Game Master Tea's Crashing Wave (Inactive)

Game Master Mr Tea

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Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

The investigator looks to find a weakness point on the creature with the trident.

Devise stratagem: 1d20 ⇒ 20

Strategic strike, inspire courage: 20+10+1= 31

Damage: 1d6 + 1d6 + 1 ⇒ (4) + (6) + 1 = 11

Crit:1d10 ⇒ 2

So 24 damage

Then he fires another arrow.

+1 Shortbow, inspire courage:1d20 + 10 + 1 - 5 ⇒ (14) + 10 + 1 - 5 = 20

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Sorry, belay that 2nd attack. I’ll try to tumble through the enemy square instead

Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Through sheer will, Aldonza nicks the (red) sea devil. Pre Fix cannot get free and it affects his aim, his spell flying wide.

Sun Fire Boom Boom hurls rocks and they thud intot he side of the watery sea devil.

Kerlok spots a perfect moment in the confusion to sink an arrow deep into the trident-wielder's side.

The sea creature pulls at his trident ◆ Athletics: 1d20 + 12 ⇒ (6) + 12 = 18
Athletics: 1d20 + 12 ⇒ (9) + 12 = 21, bringing poor Pre Fix into range of his ◆ Claws: 1d20 + 14 ⇒ (3) + 14 = 171d6 + 4 ⇒ (2) + 4 = 6
but he misses in the swirling surf!

Initiative:
James T Crusher 2
Sea Creature with longspear,red (-3)
Toanthel (-3)
Aldonza Delamorte
Sun Fire Boom-Boom
Kerlok Sholmes
Pre Fix (-12)
Sea Creature with trident (-34)

Bold is up!

Envoy's Alliance

M Dustwalker Dwarf Fighter 4: Spd:15, AC:22, HP:62/62, Fort:10, Ref:10, Will:9, Perc:9, Darkvision

Fire three shots at the sea creature with trident hit: 1d20 + 8 ⇒ (5) + 8 = 13 dmg: 1d6 ⇒ 4
hit: 1d20 + 3 ⇒ (19) + 3 = 22 dmg: 1d6 ⇒ 2 hit: 1d20 - 2 ⇒ (7) - 2 = 5 and I'm sure that arrow misses.

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

Well the one with the trident was at -4. Then I did 24 and the bard 10. So it should be at -38 instead of -34. Or did I miss something?


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Crusher grazes the trident-wielder with another arrow as the frenzied (red) sea devil tries to finish Aldonza

Jaws: 1d20 + 12 ⇒ (16) + 12 = 281d8 + 6 ⇒ (8) + 6 = 14
Claws: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 6 ⇒ (6) + 6 = 12
Claws: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 6 ⇒ (1) + 6 = 7

It sends her down onto the pier.

Initiative:
James T Crusher 2
Sea Creature with longspear,red (-3)
Toanthel (-3)
Aldonza Delamorte (dying 1, check required)
Sun Fire Boom-Boom
Kerlok Sholmes
Pre Fix (-12)

Sea Creature with trident (-40)

Bold is up!

Grand Archive

NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

Toanthel calls upon the ancestral spirits to give him strength and then tries to bury his pick in another sea creature.

◆ Spirit Rage (+7 temp hp, -1 AC, attacks deal +3 negative damage)
◆ Strike vs Red
Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Piercing + Negative: 2d6 + 4 + 3 ⇒ (1, 5) + 4 + 3 = 13
◆ Raise Shield (AC 25)

↺ Shield Block (hardness 8)

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

The duskwalker looks to find a weak point on the one who likes to play with a trident.

Devise stratagem:1d20 ⇒ 17

Then he fires an arrow to it.

Strategic strike, inspire courage: 17+10+1= 28

Damage: 1d6 + 1d6 + 1 ⇒ (6) + (5) + 1 = 12

Crit?: 1d10 ⇒ 4

Then he fires another arrow.

