PFS2 - 2-06 The Crashing Wave by GM Redeux (Inactive)

Game Master redeux

Foundry/Slides | Muster sheet | CHRONICLE SHEETS
Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)


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Envoy's Alliance

open | female (she/her) nephilim human (Vidric) sorcerer (angelic) 10 | ◆◇↺ | HP 98/98 | AC 27 (28) | P+15, F+17, R+19, W+18 | Explore: Detect Magic | LLV, 30' | Focus: 2/2 | Spells: 1st (4/4) 2nd (4/4)* 3rd (4/4)** 4th (4/4) 5th (3/4)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: *lucky number [?], **life connection, ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

Society (E) +11

"Why are the sea devils attacking the monestary? And where exactly are we going?"

I haven't played any scenarios with this monestary, but the scenario is referencing them like it's common knowledge - I'm guessing it's a PFS1 scenario that I haven't played. Is the monestary underwater?

Nina accepts the swim fins and water breathing potions, but she does let her allies know that she can wild shape into a shark. It's a focus spell that lasts 1 minute, so it's not a great solution for traveling.


Map: -- | -- | ◆ ◇ ↺ |

GM screen:
2d20 ⇒ (19, 13) = 32

Knab:
You know that Malentis are a rare type of sea devil, said to look exactly like aquatic elves, except for their sharp teeth.

Nina:
You recall that Sea devils are aggressive amphibious humanoids who rule hierarchical empires from Golarion’s oceans to the Plane of Water. Despite their strictly regimented culture, sea devils are known to lose control at the scent of blood and enter a violent frenzy.

Nina Jaribu wrote:
"Why are the sea devils attacking the monestary? And where exactly are we going?"

VC Melipdra takes a second to think before responding, "Anything I tell you will be secondhand information. You should hear it from Remendi at the Monastery, as she's certain to be more in tune with the shifting tides of war. You will meet with her"

Rirzik then steps forward at the mention of the monastery and boasts, "The Monastery of Unbreaking Waves is the greatest of Jalmeray's four Houses of Perfection. The Unbreaking Waves teaches a defensive fighting style that focuses on moving like flowing water, crashing past any obstacle that stands in your way. The school was destroyed centuries ago, but we rebuilt it with the Society's help!"

the monastery itself is not underwater, but it seems you are being assigned duties that will be underwater (whereas Meleeka is staying on dry land)

Grand Archive

Tien Dan HP 68/68; AC:24/25 Fort:+12 Ref:+9 Will:+12 Perception+12

"We shouldn't wait any longer then."

Horizon Hunters

Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

Oh this is going to be SO MUCH FUN Katrina exclaims as she strips down to her two piece swimsuit - light green on top and dark green on the bottom. She also accepts the water breathing potions even though she already has one of her own, intending to return them if she doesn't use them but retaining them for emergencies. I've been learning to fight underwater recently so .. I guess I'm going to be trying it out. How long do these potions last anyway ... and do you have something that could turn my legs into a mermaid tail .. or at least help give maneuverability in the water?

Kat has Underwater Marauder and Breath Control as feats

She then straps on her short sword and dagger, relying on the Mage Armour for protection and declines the offered swim fins because she has a pair of her own for free diving (it's her hobby). While the others sort themselves out, she makes friends with the smallest hippocampus Know where I can get one of my own? she asks. She then hops on the hippocampus, carrying her swim fins to put on later.

((Is this when she can purchase the Sea Touched Elixers and a second WB potion?))

Envoy's Alliance

open | female (she/her) nephilim human (Vidric) sorcerer (angelic) 10 | ◆◇↺ | HP 98/98 | AC 27 (28) | P+15, F+17, R+19, W+18 | Explore: Detect Magic | LLV, 30' | Focus: 2/2 | Spells: 1st (4/4) 2nd (4/4)* 3rd (4/4)** 4th (4/4) 5th (3/4)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: *lucky number [?], **life connection, ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

"Sea devils are aggressive amphibious humanoids who rule hierarchical empires from Golarion’s oceans to the Plane of Water. Despite their strictly regimented culture, sea devils are known to lose control at the scent of blood and enter a violent frenzy."

Nina's ready to head out, she doesn't intend to purchase anything.

Horizon Hunters

Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

They're also the scourge of the oceans and think they're superior to anything else Katrina replies. At least that's what I've been told. Frankly the only good sahuagin is a dead sahuagin

Grand Archive

Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none

Knab's face winces aghast at the halfling's garments, shocked that anyone could like to go underwater so much that they bring along proper attire!

But he recovers shortly, reading the room about folks wanting to move along quickly, accepting the water breathing potions ("What an oxymoron!") and also snatching one of the elixirs - giving both Son and Nina a look as he does so.

Making the best of the situation, Knab picks his clan dagger up from the beach, and uses it to slice off his tunic sleeves and trouser lengths, shedding some weight and exposing his sun-untouched calves and biceps to the air in stark contrast with the dark tan of his facial skin. He then fumbles with the fins - struggling to wrap them around his massive feet - but eventually succeeds after having to roll onto his back to obtain proper leverage. He stands once more and looks positively ridiculous.

But ready.

Grand Archive

Tien Dan HP 68/68; AC:24/25 Fort:+12 Ref:+9 Will:+12 Perception+12

"I appreciate the ocean and the gifts it can bring as well, but you are far too prepared for this exact situation." Son replies with a raised eyebrow at Katrina. He takes the swim fins and the potions to breath underwater. Sun Wukong's domain was definitely not the seas so this will definitely be a trial for the young Tian man. He just does a few stretches so he doesn't cramp while swimming.


