DM Brainiac's Seven Dooms for Sandpoint Table 2

Game Master Brainiac

Reputation: Bunyip Club: -4, Runewatchers: 5, Sandpoint Cathedral: 15, Sandpoint Mercantile League: 1, Scarnetti Consortium: -7, Town Watch: 0, Townsfolk: 0


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Female human aasimar hydrokineticist 5 | her image | HP: 64/68 AC: 22; F: +13, R: +12, W: +9 Resist Cold 5 | Perc: +7 | Speed 25ft | Blast +12, 2d8+3 | hero point: 1 | conditions: antiplague +2 fort, scouting

"Should we look for traps" the bouncing lilt says she hopes they find one.


Nonbinary (they/he) Human Wizard of Breached Boundaries 5 - HP 58/58| AC 20 | F +12 R +11 W +9 | Perception +7 | Focus 1/1 |Hero Points 1| Long Term Buffs: Mystic Armor

"Our temporary host suggested as much - and despite the spiderwebs here, they might have recent information..."

Kaz'll sweep with Detect Magic through here, then switch back to Recalling Knowledge on stuff. Astyanax will also be flying ahead to scout where possible.


Kazumi doesn't detect any magic in the area. A search of the cavern as you walk reveals several mundane traps hidden in the webs, but as long as you step carefully, you are able to avoid them.

The secret door opens up into a cavern in which a shimmering, softly glowing pool of unusually blue water ripples and shines. The water is also unusually clear, revealing a depth of five feet—and the ancient skeleton clad in shining silvery chainmail clutching a softly glowing starknife in the pool’s depths against the northeast wall.

Both the pool itself and the starknife register as magic.


Human Swashbuckler 5 HP 68/68| AC 22 (23) | F +11 R +13 W +9 | Perception +9 | Panache? Y |Hero Points 1| Opportune Riposte: Attack

"Pretty," Nadja comments as she looks at the pool of water and its occupant.


Nonbinary (they/he) Human Wizard of Breached Boundaries 5 - HP 58/58| AC 20 | F +12 R +11 W +9 | Perception +7 | Focus 1/1 |Hero Points 1| Long Term Buffs: Mystic Armor

"Pretty... and powerful. Let's not play with it or the starknife until we understand them better."

Arcana?: 1d20 + 14 ⇒ (17) + 14 = 31


Human Swashbuckler 5 HP 68/68| AC 22 (23) | F +11 R +13 W +9 | Perception +9 | Panache? Y |Hero Points 1| Opportune Riposte: Attack

"Really? So no dunking my head under the water?" Nadja responds sarcastically. "It looks so cool and refreshing. It's not like Mr. Skeleton there isn't serving as a warning or anything."


Female human aasimar hydrokineticist 5 | her image | HP: 64/68 AC: 22; F: +13, R: +12, W: +9 Resist Cold 5 | Perc: +7 | Speed 25ft | Blast +12, 2d8+3 | hero point: 1 | conditions: antiplague +2 fort, scouting

Jeni reaches out with her hand, turning and mimicking scooping. A small glob of water rises out of the pool as if she was cupping it. "We could test the water on Jeff, to see if it is acidic?"

or at least she tries. hydrokineticist can lift 1 bulk of material mentally


Studying the magic in the room, Kazumi quickly comes to understand how to harness it.

Magic Pool:
Anyone who drinks from the pool must attempt a DC 20 Fortitude save (worshippers of Desna gain a +2 circumstance bonus) to determine how the ancient magic affects them, but once one drinks from the pool, any further attempts to drink from it for 1 year automatically result in the critical failure effect. Water harvested from the pool becomes non-magical and stagnant.

Critical Success: The drinker is affected by a restoration spell (heightened to 4th level) and has 4d8+32 Hit Points restored. In addition, the next time the drinker sleeps, they experience wonderful dreams of flying, and when they wake, they are blessed with Desna’s favor, which grants them a +5 enhancement bonus to their speed for the next 24 hours.

Success: The drinker has 4d8+32 Hit Points restored, and the next time they sleep they dream of flying, but are not blessed with Desna’s favor.

