GM Frost's S06-00 Salt of the Ocean [PbP Gameday XIII] (Inactive)

Game Master Frozen Frost

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Challenge Points: 16 (Low Tier, Level 1-2)
Start Date: 9 September 2024
End Date: 17 November 2024


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Vigilant Seal

Male Poppet Bard 1 | HP 17/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 1 | Spells 1st 2/2 | Exploration: Scout | Active Conditions: None

I can cast soothe if needed, but I'd be out of spell slots.


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The Venture-Captain is skeptical at first, and Tsuko-chin can't deduce if she is indeed telling the truth.

"It looks like you are indeed Pathfinders. Well..." she pauses before she can even tell them something or answer anything.

She is somewhat hesitant to tell something. Maybe a little convincing is needed for her to tell what she knows. Attempt to convince her to tell secrets on what she wants to tell with two skill checks from the following: DC 15 skill that can Recall Knowledge on how much time has passed since her death and how much larger the Pathfinder Society is now; DC 17 Deception, Diplomacy, or Intimidation check; DC 17 Acrobatics or Athletics. Creative solutions appropriate to this mission is encouraged. Take note that a PC repeating a skill check they’ve already tried adds 2 to the DC for the check.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) |HP 22/22 | AC 16 | Fort +5, Ref +6, Will +6 | Perc +4, Darkvision | Hero Points: 0/3 | Active Conditions: None |

"Look, I know merfolk like myself being in the society seems strange but I can assure you the Pathfinder Society is open to such exchanges these days. I can tell you how they sponsor my ecological work."

PFS Lore, explain Pathfinder's size and recruiting work etc: 1d20 + 8 ⇒ (13) + 8 = 21

"So you can definitely trust us with whatever you need to tell us, I promise."

Diplomacy: 1d20 + 6 ⇒ (5) + 6 = 11

Vigilant Seal

Male Poppet Bard 1 | HP 17/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 1 | Spells 1st 2/2 | Exploration: Scout | Active Conditions: None

"Um, Captain? Were you always mad of water? I think... you've been here a very long time, and you're not quite the same. Do you know how long you've been here? ...do you need a hug?"

Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

"Oh, I know! I'm new to this, myself. I don't know Pathfinder history very well. What was the Society like when you came here? Maybe we can find out how much it's grown and changed!"

Who cares? The point is to get her talking, so they can make comparisons.

Deception: 1d20 + 7 ⇒ (19) + 7 = 26

Horizon Hunters

CN Dhampir Tengu Swashbuckler 2 AC 18, hp 30; Fort 6•, Ref 9••, Will 6•• | Speed 25 ft., Perception +6•• (+7 to Sense Motive), darkvision, low-light vision

Deception: 1d20 + 6 ⇒ (8) + 6 = 14

"Well, what else could we be other than Pathfinders? What would make you think we are someone else?" tengu asks and tumbles between his companions "Part of Pathfinder training is graceful movement like this, which increases chances of surviving combat."

Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Wait. If you're a Pathfinder, and you were lost here over... how many years ago?... Eeep!"

Acrobatics: 1d20 + 6 ⇒ (16) + 6 = 22

Cirri twists and leaps back and forth. [small]"Oh my gosh she's ghost I was going to ask if catfolk are naturally afraid of water or if it's a stereotype but then she formed from the sea foam or something and I didn't think about-"[/smaller]

She clears her throat.

"But as you can see, we're clearly Pathfinders. We know the secret greeting."

Acrobatic Performer: 1d20 + 6 ⇒ (12) + 6 = 18
GM, I'm using Acrobatics to Make an Impression, using the >Acrobatic Performer< skill feat.

"So maybe we can help you."

Vigilant Seal

male catfolk rogue 2 | ◆◇↺ | ♥️ 26/26 | AC 19 (20) | F +5 R +10 W +5 | Perc +5 | Spd 25ft. |

"As you can see, the Pathfinder Society is bigger and better than ever!"

Deception: 1d20 + 9 ⇒ (12) + 9 = 21

"We are capable of great feats..."

Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18

Verdant Wheel

CG Woodland Elf Druid 3 HP 33/33| AC 18/20 | F +7 R +6 W +11 | Perc +11 | Stealth +1 | speed 30 ft. | Active Conditions: --- | ◈ | ◇ | ↺ | Focus Spells: 2/2

Would Nature work for Recall Knowledge?

Melenia tries to discern the changes that have happened in their surrounding.

Recall Knowledge (Nature): 1d20 + 7 ⇒ (14) + 7 = 21

"Judging from the look of things, a lot of time has passed. The Pathfinder Society continues to grow and become stronger, more agile, and more cunning over the years." She taps the primal force within her and chants.

"Shape of the beast, within me reside. Let my form and spirit collide!"

She leaps high up in the air and does a summersault, transforming into a feline creature midair and landing on her feet.

Acrobatics (Unntamed): 1d20 + 10 ⇒ (11) + 10 = 21


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Seeing enough number of success...

"Well, I now believe that you are Pathfinders, and I will entrust to you my secret."

“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!” she tells them.

“The ship came under attack from a whale, too big and vicious for us to fight off. Our gunner, Singe, remained above to give us more time. I and my first mate, Averill Quint, went below to use potions of shared memories to make our final reports and then secure everything in the chest. I remember water rushing in, and then awakening like this. I don’t know what happened to anyone else.”

"If you will recover the Forked Key, I think I can go to rest." she says before disappearing

Mission is a Whippoorwill Success!


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After the mission above we are going to the following missions in order: Pirate Parley (skills challenge), To the Seafloor (underwater combat), and Shot Across the Bow (hazard).

Mission: Pirate Parley

Your group returns and reports back about your mission to Eando. After that, Calisro calls you for another urgent mission.

"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.”

Finding the pirates requires a DC 17 Survival or Perception check. I am looking for three PCs to succeed in finding them.

