Zero's #6-00: Salt of the Ocean [Gameday XIII] (Inactive)

Game Master Super Zero

RPG Chronicles
Slides Tabletop

30 CP


1 to 50 of 74 << first < prev | 1 | 2 | next > last >>

Pathfinder Provisions ◆◇↺

Please fill out RPG Chronicles and enter your information on the Slides (both will be linked above) prior to the start of Gameday on September 8th.

Any GM Glyphs to share, or anything else I should know about your character before we begin?

Feel free to start introducing your characters in the Gameplay thread.

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

Ripfang is in the process of being remastered. Will certainty be done closer to game time.

I have played this via VTT.

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

Also 4 Glyphs and a Campaign Coin here.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Ooh!

Most exciting class to remaster - just did my mutagenicist and I think he is better for it!

(But we will see…)


Pathfinder Provisions ◆◇↺

I also did my Alchemist last night.

Funny, almost all of her infused reagents went to Advanced Alchemy bombs before, but now I don't think I'll do any with Advanced Alchemy. Part of that is the change to Quick Bomber rather than the change to Alchemy, though.

Now that she doesn't have to worry about saving reagents for her own use, Advanced Alchemy might go entirely to things she wants to distribute.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

I’m using Advanced Alchemy for things like poisons and bombs, which for a mutagenicist, are more of a plan B if I can’t get into range or want some special tricks.

For Versatile Vials, keeping two elixirs constantly active, and making on-the-spot decisions for which mutagen to take on turn one, which doesn’t require maxing out Intelligence.

But yeah.

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

It's looking like Ripfang is going to largely end up the same but I'm going to take at least a few days here (more likely a week).

I'll probably swap out Treat Condition from Medic for Invigorating Elixir. Adds stupified to the list, better removal on a success, no crit fail, but slightly worse bonus (Class DC-10 vs Crafting mod). Does eat an quick alchemy and come with a cooldown though. Still applies the normal healing though.

I think I'm staying with Medic/Doctor's Visitation though. Makes moving around feel a lot better action wise when it comes with a battle medicine.

I also have to decide if I want to return the Coagulant Alembic. Was nice to have bombs with more persistent instead of splash. Can keep it and make a few bombs ahead of time but it's a little awkward.

Debilitating Bomb and Combine Elixirs are also on my shortlist to consider instead.

Is likely an upgrade for Ripfang instead of having to guess how much and what healing is needed ahead of time.

My "assassin" alchemist who fires off lots of poisoned arrows with double shot I think is dead though.

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 (resolve) | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

Hey Folks, I also need to remaster Rawiri, which should not be that difficult, but I must say Oracle got some cool feats.

Verdant Wheel

1 person marked this as a favorite.
N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 (resolve) | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

by the way, with the latest GM activity I will get 2 glyphs, when it comes to hero points

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

Alright, I've got Ripfang sorted out.

If we have anybody who avoids notice but doesn't have an item bonus to Stealth I can provide them with a Phantom Roll for a +1 Item Bonus (And other minor benefits).

I can also provide an item bonus to Diplomacy to Make an Impression (and +1 Perception to Sense Motive) with Diplomat's Charcuterie.

Also if Moderate Drakeheart Mutagen makes sense for anybody, I can make that work indefinitely as well. (+5 Item bonus to AC, Max Dex 2) -1 Will/Reflex and Recall Knowledge and a cool 1/use movement option.

Just let me know, so I can apportion my slots.

Envoy's Alliance

1 person marked this as a favorite.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting
Rawiri wrote:
by the way, with the latest GM activity I will get 2 glyphs, when it comes to hero points

Woo! Congrats on your second Glyph!

Grand Archive

Rock Dwarf Blackmarklet Smuggler Mastermind Rogue / Investitator 8 | ◆◇↺ | Exploration Mode: Search | ⛨ 26 or 27 parry or 28 edge w/ Deny Advantage | ♥️106 | Saves @ 14*/17***/15** w/ Evasion, Rock Dwarf (+2) | Perception @ 16*** w/ Darkvision| Speed 20 | ☘️ (?) | ✋ Clan Dagger | ⚕ none

GM Meta:

Knab is a Mastermind Rogue multi-classed into Investigator with the Pursue a Lead class feature which, under the Remaster, has undergone significant revision so as to make it easier to connect potential enemies to the free action version of the Devise a Stratagem action (which has also undergone some revision). Knab can perform both of these activities, and has also taken the Known Weakness feat (to quickly activate his racket's Sneak Attack damage). The main changes are quoted here from my physical copy of PC2:

Leads
"You name one detail you've identified that you think is part of a larger mystery... the GM either confirms there's a larger mystery or tells you there is nothing more to learn... Define the question at the heart of the mystery [and] work with the GM to refine the question if need be. You can also give your investigation a name to better keep track of it..."

