GMParty PFS2 Quests (Inactive)

Game Master DrParty06


251 to 300 of 390 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Bluerise Maps

Milord's first shot strikes Meleeka in the neck. As she attempts to dodge the second arrow, you see her will to move out of the the way falter for the brief moment she needed to move out of the way. Ulfgar's axe slices into Blue dealing a solid blow, while Brogag becomes enraged and moves closer.

After being struck by Milord, Meleeka looks enraged holding her arms out to her sides, with her fingers rigid like talons. She rushes towards Milord attempting to strike him, but is thrown off by the arrows sticking from her.

Attack: 1d20 + 11 - 1 ⇒ (2) + 11 - 1 = 12

Bold are up.

Status wrote:

Initiative

Aeinquel
Ott
Jakob

Blue: 6
Pink
Green: stupefied 1
Orange
Brogag
Milord
Ulfgar
Meleeka: 24

Horizon Hunters

Dashing Male Halfling
Stats:
HP 19/24 | 1/1 Hero Point | Perc’ [Ex.] +9 (+10 [Ma.] vs. traps) ; Stealth [Tr.] +8 ; Speed 25 ft. | AC 18 <--+1 vs. traps --> Fort' [Tr.] +5 ; Ref' [Ex.] +10 ; Will [Ex.] +9
Active conditions: Trap Finder & Keen Eyes

Milord winces as she comes at him... but is relieved she misses.

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Aeinquel Strides forward until he can see Meleeka, then whirls his quarterstaff and hurls it at the wounded teacher. It flies through the air to strike Meleeka, then returns to his hand.

Stride, Cast Hand of the Apprentice focus spell.

1d20 + 7 ⇒ (18) + 7 = 25
Quarterstaff damage: 1d8 + 4 ⇒ (7) + 4 = 11

Horizon Hunters

CN Twilight Halfling Monk (Rogue Archetype) 9|40 ft. speed | Active Conditions: ---

Following his fellow halfling, Ott advances.
Stride

He then unleashes his fists on foe before him.

Flurry of Blows

Strike (flurry) v red: 1d20 + 7 ⇒ (7) + 7 = 14
Damage (B): 1d6 - 1 ⇒ (1) - 1 = 0

Strike (flurry) v red: 1d20 + 7 ⇒ (16) + 7 = 23
Damage (B): 1d6 - 1 ⇒ (4) - 1 = 3

Strike v red: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17
Damage (B): 1d6 - 1 ⇒ (2) - 1 = 1

Grand Archive

Male Human | Barkeep | Bard (Enigma) 1| Class DC 16 | Spell Attack: (Occult) +6 hit/+3 damage | HP: 16/16; Hero: 1/3 | AC: 17 (18 w/ buckler) | F (T) +3; R (T) +5; W (E) +6 |Perc (E): +6 |Spd: 25'

Jakob begins calling out encouragements and dramatizing the heroic nature of the teams actions.
First Action: Inspire Courage - +1 hit, damage, and fear saves

"Stay strong Milord!" Jakob focuses his will and mutters causing a shimmering ward to appear between Milord and Meleeka.

Second and Third actions: Forbidding Ward, target ally (Milord) gains a +1 status bonus to Armor Class and saving throws against the target enemy's (Meleeka) attacks, spells, and other effects

Horizon Hunters

Dashing Male Halfling
Stats:
HP 19/24 | 1/1 Hero Point | Perc’ [Ex.] +9 (+10 [Ma.] vs. traps) ; Stealth [Tr.] +8 ; Speed 25 ft. | AC 18 <--+1 vs. traps --> Fort' [Tr.] +5 ; Ref' [Ex.] +10 ; Will [Ex.] +9
Active conditions: Trap Finder & Keen Eyes

Milord suddenly feels more courageous, and protected...
I should've been a warrior!, he thinks.


Bluerise Maps

Aeinquel's quarterstaff blow downs Meleeka. Ott steps over her and the second attack of his flurry hits Pink. Jakob inspires courage.

Jakob can redirect his spell, since Meleeka falls.

Ott's second Flurry strike is at -4, and the extra attack is at -8, since Flurry states "Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally."

Disciples are up, but I'll make their post in a bit.


