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"Hlavard Grenskuldr is dead,
The Shoreseeker is his wet deathbed,
A serpent from the sea attacked,
With his axe he bashed and whacked,
and now the blade's stuck in its head"
Penny seems super pleased with himself... until he sees the serpents. The goblin then smiles with a manic and feral glee!
"Goblins bite and goblins bash
through those serpents guts we'll slash
Turn those sea-worms into stew
Eat their bones and feed the crew
We are rough and we are crude
We be Goblins, YOU BE FOOD!"
A piece of decking gets flung at the red scaled serpent!
Telekinetic Projectile
Attack 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damage 2d6 + 1 ⇒ (1, 3) + 1 = 5
◆ Inspire Courage (+1 to hit and damage)
◆◆ Telekinetic Projectile

GM Super Zero |

It's quite a solid hit!
Kahawa's turn.
Initiative:
Kahawa (15/15)
Pennypockets (26/26)
Blue Young Sea Serpent
Red Young Sea Serpent (-5)
Obelix (20/20)
Tharpe (21/21)
Lorqinor (32/32)
Chuckles (17/17)
-Cupcake

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I frikken adore these rhymes you're pulling off Penny! :D
So can I move back to the Wandering Hearth over the planks, with just one action, or will that require some check now that we're under a bit of duress? I moved over, on slides, but figured I'd ask. And I assume I can actually see them? Just gonna fire off a divine lance to begin with.
Kahawa turns back around at the sound of the Captain yelling, to see Penny flinging a piece of deck straight in the face of one of the serpents children.
"We can't allow her children to survive, or soon this place will be just as cursed as it is now!"
Kahawa hurries back to Wandering Hearth and fires off a divine lance at the same serpent Penny attacked.
Divine Lance: 1d20 + 3 + 3 ⇒ (13) + 3 + 3 = 192d4 ⇒ (2, 3) = 5
So just to be double sure: For the divine lance attack roll I add a +3 from the wisdom modifier, and then another +3 from trained in spellcasting proficiency? And for the damage roll I don't add anything, right?

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Thank you, glad you enjoy them! Penny speaks in limerick during times of peace and whilst things are calm, but reverts to goblin-song when combat breaks out and goes 'full goblin' :) - moving from aabba to aabbcc

GM Super Zero |

Yes, you can just move across them.
And yes, except don't forget the bonuses from Penny's inspire courage.
Kahawa's spell strikes the serpent as well.
The blue-scaled serpent is quicker to react, gliding through the water towards the ship and then lurching over the railing and onto the deck. It's much slower out of the water, but by no means immobile as it rushes towards Kahawa and bites him.
◆ Swim, ◆ Stride, ◆ Strike Jaws: 1d20 + 9 ⇒ (17) + 9 = 26 for piercing damage: 1d6 + 2 ⇒ (3) + 2 = 5
The other one, a little warier now that it's been hurt, also slips onto the deck of the ship but keeps its distance. It unleashes a burst of water towards the group of Pathfinders, which hits Chuckles. The force of the hit is painful enough, but there's also something sticky and slimy in the water that smells... like swirling colors.
◆ Swim, ◆ Stride, ◆ Strike Target? Kahawa/Penny/Obelix/Chuckles: 1d4 ⇒ 4 Waterspout: 1d20 + 7 ⇒ (13) + 7 = 20 for bludgeoning damage: 3d4 ⇒ (3, 3, 3) = 9 and DC 18 Fort save; there's some cover from the railings, but that still hits.
All PCs' turns.
Initiative:
Kahawa (10/15)
Pennypockets (26/26)
Blue Young Sea Serpent
Red Young Sea Serpent (-11)
Obelix (20/20)
Tharpe (21/21)
Lorqinor (32/32)
Chuckles (8/17)
-Cupcake

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we're all supposed to roll our fort saves now? if not just ignore this post x)
Fortitude save: 1d20 + 6 ⇒ (10) + 6 = 16
Shoot. I guess I'll try my halfling luck and re-roll?
Fortitude save: 1d20 + 6 ⇒ (11) + 6 = 17
Crud. Not lucky enough! :D