Stratagems
"You can Devise a Stratagem as a free action if you're aware that creature could help answer the question at the heart of one of your active investigations... [if you decide on a skill stratagem] You can't attempt a Strike the target... [but] You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target... [and] If you would gain your Pursue a Lead investigation bonus... [it] increases by 1..."

Q) How would you like me to handle making frequent Recall Knowledge checks?
Q) Specifically, if the skill is not given, would you like me to guess the skill and roll the check openly? If yes, and I could surmise multiple skills, should I roll multiple times?
Q) Would you like the investigation bonus and/or skill stratagem bonuses included inside my dice expressions or as "ooc" text next to or below them?

Player Meta:

Knab has the Inspired Stratagems rogue feat, granting everyone a single re-roll once per day so long as he uses his reaction to do so. Since you have to apply it prior to rolling, I'd like to know from you what I can do to help you remember in PbP when you'd like to use it. What I'd like to say is: Feel free to do so if Knab's reaction is available, because he will typically reserve his reaction for precisely this scenario, in which a single die roll is suddenly of greater importance and you'd like to use this fortune effect pro-actively.

=)


1 person marked this as a favorite.
Pathfinder Provisions ◆◇↺

Oh wow, they made leads a lot more complicated, huh?

Since ideally you actually want the information before you choose your remaining actions and I know you'll be doing it, I'll try to remember to have that for you.
Otherwise, for secret checks you can always roll in a spoiler box or just let me know your bonus.

I've been informed that the con will be offering door prizes. To be eligible for a door prize, you have to provide an email address on RPGChronicles, so make sure to do that. (You were doing that anyway because you want me to send Chronicles, right?)

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

I actually really enjoy the inquiry-centered approach. Asking questions is fun.

So, maybe "more complex" in terms of formulating your "heart question", but perhaps less complex in terms of adjudicating what counts as activating class abilities (investigation bonus, Clue In, Devise a Stratagem, etc).

=)

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 78/78hp | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

Zarina - Wave druid here. Three glyphs to contribute.

Verdant Wheel

open | female (she/her) thassalic azarketi (Arcadian) magus (sparkling targe) 7 | ◆◇↺ | AC 25 (27) | HP 92/92, shield 64/64 | P+9, F+14, R+12, W+11 | Explore: scout | LLV, 20' | Focus 1/1, FF [ ] | Spells: 2nd TS [ ][ ], 3rd WW [ ] H [ ], 4th I [ ] MR [ ] | Hero: 1/3 | Active conditions: enjoying a cold seawater bath

Three glyphs as well.

Verdant Wheel

open | female (she/her) thassalic azarketi (Arcadian) magus (sparkling targe) 7 | ◆◇↺ | AC 25 (27) | HP 92/92, shield 64/64 | P+9, F+14, R+12, W+11 | Explore: scout | LLV, 20' | Focus 1/1, FF [ ] | Spells: 2nd TS [ ][ ], 3rd WW [ ] H [ ], 4th I [ ] MR [ ] | Hero: 1/3 | Active conditions: enjoying a cold seawater bath

Incidentally, Merian is no longer encumbered when carrying her bathwater. She upgraded her barrel to a Barrel of Holding. Now she can carry 25 Bulk of seawater.

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 78/78hp | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

Nice ... maybe my undine should get one of those.

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 (resolve) | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

Hey just a note, Rawiri has and will use:

Oracular Warning (Auditory, Cursebound, Divine, Emotion, Mental, Oracle) Trigger You are about to roll initiative. You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for 1 minute. If you are cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4.

This is a status bonus so do stack up with circumstance bonus from Scouting or incredible initiative. It will also put me right away at cursebound 1 for the start of the combat. (Setting Rawiri on fire burning 1).

Envoy's Alliance

1 person marked this as a favorite.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

Obviously Fire Resist won't help Rawiri due to the Curse Clause.

Curse wrote:

As your curse is a direct result of

divine power, you cannot mitigate, reduce, or
remove the effects of your curse or any ability
with the cursebound trait by any means other
than Refocusing.

But.. any GM objections to using Fast Healing or temp HP generating alchemical elixirs such as Numbing Tonic, or Soothing Elixir?

(Also, I have to imagine straight healing would clearly still work)

Thanks, and sorry for the philosophical questions about Oracle Curses and the nature of the universe. Seems better to ask now though than to find out mid-combat.

