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Hydra's Fang Incident [Kong Pathfinder]
Your boots squash with fetid water as you plod through the
Puddles. A thick fog hangs in the air, seeming almost to caress
the flesh with an unnatural chill. As you stand outside the Soggy
Piper in a foot and a half of brackish brine, you try to recall what
was so damned important to demand your presence in the halfflooded
slum during Absalom’s rainy season. You remember
your meeting at the Lodge just a few hours earlier with your
Venture-Captain, Adril Hestram.
A bear of a man with only a few teeth remaining in his head,
he motioned you into the meeting hall with a casual wave of his
grizzled hand. The human captain outweighs most of Absalom’s
half-orcs, and though a layer of beefy blubber coats his frame,
those of you who have tangled with him in the Lodge sparring
ring know that beneath this thin veneer of fat lies nothing but
solid, steely sinew. Adril’s wild beard wags to the ponderous
shake of his massive head as he examines a scrap of ancient
parchment on the table before raising his eyes to greet your
gaze and speaking:
“Come in then, friends, and thank you for answering my
summons so swiftly. The society is in need. An old and quite
penniless historian, a bespectacled wag-beard by the name of
Yargos Gill has recently made a discovery in an old archive that
we have a great interest in obtaining: an ancient codebook, left
behind in the wake of one of Taldor’s many failed attempts at
invasion. This several-hundred-year-old text would prove an
excellent addition to our collection, and must be preserved.
“Yargos makes his home in ‘The Puddles,’ Absalom’s poorest
district, suffering from a well-known reputation as a haven for
lowlifes. Following an earthquake ten years ago, parts of the
Puddles now rest below sea level, resulting in frequent and untimely
flooding. Those who can afford not to live there—don’t.
“The district is the stomping ground of pimps, harlots,
addicts, knifers, and hoards of unseemly derelicts. It’s never
been a kind place, but recent reports reveal some new nameless
terror on her waterlogged streets. Several persons claim to
have seen cloaked, skeletal-like figures marching through an
unnatural fog. Ill tidings indeed. Tracking down Yargos is now
a priority—--lest some yellow-toothed thug cut him down, or
one of these strange wraiths carry him beyond the pale. Find
him, fellow Pathfinders, and find the codebook. Your exploits
will be recorded in the Chronicles if you succeed.”
The memory fades as a fresh deluge of cold seawater rounds
a bend in the lane and assaults your knees. After searching
for Yargos at his favorite eatery, the Soggy Piper, you learned
you just missed him. According to the Piper’s staff, a gang of
dangerous young tattooed toughs arrived ahead of you. They
grabbed Yargos and several of his friends from their dinner
table and dragged them to a nearby cliff at the edge of the
Puddle District. The watch was called, but they will arrive too
late, as they often do in the Puddles, when they bother to
venture there at all.
It is early evening, the first Wealday of the month of Desnus,
an old man is about to face some awful fate at the sea cliff
known as Torsen’s Maw, and you are no closer to finding the
codebook Adril sent you for.
Six brash young toughs covered with tattoos of vicious,
snarling dogs are prodding four terrified older men off the
edge of a cliff into the sea. The prisoners are shackled together
in a line with heavy chains, which shall surely drag them to the
sea floor in short order should they tumble from the cliff’s
edge into the churning waters below.
Roll for initiative.
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Sorry about that little delay folks, I had to take a call.
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Re: Silent Tide [Kong Pathfinder]
And so it begins.
[roll0]
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Re: Silent Tide [Kong Pathfinder]
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Re: Silent Tide [Kong Pathfinder]
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It seems like my character didn't save correctly. I will have to buy stuff and choose spells. Just so you know, I don't mean to cheat. I should have the complete him up in about a half hour
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Re: Silent Tide [Kong Pathfinder]
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Alright then, no problem there mate.
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Re: Silent Tide [Kong Pathfinder]
Fixed and ready to go.
