
GM Kate |

I stand corrected!
Ammensura recognizes a dragon turtle. What would you like to know about it?

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My normal questions are special attacks, immunities and resistances, special defences but I am also happy with you just telling us stuff whicb is interesting and useful.

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Nellie narrows her eyes and searches for weak spots in the dragon turtle's armor before she strides to the railing while drawing a sturdy parasol from her waistband. Should the beast threaten their boat, she will attempt to strike it.
Swift: Studied Target, Move: Move to railing while drawing weapon, Standard: Ready an attack should the dragon turtle attack the boat.
Knowledge(arcana), with inspiration: 1d20 + 1d6 + 6 ⇒ (20) + (3) + 6 = 29
I'd love to know about the dragon turtle's DR, then special attacks, if any, then elemental resistances (If I beat the DC enough for 3 questions!)

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Taking a last swallow of wine from his tankard, Braxus looks over the railing as the others sight the dragon turtle approaching.
"Ah hells!" utters the giant northman. "That thing seems damned determined to get to us. You don't suppose it wants the orb, do you?"
He then flexes one wrist and a small wand drops into his waiting hand. He quickly activates the magic it holds before replacing it in its sheath.
"If it is after the orb, it's in for a fight. Keep it safe and we might be eating tenderized turtle steaks tonight." he offers with a grin.
Swift to get wand out, Standard to activate touch of the sea, Move to stash wand in sheath again.

GM Kate |

Between Ammen and Nellie, you get basically everything interesting! This is a huge dragon with the aquatic subtype. It is immune to fire, sleep, and paralysis. It has no other special defenses. It can capsize a ship as a combat maneuver, but it does take a pretty substantial penalty for each size category larger that the ship is, so this will be pretty tough right now. It also has a steam breath weapon, 20 feet high, 25 feet wide, and 50 feet long, which is effective both underwater and on the surface!
Also, just to be clear, the deck of the ship sits about ten feet above the water, so reach weapons are required to hit the dragon turtle under the water.
Nellie
Ammen
Henrick
Zavita
Braxus
Dragon Turtle
Sihir

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"Immune to fire you say...well then. I guess I'll go with old faithful." She flicks her wrist and a wand appears.
ready MM for turtle to expose itself: 1d4 + 1 ⇒ (4) + 1 = 5
Remember if you take more than 5 damage, you heal and then I take the damage

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Henrick shakes his head. "Dragon turtles? Really? I am not liking sea travel."
Not having much that can hit this thing, Henrick grabs his crossbow as he blesses the party.
Cast Bless: Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

GM Kate |

The dragon turtle swims in closer, and a second one approaches!
The party is up! (I’ll make a proper summary post at home, when I’m not posting from my phone. Please add you icon to the map if you haven’t yet!)

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What sort of damage does the breath weapon do? I am assuming fire?

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Is the sea still roiling? Does it look very choppy?

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Ammen flies off to the side a little further and pauses, waiting for one of the tutles to breach the surface.
Ammen flies up another 20' and readies an action to cast dazing spiritual weapon at the first turtle to break the surface of the water.
Spiritual weapon: 1d20 + 17 ⇒ (11) + 17 = 28
Force damage: 1d8 + 5 ⇒ (2) + 5 = 7
It strikes as a spell rather than a wepaon so is not affected by DR if it has any. If the turtle takes damage it needs to make a DC21 will save or be dazed for 2 rounds.

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"Looks like we're gonna get wet!" Braxus shouts with a broad grin.
"Keep the Orb away from them! Maybe fly up and out over the water to lure them from the ship!" he hollers over his shoulder to the group. Then in a much lower growl he says, "And I'll do my part to keep them from the ship too."
Turning to face the oncoming threat, he roars a challenge at the approaching creatures, "DEATH OR GLORY!" and a wild look comes over his expression. His eyes darken with ferocity and his muscles swell as he grips his earthbreaker so tightly his knuckles go white.
Move action use martial flexibility to gain death or glory feat, free action to rage, gaining 18 Temp HP and accurate stance. AC Drops to 20 this round, ready action to attack should one of the enemy come in reach.
magic blunt adamantine dmg: 2d6 + 34 ⇒ (1, 5) + 34 = 40

GM Kate |

Good question, Nellie! You have successfully sailed out of the hazardous region, so the water is still and quiet here. DC 10 Swim checks in the water if you don't have a Swim speed. Ammen, you know from your knowledge check that they do not have DR.
So we still have
Nellie
Ammen
Henrick
Zavita
Braxus
Red Dragon Turtle
Blue Dragon Turtle
Sihir

