[PFS2_Luke_Parry] 2-06: The Crashing Wave (Inactive)

Game Master Luke_Parry

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Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel tries to help deal with the kelp and disrupt the ritual, but much of her knowledge doesn't seem to apply underwater and she has some difficulty with both tasks.

Survival (T): 1d20 + 12 ⇒ (6) + 12 = 18

Nature (E): 1d20 + 13 ⇒ (5) + 13 = 18

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah will expend her last 1st level scroll of Heal to restore Jasariel fully.

Sovereign Court

The party quickly heals up.

Dranald handily discovers a way to weaken the ritual.

At that, the kelp near the strange corpses writhes, and a blood-red sea devil, a ruby-like crystal the size of a human head poking out of its back, which is surrounded by a dense network of angry-looking swollen blood vessels, bursts out.

As it does so, several of the corpses animate, and the vortex starts up prematurely!

S: 1d20 + 13 ⇒ (3) + 13 = 16.
BV: 1d20 + 0 ⇒ (16) + 0 = 16.
FZG: 1d20 + 7 ⇒ (9) + 7 = 16.
Dranald: 1d20 + 14 ⇒ (15) + 14 = 29.
Farryn: 1d20 + 10 ⇒ (17) + 10 = 27.
Gedrim: 1d20 + 9 ⇒ (12) + 9 = 21.
Hannah: 1d20 + 12 ⇒ (3) + 12 = 15.
Jasariel: 1d20 + 13 ⇒ (13) + 13 = 26.
Ukh: 1d20 + 9 ⇒ (12) + 9 = 21.

A Bloody Ritual, Round 1:

Dranald (-)
Farryn (-)
Jasariel (-)
Gedrim (-)
Ukh (-)

S(-)
BV (-)
FZG (-, -, -, -)
Hannah (-)

Slide 4.

Party (sans-Hannah) is up!

Once again, and just to clear: This combat takes place completely underwater. Same DCs as before.

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

The halfling shouts out his annoyance, "Bloopity bloop!"

Translation: "Dangit Dranald, what did you do!?!" ;)

But springs into action and electrocutes two of the enemies while lobbing a flask at the nearest animated corpse.

Cast Electric Arc on Red and Yellow for 3d4 + 4 ⇒ (4, 3, 4) + 4 = 15 electricity, basic reflex DC 21

Moderate Frost Vial vs. Yellow - Range: 1d20 + 12 - 2 ⇒ (8) + 12 - 2 = 18 for Hit for Cold + Splash: 2d6 + 4 ⇒ (1, 5) + 4 = 10 slowing speed by 10 for 1 round. Miss does 4 Cold Splash. A Fumble does nothing.

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

The goblin is not surprised to find out a sea devil in such a mess. The devil is quite special with its crystal but what can you tell about it for now? It must be taken down before to inspect. That's bad news for it. because it must be slain now.

Pay attention, grenade

Bottle lightening, moderate: 1d20 + 13 ⇒ (14) + 13 = 27

Damage, electricity: 2d6 + 2 ⇒ (3, 4) + 2 = 9 On a hit, the target becomes flat-footed until the start of your next turn

Crystal shards, moderate: 1d20 + 13 - 5 ⇒ (16) + 13 - 5 = 24

Damage, piercing, splash: 2d4 + 4 ⇒ (3, 3) + 4 = 10

Then he casts Shield.

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

"Lub blub eeee dlub!"

A series of bubbles appear next to the closest foe. As they disperse, an eel stands ready for battle.

Summon Animal - Electric Eel

The aquatic serpent immediately tries to slap the nearest beast with it's tail before trying to sink it's teeth into it.

Tail Attack: 1d20 + 6 ⇒ (11) + 6 = 17 for Bludgeoning: 1d4 + 1 ⇒ (4) + 1 = 5 and Electricity: 1d4 ⇒ 4 and stunning shock

Jaws: 1d20 + 1 ⇒ (13) + 1 = 14 for Piercing: 1d6 + 3 ⇒ (1) + 3 = 4

Stunning Shock:

Stunning Shock (incapacitation) A creature critically hit by the electric eel’s tail must attempt a DC 17 Fortitude save.
Critical Success The creature is unaffected.
Success The creature is stunned 1.
Failure The creature is stunned 2.
Critical Failure The creature is stunned 3.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Corpses which animate... That smells undead. The cleric reacts quickly and casts Disruptive weapon upon his longsword and Hannah's halberd.

