GM Doug's The Perennial Crown Parts 1 & 2 (Inactive)

Game Master Doug Hahn

This is a closed game for PFS2E's #1-16 and #1-17. We'll begin on June 1.


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Zarindlara can't make heads or tails of the situation — sores in the earth!? What kind of GM wrote this nonsense!? :)

Gurmire cauterizes the wounds with disturbing efficiency! Crit success!

Qxal flies closer, dispersing the fog with their wings…

Bloody Mire!

2 successes!

Medium-DC Athletics or Lower-DC Medicine or Crafting check. Finally, something Gurmire excels at! Also, have a hero point Varret and you had none and wrote a lovely little scene (as did others but they still have points).

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara

Grand Archive

1 person marked this as a favorite.
Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Crafting: 1d20 + 11 ⇒ (18) + 11 = 29

Seeing that some areas are now covered in scabs, Gurmire quickly makes a very crude rug from some of the vines and plants in the area. He lays it carefully over the wounded surface.

Bandaid for earth. So walking not break scab.

No use of explosives this time. :)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Another crit success! That is 4 successes.

Verdant Wheel

2 people marked this as a favorite.
Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆

"This land suffers as much as its people do. We must draw this monster away!" Varret gathers what medicinal leaves he can from those plants that seem healthy enough to bear his collection, then packs them into the open wounds.

Medicine: 1d20 + 9 ⇒ (19) + 9 = 28


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Doctor Varret continues consulting with doctor Gurmire, and the earth is almost healed. However, the fey influence is strong here and there's still more blood left…

Yes… you need SEVEN checks to pass this. If this was a home game I would say you get another success from 3 crits in a row. Gurmire have a hero point for your heroic efforts in the field of crafting earth-medicine.

Bloody Mire!

6 successes!

Medium-DC Athletics or Lower-DC Medicine or Crafting check.

Antonella
Gurmire
Packet
Pip

Varret
Zarindlara

Verdant Wheel

2 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip reaches down to the earth and talks to it. "You've been soaked in blood a long time, and I am sorry for my part in this. It's time for you to be free of the blood, it is time for you to heal. You are Bhopan, the land that my grandmother loved, the land that I love as well. Heal."

She concentrates, allowing the Audho as the Perennial crown to flow through the seasons, and she even sighs and holds up the scepter for a moment so that Audho can look more impressive while doing it.

Medicine: 1d20 + 6 ⇒ (16) + 6 = 22


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Finally, the earth heals. The ground underfoot is soft and springy like it should be, not a mire of mud.

You're near the coast — ahead you see the Unsinkable anchored off the coast, and sailors rowing a dinghy out to meet you! As you run across the dunes, massive pillars of sand shaped like grabbing hands make a final attempt to intercept you!

Grasping Dunes!

Higher Crafting to identify weak points in the constructs, Medium Deception to zigzag past them, or low Acrobatics to evade them.

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Packet tries to tumble and avoid the hands of sand.

"Quick, to the dinghy!"

Acrobatics: 1d20 + 10 ⇒ (4) + 10 = 14 Hero Point!

Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17 Better!

Silver Crusade

2 people marked this as a favorite.

Unsinkable. That name really doesn’t sound promising …

Pip wrote:
Pip reaches down to the earth and talks to it.

“Tell it ‘Hi’ from me, sister.”

Hmm. Killer bunnies, charismatic goblins, wounded dirt. What Pip’s doing seems kinda normal.

Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8

Surely the hero point couldn't be worse: 1d20 + 7 ⇒ (7) + 7 = 14

If the golarion has goiters, why can’t the sand have hands?

Grand Archive

1 person marked this as a favorite.
Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

As Gurmire is running up and seeing the others attempt to get past the pillars of sand, he says "Audho, what do you know about Selmius Foster? Told he broke into your vault long time ago with princess. Like hear your side of story."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Is that a dinghy up ahead? I will tell you… once we're away from the shore! Qxal will not be able to leave this island and follow up. Not without great risk to their avatar, at least. As a crown, I don't even need to get my sea-legs back, as I have no legs. There's certain benefits to being an artifact, young goblin. Pip, do you get seasick?

Dark Archive

Botting Zarindlara

Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22

Zarindlara darts among the dunes, dodging sand-fists and making headway!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Qxal's avatar glides over the healed earth, breaking open new wounds as they approach! The sailors pull the dinghy onto the rocky shore and frantically jump up and down, exhorting you to hurry!

Grasping Dunes!