If three successes are met:
Everyone gains +2 circumstance bonus to the following checks to find items the pirates salvaged or get them to confess. Each PC can attempt two checks: DC 13 Thievery or Underworld Lore check; DC 15 Perception or Intimidation check; or DC 17 Deception or Diplomacy check.

Vigilant Seal

male catfolk rogue 2 | ◆◇↺ | ♥️ 26/26 | AC 19 (20) | F +5 R +10 W +5 | Perc +5 | Spd 25ft. |

Knuckles usually let someone else to the searching... Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

Cirri visibly relaxes when the apparition fades off into sea foam. "Sorry, I don't do well with g- um... ghosts."

"The line between pirate and explorer is thin. Let's see if we can find Tessa's crew."

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

"And first thing's first! Maybe they didn't leave the ship!" Cirri begins wasting time looking below deck.

Verdant Wheel

CG Woodland Elf Druid 3 HP 33/33| AC 18/20 | F +7 R +6 W +11 | Perc +11 | Stealth +1 | speed 30 ft. | Active Conditions: --- | ◈ | ◇ | ↺ | Focus Spells: 2/2

Melenia taps on her inner survival skills to search for the pirates.

Survival: 1d20 + 7 ⇒ (19) + 7 = 26

Horizon Hunters

CN Dhampir Tengu Swashbuckler 2 AC 18, hp 30; Fort 6•, Ref 9••, Will 6•• | Speed 25 ft., Perception +6•• (+7 to Sense Motive), darkvision, low-light vision

Keen-eyed Tsuko-chin looks for signs of pirates "Over there!" he shrieks and pressures them to turn in the treasure.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Intimidation: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) |HP 22/22 | AC 16 | Fort +5, Ref +6, Will +6 | Perc +4, Darkvision | Hero Points: 0/3 | Active Conditions: None |

Tk'lalì takes a long look at the horizon with her firey eyes.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


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Maybe Button Bright can make a Successful Survival or Perception to proceed with the spoilered info?

Vigilant Seal

Male Poppet Bard 1 | HP 17/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 1 | Spells 1st 2/2 | Exploration: Scout | Active Conditions: None

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

"Oh, there they are. That's them, right?"


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The Pathfinders locate the pirates before they can hide their plunder and come up with a cover story.

"We are just keeping this treasure safe for you, you see!" one of the pirates tell them while hiding the treasures.

Everyone gains +2 circumstance bonus to the following checks to find items the pirates salvaged or get them to confess. Each PC can attempt two checks: DC 13 Thievery or Underworld Lore check; DC 15 Perception or Intimidation check; or DC 17 Deception or Diplomacy check.

Vigilant Seal

male catfolk rogue 2 | ◆◇↺ | ♥️ 26/26 | AC 19 (20) | F +5 R +10 W +5 | Perc +5 | Spd 25ft. |

Knuckles works on picking the pockets of the thieves as they are pocketing the goods.

Thievery: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Hi! Um... it would be a lot safer if we all stuck together." Cirri scratches her head. "Like, look how easy it is to open the locks."

Thievery: 1d20 + 6 ⇒ (3) + 6 = 9

"Huh, they did a really good job...uh switch tactics!"

"Besides, if we could find you, that demon ship could find you too! Wouldn't be easier to fight them off if we all stuck together?"

Diplomacy via Acrobatic Performer: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19

If I can't use >Acrobatic Performer< to make a Diplomacy check, make this a Thievery check instead. Same roll.

Verdant Wheel

CG Woodland Elf Druid 3 HP 33/33| AC 18/20 | F +7 R +6 W +11 | Perc +11 | Stealth +1 | speed 30 ft. | Active Conditions: --- | ◈ | ◇ | ↺ | Focus Spells: 2/2

Perception: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Melenia notices the pirates hiding something.

Intimidation: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10

"What are you hiding? You have some explaining to do!" she snarls.

Vigilant Seal

male catfolk rogue 2 | ◆◇↺ | ♥️ 26/26 | AC 19 (20) | F +5 R +10 W +5 | Perc +5 | Spd 25ft. |

Missed that it was two checks

Thievery: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19

Vigilant Seal

Male Poppet Bard 1 | HP 17/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 1 | Spells 1st 2/2 | Exploration: Scout | Active Conditions: None

"Oh, well that's okay then!"

Button Bright plops down, staring at the pirates. "I'll just stay right here, then. Watching you. To make sure you stay safe!"

Intimidation: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Intimidation: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23


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Knuckles finds some semi-precious gems on the thieves pockets. 2 Plunder Points

Acrobatic Performer replaces Performance to Acrobatics only to Perform, unfortunately. Cirri unlocks some chest that contains the loot that the thieves try to hide from them. 1 Plunder Point

Melenia finds more chests under the empty hidden wooden boxes but she isn't scary enough for them. 1 Plunder Point

Button scares the thing out of them though, letting to confess where are the other loots that they are hiding. 2 Plunder Points

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.

We have enough Plunder Points to declare this Mission a Whippoorwill Success!

When the group gets back to Calisro with the contraband, Calisro tells the Pathfinders to hold on to the looted items in case they turn out to be useful. They include a 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.


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Mission: To the Seafloor

“Good news,” Eando declares with a smile, holding onto the gunwale as he looks into the rough water. “We’ve found more of the front of the ship. It’s about 250 feet below the surface. Get down there as fast as you can—we don’t want to waste any of the time from Fairwind’s pearl—and see what you can find.”

Thanks to the pearl of depths, the Pathfinders can easily reach the wreck on the ocean floor, which takes about a minute.

Once they reach the wreck on the ocean floor, they can see that the front of the sunken ship lies on the sea floor here, 40 fathoms below the surface of the water. Small, brightly colored fish dart in and out of the broken bow and hold. A carved bird figurehead still reaches out, though one talon is missing. Nearby, several massive shells lie surrounded by glowing red coral.

