[Gameday XI] Doug's 3-98: Expedition into Pallid Peril (Tier 3-4) (Inactive)

Game Master Doug Hahn

Slides | Macros


51 to 100 of 386 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Mint wild shapes into the form of a shark and moves next to Interi.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Don Jurrri uses his adopted halfling luck to retcon in a diversion.

MegaloMint swims forward, ready to eat some Bunyip!

______
Bunyip 4

Bunyip 4 ROARS! It reverberates through the caverns, stirring a primordial fear of the deep dark depths.

DC 21 Will save or become frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success). (auditory, concentrate, emotion, enchantment, fear, mental, primal)

Then it swims forward and chomps at the MegaloMint! They don;t like other sharks!

Chomp vs Animal Form AC 20: 1d20 + 11 ⇒ (16) + 11 = 27
P: 1d8 + 4 ⇒ (5) + 4 = 9

Blood in the water… it reacts to it by entering a BLOOD FRENZY!!!

______
Bunyip 4

Bunyip 4 swims up then in. I don't think this triggers AOOs from our fighters.

Chomp vs Animal Form AC 20: 1d20 + 11 ⇒ (11) + 11 = 22 Whit will crit mint if he crit fails the Roar! save
P: 1d8 + 4 ⇒ (8) + 4 = 12

Chomp vs Animal Form AC 20: 1d20 + 11 - 5 ⇒ (4) + 11 - 5 = 10 MISS

★★★
Blood in the Water Round 1

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Don Jurri: DC 21 Will vs Roar
Interi: DC 21 Will vs Roar
Mint: DC 21 Will vs Roar
Torrrent: DC 21 Will vs Roar
Salka: DC 21 Will vs Roar
Rixette: DC 21 Will vs Roar

──────────
BOLD IS UP!:
──────────
Don Jurri (52/52 HP) │ Hidden to Bunyips, Panache
Interi (62/62 HP)
Mint (44/44 HP) │ MegaloMint
Bunyip 4 (-0 HP) │ Reaction ussed, Frenzy
Bunyip 1 (-21 HP) │ Reaction ussed, Frenzy
➤ Torrrent (48/48 HP)
Bunyip 2 (-0 HP)
Bunyip 3 (-27 HP)
Salka (38/38 HP)
Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Seal-Sharks!:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

Will vs Roar (DC 21): 1d20 + 8 ⇒ (14) + 8 = 22 @ Frightened 1

"The Bunyip (blub)! Yes, well, if they see blood (blub blub), they, um..." he looks over and observes "...they already appear to be demonstrating the (blub) effect!" of them flying into a frenzy as a reaction "Nasty (blub) creatures!"

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Torrent dives into the water happily inquisitively looks around, searching for something when the hungry Seal Sharks.
Will vs DC 21: 1d20 + 7 ⇒ (6) + 7 = 13 Frightened 2

Torrent's tired eyes deceived her, Alghollthu, here?! she panics at first sight.

She instinctively swims to the chamber's floor, but in her panicked state she takes a moment to collect and protect herself before engaging. Torrent casts a barrier around her and then recycles the force energy back through her gill hook.

◆Swim ◆Shield (AC 22) ◆Arcane Cascade (Torrent gets +2 temp hp now and every turn of hers from inexorable iron hybrid study.)
Frightened 2 -> Frightened 1


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

I have a retcon to make. The bites on Mint should be d10's not d8's! I also added the damage to the wrong creature. Let me make that right.

P: 2d10 + 8 ⇒ (6, 3) + 8 = 17

Stat block updated. I am holding till Interi and Mint make their saves as they are about to get attacked and already one attack might become a crit on Mint

★★★
Blood in the Water Round 1

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BEFORE YOUR TURN:
──────────

Interi: DC 21 Will vs Roar
Mint: DC 21 Will vs Roar
Salka: DC 21 Will vs Roar
Rixette: DC 21 Will vs Roar