Higher Crafting to identify weak points in the constructs, Medium Deception to zigzag past them, or low Acrobatics to evade them.

2 successes.

Antonella
Gurmire
Packet
Pip
Varret
Zarindlara

Grand Archive

Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Crafting, this time remembering the lens: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 Hero point
Crafting, Crafter's Lens, promo: 1d20 + 11 + 1 + 1 ⇒ (11) + 11 + 1 + 1 = 24

As he gets close to the dunes, Gurmire pulls an eyepiece out of his pocket. Putting it on, he looks at the grasping pillars through it. "This might work! Talk later!" he calls out to Audho as he rushes forward, keeping low to the ground.

It looks to me like the area right next to each of the pillars is safest. If the pillars had toes, they wouldn't be able to reach them!

Verdant Wheel

4 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Deception: 1d20 + 10 ⇒ (14) + 10 = 24

This is the last challenge, time to risk and go all out!

Hero Point!

Deception: 1d20 + 10 ⇒ (20) + 10 = 30

Wearing the crown, Pip raises her head high as if she were actual Bhopanese royalty. Then she points in the opposite direction that the party was, and says the the grasping dunes, "What are you doing, DUNES OF BHOPAN? The intruders you want went THAT WAY!"

Surprised that it worked, she then zigzags past them, running like hell!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Pip does so well tricking the dunes that you have a leisurely walk to the dinghy. Impressive work! says Audho. Along the way, you find some singed artwork washed into the river — detritus from the burning city of Hoba Dukuza. Treasure bundles!

Qxal's avatar flutters wildly behind, frantic with anger at seeing their prize escaping their grasp… the sailors usher you into the dinghy and row as fast as they can out to sea, leaving the island behind…

I will move you on a bit later today. Chase complete. Awesome work, I know that wasn't easy!

Verdant Wheel

2 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip cries as the island is left behind. "Bhopan!" It is a hard thing to find a piece of your heart while traveling, and then to be forced to watch its destruction. As the island gets smaller and smaller in the distance, Pip feels like her heart has been ripped in two.

Then she wipes her face and composes herself. "Qxal has wings," she says, grimly. "Does anyone need healing? Assistance? We'd best prepare for a fight!"

Is there such a thing as a spyglass that will give us enough advance warning for Pip to cast magic weapon before Qxal arrives? If there are cannons on the ship, maybe I can magic them... If not, I'll add oomph to my bow.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Audho shares Pip's tears before turning to Gurmire's question.

I have been locked away in the vault for ages, so whatever I know is not first-hand; Selmius I only met for the briefest of moments and we didn't have time to talk, as he was rather busy being arrested. However, on very rare occasions I have communed with the nobility who enter the vault and heard what I believe is the true story.

What kind of person was Selmius? He was a flawed one, but not a bad one. I believe Selmius was manipulated by Qxal to steal me and bring me to the Door of Seasons, behind which they wait to be freed. Even locked behind the Door of Seasons, Qxal plants subtle seeds of greed and lies in mortal minds, working over the years to achieve their goals and be free again.

Princess Ganjay took part in this plot. She was known once as the Opal of Bhopan. She was also a revolutionary who, like Lelzeshin, wanted her people to become less isolationist. She felt affection for Selmius's assistant, Adolphus, from the moment they met. Adolphus was more worldly and sophisticated than Selmius; he was always courteous and kind and seemed to get Selmius out of trouble more often than not. Selmius could be… rather foolish at times, and even a little judgemental, from what I have understood. Many adventurers are. You might remember the superficial terminology ("dog-faced") Selmius used to describe a whole person. Perhaps Audho's assessment is on the mark here.

Together with Ganjay's familiar, Yubdaghar, they broke into the vault. Yubdaghar sacrificed himself in the effort. Just as I do not doubt other Bhopanese sacrificed themselves to help Lelzeshin enter the vault, as he did not have volunteers who are not of Bhopanese ancestry to help him.

However, alarms the group set off on their approach brought forth numerous guards, and the group was caught almost immediately after they set foot inside. Again, you might remember the King turning off the alarms to help you get to the vault.

Ganjay was cunning and enjoyed games of intrigue, as so many Bhopanese nobles. When they were caught, Ganjay saved herself and her friend. She told the guards that Selmius kidnapped her and had used enchantment magic to force the innocent Adolphus to assist in his plots. Selmius was summarily guilty of kidnapping the princess to force her assistance and was executed for high crimes against Bhopan.