GM Screen:
Cirri Merryweather's Sailing (T): 1d20 + 4 ⇒ (17) + 4 = 21
Knuckles's Sailing Lore (T): 1d20 + 4 ⇒ (15) + 4 = 19
Tk'lalì's Crafting (T): 1d20 + 8 ⇒ (20) + 8 = 28
Melenia Nightbreeze's Nature (T): 1d20 + 7 ⇒ (18) + 7 = 25

Cirri, Knuckles, Meleni and Tk'lali determine that it’s likely the Whippoorwill was sunk by a massive sea monster that broke its masts and smashed its hull with blunt force.

Upon their approach though, it seems that some sea creatures are protecting the area.

Rolling Initiatives:
Melenia Nightbreeze's Initiative using Detect Magic: 1d20 + 8 ⇒ (2) + 8 = 10
Knuckles's Initiative using Avoid Notice: 1d20 + 9 ⇒ (13) + 9 = 22
Tk'lalì's Initiative using Detect Magic: 1d20 + 9 ⇒ (11) + 9 = 20
Cirri Merryweather's Initiative using Avoid Notice: 1d20 + 7 ⇒ (8) + 7 = 15
Tsuko-chin's Initiative using Scout: 1d20 + 7 ⇒ (20) + 7 = 27
Button Bright's Initiative using Search: 1d20 + 6 ⇒ (10) + 6 = 16

Red Eel, Stealth: 1d20 + 7 ⇒ (10) + 7 = 17
White Eel, Stealth: 1d20 + 7 ⇒ (3) + 7 = 10

⬤ To the Seafloor! Round 1 ⬤
Party Condition(s): DC 13 to Swim
Terrain Feature(s): The water is relatively calm at this depth, despite the storm above— it’s an DC 13 to Swim. The ship’s basic structure has lasted—the hold has a clearance of 15 feet between deck and floor—but the wood is rotting. Each 5-foot section has Hardness 5 and 20 HP (BT 10).
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Tsuko-chin (AC 18) (HP 30/30) | 20 ft above seafloor | 2☘️ |
➤ Knuckles (AC 19) (HP 26/26) | 20 ft above seafloor | 1☘️ |
➤ Tk'lalì (AC 16) (HP 22/22) | 20 ft above seafloor | 2☘️ |
Red Eel (HP -) | 15 ft above seafloor |
Button Bright (AC 16) (HP 17/17) | 20 ft above seafloor | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 20 ft above seafloor | 2☘️ |
Melenia Nightbreeze (AC 16) (HP 14/14) | 20 ft above seafloor | 2☘️ |
White Eel (HP -) | 15 ft above seafloor |

EFFECTS & CONDITIONS REFERENCE

Benefit of Pearls of Depth :
Once activated, the pearl of depths gives the PCs a chance to explore the sunken wreck of the Whippoorwill. For two hours, PCs can breathe underwater. In addition, when they make an Athletics check to Swim, they treat their proficiency rank is if it were one better. This means a character that is untrained in Athletics becomes trained (adding their level +2), while any character that is trained or better effectively gains a +2 bonus to their check. A PC also still moves 5 feet even if they fail or critically fail an Athletics check to Swim. Lastly, if a PC has a swim Speed, they gain a +5-foot status bonus to their swim Speed

◆ Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn. Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs). Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

Underwater Combat Rules :
Use these rules for battles in water or underwater: You’re off-guard unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You can’t cast fire spells or use actions with the fire trait underwater. As normal for how traits work, any part of the effect that’s unrelated to fire still works. For example, an attack with a flaming battle axe could still deal its physical damage, just not its fire damage.

Three-Dimensional Combat Rules :
In aquatic combat, you might need to track positioning in three dimensions. You might use one of the following methods, tracking depth in relationship to the sea floor: Find platforms to place creatures’ miniatures on if they’re higher in the water. Set a die next to a creature with the number indicating how many squares up from the ocean floor it is. Make a stack of dice or tokens, 1 per 5 feet of elevation. Write the elevation next to the creature on the grid. As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides.

I put under spoilers of the tracker the benefits of the pearls, and the rules for underwater and 3D combat for easy reference.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) |HP 22/22 | AC 16 | Fort +5, Ref +6, Will +6 | Perc +4, Darkvision | Hero Points: 0/3 | Active Conditions: None |

Tk'lalì barely lets Eando get to the end of his briefing before hoisting herself out of her stuffy shell chair alongside her trusted turtle and flipping herself backwards over the gunwale.

"I haven't had to do magic underwater in quite some time, let's hope my preparations have served me well."

T'k'lalì's amphibious form propels her forward easily as she swims closer and summons a whirlpool beneath the two creatures.

◆◆Cast Spout, 5ft burst centered beneath the two eel creatures
Bludgeoning Damage: 2d4 ⇒ (3, 4) = 7 DC 18 basic reflex (off-guard on a critical failure)

Swim 20ft, Cast spell. I think with the pearl my swim speed is 30ft but I don't need to move that far at the moment.

Vigilant Seal

male catfolk rogue 2 | ◆◇↺ | ♥️ 26/26 | AC 19 (20) | F +5 R +10 W +5 | Perc +5 | Spd 25ft. |

Before descending to the depths, Knuckles focuses on the nodules that protrude from his knuckles. They become elongated forming sharp points.

Modular shift - fist deals piercing damage

His cards may be a bit wet under the waves, but Knuckles knows how to use them.

◆ Fane's Fourberie - cards count as darts.

◆ Interact (draw cards)

◆ Toss card (-4 range) at white

Attack: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20Piercing: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (4) = 10

Horizon Hunters

CN Dhampir Tengu Swashbuckler 2 AC 18, hp 30; Fort 6•, Ref 9••, Will 6•• | Speed 25 ft., Perception +6•• (+7 to Sense Motive), darkvision, low-light vision

Athletics to swim: 1d20 + 7 ⇒ (20) + 7 = 27

Tsuko-chin effortlessly glides through water and unsuccessfully strikes red opponent with his rapier.
Rapier: 1d20 + 6 ⇒ (5) + 6 = 11
slashing: 1d6 + 1 ⇒ (4) + 1 = 5

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Whee!" Cirri dives into the water, keeping her wings as stiff as fins. "Wow, look at those eels. I wonder why they're so protective? Is this their home?"


