Quentin's 3-17 Dreams of a Dustbound Isle (Inactive)

Game Master Quentin Coldwater

Slides
Macro sheet


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Slides Loot sheet

Yes, one of them. Two are still standing.

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

Hooray!

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 2 | Spells DC 27 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

"Oh come on!"

Reflex: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15
Ward reduces damage by 5, to 3 fire damage. Yeesh, almost a crit fail

"Thank Shylye." Manny eyes his whip.

Horizon Hunters

NG Male Elf (Ancient) Magus 5 | HP 61/61 | AC 23(24 w shield) | F +11 R +10 W +11 | Perc +9 (+2 init) (low-light) | Stealth +1 | 30 ft. | Spell slots 2nd 2/2 3rd 2/2 | Hero Point 1 | Active Conditions: ---

Aerin moves his sword trying to look through the concealment, he keeps on weaving magic and his posture is wrapped with lightning. He erupts in a big explosion while striking.

1action: True strike - ignores concealment And then 2 action :Spell strike + Horizon Thunder sphere

Swing takes higher@Yellow, sickened 1: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
Swing takes higher@Yellow, sickened 1: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
Damage, slashing, enlarge, stance: 2d10 + 3 + 2 + 1 ⇒ (2, 5) + 3 + 2 + 1 = 13
Horizon thunder sphere: 3d6 ⇒ (6, 5, 5) = 16

Stance gives me +2 temp HP

Verdant Wheel

gourd leshy fighter 9+ | ◆◇↺ | ♥️ 147/147 | AC 29 | F +20 (battle hardened) R +15 (bulwark) W +18 | Perc +19 | Spd 30ft. |

Will: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Reflex: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30

Squash takes advantage of his position and lashes out at the closest creature with his chain.

◆ Strike (purple)
Concealment: 1d20 ⇒ 2
Attack (flanking): 1d20 + 18 ⇒ (13) + 18 = 31
Slashing: 2d6 + 7 ⇒ (5, 3) + 7 = 15

Unable to strike the closer one he repositions and tries to strike the vulnerable one.

◆ Step

◆ Advantageous Assault (yellow)
Concealment: 1d20 ⇒ 20
Attack: 1d20 + 18 - 5 ⇒ (6) + 18 - 5 = 19
Slashing: 2d6 + 7 + 4 ⇒ (3, 5) + 7 + 4 = 19
7 slashing on a miss

AoO 10 foot reach:

Concealment: 1d20 ⇒ 19
Attack: 1d20 + 18 ⇒ (16) + 18 = 34
Slashing: 2d6 + 7 ⇒ (6, 2) + 7 = 15

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

I liked the spiked chain!


Slides Loot sheet

Raindrop boosts her eidolon, and it crashes into Purple, tearing off chunks of flesh.

Aerin's sword crackles with lightning as he swings, but his attack sadly misses.

Squash whirls his spiked chain, but once misses due to the fog, and once because his aim wasn't right. But the chain still tears off a bit of flesh as it glances the horse.

Yellow horse pulls itself upright, and Squash's chain whips out once again, critically hitting the beast. Severely frustrated by Squash's attacks, it walks closer and tries to bite him.
Bite vs Squash: 1d20 + 16 ⇒ (3) + 16 = 19

But it misses. It then bleeds from its wound.
Bleed: 1d6 ⇒ 3
Flat check: 1d20 ⇒ 1

Round 3!
Inspire Defense, +1 AC and saves, 1 physical resistance (round 2/3)
34 Orange dead, smoldering
32 Purple 68 damage
27 Squash 43 damage (immune to Orange smoke)
21 Raindrop 40 damage (immune to purple smoke), fast healing
21 Aerin 25 damage, enlarged
20 Yellow 90 damage, 1d6 bleed
18 Atae 7 damage, (immune vs purple and orange smoke)
18 Manny 32 damage, sickened 2 (immune vs Purple and Orange), Ref/Will save or take 15 Force damage,

17 Haunt, 1 success
15 Zabu 20 damage (immune to all smoke)

Smoke Fort DC 23 or sickened 2
Hooves basic Reflex DC 24

Atae and Manny are up!

Battlemap.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 2 | Spells DC 27 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

GM, I already rolled against the Force Damage.