I believe that Adolphus and Ganjay’s relationship was based upon a combination of practicality and mutual affection, and she left Bhopan with Adolphus of her own accord.

That is what I know. Perhaps you wonder if Ganjay is a good person or not. I do as well. I wonder if she was manipulated by Qxal, too. After all, she sacrificed her own familiar and absconded without taking responsibility for her actions. It did not help my people in the end; in fact, it hurt them. Her actions and Foster's and Adolphus's hardened the Bhopanese peoples' xenophobic outlook.

Still, while Selmius was trapped in a web of his own making, he might not have deserved such harsh punishment. We must remember that Qxal loves to corrupt good intentions! They twisted Lelzeshin's noble love of history. They manipulated your Pathfinder Society into coming here long ago. They might have warped Ganjay's ideals. We may never know. But for now, I hope my people are safe…


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You don't have time to do much in the choppy waters as the sailors row to the Unsinkable. From here, you can see refugees crowded along the rails. You climb up the ladder and are overjoyed to see the ship crammed with refugees. Many of them cheer when they see you being rescued; many are also dazed or sad at watching their home burn.

Several minutes pass in silence. You watch the empty shore, and feel a sense of foreboding…

You have ten minutes. While you aren't sure yet, you wonder if Qxal will really give up this easily. Perhaps it would be a good idea to refocus or heal up (everyone is at full health but Antonella is at -8 HP.

Silver Crusade

“The Iro-shu says, ‘wise it is to look ahead but difficult to look further than you can see.’”

Antonella frowns at a passing Unsinkable. I am home, and I’m NOT DRUNK!

Irori's adept stands near the prow of the ship, her long braid blowing out behind her, indicating the wind direction as faithfully as any weather vane.

“Brother Varret or Sister Pip, may I trouble you to assist with my wounds, or would it be more prudent to consume my lesser healing potion?”

Dark Archive

Varret uses his Assurance, spending 10 minutes to treat Antonella.

2d8 ⇒ (4, 4) = 8

Current status: everyone at full health!

Grand Archive

Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

"Long way from shore. Get missiles ready." Gurmire says as he gets his sling ready.

He then starts pacing back and forth along the railing, looking for any indication of an attack by Qxal.

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

PAcket, short sword at the ready, tries to keep a low profile as he waits.

"Qxal may not be able to leave the island, but they can still send their blood-crazed minions after us."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Others share your sense of foreboding. The Bhopanese citizens go belowdecks, leaving only you and Blackthane and some sailors up there.

After ten minutes pass the terrible avatar of Qxal arrives upon the shore, its bellows of frustration barely audible beneath the sound of the roiling surf. It flutters back and forth agitatedly against the shoreline before its tendrils sink into the sand. Nearly simultaneously, Audho and Blackthane both cry out, in words and in thoughts respectively:

Pathfinders! To yer battle stations!

It comes for the crown!

Before any aboard the ship can react, a massive arm formed from roots and thorns reaches up from beneath the sea, splitting into a net of seaweed and vines that entangle the Unsinkable and hold it against the beating winds. The manifestation of the Thorned Monarch glides from the beach and soars toward the ship, the water flattening in the wake of its outspread wings, as the hateful fey creature readies to sink the Unsinkable!

Audho's trembling voice out: The avatar cannot regenerate itself over the waters, away from the island… if you can destroy it, it will be gone once and for all — a great blow to Qxal! It might even wrest their grip from our people, Pip!

Blackthane also exhorts you to fight: I'll have me hands full with this weird seaweed — use me cannons and me crew o' sea-dogs ta poke some holes in that jumped-up moth's wings! the sailors rush to Blackthane's bank of Alkenstar Cannons, carrying packets of black powder and torches. (seriously… where's he get all those cannon!? Well, you get to play with them now!)

How the Cannons Work:

FIRE THE CANNONS! 2 Actions
You help the Unsinkable’s crew to fire the ship’s cannons at the manifestation of Qxal. The cannons can fire either cannonballs or harpoons at a range of 100 feet. Attempt an attack roll with a +17 bonus against the manifestation. GM says Inspire Courage works if you include the crew as your allies!

Critical Success As a success, but the manifestation takes double damage. If hit by a harpoon, the manifestation is pulled 30 feet toward the Unsinkable.
Success The manifestation takes 2d8+9 bludgeoning damage if hit by a cannonball or takes 1d8+4 piercing damage and is pulled 15 feet toward the Unsinkable if hit by a harpoon.
Failure The attack deals no damage.
Critical Failure The attack deals no damage and the cannon can’t be fired again on the next round.