Map: -- | -- | ◆ ◇ ↺ |
Katrina Caldwell wrote:

I've been learning to fight underwater recently so .. I guess I'm going to be trying it out. How long do these potions last anyway ... and do you have something that could turn my legs into a mermaid tail .. or at least help give maneuverability in the water?

((Is this when she can purchase the Sea Touched Elixers and a second WB potion?))

Meleeka gives, for but a moment, a curious look at Katrina's eagerness. "Well, that's the spirit I guess. Now I feel less bad staying on land! The potions last an hour, and now that you mention it we do have a few potions that can give you webbed hands and feet for 10 minutes. Those are a special supply so if you have the coin (22gp) then they're yours."

Yup, just make sure to list your purchases on the muster-sheet under 'notes' so i can get it on chronicles

Katrina Caldwell wrote:
Know where I can get one of my own? she asks. She then hops on the hippocampus, carrying her swim fins to put on later.

Rirzik steps in, "They tend to roam the seas but end up being highly prized since they are easily trained and highly versatile....You might have difficulties procuring one of your own though." Rirzik then heads to a hippocampus, "Come on, We can chat on the way to the Monastery."

With that, the group gathers any remaining supplies and sets out. Still need 1-2 PC(s) to carry the 2 lesser elixirs of life from the VC

The sea is calm as the hippocampi diligently follow Rirzik’s lead, diving beneath the waves. The temperate waters are clear enough to see the monastery only minutes after leaving the shore, a sprawling complex of over two dozen buildings flanking a precipitous bubbling trench. Impressive gardens of colorful seaweed and coral dot the landscape in labyrinthine paths. The pristine trails are ominously deserted. All signs of life are concentrated around the tallest structure at the center of the monastery—the great hall, carved out of twisting stone accented with glowing sapphires. About fifteen minutes after leaving the shore, the hippocampi reach the doorway, where a trio of undine monks stand watch. The youngest swims before Rirzik’s hippocampus and holds out his hand. The mount bucks as the guard refuses to step aside.

Rirzik quickly defuses the tense situation by introducing the group as Pathfinders. The attitude of the guards immediately and visibly shift as they bow and gesture to the central building. Rirzik remains with the Hippocampi and one of the Guards leads you past the foyer of the school to meet with Grandmaster Remendi and her wife Zulfibha.

A sprawling elliptical arena has been converted into a makeshift war room. A swirling roil of bubbles and currents fills the center of the fighting pit, flanked by a pair of undines meditating on its churning eddies. Within the confines of the sphere float numerous colorful coral figurines in a three-dimensional map of the monastery and surrounding areas. A school of tiny, colorful fish swims into the room. The figurines on the map begin to move as the fish whisper to the undines, several of the coral lumps are forcefully ejected into a half-filled net near the ceiling.

“Pathfinders,” a stern voice calls out from the other side of the arena. Grandmaster Remendi takes only a moment to look away from her work before returning to watching the sphere. “I wish I could properly receive you, but I’m afraid we don’t have any time to spare. Excuse me.”

Remendi turns to Zulfibha with a raised brow, muttering to her wife while focusing on the movement of the coral. In response, Zulfibha raises a religious symbol of Gozreh, and a small cod zips to her shoulder. After a few short words, the fish darts out of the room. Remendi turns to an anxious merfolk on the other side of the arena. “And you can send the supplies to Afmari!”

“Excuse me,” Remendi says as the merfolk glides out of the arena. “I’ll try to make this brief. The sea devils are beginning to converge. We’ve been able to hold them off on the open waters, but our forces are stretched too thin to handle concerns away from the front lines. We need an elite team capable of responding quickly as the silt clears. Your performance at Wavebreak Haven has proven your skills.”

A cuttlefish speeds past and whispers a message directly to Remendi, breaking her train of thought as she pounds her desk with a clenched fist.

“I’ve received your first mission. Rirzik will guide you and we will keep in contact. Please, for the sake of our school and our students, help us defend the Unbreaking Waves!”

  • New "map" for this part of the briefing
  • Two new art handouts: Grandmaster Remendi, and Zulfibha
  • If you'd like to make a Soldier Lore or Warfare Lore recall knowledge check, give me your modifier.

  • Grand Archive

    Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none

    Knab clutches tight to the sea horse shuttling along underwater at a speed he is uncomfortable with. He closes his eyes. Upon arriving, he clumsily dismounts, and sinks straight to the bottom like a stone, his physical denseness getting the upper hand. Trying out the flippers, he attempts to walk, but gains no levity flapping his feet against the "thickness" of the water. So instead, he activated his massive quadricep muscles, and manages to "force" his way through the water.

    As his teammates enjoy the splendor of the monastery or speak with the undines in charge, Knab continue his experimentation underwater, just trying to move at a basic level, and defend himself. Swinging with the haft of his clan dagger, then thrusting forward, he finds the former to be heavily impeded by the water, the latter less so. He stows it and grabs his longspear now, and seeming leased with it's length, as well as some practice strikes, nods. He further uses it to help him gain needed traction on the mobility front.

    Growing slowly more acclimated, if still feeling entirely out of his element, he looks around to see how his teammates (besides Katrina!) are handling their new environment!

