| Game Master Tea |
Toanthel drives his pick into the Dragon Turtle, drawing blood for the first time. The creature tries to overcome the mental pain Sun Fire Boom Boom delivers but it still hurts.
Looking at your character sheet, you could try to Demoralise it or you could sustain the spiritual weapon again and try for a 20. You could also reposition.
Magic Missile now added.
Initiative:
Toanthel 31
Aldonza Delamorte 24 (-23)
Sun Fire Boom-Boom 20
Dragon Turtle 18 (-32)
James T Crusher 2 13 (-24)
Kerlok Sholmes 12
Pre Fix 10 One action remaining!
Bold are up! Dragon Turtle is 20' from sea floor.
Aldonza Delamorte
|
The blood from Aldonza’s wound fills the water around her. She swishes her sword around in a figure-eight, shaping the blood into a crimson swirl before her. Then she darts forward, and stabs at the dragon turtle.
Perform (Panache), Step, Strike (flanking)
Performance: 1d20 + 10 ⇒ (20) + 10 = 30
Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d6 + 2 ⇒ (3) + 2 = 5, +2 with Panache
| Game Master Tea |
With a stunning underwater manoeuvre, Aldonza regains her balance and composure, stabbing the creature (even without adding the BARD BONUS).
She pulls her blade free and a spurt of blood follows it, diffusing into the water.
Initiative:
Toanthel 31
Aldonza Delamorte 24 (-23)
Sun Fire Boom-Boom 20
Dragon Turtle 18 (-40)
James T Crusher 2 13 (-24)
Kerlok Sholmes 12
Pre Fix 10 One action remaining!
Bold are up! Dragon Turtle is 20' from sea floor.
Pre Fix
|
The goblin sustain the Spiritual weapon.
Spiritual weapon:1d20 + 9 + 1 - 5 ⇒ (4) + 9 + 1 - 5 = 9
Damage:1d8 + 4 ⇒ (6) + 4 = 10
| Game Master Tea |
Sensing the nimble and strong Toanthel is a deadly enemy, the Dragon Turtle
◆ Bite: 1d20 + 18 ⇒ (18) + 18 = 362d12 + 6 ⇒ (6, 8) + 6 = 20
◆ Claw 1: 1d20 + 14 ⇒ (16) + 14 = 302d8 + 6 ⇒ (7, 3) + 6 = 16
Hitting him for 56 damage - I am aware that reactions may happen.
and claws at Aldonza
◆ Claw 2: 1d20 + 10 ⇒ (5) + 10 = 152d8 + 6 ⇒ (3, 6) + 6 = 15
Initiative:
Toanthel 31 (-56*)
Aldonza Delamorte 24 (-23)
Sun Fire Boom-Boom 20
Dragon Turtle 18 (-40)
James T Crusher 2 13 (-24)
Kerlok Sholmes 12
Pre Fix 10
Bold are up! Dragon Turtle is 20' from sea floor.
Toanthel
|
Toanthel had 7 temp hp from rage and will block the second attack so will be at 37/78 hp. His shield will be at 56/64 hp.
Remaining in the flank position, Toanthel touches himself to close some of the wounds before putting his shield back into place and then counter-attacking.
◆ Lay on Hands (55/78 hp)
◆ Raise Shield (AC 25)
◆ Strike
Pick vs FF: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34piercing: 2d6 + 4 + 3 + 1 ⇒ (4, 4) + 4 + 3 + 1 = 16
Q◆
Pick vs FF: 1d20 + 14 - 5 + 1 ⇒ (4) + 14 - 5 + 1 = 14piercing: 2d6 + 4 + 3 + 1 ⇒ (5, 2) + 4 + 3 + 1 = 15
If that first attack is a crit then the damage is this instead:
Fatal damage: 2d10 + 8 + 6 + 2 + 1d10 ⇒ (4, 2) + 8 + 6 + 2 + (7) = 29 doubling the first 2d10 to make 35 total.
Pre Fix
|
The goblin cast a guidance and sustain the spiritual weapon.
Spiritual weapon:1d20 + 9 + 1 + 1 ⇒ (15) + 9 + 1 + 1 = 26
Damage:1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
The goblin sustain again the spiritual weapon.
