[Module] The Storm Chronicles (Ire of the Storm plus Seers of the Drowned City) by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 6 - HUNTING THE STORM

Current map
Hyrantam area map

Treasure sheet

PFS Chronicles:
- Ire of the Storm
- Seers of the Drowned City


2,251 to 2,300 of 2,653 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>

Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

"No, you cannot, and we cannot let it go for that long." Magdi says grimly. "We've found ourselves a tight time limit, friends. A month is not long, and we need to prepare to strike back at these oppressors as soon as we can."


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

"what is this business with Dreamers, anyways? she seems awfully fixated on it. Have any of your people been having these dreams that you are trying to hide from her, or is she looking for something that hasn't shown itself yet?

Jonah agrees with Magdi. there isn't much time to figure out a solution if their oppressor is getting impatient for a Dreamer to be given.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

“Okay, a month. So we just need to find out how this coven is strong-arming a thunderbird into doing their will, undo that, find out more about the coven and what they want with folks dreaming about storms, and then… something?” Tonny bites his nails nervously.


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

"No big deal." Magdi says with a faint smile. "Then we probably want to prevent them from doing whatever it is they're trying to do. I'd say we should look into the thunderbird first. Ylimancha may offer me insight into it, should I pray for the right spells."


Iron Gods: Iron maps;

"Several of the enclave’s people have had such visions of late, and at first we denied it and tried to hide it from the Stormreaders, but they saw through our deception." explains Vancen "The thunderbird attacked us and killed dozens after our first refusal to give up our dreamers as tribute, and since then, I suppose we’ve been lucky in that a selfless few among our number have surrendered themselves to the Stormreaders for the good of the people..."

Vancen hears at your ideas and assents approvingly "My only fear is once you start to approach the thunderbird or the coven, they can attack as reprisal"

Mparu coughs to make herself be noted and adds "In fact, you could help us further if you find ways to protect the settlement while you search to stop the thunderbird and obtain more information"

Vancen nods approvingly "I guess, if you can bring powerful allies to protect the town or siege weapons to defend us from the thunderbird or other of the Stormreaders' monsters, we can remain safer in here in case of reprisal to your actions. If our homes are well defended, you can go bolder with your approach"


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

"A good plan." Magdi says with a nod. "Powerful allies, hm? Perhaps the locathahs we met earlier?" He suggests after a moment's thought. "Siege weapons, though... it'd be tough to find any that have survived the wet. Unless you know of the location of any such things?"


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah eyes Magdi skeptically. the locathah are not exactly what I would call strong allies. I can't see them doing much to a Thunderbird."

To Vancen Jonah asks
"Other monsters? what other creatures have they brought to bear in the past?

Setting up for a siege sounds risky to Jonah. If the party can come up with a good plan to free the thunderbird it might never come to an all-out fight, but as soon as they put siege engines into place a conflict is all but guaranteed.


Iron Gods: Iron maps;

"Once you start to bring your hand on the Stormreaders or their allies conflict is most likely unavoidable. The siege weapons can help us stand up better in case of an attack" Mparu comments and Vancen follows up "Not too far to the east there is a lagoon with a wreckage of old pirate ships we call the Wrackway. The battered husks of almost a hundred ships drift there. Numerous siege weapons can be secured there by the people of the enclave, but only once the undead and will-o'-wisps that haunt the area have been cleared out..."

Mparu nods to Magdi's idea "The locathahs or any other ally you can bring in will be of help by sure. For much weak we are alone, together we are stronger..."

"Some of the hunters have spotted a dragon near Saoc's Landing. It might be dangerous, but you know what it is said about dragons, if this one is not an evil one, he might do for a powerful ally" Vancen explains too.


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

"Undead and will-o'-wisps, you say? If we embark on the morrow, I will be able to prepare spells that might harm them more than I have had today." Magdi muses, before looking at Jonah. "As Mparu says, anyone will help, I think. They don't need to fight the thunderbird, only the people that might be aligned with the Stormreaders."

The mention of the dragon makes Magdi shift slightly, but he keeps his counsel to himself.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Adriana has been quiet, deep in thought as she goes over their options and how much could conceivably be done in a month. It was a lot of time, but it wasn't really.

