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

Game Master Super Zero

RPG Chronicles
Slides Tabletop

30 CP


101 to 150 of 345 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
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 think 89/98 and no quicksilver since I'm still sickened.

Dr Ripfang tries to break free.

Acrobatics to Escape: 1d20 + 14 - 1 ⇒ (4) + 14 - 1 = 17

DrRipfang then tries to brew a skunk bomb.
flat5 to manipulate: 1d20 ⇒ 19

and then chucks it at the big one.

flat 5 to chuck: 1d20 ⇒ 20

Skunk Bomb @ Big One- Sickened,MAP,Range: 1d20 + 17 - 8 ⇒ (3) + 17 - 8 = 12
On a critical Fail, no damage, otherwise 2 splash to them all over there and a DC 26 25 fort save.

Save Results:

Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is sickened 1 and slowed 1 while sickened.
Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened.

Creatures in the splash area treat the results of their saving throw as one step better.

Verdant Wheel

6-00 | 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: 0/3 | Active conditions: none

Escape (Athletics): 1d20 + 18 ⇒ (8) + 18 = 26 vs DC 22

Merian calmly snaps the ropes entangling her. She raises a shield and strides forward onto the diving board that's connecting the two ships, and gets ready to be attacked.

↺ Shield Block (hardness 8), Disarming Block

Disarming Block:
Disarm (Athletics): 1d20 + 18 ⇒ (3) + 18 = 21

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

Dr Ripfang struggles to draw out a modified Bottled Lightning with their quickened action.

flat5 to draw: 1d20 ⇒ 17

Grand Archive

Rock Dwarf Black Market Smuggler Mastermind Rogue / Investigator 8 | ◆◇↺ | Exploration Mode: Search
Stats:
AC 26, 27 parry, 28 edge | ♥️106 | Saves @ 16**/16***/16** w/ Resilience (^), Rock Dwarf (+2), Evasion (^) | Perception @ 17*** w/ Darkvision| Speed 20 or 30 Dashing / Quickrunning
| ☘️ ☑☑ | ✋ Clan Dagger | ⚕ none | Investigations: Forked Key Quandary, Mystery of the Missing Whippoorwill | ↺: Clue In, Inspired Stratagem

↺) Inspired Stratagem (Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Skill Check!)

Seeing as Kamil didn't listen (perhaps he didn't think he needed his help), Knab continues to eye the field, ready to share a timely observation...

Inspired Stratagems (Tracker):

Day One
□ Merian
□ Muk Muk
□ Kamil
□ Rawiri
□ Zarina


Pathfinder Provisions ◆◇↺

Does that include Dr. Ripfang's Escape up there? Ripfang Escape: 1d20 + 14 - 1 ⇒ (19) + 14 - 1 = 32

Dr. Ripfang's bomb passes harmless through the swarm, missing every individual demon. It bounces on to the deck, its contents leaking out harmlessly.
12 is a critical failure. Don't you have Quick Bomber, though?
Too bad you rolled so well on those flat checks you turned out not to need...

The tiny winged demons, alas, have wings. This enables them to take the short route, passing easily over the space between the two ships.
◆ Fly--not quite fast enough to catch all three!
◆ Ravenous Bites. Ripfang and Rawiri must attempt Fort saves. Sorry, I need to know the result here to choose a third action, so I'll roll for you. You may of course feel free to reroll. Ripfang Fort: 1d20 + 15 - 1 ⇒ (17) + 15 - 1 = 31 and Rawiri Fort: 1d20 + 11 ⇒ (2) + 11 = 13 vs piercing damage: 3d6 + 2 ⇒ (3, 5, 2) + 2 = 12. Ripfang succeeds and takes 6 damage. Rawiri fails, takes 12 damage, and is stupefied 1 for 1 round. And you now know the exact DC without me saying it.
◆ Maddening Gibbers. Each Stupefied creature in the swarm's space (so Rawiri, unless he retools and succeeds, in which case there are no targets and the swarm will just Step to get Zarina in its space as well) must attempt a Will save, DC 22. On a critical success you're immune, on a success no effect, on a failure you're Confused for one round, and on a critical failure you're Confused for one round and won't target demons while confused.

