GM Matt's 5-17: Yesterday's Tide (Inactive)

Game Master ChesterCopperpot

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RPG Chronicles


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Horizon Hunters

He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

Tenpot quickly draws his pistol in one hand and pulls the bell from his belt in the other, studying the yellow blob as he tries to determine any weakpoints.

◆Interact to draw pistol, ◆Interact to draw bell, ◆Exploit Vulnerability vs. yellow

Esoteric Lore to Exploit Vulnerability vs. yellow: 1d20 + 11 ⇒ (13) + 11 = 24

↺ Ring Bell (if target of Exploit Vulnerability makes a Strike or Casts a Spell within 30 feet of me that would affect me or one of my allies):

Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.
  • Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC (19@ level 3) or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
  • Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC (19 @ level 3) or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).

  • Myth-Speaker Prey for Death

    Exploit Success! The blobs have Weakness slashing 5

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Will: 1d20 + 7 ⇒ (10) + 7 = 17

    Ennillee refuses to let him frighten her!

    She starts moving in short, choppy motions, reminiscent of turbulent waters. She darts in and punches the yellow blob twice.

    Stumbling Punch: 1d20 + 10 ⇒ (3) + 10 = 13
    ouch!: 1d8 + 2 ⇒ (7) + 2 = 9

    Stumbling Punch: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
    ouch!: 1d8 + 2 ⇒ (2) + 2 = 4

    Horizon Hunters

    HP: 19/19 (5Temp), AC 17, Perception +3 (-1), FORT +6 (+1), REF +8, WILL +3 (-1) | ey/em or they/them Hero Points 1/3 | Versatile Vials 2/5

    Vardenor moves into action (◆ Stride) and mutters something under eir breath about how if ey were in charge of whatever magic was going on here, there'd be way fewer goopy things.

    At that point, ey starts thinking about what kind of things these goops even are (◆ Recall Knowledge) and pulls out eir hand crossbow (◆ Interact).

    Occultism to Recall Knowledge about Blue: 1d20 + 6 ⇒ (10) + 6 = 16

    Grand Lodge

    F +5, R +9, W +5 || AC 18 || HP 16 ||

    Rekk growls in his throat. ”Yeah, this looks bad.” He points a finger at the strange looking man. (mark prey)
    He draws his bow, nocks an arrow, and looses it at the ritualist.
    Longbow attack: 1d20 + 7 ⇒ (11) + 7 = 18
    Possible piercing damage: 1d8 + 1 ⇒ (3) + 1 = 4


    Myth-Speaker Prey for Death

    Both of Ennillee's attacks strike the blob, which is not terribly agile. Vardenor recognizes the blobs as cosmic amoeba, a type of giant amoeba. Ey knows that they are immune to acid, cold, critical hits, mental, precision, unconscious, and visual.

    The ritualist grunts as Rekk's arrow sinks into his shoulder.

    The blobs attack Ennillee, hoping to absorb and digest her.

    Yellow
    pseudopod: 1d20 + 8 ⇒ (12) + 8 = 20 for acid: 1d6 ⇒ 2
    pseudopod: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5 for acid: 1d6 ⇒ 2
    pseudopod: 1d20 + 8 - 10 ⇒ (4) + 8 - 10 = 2 for acid: 1d6 ⇒ 2

    Bue
    pseudopod: 1d20 + 8 ⇒ (2) + 8 = 10 for acid: 1d6 ⇒ 1
    pseudopod: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5 for acid: 1d6 ⇒ 4
    pseudopod: 1d20 + 8 - 10 ⇒ (14) + 8 - 10 = 12 for acid: 1d6 ⇒ 6

    The blobs slap at her, but none of their attacks connect.

    "Leave, you fools! I almost have it," the spellcaster shouts, as he launches an empty box at Ennillee.

    Intimidation (Demoralize): 1d20 + 6 ⇒ (13) + 6 = 19
    telekinetic projectile: 1d20 + 9 ⇒ (12) + 9 = 21 for bludgeoning: 2d6 ⇒ (4, 1) = 5

    The sudden shout startles her, and the box clips her shoulder.