They would have to make the most of it.

"Hmm. We have some allies, but I don't know if they're enough - assuming they agree to fight with us. The siege weapons might work..." Adriana is moderately confident they could handle clearing out some undead with a little preparation, and nods in agreement with Magdi. "The lagoon then? It's a solid starting point for us."

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

"Maybe tomorrow?" Tonny suggests, voice muffled by his backpack as he digs through for a notebook. "I'm sure I wrote down something about will-o-wisps somewhere..."

If Tonny can remember some stuff about will-o-wisps today, that would help him prepare some extracts that might come in handy tomorrow.


Iron Gods: Iron maps;

Mparu and Vancen nod happy to hear the group is on the move to help the settlement once more "Good then, let's celebrate tonight that we got one more month and rest so you can depart tomorrow early morning."

During the evening you will be approached by different people in the settlement, all with a wide smile on their faces and offering all types of food, like oysters with a black sour sauce or seaweed bread, and trinkets like shells, bone hair pins and driftwood crafted into the shape of sea animals.

K. dungeoneering DC 16:

You know will o wisps are small air aberrations that feed on fear (which means they get fast healing when someone scared is at 15' distance).

They can fly and are naturally invisible.

Also they are immune to magic, except for spells that bypass Spell Resistance, and magic missile which affects them at full.

The next day you wake up early and Vancen has a seafood breakfast ready at your table "Good morning my friends. I hope the noise of the waves have let you slept well. It seems the storm is back today."


1 person marked this as a favorite.
Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah wakes up feeling refreshed, even with the wet weather of another storm

"indeed, the celebration and the water worked together to make quite a restful night! We will be ready to head out shortly.

to the group he asks So, the wrecks to look for salvage then? Or to the draon to seek a very powerful but very scary ally? Always wanted to see a dragon. kind of like a flying dinosaur right?

Grand Lodge

1 person marked this as a favorite.
M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Knowledge (dungeoneering), IML, Inspiration, Take 10 vs DC 16: 10 + 13 + 1 + 1d6 ⇒ 10 + 13 + 1 + (2) = 26

"Alright, so here's the deal with these wisps they're very small and kinda squishy like if had a really big mushroom and just grabbed a big handful yeah as much as your hand could hold and squeezed it that's what they would feel like except it would have to be an invisible mushroom because they're invisible where do you think invisible mushrooms grow they could be anywhere and we'd never know because we can't see them..." Tonny's voice trails off as he stares very intently with very bleary eyes at a small decorative table sitting harmlessly in a corner of the inn's common room. Without taking his eyes off the offending furniture, he raises a cup of steaming coffee to his lips and drinks the whole thing in one gulp. A half-filled beaker on the table next to him attests to how much he's already drunk. Looking closely, one might notice a small piece of driftwood carved to look like a jaguar floating in the beaker.

"Now, you'd think 'Oh they're invisible so I'll just use magic to make them visible again' wouldn't you but you can't they're immune to magic just like those mushrooms so you've got to use magic that doesn't affect them directly or something that doesn't care how hard they try to resist it like that glitter stuff Professor Gilburm was always going on about but Professor Lylloid always swore that she'd blasted one apart with a magic missile and that's what was in the big jar on her desk no you couldn't see it in there they're invisible remember and that's how they like it because it makes people scared and then they feed on the fear do you think that's why she kept it on her desk because she was the scariest instructor at the academy by far anyway I was experimenting last night and I'm not certain if these work because I didn't spot any invisible mushrooms in my room but they should work..."

Tonny's prepped to survive an encounter with wisps today - 4x see invisibility extracts - but he can make them again tomorrow if we decide we want to visit a dragon first.


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

"Good morning." Magdi greets their host with a nod before turning to his companions. "Wisps or dragon? I would say wisps will require less effort than negotiating with a dragon... and are definitely less risky than fighting a dragon."

"Invisible? Can they be hurt by normal weapons?" Magdi inquires. Upon getting the answer, he runs a hand through his hair. "I shall have to prepare spells to aid you all, then, for most of the spells I might otherwise use are likely to be ineffective."