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Tk'lali swims freely at her familiar habitat closer to the eels and blasts forceful water at the eels.
Red: DC 18 basic Reflex save: 1d20 + 7 ⇒ (11) + 7 = 18 (Success, 3 B damage)
White: DC 18 basic Reflex save: 1d20 + 7 ⇒ (2) + 7 = 9 (Fail, 7 B damage)

Knuckles shoots card like darts at White, poking it. 10 P damage

Tsuko-chin effortlessly swims but misses to hit Red.

Red whips its tail at Tsuko-chin!
Tail Attack: 1d20 + 6 ⇒ (5) + 6 = 11 vs Tsuko-chin AC 18
Tail Attack, agile, MAP: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16 vs Tsuko-chin AC 18
Tail Attack, agile, MAP: 1d20 + 6 - 8 ⇒ (14) + 6 - 8 = 12 vs Tsuko-chin AC 18

Tails hits nothing.

⬤ To the Seafloor! Round 1 ⬤
Party Condition(s): DC 13 to Swim
Terrain Feature(s): The water is relatively calm at this depth, despite the storm above— it’s an DC 13 to Swim. The ship’s basic structure has lasted—the hold has a clearance of 15 feet between deck and floor—but the wood is rotting. Each 5-foot section has Hardness 5 and 20 HP (BT 10).
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Tsuko-chin (AC 18) (HP 30/30) | 20 ft above seafloor | 2☘️ |
Knuckles (AC 19) (HP 26/26) | 20 ft above seafloor | 1☘️ |
Tk'lalì (AC 16) (HP 22/22) | 20 ft above seafloor | 2☘️ |
Red Eel (HP -3) | 15 ft above seafloor |
➤ Button Bright (AC 16) (HP 17/17) | 20 ft above seafloor | 1☘️ |
➤ Cirri Merryweather (AC 18) (HP 32/32) | 20 ft above seafloor | 2☘️ |
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 20 ft above seafloor | 2☘️ |
White Eel (HP -17) | 15 ft above seafloor |

EFFECTS & CONDITIONS REFERENCE

Benefit of Pearls of Depth :
Once activated, the pearl of depths gives the PCs a chance to explore the sunken wreck of the Whippoorwill. For two hours, PCs can breathe underwater. In addition, when they make an Athletics check to Swim, they treat their proficiency rank is if it were one better. This means a character that is untrained in Athletics becomes trained (adding their level +2), while any character that is trained or better effectively gains a +2 bonus to their check. A PC also still moves 5 feet even if they fail or critically fail an Athletics check to Swim. Lastly, if a PC has a swim Speed, they gain a +5-foot status bonus to their swim Speed

◆ Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn. Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs). Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

Underwater Combat Rules :
Use these rules for battles in water or underwater: You’re off-guard unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You can’t cast fire spells or use actions with the fire trait underwater. As normal for how traits work, any part of the effect that’s unrelated to fire still works. For example, an attack with a flaming battle axe could still deal its physical damage, just not its fire damage.

Three-Dimensional Combat Rules :
In aquatic combat, you might need to track positioning in three dimensions. You might use one of the following methods, tracking depth in relationship to the sea floor: Find platforms to place creatures’ miniatures on if they’re higher in the water. Set a die next to a creature with the number indicating how many squares up from the ocean floor it is. Make a stack of dice or tokens, 1 per 5 feet of elevation. Write the elevation next to the creature on the grid. As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides.

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

Cirri twitches her wings, clamps her talons into webbed feet and propels through the water, trying to close in on the Red eel. She descends to about 10 feet above the bottom of the sea.

"Tsuko-chin! I'll try to set up a flank!"

Swim x3. Cirri has 10 feet of Swim Speed, with the Pearl active it's now 15 feet.


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.


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

The Pathfinders are motioned to retreat to the surface and informed them that the ship is confirmed to be the Whippoorwill.

Conditions in Effect:
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.
Forewarned condition: Each PC gains a +2 circumstance bonus to their initiative roll in Encounter D.

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!”

Once given another mission, the Pathfinders quickly return underwater to the target ship's location. It takes them a minute to return 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!”

Rolling Initiatives:
Melenia Nightbreeze's Initiative using Detect Magic: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Knuckles's Initiative using Avoid Notice: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Tk'lalì's Initiative using Detect Magic: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Cirri Merryweather's Initiative using Avoid Notice: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Tsuko-chin's Initiative using Scout: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Button Bright's Initiative using Search: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
AQ: 1d20 + 8 ⇒ (11) + 8 = 19
PP: 1d20 + 5 ⇒ (14) + 5 = 19
PG: 1d20 + 5 ⇒ (20) + 5 = 25
PD: 1d20 + 5 ⇒ (3) + 5 = 8

⬤ Dead in the Water! Round 1 ⬤
Party Condition(s): DC 13 to Swim
Terrain Feature(s): The water is relatively calm at this depth, despite the storm above— it’s an DC 13 to Swim. The ship’s basic structure has lasted—the hold has a clearance of 15 feet between deck and floor—but the wood is rotting. Each 5-foot section has Hardness 5 and 20 HP (BT 10).
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 20 ft above seafloor | 2☘️ |
➤ Knuckles (AC 19) (HP 26/26) | 20 ft above seafloor | 1☘️ |
➤ Tk'lalì (AC 16) (HP 22/22) | 20 ft above seafloor | 2☘️ |
Pathfinder Guardian (Orange) (HP -) | 20 ft above seafloor |
Cirri Merryweather (AC 18) (HP 32/32) | 20 ft above seafloor | 2☘️ |
Button Bright (AC 16) (HP 17/17) | 20 ft above seafloor | 1☘️ |
Averill Quint (Red) (HP -) | 20 ft above seafloor |
Pathfinder Protector (Yellow) (HP -) | 20 ft above seafloor |
Tsuko-chin (AC 18) (HP 30/30) | 20 ft above seafloor | 2☘️ |
Pathfinder Defender (White) (HP -) | 20 ft above seafloor |