If Merian wants to get closer, the shark demon is happy to oblige. It moves up to her and slaps her hard with a tentacle. She blocks the middle of the blow, but... tentacles are long and flexible, and the end still hits her. In addition to the physical blow, it's slimy and gross and she feels a weird urge towards selfish behavior. Unfortunately, the demon isn't using a weapon that she can disarm. A brand appears over Merian, and she feels an inexplicable urge that the most obvious and best thing to do is to take everyone's weapons for herself. Because then she'd have more weapons, and obviously all weapons rightfully belong to her. She deserves them.
◆ Stride
◆ Strike tentacle: 1d20 + 15 ⇒ (13) + 15 = 28 for bludgeoning damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
◆ Mark of Avarice. Make a DC 24 Will save. On a critical success you're immune, on a success you're unaffected, on a failure you're affected for one round, and on a critical failure you're affected for one minute. On a failure or worse, check the box below for the effect:

Mark of Avarice:
The gargarthezul places a brand on the creature it hit that fills the creature's mind with overwhelming urges towards piracy. The creature doesn't treat anyone as their ally and can't Delay or Ready. They must use all of their actions to attempt to Disarm or Demoralize, targeting a creature randomly determined by the GM (they may use actions to facilitate their attempts, such as to move to the target or to drop an item so they have a free hand).
If the creature successfully Disarms or Demoralizes their target, they can attempt a DC 11 flat check to immediately recover from the Mark of Avarice.
Random Target Knab/Kamil/Green/Ripfang/Orange/Zarina/Purple/Rawiri: 1d8 ⇒ 3 (skipping the swarm, because it's a swarm and therefore immune to both, that's just mean) Green
If you successfully Demoralize Green but fail the flat check, next target is Kn/Ka/Ri/O/Z/P/Ra: 1d7 ⇒ 6 Purple

Zarina's turn.
Initiative:
Knab (93/106)
Kamil (72+3/72)
Green Gargarthezul Captain
Merian (88/92, DC 24 Will vs Avarice)
Dr. Ripfang (89/98, Sickened 1, Grabbed)
Damned Vescavor Swarm
Orange Gargarthezul Captain
Zarina (78+3/78, Quickened)
Purple Gargarthezul Captain
Rawiri (87/87, DC 22 Will vs Confuse)

Verdant Wheel

1 person marked this as a favorite.
6-00 | 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: 0/3 | Active conditions: none

Spoilering my Will save so that nobody knows what Merian's going to do, muhahaha ...

Will Save:
Will: 1d20 + 11 ⇒ (17) + 11 = 28 vs DC 24

Grand Archive

Rock Dwarf Black Market Smuggler Mastermind Rogue / Investigator 8 | ◆◇↺ | Exploration Mode: Search
Stats:
AC 26, 27 parry, 28 edge | ♥️106 | Saves @ 16**/16***/16** w/ Resilience (^), Rock Dwarf (+2), Evasion (^) | Perception @ 17*** w/ Darkvision| Speed 20 or 30 Dashing / Quickrunning
| ☘️ ☑☑ | ✋ Clan Dagger | ⚕ none | Investigations: Forked Key Quandary, Mystery of the Missing Whippoorwill | ↺: Clue In, Inspired Stratagem

Knab gives the azarketi the side eye...

...he keeps his other eye on the clan dagger at his side...

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 do have quickbomber, playing game is hard. I think I attempted and failed my escape check, Will Guidance Zarina for my last action though.

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 70/78hp W1 | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

Zarina grabs her longspear and moves to back up Merian. She then Electric Arcs Orange and Green

ea: 5d4 ⇒ (4, 3, 2, 2, 1) = 12 DC 25 basic ref


Pathfinder Provisions ◆◇↺

Orange Reflex: 1d20 + 17 ⇒ (15) + 17 = 32
Green Reflex: 1d20 + 17 ⇒ (3) + 17 = 20

The shark demons seem fairly quick, though one of them slips on the wet deck and dodges poorly.

The final demon grabs onto the rigging as it dashes, and then using the ropes it almost seems to glide through the air and across the space between the ships, swinging past Merian, Zarina, and Knab. As it moves, it shouts something threatening or maybe insulting at Knab--he can't quite make it out over the storm. It moves up behind him, though he's prepared for that!
◆ Demoralize Knab Intimidation: 1d20 + 15 ⇒ (7) + 15 = 22
◆◆ Halyard Swing. As long as it starts on the deck of a ship, the gargarthezul Strides twice, ignoring difficult or nonexistent terrain, and makes an attack. It flanks Knab, but gets no benefit for doing so due to his Deny Advantage. It still makes the Strike: Tentacle: 1d20 + 15 ⇒ (13) + 15 = 28, hit for unholy bludgeoning damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15

Rawiri, Knab, and Kamil's turns.
Initiative:
Knab (78/106)
Kamil (72+3/72)
Green Gargarthezul Captain (-12)
Merian (88/92)
Dr. Ripfang (89/98, Sickened 1, Grabbed)
Damned Vescavor Swarm
Orange Gargarthezul Captain (-6)
Zarina (78+3/78, Guidance)
Purple Gargarthezul Captain
Rawiri (87/87, DC 22 Will vs Confuse)

For Knab's RK checks:

Gargarthezul w/Assurance:
Knab can't think of anything else, at least not without a little more effort.
(Increased DC for additional knowledge puts this one beyond your Assurance check)

Gargarthezu w/roll:
Gargarthezul are quick, but they aren't nearly so hardy.
Their worst defense is Fortitude.