    ~+~Combat Round 2~+~
    Arjol
    Tenpot
    Ennillee
    (-5, frightened 1)
    Rekk
    Vardenor

    Yellow Blob (-13)
    Blue Blob

    Map

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Ennillee is a little worried that this was a bad idea, but she knows the only way out is to punch her way through!

    Stumbling Punch: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

    Stumbling Punch: 1d20 + 10 - 4 - 1 ⇒ (3) + 10 - 4 - 1 = 8
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

    Stumbling Punch: 1d20 + 10 - 8 - 1 ⇒ (11) + 10 - 8 - 1 = 12
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

    She raises a buckler covered in shiny shells and pearls.

    Flurry, Strike, Raise Shield

    Horizon Hunters

    He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

    Tenpot tries to take advantage of what he learned of the ooze, loading some flecks of mica into his pistol as he aims at the yellow-tinged blob and fires. He follows that with a jolt of electricity at each of the blobs.

    ◆Strike vs. yellow (applying weakness via the successful Exploit Vulnerability last turn)
    Pistol vs. yellow: 1d20 + 9 ⇒ (3) + 9 = 12
    Piercing (concussive), Implement’s Empowerment: 1d6 + 2 ⇒ (5) + 2 = 7 Plus applying weakness via Exploit Vulnerability

    Fatal d10 on crit:
    Fatal base damage (concussive), Implement’s Empowerment: 1d10 + 2 ⇒ (9) + 2 = 11
    Fatal die: 1d10 ⇒ 2

    ◆◆Cast electric arc vs. both blob.
    Electricity damage: 3d4 ⇒ (2, 4, 2) = 8 DC 19 basic Reflex

    ↺ Ring Bell (if target of Exploit Vulnerability makes a Strike or Casts a Spell within 30 feet of me that would affect me or one of my allies):

    Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.
  • Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC (19@ level 3) or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
  • Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC (19 @ level 3) or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
  • Status:

    Pistol: unloaded
    Ammunition Remaining: 49


    Myth-Speaker Prey for Death

    The barrage of attacks takes down the yellow blob!

    ~+~Combat Round 2~+~
    Arjol (-4)
    Tenpot
    Ennillee (-5)
    Rekk
    Vardenor

    Yellow Blob
    Blue Blob

    Map


    Myth-Speaker Prey for Death

    Reflex (Blue): 1d20 + 3 ⇒ (14) + 3 = 17
    Reflex (Arjol): 1d20 + 7 ⇒ (16) + 7 = 23

    The electricity gives the blob a good zapping, and pinches Arjol, who winces in pain.

    Blue (-8)
    Arjol (-8)

    Horizon Hunters

    HP: 19/19 (5Temp), AC 17, Perception +3 (-1), FORT +6 (+1), REF +8, WILL +3 (-1) | ey/em or they/them Hero Points 1/3 | Versatile Vials 2/5

    With a hop, shuffle, and skid, Vardenor squeezes past eir allies into position at the doorway (◆ Stride) while muttering about how ey needs to do some more cardio with how eir combats tend to be.

    The dwarf then proceeds to fiddle with eir alchemical tools by mixing a purple-tinged liquid in a vial with a deep green spongy material that seems to expand and coalesce within, a motion so fluid that ey tosses it at the offending mage with the same gesture (◆ Quick Bomber to Quick Alchemy a Sticky Algae Bomb and Strike with it).

    Strike at Arjol: 1d20 + 6 ⇒ (3) + 6 = 9
    Poison Damage with the Water Trait on a Success: 1d8 ⇒ 1
    Poison Splash Damage to Arjol and the Blobs on a Failure or Success: 1 = 1

    After that display, Vardenor tries to study the passenger's stance, trying to learn any special abilities he might have (◆ to Recall Knowledge about Arjol).

    Society: 1d20 + 6 ⇒ (1) + 6 = 7

    A shameful display!

