Pirate Wishes PaizoCon 2022 (Inactive)

Game Master Pirate Rob

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RPG Chronicles


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Envoy's Alliance

Female Human Swashbuckler {Wit} 9 HP 125 / 125 | AC 27 (29 w/ shield raised) F +16 R +20 W +14 (Evasion) | Perc +14 | Speed 30 ft | Default Exploration (Avoid Notice) | Active Conditions: none

"Wow! Nice job, Doc. Those bombs were perfect!" Vanetta effuses. She's really quite impressed, but also realizes she should probably have some means to fight swarms of her own. Though it's likely she'll forget to look into it when they get back.

She follows Durg into the "room" and pauses just inside the door to take in the surreal landscape. "It's like a painting done by a madman," she whispers in awe.

Shaking herself, she reattaches her star-knife to her hip and begins to check the inert forms strewn across the beach looking for anything that might reveal a name. She's relieved to note that none of them appear to be staff members, though of course that doesn't make the carnage sit much better.

Perception (E) : 1d20 + 11 ⇒ (14) + 11 = 25

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Doc nods to Vanetta, clearing his throat. "Many thanks. Yes, there are some cases where they aren't the most elegant weapon ... but they always make an impact."

He turns toward Maldlethu. "That seems to be a minor abrasion. If you want, I can tend to it now before we head in, or we can proceed."

I don't want to blow a use of Battle Medicine on it, but also not sure if we want to spend the 10 minutes for a Treat Wounds on just 5 points of damage. They've been in there for weeks, so we probably aren't on a time clock at the moment. If we do want to take the time, I can heal that with an auto-success from my Assurance of 20.

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Once any healing is done, Doc proceeds in with Durg and Vanetta, crossbow at the ready for any danger. Seeing none, he notes the alchemical components, and begins investigating whether they are something that can safely be removed, and what their function was. "Interesting. Normally, alchemical components are not used to form a dimensional rift into elemental planes. My first instinct is that perhaps these crystals are a by-product of the rift, rather than the cause of it."

Investigate(Crafting): 1d20 + 15 ⇒ (12) + 15 = 27

He then turns his attention to the fallen bodies. Though anticipating that the cause of death was likely elemental damage from the mephits, he takes nothing for granted and conducts as thorough an investigation as time - and his companions - will allow.

Investigation(Crafting for Medicine): 1d20 + 15 ⇒ (4) + 15 = 19


Tomb

Given they've been here for 3 weeks, 10 minutes is unlikely to make a difference and it'll probably take at least that long to investigate the room thoroughly.

The crystals do seem to just be a byproduct of the rift, they do seem quite valuable though, worth about 40gp.

The bodies here don't seem to have been killed by elemental damage but rather from falling an impossibly long height.

There's various tracks in the sand, clearly some people survived this room and fled elsewhere. Survival to track may tell you more.

Grand Archive

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Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

If we have 10 minutes, Jiki will refocus.

Lacking any practical tracking ability, Jiki will wander around,a voiding any footprints, and occasionally encourage his allies or play a few bars from a composition he is working on about their heroic deeds.

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Doc collects the crystals, soliciting help if possible, while continuing to eye the gruesome scene. He looks up and around the area. "Intriguing. Blunt force trauma, as if from a long fall ... far further than would be allowed within this room. Perhaps they fell through some sort of portal?" He shakes his head. "A nasty business."

Verdant Wheel

Agender (she/they) N Dwarf (Forge) Druid (Wild) 9 | HP 109/109 | AC 27/29/27 (wild) | Fortitude +17, Reflex +17, Will +18 | Perception +17 | Speed 20 | Darkvision | Resistance acid 5, cold 5, electricity 5, fire 4, poison 4 | Spells 5th 1/2; 4th 3/3; 3rd 3/3; 2nd 2/3; 1st 2/3 | Focus 2/2 | Hero Points 2 | Default Exploration: Search +17 | School Item: None (Field Commissioned) | Conditions: Isqulugia Stage 1, Sickened 1 | ◆◇↺

Durg looks up at the "ceiling" when Doc mentions falling, then shrugs. She sniffs at the tracks to see where they go.

Survival: 1d20 + 14 ⇒ (18) + 14 = 32


Tomb

It's a nice tall room, but no nearly tall enough for these falls.

Durg finds numerous footprints, at least a dozen sets going towards a room on this floor with many more foot prints leading upstairs via various stairs.