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Well I will not be of much use against invisible little buggers, but if you are able to help me see them that could be good. still, visible or not they sound less of a danger than seeking out a dragon!

he adds: though I suppose we'll end up doing both at some point anyways, right?


Iron Gods: Iron maps;

Thanks for your patience! It seems you decided for the wreckage first.

Vancen looks very impressed by your knowledge and clearly unsettled by Tonny's description "They seem scary things tough to deal with. Please do not risk too much. As long as the storms continue to blast through the flooded ruins, bows and slings are near useless, the ballistae will remain greatly effective, but bring them only if you can do it safely."

Once everyone is prepared, you pack your things in Tewa's ship and set sail towards the wreckage. The storm pours water all over you and tosses the vessel constantly, but thanks to Tewa's sailing skill and Vancen's advice, you find your way through with just some effort.

The battered husks of almost 100 ships drift listlessly in this windswept cove. A forest of masts looms over the derelict graveyard, their sails torn apart by powerful gales and extended neglect. Capsized hulls float among the upright ships, anchored in place by the remains of their masts driven into sandbars beneath the waves.

The floodwaters are shallow in the Wrackway, averaging 10 feet deep but with numerous submerged perils in the form of rocks, coral reefs, and sunken ships. Five pirate ships of various sizes (once ships in a small, loosely allied pirate fleet which made its living scavenging the Sodden Lands’ coastline) lie in a tangle next to a flooded stone building. The portions of the derelicts that remain above water can be navigated with relative ease—they’re stable in their positioning, although three of them have decks at awkward angles. Toppled masts provide impromptu “bridges” between the ships.
You can traverse a mast by succeeding at a DC 12 Acrobatics check.

These group of pirate ships recently sunk must be the ones hunted Vancen referred to, and the ones loaded with siege weapons.
You are free to approach the derelict pirate ships from any direction, please adjust your tokens/ship in the map (find them to the left).

New E. Wreckway map is available!

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

"Alright, first, everyone drink one of these." Tonny passes out vials of orange liquid to his companions. "And keep an eye out for the wisps - they can always hide behind masts or maybe underwater if they realize you can see them. So maybe pretend you don't?"

Tonny can only prepare four of these extracts, so unless someone else can provide their own see invisibility he'll not have one for himself. Without being able to see the enemies we suspect are here, he'll wait for everyone else to move onto the ships before following (so as not to get surrounded by invisible enemies).


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

While Magdi's able to put out a little more damage than Tonny, I'm not sure that it'd be worth him using the extract. If you want, he'll still take it, though.

Magdi looks out over the wreckage, his expression tightening. "After that..." He looks to Tewa She and Adriana. "Who will be fighting the most against these wisps? In close proximity, I mean. I have a spell that should enable you to resist their attacks. For the other, I'll ward you."

Magdi has protection from energy prepared. It should absorb 72 electric damage. Also, Magdi's saves get a +4 vs. the wisps, probably! If they're flying, his Obedience kicks in.


Iron Gods: Iron maps;

You jump into the first ship, weapons up and ready. Immediately, four barnacle-encrusted walking corpses looking like zombies, but dripping with water and gives off a nauseating stench, come out of the back of the ship to face you. They carry pirate rapiers on their hands.

Religion DC 12:

These are draughts

Initiative:

Adriana: 1d20 + 5 ⇒ (20) + 5 = 25
Jonah (+2 jungle): 1d20 + 4 ⇒ (19) + 4 = 23
Magdi: 1d20 + 1 ⇒ (17) + 1 = 18
Tewa: 1d20 + 0 ⇒ (17) + 0 = 171d20 + 0 ⇒ (7) + 0 = 7
Tonny: 1d20 + 2 ⇒ (3) + 2 = 5
Foes: 1d20 + 0 ⇒ (6) + 0 = 6

Round 1: Adriana, Jonah, Magdi, Tewa, Undead, Tonny

Those who have not posted, feel free to add any preparation before you jump into the deck.