EFFECTS & CONDITIONS REFERENCE

Benefit of Pearls of Depth :
Once activated, the pearl of depths gives the PCs a chance to explore the sunken wreck of the Whippoorwill. For two hours, PCs can breathe underwater. In addition, when they make an Athletics check to Swim, they treat their proficiency rank is if it were one better. This means a character that is untrained in Athletics becomes trained (adding their level +2), while any character that is trained or better effectively gains a +2 bonus to their check. A PC also still moves 5 feet even if they fail or critically fail an Athletics check to Swim. Lastly, if a PC has a swim Speed, they gain a +5-foot status bonus to their swim Speed

◆ Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn. Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs). Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

Underwater Combat Rules :
Use these rules for battles in water or underwater: You’re off-guard unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You can’t cast fire spells or use actions with the fire trait underwater. As normal for how traits work, any part of the effect that’s unrelated to fire still works. For example, an attack with a flaming battle axe could still deal its physical damage, just not its fire damage.

Three-Dimensional Combat Rules :
In aquatic combat, you might need to track positioning in three dimensions. You might use one of the following methods, tracking depth in relationship to the sea floor: Find platforms to place creatures’ miniatures on if they’re higher in the water. Set a die next to a creature with the number indicating how many squares up from the ocean floor it is. Make a stack of dice or tokens, 1 per 5 feet of elevation. Write the elevation next to the creature on the grid. As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides.

You can use your wayfinder to give the undead Pathfinders pause, using the following ability:
Activate—Report, Cooperate [one-action] (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.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) |HP 22/22 | AC 16 | Fort +5, Ref +6, Will +6 | Perc +4, Darkvision | Hero Points: 0/3 | Active Conditions: None |

Tk'lalì swims up, frustrated by how far away they still are and why they're fighting members of their own organization. So she pulls out the longer range parts of her arsenal and launches her ball of metal at the leader calling the shots (Red).

Needle Darts vs Averill: 1d20 + 8 ⇒ (4) + 8 = 12Let's hero point since these are taking us a bit to finish anyway
Needle Darts vs Averill, HP: 1d20 + 8 ⇒ (14) + 8 = 22
Piercing, Cold Iron: 3d4 ⇒ (1, 4, 3) = 8

Vigilant Seal

male catfolk rogue 2 | ◆◇↺ | ♥️ 26/26 | AC 19 (20) | F +5 R +10 W +5 | Perc +5 | Spd 25ft. |

Knuckles tries to get a little closer.

◆ Swim Athletics: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23

He once more prepares to toss some cards.

◆ Fane's Fourberie

◆ Strike (white) -2 range

Attack; OG: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Piercing + Precision: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Oh no! More g-gh-gh-ghosts?" Cirri is paralyzed with fear as the deceased crew closes in on her.

Verdant Wheel

CG Woodland Elf Druid 3 HP 33/33| AC 18/20 | F +7 R +6 W +11 | Perc +11 | Stealth +1 | speed 30 ft. | Active Conditions: --- | ◈ | ◇ | ↺ | Focus Spells: 2/2

Swim: 1d20 + 8 ⇒ (7) + 8 = 15

Melenia swims forth and targets Yellow and White with her Electric Arc.

Reflex DC 17

electricity damage: 2d4 ⇒ (2, 1) = 3

◈Swim, ◈◈Electric Arc


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Tk'lali pokes Red with cold-iron needles after swimming closer to the enemies. 8 P damage

Knuckles swims close as well but the card miss to hit his target.

Melenia casts electric spell at Yellow and White.
Yellow: DC 17 basic Reflex save: 1d20 + 7 ⇒ (20) + 7 = 27 Crit Success, no damage
White: DC 17 basic Reflex save: 1d20 + 7 ⇒ (1) + 7 = 8 Crit Fail, 6 E damage

Melenia cooks White out! White out

Orange hisses and swims to meet Knuckles. Its decaying flesh pollutes the water around it! DC 12 Fortitude save vs Stench of Knuckles and Melenia! It then bites Knuckles!
Jaw Attack: 1d20 + 7 ⇒ (2) + 7 = 9 vs Knuckles AC 19

⬤ Dead in the Water! Round 1 ⬤
Party Condition(s): DC 13 to Swim
Terrain Feature(s): The water is relatively calm at this depth, despite the storm above— it’s an DC 13 to Swim. The ship’s basic structure has lasted—the hold has a clearance of 15 feet between deck and floor—but the wood is rotting. Each 5-foot section has Hardness 5 and 20 HP (BT 10).
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

BEFORE YOUR TURN
❗ Melenia Nightbreeze: DC 12 Fortitude save vs Stench ❗
❗ Knuckles: DC 12 Fortitude save vs Stench ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 20 ft above seafloor | 2☘️ |
Knuckles (AC 19) (HP 26/26) | 20 ft above seafloor | 1☘️ |
Tk'lalì (AC 16) (HP 22/22) | 20 ft above seafloor | 1☘️ |
Pathfinder Guardian (Orange) (HP -) | 20 ft above seafloor; w Stench (10 ft, DC 12 Fort) |
➤ Cirri Merryweather (AC 18) (HP 32/32) | 20 ft above seafloor | 2☘️ |
➤ Button Bright (AC 16) (HP 17/17) | 20 ft above seafloor | 1☘️ |
Averill Quint (Red) (HP -8) | 20 ft above seafloor; w Stench (10 ft, DC 15 Fort) |
Pathfinder Protector (Yellow) (HP -) | 20 ft above seafloor; w Stench (10 ft, DC 12 Fort) |
Tsuko-chin (AC 18) (HP 30/30) | 20 ft above seafloor | 2☘️ |
Pathfinder Defender (White) (HP -6) |

EFFECTS & CONDITIONS REFERENCE

Benefit of Pearls of Depth :
Once activated, the pearl of depths gives the PCs a chance to explore the sunken wreck of the Whippoorwill. For two hours, PCs can breathe underwater. In addition, when they make an Athletics check to Swim, they treat their proficiency rank is if it were one better. This means a character that is untrained in Athletics becomes trained (adding their level +2), while any character that is trained or better effectively gains a +2 bonus to their check. A PC also still moves 5 feet even if they fail or critically fail an Athletics check to Swim. Lastly, if a PC has a swim Speed, they gain a +5-foot status bonus to their swim Speed

◆ Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn. Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs). Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

Underwater Combat Rules :
Use these rules for battles in water or underwater: You’re off-guard unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You can’t cast fire spells or use actions with the fire trait underwater. As normal for how traits work, any part of the effect that’s unrelated to fire still works. For example, an attack with a flaming battle axe could still deal its physical damage, just not its fire damage.