[roll0]
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Re: Silent Tide [Kong Pathfinder]
Let's do it :smallamused:
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Re: Silent Tide [Kong Pathfinder]
[roll0]
Torrim looks at the men with disgust. "Assaulting a man of learning, a keeper of ancient lore? They deserve the fate they will be given."
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Re: Silent Tide [Kong Pathfinder]
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Alright, so initiative is as follows:
Updated:
Amdal at 17
Gartrand at 15
Theodoric at 15
Warhounder3 at 13 (Asleep)
Dastria at 11
Warhounder1 at 10 (Bleeding out)
Warhounder2 at 9
Torrim at 8
Warhounder4 at 8 (Bleeding out)
Warhounder5 at 6 (Bleeding out)
Warhounder6 at 4 (Bleeding out)
It is your action, Amdal.
The thugs are all easily within 60 feet, with the poor old men at exactly 60 feet.
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Re: Silent Tide [Kong Pathfinder]
AMDAL
OOC:
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Can we assume that we've drawn our weapons as we rushed to the cliffs? If not, I'll edit.
How close are the shackled guys to the cliff?
Drenched to his chest from sloshing through The Pudddles, the halfling gasps at the sight of prisoners being proded to thier death. He quickly loads a bolt in his crossbow and fires it at the closest thug.
Action:
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Loads and fires small light crossbow
Attack: [roll0]
Damage: [roll1]
Status:
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AMDAL
HP: 9/9 AC: 18 Touch: 16 Flat: 13
Saves: 2 Fort, 8 Ref, 4 Will
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Re: Silent Tide [Kong Pathfinder]
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You had the knowledge he was in trouble so yes, it can be assumed that you had your weapons at the ready.
The old fellows are right at the edge of the cliff.
Also, any particular thug you're firing at?
Aiming at the one next to the old men would count as firing into a melee.
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Re: Silent Tide [Kong Pathfinder]
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Wait a second. If Torrim had an initiative of 8, and so does Warhounder4, which one goes first? I didn't see Torrim mentioned in your list.
P.S. I'm not very good at being descriptive. So if my posts seem a little bland, sorry.
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Re: Silent Tide [Kong Pathfinder]
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Oh, guess I missed him when going over the initiative. I'll change it now.
Torrim will go before that warhounder, having the higher dexterity.
Also, don't worry about your posts being too bland. Everyone handles the game differently, y'know? I tend to be overdescriptive so that should work just fine, eh? :3
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Re: Silent Tide [Kong Pathfinder]
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I just realized something I never put in my character's background. Oops. I meant to put in there something along the lines of Theodric having an airy personality, not caring too much about anything, never serious, and generally naive. I just thought I'd let you know before he started speaking. Oh, and could you explain to me exactly how movement and combat in general works, or at least link me to something explaining it?
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Re: Silent Tide [Kong Pathfinder]
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Basically combat breaks down into the 'action economy.' On your turn in the initiative you can take either a move action and a standard action, two move actions, or a full-round action. Moving up to your character's speed is a single move action. Essentially this means you can move and attack on your turn. In later levels you can make full-attacks, but that won't come around until your character has a BAB of 6, so it's a while off.
Here are a couple of special actions and how they work:
Charge: As a full-round action you may move up to twice your speed and make a single attack. This attack gets a +2 circumstance bonus both to the attack roll and to damage, but you also suffer a -2 penalty to your AC until your next action. You may only charge in a straight line over normal terrain.
Disarm: Here's where your CMB comes into play. Disarming is a combat maneuver used to get a weapon (or other object) off an opponent. All combat maneuvers are done simply by making a combat maneuver check and comparing to the target's CMD. CMD's like a separate AC for maneuvers.
Trip: A combat maneuver for knocking opponents to the ground.
Bull Rush: This one's a personal favorite of mine, it gives you more control over placement. It's a combat maneuver used to push the enemy back. Success allows you to push the enemy back at least five feet. Every increment of success over the enemy's CMD allows you to push them back another 5 feet, moving with them. You can bull rush as part of a charge.
Grapple: Kind of a blanket combat maneuver to cover any sort of grappling you might do. Definitely been simplified from 3.5.