Manny focuses...

Retch, Sickened 2, Inspired: 1d20 + 10 - 2 + 1 ⇒ (8) + 10 - 2 + 1 = 17

Nope, nausea is still active. He strums another power chord on his lute.

Perform, Sickened 2: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18

Nope, it's still not cutting through the cacophony.

◆ Retch, failed
◆◆ Perform to repel the haunt, failed
◇ Last round of Inspire Defense

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

Grabbing her holy symbol, the priestess of the Savored Sting invokes her goddess to banish the haunt/ Whisperer in the Room, show forth your power and let these abominations know your vengeance.
1d20 + 13 ⇒ (11) + 13 = 24 religion

she then moves outside of the smoke!


Slides Loot sheet

Ah whoops, missed that, sorry!

Manny and Atae try to soothe the haunt, but both are unsuccessful.

Another boil pops up from the ground, swells to incredible size, then bursts, spraying lightning and fire all across Atae, Raindrop, and Manny. Please make me a basic DC 24 Reflex or Will save (your choice), or take 4d8 ⇒ (4, 6, 8, 6) = 24 force damage.

Round 3!
Inspire Defense, +1 AC and saves, 1 physical resistance (round 3/3)
34 Orange dead, smoldering
32 Purple 68 damage
27 Squash 43 damage (immune to Orange smoke)
21 Raindrop 40 damage (immune to purple smoke), fast healing, DC 24 Reflex/Will or take 24 damage
21 Aerin 25 damage, enlarged
20 Yellow 90 damage, 1d6 bleed
18 Atae 7 damage, (immune vs purple and orange smoke), DC 24 Reflex/Will or take 24 damage
18 Manny 39 damage, sickened 2 (immune vs Purple and Orange), DC 24 Reflex/Will or take 24 damage
17 Haunt, 1 success
15 Zabu 20 damage (immune to all smoke)

Smoke Fort DC 23 or sickened 2
Hooves basic Reflex DC 24

It's Zabu's turn!

Battlemap.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 2 | Spells DC 27 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

"Man, this thing doesn't quit, Atae. How about next time, I aid you on the attempt?"

Reflex, Sickened 2, Inspired: 1d20 + 13 - 2 + 1 ⇒ (20) + 13 - 2 + 1 = 32 Oh, there's my good dice

Manny quickly ducks under the lightning bolt.

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

Does she feel like her attempt almost worked or that it really did not do much to the haunt?


Slides Loot sheet

You're getting close, but you need to roll really high to disable it. I'm not giving exact numbers, but at least a 15 on the die. It's kinda ridiculous if even experts only have a 25% chance of succeeding.

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

This scenario is kind of a hot mess at times. The dream points could be really cool but are kind of a waste of actions for what they actually do + the really high DC to get rid of the haunt.

If I were to 3 action heal, would I get the nightmares as well from where I am at?

If I am trying to seek someone in the smoke, would I get the +15 to my roll or is seek an explore activity?

Will save 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18


Slides Loot sheet

Yes, from your current position, you'd hit both enemies as well with a Heal.

You don't have to Seek to target creatures. You know where they are (in which square they're in), the obscuring smoke just makes it difficult to get their exact position (they might appear to be a foot closer or father away than they actually are).
But yeah, in case they're using Stealth to hide in their own smoke, you'd get the +15.

Horizon Hunters

Perc +14 | 35/40 feet | Class DC 25 | Active Conditions: Fire Resistance 5, Slashing/Piercing Resistance 7 CN Male Gnome(Sensate) Barbarian 9 HP 161/161(174/174) | AC: 27 | F +20 R +16 W +14

"I...said...go to sleep!" Zabu snarls, closing in on the yellow horse.

He throws a shoulder against it to knock it off it's feet again then slashes at it with his claws.

Athletics (Trip): 1d20 + 18 ⇒ (11) + 18 = 29

Claw (Raging, MAP): 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22
Slashing: 2d8 + 6 + 2 ⇒ (5, 2) + 6 + 2 = 15 plus Persistent Bleed: 1d6 ⇒ 3

Horizon Hunters

CN Sprite Summoner 8 (she/her) | Unnamed Primal Eidolon (he/him) | HP 110| AC 24 / 26 | F +16 R +16 / 14 W +15 | Perc +14 | Stealth +14 | Speed 30' | Explore: Search & Scout | ◆◇↺ | Character Sheet

So Many Reflex Saves: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Can't remember the last good save roll...