Failure: The water is cool and refreshing, but the next time the character sleeps, they have unsettling nightmares of being chased through dark caves by unseen monsters. The dreams have no lasting effects.

Critical Failure: As failure, but the character becomes cursed, and the dreams of being chased by monsters occur nightly. As long as the curse persists, the character suffers a –2 status penalty against sleep effects, and requires 10 hours of sleep each day rather than 8. This curse is permanent until it is removed (the curse is 5th level with a DC 20 to counteract).

The pool's magic is a result of the starknife's presence, a powerful relic in its own right. Removing the weapon would cause the waters to immediately go stagnant and forever lose their magic.

Monarch:
Item 6
Unique, Air, Divine, Relic
Aspects: air, celestial

Usage: held in 1 hand; Bulk L

Monarch is an ancient starknife, once wielded by a priest of the Desnan sect known as the Order of the Starless Night, an organization devoted to protecting Golarion from the horrors of the Dark Tapestry. The weapon is made of low-grade silver, and its blades gleam with soft light, equivalent to that of a candle (the glow can be extinguished or activated by the weapon’s carrier by activating Monarch as an envision action). The blades bear etchings of monarch butterflies in flight.

When discovered in the Pit, Monarch functions as a +1 striking returning starknife that can’t have additional property runes, as it’s a specific item. Monarch deals an additional 1d6 damage to creatures with the aberration trait, provided the creature isn’t disguised as another creature. Rules for relics and their gifts appear in the Gamemastery Guide.

Minor Gifts: wind barrier, word of faith

Major Gifts: propelling winds, righteous call

Grand Gift: azata's grace

When the PCs first recover Monarch, one of its minor gifts becomes active as chosen from the above options by the first PC to handle the starknife. More gifts will unlock as you overcome specific challenges in the adventure.


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Nonbinary (they/he) Human Wizard of Breached Boundaries 5 - HP 58/58| AC 20 | F +12 R +11 W +9 | Perception +7 | Focus 1/1 |Hero Points 1| Long Term Buffs: Mystic Armor

"It's... not acidic. It's much more dangerous than that. In a good way though, for us." They nod at Jeni. "A good church-going gal's got the best shot of a happy outcome, but I'd rather not forego the chance for a peek into Desna's head either. Once we retrieve the relic, the water's power will ebb."

They stoop and cup a small sip in their hands and after a barely perceptible pause, swallow it down.
Fort: 1d20 + 11 ⇒ (15) + 11 = 26

"Oh... Hadn't noticed how sore my feet had gotten wandering around this place all day."


Female human aasimar hydrokineticist 5 | her image | HP: 64/68 AC: 22; F: +13, R: +12, W: +9 Resist Cold 5 | Perc: +7 | Speed 25ft | Blast +12, 2d8+3 | hero point: 1 | conditions: antiplague +2 fort, scouting

fort: 1d20 + 13 ⇒ (19) + 13 = 32

"I..." Jeni starts to deny her faith, as she often does around her highly intellectual friend, but sighs. They know, they all do, cause they know her. "It's complicated" she decides on, then pulls the hovering ball to her lips and drinks from it.

A sense of peace rushes though her like silk through lax hands, making her bounce up to her tip toes then back down. "Amazing."

Once the others are done with sipping or passing, she'll clean her feet with some of her pure water, then step in the pool to get the starknife. "Should we bury owner, or leave him in his pool?"


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Human Swashbuckler 5 HP 68/68| AC 22 (23) | F +11 R +13 W +9 | Perception +9 | Panache? Y |Hero Points 1| Opportune Riposte: Attack

Nadja interposed herself between the possibly-acidic water and the taxidermied bat-scorpion-rat-spider. "Don't you dare!"

Kaz's assessment that it was much more benign caused her to relax, though she eyes the water dubiously.

"All right, I guess if everyone's doing it." She takes a drink of the skeleton-water, bracing herself for an incoming smite.

Fort: 1d20 + 11 ⇒ (6) + 11 = 17
Yeah, that tracks

"Mmm. Refreshing." She forces a smile as she wipes her mouth.

At the question of what to do with the skeleton, Nadja shrugs. "I dunno. Whichever one's going to most likely cause it to rise up as some sort of vengeful undead, let's do the opposite."