I also made macros for these on slide 2.

As the avatar of Qxal comes closer, it flutters for a moment and a cloud of golden sparkles begin streaming from its wings. This is an Aura ability. We will see what happens if you're inside it… You likewise pause to buff up. You can cast 1 spell here like magic weapons or hunt prey. This happens before initiative.

As the creature approaches cocoons from the Fey realm suddenly grow like cysts on the ship-masts. The cocoons writhe hungrily — whatever's inside squirms, eager to pull a meal inside and feed! They seem to be ready to ambush you, but luckily for you, they aren't very good at stealth. Rolled poorly and you all beat them in initiative, so you see them first.

Initiative:

Antonella, Search: 1d20 + 7 ⇒ (10) + 7 = 17
Gurmire, Scout: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Packet, Avoid notice: 1d20 + 11 ⇒ (8) + 11 = 19
Pip, Search: 1d20 + 6 ⇒ (7) + 6 = 13
Varret, Search: 1d20 + 9 ⇒ (7) + 9 = 16
Zarindlara, Stealth: 1d20 + 9 ⇒ (6) + 9 = 15

Coccoon 1: 1d6 + 6 ⇒ (6) + 6 = 12
Coccoon 2: 1d6 + 6 ⇒ (6) + 6 = 12
Coccoon 3: 1d6 + 6 ⇒ (1) + 6 = 7
Manifestation of Qxal: 1d20 + 17 ⇒ (15) + 17 = 32

Attacks:
Thorn, range 60' Strike 1, cover: 1d20 + 17 - 1 ⇒ (17) + 17 - 1 = 33
Piercing: 2d4 + 5 ⇒ (1, 3) + 5 = 9
Bleed: 1d4 ⇒ 3

The manifestation sends a thorn shooting through the air at the Bhopan crown-bearer standing on the deck of the ship — Pip! Auhdo cries out as her fellow Bhopanese is gravely wounded, blood flowing from the wound. Crit for 18 damage and bleeding 1d4

As the manifestation nears, everyone but Zarindlara feels a strange fascination with the glimmering dust around the moth's wings… you just can't help it. It's something in your blood. The logical part of your brain goes back to the blood ritual you participated in…

Is it really is Unsinkable?!

Nature to learn about the manifestation or coccoons

Manifestation of Qxal
Packet
Antonella
Varret
Zarindlara
Pip
20/38 HP, bleeding 1d4 (will take 3 bleed at EoT), DC 15 flat after taking bleed
Gurmire
Coccoon 1
Coccoon 2
Coccoon 3

Horizon Hunters

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CG female elf (whisper elf) fighter 3 | HP 21/43 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | Speed:30 ft | Active Conditions: ---

Zarindlara Steps away from the weird cocoon and sends two arrows flying at Qxal!

+1 Composite Longbow Attack: 1d20 + 12 ⇒ (20) + 12 = 32
ouch!: 1d8 ⇒ 3
deadly if a crit: 1d10 ⇒ 2

Woo-hoo! Wish it was better damage, though.

+1 Composite Longbow Attack: 1d20 + 12 - 5 ⇒ (5) + 12 - 5 = 12
ouch!: 1d8 ⇒ 6
deadly if a crit: 1d10 ⇒ 7

AoO:

punch!: 1d20 + 8 ⇒ (5) + 8 = 13
ouch!: 1d4 + 1 ⇒ (2) + 1 = 3

Verdant Wheel

1 person marked this as a favorite.
Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆

Varret stands quiet, studying the huge avatar as it approaches (Hunt Prey during that approach round). When it pulls up short and fires its thorn at Pip, he quickly raises his bow and returns fire! Hunted Shot, Strike, Strike.

+1 Composite shortbow (1st): 1d20 + 10 ⇒ (20) + 10 = 30
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
Deadly d10 if needed: 1d10 ⇒ 9

+1 Composite shortbow (2nd): 1d20 + 7 ⇒ (18) + 7 = 25
Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
Deadly d10 if needed: 1d10 ⇒ 5

+1 Composite shortbow (3rd): 1d20 + 4 ⇒ (16) + 4 = 20
Piercing: 1d6 + 1 ⇒ (6) + 1 = 7
Deadly d10 if needed: 1d10 ⇒ 5

+1 Composite shortbow (4th): 1d20 + 4 ⇒ (17) + 4 = 21
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Deadly d10 if needed: 1d10 ⇒ 2

Grand Archive

Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Seeing that others seem to be doing a lot of shooting at the creature, Gurmire decides to go help stop Pip’s bleeding.

