Birseko Naam
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Using the following chronicle boon from "Pathfinder Tales: Queen of Thorns"
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10+ your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.
temp hp: 2d10 + 4 ⇒ (1, 8) + 4 = 13 By my tally, this means the additional 30 damage that Birseko just took (beyond the 6 earlier) wipes out all 13 of these temp hp, leaving him 3 hp above 0, and confused. Correct?
Birseko staggers under the arrows and looks even more confused than usual!
Reggie Bottleberry
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I'm in the same boat as Myth. I do have characters with Profession (Sailor) but not Reggie. Hopefully the ship won't go down. Swimming ain't his best suit, either. For that matter, he's not that great at ranged combat...
"Well ain't you just an egg suckin' hound dog?" Reggie snarls as the man on shore starts peppering the passengers on the boat with arrows.
He retaliates to the best of his ability.
halfling sling staff: 1d20 + 6 ⇒ (4) + 6 = 10
blunt: 1d6 + 2 ⇒ (4) + 2 = 6
Mythryndyr
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I don't think you'll have to worry about ranged fighting next round, Reggie, I think the snake'll be onboard by then, if we haven't sunk beforehand...
Myth fires back at the Mwangi man...
Magic Shortbow: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 29
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9
Myth spits out to the archer on the shore. "How do you like it now?"
He then moves and ducks behind the main mast...
Quinn the Investigator
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Quinn's action is his action--he dramatically spins the ship's wheel to no effect :)
Wilhelmina Murray
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Wilhelmina pulls out a wand of cure light wounds and applies it to Bireko.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Dwight Dimbledon the Daring
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I'm working off the idea that if he had a line on Briseko Dwight will have a charge lane.
Dwight goes hurling off the boat. He gains the resistance of a bear.
Attack: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 3d6 + 39 ⇒ (1, 4, 4) + 39 = 48
Birseko Naam
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Much appreciate the healing, Wilhelmina! Because Birseko is confused, I believe you need to make a touch attack (vs AC 10) for the healing to connect.
| GM Nowruz |
Quinn tries his best but he cannot steer the boat and you suddenly hit something really hard!
You do not know what is happening but the front of the ship starts freezing and with it the whole water!
Duration: 2d4 ⇒ (1, 3) = 4
Ref (Rowdy): 1d20 + 7 ⇒ (13) + 7 = 20
Ref (Reggie): 1d20 + 3 ⇒ (6) + 3 = 9
Ref (Dwight): 1d20 + 3 ⇒ (9) + 3 = 12
Ref (Wilhelmina): 1d20 + 2 ⇒ (7) + 2 = 9
Ref (Jonathan): 1d20 + 4 ⇒ (10) + 4 = 14 (Imp. Evasion)
Ref (Quinn): 1d20 + 6 ⇒ (15) + 6 = 21
Ref (Birseko): 1d20 + 2 ⇒ (2) + 2 = 4
Ref (Myth): 1d20 + 9 ⇒ (1) + 9 = 10
All of you on the ship except of Rowdy and Quinn fall prone!
Myth, this happens right before your turn in round 2 so you had to spend a move action to get up and fire your arrow.
| GM Nowruz |
Suddenly, you all see a giant snake climbing into the ship.
This great, writhing snake is pale green with bright yellow stripes, and possesses a long tail.
It bites the prone Reggie but his armor protects him!
Giant snake bite, grab: 1d20 + 9 ⇒ (9) + 9 = 18
-
The Mwangi man is hurt now and wants to take out Dwight!
He 5 ft steps and then shoots his arrows!
"You are hitting hard but I hit harder!" the man shouts!
Manyshot, Rapid shot -2, deadly aim -2, pbs +1: 1d20 + 14 - 2 - 2 + 1 ⇒ (19) + 14 - 2 - 2 + 1 = 301d8 + 2 + 4 + 1 ⇒ (6) + 2 + 4 + 1 = 131d8 + 2 + 4 + 1 ⇒ (6) + 2 + 4 + 1 = 13
Rapid shot -2, deadly aim -2, , pbs +1: 1d20 + 14 - 2 - 2 + 1 ⇒ (19) + 14 - 2 - 2 + 1 = 301d8 + 2 + 4 + 1 ⇒ (1) + 2 + 4 + 1 = 8
Secondary, Rapid shot -2, deadly aim -2, pbs +1: 1d20 + 14 - 2 - 2 + 1 ⇒ (5) + 14 - 2 - 2 + 1 = 161d8 + 2 + 4 + 1 ⇒ (5) + 2 + 4 + 1 = 12
Three arrows hit the flying halfling!
Wilhelmina Murray
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Wilhelmina stands and brushes herself off. She looks at the snake, clicks her tongue and casts charm animal. (DC 14)
Up to you if it gets the +5 bonus, but none of us have attacked it or threatened it.
If it fails, she'll ask it to relax and curl up in the sun.
Dwight Dimbledon the Daring
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A.C. is 24 so I think the third shot is a miss so Dwight is down 21.
"You are a most worth opponent. Never have I meet someone so deserving of a warriors death. May you find great battles with your god. Give me your name so I made enter it in my gods books to grant you a place in his hall so you want it."
Halfway through his last sentence Dwight begins to charge.
Attack : 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 3d6 + 39 ⇒ (6, 5, 1) + 39 = 51
Mythryndyr
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Myth fires twice at the snake...