    Envoy's Alliance

    open | female (she/her) nephilim human (Vidric) sorcerer (angelic) 10 | ◆◇↺ | HP 98/98 | AC 27 (28) | P+15, F+17, R+19, W+18 | Explore: Detect Magic | LLV, 30' | Focus: 2/2 | Spells: 1st (4/4) 2nd (4/4)* 3rd (4/4)** 4th (4/4) 5th (3/4)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: *lucky number [?], **life connection, ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Nina will carry the elixirs of life.

    No relevant Lores.

    Grand Archive

    Tien Dan HP 68/68; AC:24/25 Fort:+12 Ref:+9 Will:+12 Perception+12

    I have neither lores.

    "We will not let you down."

    Horizon Hunters

    Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

    Kat replies to Meleeka Well ... I freedive as a hobby so I feel at home underwater as I do on land. I also do dangerous looking underwater escapes while breath holding soooo ... yeah She then shrugs but does pay the gold for the potions.

    Upon submerging Kat has to remember not to hold her breath and allow the water breathing to kick in - which goes against all her training and experience, but once she's underwater, she's wide-eyed looking around at all the sights to see, and looking like she's really enjoying it.

    She will also help out any of her teammates who are having difficulty, especially Knab, if he lets her.

    ((No applicable lores, and I will unfortunately can't post as often as I like as the internet outage is still going on and no sign as to when it will be fixed - on it's third day))

    Grand Archive

    Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none

    Stubbornly but none-the-less, Knab will accept help from Katrina, especially seeing as he considers their role on this mission to be similar.

    He will also forward advice she most certainly already knows, as if the help she was offering constituted a fair exchange of knowledge. Pulling his morningstar, and pointing to her shortsword "Like this (blub blub)" using a thrusting motion "Not this (blub blub)" using a bashing / slashing motion.

    "You seem to be having the most fun down here (blub blub blub blub)" he manages a smile, empathizing by remembering times he had led an expedition of surface-walkers through an underground cavern in the darkness, amused somewhat at their discomfort at being unable to see beyond the lights of their torches...

    Horizon Hunters

    Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

    Katrina nods at the dwarf, demonstrating with her sword. You longspear should be really effective ... as well as your dagger as she demonstrates with her own.

    And yeah .. I spend a lot of my time underwater as a hobby. I'm thinking of getting a place in the Puddles district of Absalom near this sea cave, an abandoned sewer system and some sunken ruins I found on one adventure

    Envoy's Alliance

    open | female (she/her) nephilim human (Vidric) sorcerer (angelic) 10 | ◆◇↺ | HP 98/98 | AC 27 (28) | P+15, F+17, R+19, W+18 | Explore: Detect Magic | LLV, 30' | Focus: 2/2 | Spells: 1st (4/4) 2nd (4/4)* 3rd (4/4)** 4th (4/4) 5th (3/4)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: *lucky number [?], **life connection, ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Nina shudders at the mention of the Puddles.

    Vigilant Seal

    2 people marked this as a favorite.
    Goblin Sorcerer 8| HP 82/82 | AC: 26 | F: +14 R: +13, W: +12 | Perception: +10 (T, Darkvision) | Default Exploration: Search

    While Greezgux tries on his swimming fins he giggles as he flops around in the sand like an awkward penguin. Seeing the rest disrobe he shrugs pullsing his thick robe off so as to swim a little better. This little more than a dirty emaciated looking goblin standing on the beach in little more than his super goblin under-roos.

    Tucking his robe into his pack Greezgux takes many, many moments to convince to get on his sea 'horse'. He clings tightly around its neck with his eyes closed the entire journey. SO much so that he just floats and shakes as the Grandmasters voice is the only thing to bring him back to reality. "Mission, what? Do we have to get back on those?" He jerks a finger back at the hippocampus.

    Grand Archive

    Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

    Sorry for the delayed post. Work's been busy these 2 days.

    Before setting off, Kang begs for some time to study his spellbook, realising that some of the spells he prepared might not come in that useful.

    Spell Substitution:

    1st: Replace Grease with Air Bubble
    2nd: Flaming Sphere with Summon Animal II
    20 min in total

    ---

    On the hippocampus, Kang studies the hippocampus closely, running his eyes and hands over its body, and perhaps rather spooking the beast. Never know when he might need to summon one of these creatures. (Summon Animal 2)

    He listens to the briefing with dismay. For one, he finds it rather challenging trying to keep his robes from floating up with the water currents and revealing his knobby knees. The distraction likely caused him to miss half the briefing. He pats Huli his fox who is also looking rather miserable.

    "Wait, wait, wait. Do we have reinforcements? Or... uh... are we it?"

    Grand Archive

    Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none

    "We are "it" (blub)" putting his hand on his hip, the other clutching his longspear.

    "These "Malentis" are a rare type of sea devil (blub blub) - somewhat akin to aquatic elves except for their sharp teeth (blub blub blub)" he adds, recalling the time he met his best friend (also an elf) and, like a good friend does, went and researched a bunch about elves generally, not yet having a good context about how to interact with him outside of a tomb robbery heist - specifically a book "Elves of the Ocean and Beyond" held a brief passage about Malentis that just surfaced in his at-times-eidetic recollection.

    "But I don't think they are as sharp as HIS (blub blub blub BLUB)!" indicating Greezgux.