Then he protect himself with a Shield.

In case of Retributive strike, -8 damages and:

+1 striking longsword: 1d20 + 11 ⇒ (15) + 11 = 26

Damage, positive: 2d8 + 2 + 1d4 ⇒ (8, 3) + 2 + (4) = 17

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

DC 15 Athletics to Swim: 1d20 + 11 ⇒ (19) + 11 = 30

Jasariel swims past Farryn to get a clearer shot at the enemy, then hurls her trident through the water at the animated corpse being engaged by Gedrim's summoned eel. After drawing the weapon back to her hand she raises her shield against the coming onslaught.

+1 striking returning trident -range @Yellow: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19
Damage: 2d8 + 5 ⇒ (6, 8) + 5 = 19

Will Shield Block if hit.

Grand Archive

Fighter/Sorcerer/Bard (11)

Since we didn't have time to Treat Wounds, I assume the Elixir of Sea Touch is still active? Its duration is 10 minutes.

Sovereign Court

@Hannah: Hmmm... Sure. It will end after this encounter, though.

Dranald channels holy energy into his and Hannah's weapons.

Reflex: 1d20 + 12 ⇒ (3) + 12 = 15.
Reflex: 1d20 + 5 ⇒ (3) + 5 = 8.

Farryn shocks the sea devil quite badly, then fries something important in Yellow's body.

He then chills Yellow with a frost bomb.

Jasariel flails forward, then tosses her trident, convincingly skewering Yellow, and leaving it barely standing.

Gedrim then summons an electric eel, which shatters Yellow's skull.

Ukh then pummels the sea devil with a couple of bombs.

The tentacled, goblin-like creatures jet forward, and gang up on the eel...

Tentacle: 1d20 + 10 ⇒ (2) + 10 = 12, for 1d8 + 5 ⇒ (7) + 5 = 12.
Tentacle: 1d20 + 10 ⇒ (6) + 10 = 16, for 1d8 + 5 ⇒ (5) + 5 = 10.
Tentacle: 1d20 + 10 ⇒ (12) + 10 = 22, for 1d8 + 5 ⇒ (3) + 5 = 8.

...and bludgeon it to death.

Meanwhile, the sea devil...

...does nothing.

There is a copy/paste error in high tier - the sea devil's movement speed line has been left out, and since I have to run as written...

Meanwhile, the vortex surges.

I need everyone to give me either an Athletics or Fortitude check (DC 15) or you are drawn 10' closer to where Red is.

A Bloody Ritual, Round 1/2:

Hannah (-)
Dranald (-)
Farryn (-)
Jasariel (-)
Gedrim (-)
Ukh (-)

S(-34)
BV (-)
FZG (-, -, -)

Party is up!

Grand Archive

Fighter/Sorcerer/Bard (11)

"Alright... Let's keep up with our strategy! Clear out these squid things, then on to the big one!"

Athletics (E): 1d20 + 14 ⇒ (11) + 14 = 25

Hannah swims up to within reach of all three critters and starts skewering the orange-colored one.

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (1) + 17 = 18
Piercing: 2d10 + 4 ⇒ (3, 1) + 4 = 8
Positive: 1d4 ⇒ 4

+1 Striking Ghost Touch Halberd : 1d20 + 17 - 5 ⇒ (11) + 17 - 5 = 23
Piercing: 2d10 + 4 ⇒ (5, 9) + 4 = 18
Positive: 1d4 ⇒ 3

And if an AoO presents itself:

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (14) + 17 = 31
Piercing: 2d10 + 4 ⇒ (4, 3) + 4 = 11
Positive: 1d4 ⇒ 4

Edited to add Dranald's spell

Envoy's Alliance

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Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Hannah: don't forget your weapon is now disruptive: +1d4 positive damage.

