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

Game Master Super Zero

RPG Chronicles
Slides Tabletop

30 CP


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Pathfinder Provisions ◆◇↺

Oh, I forgot the Living History condition.
Once during Act 2, each PC
can gain a +2 circumstance bonus to a Pathfinder Society
Lore check. They must decide to use this bonus before making the check.
This encounter is the last part of Act 2, so you don't have a lot of opportunity to use it-- but if you do make a PFS Lore check, you've got +2.

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

Athletics: 1d20 + 16 ⇒ (1) + 16 = 17

Kamil is unable to move in the water, but concentrate to

He opens his mouth and a line of electricity hits his enemies. green, violet & blue

Dragon Breath (Basic Reflex Save DC26): 7d6 ⇒ (4, 3, 6, 5, 3, 3, 5) = 29

As he breath, bluish tiny scales appears on him.

◆ Swim
◆◆ Cast a spell + blood pendency +1 Status bonus to AC


Pathfinder Provisions ◆◇↺

"What did you just--"
Averill Reflex: 1d20 + 16 ⇒ (7) + 16 = 23
Purple Reflex: 1d20 + 18 ⇒ (20) + 18 = 38
Blue Reflex: 1d20 + 11 ⇒ (2) + 11 = 13
Electricity behaves a little differently underwater. It still works, though. The shadowy figure twists around the bolt. The invisible creature clearly does not, but the bolt still passes through with little resistance. If it's undead, it may be ghostly and not entirely physically present.
Blue has some resistance. It's still bloodied.

Hissing angrily, the invisible moves closer, water rippling around it, a stream of bubbles issuing from it as it moves. Jagged pieces of the broken deck suddenly hurl themselves at Merian. She mostly avoids them, but there are just too many to avoid entirely.
◆ Swim; ◆◆ Telekinetic Storm Target Ka/Za/Kn/Me/Ri/Ra: 1d6 ⇒ 4 Telekinetic Object: 1d20 + 13 ⇒ (4) + 13 = 17, miss for piercing damage: 1d12 ⇒ 11

"No, get the mouthy one!" A jagged stone hurls towards Zarina. It doesn't hit her, but it hurls towards her. She can't help but notice that the ghoul gives her wayfinder an apprehensive glance before he darts towards her. On the way past, he bites Knab.
[ooc]Everyone has access to this special action during this encounter:
Activate—Report, Cooperate ◆ (auditory, emotion, manipulate, mental) Requirements You have a wayfinder; Effect You brandish your wayfinder and call out to an undead Pathfinder enemy within 30 feet. Make a Diplomacy or Pathfinder Society Lore check against the target’s Will DC. On a success, it takes a –2 status penalty to Strikes and DCs until the end of its next turn. On a critical success, it is also slowed 1 on its next turn. If you have an archaic wayfinder, you gain a +1 item bonus to your check.
◆ Averill's Orders. An ally can immediately make a Strike Blue's Telekinetic Object: 1d20 + 13 ⇒ (8) + 13 = 21 Miss
◆ Swim
◆ Strike Knab Jaws: 1d20 + 20 ⇒ (7) + 20 = 27, hit for piercing damage: 2d10 + 10 ⇒ (6, 5) + 10 = 21

Zarina, Knab, Merian, and Dr. Ripfang's turns. 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, +1 status to AC)
Blue Pathfinder Sentinel (-53, Bloodied, Invisible)
Green Averill Quint, Aquatic Ghoul (-29)
Zarina (78+3/78)
Knab (88/106)
Merian (84/92)
Dr. Ripfang (82+3/82)
Purple Pathfinder Defender
Red Pathfinder Sentinel (Invisible)
Rawiri (87/87, Cursebound 1, persistent fire 1)
Orange Pathfinder Defender

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

Like a sunken chest, Knab feels his feet into the sand and shifts his weight with a micromovement - one he knows will differentiate his strike from pretty sure to nearly a knockout - and gives the captain the old one-two!

◇) Automatic Knowledge vs Green Averill Quint, Aquatic Ghoul w/ Assurance in Religion (Master): 24 = 24
◇) Devise a Strategy vs Averill Quint
◇) Known Weakness vs Averill Quint (If Automatic Knowledge fails, Knab will roll here @ +18 re-rolling CF or F w/ Hero Point - else he will use Assurance again)
~) Mastermind Racket
◆◆) Strike x2
~) Critical Specialization: Brawling (Fortitude DC 23 vs Slowed 1)
◆) Parry w/ Kin Ward (+1 circumstance bonus to AC to ally Kamil)
↺) Inspired Stratagem (Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Flat Check vs Invisible!)

Devise a Strategy vs Green Averill Quint, Aquatic Ghoul: 1d20 ⇒ 18

Doubled Gauntlet (B, agile) w/ Sneak Attack (3d6) vs Averill Quint: 18 + 17 = 352d4 + 6 ⇒ (2, 4) + 6 = 123d6 ⇒ (1, 5, 5) = 11
Doubled Gauntlet (B, agile) w/ MAP (-4) w/ Sneak Attack (3d6) vs Averill Quint: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 312d4 + 6 ⇒ (1, 1) + 6 = 83d6 ⇒ (6, 2, 5) = 13

Keeping his clan dagger near, he says a short prayer for his sorcerer friend in front of him - a gleaming glyph protects the man.

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

Zerina is in the form of a mermaid. She also has Quick Swim and Natural Swimmer and with the +5 she has at least a 20ft Swim Speed.

