[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


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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

1st round

Covering her landing with her spiritual weapon, Tewa gets onto the land and begins to cast a spell. Standard action to begin casting Enlarge Person

Spiritual Weapon (bless weapon, inspirational expertise): 1d20 + 7 + 1 + 4 ⇒ (18) + 7 + 1 + 4 = 30
Machete Damage: 1d8 + 2 ⇒ (1) + 2 = 3

2nd Round

Tewa finishes enlarging herself so that her blade can reach the horrible witchfire! While she prepares to strike herself, her spiritual blade continues swinging away.

Spiritual Weapon (bless weapon, inspirational expertise): 1d20 + 7 + 1 + 4 ⇒ (5) + 7 + 1 + 4 = 17
Machete Damage: 1d8 + 2 ⇒ (8) + 2 = 10

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

Tonny gulps as he watches Magdi’s hair turn into an orb around his head. “Wait, here!” He fumbles at his belt pouch again before finding a bottle of clear shimmering liquid. “Catch! Wait, no, hold still…” A long arm snakes its way to the shaman, aiming for his mouth and trying to not dump the open bottle en route.

Using an extract of displacement on Magdi.


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

Will vs. DC 24, Ylimancha Celestial Devotion: 1d20 + 10 + 4 ⇒ (8) + 10 + 4 = 22 Since she's flying, he gets a +4 to saves against her... but he still failed, dammit. xD

Magdi yelps as the electricity blasts him, sending numbing chills through his body, and only barely has enough awareness to drink Tonny's extract. "Thanks. He manages, his breathing heavy.

"Damned undead..." He swims backwards, retreating onto the spit of rock. Swiftly puling upon the spirits of chill depths, he summons up a wall of ice to keep the creature from blasting him again.

Casting wall of ice from my spirit magic. It's going to be an icy plane going from floor to ceiling in the area described on the map. It won't extend underwater, though. I assume Tonny won't try to disrupt it while it's forming.


Iron Gods: Iron maps;

Tewa's spiritual machete cuts true through the incorporeal, harming fully the spirit.

As she completes her spell, her size multiplies, reaching for the witchlighting, although her spiritual weapon fails to connect a second time.

Tonny feeds an infusion on Magdi, and his figure suddenly is shown a bit displaced from its actual place.

Magdi steps back and focuses his magic. The waters around coalesce into a sheet of ice erected over the small piece of rock, blocking completely the incorporeal attacks from that area.
Have you included Opportune Advice in your save check? That +2 would make you pass the save.

Shortbow+bless+bane+aid: 1d20 + 10 + 1 + 2 + 2 ⇒ (18) + 10 + 1 + 2 + 2 = 33
Magical/Piercing damage+bane+destruction: 1d6 + 2 + 2d6 + 3 ⇒ (4) + 2 + (3, 5) + 3 = 17
Adriana puts another arrow through the spirit causing considerable damage!

Jonah does something heroic!

The Witchlighting flies away from Tewa, trusting on her exceptional mobility to avoid her attacks. Tewa gets an AoO

Then throws an electrical bolt at the oversized sailor.
Witchbolt: 1d20 + 15 ⇒ (19) + 15 = 34
Electrical damage: 8d6 ⇒ (1, 2, 6, 5, 2, 4, 1, 3) = 24
The bolt strikes true and make Tewa's body to shake under the shock!
Will DC 24 or become sickened and vulnerable to electricity for 10 min

Witchlighting: 34 damage, slightly damaged
Party buffs: water breathing 4-6 h, bless 5 min, opportune advice (+2 AC/saves)
Adriana: 45/52 hp; warding hex (+2 def. AC), bane 2/9, judgement (destruction +3 sacred to damage), resist energy (20 electricity) 70 min
Magdi: 22/53 hp
Tewa: 38/62 hp; spiritual weapon r11
Tonny: longarm 7 min, monkey fish (Climb/Swim 10') 7 min
Rosemary: 33/35 hp; acid maw 3 min
Round 6: Witchlightning, Jonah (x2), Adriana, Tonny, Tewa, Magdi

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

Tonny takes a deep breath and plunges back into the green water. Eventually he surfaces, having taken an exorbitant amount of time to swim from shore to shore.

Double move.


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 just keeps doing what he does best, firing salvos of bolts from his crossbow, hoping that they will eventually add up!

first round
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (17) + 13 + 1 - 2 - 2 = 27
damage: 1d10 + 1 + 4 ⇒ (7) + 1 + 4 = 12
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (2) + 13 + 1 - 2 - 2 = 12
damage: 1d10 + 1 + 4 ⇒ (5) + 1 + 4 = 10
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 8 + 1 - 2 - 2 ⇒ (17) + 8 + 1 - 2 - 2 = 22
damage: 1d10 + 1 + 4 ⇒ (8) + 1 + 4 = 13

second round
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (2) + 13 + 1 - 2 - 2 = 12
damage: 1d10 + 1 + 4 ⇒ (1) + 1 + 4 = 6
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (4) + 13 + 1 - 2 - 2 = 14
damage: 1d10 + 1 + 4 ⇒ (2) + 1 + 4 = 7
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 8 + 1 - 2 - 2 ⇒ (19) + 8 + 1 - 2 - 2 = 24
damage: 1d10 + 1 + 4 ⇒ (10) + 1 + 4 = 15


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

Oops! I totally forgot that. Thanks, GM. I sometimes miss these brief modifiers.

Magdi focuses on healing himself, hoping to let the others keep her attention as he gives himself time to think. He draws his wand and taps himself with it.
CLW wand: 1d8 + 1 ⇒ (4) + 1 = 5 Good enough for me!


Iron Gods: Iron maps;

Tonny gets a good dive and emerges at the shore.

Thanks to Magdi's blessing one of Jonah's bolts scores a hit, the magic of his bow loading the projectile with enough power to damage the creature at the Ethereal plane.

Magdi is saved by Tonny's advise and picks up the wand to heal himself a bit.

Adriana refocuses her judgement asking the goddess for better aim.
Shortbow+bless+justice: 1d20 + 10 + 1 + 2 ⇒ (7) + 10 + 1 + 2 = 20
Magical/Piercing damage: 1d6 ⇒ 4
But even then, the arrow just goes wide hitting the ceiling of the cave.

Tewa does something heroic!

The spirit throws another bolt at Adriana "My egg, my sparky glowy egg, you will not put your meddlers hands on it!"
Witchbolt: 1d20 + 15 ⇒ (3) + 15 = 18
Electrical damage: 8d6 ⇒ (6, 6, 2, 5, 6, 2, 2, 1) = 30
Will: 1d20 + 8 ⇒ (3) + 8 = 11
The bolt strikes true harming her only partially but she starts to glow with the sparks of electricity.

