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Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Oskar will use Assurance Medicine to Treat Wounds on whomever needs it the most (currently that would be Hopper).
Treat Wounds: 2d8 ⇒ (1, 7) = 8
If additional chances for 10 minute breather arise he'll continue Treating Wounds until he can't, at which point he'll refocus.
Oskar has 1 focus point remaining and will use it to attempt Lingering Composition/Inspire Courage. He has one level 2 spell slot remaining (Sound Burst and See Invis) and one level 1 spell slot (but will likely need to use that for healing for Soothe since he's still at half health). Besides combat cantrips (Telekinetic Projectile, Daze, Shield), he also has a wand of Command and scrolls of Dispel Magic (2nd level), Color Spray, and Penumbral Shroud. He tries to stay out of melee as much as possible.

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"Serpentine! Run like this!"
Arlo awkwardly tries to run in a back and forth pattern to avoid the columns of sand.
deception: 1d20 + 6 ⇒ (5) + 6 = 11

GM Watery Soup |

Gurka jukes left and then goes right, or is it the other way around? Either way, the hands get confused and Gurka slips by.
Oskar and Wolfie run side by side, but Wolfie just makes it past while Oskar gets caught.
Arlo runs in a serpentine pattern but ends up on his belly like a snake.
Challenge #6: Grasping Dunes
Massive pillars of sand shaped like grabbing hands make a final attempt to intercept them on the beach.
Acrobatics (DC 16) to evade
Deception (middle DC) to zigzag past them
Crafting (highest DC) to identify weak points in the constructs
Round 7
Arlo (-5 hp)
Franzine (-7 hp)
Gurka (-4 hp)
Hopper (-23 hp) / Wolfie (-4 hp)
Oskar (-18 hp)
Phineas (-8 hp)
Challenge #1: 6/6
Challenge #2: 6/6
Challenge #3: 6/6
Challenge #4: 5/5
Challenge #5: 7/7 <-- Qxal
Challenge #6: 4/6 <-- Pathfinders

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Franzine spins around and makes a mad dash to pull Phineas up from the sand. Surrounded by the grasping pillars and towing the gnome behind her, she holds her shield in front of her and barrels out of the hazardous area. As the pillars reach for her, she darts one way, but then quickly goes the other way and continues to try to fake out the pillars all the way to a safe area of the beach.
Deception: 1d20 + 2 ⇒ (19) + 2 = 21
Phew!

GM Watery Soup |

I'll give you a Hero Point specifically to reroll that.
Phineas Deception: 1d20 + 9 ⇒ (20) + 9 = 29
At the last second, Phineas taps into a pool of superheroic energy and launches himself through the dunes onto the Unsinkable!
---
By the skin of their teeth, the Pathfinders make it through the Grasping Dunes. They manage to board the Unsinkable just as Qxal bursts forth from the Bloody Mire into the Grasping Dunes.
Several minutes pass in silence. As the Unsinkable sails away from Bhopan at full speed, plumes of smoke still visibly rising from Hoba Dukuza, the atmosphere upon the ship is one of celebration and hope. Yet not all aboard the ship celebrate; both Khoumrock Blackthane and Audho from within her Perennial Crown are quiet, Blackthane’s eyes locked upon the shoreline.
You have 12 minutes to recover. Oskar uses Treat Wounds on Hopper, per his botting instructions.
Arlo (-5 hp)
Franzine (-7 hp)
Gurka (-4 hp)
Hopper (-15 hp) / Wolfie (-4 hp)
Oskar (-18 hp)
Phineas (-8 hp)

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first level 3 action heal: 1d8 ⇒ 6
first level 3 action heal: 1d8 ⇒ 2
Then when combat starts I'll do this and spend a focus point:
Call to Arms
You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration.
Meaning my AC will be one lower until I get to hit someone.
If they're any neutral spectators I get to roll performance for my initiative.
Gurka just kind of smiles at the approaching figure. " Revenge ," she says while taking out her weapon.

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Franzine gives the power of Iomedae's healing to Oskar.
Lay on Hands for 12 points. Then, Franzine will refocus to get her focus point back. That should put us all to full HP.

GM Watery Soup |
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Hopper will still be down -7. He was down -23 after the eacape so -15 after Oskar treated wounds.