    With that, Knab hops back onto his Hippocampus (downing another Water Breathing potion no doubt) - perhaps with a boost from Katrina? - and prepares to ride - this time with his eyes open, longspear pointed out


    Map: -- | -- | ◆ ◇ ↺ |

    No worries, I've been having trouble getting into paizo to post so there's that.

    Remendi addresses Greezgux with a sense of uneasiness, "Yes...you'll need to ride one again. Frankly, the hippocampi should be the last of your concerns. Our intelligence has confirmed sea devils and sharks, though given the variety of sea life in the region and unpredictable cunning of our enemy, the exact details of other threats are difficult to pinpoint." Remendi sighs, "Alas, your mission...The Flawless Diamond is en route to a supply depot protected by a small enclave of merfolk. A seer among them reports worrying signs. We promised to protect them, but don't forget to protect the supplies as well!"

    DC 20 dragon lore or ocean lore:
    you recognize that Remendi is likely speaking of the merfolk seer Afmari, whose shoal settled in the area several years ago, shortly after Pathfinders defeated the dragon turtle guardian o f the monastery. The merfolk have enjoyed limited trade of food and tools with the undines of the monastery, but for the most part, Afmari and her group have kept to their modest fish farms.

    Remendi nods at Knab, and responds to Kang, "Yes, indeed we are counting on you. Now, off you go!" Remendi turns her attention back to her frequent messengers as the group departs from the monastery.

    The hippocampi speed through tall rows of kelp and reed fish farms as they race toward the settlement. Rirzik points up to a shadow on the surface, the shadow of Flawless Diamond making its way toward the rendezvous point. The guide turns his head to call out, only to freeze in place as a haunting roar sweeps across the ocean floor.

    “Dragon turtle!” Rirzik screams as an enormous dragon glides over the seafloor at breakneck speed, a group of hapless sea devils clinging desperately to its rocky shell. The wounded beast charges toward the supply ship in a feral frenzy, smashing its sea devil riders against the splintering hull. Shattering the timbers of the speeding vessel, the dragon’s impact sends shock waves across the fields of kelp. The ship splits in two, cargo spills forth as the wreckage spirals out of control. Merfolk beneath the disaster can only look up in panicked awe as the debris plummets toward their home.

    I put everyone on a new map for some visuals of this skill challenge, though the full text is below if you prefer that route

  • Survivor Rescue: Most of the crew of the Flawless Diamond are safely treading water or clinging onto floating debris; however, one sailor is visibly unconscious and trapped within rigging. Relevant skills: Athletics to swim, Thievery to untangle or disable the rigging, or Medicine to revive the sailor

  • Crate Salvage: The weapons, medical supplies, and the like carried by the Flawless Diamond are crucial to the monastery’s defense, but they are now dangerously close to drifting away on the currents. Relevant skills: Athletics, Merchant Lore, or Sailor Lore to safely retrive the crates

  • Spectator Escort: Two merfolk in the path of falling wreckage are too awestruck to move. Relevant skills: Diplomacy or Intimidation to shake the merfolk from stupor.

    Let me know A. which area you are doing, and B. whether you are doing the check or aiding someone. We will do 1 round of checks and see how things go

  • Horizon Hunters

    Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

    Katrina listens to the briefing but part of her mind is eyeing up potential 'playmates' among the mermaids and female undine,

    Malenti? she says with a worried tone to Knab on the ride out. Did I miss something? I don't recall any mention of Malenti

    Upon arrival Katrina immediately goes to rescue the sailor in the rigging.

    athletics: 1d20 + 10 ⇒ (20) + 10 = 30
    thievery: 1d20 + 13 ⇒ (6) + 13 = 19

    Envoy's Alliance

    open | female (she/her) nephilim human (Vidric) sorcerer (angelic) 10 | ◆◇↺ | HP 98/98 | AC 27 (28) | P+15, F+17, R+19, W+18 | Explore: Detect Magic | LLV, 30' | Focus: 2/2 | Spells: 1st (4/4) 2nd (4/4)* 3rd (4/4)** 4th (4/4) 5th (3/4)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: *lucky number [?], **life connection, ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Nina approaches the spectators.

    "We could use your help. There will be plenty of time for surveying the wreckage later."

    Diplomacy (Expert): 1d20 + 13 ⇒ (19) + 13 = 32

    Grand Archive

    Tien Dan HP 68/68; AC:24/25 Fort:+12 Ref:+9 Will:+12 Perception+12

    The appearance of the mighty dragon turtle puts a smile on Son's face as that is definitely a worthy challenge. But for now, there were other concerns. Seeing Katrina taking care of the downed sailor and Nina speaking to the spectators, he decides to retrieve the important supplies.

    Crate Salvage, doing check myself.

    Athletics: 1d20 + 14 ⇒ (17) + 14 = 31


    Map: -- | -- | ◆ ◇ ↺ |

    results so far.
    Katrina - Survivor/Athletics - crit success
    Nina - Spectator/Diplomacy - crit success
    Son - Crate/Athletics - success

    Grand Archive

    Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none

    Knab paddles as fast as his legs can muster as Katrina, Nina, and Son whizz by!

    1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

    Horizon Hunters

    Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

    Once she has the sailor, she brings him to the surface and his companions to be looked after.

    Vigilant Seal

    Goblin Sorcerer 8| HP 82/82 | AC: 26 | F: +14 R: +13, W: +12 | Perception: +10 (T, Darkvision) | Default Exploration: Search

    Closing his eyes Greezgux barely opens them at the mention of a massive Dragon Turtle. Seeing the explosion of debris the little goblin wearing what can only be described as a diaper for underwear swims towards one of the crates to try and salvage it.