Witchlighting: 40 damage, slightly damaged
Party buffs: water breathing 4-6 h, bless 5 min, opportune advice (+2 AC/saves)
Adriana: 35/52 hp; warding hex (+2 def. AC), bane 2/9, judgement (justice +2 sacred to hit), resist energy (20 electricity) 70 min, sickened 10 min, vulnerable to electricity 10 min
Magdi: 27/53 hp
Tewa: 38/62 hp; spiritual weapon r11
Tonny: longarm 7 min, monkey fish (Climb/Swim 10') 7 min
Rosemary: 33/35 hp; acid maw 3 min
Round 7: Witchlightning, Jonah, Adriana, Tonny, Tewa (x2), Magdi


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 before healing himself with the wand again. You're of no use to your allies as injured as you are, especially if she targets you again. He tells himself. Maybe if he repeats it, he'll actually stop feeling bad about its truth.

CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9 Much better!

Grand Lodge

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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 gulps again and drops his whip. His long arms reach out and try to wrap themselves around the egg, pulling it in tightly to his chest. Before he can second-guess himself, he dives beneath the waves, holding his breath and hoping the brackish water would help dilute the inevitable lightning that is sure to follow in retaliation.

The mental image I have is of him wrapping his elongated arms around the egg and his torso, but they’re long enough that there’s enough left to paddle like a dog in the water. XD


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

+1 underwater crossbow, DA, PbS, Rapid, bless: 1d20 + 13 + 1 - 2 - 2 + 1 ⇒ (16) + 13 + 1 - 2 - 2 + 1 = 27
damage: 1d10 + 1 + 4 ⇒ (5) + 1 + 4 = 10
+1 underwater crossbow, DA, PbS, Rapid, bless: 1d20 + 13 + 1 - 2 - 2 + 1 ⇒ (14) + 13 + 1 - 2 - 2 + 1 = 25
damage: 1d10 + 1 + 4 ⇒ (10) + 1 + 4 = 15
+1 underwater crossbow, DA, PbS, iterative shot, bless: 1d20 + 8 + 1 - 2 - 2 + 1 ⇒ (11) + 8 + 1 - 2 - 2 + 1 = 17
damage: 1d10 + 1 + 4 ⇒ (1) + 1 + 4 = 6

Jonah is encouraged by the last volley and continues pumping out bolts at a remarkable rate


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

Round the First

After calling upon the spirits of battle to guide her blade, she steps forward and pounds at the witchfire with everything she has.

move action to use martial flexibility to pick up Furious Focus

Attack with Kuye Lam (bless, power attack w/furious focus): 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Damage (power attack, enlarge): 3d6 + 10 + 6 ⇒ (1, 5, 4) + 10 + 6 = 26

Spiritual Weapon (bless): 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Machete Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Round the Second

She continues trying to hammer at the spirit.

Attack with Kuye Lam (bless, power attack w/furious focus): 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Damage (power attack, enlarge): 3d6 + 10 + 6 ⇒ (3, 4, 3) + 10 + 6 = 26

Spiritual Weapon (bless): 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Machete Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Iron Gods: Iron maps;

With her large size Tewa reaches with a swing for the witchlightning but the incorporeal is as ethereal as air itself and she does not make contact. AC

Magdi taps himself with the wand and some of his injuries just disappear.

Jonah unloads a salvo of bolts, but only one manages to pierce partially the insubstantial creature.

Tewa swings once more, but the blade fails again to find anything to cut through.

Asking the Dawnflower for better aim, Adriana shots a new arrow.
Shortbow+bless+justice+bane-sickened: 1d20 + 10 + 1 + 2 + 2 - 2 ⇒ (18) + 10 + 1 + 2 + 2 - 2 = 31
Magical/Piercing damage+bane: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (3, 1) = 9
This one finally bites the ghost witch that shrieks more angrily than in pain.

Then Tonny lunges for the egg, which shell is damaged in several areas and not looking good at all. With a quick movement he takes it within his hands and tries to jump back to the water. Unfortunately, he finds to late the egg is too heavy for his squishy arms. He barely manages to stagger 5' after flitting it over his waist with great effort.
The egg weights 160 lb. with Str 9, Tonny can lift 90 x2 = 180 lb.

PRD wrote:
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).

The witch, gets, very, angry "You mongrel my egg! Leave the egg thief!"

Witchbolt: 1d20 + 15 ⇒ (4) + 15 = 19
Electrical damage: 8d6 ⇒ (1, 5, 5, 6, 3, 5, 4, 1) = 30
The bolt catches on Tonny as he tries to reach the waters, shocking him badly.
Will DC 24 or get sickened and vulnerability to electricity for 10 min

Witchlighting: 50 damage, slightly damaged
Party buffs: water breathing 4-6 h, bless 5 min, opportune advice (+2 AC/saves)
Adriana: 35/52 hp; warding hex (+2 def. AC), bane 1/9, judgement (justice +2 sacred to hit), resist energy (20 electricity) 70 min, sickened 10 min, vulnerable to electricity 10 min
Magdi: 36/53 hp
Tewa: 38/62 hp; spiritual weapon r11
Tonny: 15/45 hp; longarm 7 min, monkey fish (Climb/Swim 10') 7 min
Rosemary: 33/35 hp; acid maw 3 min
Round 8: Witchlightning, Jonah, Adriana, Tonny, Tewa, Magdi

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

Tonny does have an effective Strength score of 11 for the purposes of carry capacity, but that’s not going to make too much of a difference here. XD Also, does the witchlightning provoke an AoO from Tewa for making a ranged attack?

Will, Advice vs DC 24: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Tonny gags, then gasps as his arms involuntarily flex around the egg. “Tewa!” he blurts, eyes watering and twitching uncontrollably. “Take it! Get outside! Call… her!”

I’d like to use my turn to pass the egg to Tewa so she can double-move, but that might not be possible due to its weight. It’s incredibly unlikely that Tonny will not die from a second blast, but this is very much on-brand for the poor fellow.


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, finally feeling healthy enough to leave his shelter, dives into the water and swims around his wall. Surfacing, he pulls himself back up onto the spit of land, and chants a spell. Drawing upon the waters around him, he blasts the witchlightning with a heavy torrent of water. Unfortunately, it passes right through the undead creature. Blast.

Hydraulic Push Bull Rush: 1d20 + 11 ⇒ (13) + 11 = 24 Hopefully this will knock her out of the air, but I'm not sure it will.
Incorporeal 50%, low hits: 1d100 ⇒ 100 With that roll it doesn't. Damn.


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

AoO: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
AoO Damage: 3d6 + 10 + 6 ⇒ (5, 2, 1) + 10 + 6 = 24

Tewa finally feels herself hitting a rhythm, and while she considers Tonny request briefly, she shakes her head. ”No. This witch is dying again.” She turns and smirks at Magdi. ”Pass on some healing if you can. I got this.”