Envoy's Alliance

Female Human Swashbuckler {Wit} 9 HP 125 / 125 | AC 27 (29 w/ shield raised) F +16 R +20 W +14 (Evasion) | Perc +14 | Speed 30 ft | Default Exploration (Avoid Notice) | Active Conditions: none

Vanetta's slightly amused by the sight of the wild dwarf with their nose in the dirt, but is also very glad they've got such an expert tracker. She follows Durg's lead, then suggests that perhaps the team check the room on this floor first, where the stampede seems to have headed.

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])
Doc Bloodshanks wrote:
"That seems to be a minor abrasion. If you want, I can tend to it now before we head in, or we can proceed."

“There is no need for such mundane measures,” Maldlethu answers with the same look of barely-concealed disgust on his face as a Taldan nobleman who has just discovered something unappealing on the underside of his shoe. Magic will tend to my wounds.” And indeed, the aeon stone orbiting the elf’s head spins at a much brisker pace.

Clearing out this floor first sound good. Maybe we go room-to-room clockwise?

Verdant Wheel

Agender (she/they) N Dwarf (Forge) Druid (Wild) 9 | HP 109/109 | AC 27/29/27 (wild) | Fortitude +17, Reflex +17, Will +18 | Perception +17 | Speed 20 | Darkvision | Resistance acid 5, cold 5, electricity 5, fire 4, poison 4 | Spells 5th 1/2; 4th 3/3; 3rd 3/3; 2nd 2/3; 1st 2/3 | Focus 2/2 | Hero Points 2 | Default Exploration: Search +17 | School Item: None (Field Commissioned) | Conditions: Isqulugia Stage 1, Sickened 1 | ◆◇↺

Durg stands up again, dusting off her hands and knees. "This floor first," then heads to the left following the footprints. She pauses at the first door to the right, listening for a moment.

Perception: 1d20 + 15 ⇒ (10) + 15 = 25

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Doc nods in agreement, grabbing one of his juggernaut mutagens and holding it in his hand, while holding the crossbow in the other as they move through the rooms.


Tomb

Moved the rest of the party behind

Durg puts their ear up to the door and and hears some muffled sounds when the double doors at the end of the hallway open, revealing a rather large bug like creature seeming made entirely of smoke.

Behind it 3 barely visible creatures that seem to be some sort of fog elementals as vapor roils off of them, filling their room and spilling into the hallway from the now open door.

Init:

Van: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Maldlethu: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Doc: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Jiki: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Durg: 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29
giant bug: 1d20 + 12 ⇒ (14) + 12 = 26
mb1: 1d20 + 13 ⇒ (5) + 13 = 18
mb2: 1d20 + 13 ⇒ (11) + 13 = 24
mb3: 1d20 + 13 ⇒ (18) + 13 = 31

The blue fog elemental emerges before any one can react

tentacle vs Vanetta: 1d20 + 12 ⇒ (13) + 12 = 25

Flying at Vendetta it's stymied by a lucky block!

It follows up with a strike at Durg instead.

more tentacle: 1d20 + 12 - 5 ⇒ (6) + 12 - 5 = 13 but has even worse luck there.

It does not seem bothered by the fog.

Initiative:

Blue Mix
Vanetta
Maldlethu
Durg
Jiki

Giant Bug
Yellow Dots
Orange Dashes
Doc Bloodshanks

Vanetta, Maldlethum Durg, & Jiki are up!

The foggy creatures each have a 15ft aura of concealment generating fog. I added auras to each of the creatures for clarity, please remember to roll the flat 5 first before making other roll for any targeted effect for a creature in the fog.

Envoy's Alliance

Female Human Swashbuckler {Wit} 9 HP 125 / 125 | AC 27 (29 w/ shield raised) F +16 R +20 W +14 (Evasion) | Perc +14 | Speed 30 ft | Default Exploration (Avoid Notice) | Active Conditions: none

Vanetta's shield catches the misty tentacle slap even as her rapier seemingly jumps into her other hand. Wanting to open up the space she spins around the Bluish tinged elemental then ducks under the bug's legs and pops out into the larger room.

Flat check for Acro vs Bug : 1d20 ⇒ 6
Wasn't sure if that was needed, but since you said targeted effect, and I presume to Tumble Through she has to be able to clearly see the opponent, I went ahead and rolled it.

Tumble Through vs Bug's Reflex DC: 1d20 + 15 ⇒ (17) + 15 = 32

Even with an up close view of the bug, she has no idea what this thing is, so when in doubt, stab it.

Flat Check for attack : 1d20 ⇒ 5

attack Bug, +1 striking rapier, Finisher : 1d20 + 15 ⇒ (14) + 15 = 29
damage, P, magic : 2d6 + 2 ⇒ (6, 4) + 2 = 12
Extra damage, Finisher, Precision : 3d6 ⇒ (2, 1, 4) = 7
Unbalancing Finisher: If she hit and deals damage, the target is flat-footed until the end of her next turn. 