──────────
BOLD IS UP!:
──────────
Don Jurri (52/52 HP) │ Hidden to Bunyips, Panache, Fright 1
Interi (62/62 HP)
Mint (27/44 HP) │ MegaloMint, Frightened 2, Grabbed DC 21
Bunyip 4 (-0 HP) │ Reaction used, Frenzy
Bunyip 1 (-0 HP) │ Reaction used, Frenzy
Torrrent (48/48 HP) │ Frightened 1, Cascade Stance (2 temp HP start of turn), Shield
Bunyip 2 (-0 HP) │ Snake form, , Frenzy, Grabbing Mint
Bunyip 3 (-27 HP)
Salka (38/38 HP)
Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Seal-Sharks!:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Will save vs. fear: 1d20 + 11 ⇒ (13) + 11 = 24 Bravery -> Crit Success

Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Will Save: 1d20 + 11 ⇒ (9) + 11 = 20 Ouch!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Interi braves through bravely. Mint less so… Frightened 2.

Torrent enters her stance and gets ready to defend against the inevitable onslaught.

______
Bunyip 2

Bunyip 2 is unhappy being unable to reach dinner. So it transforms its hindquarters into that of an eel! It slithers forward and strikes at the shark with reach!

BunEel, Tail, Bludgeoning penalty, Lesser Cover: 1d20 + 11 - 2 - 1 ⇒ (14) + 11 - 2 - 1 = 22 Will crit if Mint fails his save
B: 1d8 + 4 ⇒ (2) + 4 = 6

The tail clobbers Mint for 6… then wraps around him! Grab. It enters a frenzy — what a lovely meal a shark will be!

______
Bunyip 3

Bunyip 3 should probably go for mint… but this mean Tree person just stuck a pick through its eye. So it is rather focused on one particular individual.

Bite Tree, cover vs FF AC 19: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18 MISS

More Bite Tree, coverover vs FF: 1d20 + 11 - 2 - 5 ⇒ (13) + 11 - 2 - 5 = 17 MISS

Most Bite Tree, coverover vs FF: 1d20 + 11 - 2 - 10 ⇒ (4) + 11 - 2 - 10 = 3 MISS

… focused poorly, that is.

★★★
Blood in the Water Round 1-2

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BEFORE YOUR TURN:
──────────

Salka: DC 21 Will vs Roar
Rixette: DC 21 Will vs Roar

──────────
BOLD IS UP!:
──────────
➤ Don Jurri (52/52 HP) │ Hidden to Bunyips, Panache, Fright 1
➤ Interi (62/62 HP)
➤ Mint (21/44 HP) │ MegaloMint, Frightened 2, Grabbed DC 21
Bunyip 4 (-0 HP) │ Reaction used, Frenzy
Bunyip 1 (-0 HP) │ Reaction used, Frenzy
Torrrent (48/48 HP) │ Frightened 1, Cascade Stance (2 temp HP start of turn), Shield
Bunyip 2 (-0 HP) │ Snake form, , Frenzy, Grabbing Mint
Bunyip 3 (-27 HP)
➤ Salka (38/38 HP)
➤ Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Bunyips:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

"Thank you my (blub blub) good sailor" calling back to the hireling hero bravely holding off large crabs.

Holding his own ground, our chivalric hero adapts fancy footwork to underwater treading, adopting a wide stance that leaves false openings, hoping the next bunyip to attack him falls for his ploy. Suddenly, he stabs at the closest beast with speed and precision, and whirls more bubbles with his metal rapier.

Confident Finisher (+2d6 precision) w/ Deadly (d8) vs Bunyip #1 (Flat-Footed AC?): 1d20 + 11 ⇒ (7) + 11 = 182d6 ⇒ (2, 3) = 52d6 ⇒ (4, 3) = 71d8 ⇒ 8

◆) Dueling Parry (to AC 21 FF)
◆) Confident Finisher (vs #1)
◆) Feint (if #1 lives) or Swim (if #1 is slain)
+
↺) Opportune Riposte (+11 @ 2d6+2 P w/ panache)

Feint (Deception, Expert) vs Perception DC (??): 1d20 + 12 ⇒ (2) + 12 = 14


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

★★★
Blood in the Water Round 1-2

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BEFORE YOUR TURN:
──────────