Grand Lodge

1 person marked this as a favorite.
NG Male Human Educator

I haven't looked at the updated Oracle much yet, but that sounds right.

Oh good, it looks like everyone's signed in to the table even though I've been remiss in nudging.

However, we still need a couple people on RPG Chronicles and the Slides.

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 (resolve) | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

Yeah what Muk muk said is correct, fire resist does not help witht he curse, however assuming that fight does not last longer than 5 rounds than burning 2 does 10 dmg, which is not crazy (it is like drinking Quicksilver at lvl 5 ;)) So I am not that bothered with it.

Oracle revamp is not bad, the curses were made more negative than positive (previously Rawiri was concealed and others were concealed from him), you get spells outside of divine spell list (curated 3), and feats are mor especific to Oracles also progressing your curse liek Oracular Warning.

Chronicles and slides filled in ;) I decided to put myself in the center of that beutiful diamond formation :D

And another note, at least in one fight Rawiri will use Incendiary Aura - 15ft emanation that causes any creature that is get fit with fire to set up in flames. Rawiri has spells to target multiple enemies, and he will try to keep other PCs away from the emanation, but you know ;) If you have a firebomb that can help spread the love feel free to do it, if you would hit Rawiri it is fine as well ;) His fire resistance is there for a reason :D

========================

Muk muk if you still have reagnants, Rawiri would gladly take Drakeheart mutagen

Envoy's Alliance

1 person marked this as a favorite.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

I can indefinitely provide you Drakeheart instead of my Galvanic Gum.

Ya, I'm not too worried about just that damage, just wanted to make sure we wouldn't run into any surprises in the heat of combat since the Oracle language is so broad.

I've got access to both the classic Alchemist's Fire and the Dwarven Daisy for splashing fire damage around.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Sorry I missed my post - unable to reach the computer yesterday, very long day, exhausted at the end.

I return to daily checking!

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

I like this encounter!

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 (resolve) | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:
GM wrote:

It was a hard encounter--the threshold was number of PCs. His success brings you to 4/6.

This one is easier with large groups: There are no thresholds, you just get a clue for every success. Succeeding at the encounter requires identifying the thief from the information you got.

Just for the record that is quite insane threshold ;)

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Can't all be bangers!

Edit: Knab is smarter than his player - his player finally understood the "green" clue - I agree with everyone's assessment now.

Presuming, of course, that iruxi are all "green"...

=)


Pathfinder Provisions ◆◇↺

I don't think they all are, but it does specify that one is "green-scaled."

I tried to give a description of what they actually said that didn't just sound like they were giving you pieces of a logic puzzle, but that's why I marked the exact text of the clues.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

GM, I forgot to set the main plot’s essential question as “What happened to the pathfinders in the Eye of Abendego?” with short title “Mystery of the Missing Whippoorwill” - May I do that now?

Remastered Pursue a Lead

Spoiler:

You name one detail you’ve identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either obvious or something you’ve already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there’s a larger mystery or tells you there’s nothing more to learn (the detail is inconsequential or you know all the information already). If there is in fact a larger mystery at play, you can’t Pursue a Lead again for 10 minutes, but you can choose to open an investigation. To do so, define the question at the heart of the mystery, such as “Where has the priceless work of art that was supposed to hang here been taken?” or “Who or what killed this priest?” Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”).

Investigation Bonus: Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

Active Investigations: You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you’ve given up pursuit of an investigation, you can’t Pursue a Lead into it again until after the next time you make your daily preparations.

Solving an Investigation: If you answer the question at the heart of your investigation, the GM tells you that you’ve done so. You don’t lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information.

Legacy Pursue a Lead

Spoiler:

You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.


1 person marked this as a favorite.
Pathfinder Provisions ◆◇↺

Well we're making good time. Really good. Am I going to quickly? Feeling rushed?

I suspect the House GM will certainly stop us before we could complete Mission 5.

rainzax wrote:

GM, I forgot to set the main plot’s essential question as “What happened to the pathfinders in the Eye of Abendego?” with short title “Mystery of the Missing Whippoorwill” - May I do that now?

Remastered Pursue a Lead

** spoiler omitted **...

Yes, there "is in fact a larger mystery in play."

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

GM,
Thank you for pre-spoilering knowledge checks. I will refer back to those posts as Knab slowly identifies everything on the field.

Dealing with the Ark quickly, however, seems timely...

Envoy's Alliance

1 person marked this as a favorite.
M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

I'll add I'm super impressed with our GMs opening posts for this combat, there's a bunch of complex things going on and they've made it clear from both a mechanical and a flavor perspective what's going on despite having a dozen initiative entries, a hazard, a special condition and us yahoos and our weird abilities.