+1 Shortbow, inspire courage: 1d20 + 10 + 1 - 5 ⇒ (6) + 10 + 1 - 5 = 12

Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Envoy's Alliance

Male Goblin Oracle (Flames) 4 / HP 50/50, Perc +6, AC 20, Fort +8 Ref +9 Will +6 / Spells 1st 4/4 2d 4/4, Focus 3/3 / Active conditions: Darkvision, Charhide, Burn it!, Resist negativ damage 1, Resist fire damage 2

He tries to remove the trident.

Athletics:1d20 + 0 ⇒ (11) + 0 = 11

Then he cast a spell.

Telekinetik projectile:1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15

Damage:2d6 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Recovery check: 1d20 ⇒ 1

Spending a Hero Point to reroll

Recovery check: 1d20 ⇒ 6

Horizon Hunters

1 person marked this as a favorite.
M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Aldonza initiative should move to just before the creature that dropped them, so this should happen before they have to spend hero points etc.

Sun Fire Boom Boom casts soothe(2) on Aldonza healing: 2d10 + 8 ⇒ (5, 6) + 8 = 19

Before snapping off a shot from their short bow at the one in the water.

shortbow: 1d20 + 13 ⇒ (5) + 13 = 18
piercing: 2d6 ⇒ (1, 6) = 7

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---
Sun Fire Boom Boom wrote:

Aldonza initiative should move to just before the creature that dropped them, so this should happen before they have to spend hero points etc.

Sun Fire Boom Boom casts soothe(2) on Aldonza [dice=healing]2d10+8

Before snapping off a shot from their short bow at the one in the water.

[dice=shortbow]1d20+13
[dice=piercing]2d6

Thanks!

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Also a +2 status bonus to saves against mental effects for 1 minute.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Toanthel and Kerlock hit their respective targets with some ease, piercing skin.

Pre Fix is too stressed out by the trident he cannot remove and misses his attacker with the rocks.

Sun Fire Boom Boom stops Aldonza's life blood spilling out but can't manage to hit the Sea Devil.

The trident-wielder, obviously the strongest of the attackers, tries to devour Pre Fix.

Jaws: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 6 ⇒ (3) + 6 = 9
Claws: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 6 ⇒ (1) + 6 = 7
Claws: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 6 ⇒ (1) + 6 = 7

Pre Fix falls into the surf.

Initiative:
James T Crusher 2
Aldonza Delamorte (-20)(Hands empty, prone)

Sea Creature with longspear,red (-16)
Toanthel (-3)
Sun Fire Boom-Boom
Kerlok Sholmes
Pre Fix (dying 2)
Sea Creature with trident (-52)

Bold is up!


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Apologies, Pre Fix is only dying 1.

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

Pre Fix has 43 HP lvl 3. He was at -12. Then the crit makes him to -30 and then the hit to -37. He has still 6 hp left.

Envoy's Alliance

M Dustwalker Dwarf Fighter 4: Spd:15, AC:22, HP:62/62, Fort:10, Ref:10, Will:9, Perc:9, Darkvision

Fire three more shots at sea creature with trident hit: 1d20 + 8 ⇒ (17) + 8 = 25 dmg: 1d6 ⇒ 1 hit: 1d20 + 3 ⇒ (9) + 3 = 12 dmg: 1d6 ⇒ 6
hit: 1d20 - 2 ⇒ (8) - 2 = 6 dmg: 1d6 ⇒ 2

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza springs to her feet. She reaches toward her sword, as though to grab it, but lashes out with her other hand, raking at the sea devil with her long fingernails.

Stand Up, Feint, Confident Finisher

Deception: 1d20 + 7 ⇒ (11) + 7 = 18

Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 + 2d6 + 1 ⇒ (3) + (3, 1) + 1 = 8


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Having a bad maths day yesterday it seems! Things will be normal and accurate today.

Pre Fix miraculously does not fall to the onslaught, but starts bleeding profusely from his wounds. The Sea Devil sees this and goes into a frothing rage.

Losing her weapon does not deter Aldonza! She acrobatically distracts the Sea Devil who had wounded her so grievously, ripping open a large gash in his side.