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"You'll get hurt and you will die
We'll put seaweed in your eye!
Scrape off all your fishy scales
Burn your stinky gross entrails
Bake your flesh into a pie
We be hungry, you will fry!
Another piece of decking gets flung at the red scaled serpent!
Telekinetic Projectile
Attack 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Damage 2d6 + 1 ⇒ (5, 5) + 1 = 11
◆ Inspire Courage (+1 to hit and damage)
◆◆ Telekinetic Projectile

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What that crazy Halfling is doing!
Tharpe though to himself, without time to pull out weapons he runs through the plank and tries to trip the serpent
Trip@blue vs Fort DC: 1d20 + 7 ⇒ (1) + 7 = 8
Tharpe slips and almost falls on the ground, but he tries to grab balance
Trip@blue vs Fort DC Hero Point: 1d20 + 7 ⇒ (14) + 7 = 21
Then he punches snake with his fist
Fist@blue: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16Potentially vs flat footed if trip worked
Damage, bludgeoning: 1d4 + 4 ⇒ (4) + 4 = 8
Sneak if trip worked: 1d6 ⇒ 2
Tharpe sends a hook missing a bit on accuracy, that was the first time he fought with a snake, but he hopes that the strength behind his fist would be enough.

GM Super Zero |

Only Chuckles was hit by the waterspout. I randomly determined from several valid targets.
Pennypockets hits the damaged sea serpent again. It's a more solid hit this time, and it wobbles as it snarls, bleeding profusely from the gash.
That hit reduces Red below half HP, which I'll shorthand as "bloodied" in the Initiative list.
Tharpe nearly slips on the wet deck, but then manages to sweep the serpent's tail out from under it. The upright half slaps wetly against the deck, and he quickly punishes it.
Successful Trip, and a hit.
Obelix, Lorginor, Chuckles, and Kahawa's turns.
All PCs' turns.
Initiative:
Kahawa (10/15)
Pennypockets (26/26)
Blue Young Sea Serpent (-11, prone)
Red Young Sea Serpent (-22, bloodied)
Obelix (20/20)
Tharpe (21/21)
Lorqinor (32/32)
Chuckles (8/17, DC 18 Fort)
-Cupcake

GM Super Zero |

Lorquinor's water blast lacks the psychotropic algae, but otherwise he returns the attack. It does have a bit more "punch" instead.
It is indeed a hit.
Obelix, Chuckles, and Kahawa's turns.
All PCs' turns.
Initiative:
Kahawa (10/15)
Pennypockets (26/26)
Blue Young Sea Serpent (-11, prone)
Red Young Sea Serpent (-29, bloodied)
Obelix (20/20)
Tharpe (21/21)
Lorqinor (32/32)
Chuckles (8/17, DC 18 Fort)
-Cupcake

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I'm hoping I get this right...
DC 18 Fort: 1d20 + 8 ⇒ (1) + 8 = 9
DC 18 Fort: 1d20 + 8 ⇒ (2) + 8 = 10
GAH! At least it's not a crit fail
Chuckles and Cupcake
◆◆◆ Act Together
"Get 'em Cupcake! Get 'em!" Chuckles yells, giving Cupcake an energy boost.
◆ Boost Eidolon

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Obelix flies into a rage ◆, pulling out a javelin ◆ and hurling it at the Red monster ◆.
Javelin, 2nd range increment: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Piercing, Rage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10
I think that's a miss, based on 25 not critting earlier. Will Hero Point if that's a miss.
Javelin, 2nd range increment, Hero Point Reroll: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11

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Kahawa feels a rush of adrenaline, a rush of inspiration, finally seeing some real life combat for the first time, and doing it alongside such a cool crew of fellow pathfinders. Finding himself ganging up on now proned snaked, he channels some magic into his trusty staff, which starts glowing in various runes, just as he 'brings down the heavens' on the head of the nasty little thing.
I cast runic weapon on my staff and strike with it, taking advantage of it being a favored weapon of my deity d4 -> d6. I'm a little unsure how many things I have to add, though. Runic weapon gives a +1 item bonus, and then I get another +1 from inspiring courage, right? So to explain the math I add my strength modifier + proficiency bonus (trained + level) so that's 2 + 2 + 1 and then I get a +1 from the courage and a +1 from the runic weapon. If it hits I'll get 2d6 + 1 from courage as well.
Inspired Runic Weapon Strike: 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 152d6 + 1 ⇒ (1, 4) + 1 = 6
If that's a miss then I use my hero point as well, like Obelix.
Inspired Runic Weapon Strike: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 122d6 + 1 ⇒ (1, 5) + 1 = 7
Did we all get two hero points? Cause Imma spend it if I got it!
Inspired Runic Weapon Strike: 1d20 + 5 + 1 + 1 ⇒ (15) + 5 + 1 + 1 = 222d6 + 1 ⇒ (4, 3) + 1 = 8