She brandishes her Archaic Wayfinder towards the approaching ghoul
pfs lore: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13

before swimming around in an attempt to flank with Knab but doesn't quite make it (5ft short)

She stabs it with her spear anyway.
spear: 1d20 + 12 ⇒ (7) + 12 = 19 piercing: 2d8 + 2 ⇒ (7, 5) + 2 = 14

Rest in pieces, bucko

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

Swim (Trained from Pearl): 1d20 + 10 ⇒ (16) + 10 = 26

Dr Ripfang makes a bit of progress forward in the water, before mixing and chucking a Sticky Algae Bomb at Purple.

Quick Bomb -range at Purple+1 Guidance: 1d20 + 18 - 2 ⇒ (3) + 18 - 2 = 19
acid damage: 2d8 ⇒ (3, 6) = 9
Ignores underwater penalties/restrictions and 2 splash to Red/Purple/Orange on anything except a critical fail.

Dr Ripfang's bag pops open as a little organgrinder monkey, that looks to have been made out of spare parts pops up and hands Dr Ripfang a Smokestick, Dr Ripfang promptly breaks it open, filling the nearby area with smoke, protecting himself and his allies.

I don't see any reason why a smoke stick shouldn't work underwater. Concealment in and out of the cloud. Not bothered if GM decides it doesn't work, or other limitations etc.

Independent/Manual Dexterity Familiar now has 1 Infused Elixir of Life and an empty hand.

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 swims towards the closest enemy ◆. Green, if still up, Blue, if not (Merian will circle around to the far side to open up a flank for someone else closer, since she has a 35' Swim speed with the pearl). Duplicating my icon - please delete the one that doesn't apply.

She calmly jabs forward with her trident, unleashing a powerful magic.

Hidden, if necessary: 1d20 ⇒ 16 vs DC 11
◆◆ Spellstrike: 1d20 + 13 ⇒ (14) + 13 = 27 vs flanking if Green
Piercing: 2d8 + 4 ⇒ (8, 4) + 4 = 16 plus Slashing: 5d6 ⇒ (6, 4, 5, 3, 3) = 21

↺ Reactive Shield (AC 27 vs first attack that hits with a 25 or 26)


Pathfinder Provisions ◆◇↺

And I forgot to set out RK for you. Also realize I neglected to mention his stench aura. Okay, let's see...
First check succeeds, but second fails.

Knab knows that the occult whispers of a ghoul like this can carry a curse of compulsion. It's not quite mind-control, but if he manages to whisper in someone's ear (which would require grabbing them or otherwise limiting their ability to move away) they might have a little trouble remembering that he's not on their side...

More obvious than that is that there are downsides to being able to breathe water. For example, if the Pathfinders weren't breathing right now the foul stench of rotting flesh emanating from the man wouldn't be able to affect them. Although then they'd be drowning, so there's a tradeoff to consider.
Anyone who approaches within 10 feet of Green or starts their turn there must make a DC 23 Fort save vs Stench, Sickened 1 on a failure and also Slowed 1 on a critical failure. Immune on a success.

Punching things underwater is a little difficult, but Knab seems to have the hang of it. Something thick oozes out of his mouth and nose. It isn't quite blood, but it might have been at some point.
Bludgeoning or slashing melee attacks that pass through water take a -2 penalty unless you're Aquatic or Amphibious, though both of your attacks still hit. And that bloodies him.

The ghoul is too focused on Knab to even see Zarina's wayfinder. He notices her spear in time, however.
That's a miss.

Dr. Ripfang's bomb is surprisingly hydrodynamic, but doesn't quite connect. It bursts near the creatures, but the contents dissipate in the water too much to have much of an effect.
Smoke works underwater just fine, of course.
Doesn't that bomb deal poison damage, which they'd be immune to as undead? Although it doesn't matter either way: that's a miss, and everything gets resist 5 acid underwater.
Uh... agree that smokestick doesn't have the Fire trait, though!

Merian stabs the ghoul, and her magic cuts gashes into his side. He howls with rage, but he certainly can't take another hit like that.

One of the shadows twists through the intervening water. It makes a grab at Merian, and she's prepared--but it doesn't lay its hands on her body. It reaches down and grabs and her shadow, which she wasn't expecting. It tears it away, and now there are two of them.
◆ Swim. ◆ Strike Merian (Flanking) Shadow Hand: 1d20 + 18 ⇒ (17) + 18 = 35, crits for 2xvoid damage: 2d10 + 6 ⇒ (3, 10) + 6 = 19 (38-resistance 1). ◆ Steal Shadow. Since the Strike was a crit, Merian becomes Enfeebled 3. And whoops, clearly I should have made the shadows primary colors so I'd have a spare.

Now separated from its original owner, Merian's shadow turns on her! It manages to touch her once. It doesn't seem as powerful as the first one.
◆ Strike Merian Shadow hand: 1d20 + 15 ⇒ (12) + 15 = 27 hit for void damage: 2d6 + 3 ⇒ (6, 1) + 3 = 10, ◆ Strike Merian Shadow Hand: 1d20 + 15 - 5 ⇒ (1) + 15 - 5 = 11, ◆ Strike Merian Shadow Hand: 1d20 + 15 - 10 ⇒ (5) + 15 - 10 = 10

The other ripple in the water moves a little closer. This time jagged stones and pieces of wood hurl themselves at Zarina! Most of them hit.
◆ Swim. ◆◆ Telekinetic Storm Telekinetic Object: 1d20 + 13 ⇒ (15) + 13 = 28 hits for piercing damage: 3d12 ⇒ (12, 8, 4) = 24

Rawiri'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, +1 status to AC, +1 circumstance to AC)
Blue Pathfinder Sentinel (-53, Bloodied, Invisible)
Green Averill Quint, Aquatic Ghoul (-110, bloodied)
Zarina (57/78)
Knab (88/106)
Merian (37/92, Enfeebled 3)
Dr. Ripfang (82+3/82)
Purple Pathfinder Defender
Yellow Shadow Spawn
Red Pathfinder Sentinel (Invisible)
Rawiri (87/87, Cursebound 1, persistent fire 1)
Orange Pathfinder Defender

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

Opps, sorry about the damage type, I wrote acid damage on my notes for Sticky Algae, it's poison though, totally a mistake on my part.