Crusher continues to pepper the Sea Devils with short bow shots, scoring a minor nick.

The (red) sea devil doesn't know which way to turn, so tries to claw Toanthel then Aldonza then Toanthel again.

Claw, Toanthel: 1d20 + 12 ⇒ (10) + 12 = 221d6 + 7 ⇒ (4) + 7 = 11
Claw, Aldonza: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 7 ⇒ (4) + 7 = 11
Claw, Toanthel: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 7 ⇒ (1) + 7 = 8

Beserking wildly, he swings and misses and misses and misses!

Initiative:
James T Crusher 2
Aldonza Delamorte (-20)
Sea Creature with longspear,red (-24)
Toanthel (-3)
Sun Fire Boom-Boom
Kerlok Sholmes
Pre Fix (-37, persistent bleed 1d4)

Sea Creature with trident (-53)

Bold is up!

Grand Archive

NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

Toanthel attacks again, trying to make sure it won't try to hurt Aldonza again.

◆ Step
◆ Strike vs Red
Attack vs FF: 1d20 + 14 ⇒ (3) + 14 = 17
Piercing + Negative: 2d6 + 4 + 3 ⇒ (1, 5) + 4 + 3 = 13
◆ Strike vs Red
Attack vs FF: 1d20 + 14 - 5 ⇒ (11) + 14 - 5 = 20
Piercing + Negative: 2d6 + 4 + 3 ⇒ (3, 2) + 4 + 3 = 12

AC 23


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Toanthel hammers the sea devil to the ground with two deadly blows.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza grins at Toanthel and gives a little curtsy, her hand still dripping red.

Envoy's Alliance

Male Goblin Oracle (Flames) 4 / HP 50/50, Perc +6, AC 20, Fort +8 Ref +9 Will +6 / Spells 1st 4/4 2d 4/4, Focus 3/3 / Active conditions: Darkvision, Charhide, Burn it!, Resist negativ damage 1, Resist fire damage 2

He tries to remove the trident.

Athletics:1d20 + 0 ⇒ (8) + 0 = 8

He tries to remove the trident.

Athletics:1d20 + 0 ⇒ (4) + 0 = 4

Then he cast shield.(AC 20)

Bleed DC 15:1d20 + 0 ⇒ (17) + 0 = 17

Bleed:1d4 ⇒ 1

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

The duskwalker looks to find a weak point on the one who likes to play with a trident.

Devise stratagem: 1d20 ⇒ 8

Then he fires an arrow to it.

Strategic strike, inspire courage: 8+10+1 =19

Damage: 1d6 + 1d6 + 1 ⇒ (6) + (1) + 1 = 8

Then he fires another arrow.

[b]+1 Shortbow, inspire courage: 1d20 + 10 + 1 - 5 ⇒ (10) + 10 + 1 - 5 = 16

Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Sun Fire Boom Boom returns to their song and dance routine.

before forcing their will upon the the one one land with the spear.

mental damage vs Red: 4d6 + 1 ⇒ (3, 4, 6, 1) + 1 = 15

Will DC 22 vs Agonizing Despair:

[Critical Success The target is unaffected.
Success The target takes half damage and becomes frightened 1.
Failure The target takes full damage and becomes frightened 2.
Critical Failure The target takes double damage and becomes frightened 3.

Inspire Courage +1


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Secret:
Save: 1d20 + 9 ⇒ (3) + 9 = 12

Pre Fix just cannot remove the trident, no matter how hard he tries but the plucky goblin stops bleeding.

Kerlock, seeing the sea devil has now gone berserk, fires another arrow,just hitting and hurting.

With the pier-based sea devil having gone down to Toanthel, Sun Fire Boom Boom sends despair into the mind of the last one and he goes down screaming into the shallow waters.

Combat Over

As you fell your last sea devil, Meleeka finishes of her opponent with a fiery punch. Several Vudrani monks and other inhabitants arrive soon after, including Melipdra and Rirzik, a male undine gnome. They report that the remaining sea devils have been defeated and the settlement is safe.