Athletics: 1d20 + 10 ⇒ (2) + 10 = 12

Athletics, Hannah's glyph reroll: 1d20 + 10 ⇒ (16) + 10 = 26

Then he strikes the next one.

+1 striking longsword: 1d20 + 11 ⇒ (11) + 11 = 22

Damage, positive:2d8 + 2 + 1d4 ⇒ (7, 8) + 2 + (4) = 21

+1 striking longsword: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16

Damage, positive:2d8 + 2 + 1d4 ⇒ (6, 8) + 2 + (4) = 20

If Retributive strike

+1 striking longsword: 1d20 + 11 ⇒ (11) + 11 = 22

Damage, positive:2d8 + 2 + 1d4 ⇒ (7, 5) + 2 + (4) = 18

Sovereign Court

2d10 + 4 ⇒ (5, 2) + 4 = 11

Hannah demolishes Orange with two quick strikes.

Dranald then struggles forward, and carves Cyan up like a thanksgiving turkey!

A Bloody Ritual, Round 1/2:

Hannah (-)
Dranald (-)
Farryn (-)
Jasariel (-)
Gedrim (-)
Ukh (-)

S(-34)
BV (-)
FZG (-)

Party (sans-Hannah and Dranald) is up!

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

athletics:1d20 + 7 ⇒ (18) + 7 = 25

The goblin moves as he can and throws the next two bombs towards the sea devil.

Bottle lightening, moderate:1d20 + 13 ⇒ (10) + 13 = 23

Damage, electricity, splash: 2d6 + 2 ⇒ (4, 3) + 2 = 9 On a hit, the target becomes flat-footed until the start of your next turn

Crystal shards, moderate: 1d20 + 13 - 5 ⇒ (4) + 13 - 5 = 12

Damage, piercing, splash: 2d4 + 4 ⇒ (1, 3) + 4 = 8

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

fort: 1d20 + 11 ⇒ (15) + 11 = 26

Farryn swims to get a clear view of both remaining enemies. Wagging his finger in disappointment he quickly electrocutes them both.

Cast Electric Arc on both for 3d4 + 4 ⇒ (3, 4, 4) + 4 = 15 electricity, basic reflex DC 21

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Fort: 1d20 + 7 ⇒ (3) + 7 = 10

Unable to fight the strong currents, Gedrim feels himself being drawn closer the to enemies.

'Well...at least those eels took one out' he considers as he follows the bard's lead. Crackling blue energy bounces between the remaining opponents.

Electric Arc: 2d4 + 4 ⇒ (1, 4) + 4 = 9 Basic Reflex DC 20

Sovereign Court

Farryn channels electricity...

Reflex: 1d20 + 12 ⇒ (3) + 12 = 15.
Reflex: 1d20 + 5 ⇒ (13) + 5 = 18.

...and is rewarded when both remaining opponents jerk spasmodically.

Reflex: 1d20 + 12 ⇒ (5) + 12 = 17.
Reflex: 1d20 + 5 ⇒ (4) + 5 = 9.

Gedrim decides to do the same thing; the sea devil expires as the charge stops its heart, whilst chunks of flesh explode off the remaining corpse.

As the sea devil dies, the Vortex abruptly ceases to exist.

Ironically, the 'boss' has less hit points than the mooks...

With his target down, Ukh turns his attention, instead, to the undead...

...blasting it up a bit.

Jasariel - BOT:

+1 emblazoned striking returning trident: 1d20 + 12 ⇒ (2) + 12 = 14, for 2d8 + 5 ⇒ (2, 5) + 5 = 12 damage.

Jasariel tosses her trident, but misses.

Green the moves forward, and is cut down by Hannah.

Combat over.

Hannah (-)
Dranald (-)
Farryn (-)
Jasariel (-)
Gedrim (-)
Ukh (-)

Incredibly, that encounter had the same 'CP rating' as the troll fight in the other scenario...

The sea devil leaves behind an intricate staff decorated with shark teeth, which is an Animal Staff.

You now have a 10 minute rest.

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

"Well that went a lot better than I would have guessed."

