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

Game Master Super Zero

RPG Chronicles
Slides Tabletop

30 CP


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Pathfinder Provisions ◆◇↺

I should probably get to bed by.. uh, two hours ago. So here's Mission 1: Wrecked on the Rocks.

“All right, Pathfinders,” Calisro says. “I’m sure everyone is eager to get onto the sea floor, but part of the ship is still on the surface. It looks like it was washed onto a small island that’s been mostly submerged by the storm surge, and who knows what information it’s holding onto. Take a jolly boat and see what you can find.”

Living up to the Pathfinder Society’s motto, the team must explore and report. They quickly make it to the wreckage in the jolly boat, which is 20 feet long and 20 feet wide. They can drop an anchor to keep the craft in place while they explore.

Long strands of seaweed cling to the rocks here, undulating rhythmically with the waves. Shattered debris from the ship is visible just above the pounding surf, and the vessel’s name is barely legible in faded green paint on the broken stern: Whippoorwill. The mainmast appears to have partly sunk through the deck, but still reaches about 30 feet up before ending in a crow’s nest. The tattered remains of a green flag with an early version of the Glyph of the Open Road fly from the mast.

There is a new map on page 2 of the Slides.
I have placed your boat, but feel free to move it to somewhere else if you prefer a particular angle of approach.
The rocks rise 5 feet above the surface of the water; they’re uneven ground and require an Average Acrobatics check to Balance on them. Most of the wreckage of the Whippoorwill here is just one foot above the surface of the water, which is only 10 feet deep in the area. The forecastle in the front of the ship and quarterdeck at the rear of the ship rise an additional 10 feet. The crow’s nest is 30 feet above the broken main deck—reaching it requires a DC 15 Athletics checks to Climb or DC 20 Acrobatics checks to Maneuver in Flight. 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.

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:

Acrobatics: 1d20 + 14 ⇒ (10) + 14 = 24

Rawiri moves into the rocks to get on the wreck and start ... exploring

"It's good that the weather is fine, otherwise it would be dangerous"

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

Knab muses: "What happened here?" and begins examining the boat for clues from afar...

...grabbing the oars, he begins heading towards the forecastle: "Surely they keep records of their navigation..."

◆) Row

Athletics (Expert): 1d20 + 16 ⇒ (13) + 16 = 29

"Gunna put her between that rock outcropping"

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 happy to defend any area open to water or otherwise difficult for others to defend. Or she can climb but it looks like others have that covered. Athletics +18

I'm on mobile, GM can you put Merian someplace that makes sense?

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 joins Rawri on the rocks.

acrobatics: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33

From there Dr Ripfang makes the easy leap to the deck and gets a hand up from his dental assistant in climbing up to the crow's nest.

athletics to climb DC 15: 1d20 + 12 ⇒ (13) + 12 = 25

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

After dropping a few off onto the first rock, Knab steers the boat between the rocks, and begins to weigh anchor...

◆) Row
◆) Row

Athletics (Expert): 1d20 + 16 ⇒ (12) + 16 = 28
Athletics (Expert): 1d20 + 16 ⇒ (14) + 16 = 30


Pathfinder Provisions ◆◇↺

Like that?

As Rawiri and Dr. Ripfang set foot on the deck, there's a boom like a cannon. Something hits Rawiri, though it isn't as solid as an actual cannonball. "Repelling boarders!" shouts a faint voice, and something seems to be moving on the deck. For the briefest of moments, the Pathfinders have the impression of crew members moving around the deck, apparently in distress--but they clearly imagined it, as there is no one there.

Well, not nobody. There is one person, a lookout up in the crow's nest. They're a goblin, though a little unusual as goblins go. They usually aren't that blue. And it's fairly rare for goblins to levitate and speak in echoey far-away voices. It's really the translucency that's most unusual, though.
A ghost! The ghost of the goblin looks alarmed, and whirls around, pointing directly at... something else, far off in the distance. "That she blows! Captain, look! A huge whale! It's coming towards us--fast!"
Nobody else can see any whale. But those on the deck, at least, feel a compulsion to look for it!
Ripfang/Rawiri: 1d2 ⇒ 2 Long Gun: 1d20 + 18 ⇒ (16) + 18 = 34 for force damage: 2d10 + 9 ⇒ (6, 1) + 9 = 16
Ripfand and Rawiri must both attempt DC 25 Will saves. On a success no effect. On a failure, you're fascinated for 1 round, looking for the whale. On a critical failure, the fascination lasts a minute and doesn't end if the haunt Strikes an ally or uses its Lookout's Warning again.