Stride, 2 action Assisted Recovery

Vigilant Seal

2 people marked this as a favorite.
CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Packet raises a hand, and in his most commanding voice, says:

”Cannons, on the count of three! One, two... FiRE!”

Cannons: 1d20 + 17 ⇒ (19) + 17 = 36


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Zarindlara's first arrow buries itself deep in the moth before the second flies wide; Varret's first shot follows Zarindlara's! Verret follows with a second shot that strikes home, but the others ate buffeted down by the moth-wings. Including IC 29 damage.

Gurmire knows that bleeding is bad and has some of the salves he crafted back in the Bloody Mire; he uses some on Pip. DC reduced to 10

Mothra!?

Nature as an action to learn about the manifestation or cocoons. 2 actions to direct cannons to fire from anywhere

Manifestation of Qxal -29 HP
Packet
Antonella

Varret
Zarindlara
Pip 20/38 HP, bleeding 1d4 (will take 3 bleed at EoT), DC 10 flat after taking bleed
Gurmire
Coccoon 1
Coccoon 2
Coccoon 3


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Cross-posted with Packet. What is this? Crit city? Do you want harpoons to pull the avatar in closer 30 feet, or cannons for more damage? Packet also has an Action left.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Spoke with Packet out of channel

Bludgeoning, Inspire Courage: 2d8 + 9 + 1 ⇒ (6, 2) + 9 + 1 = 18

The Alkenstar cannonballs rip the wings to tatters! The creature wavers in the air for a moment, but still stays aloft and strong.

Mothra!?

Nature as an action to learn about the manifestation or coccoons. 2 actions to direct cannons to fire from anywhere

Manifestation of Qxal -65 HP
Packet One action left
Antonella
Varret
Zarindlara
Pip 20/38 HP, bleeding 1d4 (will take 3 bleed at EoT), DC 10 flat after taking bleed
Gurmire
Coccoon 1
Coccoon 2
Coccoon 3


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Pip gets a flat check NOW at DC 10.

Mothra!?

Nature as an action to learn about the manifestation or coccoons. 2 actions to direct cannons to fire from anywhere

Manifestation of Qxal -65 HP
Packet One action left
Antonella
Varret
Zarindlara
Pip 20/38 HP, DC10 flat check now to stop bleeding; bleeding 1d4 (will take 3 bleed at EoT if fail Gurmire's assist + DC 15 flat after taking bleed
Gurmire
Coccoon 1
Coccoon 2
Coccoon 3

Verdant Wheel

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Before the battle

Pip casts Magic Weapon on her bow.

◈◈ Magic Weapon

Verdant Wheel

2 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

During the battle

Pip feels the thorn of Qxal tear through her shoulder. She looks down at her ballgown, which has been dragged through the mud, torn through the brambles, and nibbled on by squirrels. "Hey, you're not supposed to get blood on this pristine ball gown!"

Her words are full of bravado, but she can feel the blood seeping out of her little body.

Knowing that all eyes are on her, she rips off some of the bloody lace and shouts, "Let this be the last blood Qxal takes from Bhopan! Today, we fight!"

Flat Check: 1d20 ⇒ 8

Action 1: ◈ Inspire Courage
Action 2 & 3: ◈◈ Soothe

She casts Soothe on herself, hoping to stop the bleeding!

Soothe: 1d10 + 4 ⇒ (1) + 4 = 5

Vigilant Seal

CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Packet tries to figure out what the cocoons may be! Dubiously?

Nature: 1d20 + 7 ⇒ (12) + 7 = 19


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Pip also gets a DC 15 flat check at the end of her turn in addition to the previous check Gurmire got her! You can roll that sometime before you're up next round.

Pip heals herself for 5 and then bleeds for 3.

Packet recognizes the cocoons as Thorned Cocoons. They're mindless plants that have long tendrils 10' reach, and can send out harmonic pulses that fascinate creatures. The pulses harmonize with the Thorned Monarch.

Victims of this fascination are drawn inevitably inside the cocoons so whatever is inside can feed…

Mothra!?

Nature as an action to learn about the manifestation or cocoons. 2 actions to direct cannons to fire from anywhere[/ooc]

Manifestation of Qxal -66 HP
Packet
Antonella
Varret
Zarindlara
Pip 22/38 HP, DC 15 flat at end of turn
Gurmire
Coccoon 1
Coccoon 2
Coccoon 3

Verdant Wheel

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip's End of Turn Flat Check: 1d20 ⇒ 18

She finally stops the bleeding.