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Hopper will still be down -7. He was down -23 after the eacape so -15 after Oskar treated wounds.
I think it is fine, he is not a frontline, i needed I can send Wolfie alone to the front, and keep Hopper back.

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I'm a bit confused about having to roll again for the grasping dunes. Franzine did well (using a Hero Point), then had to rescue Phineas due to his bad roll. It looked like in the GM post that Franzine had to roll again to rescue him. It was another very successful roll. So, then, why the hero point to get Phineas out again? And now another roll for Franzine to get out of the Grasping Dunes? (Round 7?)

GM Watery Soup |
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All the descriptions are flavor text; the eventual moving on depends on the numver of successes minus crit fails. It's technically not possible for some to fail while others succeed - it's a pooled success.

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Ahh. Gotcha. I was wondering why so many checks. Thanks.

GM Watery Soup |

After ten minutes pass, the passengers aboard the Unsinkable see the terrible avatar of Qxal arrive 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 leaps powerfully 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.
The Unsinkable has a bank of cannons that can be fired at the manifestation of Qxal. Each round, one PC can take the Fire the Cannons! action listed below. This action is abstract, representing some combination of personally firing a cannon, organizing crew members, reloading, and providing other assistance around the ship to allow the cannons to fire efficiently.
FIRE THE CANNONS! ◆◆
ATTACK LINGUISTIC
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.
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.
The PC who spends their actions makes the attack roll. If no PC
takes the Fire the Cannons! action, NPC Pathfinders still use the cannons, albeit less effectively. NPC Pathfinders alternate between cannonballs and harpoon attacks. After using Fire the Cannons!, NPC Pathfinders must wait 1 round before using them again (or 2 rounds after a critical failure). Additionally, when compared to the PCs, the NPC Pathfinders take a –2 penalty on their attack roll.
While the Pathfinders are gawking, two thorned cocoons climb aboard the ship from the roots below, one at the bow and one at the stern.
Perception (Oskar)): 1d20 + 9 ⇒ (7) + 9 = 16
Perception, Inc Init (Arlo): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Defend (Franzine): 1d20 + 6 ⇒ (2) + 6 = 8
Perception (Gurka): 1d20 + 6 ⇒ (17) + 6 = 23
Stealth (Hopper): 1d20 + 9 ⇒ (9) + 9 = 18
Perception (Phineas): 1d20 + 5 ⇒ (1) + 5 = 6
Initiative (Cocoons): 1d20 + 4 ⇒ (13) + 4 = 17
Qxal: 1d20 + 17 ⇒ (15) + 17 = 32
Qxal closes to 100' from the southern edge of the ship. I didn't draw it to scale so it's easier to deal with as they close in.
Round 1!
Qxal
Arlo
Gurka
Hopper (-7 hp) / Wolfie
Red Cocoon
Green Cocoon
Oskar
Franzine
Phineas
As Oskar is on vacation, there is no hurry. We will pause after the cocoons' turn if we get there before January 2.

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Arlo finds himself at the strange nexus of being both horrified and puzzled about what to do. On one hand, he's tempted to unleash the cannons at the manifestation approaching the ship. One the other hand, he still has some magic that can affect the odd cocoons dropping onto the ship.
In the end, he decides to summon some help.
Casting summon construct and dropping it in as shown. This is all three of Arlo's actions. Somebody else tell those cannons to fire!
Oh, and Happy New Year everyone!

Arlo's Summoned Animated Broom |
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A broom amalgamates into existence and steps toward the nearest cocoon. In a frenzy of dust and dirt, it attempts to squarely whack the cocoon.
to hit: 1d20 + 6 ⇒ (14) + 6 = 20
bludgeoning damage: 1d4 ⇒ 1
Dust: A creature hit by an animated broom’s bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn’t breathe is immune to this effect.
In a sing-song voice the broom calls out "Hello everyone, and HAPPY NEW YEAR!"

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Hopper looks to the sides and at the great emanation of Qxal.
He looks at sailors running around the cannon and decides to aid in that attempts
"Load the cannon filthy maggots, let us show this flying thing to never mess with the Unsinkable. " He checks the gunpowder and keeps screaming in his high pitched voice.
"Chop-chop, with your life men. Load only cannonballs, no harpoons. We don't want to pull it any closer."
Attack: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 2d8 + 9 ⇒ (5, 1) + 9 = 15
Then he dismounts from Wolfie and pats it on the neck.
I can man the cannons, as with 1 action I get 2 actions of Wolfie.