Jasariel uses the brief respite to rest and recover from her repeated knockouts by the dragon turtle.

Removing wounded since she's at full HP.

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

That's not bad to get an easy fight sometimes. And I won't miss a tough one.

Now they can rest. Let's see what happen then.

Yes that's incredible to know that the troll fight had the same rating as this fight.

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn relaxes a bit as no one seems injured. He hands a second flask of swim speed (Lesser Sea Touch) to Hannah in case they have another fight. When they move on he holds his final swim flask in hand.

Troll fight we also lost initiative to them all AND accidentally focused almost exclusively on the highest AC/HP enemy. This one we had better spacing and got a summon and damage out there for an opening move.

Sovereign Court

@Farryn: True, but the stats for the enemies were also *wildly* different.

Ten minutes later, a tuna approaches the party, sent via animal messenger.

“They’ve become desperate! Several shivers have broken through, and Baron Utomo is on his way here. Rally as many allies as you can and return to the monastery. Thanks to you the tides have finally turned, but the sharks are still circling. We need one final push!”

Alright, in preparation for the 'final combat', you can try to do the following:

Convince Afmari and her merfolk that helping the monastery will cement an alliance with a Diplomacy check, or help bring fame with a successful Dragon Lore check.

Convince a giant moray eel (that was hiding in the 'blood vortex kelp garden') to join the battlefield with a successful Ocean Lore or Nature check.

Give a rousing speech to restore morale and convince a few monks to participate with a successful Warfare Lore check, Performance check, or Diplomacy check.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric looks around and... yes everyone is okay. That's perfect. Really ten minutes of rest. A cocktail, the warm sand and the sound of the waves... Well to avoid the waves will crush them all they still have a job to finish.

Grand Archive

Fighter/Sorcerer/Bard (11)

Maybe because the difficulty of swimming was part of the challenge? But I wonder if the low HP was part of the copy/paste error?

Hannah remains vigilant.

Exploration Mode will be the one that gives everyone +1 Initiative.

[OOC]I owe you a pint, Farryn! That elixir worked fantastically!"[/b]

Envoy's Alliance

2 people marked this as a favorite.
Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric tries to convince the merfolk to help them for the last battle.

Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

Then he tries to convince also the eel.

Nature: 1d20 + 12 ⇒ (20) + 12 = 32

Finally he hopes to be enough clear with the monks to tell them that the pathfinders are here for them so they can also participate.

Diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

Wow, I think I convince, no?

Grand Archive

Fighter/Sorcerer/Bard (11)

Ha, super-ninja'd!

EDIT: TWICE!!

Hannah takes the elixir but waits to drink it until the Baron arrives.

When the merfolk approach, Hannah acts with emissarial grace, "We need your help. These Sea Devils will only feel emboldened if we don't unite and drive them away together! will you stand.. err, swim, with us?!"

Diplomacy (E): 1d20 + 13 ⇒ (3) + 13 = 16

When they greet the monks, Hannah bows, "You have only recently recovered this monastery, and already it is under threat! We are happy to help, but you have to want victory!"

Diplomacy (E): 1d20 + 13 ⇒ (10) + 13 = 23

Dranald's got this!

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel is about to perform an elaborate prayer to Gozreh asking her to sway the eel to join their cause, but just as she finishes finding a piece of coral to serve as a focus for the ritual she notices Dranald's success.

"I hope the battle goes as smoothly as your ally-gathering."

Nice!

Sovereign Court

@Hannah: Nope. At low tier the 'boss' would have only had 25 hit points...

Dranald manages to rally *everyone*.

In the next combat, once per round, a single PC may use an action to perform each of the following actions (trading actions on a one-for-one basis).

[one-action] Merfolk: The draconic merfolk deal 3d6 cold damage to a single target with a torrent of chilled water.

[one-action] Moray Eel: The giant moray eel lashes out and attempts to grab a creature adjacent to the fissure (Athletics +12).

[one-action] Monks: The undine monks churn the waters to deal 3d8 bludgeoning damage to one target, with a DC 22 basic Reflex save.