    Status:
    4/5 versatile vials, hand crossbow in hand and loaded, 30 bolts


    Myth-Speaker Prey for Death

    Rekk casts gravity weapon and unleashes two shots at his hunted prey.

    longbow: 1d20 + 7 ⇒ (13) + 7 = 20 for piercing: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9
    longbow: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19 for piercing: 1d8 + 1 ⇒ (5) + 1 = 6

    The two arrows are enough to put the robed figure down, but the blob keeps coming at Ennillee!

    psuedopod: 1d20 + 8 ⇒ (17) + 8 = 25 for acid: 1d6 ⇒ 3
    Grab: 1d20 + 6 ⇒ (6) + 6 = 12

    psuedopod: 1d20 + 8 ⇒ (6) + 8 = 14 for acid: 1d6 ⇒ 6

    It smacks her once but cannot get a grip on her slippery form.

    ~+~Combat Round 3~+~
    Arjol
    Tenpot
    Ennillee
    (-8)
    Rekk
    Vardenor

    Blue Blob (-8, off-guard)

    Map

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Ennillee just keeps punching, just keeps punching...

    Stumbling Punch: 1d20 + 10 ⇒ (8) + 10 = 18
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

    Stumbling Punch: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9

    Stumbling Punch: 1d20 + 10 - 8 ⇒ (3) + 10 - 8 = 5
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

    She raises her buckler again.

    Flurry, Strike, Raise Shield

    Horizon Hunters

    He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

    Tenpot studies the remaining blob for a moment, hoping to confirm that it has the same weaknesses. He then quickly reloads his pistol and takes a shot.

    ◆Exploit Vulnerability, ◆Reload, ◆Strike.

    Esoteric Lore to Exploit Vulnerability: 1d20 + 11 ⇒ (19) + 11 = 30

    Pistol: 1d20 + 9 ⇒ (11) + 9 = 20
    Piercing (concussive), Implement’s Empowerment: 1d6 + 2 ⇒ (5) + 2 = 7 Plus weakness if Exploit Vulnerability is successful.

    Fatal d10 on crit:
    Fatal base damage (concussive), Implement’s Empowerment: 1d10 + 2 ⇒ (3) + 2 = 5 Plus weakness if Exploit Vulnerability is successful.
    Fatal die: 1d10 ⇒ 10

    [spoiler=↺ Ring Bell (if target of Exploit Vulnerability makes a Strike or Casts a Spell within 30 feet of me that would affect me or one of my allies)]
    Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.

  • Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC (19@ level 3) or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
  • Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC (19 @ level 3) or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
  • Status:

    Pistol: unloaded
    Ammunition Remaining: 48


    Myth-Speaker Prey for Death

    That's a crit success on the Exploit Vulnerability. The blob is barely hanging on!


    Myth-Speaker Prey for Death

    Botting

    Rekk unleashes more arrows at the blob.

    longbow: 1d20 + 7 ⇒ (17) + 7 = 24 for piercing: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

    longbow: 1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3 for piercing: 1d8 + 1 + 2 ⇒ (6) + 1 + 2 = 9

    longbow: 1d20 + 7 - 10 ⇒ (17) + 7 - 10 = 14 for piercing: 1d8 + 1 ⇒ (3) + 1 = 4

    The hail of arrows breaks the surface tension on the creature, causing it to ooze away into a slippery puddle.

    Out of Combat

    Quiet falls on the room, and any remaining occult energy fades from the runes scratched into the floor. The room still seems strange, with the tar daubed into its corners and the smear of beings from outside the Universe on the floor.

    Occultism DC 20:
    the pitch smeared into the corners of the cabin as a possible protection against a hound of Tindalos, an otherworldly aberration that can enter the Universe only through right or acute angles.

    A thick journal sits on Arjol's desk, and the doors of the desk are tightly closed, but not locked.

    Perception DC 12:
    You discover an ancient looking medallion in a drawer of the desk, a simple bronze disc of unusual design.

    Read the Journal?:
    Most of the journal is written in Common and describes Arjol’s efforts to investigate the history of a medallion he found among the belongings of his father, a famed occultist. Arjol was working to develop a ritual that would allow him to “see through time” and learn the medallion’s origin. Judging from the journal entries, Arjol failed to cast the ritual and was traveling to northern Varisia—what is now New Thassilon—to explore ruins there. They also indicate that he planned to retry the ritual soon. These entries correspond to around the time the Tide disappeared, several years ago. The more recent entries are briefer and appear to be written in some sort of cipher.

