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

Game Master ChesterCopperpot

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Yesterday's Tide Prey for Death

Both of Rekk's arrows sink into the red blob, which quivers in pain! Vardenor's bomb splashes the octogoblin.

The blue blob wiggles its way down the deck and whips a pseudopod at Rekk.

pseudopod: 1d20 + 6 ⇒ (12) + 6 = 18 for acid: 1d4 ⇒ 4

~+~Combat Round 1~+~
Rekk (-4)
Vardenor
Blue
Tenpot
Ennillee

Red (-9)
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

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 takes a moment to examine the tentacled goblin, trying to recall any weaknesses he may have learned about such things, then takes aim and fires before quickly reloading.

◆Exploit Vulnerability on tentacled goblin, ◆Strike, ◆Interact to Reload.

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

Pistol: 1d20 + 9 ⇒ (17) + 9 = 26
Piercing (concussive), Implement’s Empowerment: 1d6 + 2 ⇒ (1) + 2 = 3 Plus results of Exploit Vulnerability

Fatal d10 on crit:
Fatal base damage (concussive), Implement’s Empowerment: 1d10 + 2 ⇒ (5) + 2 = 7
Fatal die: 1d10 ⇒ 7

↺ 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 starts bobbing as though underwater. She darts up to Red and makes two quick jabs.

    Stumbling Punch: 1d20 + 10 ⇒ (15) + 10 = 25
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

    Stumbling Punch: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7


    Yesterday's Tide Prey for Death

    Crit success on the exploit, though there's nothing particular to learn. Evidently it is weak to bullets.

    Tenpot blows apart the tentacled goblin, and Ennillee puts two good dents in the red blob.

    It responds by whipping out pseudopods at her.

    pseudopod: 1d20 + 6 ⇒ (11) + 6 = 17 for acid: 1d4 ⇒ 4
    pseudopod: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21 for acid: 1d4 ⇒ 4
    Grab!: 1d20 + 5 - 10 ⇒ (16) + 5 - 10 = 11

    It manages one lucky hit, but the monk is too slippery for it to hold on to.

    ~+~Combat Round 2~+~
    Rekk (-4)
    Vardenor
    Blue
    Tenpot
    Ennillee (-8)
    Red (-20)

    Map

    Grand Lodge

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

    Rekk streps back and continues loosing arrows at the red blob. “C’mon, y’goopy damn porcupine.”
    Longbow: 1d20 + 7 ⇒ (11) + 7 = 18
    1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
    Longbow the second: 1d20 + 2 ⇒ (7) + 2 = 9
    1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10

    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 wicked grin and a determined look in eir eyes, Vardenor rushes to the front lines while mixing copper filings into a jar that ey lets rip at the farther blob. "Health is a resource, so I'll make use of being a juggernaut. Stride adjacent to red, quick bomber to make a bottled lightning and Strike.

    Bottled Lightning vs Blue, 2nd range increment: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5 for Electricity damage and off-guard until the start of Vardenor's next turn on a hit: 1d6 ⇒ 2 and 1 electricity splash to blue (and nobody else) on anything other than a crit fail.

    Hero Point the Strike: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5

    Barely even acknowledging the impact of eir bomb, Vardenor pulls out eir clan dagger. "Clan Breakiron whips up some fancy gadgets, but we still know when more traditional means are needed. Interact to draw clan dagger.


    Yesterday's Tide Prey for Death

    The rolling and strange flickering of the deck make it difficult for Vardenor to get in an accurate throw, though Rekk's hunter's aim allows him to sink two arrows into a blob.

    The blue blob tries to get its goo all over the kobold!

    psuedopod: 1d20 + 6 ⇒ (4) + 6 = 10
    psuedopod: 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7
    psuedopod: 1d20 + 6 - 10 ⇒ (18) + 6 - 10 = 14

    But it won't be devouring Rekk today!

    ~+~Combat Round 2~+~
    Rekk (-4)
    Vardenor
    Blue
    Tenpot
    Ennillee
    (-8)
    Red (-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 studies the creature engaged with Ennillee, then fires off a shot aimed carefully over her shoulder and quickly reloads.

    ◆Exploit Vulnerability on Red, ◆Strike, ◆Interact to Reload.

    Esoteric Lore to Exploit Vulnerability vs. Red: 1d20 + 11 ⇒ (9) + 11 = 20

    Pistol vs. Red: 1d20 + 9 ⇒ (11) + 9 = 20
    Piercing (concussive), Implement’s Empowerment: 1d6 + 2 ⇒ (4) + 2 = 6 Plus results of Exploit Vulnerability.