F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier

Tewa does her usual preparation (magic vestment, effortless armor, water breathing), and she does take a See Invisibility

Tewa moves up to the front, calling upon a Shield of Mother Jaguar’s protection. Move, cast Shield of Faith


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Knowledge (religion): 1d20 + 6 ⇒ (16) + 6 = 22

Magdi curses. "Draugr! Don't use fire on them, and if they hit you you'll feel sick!" He steps forwards, invoking Ylimancha's favor on Tewa. "Try not to stab them. Cut or smash!"

Using Ward Hex on Tewa. +2 to AC and saves until she fails a save or gets hit.


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah will hold off on drinking the potion form Tonny until they know something invisible is attacking them, just to make sure it doesn't expire before being useful.

cut and smash? sorry, don't have a lot of that!

Despite the warning, Jonah still likes his odds better with a volley of bolts. he starts with the Red one.

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (15) + 11 + 1 - 2 - 2 = 23
damage: 1d10 + 1 + 4 ⇒ (10) + 1 + 4 = 15
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (14) + 11 + 1 - 2 - 2 = 22
damage: 1d10 + 1 + 4 ⇒ (2) + 1 + 4 = 7
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 6 + 1 - 2 - 2 ⇒ (3) + 6 + 1 - 2 - 2 = 6
damage: 1d10 + 1 + 4 ⇒ (2) + 1 + 4 = 7


Iron Gods: Iron maps;

At the sight of the zombies, Magdi quickly identify them as Draugrs and gives good advise to the party.

Tewa invokes the Mother Jaguar's protection while Magdi offers further protection with his hexing look.

Jonah's volley flies in between the rotted ropes of the sailing rigging, two of the bolts clearly striking the first draugh. Despite the hard callous on its skin, the bolts harm badly the creature.

Adriana GMPC
Adriana moves forward proclaiming a blessing to the Dawnflower, activating her judgement and requesting divine favor, the scimitar shines with the light of the sun as she reaches Tewa's position "I won't let you take all the fun!"

The Draugrs then attack ferociously, jumping over the broken deck and the myriad objects scattered around, until they reach Tewa and Adriana.
Rapier vs Tewa: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 4 ⇒ (6) + 4 = 10
Rapier vs Tewa: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 4 ⇒ (5) + 4 = 9

Rapier vs Adriana: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 4 ⇒ (5) + 4 = 9
Rapier vs Adriana: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 4 ⇒ (6) + 4 = 10
The two women fight ensemble, covering all the open points and not letting in any of the rapier attacks!

Red: 12 damage, badly damaged
Adriana: judgement (choose which), divine favor r7
Round 1: Tonny Round 2: Adriana, Jonah, Magdi, Tewa, Undead

Everyone can act!

Grand Lodge

1 person marked this as a favorite.
M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Knowledge (religion), IML, Inspiration, Take 10 vs DC 12: 10 + 9 + 1 + 1d6 ⇒ 10 + 9 + 1 + (3) = 23

“Ah!” Tonny jumps, clearly having been expecting invisible threats rather than visible ones. “Yes, they’ll make you seasick - or at least that was Professor Clikard’s working theory on the matter. I think it might have been due more to the smell based on firsthand accounts, but that’s not important right now! Those are rapiers, so dodge to the side rather than pulling back!” Carefully he inches forward and tentatively cracks his whip over the closest draugur’s head.

Whip vs AC 10 to Aid: 1d20 + 6 ⇒ (12) + 6 = 18 (Adriana gains a +2 bonus to her next attack against Cyan)

Move action to activate Opportune Advice, 5 ft step, and Aid.


1 person marked this as a favorite.
F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier

I’ve got some family stuff going on, in addition to the long covid, so sorry for being slow to post

Tewa grins at Adriana’s banter, then takes a mighty swing at the most injured draugr.

Attack with Kuye Lam vs Red (power attack): 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Damage (power attack): 2d6 + 8 + 6 ⇒ (4, 4) + 8 + 6 = 22


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah takes a five foot step to the side to try to have less allies he is shooting through, then aims and fires another volley of crossbow bolts.

starting with red, cyan next if red goes down.