Knab, Dr. Ripfang, and Rawiri's turns. Disabling the haunt requires being adjacent to the mast. Defeating the haunt by attacking is possible, but would require you to be able to reach the ghost, 30 feet up in the crow's next.
Ripfang hasn't started climbing yet, as the haunt's reaction triggered as soon as he moved on to the deck. Feel free to use that roll if you still want to do that, though.

Initiative:
Knab (106+3/106)
Dr. Ripfang (82+3/82, DC 25 Will vs Lookout's Warning)
Rawiri (71/87, DC 25 Will vs Lookout's Warning)
Singe, Echo of a Goblin Lookout (Hazard/Haunt)
Kamil (72+3/72)
Zarina (78+3/78)
Merian (92+3/92)

GM Dice (Initiative):
Singe: 1d20 + 17 ⇒ (8) + 17 = 25
Knab: 1d20 + 17 + 2 - 2 ⇒ (18) + 17 + 2 - 2 = 35
Ripfang: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32
Zarina: 1d20 + 15 + 2 - 2 ⇒ (5) + 15 + 2 - 2 = 20
Rawiri: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
Kamil: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Merian: 1d20 + 9 + 2 - 2 ⇒ (4) + 9 + 2 - 2 = 13

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

Knab rows…

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

Will save: 1d20 + 13 ⇒ (13) + 13 = 26
Dr Ripfang doesn't let the giant ghostly whale distract him as he moves up to the mast and tries to do something about the haunting spirits.

I don't see a skill list for disabling the haunt, so here's a guess.

Occultism: 1d20 + 15 ⇒ (2) + 15 = 17
Hero Point Occultism: 1d20 + 15 ⇒ (2) + 15 = 17

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

One row puts us to where Ripfang and Rawiri jumped off...

Knab releases the oars and hobbles over to base of the mast. Engaging the fantasy, he attenuates his imagination, pretending to be the first mate (not the captain...) of a ship, and, grabbing a metaphysical harpoon, launches it with an overhand throw, right into the eye of the whale!

◆) Stride
◆◆) Disable

Religion (Master): 1d20 + 17 ⇒ (12) + 17 = 29

The spirit moves him - without his own voice, he speaks "From hell's heart I stab at thee; for hate's sake I spit my last breath at thee!"

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 is in the water with Merian


Pathfinder Provisions ◆◇↺

The ghost takes no notice of Dr. Ripfang, but when Knab tries to play along with the scene they hesitate for the briefest moment. "What are.. ?"
But immediately their attention snaps back to the whale that only they can see. A memory of something long ago? His efforts to lay the spirit to rest are working, but Knab has an inkling their might be a better way.
Occultism isn't one of the listed skills, but I'd buy that at a higher DC. That's a failure regardless.
Knab succeeds with Religion, but more than one success will be needed here. A Religion check to Recall Knowledge could determine another skill to use.

Rawiri's turn. Disabling the haunt requires being adjacent to the mast. Defeating the haunt by attacking is possible, but would require you to be able to reach the ghost, 30 feet up in the crow's next.
Initiative:
Knab (106+3/106)
Dr. Ripfang (82+3/82)
Rawiri (71/87, DC 25 Will vs Lookout's Warning)
Singe, Echo of a Goblin Lookout (Hazard/Haunt, Disabled 1/?)
Kamil (72+3/72)
Zarina (78+3/78)
Merian (92+3/92)

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:

Will save, DC25: 1d20 + 16 ⇒ (9) + 16 = 25

"Dar She Blows, all right. Let me join you in the nest of yours there"

Religion to recall knowledge Religion +12

Acrobatics to climb?, DC20?: 1d20 + 14 ⇒ (2) + 14 = 16
Acrobatics to climb?, DC20?: 1d20 + 14 ⇒ (13) + 14 = 27


Pathfinder Provisions ◆◇↺

Rawiri sees the ghostly wayfinder at the goblin's belt, and realizes that convincing the ghost that they are Pathfinders as well may help snap them into the present--and also get them to stop shooting a them.
You can disable the haunt with Religion, though it requires Expert proficiency. You can also use Pathfinder Society Lore. The DC is the same, but it only requires being Trained. Also, while either skill contributes to the total successes needed to end the haunt, PFS Lore also reduces the number of attacks they make each turn.