Vescavor w/Assurance:
A swarm of tiny voracious demons, they're weak or resistant to all the things one might expect. They can eat away at the very ground beneath your feet, creating difficult terrain and making creatures fall prone.

Vescavor w/roll:
A swarm of tiny voracious demons, they're weak or resistant to all the things one might expect. They can eat away at the very ground beneath your feet, creating difficult terrain and making creatures fall prone.

GM Dice (Secret):
Knab Religion: 1d20 + 17 ⇒ (11) + 17 = 28

Grand Archive

Rock Dwarf Black Market Smuggler Mastermind Rogue / Investigator 8 | ◆◇↺ | Exploration Mode: Search
Stats:
AC 26, 27 parry, 28 edge | ♥️106 | Saves @ 16**/16***/16** w/ Resilience (^), Rock Dwarf (+2), Evasion (^) | Perception @ 17*** w/ Darkvision| Speed 20 or 30 Dashing / Quickrunning
| ☘️ ☑☑ | ✋ Clan Dagger | ⚕ none | Investigations: Forked Key Quandary, Mystery of the Missing Whippoorwill | ↺: Clue In, Inspired Stratagem

Knab grins - used to being bothered by more than one person at a time, he strikes back and forth with calculated precision!

◇) Automatic Knowledge vs Green Gargarthezul Captain
~) Mastermind Racket (Sneak Attack vs Foes successfully RKed)
◆) Interact to Draw Clan Dagger
◆◆) Clan's Edge w/ Protective Sheath (Strike two foes + Parry to AC 27 or 28 if Knab's Strikes hit!)
~) Deny Advantage (Only flanked by more powerful foes)

Clan Dagger of Kin-Warding (P, 1h, agile) w/ Sneak Attack (3d6) vs Green GC: 1d20 + 17 ⇒ (10) + 17 = 272d4 + 6 ⇒ (3, 2) + 6 = 113d6 ⇒ (4, 1, 5) = 10
Clan Dagger of Kin-Warding (P, 1h, agile) w/ MAP (-4) vs Purple GC: 1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 242d4 + 6 ⇒ (3, 4) + 6 = 13

Whirling his lone and humble knife, he uses it's reflection to keep tabs on the foe behind him without taking them away from the foe before him - like some weird, heavy, slow, but deft dwarven ninja!

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:

Fort save, hero point, DC22 ;): 1d20 + 13 ⇒ (9) + 13 = 22 I wouldn't reroll it but for caster stupefied is brutal

Rawiri escapes the worst of the swarm. "Ok, sunshines let's dance"

He takes a step backwards and breathes in the air, than he breathes fire at the swarm

Breath fire, heightened to lvl 3, Reflex save DC25: 6d6 ⇒ (3, 3, 1, 6, 3, 2) = 18


Pathfinder Provisions ◆◇↺

Knab catches both demons with his knife.
Both hit.

The little demons aren't quick about dodging the fire. Burning a lot of them at once seems very effective!
Reflex: 1d20 + 17 ⇒ (5) + 17 = 22 Failure. As you probably expect from a swarm, they are weak to area damage.

Kamil's turn.
Initiative:
Knab (78/106, AC 28)
Kamil (72+3/72)
Green Gargarthezul Captain (-33)
Merian (88/92)
Dr. Ripfang (89/98, Sickened 1, Grabbed)
Damned Vescavor Swarm (-23)
Orange Gargarthezul Captain (-6)
Zarina (78+3/78, Guidance)
Purple Gargarthezul Captain (-13)
Rawiri (81/87)

Grand Archive

Rock Dwarf Black Market Smuggler Mastermind Rogue / Investigator 8 | ◆◇↺ | Exploration Mode: Search
Stats:
AC 26, 27 parry, 28 edge | ♥️106 | Saves @ 16**/16***/16** w/ Resilience (^), Rock Dwarf (+2), Evasion (^) | Perception @ 17*** w/ Darkvision| Speed 20 or 30 Dashing / Quickrunning
| ☘️ ☑☑ | ✋ Clan Dagger | ⚕ none | Investigations: Forked Key Quandary, Mystery of the Missing Whippoorwill | ↺: Clue In, Inspired Stratagem

Knab stays keen on the field, two demons on his flank, and tracking five other moving objects at once; easy for his eidetic mind, which ordinarily slow, kicks into overdrive during times of stress!

↺) Inspired Stratagem (Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Skill Check!)

Inspired Stratagems (Tracker):

Day One
□ Merian
□ Muk Muk
□ Kamil
□ Rawiri
□ Zarina


Pathfinder Provisions ◆◇↺

Over 24 hours. Botting Kamil.

Kamil cast shield and electric arc. One of them avoids the spell entirely.

electricity damage: 5d4 ⇒ (4, 4, 4, 4, 2) = 18
Purple Reflex: 1d20 + 17 ⇒ (11) + 17 = 28
Green Reflex: 1d20 + 17 ⇒ (20) + 17 = 37
Purple takes 9 damage.