Three-Dimensional Combat Rules :
In aquatic combat, you might need to track positioning in three dimensions. You might use one of the following methods, tracking depth in relationship to the sea floor: Find platforms to place creatures’ miniatures on if they’re higher in the water. Set a die next to a creature with the number indicating how many squares up from the ocean floor it is. Make a stack of dice or tokens, 1 per 5 feet of elevation. Write the elevation next to the creature on the grid. As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides.

Conditions in Effect :
Living History condition: 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.

◆ Activate—Report, Cooperate [one-action:
(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.

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the area must succeed at a DC 12 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

Vigilant Seal

Male Poppet Bard 1 | HP 17/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 1 | Spells 1st 2/2 | Exploration: Scout | Active Conditions: None

The waterlogged doll is miserable in the water, but mostly because he's looking ahead to having to wring himself out.

But there are more pressing concerns! Button Bright sings. He isn't sure the acoustics will work out quite right underwater, even if he is able to breathe down here for the moment, but of course the magic is more important than the music itself right now (but only right now!).

Unfortunately, he hasn't received his wayfinder yet, so he is unable to brandish it. He tries calling out "We're Pathfinders, too!" but he isn't sure how effective it will be.

He manages to swim a little, though it's awkward with his spear in hand. His success is surely due to magic of the pearl more than his own power. He doesn't really plan to use the spear; he casts a spell to protect himself instead.

◇ Lingering Composition Performance: 1d20 + 7 ⇒ (15) + 7 = 22. Success. A composition cast with my next action will last three rounds.
◆ Courageous Anthem
◆ Swim Athletics: 1d20 + 3 ⇒ (13) + 3 = 16
◆ Cast shield

Verdant Wheel

CG Woodland Elf Druid 3 HP 33/33| AC 18/20 | F +7 R +6 W +11 | Perc +11 | Stealth +1 | speed 30 ft. | Active Conditions: --- | ◈ | ◇ | ↺ | Focus Spells: 2/2

Fortitude: 1d20 + 3 ⇒ (15) + 3 = 18

Melenia shrugs off the effects of the Stench and sends off another current of electricity at Orange.

Reflex 17 DC or take Electric Damage: 2d4 ⇒ (4, 4) = 8

She then swims a few feet to get a better look at the other creatures.

Athletics: 1d20 + 8 ⇒ (18) + 8 = 26

Vigilant Seal

male catfolk rogue 2 | ◆◇↺ | ♥️ 26/26 | AC 19 (20) | F +5 R +10 W +5 | Perc +5 | Spd 25ft. |

Fortitude: 1d20 + 5 ⇒ (11) + 5 = 16

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

Cirri fumbles for her wayfinder. "Wait, we are all Pathfinders here! You're just... umm... a lot older."

Pathfinder Society Lore: 1d20 + 4 ⇒ (9) + 4 = 13

"Come on! Pay attention to me!"

Pathfinder Society Lore: 1d20 + 4 ⇒ (9) + 4 = 13

"Bah!" Cirri conjures a spear of lightning and hurls it at the Orange undead Pathfinder.

Thunder Blast: 1d20 + 8 ⇒ (15) + 8 = 23
Electricity Damage: 1d6 + 2 ⇒ (5) + 2 = 7

"Oh, NOW you're listening to me!"

◆ Report, Cooperate vs Orange
◆ Report, Cooperate vs Orange
>Weapon Infusion<: Thrown, Range 20 feet
◆ Elemental Blast vs Orange


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.


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Button encourages allies, swims and raises magic shield.

My bad, Melenia is not to act yet but I will save your actions when it gets to your turn.

Cirri calls the attention of Orange, actually, when she shows her Wayfinder and commands Orange. Orange –2 status penalty to Strikes and DCs Redirecting your another action to Yellow... and the same goes to Yellow who also takes –2 status penalty to Strikes and DCs And with a blast of thunders, it burns Orange to a toast. Orange out

Averill grunts, taking the matter into their hand by swimming next to Knuckles and claws him.
Claws Attack: 1d20 + 11 ⇒ (4) + 11 = 15 vs Knuckles AC 19
Claws Attack, Agile, MAP: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 vs Knuckles AC 19

Averill is frustrated as ever.

Yellow swims toward Knuckles too and slashes their rotten claws to him as well.
Claws Attack: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 vs Knuckles AC 19
Claws Attack: 1d20 + 7 - 4 - 2 ⇒ (1) + 7 - 4 - 2 = 2 vs Knuckles AC 19

Using Melenia's actions for Round 2...
Melenia electrifies remaining targets.
Red: DC 17 basic Reflex save: 1d20 + 8 ⇒ (8) + 8 = 16 vs EA Fail, 8 E damage
Yellow: DC 17 basic Reflex save: 1d20 + 7 ⇒ (20) + 7 = 27 vs EA Crit Success

⬤ Dead in the Water! Round 1 and 2 ⬤
Party Condition(s): DC 13 to Swim
Terrain Feature(s): The water is relatively calm at this depth, despite the storm above— it’s an DC 13 to Swim. The ship’s basic structure has lasted—the hold has a clearance of 15 feet between deck and floor—but the wood is rotting. Each 5-foot section has Hardness 5 and 20 HP (BT 10).
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

