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

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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Envoy's Alliance

CG Woodland Elf Druid 1 HP 14/14| AC 16/18 | F +3 R +4 W +9 | Perc +7 | Stealth +1 | speed 30 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Focus Spells: 2/2

Melenia rushes beside T'kali and casts Electric Arc at the White and Black Scamps.

Electric Arc DC 17 Reflex or take Electric Damage: 2d4 ⇒ (1, 2) = 3

Verdant Wheel

PFS# 133608-2008 | ♥️ 32 | AC 18 | Saves 10/8/4 | Female Strix Undine Kineticist (Level 2) ☘️ 0 | Class DC 18 | Perception +4 |◆◇◈↺ | Kinetic Aura ☑|

She peeks over board just in time to see a big ball of muck heading her way!

Reflex: 1d20 + 8 ⇒ (11) + 8 = 19 Success, 8 damage

She expected acid or bludgeoning. But this ball drains away at her very spirit.

"Is anyone planning to climb down there?" Cirri looks at her teammates. "I think we'll keep shooting from here, then."

"Ocean spirits, heed my call! Aid me as I topple our foes!"

She raises her arms to conjure a ball of water the size of a crate before she hurls it at the Red drake.

Blast: 1d20 + 8 ⇒ (3) + 8 = 11
Bludgeoning Damage: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10

And she throws a smaller one at it again!
Blast: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8
Bludgeoning Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Sadly the spirits do not hear her.

Vigilant Seal

Male Poppet Bard 1 | HP 9/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 0 | Spells 1st 1/2 | Exploration: Scout | Active Conditions: Courageous Anthem

"...I think up here is okay," says Button Bright. But he says it melodically, hitting a few key notes.

He then looks at the closest scamp. "What a stupid, ugly creature. Lives in the water, but crawls out of it just to start a fight it will lose? Just stay down there!" He hurls the words like a weapon. Which they are.

◇ Lingering Composition Performance: 1d20 + 7 ⇒ (7) + 7 = 14. Failure. No effect, but no focus point cost.
◆ Courageous Anthem. Allies within 60 (everyone) gets +1 status to attacks, damage, and saves vs fear
◆◆ Biting Words. Spell Attack: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 vs Black Scamp for sonic damage: 2d6 + 1 ⇒ (1, 1) + 1 = 3, double on a crit.


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

Tk'lali blasts water upon White after moving into position.
White: DC 18 basic Reflex save: 1d20 + 11 ⇒ (14) + 11 = 25 vs Spout (Success, 3 B damage

Knuckles gets into a stance and throws a card that pokes White. He then moves to the side.

Melenia electrifies White and Black scamps.
White: DC 17 basic Reflex save: 1d20 + 11 ⇒ (4) + 11 = 15 vs EA (Fail, 3 E damage)
Black: DC 17 basic Reflex save: 1d20 + 11 ⇒ (19) + 11 = 30 vs EA (Crit Success, no damage)

White gets grounded while Black is unharmed. Cirri blasts water with the help of the spirits, but her words seem to drown in the growling tempest.

Button inspires allies with his melody. His words fall to deaf ears when he tries to insult one of the camps. (Black does not understand Common, Dwarven, or Tien)

Black Scamp conjures a taloned hand that grips Tklali's wrist with 2d8 ⇒ (5, 2) = 7 acid damage plus 1d6 persistent acid damage depending on DC 17 Reflex save. And, surprisingly, it flies closer to the group.

I updated the tracker with retconned healing from Cirri.

⬤ THE SNAPDRAGON'S HULL Round 1 ⬤
Party Condition(s): COURAGEOUS ANTHEM (1 rd): +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Each PC has +1 status bonus to skills checks, and +2 circumstance bonus on all skill checks to disable hazards.
Terrain Feature(s): The rigging has an DC 13 Athletics to Climb for the rigging, and the platforms that the rigging attaches to are 5 feet wide. DC 15 Athletics to Climb for the ship’s hull without the rigging. The Eye continues to rage around the PCs as they fight through the storm. PCs take a –2 circumstance penalty on Acrobatics and Stealth checks during this encounter, as the decks are slick.
Map Link: ENCOUNTER MAP
Note(s):