Pathfinder Provisions ◆◇↺

That same demon snarls back at Kamil and roars in triumph. ...do sharks roar? Well, it seems effective enough, and throws Kamil well off-balance.
The demon seems reenergized as it crows about this success. And then slaps Kamil with a tentacle. Kamil almost manages to block it, but he's just a little too shaken.
A strange mark appears over Kamil, and he feels a sudden inexplicable urge to rob the other Pathfinders.
◆ Demoralize Kamil Intimidation: 1d20 + 15 ⇒ (18) + 15 = 33. Critical success! Succeeding at Demoralizing grants it temp hp: 2d6 ⇒ (4, 5) = 9 thanks to its Vicious Bluster ability.
◆ Strike Kamil Tentacle: 1d20 + 15 ⇒ (10) + 15 = 25. With Frightened penalty, exactly what it needed. For unholy bludgeoning damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13
◆ Mark of Avarice. Kamil must attempt a DC 24 Will save. On a critical success you're immune, on a success no effect, on a failure the Mark lasts 1 round, and on a critical failure the Mark lasts one minute. See the spoiler box for effects.

Mark of Avarice:
The gargarthezul places a brand on the creature it hit that fills the creature’s mind with overwhelming urges towards piracy. The creature doesn’t treat anyone as their ally and can’t Delay or Ready. They use must all of their actions to attempt to Disarm or Demoralize, targeting a creature randomly determined by the GM (they may use actions to facilitate their attempts, such as to move to the target or to drop an item so they have a free hand). If the creature successfully Disarms or Demoralizes their target, they can attempt a DC 11 flat check to recover from Mark of Avarice.
random target Knab/Green/Merian/Ripfang/Orange/Zarina/Purple/Rawiri: 1d8 ⇒ 8 - Rawiri

Merian and Dr. Ripfang's turns.
Initiative:
Knab (78/106, AC 28)
Kamil (72+3/72, -8 pending potential Shield Block, shield, Frightened 2, DC 24 Will vs Mark of Avarice)
Green Gargarthezul Captain (9 temp hp, -33)
Merian (88/92)
Dr. Ripfang (89/98, Sickened 1, Grabbed)
Damned Vescavor Swarm (-23)
Orange Gargarthezul Captain (-6)
Zarina (78+3/78, Guidance)
Purple Gargarthezul Captain (-22)
Rawiri (81/87)

Verdant Wheel

6-00 | 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: 0/3 | Active conditions: none

Merian's stabs at Orange, her trident sparkling with arcane power.

◆◆ Spellstrike: 1d20 + 16 ⇒ (8) + 16 = 24
Piercing: 2d8 + 6 ⇒ (3, 4) + 6 = 13 plus Gouging Claw (Slashing): 5d6 ⇒ (2, 1, 6, 5, 6) = 20

Then, she stabs again, while raising her shield.

Shielding Strike, MAP: 1d20 + 16 - 5 ⇒ (11) + 16 - 5 = 22
Piercing: 2d8 + 6 ⇒ (7, 6) + 6 = 19
Raise Shield, Recharge Spellstrike

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 think the tracker missed my 6 more damage from the failed save here (83/98)

Dr Ripfang tries to get away again.
Acrobatics to escape: 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 19

Dr Ripfang remembers the time in Absalom he got arrested for practicing dentistry without a license and he managed to wriggle out his bonds just before getting dragged to the magistrate. Surely those bonds were tighter than these...

Heropoint to escape: 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30

Finally free Dr Ripfang scatters a bit before quickly bombing the swarm with a newly created alchemist fire.

Alchemist's Fire vs Swarm: 1d20 + 17 - 5 - 1 ⇒ (11) + 17 - 5 - 1 = 22
fire damage: 2d8 ⇒ (7, 8) = 15
2 Splash and 2 persistent. (Splash on main target and Rawiri on anything other than a critical miss.


Pathfinder Provisions ◆◇↺

Merian jabs the demon once, but it manages to deflect the second blow.
Fortunately the first one was the one enhanced by spell power, and it tears into it.
Spellstrike hits, but second attack misses.

Dr. Ripfang's throw is almost just right, but then he coughs at the wrong moment. Thankfully he'll be on solid ground again shortly. Assuming he isn't killed by demons before that.
A miss, thanks to the Sickened condition. It is weak to splash, of course.

With only one person in their current area, the little flappy demons move to pick on Zarina and Merian instead. They do nibble at Rawiri a little first, of course.
◆ Ravenous Bites. Rawiri must make a DC 22 basic Fort save against piercing damage: 3d6 + 2 ⇒ (1, 1, 2) + 2 = 6. On failure he's also Stupefied 1 for 1 round.
◆ Fly
◆ ◆ Ravenous Bites. Merian and Zarina must make a DC 22 basic Fort save against piercing damage: 3d6 + 2 ⇒ (4, 2, 3) + 2 = 11. On failure he's also Stupefied 1 for 1 round.