He has a little more trouble with the climbing, although he does make it five feet off the ground.

While their attention is still fixed on the whale that only they can see, the goblin fires a few shots. Knab avoids a shot, and none come Rawiri's way. Dr. Ripfang may still be having a bad day.
“It’s coming around again! It’s relentless! Brace for impact!”
The boat doesn't lurch, because there is no whale and no impact. And yet, those on the boat can almost feel it.
Ripfang/Knab/Rawiri: 1d3 ⇒ 1 long gun: 1d20 + 18 ⇒ (20) + 18 = 38 for force damage: 2d10 + 9 ⇒ (5, 6) + 9 = 20
Ripfang/Knab/Rawiri: 1d3 ⇒ 2 long gun: 1d20 + 18 ⇒ (5) + 18 = 23 for force damage: 2d10 + 9 ⇒ (10, 10) + 9 = 29
Ripfang/Knab/Rawiri: 1d3 ⇒ 1 long gun: 1d20 + 18 ⇒ (8) + 18 = 26 for force damage: 2d10 + 9 ⇒ (4, 9) + 9 = 22
No Quarter! Those on the deck (Knab, Ripfang, and Rawiri) must make a DC 25 Will save. No effect on a success, +2 circumstance bonus on your next save on a critical success. On a failure you're Off-Guard for a round, and on a critical failure you also fall prone.

All PCs' turns. Disabling the haunt requires being adjacent to the mast. Defeating the haunt by attacking is possible, but would require you to be able to reach the ghost, 30 feet up in the crow's next.
Initiative:
Knab (106+3/106, DC 25 Will vs Lookout's Warning)
Dr. Ripfang (23/82, DC 25 Will vs Lookout's Warning)
Rawiri (71/87, 5 feet up, DC 25 Will vs Lookout's Warning)
Singe, Echo of a Goblin Lookout (Hazard/Haunt, Disabled 1/?)
Kamil (72+3/72)
Zarina (78+3/78)
Merian (92+3/92)

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

Knab tries to determine another way to defeat the whale!

◇) Automatic Knowledge w/ Assurance

Religion (Master): 24 = 24

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

Will save: 1d20 + 13 ⇒ (1) + 13 = 14

Dr Ripfang is disoriented and hits the deck. There he tries to sort out some of his own wounds before working on the haunt.

Battle Medicine DC 20: 1d20 + 19 ⇒ (9) + 19 = 28
healing w/Medic Dedication: 2d8 + 15 ⇒ (4, 5) + 15 = 24

PFS lore: 1d20 + 14 ⇒ (15) + 14 = 29

Prone and Off-Guard. 23+24=47

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 grumbles. Of course, there's no threat from the actual sea. The threats always come from land!

Seeing the ghost, Merian heads towards the crow's nest. But she casts her magical shield and reserves some of the magical energy first.

◆ Cast a Spell
◆ Arcane Cascade
◆ Stride (Swim)

I'm not sure how movement works in this case. Merian has a Swim speed of 30', and I put her in the last water square, which is 25'. If she can get 5 more feet closer even though that's on deck, she'll do that.

Also, as a Sparkling Target magus, Merian will be able to use her shield bonus to saves.

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 does a two move swim around the rock to reach the deck, before raising a magical shield.


Pathfinder Provisions ◆◇↺

Knab realizes that the goblin is reliving the last moments of their life. This kind of echo is not unusual for ghosts. Once they've reenacted their own death, they'll likely just start over and do the exact same thing again.
While it does seem to be offering an opportunity to learn about what happened to the Whippoorwill, the Pathfinders might be able to get the same information by just asking if they can snap them out of it.
While creative solutions are always welcome, I don't have much else to tell you there--PFS Lore and Religion are the only listed skills. AC is their weakest defense?

After healing himself, Dr. Ripfang appeals to the ghost, who almost seems to see him. "Path.. finder?"
A success. That contributes to fully disabling the hazard, and since it was done with PFS Lore the haunt also loses an attack from its routine.