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Does that include my initiative bonus or not? I can't tell. If so everyone gets two temp HP. If not I'll keep the focus point.
Move
Move
Attack
attack: 1d20 + 10 ⇒ (13) + 10 = 23
damage: 2d8 + 3 ⇒ (3, 6) + 3 = 12 bludgeoning
Gurka walks up to one of the weird plant things and says," Stupid weed."

GM Watery Soup |

Does that include my initiative bonus or not? I can't tell. If so everyone gets two temp HP. If not I'll keep the focus point.
It does not. I simply forgot that you had requested it, and didn't look far enough back when rolling initiative. I'm sorry. :(
---
Arlo summons a broom, which sweeps at Green.
Fortitude, DC 15: 1d20 + 10 ⇒ (2) + 10 = 12
The plant loses sunlight and spends an action twisting to regain its full photosynthetic potential.
Hopper triggers the cannons, which slam into the manifestation.
Gurka rushes up and slams the Red cocoon.
The Red coocoon slashes back at Gurka with a tendril.
Tendril: 1d20 + 9 ⇒ (16) + 9 = 25
Slashing: 1d10 + 3 ⇒ (4) + 3 = 7
It then wiggles a little, making a hypnotic thrum that tries to fascinate Gurka.
DC 19 Will save
The Green cocoon slashes at the broom with a tendril.
Tendril: 1d20 + 9 ⇒ (20) + 9 = 29
Slashing: 1d10 + 3 ⇒ (6) + 3 = 9
It then slowly moves towards the group.
Round 1!
Cannons: fired
Qxal (-15 hp)
Arlo
Gurka (-7 hp) DC 19 Will save
Hopper (-7 hp) / Wolfie
Red Cocoon (-12 hp)
Green Cocoon (-1 hp, stunned 1)
Oskar
Franzine
Phineas

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Good work! Keep firing those cannons!
Franzine shouts as she runs to the bow of the ship to take care of the other flowering cocoon.
When she gets into striking distance, she offers it a glimpse of redemption, looking at it in despair.
Why turn to evil? Whyyy!?! You could have been a pretty little flower in a pastoral landscape setting, with happy little clouds, perfect for an artist's painting.
She then swings her sword sideways into the stalk.
+1 longsword: 1d20 + 10 ⇒ (8) + 10 = 18
slashing: 1d8 + 4 ⇒ (5) + 4 = 9
Stride, stride, strike.

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Oskar attempts to rally his comrades and the crew with a few well chosen limericks regarding the mating habits of plants!
Performance (Lingering Composition): 1d20 + 12 ⇒ (18) + 12 = 30 Presuming that is a Critical Success, 1 focus point spent and Inspire Courage is in effect for 4 rounds.
Then Oskar attempts to Daze the Green cocoon.
DC 19 basic Will save vs 4 mental dmg; success = half dmg (i.e. 2); fail = full dmg (i.e. 4); crit fail = 8 dmg & stunned 1
Don't forget to add Inspire Courage to your attack & damage rolls!

GM Watery Soup |

Franzine and Phineas combine to take down the Green cocoon.
Oskar, you can revise your last two actions.
Round 1!
Universal: Inspire Courage 0/4
Cannons: fired
Qxal (-15 hp)
Arlo
Gurka (-7 hp) DC 19 Will save
Hopper (-7 hp) / Wolfie
Red Cocoon (-12 hp)
Green Cocoon (-19 hp)
Oskar
Franzine
Phineas

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@gm what options do we have now? Can the guns be fired multiple times? Can we attack whatever is holding the ship, that appendage of this butterfly?
@Oscar Lingering Composition is vs standard DC of the highest lvl ally, here it is lvl4 =dc19 so crit

GM Watery Soup |
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You can see the manifestation over the water, so any ranged weapons that can reach 100' are fair game. You can attack the vines if you'd like, but there are enough that you won't be able to free yourself before the manifestation closes in. The cannons can only be fired once per round. I'll put "Cannons:Ready" in the header if they have not yet been fired. And yes, the Lingering Composition was a crit.