Some actions count as a move action.
Drawing a weapon, sheathing a weapon, standing up from prone, that sort of thing.
Here's a link to the combat page on the Pathfinder SRD. It should cover just about anything you might need to know. :3
Bam.
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Re: Silent Tide [Kong Pathfinder]
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Two questions:
1. When it rolls around to my turn, would I be able to attack any of the Warmongers? Or are they too far away for me to reach them for now?
2. With that Bull Rush action, could I possibly push one of the Warmongers off the cliff-side and remove them from combat?
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Re: Silent Tide [Kong Pathfinder]
Gartrand starts casting sleep, centered on the bad guys, trying to hit the one closest to the old men.
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Re: Silent Tide [Kong Pathfinder]
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They're all within 60 feet, 2 of them are about 40 feet away so those two would be in range if you charged them. Also, yes bullrushing people off of things is exactly why it's one of my favorite actions to take. A successful bull rush can easily turn the tables in an encounter.
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Since it's taking a while, I'll just assume Amdal fired at the nearest thug.
Twang!
Amdal fires a bolt and it finds itself quickly lodged into the chest of a nearby thug, very near the animated dog faces tattooed into his flesh. He lets out an explitive and falls to the ground with an audible 'thud,' cringing and clutching the bolt.
Pulling a pinch of fine white sand from a pouch on his belt Gartrand speaks oddly soothing arcane words into his palm and blows. The sand glows with a warm light and spreads itself out over the two Warhounders near the captive old men.
"Carl? Idiot!" One of the thugs shouts, watching the Warhounder nearest the captive men fall unconscious.
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Amdal takes out Warhounder 6 with a bolt from his crossbow, Gartrand puts Warhounder 3 to sleep, Warhounder 1 made his save.
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Re: Silent Tide [Kong Pathfinder]
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Before I take my turn, could I know if Warhounder 3 (I just realized I've been saying Warmonger instead of Warhounder XD), the enemy that's supposed to take a turn after me, is within my range?
Edit: Never mind, it seems Warhounder 3 was put to sleep. Im'ma make my turn now. Just gimme a few minutes to figure out what to do.
Theodric looks upon the chained men at the edge of the cliff. "Hey! It's not nice to push innocent old people off cliffs!" he yells at the Warhounders.
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Charge at Warhounder 5.
Attack: [roll]1d20+3[/roll]
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OOC: At least, I think it's +3. Oh, +8? +5 from the Strength mod, +1 from my BAB, and +2 from the Charge?. Also, I love the map. :D
Damage (if hit): [roll]1d8+5[/roll]
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Er, did I mess up the roll tags?
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Re: Silent Tide [Kong Pathfinder]
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Here, have a hastily made MSPaint map of the encounter. The other encounters will have better maps, I promise. :3
http://i316.photobucket.com/albums/m...iffcurrent.jpg
4 and 5 are within charging range, 1-3 are too far back, and 6 is unconscious, bleeding.
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Something seems to be not quite right with your rolls there, chap.
Also, your melee attack bonus is +6 normally, +8 on this attack. You factor in your strength mod with melee attacks.
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Re: Silent Tide [Kong Pathfinder]
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Apparently the roll tags can get messed up if you preview/edit a post, just make another reply.
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Re: Silent Tide [Kong Pathfinder]
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Alrighty, here goes:
Attack: [roll0]
Damage: [roll1]
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Re: Silent Tide [Kong Pathfinder]
Theodoric rushes boldly forth into the thick of the combat, sword ready. Before the poor sap can react the thug directly ahead of him feels cold steel between his ribs as Theodoric thrusts his longsword forward with great strength and reckless abandon.
He struggles to form words, but only manages to cough up blood in Theodoric's direction as he stumbles and collapses.
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Well, that's another one dropped in one hit. :3
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Re: Silent Tide [Kong Pathfinder]
OOC:
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Should we get an OOC thread for all this ooc chatter?:smallconfused:
Yeah, I was planning on aiming for the one closest to me. At level 2, I'm planning on going bow or xbow combat style and getting the feat that lets me shoot into melee, unhindered.