    Athletics: 1d20 + 12 ⇒ (5) + 12 = 17

    Grand Archive

    Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

    As chaos descends onto the area, Kang collects himself quickly and directs his hippocampus to rescue the possible drowning sailor, right behind Katrina. Putting his dexterous fingers to work, he tugs and pulls at the entanglement, his quick mind quickly sieving through the knots that need to be released.

    thievery: 1d20 + 11 ⇒ (20) + 11 = 31


    Map: -- | -- | ◆ ◇ ↺ |

    The group doesn't waste a second and immediately jumps into action. Kang untangles the rigging and Katrina retrieves the unconscious sailor; the pair making it look almost effortless. Nina's call to the merfolk was short but equally effective, immediately catching their attention.

    The salvage proved to be the most difficult task with much of the supplies being spread out. The remainder of the team scrounged up the crates and secured the precious cargo.

    Having addressed the immediate need, one of the merfolk looks into the waters and sees that dragon turtle is circling around. "Brace yourselves!" she shouts. She dives to the ocean floor, and the second merfolk beckons to follow.

    Congratulations, you managed to finish the skill checks in one round. You have one round to prepare for combat. I'll assume that previously swim fins were put on and water breathing potions have been quaffed (or comparable spells used). So your 3 actions can be used to do any other battle prep (weapons drawn/buffs/etc).

    Dragon Turtle handout now available for art/visual

    If you haven't already, please read the Underwater Rules Handout, or see the pasted text version below

    underwater rules summary:

    Underwater adventuring can be quite different from that above the waves. The following is an excerpt of the
    rules for aquatic combat from the Core Rulebook, as well as swim fins from the Lost Omens World Guide, for
    convenience. The potions of water breathing provided by Venture-Captain Melipdra are sufficient to remove the
    threat of drowning under normal circumstances, as each allows you to breathe underwater for 1 hour. If for whatever
    reason you need the rules for drowning and suffocation, they are provided below.

    AQUATIC COMBAT
    Use these rules for battles in water or underwater.
    • You’re flat-footed unless you have a swim Speed.
    • You gain resistance 5 to acid and fire.
    • You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
    • Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is
    underwater, and piercing ranged attacks made by an underwater creature or against an underwater target
    have their range increments halved.
    • You can’t cast fire spells or use actions with the fire trait underwater.
    • At the GM’s discretion, some ground-based actions might not work underwater or while floating.

    Drowning and Suffocation
    You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air
    by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round
    worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including
    casting spells with verbal components or activating items with command components) you lose all remaining air.
    When you run out of air, you fall unconscious and start suffocating. You can’t recover from being unconscious
    and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage,
    and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these
    increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious
    (unless you’re at 0 Hit Points).

    SWIM FINS ITEM 0
    Usage worn shoes; Bulk L
    These flippers attach to your feet like tight shoes—donning or removing them requires three Interact actions. While worn, you
    gain a +5-foot item bonus to the distance you move when rolling Athletics to Swim, not when using a swim Speed, and you
    take a –10-foot item penalty to your Speed.

    Fury of the Dragon Round 0 : BOLD can act
    (everyone can act)

    You're starting 20 ft above sea-floor. The buildings are 15 ft tall, and the ship is 20 ft tall (so you are currently on-level with the deck)

    Grand Archive

    Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

    Are we still riding the hippocampi by any chance? I just happily made that assumption in my posts but guess it didn't matter since it is largely roleplaying. But now that we're in combat, guess it would be an issue.


    Map: -- | -- | ◆ ◇ ↺ |

    Not currently riding the hippocampi unfortunately. Yeah the skill check was largely roleplay but once in combat it seems the assumption is you're using the swim fins/water breathing potions or other preparations

    Envoy's Alliance

    open | female (she/her) nephilim human (Vidric) sorcerer (angelic) 10 | ◆◇↺ | HP 98/98 | AC 27 (28) | P+15, F+17, R+19, W+18 | Explore: Detect Magic | LLV, 30' | Focus: 2/2 | Spells: 1st (4/4) 2nd (4/4)* 3rd (4/4)** 4th (4/4) 5th (3/4)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: *lucky number [?], **life connection, ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Can we see the enemy?

    Nina tells the team that she smells trouble. With a wide, toothy grin, she transforms into a shark.

    She swims north 15' and then swims back. Scent 30' (imprecise)

    Grand Archive

    Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

    Ah well, that's why he memorised summon monster 2, so that he can summon his own hippocampus. If he depends on his athletics to swim, he's never going to get anywhere...

    Not trusting himself to swim (and keep his robes from floating up embarassingly), Kang starts incanting a spell. When he completes, the form of a hippocampus coalesces under him. He quickly grabs onto the spiny mane, ready to move (or flee as the case may be).

    3 actions to cast summon monster 2 for a hippocampus. Will be used primarily as a mount.

    Kang will caste Haste as his first action next round. Who would like it?

    Vigilant Seal

    Goblin Sorcerer 8| HP 82/82 | AC: 26 | F: +14 R: +13, W: +12 | Perception: +10 (T, Darkvision) | Default Exploration: Search

    Greezgux watches as the Dragon turtle circles back. The dark blood inside of him churns as it begins to burn. Once more his jaw extends down into a shadowy maw of jagged teeth, though this time as it does so his body grows to an immense size.