Attack with Kuye Lam (bless, power attack with furious focus): 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Damage (enlarged, power attack): 3d6 + 10 + 6 ⇒ (6, 4, 4) + 10 + 6 = 30

Spiritual Weapon (bless): 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Machete Damage: 1d8 + 2 ⇒ (4) + 2 = 6
I believe that since spiritual weapon is a force effect it is capable of critting incorporeal creatures, yes?
Crit Confirm: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Crit Damage: 1d8 + 2 ⇒ (8) + 2 = 10
lol not with that confirm roll though


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

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (4) + 13 + 1 - 2 - 2 = 14
damage: 1d10 + 1 + 4 ⇒ (4) + 1 + 4 = 9
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (12) + 13 + 1 - 2 - 2 = 22
damage: 1d10 + 1 + 4 ⇒ (6) + 1 + 4 = 11
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 8 + 1 - 2 - 2 ⇒ (14) + 8 + 1 - 2 - 2 = 19
damage: 1d10 + 1 + 4 ⇒ (5) + 1 + 4 = 10

Jonah shoots several more bolts. eventually this will wear down the witch ghost, right?

ugh, bad set of rolls there...


Iron Gods: Iron maps;

Tewa's swing when the Witchlighting attacks comes short of managing to damage the incorporeal.

Tonny nearly collapses as he looks around desperately for someone else to take the burden of the egg.

Magdi's torrent of water, despite magical, fails to affect the incorporeal essence of the enemy.

Tewa, resolute, keeps her swinging, and this time connects for real, the magic of Kye Lam really injuring the undead witch. Her spiritual weapon strikes truly, causing full damage!

Jonah keeps up her shots, but the luck being reversed on what could be effective, all of them fail hitting the wall or ceiling of the cave.

Adriana shouts to Tonny "Give it to me!" and picks up the egg from the hands of the trembling half-elf.

The egg is also heavy for her, but she makes what she can to advance a bit through the waters while the group keeps the fight up.
Swim: 1d20 + 13 ⇒ (20) + 13 = 33

The witchlightning shouts desperately trying to hit Adriana with her bolts "Thief! Thief! Thief!"
Witchbolt: 1d20 + 15 ⇒ (2) + 15 = 17
Electrical damage: 8d6 ⇒ (5, 2, 1, 1, 6, 5, 4, 4) = 28 x1.5 - 20 = 22
Despite her magical wards, the electrical aura the witch put on her makes the electricity to cause huge damage on Adriana, who recklessly holds into the egg trying to move forward.

Witchlighting: 71 damage, considerably damaged
Party buffs: water breathing 4-6 h, bless 5 min, opportune advice (+2 AC/saves)
Adriana: 13/52 hp; warding hex (+2 def. AC), bane 1/9, judgement (justice +2 sacred to hit), resist energy (20 electricity) 70 min, sickened 10 min, vulnerable to electricity 10 min
Magdi: 36/53 hp
Tewa: 38/62 hp; spiritual weapon r11
Tonny: 15/45 hp; longarm 7 min, monkey fish (Climb/Swim 10') 7 min, sickened 10 min, vulnerable to electricity 10 min
Rosemary: 33/35 hp; acid maw 3 min
Round 9: Witchlightning, Jonah, Adriana, Tonny, Tewa (+another AoO), Magdi

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

"Magdi! Take the egg!" Tonny yells as he reaches waaaaaaaay out to grab his whip from the ground. "Tewa! I'll distract it!" Shakily he cracks the braided leather, though the aftershock travels back from the end of the weapon through the grip and into his arm in an inadvertent wave.

Whip, Sickened, Bless to Aid vs AC 10: 1d20 + 6 - 2 + 1 ⇒ (16) + 6 - 2 + 1 = 21

Move action to pick up whip, standard to Aid Tewa's next attack. Magdi still has the displacement, correct?


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

I think he does for a few more rounds.

Magdi glances over Tonny, his eyes narrowing. He'll die if he gets hit with another one of those. For an instant, he weighs the possibilities and values, but nods. If that is his choice, I shall honor his wish.

"Adriana, I am less useful in fighting this than you. I'll take it." He does just that, before diving into the water to swim away from the witchlightning.


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

AoO: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
AoO Damage: 3d6 + 10 + 6 ⇒ (5, 4, 1) + 10 + 6 = 26

Tewa keeps ip the pressure on the horrible apparition, hammering at it with all her strength.

Attack with Kuye Lam (bless, power attack w/furious focus tonny aid): 1d20 + 11 + 1 + 2 ⇒ (14) + 11 + 1 + 2 = 28
Damage (power attack, enlarge): 3d6 + 10 + 6 ⇒ (3, 4, 2) + 10 + 6 = 25

Spiritual Weapon (bless): 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Machete Damage: 1d8 + 2 ⇒ (7) + 2 = 9


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

Magdi, take the egg and pull back! we'll cover you!
Jonah hopes that the witch spirit will continue to follow the egg, and maybe if they keep moving it around they can keep her distracted until they manage to destroy her.

he does what he can, stepping in front of magdhi and shooting some more

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (10) + 13 + 1 - 2 - 2 = 20
damage: 1d10 + 1 + 4 ⇒ (2) + 1 + 4 = 7
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (18) + 13 + 1 - 2 - 2 = 28
damage: 1d10 + 1 + 4 ⇒ (8) + 1 + 4 = 13
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 8 + 1 - 2 - 2 ⇒ (19) + 8 + 1 - 2 - 2 = 24
damage: 1d10 + 1 + 4 ⇒ (2) + 1 + 4 = 7


Iron Gods: Iron maps;

Tewa profits the opportunity to swing, but the incorporeal avoids the blade once more!

Tonny recovers his whip and tries to distract the enemy.

Magdi offers himself to carry the burden of the egg, and picks it up, struggling to barely carry it forward a bit.

Tewa swings once more, striking true on the witchlighting while her spiritual machete fails.
Defensive Shock (electrical damage): 4d6 ⇒ (6, 3, 3, 2) = 14
The sparks surrounding the incorporeal witch strike back, shocking the enlarged sailor!

Jonah piles up on the damage with one of his bolts also strike true, its magic piercing on the ethereal nature of the creature.

Recovering the bow, Adriana exhaust her bane to try harm the incorporeal once more.
Shortbow+bless+justice+bane: 1d20 + 10 + 1 + 2 + 2 ⇒ (13) + 10 + 1 + 2 + 2 = 28
Magical/Piercing damage+bane: 1d6 + 2 + 2d6 ⇒ (4) + 2 + (2, 3) = 11
The arrow barely makes it, and the witchlightning starts to look bad, but still has a lot of fuel for more sparks.

With tremendous wrath, she unleashes another spark on the egg carrier, this time Magdi, with little regard for Tewa's menacing blade nearby.
Witchbolt: 1d20 + 15 ⇒ (6) + 15 = 21
Electrical damage: 8d6 ⇒ (5, 2, 6, 6, 3, 5, 6, 2) = 35
Displacement 50%: 1d100 ⇒ 42
The bolt looked dangerous, but fortunately, Tonny's infusion made effect and the ray of electricity just hits the waters!