    Horizon Hunters

    He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

    Tenpot looks to the fallen Arjol, then to his allies. "Is he still alive?" Tenpot doesn't have any reliable way to try and stabilize him.

    -------

    Occultism: 1d20 + 6 ⇒ (17) + 6 = 23
    Perception: 1d20 + 7 ⇒ (17) + 7 = 24

    "Hm. Looks like he took precautions against hounds of Tindalos. Good thinking, but it implies he was involved in some strange things."

    He quickly rifles through the drawers, pulling out a strange bronze medallion from one of them. After a few moment's examination, he sets it down and opens the journal.

    "Oh yeah, definitely involved in some strange things. Looks like he was messing with time magic, trying to figure out where this medallion came from. No wonder he was worried about things like hounds of Tindalos." Closing the journal again, he gestures to it and says "I think we've found the source of the Tide's troubles."


    Myth-Speaker Prey for Death

    Despite Arjol's defeat, a feeling of wrongness still hangs over the Tide. Perhaps the secret to unsticking the boat from its current predicament is within the coded journal?

    Deciphering Arjol’s journal requires a character trained in Occultism to make three successful DC 18 Occultism checks to Decipher Writing (increase the DC to 21. Characters trained in Society can do the same, but the DC of the check is increased to DC 20. As Arjol’s ritual draws from diverse magical traditions, characters trained in Arcana, Nature, or Religion can Aid either of these checks. Each attempt requires an hour of uninterrupted work. A critical success counts as two successes, while a critical failure imposes a –2 circumstance penalty on all subsequent checks to decipher the journal.

    Horizon Hunters

    HP: 19/19 (5Temp), AC 17, Perception +3 (-1), FORT +6 (+1), REF +8, WILL +3 (-1) | ey/em or they/them Hero Points 1/3 | Versatile Vials 2/5

    Vardenor starts flipping through the journal, fiddling with eir red string and corkboard to keep track of the notes ey takes.

    Occultism Check the First: 1d20 + 6 ⇒ (20) + 6 = 26
    Occultism Check the Second: 1d20 + 6 ⇒ (10) + 6 = 16
    Occultism Check the Third: 1d20 + 6 ⇒ (6) + 6 = 12

    Horizon Hunters

    He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

    Tenpot does his best to help Vardenor.

    Occultism to aid first check: 1d20 + 6 ⇒ (14) + 6 = 20
    Occultism to aid second check: 1d20 + 6 ⇒ (5) + 6 = 11
    Occultism to aid third check: 1d20 + 6 ⇒ (3) + 6 = 9


    Myth-Speaker Prey for Death

    GM Screen:
    1d20 + 6 ⇒ (19) + 6 = 25

    It takes a few hours, but Vardenor deciphers the remaining notes in the journal. Ey discovers that Arjol’s journal contains a ritual he believed could free Yesterday’s Tide from the time-loop. To enact the ritual, the sailors must replicate their exact routines as they were the day the time-loop started. Because the Pathfinders aren’t the ones stuck in time, they can’t participate in the ritual directly—the crew must perform the ritual themselves.

    They'll likely require some convincing.

    Before you can act on this new knowledge, a strange howling shivers through your ears. It seems to emanate from somewhere...beyond...the ship. And, it's growing louder!

    Suddenly, there are shouts from belowdeck!

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Ennillee, who's been sitting there a little bit bored through all the reading, stands up quickly. "We've got to go help!"

    Grand Lodge

    Vardenor follows belowdeck, curious as to what horrors ey might encounter.


    Myth-Speaker Prey for Death

    You rush down to the deck and see a strange, canine creature menacing a few members of the crew at the far end of the room.

    Initiative:

    Ennillee: 1d20 + 5 ⇒ (4) + 5 = 9
    Tenpot: 1d20 + 7 ⇒ (6) + 7 = 13
    Vardenor: 1d20 + 3 ⇒ (7) + 3 = 10
    Rekk: 1d20 + 7 ⇒ (7) + 7 = 14
    Gray: 1d20 + 4 ⇒ (9) + 4 = 13

    ~+~Combat Round 1~+~
    Rekk

    Gray
    Tenpot
    Vardenor
    Ennillee

    Map
    You can start anywhere in the red dashed box!