    Greezgux is now size large.

    ◆ Glutton's Jaw Spell
    ◆◆ Signature Enlarge Spell

    Status:

    HP 58/58
    AC 24
    Spells (1) 4/4
    Spells (2) 3/4
    Spells (3) 3/4
    Focus 1/2

    Grand Archive

    Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none

    Knab will spend his Preparation Round drawing his Longspear and trying to Recall what he knows about Dragon Turtles, and swimming to follow Nina.

    ◆) Interact to Draw Longspear
    ◆) Recall Knowledge 1d20 + 2 ⇒ (7) + 2 = 9
    ◆) Swim 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 (GM, what is the Swim DC?)

    Knab's Knowledge:

    I added the Mentor Bonus to the raw die roll above - please add the appropriate knowledge bonus below to that sum!

    Any Lore Skill (*) +6 (@ Agent Dedication)
    Arcana (*) +6
    Crafting (*) +6
    Medicine (**) +10
    Nature (*) +7
    Occult (*) +6
    Religion (**) +9
    Society (*) +6

    @Kang - I vote Katrina!


    Map: -- | -- | ◆ ◇ ↺ |
    Nina Jaribu wrote:
    Can we see the enemy?

    Not directly yet, but you believe it is going to be circling back around and coming from the east (The other side of the ship).

    Knab "The Knave" wrote:
    (GM, what is the Swim DC?)

    Good question. It is largely still water so we'll go with the simple task DC of 10. I'll add this in next round's text

    Grand Archive

    Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none
    GM redeux wrote:
    Knab "The Knave" wrote:
    (GM, what is the Swim DC?)
    Good question. It is largely still water so we'll go with the simple task DC of 10. I'll add this in next round's text

    Anticipating an eastbound arrival through the broken ship, Knab Swims 15 feet (Success vs DC 10 = 5 feet + 5 feet for base speed twenty + 5 feet flippers) diagonally. He smiles, growing slowly more comfortable with being underwater with the appropriate tools...

    Grand Archive

    Tien Dan HP 68/68; AC:24/25 Fort:+12 Ref:+9 Will:+12 Perception+12

    Son draws his staff, though not as useful in the water, it was the only weapon he had. He then casts a spell, empowering himself.

    (◆) Draw Weapon
    (◆◆) Heroism

    Horizon Hunters

    Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

    Katrina also moves forward, short sword at the ready, towards the broken ship. She swims dolphin style, cutting through the water like a mermaid. Looks like she's intending to hide in the wreckage.

    athletics: 1d20 + 10 ⇒ (10) + 10 = 20
    athletics: 1d20 + 10 ⇒ (11) + 10 = 21

    1: draw weapon,
    2: swim
    3: swim

    ((I'll take the Haste unless someone else wants it))


    Map: -- | -- | ◆ ◇ ↺ |

    GM screen:
    Son Search: 1d20 + 12 ⇒ (1) + 12 = 13
    Zhao Kang Sealth: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
    Katrina Caldwell Stealth: 1d20 + 11 ⇒ (9) + 11 = 20
    Knab Search: 1d20 + 10 ⇒ (7) + 10 = 17
    Nina Jaribu Search: 1d20 + 10 ⇒ (6) + 10 = 16
    Greezgux Search: 1d20 + 8 ⇒ (12) + 8 = 20
    dragon turtle: 1d20 + 15 ⇒ (15) + 15 = 30
    sea devil: 1d20 + 11 ⇒ (13) + 11 = 24
    turtle bite: 1d20 + 18 ⇒ (13) + 18 = 31 p dmg: 2d12 + 6 ⇒ (7, 1) + 6 = 14
    sea devil spear: 1d20 + 12 ⇒ (2) + 12 = 14 p dmg: 1d6 + 3 ⇒ (6) + 3 = 9

    The group prepares for the onslaught but it comes sooner than anticipated. The Dragon Turtle comes into sight and rapidly moves towards Katrina. It opens it's huge mouth and bites her arm with tremendous force. Hit for 14 piercing. And for fun; underwater marauder saved this from being a crit!

    An opportunistic Sea Devil has chosen to stick around and take advantage of the mayhem. It swims towards Knab and tries to poke him, though the Sea Devil's longspear fell short miss

    Fury of the Dragon Round 1 : BOLD can act
    Zhao Kang
    Greezgux
    Katrina Caldwell -14,
    Knab
    Nina Jaribu
    Son
    Round 2
    Dragon Turtle
    Sea Devil

  • You're starting 20 ft above sea-floor. The buildings are 15 ft tall, and the ship is 20 ft tall (so you are currently on-level with the deck). You can move higher/lower if you want.
  • Swim DC 10

  • Grand Archive

    Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none

    Feeling himself already beginning to sink, and seeing the blood in the water ahead, Knab swims after Katrina...

    ◆) Athletics: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 (20 feet)

    ...And gaining traction with the water (surprisingly nimble like a dwarf-turtle himself!), arrives just behind her, and in time to shank the beast while further considering it's capabilities.

    ◆) Strike Longspear (behind soft cover?) Piercing: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 311d8 + 4 ⇒ (6) + 4 = 10
    ◆) Recall Knowledge 1d20 + 2 ⇒ (17) + 2 = 19 Plus see below:

    Knab's Knowledge:

    I added the Mentor Bonus to the raw die roll above - please add the appropriate knowledge bonus below to that sum!