-----------------------------------------

The once-colorful monastery has been coated gray in silt. Several of the outlying buildings have been reduced to rubble. Wounded aquatic monks circle the ruins looking for survivors, the more injured being carried to the main hall, entire limbs missing from the once proud martial artists.

“Incoming!” A sentry atop the only remaining watchtower strikes a metal gong, the vibrations reverberating throughout the water as monks scramble to their positions.

A four-armed sea devil, riding a bunyip, swims into view, accompanied by his bodyguards - four enormous sharks!

BRS: 1d20 + 9 ⇒ (16) + 9 = 25.
SB: 1d20 + 10 ⇒ (4) + 10 = 14.
Dranald: 1d20 + 14 ⇒ (13) + 14 = 27.
Farryn: 1d20 + 10 ⇒ (14) + 10 = 24.
Gedrim: 1d20 + 9 ⇒ (16) + 9 = 25.
Hannah: 1d20 + 12 ⇒ (1) + 12 = 13.
Jasariel: 1d20 + 13 ⇒ (11) + 13 = 24.
Ukh: 1d20 + 9 ⇒ (7) + 9 = 16.

Final Wave, Round 1:

Dranald (-)
BRS (-, -, -, -)
Gedrim (-)
Farryn (-)
Jasariel (-)
Ukh (-)
BU (-)
SB (-)
Hannah (-)

Slide 5.

Dranald is up!

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

I would have used the 10 minutes to refocus, but my only summons left for the day is an unseen servant. lol.

Nice rolls on the convincing!

As I'm used to using an action to maintain, I'll gladly use 1 for commanding an NPC each round

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Having his longsword in hands since they have had time to prepare, the cleric summons a new ally.

Spiritual weapon: 1d20 + 12 ⇒ (16) + 12 = 28

Damage:1d8 + 4 ⇒ (8) + 4 = 12

Iomedae, help us in this fight!

Then he casts another spell upon Hannah.

Iomedae, guide her hand!

Guidance upon Hannah

Grand Archive

Fighter/Sorcerer/Bard (11)

Hannah already benefitted from Guidance during the last hour ^_^

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

So I cast it upon Jasariel this time.

Sovereign Court

Dranald summons a spectral longsword, which smacks Cyan.

The sharks swim forward.

Stride x3.

Final Wave, Round 1:

Dranald (-)
BRS (-, -12, -, -)
Gedrim (-)
Farryn (-)
Jasariel (-)
Ukh (-)

BU (-)
SB (-)
Hannah (-)

Gedrim, Farryn, Jasariel and Ukh are up!

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Those sharks are fast!

As the sharks surround the group, Gedrim floats to action. Quickly summoning a bit of energy, he sends an arcing light between two of the sharks.

Cyan and Red DC 20 for Electric Arc

Electric Arc: 2d4 + 4 ⇒ (3, 1) + 4 = 8

With a signal to the merforlk, he directs them to focus fire the one Dranald had enjured.

Cold Damage vs Cyan: 3d6 ⇒ (1, 6, 2) = 9

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Being at the first sight impressed like the defenders of Fort Alamo, the goblin throws then quickly two bombs before to call the monks on action.

Pay attention, grenade!

Crystal shards, moderate:1d20 + 13 ⇒ (4) + 13 = 17

Damage, splash: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Well so probably only 4 damage from splash

Bottle lightening, moderate:1d20 + 13 - 5 ⇒ (19) + 13 - 5 = 27

Damage, splash: 2d6 + 2 ⇒ (4, 6) + 2 = 12 On a hit, the target becomes flat-footed until the start of my next turn

Then the monk's turn:

Damage: 3d8 ⇒ (4, 2, 5) = 11

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

As the sharks reach the party Jasariel raises her trident and summons a crash of sound which ripples outward through the water, slamming into three of the attacking animals before dissipating just as it reaches Hannah.

3rd level Sound Burst: 3d10 ⇒ (1, 8, 6) = 15 with a DC 21 basic Fort save.

Jasariel then lowers her weapon and attempts to drive it into the shark directly in front of her.