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Revising my last two actions
Oskar quickly gives some occult aid to two of his comrades, Hopper and Phineas.
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

GM Watery Soup |

Qxal flies forward (now 40' from the edge of the ship), and spits a thorn at Arlo.
Thorn: 1d20 + 17 ⇒ (3) + 17 = 20
Piercing: 2d4 + 5 ⇒ (1, 3) + 5 = 9 plus Persistent Bleed: 1d4 ⇒ 3
Round 2!
Universal: Inspire Courage 1/4
Cannons: ready
Qxal (-15 hp)
Arlo (-11 hp, 4 persistent bleed)
Gurka (-7 hp)
Hopper (guidance, -7 hp) / Wolfie
Oskar
Franzine
Phineas (guidance)

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Hopper would look at Qxal as it flies trying to learn something of it
Using guidance for Recall knowledge. Nature +6, Arcana, Occult +10 (guidance bonus included). Hopper has dubious knowledge. He is interested in resistances and vulnerabilities later special attacks
Then Goblin picks up his blight bomb and throws it with great difficulty
Blight bomb, 3nd range increment, inspire: 1d20 + 10 + 1 - 4 ⇒ (3) + 10 + 1 - 4 = 10
Damage, poison: 2d6 ⇒ (2, 1) = 3 +2 splash damage (if not critically missed) +2d4 persistent poison damage(if hit)
"Damn that bottle was slippery." says as he moves to the side of the ship, Wolfie follows
Recall knowledge, failed throw and stride. Wolfie as a mature companion uses 1 action to stride when not commanded

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Oskar gulps as he gazes at the monstrosity flying towards the ship. He reminds himself to be courageous and sends three bolts of force hurtling towards Qxal!
Magic Missile, IC: 3d4 + 3 + 1 ⇒ (4, 1, 4) + 3 + 1 = 13

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Take out sling
Load sling
attack sling: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Gurka takes out her sling binging the giant creature right between the eyes.

GM Watery Soup |

Phineas directs the cannons. His aim is true, and a cannonball rips a hole in the wing. flavor only, its speed is unaffected, but it was a crit
Nature: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Note: that is a single piece of information, meaning your Dubious Knowledge feat did not apply.
Hopper lobs a bomb, but it misses wide, and splashes harmlessly into the ocean. Yes, that was a critical failure.
Oskar sends three force missiles, which slam into the manifestation.
Gurka throws a rock, but the rock flies over the manifestation's head.
Round 2!
Universal: Inspire Courage 1/4
Cannons: reloading
Qxal (-74 hp)
Arlo (-11 hp, 4 persistent bleed)
Gurka (-7 hp)
Hopper (-7 hp) / Wolfie
Oskar
Franzine
Phineas

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It doesn't look like Gurka added Inspire Courage if a 21 would possibly have hit.

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Arlo looks down at his blood-soaked shirt, then back up at Qxal.
Holding his arm out, he calls forth a trio of magic missiles that unerringly strike the creature.
damage with inspire courage bonus: 3d4 + 3 + 1 ⇒ (3, 3, 3) + 3 + 1 = 13

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After striking down the strange flowery cocoon, Franzine grits her teeth as she turns to look at the manifestation of Qxal as it soars closer to the ship. In the strong ocean breeze, she whips her head to the side to shake a strand of her damp hair out of her eye. Wanting to protect her friends, she moves along the rail of the ship, getting into the direct path of the approaching behemoth. Shaking a strand of hair out of her eye again, she spits sea spray from her mouth, then hoists her shield in front of her and waits in determination for it to come to her.
Keep firing those cannons, boys!
She offers a silent prayer to Iomedae, knowing full well that this could soon be the death of her.
Stride, stride, raise shield.