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After dropping her umbrella, Nellie reaches up and pulls two wicked-looking hatpins, each easily a foot long, from atop her head as she steps to the railing of the ship. Leaping from the deck, she cries:
"This is why I never wear skirts!"
Her hat, no longer secured, flutters to the deck as she plunges over the side.
Acrobatics to jump: 1d20 + 13 ⇒ (13) + 13 = 26
Swim: 1d20 + 9 ⇒ (20) + 9 = 29
Trigger: Dragon Turtle comes within reach.
Attack (hairpin), studied target, bless: 1d20 + 14 + 2 + 1 ⇒ (13) + 14 + 2 + 1 = 30 for
Piercing: 1d4 + 7 ⇒ (4) + 7 = 11

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"Oh dear...two dragon things...I hope I do not get wet..."
mm: 1d4 + 1 ⇒ (3) + 1 = 4

GM Kate |

Several more people ready, and we have Henrick and Sihir still to go!

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Question: What's the ambient light level (bright, normal, dim, dark, etc.)? I will basically always want to know this.
"Oh?" Sihir looks up from the orb, then narrows his already rather amygdaliform eyes down at the water. He seems more gently annoyed than anything else.
A few words and gesticulations later, the starboard side is suddenly surrounded by several huge, nasty, metal blades, spinning and screeching in mid-water!
For my first trick: Minor image, DC 21! They're all just under the surface of the water.

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Henrik casts Lead Blades on his urgrosh, and heads for the edge of the boat.

GM Kate |

Normal light! I'll try to remember to let you know, but feel free to prompt me if I forget.
Red Will save: 1d20 + 9 ⇒ (9) + 9 = 18
Blue Will save: 1d20 + 9 ⇒ (6) + 9 = 15
Both dragon turtles are shocked by the sudden appearance of the blades!
The blue one moves in closer, while the red one five-foot adjusts and lashes out at Nellie if it can see her.
bite: 1d20 + 18 ⇒ (9) + 18 = 27
ouch!: 3d6 + 8 ⇒ (3, 6, 5) + 8 = 22
claw: 1d20 + 18 ⇒ (5) + 18 = 23
ouch!: 2d6 + 8 ⇒ (3, 5) + 8 = 16
claw: 1d20 + 18 ⇒ (19) + 18 = 37
ouch!: 2d6 + 8 ⇒ (5, 2) + 8 = 15
I'm not actually clear if Nellie is hidden by the illusions. If she is, then it can't attack as it believes the illusions and will simply move to there and ready one attack.
They are both still underwater, so none of the readied actions went off. Remember, as Ammen pointed out, I was mistaken about the water blocking spells (though cover and the range penalties still apply).
Nellie
Ammen
Henrick
Zavita
Braxus
Red Dragon Turtle
Blue Dragon Turtle
Sihir

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Braxus dives in and kicks his heels together as he hits the water's surface. From under the water, he surges forward and past the large creature, ignoring any attacks that come his way, and the slams his earthbreaker into the red turtle.
Overhand Chop: 1d20 + 26 ⇒ (2) + 26 = 28
magic blunt adamantine dmg: 2d6 + 30 ⇒ (2, 2) + 30 = 34
Free action activate boots of speed(haste), move action dive in and swim(speed is 60, even in water, with touch of the sea and haste) alongside and behind the turtle so if Nellie wants to step in with a flank she can and possibly get a full attack on red. His movement provokes, but he will take the hit. And of course his last action is to hit the creature with a rage fueled overhand chop. He isn't using the death or glory feat on this attack, since it takes a full round action.

GM Kate |

AoO:
bite: 1d20 + 18 ⇒ (20) + 18 = 38
chomp!: 3d6 + 8 ⇒ (2, 6, 4) + 8 = 20
Braxus easily hits with his earthbreaker, and all the damage goes through.
Nellie
Ammen
Henrick
Zavita
Braxus
Red Dragon Turtle -30 hp
Blue Dragon Turtle
Sihir

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I think that I'm in the square in front of the blades. Sihir, please correct me if I'm wrong and they were covering my square.
Ouch!
Swim: 1d20 + 9 ⇒ (10) + 9 = 19
Nellie swims up to the red dragon turtle.
Unfortunately, I don't think I can 5-foot step while swimming.
hatpin 1: 1d20 + 14 + 2 + 2 + 1 ⇒ (11) + 14 + 2 + 2 + 1 = 30 for Piercing: 1d4 + 7 + 2d6 ⇒ (3) + 7 + (1, 4) = 15
I could definitely use some healing! These guys hit like a truck.