Silver Crusade

Round #1: AC 21 ☤ 47/47 hp

Antonella decides to 5' step and take the fight to the cocoons.

+1 longsword (versatile P) on cocoon #2: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 1d8 + 4 ⇒ (2) + 4 = 6

Meh … might as well give it the narrow edge of the shield as well.

The aspiring champion round-houses her shield like an Acadamae frat-stud *smacking* his drunk buddy in the side of the head with a Chelish pizza box.

shield boss on cocoon #2: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24
bludgeoning damage: 1d6 + 4 ⇒ (2) + 4 = 6

“In a past life I saw a play about Alien sea-cocoons. I don't know if these ones will be as generous with their life-force.”

Verdant Wheel

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

If the cocoons start fascinating, Pip does this!

Counter Performance

♫ Fascinating Rhythm
Time to counter-perform
It's not time to give in!
I'm all a-quiver ♫

Pip waves her bow, and continues...

♫ And am humming along
Stay strong! ♫

Performance: 1d20 + 10 ⇒ (14) + 10 = 24


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Antonella remembers her party days as she slices and dices the cocoon. She sees something insectile inside pull back deeper within. -12 HP to #2

★★★

Tendrils writhe out from the first cocoon, pulling it along the deck. It then sends out a thrum of mental energy at Varret — it seems to be transmitting the pulse of Qxal themself! The telepathic coercions say come inside…

The second cocoon lashes out with a tendril before doing the same, only this time it catches Packet, Gurmire, Pip, and Antonella in its mental vibration.

The third cocoon squirms forward before pulling its thin insect-legs back inside the silky cocoon. It sends a mental pulse at Zarindlara.

Attacks:
Tendril, Strike 1: 1d20 + 9 ⇒ (11) + 9 = 20
Slashing: 1d10 + 3 ⇒ (8) + 3 = 11

The second cocoon will break Varret's fascinated condition as long as he did not crit fail. So, I still need a will save from Varret.

★★★

Qxal's avatar then moves in and sends a tendril out at Packet, the halfling who DARED to do so much damage to the herald of the Thorned Monarch!

Attacks:
Strike 1: 1d20 + 17 ⇒ (11) + 17 = 28
Slashing: 2d10 + 5 ⇒ (1, 9) + 5 = 15
Bleed: 1d4 ⇒ 4

Packet tries to nimble dodge but the tendril still finds him! He takes a significant amount of Slashing damage and begins bleeding. 15 damage will bleed 4 at EoT

This attack will break everyone's fascinated condition as long as they did not crit fail their save against the cocoon. So, I still need a will saves from everyone else from the cocoons as you might have crit failed.

The Avatar then Flutters its moth-wings! Golden dust full of swirling, hallucinatory patterns descends on everyone on deck. These hallucinations are more compelling to many of you — those who participated in blood rituals! You will take a -1 Penalty on your save vs this effect. Everyone but Zarindlara.

★★★

Mothra!? Round 2

Everyone needs to make two will saves. Feel free to read the spoilers below.

Manifestation of Qxal -66 HP; Aura (will save if end your turn in the aura)
Packet 27/42 HP bleeding 4 [DC 15 flat at EoT]; 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Antonella 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Varret 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Zarindlara 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Pip 22/38 HP; 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Gurmire 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Coccoon 1
Coccoon 2 -12HP
Coccoon 3

Cocoon Save:
DC 18 Will.

Success: You're immune to this ability from all the cocoons.
Failure: You are fascinated, and then the effect is broken by the attacks from the cocoons' allies.
Crit Failure: you're fascinated and must spend your turn moving adjacent to the cocoon who got you fascinated.

Dust / Aura Save:
DC 21 Will (Everyone but Zarindlara takes a -1 penalty on this save)
A creature entering the aura or starting its turn in the area must attempt a DC 21 Will save.

Success The creature is unaffected and is temporarily immune to the scale dust for 24 hours.
Failure The creature hallucinates that it is beginning to transform into a plant or animal native to its homeland, becoming either clumsy 1, enfeebled 1, or stupefied 1, at the manifestation’s choice. Manifestation will choose Stupefied for Pip, Enfeebled for Antonella, and Clumsy for everyone else.
Critical Failure As failure, but the condition value is 2.

