Will Save: 1d20 - 2 ⇒ (11) - 2 = 9 Owlbear is even more terrified now. Meanwhile, Kraol attempts to perform a flying leap through the deck of the ship, and instead just stubs his toe. The mutineers are clearly terrified of Ligeia, but the human male, who they seemed to be following, manages to pipe up. "We weren't expecting this... level of savagery." The halfling brings up a slightly more relevant point. "Yeah, uh... who's we gonna get ta run this girl wif 'er crew dead? Fer my count, we'd need, least, twenny 'ands ta git 'er out ta sea." She takes a moment, then corrects herself. "Wait, no. Make it forty 'ands. Two per." Attack: 1d20 + 7 ⇒ (9) + 7 = 16 Meanwhile, the cornered captain tries desperately to sink his axe into Hai-Jun's hide. It doesn't do him any good. "O-Owlbear! What are you doing?!"
Burning Damage: 1d6 ⇒ 4
Despite the pain of Kyanos' glare, and the searing of his flesh, the pirate's demise continues to draw out, as slowly and painfully as possible. Burning Damage: 1d6 ⇒ 2 The pirate near Hai-Jun panics and rushes towards the water, leaving herself open to both Hai-Jun and Kraol. Burning Damage: 1d6 ⇒ 6 The last burning target screams, and collapses immediately, losing consciousness before he can respond. Coranzen's target attempts to withdraw, and flees to a pair of men behind the stairs. One, a sadistic-looking human with a long, braided beard, the other a lumbering hulk of a human, looking for all the world like a shaved bear, or some other manner of beast. By the looks of it, the large man has been bound down here in the cargo hold for some time, and has just now had his bindings severed by the axe in his keeper's hand. The last pirate nears the two of them, hoping to take some degree of cover from the sea elf's wrath... Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Only to be immediately struck down by his own superior. "I've no use for a whimpering buffoon!" He growls. "Owlbear! Get these intruders off of my ship." The oaf nods, grabbing a hunk of wood from the floor near him, and steps towards Coranzen. Hai-Jun and Kraol have AoOs.
"You... you killed them all!" The group who, up until now, considered themselves to be mutineers, are all visibly shaken by what they've seen. They quickly huddle up together and mutter amongst themselves. Kraol rushes over to one of the pirates who are busy burning to death and punches her, which she does not appreciate. Does Kyanos do anything?
By the time Sinmara casts her spell, her zombies had nearly torn the bald man to shreds, and Hai-Jun had quite literally devoured one of the other pirates. Only three enemy pirates remained both alive and conscious enough to hear Sinmara's words. The first, still paralyzed, is unable to prevent himself from catching fire. Reflex: 1d20 ⇒ 2
The other two are simply not competent enough to prevent it.
Will: 1d20 - 3 ⇒ (5) - 3 = 2 The paralyzed pirate remains paralyzed. Attack Coranzen: 1d20 + 3 ⇒ (15) + 3 = 18
The pirate nearest Coranzen draws her cutlass and swipes at him in retaliation, just barely connecting and drawing blood. Attack Hai-Jun: 1d20 + 3 ⇒ (3) + 3 = 6
Another one, nearby, sees the giant shark-man as a greater threat, but can't put a dent in his scales with her puny dagger. The injured pirate, not willing to risk another blast from Coranzen's death machine, finds that his only path to escape is into the captain's quarters. He rushes over and tries to force his way into the locked door. Strength: 1d20 + 1 ⇒ (1) + 1 = 2 It does not work. The implacable bald man doesn't even notice the insubordinate next to him fleeing, or perhaps just doesn't care. Instead, he grabs a cutlass from the corpse lying next to him, giving him one in each hand, and steps forward to strike. Attack Zombler: 1d20 + 8 ⇒ (12) + 8 = 20
The ornate cutlass in his right hand strikes one of Sinmara's zombies, cutting a massive gash through its rotting flesh. The pirate that Kraol knocked into the water swims away. Perhaps he thinks being marooned on the island is a preferable fate than whatever waits for him if he attempts to climb back aboard.