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Braxus takes 18 from that bite thanks to his DR2/-. That wipes out his Temp HP.

GM Kate |

You can five-foot-step if you have a Swim speed! Luckily, they don't have Combat Reflexes.

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So on my turn. Every who has taken HP damage, not temp, gets healed by 5 if taken more than 5
Well, I thought I had a reach rod, but my character sheets says otherwise so
"Medic in bound dear" She hesitates while looking at the blades, "On second thought" She stops before heading over board and pulls her holy symbol out and lets a wave of healing energy over the party. Selecting out the turtles
channel positive: 5d6 ⇒ (3, 4, 4, 2, 6) = 19

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Dont die Nellie Ammen shouts, I'm on my way
With that Ammen drops out of the sky like a stone and crashes into the water, hoping to be able to target the monsters with some spells.
Flying down is at double speed so he can make it with one move action.
He flails about, unused to this environment.
Swim: 1d20 - 6 ⇒ (12) - 6 = 6
and finds himself entirely off balance.
He currently loses his dex bonus to AC and enemies get +2 to hit him
Taking a deep breath and ducking his head underwater he peers over at the distant turtle and, bubbling away, incants a spell. As he completes it a spinning blue scimitar appears next to the distant turtle and slashes out at it.
Casting dazing spiritual weapon, its level 4 for me so the DC to cast it while underwater is 19, his concentration is +18
Spiritual Weapon: 1d20 + 17 ⇒ (4) + 17 = 21
I want this to hit so using my folio reroll on it
Spiritual Weapon, stars: 1d20 + 17 + 5 ⇒ (10) + 17 + 5 = 32
Damage: 1d8 + 5 ⇒ (1) + 5 = 6
If it takes any damage it needs to make a DC21 will save or be dazed for 2 rounds

GM Kate |

Will save, blue: 1d20 + 9 ⇒ (10) + 9 = 19
The dragon turtle is stopped in its tracks by the spiritual weapon!
Nellie
Ammen
Henrick
Zavita
Braxus
Red Dragon Turtle -45 hp
Blue Dragon Turtle -6 hp, dazed (1/2)
Sihir

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Henrick aims his crossbow at the closer turtle and fires.
Attack Red: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 ⇒ 8

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Sihir had been hoping they could simply be scared off, but be that as it may....
The great spinning blades are suddenly joined by another horror: a great frenzy of disembodied shark's teeth the color of dark smoke!
damage: 2d6 ⇒ (2, 1) = 3
Shadow Conjuration, Clifford the Big Red Turtle may make DC 25 Will save to reduce them to 20% reality.
My minor image, meanwhile, will continue for 6 rounds without my concentration.

GM Kate |

Will save, rep: 1d20 + 9 ⇒ (7) + 9 = 16
It is extremely real!
The red dragon turtle spreads out its attacks, then five-foot adjusts.
The blue one sits there stunned.
bite, vs Braxus: 1d20 + 18 ⇒ (16) + 18 = 34
chomp: 3d6 + 8 ⇒ (5, 4, 4) + 8 = 21
claw, vs Nellie: 1d20 + 18 ⇒ (5) + 18 = 23
ouch!: 2d6 + 8 ⇒ (4, 4) + 8 = 16
claw, vs shark!: 1d20 + 18 ⇒ (11) + 18 = 29
ouch!: 2d6 + 8 ⇒ (3, 3) + 8 = 14
Nellie
Ammen
Henrick
Zavita
Braxus
Red Dragon Turtle -45 hp
Blue Dragon Turtle -9 hp, dazed (2/2)
Sihir

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[dice=claw, vs shark!]1d20+18
[dice=ouch!]2d6+8
Ix-nay on that aw-clay; it's just a bunch of disembodied teeth, I don't think it can be attacked or harmed - and even if it could, that's no way to harm anything resembling a "swarm".

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Ammen rises out of the water, spluttering as he does so. He wobbles forward, closer to the turtles. He brings his gaze to bear on the distant turtle, hoping to help his scimitar do its work.
Evil eye hex on blue to reduce its AC. DC22 will save, if it fails it is affected for 11 rounds, if it passes it is affected for 1 round.
The scimitar of force continues to lash out at blue.
Attack 1: 1d20 + 17 ⇒ (1) + 17 = 18
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Attack 2: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Attack 2 confirm: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
It needs to make DC21 will saves each time it takes damage or be dazed for 2 rounds. The durations dont stack, it will simply reset the total duration to 2 rounds. NB, dazed doesn't affect any of its stats, it just stops it from acting.