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's skin feels like it is burning, but it is only water around him that almost comes to a boiling stage. He looks at the creatures and sends magic their way

Vitality lash@blue, Fort DC 25, vitality damage: 5d6 ⇒ (4, 2, 4, 6, 1) = 17

Than he shields himself.


Pathfinder Provisions ◆◇↺

Nothing seems to happen. Perhaps Rawiri isn't quite looking directly at where the invisible undead spirit lurks.
Blue is invisible, so that would need a Concealment Flat Check: 1d20 ⇒ 10
A failure, unless you'd like to reroll it.
Technically Rawiri has fire resistance from being underwater, but he explicitly can't benefit from resistance against his own curse damage.

The remaining shadow glides through the water to strike at Dr. Ripfang. It reaches for his shadow past the smoke--and successfully jabs at it and then tears it away!
◆ Swim. ◆ Strike Concealment: 1d20 ⇒ 13 and Shadow Hand: 1d20 + 18 ⇒ (20) + 18 = 38, dang, crit for 2xvoid damage: 2d10 + 6 ⇒ (7, 1) + 6 = 14 = 28. ◆ Steal Shadow Concealment: 1d20 ⇒ 13, since the attack was a crit, Ripfang is Enfeebled 3.

The good doctor's shadow acts much like Merian's, turning on its former owner. Unfortunately for him, it's much more successful in doing so.
◆ Strike Concealment: 1d20 ⇒ 19 and Shadow Hand: 1d20 + 15 ⇒ (15) + 15 = 30 hits for void damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14. ◆ Strike Concealment: 1d20 ⇒ 5 and Shadow Hand: 1d20 + 15 - 5 ⇒ (20) + 15 - 5 = 30 crits for 2x void damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7. ◆ Strike Concealment: 1d20 ⇒ 7 and Shadow Hand: 1d20 + 15 - 10 ⇒ (10) + 15 - 10 = 15 miss.

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, +1 status to AC, +1 circumstance to AC)
Blue Pathfinder Sentinel (-53, Bloodied, Invisible)
Green Averill Quint, Aquatic Ghoul (-110, bloodied)
Zarina (57/78)
Knab (88/106)
Merian (37/92, Enfeebled 3)
Dr. Ripfang (41/82, Enfeebled 3)
Purple Pathfinder Defender
Yellow Shadow Spawn
Red Pathfinder Sentinel (Invisible)
Rawiri (86/87, Cursebound 1, persistent fire 1, shield)
Orange Pathfinder Defender
Grey Shadow Spawn

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

I guess I didn't specify this directly, but Merian would have used Reactive Shield to turn that first crit into a hit, just like she would have used Reactive Shield to turn a hit into a miss. If it's too late, can I specify that's how Merian would use Reactive Shield from now on?

Fortitude: 1d20 + 12 ⇒ (5) + 12 = 17 vs DC 23

"I don't feel so good."


Pathfinder Provisions ◆◇↺

I assumed that. However, in that case it would only have canceled out the penalty for being flanked, so 35 would still be a crit.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Calisro’s voice reverberates through the water. “The pearl’s luster is starting to fade! Unless you can breathe water, you only have a few more minutes to get the chest and get back on deck!”

Table GMs, the Deep Breath condition is in effect. This is your 1-day warning before we proceed to Act 3.

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 notes the location of her Waterbreathing Potion. One way or another, that chest is being retrieved.

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
GM Super Zero wrote:
I assumed that. However, in that case it would only have canceled out the penalty for being flanked, so 35 would still be a crit.

Oops - I didn't see that excluded flanking. Thanks!


Pathfinder Provisions ◆◇↺

Delaying for Kamil. If for no other reason than giving more players an opportunity to act here before we time out.

Something ripples in the water, as some of the debris kicks itself up and hurls itself towards Rawiri! Arcing around Kamil and through the obscuring smoke, every last bit misses entirely. A jagged broken knife also hurls itself towards Merian, but she's an expert at moving though the water and it also isn't close.
◆◆ Telekinetic Storm Target Ka/Za/Kn/Me/Ri/Ra: 1d6 ⇒ 6 Telekinetic Object: 1d20 + 13 ⇒ (3) + 13 = 16. With cover, that's a critical failure. So no damage!
◆ Strike Target Ka/Za/Kn/Me/Ri/Ra: 1d6 ⇒ 4 Telekinetic Object: 1d20 + 13 - 5 ⇒ (5) + 13 - 5 = 13. Also a critical failure, though that wouldn't have dealt damage on a regular failure anyway.

The ghoul cackles as the slashes at Merian while she can't defend herself. It's a brutal hit, but she manages to pull away--he can't hold her. Scowling, he settles for cramming the dead fish into his mouth and tearing into its flesh with his sharp teeth.
Well. At least the Pathfinders learned why he was carrying around a dead fish?
◆ Strike Merian (flanked) Claw: 1d20 + 20 ⇒ (12) + 20 = 32, hits for slashing damage: 2d8 + 10 ⇒ (4, 6) + 10 = 20
◆ Grab Athletics: 1d20 + 17 ⇒ (5) + 17 = 22. Narrow failure!
◆ Consume Flesh Healing: 6d6 ⇒ (3, 2, 4, 1, 6, 4) = 20. Oh, but that does have the Manipulate trait if any of Knab, Zarina, or Merian are equipped to exploit that.

