Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Honestly, probably not. I love this trilogy, and I planned to run the whole thing when I started. But I'm feeling kind of burned out with things in my local PFS community, and my personal life. So I'm going to step away from PbP stuff for a while. I enjoyed GMing for you all. You were a great group, and I hope you all had fun! Hopefully you can find a GM willing to run part 3 for you.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Session has been reported. I will try and get the chronicles uploaded tonight.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Chronicles are made. Will be uploading them later today.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Please provide the following information for Chronicle Sheets! Player/Forum Name:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
You are able to bring the sailors to shore, adding another day to your journey. They appear a bit disgruntled to be walking, but are happy to be alive nonetheless. After three more days of travel, you cross the Sea of Eels in peace. You arrive in Shokuro and rendezvous with a Pathfinder Society contact who is waiting to receive the Laughing Crow. From here, the mission heads inland towards Nesting Swallow... Scenario End. Please head to the discussion thread and post your stats so I can provide chronicle sheets.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Please provide the following information for Chronicle Sheets! Player/Forum Name:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Ne'erduwyl:
an untrained Knowledge check cant succeed at a DC greater than 10. You are unable to understand the information contained in the book. After recovering all of the items, you have an uneventful trip through the sewers to back to the street level of Korvosa.
That wraps the scenario! If there are things you wanted to wrap up in the scenario (such as before leaving the sewers), please do so here. Otherwise, please give your information and Day Job Rolls over in the discussion thread!
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
On the bodies The Balrog finds... On the monks: 1 potion each (total of 3), 2 alchemist's fire each (6 total), a lightcrossbow with 20 bolts each. As well as some Lingshenese jewelry. on the magus: leather lamellar, masterwork scimitar, 112gp. What would you like to do with the surrendering sailors and the enemy ship?
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Giovanni: The book can definitely be retrieved by the group. But deciphering it would need to be done by another group member before it is turned into the society. Otherwise: have you used your reroll yet?
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Ah, yeah, looks like I never actually added the HP damage to the bottom of my posts. Then yest... TIME WARP!
OUT OF INITIATIVE The remaining non-combatant crew of the enemy ship promptly raise their hands in surrender.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Giovanni:
try as you may, you find it just too difficult to make sense of the smeared writing. Peregryne finds no other dangers in the room, and progresses to the alcove and removes a few flagstones, as per the instructions. Doing so reveals a backpack. Looking inside the backpack, it has more storage space than it would appear.
Backpack, Spellcraft DC24:
longsword, Spellcraft DC20:
+1 longsword chain shirt, Spellcraft DC20:
+1 mithral chain shirt ring, Spellcraft DC20:
... the bag also contains several hundred gold and platinum coins. As well as a tarnished, plain silver locket whose interior bears only the inscription "Ever Yours --EK".
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Balrog gives a mighty lash with his whip, but the enemy still stands! Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
The remaining sailor lashes out at the Balrog with a kick, followed quickly by a punch!
Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
room description/block text refresh:
on the tiny spellcaster's body: 2 different potions, a scroll, short sword, a cloak, robe with needles in the sleeves, battered notebook, walking stick[/ooc] Potion 1; Alchemy or Spellcraft DC18:
potion of cure moderate wounds Potion 2: Alchemy or Spellcraft DC18:
potion of invisibility Scroll; Spellcraft DC 23 or 'Read Magic':
scroll of Summon Monster III Detect Magic:
the robe and cloak detect as magical cloak, Spellcraft DC20:
cloak of resistance +1 robe, Spellcraft DC20:
If looking at the gremlin's book:
it is haphazardly filled with information; however, most of the contents are damp, and the ink has run and smeared. Trying to get the information from it would require either Knowledge (history) or Linguistics. as for mission details: the instructions Sascha gave you direct you to one of the alcoves on the far side of this room.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Taking tactical positions Peregryne and Endir finish off the small creature across the room. After doing so, several party members notice that their positioning for clear shots put them on a slanted area of the floor leading into the pit. Reflex Saves:
+2 to saves, as per the spell, for ending adjacent to pit. Endir: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Ne’erduwyl: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 Giovanni: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 Fall damage: 2d6 ⇒ (2, 3) = 5 The pit will resume being normal floor in 4 rounds Status:
OUT OF INITIATIVE!