Salka: DC 21 Will vs Roar
Rixette: DC 21 Will vs Roar

──────────
BOLD IS UP!:
──────────
Don Jurri (52/52 HP) │ Parrying
➤ Interi (62/62 HP)
➤ Mint (21/44 HP) │ MegaloMint, Frightened 2, Grabbed DC 21
Bunyip 4 (-0 HP) │ Reaction used, Frenzy
Bunyip 1 (-12 HP) │ Reaction used, Frenzy
Torrrent (48/48 HP) │ Frightened 1, Cascade Stance (2 temp HP start of turn), Shield
Bunyip 2 (-0 HP) │ Snake form, , Frenzy, Grabbing Mint
Bunyip 3 (-27 HP)
➤ Salka (38/38 HP)
➤ Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Bunyips:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) |HP 29/38 | AC 20 (22 w/ Shield) | Fort +8, Ref +6, Will +7 | Perc +5, Low-Light Vision | Hero Points: 2/3 | Active Conditions: None

Will Save vs DC21: 1d20 + 7 ⇒ (5) + 7 = 12

Salka's eyes widen in fear but she attempts to muscle through (at least what sounded to her like) the terrifying cry of a mighty Linnorm.

With her rarely used longsword in one hand, Salka uses the other to attempt to yank a small cord with a handle on the side of her breastplate.

Overdrive vs DC 18: 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16

Unfortunately, she accidentally pulls and further tightens the strap of her armor instead.

Then she attempts to swim over to the wall and up towards the surface.

Athletics: 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22

She clings slightly to the wall with her free hand and holds there, seeing little way to advance further safely from her position.

That's only two actions but I don't really have a good use for my third action so I'll just... hang out. And at least the frightened wears off this way.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Don Jurro gets a stab in, but the Bunyip survived and sees through his feint. 12 P damage

Salka moves to a safer position. A tactical move.

★★★
Blood in the Water Round 1-2

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BEFORE YOUR TURN:
──────────

Rixette: DC 21 Will vs Roar

──────────
BOLD IS UP!:
──────────
Don Jurri (52/52 HP) │ Parrying
➤ Interi (62/62 HP)
➤ Mint (21/44 HP) │ MegaloMint, Frightened 2, Grabbed DC 21
Bunyip 4 (-0 HP) │ Reaction used, Frenzy
Bunyip 1 (-12 HP) │ Reaction used, Frenzy
Torrrent (48/48 HP) │ Frightened 1, Cascade Stance (2 temp HP start of turn), Shield
Bunyip 2 (-0 HP) │ Snake form, , Frenzy, Grabbing Mint
Bunyip 3 (-27 HP)
Salka (38/38 HP) │ Frightened 1
➤ Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Bunyips:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Will: 1d20 + 8 ⇒ (7) + 8 = 15

Rixette is not flat-footed and can use a slashing weapon thanks to underwater marauder.

Rixette is frightened, but she still swims next to 3, alongside Interi.

Athletics: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10

She swipes with her hatchet.

+1 Returning Hatchet: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
panache ouch!: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

She then tries to swims up to the surface.

Athletics: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9

But is too freaked out to move!

Still has panache, frightened 1


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Rixette has a hard time keeping her cool, but manages to slash her hatchet against the Bunyip! It's not looking very healthy. But it also looks angry.

Interi & Mint are up!

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Interi continues their assault on the nearest Bunyip, hoping to thin the herd a bit and make some room to maneuver.

Pick vs. #3: 1d20 + 12 ⇒ (7) + 12 = 19
Piercing: 1d6 + 4 ⇒ (5) + 4 = 9
Flat-footed on hit (Snagging Strike)

Pick vs. #3, 2nd attack: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23
Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Flat-footed on hit (Snagging Strike)

A dusty red gem in their wayfinder flashes, and a shield of magical energy surrounds them.

◆Strike #3, ◆Strike #3 (or 1, if 3 is down), ◆Cast shield from aeon stone. ↺ Shield Block if hit (hardness 10 because of resonance w/ wayfinder.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Interi draws the first kill. The Bunyip expires upon the tip of their first strike. Now there is more room, silly challenge point adjustments making the dungeon crowded!

