Stabby Staberson
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fort: 1d20 + 4 ⇒ (17) + 4 = 21
this is where the loan rogue gets the TPK lol... hope not..
GM not used to making 3 attacks at level 1... i just saw that i can do that.
| GM Wayfinder |
The sea-serpent has opened Stabby's mind to the possibilities.
But, also, Stabby's mind clears-- and he sees what he just did.
Stabby Staberson
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Stabby, seeing what he just did, sheaths his blade and attempts to help keep the dwarf from dying
even if looking totally confused because he has no ranks in heal
| GM Wayfinder |
Kit looks around, wondering what course of action to undertake--
Round 1
The BOLD may act!
Blue - 16 damage - 1 persistent fire
Elsha
Irth
Round 2
Granitt - 0 hp ; dying 1 ; prone ; dropped what was in hand
Hopper - 2 damage
Stabby - 7 damage
Kit (DC 15 basic Reflex save vs. 6 damage)
Kitana "Kit" Caine
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reflex save: 1d20 + 7 ⇒ (18) + 7 = 25
Stunned by the roiling chaos, Kit shakes her head to clear her mind and returns to the task at hand.
Seeing Granitt bleeding out on the floor she
[A] Runs over to him
[A] pulls out an elixir of life
[A] pours it down his throat
elixir of life minor: 1d6 ⇒ 4
"Come on, get up skrag you, get up!"
| GM Wayfinder |
Kit is so nimble she avoids the spikes completely!
And she revives the fallen Dwarf.
Seeing how Stabby was so helpful, the serpent now aims for Granitt-- who, since he is prone, is flat-footed.
The water splashes down on Granitt, who tries not to swallow any--
DC19 Fortitude Save
--and then the serpent also brings its spikes out and races right through everyone.
It first comes up to Stabby and Grannit, and then passes beside Elsha, ending in front of Hopper.
It is still burning away, and this does not stop...
1 fire damage ; still persistent
Round 2
The BOLD may act!
Blue - 17 damage - 1 persistent fire
Elsha - DC15 Reflex save vs. 7 damage
Irth
Round 2
Granitt - @4 hp ; wounded 1 ; prone ; dropped what was in hand ; DC18 Fortitude Save ; DC15 Reflex save vs. 7 damage
Hopper - 2 damage ; DC15 Reflex save vs. 4 damage
Stabby - 7 damage ; DC15 Reflex save vs. 6 damage
Kit
Fire: 1d20 ⇒ 9
Water: 1d20 ⇒ 10
1d4 + 3 ⇒ (3) + 3 = 6
1d4 + 3 ⇒ (4) + 3 = 7
1d4 + 3 ⇒ (4) + 3 = 7
1d4 + 3 ⇒ (1) + 3 = 4
The Mad Hoppper
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When Hopper sees that the serpent dies after his stab so he raises his hands in the air yelling:
"I am Hopper the dragonslayer!"
And as he yells he almost does not see the serpent trying to harm him.
Reflex save, DC15: 1d20 + 8 ⇒ (11) + 8 = 19
But he is able to hop away from the harm's way, and signing silently:
"...the slickest goblin Lady, She lifts your purse..."
He reaches for one of his bombs
Bottled lightning: 1d20 + 6 ⇒ (9) + 6 = 15
Electricity+splash: 1d6 + 1 ⇒ (6) + 1 = 7 if hit than flat-footed
which he immediately follows by another close distance bomb
Alchemists fire: 1d20 + 6 - 5 ⇒ (4) + 6 - 5 = 5
Fire, splash: 1d8 + 1 ⇒ (6) + 1 = 7
And then he hops away.
Two bomb attacks with limited splash only to the target and move.
| GM Wayfinder |
The dragon slayer avoids most of the spike damage, as dragon slayers are supposed to.
But one does not kill dragons with bombs, one uses daggers and such-- so the bombs miss, only slightly hurting the wyrm.
2 splash damage
Round 2
The BOLD may act!
Blue - 19 damage - 1 persistent fire
Hopper - 4 damage
Elsha - DC15 Reflex save vs. 7 damage
Irth
Round 2
Granitt - @4 hp ; wounded 1 ; prone ; dropped what was in hand ; DC18 Fortitude Save ; DC15 Reflex save vs. 7 damage
Stabby - 7 damage ; DC15 Reflex save vs. 6 damage
Kit
Granitt
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Fort Save 1d20 + 8 ⇒ (17) + 8 = 25
Ref Save 1d20 + 3 ⇒ (4) + 3 = 7
As Granitt shakes the algae and sea out of his beard, he is caught again by the spikes of a sea serpent. The spikes dig into his flash, ripping out part of his neck in a bloody mess. Granitt drops to the wooden deck in a heap, dying. The only good thing that can be said, is that at least the gush of water cleaned most of his blood from the area.
I'm assuming the shield was dropped and therefore Granitt cannot block the spikes.
Irth
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Irth take full aim to the remaning serpent, hoping the fight would end soon...