🚩 BEFORE YOUR TURN 🚩
❗ Knuckles: Two DC 12 Fortitude saves vs Stench, and one DC 15 Fortitude save vs Stench ❗
❗ Tk'lalì: DC 12 Fortitude saves vs Stench ❗
❗ Tsuko-chin: DC 12 Fortitude saves vs Stench, and DC 15 Fortitude save vs Stench ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | 20 ft above seafloor | 2☘️ | Immune to Stench
➤ Knuckles (AC 19) (HP 26/26) | 20 ft above seafloor | 1☘️ |
➤ Tk'lalì (AC 16) (HP 22/22) | 20 ft above seafloor | 1☘️ |
Pathfinder Guardian (Orange) (HP -14) |
➤ Cirri Merryweather (AC 18) (HP 32/32) | 20 ft above seafloor | 2☘️ |
➤ Button Bright (AC 16) (HP 17/17) | 20 ft above seafloor | 1☘️ |
Averill Quint (Red) (HP -16) | 20 ft above seafloor; w Stench (10 ft, DC 15 Fort) |
Pathfinder Protector (Yellow) (HP -) | 20 ft above seafloor; w Stench (10 ft, DC 12 Fort); –2 status penalty to Strikes and DCs |
➤ Tsuko-chin (AC 18) (HP 30/30) | 20 ft above seafloor | 2☘️ |
Pathfinder Defender (White) (HP -6) |

EFFECTS & CONDITIONS REFERENCE

Benefit of Pearls of Depth :
Once activated, the pearl of depths gives the PCs a chance to explore the sunken wreck of the Whippoorwill. For two hours, PCs can breathe underwater. In addition, when they make an Athletics check to Swim, they treat their proficiency rank is if it were one better. This means a character that is untrained in Athletics becomes trained (adding their level +2), while any character that is trained or better effectively gains a +2 bonus to their check. A PC also still moves 5 feet even if they fail or critically fail an Athletics check to Swim. Lastly, if a PC has a swim Speed, they gain a +5-foot status bonus to their swim Speed

◆ Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn. Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs). Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

Underwater Combat Rules :
Use these rules for battles in water or underwater: You’re off-guard unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You can’t cast fire spells or use actions with the fire trait underwater. As normal for how traits work, any part of the effect that’s unrelated to fire still works. For example, an attack with a flaming battle axe could still deal its physical damage, just not its fire damage.

Three-Dimensional Combat Rules :
In aquatic combat, you might need to track positioning in three dimensions. You might use one of the following methods, tracking depth in relationship to the sea floor: Find platforms to place creatures’ miniatures on if they’re higher in the water. Set a die next to a creature with the number indicating how many squares up from the ocean floor it is. Make a stack of dice or tokens, 1 per 5 feet of elevation. Write the elevation next to the creature on the grid. As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides.

Conditions in Effect :
Living History condition: 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.

◆ Activate—Report, Cooperate [one-action:
(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.

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the area must succeed at a DC 12 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

Vigilant Seal

Male Poppet Bard 1 | HP 17/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 1 | Spells 1st 2/2 | Exploration: Scout | Active Conditions: None

Button moves a little closer and hums a discordant note. It ripples painfully (hopefully) through the water in front of him.

◆ Swim Athletics: 1d20 + 3 ⇒ (12) + 3 = 15 Fort: 1d20 + 6 ⇒ (20) + 6 = 26
◆◆ Cast haunting hymn. Yellow and Red must make DC 17 basic Fort saves against sonic damage: 1d8 + 1 ⇒ (1) + 1 = 2. On a critical failure, they're also deafened.


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Button approaches and echoes a jarring hymn against his targets!
Yellow: DC 17 basic Fortitude save: 1d20 + 2 ⇒ (16) + 2 = 18 vs Haunting Hymn Success, 1 So damage
Red: DC 17 basic Fortitude save: 1d20 + 8 ⇒ (12) + 8 = 20 vs Haunting Hymn Success, 1 So damage

They get deafened temporarily.

⬤ Dead in the Water! Round 1 and 2 ⬤
Party Condition(s): DC 13 to Swim; COURAGEOUS ANTHEM (Rd 2 to 4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Terrain Feature(s): The water is relatively calm at this depth, despite the storm above— it’s an DC 13 to Swim. The ship’s basic structure has lasted—the hold has a clearance of 15 feet between deck and floor—but the wood is rotting. Each 5-foot section has Hardness 5 and 20 HP (BT 10).
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

🚩 BEFORE YOUR TURN 🚩
❗ Knuckles: Two DC 12 Fortitude saves vs Stench, and one DC 15 Fortitude save vs Stench ❗
❗ Tk'lalì: DC 12 Fortitude saves vs Stench ❗
❗ Tsuko-chin: DC 12 Fortitude saves vs Stench, and DC 15 Fortitude save vs Stench ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Round 2
Melenia Nightbreeze (AC 16) (HP 14/14) | 20 ft above seafloor | 2☘️ | Immune to Stench
➤ Knuckles (AC 19) (HP 26/26) | 20 ft above seafloor | 1☘️ |
➤ Tk'lalì (AC 16) (HP 22/22) | 20 ft above seafloor | 1☘️ |
Pathfinder Guardian (Orange) (HP -14) |
➤ Cirri Merryweather (AC 18) (HP 32/32) | 20 ft above seafloor | 2☘️ |
Button Bright (AC 16) (HP 17/17) | 20 ft above seafloor | 1☘️ |
Averill Quint (Red) (HP -17) | 20 ft above seafloor; w Stench (10 ft, DC 15 Fort) |
Pathfinder Protector (Yellow) (HP -1) | 20 ft above seafloor; w Stench (10 ft, DC 12 Fort); –2 status penalty to Strikes and DCs |

Round 1
➤ Tsuko-chin (AC 18) (HP 30/30) | 20 ft above seafloor | 2☘️ |
Pathfinder Defender (White) (HP -6) |

EFFECTS & CONDITIONS REFERENCE

Benefit of Pearls of Depth :
Once activated, the pearl of depths gives the PCs a chance to explore the sunken wreck of the Whippoorwill. For two hours, PCs can breathe underwater. In addition, when they make an Athletics check to Swim, they treat their proficiency rank is if it were one better. This means a character that is untrained in Athletics becomes trained (adding their level +2), while any character that is trained or better effectively gains a +2 bonus to their check. A PC also still moves 5 feet even if they fail or critically fail an Athletics check to Swim. Lastly, if a PC has a swim Speed, they gain a +5-foot status bonus to their swim Speed

◆ Swim :
You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt an Athletics check to Swim. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn. Critical Success You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs). Success You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs). Critical Failure You make no progress, and if you’re holding your breath, you lose 1 round of air.