MegaloMint is grabbed by #2. And he's up!

★★★
Hup hup, Mint! Round 1-2

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BEFORE YOUR TURN:
──────────

Rixette: DC 21 Will vs Roar

──────────
BOLD IS UP!:
──────────
Don Jurri (52/52 HP) │ Parrying
Interi (62/62 HP) │ Shield, block 10
➤ Mint (21/44 HP) │ MegaloMint, Frightened 2, Grabbed DC 21
Bunyip 4 (-0 HP) │ Reaction used, Frenzy
Bunyip 1 (-18 HP) │ Reaction used, Frenzy
Torrrent (48/48 HP) │ Frightened 1, Cascade Stance (2 temp HP start of turn), Shield
Bunyip 2 (-0 HP) │ Snake form, , Frenzy, Grabbing Mint
Bunyip 3 (-47 HP)
Salka (38/38 HP) │ Frightened 1
Rixette (56/56 HP) │ Panache

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Bunyips:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Escape: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24

MegaloMint escapes!

He tries to give the bunyip a parting chomp.

Jaws: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
Piercing: 2d8 + 1 - 2 ⇒ (5, 7) + 1 - 2 = 11

And then swims away.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Mint chomps the tail that grabbed him. Then he swims away.

______
bunyip 4

Bunyip 4 swims forward and bites at Interi from below — it's in a frenzy!

Jaws vs Interi FF + Shield: 1d20 + 11 ⇒ (5) + 11 = 16 MISS
Jaws vs Interi FF + Shield: 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12 MISS

______
bunyip 1

Jaws vs Interi FF + Shield: 1d20 + 11 ⇒ (13) + 11 = 24
P, Frenzy: 1d10 + 4 + 4 ⇒ (2) + 4 + 4 = 10 Block 10

Jaws vs Interi FF + Shield: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24
P, Frenzy: 1d10 + 4 + 4 ⇒ (6) + 4 + 4 = 14

Jaws vs Interi FF + Shield: 1d20 + 11 - 10 ⇒ (18) + 11 - 10 = 19 MISS

★★★
Trying to get Blood out of a Tree Round 1-2

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BOLD IS UP!:
──────────
Don Jurri (52/52 HP) │ Parrying
Interi (48/62 HP) │ Shield Used, Reaction used
Mint (21/44 HP) │ MegaloMint, Frightened 1
Bunyip 4 (-0 HP) │ Reaction used, Frenzy
Bunyip 1 (-18 HP) │ Reaction used, Frenzy
➤ Torrrent (48/48 HP) │ Frightened 1, Cascade Stance (2 temp HP start of turn), Shield
Bunyip 2 (-11 HP) │ Snake form, Frenzy
Salka (38/38 HP) │ Frightened 1
Rixette (56/56 HP) │ Panache, Frightened 1

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Bunyips:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Having calmed slightly, Torrent realizes her mistake. Deep Seas, these are something else..... Her inner bones still shaking somewhat from the roar.

She then calls upon the power of the sea as she begins to freeze the end of her gillhook. Lysianassa, I know you're out there...

Torrent plunges the gill hook towards the Bunyip directly in front of her #1.

Spell strike(ray of frost) w/ Gill Hook vs #1: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27
P dmg: 2d10 + 4 ⇒ (4, 9) + 4 = 17 | +cold: 2d4 + 3 ⇒ (1, 2) + 3 = 6 +force: 1 = 1

The force energy continues to recycle through her weapon as she withdraws it and slams it forward in a wave-rippling fashion.

Thunderous Strike w/ Gill Hook vs #1: 1d20 + 11 - 5 - 1 ⇒ (1) + 11 - 5 - 1 = 6
P dmg: 2d10 + 4 ⇒ (7, 3) + 4 = 14 | +cold: 2d4 + 3 ⇒ (4, 2) + 3 = 9 +force: 1 = 1
Also, 15' orthogonal cone which would hit only #1. #1 needs to do a DC 19 basic fort save or take 3 sonic damage. On crit fail it falls prone.