[A] Make a strike with his longbow
Strike: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 2d8 + 1 ⇒ (5, 5) + 1 = 11
Deadly d10 on Crit: 1d10 ⇒ 10
[A] Casting true strike
[A] Shoot again
Strike: 1d20 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Strike: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
Damage: 2d8 + 1 ⇒ (1, 3) + 1 = 5
Deadly d10 on Crit: 1d10 ⇒ 1
| GM Wayfinder |
Granitt remains stubbornly unaffected by sea serpent hallucinogens-- but he falls back into the realm close to Death.
He sees a long white ribbon, filled with screaming white spirits... is that the River of Souls, racing off to the Boneyard?
Round 2
Granitt - dying 2 ; prone ; dropped what was in hand
Blue - 19 damage - 1 persistent fire
Hopper - 4 damage
Elsha - DC15 Reflex save vs. 7 damage
Irth
Round 2
Save ; DC15 Reflex save vs. 7 damage
Stabby - 7 damage ; DC15 Reflex save vs. 6 damage
Kit
| GM Wayfinder |
Irth sends an arrow right into the serpent's neck-- nearly taking its head off, and blood spurts everywhere.
Then Irth stops... for the fight is over.
2 more actions
The captain calls out to you: "Someone see to the Dwarf. Stabilize him at least.
Don't want him bleeding all over my deck!"
Round 2
Granitt - dying 2 ; prone ; dropped what was in hand
Hopper - 4 damage
Elsha - DC15 Reflex save vs. 7 damage
Irth
Round 2
Save ; DC15 Reflex save vs. 7 damage
Stabby - 7 damage ; DC15 Reflex save vs. 6 damage
Kit
Granitt
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Granitt can use his hero point to get to 1 HP and take him back to Wounds 1...at least that's how I think it works. It's what he was planning to do, before he got whacked again by the 2nd sea serpent.
Granitt recovers miraculously, it seems Torag has not ignored him in his hour of need. His hands glow with the fires of the forge, and his wounds start to close up, at least the most severe. He then looks at his feet and deck around him, the faces of the party, "I wonder who did this to me. Who can't I trust! I hope whoever it was seeks redemption." As he ascends to his full height, not so very tall, he picks up his war axe that lies in a pool of greenish water. "Damn these creatures, where are they, let me finish them off!"
He sees the party look around and see two dead serpents. Then his soggy beard parts and his white teeth show a smile developing, before a realisation hits him, and his head bows to the party. "Sorry I couldn't protect you all properly and see off these monsters. Is everyone all right? I will be stronger next time. By Torag's beard, you will be safe and I will protect you."
With the smelly green slime still clinging to him, he says "Won't be a minute, there's a bath down below I can use. Get rid of this green stuff." He goes below for a bath and swim, and whilst he's there looks around for anything of value in his bath.
Lay on Hands +6 HPs, so gets to 7 HPs
Perception +5
| GM Wayfinder |
• Irth was more than 30 feet away?
• you must spend all your Hero Points (so 1 if you only have 1) but it brings you to 0 hp and stable, not 1 hp. But you are correct, it does not give your or increase your Wounded level
--but just keep things as they are now, not important
Granitt
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Cool, went back to where we found the gorget for a bath, cos the water was clear and clen, didn't actually spell it out n the description, partly cos I thought we were on the sunken ship when the serpents attacked.
| GM Wayfinder |
Since Stabb, Elsha & Kit have given up on rolling Saves etc. I will just move on
You finish healing and patching up the last wounded, while checking out the corpses of the sea serpents, that you imagine are a pair of young ones who moved into the empty lair after Hlavard killed the original occupant.
As you move onto the Wandering Hearth, the Captain sighs, and sends her team of sailors to get Hlavard's body, and the axe he had shoved into the big serpent's head.
"Don't wanna be leaving corpses without proper funerals.
What if that were your pappy?!... pff, Pathfinders my foot!"
And then you sail back--
--to meet Venture-Captain Torrsen, who is delighted by the you return with Hlavard’s body - "I thought you might not bring the body back, but I see you are thoughtful" - and the gorget.
“This will greatly please the Grenskuldrs.
Thank you.
I’ll make sure that you’re all on the list for a very special event coming up soon."
Which is this scenario, a repeatable one
Torrsen says nothing more about what this special event might be, though he does open up a nearby cabinet and take down an armful of vials. He says, “Let’s just say these might come in handy,” and gives you each a vial of lesser winter wolf elixir.
Except your GM spoke up for Torrsen, and since you cannot keep what is given in the scenario, but have to buy it from the Chronicile sheet, Torrsen is not that helpful!
And so endeth this Quest!
Elsha Ustosh
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Sorry for the delay; I have not given up, just a very long day :/
Elsha quickly darts to dodge the serpent...
Reflex, DC15: 1d20 + 8 ⇒ (5) + 8 = 13
He doesn't quite make it. He quickly moves to retaliate but the battle is too quickly over soon after.
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We should leave here quickly! I have a bad feeling these aren't the only two that reside nearby...