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Sal ferociously gores the creature that has him wrapped up tight, and the creature falls limp to the floor. Dexter heads over towards his animal friend. Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Botting: Daji moves up to the remaining enemy and attacks him with his morningstar![/ooc]
Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Giovanni steps over and misses his thrust at the creature wrapped around Sal. Ne'erduwyl wiggles her ears in an attempt to hypnotize the tiny creature...
Endir lodges an arrow in the beast that's hugging Sal! The tiny creatures falls prone for a nap. Zzz Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
using Peregryne's readied action...Giovanni lights the room followed by a blast from Peregryne, destroying the creature that was attacking Giovanni. Sal takes a swipe at the creature grappling him, to no avail. Peregryne, you're going to have to at least move onto the stairs to see clear-ish to the otherside of the room to hit green. You were shooting through cover at the creatures just inside the room. I'll move you up. Peregryne lets out another burst of energy, seriously wounding the creature at the far end of the room.
The other creatures tries to maintain its grip on Sal.
Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Neerduwyl Nathvallar wrote:
my bad, missed that one. Will: 1d20 + 5 ⇒ (13) + 5 = 18Does end up saving against the Slumber Hex.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Giovanni draws an oil and applies it to ... his buckler starting to light up the room, as the creature next to him lashes out at him. Applying an oil provokes AoOs Slam, Red, Giovanni: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Botting: Endir moves onto the stairs while drawing his bow and taking aim at the blue creature grappling Sal!
The tiny humanoid on the far side of the room begins reading from a scroll... Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
An odd flapping sound comes down from the ceiling and whooshes right at Giovanni! standard action charge Slam, Red, Giovanni: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
A similar sound comes from the darkness and Sal feels something try and hit him.
Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
With a crack of the whip The Balrog drops the magical, scimitar-wielding woman. Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Danny looses a sling bullet at the scimitar wielding enemy, striking true! Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Yes, it takes an acrobatics check to jump from one ship to the other. You made it. Valon deftly jumps on board the attacking ship and strikes at one of the remaining sailors, leaving the sailor rather "woozy" looking! The sailor tries to steady himself and swing back at Valon! Attack, Green, Valon: 1d20 + 4 ⇒ (19) + 4 = 23
The remaining blue sailor tries to jump onto The Laughing Crow...
Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Dexter:
Spellcraft: Create Pit Light/Dark Magics: Spells with the light descriptor only raise the light level within an area of a darkness descriptor spell if they are higher level than the darkness descriptor spell Giovanni: Oil of daylight would counteract a base Darkness spell (level 2, non-heightened); but would leave Ne'erduwyl Dazzled due to her light sensitivity. Peregryne was waiting for more info before taking his surprise round, and Dexter used a Free Action to order Sal, any actual action for Dexter? Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
With unerring accuracy Danny knocks one of the LingShenese Sailors square in the chest. Meanwhile The Balrog cuts down one of the other sailors in one fell stroke! Red unconcsious Botting: Daji is trying to come up with a plan as the rigging of the ship flaps into his face, despite the wind blowing the other direction. He settles for casting a spell to boost his allies Bless! and readies his morningstar. The scimitar weilding individual near the ship's center mast casts a spell, and a bolt of force flies out at The Balrog.
Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
It was just after the first of the group moved into the room. Giovanni and Endir failed to see them at all. It would be a Knowledge (Arcana) check to identify the things on the ceiling, Knowledge (Local) for the creature that cast a spell. Ne'erduwyl: You were unable to identify the spell being cast. Though, with your darkvision, you see the makings of a pit a short ways into the room. the dark grey outline in the darkness
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Oh, there's a mechanic ongoing with this fight. Please show me your character's path through the room with an arrow or line. I will delete after I compare it to what I need to. Also, note that all of the area in the black outlined area is dark, as per magical darkness, in an underground area. Will need darkvision to see appropriately. Otherwise your characters are considered blinded. Ne'erduwyl:
These creatures that look like stalactites made out of tentacles and flesh are Darkmantle(s). Small Magical Beasts. Random fact: 1d2 ⇒ 2 They can cast Darkness as a Spell-Like Ability once per day. Blue, Will: 1d20 + 0 ⇒ (16) + 0 = 16
From the far side of the room you hear some guttural, almost arcane sounding, vocalizations. Surprise Round! 1 action Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
After a few more moments the ship pulls up to yours and the crew (both above deck and below) grab onto The Laughing Crow with grappling hooks and pull the ships together. Clearly a hostile boarding action is about to take place! Initiatives:
Danny: 1d20 + 6 ⇒ (11) + 6 = 17 The Balrog: 1d20 + 3 ⇒ (18) + 3 = 21 Valon: 1d20 + 4 ⇒ (9) + 4 = 13 Daji: 1d20 + 7 ⇒ (8) + 7 = 15 GM-XW: 1d20 + 1 ⇒ (13) + 1 = 14 GM-LS: 1d20 + 2 ⇒ (8) + 2 = 10 Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
moving the group up til they enter the room. the stairs slope downward, so everyone in the hallway to the east of the stairs cannot see into the room. Those entering the room can see: The few furnishings in this large chamber are restricted to racks, iron maidens, and other implements of torture. Near the center of the room a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty, their contents long since evaporated. Against the north wall stand several empty racks and hooks for holding weapons or tools; the implements that once hung there are now scattered in disarray across the floor. A short series of steps near the eastern wall leads to the only exit. D: 1d20 + 10 ⇒ (4) + 10 = 14 Perception:
Dexter: 1d20 + 11 ⇒ (14) + 11 = 25 Salazar: 1d20 + 5 ⇒ (19) + 5 = 24 Peregryne: 1d20 + 10 ⇒ (15) + 10 = 25 Endir: 1d20 + 7 ⇒ (2) + 7 = 9 Ne’erduwyl: 1d20 + 10 ⇒ (8) + 10 = 18 Giovanni: 1d20 + 8 ⇒ (4) + 8 = 12 Some of you almost catch sight of a a small, dark colored gremlin on the far-side of the room, before some movement on the ceiling takes most of you by surprise! Initiatives:
Dexter & Sal: 1d20 + 3 ⇒ (13) + 3 = 16 Peregryne: 1d20 + 5 ⇒ (9) + 5 = 14 Endir: 1d20 + 4 ⇒ (18) + 4 = 22 Ne’erduwyl: 1d20 + 8 ⇒ (14) + 8 = 22 Giovanni: 1d20 + 3 ⇒ (18) + 3 = 21 GM-M: 1d20 + 6 ⇒ (11) + 6 = 17 GM-R: 1d20 + 6 ⇒ (5) + 6 = 11 GM-X: 1d20 + 6 ⇒ (20) + 6 = 26 Some of you catch a glimpse of a creature that looks like a bunch of tentacles joined together by flesh, before a large area of the room goes dark! Surprise Round! 1 action Initiatives - Bold may act:
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
I would like the preparation taken by at least one more party member (Daji or Valon) before progressing into this encounter.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Each unlocked door opens into a cramped cell. Most of the rooms have musty blankets. If investigating the blankets: they are just old musty blankets. Nothing of importance.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Giovanni is unable to unlock any of the three doors he attempted. The first and third lock he attempts are now jammed.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
None of them appear trapped. 4 of them appear locked. 3 locks: 3d13 ⇒ (6, 4, 13) = 23 another lock: 1d13 ⇒ 7 Doors # 4, 6, 7, and 13 (by your order) appear to be locked. something else: 1d13 ⇒ 7
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Doors line both sides of this hallway, as well as the one heading to the west. Stairs at the west end of the second hallway descend, and it is impossible to see where they lead to.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Ah, good catch. I mistakenly applied the healing to Daji, instead of Danny. Technically Daji would have 4 hp of damage still, but I assume that before bed the first day on The Sea of Eels, someone would have CLW him once or twice. Status:
The Laughing Crow (ship) -29hp
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