    Any Lore Skill (*) +6 (@ Agent Dedication)
    Arcana (*) +6
    Crafting (*) +6
    Medicine (**) +10
    Nature (*) +7
    Occult (*) +6
    Religion (**) +9
    Society (*) +6

    GM, I am assuming the First Recall Attempt failed or was out of range?

    Also, GM, if Knab is in an illegal attack position, he had sufficient movement to land in the square directly to his southwest.

    He shares anything he learns with his Team!

    Horizon Hunters

    Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

    Katrina's initial idea had been to hide, wait for the sea turtie go go by, then get into a flank position - unfortunately, that didn't work too well.

    She moves around the beast (swim), muttering something really nasty in goblin ...
    athletics: 1d20 + 10 ⇒ (17) + 10 = 27

    ... and stabs twice.
    stab: 1d20 + 14 ⇒ (12) + 14 = 26 dam: 2d6 + 4 ⇒ (3, 2) + 4 = 9
    stab: 1d20 + 10 ⇒ (14) + 10 = 24 dam: 2d6 + 4 ⇒ (2, 6) + 4 = 12

    Grand Archive

    Tien Dan HP 68/68; AC:24/25 Fort:+12 Ref:+9 Will:+12 Perception+12

    (◆)Athletics, Heroism: 1d20 + 15 ⇒ (16) + 15 = 31

    Son swims slightly pass the Sea Devil and attempts to Strike it.

    (◆)Heroism, Underwater Penalty: 1d20 + 13 + 1 - 2 ⇒ (3) + 13 + 1 - 2 = 15
    2d10 + 4 ⇒ (6, 7) + 4 = 17

    (◆)Shield

    Vigilant Seal

    Goblin Sorcerer 8| HP 82/82 | AC: 26 | F: +14 R: +13, W: +12 | Perception: +10 (T, Darkvision) | Default Exploration: Search

    Greezgux's token is now large

    Greezgux kicks and swims as close to the dragon turtle as he can. He snaps his jaws at the fin of the creature as it looks quite tasty.

    Athletics (Swim): 1d20 + 12 ⇒ (14) + 12 = 26
    Athletics (Swim): 1d20 + 12 ⇒ (1) + 12 = 13
    Hero Point Reroll Athletics (Swim): 1d20 + 12 ⇒ (6) + 12 = 18

    Gluttons Jaw; (Enlarge): 1d20 + 13 ⇒ (6) + 13 = 19
    Damage (Piercing): 2d8 + 4 + 2 ⇒ (8, 5) + 4 + 2 = 19
    Greezgux Temp HP: 2d6 ⇒ (6, 1) = 7

    Status:

    HP 58/58
    AC 24 (23 w/ Enlarge)
    Spells (1) 4/4
    Spells (2) 3/4
    Spells (3) 3/4
    Focus 1/2
    Hero Point 1/3

    Envoy's Alliance

    open | female (she/her) nephilim human (Vidric) sorcerer (angelic) 10 | ◆◇↺ | HP 98/98 | AC 27 (28) | P+15, F+17, R+19, W+18 | Explore: Detect Magic | LLV, 30' | Focus: 2/2 | Spells: 1st (4/4) 2nd (4/4)* 3rd (4/4)** 4th (4/4) 5th (3/4)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: *lucky number [?], **life connection, ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Nina swims twice to a flanking position. Nina has a swim speed of 35', which means she can circle around a little bit; she avoids a potential AoO if the turtle has 5' reach, but incurs if the turtle has 10' reach.

    She then bites at the turtle.

    Bite, Flanking: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
    Piercing: 2d8 + 5 ⇒ (8, 7) + 5 = 20

    Grand Archive

    Male Tian-Shu Human (Versatile) Wizard (Unified Magical Theory) 6 | HP 62/62 | AC 22 (23 with mystic armor) | F +12 R +14 W +13 | Perc +11 | Stealth +12 (+2 Init) | 25' | drain bonded object: 1st: 0/1 2nd: 0/1 3rd: 1/1 | Versatile Vials: 4/4 | Focus Points: 0/1 | Hero Points: 2/3 | Familiar Focus: 1/1 | Staff 3/3 | Active Conditions: Avoid Notice

    Have drawn a blue box for the hippocampus. GM, this is the first time I'm doing this, i.e. using a summoned animal as a steed. Couldn't

    Looking rather majestic riding astride his own hippocampus, Kang commands his steed to swim forward towards the sea devil and when it nears, it lashes out with its tail.

    tail: 1d20 + 7 ⇒ (13) + 7 = 20 bludgeoning dmg: 1d6 + 4 ⇒ (5) + 4 = 9

    His attention is on Katrina though, as he sends arcane energy into her, speeding up her actions.

    Sustain, Cast Haste (Katrina)

    Hippocampus (2/10): HP 24/24 | AC 16 | F:+9 R:+4 Will: +6


    Map: -- | -- | ◆ ◇ ↺ |

    GM screen:
    1d20 + 8 ⇒ (18) + 8 = 26
    breath: 8d6 ⇒ (3, 2, 2, 4, 1, 1, 6, 5) = 24 1d4 ⇒ 4
    scout spear: 1d20 + 13 ⇒ (12) + 13 = 25 damage: 1d8 + 5 ⇒ (8) + 5 = 13
    scout spear: 1d20 + 13 - 5 ⇒ (2) + 13 - 5 = 10 damage: 1d8 + 5 ⇒ (6) + 5 = 11
    scout spear: 1d20 + 13 - 10 ⇒ (4) + 13 - 10 = 7 damage: 1d8 + 5 ⇒ (6) + 5 = 11

    Knab "The Knave" wrote:

    GM, I am assuming the First Recall Attempt failed or was out of range?