"You'll never find it!" the injured demon bellows in Merian's face, "You'll be on the bottom of the sea. Well, uh, the island's right there so it wouldn't really be the bottom. Uh, won't be. The bot--be grateful it's so shallow, so..." The demon gives up on being intimidating and thrashes its octopus tentacles wildly. And ineffectually.
◆ Demoralize Merian Intimidation: 1d20 + 15 ⇒ (3) + 15 = 18
◆ Strike Tentacle: 1d20 + 15 ⇒ (5) + 15 = 20
◆ Strike Tentacle: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18

Zarina's turn.
Initiative:
Knab (78/106, AC 28)
Kamil (72+3/72, -8 pending potential Shield Block, shield, Frightened 2, DC 24 Will vs Mark of Avarice)
Green Gargarthezul Captain (9 temp hp, -33)
Merian (88/92, DC 22 Fort vs 11 piercing and stupefied)
Dr. Ripfang (83/98, Sickened 1)
Damned Vescavor Swarm (-30, 2 persistent fire)
Orange Gargarthezul Captain (-39)
Zarina (78+3/78, Guidance, DC 22 Fort vs 11 piercing and stupefied)
Purple Gargarthezul Captain (-22)
Rawiri (81/87, DC 22 Fort vs 6 piercing and stupefied)


Kamil Durus | 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

Kamil Will vs Mark of Avarice (DC 24): 1d20 + 13 ⇒ (7) + 13 = 20

Kamil succumbs to the Mark of Avarice - and begins eyeballing the dwarf's most prized possession - his clan dagger!

Verdant Wheel

6-00 | 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: 0/3 | Active conditions: none

Fortitude: 1d20 + 14 ⇒ (14) + 14 = 28 vs DC 22

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 70/78hp W1 | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

Zarina has her longspear in hand so ... stab stab, stabbity stab, raise magic shield.

+1 longspear: 1d20 + 12 ⇒ (2) + 12 = 14 piercing: 2d8 + 2 ⇒ (1, 5) + 2 = 8
+1 longspear: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 piercing: 2d8 + 2 ⇒ (2, 7) + 2 = 11 (guidance)

fort: 1d20 + 12 ⇒ (8) + 12 = 20


Pathfinder Provisions ◆◇↺

Whoops, didn't apply the persistent damage to the swarm. Flat Check: 1d20 ⇒ 12. It persists.

Zarina nicks a few of the little demons, but has trouble doing any appreciable damage to the swarm.
22 not quite a hit.

With Knab too quick for flanking him to be worthwhile, the gargarthezul moves around Kamil instead. As it starts to shift, it keeps its eye on Knab. "Okay, so you're quick. Killing you will take a few tries. We'll just kill your friends first and come back for you." It doesn't work.
And neither does its attempt to hit Kamil, supposedly an easier target.
◆ Demoralize Intimidation: 1d20 + 15 ⇒ (5) + 15 = 20
◆ Stride
◆ Strike Tentacle: 1d20 + 15 ⇒ (3) + 15 = 18. Miss even with Frightened 2 and flanked.

Rawiri, Knab, and Kamil's turns.
Initiative:
Knab (78/106, AC 28)
Kamil (57/72, shield, Frightened 2, Mark of Avarice 1 round)
Green Gargarthezul Captain (9 temp hp, -33)
Merian (83/92, shield raised)
Dr. Ripfang (83/98, Sickened 1)
Damned Vescavor Swarm (-32, 2 persistent fire)
Orange Gargarthezul Captain (-39)
Zarina (70/78, shield)
Purple Gargarthezul Captain (-22)
Rawiri (81/87, DC 22 Fort vs 6 piercing and stupefied)

Grand Archive

Rock Dwarf Black Market Smuggler Mastermind Rogue / Investigator 8 | ◆◇↺ | Exploration Mode: Search
Stats:
AC 26, 27 parry, 28 edge | ♥️106 | Saves @ 16**/16***/16** w/ Resilience (^), Rock Dwarf (+2), Evasion (^) | Perception @ 17*** w/ Darkvision| Speed 20 or 30 Dashing / Quickrunning
| ☘️ ☑☑ | ✋ Clan Dagger | ⚕ none | Investigations: Forked Key Quandary, Mystery of the Missing Whippoorwill | ↺: Clue In, Inspired Stratagem

Knab imagines a short melee with the Green Gargarthezul Captain, and quickly realizes it's position given the rocking ship is momentarily advantageous, so he seeks to cast his die elsewhere...

Devise a Strategy vs Green GC: 1d20 ⇒ 3

Devise a Strategy (Remastered):

You assess a foe’s weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. 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. Roll a d20, then decide on an attack stratagem or skill stratagem.