    Fatal d10 on crit:
    Fatal base damage (concussive), Implement’s Empowerment: 1d10 + 2 ⇒ (6) + 2 = 8 Plus results of Exploit Vulnerability.
    Fatal die: 1d10 ⇒ 9

    ↺ 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: loaded at end of turn

    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 comes in from the right, then darts to the left, trying to trick Red.

    Deception to Feint: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30

    Crit! Off-guard until the end of my next turn.

    Stumbling Punch, flurry: 1d20 + 10 ⇒ (2) + 10 = 12
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

    Stumbling Punch, flurry: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

    Stumbling Punch: 1d20 + 10 - 8 ⇒ (12) + 10 - 8 = 14
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8


    Yesterday's Tide Prey for Death

    Tenpot and Ennillee work together to finish off the red slime. The ship looks like it is shaking and jutteirng across the ocen's surface, though you can't feel any unusual movement. It's very disorienting!

    After one of the ship's shimmers, one of the strange hound-like creatures apears on deck, casting a spell and closing in on Tenpot!

    ~+~Combat Round 3~+~
    Hound (hasted)
    Rekk (-4)
    Vardenor
    Blue
    Tenpot
    Ennillee (-8)

    Map

    Grand Lodge

    Vardenor wraps a red cord around a long wooden splinter, shoves it into eir hand crossbow, and pulls the trigger. "Even you will rot with the time you have left." Quick Alchemy an aberration bane crossbow bolt, Reload, and Strike

    Strike vs Hound: 1d20 + 6 ⇒ (16) + 6 = 22 for Piercing Poke!: 1d6 ⇒ 3 and 1d4 persistent poison damage.

    Grand Lodge

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

    Rekk stands his ground and thuds arrows into the remaining blob.
    Longbow: 1d20 + 7 ⇒ (12) + 7 = 19
    Longbow the 2nd: 1d20 + 2 ⇒ (15) + 2 = 17
    Longbow the 3rd: 1d20 - 3 ⇒ (1) - 3 = -2

    1d8 + 3 ⇒ (6) + 3 = 9
    1d8 + 3 ⇒ (8) + 3 = 11
    1d8 + 3 ⇒ (8) + 3 = 11


    Yesterday's Tide Prey for Death

    Vardenor and Rekk pincushion the blob, but it's a big ol' sack of health and it keeps trying to eat the kobold.

    pseudopod: 1d20 + 6 ⇒ (2) + 6 = 8 for acid: 1d4 ⇒ 3
    pseudopod: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21 for acid: 1d4 ⇒ 1
    Grab!: 1d20 + 6 ⇒ (2) + 6 = 8

    poison: 1d4 ⇒ 3
    Flat: 1d20 ⇒ 12

    ~+~Combat Round 3~+~
    Hound (hasted)
    Rekk (-6)
    Vardenor
    Blue (-26)
    Tenpot
    Ennillee
    (-8)

    Map

    For ease of targeting, the ooze has 40 hp and AC 8!

    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 takes a moment to examine the remaining foe, then aims and fires once again!

    ◆Exploit Vulnerability on blue, ◆Strike, ◆Reload

    Esoteric Lore to Exploit Vulnerability: 1d20 + 11 ⇒ (10) + 11 = 21

    Pistol: 1d20 + 9 ⇒ (5) + 9 = 14
    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 ⇒ (7) + 2 = 9 Plus results of Exploit Vulnerability
    Fatal die: 1d10 ⇒ 5

    ↺ 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: loaded at end of turn

    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 feints, then punches the blob three times.

    Deception: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22

    Stumbling Punch: 1d20 + 10 ⇒ (8) + 10 = 18
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

    Stumbling Punch: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

    Stumbling Punch: 1d20 + 10 - 8 ⇒ (17) + 10 - 8 = 19
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

    backstabber damage only if the feint worked.

    Feint, Flurry, Strike


    Yesterday's Tide Prey for Death

    Tenpot and Ennillee finish off the remaining blob, and the swiftly-moving hound attacks casts a spell on Tenpot and follows up with two attacks!

    Something does seem to be weakening the hound, disrupting its dangerous jaws!

    Cast slow on Tenpot (DC 18 Fort), Strike, Strike

    jaws: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8 for piercing: 1d8 + 2 ⇒ (5) + 2 = 7

    claws: 1d20 + 8 - 1 - 4 ⇒ (3) + 8 - 1 - 4 = 6 for slashing: 1d6 + 2 ⇒ (1) + 2 = 3

    Two more hounds appear and haste themselves!

    Everyone, at the end of your turn, please attempt 3 DC 15 Fortitude save or be sickened 1 by the gazes. So many gazes.