GM Super Zero |

Chuckles does have to do the failure result, though.
Chuckles and Cupcake coordinate an attack. At least, that's what Chuckles is trying to do. Overwhelmed as he is by the disorienting aroma, what actually happens is...
Cantrip Caustic/Needle/TKP: 1d3 ⇒ 1
acid damage: 1d8 ⇒ 2
Punch Target Cupcake/Lorqinor/Penny/Obelix: 1d4 ⇒ 2
Beak: 1d20 + 5 ⇒ (7) + 5 = 12 for piercing damage: 1d6 ⇒ 6
Fort: 1d20 + 6 ⇒ (10) + 6 = 16
...he casts a glob of acid behind him, splashing it over Pennypockets and Obelix. He also tries to jab Lorqinor with his beak, but doesn't connect. He still seems disoriented...
Pennypockets and Obelix are in the area of a caustic blast and can make DC 17 basic Reflex saves against 2 acid damage (plus persistent 1 acid on a critical failure). Chuckles also fails his follow-up save, though feel free if you'd like to reroll it.
Obelix's javelin pierces the sea serpent, which falls dead to the deck with a shriek.
Good call Lorqinor. That would indeed be a miss, but with the +1 it's a hit and finishes it.
Kahawa's attack isn't perfect, but he manages to hit the serpent as it raises its head back up. Already hurt, he tears a gash into it.
No limit to Hero Points per turn, but you can only spend one on a single die roll. But no need. It's Off-Guard from prone, so that hits. Don't forget to add Strength to damage as well. That bloodies it.
Extending the spines along its back, the serpent writhes around and away from Kahawa and Tharpe and towards Chuckles and Cupcake. Its spines rake along each of them.
◆ Stand, ◆◆ Spine Rake. It Strides, and anyone adjacent to it at any point (Tharpe, Kahawa, Chuckles, and Cupcake) can make DC 14 basic Reflex saves against slashing damage: 1d4 + 2 ⇒ (1) + 2 = 3
All PCs' turns.
Initiative:
Kahawa (10/15, DC 14 basic Reflex vs 3 slashing)
Pennypockets (26/26)
Blue Young Sea Serpent (-20, bloodied, prone)
Obelix (20/20)
Tharpe (21/21, DC 14 basic Reflex vs 3 slashing)
Lorqinor (32/32)
Chuckles (8/17, confused, DC 18 Fort at end of turn or confused one more round, DC 14 basic Reflex vs 3 slashing)
-Cupcake (DC 14 basic Reflex vs 3 slashing, though Chuckles and Cupcake take only the worse result between them)

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I believe you can only use 1 hero point a turn
IIRC - You can use one hero point on the same check. You can use as many HPs in the same turn if they're for different checks.

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Chuckles DC 18 Fort: 1d20 + 6 ⇒ (2) + 6 = 8 SHEESH NOT AGAIN!
Cupcake DC 18 Fort: 1d20 + 8 ⇒ (7) + 8 = 15
Chuckles DC 14 Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
Chuckles DC 18 Fort, HP, T-Shirt: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Chuckles is taking a nap from the looks of it...