Witchlighting: 96 damage, badly damaged, defensive shock r11
Party buffs: water breathing 4-6 h, bless 5 min, opportune advice (+2 AC/saves)
Adriana: 13/52 hp; warding hex (+2 def. AC), bane 0/9, judgement (justice +2 sacred to hit), resist energy (20 electricity) 70 min, sickened 10 min, vulnerable to electricity 10 min
Magdi: 36/53 hp, displacement
Tewa: 24/62 hp; spiritual weapon r11
Tonny: 15/45 hp; longarm 7 min, monkey fish (Climb/Swim 10') 7 min, sickened 10 min, vulnerable to electricity 10 min
Rosemary: 33/35 hp; acid maw 3 min
Round 10: Witchlightning, Jonah, Adriana, Tonny, Tewa (+another AoO), Magdi

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

Tonny fumbles again at his belt, extracting a slate-gray vial after a few seconds of digging. "Tewa, open up!" he yells.

Full-round action to feed extract of ablative barrier to Tewa.

"Adriana, can you heal her? The rock salt and powdered shells should help reduce the force of the electric shock - well, I hope they will, this is kinda a test run in the field under less than ideal circumstances, but let's think positively - no, that's not part of the experiment, but we can still hope for the best anyway, right?" His other hand desperately cracks his whip, hoping to distract the ghost long enough for the massive warrior next to him to put it to rest.

Whip, Sickened, Bless to Aid vs AC 10: 1d20 + 6 - 2 + 1 ⇒ (4) + 6 - 2 + 1 = 9

And then Swift action and Inspiration point to use Effortless Aid to unsuccessfully Aid Tewa's next attack (not the AoO).


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

"Oof!" Should've expected that. I'm not very strong... Nevertheless, Magdi leaps into the water - well, he slips into the water, bringing the egg with him and hoping that the egg's buoyancy would let him move it more effectively out of the cave. Despite his best efforts, though, it was a tremendous struggle.

Let me know of the penalty I'd take for this roll.
Swim: 1d20 + 12 ⇒ (1) + 12 = 13 Uh-oh.


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

This thing can take a hit! Jonah exclaims, still firing his bolts at it

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (19) + 13 + 1 - 2 - 2 = 29
damage: 1d10 + 1 + 4 ⇒ (9) + 1 + 4 = 14
Crit??: 1d20 + 10 ⇒ (8) + 10 = 18
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (1) + 13 + 1 - 2 - 2 = 11
damage: 1d10 + 1 + 4 ⇒ (1) + 1 + 4 = 6
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 8 + 1 - 2 - 2 ⇒ (3) + 8 + 1 - 2 - 2 = 8
damage: 1d10 + 1 + 4 ⇒ (2) + 1 + 4 = 7


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

AoO: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
AoO Damage: 3d6 + 10 + 6 ⇒ (5, 5, 4) + 10 + 6 = 30

Tewa takes the opportunity to slash at the spirit with massive power. She continues beating at it with all her might.

Attack with Kuye Lam (power attack w/furious focus, bless, tonny aid): 1d20 + 11 + 1 + 2 ⇒ (8) + 11 + 1 + 2 = 22
Damage (power attack, enlarge): 3d6 + 10 + 6 ⇒ (4, 1, 5) + 10 + 6 = 26

Spiritual Weapon (bless): 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Machete Force Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Iron Gods: Iron maps;

Tewa's retaliation connects heavily, thanks to the blessing, the magic of her blade really weakening the evil spirit.
Defensive Shock (electrical damage): 4d6 ⇒ (2, 4, 4, 3) = 13
Sparks crackle through the blade shocking the sailor hero.

Tonny feeds an infusion to Tewa and gives good advice to Adriana.

"I... I think I can do! I can even protect her!" the faithful of Sarenrae exclaims, reaching for her holy symbol and preaching until the golden fire of the Dawnflower shines bright on Tewa, becoming protected with resist energy against the electrical shocks.

The currents push Magdi, but fortunately his understanding of buoyancy helps him hold out into the air, while he wades through under the weight of the egg.

Jonah manages to put another bolt on the incorporeal, causing some harm.

Tewa's come back swing goes too short and fails though.

The witchlighting goes through the cave walls, giving Tewa a last chance to slash, before emerging in front of Magi, attempting to shock him "Thieeeeeef!"
Witchbolt: 1d20 + 15 ⇒ (4) + 15 = 19
Electrical damage: 8d6 ⇒ (4, 3, 3, 6, 3, 3, 1, 6) = 29
Displacement 50%: 1d100 ⇒ 45
But once again, his magical protections find himself escaping the dangerous electrical attack.

Tewa's spiritual weapon blinks and disappears, its time expired.

Witchlighting: 118 damage, mortally damaged, defensive shock r11
Party buffs: water breathing 4-6 h, bless 5 min, opportune advice (+2 AC/saves)
Adriana: 13/52 hp; warding hex (+2 def. AC), bane 0/9, judgement (justice +2 sacred to hit), resist energy (20 electricity) 70 min, sickened 10 min, vulnerable to electricity 10 min
Magdi: 36/53 hp, displacement
Tewa: 11/62 hp; spiritual weapon r11, ablative barrier 7 h, resist energy (20 electricity) 70 min
Tonny: 15/45 hp; longarm 7 min, monkey fish (Climb/Swim 10') 7 min, sickened 10 min, vulnerable to electricity 10 min
Rosemary: 33/35 hp; acid maw 3 min
Round 11: Witchlightning, Jonah, Adriana, Tonny, Tewa (+another AoO), Magdi


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

"Thanks for your help, Tonny!" Magdi manages between his desperate attempts to stay above water. This is much harder than I thought it would be. Surely the egg shouldn't be this unwieldy...

Nevertheless, he pushes onwards, trying to adjust for what the egg represents in his swimming needs. It's... not easy, but is easier.
Swim: 1d20 + 12 ⇒ (4) + 12 = 16 Diceroller really isn't happy with me these days.


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 isn't entirely sure these shots are doing any more than tickling the ghost witch, but what else can he do really? when your only tool is a repeating crossbow...

+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (19) + 13 + 1 - 2 - 2 = 29
damage: 1d10 + 1 + 4 ⇒ (5) + 1 + 4 = 10
crit??: 1d20 + 10 ⇒ (9) + 10 = 19
+1 underwater crossbow, DA, PbS, Rapid: 1d20 + 13 + 1 - 2 - 2 ⇒ (13) + 13 + 1 - 2 - 2 = 23
damage: 1d10 + 1 + 4 ⇒ (9) + 1 + 4 = 14
+1 underwater crossbow, DA, PbS, iterative shot: 1d20 + 8 + 1 - 2 - 2 ⇒ (10) + 8 + 1 - 2 - 2 = 15
damage: 1d10 + 1 + 4 ⇒ (9) + 1 + 4 = 14


Iron Gods: Iron maps;

Magdi barely manages to keep his head out of the water and advancing on his swim.

Jonah shots without much faith, but his first bolt still strikes on the spirit witch who screams angrily.