◆◆ Spell Strike ◆ Thunderous Strike (recharges spellstrike)
end of turn: Frightened 1 -> removed


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Fort: 1d20 + 9 ⇒ (3) + 9 = 12

The bunyip takes a grievous wound but is still up, thanks to what may be temporary hitpoints of its own barbarian-like frenzy.

______
Bunyip 2

Bunyip 2 moves around, frustrated that its maker put so many of them in this small cave. Yay Challenge Point

It reaches its eel-like tail at the swashbuckler…

Tail, B penalty, Cover: 1d20 + 11 - 2 - 1 ⇒ (9) + 11 - 2 - 1 = 17

Tail, B penalty, cover: 1d20 + 11 - 2 - 5 ⇒ (19) + 11 - 2 - 5 = 23
B, Frenzy: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15

The tail clobbers Don upside the head! He sees stars.

★★★
The Crowded Seas Round 2-3

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Don Jurri (37/52 HP) │ Parrying
➤ Interi (48/62 HP) │ Shield Used, Reaction used
➤ Mint (21/44 HP) │ MegaloMint, Frightened 1
Bunyip 4 (-0 HP) │ Frenzy
Bunyip 1 (-45 HP) │ Frenzy
Torrrent (48/48 HP) │ Cascade Stance (2 temp HP start of turn (4))
Bunyip 2 (-11 HP) │ Snake form, Frenzy
➤ Salka (38/38 HP) │ Frightened 1
➤ Rixette (56/56 HP) │ Panache, Frightened 1

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Bunyips:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

GM Screen:
3d20 ⇒ (4, 7, 16) = 27

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) |HP 29/38 | AC 20 (22 w/ Shield) | Fort +8, Ref +6, Will +7 | Perc +5, Low-Light Vision | Hero Points: 2/3 | Active Conditions: None

Salka tries once more to pull the cord of physical enhancement.

Overdrive please? vs DC 18: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14

This time she pulls the cord but the engine seems to be too waterlogged to start up and none of the gears move.

Then she swims up and positions herself above Don Jurri.
Athletics to swim: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13

With an unenhanced arm she still tries to stab forward at bunyip #1.
Cold Iron Longsword: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22
Piercing Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Not sure how best to note this on the map but she's basically in the square above Don Jurri at elevation 0 while he's at elevation -5. I'll let you figure out how you want to note that on there, since 3d movement is always a little weird on maps.

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Interi, maybe unfazed by the bite or maybe their strange countenance just unreadable, lashes out at the bunyip before them, beginning with the most injured.

Pick: 1d20 + 12 ⇒ (9) + 12 = 21
Piercing: 1d6 + 4 ⇒ (1) + 4 = 5
Flat-footed on hit (Snagging Strike)

Pick, 2nd attack: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18
Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Flat-footed on hit (Snagging Strike)

Pick, 3rd attack: 1d20 + 12 - 10 ⇒ (13) + 12 - 10 = 15
Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Flat-footed on hit (Snagging Strike)

◆Strike #1, ◆Strike #1 (or #4 if #1 is down), ◆Strike #1 (or #4 if #1 is down).


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Salka has issues getting her invention running bet she manages to swim forward and stab 1 to death.

This means Interi must begin with the less injured bunyip. They knock it off balance on their first strike and thanks to the creature's barbarian-like blood frenzy they manage the hot on all three attacks!

★★★
The Less Crowded Seas Round 2-3

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Don Jurri (37/52 HP) │ Parrying
Interi (48/62 HP) │ Shield Used, Reaction used
➤ Mint (21/44 HP) │ MegaloMint, Frightened 1
Bunyip 4 (-17 HP) │ Frenzy
Torrrent (48/48 HP) │ Cascade Stance (2 temp HP start of turn (4))
Bunyip 2 (-11 HP) │ Snake form, Frenzy
Salka (38/38 HP) │ Above Don Jurri
➤ Rixette (56/56 HP) │ Panache, Frightened 1

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Bunyips:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

Seeing stars, a moment perturbed, the smart Bunyip falls not for Don Jurri's trap - he switches his sword to his left hand, and mirroring his swimming footwork, tries for the other side, slashing wildly before sinking straight through the center with a stroke, and backing his torso away to create another false opening!