Spiritual weapon:1d20 + 9 + 1 - 5 ⇒ (11) + 9 + 1 - 5 = 16
Damage:1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
James T Crusher 2
|
James, still blessed fires three more shots at the thing hit: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 dmg: 1d6 + 1 ⇒ (3) + 1 = 4
hit: 1d20 + 8 + 1 - 5 ⇒ (15) + 8 + 1 - 5 = 19 dmg: 1d6 + 1 ⇒ (6) + 1 = 7
hit: 1d20 + 8 + 1 - 10 ⇒ (5) + 8 + 1 - 10 = 4 dmg: 1d6 + 1 ⇒ (5) + 1 = 6
Kerlok Sholmes
|
The investigator looks for an opportunity to strike the turtle.
Devise stratagem:1d20 ⇒ 11
Seeing no such opportunity, he relies on his wizard's talents.
Electric arc: 2d4 + 4 + 1 ⇒ (1, 2) + 4 + 1 = 8
Reflex DC 19
| Game Master Tea |
The first of Toanthel's attack is a crit due to the flanking!
Toanthel rams the pick deep into his foe, causing massive damage! Pre Fix draws upon divine guidance and slashes hard with his force weapon opening another wound then James hits with an arrow, sticking it into an exposed softer section.
Initiative:
Toanthel 31 (-23)
Aldonza Delamorte 24 (-23)
Sun Fire Boom-Boom 20
Dragon Turtle 18 (-91)
James T Crusher 2 13 (-24)
Kerlok Sholmes 12
Pre Fix 10
Bold are up! Dragon Turtle is 20' from sea floor.
| Game Master Tea |
In all the splashing about, the lightning does not manage to hurt the Dragon Turtle.
Initiative:
Toanthel 31 (-23)
Aldonza Delamorte 24 (-23)
Sun Fire Boom-Boom 20
Dragon Turtle 18 (-91)
James T Crusher 2 13 (-24)
Kerlok Sholmes 12
Pre Fix 10
Bold are up! Dragon Turtle is 20' from sea floor.
Aldonza Delamorte
|
”Ha HA!”, cries Aldonza, as the great beast misses her. She lunges at it with her sword, not once but twice, before raising her scabbard in a defensive position.
Strike x2, Parry
Attack 1: 1d20 + 11 ⇒ (6) + 11 = 17
Damage 1: 1d6 + 6 ⇒ (3) + 6 = 9
Attack 2: 1d20 + 6 ⇒ (14) + 6 = 20
Damage 2: 1d6 + 5 ⇒ (1) + 5 = 6
Sun Fire Boom Boom
|
Sun Fire Boom Boom swims a bit closer and casts hideous laughter on the turtle.
Critical Success The target is unaffected.
Success The target is plagued with uncontrollable laugher. It can't use reactions.
Failure The target is slowed 1 and can't use reactions.
Critical Failure The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.
No courage this round.
| Game Master Tea |
Is it really? You are all surprised when the great beast starts to judder in the water, strangely like laughter save successful, no reactions
Aldonza's thrusts go wide this time.
Angered by the assault from Toanthel and wary of the magic cast by Sun Fire Boom, the Dragon Turtle attacks Toanthel in the same way again, then swims closer to the goblin...
◆ Bite Toanthel: 1d20 + 18 ⇒ (2) + 18 = 202d12 + 6 ⇒ (4, 6) + 6 = 16
◆ Claw Toanthel: 1d20 + 14 ⇒ (17) + 14 = 312d8 + 6 ⇒ (4, 8) + 6 = 18
◆ Stride/swim
Pre Fix
|
The goblin sustain the spiritual weapon.
Spiritual weapon:1d20 + 9 ⇒ (7) + 9 = 16
Damage:1d8 + 4 ⇒ (5) + 4 = 9
The goblin sustain again the spiritual weapon.
Spiritual weapon:1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 10
Damage:1d8 + 4 ⇒ (3) + 4 = 7
The goblin sustain again the spiritual weapon.
Spiritual weapon:1d20 + 9 - 10 ⇒ (3) + 9 - 10 = 2
Damage:1d8 + 4 ⇒ (6) + 4 = 10
Aldonza Delamorte
|
Aldonza swims to catch up with the kaiju. Then she quickly doubles back, before stabbing at it again.
Stride, Feint, Strike
Deception: 1d20 + 8 ⇒ (9) + 8 = 17
Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9, +1 if Feint is successful
Toanthel
|
Forgot about the critical specialization effect that I just gained. The crit should have dealt 6 additional damage.
Toanthel's shield absorbs some of the damage
Toanthel 45/78 hp
Shield 46/64 hp
Toanthel keeps his shield raised and swims back to the flank where he strikes yet again.