And we're back! I took a bit more time off of this than I intended to, but I should have plenty of time to get us back on track now. Will: 1d20 - 3 ⇒ (9) - 3 = 6 Kyanos easily binds the weak-willed pirate in place before he has a chance to react. Kraol, meanwhile, charges across to the other side of the ship and effortlessly kicks a hapless human off the edge into the water. CMB: 1d20 + 5 ⇒ (11) + 5 = 16
The mutineers' leader shoves the nearest pirate down the stairs belowdecks, giving himself some room. The two mutineers caught in the range of Coranzen's blast dive out of the way in time, but Ligeia can't squirm out of the way on her tail. Three of the pirates caught in the blast are blown away, left bleeding and unconscious on the floor of the deck. Another, perhaps luckier, soul, is torn completely to shreds, killed in an instant by the massive hunk of weaponry. Yet another is left bleeding, but standing, still clinging to consciousness despite his wounds. Then there's the bald man. Despite taking the full brunt of the attack, he remains standing, completely unfazed by the blast that destroyed lesser men. Climb: 1d20 + 3 ⇒ (6) + 3 = 9
With some luck, the redheaded human woman finally pulls herself up to the deck. She surveys the carnage from Coranzen's attack with a grimace. The other one, rather than climbing, seems to begin floating directly upwards, and takes a vantage point roughly twenty feet above the ship. That's block one. I'll do the enemies in a second post.
Reefclaw Kraol wrote: Oh! In that case, can I change it to bull rushing someone off the other side, or is it too far? (I can bull rush as part of a charge, but I'm limited to 40' of movement before I collide with the guy, and if no one's standing near the far side of the ship it doesn't work well) Heh, alright. I'll put someone there just for you. :P
The boat reaches the side of the ship, and all but one of the mutineers starts to climb the side. The last, one of the human women, instead spends a moment concentrating, perhaps on some silent spell. Climb: 1d20 + 6 ⇒ (16) + 6 = 22
The other human woman has a bit of trouble gripping the hull of the ship, and doesn't quite make it up. Initiative Rolls:
Pirate Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Adventurer Initiative: 1d20 + 5 ⇒ (18) + 5 = 23 Ligeia Initiative: 1d20 + 3 ⇒ (9) + 3 = 12 Kraol Initiative: 1d20 + 4 ⇒ (17) + 4 = 21 Sinmara Initiative: 1d20 + 1 ⇒ (10) + 1 = 11 Hai-Jun Initiative: 1d20 + 2 ⇒ (10) + 2 = 12 Coranzen Initiative: 1d20 + 13 ⇒ (5) + 13 = 18 Kyanos Initiative: 1d20 + 2 ⇒ (16) + 2 = 18 Hai-Jun Tiebreaker: 1d20 ⇒ 15 Pirate Tiebreaker: 1d20 ⇒ 18 We'll be using a "block" system for initiative. For this fight, the mutineers and most of the party will take the first block, then the enemy pirates, then Hai-Jun and Sinmara (and her zombies) will take the final block.
"Besmara's balls, what have you done?" asks the human woman. "Izzat a Chellish ship?!" asks the halfling. "BOOM!" answers the cannon. Several of the pirates in the rowboat take cover, but quickly realize it's not coming towards them this time. It seems Ligeia's ruse worked, and those aboard the ship are scrambling to deal with the new threat.
For lack of a better option, the group quickly accepts Ligeia's offer. The rowboat they brought with them seems to fit six people well enough, though the mermaid's tail takes up a fair bit more space than a pair of legs would. The half-orc takes both oars, and by the looks of it, the ship is less than a minute away. Unfortunately, any hope of a surprise attack, at least by the mutineers, is quickly dashed by the unmistakable sound of cannon fire. The first shot lands several yards away from the boat, but the force is nearly enough to capsize the tiny vessel. "Hang on, little mermaid," calls the human man, "It's going to be a rough trip!"
As Ligeia waits for the sailors to come by, she notices another group approaching from the shore, carrying a small boat with them, presumably to sail out to the ship proper. Three humans, a male and two females, a female halfling, and a male half-orc. She pleads her case masterfully, and the group believe her immediately. The short one pipes up first, turning to the human man. "Mermaids is good luck, y'hear. We take 'er on and the ship's ours, eh?" "What, and get her killed? I'm not risking that," the man, who seemed to be their leader, replied. "We'll send someone to pick her up once Plugg and Scourge are dead." By the sound of it, the group have been planning some sort of mutiny. For my own sanity, I'll wait and start counting buff durations from the start of combat. We'll assume the buffing happens during this conversation.
A few short weeks ago, your group of six adventurers came together for a common goal. For whatever reasons, every one of you has agreed to a plan to capture a ship, and use it to wreak havoc on the surface of The Shackles, a notorious region of the Arcadian Ocean off the coast of Mwangi. Between the six of you, the mermaid Sinmara has taken charge, enforcing her authority by her possession of the Chime of Besmara, a mysterious brass chime she refuses to explain the origins of, but insists is an unholy relic of the Pirate Goddess herself. You've made your way to the shallows near Bonewrack Isle, a hellish pit of monsters that you, thankfully, have no intention of exploring. As if by providence, you've discovered a ship nearby, bearing the name of the Man's Promise. It seems to have run aground, but its crew have nearly fixed that. If you can make it there before it leaves, it should be trivial to take the vessel for yourselves, shouldn't it?