BEFORE YOUR TURN
❗ Tk'lalì: DC 17 Reflex save vs 7 acid damage plus 1d6 persistent acid damage of Acid Grip ❗
❗ Tsuko-chin: DC 17 basic Reflex save vs 15 spirit damage ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Drake (HP -) | Can't use Chtonic Mucus until Rd 5
Button Bright (AC 16) (HP 17/17) | 0☘️ |
Cirri Merryweather (AC 18) (HP 24/32) | 2☘️ |
Knuckles (AC 19) (HP 25/26) | 1☘️ |
Tk'lalì (AC 16) (HP 22/22) | 0☘️ |
Black Scamp (HP -) | Flying
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 1☘️ |
➤ Tsuko-chin (AC 18) (HP 22/30) | 2☘️ |
White Scamp (HP -17) |

EFFECTS & CONDITIONS REFERENCE

If you fall in the water :
If a PC falls in the water, another sailor tosses them a line at the end of their turn. On their next turn, they can attempt an Average Athletics check to Climb or Acrobatics check to swing back aboard. On a success, they spend two actions to return to the deck (one action on a critical success). If they fail, they’re automatically pulled back on board at the end of their turn.

Verdant Wheel

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

Tsuko evades Red drake's chthonic mucus and climbs down the hull to swing it with his rapier before it can do it again.

Reflex save: 1d20 + 9 ⇒ (20) + 9 = 29
Athletics: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20

rapier: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
piercing: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
rapier: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13
piercing: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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 |

Reflex: 1d20 + 6 ⇒ (6) + 6 = 12

The acidic arms grabs hold!


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

Tsuko easily evades the assault to them. He climbs down but fails to hit the Red Drake.

Tk'lali is corroded by the acid!
Persistent Acid: 1d6 ⇒ 1 acid damage

Botting Melenia...
Melenia continues to electrify White and Black Scamps for 2d4 ⇒ (1, 2) = 3 E damage vs DC 17 basic Reflex save.

Black: DC 17 basic Reflex save: 1d20 + 11 ⇒ (9) + 11 = 20 vs EA (Success, 1 E damage)
White: DC 17 basic Reflex save: 1d20 + 11 ⇒ (14) + 11 = 25 vs EA (Success, 1 E damage)

It slights tingles them.


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

White Scamp flies next to Cirri and breathes her acid dealing 2d6 ⇒ (5, 4) = 9 acid damage vs DC 17 basic Reflex save. White can’t use Acid Breath again for 1d4 ⇒ 4 rounds.

Red Drake fights back at Tsuko-chin by biting!
Fangs Attack: 1d20 + 12 ⇒ (12) + 12 = 24 vs Tsuko-chin AC 18 -2 OG
Damage: 1d8 + 3 ⇒ (7) + 3 = 10 P damage

Fangs Attack: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18 vs Tsuko-chin AC 18 -2 OG
Damage: 1d8 + 3 ⇒ (7) + 3 = 10 P damage

The drake then starts flying away from him too.

⬤ THE SNAPDRAGON'S HULL Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (1 rd): +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Each PC has +1 status bonus to skills checks, and +2 circumstance bonus on all skill checks to disable hazards.
Terrain Feature(s): The rigging has an DC 13 Athletics to Climb for the rigging, and the platforms that the rigging attaches to are 5 feet wide. DC 15 Athletics to Climb for the ship’s hull without the rigging. The Eye continues to rage around the PCs as they fight through the storm. PCs take a –2 circumstance penalty on Acrobatics and Stealth checks during this encounter, as the decks are slick.
Map Link: ENCOUNTER MAP
Note(s):

BEFORE YOUR TURN
❗ Cirri Merryweather: DC 17 basic Reflex save vs 7 acid damage ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Drake (HP -) | Can't use Chtonic Mucus until Rd 5
➤ Button Bright (AC 16) (HP 17/17) | 0☘️ |
➤ Cirri Merryweather (AC 18) (HP 24/32) | 2☘️ |
➤ Knuckles (AC 19) (HP 25/26) | 1☘️ |
➤ Tk'lalì (AC 16) (HP 14/22) | 0☘️ |
Black Scamp (HP -1) | Flying
Melenia Nightbreeze (AC 16) (HP 14/14) | 1☘️ |
Tsuko-chin (AC 18) (HP 2/30) | 2☘️ |
White Scamp (HP -18) | Flying; No acid breath until Rd 3

AFTER YOUR TURN
❗ Tk'lalì: DC 15 Flat check vs 1d6 persistent acid ❗

EFFECTS & CONDITIONS REFERENCE

If you fall in the water :
If a PC falls in the water, another sailor tosses them a line at the end of their turn. On their next turn, they can attempt an Average Athletics check to Climb or Acrobatics check to swing back aboard. On a success, they spend two actions to return to the deck (one action on a critical success). If they fail, they’re automatically pulled back on board at the end of their turn.