Witchlighting: 123 damage, mortally damaged, defensive shock r11
Party buffs: water breathing 4-6 h, bless 5 min, opportune advice (+2 AC/saves)
Adriana: 13/52 hp; warding hex (+2 def. AC), bane 0/9, judgement (justice +2 sacred to hit), resist energy (20 electricity) 70 min, sickened 10 min, vulnerable to electricity 10 min
Magdi: 36/53 hp, displacement
Tewa: 11/62 hp; spiritual weapon r11, ablative barrier 7 h, resist energy (20 electricity) 70 min
Tonny: 15/45 hp; longarm 7 min, monkey fish (Climb/Swim 10') 7 min, sickened 10 min, vulnerable to electricity 10 min
Rosemary: 33/35 hp; acid maw 3 min
Round 11: Witchlightning, Jonah, Adriana, Tonny, Tewa (+another AoO), Magdi

Tonny, Tewa and Adriana to go!

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

Tonny flails haphazardly after the ghost, breathing a sigh of relief when he sees Magdi still moving on the other side. Well, perhaps more of an absentminded sigh that turns into a frantic gargling and gagging and coughing out water than a sigh. But it’s the thought that counts, right? Certainly that’s a better thought than wondering if Magdi’s movements were his own and not simply spasms from the electricity certainly coursing through his body…

Whip, Sickened, Bless to Aid vs AC 10: 1d20 + 6 - 2 + 1 ⇒ (11) + 6 - 2 + 1 = 16

Move action to swim, standard to Aid Tewa’s next attack.


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

AoO: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
AoO Damage: 3d6 + 10 + 6 ⇒ (3, 4, 3) + 10 + 6 = 26

Tewa grins as she gets protection from the electricity. Now she can finish this with no worries.

Attack with Kuye Lam (bless, power attack w/furious focus, aid): 1d20 + 11 + 1 + 2 ⇒ (20) + 11 + 1 + 2 = 34
Damage (power attack, enlarge): 3d6 + 10 + 6 ⇒ (5, 5, 1) + 10 + 6 = 27


Iron Gods: Iron maps;

Tewa walks over the water profiting her large height, and helped by Tonny's whip, she connects with a powerful swing of her enormous blade. The magic of Kuye Lam strikes the spirit consuming the remaining energy while it sparks back on Tewa.
Defensive Shock (electrical damage): 4d6 ⇒ (5, 4, 4, 4) = 17
But her protections hold back the spark.

With a nerve breaking scream, the witchling spirit disappears from existence!

Combat is over!

Witchlighting: 136 damage, destroyed, defensive shock r11
Party buffs: water breathing 4-6 h, bless 5 min, opportune advice (+2 AC/saves)
Adriana: 13/52 hp; warding hex (+2 def. AC), bane 0/9, judgement (justice +2 sacred to hit), resist energy (20 electricity) 70 min, sickened 10 min, vulnerable to electricity 10 min
Magdi: 36/53 hp, displacement
Tewa: 11/62 hp; spiritual weapon r11, ablative barrier 7 h, resist energy (20 electricity) 70 min
Tonny: 15/45 hp; longarm 7 min, monkey fish (Climb/Swim 10') 7 min, sickened 10 min, vulnerable to electricity 10 min
Rosemary: 33/35 hp; acid maw 3 min

On the aftermath you discover the green light of the cave is a product of the fungus here.

The egg is quite heavy, it weights 160 pounds. Its awkward
shape makes it difficult to carry for someone small. The shell has been damaged already and currently seems at the edge of breaking.

K. nature DC 18:

It is clearly a Thunderbird egg, and immune to sonic and electricity damage.

This must be Aessara's egg, with it, you should be able to convince her to abandon the Stormreaders side without fear for reprisal towards her egg!


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 sighs with relief when the witch dies and slings his crossbow on his back. He moves closer to examine the egg

know nature: 1d20 + 9 ⇒ (3) + 9 = 12

While he is at it he examines the fungus that gives off the green light to see what he knows about it and if it might be valuable.

know nature: 1d20 + 9 ⇒ (17) + 9 = 26

clearly his priorities are in order here....


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 swims slowly back to shore, carefully bringing the egg with him. "Gods, that was... difficult."

Knowledge (nature) Egg: 1d20 + 7 ⇒ (5) + 7 = 12 Nope.

He carefully begins inspecting the egg. Is there anything I can do to help mend it? After a moment, the shaman looks to his companions. "It would be a great risk to move it in this state. I do not want to risk destroying the chance for such a noble creature as this to be hatched. Any suggestions?"

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

Knowledge (nature), Sickened, Inspiration vs DC 18: 1d20 + 8 - 2 + 1d6 ⇒ (7) + 8 - 2 + (6) = 19

“It’s… it’s her’s,” Tonny pants, hands on his knees as if about to throw up. “Well, that or it’s some other thunderbird’s egg, but that seems unlikely. Or at least improbable. Oooh oh oh oh oh, careful there! Let’s, uh…. Ropes! Let’s make a sling to carry it to the boat. You can sail us gently, right Tewa? Maybe we should look for some sort of padding… Bedrolls!”


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 moves to Tonny's side, looking him over. "Is there something I can do to help your ailments, friend?"


Iron Gods: Iron maps;

Magdi thinks a make whole spell or similar could easily fix the egg, but so far, if it does not receive further damage, it should be ok.

Identifying the egg as Aessara's, Tonny improvises a sling to carry it to the boat with the help of the others.

With the egg in your power, you can probably convince the Thunderbird to break out from the Stormreaders, or perhaps to use it to use the Thunderbird in your favor.

Whatever you decide, the combat has being tolling, and Adriana tries to heal you a bit while you decide where to go next.
CLW Tonny: 1d8 + 5 ⇒ (3) + 5 = 8
CLW Tewa: 1d8 + 5 ⇒ (5) + 5 = 10

Adriana: 13/52 hp; warding hex (+2 def. AC), bane 0/9, resist energy (20 electricity) 60 min
Magdi: 36/53 hp,
Tewa: 21/62 hp; ablative barrier 7 h, resist energy (20 electricity) 60 min
Tonny: 23/45 hp;
Rosemary: 33/35 hp;


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 help carry the egg, setting rosemary too keep a lookout from up above while they very slowly make their way back to the boat.

"we should probably get out of here quickly. Who knows if others might be coming to check on the egg or something. or if we set off any magic alarms coming in here.


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

"I agree. If our foes are using more than just the witchlightning to defend or watch over this place, we should make haste." He considers for a few moments. "So long as we're careful, the egg should not get damaged... but if anyone had access to repairing magic, it would be a lot safer."


Iron Gods: Iron maps;

The group boards the boat putting the egg into safety, and Tewa sets sail, quickly getting you away from the cave of the old crone.

The sun is getting into midday position. Aessara told you she will check the ruined tower everyday at dawn, but you still have some hours. Does the group go back to the Enclave, go directly to the tower to wait for the Thunderbird, or have completely different plans?