Let me copy-paste from the book. Roles: Boatswain: The boatswain, or bosun (pronounced “bosun” either way), is responsible for the upper deck of the vessel and above. This makes the boatswain accountable for all rope, rigging, anchors, and sails. At the start of the day, the boatswain and those under her weigh anchor, raise the sails and report on the general condition of the ship’s deck to the captain. As she oversees many of the ship’s basic daily labors, the boatswain is often responsible for keeping discipline and dispensing punishment. Cabin Boy/Girl: Servant to the captain and other officers,
Captain: The ultimate authority on any ship, his word
Carpenter/Surgeon: No matter what enchantments or
Cook: While the quartermaster normally allocates the
Master-at-Arms: Concerned with the security of the
Master Gunner: The master gunner is in charge of all
Quartermaster: The quartermaster oversees the supplies
Rigger: Riggers work the rigging and unfurl the sails.
Swab: Any sailor who mops the decks. Also used as slang
And here we are! I'm excited to get things started. While I prepare everything, I suggest everyone figure out what role they want to have aboard the ship, once you've taken it for yourselves. Most importantly, we'll need to figure out who the captain is going to be, but there should probably also be a boatswain, maybe a master-at-arms... and probably also a cook.
Alright, I'm a bit late, but I'm here, and I've made my final choices. In addition to the three players I accepted in advance, the crew will include: Reefclaw Kraol from Thunderbeard
Congratulations to them, and condolences to everyone else! I'll have the discussion thread up tomorrow, and the gameplay thread up some time after that.
Drake mac Mhuir wrote: Infamous (Drawback): You and your apparent allies take a –4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you) I don't think this drawback is sufficient. You're a pirate, most law-abiding people won't be open to diplomacy to begin with.
Fliarah Whitetip wrote: This is my merfolk sorcerer. Her alignment is subject to change, but she will be a tattoo sorcerer. The only problem I see at first glance is that two of your traits are magic traits. Also, yes, you're still allies. Try not to murder or backstab your fellow PCs. You'll get your fill of treachery in your interactions with NPCs!
@Nikolaus: Sounds good to me! Archetypes for VMCs can be a bit of an iffy concept, but this one is pretty cool, and doesn't give you anything TOO powerful. @Emissary: Yeah, sorry. What Sinmara said. @Euan: Evil doesn't have to stab its friend in the back. As long as sticking together is more profitable than betraying each other, you should be fine. Emphasis on 'should', of course.
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Heya, I recently redeemed the store credit vouchers I received from GMing at GenCon, and while I received two vouchers (one for $5, one for $50) and redeemed them both while purchasing a copy of the Starfinder Core Rulebook, the remaining store credit (about $45) isn't showing up in my account. Thanks for any help you can offer
I just got a notice that this order was soon to go through, and lo and behold the charge appeared on my bank account. I'd like to ask to cancel this order ASAP, if at all possible. I had thought these volumes were coming out much later in the month, which is the main reason I was able to actually justify the subscription. Sadly, the order going through -now- has already overdrafted me, so if it's possible to cancel this it could definitely help me out. Thanks, and sorry. Edit: And if possible, please cancel my subscription too. Thanks.
Heya, folks. Your friendly local Venture-Captain here. I know it's a bit short notice, but we need GMs for PAX Prime coming up in two weeks, August 26th, 27th, and 28th. We plan on having 8 tables there, with several delve slots running every hour, and numerous full Scenarios as well. If you want to come to the Con, or already plan on being there and want to help out, shoot me an e-mail at SeattlePFS@gmail.com
Keep Playing, Dane Pitchford
Hey, everyone! With Norwescon looming, I'm looking for a few good folks to help with GMing Pathfinder Society at the Con. GMs will receive a pass for the day they are GMing, and I shouldn't need too many, as several slots I'll be taking care of myself. The tentative schedule is as follows: Friday
3 PM - 8 PM
Saturday
3 PM - 8 PM
Sunday
Now, with that spelled out, I'll be GMing all tables running The Midnight Mauler myself. If you're interested in helping out, just let me know here, or e-mail me at SeattlePFS@gmail.com Thanks, and I'll see you at the Con!
It's my pleasure to announce that Pathfinder Society will be kicked off at Games and Gizmos in Redmond on Saturday, Feb 19th. To celebrate the kick-off of this group, in the hopes that it will be as successful as the Olympia group, or the group that plays regularly at Dragon's Lair in Bellevue, I'll be GMing the slot myself and running the special 4-Star GM/Venture-Captain exclusive adventure, The Midnight Mauler. The game will kick off at noon and run until 4 or 5, so come prepared for some fun! I look forward to seeing folks there.