She then snaps her shield into place, hoping to keep those tentacles at bay.

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

“Burn away the doubt in your mind and see clearly the power of magic! Maldlethu intones, gesticulating wildly with his hands. Even from outside the cloud of fog, blue flames are easily seen as they erupt from the air and cover the nearby combatants.

“Now go, Durg, and do not hesitate! Nethys’s magic guides you!”

Casting faerie fire to cover Black, Blue, Vanetta, and Durg [AA], then guidance on Durg [A].

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

Jiki tries to determine what these creatures are and then inspire his allies to battle them.

◆ Recall Knowledge (Big Bug)

Arcana +11(T), Nature +7(T), Occultism +11(T), Religion +7(T), Society +11(T), Bardic Lore +11(T)

◆ Recall Knowledge (Fog Things)

◇ Cast Lingering Composition

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

Pretty sure no one is above level 8.

◆ Cast Inspire Courage

Allies within 60 feet gain a +1 status bonus to attack rolls, damage rolls, and saves against fear for 3 rounds.

Verdant Wheel

Agender (she/they) N Dwarf (Forge) Druid (Wild) 9 | HP 109/109 | AC 27/29/27 (wild) | Fortitude +17, Reflex +17, Will +18 | Perception +17 | Speed 20 | Darkvision | Resistance acid 5, cold 5, electricity 5, fire 4, poison 4 | Spells 5th 1/2; 4th 3/3; 3rd 3/3; 2nd 2/3; 1st 2/3 | Focus 2/2 | Hero Points 2 | Default Exploration: Search +17 | School Item: None (Field Commissioned) | Conditions: Isqulugia Stage 1, Sickened 1 | ◆◇↺

Durg growls as the tentacled creature swipes at her. The growl deepens as she suddenly grows into a Very Large Tiger.

Animal Form: Cat, +15 temp HP, AC 25, provokes

Flat Check: 1d20 ⇒ 13

She slashes at the fog, trying to cut it into ribbons with her powerful claws.

claws, magic, inspire: 1d20 + 16 + 1 + 1 ⇒ (11) + 16 + 1 + 1 = 29
slashing, inspire: 2d10 + 9 + 1 ⇒ (10, 9) + 9 + 1 = 29

◆◆ Animal Form
◆ Swipe


Tomb

Vanetta keeps their shield up and tumbles through and stabs the big smokey bug but can't find any vital organs, it still seems unbalanced by the strike though.
Immune to precision

Maldlethu covers the front combatants in sparkles, helping deal with the horrible fog.

Durg also gets a guidance.

There's an argument that including your allies in faerie fire is pvp and needs permission, but considering the enemies ignore the fog I think we're good here, if Vanetta or Dug objects please speak up though and we'll figure something out.

Durg turns into a cat and slashes into the nearby mist, nearly but not quite critting it.

Guidance and courage are both status and won't stack, guidance can potentially be used on a skill check etc though.

The yellow one floats over and lashes out with a rather long tentacle at Vanetta.

tentacle vs FF: 1d20 + 14 ⇒ (3) + 14 = 17
missing. However the mist around Vanetta begins to solidify.

Reflex DC 20 for Vanetta:

On a failure or worse you are immobilized until you Escape or are no longer in fog cloud.

Orange joins its assault.

tentacle: 1d20 + 14 ⇒ (15) + 14 = 29
b damage: 2d8 + 4 ⇒ (4, 5) + 4 = 13

Not only hitting hard, but latching on.
13 damage and then grabs, feel free to block if available.

Initiative:

Blue Mix -29 (Glowing)
Vanetta 67/80 (Glowing, Grabbed(Orange)) Reflex DC 20
Maldlethu
Durg (Glowing)
Jiki
Giant Bug -12 (Flat footed, Glowing)
Yellow Dots
Orange Dashes
Doc Bloodshanks

Doc is up at last!
Reflex DC 20 for Vanetta.

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

]ooc]Jiki didn't get any knowledge about either of them?[/ooc]

Doc chugs his juggernaut mutagen. His body seems to thicken, emitting a healthy and robust glow.

◆ Interact: Drink mutagen. +10 temp HP, +2 to Fortitude saves, for 10 minutes. -2 to will/perception/initiative (which is why I waited to drink it).