◆ Raise Shield
◆ Swim
◆ Strike (flank)
Pick: 1d20 + 14 ⇒ (10) + 14 = 24Piercing: 2d6 + 4 + 3 ⇒ (5, 5) + 4 + 3 = 17
Q◆ Strike (flank)
Pick: 1d20 + 14 - 5 ⇒ (5) + 14 - 5 = 14Piercing: 2d6 + 4 + 3 ⇒ (4, 1) + 4 + 3 = 12
Sun Fire Boom Boom
|
Sun Fire Boom Boom concentrates to maintain the giggles, shouts "Finish it off!" to inspire their allies before snapping off a bow shot.
shortbow: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
piercing: 2d6 + 1 ⇒ (3, 5) + 1 = 9
Sustain, Inspire, Strike
+1 COURAGE
Kerlok Sholmes
|
Devise stratagem: 1d20 ⇒ 14
Seeing no opportunity to fire an arrow I know I won't hit with a 25! he casts a spell again.
Eletric arc: 2d4 + 4 ⇒ (2, 2) + 4 = 8
Reflex DC 19
| Game Master Tea |
With a flurry of attacks that strike true, the group finishes their foe.
The dragon turtle stops laughing and starts to gently drift in the slow current.
You have some time to recover or help survivors and cargo get safely to the shore. Assume you have about one hour.
Kerlok Sholmes
|
The investigator lets the others heal themselves, staying ready if someone need that he treat their wounds.
Aldonza Delamorte
|
Aldonza cracks a lopsided grin. ”Nice bit of tension at the end there”, she says. She sheathes her sword, and downs an elixir, before finishing up the salvage.
Lesser elixir of life: 3d6 + 6 ⇒ (6, 6, 5) + 6 = 23
Toanthel
|
Toanthel will heal himself 20 mins, then James 10 min, then help Mbali work on the shield.
Crafting: 1d20 + 9 ⇒ (7) + 9 = 16 Fail
Crafting: 1d20 + 9 ⇒ (20) + 9 = 29 Critical Success, 30 hp restored, shield repaired.
The will refocus once more for the last 10 minutes.
Toanthel is fully healed and shield is fully repaired, James will still be down 6 hp.
Sun Fire Boom Boom
|
Akoril will spend 10 minutes refocusing, after that will happily aid anybody making various skill checks with a little song here and there.
perform: 1d20 + 16 ⇒ (19) + 16 = 35
perform: 1d20 + 16 ⇒ (2) + 16 = 18
perform: 1d20 + 16 ⇒ (4) + 16 = 20
perform: 1d20 + 16 ⇒ (16) + 16 = 32
perform: 1d20 + 16 ⇒ (11) + 16 = 27
+2
+1
+1
+2
+1
| Game Master Tea |
Afmari, a female merfolk, approaches you, thanks you and awards them with a dragon turtle scale, offering to affix the talisman for someone, as well as a bottle of seaweed wine worth 5 gp. She also gives you a minor sturdy shield as a reward.
As she finishes, a sturgeon swims up to Rirzik's ear. “Someone has disrupted the magic keeping our central field hospital from flooding. Investigate the disturbance and fix the wards. Do not let any blood spill into the sea.”
Anything you wish to do before you leave?
| Game Master Tea |
Rirzik detaches a magical pearl attached to the sturgeon containing what he claims is magic to repair the ward. He explains that the field hospital is located in a series of old eel caves, kept dry with magic to minimize the complications of underwater surgery and make it more difficult for oceanic predators to enter. The hospital also houses non–water-breathing allies from shore who are put at risk by the failing wards.
Rirzik leads the way down a steep crag toward a shimmering reef. Blood red coral grows on the side of an underwater ridge spotted with cave entrances. A large, magical air bubble forming a film around the largest opening. Past the bubble’s film, a tunnel strung with bioluminescent algae stretches into a series of caves, and though the air is breathable, water streams in from several points, forming a wet layer on the ground. Injured monks and rescued sailors lie in makeshift cots throughout the ward. Supplies are strewn across the floor. Three exhausted medics run from patient to patient, taking readings and performing triage.
Rirzik picks up some masks, designed to cover the lower half of the face and asks you to put them on. You notice the medics are wearing them.
One of the medics approaches you. ”Odru Idiak, surgeon” You notice that two of the medics are undine elves (including Odru) and one is an undine half-elf. She explains quietly that ”the coral that anchors the air bubble magic has begun to bleach, and I suspect foul play from one of the others.”
You have five main activities open to them: investigate the hospital, attempt to repair the wards, and question the three medics. Each PC must decide whether to roll independently or to Aid another PC with their roll. If multiple PCs roll independently, use the best roll to determine the result of the activity. The DC of skill checks to Aid is 17.