Merian and Zarina arrive on the splintered deck. If nothing else, more targets means Dr. Ripfang probably won't be shot at so much...

Kamil, Knab, and Rawiri's turns. Disabling the haunt requires being adjacent to the mast. Defeating the haunt by attacking is possible, but would require you to be able to reach the ghost, 30 feet up in the crow's next.
Initiative:
Knab (106+3/106, DC 25 Will vs Lookout's Warning)
Dr. Ripfang (47/82, Prone and Off-Guard)
Rawiri (71/87, 5 feet up, DC 25 Will vs Lookout's Warning)
Singe, Echo of a Goblin Lookout (Hazard/Haunt, Disabled 2/?, attacks -1)
Kamil (72+3/72)
Zarina (78+3/78)
Merian (92+3/92, shield)

Also, any preferences for the next mission?

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

Will vs Lookout's Warning (DC 25): 1d20 + 16 ⇒ (10) + 16 = 26

No whale at sea does Knab see. He continues pretending, however...

Religion (Master) to Disable: 1d20 + 17 ⇒ (3) + 17 = 20

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

Kamil casts fly on himself and flies to get next to his comrades.

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:

Will save, DC25: 1d20 + 16 ⇒ (18) + 16 = 34

Rawiri keeps hanging on the ropes as he tries to stop the goblin from doing more damage

"Head towards the flame my child"

Religion, to stop the haunt: 1d20 + 12 ⇒ (17) + 12 = 29


Pathfinder Provisions ◆◇↺

The ghost takes no notice of Knab, but hesitates slightly when Rawiri speaks.

And then takes a few more shots. "Repelling boarders, Captain!"
But then their attention returns to something nobody else can see, their face distraught. “Captain, it’s hopeless! It’s going to destroy the
ship!”
A sense of dread washes over the Pathfinders.
Kn/Ri/Ra/Ka/Z/M: 1d6 ⇒ 1 Long Gun: 1d20 + 18 ⇒ (18) + 18 = 36 for force damage: 2d10 + 9 ⇒ (1, 2) + 9 = 12 Crits Knab for 24 force.
Kn/Ri/Ra/Ka/Z/M: 1d6 ⇒ 6 Long Gun: 1d20 + 18 ⇒ (11) + 18 = 29 for force damage: 2d10 + 9 ⇒ (2, 8) + 9 = 19 Hits Merian for 19 force.
Lookout's Warning: Shark Bait. Everyone must attempt a DC 25 Will save. On a failure, a sense of doom fills the creature, which becomes frightened 1 and sickened 1. On a critical failure, the fear is overwhelming, and it becomes frightened 2 and stunned 1.

All PCs' turns. Disabling the haunt requires being adjacent to the mast. Defeating the haunt by attacking is possible, but would require you to be able to reach the ghost, 30 feet up in the crow's next.
Initiative:
Knab (85/106, DC 25 Will vs Lookout's Warning)
Dr. Ripfang (47/82, Prone, DC 25 Will vs Lookout's Warning)
Rawiri (71/87, 5 feet up, DC 25 Will vs Lookout's Warning)
Singe, Echo of a Goblin Lookout (Hazard/Haunt, Disabled 3/4, attacks -1)
Kamil (72+3/72, DC 25 Will vs Lookout's Warning)
Zarina (78+3/78, DC 25 Will vs Lookout's Warning)
Merian (92+3/92, 19 damage, pending Shield Block?, DC 25 Will vs Lookout's Warning)

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 will Shield Block (hardness 11, so -8 hp to Merian, and the Shield is Dismissed).

Will, Arcane Cascade: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Saved by Arcane Cascade!

Merian is scared, but moves up to the post anyway, and sings a Pathfinder drinking song.

◆ Stride
◆◆ Pathfinder Society Lore, sickened 1: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17

↺ Reactive Shield: if attacked, Merian's AC is 27, but she can't Shield Block.

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

Will save: 1d20 + 13 ⇒ (18) + 13 = 31

Dr Ripfang finally manages to focus on the task at hand. Standing up Dr Ripfang tries repeating the words slowly and loudly "YES... PATH.... FINE... DERS..."

PFS lore: 1d20 + 14 ⇒ (5) + 14 = 19

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

Will vs Lookout's Warning (DC 25): 1d20 + 16 ⇒ (6) + 16 = 22

...Knab keeps up the fantasy...