Bluerise Maps

Blue slashes at Ulfgar twice with a scimitar and misses.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 6 - 5 ⇒ (5) + 6 - 5 = 6

Green walks up to Ott and pulls a bag from behind his back, throwing it at Ott's face, but Ott sees it coming and ducks out of the way. Unfortunately, Ott leaves himself open to a slash from the scimitar in the disciple's other hand as he does so.
Dirty Trick: 1d20 + 2 - 1 ⇒ (9) + 2 - 1 = 10
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 ⇒ 4

Pink also slices at Ott twice, missing both times, before taking a step back.
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Attack: 1d20 + 6 - 5 ⇒ (9) + 6 - 5 = 10

Orange moves across the room and stabs at Ulfgar, but is unable to penetrate his armor.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16

Everyone is up.

Status wrote:

Initiative

Brogag
Milord
Ulfgar
Aeinquel
Ott
Jakob

Blue: 6
Pink: 3
Green: stupefied 1
Orange

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Tucking his quarterstaff under one arm, Aeinquel frowns in concentration, archaic Elvish words reverberating through the room as he chants. One hand blurs through a rapid series of gestures, fingers leaving a tracery of glowing runes in the air. His chant reaches a crescendo, and the runes collapse into a trio of incandescent darts that streak unerringly into the pink acolyte.

Casting magic missile; using all three actions to get three darts.

Magic missile damage: 3d4 + 3 ⇒ (2, 1, 1) + 3 = 7

Horizon Hunters

CN Twilight Halfling Monk (Rogue Archetype) 9|40 ft. speed | Active Conditions: ---

Reeling from his wound, Ott returns the blow with his fists.

Flurry of Blows

Strike (flurry) v green: 1d20 + 7 ⇒ (20) + 7 = 27
Damage (B): 1d6 - 1 ⇒ (1) - 1 = 0

Strike (flurry) v green: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
Damage (B): 1d6 - 1 ⇒ (6) - 1 = 5

Strike v green: 1d20 + 7 - 8 ⇒ (2) + 7 - 8 = 1
Damage (B): 1d6 - 1 ⇒ (6) - 1 = 5

Horizon Hunters

Dashing Male Halfling
Stats:
HP 19/24 | 1/1 Hero Point | Perc’ [Ex.] +9 (+10 [Ma.] vs. traps) ; Stealth [Tr.] +8 ; Speed 25 ft. | AC 18 <--+1 vs. traps --> Fort' [Tr.] +5 ; Ref' [Ex.] +10 ; Will [Ex.] +9
Active conditions: Trap Finder & Keen Eyes

Finding Ott too small to hide behind, Milord moves over to be covered by Ulfgar.

There, blocked by the bigger dwarf, he tries to hide from the Orange-clad adversary--

Hide, light cover: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9

--but does not duck low enough.

He fires an arrow at the Orange foe.

Shortbow: 1d20 + 7 ⇒ (20) + 7 = 27

And though he did not hide, it is a well aimed shot!

Piercing: 1d6 ⇒ 5 x2 from crit'
Deadly: 1d10 ⇒ 1
10+1 = 11 damage

_______
Stride ; Hide ; Strike
(3rd arrow used)


Bluerise Maps

Aeinquel's missiles down pink, while Milord's arrow shoots up through Orange's neck into his head.

Ott's first punch connects with Green.
Damage: 1d6 - 1 ⇒ (5) - 1 = 4

Status wrote:

Initiative

Brogag
Ulfgar
Jakob

Green: 4, stupefied 1
Blue:6
Aeinquel
Ott
Milord

Vigilant Seal

HP 62/62| AC: 21 | F +11 R +9 W +9 | Fire Resistance: 2 NG Male Dwarf (Forge-Born) Ranger 4 Nature +9 Perc +9 | 20 feet | Class DC 19| Active Conditions: none | Exploration: Search

With a steely glare, Ulfgar takes a moment to truly size up his opponent and seek out his weakness.

He then launches himself at him with axe and dagger.

Dwarven Waraxe: 1d20 + 6 ⇒ (19) + 6 = 25 Slashing: 1d8 + 3 ⇒ (4) + 3 = 7
Clan Dagger: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8 Piercing: 1d4 + 3 ⇒ (2) + 3 = 5

Damage is combined for purposes of weaknesses and resistances.

Hunter's Prey - 1 Action; Twin Takedown - 2 Actions


Bluerise Maps

Ulfgar slices Blue in two. Uskrani green, who's ears are still ringing from her earlier failures ringing the gong, raises her hands in surrender. "You are much stronger than Master Sanvari ever was. Please spare me."

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Aeinquel relaxes slightly, but remains alert for betrayal. "You are wise. We will accept your surrender."