Heya, folks. Your friendly Seattle Venture-Captain here. This coming Friday, February 4th, I'll be running part 1 of The Godsmouth Heresy at the Dragon's Lair in Bellevue, WA. It won't be finished in a single session, of course, so more sessions will come at a later date. For the moment, feel free to check out the google group at groups.google.com/group/seattle-pathfinder-society for more info, or check out our website and google calendar (as well as the spiffy PFS event calendar here on the Paizo site) for upcoming game days and new venues at sites.google.com/site/seattlelodge.
Keep playing,
Hey, folks. With a new year comes a new round of games at the Dragon's Lair in Bellevue, WA. The first session is a bit short-notice, happening this friday, the 7th, at 6:30. Then, on January 21st, also at 6:30. More to come in February, but those interested in playing, feel free to join the Western Washington google group at http://groups.google.com/group/seattle-pathfinder-society for future updates!
With the new year coming up, I felt it would be a good time to announce the brand-spanking new Pathfinder Society Seattle Lodge web site! Woo. It's still in the early stages, with just the basics, including an RSS feed for announcements and a calendar that I'll be updating with all of the PFS game days in Seattle and beyond. Hopefully, as Seattle PFS grows, so will the site, so feel free to check it out and join the group to get info on upcoming events, and to sign up for games (or even help set them up in your area). Keep Playing!
Hey, folks! With things up and running with the Bellevue Dragon's Lair group, I've been talking to the good folks at Games and Gizmos and will be starting a group there as well, starting this Saturday at noon. I'll be running Before the Dawn Part 2: Rescue at Azlant Ridge (sadly the only adventure I have on-hand at the moment, due to a lack of printer), so if you're interested, feel free to show up and have some fun! I look forward to seeing folks there.
To better facilitate games in the Seattle area, I've gone ahead and created a Google Group for the Seattle Pathfinder Society. Now, this area will include anyone in the western washington area interested in learning about new games and lending a hand with those already planned, so join up and help out! I look forward to the next game.
Well, I was really hoping to be able to hold on to my Pathfinder RPG subscription now that I'm going back to school and having to cut back on work hours. Sadly, my workplace is being...difficult, and I won't be able to afford it. I'll keep my fiction sub, but please cancel my Pathfinder RPG subscription. Thank you.
I wasn't sure where to put this, really...the 4e section didn't seem quite right, so here it is. I just wanted to share a story I wrote (part of a larger project) pretty much for kicks, set in the Realms post-spellplague (I know...touchy topic, there, but this is simply for entertainment's sake). So if you're interested, check out Darksong at my deviantart page. Enjoy!
This order says that my copy of Pathfinder Chronicles: Guide to the River Kingdoms shipped February 16th, but I have yet to see it as of today, March 4th. I've had issues with shipments to my apartment in the past (really not sure why), but as I had actually tried to cancel my subscriptions before this shipped out and it wound up being sent anyway, I was hoping to get a refund of some sort rather than having a new copy sent to me. And if I do see the missing copy show up I'll gladly send it back. Thanks.
Alright, so I was converting my old PFS character from Season 0 to the Pathfinder RPG, and the conversion states that you're supposed to keep the same name. I was wondering if it was possible to ever change the characters name at all? Mostly asking out of curiosity, as the character concept has evolved since the time I played him last, and while I'm perfectly willing to create a new character with the same concept to get a different name, I wanted to sort of get my bases covered.
Dane Pitchford wrote: As much as I hate to say it (and I feel horrid for jerking you guys around over this recently. My financial situation is tenuous, I'm afraid), I'd like to cancel all of my subscriptions except my Pathfinder Adventure Path and Pathfinder Roleplaying Game subscriptions. Again, really sorry, and thanks for being so patient with folks like me. :) Bleh, and as much as I hate to throw this onto the pile, I'd like to add the Adventure Path to that too. Just can't afford the expense right now.
I'd like to just say thanks to the Customer Service team at Paizo. You guys have always been awesome, but I'm incredibly impressed each and every time something comes up that needs addressing. Most recently I had to put my subscription order on hold for a few days until I got paid, and when I finally was able to say "send it", I got a confirmation saying that it would ship out by Monday. What amazed me was, not only did it ship that quickly, it arrived on Monday as well as far as I could tell. Not that I exactly live far away from you guys, but I was still surprised! Regardless, thanks a bunch for being the best Customer Service team I've ever had the pleasure of dealing with. So to Cosmo and Sara (grats on getting the job, by the way! ^_^)you guys rock! Oh, and the Christmas card was amazing. :) -Dane
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