Religion (Master) to Disable: 1d20 + 17 ⇒ (6) + 17 = 23

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

will save: 1d20 + 15 ⇒ (10) + 15 = 25

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 tries to reinforce Merian by joining in with the song.

She then moves up to the mast and tries to help dismiss the haunt.

religion: 1d20 + 13 ⇒ (15) + 13 = 28


Pathfinder Provisions ◆◇↺

The goblin ghost levels their gun once more. “Get below, captain... captain... where--when? No, this happened already. It's not here now, it's not--"

The ghostly image slumps over the railing of the crow’s nest. “My apologies, Pathfinders,” they call out. “I seem... confused and can hardly tell what is real anymore.” They explain, though struggle to remember the details: “I am Singe, I was a gunner on this ship. My last memories are of leaving a strange island, but... I, I can’t remember. We set sail for home—we were excited to tell the Grand Convocation what we found—but then I saw a monstrous killer whale. It came straight at us. We put up our best fight, but Kimma knew we were doomed. She called us to go below—I don’t know what she intended, but I volunteered to stay above to give them time. My gun barely scratched the beast’s hide, though!”

Singe’s spirit has forgotten much of what they knew in life. They have no memory of their time on the Isle of Claws and Terror and don’t know what happened to Kimma: “She must have drowned or been devoured by the beast.” If asked, they tell the Pathfinders that they think bringing the Whippoorwill’s story back to Absalom would let them find eternal rest.

Reporting a Whippoorwill success.
You have 10 minutes to rest before the next mission. You can extend an 10-minute break to an hour, but only once during this section or the pearl's power will run out.
Status:
Knab (85/106)
Dr. Ripfang (47/82)
Rawiri (71/87)
Kamil (72/72)
Zarina (78/78)
Merian (87/92)

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 has a pearly white aeon stone, so she'll spend 10 minutes repairing her shield.

Repair (Crafting): 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32 vs DC 19
Should be back to full.

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:

Rawiri has Vital beacon, and he can also burn heal spell if someone wants.

Rawiri salutes to the ghosts departures "You were a bright flame for this ship! You shall be remembered"

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 makes notes of the names mentioned for a later Chronicle report.


Pathfinder Provisions ◆◇↺

Once healing is resolved...

“Well, Pathfinders,” Eando says, pulling a spyglass away from his eye. “It wouldn’t be a Society mission if something didn’t go wrong. We spotted the ship’s wheel caught between a couple of rocks near the surface. But when we sent a sailor to collect it, he came back white as a ghost. He said he—and I quote—‘saw the Seawraith.’ Since we’re still here, I’m going to assume it wasn’t actually Besmara’s ship, so it was probably something else. Which means we need you to investigate.”

Eando doesn’t have any more information—the sailor was terrified and barely coherent (Eando sent him below to pull himself together).

Locating the site isn't difficult.
Sea foam billows out of the ship’s wheel, quickly coalescing into the shape of a catfolk woman. Where not covered by her puffy-sleeved blouse and flapping cape, her striped fur appears drenched.

Her mouth falls open, revealing a pair of long fangs, and it’s not immediately clear if it’s a smile or a threat. “I’m Venture-Captain Kimma Atyi,” she says. “I don’t know why you’ve come looking for the Whippoorwill, but you would do well to sail away while you still can.”

You can convince the venture-captain that you're also Pathfinders with a Pathfinder Society Lore or (more difficult) Diplomacy check. Everyone can attempt. Success here will give a bonus to the next part.

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

Knab rubs some dwarves salve over his brow…

Treat Wounds (Medicine, Trained): 1d20 + 14 ⇒ (14) + 14 = 282d8 ⇒ (6, 6) = 12
Critical Success: 2d8 ⇒ (7, 8) = 15 @ Healed to 106/106

He shows evidence of the current year, marked by a ledger of a recent transaction he made. Let her put two and two together!

PFS Lore (Trained) w/ Pursue a Lead (+1): 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28

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

Pathfinder Society Lore: 1d20 + 12 ⇒ (20) + 12 = 32

"My dear amerrun," Merian says, using the word instead of 'catfolk', "We're here to find you. Our Chronicles indicate that you went to investigate an island with strange architecture and never returned."