    ~+~Combat Round 4~+~
    Red Hound (hasted)
    Green Hound (hasted)
    Pink Hound (hasted)
    Rekk (-6)
    Vardenor
    Blue (-26)
    Tenpot
    Ennillee (-8)

    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: | ◆◇↺

    Fort vs. slow: 1d20 + 7 ⇒ (16) + 7 = 23

    Grand Lodge

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

    Rekk skitters away from the newly appeared hound, then fires at the red one near Tenpot.
    Longbow: 1d20 + 7 ⇒ (20) + 7 = 27piercing damage: 1d8 + 3 ⇒ (8) + 3 = 11
    deadly d10!: 1d10 ⇒ 5
    Longbow the second: 1d20 + 2 ⇒ (9) + 2 = 11piercing damage: 1d8 + 3 ⇒ (1) + 3 = 4


    Yesterday's Tide Prey for Death

    Rekk's accurate shot takes out the red hound in a single blow!

    Vardenor delays, for now.

    ~+~Combat Round 4~+~
    Green Hound (hasted)
    Pink Hound (hasted)
    Rekk (-6)
    Vardenor
    Tenpot (slowed 1)
    Ennillee (-8)

    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 ducks down, then pops up before punching a hound twice. She then raises her buckler.

    Deception to feint: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

    Stumbling Punch, vs flat-footed?: 1d20 + 10 ⇒ (19) + 10 = 29
    backstabber ouch!: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

    Stumbling Punch, vs flat-footed?: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
    ouch!: 1d8 + 2 ⇒ (2) + 2 = 4

    The backstabber damage is only if the feint succeeded.

    Feint, Flurry, Raise Buckler

    Fort: 1d20 + 8 ⇒ (8) + 8 = 16

    Brinesoul Reaction!:

    Frequency once per day; Trigger A creature that has blood and is not at its maximum Hit Points hits you with a melee Strike; Effect You channel salt and brine from your blood into the creature's wounds. The creature must attempt a DC 19 Fortitude save. On a failure, the creature takes 1d6 persistent acid damage and is sickened 1 by the pain. On a critical failure, it instead takes 2d6 persistent acid damage and is sickened 2.

    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: | ◆◇↺

    Though it's already starting to fade, Tenpot feels the sluggish pull of time from the hound's spell. Trying his best to shrug it off, he examines the creature engaged with Ennillee, then fires!

    ◆Exploit Vulnerability on Blue, ◆Strike vs. Blue

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

    Pistol: 1d20 + 9 ⇒ (5) + 9 = 14
    Piercing (concussive), Implement’s Empowerment: 1d6 + 2 ⇒ (1) + 2 = 3 Plus results of Exploit Vulnerability

    Fatal d10 on crit:
    Fatal base damage (concussive), Implement’s Empowerment: 1d10 + 2 ⇒ (7) + 2 = 9
    Fatal die: 1d10 ⇒ 4

    Will redirect both actions to pink if Ennillee took down blue.

    ↺ 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


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    Yesterday's Tide Prey for Death

    Ennillee gives one hound a good bop on the snout, but the pack turns to make a snack of you and the rest of the crew.

    Just as they are about to pounce, a shudder runs through the whole ship, and suddenly the ritual completely takes hold. Your ears pop a bit as the Tide materializes fully in the current timeline. The monsters aboard the ship vanish without a trace, and cheers go up among the sailors on both the Tide and the Pixy.

    This cheer is cut short, however, as all present catch a glimpse a terrifying form—almost canine, but somehow wrong—lurking at the edges of their vision. The thing’s cold gaze pierces the souls of sailors and heroes alike, filling each with an existential dread. As the image of the hound fades, you realize you have only dealt with a small part of a greater entity: one that has noticed you. Thankfully, there do not seem to be an immediate ramifications of that notice.

    Venture-Captain Eras agrees to accompany Yesterday’s Tide for a week to ensure that no lingering effects of the time-loop remain. Thankfully, everything aboard the Tide seems to return to normal at last.

    Before you part ways, Captain Fidero invites you aboard the Tide for a celebratory meal with himself and the rest of his crew. During this meal, he rewards you a jade cat talisman for your heroism.

    Congratulations, Pathfinders! Your keen problem solving has saved the sailors from an endless time loop. You fulfilled your primary objective by rescuing the ship and you secondary objective by deciphering Arjol's journal without asking for help. Successfully rallying the crew not only quickened the ritual that returned the ship to reality, it also impressed Venture-Captain Benarry, who spreads the good word about you to her faction, the Horizon Hunters.

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