He brings his +1 striking alchemical crossbow up and fires at the nearest fog thing. The bolt, infused with alchemical elements from the lesser frost vial, glistens with frost, leaving a stream of ice crystals as it streaks through the air.
◆ Strike
Concealment roll: 1d20 ⇒ 16
Attack roll w/ inspriation: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Piercing damage: 2d8 ⇒ (1, 8) = 9 + Cold damage: 1d6 ⇒ 2

As soon as the weapon has fired, he grabs another bolt and inserts it into the crossbow, readying it for the next attack.
◆ Interact: Reload

Verdant Wheel

Agender (she/they) N Dwarf (Forge) Druid (Wild) 9 | HP 109/109 | AC 27/29/27 (wild) | Fortitude +17, Reflex +17, Will +18 | Perception +17 | Speed 20 | Darkvision | Resistance acid 5, cold 5, electricity 5, fire 4, poison 4 | Spells 5th 1/2; 4th 3/3; 3rd 3/3; 2nd 2/3; 1st 2/3 | Focus 2/2 | Hero Points 2 | Default Exploration: Search +17 | School Item: None (Field Commissioned) | Conditions: Isqulugia Stage 1, Sickened 1 | ◆◇↺

I wasn't stacking guidance and courage, but guidance and my +1 from magic handwraps. If that doesn't work, let me know. And glowing is fine.


Tomb

Jiki recognizes it as a Greater Smoke Mephit, a quite rare creature on the material plane, it is healed by fire but particularly susceptible to water effects, it's definitely the most dangerous thing you've encountered so far. (Immune to poison, precision, bleed, all the things you'd expect from gaseous form)

Glowing targets do not benefit from concealment. Yay.

Doc drinks and fires, hitting the close glowing blue fogy fog, both piercing and freezing it a bit. Despite being hard to see they seem to have a bit more of a solid form than the Mephit. Surely it can't take much more.

Doesn't the crossbow take 2 hands to fire so Doc needs to spend an action to grip after drinking the mutagen? Happy to have you not start with the mutagen in hand so you can reload, or spending the action this round to grip and leaving reloading to next round. (Do note you get a free grip when reloading so that can potentially help your hand economy out in future rounds.)

The Greater Smoke Mephit zooms forward, moving effortlessness through the party. Feel free to take any reactions like AoOs and the like I might not be aware of.

From there it attempts to flow into Doc's lungs!

Fort 21 for Doc:

On a failure or worse you partially inhales the mephit and are immobilized by the pain of the smoke rasping in your throat and lungs.

You can attempt to exhale the mephit by spending an action coughing and succeeding at a DC 21 Fortitude save.

Success or failure it's still a large creature that exists outside, in addition to whatever is going on inside poor Doc.

The blue foggy creature floats back a bit before lashing out at the large Durg kitty.

tentacle: 1d20 + 14 ⇒ (5) + 14 = 19

It then solidifies all the mist around it.

Aura around blue is now difficult terrain.

Foggy Blue Mix -40 (Glowing)
Vanetta 67/80 (Glowing, Grabbed(Orange)) Reflex DC 20
Maldlethu
Durg (Glowing)
Jiki

Foggy Yellow Dots
Foggy Orange Dashes
Doc Bloodshanks Fort 21
Greater Smoke Mephit -12 (Flat footed, Glowing)

Vanetta, Maldlethu, Durg & Jiki are up!
Reflex DC 20 for Vanetta and Fort DC 21 for Doc.
While it lives, Blue Fog Elemental aura is difficult terrain.

To help you resolve turns in case multiple players post before I check back: (So you can know when it's down) Blue Foggy has 13 hp remaining and is AC 20 and not currently benefiting from concealment thanks to faerie fire. 22 will bypass any of the Foggy Save DCs (Some may be lower, eat your heart out swashbuckler)

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

I didn't think about that. Knew that "change grip" was an action in Starfinder, but it hasn't ever come up in Pathfinder. I'll wait to reload. Just to confirm, though, my Reload action would end with both hands on the crossbow, right?

Verdant Wheel

Agender (she/they) N Dwarf (Forge) Druid (Wild) 9 | HP 109/109 | AC 27/29/27 (wild) | Fortitude +17, Reflex +17, Will +18 | Perception +17 | Speed 20 | Darkvision | Resistance acid 5, cold 5, electricity 5, fire 4, poison 4 | Spells 5th 1/2; 4th 3/3; 3rd 3/3; 2nd 2/3; 1st 2/3 | Focus 2/2 | Hero Points 2 | Default Exploration: Search +17 | School Item: None (Field Commissioned) | Conditions: Isqulugia Stage 1, Sickened 1 | ◆◇↺

No reactions for the smoke thing.

In the back of her head, Durg thinks, "Glad I didn't drop a fireball again..."