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

Ward Medic Treat Wounds DC 20 for Ripfang and Rawiri: 1d20 + 19 ⇒ (4) + 19 = 23

Ripfang healing: 2d8 + 15 ⇒ (6, 8) + 15 = 29
Rawiri healing: 2d8 + 15 ⇒ (7, 2) + 15 = 24

Ripfang also drinks a coagulated versatile vial: 2d6 ⇒ (6, 5) = 11

We should all be full

---

PFS Lore: 1d20 + 14 ⇒ (11) + 14 = 25

"See, look at all our wayfinders! We're definitely Pathfinders."

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 waves a Wayfinder at her.

Yeah. We met your lookout, Singe ... you really got smacked into by a whale? They're usually not that aggressive.

PFS lore: 1d20 + 11 ⇒ (20) + 11 = 31


Pathfinder Provisions ◆◇↺

"Pathfinders? But--yes, it was very... Singe is alive? I didn't see what--they were so brave, but while they were fighting I was trying to--"

The spirit falls silent. "It's been so long, I don't know... You are Pathfinders, but I don't know you. I don't know if I should..."

Now that Kimma has accepted they’re Pathfinders, the PCs must persuade her it’s time to give up her secrets. Each PC can decide how best to attempt that for themselves.
And sorry, I misspoke earlier. Technically you don't get a bonus. Since you successfully convinced her you're Pathfinders, I use lower DCs for this part.

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's tone softens as she swim closer to the ghost.

You've been out here longer than you think ... and I'm really sorry for your losses. But we wish to make your story known and take it home, so your memory doesn't fade. And whatever happened, I'm sure you did your best.

diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16

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

"Explore, Report, Cooperate!" encourages Merian. "You made it this far in exploration, we'll cooperate to help you report what you've learned!"

Pathfinder Society Lore: 1d20 + 12 ⇒ (8) + 12 = 20

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 starts to open his mouth, and finds Merian nearly making his exact same argument.

Dr Ripfang shrugs and thinks to himself, Just because somebody else already made it doen't make it a bad argument.

"Remember the bonds of the Society, and report and cooperate."

PFS Lore: 1d20 + 14 ⇒ (17) + 14 = 31

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

The Society has expended beyond the Inner Sea! There's now Lodges even in the far away Tian Xia!

TIan Lore: 1d20 + 15 ⇒ (11) + 15 = 26


Pathfinder Provisions ◆◇↺

"I know we did," Kimma answers Zarina, "so I have to hope you're made of sterner stuff than we were."
She seems more resistant o emotional appeals.

Yes, perhaps you're right," Zimma says the Merian, but she doesn't seem to be fully paying attention until Dr. Ripfang speak sup. "Yes, true enough."

She's distracted by what Kamil said. "Really? So many lodges! That would warm my heart if still had one."

Kimma tells the Pathfinders, “Before I died, I placed the Forked Key in a watertight chest to keep it safe. Please, it could be dangerous! Find it, finish bringing it back to Absalom!”

Zarina and Merian fail, but Kamil succeeds and Ripfang crit succeeds. That's 3, which is enough for mission success. There are higher thresholds that can be reached, so Knab or Rawiri.

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

"We will find the Forked Key"

Knab will set a second Investigation to "Forked Key Quandary"

"How could this object be dangerous? Where was it seen last? Where was it found?"

If Knab has heard of a Forked Key before, he will use Assurance Arcana / Religion 24 or Nature / Occultsm 22 - Otherwise:

PFS Lore (Trained) w/ Pursue a Lead (+1): 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21

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:

Diplomacy: 1d20 + 17 ⇒ (4) + 17 = 21

"Look we came here from far away, we are your best bet"


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Calisro bows her head. “It’s confirmed. This was the Whippoorwill. After 400 years, we’ve found some of the very first agents the Pathfinder Society ever lost. Now it’s up to us to finish their mission.”

Table GMs, the Living History condition is in effect

“Well done, agents,” Eando exclaims. “Our investigations have revealed that the ship’s Venture-Captain, Kimma Atyi, placed an artifact they recovered in a watertight chest when they realized they were doomed. And now we think we’ve found the chest!”

Table GMs, X Marks the Spot!

“Be careful,” Eando continues. “We’ve encountered a couple of undead members of the crew and there could be more guarding the chest. Keep your eyes open!”