Kamil, Zarina, Knab, Merian, and Dr. Ripfang's turns. 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:
Blue Pathfinder Sentinel (-53, Bloodied, Invisible)
Green Averill Quint, Aquatic Ghoul (-90, bloodied)
Kamil (72+3/72, +1 status to AC, +1 circumstance to AC)
Zarina (57/78)
Knab (88/106)
Merian (17/92, Enfeebled 3)
Dr. Ripfang (41/82, Enfeebled 3)
Purple Pathfinder Defender
Yellow Shadow Spawn
Red Pathfinder Sentinel (Invisible)
Rawiri (86/87, Cursebound 1, persistent fire 1, shield)
Orange Pathfinder Defender
Grey Shadow Spawn


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Pathfinder Provisions ◆◇↺

For Knab's Knowledge Checks:

Averill Quint:
Knab isn't sure of anything else.

Assurance vs Sentinels:
They're poltergeists! A type of ghost, they're naturally invisible and show themselves only when they choose to (generally to frighten people). They barely have any physical presence at all... which can be exploited (low Fort).

Roll vs Sentinels:
They're poltergeists! A type of ghost, they're naturally invisible and show themselves only when they choose to (generally to frighten people). They barely have any physical presence at all... which can be exploited (low Fort).

That also means they're difficult to damage, though (resist all except force, ghost touch, vitality, and spirit; double resistance against nonmagical).

Assurance vs Defenders:
They're shadows, though powerful ones. Their shadow spawn will become full-fledged shadows if the creature they were stolen from dies, though they'll vanish if the victim recovers from their strength drain. That should only take a few hours.

Roll vs Defenders:
They're shadows, though powerful ones. Their shadow spawn will become full-fledged shadows if the creature they were stolen from dies, though they'll vanish if the victim recovers from their strength drain. That should only take a few hours.

Assurance vs Shadow Spawn:
These creatures are weaker than the shadows that created them, and can't create shadow spawn of their own.

They'll become full-fledged shadow monsters if the victim dies, but they'll become ordinary shadows again if the victim recovers from the strength drain--that should only take a few hours.

Roll vs Shadow Spawn:
These creatures are weaker than the shadows that created them, and can't create shadow spawn of their own.

They'll become full-fledged shadow monsters if the victim dies, but they'll become ordinary shadows again if the victim recovers from the strength drain--that should only take a few hours.

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 throws a two action heightened Heal at Merian
heal: 2d8 + 16 ⇒ (4, 5) + 16 = 25

before stabbing the ghoul
spear: 1d20 + 12 ⇒ (1) + 12 = 13 piercing: 2d8 + 2 ⇒ (3, 2) + 2 = 7


Pathfinder Provisions ◆◇↺

As Zarina is momentarily distracted, the ghoul bites her and ruins her spell.
↺ Reactive Strike Jaws: 1d20 + 20 ⇒ (18) + 20 = 38 crits for 2x piercing damage: 2d10 + 10 ⇒ (2, 2) + 10 = 14 = 28. Crit on RS disrupts a Manipulate action.

Kamil, Knab, Merian, and Dr. Ripfang's turns. 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:
Blue Pathfinder Sentinel (-53, Bloodied, Invisible)
Green Averill Quint, Aquatic Ghoul (-90, bloodied, Reaction used)
Kamil (72+3/72, +1 status to AC, +1 circumstance to AC)
Zarina (28/78)
Knab (88/106)
Merian (17/92, Enfeebled 3)
Dr. Ripfang (41/82, Enfeebled 3)
Purple Pathfinder Defender
Yellow Shadow Spawn
Red Pathfinder Sentinel (Invisible)
Rawiri (86/87, Cursebound 1, persistent fire 1, shield)
Orange Pathfinder Defender
Grey Shadow Spawn

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 feels her strength being sapped, but she has no intention of retreating.

Shielding Strike, enfeebled 3: 1d20 + 16 - 3 ⇒ (13) + 16 - 3 = 26 vs flanking
Piercing, enfeebled 3: 2d8 + 6 - 3 ⇒ (2, 5) + 6 - 3 = 10
Recharges Spellstrike, raises Shield.

She reserves some of the energy for Arcane Cascade.

She'll say something Demoralizing to the ghoul.

Demoralize (Intimidation): 1d20 + 10 ⇒ (1) + 10 = 11 vs Will DC

"It doesn't taste as good since you sapped all my strength, does it?"

It's not particularly demoralizing.


Pathfinder Provisions ◆◇↺

House GM announced a delay, so disregard the last House announcement for the moment.

She does hit, though. The ghoul is looking as rough as Merian is feeling.

Kamil, Knab, and Dr. Ripfang's turns. 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:
Blue Pathfinder Sentinel (-53, Bloodied, Invisible)
Green Averill Quint, Aquatic Ghoul (-100, bloodied, Reaction used)
Kamil (72+3/72, +1 status to AC, +1 circumstance to AC)
Zarina (28/78)
Knab (88/106)
Merian (17/92, Enfeebled 3)
Dr. Ripfang (41/82, Enfeebled 3)
Purple Pathfinder Defender
Yellow Shadow Spawn
Red Pathfinder Sentinel (Invisible)
Rawiri (86/87, Cursebound 1, persistent fire 1, shield)
Orange Pathfinder Defender
Grey Shadow Spawn

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 tries to swim away.

swim w/Depths-Enfeebled: 1d20 + 10 - 3 ⇒ (1) + 10 - 3 = 8

but just flounders.