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 grunts from the acid, and grits her teeth. "Oooooh they're so mobile, when they're in the air and I'm so slow on this ship. Well, you may be able to outrun some of us but I still have a couple of tricks left in my book."

She rolls up in front of Melania to get a clear shot on the drake and then calls up a huge stream of water from the Plane of Water to pelt the creature.

Hydraulic Push at Drake: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Bludgeoning Damage: 3d6 + 1 ⇒ (3, 5, 6) + 1 = 15

Persistent Acid Flat Check vs DC 10 (thanks to Ifrit Cinder Soul): 1d20 ⇒ 16
Thankfully the toxic absorbing charcoals lining her skin quickly stop the stinging acid.

Vigilant Seal

Male Poppet Bard 1 | HP 9/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 0 | Spells 1st 1/2 | Exploration: Scout | Active Conditions: Courageous Anthem

Button Bright hums the encouraging notes, and this time gets them just right. He stops humming, but the notes continue to reverberate.

He sees that Tsuko-Chin is hurt, but too far away for him to heal, so he scampers closer. He glares up at the flying drake. "Aww, flying away already? Too scared to get close? I didn't even know chickens could fly!"

[ooc]◇ Lingering Composition Performance: 1d20 + 7 ⇒ (10) + 7 = 17. Success. Composition cast on his next action lasts three rounds.
◆ Courageous anthem
◆ Stride into Tk'lali's space (he's Tiny, he can share)
◆ Biting Words attack Red Spell Attack: 1d20 + 7 + 1d6d6d2d6 + 1 ⇒ (14) + 7 + (5, 4, 4, 5, 3, 1, 6, 1, 5, 4, 6, 2, 3, 6, 3, 3, 4, 3, 6, 1, 4, 1, 5, 2, 3, 3) + 1 = 115 if it understands Common[/oo]

Verdant Wheel

PFS# 133608-2008 | ♥️ 32 | AC 18 | Saves 10/8/4 | Female Strix Undine Kineticist (Level 2) ☘️ 0 | Class DC 18 | Perception +4 |◆◇◈↺ | Kinetic Aura ☑|

Now that she's flanking with Malenia, Cirri decides to focus on the white scamp that flew in front of her... and puked.

Reflex Save: 1d20 + 8 ⇒ (3) + 8 = 11 Failure, 7 damage

She didn't expect that. Let's see if the scamp expects a watery cudgel.

Water Blast: 1d20 + 8 ⇒ (14) + 8 = 22
Bludgeoning Damage: 1d8 + 2 + 4 ⇒ (2) + 2 + 4 = 8

It didn't, so Cirri swings again. Using Weapon Infusion to give myself the Agile property

Water Blast, Agile: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Bludgeoning Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Vigilant Seal

Male Kobold Monk

**HOUSE GM ANNOUNCEMENT**

The winds shift first, followed by the sails filling with their full power. The Snapdragon lurches forward. Eando grins and says, “We’re making good speed. We’ll be at the isle in no time.”

Table GMs, the Running Downwind condition is now in effect.


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

Running Downwind condition is in effect: PCs gain +2 circumstance bonus on attacks against creatures that are not currently on the Snapdragon.

Tk'lali pushes the drake with water she conjured. She also recovers from the acid lingering on herself.

Button encourages allies with lingering effect. Button insults the Red Drake but the drake does not understand him.

Cirri is splashed with acid. Cirri blasts water at White and it falls back to the sea. She then redirects another to Red. turned it to ranged and still hits, 1 B damage

Delaying Knuckles...

Black scamp also flies now, and breathes some Pathfinders with acid! 2d6 ⇒ (6, 2) = 8 acid damage to each creature (Melenia, Tk'lali, Button) within the area (DC 17 basic Reflex save), and can’t use Acid Breath again for 1d4 ⇒ 2 rounds.