GM Super Zero |

Cupcake does not have a Fort save to make.
Chuckles should take his confused turn first, though. Feel free to do that yourself if you'd like. Looks like you'll have a third round of confusion, but you don't need to roll a save after that--three rounds is the maximum duration of the poison.
All PCs' turns.
Initiative:
Kahawa (10/15, DC 14 basic Reflex vs 3 slashing)
Pennypockets (26/26)
Blue Young Sea Serpent (-20, bloodied, prone)
Obelix (20/20)
Tharpe (21/21, DC 14 basic Reflex vs 3 slashing)
Lorqinor (32/32)
Chuckles (2/17, confused 2 rounds)
-Cupcake

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Basic reflex save DC 14: 1d20 + 5 ⇒ (1) + 5 = 6
oh crap, what happens on a nat 1 save? I think I'm gonna spend my half luck to avoid that. Come on papa gimme that high rolL!
Basic reflex save DC 14: 1d20 + 5 ⇒ (11) + 5 = 16
Yes mama!
Kahawa gets mildly spooked at the raised spines, and gets lucky as he stumbles just barely out of range of one of the sharper spikes. He follows the serpent with his gaze and then sees Chuckles in what appears to be in very dire straits. He centers himself and prays in his mind, imagining Chuckles sitting back home, putting a nice warm mug of the Barristar Brew up to his face, and indulging in the warmth and the aromas. With a focused mind he sends this prayer directly at Chuckles, who receives some healing, and feels guided towards a more peaceful path.
2 action Heal from divine font: 1d8 + 8 ⇒ (1) + 8 = 9
◆◆ Heal and ◆ Guidance on Chuckles

GM Super Zero |

Critical failure on a basic save is double damage, plus the persistent damage in this case.
Obelix, Tharpe, Lorqinor, Chuckles, and Pennypockets's turns.
Initiative:
Kahawa (9/15)
Pennypockets (26/26)
Blue Young Sea Serpent (-20, bloodied, prone)
Obelix (20/20)
Tharpe (21/21, DC 14 basic Reflex vs 3 slashing)
Lorqinor (32/32)
Chuckles (11/17, guidance, confused 2 rounds)
-Cupcake

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Reflex save, DC14: 1d20 + 7 ⇒ (4) + 7 = 11
Tharpe fails to avoid the creature, he reaches for his kukri and draws it, then he takes a step back and uses his allies as distraction.
Kukri@blue: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage, slashing: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Sneak: 1d6 ⇒ 5
Draw weapon, step, strike

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"WHAT AM I DOING HERE?! WHO ARE YOU?! I DON'T KNOW YOU!! AAAAAGGGHHH!!!"
Chuckles still appears confused as to what's going on and lashes out indiscriminately.
Oops, I misread the reflex save as the fort save, though Chuckles' Nat 1 makes it moot at this point! :)
Blue, Cupcake, Lorqinor, Penny, Obelix, Myself: 3d6 ⇒ (1, 3, 3) = 7
Beak vs Blue, Guidance: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 for Piercing: 1d6 ⇒ 2
Beak vs Lorqinor, MAP: 1d20 ⇒ 6 for Piercing: 1d6 ⇒ 5
Beak vs Lorqinor, MAP 2+: 1d20 - 5 ⇒ (19) - 5 = 14 for Piercing: 1d6 ⇒ 2

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Are we forgetting the inspiration that we have?
D'oh! Yes. :( That didn't make my 15 a hit, did it?
---
Reflex: 1d20 + 6 ⇒ (18) + 6 = 24 vs DC 17
Obelix dodges the acid. Well, half of it, anyway.
---
Obelix draws another javelin and throws it.
Javelin, Courageous Anthem: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 vs cover, prone
Piercing, Courageous Anthem, Rage: 1d6 + 4 + 1 + 2 ⇒ (4) + 4 + 1 + 2 = 11
If that misses, I'll Hero Point it.
Javelin, Courageous Anthem, Hero Point Reroll: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 vs cover, prone
He'll draw out a third javelin.