    Grand Lodge

    F +5, R +9, W +5 || AC 18 || HP 16 ||

    Rekk whistles at the strange creature. ”Hey! They don’t have your necklace!”
    He looses an arrow at it.
    Longbow attack: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
    Piercing damage: 1d8 + 1 ⇒ (2) + 1 = 3


    Myth-Speaker Prey for Death

    Rekk's arrow sinks deep into the creature, and it hisses in pain, though the damage seems less than might be expected. (Resisted 2 of the crit.)

    The creature's form shimmers for an eyeblink, and it disappears, only to reappear behind you, in the doorway!

    The creature casts a spell on Ennillee, and the monk feels her limbs grow heavy, as if drawn into another dimension.

    DC 16 Fortitude save vs. slow

    Also, the creature has an aura. If you end your turn within 30 feet, DC 16 Fortitude save or be sickened 1 (or sickened 2 on a critical failure). A creature that critically succeeds at its save is temporarily immune for 24 hours.

    The creature's eyes seem to bore into you with a stomach-churning intensity!

    ~+~Combat Round 1~+~
    Rekk
    Gray
    Tenpot
    Vardenor
    Ennillee

    Map

    Horizon Hunters

    He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

    Tenpot quickly sizes up the strange creature, then backs away and fires.

    ◆Exploit Vulnerability, ◆Stride, Strike

    Esoteric Lore to Exploit Vulnerability: 1d20 + 11 ⇒ (18) + 11 = 29

    Pistol: 1d20 + 9 ⇒ (16) + 9 = 25
    Piercing (concussive), Implement’s Empowerment: 1d6 + 2 ⇒ (2) + 2 = 4 Plus results of Exploit Vulnerability

    Fatal d10 on crit:
    Fatal base damage (concussive), Implement’s Empowerment: 1d10 + 2 ⇒ (8) + 2 = 10
    Fatal die: 1d10 ⇒ 8

    ↺ Ring Bell (if target of Exploit Vulnerability makes a Strike or Casts a Spell within 30 feet of me that would affect me or one of my allies):

    Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.
  • Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC (19@ level 3) or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
  • Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC (19 @ level 3) or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
  • Pistol: unloaded at end of turn


    Myth-Speaker Prey for Death

    Critical success on Exploit Vulnerability: Immunities controlled, emotion; Resistances mental 2, poison 2, physical 2

    The shot from Tenpot's gun pierces the creature, barely missing a vital area. (5 Damage: Resist 2, Exploit 3)

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Ennillee pops down into her stance, steps over, and punches the creature twice in quick succession.

    Stumbling Punch: 1d20 + 10 ⇒ (12) + 10 = 22
    ouch!: 1d8 + 2 ⇒ (8) + 2 = 10

    Stumbling Punch: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
    ouch!: 1d8 + 2 ⇒ (3) + 2 = 5

    Fort: 1d20 + 8 ⇒ (4) + 8 = 12

    She feels queasy.

    Horizon Hunters

    HP: 19/19 (5Temp), AC 17, Perception +3 (-1), FORT +6 (+1), REF +8, WILL +3 (-1) | ey/em or they/them Hero Points 1/3 | Versatile Vials 2/5

    Vardenor thinks about if ey might know this creature's capabilities already, pulls out an elixir ey prepared at the start of the day, and quaffs it to try and keep eir stomach from churning.

    ◆ Recall Knowledge about the creature, ◆ Interact to draw a lesser juggernaut mutagen, ◆ to consume the mutagen.

    Fortitude, after factoring in the mutagen's item bonus: 1d20 + 7 ⇒ (1) + 7 = 8
    Hero Point Fortitude: 1d20 + 7 ⇒ (15) + 7 = 22

    End of Turn Status: +1 item bonus to Fortitude, 5 temp hp. -2 penalty to Will saves, Perception checks, and initiative rolls. Nothing in hands.


    Myth-Speaker Prey for Death

    GM Screen:

    1d20 + 6 ⇒ (13) + 6 = 19

    Vardenor suspects that these are some sort of unusual hound of tindalos! Luckily, it seems they are weaker than most, though still formidable! Ey knows that it is dangerous to use mental effects on the creature--it can hurt the attacker more than the hound!

