in carefully separated piles. There is a balcony 10 feet off the floor of the warehouse. Three Sahuagin are working inside, one on the balcony, and two on the floor examining and moving boxes.

There are windows in the front and side alley area, so you can choose which you climb.


Treacherous Waves | Ancient's Anguish

There are some windows, but they are high up, approximately 20 feet off the ground.

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