Feint (Deception, Expert) vs Perception DC (??): 1d20 + 12 ⇒ (2) + 12 = 14

◆) Dueling Parry (to AC 21 FF)
◆) Feint (Panache?)
◆) Confident Finisher or Strike
+
↺) Opportune Riposte (+11 @ 2d6 P)

Striking Rapier (2d6 P) w/ Confident Finisher (+2d6 precision if panache) w/ Deadly (d8) vs Bunyip #4: 1d20 + 11 ⇒ (16) + 11 = 272d6 ⇒ (4, 2) = 62d6 ⇒ (6, 3) = 91d8 ⇒ 2

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Rixette swims over the nearest bunyip.

Athletics: 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25

She confidently whacks at it with her hatchet.

Confident Finisher, +1 Returning Hatchet: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
ouch!: 1d6 + 3 + 2d6 ⇒ (1) + 3 + (2, 4) = 10

She then menaces the creature with her long tusks.

Intimidate to Demoralize (with Intimidating Glare): 1d20 + 9 + 1 - 1 ⇒ (18) + 9 + 1 - 1 = 27


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Don's feint fails yet again. These bunyips have his number!

His strike connects — it's a crit! No panache = precision, so 14 net damage.

Rixette finishes it off!

Dark Archive

I know the player is traveling today so I will bot

MegaloMint swims in and bites #2.

MegaloMint Jaws: 1d20 + 9 ⇒ (7) + 9 = 16
Piercing: 2d8 + 1 ⇒ (2, 6) + 1 = 9

Then he swims away because he's badly hurt.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

With another bunyip deceased, Torrent is up.

★★★
The Less Crowded Seas Round 2-3

Party Conditions: Flat-footed unless you have a swim / climb speed. I added numbers to all tokens to denote depth below surface. There are a few inches of air at surface.
Terrain: Sharp walls that can be Climbed; DC 10. Calm water Swim DC 10.
Battlemap

──────────
BOLD IS UP!:
──────────
Don Jurri (37/52 HP) │ Parrying
Interi (48/62 HP) │ Shield Used, Reaction used
Mint (21/44 HP) │ MegaloMint, Frightened 1
➤ Torrrent (48/48 HP) │ Cascade Stance (2 temp HP start of turn (4))
Bunyip 2 (-11 HP) │ Snake form, Frenzy
Salka (38/38 HP) │ Above Don Jurri
Rixette (56/56 HP) │ Panache, Frightened 1

──────────
RECALL KNOWLEDGE:
──────────

DC 18 (Nature ) on Bunyips:
This is a Bunyip, a medium aquatic animal. They are known to fly into a barbarian-like frenzy after drawing blood!
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
A bunyip can change its form to take advantage off terrain, gaining a tail strike that has reach or crocodile legs to let it run across land!

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim.

If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).
Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.


Climb :
You move up, down, or across an incline. Unless it’s particularly easy, you must attempt an Athletics check. The GM determines the DC based on the nature of the incline and environmental circumstances. You’re flat-footed unless you have a climb Speed.

Critical Success You move up, across, or safely down the incline for 5 feet plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).
Success You move up, across, or safely down the incline for 5 feet per 20 feet of your land Speed (a total of 5 feet for most PCs, minimum 5 feet if your Speed is below 20 feet).
Critical Failure You fall. If you began the climb on stable ground, you fall and land prone.


Roar! (DC 21 Will) :
(auditory, concentrate, emotion, enchantment, fear, mental, primal). Save or frightened 2 (frightened 3 on a critical failure, frightened 1 on success, or unaffected on a critical success).