Underwater Combat Rules :
Use these rules for battles in water or underwater: You’re off-guard unless you have a swim Speed. You gain resistance 5 to acid and fire. You take a –2 circumstance penalty to melee slashing or bludgeoning attacks that pass through water. Ranged attacks that deal bludgeoning or slashing damage automatically miss if the attacker or target is underwater, and piercing ranged attacks made by an underwater creature or against an underwater target have their range increments halved. You can’t cast fire spells or use actions with the fire trait underwater. As normal for how traits work, any part of the effect that’s unrelated to fire still works. For example, an attack with a flaming battle axe could still deal its physical damage, just not its fire damage.

Three-Dimensional Combat Rules :
In aquatic combat, you might need to track positioning in three dimensions. You might use one of the following methods, tracking depth in relationship to the sea floor: Find platforms to place creatures’ miniatures on if they’re higher in the water. Set a die next to a creature with the number indicating how many squares up from the ocean floor it is. Make a stack of dice or tokens, 1 per 5 feet of elevation. Write the elevation next to the creature on the grid. As with ground-based movement, moving diagonally up or down in 3-D space requires counting every other diagonal as 10 feet. Measure flanking in all directions—creatures above and below an enemy can flank it just as effectively as they can from opposite sides.

Conditions in Effect :
Living History condition: 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.

◆ Activate—Report, Cooperate [one-action:
(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.

Stench (aura, olfactory, 10 ft) :
A creature entering the aura or starting its turn in the area must succeed at a DC 12 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

Verdant Wheel

Ifrit Merfolk Fire Elementalist Wizard (she/her) |HP 22/22 | AC 16 | Fort +5, Ref +6, Will +6 | Perc +4, Darkvision | Hero Points: 0/3 | Active Conditions: None |

Fort: 1d20 + 5 ⇒ (5) + 5 = 10

Tk'lalì's gills gunk up with stench and her body reels at the stench, but she musters up all the magic in her body to burst a whirlpool up at the two enemies.

Casting Spout as a 5 ft burst in the upper corner between both Yellow and Averill.

Bludgeoning: 2d4 ⇒ (4, 1) = 5 DC 17 (due to sickened) basic reflex from both enemies.

Then she swims and positions herself outside the stench going further.

Vigilant Seal

male catfolk rogue 2 | ◆◇↺ | ♥️ 26/26 | AC 19 (20) | F +5 R +10 W +5 | Perc +5 | Spd 25ft. |

Knuckles already saved against a stench aura, so he shouldn't need to save again.

Stench wrote:
A creature that succeeds at its save or recovers from being sickened is temporarily immune to all stench auras for 1 minute.

Yes, it seems odd that you are immune to even auras with a higher save DC, but RAW, that's how it works.

Knuckles tries to misdirect Averill.

◆ Feint Deception DC 18: 1d20 + 9 ⇒ (18) + 9 = 27 ooh, almost a crit

Scoundrel Racket wrote:
When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours.

He then throws some pointy fists at the former Pathfinder.

◆ Strike Averill

Attack OG: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11Piercing; Precision: 1d6 + 2 + 1 + 1d6 ⇒ (3) + 2 + 1 + (2) = 8

◆ Strike Averill

Attack OG: 1d20 + 9 + 1 - 4 ⇒ (13) + 9 + 1 - 4 = 19Piercing; Precision: 1d6 + 2 + 1 + 1d6 ⇒ (4) + 2 + 1 + (4) = 11

Horizon Hunters

CN Dhampir Tengu Swashbuckler 2 AC 18, hp 30; Fort 6•, Ref 9••, Will 6•• | Speed 25 ft., Perception +6•• (+7 to Sense Motive), darkvision, low-light vision

Fortitude save DC 15: 1d20 + 6 ⇒ (11) + 6 = 17
Fortitude save DC 12: 1d20 + 6 ⇒ (7) + 6 = 13

Tsuko-chin swims next to Averill and strikes him twice.

athletics: 1d20 + 7 ⇒ (1) + 7 = 8
athletics ◆, hero point reroll: 1d20 + 7 ⇒ (15) + 7 = 22

rapier: 1d20 + 6 ⇒ (8) + 6 = 14
piercing: 1d6 + 1 ⇒ (3) + 1 = 4
rapier: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17
piercing: 1d6 + 1 ⇒ (3) + 1 = 4

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Please! We're all Pathfinders!" Cirri continues to show off her wayfinder.

Pathfinder Society vs Yellow: 1d20 + 4 ⇒ (15) + 4 = 19

"Averil, you've done a great job. But it's time to rest. We Pathfinders can take over."
Pathfinder Society vs Red: 1d20 + 4 ⇒ (9) + 4 = 13

She sighs and forms a javelin made of lightning, throwing it at the Yellow garbed Pathfinder.

Lightning Blast: 1d20 + 8 ⇒ (14) + 8 = 22
Electricity Damage: 1d6 + 2 ⇒ (6) + 2 = 8

◆ Report, Cooperate vs Yellow
◆ Report, Cooperate vs Red
>Weapon Infusion< - Ranged Throw 20 ft
◆ Elemental Blast vs Red

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