Horizon Hunters

Dashing Male Halfling
Stats:
HP 19/24 | 1/1 Hero Point | Perc’ [Ex.] +9 (+10 [Ma.] vs. traps) ; Stealth [Tr.] +8 ; Speed 25 ft. | AC 18 <--+1 vs. traps --> Fort' [Tr.] +5 ; Ref' [Ex.] +10 ; Will [Ex.] +9
Active conditions: Trap Finder & Keen Eyes

"You should come learn with the best!
Do you not wish to join the Pathfinder Society's Horizon Hunters?"

Grand Archive

Male Human | Barkeep | Bard (Enigma) 1| Class DC 16 | Spell Attack: (Occult) +6 hit/+3 damage | HP: 16/16; Hero: 1/3 | AC: 17 (18 w/ buckler) | F (T) +3; R (T) +5; W (E) +6 |Perc (E): +6 |Spd: 25'

Jakob helps to search the compound, making sure there's no other pilfered artifacts. "We should return the two criminals to the authorities as well. As they've been dealt with."

Vigilant Seal

HP 62/62| AC: 21 | F +11 R +9 W +9 | Fire Resistance: 2 NG Male Dwarf (Forge-Born) Ranger 4 Nature +9 Perc +9 | 20 feet | Class DC 19| Active Conditions: none | Exploration: Search

Despite the fact that hostilities seem to be over, Ulfgar does not put away his weapons. He continues to watch the remaining acolyte closely, ready to take her down if she proves not quite as pacified as she seemed.


Bluerise Maps

The one remaining is one of the criminals, the others have been slain.

The disciple drops her weapon and makes no further aggressive moves. You are free to turn her into the authorities, if you wish.

You can return to Niswan aboard the Obsidian Owl with the One-Who-Waitas statue and the remainder of the items that Meleeka stole from the monastery and Pathfinder Lodge. Venture-Captain Melipdra assures you that you can use the return of these items to preserve the agreement between the Pathfinder Society and the Monastery of Unblinking Flame. She rewards each of you with a small bag of rough-cut garnets for recovering the items.

Horizon Hunters

Dashing Male Halfling
Stats:
HP 19/24 | 1/1 Hero Point | Perc’ [Ex.] +9 (+10 [Ma.] vs. traps) ; Stealth [Tr.] +8 ; Speed 25 ft. | AC 18 <--+1 vs. traps --> Fort' [Tr.] +5 ; Ref' [Ex.] +10 ; Will [Ex.] +9
Active conditions: Trap Finder & Keen Eyes

Milord looks in the bag: "Garnets, I garner?"

Vigilant Seal

HP 62/62| AC: 21 | F +11 R +9 W +9 | Fire Resistance: 2 NG Male Dwarf (Forge-Born) Ranger 4 Nature +9 Perc +9 | 20 feet | Class DC 19| Active Conditions: none | Exploration: Search

Ulfgar leaves the remaining acolyte. He's not sure what to charge her with. After all, they came into the acolytes monastery and attacked them. He's not sure what sort of crime they might have committed.

He looks at the gems and gives an approving nod.


Bluerise Maps

Quest #3: Grehunde's Gorget

You head north from Niswan to the Iceferry district of Kalsgard in the Land of the Linnorm Kings. You are greeted at the Iceferry Pathfinder Lodge by a gnome prominently wearing a wayfinder. "Hi! I'm Lirall. Very nice to meet you all." She turns from greeting you and pulls on a cord labeled "Office" from a bundle of colored cords near the door.

You hear the loud howl of a dog echo through the building. A trio of blue skinned goblins scampers down the hall. Seconds later, a large husky bursts into the hallway from a different door and snarls at the goblins. In another moment, a tall half-orc emerges behind the husky and places a calming hand on its back See slide 1. He waves you towards him to follow him into a meeting room, seemingly ignoring the goblins.

He begins speaking to you punctuating his words with sign language. "“Apologies for the ruckus. The Frostfurs are talented scouts, but they have an adversarial relationship with Mahki." He pets the husky at his feet, "She doesn’t particularly like them either." "To the reason I called you here! The Grenskuldr family traces their lineage back to the storied warrior Grehunde the Sun Chaser, a Linnorm King who ruled over the city of Jol and whose victories in battle were legendary. The family still has a lot of influence. I’ve asked them to help out the Society, and they’ve asked for a favor in exchange. That’s where you come in. Are you familiar with Valenhall?”