Health situation:

Aldonza Delamorte (-20)

Toanthel (-3)

Pre Fix (-38)

What do you do?

Grand Archive

NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

Toanthel sits down at the end of the pier to rest. As he does so he begins stacking small rocks, precariously balancing them in different arragements.

Refocusing. I can heal 18 hp every 10 minutes with lay on hands.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza winces as she picks up her sword, before sheathing it with a snap. She turns to the locals who have gathered, and takes a sweeping bow.

”Well, that was exciting”, she says with a grin, ”but surely you summoned us for more than just a command performance”

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

How many time do we have to heal?

Envoy's Alliance

M Dustwalker Dwarf Fighter 4: Spd:15, AC:22, HP:62/62, Fort:10, Ref:10, Will:9, Perc:9, Darkvision

If we ain't in no hurry James suggests healing the group to full, he ain't gonna to let nobody die today.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

“Only one? You’ve been bested, Meleeka,” Melipdra finishes dressing a wounded porter while gesturing toward her assistant. The martial artist drops the smouldering remains of a sea devil’s torso into the sand and returns to the pier to rummage through the scattered crates. The venture-captain returns to you and continues the briefing. “Like I was saying, the Society has enjoyed a mutually beneficial relationship with the Monastery of Unbreaking Waves. The local undines have made great strides in rebuilding the monastery since we defeated the undead responsible for the school’s disappearance.

But the tradition now faces a new threat. An incursion of sea devils is attacking the monastery. You might know them as sahuagin. I was told that the monastery needed our help, but to see a shiver of this size make it to Wavebreak Haven means the situation must already be dire. We must come to the aid of the Unbreaking Waves, now!” She gestures to the surf, where a short figure is soothing several half-horse, half-fish creatures. “After you have suitably recovered, Rirzik here will escort you by hippocampus to the underwater monastery, where Grandmaster Remendi is organizing the resistance.”

Rirzik steps forward, smoothing his turquoise eyebrows, and takes a deep breath, “I have enough hippocampi for everyone. They were a little spooked by all the noise, but I calmed them down.”

“And the Society came through with the supplies!” Meleeka interrupts, hauling several large bags across her shoulders as she rejoins the group on the beach. “There are enough potions and fins for each of you. I wish I could join you, but as my fire burns brighter on dry land, I think I’ll be better off seeing to the defense up here.”

Melipdra rests a hand on her agent’s shoulder in reassurance. “There is more to a battlefield than the front lines. Support our allies on the shore however you can, and remember to not lose sight of the bigger picture. Helping our allies means helping to preserve a still largely undocumented tradition. We must not let the Unbreaking Waves become another casualty of this senseless violence.”

You have about 40 minutes of recovery time whilst the ship is fully unloaded. Melipdra gives you two Lesser Elixirs of Life. Meleeka hands you four potions of water breathing each. She also unpacks and gives the group one pair of Swim Fins. You can also ask Rirzik questions about the monastery.

Grand Archive

NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

Toanthel tends to the wounded while the cargo is being unloaded.

Heal Aldonza once and Pre Fix twice with lay on hands then refocus once more.

Aldonza Delamorte (-2)
Toanthel (-3)
Pre Fix (-2)

Once it is safe, another figure disembarks from the ship. She is a young adult human dressed in traditional Mwangi garb.

"This is Mbali. She is being considered for the Magaambya and I am her guide and advisor.."

The girls notices the small ding in Toanthel's shield.

"You just got that shield and it is already damaged. Give that to me."

While Toanthel heals the others, she gets to work on fixing the shield.

Crafting DC 19: 1d20 + 9 ⇒ (15) + 9 = 24

Ten minutes later, the shield is as good as new.

Mbali is a hireling with expert proficiency in Crafting and Engineering Lore.

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

The investigator readies himself to go on the hippocampus.

He's useless to heal people.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza flops around in her swim fins.

”So do we have to breathe water the whole time we’re there, or do they have places with air?”, she asks.