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

DC 10 Athletics to Swim, +4 from swim speed: 1d20 + 12 + 4 ⇒ (3) + 12 + 4 = 19 10' S
DC 10 Athletics to Swim, +4 from swim speed: 1d20 + 12 + 4 ⇒ (1) + 12 + 4 = 17 Hero point, slide updated
DC 10 Athletics to Swim, +4 from swim speed: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35 15' total: 5' S and 5' difficult terrain elevation down

Torrent kicks her legs to start propelling herself through the water but struggles at first before she gets into the rhythm of rotating her hips properly. The azarketi positions herself ready to strike and plunges her gill hook towards the last foe.

Strike w/ Gill Hook: 1d20 + 11 ⇒ (19) + 11 = 30
P dmg: 2d10 + 4 ⇒ (10, 2) + 4 = 16 | +Force: 1 = 1

◆Swim ◆Swim ◆Strike


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Torrent sends the hook through the Bunyip's gills. Crit.

The Bunyip lives on… and it flees! It wriggles through a small hole in the cave floor and vanishes into the depths.

Out of combat!

______
Status:

Don Jurri (37/52 HP; -15 HP)
Interi (48/62 HP; -14 HP)
Mint (21/44 HP; -23 HP)
Torrrent (48/48 HP)
Salka [b](38/38 HP)
Rixette [ooc](56/56)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

After 3 hours healing, you move on. Paizo site is slow, I don't want to sit here struggling to preview botted healing rolls. No one here seems to have Medicine feats other than battle medicine and can't reliably hit the DC 20 at this level, so 3 hours seems like a decent but optimistic estimate. Also, note you are not under a time crunch so far as you are aware and will be resting multiple nights during this phase.

______

Water lapping on stone is the loudest sound at the surface of the water in this chamber, marking its isolation from the rest of the Pallid Peak. The stone in the room’s center has broken away, and the water continues down into darkness.

To the north, a wide hallway rises above the water’s edge. To the east, barricades of bone and rocks block two entrances to another chamber beyond.

The water in this room is 30 feet deep in most places, with a further 20 feet of air above the water’s surface.

Who knows what's at the bottom of that hole? Who knows what's past the barricades, or up the hall?

This is exploration mode, but map is updated for a visual. What will you explore next?

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Torrent, relieved that the party dealt with the threat, scans the water for any pearls or shells to collect.

After healing and entering the next passage, Torrent spots the hole at the bottom of the chamber. "I know which way I vote" she says as she comes up for air.

Mysterious Hole would be my vote, but happy to go elsewhere too.

Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Mint follows Torrent's eyes toward the hole, and agrees.

"I wonder what's down there?"

Thanks for the bot, I'm back now!


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

It's dark down there. The shaft plummets down down down down 100 feet — deeper than the glowing algae can reach — but you have Light spells. At the very bottom are runes that glow faintly, like bioluminescent deep sea fish.

DC 18 Nature if you swim down:
These runes help control the tide within the caves, and could cause them to rapidly flood — something that would be very deadly.

You can attempt to deactivate the runes with an additional DC 20 Nature check.

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Nature: 1d20 + 9 ⇒ (8) + 9 = 17

"Like stars in a mirror void."

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Nature: 1d20 - 1 ⇒ (4) - 1 = 3
Torrent gladly swims into the depths, but she doesn't recognize anything special. "Not much there..." she says when she comes to surface.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

It is a Recall Knowledge technically, so Don Jurri could also use Gossip lore… what could go wrong.

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

Peering ominously down the shaft... nope!

The ego of our romantic hero makes oversmothering grasps to hide what is clearly a reaction of fear to the 100-foot swimdown "Perhaps since you have already taken the plunge, no need to double back? Decribe to me what you saw, I have probably heard of it. I am quite well-read, you know..."

Gossip Lore vs DC 18: 1d20 + 7 ⇒ (14) + 7 = 21

"...Ah yes. Those runes appear to control the tide within these caves. Heard some bar patrons mourning the loss of a colleague who drowned in this very spot. Why. They could start flooding At Any Minute!" he looks towards Torrent "Perhaps only You would survive in such a case!"

Letting the gravity sink in momentarily, he then elaborates "I personally, and my Xavier here, lack the skill to do anything about our dire predicament. But as your leader, I have already identified talent" he looks towards Interi "Perhaps you could be of assistance, my good..." and not knowing how to refer to the conrasu, fails to finish his sentence...