Failing to make progress Dr Ripfang draws and drinks and Elixir of Life.
lesser elixir of life: 3d6 + 3 ⇒ (1, 1, 5) + 3 = 10

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

Devise a Strategy vs Green Averill Quint, Aquatic Ghoul: 1d20 ⇒ 11

◇) Devise a Strategy vs Averill Quint
◇) Known Weakness vs Averill Quint using w/ Assurance in Religion (Master): 24 = 24
~) Mastermind Racket
◆◆) Strike x2
~) Critical Specialization: Knife (1d6+1 bleed)
◆) Parry (to AC 27)
↺) Inspired Stratagem (Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or Flat Check vs Invisible!)

Clan Dagger (P, agile) w/ Sneak Attack (3d6) vs Averill Quint (Off-Guard): 11 + 17 = 282d4 + 6 ⇒ (3, 2) + 6 = 113d6 ⇒ (3, 5, 3) = 11
Clan Dagger (B, agile) w/ MAP (-4) w/ Sneak Attack (3d6) vs Averill Quint (Off-Guard): 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 332d4 + 6 ⇒ (3, 3) + 6 = 123d6 ⇒ (5, 1, 5) = 11

Knab carves the good captain clean in half - inky black stuff suffuses a cloud of what-was-once-blood all around him.

"I'll hold them off - you grab the chest!" he instructs!


Pathfinder Provisions ◆◇↺

As Quint falls (or, well, drifts), the remaining undead Pathfinders look a little uncertain. Without their leader, they too are adrift.

Kamil and Dr. Ripfang's turns. 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:
Blue Pathfinder Sentinel (-53, Bloodied, Invisible)
Kamil (72+3/72, +1 status to AC)
Zarina (28/78)
Knab (88/106, Parrying)
Merian (17/92, Enfeebled 3, +1 circumstance to AC)
Dr. Ripfang (41/82, Enfeebled 3)
Purple Pathfinder Defender
Yellow Shadow Spawn
Red Pathfinder Sentinel (Invisible)
Rawiri (86/87, Cursebound 1, persistent fire 1, shield)
Orange Pathfinder Defender
Grey Shadow Spawn

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's turn is a couple posts up, but pretty bad.


Pathfinder Provisions ◆◇↺

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:
Blue Pathfinder Sentinel (-53, Bloodied, Invisible)
Kamil (72+3/72)
Zarina (28/78)
Knab (88/106, Parrying)
Merian (17/92, Enfeebled 3, +1 circumstance to AC)
Dr. Ripfang (51/82, Enfeebled 3)
Purple Pathfinder Defender
Yellow Shadow Spawn
Red Pathfinder Sentinel (Invisible)
Rawiri (86/87, Cursebound 1, persistent fire 1, shield)
Orange Pathfinder Defender
Grey Shadow Spawn

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

"They're poltergeists!" Knab blurst, eyeing the field, his eidetic memory having loosed a "stone" from his "rock collection" "Invisible unless to Scare - weak of body, immaterial" (low Fortitude)

◇) Automatic Knowledge vs Sentinels w/ Assurance in Religion (Master): 24 = 24
↺) Inspired Stratagem (Once per round, consuming his reaction, on the first ally to declare it's use on a Strike or a Skill Check to Swim!)

"Dog paddle - like this" Knab shows the maximum cupped hand motion for swimming - his own wide dwarven hands able to displace a large quantity of water in proportion to the rest of his body.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

With the treasure of the Whippoorwill secured in the hold, Captain Benarry calls the crew and assembled Pathfinders to attention. The setting sun throws her shadow across the deck. She kicks open the sealed chest. Within it, the glint of potion bottles and a curled map surrounds a lightning rod.

"We’ve got ourselves an adventure," she says. "This chest’s lock was tight enough it kept the ocean out, but I managed to ease my way in and found a map. Likewise, there were some potions that bottled the Whippoorwill’s final moments. Now we’ve found an inkling as to what she was doing all those years ago.

[b]"Based on all this, I figure the old crew picked up this artifact at one of the Ghol-Gani islands that pockmark the Eye. Navigation says we have a half day’s sail ahead of us. We’re setting the course now and will arrive quick as the winds take us. Be prepared to wrestle with whatever secrets the island holds."

Eando Kline furrows his brow before adding, "Do take this time to sleep. The isle’s been off-limits ever since the Whippoorwill sank, so we don’t know what nest of monsters we’re about to step on."

He herds the collected Pathfinders to rest up while the crew sails on. Among the hammocks and overstuffed quarters, the hurricane roars around the ship. The belly of the Snapdragon sways from the pressure of the storm throughout the night.

Just shy of dawn, Calisro’s voice booms through the hold as she orders, "Wake up, Pathfinders. We’ve got a tail—and it’s a big ‘un. Get into position!"

The scramble of Pathfinders reaches the top deck just as the creature comes into view—the great orca Abendego’s Squall. She stares at the Snapdragon with intelligent malice. The length of her body nearly overtakes the length of the ship, far larger than any whale has the right to be. This mix of hatred and power swims toward the ship.

She jumps out of the water as she closes the distance. Jutting out of her back near the dorsal fin is a harpoon. A chain trails off its handle. Each time the links clatter against each other, they glow an unsettling amber. This does not slow her in her desire for destruction. She arcs toward the Snapdragon; her mouth opens as she collides with the mast.

Eando springs from his position next to Calisro and commands, "Pathfinders, get into position!"

Table GMs, please begin Act 3.

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

After that tiring day, Zarina was grateful to grab a spare hammock and curl up for a good nights sleep. Somewhen, during that night, the ship's cat found her and jumped into the hammock to curl up on her.

The next morning, she looks over Abendego's Squall.
Somehow I'm not sure talking to her is going to work but, I'll try if you guys want me to.

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 looks at the chains and wonders if anyone else wants to ride the orca.