Durg slashes out again at Blue, hoping to bring it down.

Slash 1, magic, inspire: 1d20 + 16 + 1 + 1 ⇒ (8) + 16 + 1 + 1 = 26
slashing, inspire: 2d10 + 9 + 1 ⇒ (7, 5) + 9 + 1 = 22
Slash 2, magic, inspire: 1d20 + 16 + 1 + 1 - 4 ⇒ (20) + 16 + 1 + 1 - 4 = 34
slashing, inspire: 2d10 + 9 + 1 ⇒ (10, 7) + 9 + 1 = 27

If Blue goes down, Durg will move to orange. Move 40 ft.


Tomb

Correct Doc, when you reload you can always end up with both hands on it.

Further notes:

Wielding Items says adding a hand is "Interact" which is 1 action, while removing is "Release" which is a free action.

Reloading says "Switching your grip to free a hand and then to place your hands in the grip necessary to wield the weapon are both included in the actions you spend to reload a weapon."

Meaning you can always end up gripping the weapon in 2 hands, ready to fire after reloading without having to spend a further action.

I only know this from having though about this a bunch for my own alchemical crossbow wielding character.

flat vs Orange: 1d20 ⇒ 20

Durg takes a chomp out of blue, finishing it off before moving in to the next set of fog and devouring orange in a single bite despite the fog.

Initiative:

Vanetta 67/80 (Glowing, Reflex DC 20)
Maldlethu

Durg (Glowing)
Jiki
Foggy Yellow Dots
Doc Bloodshanks Fort 21
Greater Smoke Mephit -12 (Flat footed, Glowing)

Vanetta, Maldlethu, and Jiki are still up!
Saves from Vanetta and Doc still pending.

Envoy's Alliance

Female Human Swashbuckler {Wit} 9 HP 125 / 125 | AC 27 (29 w/ shield raised) F +16 R +20 W +14 (Evasion) | Perc +14 | Speed 30 ft | Default Exploration (Avoid Notice) | Active Conditions: none

Reflex save vs Yellow : 1d20 + 14 ⇒ (19) + 14 = 33

But Orange is no longer Grabbing her, I presume, since Durg ate it. :) Which I noticed you just updated while I was previewing.

Vanetta easily avoids being entrapped by the solidifying fog. When she's covered in glittery glow, she smiles in thanks. Then she watches in awe as Durg simply devours two of their opponents, and proceeds to dance across the room to get opposite the big tiger.

"Durg, you've got this!"

Aid Another: 1d20 + 19 ⇒ (3) + 19 = 22
Using Diplomacy and One for All! to aid Durg's next attack roll. This counts as readying to Aid, and it uses her reaction on Durg's turn to make the check. Rolling higher than the Very Hard DC for her level (27) gives her panache.

Concealment : 1d20 ⇒ 1
Sad trombone 

Attack, +1 striking rapier : 1d20 + 15 ⇒ (13) + 15 = 28
Damage, P, magic: 2d6 + 2 ⇒ (3, 2) + 2 = 7

One for All! [A], Stride [A], Strike [A], Reaction set to be used. 

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

Jiki makes a complaint of opportunity as the creature passes by, and reminds everyone that he is inspiring their courage for two more rounds. Operating under the assumption that it is not immune to being painfully sad, the goblin moves back and casts a spell.

◆ Step

◆◆ Cast Agonizing Despair

Mental Damage: 4d6 ⇒ (2, 1, 1, 5) = 9
Basic DC 22 Will, frightened unless it critically succeeds.


Tomb

Vanetta gets a bit lost in the fog but does help Durg prepare for their next meal.

Mephit will: 1d20 + 10 ⇒ (5) + 10 = 15

The Mephit shrieks back from Jiki's spell, clearly frightened. Don't forget to add courage to damage on your own spells.

Initiative:

Vanetta 67/80 (Glowing)
Maldlethu
Durg (Glowing)
Jiki
Foggy Yellow Dots
Doc Bloodshanks Fort 21
Greater Smoke Mephit -22 (Glowing, Frightened 2)

Maldlethu is up!
(Doc Fort 21)

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Magic is in all things,” Maldlethu preaches, thin arms spread wide to the ceiling, “and all things are possible through magic! The words fall heaviest on the smokey creature beside him even as the priest weaves a translucent disc of force between them.

Nonlethal Mental damage: 1d6 + 4 ⇒ (2) + 4 = 6 (Basic Will 22, Stunned 1 on critical failure)

Casting daze on Black [AA] and shield [A].

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Fortitude, +2 from juggernaut mutagen: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31

Doc seems unphased by the mephit trying to flow into his lungs. In fact, he laughs, crying out, "Electrolytes!"