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In his rage, Braxus seemingly ignores the wicked bite from the dragon turtle and shifts closer, bringing his massive earthbreaker around in a blur of froth and power.
Furious Blurry Frothy Kerblammo!: 1d20 + 26 + 2 ⇒ (7) + 26 + 2 = 35
Haste Blurry Frothy Kerblammo!: 1d20 + 23 + 2 ⇒ (6) + 23 + 2 = 31
Iterative Blurry Frothy Kerblammo!: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27
magic blunt adamantine dmg: 2d6 + 26 ⇒ (5, 5) + 26 = 36
magic blunt adamantine dmg: 2d6 + 26 ⇒ (2, 5) + 26 = 33
magic blunt adamantine dmg: 2d6 + 26 ⇒ (4, 2) + 26 = 32
He then glares in anger at the blue dragon turtle, nearly causing the sea to boil between them.
5' adjust, then Full attack, free action for another round of haste from the boots of speed. Again Braxus reduces the 21 dmg to 19 from his DR2/-. EDIT:removed flank bonus to hit.

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GM Kate wrote:Ix-nay on that aw-clay; it's just a bunch of disembodied teeth, I don't think it can be attacked or harmed - and even if it could, that's no way to harm anything resembling a "swarm".[dice=claw, vs shark!]1d20+18
[dice=ouch!]2d6+8
I think she was just dividing the attacks for our benefit, as the creature wouldn't necessarily know it couldn't effect the swarm.

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Braxus seems to have this foe in hand. Time to strike at its companion while it remains dazed.
Nellie swims over to the other turtle and studies her foe.
Swim: 1d20 + 9 ⇒ (5) + 9 = 14
Swift Action: Studied Target on blue.

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Zavita feels the pain as her allies deal with the dragon turtle hybrids. Both of Braxus and Nellie heals 5
Zavita then unleashes another wave of healing energy. Selecting out the enemies.
channel positive energy: 5d6 ⇒ (3, 6, 3, 4, 1) = 17

GM Kate |

Sihir Aneh wrote:I think she was just dividing the attacks for our benefit, as the creature wouldn't necessarily know it couldn't effect the swarm.
Ix-nay on that aw-clay; it's just a bunch of disembodied teeth, I don't think it can be attacked or harmed - and even if it could, that's no way to harm anything resembling a "swarm".
Exactly! This thing hit the dragon turtle and the dragon turtle thinks it's real, so it tries to hit it back. On its next turn, it wouldn't try again, since it's realized it can't hit the thing. But that is a hypothetical, since Braxus's attacks take the red one down!
Attack 2 from the spiritual weapon hits!
Will save, blue, evil eye: 1d20 + 9 ⇒ (18) + 9 = 27
Will save, blue, daze: 1d20 + 9 ⇒ (18) + 9 = 27
Nellie
Ammen
Henrick
Zavita
Braxus
Blue Dragon Turtle -21 hp, dazed (2/2)
Sihir

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Sihir wills his vortex of dental insanity in the direction of the remaining turtle...
damage: 2d6 ⇒ (5, 1) = 6 As before, a DC 25 Will save will reduce them to 20% reality.
...and noticing the creature's apparent inertia (or more likely, recognizing the magic of the spirit-sword for what it is sooner than he could 'read' a creature of nature), he is content to follow it up with nothing more overwhelming than a shot from his enchanted crossbow.
+1 Light Crossbow, melee penalty (I assume? Since it's Huge, could I avoid it by targeting a square that nothing's adjacent to?): 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d6 + 1 ⇒ (4) + 1 = 5
bolt retrievable on high: 1d100 ⇒ 48
Gozreh is gifted with a fresh toothpick this day.

GM Kate |

The dragon turtle finishes its second round of daze!
Will save: 1d20 + 9 ⇒ (11) + 9 = 20
And he believes the vortex is real.
Nellie
Ammen
Henrick
Zavita
Braxus
Blue Dragon Turtle -27 hp
Sihir
The party is up, and the dragon turtle is no longer dazed!

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He may not be dazed but Ammen hasnt finished with him.
He gives it another hard stare after which the blade attacks again.
Evil eye for saves this time, DC22, failure and it lasts for 11 rounds, success and it lasts for 1. He then chants to extend it another round
Spiritual Weapon: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Spiritual Weapon: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Any damage forces a DC21 wil save or be dazed for 2 rounds

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With a powerful kick, the northman rockets through the water toward the last dragon turtle. Once in reach, he slams his massive weapon into the side of the gargantuan reptile.
Overhand Chop+flank+death or glory: 1d20 + 29 ⇒ (7) + 29 = 36
magic, adamantine, blunt damage: 2d6 + 34 ⇒ (6, 4) + 34 = 44
If it's dazed, then he won't take an AoO, or the normal immediate action attack back from death or glory. Nellie has flank now.