Attack Stratagem
If you Strike the chosen creature before the start of your next turn, you must use the result of the d20 roll for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided you Strike with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.

Skill Stratagem
You can’t attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.

Bolded my emphasis

◇) Devise a Strategy vs Green GC
◇) Automatic Knowledge vs Purple Gargarthezul Captain
~) Mastermind Racket (Sneak Attack vs Foes successfully RKed)
◆) Step
◆◆) Twin Feint
~) Deny Advantage (Only flanked by more powerful foes)

Clan Dagger of Kin-Warding (P, 1h, agile) w/ Sneak Attack (3d6) vs Purple GC (Off-Guard w/ Mastermind): 1d20 + 17 ⇒ (3) + 17 = 202d4 + 6 ⇒ (1, 3) + 6 = 103d6 ⇒ (3, 5, 1) = 9
Doubled Gauntlet (P, 1h, agile) w/ MAP (-4) vs Purple GC (Off-Guard w/ Mastermind / Twin Feint): 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 212d4 + 6 ⇒ (4, 4) + 6 = 143d6 ⇒ (2, 4, 3) = 9

...confounded again by the rocking ship, the certainty of a few seconds of skirmish elapses without changed result with the Purple Gargarthezul Captain, whom he similarly struggles to engage with, his dagger failing to find purchase.

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:

Last round Rawiri should take 1 fire damage

Fort save, DC22: 1d20 + 11 ⇒ (12) + 11 = 23

Rawiri laughs like a madman "The flames are whispering, they are hungry, and want to consume ... Fire on board!" He yells as he draws more of the flames, his skin keeps burning, and not in a pleasent way, as he gathers a big ball of flames in his hands, then he unleases it

Fireball@swarm and orange, reflex save DC25: 6d6 ⇒ (1, 1, 3, 3, 2, 3) = 13

Than he wraps himself in protective buble of magic. Cast shield and another persistent fire damage.


Pathfinder Provisions ◆◇↺

Orange Reflex: 1d20 + 17 ⇒ (14) + 17 = 31 Success for 6.
Swarm Reflex: 1d20 + 17 ⇒ (9) + 17 = 26 Success for 6 plus weakness. That bloodies (shorthand I'm using for "half hp or less") it.

The demons continue to prove evasive. Both narrowly avoid Knab, and they avoid the worst of Rawiri's fire. Though a significant portion of the swarming demons are now smoking, inert on the deck--or fallen into the sea.

Kamil's turn.
Initiative:
Knab (78/106, AC 28)
Kamil (57/72, shield, Frightened 2, Mark of Avarice 1 round)
Green Gargarthezul Captain (9 temp hp, -33)
Merian (83/92, shield raised)
Dr. Ripfang (83/98, Sickened 1)
Damned Vescavor Swarm (-43, bloodied, 2 persistent fire)
Orange Gargarthezul Captain (-45)
Zarina (70/78, shield)
Purple Gargarthezul Captain (-22)
Rawiri (76/87)


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

“Good job, Pathfinders,” Eando calls out over the din. “We’re forcing them back! Now finish clearing the deck of demons!”

Table GMs, They’re Striking Their Colors. Bring the encounter to a close and allow one hour rest before Act 2 begins. Table GMs, this is your 1-day warning before we move to Act 2.


Pathfinder Provisions ◆◇↺

The gargarthezuls are tough, but they're also losing. It's clear that the Pathfinders destroying their demon ark so quickly was not something they'd accounted for.

As some of the other Pathfinder agents on board defeat their own enemies, many of them are in need of rest or medical attention--but a few come to help the team.

Overwhelmed, the demons dive into the sea and flee, swept away by the churning waters before they've gone too far.

There is some time to rest before the next phase of the operation. And that rest can be done on dry land (well, land anyway--it's still raining pretty hard).

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 70/78hp W1 | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

Zarina does what healing is required.
Anyone in urgent need? she calls out.

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

Dr Ripfang wipes some more rainbow liquid from their cheek "Totally fine here" as they hand out vials to anybody who wants one.

I've got an infinite number of 2d6 healing vials, but you can only benefit from one every 10 minutes, I also have access to up 3x renewable Elixirs that could be Soothing Tonics for Fast Healing 3 for 1 minute each.(Or more if we take longer than 10 minutes). (I also have access to several more "daily" resources if needed.

Knab Vial: 2d6 ⇒ (1, 5) = 6
Kamin Vial: 2d6 ⇒ (2, 1) = 3
Merian: 2d6 ⇒ (6, 3) = 9
Zarina: 2d6 ⇒ (4, 3) = 7
Rawiri: 2d6 ⇒ (2, 5) = 7

HP after free vials.(Assuming tracker was correct)
Knab (84/106)
Kamil (60/72)
Merian (92/92)
Dr. Ripfang (83/98)
Zarina (77/78)
Rawiri (83/87)


Pathfinder Provisions ◆◇↺

The Pathfinders have an hour to gather themselves before the pearl of depths is activated and the exploration begins in earnest.