Slides Loot sheet

Zabu growls and knocks the horse off its hooves, then tears into it some more until it stops moving. Yellow is down, but it corpse keeps burning...

Orange's corpse is suddenly enveloped by thick black smoke, as if the island is willing energy into it. After the smoke clears, Orange is standing again, albeit much weaker looking than before.

Officially it's a different creature, but I don't want to bother with even more Fort saves versus smoke.
Originally I wanted to reroll initiative for it, that's why I kept the initative counts, but I think it's fine here.

Orange whinnies and tears through the group, causing fire to erupt beneath its hooves. But before it can get started, Squash's chain lashes out once more and crits the horse again! It falls prone before it can even hurt anyone. It then stands up with its final action and snorts angrily at Squash.

Purple is still standing and spreads the love: a bite attack versus 1d3 ⇒ 2 Squash, and one hoof against the eidolon and Manny each.

Jaws vs Squash: 1d20 + 16 ⇒ (9) + 16 = 25

Hoof vs Manny: 1d20 + 12 ⇒ (17) + 12 = 29

Hoof vs eidolon: 1d20 + 8 ⇒ (7) + 8 = 15

Squash and the eidolon are spared, but Manny takes 1d8 + 6 - 1 ⇒ (5) + 6 - 1 = 10 bludgeoning damage, 1d6 ⇒ 5 evil damage, and 1d8 ⇒ 4 fire damage. Again, Inspire Defense reduces it by 1, already accounted for.

Round 4!
Inspire Defense, +1 AC and saves, 1 physical resistance (round 3/3)
34 Orange revived, smoldering, 30 damage
32 Purple 68 damage
27 Squash 43 damage (immune to Orange smoke)
21 Raindrop 64 damage (immune to purple smoke), fast healing
21 Aerin 25 damage, enlarged

20 Yellow dead, smoldering
18 Atae 31 damage, (immune vs purple and orange smoke)
18 Manny 58 damage, sickened 2 (immune vs Purple and Orange),
17 Haunt, 1 success
15 Zabu 20 damage (immune to all smoke)

Smoke Fort DC 23 or sickened 2
Hooves basic Reflex DC 24

Squash, Raindrop, and Aerin are up!

Battlemap.

Horizon Hunters

CN Sprite Summoner 8 (she/her) | Unnamed Primal Eidolon (he/him) | HP 110| AC 24 / 26 | F +16 R +16 / 14 W +15 | Perc +14 | Stealth +14 | Speed 30' | Explore: Search & Scout | ◆◇↺ | Character Sheet

◇ SoT: Fast Healing 6 (58 Damage)

Also SoT: Smoke inhalation vs 'orange'.
Fortitude: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 Sick Eidolon

Raindrop:
◆◆ Disable Haunt Occultism: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
◆ Act Together -> Healer's Gloves for 2d6 + 7 ⇒ (5, 2) + 7 = 14 healing (44 damage)

Eidolon:
◆ Act Together -> Strike purple Flat Check: 1d20 ⇒ 2
4, 4, 2 ... tableflip

AoO:
Flat Check: 1d20 ⇒ 6
Jaws: 1d20 + 15 + 1 - 2 ⇒ (13) + 15 + 1 - 2 = 27 for 2d6 + 4 ⇒ (5, 6) + 4 = 15 piercing

Distracted by the sudden resurgence of the dead nightmare, Raindrop is unable to focus on the unnatural environment, and her eidolon companion fares no better against the monsters.

Verdant Wheel

gourd leshy fighter 9+ | ◆◇↺ | ♥️ 147/147 | AC 29 | F +20 (battle hardened) R +15 (bulwark) W +18 | Perc +19 | Spd 30ft. |

"BAD horsie, stay down!"

Fortitude: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16

"Ugh, smelly horsies."

◆ Retch
Fortitude: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30

Feeling a little bit better, Squash tries to swipe at the smoldering horse again.