+1 striking trident @Cyan: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 2d8 + 5 ⇒ (6, 2) + 5 = 13

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

Farryn follows the summoners lead, doubling up on the damage to those two sharks. Then he lobs a flask at one of the injured sharks, trying to finish it off.

Cast Electric Arc on Cyan and Red for 3d4 + 4 ⇒ (1, 3, 4) + 4 = 12 electricity, basic reflex DC 21

Moderate Frost Vial on Red: 1d20 + 12 ⇒ (3) + 12 = 15 for Hit for Cold + Splash: 2d6 + 4 ⇒ (5, 6) + 4 = 15 slowing speed by 10 for 1 round. Miss does 4 Cold Splash. A Fumble does nothing.

Sovereign Court

@Gedrim: Well, they are as fast as a warhorse, and did nothing but move...

Reflex: 1d20 + 8 ⇒ (6) + 8 = 14.
Reflex: 1d20 + 8 ⇒ (13) + 8 = 21.

Gedrim fries both sharks a little, then directs the merfolk to chill Cyan.

Reflex: 1d20 + 8 ⇒ (14) + 8 = 22.
Reflex: 1d20 + 8 ⇒ (4) + 8 = 12.

Farryn tries to do more or less the same thing, electrocuting both sharks, to an extent, but only manages to splash Red with his bomb.

Fort: 1d20 + 10 ⇒ (6) + 10 = 16.
Fort: 1d20 + 10 ⇒ (12) + 10 = 22.
Fort: 1d20 + 10 ⇒ (14) + 10 = 24.

Jasariel sets off a sonic boom which is not quite as effective as she would have hoped, but makes up for it by skewering Cyan with her trident.

Ukh throws a bevvy of bombs, taking Red out.

@Ukh: It would be helpful if you could please designate a nominal target.

He then directs the Monks to target Purple...

Reflex: 1d20 + 8 ⇒ (4) + 8 = 12.

...and it gets bludgeoned pretty badly.

Meanwhile, the Baron spurs his Bunyip mount forward.

Stride x3.

Final Wave, Round 1/2:

Hannah (-)
Dranald (-)

BRS (-29, -)
Gedrim (-)
Farryn (-)
Jasariel (-)
Ukh (-)
BU (-)
SB (-)

Hannah and Dranald are up!

Grand Archive

Fighter/Sorcerer/Bard (11)

"I don't like the idea of being surrounded."

Hannah stabs relentlessly at the sharks to break up the flank.

Strike x3, starting with [yellow]

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (2) + 17 = 19
Piercing: 2d10 + 4 ⇒ (4, 6) + 4 = 14

+1 Striking Ghost Touch Halberd : 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15
Piercing: 2d10 + 4 ⇒ (2, 7) + 4 = 13

+1 Striking Ghost Touch Halberd : 1d20 + 17 - 10 ⇒ (9) + 17 - 10 = 16
Piercing: 2d10 + 4 ⇒ (5, 7) + 4 = 16

And if an AoO presents itself:

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (3) + 17 = 20
Piercing: 2d10 + 4 ⇒ (4, 10) + 4 = 18

=\

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric sustains his spell and strikes the Bunyip mount.

Spiritual weapon:1d20 + 12 ⇒ (8) + 12 = 20

Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Then he strikes the animal twice.

+1 striking longsword:1d20 + 11 ⇒ (13) + 11 = 24

Damage: 2d8 + 2 ⇒ (4, 4) + 2 = 10

+1 striking longsword:1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12

Damage: 2d8 + 2 ⇒ (7, 8) + 2 = 17

Retributive strike

+1 striking longsword:1d20 + 11 ⇒ (20) + 11 = 31

Damage, crit: 4d8 + 4 ⇒ (8, 2, 1, 8) + 4 = 23

Sovereign Court

Somehow, Hannah manages only a single hit.

Dranald sustains his Spiritual Weapon, and smacks the Bunyip once.

He then starts hewing into it with his *actual* longsowrd, hitting once.

@Dranald: As per the spell description, Spiritual Weapon uses, and contributes to, your MAP, so the 'first' longsword strike is a secondary attack, and the 'second' is a tertiary. It is still one hit, one miss regardless, but I thought you should know.