Though a warning is passed around that the pearl's magic only lasts for so long--once they start, there won't be much time to tarry.

You have one hour now.
Once you start doing Act 2 missions, you can take 10 minutes between each one. You can take one longer one-hour break during that time, and can decide when you want to use it.

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

An hour is plenty of time to get everybody to full except Ripfang who can't take any due to sickened, and my elixirs all back up.

Ripfang will treat his wounds.
treat wounds DC 20: 1d20 + 19 ⇒ (2) + 19 = 21
Healing: 2d8 + 10 ⇒ (6, 5) + 10 = 21

On Land Dr Ripfang finally gets himself together and having not learned his lesson starts up his Quicksilver addiction once again.

Adjusted slides notes, and header back to quicksilver mode.

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 70/78hp W1 | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

Zarina gets ready to dive, keeping her spare potion of Waterbreathing on standby.

I got two Waterbreathing spells, just in case although ... she looks towards the undine with a grin. How are you at rescue breathing?

Grand Archive

Rock Dwarf Black Market Smuggler Mastermind Rogue / Investigator 8 | ◆◇↺ | Exploration Mode: Search
Stats:
AC 26, 27 parry, 28 edge | ♥️106 | Saves @ 16**/16***/16** w/ Resilience (^), Rock Dwarf (+2), Evasion (^) | Perception @ 17*** w/ Darkvision| Speed 20 or 30 Dashing / Quickrunning
| ☘️ ☑☑ | ✋ Clan Dagger | ⚕ none | Investigations: Forked Key Quandary, Mystery of the Missing Whippoorwill | ↺: Clue In, Inspired Stratagem

Knab relaxes, takes a couple more free elixirs from the strange goblin.

Ripfang Elixir: 2d6 ⇒ (4, 6) = 10 @ 94/106
Ripfang Elixir: 2d6 ⇒ (1, 5) = 6 @ 100/106
Ripfang Elixir: 2d6 ⇒ (5, 4) = 9 @ 106/106

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:

After the enemies are wanquished Rawiri walks a bit on the deck looking at what to burn, and then he tries to find some balance in what he is doing, the flames die slowly and stop consuming his flesh

Refocus => remove the curse

"The flames flow through my flesh, if you need healing, you just need to touch me" Rawiri has Vital Beacon's, first one is 4d10, than 4d8 etc. Feel free to use it. +1 to do the arc


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Calisro grimaces as a Pathfinder agent applies bandages to her wounds. "It’s nothing," she mutters. "Go bother Eando." She turns her attention back to the assembled Pathfinders. "Well, that was exciting. It seems there are demons interested in something here. And if demons want it, we don’t want them to have it. So, let’s go find it and get it back to safety!" she says in a ringing voice.

She pulls out a pearl from a pouch. "This is Tessa Fairwind’s pearl of depths. It will let you breathe underwater. For those of you who can’t swim... well, you should learn, but this will help for now. Its effects only last for a couple hours, so be quick, Pathfinders." The small gem flashes and a lustrous wave ripples out as its magic activates.

Table GMs, please begin Act 2.


Pathfinder Provisions ◆◇↺

She then comes over to address the party.

“You try to set a good example,” Calisro says with a wry grin, “but I guess not every pirate is going to enjoy life more in the Pathfinder Society.” She turns to make sure there are only agents nearby. “It seems some of Tessa’s sailors commandeered a jolly boat. I’ll bet they decided they’re entitled to some of this loot, but we have first claim. Go find them, bring them back and make sure they don’t have any plunder on them. Threaten them with keelhauling if you must.”

The first step is to find them. There's only so far they could have gone, so the Pathfinders will find them eventually--but maybe if they're quick about it they'll be able to catch the pirates off-guard.

Everyone can attempt a Perception or Survival check.

Grand Archive

Rock Dwarf Black Market Smuggler Mastermind Rogue / Investigator 8 | ◆◇↺ | Exploration Mode: Search
Stats:
AC 26, 27 parry, 28 edge | ♥️106 | Saves @ 16**/16***/16** w/ Resilience (^), Rock Dwarf (+2), Evasion (^) | Perception @ 17*** w/ Darkvision| Speed 20 or 30 Dashing / Quickrunning
| ☘️ ☑☑ | ✋ Clan Dagger | ⚕ none | Investigations: Forked Key Quandary, Mystery of the Missing Whippoorwill | ↺: Clue In, Inspired Stratagem

Knab squints hard out of his good eye...

Perception (Master) w/ Darkvision: 1d20 + 17 ⇒ (13) + 17 = 30

...he sizes up his quarry for excess loot...

...pockets, satchels, sacks, socks, cracks!