⬤ THE SNAPDRAGON'S HULL Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Round 2 to 4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Each PC has +1 status bonus to skills checks, and +2 circumstance bonus on all skill checks to disable hazards; Running Downwind condition is in effect: PCs gain +2 circumstance bonus on attacks against creatures that are not currently on the Snapdragon.
Terrain Feature(s): The rigging has an DC 13 Athletics to Climb for the rigging, and the platforms that the rigging attaches to are 5 feet wide. DC 15 Athletics to Climb for the ship’s hull without the rigging. The Eye continues to rage around the PCs as they fight through the storm. PCs take a –2 circumstance penalty on Acrobatics and Stealth checks during this encounter, as the decks are slick.
Map Link: ENCOUNTER MAP
Note(s):

BEFORE YOUR TURN
❗ Button Bright: DC 17 basic Reflex save vs 8 acid damage ❗
❗ Tk'lalì: DC 17 basic Reflex save vs 8 acid damage ❗
❗ Melenia Nightbreeze: DC 17 basic Reflex save vs 8 acid damage ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Drake (HP -16) | Can't use Chtonic Mucus until Rd 5
Button Bright (AC 16) (HP 17/17) | 0☘️ |
Cirri Merryweather (AC 18) (HP 17/32) | 2☘️ |
Tk'lalì (AC 16) (HP 14/22) | 0☘️ |
Black Scamp (HP -1) | Flying; No acid breath until Rd 4
➤ Knuckles (AC 19) (HP 25/26) | 1☘️ |
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 1☘️ |
➤ Tsuko-chin (AC 18) (HP 2/30) | 2☘️ |
White Scamp (HP -26) |

EFFECTS & CONDITIONS REFERENCE

If you fall in the water :
If a PC falls in the water, another sailor tosses them a line at the end of their turn. On their next turn, they can attempt an Average Athletics check to Climb or Acrobatics check to swing back aboard. On a success, they spend two actions to return to the deck (one action on a critical success). If they fail, they’re automatically pulled back on board at the end of their turn.

Vigilant Seal

Male Poppet Bard 1 | HP 9/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 0 | Spells 1st 1/2 | Exploration: Scout | Active Conditions: Courageous Anthem

Reflex: 1d20 + 4 ⇒ (11) + 4 = 15

"Ow!"

Vigilant Seal

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

Knuckles takes moves under the drake and fires a few cards at it.

◆ Stride
◆ Strike Attack: 1d20 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15Piercing: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
◆ Strike Attack: 1d20 + 8 + 1 + 2 - 4 ⇒ (7) + 8 + 1 + 2 - 4 = 14Piercing: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Envoy's Alliance

CG Woodland Elf Druid 1 HP 14/14| AC 16/18 | F +3 R +4 W +9 | Perc +7 | Stealth +1 | speed 30 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Focus Spells: 2/2

Reflex: 1d20 + 4 ⇒ (8) + 4 = 12

Melenia growls in pain as the acid damages her skin. "You'll pay for that!"

She throws a ball of flame at black and raises her shield.

Ignition: 1d20 + 7 ⇒ (6) + 7 = 13
Fire Damage: 2d4 ⇒ (2, 2) = 4

◈◈Ignition, ◈Raise Shield

Verdant Wheel

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 ◆: 1d20 + 5 ⇒ (15) + 5 = 20

Tsuko chases the drake climbing up riggings and stabs it with his rapier.

rapier ◆: 1d20 + 6 ⇒ (8) + 6 = 14
piercing: 1d6 + 1 ⇒ (5) + 1 = 6
rapier ◆: 1d20 + 1 ⇒ (10) + 1 = 11
piercing: 1d6 + 1 ⇒ (4) + 1 = 5


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

Button gets sprayed of the acid breath. The same goes for Melenia. Knuckles tries to hit drake with cards but misses. Melenia wishes to burn scamp with fire (and with bonuses) she burns it, and she raises the shield instead. Tsuko climbs the rigging to poke the gaps instead of the drake.

Red drake goes bites Tsuko-chin in retaliation!
Fang Attack: 1d20 + 12 ⇒ (18) + 12 = 30 vs Tsuko-Chin AC 18-2 while climbing [ooc]crit
Damage: 1d8 + 3 ⇒ (3) + 3 = 6 P damage x2

The attack brings Tsuko-chin back to the floor of the ship, unconscious.