GM Watery Soup |

Arlo sends some magic missiles at Qxal, which damage it. As Arlo bleeds onto the deck, the drops disperse into a fine mist. Qxal's proboscis reaches out and laps up the blood, and it looks healthier.
Persistent Bleed: 1d4 ⇒ 1
Flat Check: 1d20 ⇒ 20
Franzine strides to starboard and with grim determination on her face, stares down the manifestation.
It flies up and sends two 15' long tendrils at her.
Tendril: 1d20 + 17 ⇒ (20) + 17 = 37
Slashing: 2d10 + 5 ⇒ (10, 3) + 5 = 18 plus 1d4 persistent bleed
Tendril, MAP (agile): 1d20 + 17 - 4 ⇒ (13) + 17 - 4 = 26
Slashing: 2d10 + 5 ⇒ (7, 7) + 5 = 19 plus 1d4 persistent bleed
It does not disappoint.
I'm going to allow Franzine to decide whether she wants to Shield Block either of those. No matter what she chooses, Franzine is at Dying 1 and bleeding.
Round 3!
Universal: Inspire Courage 2/4
Cannons: READY
Qxal (-87 hp + 1x Blood Siphon)
Arlo (-12 hp)
Gurka (-7 hp)
Hopper (-7 hp) / Wolfie
Oskar
Phineas
Franzine (-44 hp, unconscious, Dying 1, 2d4 persistent bleed)

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Oskar watches Franzine collapse in front of him in shock. I must help her but if we don't stop this monstrosity it will devour the entire ship! First things, first! Grimly, he sends another three bolts of force streaking towards the manifestation.
Oskar has Magic Missile as a Signature Spell, so he uses his final spell slot (a 2nd level slot) to cast it.
Magic Missile, IC: 3d4 + 3 + 1 ⇒ (1, 4, 2) + 3 + 1 = 11

GM Watery Soup |

Oskar sends a few more missiles at Qxal, but it doesn't look near death yet.
Round 3!
Universal: Inspire Courage 2/4
Cannons: READY
Qxal (-98 hp + 1x Blood Siphon)
Arlo (-12 hp)
Gurka (-7 hp)
Hopper (-7 hp) / Wolfie
Oskar
Phineas
Franzine (-44 hp, unconscious, Dying 1, 2d4 persistent bleed)

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No shield block. The look on Franzine's face from shock and awe was probably priceless.
I should be at 0 hp, though, right?

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Move
2 action heal on Franzine 2nd level
heal: 2d8 + 16 ⇒ (4, 7) + 16 = 27
Also Franzine your not at negative 44 but down 44.
" Just kill the weed. I've got Franzine"

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Arlo grasps his wounds as he continues to bleed. "Let's make these count!"
A ray of cold, blue energy leaps from Arlo.
to hit, ray of frost, with inspire: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
damage with inspire courage: 2d4 + 4 + 1 ⇒ (3, 2) + 4 + 1 = 10
No more magic missiles.
If that is a crit, here is the effect: Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Arlo also calls upon his shield spell.

GM Watery Soup |

Gurka heals Franzine.
Arlo sends a ray of frost at Qxal, striking it in the soft proboscis.
Round 3!
Universal: Inspire Courage 2/4
Cannons: READY
Qxal (-118 hp + 1x Blood Siphon, -10' speed)
Arlo (-12 hp)
Gurka (-7 hp)
Hopper (-7 hp) / Wolfie
Oskar
Phineas
Franzine (-17 hp, prone, Wounded 1, 2d4 persistent bleed)

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Hopper or Phineas, can one of you handle the cannons?

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Hopper looks with hope fading as he missed his bomb. Then Franzine was taken down so quickly that he failed to yell 'lookout'. A splash of water from the sea wakes him up from slumber
"Reload the cannons men! On your feet, this is ain't over! Be generous with the gunpowder, we can't use it if we are dead."
Cannons, inspire courage: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 36
Damage, inspire courage: 2d8 + 9 + 1 ⇒ (5, 6) + 9 + 1 = 21
"Good job men, prepare the guns for the next barrage!"
"This thing is weak to acid but resistant to fire!"
He looks at his belt and finds only blight bombs
"I guess poison will do"
Blight bomb, MAP, 2nd increment, inspire courage: 1d20 + 10 - 5 - 2 + 1 ⇒ (18) + 10 - 5 - 2 + 1 = 22
Damage, poison, inspire courage: 2d8 + 1 ⇒ (1, 5) + 1 = 7 +2 splash if not critically missed, +2d4 persistent poison damage if hit.
Fire cannons + throw a bomb with quick bomber

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Damn, Now I noticed that my attack should not have get -5 for MAP. Firing cannons do not have attack trait. So my attack of Blight Bomb would be 27 and not 22.