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (7) + 11 + 1 - 2 - 2 = 15
damage: 1d10 + 1 + 4 ⇒ (7) + 1 + 4 = 12
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (11) + 11 + 1 - 2 - 2 = 19
damage: 1d10 + 1 + 4 ⇒ (5) + 1 + 4 = 10
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 6 + 1 - 2 - 2 ⇒ (13) + 6 + 1 - 2 - 2 = 16
damage: 1d10 + 1 + 4 ⇒ (4) + 1 + 4 = 9


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Magdi grumbles. "Need to pick up a mace or something." He begins casting, carefully avoiding giving the draugr nearby any opening to strike. His focus proves more than enough, and he reaches out to give Adriana Ylimancha's blessing of protection.
Combat Casting Concentration vs. DC 17: 1d20 + 12 ⇒ (13) + 12 = 25

Casting protection from evil on Adriana. It will last 6 minutes.


Iron Gods: Iron maps;

Tonny covers Adriana with his whip while offering good advice to the party.

Tewa's slash goes with mighty strength but the lose of precision ends with the blade cutting only the air.

Jonah's first bolt strikes directly on red's skull that shatters. The creature falls and next bolt goes straight on cyan, lodging on a shoulder, but the third is lost in the air due to Tewa's cover. there's some DR

Magdi's spell goes off, a shimmering glint of magic covers Adriana for a second.

Adriana GMPC
+1 scimitar+DF+Tonny: 1d20 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 141d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Adriana gets distracted with Tewa's near hit and slides in the deck, missing her own opportunity.

Rapier vs Tewa: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 4 ⇒ (2) + 4 = 6

Rapier vs Adriana: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 4 ⇒ (4) + 4 = 8
Rapier vs Adriana: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 4 ⇒ (4) + 4 = 8
Thanks to the combined efforts of Tonny and Magdi, and the divine protection of her goddess, Adriana ultimately manages to dodge the undead pirates.

The waves splash over the ships and from the water covering the southern ship stairs emerges another draugr, this one with the hat of a captain and wielding a longsword. The creature looks at you with mischief and test the fallen mast to cross towards your ship.

Party buffs: Opportune advice (+1 AC/saves) r5
Red: 19 damage, destroyed
Cyan: 5 damage
Adriana: AC 25; judgement (protection), divine favor r7, prot. evil 6 min
Round 2: Tonny Round 3: Adriana, Jonah, Magdi, Tewa, Draugrs

Grand Lodge

1 person marked this as a favorite.
M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Tonny steps forward, gulps, and cracks his whip a few times at the draugr below. "That one looks like trouble... But where are the-" He stops himself before he can blurt anything about the wisps.

Whip vs AC 10 to Aid: 1d20 + 6 ⇒ (9) + 6 = 15 Success - Tewa gets a +2 to her next attack against Cyan
Whip vs AC 10 to Aid: 1d20 + 6 ⇒ (10) + 6 = 16 Success - Adriana gets a +2 to her next attack against Cyan


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Magdi hesitates, but only briefly before he thrusts his spear at the cyan draugr closest to him, hoping to limit its movements against Tewa. With that out of the way, he hastily retreats back, circling around her to hopefully find somewhere more useful to be.
Aid Another Tewa: 1d20 + 5 ⇒ (19) + 5 = 24 Give her +2 AC against cyan's next attack.


Iron Gods: Iron maps;

Tonny valiantly strikes around with his whip, placing the enemies where they should be for the front-line to have an easier time.

Magdi likewise follows in with his spear, limiting even further the space of the draugr, who almost has to throw itself over Tewa's blade to avoid the menace!

Party buffs: Opportune advice (+1 AC/saves) r5
Cyan: 5 damage
Adriana: AC 25; judgement (protection), divine favor r7, prot. evil 6 min
Round 2: Tonny Round 3: Adriana, Jonah, Magdi, Tewa, Draugrs

Adriana, Jonah and Tewa to go!


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Slipping on the deck and almost dropping her scimitar, Adriana scrambles to her feet and shakes the cobwebs from her mind - they had to shift the tide of battle before the draugr captain could reach them.

With renewed purpose and locking eyes with the draugr captain, Adriana flicks her wrist and with divine guidance from the Dawnflower, lashes out at the draugr attacking her as both warning and a threat.