Also, woot for oneshotting on my first ever attack!:smallbiggrin:
Turt:
Make sure to copy your post before previewing it, then pasting it before posting it so your rolls don't get messed up.
Also, sorry I took so long. I was getting paid to be at my cousin's graduation :smallbiggrin:
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Re: Silent Tide [Kong Pathfinder]
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I'm sure the OOC will clear up as we go on, but I will definitely consider opening an OOC thread, that is a good point.
Also, 'sno problem about the time, mate.
'tis the nature of the beast.
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Re: Silent Tide [Kong Pathfinder]
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I just noticed. Necco, in your post about Theodric killing his target, you kept misspelling Theodric's name as "Theodoric". :P
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Re: Silent Tide [Kong Pathfinder]
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We really need an OOC for this...
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All these spoilers get annoying.
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Who should set it up?
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Re: Silent Tide [Kong Pathfinder]
Hair dripping wet, Dastria sniggers and digs her foot into the mud as she mutters "I will not be tried."
She runs forward and slashes at the heart of Warmonger4 with her trusty Starknife, muttering this new mantra- I will not be tried. She doesn't feel quite comfortable enough to shout yet.
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Attack: [roll0]
Damage: [roll1]
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Re: Silent Tide [Kong Pathfinder]
Xela, that was a Crit, btw, i believe.
Also, when my turn comes around:
I assume my crossbow is already loaded, as it is drawn.
Attack the first, at Warhounder 1:
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Attack roll:[roll0]
Damage: [roll1]
If that kills him, I fire again (Rapid Reload) at Warhounder 2. If it doesn't kill him, I shoot Warhounder 1 again.
Attack the second:
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Attack: [roll2]
Damage: [roll3]
This comes after Warhounders 1 and 2 have their turn.
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Re: Silent Tide [Kong Pathfinder]
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Sam, Xela's attack was *almost* a crit, but not quite. Since her roll was 1d20-1, it would had to have been a 19 (AKA a nat 20) for it to be a crit, and even then it's only a chance.
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Re: Silent Tide [Kong Pathfinder]
The elven cleric moves forward, muttering something under her breath as she brings her starknife to bear on her enemy, sinking the blade into the arm of the ruffian. He lets out an audible grunt and snarls, his nose flaring wide.
Seeing that things have taken an ill turn, the thug nearest the poor old gentlemen shoves one of them off the cliff, the others falling with him. It seems one of them has managed to catch hold of the edge of the land, though his grip is not likely to hold.
Whshhhh...A near miss as one of these street toughs throws a gauntleted fist for Theodoric's face. It seems he was friends with the one now lying at Theodoric's feet.
Taking aim carefully, Torrim lets fly a bolt from his heavy crossbow. The Drow's keen eyes focused solely on his target. The bolt sinks deep into the calf of his quarry.
In retaliation, the thug takes a heavy swing at the cleric before him. Her keen senses save her from an iron fist flying into her face as she manages to move just out of the way.
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What's granting you a second attack, Sam? Rapid reload makes loading a heavy crossbow a move action as opposed to a full round, but your BAB is still too low for multiple attacks.
Also, sorry 'bout the wait there folks, I was out of my house for the weekend. I'll make an OOC thread later today. For now, I'm crashin'.
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Re: Silent Tide [Kong Pathfinder]
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Oops. Was unaware that I couldn't fire that second time, even with the reload... derp. What BAB do I need?
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Re: Silent Tide [Kong Pathfinder]
OOC:
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Is it my go again?
SamBurke:
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Dastria's starknife crits on 20.
You get a second attack when your BAB hits 6. Third at 11.
For a rogue that's lvl 8
Rapid reload reduces the time you take to reload your heavy crossbow from a full round action, to a move action.
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Re: Silent Tide [Kong Pathfinder]
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Yeah, it's your action now Arkive.