Translation: Single check Nature to Disable the runes vs DC 20!

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Interi shrugs. "I will try." I'm not sure if you're assuming we've already done this, but if not, Interi pulls out the scroll of water breathing they took as their school item and casts it, targeting everyone except Torrent.

Nature to Disable: 1d20 + 9 ⇒ (4) + 9 = 13

Nature to try again: 1d20 + 9 ⇒ (1) + 9 = 10
Nature to try again (Hero Point): 1d20 + 9 ⇒ (16) + 9 = 25


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

As I read it omeone needed to make that initial check here. I don't think there is anything stopping you someone trying again.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Interi heroically scratches out the runes. Nothing seems to happen for now.

With nothing left to do down there, it is time to move on. You can enter the Hallway to the North or check out the Barricades to the East. For those who arent swimmers, you may be happy to know both ways lead to dry land.

Horizon Hunters

1 person marked this as a favorite.
CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

"Let's check out the barricades! Say, Interi, these goodberries are pretty tasty. Ever thought of trying to ferment them?"

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

"I'm afraid their potency and flavor tend to fade rather quickly."


"Tavvar Hamavsi" | Acolyte Magical Scholar | HP (full) | Assistant's HP @ One (-9 HPs), Two (-2 HPs), Three (-6 HPs)

"Hold on there, master" Xavier asserts himself as he sees Don Jurri on the verge of downing the whole potion himself "Let us share that - remember who's rowing you out of here if things go sideways..." then to himself "...as they often do..."

Then, as if asking his master (but really directing him...) "To the Barricades then, old boy?"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You exit the water.

The barrier is made of bones and rocks that are lashed together with rope to create a fence. Through tiny gaps in the fence, you can barely see movement on the other side.

Whoever it is overhears Rixeette's comment. What's that? Fermented goodberries? I don't want whatever you're sellin.' I got my own fermented juice, thank you very much! Now skedaddle!

______
SKILL CHECKS

You can attempt to communicate with this person with a successful DC 18 Diplomacy, Performance, or Society check. You will need to earn several "Rapport Points" to succeed before this person will let you into their home.

Critical Success The PCs gain 2 Rapport Points.
Success The PCs gain 1 Rapport Point.
Critical Failure The PCs lose 1 Rapport Point.

Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

just how tiny are the gaps? Can Mint go through or crawl through?

”Hey, who said that?” Mint peers through the fence.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Mint can squeeze through. Stealth check or just going in?

None of your dang business! I No soliciting!

Grand Archive

CG Taldan (Human) Fencer (Swashbuckler) / Dandy 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21 or 23 parry | Fortitude (+9), Reflex (+12), Will (+8) | Perception (+8) | Speed 35 or 50 panache w/ Experienced Mountaineer
♥️ 52/52 | ☘️ □□□ | ✋ Rapier | ⚕ none | Halfling ("Chivalric") Luck (used) | Mesmerizing Opal □

"It is I, Don Jurri, Modern Knight, and leader of this ragtag crew of Pathfinders. Surely you have heard of me? My exploits are known far and wide..." Xavier rolls his eyes while he continues "...and I have no problem pausing my Great Quest here to regale with you my many adventures over that fermented juice you have so graciously offered to share!"

Diplomacy (Trained) vs DC 18: 1d20 + 9 ⇒ (20) + 9 = 29

Somehow, our chivalric hero's misconceptions are inverted by his unexpected charm, as the heart strings of the soon-to-be host receive gentle tugs despite his most-likely prudent reservations!

Horizon Hunters

CG Strongjaw Kobold Junk Collector | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Mint is 100% brawn over brains, so he’ll just go right in.

”We’re not soliciting, we’re exploring!”

Mint squeezes through a gap in the barricade, hup hup!

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Rixette launches into a sea shanty to try to entertain the stranger.

Performance: 1d20 + 7 ⇒ (17) + 7 = 24

51 to 100 of 386 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Doug's 3-98: Expedition into Pallid Peril (Tier 3-4) All Messageboards

Want to post a reply? Sign in.