Male human pitborn tiefling redeemer 5 | HP: 68/73 AC: 23; F: +12, R: +7, W: +10 | Focus Avail: 2/2 |Perc: +8/+10 (+2 Init) | Speed 20ft | Fauchard +14 2d8+4| conditions: clumsy 1, Disrupting, snapleaf

Fortitude: 1d20 + 12 ⇒ (8) + 12 = 20

Zen drinks some of the water and smacks his lips. "It's wonderful."

Answering Jeni, he nods gravely, "bury him - I think, but let's take both to Father Zantus and talk to him about what we found, eventually." He has a serious look on his face, as if he's thinking about something, but it passes.


Human Swashbuckler 5 HP 68/68| AC 22 (23) | F +11 R +13 W +9 | Perception +9 | Panache? Y |Hero Points 1| Opportune Riposte: Attack

"Well, burying him means we got to fish him out. Jeni, you're good with getting wet, right?" She smirks while staying light on her feet to dodge the inevitable splash.


Female human aasimar hydrokineticist 5 | her image | HP: 64/68 AC: 22; F: +13, R: +12, W: +9 Resist Cold 5 | Perc: +7 | Speed 25ft | Blast +12, 2d8+3 | hero point: 1 | conditions: antiplague +2 fort, scouting

There is a splash, not a normal one but one that moves like a snake after a baby chick. Unfortunately Nadja is both ready and quick, so instead Zen gets a face full of it.

Surprised, Jeni's water tentacle released into a big sploosh, finally getting Nadja in with a tiny bit. "Zen... Sorry?" the girl up to her hips already the water lifts her shoulder in a please forgive me gesture.


Returning to Lord Longfingers' domain, you discover two doors set in the far southern wall of the cave. One of them is barricaded from the opposite side. (DC 20 Athletics to Force Open.) The other door opens into another cavern. This circular cave has an acrid stink to it. Nearly a dozen one-foot-wide holes open in the cave walls near the floor, widening into tiny tunnels. The cave itself is littered with dozens of little heaps of gravel and dirt and what must be over a hundred bent and broken spoons. A particularly large mound of gravel sits in the middle of the room, into which a shortsword has been jabbed, its bejeweled hilt pointing upward toward the ceiling ten feet above.

A single long-eared gremlin sits on a gravel heap to the south, picking through the bent spoons for one that still has some dig left in it. She shrieks in excitement upon spotting you, and a chorus of other shrieks answer from the tunnels. Seven other gremlins clamber out of the tunnels from all directions with little spoons sharpened to wicked points!

Initiative:
Jeni: 1d20 + 7 + 2 + 1 ⇒ (1) + 7 + 2 + 1 = 11
Kazumi: 1d20 + 7 ⇒ (19) + 7 = 26
Nadja: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Zentus: 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29
Enemies: 1d20 + 7 ⇒ (3) + 7 = 10

Everybody may act!


Female human aasimar hydrokineticist 5 | her image | HP: 64/68 AC: 22; F: +13, R: +12, W: +9 Resist Cold 5 | Perc: +7 | Speed 25ft | Blast +12, 2d8+3 | hero point: 1 | conditions: antiplague +2 fort, scouting

"Oh, no, Not today." Jeni says with iron in her voice (to cover the sudden quiver of potentially being eaten). Her hands come up and open in a stance, her waters form as two rolling mass of pure blue water, which open with fingers of its own "We. Are. Not. Dinner!"

Then the waves crash on the oncoming spoon holders.

With an emphatic gesture, you create waves that rush out from you in the shape of your hands. You either form two 15‑foot cones that don’t overlap or you combine the hands into one 30-foot cone. Each creature in a wave takes 1d8 bludgeoning damage with a basic Reflex save against your class DC. If a creature critically fails, you also push that creature 5 feet.

tidal hands, dc 21: 3d8 ⇒ (8, 6, 4) = 18


Human Swashbuckler 5 HP 68/68| AC 22 (23) | F +11 R +13 W +9 | Perception +9 | Panache? Y |Hero Points 1| Opportune Riposte: Attack

The sharpened spoons in the hands of the gremlins were so bizarrely incongruous, Nadja couldn't decide whether to be amused or creeped out. Regardless, it was fight or be the subject of those wicked utensils.