With Dexter pointing out the mechanisms that Giovanni may have overlooked, Dexter sets to work disabling the trap. Rounds: 2d4 ⇒ (3, 2) = 5 After about 30 seconds there is a hollow *click* as Giovanni finishes his work. to keep the momentum... Feeling confident that he has surpassed the trap Giovanni opens the door... Past the stone door, the coarse brick of the sewers gives way to cut stone block construction with corbeled arch ceilings that peak at a height of ten feet. Sturdy wooden doors line the walls, though years of mildewed neglect have eaten away at the facades.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Moving up to the door, Dexter and Giovanni give it a once over. Dexter:
It looks like when the door is opened, something(s) may get launched out of one or more of the holes in the wall/ceiling surrounding the door. Giovanni:
The door is quite decorative and well made. The only thing of apparent note is the ruby/glass in the horse's eye. Which you're pretty sure you could pop out without much issue. There don't appear to be any traps. The rest of the group admires the pictures of the horseman tribes fighting demons or the like. There are no words or languages on the door.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Valon is able to free the ship from what stopped it, and hop back on board. After about a day's travel through the narrow canyon and gully The Laughing Crow and crew reach The Sea of Eels, which looks to be a journey of a few days to cross. The sea (actually a large lake) has no viable current, so you must rely on The Laughing Crow's sails and the wind to propel you along the water. Being that it is wide open, and relatively free of obstacles, you need not worry about driving checks for (likely) the remainder of the scenario. Perceptions:
Danny: 1d20 + 9 ⇒ (12) + 9 = 21 The Balrog: 1d20 + 4 ⇒ (3) + 4 = 7 Valon: 1d20 + 8 ⇒ (10) + 8 = 18 Daji: 1d20 + 0 ⇒ (17) + 0 = 17 Your first day of sailing across The Sea of Eels passes without issue, though everyone in the group (save The Balrog) notices the glint of ship's sails in the distance just before sunset. On the morning of the second day... The light of dawn reveals a ship some six hundred feet to port and fast approaching. Its banner bears a single upthrust spear, and its golden sails sparkle in the morning sun. Knowledge (Local OR Nobility) DC 13:
The ship's markings belong to the Lingshen. The same group that manned the checkpoint earlier. The ship is heading straight for you. How would you like to proceed? You have 4 rounds to prep or start attacking before they close in. Or you could try to flee... Status:
The Laughing Crow (ship) -29hp
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
The group heads east, then looks north... Algae and moss slick the first four stairs in a short flight of steps that rises to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
West would run you outside the coverage of the scenario. I have placed Red Arrows on the map indicating the directions given to you by Sascha. X marks the spot.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Map/directions have you coming in from the bottom of the map, turning right (east), then left (north), then left again (west). Giovanni: This trash, while common in the sewers, appears to have been pulled out of its normal route of garbage, and placed here. (it serves as the reason the optional encounter would be here. But I'm skipping it for time, and the fact that the 4 player adjustment does not effect the CR at all, and I think it's rough)
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Status::
Ne'erduwyl Giovanni -1hp | 5 Con Dmg Endir -1hp Peregryne Dexter & Sal Sal 3 Con Dmg Finding nothing of note among the fungal patch, the group continues on following Sascha's instructions. Following the sewers for another ~650 feet, descending gently to follow the water flow. A natural cleft in the rocky soil breaches the sewer wall and rises gently to the north. Heaps of stranded organic material and garbage litter the opening, from which emanates a pungent stink even stronger than the complex’s already unpleasant odor. Edit: Now on Slide #6
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Was out of town for the Holiday weekend. If the group/GM Tyranius would like for GM Tyranius to take over, just let me know. I know I've been inconsistent.
Veteran's Vault Maps | QFP2 - On Hostile Waters Maps
Giovanni and Sal both attack the creature as it leaves itself vulnerable while making ranged attacks, and Sal takes out a large chunk of fungal growth! Their next attacks miss, however. Endir lets loose an arrow that finally drops the creature! and Peregryne blasts it with forceful wind for good measure, to ensure it doesn't rise again. Combat Over! Please indicate your recovery, and let me know when you're ready to move on. Status:
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