Tomb

I just realized Vanetta moved through a wall to get into that flank. I know its harder to see with the fog, I bumped Vanetta back a square.

Will-F2: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24

Doc keeps the Mephit out of his lungs while Maldlethu's spell is unfortunately not very effective.

The remaining fog elemental goes to look for softer prey and heads out to the hallway before trying to get Jiki with a tentacle.

tentacle: 1d20 + 14 ⇒ (15) + 14 = 29
b damage: 2d8 + 4 ⇒ (1, 5) + 4 = 10

Not only lashing out but holding on!
10 bludgeoning damage and grabbed.

Initiative:

Vanetta 67/80 (Glowing)
Maldlethu
Durg (Glowing)
Jiki (56/66) Grabbed by Yellow.
Foggy Yellow Dots
Doc Bloodshanks
Greater Smoke Mephit -25 (Glowing, Frightened 2)

Doc is up!

Grand Archive

male NG half-orc alchemist (chirurgeon) 6 | HP 33/74, Hero Points: 2 | AC 22 | Fort +13; Ref +12; Will +10 | Perc: +10, low-light vision | Expendables: Many| Daily Preps: Unused Reagents 4/11 | Active Conditions: antiplague (+3 vs. disease)

Rather than walking into the cloud, Doc moves further into the room, slapping another bolt into his crossbow. Once readied, he releases the bolt at the mephit. "Die, vermin!"

Stride, Reload, and Strike

Crossbow attack: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Piercing damage w/ inspiration: 2d8 + 1 ⇒ (1, 7) + 1 = 9 + Cold damage: 1d6 ⇒ 2


Tomb

Doc reloads as the weave through the sands and dead bodies but can't manage to connect even with their clear shot.

claw-f: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21

The smokey mephit claws at Maldlethu but between being frightened and the shield it can't connect!

It follows up with a wing buffet.
wing: 1d20 + 15 - 4 - 2 ⇒ (11) + 15 - 4 - 2 = 20
which also barely misses!

It flies over several pathfinders, perhaps attempting to infiltrate their lungs shortly.

Initiative:

Vanetta 67/80 (Glowing)
Maldlethu
Durg (Glowing)
Jiki (56/66) Grabbed by Yellow.

Foggy Yellow Dots
Doc Bloodshanks
Greater Smoke Mephit -25 (Glowing, Frightened 1)

Vanetta, Maldlethu, Durg & Jiki are up!

Verdant Wheel

Agender (she/they) N Dwarf (Forge) Druid (Wild) 9 | HP 109/109 | AC 27/29/27 (wild) | Fortitude +17, Reflex +17, Will +18 | Perception +17 | Speed 20 | Darkvision | Resistance acid 5, cold 5, electricity 5, fire 4, poison 4 | Spells 5th 1/2; 4th 3/3; 3rd 3/3; 2nd 2/3; 1st 2/3 | Focus 2/2 | Hero Points 2 | Default Exploration: Search +17 | School Item: None (Field Commissioned) | Conditions: Isqulugia Stage 1, Sickened 1 | ◆◇↺

Durg snarls and follows Yellow back towards her companions.

Slash 1, magic, inspire: 1d20 + 16 + 1 + 1 ⇒ (16) + 16 + 1 + 1 = 34
Slashing, inspire: 2d10 + 9 + 1 ⇒ (10, 8) + 9 + 1 = 28
Slash 2, magic, inspire: 1d20 + 16 + 1 + 1 - 4 ⇒ (19) + 16 + 1 + 1 - 4 = 33
Slashing, inspire: 2d10 + 9 + 1 ⇒ (4, 2) + 9 + 1 = 16

If Yellow goes down, she'll move closer to Black.


Tomb

Hey Durg, can you take a look at discussion, I think you've got a math error with your attack that you continue to make. Additionally I think I have further bad news for you and handwraps/wild shape.

Even with modifications for clarifications...

It takes both chomps but Durg is able to move up to yellow and have a tasty meal.

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

“It surrounds us, penetrates us, binds the multiverse together!” Maldlethu continues through the smoke and haze. “And in the end, magic will consume us!” With a dramatic wave of his arms, he emerges from the cloud-creature and strides into the main hall.

Nonlethal Mental damage: 1d6 + 4 ⇒ (4) + 4 = 8 (Basic Will 22, Stunned 1 on critical failure)

Cast daze [AA] and Stride [A].