Attacking Cyan

Attack; +1 scimitar+DF+Tonny: 1d20 + 9 + 2 + 2 ⇒ (18) + 9 + 2 + 2 = 31
Confirm Crit?: 1d20 + 9 + 2 + 2 ⇒ (18) + 9 + 2 + 2 = 31
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Crit Damage?: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Trait - Flame of the Dawnflower deals 2 additional fire damage

Oh wow!


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

That one looks important! Jonah says, half to himself as he shifts aim to fire at the captain-looking zombie

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (12) + 11 + 1 - 2 - 2 = 20
damage: 1d10 + 1 + 4 ⇒ (7) + 1 + 4 = 12
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (8) + 11 + 1 - 2 - 2 = 16
damage: 1d10 + 1 + 4 ⇒ (5) + 1 + 4 = 10
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 6 + 1 - 2 - 2 ⇒ (10) + 6 + 1 - 2 - 2 = 13
damage: 1d10 + 1 + 4 ⇒ (9) + 1 + 4 = 14


F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier

Tewa takes a deep breath, focusing her entire being on her slash.

Vs Cyan

Attack with Kuye Lam (power attack): 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Damage (power attack): 2d6 + 8 + 6 ⇒ (2, 3) + 8 + 6 = 19

Crit Confirm: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
Crit Damage: 2d6 + 8 + 6 ⇒ (6, 6) + 8 + 6 = 26


Iron Gods: Iron maps;

With a resolved swing Adriana chops the head of the draugr in front of her!

Jonah's bolts fly over to the southern ship, one of them striking true on the chest of the captain! The bolt does some less damage than expected but lodges on the thick skin. DR

In a parallel swing to the Sarenrite, Tewa chops away the head of another draugr, quickly decimating the undead numbers!

Tonny's and Magdi's help was put to good use as the front-liners are pilling undead bodies on deck.

The remaining draugr responds with a stab at Adriana.
Rapier vs Adriana: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 4 ⇒ (4) + 4 = 8
But her faith protects her this time, and the rapier is deflected without reaching her.

Acrobatics-ACP DC 5: 1d20 + 2 - 1 ⇒ (11) + 2 - 1 = 12
The Captain manages to cross the fallen mast and looks to engage Tewa with a powerful attack of his sword.
mwk longsword-PA (2-handed): 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13
Slashing damage+PA+2handed: 1d8 + 5 + 3 + 2 ⇒ (3) + 5 + 3 + 2 = 13
But the draugr loses balance as he steps on the deck and his unprecise slash is easily dodged by the sailor.

Cyan: 23 damage, destroyed
Captain: 7 damage
Party buffs: Opportune advice (+1 AC/saves) r5
Adriana: AC 25; judgement (protection), divine favor r7, prot. evil 6 min
Round 3: Tonny Round 4: Adriana, Jonah, Magdi, Tewa, Draugrs

Everyone can act!


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah doesn't have much else to try, even knowing that his arrows aren't quite doing full damage. he keeps shooting!

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (1) + 11 + 1 - 2 - 2 = 9
damage: 1d10 + 1 + 4 ⇒ (5) + 1 + 4 = 10
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (19) + 11 + 1 - 2 - 2 = 27
damage: 1d10 + 1 + 4 ⇒ (1) + 1 + 4 = 6
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 6 + 1 - 2 - 2 ⇒ (19) + 6 + 1 - 2 - 2 = 22
damage: 1d10 + 1 + 4 ⇒ (1) + 1 + 4 = 6

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Ooo, do underwater crossbows also crit on 19's?

Tonny squeezes past Adriana, trying to do his best not to push her into the draugr in front of her and almost falling flat on his backside in the process. Wildly he waves his whip around, trying to distract the captain long enough for Tewa to get a telling blow in.

Whip to Aid Tewa's next attack vs Black vs AC 10: 1d20 + 6 ⇒ (20) + 6 = 26


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Magdi chants another word, gesturing with his free hand and unleashing the blessings of Ylimancha in a burst that encompasses all of his companions. He holds back for the moment, unwilling to continue advancing.