Grand Archive

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Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Will vs enchantment: 1d20 + 5 ⇒ (7) + 5 = 12 Failure
Will vs Illusion: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6 Critical failure

Gurmire is tempted to climb into one of the cocoons until the glitter comes down. Then he thinks he is turning into an insect that wants to eat the plants!

Before eating the plants, one of his friends is leaking fluids. He carefully steps up to them and tries to help stop all the fluid from leaving them.

Guarded step, Assist vs Bleeding for Packet

Verdant Wheel

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Will vs Cocoons: 1d20 + 7 ⇒ (13) + 7 = 20
Will vs Dust: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13

Pip has an illusion that she is slowly becoming a badger, just like the badgers that her family raised. She has to struggle to cast spells, because most badgers don't cast spells.

Flat Check to Inspire Courage (DC 5): 1d20 ⇒ 12

On the other hand, Pip really likes badgers, and has spent a week in Bhopan, where anything is possible!

Inspire Courage

Then she aims for Cocoon 2. If by some miracle, Cocoon 2 goes down after the first shot, she switches to another cocoon.

Short bow+I.C.+M.W.: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22
Piercing damage: 2d6 + 1 ⇒ (2, 6) + 1 = 9
Deadly?: 1d10 ⇒ 8

Short bow+I.C.+M.W.: 1d20 + 6 + 1 + 1 - 4 ⇒ (16) + 6 + 1 + 1 - 4 = 20
Piercing damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13
Deadly?: 1d10 ⇒ 6


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Insect-Gurmnire helps insect-Packet, smearing more of his homemade concocton onto the sap. His newly-gained compound vision makes it all very trippy.

After the Will saves, Packet, please roll a DC 10 flat check! If you roll a 10 or above you will stop bleeding and don;t need to make the check at the end of your turn. We'll also reduce your flat check at EoT

Badger-Pip's two arrows destroy the cocoon! You hear a hungry psychic chittering as the horrible creature dies!

★★★

Mothra!? Round 2

Those noted need to make two will saves. Feel free to read the spoilers below.

Manifestation of Qxal -66 HP; Aura (will save if end your turn in the aura)
Packet 27/42 HP bleeding 4 [DC 10 flat at EoT]; 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental; DC 10 flat before turn to stop bleeding
Antonella 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Varret 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Zarindlara 1st Will save vs Mental, Enchantment; 2nd Will save vs Illusion, Mental
Pip 22/38 HP; Stupedied
Gurmire Clumsy 2
Coccoon 1
Coccoon 3

Cocoon Save:
DC 18 Will.

Success: You're immune to this ability from all the cocoons.
Failure: You are fascinated, and then the effect is broken by the attacks from the cocoons' allies.
Crit Failure: you're fascinated and must spend your turn moving adjacent to the cocoon who got you fascinated.

Dust / Aura Save:
DC 21 Will (Everyone but Zarindlara takes a -1 penalty on this save)
A creature entering the aura or starting its turn in the area must attempt a DC 21 Will save.

Success The creature is unaffected and is temporarily immune to the scale dust for 24 hours.
Failure The creature hallucinates that it is beginning to transform into a plant or animal native to its homeland, becoming either clumsy 1, enfeebled 1, or stupefied 1, at the manifestation’s choice. [ooc]Manifestation will choose Stupefied for Pip, Enfeebled for Antonella, and Clumsy for everyone else.
Critical Failure As failure, but the condition value is 2.

Vigilant Seal

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CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

Will vs Cocoons: 1d20 + 9 ⇒ (8) + 9 = 17
Will vs Dust: 1d20 + 9 ⇒ (1) + 9 = 10

flat to stop bleeding thanks to Gurmire: 1d20 ⇒ 16

Packet struggles against all the various mental attacks. He is mesmerized by Qxal, then he starts to become a squirrel, and then feels the gentle touch of a friendly beetle against his leg.

Gritting his teeth, he says, "Never mind all that. Cannons, on my command. Ready, set, fire!"

Cannons: 1d20 + 17 ⇒ (20) + 17 = 37
Damage: 2d8 + 9 ⇒ (8, 1) + 9 = 18

flat to stop bleeding: 1d20 ⇒ 17

Packet then moves to the far end of the ship.


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

OMG THESE CANNONS PLEASE STAAAHHHP

The avatar chitters with frustration at the lack of blood. It's so thirsty! The packet-squirrel chatters some words in squirrel-tongue and points his tail at the avatar, and somehow the sailors in the tree below understand perfectly. They spin the cannons toward the moth and light the fuse…

BOOM!