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 70/78hp W1 | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

perception: 1d20 + 15 ⇒ (5) + 15 = 20

I think I can outswim a jolly boat she muses

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

Perception: 1d20 + 10 ⇒ (19) + 10 = 29

Dr Ripfang beams a giant toothy smile and looks around.

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:

Survival: 1d20 + 12 ⇒ (16) + 12 = 28

Rawiri knows his way on the sea and picks the most probable direction


Pathfinder Provisions ◆◇↺

Zarina may be right about speed, but the low vantage point makes identifying the correct boat difficult.
But Rawiri picks the right direction, and Ripfang and Knab spot the pirates.

For locating them so quickly, everyone gains a +2 circumstance bonus to their checks in this encounter.

The Pathfinders come across the group of pirates on the island near their boat. They don't have any visible loot, but they fail to act convincing. The party seems to have found them quickly enough that they were hasty in hiding the loot, and don't have a cover story to explain why they're here at all.

So it should be around here somewhere. Or maybe the Pathfinders can convince them to hand it over.

To find items the pirates salvaged or get them to confess, each PC can attempt two checks: an Easy Thievery or Underworld Lore check, Average Perception or Intimidation check, or Hard Deception or Diplomacy check.

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

Thievery: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19

Dr Ripfang looks in all the obvious goblin hiding places.

Verdant Wheel

6-00 | 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: 0/3 | Active conditions: none

Merian Refocuses and Repairs her Shield when they have a break.

Crafting (Trained): 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16 vs DC 19
Crafting (Trained): 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 vs DC 19
10 HP restored (full).

---

Intimidation: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

"Look, I'm not going to say that you can't pirate things. But you only get to keep your share of the plunder. Hand over that which you didn't earn, and you can go earn your own plunder. Oh, and don't litter the ocean. I'm definitely going to poke you in the rear end if you litter the ocean."

She shakes her trident menacingly.

Grand Archive

Rock Dwarf Black Market Smuggler Mastermind Rogue / Investigator 8 | ◆◇↺ | Exploration Mode: Search
Stats:
AC 26, 27 parry, 28 edge | ♥️106 | Saves @ 16**/16***/16** w/ Resilience (^), Rock Dwarf (+2), Evasion (^) | Perception @ 17*** w/ Darkvision| Speed 20 or 30 Dashing / Quickrunning
| ☘️ ☑☑ | ✋ Clan Dagger | ⚕ none | Investigations: Forked Key Quandary, Mystery of the Missing Whippoorwill | ↺: Clue In, Inspired Stratagem

"Thieves code" Knab mentions.

They ought to know better than to plunder plunder. He reminds them with the mantra. And keeps one eye out!

Investigation: Mystery of the Missing Whippoorwill

Underworld Lore (Trained) w/ Quick Discovery (+2) vs Easy DC: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19
Perception (Master) w/ Quick Discovery (+2) vs Average DC: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25

He nudges the next Pathfinder to roll!

↺) Clue In (+1 circumstance to INT, WIS, or CHA skill) Non-stacking circumstance bonus!

Clue In (Remastered):

Frequency once per 10 minutes

Trigger: Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.

You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.

Grand Archive

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

Thievery: 1d20 + 13 ⇒ (18) + 13 = 31

Agreed Knab, they must be somewhere.

Then, he "convinces" them to hand over the treasure.

Time to hand over, you've lost, better to not lost everything...

Intimidation: 1d20 + 19 ⇒ (10) + 19 = 29

Verdant Wheel

Female Human Druid (Wave/Aquatic) - 7 | 70/78hp W1 | HP:0/3 | F:12, R:14, W:15 | AC25 | Perc:15 | VW | 124312-2004

They littered the ocean? How DARE they? says an outraged Zarina. I'll poke them too

perception: 1d20 + 15 ⇒ (19) + 15 = 34


Pathfinder Provisions ◆◇↺

"Why would we litter in the ocean?" the pirates whine.

Dr. Ripfang doesn't find anything, but Zarina, Kamil, and Knab find most of the loot in the second-most obvious location.
Ripfang fails, Knab gets a failure and a success, Kamil and Zarina critically succeed. 5 Plunder Points.

The pirates look uncertainly at Merian and Kamil. "Oh, they've already found most of it anyway..."
And two Intimidation successes. 7 Plunder Points total, more than enough.

The pirates confess and turn over their contraband. They also confess that they were looking for an artifact called the Forked Key, which a voice in their head told them about and promised to pay them for.

Calisro tells the Pathfinders to hold on to the looted items in case they turn out to be useful. They include a fine spyglass and an amulet with the eye of Aroden, the symbol of the god of humanity, who was still alive and well when the Whippoorwill sank. The amulet is a symbol of conflict.

Reporting a success, but... which mission next?

101 to 150 of 345 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Zero's #6-00: Salt of the Ocean [Gameday XIII] All Messageboards

Want to post a reply? Sign in.