Casting bless. It will last for 6 minutes.


Iron Gods: Iron maps;

Crit?: 1d20 + 11 + 1 - 2 - 2 ⇒ (17) + 11 + 1 - 2 - 2 = 251d10 + 1 + 4 ⇒ (7) + 1 + 4 = 12
Crit?: 1d20 + 6 + 1 - 2 - 2 ⇒ (12) + 6 + 1 - 2 - 2 = 15
Jonah puts two good bolts into the lesser draugh, one of them lodges directly into the eye socket!

Tonny helps Tewa with his whip, with a nearly perfect slash!

Meanwhile, Magdi's words envelop the party. Everyone feels their weapon guided to higher heroics.

Captain: 7 damage
Green: 14 damage, mortally wounded
Party buffs: Bless (+1 to hit) 6 min, Opportune advice (+1 AC/saves) r5
Adriana: AC 25; judgement (protection), divine favor r7, prot. evil 6 min
Round 3: Tonny Round 4: Adriana, Jonah, Magdi, Tewa, Draugrs

Adriana and Tewa to go!


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

With one draugr already struck down and the captain's assault faltering, Adriana presses their advantage and continues her strikes against the closest standing draugr.

Attacking Green

Attack; +1 scimitar+DF+Bless: 1d20 + 9 + 2 + 1 ⇒ (6) + 9 + 2 + 1 = 18
Damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11


F AC 22 T 13 FF 22| HP 71/71| F +9 R +7 W +11| Init +0 (roll 2x take better, always act in surprise round)| Perc +10 (clouded vision) | Martial Versatility 7/7 Remain
Spells Per Day Remaining:
4-3/3 3-3/5 2-7/7 1-5/7
Spells/Effects Active:
Cleave, Enlarge, DF, FoM, Ward, SoF, Ablative Barrier

Tewa grins as the undead fall one-by-one. She takes Tonny’s assistance and slashes at the most dangerous looking foe.

Taking a move action to use Martial Flexibility to grab Furious Focus, then standard action to attack Black

Attack with Kuye Lam (bless, aid, power attack w/furious focus): 1d20 + 1 + 2 + 10 ⇒ (9) + 1 + 2 + 10 = 22
Damage (power attack): 2d6 + 8 + 6 ⇒ (6, 2) + 8 + 6 = 22


Iron Gods: Iron maps;

Adriana's scimitar cuts with ease through the callous skin of the draugr, sending the once pirate to the true death!

The movement is followed by Tewa's own swing that decapitates the captain with a single strike!

Combat is over!

Captain: 29 damage, destroyed
Green: 25 damage, destroyed

Party buffs: Bless (+1 to hit) 6 min, Opportune advice (+1 AC/saves) r5, Water breathing
Adriana: AC 25; judgement (protection), divine favor r7, prot. evil 6 min

You have 1 round of respit (in case you want to heal or cast spells), then...

Things do not remain calm for much time, as soon more undead get out of the waters coming to inspect the noises of combat. Five more draugr emerge on the ship deck to the east!

Perception DC 64 (or see invisibility):

Stealth+invis: 1d20 + 25 + 20 ⇒ (18) + 25 + 20 = 63
You spot a strange translucent thing quickly approaching from the south-eastern deck! E4

Initiative:

Adriana: 1d20 + 5 ⇒ (8) + 5 = 13
Jonah (+2 jungle): 1d20 + 4 ⇒ (17) + 4 = 21
Magdi: 1d20 + 1 ⇒ (12) + 1 = 13
Tewa: 1d20 + 0 ⇒ (5) + 0 = 51d20 + 0 ⇒ (15) + 0 = 15
Tonny: 1d20 + 2 ⇒ (3) + 2 = 5
Draugr: 1d20 + 0 ⇒ (11) + 0 = 11
Foe: 1d20 + 13 ⇒ (1) + 13 = 14

You are though ready for trouble by now and quickly react to the emerging creatures.

Round 1: Jonah, Tewa, Adriana, Magdi, Undead, Tonny


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

"There's a wisp." Magdi growls, pointing it out to Tonny on E4. "Tewa. Here." He chants a phrase, gesturing and carving magic from the winds and the waters. With a light touch, he protects her from any electrical attacks.