    Also, GM, if Knab is in an illegal attack position, he had sufficient movement to land in the square directly to his southwest.

    Apologies, missed your recall knowledge at first. And as note I do recall knowledge as secret checks so your roll may be better or worse

    So far everyone hasn't gone up/down within the water so you're basically on a flat map with no obstacles for better or worse. Better because you can attack it. Worse because it can attack you too.

    Knab recalls this creature as a Dragon Turtle though perhaps a juvenile one. He knows that they are immune to fire and can go into a bit of a frenzy at times.

    Knab also apparently knows where to aim on the Dragon turtle and lands a perfect hit that penetrates the creature's shell. Crit!

    Katrina's first strike makes contact; however her second strike hits the dragon turtle's shell. Hit, then miss

    Son moves expertly through the water, but his strike doesn't hit the Sea Devil. miss

    Greezgux wrote:
    Greezgux's token is now large

    Got it!

    Greezgux's jaws open wide for the creature's fin, but the creature is too nimble in the water to be caught so easily miss

    The creature eye's Nina as it circles around her, but it doesn't seem to react to her. Turning it's attention back elsewhere, it soon finds someone else biting it's fin! hit!

    Kang's hippocampus's tail swings in the open ocean miss!

    The Dragon Turtle opens it's mouth and unleashes a massive burst of steam that blankets the battlefield hitting everyone/thing except for Nina and Katrina (whom it narrowly misses). @everyone except nina/katrina: DC 24 basic reflex save; 24 fire damage (resist 5 from underwater). The Dragon turtle then begins to circle around.

    The Sea Devil manages to stab Son with it's longspear and opens up a wound. Hit; 13 piercing and 1d4 persist bleed. Do you shield block?. The Sea devil tries to stab Son two more times but misses both times. miss, miss

    Fury of the Dragon Round 2 : BOLD can act
    Zhao Kang Basic Reflex Save; DC 24 for 24 fire damage (including Hippocampus)
    Greezgux Basic Reflex Save; DC 24 for 24 fire damage
    Katrina Caldwell -14,
    Knab Basic Reflex Save; DC 24 for 24 fire damage
    Nina Jaribu
    Son -13, Basic Reflex Save; DC 24 for 24 fire damage, 1d4 persist bleed
    Round 3
    Dragon Turtle -49, (it is not bloodied yet)
    Sea Devil

  • You're starting 20 ft above sea-floor. The buildings are 15 ft tall, and the ship is 20 ft tall (so you are currently on-level with the deck). You can move higher/lower if you want.
  • Swim DC 10
  • Aquatic Combat:
    Use these rules for battles in water or underwater.
    • You’re flat-footed unless you have a swim Speed.
    • You gain resistance 5 to acid and fire.
    • You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water.
    • Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is
    underwater, and piercing ranged attacks made by an underwater creature or against an underwater target
    have their range increments halved.
    • You can’t cast fire spells or use actions with the fire trait underwater.
    • At the GM’s discretion, some ground-based actions might not work underwater or while floating.

  • Horizon Hunters

    Female Halfling Rogue - 9| 14/87hp |0/3 Hero | F:14, R:19, W:14 | AC25 | Perc-16, Dip-13 | HH | 124312-2002

    Katrina uses the Haste to get around the Sea Devil to flank with Son. She then strikes at it

    stab: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33 dam: 2d6 + 4 ⇒ (2, 4) + 4 = 10

    (swim, swim, swim, stab)

    Grand Archive

    Tien Dan HP 68/68; AC:24/25 Fort:+12 Ref:+9 Will:+12 Perception+12

    I will take the damage. I believe Katrina has some sneak attack to give as well.

    Heroism, Reflex: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16

    Son calls upon the Monkey King to heal himself before Striking at the Sea Devil.

    (◆◆) Heal 3d8 + 25 ⇒ (7, 2, 3) + 25 = 37
    (◇) Divine Weapon
    (◆) Heroism, Underwater Combat: 1d20 + 13 + 1 - 2 ⇒ (20) + 13 + 1 - 2 = 32
    Bludgeoning: 2d10 + 4 ⇒ (10, 1) + 4 = 15
    Force: 1d4 ⇒ 4

    [ooc]So I believe that since I am full, I am no longer bleeding.[/ooc[

    Envoy's Alliance

    open | female (she/her) nephilim human (Vidric) sorcerer (angelic) 10 | ◆◇↺ | HP 98/98 | AC 27 (28) | P+15, F+17, R+19, W+18 | Explore: Detect Magic | LLV, 30' | Focus: 2/2 | Spells: 1st (4/4) 2nd (4/4)* 3rd (4/4)** 4th (4/4) 5th (3/4)*** DE (1/1) staff (5/5) | Hero 1/3 | Active Conditions: *lucky number [?], **life connection, ***vital beacon 5d10 [ ] 5d8 [ ] 5d6 [ ] 5d4 [ ]

    Nina swims up to its southwest corner, bites it, and then swims off.

    Bite: 1d20 + 14 ⇒ (15) + 14 = 29
    Piercing: 2d8 + 5 ⇒ (4, 1) + 5 = 10

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