“Grehunde the Sunchaser never got to sail off to Valenhall — she died in what she planned to be her last battle. Her gorget was passed down to her descendants, most recently Hlavard Grenskuldr, also a Linnorm King. Hlavard was an impressive warrior in his youth, but a month ago he sailed off toward Valenhall to set up a shrine to Grehunde there and finish her journey. He planned to ensure the gorget found its final home in a place of honor. Unfortunately, something happened to his ship, the Shoreseeker, along the way. Merchants report that the ship is still partially above water, but they didn’t get close enough to find out what happened. While his children respected Hlavard’s decision, they would rather not have their father’s body and the priceless family heirloom at the bottom of the sea. I’d like you to find the ship and retrieve Hlavard andthe gorget. I’ve arranged a ship for you, the Wandering Hearth, to follow the Shoreseeker’s path through the Steaming Sea.”


Bluerise Maps

Bjersig looks to you, "Any questions regarding your mission?"

Vigilant Seal

HP 62/62| AC: 21 | F +11 R +9 W +9 | Fire Resistance: 2 NG Male Dwarf (Forge-Born) Ranger 4 Nature +9 Perc +9 | 20 feet | Class DC 19| Active Conditions: none | Exploration: Search

Ulfgar watches the exchange between dog and goblins with only the faintest reaction. A bit of amusement twinkles in his eyes, but really, what do you expect out of the little greenskins and dogs?

He figures asking if there is a mission that doesn't involve icy water is a little too flippant so he simply shakes his head "no."

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

The elf looks somewhat worried, glancing around at the rest of the party. "Will we have to steer the ship?"


Bluerise Maps

Bjersig stifles a chuckle, "Eynilla Vriggdahl is the captain of the Wandering Hearth. She's a very capable captain, but I'm sure she'd appreciate any help that you can give."

Horizon Hunters

CN Twilight Halfling Monk (Rogue Archetype) 9|40 ft. speed | Active Conditions: ---

"'alfling, over here." Ott notes, pointing to himself. "Water you find knee high is often over me 'ead. Not to mention, me kin're not oft the strongest of swimmers. If this ship is 'alf underwater, have you got any suggestions on how best a bloke like me 'proaches it? Got some potions or some such that could 'elp an ole 'alfling out? 'Summin' we got ta scuttle round below the waves?"


Bluerise Maps

"You should probably stay out of the water then. I don't expect you to need to spend too long in the water on the Shoreseeker. From what I've heard, it's pretty well propped up by the wrecks of a couple other ships."

Aeinquel is aware that Linnorm King Ulvass sailed to Arcadia in –473 ar and established Valenhall. Brave Ulfens dream of making the perilous journey there at the end of their lives. King Sveinn Blood-Eagle recently did exactly this. He also knows that the Steaming Sea is very safe due to the trade routes that lead merchant ships through frequently.

Ulfgar, Ott, and Jakob know that the Steaming Sea is named for the thick mist that hangs over the waters. Frequent volcanic activity from the Hellrung Mountains leads to the sudden formation of new islands and ridges.

GM:
Ott Society: 1d20 + 4 ⇒ (5) + 4 = 9
Aeinquel Society: 1d20 + 7 ⇒ (13) + 7 = 20
Jakob Society: 1d20 + 5 ⇒ (9) + 5 = 14
Ott Nature: 1d20 + 2 ⇒ (14) + 2 = 16
Aeinquel Nature: 1d20 + 4 ⇒ (1) + 4 = 5
Ulfgar Nature: 1d20 + 4 ⇒ (9) + 4 = 13
Jakob Bardic Lore: 1d20 + 5 ⇒ (17) + 5 = 22

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Aeinquel nods resignedly. "Well, then, let's go. We should be safe enough on the journey."


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Ulfgar mirrors Aeinquel's motions but does not speak, indicating that he is also ready for the trip.


Bluerise Maps

The Wandering Hearth's captain Eynilla Vriggdahl is a middle-aged Ulfen woman. She gruffly ensures that you're prepared and well-supplied. "'s a dangerous trip we be makin'. Trav'llers should always be wary."

As your ship journeys out into the Steaming Sea, a storm strikes, and the crew struggles to keep the ship afloat. Heavy waves and torrential rain batter everything aboard the ship.

You can roll an easy Sailing Lore, normal Athletics, or hard Acrobatics check to help steer the ship or keep the cargo lashed down.

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Aeinquel hustles around the deck, trying to secure what he can.