Casting protection from energy for electricity. It should negate 72 points of damage or last 6 hours, whichever comes first.


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Jonah hears Madi's warning, and decides that this is a good time to stop firing to drink that potion, figuring the others should be able to hold off the zombies.

He pulls out the see invisibility potion and downs it quickly.

draw and use a potion


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

With the draugr and their captain struck down and allowing for a quick respite, Adriana looks around for anything more out of the ordinary than usual and tenses when Magdi warns of the Wisp, closing her eyes and offering a quiet prayer of revelation before opening her eyes to truths revealed.

Using Respit round to cast See Invisibility on myself for 60 minutes.

Waiting to see what everyone else does before posting round 1 actions

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

"Oh shi-" Tonny likewise quickly pulls one of his sight-enhancing vials from his belt and swallows its contents in one gulp. Unfortunately, when he tries to put the bottle back into his belt, he fumbles and nearly drops it to the deck.

Using the respite round to drink extract of see invisibility as well, and then flavor text for why Tonny is so late in initiative. XD


Iron Gods: Iron maps;

Magdi alerts the party about an approaching will-o'-wisp and raises a strong elemental protection around Tewa.

Jonah quickly reacts downing his own special concoction to perfectly spot the invisible creature.

Adriana follows with her own magics to sense the creature.

Tonny also downs his own potion.

Tewa does something heroic!

The draughs drag their feet towards you howling with high pitched tones and jumping over the ship railing to face you.
Acrobatics: 3d20 ⇒ (15, 9, 12) = 36
One of them fails to and stumbles with the railing failing prone near your feet! Cyan

The will-o'-wisp, visible to your magically enhanced eyes, flies over the ships in a charge that ends with the strange energy crackling electricity over Adriana.
Shock+charge (touch): 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24
Electricity damage: 2d8 ⇒ (3, 1) = 4

The zap is only weak but it already makes the hair of the inquisitor to go wild.

Party buffs: Bless (+1 to hit) 6 min, Opportune advice (+1 AC/saves) r5, Water breathing, See invisibility (everyone but Tewa?)
Adriana: 4 damage, AC 25; judgement (protection), divine favor r7, prot. evil 6 min
Tewa: protection from electricity (72) 60 min
Round 1: Tonny Round 2: Jonah, Tewa (x2), Adriana, Magdi, Undead

Everyone can act!


Male Neutral Good Human (Yamasan) Shaman 8 | HP 52/60 | AC 16, Touch 11, Flat-Footed 15 | CMB +5, CMD 16 | Fort +6, Reflex +4, Will +10 (+4 vs. water effects and flying creatures) | Initiative +1 | Perception +6 (+4 without spirit animal) | Wandering Spirit: Battle | Wandering Hex: Battle Ward | Wave Strike 5/5 | Battle Spirit 3/5 | Active Conditions: owl's wisdom 13m magic circle against evil 73m

Magdi takes a swift step forwards, one hand crackling with the power of the storms above as he lashes out at the draugr closest to Tewa lined in green.

Shocking Touch vs. Green Draugr, bless: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Electric Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Using the shocking touch spirit ability, which is supernatural, and thus needs no concentration check (to my knowledge).


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

Now able to see the invisible creature, Jonah shoots a volley at the Wisp

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (8) + 11 + 1 - 2 - 2 = 16
damage: 1d10 + 1 + 4 ⇒ (8) + 1 + 4 = 13
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 11 + 1 - 2 - 2 ⇒ (2) + 11 + 1 - 2 - 2 = 10
damage: 1d10 + 1 + 4 ⇒ (5) + 1 + 4 = 10
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 6 + 1 - 2 - 2 ⇒ (17) + 6 + 1 - 2 - 2 = 20
damage: 1d10 + 1 + 4 ⇒ (8) + 1 + 4 = 13

2,251 to 2,300 of 2,653 << first < prev | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Module] Ire of the Storm by GM Rutseg - Gameplay All Messageboards

Want to post a reply? Sign in.