◆ Strike (orange)
Concealment: 1d20 ⇒ 20
Attack: 1d20 + 18 - 1 ⇒ (14) + 18 - 1 = 31
Slashing: 2d6 + 7 ⇒ (5, 5) + 7 = 17

3rd action will depend on the result of the second action, so I will pause my turn here for now.


Slides Loot sheet

Raindrop heals herself and tries to calm the haunt down, but sadly isn't successful. Her eidolon misses as well.

Squash retches to get rid of the stench, then crits Orange again and puts it out of its misery. This time, the body disappears in a poof of smoke and is gone for good. Brought it down to 0 HP exactly. :)

Round 4!
Inspire Defense, +1 AC and saves, 1 physical resistance (round 3/3)
32 Purple 68 damage
27 Squash 43 damage (immune to Orange smoke), Sickened 1
21 Raindrop 44 damage (immune to purple smoke), fast healing
21 Aerin 25 damage, enlarged
20 Yellow dead, smoldering
18 Atae 31 damage, (immune vs purple and orange smoke)
18 Manny 58 damage, sickened 2 (immune vs Purple and Orange),

17 Haunt, 1 success
15 Zabu 20 damage (immune to all smoke)

Smoke Fort DC 23 or sickened 2
Hooves basic Reflex DC 24

Atae, Manny, Squash and Aerin are up!
Yellow isn't doing anything just yet.

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 2 | Spells DC 27 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

Manny imagines a cool slow motion dodge as he tilts his lower body under the lightning bolt. The scent of ozone wafting over his nostrils as it shoots past him harmlessly. Then he stands up and poses heroically.

That's what his imagination told him. In reality he belly flopped just in time for the horse to return and chomp into his almost-prone body.

He eyes his whip, still on the ground. With the horse looming over him, he decides to draw his longsword and go for it. The haunt will have to wait.

"Alright, it's now over never! Let's smoke this horse so we can silence the noise!" He inspires his allies before taking a swing.

Cold Iron Longsword: 1d20 + 12 + 1 - 2 ⇒ (17) + 12 + 1 - 2 = 28
Slashing: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Flat Check due to smoky concealment: 1d20 ⇒ 9

◆ Draw Cold Iron Longsword +1
>Inspire Courage< (+1 to Attack and Damage)
◆ Strike
>Opportunist<: Manny can make Attacks of Opportunity against the horse if it provokes.

Opportunist:

Cold Iron Longsword: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
Slashing: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Flat Check due to smoky concealment: 1d20 ⇒ 6

Verdant Wheel

gourd leshy fighter 9+ | ◆◇↺ | ♥️ 147/147 | AC 29 | F +20 (battle hardened) R +15 (bulwark) W +18 | Perc +19 | Spd 30ft. |

Squash continues to try to get rid of the stench in his "nostrils."

◆ Retch
Fortitude: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19

AoO 10-ft reach:
Concealment: 1d20 ⇒ 19
Attack: 1d20 + 18 - 1 ⇒ (1) + 18 - 1 = 18
Damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

It looks like Purple is the only one standing correct?

Horizon Hunters

Whisper Elf, Cloistered Cleric 9/Captivator 97HP/AC 25; Fort +16; Ref +15; Will +19/Perception +18(+20 to Seek a unseen creature that you hear within 30 ft.) 1 Hero Point/Conditions/Search

Tired of these games and knowing that the martial characters should be able to take care of the horse things, she concentrates and once again invokes Calistria to banish the spirit that is bothering them.
1d20 + 13 ⇒ (16) + 13 = 29 Religion

3rd action to use one more charge of her staff to heal herself
1d8 ⇒ 3

Horizon Hunters

NG Male Elf (Ancient) Magus 5 | HP 61/61 | AC 23(24 w shield) | F +11 R +10 W +11 | Perc +9 (+2 init) (low-light) | Stealth +1 | 30 ft. | Spell slots 2nd 2/2 3rd 2/2 | Hero Point 1 | Active Conditions: ---

Aerin recharges and strikes again, this time his sword is covered with frost

Swing takes higher@Purple, sickened 1: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12
Concealed, DC5: 1d20 ⇒ 6
Damage, slashing, enlarge, stance: 2d10 + 3 + 2 + 1 ⇒ (3, 3) + 3 + 2 + 1 = 12
Ray of Frost: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12

Stance gives me +2 temp HP


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Slides Loot sheet

Atae finally manages to shut the haunt up. The ground is pockmarked with burst boils, but at least they've stopped appearing.