The two remaining sharks then try to chow-down on Hannah...

Jaws: 1d20 + 12 ⇒ (15) + 12 = 27, for 1d10 + 5 ⇒ (9) + 5 = 14 damage.
Jaws: 1d20 + 7 ⇒ (2) + 7 = 9, for 1d10 + 5 ⇒ (4) + 5 = 9 damage.
Jaws: 1d20 + 2 ⇒ (8) + 2 = 10, for 1d10 + 5 ⇒ (2) + 5 = 7 damage.

Jaws: 1d20 + 12 ⇒ (11) + 12 = 23, for 1d10 + 5 ⇒ (2) + 5 = 7 damage.
Jaws: 1d20 + 7 ⇒ (8) + 7 = 15, for 1d10 + 5 ⇒ (4) + 5 = 9 damage.
Jaws: 1d20 + 2 ⇒ (11) + 2 = 13, for 1d10 + 5 ⇒ (7) + 5 = 12 damage.

...each chomping her once.

Final Wave, Round 2:

Hannah (-21)
Dranald (-)
BRS (-29, -14)
Gedrim (-)
Farryn (-)
Jasariel (-)
Ukh (-)

BU (-)
SB (-15)

Gedrim, Farryn, Jasariel, and Ukh are up!

Envoy's Alliance

Active Conditions: NA | Exploration Mode: Search | LN Male Halfling (Tinker) Alchemist 6 | Halfling Luck 0/1 (day 2) | Hero Points 1/3| Speed 25 (bracelets?) | HP 66 (-0) | AC 24 | F/R/W +12/+14/+11 | Perc +11 (Low-Light & Keen Eyes) | Alchemist Fires: 4/6, Acid Flasks 2/3, Frost Vials 5/6, L. Elixirs of Life 2/2, Reagents 4/10 Remain

The halfling shouts, "BLUB BLARB!"

Translation: "FINISH THEM!"

He follows that with a nice kazaap and another flask.

Cast Electric Arc on Yellow & the Mount for 3d4 + 4 ⇒ (4, 4, 1) + 4 = 13 electricity, basic reflex DC 21

Moderate Frost Vial vs. the Mount: 1d20 + 12 ⇒ (15) + 12 = 27 for Hit for Cold + Splash: 2d6 + 4 ⇒ (6, 6) + 4 = 16 slowing speed by 10 for 1 round. This also Splashes the Rider for 4 cold damage.

Vigilant Seal

Male Goblin Inventor 10 (Alchemist Ded) / HP 130/130, Perc +14, AC 28, Fort +18 Ref +19 Will +17 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Yes, we will!

The goblin steps and throws bombs upon the mount.

Pay attention grenade

Bottle lightening, moderate:1d20 + 13 ⇒ (1) + 13 = 14

Damage, splash: 2d6 + 2 ⇒ (6, 5) + 2 = 13

On a hit, the target becomes flat-footed until the start of my next turn

crystal shards, moderate:1d20 + 13 - 5 ⇒ (2) + 13 - 5 = 10

Damage, splash: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Verdant Wheel

N female half-elf warpriest of Gozreh 5 | HP 58/58 | AC 23+2 | F +11, R +10, W +13 | Per +13 (low-light) | Speed 30 ft | Focus 1/1 | Hero 1/3 | Shield HP 44/64 | Effects: raised shield

Jasariel turns her focus to the bunyip as it flanks around the group. She tries a couple of stabs at the beast before bracing her shield against its retaliation.

+1 striking trident: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 2d8 + 5 ⇒ (7, 2) + 5 = 14

+1 striking trident: 1d20 + 12 - 7 ⇒ (1) + 12 - 7 = 6
Damage: 2d8 + 5 ⇒ (7, 4) + 5 = 16

Not Shield Blocking this time, just the AC bonus.

Grand Archive

Fighter/Sorcerer/Bard (11)
Luke_Parry wrote:

Jaws: 1d20 + 12 ⇒ (15) + 12 = 27, for 1d10 + 5 ⇒ (9) + 5 = 14 damage.