Magic Shortbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (2) + 9 + 1 + 1 - 2 = 11
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6
Magic Shortbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (9) + 9 + 1 + 1 - 2 = 18
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9
Reggie Bottleberry
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Reggie attempts to swing into Rowdy's saddle (because what kind of lunatic fights on foot?)
Ride (Fast Mount): 1d20 + 11 ⇒ (12) + 11 = 23
He manages to easily get on the wolf's back and pulls out his long sword to attack.
+1 longsword: 1d20 + 8 ⇒ (3) + 8 = 11
slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Quinn the Investigator
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Quinn hustles down to midships and draws a smokestick from his bag.
I'm running low on resources, so I hope the rest of you can finish these bad guys off!
Birseko Naam
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Birseko still needs Wilhelmina to make an "attack" vs his touch AC to see if her Cure Light Wounds managed to heal him (because he's confused he doesn't automatically accept being healed).
Confused: 1d100 ⇒ 16 act normally
Birseko's mind momentarily clears and he shouts out with excitement, "I saw it! I saw it! My past - who I am - everything! Finally... I know... I... I..." he trails off, as the vestiges of confusion continue to whirl around him. Quickly, with great determination, he stands up. "I won't let all this chaos interfere with my memories! They are just there - if I can only have a moment to sit down and write them out so I don't forget again... I'm sure that I will... I mean..." In a fury, he thrusts his mind into that of the giant snake, shouting out, "You won't take it away again! You won't!"
Mind Thrust
dmg: 4d6 ⇒ (3, 5, 5, 2) = 15 Will DC 16 for half
Birseko shakes his head vigorously, trying to clear his mind of the cobwebs.
Will DC 18 vs confusion: 1d20 + 9 ⇒ (15) + 9 = 24 Birseko is no longer confused. He would lose any remaining temporary hp, but they have all already been expended. He's at either 3 or 10 hp, depending on whether Wilhelmina was successful in landing the CLW earlier.
| GM Nowruz |
Myth's arrow pierces the snake's skin an Reginald can bite the snake!
-
The snake can shake off most of the impact of Birseko's mind blast!
Will vs. mind blast: 1d20 + 4 ⇒ (16) + 4 = 20
-
This great, writhing snake bites Reggie again and holds him tight and constricts him!
Giant snake bite, grab: 1d20 + 9 ⇒ (17) + 9 = 261d4 + 10 ⇒ (2) + 10 = 12
Grapple: 1d20 + 9 + 5 ⇒ (8) + 9 + 5 = 221d4 + 10 ⇒ (2) + 10 = 12
* * *
- Initiative 3/4 -
Myth, -16
Ranger, dead
Giant Snake, -22
Birseko, -16
Dwight, -34
Wilhelmina
Reggie, -24
Quinn
BOLD may act!
Mythryndyr
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Myth continues to fire at the large snake...
Magic Shortbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (6) + 9 + 1 + 1 - 2 = 15
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6
Magic Shortbow: 1d20 + 9 + 1 + 1 - 2 ⇒ (6) + 9 + 1 + 1 - 2 = 15
Magic/Cold Iron: 1d6 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9
Quinn the Investigator
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Quinn lights and hurls a smokestick, intending to provide Reggie and Rowdy some protection against the snake's attacks!
Making a ranged touch attack against an AC 5 intersection, with a -2 range increment penalty on the attack roll. Smoky area will be drawn on map.
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Wilhelmina Murray
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touch for CLW: 1d20 + 5 ⇒ (13) + 5 = 18
Wilhelmina tells Jonathan to attack the snake, and her familiar bursts into swarm form and shouts out advice about fighting snakes.
Knowledge (nature): 1d20 - 1 ⇒ (19) - 1 = 18
If that beats the ID DC, people get +1 to attack for the next round.
Swarm Damage: 1d6 ⇒ 3
Reginald Bottleberry's Rowdy
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Hey! That stupid snake is trying to hurt his Best Pal Reggie!
Rowdy does NOT like that!
Snarling, he tries to take a bite out of the serpent.
Bite: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Birseko Naam
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Birseko blasts the snake with his wand of magic missile.
force dmg: 1d4 + 1 ⇒ (1) + 1 = 2
| GM Nowruz |
Upon escaping Bloodcove your team rendezvous with Fola and Guaril to debrief.
Everyone communicates how to signal the start of the embargo, which Fola and Guaril promise to do once they’ve communicated these details with their own contacts and superiors.
Before long, Aspis ships begin struggling to make landfall in Bloodcove, and Pathfinder allies report that traffic to the Kaddodi mining operation quickly diminishes in the face of frequent raids.
With the mine’s supply lines compromised, Fola and her agents begin planning ways to further cripple the excavation projects before it undermines Parveen’s prison. Fola makes a point of asking that you all remain in the area in case further intervention is necessary.
Having rescued Malika Fenn, she thanks you all for releasing her and posits that it may be time for her to relocate now that Bloodcove has become so dangerous for her.
Birseko Naam
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Birseko is pleased to have completed another mission successfully. But he is frustrated that his past continues to elude him. In hopes that - this time - he may remember a bit more, he quickly scribbles several new notes to pin to his pajamas (one says "avoid Asuras!") and even adds tattoos of his comrades' names to the lengthy roster already outlined on his body, in hopes that he may recognize them in the future.