GM Super Zero |

Quote:Are we forgetting the inspiration that we have?D'oh! Yes. :( That didn't make my 15 a hit, did it?
It did! Already got it.
The sea serpent falls into a heap as Tharpe hits it. Chuckles hits it while its down, and sends two pieces falling into the sea on either side of the plank bridge. Though he also narrowly misses Lorqinor.
With both sea serpents fallen and the body and treasure recovered, there are no longer any problems for the Pathfinders to deal with! Oh, except the aftermath of the poisonous algae that has left Chuckles disoriented and hostile to basically everybody...
I'll keep Initiative order up since there's still a condition to resolve.
Lorqinor and Pennypockets's turns.
Initiative:
Kahawa (9/15)
Pennypockets (26/26)
Obelix (20/20)
Tharpe (20/21)
Lorqinor (32/32)
Chuckles (11/17, confused 1 round)
-Cupcake

GM Super Zero |

Lorqinor blasts the dead sea serpent off the deck of the ship.
Not the corpse you were looking for though, right?
All PCs' turns. Though Chuckles's may be the one that matters here.
Initiative:
Kahawa (9/15)
Pennypockets (26/26)
Obelix (20/20)
Tharpe (20/21)
Lorqinor (32/32)
Chuckles (11/17, confused 1 round)
-Cupcake

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"I think so, Penny! The algae must be making him crazy - quick - Tharpe, Obelix, hold on to him, before he hurts himself or anyone else. Afterwards I will heal us all, just in case more of the serpents young ones appear."
Kahawa closes his eyes for a second, as he tries to grab that sensation of drinking an afternoon cup of coffee in order to power through some arduous task, and sends that specific sensation of renewed strength towards... Either Tharpe or Obelix, whoever reacts first.
◆ guidance for a +1 on restricting or helping Chuckles to whoever is large and in charge.

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Tharpe moves closer and tries to treat poison
Treat poison, DC18: 1d20 + 4 ⇒ (12) + 4 = 16
But since Chuckles is moving he can't help him well, so he tries to grab him...
Grapple, DC16: 1d20 + 7 ⇒ (8) + 7 = 15
and fails

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Did you add the +1 from guidance, Tharpe my lad?

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Obelix moves up and tries to Trip Chuckles.
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23 vs Reflex DC 15
"Sorry, buddy, but this is for your own good."
He'll then try to Grapple.
Athletics, MAP: 1d20 + 2 ⇒ (8) + 2 = 10 vs Fortitude DC 16
"Hold still!"
Obelix's raging AC is 17. He doesn't mind a few pecks. :)

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"Stay away! Get away from me! I DON'T KNOW ANY OF YOU!! SQUAAAAWWWKKKK!!!"
Tharpe, Cupcake, Lorqinor, Penny, Obelix, Myself: 2d6 ⇒ (3, 1) = 4
Cantrip or Beak: 1d2 ⇒ 2
"YOU! Stay away from me! STAY AWAY!" and suddenly beaks Lorqinor.
Beak vs Lorqinor: 1d20 + 5 ⇒ (11) + 5 = 16 for Piercing: 1d6 ⇒ 1
CB,TP: 1d2 ⇒ 2
"I've never seen you before! You're scary!! TAKE THAT!"
Chuckles picks up a loose piece of wood with his mind and hurls it at Tharpe.
TKP vs Tharpe, MAP: 1d20 + 2 ⇒ (17) + 2 = 19 for Bludgeoning: 2d6 ⇒ (4, 2) = 6
Assuming Tharpe Nimble Dodges that one, he should be fine
Chuckles then gets buried by his comrades as they tackle him en masse.
◆ Whiff vs Lorqinor
◆◆ Telekinetic Whiff vs Tharpe

GM Super Zero |

Chuckles recovers from the poison, his senses returning to him without doing any further harm.
All seems calm on the sea.

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"Wha- Get off me, Obelix. What do you take me for?! Why are you all staring at me like that? Did I do something strange? Where's Cupcake?"

GM Super Zero |

With all calm, the crew tentatively returns to the deck. Seeing the party victorious, they respectfully stow the recovered body, retrieve their planks, and make for shore.
Venture-Captain Torrsen is delighted by the Pathfinders’ return with Hlavard’s body and the gorget.
“This will greatly please the Grenskuldrs. Thank you. I’ll make sure that you’re all on the list for a very special event coming up soon.”
Torrsen says nothing more about what this special event might be, though he does open up a nearby cabinet and take down an armful of vials. He says, “Let’s just say these might come in handy,” and gives the field agents each a vial of lesser winter wolf elixir.

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"The gorget has now been returned,
The dead body can also be burned,
We only met snakes,
now chopped into steaks,
And plenty of gold has been earned"
Penny bows.
"And with that I bid you all a fond farewell"