Aerin tries to get rid of Purple, but sadly misses.

Round 4!
Inspire Defense, +1 AC and saves, 1 physical resistance (round 3/3)
32 Purple 68 damage
27 Squash 43 damage (immune to Orange smoke), Sickened 1
21 Raindrop 44 damage (immune to purple smoke), fast healing
21 Aerin 25 damage, enlarged
20 Yellow dead, smoldering
18 Atae 28 damage, (immune vs purple and orange smoke)
18 Manny 58 damage, sickened 2 (immune vs Purple and Orange),
15 Zabu 20 damage (immune to all smoke)

Smoke Fort DC 23 or sickened 2
Hooves basic Reflex DC 24

Zabu is up!
I'm thinking of calling the fight soon. Purple is almost dead, the reincarnated versions are much less threatening, and the haunt no longer fires. You're all in relatively good shape to survive this. What do you think?

Battlemap.


Slides Loot sheet

Completely forgot to note Manny's turn, sorry!

Manny inspires everyone, then slashes at Purple with his longsword.

Round 4!
Inspire Courage
32 Purple 74 damage
27 Squash 43 damage (immune to Orange smoke), Sickened 1
21 Raindrop 44 damage (immune to purple smoke), fast healing
21 Aerin 25 damage, enlarged
20 Yellow dead, smoldering
18 Atae 28 damage, (immune vs purple and orange smoke)
18 Manny 58 damage, sickened 2 (immune vs Purple and Orange),
15 Zabu 20 damage (immune to all smoke)

Smoke Fort DC 23 or sickened 2
Hooves basic Reflex DC 24

Zabu may act!

Horizon Hunters

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Perc +14 | 35/40 feet | Class DC 25 | Active Conditions: Fire Resistance 5, Slashing/Piercing Resistance 7 CN Male Gnome(Sensate) Barbarian 9 HP 161/161(174/174) | AC: 27 | F +20 R +16 W +14

"You're friends are all dead, pal, but don't worry, you'll see them soon!" Zabu declares.

Jaws(Raging, Inspiration): 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
Piercing, Inspiration: 2d12 + 6 + 5 + 1 ⇒ (8, 2) + 6 + 5 + 1 = 22 plus Persistent Bleed: 1d6 ⇒ 5

Claw (Raging, Inspiration, MAP): 1d20 + 16 + 1 - 4 ⇒ (2) + 16 + 1 - 4 = 15
Slashing, Inspiration: 2d8 + 6 + 2 + 1 ⇒ (6, 5) + 6 + 2 + 1 = 20 plus Persistent Bleed: 1d6 ⇒ 6

I'm good with calling it. No need in...beating a dead horse...


Slides Loot sheet

Flat check for Zabu: 1d20 ⇒ 11

Zabu runs up to the final horse and tears at its flanks. Guts spill out, but it's still standing, bleeding heavily. It retaliates by biting and hoofing the crap out of Zabu.

Jaw attack: 1d20 + 16 ⇒ (11) + 16 = 27
Hoof attack: 1d20 + 12 ⇒ (11) + 12 = 23
Hoof attack: 1d20 + 8 ⇒ (16) + 8 = 24

Zabu takes some damage, then the horse bleeds out and falls over dead.

Squash, Raindrop, and Aerin would have their turn before Yellow revives, then the rest of the party. That's plenty enough time to do some emergency healing, and the revived horses are much less scary.
I mean, it's cool to wail on some weak enemies, but I think this fight was grueling enough, yeah?

With the fight over, Sarnia has time to focus on the ritual. She holds a web of thoughts in her hands. “You’ve proven your worth. Now, let’s see what spoils we’ve claimed.”

She tugs a strand. “I see a ship. And a storm. Vast treasures in the shadows. Puppets… so many puppets… they’re us.”