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

“If we head straight to the tower, we might be able to avoid notice from the coven.” Tommy’s face still has tinges of sickly green as he un-leans from the railing. “I mean, they still might be able to scry on the egg itself like we did, but they’d probably only do that if they thought someone had moved it, which they probably wouldn’t unless the ghost-hag was part of their coven or linked somehow, but then there’s not much we can do about that except try to not be somewhere where innocents wouldn’t around to be harmed, and I don’t think there would be any at the tower.” He finishes, takes a deep breath, and then leans back over the railing.


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

"Hm..." Magdi considers that conundrum for a time. "The question is whether it's more secure there or if we just spent some time on the water. Assuming, of course, that they're either paranoid or that the witchlightning was a part of the coven, as Tonny says."

He begins pacing along the deck. "Do they have any other seaborne monsters?" He wonders aloud.


Iron Gods: Iron maps;

Whether the group decides to go straight to the tower or just ponder around the water pretending but still visit the tower at dawn, the result will be pretty much the same, the group will meet with Aessara at the tower at dawn.

The Thunderbird arrives at the set time, the storm getting more intense heralding her arrival. The electricity crackles around the gargantuan bird, whose eyes open wide when you show her the egg "My offspring!"

"The Stormreaders have not find it in months, but you have just found my egg in a couple days!" the thunderbird is ecstatic and if allowed, she carefully embraces the egg with her beak and wings "I cannot easily forget what you have done for me"


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

"It was our pleasure. The egg was in a small cave on the coast, and guarded by a few beasts and an undead witch of some sort." Magdi informs her.


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 is in favor of going straight to the tower. best not let anyone see the egg or hear that they had beaten the ghost hag before they had a chance to speak with the Thunderbird.

Once dawn (and the Thudnerbird) arrives, Jonah says"We are happy to help. No mother should be separated form her young. As Magdi says the egg was well guarded, but we managed to slip it out of there."


Iron Gods: Iron maps;

Tonny translates the group so you can speak with the Thundersbird. Aeassra shrieks when she discovers about the location of the egg "That must be Narlysa's lair. The hag was long time ago slain by a group of adventurers while she was attempting to transform all children born to the Saoc Brethren into changelings..."

Aeassra nods to Jonah appreciating his words "I see now you are kind and I have been blind by the magics of the Stormreaders. Narlysa was Vorysa's mother. One of the coven. If her dead spirit was guarding the egg, then Vorysa knew about it, I am sure... the Stormreaders have been behind the egg kidnapping all this time..."

K. nature DC 15:

You know about hags, foul, wicked creatures, warped with cruelty and evil. Uniformly female and invariably repulsive, these misshapen crones plot dark deeds over bubbling cauldrons, either singly or in sinister triads known as covens.

These creatures are more dangerous when they gather in covens of three. In those groups, they are able to control the weather and to cause dreams on people at a long distance.

Also, hags are commonly able to disguise themselves as humanoids, and they often like to do so as attractive women.

The electricity crackles while the thunderbird shrieks angrily "Now, I will abide to my word and leave the region. The egg needs to be cared" she sways the egg caring and bends her legs ready to depart "Your people shall not fear my presence any longer. But before I go... you shall know... the Stormreaders have taken note of your actions, they are gathering their troops for an attack over the Enclave on the morrow. The coven will remain in their tower of Augur's Throne, but with their troops distracted, they will be more vulnerable than ever."

Sense Motive DC 20:

Aeassra is being totally honest with you.
if >=25
Spoiler:

You feel she is no longer influenced by the Stormreader's charms.

She nods one last time "Hope that information helps undo whatever harm I might have done to you. Thank you, friends." and with that she takes flight and disappears in the air.

Congrats you are now level 8! :D
(Note this will be the last level up in this campaign)

Grand Lodge

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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 (nature), Inspiration vs DC 15: 1d20 + 8 + 1d6 ⇒ (4) + 8 + (5) = 17

Tonny translates almost mindlessly, twisting his fingers nervously as the stormbird lends more and more credence to his third-worst hypothesis. Hags. And enough to make a coven. Professor Silintate had all those lists to memorize of what magic each combination of hags could create, but most had weather manipulation and many could manipulate or infest dreams. That’s… not good. But why would they be wanting artifacts? Stockpiling power? An excuse to cause fear and take children? That part doesn’t make sense yet.

Aeassra‘s last words derail his train of thought, and he gulps. “Attack? Um, well, thank you for the warning! And thank you for believing us long enough for us to find your egg. Uh… best of luck with the kid! I hear they’re quite the handful! Wingful! Talonful… Uh, bye!”

Sense Motive, Inspiration vs DC 20: 1d20 + 2 + 1d6 ⇒ (15) + 2 + (4) = 21

When the sound of massive wings has subsided enough for his voice to be heard again, the scholar brings his gaze back down to sea-level. “I don’t know about taking down a coven of hags - that requires at least three, but there could be more, it’s not an upper bound per-see, but there is some inherent difficulty in forcing folks who don’t work well together into cooperation, and it gets worse the more faculty you add to a committee - sorry, that’s beside the point. Uh, but we need to warn the Enclave. Maybe see if we can find some folks to help defend it - oh, like the mermaid and the dragon! I do wish Aeassra had been able to stay too, but I absolutely understand her wanting to make sure her egg is safe after everything the two went through. Let’s get the sails turned around and head back?” For a moment, it almost appears that his worry for the Enclave - and their expedition to the Throne - has made him forget about his seasickness.

Almost.


Iron Gods: Iron maps;

Chapter 6: Hunting the Storm

After some discussion, and given the group is still wore down by the recent combat with the witch spirit, you take cover under the tower and have a full rest. Despite strange dreams of ancient times in a beautiful city by the sea assault you, you wake up fully rested and ready to prepare for a long day.

Confident Kaijong, your dragon ally, and the mermaid Eryssala will abide by their deal and come to the enclave defense, you decide to seize the opportunity and attack the Augur's Throne and finish this for good.

You set sail to the northern reaches, and after a couple hours of search, you find the island of Seer's Summit. Today, only its southernmost tower still stands—once the shortest of the nine towers that made up the great building, it is now the highest point on the northeastern isle at a height of 80 feet.

While the storm rages powerfully throughout the area, the air is still and the sky above blue within a 300-foot radius around the Augur's Throne, a true Eye of the Storm.

From the distance you spot the structure is made of a main building and a high tower attached. The building is in ruins, and you could potentially opt to avoid the main door and instead take one of the holes through the wall's rubble. Additionally, you spot what seems some kind of aerie at the top of the tower, which constitutes another optional entrance for a flying creature.

There are no apparent guardian in the tower, if they usually were, they are most probably moving towards the Enclave right now, as Aessra explained.

New Augur's Throne map is available!

Any plan?

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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

I have to say, this is one of the more constant games I'm still in given the absolutely crazy times we live in, and my own posting issues aside the flow's pretty awesome - Although I'm slightly worried of being sucked up into the hurricane, since I live where hurricanes hit from time to time. They suck.