Table GMs, the Forewarned condition is in effect.


Pathfinder Provisions ◆◇↺

Knab succeeds, but Rawiri fails. You needed at least one crit success there anyway--but that was just to get extra information, you already succeeded.

Eando Kline pulls up a sounding line, measuring marks. Doing a quick calculation, he turns to the assembled Pathfinders. “Two hundred and fifty feet deep,” he says. “That’s where you’re headed. We’ve learned that the crew of the Whippoorwill placed a mysterious artifact they recovered in a watertight chest, which is still sitting there in the wreckage. Go bring it back!"

It takes the Pathfinders about a minute to swim to the ocean floor.

Through the murk of the ocean depths, the broken aft of the ship leans against a partially crushed, phosphorescent coral reef. Inside, covered by silt and partially encrusted with barnacles, sits a chest.

“That chest you’re looking at right there, me buccos, belongs to a group called the Pathfinder Society,” a voice calls out, barely intelligible through the water. “All of us on the Whippoorwill gave up our lives to get the Forked Key it holds back to the Wounded Wisp. Some of us gave up our deaths afterward to make sure it stays safe from tomb robbers and demon worshippers like you. So, hands off!"

Behind him, some shadows move unnaturally through the water. And there's something else there as well, barely visible as a ripple as they move.

At least the water is relatively calm--the storm above doesn't seem to having an effect this deep.

Since this is underwater, you can easily move in three dimensions... but I'm assuming everything is on the same level at the start here, just above the wreck.

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 is used to swimming around shipwrecks. After all she works for a salvage company.

And we're Pathfinders. Zarina says, showing her Wayfinder. Captain Atyi told us about the Forked Key and we're here to take it back to Absalom.

And no .. last I checked, Besmara is not a demon. And who are you so your names can be remembered

She has also transformed into a mermaid again.


Pathfinder Provisions ◆◇↺

The leader (who seems solid, unlike his more ghostly followers) shouts over Zarina. He probably didn't hear much after the word "Pathfinders."

“Just copying my claim, are you? Durvin Gest had a word for people like you who tried to crash our Convocations, but I’m not going to repeat it here in mixed company!”

Brandishing his fangs claws, and a dead fish in his off-hand, he pushes forward to attack.

Since you were forewarned about undead due to the house's success during the missions, everyone gains a +2 circumstance bonus to Initiative.
Kamil's turn. DC 21 to Swim. Remember that, thanks to the pearl of depths, everyone's proficiency rank for Athletics checks to Swim increases, so you're Trained even if you aren't, and if you are proficient you effectively have a typeless +2. And if you have an actual Swim Speed, you get +5 to that Speed.
Initiative:
Kamil (72+3/72)
Blue Pathfinder Sentinel (Invisible)
Green Averill Quint, Aquatic Ghoul
Zarina (78+3/78)
Knab (106+3/106)
Merian (92+3/92)
Dr. Ripfang (82+3/82)
Purple Pathfinder Defender
Red Pathfinder Sentinel (Invisible)
Rawiri (87/87, Cursebound 1, persistent fire 1)
Orange Pathfinder Defender

GM Dice (Initiative):
Averill Quint: 1d20 + 16 ⇒ (14) + 16 = 30
Blue Sentinel: 1d20 + 11 ⇒ (20) + 11 = 31
Red Sentinel: 1d20 + 11 ⇒ (9) + 11 = 20
Purple Defender: 1d20 + 14 ⇒ (11) + 14 = 25
Orange Defender: 1d20 + 14 ⇒ (1) + 14 = 15
Knab: 1d20 + 17 + 2 + 2 ⇒ (8) + 17 + 2 + 2 = 29
Ripfang (Stealth): 1d20 + 18 + 2 + 2 ⇒ (5) + 18 + 2 + 2 = 27
Zarina: 1d20 + 15 + 2 + 2 ⇒ (11) + 15 + 2 + 2 = 30
Rawiri: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Kamil (Stealth): 1d20 + 15 + 2 + 2 ⇒ (16) + 15 + 2 + 2 = 35
Merian: 1d20 + 9 + 2 + 2 ⇒ (15) + 9 + 2 + 2 = 28

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

Aspis? - cause they seem to like crashing our parties Zarina retorts. And I've probably heard it anyway you *&^%*^

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