Envoy's Alliance

Female Human Swashbuckler {Wit} 9 HP 125 / 125 | AC 27 (29 w/ shield raised) F +16 R +20 W +14 (Evasion) | Perc +14 | Speed 30 ft | Default Exploration (Avoid Notice) | Active Conditions: none

Trapped in the back corner of the room, Vanetta considers her limited options. She doesn't want to block Durg from chomping on the smoke critter, but she moves up around the corner to at least take a look. She's happily surprised to note the open door right next to Jike, so she confidently strides up to the creature, takes a stab at it, and then quickly steps out of Durg's way before the druid can run her over.

Attack : 1d20 + 15 ⇒ (5) + 15 = 20
damge, P, magic : 2d6 + 2 ⇒ (5, 5) + 2 = 12

Stride 30 [A], Strike [A], Step [A]

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

"Thanks, everyone!"

Jiki's turn depends on how the save against daze goes.

Stunned:
With the monster unable to act, Jiki gets out of the way and goes on offense.

◆ Stride

◆ Interact to draw bow

◆ Strike

+1 Striking Shortbow: 1d20 + 13 ⇒ (4) + 13 = 17
Piercing Damage: 2d6 ⇒ (5, 3) = 8

Blue line

Not Stunned:
Jiki is feeling too much like lunch - either being it, or being force fed this thing, so backs away slowly

◆ Step

◆ Step

◆ Step

Red line


Tomb

Will-f: 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 17

The daze definitely works better than last time.

No open door there unfortunately Vanetta. That's the door where the party tracked the foot prints too before the double doors to the left opened. Added bright yellow lines to the walls we've been having trouble with for extra clarity. Good news is Animal Form(4) gives 10 foot reach, so you're good even in the way. I'll treat your last action there as a raise shield for convenience sake but please let me know if you'd rather do something else.

Despite being frightened Vanetta can't quite connect with the mephit.

Sorry Jiki, was cross posting and I thought red line was Vanetta when I was moving stuff. Reverted changes to map. Monster not stunned but there's not an open doorway there..

Initiative:

Vanetta 67/80 (Glowing)
Maldlethu
Durg (Glowing)
Jiki (56/66)
Foggy Yellow Dots
Doc Bloodshanks
Greater Smoke Mephit -33 (Glowing, Frightened 1)

Durg and Jiki are up!

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

I'll split the difference then. Step, Step, Strike using the roll in the above spoiler.


Tomb

You could also shoot and move further away, it doesn't seem to/hasn't used any reactions.


Tomb

Jiki repositions but can't get a hit in.

Beep Boop

Having seen the mephit freely move through people Durg tries charging through it and it succedes.

There they take a bite.

bite: 1d20 + 16 ⇒ (17) + 16 = 33
chompers: 2d6 + 9 + 1 ⇒ (6, 3) + 9 + 1 = 19

and follows up with a claw.
claw: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
slashing: 1d10 + 9 + 1 ⇒ (6) + 9 + 1 = 16

With that the Greater Smoke Mephit dissipates and there's a certain calm as the din of battle fades away.

Out of Combat.

The muffled sounds that you heard behind yellow door A before combat seem to have faded.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 10 | HP 105/116 | AC 28 | Fortitude +18, Reflex +19, Will +17 (Performer's Heart) | Perception +14 | Speed 25, climb 10 | Darkvision | Resist cold 5, void 1 | Default Exploration: Avoid Notice +16 | Bard Spells 5th-2/3 4th-2/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 1/2 | Greater Mentalist's Staff 5/5 | Hero Points 0 | Provisions: scroll of breath of life 1/1 | Active Conditions: None| ◆◇↺

"Anyone able to patch me up? I can do it magically, but I worry that I may need the spells later."

If someone takes the time to treat his wounds, Jiki will refocus.

Envoy's Alliance

Female Human Swashbuckler {Wit} 9 HP 125 / 125 | AC 27 (29 w/ shield raised) F +16 R +20 W +14 (Evasion) | Perc +14 | Speed 30 ft | Default Exploration (Avoid Notice) | Active Conditions: none

Vanetta sheathes her rapier and smiles at Durg. "Wow! That's amazing! I've never seen anyone do that whole shape-changing thing, and into such a powerful form. I'm glad you're on our side," she gushes.

"But, yeah, hey, Doc, I bet you're the best at patching people up, right? I know you can help Jiki out."

Diplo to Aid Another using One for All : 1d20 + 19 ⇒ (15) + 19 = 34
Crit success on the Aid Another check, so Doc gets a +2 to his Medicine check.

Her optimism seems contagious, and Doc feels inspired in his ministrations.


Tomb

As before there's no particular time pressure that you know of. Things, at least outwardly haven't changed in ~3 weeks.