Pathfinder Provisions ◆◇↺

A chunk of it was copied out of the scenario, of course.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

In general, if someone wants a Knab Hero Point, I would prefer that they roll it for themselves.

Expending his reaction (which he typically reserves for this), and exhausting their daily reroll.

=)


Pathfinder Provisions ◆◇↺

Very well, then congrats on those excellent flat checks.

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

My preference is to keep bombing the swarm to keep working on that weakness. If anybody in the splash zone objects to 2 points of splash I'm happy to do something else though.

Verdant Wheel

open | female (she/her) thassalic azarketi (Arcadian) magus (sparkling targe) 7 | ◆◇↺ | AC 25 (27) | HP 92/92, shield 64/64 | P+9, F+14, R+12, W+11 | Explore: scout | LLV, 20' | Focus 1/1, FF [ ] | Spells: 2nd TS [ ][ ], 3rd WW [ ] H [ ], 4th I [ ] MR [ ] | Hero: 1/3 | Active conditions: enjoying a cold seawater bath

Merian is okay with it, so if Zarina isn't, then attack Orange, and you'll splash Merian and the swarm.

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 78/78hp | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

If it's good for the party Zarina will take it ... she'll probably complain about it at the time though.


Pathfinder Provisions ◆◇↺

Taking Hero Point nominations!


Pathfinder Provisions ◆◇↺

Adding some new handouts!

They're out of order because the middle one is a full page, but I put the other two together. The big one is an underwater combat primer. Another details the benefits everyone gets from the Venture-Captains activating their pearl of depths, including the ability to breathe underwater.

The last one is the mission list for Act 2 (which means Dr. Ripfang recovers from his Sickened condition).

I'll include it here as well:
▫ Whippoorwill Mission 1: Shot Across the Bow (Hazard)
▫ Whippoorwill Mission 2: Cat o’ Nine Tales (Skill Challenge)
▫ Whippoorwill Mission 3: Pirate Parley (Skill Challenge)
▫ Whippoorwill Mission 4: To the Sea Floor (Underwater Combat)

In addition to choosing based on mission type, I have a chart on connected missions. If you'd like to focus on a particular plot arc, let me know and I can nudge you toward missions that follow up on things you've already done.

Right now you could continue to pursue the Sharkskin and Enava arc you started with Act 1 Missions 2 and 4.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

+1 to continuing Sharkskin and Enava arc!

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

No opinion here, and of course I don't remember which I did when I played this before.


Pathfinder Provisions ◆◇↺

Awarding a Hero Point to Dr. Ripfang, because... well dang.

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

I can crit fail at these saves all day!

Grand Archive

1 person marked this as a favorite.
Human Sorcerer (rogue) 8 | AC 26 (27 wShield) | HP (10)72/72| F +14 R +14 W +13| Spells: 1: 4/4 2: 4/4 3: 4/4 4: 4/4 | SP: 2/2 | HeroPoint: 2/2

Back to life! Sorry guys, kids, work and life was overwhelming and I wasn't able to do anything except work, sleep and take care of my kids...

I'm back for good.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

GM, how do I row?

Also I was hoping to row everyone closer to the wreck while several jumped off - is that option totally off the table?


Pathfinder Provisions ◆◇↺
Quote:
Should the PCs want, one can row the jolly boat. The pilot must have their hands free to row and can move the small craft up to 20 feet per action.

No check required. And if where I put it on the map wasn't where you wanted it, feel free to move it.


Pathfinder Provisions ◆◇↺

Taking nominations for a Hero Point!

Assuming you eventually escape from Abendego's Squall, there are a number of missions you can pursue next during this section. Please let me know which you'd like to attempt next:

Mission 2: Pincer Attack (Combat)
Mission 3: Taking on Water (Skill)
Mission 4: Accursed Cargo (Hazard)
Mission 5: Refining Memories (Skill)

As before, if there's a certain plot arc you'd like to continue focusing on, you can also choose based on that.

Two of these missions relate to Sharkskin and Enava, whom you've heard mentioned during three other missions (and at the end of Act 1).
One of these missions relates especially closely to Abendego's Squall, whom you heard about during three other missions (including right now!).


Pathfinder Provisions ◆◇↺

No I was thinking that if nobody had any Hero Point nominations I'd hand one to Merian to promise I wasn't targeting her on purpose there, and, uh... good timing?

Edit: Though any survivors should still vote on which mission they'd like to do next.

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 (resolve) | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

1 Vote for Abendego's Squall ;)

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Zero's #6-00: Salt of the Ocean [Gameday XIII] Discussion All Messageboards

Want to post a reply? Sign in.