I assume we have full HP and spells?

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 would have a go.

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:

"Thar she blows!" yells Rawiri seeing the great beast as he prepares to fight it

"Release the kraken!" he yells command and then looks at Calisro "We don't have a beast of our own? How are we supposed to fight this? With clubs?"

Then he turns to Zarina "By all means, speak, sing dance if you think it would work"


Pathfinder Provisions ◆◇↺

Their leader gone, the remaining undead are more easily dispatched--and ready to flee, for that matter.

In addition to the chest the Pathfinders are able to recover the ghoul's archaic wayfinder and its slotted sprouting aeon stone.

Yes, you have a full night to rest and do your next daily prep. The Enfeebled condition from the shadows goes down by 1 every hour, so Merian and Ripfang recover from that long before this next encounter.

The big 'un’s movement roils the sea around the Snapdragon and leaves a trail of frothing water in its wake. As it rises from the surf, it displays black-and-white markings over its fins and tail. Clearly, an orca has found the Snapdragon to be its target. A harpoon juts from behind the orca’s dorsal fin.

As she slams into the mast and cracks it, her flippers reach down to the top deck and pummel the sailors onboard. The rain pounds against the deck and the sky darkens as she pushes the Snapdragon deeper into the storm.

A PC from the Shackles, or who has the sailor background, pirate archetype, or a similar seafaring connection through a background or class can open this spoiler without a check:

DC 21 Pirate Lore or DC 23 Society:
The orca trailing after the Snapdragon is known around the Shackles as Abendego’s Squall, or Loud Squally for her habit of trilling loudly while attacking ships.
You've heard of Abendego’s Squall and knows that she’s an orca older than the Eye.

DC 21 Nature or DC 23 Medicine:
She keeps twisting the harpoon against the ship to pull it out of her blubber.

You have one round before Abendego's Squall matches speed with the Snapdragon. Once she does, she'll act as a hazard. In addition to Recall Knowledge or any other action you'd like to take to prepare, anyone can use the Fortify Ship special activity, which takes two actions. You attempt an easy Sailing or Sea Monster Lore check, average Athletics Check, or hard Crafting check as you drop cargo, raise the sails, or otherwise spur the Snapdragon to sail faster.

All PCs' turns.

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 Deckhand background

"The orca trailing after the Snapdragon is known around the Shackles as Abendego’s Squall, or Loud Squally for her habit of trilling loudly while attacking ships. I've heard of Abendego’s Squall and knows that she’s an orca older than the Eye."

Nature: 1d20 + 12 ⇒ (1) + 12 = 13

Fortify the ship, sailing lore: 1d20 + 9 ⇒ (19) + 9 = 28

Rawiri works his best to make the ship swim faster.

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

Society: 1d20 + 15 ⇒ (15) + 15 = 30
Medicine: 1d20 + 19 ⇒ (6) + 19 = 25

Dr Ripfang nods to Rawiri and mostly repeats the information shared "That Orca is older than the eye and she's got a harpoon stuck in 'er. I think she's trying to use the ship to get it out!"

It may be the hard way, but it's what Ripfang is good at as he rubs his pendant for guidance and tries to help streamline the ship in quick order.

Crafting+Guidance: 1d20 + 19 + 1 ⇒ (18) + 19 + 1 = 38

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

His three-hair combover drenched in rain, Knab steels his mind and puts his strong hands onto rope, drawing away to keep the sail at the angle needed to outrun the storm!

◇) Automatic Knowledge vs Pirate stuff w/ Assurance in Nature (Expert): 22 = 22
◆) Activate Bracelet of Dashing
◆◆) Steady the Ship
↺) Inspired Stratagem (Once per round, consuming his reaction, on the first ally to declare it's use on a Skill Check!)

Athletics (Expert): 1d20 + 16 ⇒ (1) + 16 = 17
Hero Point!
Athletics (Expert): 1d20 + 16 ⇒ (18) + 16 = 34

Nearly toppling into the sea, instead, he swings wide around the ship on a long rope, grasping as the wind and waves batter him like a flailing wrecking ball, 270 degrees all the way around, righting the sail, and somehow landing on the other side, his boots salt-soaked.

He grins like he meant to do that!

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 the background Undersea Enthusiast if that helps

society: 1d20 + 11 ⇒ (20) + 11 = 31
nature: 1d20 + 15 ⇒ (13) + 15 = 28

She calls out to the orca in Thalassic

Spoiler:
Hey. Do you need help getting that harpoon out? I could swim over and give you a hand ... or two - as well as healing. I'm a Wave Druid

diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22

If necessary, she'll use Voice of Nature for Animal Empathy as well as Wildsong.


Pathfinder Provisions ◆◇↺

Zarina also remembers that Squally has a habit of eating the masts off of ships.

Though she is a rather extraordinary animal, she seems to be an animal all the same. She doesn't respond to Thalassic--though she may not be able to hear much over the distance and the rushing of the waves and pounding rain.
Abendego's Squall doesn't speak any languages, though since you have Animal Empathy you can substitute Diplomacy for Nature when Disabling the hazard, which you'll be able to start trying next round... though I'm not sure why you'd want to. That's often the issue with Wild Empathy, innit? It lets you use a different skill in place of a skill you're probably better at.

The harpoon isn't an old injury--there's fresh blood. Once the orca gets closer, removing it may be the best way to calm her down. Though you'd need to know something about animals or a lot about treating injuries to try it on such a large, moving creature.
The easiest skills to Disable the hazard are Medicine and Nature--though you must be an Expert in Medicine or Trained in Nature to attempt it.