Verdant Wheel

Agender (she/they) N Dwarf (Forge) Druid (Wild) 9 | HP 109/109 | AC 27/29/27 (wild) | Fortitude +17, Reflex +17, Will +18 | Perception +17 | Speed 20 | Darkvision | Resistance acid 5, cold 5, electricity 5, fire 4, poison 4 | Spells 5th 1/2; 4th 3/3; 3rd 3/3; 2nd 2/3; 1st 2/3 | Focus 2/2 | Hero Points 2 | Default Exploration: Search +17 | School Item: None (Field Commissioned) | Conditions: Isqulugia Stage 1, Sickened 1 | ◆◇↺

Durg licks Vanetta's face and bumps her face against her hip before shifting back to her usual shape. She grins, obviously pleased at her success, but doesn't say anything else. About to head over to Jiki, she frowns at Vanetta, then points imperiously at the floor and pulls out some herbs from a pouch.

Nature, natural medicine: 1d20 + 17 ⇒ (16) + 17 = 33
Healing for Vanetta: 4d8 ⇒ (1, 2, 8, 7) = 18

If no one gets to Jiki, I will do him next.

Grand Archive

N M Elf (ancient) Cleric 6 | HP 60 | AC 22 | F +11 R +13 W +14 | Perc +14, Low-light Vision | Speed 30 ft | Focus 1/1 | Spells 1st: 4/4 2nd: 4/4 3rd: 6/6 | Hero Points: 1 | Reactions: Recognize Spell (A +12 [E], N +12 [T], O +9 [T], R +14 [E])

Maldlethu suppresses a shudder as Doc and Durg produce herbs and bandages. Rather than continuing to watch such mundanity, he instead strides to the doorway that had been makings sounds earlier. “This is the Pathfinder Society!” he announces imperiously. “Through magic and might we have vanquished the planar beasts. Open this door, that we might assess your condition and lead you outside to safety.”

Envoy's Alliance

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Female Human Swashbuckler {Wit} 9 HP 125 / 125 | AC 27 (29 w/ shield raised) F +16 R +20 W +14 (Evasion) | Perc +14 | Speed 30 ft | Default Exploration (Avoid Notice) | Active Conditions: none

"Hehe, Awww, thanks, Durg," Vanetta says at the head bump. She has to resist scratching Durg behind the ears like a real cat.

How would a person-turned-cat feel about being scratched like that? I'll have to ask her. Later.

She sits down cross legged on the floor as directed and lets Durg minister to her wound. All patched up, she rises, thanks the druid and turns to the door just as Maldethu speaks.

"Please," she adds with emphasis to the end his command. "It never - well, okay - rarely hurts to be polite. Especially if someone inside is scared of what's out here," she very politely admonishes her elder.

"Hello, yes, as the nice man said, we're here to help."

Diplomacy: 1d20 + 15 ⇒ (4) + 15 = 19
(+1 extra if they're Khelish)  


Tomb

Feel free to continue your healing as needed.

Opening the door reveals about a dozen disheveled, unwashed people huddling in this small sitting room together. Most of the furniture is damaged, including several smashed cupboards that were previously used to barricade the doors. The survivors’ relief is immense when they see you at the door, several of them dropping make shift clubs or shivs as if they expected and feared someone else would be there.

"Rescuers!" whisper shouts several people clearly relieved to see you."

There are 13 survivors here. None of them are seriously injured and they don't seem to be starving but are are dirty panicked mess, as though they've been stuck here for weeks.

Verdant Wheel

Agender (she/they) N Dwarf (Forge) Druid (Wild) 9 | HP 109/109 | AC 27/29/27 (wild) | Fortitude +17, Reflex +17, Will +18 | Perception +17 | Speed 20 | Darkvision | Resistance acid 5, cold 5, electricity 5, fire 4, poison 4 | Spells 5th 1/2; 4th 3/3; 3rd 3/3; 2nd 2/3; 1st 2/3 | Focus 2/2 | Hero Points 2 | Default Exploration: Search +17 | School Item: None (Field Commissioned) | Conditions: Isqulugia Stage 1, Sickened 1 | ◆◇↺

Durg heals up Jiki, then steps back, allowing folks who actually talk to...well, talk to the strangers.

Nature, healing: 1d20 + 17 ⇒ (16) + 17 = 33
healing: 4d8 ⇒ (6, 7, 1, 8) = 22

She then takes a few minutes to meditate and reattune herself before standing guard at the head of the hall.

How many people were we expecting here?


Tomb

You're looking for 30 guests and an unknown number of servants. Based on the tracks in the main hall more people fled upstairs than to over here.

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