GM Kate |

Will vs Evil Eye: 1d20 + 9 ⇒ (19) + 9 = 28
Will vs daze 1: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Will vs daze 2: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
And dazed again!

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My evil eye us -4

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Thanks for the flank!
Swim (to not go under): 1d20 + 9 ⇒ (18) + 9 = 27
Nellie clicks her heels together and feels speed surge through her body, then she unleashes a full attack on the dragon turtle.
Activates boots of speed. Buffs in play: bless, haste, studied target, flanking
Main Hand Attack 1: 1d20 + 12 + 1 + 1 + 2 + 2 ⇒ (16) + 12 + 1 + 1 + 2 + 2 = 34 for Piercing: 1d4 + 2d6 + 7 ⇒ (2) + (2, 2) + 7 = 13
Main Hand Haste Attack: 1d20 + 12 + 1 + 1 + 2 + 2 ⇒ (8) + 12 + 1 + 1 + 2 + 2 = 26 for Piercing: 1d4 + 2d6 + 7 ⇒ (1) + (5, 4) + 7 = 17
Off-Hand Attack 1: 1d20 + 12 + 1 + 1 + 2 + 2 ⇒ (3) + 12 + 1 + 1 + 2 + 2 = 21 for Piercing: 1d4 + 2d6 + 7 ⇒ (1) + (2, 1) + 7 = 11
Main Hand Attack 2: 1d20 + 7 + 1 + 1 + 2 + 2 ⇒ (19) + 7 + 1 + 1 + 2 + 2 = 32 for Piercing: 1d4 + 2d6 + 7 ⇒ (1) + (1, 5) + 7 = 14
Off-Hand Attack 2: 1d20 + 7 + 1 + 1 + 2 + 2 ⇒ (11) + 7 + 1 + 1 + 2 + 2 = 24 for Piercing: 1d4 + 2d6 + 7 ⇒ (4) + (1, 5) + 7 = 17

GM Kate |

Thanks for reminding me, Ammen! I don’t think it turned the first save into a fail, but I’ll make sure to remember in the future!
Between the spiritual weapon, Braxus’s huge hit, and Nellie’s many strikes, the second dragon turtle is defeated!
Out of combat, and I’ll move you along late this evening, my time. (it’s PFS night!)

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Once the last behemoth ceases its thrashing, Braxus casts his baleful gaze up and down, then all around, searching for more enemies to fight!
Finding none, he lets his fury die, only to have it be replaced with a bone deep fatigue. Despite the fatigue, he manages to swim back to the ship, and begin the now laborious climb up to the deck.
Once he first grips the rope he smiles back at Nellie, offering her a meaty hand. "Common girl! We've got to get you dry and back into that hat of yours!" he says with a hearty tone, despite the weariness that lies underneath.
Great job everyone.

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Nice teamwork all!
Taking Braxus' proffered hand, Nellie climbs back onto the deck.
"That hat's seen worse, though I thought we were goners there for a moment. I can see why this temple has remained lost."

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"I know it's not much, but I can heal those wounds of yours with this here stick of mine. It will have you all fixed up an no time. It really sets me on edge when I use it on myself though, so try not to talk to me for a bit while its working." he says the last with an almost sad grin and shrug of his massive shoulders.
He looks to the group and asks, "Anyone else need some healing? This thing does a pretty decent job, for what it is anyway."
It heals 10hp per charge, over the course of 1 minute. He will use 2 charges on himself and as many as anyone else needs if no one else offers group healing. Braxus has no idea how his wand works for him, but just that it does, so he uses it. The infernal nature of the wand effects his blood at a deep level and causes him distress that nearly triggers his bloodrage, so he is careful when and how he uses it. Others have tried explaining it, but he just nods and smiles, ignoring them politely.

GM Kate |

In the commotion of the battle, a panel on the ship popped open, revealing a long-forgotten smuggler's compartment. Inside, you find a large onyx, six very old bottles of wine, seven potions, and four scrolls.'
Assuming someone has read magic, there are three scrolls of freedom of movement and one of restoration.
Up ahead, you see an island! The orb's path will take you right next to it, and you see a crowd gathering on the shore.