Hannah (-21)

With Dranald's Retributive Strike, I think Hannah should only be at -6.

Sovereign Court

Definitely -13, not -6. Hannah is flat-footed, due to not having a swim speed, so a 23 hits, unless I am missing something...?

Grand Archive

Fighter/Sorcerer/Bard (11)

Farryn and Hannah drank another round of Sea Touch Elixirs before combat.

Grand Archive

CN Half-Elf Conjurer 4 | Active Conditions: None HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 | 25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)
Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Sending another blast of energy at the two remaining sharks, he calls on their companions to finish one off.

Electric Arc vs Yellow and Mount: 2d4 + 4 ⇒ (1, 4) + 4 = 9
DC 20

Cold vs Yellow: 3d6 ⇒ (4, 5, 1) = 10

Sovereign Court

Gedrim directs electricity at the two remaining sharks...

Reflex: 1d20 + 8 ⇒ (9) + 8 = 17.
Reflex: 1d20 + 8 ⇒ (9) + 8 = 17.

...lightly frying both.

The merfolk then chill Yellow, leaving it about as injured as Purple.

Farryn channels electricity as well, targeting Yellow, and the Bunyip...

Reflex: 1d20 + 12 ⇒ (20) + 12 = 32.
Reflex: 1d20 + 8 ⇒ (18) + 8 = 26.

The Bunyip completely dodges, and Yellow avoids the worst of the blast.

However, the follow-up frost vial chills the bunyip.

Jasariel turns her attention to the bunyip, but is unable to land a blow.

Ukh throws bombs, but they pinwheel wildly through the water.

The Bunyip Steps forward, and starts biting Ukh...

Bite: 1d20 + 11 ⇒ (7) + 11 = 18, for 1d10 + 4 ⇒ (8) + 4 = 12 damage, 1d6 Persistent Bleed.
Bite: 1d20 + 6 ⇒ (14) + 6 = 20, for 1d10 + 4 ⇒ (6) + 4 = 10 damage, 1d6 Persistent Bleed.

...but misses.

The sea devil then starts biting...

Jaws: 1d20 + 17 ⇒ (3) + 17 = 20, for 1d6 + 8 ⇒ (6) + 8 = 14 damage.
Jaws: 1d20 + 12 ⇒ (2) + 12 = 14, for 1d6 + 8 ⇒ (6) + 8 = 14 damage.
Jaws: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d6 + 8 ⇒ (6) + 8 = 14 damage.

...but likewise, proves incapable of hitting anything.

Final Wave, Round 2/3:

Hannah (-)
Dranald (-)

BRS (-38, -39)
Gedrim (-)
Farryn (-)
Jasariel (-)
Ukh (-)
BU (-4)
SB (-35)

Hannah and Dranald are up!

Grand Archive

Fighter/Sorcerer/Bard (11)

I think Hannah should still have 6 damage on her, though ^_^

"Slippery little.. Err, big fish.. Err, sharks.. Right. Nevermind."

Stab, Stab, Stab the sharks.

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (19) + 17 = 36
Piercing: 2d10 + 4 ⇒ (3, 8) + 4 = 15

+1 Striking Ghost Touch Halberd : 1d20 + 17 - 5 ⇒ (16) + 17 - 5 = 28
Piercing: 2d10 + 4 ⇒ (9, 10) + 4 = 23

+1 Striking Ghost Touch Halberd : 1d20 + 17 - 10 ⇒ (7) + 17 - 10 = 14
Piercing: 2d10 + 4 ⇒ (9, 7) + 4 = 20

And if an Attack of Opportunity presents itself:

+1 Striking Ghost Touch Halberd : 1d20 + 17 ⇒ (9) + 17 = 26
Piercing: 2d10 + 4 ⇒ (10, 5) + 4 = 19

Sovereign Court

With two deft swings, Hannah cuts down both remaining sharks.

Final Wave, Round 2/3:

Hannah (-)
Dranald (-)
Gedrim (-)
Farryn (-)
Jasariel (-)
Ukh (-)

BU (-4)
SB (-35)

Party (sans-Hannah) is up!

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