Acrobatics check (trained): 1d20 + 6 ⇒ (11) + 6 = 17

Horizon Hunters

CN Twilight Halfling Monk (Rogue Archetype) 9|40 ft. speed | Active Conditions: ---

Ott tries to shuffle up the mast to lash the ropes.

Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16

Grand Archive

Male Human | Barkeep | Bard (Enigma) 1| Class DC 16 | Spell Attack: (Occult) +6 hit/+3 damage | HP: 16/16; Hero: 1/3 | AC: 17 (18 w/ buckler) | F (T) +3; R (T) +5; W (E) +6 |Perc (E): +6 |Spd: 25'

Jakob tries to bound and leap through the hull, keeping stacks steady and barrels bundled.

Acrobatics: 1d20 + 5 ⇒ (4) + 5 = 9

Vigilant Seal

HP 62/62| AC: 21 | F +11 R +9 W +9 | Fire Resistance: 2 NG Male Dwarf (Forge-Born) Ranger 4 Nature +9 Perc +9 | 20 feet | Class DC 19| Active Conditions: none | Exploration: Search

"Figures," Ulfgar comments as the wind and waves rise. He stands stoically in the spray but then moves around pulling ropes and pushing masts.

Athletics: 1d20 + 6 ⇒ (9) + 6 = 15 [T]


Bluerise Maps

Most of you are successful at securing objects near the sides of the ship without issue, while Jakob stumbles slightly. You maintain control of 2 crowbars, 2 spears, and 2 lesser elixirs of healing that you'll be able to use for the remainder of the scenario.

After the storm ends, you arrive at the site of the wreck. The Shoreseeker lies half submerged propped up by several other wrecked ships. The ship is substantially damaged on the starboard side. Captain Vriggdahl sails the ship to the opposite, more intact side, as sailors from your ship lay boards across to allow you access to the shipwreck.

You can also roll a Perception check as you begin to move to the other ship.

DC 17 Nature:
The pile of wrecked ships looks much like a sea serpent's lair. Sea serpents are known for capsizing ships to build their homes.

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Recall, Nature: 1d20 + 4 ⇒ (3) + 4 = 7

Perception check: 1d20 + 4 ⇒ (4) + 4 = 8

Feh.

Grand Archive

Male Human | Barkeep | Bard (Enigma) 1| Class DC 16 | Spell Attack: (Occult) +6 hit/+3 damage | HP: 16/16; Hero: 1/3 | AC: 17 (18 w/ buckler) | F (T) +3; R (T) +5; W (E) +6 |Perc (E): +6 |Spd: 25'

Jakob eyes the ship warily, "Captain, are you familiar with this vessel or those of similar make? Can you tell us anything about how the hold and quarters are arranged?" Any chance to get a peek at the ship map?

Perception: 1d20 + 6 ⇒ (6) + 6 = 12
If the Nature roll is to Recall Knowledge, I'd rather use Bardic Lore. Better mod. Here's both just in case.
Bardic Lore/DC 17: 1d20 + 5 ⇒ (17) + 5 = 22
Nature/DC 17: 1d20 + 1 ⇒ (18) + 1 = 19
Or both could succeed...

Jakob raises an eyebrow, "Looks to me like a something has made a home of that wreck. Sea serpent I'd wager." Open spoiler.

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

"That would suggest that we have very little time to explore, unless we send Captain Vriggdahl away from here for a day while we remain. I know little about the habits or capabilities of these creatures, though."

Vigilant Seal

HP 62/62| AC: 21 | F +11 R +9 W +9 | Fire Resistance: 2 NG Male Dwarf (Forge-Born) Ranger 4 Nature +9 Perc +9 | 20 feet | Class DC 19| Active Conditions: none | Exploration: Search

Ulfgar looks at Aeinquel as he makes his second suggestion. His eyebrows creep up almost to his hairline in disbelief.

"Let's hurry," is what he says, though, heading for the boards to get on the ship and looking for trouble.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Bluerise Maps

Just as Ulfgar steps onto the plank to the neighboring ship, Ott calls out to him that the other ship looks rather moldy, and it may be dangerous to continue without first removing the mold.

A Survival check could be used to remove it without it releasing spores, or it could be damaged, though you may want to carefully consider how you do so.

Ott Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Before crossing to the other ship, Aeinquel takes a moment to invoke his usual defensive ward. Casting mage armor.