Meanwhile, Knab, Ripfang, and Rawiri are making excellent progress at fortifying the ship. Squally might actually be having difficulty catching up!
5 Orca Points. Which isn't enough yet, but I strongly suspect you're going to get there...

Kamil and Merian?

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 forbids anyone from littering the ocean!

She'll Raise a Shield ◆ and hold the sail to make full use of the wind.

◆◆ Athletics: 1d20 + 18 ⇒ (6) + 18 = 24


Pathfinder Provisions ◆◇↺

Kamil still has an action available before the hazard triggers, but it likely doesn't matter at this point as that success gives you 6 Orca points. That counts as one successful Disable, and the hazard also takes a -2 status penalty to its checks and DCs.
You can continue Fortifying if you choose, but you can also just Disable it directly now.

Oh, oops. Just realized this is when I'm supposed to use this boxed text. And that's why the descriptions seemed mismatched. My fault!

The big ‘un’s movement roils the sea around the Snapdragon and leaves a trail of frothing water in its wake. As it rises from the surf, it displays black-and-white markings over its fins and tails. Clearly, an orca has found the Snapdragon to be its target. A harpoon juts from behind the orca’s dorsal fin.

As she slams into the mast and cracks it, her flippers reach down to the top deck and pummel the sailors onboard. The rain pounds against the deck and the sky darkens as she pushes the Snapdragon deeper into the storm.

The Snapdragon takes 30 damage. All creatures on deck must attempt a DC 28 basic Reflex save against bludgeoning damage: 3d12 + 4 ⇒ (12, 9, 12) + 4 = 37.

GM Dice: Initiative:
Abendego's Squall: 1d20 + 16 ⇒ (20) + 16 = 36
Knab: 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36
Ripfang: 1d20 + 18 + 2 ⇒ (1) + 18 + 2 = 21
Zarina: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26
Merian: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Rawiri: 1d20 + 12 ⇒ (7) + 12 = 19
Kamil: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31

Abendego's Squall leaps over the Snapdragon as she catches up. She's clearly straining thanks to the Pathfinders' efforts in speeding up and fortifying the ship, but she still manages to leap over--twice--further damaging the rigging. Her fins slap down on the deck with each leap.
During each leap, she deals 4 damage to the Snapdragon, and everyone on deck can make DC 28 basic Reflex saves against further damage. On a failure you're also Clumsy 1 until the end of your next turn (Clumsy 2 on a critical failure).
Bludgeoning damage: 3d10 + 4 ⇒ (7, 5, 7) + 4 = 23
Bludgeoning damage: 3d10 + 4 ⇒ (7, 3, 4) + 4 = 18
Okay, normally I'd leave the saves for you to roll, but especially with that first really high damage roll it's possible for someone to go down here... Feel free to reroll these saves of course, but in the hope of reducing the need for retconning:
First Ref Merian: 1d20 + 12 ⇒ (4) + 12 = 16 Critical Failure, 74 damage
First Ref Zarina: 1d20 + 14 ⇒ (19) + 14 = 33 Success, 18 damage
First Ref Knab: 1d20 + 16 ⇒ (3) + 16 = 19 Failure, 37 damage
First Ref Ripfang: 1d20 + 19 ⇒ (14) + 19 = 33 Success, 18 damage
First Ref Rawiri: 1d20 + 14 ⇒ (19) + 14 = 33 Success, 18 damage
First Ref Kamil: 1d20 + 14 ⇒ (16) + 14 = 30 Success, 18 damage
Second Ref Merian: 1d20 + 12 ⇒ (8) + 12 = 20 Failure, 23 damage; Merian is down (pending Shield Block/rerolls)
Second Ref Zarina: 1d20 + 14 ⇒ (19) + 14 = 33 Success, 11 damage
Second Ref Knab: 1d20 + 16 ⇒ (20) + 16 = 36 Critical Success, no damage
Second Ref Ripfang: 1d20 + 19 ⇒ (18) + 19 = 37 Success, 11 damage
Second Ref Rawiri: 1d20 + 14 ⇒ (3) + 14 = 17 Critical Failure, 46 damage
Second Ref Kamil: 1d20 + 14 ⇒ (2) + 14 = 16 Critical Failure, 46 damage
Third Ref Merian: 1d20 + 12 - 1 ⇒ (2) + 12 - 1 = 13 Critical Failure, 36 damage
Third Ref Zarina: 1d2 + 14 ⇒ (2) + 14 = 16 Critical Failure, 36 damage
Third Ref Knab: 1d20 + 16 ⇒ (20) + 16 = 36 Critical Success, no damage
Third Ref Ripfang: 1d20 + 19 ⇒ (17) + 19 = 36 Success, 9 damage
Third Ref Rawiri: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 Critical Failure, 36 damage; Rawiri is down (pending rerolls)
Third Ref Kamil: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13 Critical Failure, 36 damage; Kamil is down (pending rerolls)
That... may not have removed the need for retconning.

After three brutal hits in rapid succession, half the team seems to be down...

All PCs' turns.
Initiative:
Abendego's Squall (1 success, -2 to checks and DCs; Medicine and Nature can be used to Disable)
The Snapdragon (112/150; BT 75)
Knab (72/106)
Zarina (16/78, Clumsy 2)
Dr. Ripfang (47/82)
Kamil (0/72, Unconscious, Prone, Dying 2, Clumsy 2)
Rawiri (0/87, Unconscious, Prone, Dying 2, Cursebound 1, Clumsy 2, [persistent fire 1, suppressed while unconscious])
Merian (0/92, Unconscious, Prone, Dying 3, Clumsy 2)

Knab's Knowledge:
Unclear! Other than calming the animal, trying to treat her injury, or violence, Knab is unsure what else could work.

Failure. You already know you can use Medicine or Nature, no new information.