Envoy's Alliance

Male Goblin Oracle (Flames) 4 / HP 50/50, Perc +6, AC 20, Fort +8 Ref +9 Will +6 / Spells 1st 4/4 2d 4/4, Focus 3/3 / Active conditions: Darkvision, Charhide, Burn it!, Resist negativ damage 1, Resist fire damage 2

What kind of danger could there be on our way.

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

Do some people wait for us? It seems we have plenty of time.

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Sun Fire Boom Boom shrugs, he needs a bit of time to refocus but spends most of the rest of the break working on his limericks, thinking of words that rhyme with sea.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Rirzik steps forward and boasts: “Ours 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! We do have some areas, such as the Infirmary, where there is air, but much of the monastery is submerged.”

Melipdra eyes the battlefield sadly. “I didn’t know things were this bad, I was told to keep things confidential. Our report could have been intercepted, and sea devils are said to use spies that can pass unnoticed. Don’t underestimate their cunning!”

Anyone can make a Society or Ocean Lore check about Sea Devils if they wish.

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

Society:1d20 + 9 ⇒ (20) + 9 = 29

The investigator follows the touristic visit quietly.

Envoy's Alliance

Male Goblin Oracle (Flames) 4 / HP 50/50, Perc +6, AC 20, Fort +8 Ref +9 Will +6 / Spells 1st 4/4 2d 4/4, Focus 3/3 / Active conditions: Darkvision, Charhide, Burn it!, Resist negativ damage 1, Resist fire damage 2

The goblin is waiting to see what information he has.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Kerlock knows:
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. He also knows Malentis are a rare type of sea devil, said to look exactly like aquatic elves, except for their sharp teeth.

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

The duskwalker shares his knowledge about the Sea-devils with the others and prepares himself to go under water. He puts his fins and is ready to drink a flask of water breathing.


Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

The Monastery of Unbreaking Waves

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 colourful 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 centre 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 explaining that you are Pathfinders. The attitude of the guards immediately and visibly shifts as they bow and gesture you to the central building. Rirzik departs with the hippocampi, while the guard 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 centre of the fighting pit, flanked by a pair of undines meditating on its churning eddies. Within the confines of the sphere float numerous colourful coral figurines in a three-dimensional map of the monastery and surrounding areas. A school of tiny, colourful 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!”

Now Is the time for any questions!

Envoy's Alliance

M Dustwalker Dwarf Fighter 4: Spd:15, AC:22, HP:62/62, Fort:10, Ref:10, Will:9, Perc:9, Darkvision

Defend against unbreaking waves, that can't be done. Because the waves don't break, so no amount of force can stop them.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza takes in the wonders of this undersea world, until Remendi snaps her attention back to the task at hand.

”How are these ba$$%!@#s armed, besides those spears we saw?”, she asks.

Horizon Hunters

Male Human (Duskwalker) Investigator (Wizard Dedication) 4 / HP 48/48, Perc +8, AC 20, Fort +7 Ref +11 Will +8 / Quick Tincture 4/4 / Active conditions: Low-light vision, Known weaknesses, resist negative damage 1, healing 1 hp/min

The duskwalker turns to James: The goal isn't to defend agaisnt the unbreaking waves, but to defend the Unbreaking waves. Do you understand?

Then he waits for the departure.

Envoy's Alliance

Male Goblin Oracle (Flames) 4 / HP 50/50, Perc +6, AC 20, Fort +8 Ref +9 Will +6 / Spells 1st 4/4 2d 4/4, Focus 3/3 / Active conditions: Darkvision, Charhide, Burn it!, Resist negativ damage 1, Resist fire damage 2

The goblin is ready to go.

Envoy's Alliance

M Dustwalker Dwarf Fighter 4: Spd:15, AC:22, HP:62/62, Fort:10, Ref:10, Will:9, Perc:9, Darkvision

James looks at Kerlok Ah, got it, that is much easier to do.

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Sun Fire Boom Boom nods "Sounds like time is of the essence, lets go!"

Grand Archive

NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

"Lead the way, we will be ready."

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