Horizon Hunters

CN Twilight Halfling Monk (Rogue Archetype) 9|40 ft. speed | Active Conditions: ---

"Yet magics won't do ya much good 'gainst the mold, mate." suggests Ott. "Nah, what need be done, see, is just scrape a bit off..."

The halfling moves ahead, attempting to remove the spore carefully.

Survival: 1d20 + 5 ⇒ (3) + 5 = 8

However, he clearly over compensates. As the spores release into the air, he notes, "Well now, that won't be pleasant."

Grand Archive

Male Human | Barkeep | Bard (Enigma) 1| Class DC 16 | Spell Attack: (Occult) +6 hit/+3 damage | HP: 16/16; Hero: 1/3 | AC: 17 (18 w/ buckler) | F (T) +3; R (T) +5; W (E) +6 |Perc (E): +6 |Spd: 25'

Jakob looks at he moldy planks, "Anyone willing to try to remove that growth, I can give some aid." As anyone steps up Jakob focuses and mutters several gibberish-sounding occult phrases. "I won't be able to use this to help you again for an hour."

Cast Guidance on anyone trying the roll Guidance = +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends.

After any others have tried, Jakob casts the spell on himself and attempts to remove the growth.

Survival: 1d20 + 1 + 1 ⇒ (20) + 1 + 1 = 22


Bluerise Maps

Ott doesn't quite figure out how to remove the mold, but also doesn't inhale any of the spores. Jakob's more practiced hands are then able to easily remove it.

There's nothing else of interest on the top deck of the ship, but you do find passage to the lower deck, which is partially underwater. Wedged into a hole in the side of the Shoreseeker is the head of an enormous sea serpent. Clutched in its jaws is the body of an Ulfen man wearing an ornate gorget. An axe is firmly embedded in the side of the serpent’s head.

To obtain the gorget, you'll have to swim through the water while holding your breath, and then pry open the serpent's mouth, before swimming back with it. A single Athletics check to pry open the mouth is all that is required, if you can hold your breath for a few rounds.

Vigilant Seal

HP 62/62| AC: 21 | F +11 R +9 W +9 | Fire Resistance: 2 NG Male Dwarf (Forge-Born) Ranger 4 Nature +9 Perc +9 | 20 feet | Class DC 19| Active Conditions: none | Exploration: Search

"Respectable," Ulfgar comments as he sees the Ulfen man who'd spent his final breaths ensuring that his slayer was going to breath it's final breaths.

He looks around at the others then shrugs and slips into the water, taking one of the crowbars with him. There is a faint, involuntary hiss out of him as the icy temperature hits him and engulfs him but he just clenches his teeth and makes is way across.

Jamming the crowbar between the teeth of the beast, he wedges his weight and strength against it to pry those dead jaws open.

Athletics: 1d20 + 6 ⇒ (16) + 6 = 22

Plus whatever bonus the crowbar might give him.

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Aeinquel keeps watch for juvenile sea serpents, or other attackers.


Bluerise Maps

Ulfgar is able to free the gorget from the jaws of the serpent without harming himself.

DC 28 Identify Magic:
The gorget is a unique version of the gorget of the primal roar that only works for members of Grehunde's bloodline and does not require that the wearer be in a non-humanoid form to activate.

As you return to your ship, two young sea serpents emerge from the water on the other side of your ship preparing to attack.

Bold are up. Nature to Recall Knowledge.

Status wrote:

Initiative

Aeinquel
Ulfgar
Jakob

Red
Blue
Ott

Initiative:
Red: 1d20 + 8 ⇒ (1) + 8 = 9

Blue: 1d20 + 8 ⇒ (2) + 8 = 10
Aeinquel: 1d20 + 4 ⇒ (11) + 4 = 15
Ulfgar: 1d20 + 6 ⇒ (9) + 6 = 15
Jakob: 1d20 + 6 ⇒ (6) + 6 = 12
Ott: 1d20 + 5 ⇒ (3) + 5 = 8

Grand Archive

M Arcana: +8 Nature: +5 Occult: +8 Religion: +5|HP: 20/20 (0 NL) Elf Wiz/2

Not gonna try the Identify Magic check; a +7 Arcana won't do it.

Recall Knowledge, Nature: 1d20 + 4 ⇒ (4) + 4 = 8

Besides, I can't Recall Knowledge to save my life. Not seeing the sea serpents, either.

251 to 300 of 390 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GMParty PFS2 Quests All Messageboards

Want to post a reply? Sign in.