The web dissolves. Sarnia grimaces as a cackle erupts from the storm clouds. CRACK. Puppets on strings descend from the sky. CRACK. A fetchling puppet and broken wayfinder dance jerkily on the strings. CRACK. The fetchling strikes the wayfinder. But the cracking sound comes from something else—a massive, gaunt, midnight-black clawed hand descends from the clouds, knuckles cracking as it pulls the puppet strings. CRACK. The wayfinder shatters. Another cackle. The hand grasps the fetchling puppet and grinds it to dust.

Sarnia gasps. “My son, I sensed her in my son’s mind. Marcien is afraid—panicked—and he’s moved to secure our treasures. But she knows where. It’s Aslynn the night hag! It’s a trick to empty the Onyx Repository! Vast wealth and power is stored there. Please, help me warn Mar—”

A quiet cackle echoes as Sarnia’s projection shatters. Palpable terror freezes limbs and thought. A crone’s voice pierces the air. “What a regrettable development. Pathfinders stealing from Aslynn. Your predecessors were more willing to do business. To make bargains. Ah, well. We’ve dwelled too much on the past. It’s time to look to the future. I, too, have changed. I can’t wait for you to see the boundless nightmares I’m brewing for you after the Onyx Alliance’s treasures are mine! Now, get out."

Aslynn's hands rip and tear at the landscape. The Dustbound Isle collapses into darkness and you have the brief sensation of being swallowed by the void before you all startle awake simultaneously in the Grand Lodge. Sarnia and the ship's captain are nowhere to be seen.

---

Conclusion:

Back in the Grand Lodge, Toldrar, Valais, and Urwal help the Pathfinders to their feet as they wake. After you give your report, Toldrar seems concerned. Aslynn is an old enemy of the Society. If she intends to make her move against the Onyx Alliance soon, and if she’s truly about to acquire significant power, the Society needs to send agents to Shadow Absalom right away!
The conclusion of this arc is in 3-19 Mean Streets of Shadow Absalom, which some of you might have already played.

Urwal is excited about how you handled the monoliths, and Valais is thankful that you managed to free Captain Zedrani.

PRIMARY OBJECTIVE: Successfully fight off the Nightmares and learn about Aslynn's threat. Complete the adventure, basically.
SECONDARY OBJECTIVE: Rescue Captain Zedrani. After enough fails during the skill challenge on the ship you'd be booted off the ship. This one's pretty generous, you made it with only a handful of fails.

Faction notes:

Radiant Oath: Rescuing Captain Zedrani and destroying or purifying all four monoliths grants you 2 extra Rep with Radiant Oath.
Verdant Wheel: Purifying or disabling all four monoliths and gathering at least 13 Dream Points grants you 2 extra Rep with Verdant Wheel. There's a total of 30 DP to be earned, mostly with getting crit successes on skill checks, but you also earn a lot through generally walking through the scenario.

You could destroy the monoliths with force if all else fails, but then you'd only earn points with the Radiant Oath. Using the right skills grants you points with the Verdant Wheel as well, so this isn't a mutually exclusive faction mission.

---

Well done! I hope you had fun, despite the frustrating combats. I'm gonna leave a review of this scenario and start a GM thread, if you have any input, I'd be happy to include it (or leave a review/post yourself). :)

Envoy's Alliance

♥️ 107 | AC 27 | Saves 16/17/16|Focus Points ☑ | PFS# 133608-2001 | Male Human Bard (Level 9) | | ☘️ 2 | Spells DC 27 (Occult)-/3/3/2/2/1 (Divine) - | Perception +13 |◆◇↺ |

"Aslynn?" Manny picks up his whip and gears up for a battle, only for the angel to hold him back.

"Nope. This is your guardian angel speaking. Time to go." She yanks Manny back into the taking world.

"Huh?" Manny wakes up. "Sarnia? Captain Zedrani?" He looks about and sees the Venture-Captains standing over him.

"Sounds like the Shadow Lodge is under attack, by an even greater foe." Manny strums his lute. "Perfect time to be a hero. And save the badguys. Again."

The next few days are spent with a pen and a small canvas, trying to draw every detail just right. She looked just like his family foretold. But the details felt so real. How did he imagine her in such good detail?

Thanks for the game, GM! If you're playing other scenarios in this series (the prequel or sequel) I'd love to join.

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