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Re: Silent Tide [Kong Pathfinder]
AMDAL
Loading another bolt, Amdal takes aim and looses it. "Coward"
Action:
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Loads and fires small light crossbow at the thug that just pushed the prisoners off the cliff
Attack: [roll0]
Damage: [roll1]
Status:
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AMDAL
HP: 9/9 AC: 18 Touch: 16 Flat: 13
Saves: 2 Fort, 8 Ref, 4 Will
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Re: Silent Tide [Kong Pathfinder]
Amdal's bolt flies through the air, strking his target in the side of the neck, likely severing an artery. Blood gushes forth from the wound and the thug collapses to the ground.
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Re: Silent Tide [Kong Pathfinder]
Gartrand moves forward pointing at the closest standing enemy and a blue missile streaks from his fingers
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Firing a Force Missile at the closest standing enemy
Damage[roll0]
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Re: Silent Tide [Kong Pathfinder]
A bolt of blue arcane energy flies forth from Gartrand's fingertips, striking true in the chest of his enemy. The thug hits the ground with a loud thud, the fabric of his shirt singed, smoldering, and smoking.
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Re: Silent Tide [Kong Pathfinder]
OOC
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Is that them all?
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Re: Silent Tide [Kong Pathfinder]
OOC:
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If not, there's only one more. NPC Class levels. GRIN.
Also: the old guys are still on the edge, about to fall off.
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Re: Silent Tide [Kong Pathfinder]
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I think it's my turn now? Can anyone tell me who's all left? And also, if we manage to finish off the Warhounders before the prisoners fall off the cliff (since they're kinda holding on the edge right now), would they be considered saved, or would one of us still have to go pull them up?
How about this: If the prisoners would still need to be saved/there are no more Warhounders, then I'll move to the edge and pull them up. If not, then I'll charge the Warhounder (if any). I'll go ahead and roll for the charge just in case.
Attack: [roll0]
Damage: [roll1]
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There's one left, asleep next to them. I assume you want to grab the old men based on that, right?
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Re: Silent Tide [Kong Pathfinder]
Theodric looks around. All but one of the Warhounders now lay dead. The one who remains is fast asleep, thanks to an ally's incantation. Theodric walks to the cliff's edge and pulls the prisoners back to solid ground.
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Re: Silent Tide [Kong Pathfinder]
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Alright, give me a strength check for that, if ya would.
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Re: Silent Tide [Kong Pathfinder]
Gartrand checks to see if any of the opponents are still alive and what they have on them. If they are alive, he will tie them up.
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Re: Silent Tide [Kong Pathfinder]
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You don't seem to have any rope in your inventory, mate.
Also, I'll need you to make a series of strength checks, Turt. Let's start with 4, you might actually get all of them easily.
Theodoric moves to aid the old men dangling over the cliff side. Each of their faces filled with overpowering joy upon seeing the strong fighter's form over them. The man holding onto the ledge looks very weak.
Near this part of the cliff the sleeping Warhounder remains, the only other still standing takes off running toward a back alley.
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Re: Silent Tide [Kong Pathfinder]
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Er, what's a Strength check? >_>
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Re: Silent Tide [Kong Pathfinder]
OOC:
Turt:
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1d20+ Theodric's strength modifier (which is +5)
Necro:
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I see 50 feet of hemp rope in Theodoric's Pack in the recruitment thread.
Is the battle over? Can Amdal rush over to assist Theodric?
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Re: Silent Tide [Kong Pathfinder]
Torrim just casts Levitate (Noble Drow spell, at will) on the one who's dangling, and moves over to help.
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Re: Silent Tide [Kong Pathfinder]
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Yes, initiative is broken, combat can be considered over.
So yes, you can assist him. Make some strength checks alongside him, we'll count it as an 'aid another' attempt. If you get over 10 on your checks Theodoric's will receive a +2 circumstance bonus.
While Theodoric has rope, I don't recall seeing any on Gartrand's sheet.
Also, what is the caster level for that spell like ability, Sam? If You can't lift them with levitate I suppose I'll count that as another +2 circumstance bonus on Theodoric lifting them up.