    As the creature growls at the bop on the snout from Ennillee, two more hounds appear next to the bulkheads of the ship! Each hound casts a spell on itself, and their bodies seem to blur, moveing slightly faster than all that surrounds them.

    ~+~Combat Round 2~+~
    Red (haste)
    Blue (haste)
    Rekk
    Gray (-13)
    Tenpot
    Vardenor
    Ennillee

    Map

    Grand Lodge

    F +5, R +9, W +5 || AC 18 || HP 16 ||

    Longbow attack: 1d20 + 7 ⇒ (14) + 7 = 21 for piercing damage: 1d8 + 1 ⇒ (5) + 1 = 6

    Rekk sends another arrow at the first hound, curses, and turns his focus to one of the newcomers. (mark prey on another guy!)

    And tries to shoot that guy!: 1d20 + 2 ⇒ (3) + 2 = 5 for piercing damage: 1d8 + 1 ⇒ (4) + 1 = 5


    Myth-Speaker Prey for Death

    Rekk finishes off the first hound, though his arrow misses the mark on his new target.

    ~+~Combat Round 2~+~
    Red (haste)
    Blue (haste)
    Rekk
    Gray
    Tenpot
    Vardenor
    Ennillee

    Map

    Horizon Hunters

    He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

    Tenpot quickly reloads as he examines the blue-ish newcomer, then fires!

    Interact to Reload, Exploit Vulnerability vs. blue, Strike vs. blue

    Esoteric Lore to Exploit Vulnerability vs. blue: 1d20 + 11 ⇒ (11) + 11 = 22

    Pistol: 1d20 + 9 ⇒ (18) + 9 = 27
    Piercing (concussive), Implement’s Empowerment: 1d6 + 2 ⇒ (6) + 2 = 8 Plus any effect from Exploit Vulnerability

    Fatal d10 on crit:
    Fatal base damage (concussive), Implement’s Empowerment: 1d10 + 2 ⇒ (8) + 2 = 10
    Fatal die: 1d10 ⇒ 6

    ↺ Ring Bell (if target of Exploit Vulnerability makes a Strike or Casts a Spell within 30 feet of me that would affect me or one of my allies):

    Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.
  • Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC (19@ level 3) or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
  • Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC (19 @ level 3) or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
  • Pistol: unloaded


    Myth-Speaker Prey for Death

    With a loud bang, Tenpot puts a bullet right through the creature's brain, downing it in one strike!

    That's it for blue.

    Horizon Hunters

    HP: 19/19 (5Temp), AC 17, Perception +3 (-1), FORT +6 (+1), REF +8, WILL +3 (-1) | ey/em or they/them Hero Points 1/3 | Versatile Vials 2/5

    Vardenor pulls out eir hand crossbow and takes a shot at red, then reloads. "If this hound survives much longer, I've got something that'll ruin its day."

    (Interact to draw weapon, Strike at red with lesser cover for shooting past an ally, reload)

    Strike: 1d20 + 6 ⇒ (3) + 6 = 9
    Plink!: 1d6 ⇒ 1

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Ennillee moves to attack Red, then raises her shiny buckler.

    Stumbling Punch: 1d20 + 10 ⇒ (2) + 10 = 12
    ouch!: 1d8 + 2 ⇒ (8) + 2 = 10

    Stumbling Punch: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19
    ouch!: 1d8 + 2 ⇒ (2) + 2 = 4


    Myth-Speaker Prey for Death

    The strange creature viciously bites and claws at Ennillee, then blips over to attack Vardenor!

    bite: 1d20 + 8 ⇒ (20) + 8 = 28 for piercing: 1d8 + 2 ⇒ (8) + 2 = 10
    claw: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17 for slashing: 1d6 + 2 ⇒ (2) + 2 = 4

    claw: 1d20 + 8 - 8 ⇒ (15) + 8 - 8 = 15 for slashing: 1d6 + 2 ⇒ (1) + 2 = 3

    ~+~Combat Round 2~+~
    Red (haste)
    Rekk
    Tenpot
    Vardenor
    Ennillee
    (-20)

    Map

    Horizon Hunters

    He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

    Tenpot reloads, moves for a better view, and studies the creature attacking Ennillee.