Investigating the Coral: A central pool at the back wall of the ward houses a colony of special corals that provide the focus for the field hospital’s air bubble spell. PCs who examine the coral find it is clearly bleached. A PC can make a Perception check here.
Repair the Wards: A PC can use the ward-repairing pearl to heal the coral focus by succeeding at a Nature or Arcana check.
Talking to Odru: Odru is in the midst of prepping for a complex procedure, though she makes time to answer questions as she assembles her equipment and scrubs in. A PC who succeeds at a Diplomacy or Medicine check can interview her.
Talking to Sythi: Sythi is a nurse who rotates through the patients, making notes and attempting to attend to each. He is, unfortunately, not especially skilled at his job, and is floundering badly. (If he is the saboteur, this is a deliberate act on his part). A PC who succeeds at a Deception or Diplomacy check can interview him.
Talking to Rahla: Rahla is busy formulating compounds for patients. A PC who succeeds at a Crafting or Intimidation check can interview her.
Sun Fire Boom Boom
|
Sun Fire Boom Boom puts on a mask and bounces up and talks to Tahla "Hi hihihihihihihihi! I know you're exhausted so I'll be quick. Tell us what's weird around here. We know something is weird. Is it you?"
intimidate: 1d20 + 14 ⇒ (19) + 14 = 33
Kerlok Sholmes
|
The duskwalker investigates the coral.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Aldonza Delamorte
|
Aldonza approaches Sythi. ”I see you’ve got your hands full”, she says. ”Need another pair?”
She helps out as best she can, unskilled though she is. ”Crazy thing about the wards, huh?”, she asks while he’s distracted.
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
| Game Master Tea |
Toanthel sees what James is doing and utilises his expert knowledge to focus the magical power back through the wards.
Searching around this area, Pre Fix follows Kerlock's lead and looks around in the opposite direction, discovering a religious symbol of Gozreh and a reddish gold earring.
Sun Fire Boom Boom startles Rahla, the older chemist, with his approach. She looks at him.
"You took me quite by surprise there!" she says with eyes wide.
Seeming to appreciate his direct approach, she continues "The wards are failing. It would kill lots of the patients if that happened. If I wanted to kill patients, I'd just get these" she points at calculations and compounds, "wrong and no-one would be any the wiser."
Aldonza seems to fluster Sythi, causing him to flick his curly auburn hair. She notices that he wears several accessories of reddish gold jewellery. Initially, she thought he looks like he was floundering but as she goes to help, his appearance does not quite match his practice.
"We're overrun! I could use any help!" he says in an exasperated tone. "The wards? Look around! Failing wards are the least of your worries."
Kerlok Sholmes
|
When Pre Fix found the earring, the duskwalker opens his eyes and says: It's a clue!
Pursue a lead now from this clue
He goes with it to Sythi.
Excuse me. You're wearing some nice jewelry. You're staying very smart even in such a war time. But would it be possible you lost something?
The investigator looks at the man to see his reaction as well as to see if there is a missing earring.
Do I roll Perception +8 by myself?
Aldonza Delamorte
|
Aldonza tsks at Sythi. As one performer to another, she has an eye for these things.
”You know, at first I thought you were in the weeds”, she says, ”but that’s not desperation dripping off your nose. It’s flop sweat. Now, what do you say you stop pretending so hard, and tell us what you’re really up to?”
| Game Master Tea |
"Oh....er...." Sythi stumlbes over his words. Aldonza and Kerlock are not convinced. He drops something. A gem of some sort.
He looks up.
"I did say failing wards are the least of your worries." he says as he pulls out a wicked looking scalpel and the gem transforms into a mist creature.
You have forced him to roll perception for initiative!
Sun Fire Boom-Boom, Scout: 1d20 + 11 ⇒ (1) + 11 = 12
Kerlok Sholmes, Search: 1d20 + 9 ⇒ (9) + 9 = 18
Pre Fix, Avoid Notice: 1d20 + 6 ⇒ (12) + 6 = 18
Aldonza Delamorte , Scout: 1d20 + 8 ⇒ (18) + 8 = 26
Toanthel, Defend: 1d20 + 11 ⇒ (6) + 11 = 17
Sythi: 1d20 + 12 ⇒ (11) + 12 = 23
James T Crusher 2, Search: 1d20 + 9 ⇒ (11) + 9 = 20
Mist Creature: 1d20 + 13 ⇒ (11) + 13 = 24