She spins her blades in a dramatic and fascinating flourish as she moves up to strike!

Perform (dance): 1d20 + 15 ⇒ (11) + 15 = 26

Sawtooth sabre: 1d20 + 14 ⇒ (1) + 14 = 15

Sawtooth sabre: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d6 + 1 + 3 + 2 ⇒ (6, 6) + 1 + 3 + 2 = 18

Opportune Riposte:

Sawtooth sabre: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 2d6 + 1 + 3 ⇒ (2, 3) + 1 + 3 = 9


Nonbinary (they/he) Human Wizard of Breached Boundaries 5 - HP 58/58| AC 20 | F +12 R +11 W +9 | Perception +7 | Focus 1/1 |Hero Points 1| Long Term Buffs: Mystic Armor

Kaz considers unleashing one of his most puissant spells to turn the very earth against the gremlins, but upon watching Jeni sweep the tiny fey away, they change tacks and use simpler, more reliable magics.

"Akhun Leytonon"

Electric Arc: 4d4 ⇒ (1, 4, 3, 3) = 11 Basic Ref DC 21


Male human pitborn tiefling redeemer 5 | HP: 68/73 AC: 23; F: +12, R: +7, W: +10 | Focus Avail: 2/2 |Perc: +8/+10 (+2 Init) | Speed 20ft | Fauchard +14 2d8+4| conditions: clumsy 1, Disrupting, snapleaf

Zen moves so he can intercept any who attack Nadja, and just tries to hit her target with a strike and raise his glass shield. He seems confused by the spoon-based attack, and even a little nonplussed.

Move, attack, glass shield

attack: 1d20 + 14 ⇒ (10) + 14 = 24
damage: 2d8 + 4 ⇒ (5, 5) + 4 = 14


Reflex vs Tidal Hands: 1d20 + 10 ⇒ (3) + 10 = 131d20 + 10 ⇒ (4) + 10 = 141d20 + 10 ⇒ (17) + 10 = 271d20 + 10 ⇒ (12) + 10 = 22
Reflex vs Electric Arc: 1d20 + 10 ⇒ (12) + 10 = 221d20 + 10 ⇒ (20) + 10 = 30

Jeni's tidal blast takes down two of the gremlins and wounds two others. Kaz tries to finish off the injured ones with lightning, but one evades completely and the other one is only lightly burned. Nadja and Zen move up to finish those two foes off!

Their numbers have been cut in half, but the remaining gremlins shriek eagerly as they scurry forward. One pair each flanks Nadja and Zen, stabbing with their broken spoons! Nadja takes a hit.

Spoons vs Nadja, Flanking: 1d20 + 9 ⇒ (5) + 9 = 141d20 + 9 ⇒ (15) + 9 = 241d20 + 5 ⇒ (5) + 5 = 10
Damage, Sneak Attack: 2d6 - 2 ⇒ (2, 2) - 2 = 2
Spoons vs Zen, Flanking: 1d20 + 9 ⇒ (6) + 9 = 151d20 + 9 ⇒ (7) + 9 = 161d20 + 5 ⇒ (8) + 5 = 13

2 piercing damage to Nadja, or 0 if Zen uses his reaction. Everybody may act.


Human Swashbuckler 5 HP 68/68| AC 22 (23) | F +11 R +13 W +9 | Perception +9 | Panache? Y |Hero Points 1| Opportune Riposte: Attack

When one of the gremlins gets greedy with an extra stab, Nadja is ready with a riposte. As her blade drops one of the two flanking her, she turns her attention to the remaining one on her.

Sawtooth sabre: 1d20 + 14 ⇒ (1) + 14 = 15

Sawtooth sabre: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d6 + 1 + 3 + 2 ⇒ (4, 3) + 1 + 3 + 2 = 13

If that attack finishes off her foe, she dances over to flank a gremlin on Zen.

Opportune Riposte:

Sawtooth sabre: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 2d6 + 1 + 3 ⇒ (3, 6) + 1 + 3 = 13

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