    ◆Interact to Reload, ◆Stride, ◆Exploit Vulnerability.

    Esoteric Lore to Exploit Vulnerability on Red: 1d20 + 11 ⇒ (12) + 11 = 23

    Pistol: loaded

    ------

    ↺ Ring Bell (if target of Exploit Vulnerability makes a Strike or Casts a Spell within 30 feet of me that would affect me or one of my allies):

    Your implement sings out abruptly, disrupting your foe. The piece played depends on whether the trigger was a Strike or Spell, and it applies to the triggering Strike or Spell, except where noted otherwise.
  • Distracting Cacophony The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a Fortitude save against your class DC (19@ level 3) or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
  • Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a Will save against your class DC (19 @ level 3) or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
  • Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    Ennillee runs up, pretends to come in with her left fist but instead makes two quick jabs with her right.

    Deception to feint: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14

    Stumbling Punch: 1d20 + 10 ⇒ (14) + 10 = 24
    ouch!: 1d8 + 2 ⇒ (6) + 2 = 8

    Stumbling Punch: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
    ouch!: 1d8 + 2 ⇒ (6) + 2 = 8

    Grand Lodge

    F +5, R +9, W +5 || AC 18 || HP 16 ||

    Rekk flares his nostrils and takes in the hound's scent (Mark Prey), hears the creak of his focus's bowstring (gravity weapon) into his mind, and takes a shot.
    Longbow: 1d20 + 7 ⇒ (1) + 7 = 8
    Piercing damage: 1d8 + 1 ⇒ (3) + 1 = 4

    Grand Lodge

    F +5, R +9, W +5 || AC 18 || HP 16 ||

    (Hero point reroll on that attack!)
    Longbow, hero point: 1d20 + 7 ⇒ (15) + 7 = 22
    (Oops and I forgot to add the gravity weapon damage, so that should be 6 piercing instead of 4)


    Myth-Speaker Prey for Death

    Rekk's shot takes out the last enemy and the hound crumbles to a pile of dust.

    Hero Point for Vardenor

    Without this distraction, you have time to recover and try to convince the crew to carry out the ritual that you pieced together from Arjol's notes.

    You must convince the crew members that the ritual is their only chance of returning to their former lives. To enact the ritual, the sailors must replicate their exact routines as they were the day the time-loop started. Because the Pathfinders aren’t the ones stuck in time, they can’t participate in the ritual directly—the crew must perform the ritual themselves.

    To convince the sailors, each PC can attempt:

    • A DC 15 Diplomacy check to Make an Impression or Performance check to Perform can inspire the crew to attempt the ritual or lift their spirits while they work.

    • A DC 13 Intimidation check to Coerce or Sailing Lore check to Recall Knowledge can shout orders and rouse the more shiftless crew members into action.

    • A DC 17 Occultism or DC 20 Arcana, Nature, or Religion check to Recall knowledge can explain to the crew how the magic of the ritual works.

    • A DC 15 Acrobatics, Athletics, Crafting, or Sailing Lore check can help set the ship in order by rigging sails, hauling supplies, making repairs, or scrubbing the decks.

    Because the ritual takes a couple hours to perform, you will only have two chances to convince the sailors to rally.

    You can roll both checks!

    Horizon Hunters

    HP: 19/19 (5Temp), AC 17, Perception +3 (-1), FORT +6 (+1), REF +8, WILL +3 (-1) | ey/em or they/them Hero Points 1/3 | Versatile Vials 2/5

    Vardenor takes time to replenish their versatile vials and uses their knowledge of hard work to shout shout orders.

    Labor Lore check 1: 1d20 + 6 ⇒ (16) + 6 = 22
    Labor Lore check 2: 1d20 + 6 ⇒ (15) + 6 = 21

    Envoy's Alliance

    NG female human (undine) perfection seeker monk 3 | HP 44/44 | AC 21/22 | F +8 R +11 W +7 | Perc +5 | Stealth +9 | Speed: 35 ft (Swim 10 feet) | Active Conditions: ---

    "Look, folks, this is it! This is the chance to stop the loop and get your lives back! Are you with me?"

    Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12

    Seeing her words have little effect, she instead pitches in with the chores.

    Athletics: 1d20 + 7 ⇒ (14) + 7 = 21

    Horizon Hunters

    He/Him | Tengu thaumaturge 3 | hp 30/30; Hero Points 2/3 | AC 19; F+7E R+10E W+7E | Perception +7E; low-light vision | Speed 25ft | Current conditions: | ◆◇↺

    "Hey you swabs! Hop to it!"

    Intimidate: 1d20 + 11 ⇒ (9) + 11 = 20
    Intimidate: 1d20 + 11 ⇒ (19) + 11 = 30

    Grand Lodge

    F +5, R +9, W +5 || AC 18 || HP 16 ||

    Rekk clambers about the rigging, muttering about how none of these branches have the decent to grow leaves.

    Acrobatics DC 15: 1d20 + 7 ⇒ (17) + 7 = 24
    Acrobatics DC 15: 1d20 + 7 ⇒ (16) + 7 = 23


    Myth-Speaker Prey for Death

    You earned 8 rally points! Nice work.

    You rally the entire crew to participate, even the most despondent. As they start replaying their actions, the Tide begins to flicker in and out of existence as the time-loop tugs at the ship. While the sailors have experienced this temporal anomaly hundreds of times before, this day the Tide fails to disappear immediately. The ritual is clearly working, but the crew must see it through to its completion if they want to escape the cycle once and for all.

    While in this vulnerable half-real state, the ship resonates with the rituals that Arjol has attempted over the last hundreds of cycles, attracting the attention of otherworldly beings! You'll have to hold them off until the crew completes the ritual.

    Two strange flickering blobs, much like the ones you fought earlier, and a creature with the head and torso of a goblin but the lower have of an octopus appear on deck and advance on the sailors, intent on devouring their prey.

    Initiative:

    Ennillee: 1d20 + 5 ⇒ (1) + 5 = 6
    Tenpot: 1d20 + 7 ⇒ (3) + 7 = 10
    Vardenor: 1d20 + 3 ⇒ (20) + 3 = 23
    Rekk: 1d20 + 7 ⇒ (19) + 7 = 26
    Red: 1d20 + 2 ⇒ (6) + 2 = 8
    Blue: 1d20 + 2 ⇒ (17) + 2 = 19
    Green: 1d20 + 5 ⇒ (4) + 5 = 9

    ~+~Combat Round 1~+~
    Rekk
    Vardenor

    Blue
    Tenpot
    Ennillee
    Red
    Green

    You folks can start anywhere on your side of the ship. This is a wave combat situation, where you fight monsters until the ritual completes. (Normally you could also help complete the ritual, but you did so well on the Rally checks that it will already take the minimum amount of rounds.

    Map

    Grand Lodge

    F +5, R +9, W +5 || AC 18 || HP 16 ||

    Rekk’s reptilian pupils narrow as he enters a focused state. (gravity weapon)
    The bow creaks in his claws, and two arrows fly toward the strange mass quivering on deck. (Two attacks vs red)
    Longbow: 1d20 + 7 ⇒ (14) + 7 = 21 for possible piercing damage: 1d8 + 3 ⇒ (1) + 3 = 4
    Longbow the second: 1d20 + 2 ⇒ (6) + 2 = 8 for possible piercing damage: 1d8 + 3 ⇒ (2) + 3 = 5

    Horizon Hunters

    HP: 19/19 (5Temp), AC 17, Perception +3 (-1), FORT +6 (+1), REF +8, WILL +3 (-1) | ey/em or they/them Hero Points 1/3 | Versatile Vials 2/5

    Vardenor mixes together some bioluminescent algae with alchemical accelerants in a mason jar and lets it fly at the octogoblin. (Quick bomber to quick alchemy a sticky algae bomb and Strike at green)

    bomb attack: 1d20 + 6 ⇒ (6) + 6 = 12 for possible poison damage: 1d8 ⇒ 8 and 1 poison splash.

    Then, ey, whips out a sturdy metal flask and downs the tonic within, their skin visibly thickening. (Interact to draw a juggernaut mutagen, Interact to consume)

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