Also, I think with enough aid anothers and a natural 20, one of us might be able to make a DC 32. Maybe.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

I think Splits is the only one who has both Detect Magic and Spellcraft; with a natural 20, he can reach 26.


Iron Gods: Iron maps;

It is a pearl of power. The CL is 17 for all its versions, which explains the DC.

You will need a identify spell to reach the DC. The thing is just so damn common and easily identifiable though, that I think I will let you recognize it with a K. arcana DC 21.

A Use Magic Device DC 25 also allows you to activate it blindly, which may also help to find out its powers.


Iron Gods: Iron maps;
Splits the Leaves wrote:
Is it calm enough to Take 10 on a Treat Deadly Wounds here? Would you prefer I roll it?

It is fine to take 10 for Treat Deadly Wounds. Notice the healer's kit gives you an extra +2. If you rolled a 25 you would heal 5 hp (1/level + Wis) instead of 2 hp for a DC 20, so maybe you still want to try rolling.

It is also fine to spend time to prepare read magic and read what the scrolls are (or detect magic for that matter).


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

With Detect there is a chance of Failure as my Spellcraft isn't terribly high... But I do get to attempt on everything.
Read Magic means I can't fail the Scrolls, but I cannot attempt on the other items.

Hm.

Taking 10 with the Healer's Kit gives me a 23. If anyone wants to aid me we can help patch up our wounds.

3 Wis, 3 Trained, 2 Ranks, 2 Restorer, 1 Restorer TDW Bonus, 2 Healer's.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Adriana has Heal +6, so she's probably the best to help (Ingolf is untrained for 0). Ingolf is out of spells.


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

I'll help, but I might have a spellslot left for healing, I'm double checking that now.

Might be a bit late on the post since my entire block is without power for the moment and I want to preserve my phone battery for the time being. Quarantine hard mode!


Iron Gods: Iron maps;

So no one of you have questions about each others stories or things to comment about what you just have lived together? ;)

@Splits, let me know whom you are treating deadly wounds. Unless you roll you will only heal 2 hp to that one. You can team up with Adriana, or she can try to help someone else (she can share the +2 healing kit bonus with you). Please, conduct any roll you decide to take in the Gameplay, and summarize there your actions in character.

Remember you have some potions in the treasure sheet if you are run out of other healing resources. And identifying the pearl of power would allow Splits to recover a spell he can save or use as more healing.

If taking activities, like healing, please, do not assume you will have more than 1 hour to complete them.


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

I have 1 final use of Goodberry from my scroll collection if you would need them, the healing is erratic sadly.

I'll try to get more scrolls of them when we have some time but there is no promises of that.

TDW takes way too long in Pathfinder to be worthwhile, kind of regretting that now but oh well.


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

Hello everyone!

Wanted to apologize for being quiet but I happened to be a clumsy ass and I fell down my apartment stairs the other day. Nothing broken but I am bruised and sore and feeling like a moron, do not recommend.

I will try to have a post in today but i am on some amazingly strong painkillers and I want to be coherent when I post, so if its not today it will be tomorrow, but I have a spell slot left if anybody wants to be healed they can be, Splits gets first dibs.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ouch, that sounds painful. :( I hope you're feeling better soon!


Iron Gods: Iron maps;

My complete understanding Adriana. I fell from bed a couple of years ago, it was a stupid fall, but it hit my back and took me to urgency room. It left me a month without working, taking pain killers, and then another month working from home. Take care.

Ok, people, I decided to leave you more room to interact with each other because I was fearing the fast pace was perhaps not leaving enough space for roleplaying and to build a sense of party camaraderie and knowing each other. I feel like I have to move on with the story, so unless a cheering conversation builds up, I will post us forward this evening.

But please, let me know in the future if the fast pace is not letting you interact with each other, or if you want to stop and talk up more thoroughly a specific scene.


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

I'm just thanking whatever luck I have that all I have are bruises and scrapes, because I really thought I'd done worse. Painkillers have been a blessing but they make posting a little difficult to be coherent at times.

I am all for more RP time because that's half the fun of RP.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf will carry one of the potions of cure moderate wounds, in case there's another fight this day. He won't drink it yet.


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

THIRD ATTEMPT AT POST. My internet is awful today.

So! Dice roll was awesome, but Adriana wants rope. She has it in her equipment list, is she able to get a decent amount scrounged up at the shelter?


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

Can't post properly until tomorrow, Wednesday at latest. Don't want to slow down game, Adriana's plan was to rope everyone together since it looks like we're going into the storm again.

Stay safe everyone.


Iron Gods: Iron maps;

I am a bit confused on what you are trying to accomplish here Splits. The whispering wind spell only allows delivering a message to a specific 10 feet radius spot. Even if it was heard by anyone that person would not be able to respond.

Unless I am missing something, it seems it would not help you discover what is going on. :/


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Might as well cast it somewhere in Island Town. Its a domain spell I need to use it at some point, can't convert it to healing anyway.

Oh I meant to send a message that help is on the way. Must have missed the edit.

Fixed. Forums ate my edit it seemed.


Iron Gods: Iron maps;

Ok! Sorry all of you who did not want to get soaked once more :)

I felt I had to push you because otherwise missing this encounter would put the colony in a bad situation. I wanted you to take the decision because it feels always better when the direction is given by the players.

Probably I should had been more open on that there was another encounter, that you could skip it, but it would have consequences for the barricades. But I wanted the scene to evolve more organically.

Sorry if it felt confusing or pushy.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

I'm hesitant to send Ebba in to combat first — she only has first level hit points. Next level, Ingolf will address that issue by taking the Boon Companion feat.


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

Apologies for being MIA for the beginning of the push. Also, gasp! The Lizardfolk are speaking Russian! ;)

Post incoming. Is there a map of the current fight?

EDIT: Yes there is, don't mind me.


Iron Gods: Iron maps;

Yes, we are using the barricaded water frontline map.

I choose Russian basically because I am currently studying the language, so maybe I learn something xD


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

I was doing something similar in a different game until it suddenly upped and stopped, which was disappointing but par for the course in these crazy times.

Not happy with the intimidate roll, might see if I can boost it with a hero point - assuming they do that. I think they do, but I can't remember the last time I used them in a game either.


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

sorry, didn't mean to drag things. I understand we likely need to go out and deal with stuff. but Jonah isn't the kind of adventurer who just runs out into danger to help a stranger and I wanted to play that up a bit instead of just moseying into the next encounter

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

Nah, it was good! Tonny was torn between wanting to help by staying put and wanting to help by following the sheriff, so it worked out nicely for his characterization to have someone else also hesitating.


Iron Gods: Iron maps;

Ah! I do appreciate you clarify Jonah, it seems nice to me that you are trying to interpret his personality.

If you do not witness your characters as heroes, well, I will have to find other ways to motivate them. Do you think money and treasure hunting would be a bigger motivation than 'being the hero' for your party going forward?