The avatar drops toward the ocean, its body blown apart into ragged tangle of vines and thorns. But it then it climbs back into the air… inexorably coming for the crown…

-102 HP on Qxal

Verdant Wheel

Male (he/him) half-elf ranger 4 | hp 56/56, hero 1/3 | AC 21, F+9 R+12 W+10 | Speed 30ft | Perception +10 (+12 vs prey), Stealth +10, Survival +9 (+11 to track prey) | Battle Medicine Used: | Hunted Prey: Zatqualmish | Focus Points: 1/2 | Current Conditions: | ◆

Will save #1: 1d20 + 9 ⇒ (19) + 9 = 28
Will save #2: 1d20 + 9 ⇒ (16) + 9 = 25

Ignoring the strange effects of these stranger creatures, Varret keeps his focus on the fluttering avatar.

+1 Composite shortbow (1st), IC: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Piercing, IC: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Deadly d10 if needed: 1d10 ⇒ 9

+1 Composite shortbow (2nd), IC: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Piercing, IC: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Deadly d10 if needed: 1d10 ⇒ 9

+1 Composite shortbow (3rd), IC: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Piercing, IC: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Deadly d10 if needed: 1d10 ⇒ 9

+1 Composite shortbow (4th), IC: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Piercing, IC: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Deadly d10 if needed: 1d10 ⇒ 6

Horizon Hunters

CG female elf (whisper elf) fighter 3 | HP 21/43 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | Speed:30 ft | Active Conditions: ---

Will: 1d20 + 8 ⇒ (15) + 8 = 23
Will: 1d20 + 8 ⇒ (16) + 8 = 24

Zarindlara fires at Qxal.

+1 Composite Longbow Attack: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
ouch!: 1d8 + 1 ⇒ (7) + 1 = 8
deadly if a crit: 1d10 ⇒ 2

+1 Composite Longbow Attack: 1d20 + 12 + 1 - 5 ⇒ (13) + 12 + 1 - 5 = 21
ouch!: 1d8 + 1 ⇒ (3) + 1 = 4
deadly if a crit: 1d10 ⇒ 6

+1 Composite Longbow Attack: 1d20 + 12 + 1 - 10 ⇒ (4) + 12 + 1 - 10 = 7
ouch!: 1d8 + 1 ⇒ (5) + 1 = 6
deadly if a crit: 1d10 ⇒ 10

Horizon Hunters

CG female elf (whisper elf) fighter 3 | HP 21/43 | AC 20 | F +8 R +11 W +8 | Perc +8 | Stealth +9 | Speed:30 ft | Active Conditions: ---

Hero Point Re-roll on Zarindlara's first shot.

+1 Composite Longbow Attack: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
ouch!:: 1d8 + 1 ⇒ (3) + 1 = 4
deadly if a crit: 1d10 ⇒ 3

And AoO because I forgot:

AoO:

punch!: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
ouch!: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The archers' volleys, combined with power (and Packet-infused accuracy) of the Alkenstar cannons, finally overwhelm the avatar. With a silent shriek of psychic fury that makes your ears bleed, the avatar of Qxal unravels and falls listlessly below the blue waves.

The golden dust fades, and the illusions do as well. The cocoons shrivel to dust, the creatures within banished to wherever they come from. Out of combat!

★★★

The Unsinkable glides free of the entangling vines. The wind changes, suddenly fresh. The sun is more bright. The destruction of the Thorned Monarch’s avatar has left Qxal without a foothold from which to terrorize Bhopan, freeing the island and its people from the fey’s grasp.

Auhdo lets out a quavering sigh; she might be crying. Her voice fades as fast as the vines vanish forever into the ocean's dark depths.

Thank you, Packet, Varret, Gurmire, Keats, Antnoella, and Zarindlara. My people are free to find their own way… free in the wide world. Pip, I am happy you've found a piece of your heritage, and I hope you will be part of Bhopan's future. Thank you for carrying this old woman through one last grand adventure. Thank you…

The silent crown suddenly grows heavy on Pip's head.

Grand Archive

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Male goblin alchemist 8 | 30’ | HP: 78/78 | AC: 26 | F: +14 R: +17 W: +13; Resist Fire 4 | versatile vials 6/6 | Hero Points: 1| Exploration: Scouting | Status:

Whoa! That strange!” Gurmire says as he realizes that he isn’t turning into a bug.

Looking out to where the avatar sank, he says “Hope this mean no more mad fey.

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