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Re: Silent Tide [Kong Pathfinder]
AMDAL
The ranger rushes to the cliff edge, eager to help the prisoners to safety. Laying flat on his stomach he reaches for the closest prisoner. Realizing his limbs are too short to reach, he calls to the fighter "C'mon Theodric, lives are hanging over certain death" he paitently waits for Theodric to pull them within reach.
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Aid another:
[roll0]
[roll1]
[roll2]
[roll3]
Woo! +2 on all 4
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I thought I had rope. guess I don't. Instead he will just stand guard over them, but he will still loot the bodies.
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Re: Silent Tide [Kong Pathfinder]
Alright, on the four Warhounders that have been downed you find that they each have in their possession a sap and a spiked gauntlet on their dominant hand (one is left-handed), a torch, and a tindertwig. From all four of them you could manage to scrounge up about 12 gold. Each of their bodies has an animated tattoo and now you can see it much more clearly. It appears to be a pack of hell hounds fighting among eachother. It is apparent that without medical attention the four that lie on the ground will die.
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So I need to roll four times? Okay, here we go:
[roll0]
[roll1]
[roll2]
[roll3]
Oh, I'd like to make sure this is completely clear: HIS NAME IS THEODRIC, NOT THEODORIC. It's aggravating me *so* much.
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Re: Silent Tide [Kong Pathfinder]
Gartrand tries to figure out if the tatoo has any special significance while he gathers their stuff and puts it in a pile, saying "They are still alive, anyone want to help them? I'm afraid I'm not too good at that stuff.
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Various knowledge checks
Arcana[roll0]
History[roll1]
Geography(see if it is from anywhere in particular)[roll2]
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Re: Silent Tide [Kong Pathfinder]
Theodric and Amdal manage to pull the old men from their certain doom aided by the Drow's magic with relative ease. The four old men are all dressed in little more than rags, clearly from the area, except for one dressed in a scholar's robes.
Soon after being pulled from his certain death this old scholar reveals himself to be Yargos. "Oh thank the gods for you brave people!" he exclaims. "Oh, I do not know if I can thank you enough for saving my friends and I. We were taken by those brutes here by force, they've got the code book. Oh gods, they have the book! Please, you must assist me that book is of dire importance! Surely you've heard of the undead that stalk the good folk of Absolom in the night? If we can get that book back we can put a stop to this before it gets much worse. Oh, and it will get much worse if we do not do anything. Please, I must beg of you fine folk." His voice is shaky and filled with a mixture of fear and anxiety.
"Mind gettin' these chains off?" asks one of the shackled old men, his wrinkled face twisted in some sort of grin.
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Give me a knowledge local for that, Bob.
That arcana check is high enough to reveal that these tattoos are simple enough, minor enchantments.
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Re: Silent Tide [Kong Pathfinder]
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Is there any specific check I'd need to make to free the prisoners from their chains?
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Re: Silent Tide [Kong Pathfinder]
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The chains look to be of poor quality, someone with your strength might be able to break them. The locks could also be picked, or the chains could be sundered.
If you want to break them with your hands just give me a strength check, if you want to try to break it with your sword roll for damage, or you could let the rogue handle the locks.
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Re: Silent Tide [Kong Pathfinder]
Theodric glances at the chains binding the prisoners. They appear to be easy enough to break. "Here, I'll get these chains off for you," he says.
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Strength check for ripping chains to pieces:
[roll0]
...Wow, that was a low roll.
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Re: Silent Tide [Kong Pathfinder]
AMDAL
"Whoa, slow down old man. We were sent to you to retrieve a book for the Society. If this is that book, then of course we'll help you find it, but we need information. Do you know who these brutes are or where their group frequents? Do you know what these tatoos are?" Amdal looks over the tatoos.
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Does Favored Enemy(human) allow me to make this check untrained?
Just in case:
Knowledge(local): [roll0]
He then gestures towards the other prisoners. "And who are your friends?"