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

For me, no. You can just claim providence and he will go, though it doesn't help that he takes everything slowly and surely.


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

@GM can you double check my post please? Posting from my phone and I want to make sure I got everything right and read the map right. Also hoping the dice all hold up. Phone posting is tricky, but I can't do anything else for the time being.

Adriana as a character is torn between the new life (and faith) she's working on and the old life she can't go back to, and has something of a self destructive mindset that's made things interesting (the troll fight especially)

Testing to see if this sticks, post attempt 2


Iron Gods: Iron maps;

You are away 25 feet from the closest lizardfolk Adriana, given all is difficult terrain from you to the lizardfolk (entangle spell), you will need 50 feet of movement to cover it in a single move action.

Charging will not help here because it is not normally possible through difficult terrain (I know some feats allow it but it does not seem Adriana knows that).


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

Darn, and the dice were so good too.

I'll attempt to edit and just have my turn be moving toward yellow, assuming my posts don't keep dropping. I made the attempt at least.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Just make sure that you move out of the Entangle spell area (in green).


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

Big shoutout to Tonny for the teamwork bonus, if you think you can flank now's the time to get in.

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

Tonny can’t flank - he doesn’t threaten any squares with his whip. Which means he’ll try to stay out of direct melee, which is probably for the best given his general squishiness. But he’ll do what he can to help!


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Moved Adriana's token next to purple (5 ft step). You should have enough movement to move around and get up onto the sandbags if you wanted.


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

Thanks Ingolf, I thought I'd done that but...whoops

@Tonny - I'll take all the help/aid anothers you can manage!


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

I guess I should have spent a hero point for an extra move action, when Ingolf escaped on his second action of the round. But I didn't think of it before it was too late. :(


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

I'm getting a bad feeling that this could possibly result in a TPK. :(


Iron Gods: Iron maps;

Remember you have hero points in case you feel you need a small boost to get out of a bad situation.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

I didn't realize that you could retroactively add +4 to a d20 roll (It doesn't help that the rules on Archives of Nethys are confusingly formatted. I've never played with Hero Points before, so I haven't been familiar with the rules.

If I'd known that, Ingolf could have got out of the entangled area at least two turns ago.


Iron Gods: Iron maps;

I am around. I will GMPC Adriana tonight if she does not post during the day.

Regarding the use of hero points. To avoid the temptation to add a +8 to the roll after hitting the forum preview button, I will only allow the use of retroactive +4.


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Fair enough. If you want to retroactively change my second action to another standard to break then that works. Ultimately I'll lose my action this turn but will break it with the post roll +4.


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

Sorry, somethings come up and it's eating most of my attention (Possible health issue! At the worst time!)

I'll try to have a post in but will accept getting GMPC'd if it happens. Feel free to use a hero point if it'll help swing things in our direction.


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

Definitely gotta start using the hero points. When the dice roll is a little better though.


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Because I feel worthless I did some digging and found this FAQ about Pearl of Power Spellcraft DCs.

FAQ

Apparently a 1st level Pearl can be CL 1. That would mean I would have been able to identify it. Considering Jonah and our party is on their last legs here, what is your opinion on this FAQ?

@Ingolf: You'll actually Fatigue at the start of your next round assuming you could pay for the Rage at the start of the round.


Iron Gods: Iron maps;

Well, it makes more sense to me than what is written in the Corerulebook. You can go ahead and assume Splits identified that pearl earlier on.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none
Splits the Leaves wrote:


@Ingolf: You'll actually Fatigue at the start of your next round assuming you could pay for the Rage at the start of the round.

If I were to get an AoO before then, I suppose I would still be under rage, and not fatigued.


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

So I didn't mean to assume that Tonny would give another AoO but he's been super helpful and giving them to me for the entirety of this combat, and I like to think it paid off for the second attack.

If it was a step to far I'll reroll the dice and apologies to Tonny for presuming your actions for your turn.


Iron Gods: Iron maps;

I adjusted Adriana's position on the map so she and Ingolf get flanking bonuses.

I know tracking up the map positioning is sometimes difficult, but those small helps are very worth and in this case it was vital for Adriana's critical to succeed.

Congrats, you finished part 1 and leveled up to 3 :)


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Alright so he has now learned how dangerous things are so expect me to be preparing more combat abilities now. It felt disingenuous to not help the town when he had the magic to, it wouldn't fit the character to be prepared for battle.

I can Take 10 once we are at the safehouse to check those items and succeed.

I'll be posting by level up shortly.

Druid Level 3!
HP +7 (d8 average to 5, +2 Con)
+1 Hero Point
Reflex +1 (Bad Save)
BAB +1
Trackless Step (Druid cannot be tracked unless they want to)
+3 Second Level Spells (1 Class, 1 Bonus, 1 Domain [Wind Wall])
Skills +9 (+4 Class, +1 FCB, +1 Int, +1 Skilled, +2 Background)

+1 Perc, +1 SM, +1 K: Geo, +1 K: Nature, +1 Handle, +1 Spellcraft, +1 Heal, +1 Survival, +1 K: Religion

Feat: VMC Wizard - Familiar

What types of animals would be available in the area to serve as a Familiar? What does the local fauna (or possibly flora) look like? Seeing as my combat ability is limited I will probably go with a Mauler of some sort, using the Animal Archive rule of changing their starting feat for one of the animal feats (like Spell Sponge). This will allow me to flavour it as a spirit animal that is linked directly to me with Shield Companion from Animal Archive.

Animal Archive:

Animal Archive book, page 18;

This section presents new feats for animal companions and familiars, as well as for PCs that make use of these animals. Some feats might be available to other creatures that meet the prerequisites. Feats that are meant for familiars can be switched out for a familiar's default feats (as listed in the familiar's statistics) if the familiar meets the prerequisites. Such feat replacements must be made when the PC first acquires a new familiar, and-like all new feats from supplemental sources-the new feats should be approved by the GM before being integrated into play.

Just let me know what you think!

Also this is a weird request, but would it be possible to swap my Con (14) and Int (12) score and my FCB from Skill to HP? Overall it would reduce his Fort by 1, HP and Skill ranks would stay the same (due to swapping the FCB) but he would have an extra +1 to Intelligence skills. I feel it fits a lot better as the older, more knowledgeable druid that I feel he settled into as we started playing.


Iron Gods: Iron maps;

Ok, it all seems legit under the set sources for this campaign. I see where this is going :)

Appropriate familiars could be any domestic animal you can find in the colony:
- dogs
- cats (you recently saved Delour who might get interest in you)
- pigs
- chickens
- goats
- pigs

There are none domestic animals that you might befriend in the colony:
- snakes
- birds
- rats
- bats
- centipedes
- crabs

On the next part you will have the opportunity to explore the surrounding wilderness, which opens up opportunities for things like:
- frogs
- lizards
- scorpions
- turtles
- dinosaur (compsognathus) <- be aware of your resident hunter Jonah though :)

Ok to the abilities swap.

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