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:

Reflex, hp reroll vs 2nd: 1d20 + 14 ⇒ (15) + 14 = 29 Success so third check is only a failure

Rawiri tries to help the creature using Knab's guidance

Nature, roll twice take higher: 1d20 + 12 ⇒ (3) + 12 = 15
Nature, roll twice take higher: 1d20 + 12 ⇒ (4) + 12 = 16 Pff!

As a last action he would battle medicine the most wounded one (or self)
Battle medicne, dc15: 1d20 + 12 ⇒ (10) + 12 = 22
Heal: 2d8 ⇒ (2, 8) = 10

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 would have Shield Blocked the first hit if she could have, but I do not believe that one can Shield Block damage from a failed save, only from an attack. She's also not in Arcane Cascade, so the sparkling targe things don't apply (I also don't think the hazard is magical, so I don't think they'd apply for other reasons). If she did Shield Block the first hit, it'd be -66, and the second hit of -23 would have left her with 3 hit points, so she'd be Dying 2 instead of Dying 3.

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

There's a feat that lets you block reflex saves. I think Marian counts as the most wounded so well let Rawiri pick them up.

Dr Ripfang takes advantage of his medical training to move uver to Kamil and pick them up.

Doctor's Visitation to stride and battle Medicine.
Battle Medicine DC 20: 1d20 + 19 ⇒ (11) + 19 = 30

crit DC20 healing + Medic: 4d8 + 15 ⇒ (1, 8, 2, 8) + 15 = 34

Dr Ripfang then tries to deal with the bigger problem of the giant whale and the harpoon.

Medicine to get the hook out: 1d20 + 19 ⇒ (6) + 19 = 25
Hero Point if that's a fail: 1d20 + 19 ⇒ (14) + 19 = 33


Pathfinder Provisions ◆◇↺

Ah, you are correct about Shield Block. And in the end the only difference it would have made is breaking your shield anyway.

Rawiri and Dr. Ripfang tend the wounded, and manage to get both Kamil and Merian back on their feet.

Ripfang also manages to extract the harpoon! After a brief shudder, the whale makes a sound that might be relief and disappears beneath the waves once more. She seems to have broken off her attack, at least for now.
No Hero Point required.

And hey, it looks like a pretty nice harpoon!

The party has a brief respite.
You have 10 minutes before your next mission. I'm reporting a Whalerunner success.

Status:
The Snapdragon (112/150; BT 75)
Knab (72/106)
Zarina (16/78)
Dr. Ripfang (47/82)
Rawiri (39/87, Cursebound 1)
Kamil (34/72, Wounded 1)
Merian (15/92, Wounded 1)

DC 20 Identify Magic:
You've acquired a +1 striking fearsome harpoon.

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 passes out more mixed stained glass vials.

Free Knab Healing: 2d6 ⇒ (1, 1) = 2
Free Zarina Healing: 2d6 ⇒ (3, 5) = 8
Free Ripfang Healing: 2d6 ⇒ (1, 3) = 4
Free Rawiri Healing: 2d6 ⇒ (6, 3) = 9
Free Kamil Healing: 2d6 ⇒ (6, 2) = 8
Free Merian Healing: 2d6 ⇒ (6, 6) = 12

Ripfang will create/drink an infused Soothing Tonic for 30hp back over a minute.
Ripfang will treat wounds on Zarina, Rawiri, Kamil, Merian thanks to Ward Medic.

Treat Wounds DC 20: 1d20 + 19 ⇒ (15) + 19 = 34
healing: 4d8 + 15 ⇒ (7, 4, 4, 5) + 15 = 35
Removes Wounded condition as well.

Status:

Knab (74/106)
Zarina (59/78)
Dr. Ripfang (81/82)
Rawiri (83/87)
Kamil (72/72)
Merian (62/92)

I think we've got at least 1 healing aeon stone. I can also provide up to 3 additional 30hp healing elixirs currently and some various other slightly less convenient options as well.


Pathfinder Provisions ◆◇↺

In the captain’s quarters, Calisro wrings water out of her hat. “We found these potions in that locked chest,” she says as she flops her hat back on her head. “I drank one and saw the Whippoorwill under attack from the beast that just hit us. There’s a dozen more bottles. Take some time and see if there’s more to learn.”

The potions discovered in the Whippoorwill’s hold are potions of shared memories that captured the final moments of Captain Kimma Atyi, First Mate Averill Quint, and the rest of the crew. As Calisro hands them over, she mentions they’re important last moments of the crew, so by rights they should go to the next of kin.

However, given the emergency the Snapdragon is in, she’ll make any needed apologies once they’re back on land.

When a PC drinks a potion of shared memories, they can attempt an Arcana, Nature, Occultism, or Religion check. For each potion they drink, they sort through the memories to discover one of these pivotal moments (two on a critical success).
There are a total of six potionsremaining after Eando and Calisro used them to navigate the course.

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

Well done Ripfang Zarina exclaims. I should recommend you for an award ((Hero Point that is)).

I should get one of those Pearly White Aeon stones but I got nowhere to put it she says as she drinks a healing potion.
healing: 3d8 + 10 ⇒ (4, 3, 2) + 10 = 19

After helping with the wounded, she casts Prestidigitation to dry off Calistro's hat.

Nature: 1d20 + 15 ⇒ (3) + 15 = 18
((Spending last Hero Point))
Nature: 1d20 + 15 ⇒ (4) + 15 = 19

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 Ripdang smiles and thinks to himself I'm glad somebody appreciates me, unlike the dental licensing board in Absalom, they never understood me.

Occultism: 1d20 + 15 ⇒ (19) + 15 = 34

Dr Ripfang wastes no time in drinking a potion.

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