Drake then flies down and attacks Knuckles.
Tail Attack, MAP: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11 vs Knuckles AC 19

⬤ THE SNAPDRAGON'S HULL Round 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Round 2 to 4): +1 status bonus to attack rolls, damage rolls, and saves against fear effects. Each PC has +1 status bonus to skills checks, and +2 circumstance bonus on all skill checks to disable hazards; Running Downwind condition is in effect: PCs gain +2 circumstance bonus on attacks against creatures that are not currently on the Snapdragon.
Terrain Feature(s): The rigging has an DC 13 Athletics to Climb for the rigging, and the platforms that the rigging attaches to are 5 feet wide. DC 15 Athletics to Climb for the ship’s hull without the rigging. The Eye continues to rage around the PCs as they fight through the storm. PCs take a –2 circumstance penalty on Acrobatics and Stealth checks during this encounter, as the decks are slick.
Map Link: ENCOUNTER MAP
Note(s):

🚩 BEFORE YOUR TURN 🚩
❗ Tk'lalì: DC 17 basic Reflex save vs 8 acid damage ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Red Drake (HP -16) | Can't use Chtonic Mucus until Rd 5
➤ Button Bright (AC 16) (HP 9/17) | 0☘️ |
➤ Cirri Merryweather (AC 18) (HP 17/32) | 2☘️ |
➤ Tk'lalì (AC 16) (HP 14/22) | 0☘️ |
Black Scamp (HP -5) | Flying; No acid breath until Rd 4
Knuckles (AC 19) (HP 25/26) | 1☘️ |
Melenia Nightbreeze (AC 16) (HP 6/14) | 1☘️ |
Tsuko-chin (AC 18) (HP 0/30) | Dying 2 (Unconcious, Prone) | 2☘️ |
White Scamp (HP -26) |

EFFECTS & CONDITIONS REFERENCE

If you fall in the water :
If a PC falls in the water, another sailor tosses them a line at the end of their turn. On their next turn, they can attempt an Average Athletics check to Climb or Acrobatics check to swing back aboard. On a success, they spend two actions to return to the deck (one action on a critical success). If they fail, they’re automatically pulled back on board at the end of their turn.

Don't forget the bonuses from Courageous Anthem and Running Downwind condition.

Vigilant Seal

Male Poppet Bard 1 | HP 9/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 0 | Spells 1st 1/2 | Exploration: Scout | Active Conditions: Courageous Anthem

Button Bright moves a little away from the scamp and hums some soothing notes for Tsuko-Chin.

◆ Step
◆◆ Cast soothe. healing: 1d10 + 4 ⇒ (3) + 4 = 7

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 |

Reflex vs acid: 1d20 + 6 ⇒ (18) + 6 = 24

Tk'lalì forces herself not to be distracted by Tsuko-chin's body falling to the deck from the rigging and manages to get slightly out of the way of the flying acid.

"I'm not letting you do that again. If you won't let metal swords from the ground touch you, try some metal in the sky on for size."

She fires a barrage of cold iron projectiles at the drake from her position.

Needle Darts: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24
Cold Iron Piercing: 3d4 + 1 ⇒ (2, 4, 3) + 1 = 10

Then she summons up a sheet of pure flash fired glass in front of her from as she stares at the drake before them. Glass Shield

Verdant Wheel

PFS# 133608-2008 | ♥️ 32 | AC 18 | Saves 10/8/4 | Female Strix Undine Kineticist (Level 2) ☘️ 0 | Class DC 18 | Perception +4 |◆◇◈↺ | Kinetic Aura ☑|

"Ah! Tsuko-chin!" Cirri frets because she knows her water can't help. But Button's music calms her down, and she even sees the living-impaired tengu stirring back to life.

The drake looms in front of her. Time to take advantage. It resisted some of her bludgeoning force, so she switches to intense cold. The water forms into an icy quarterstaff as she swings.

Water Blast: 1d20 + 8 ⇒ (14) + 8 = 22
Cold Damage: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10

Water Blast, Agile: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10

Her followup isn't as good.
>Weapon Infusion<: Melee Attacks are Agile
◆◆ Elemental Blast, Cold vs Drake
◆ Elemental Blast, Cold vs Drake


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

From the crow’s nest, the cry of “Land!” carries over the deck. Sailors repeat the call as Calisro Benarry pulls a spyglass from her belt. She lowers it with a smile and says, “Get ready to drop anchor. We’re making landfall.”

Table GMs, you have 1 day to resolve your encounter. The Land Ahoy! condition is in effect.


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

Button heals Tsuko-chin. Tk'lali evades acid and sends needles made of cold iron that is very effective because its skin sizzles as a reaction! 10 P and 5 cold iron weakness She then raises shield of glass.

Cirri blasts the drake with cold water. 10 cold damage The drake is barely breathing from the assaults taken. The drake flees and the same goes with the scamp.

ENCOUNTER OVER!

Party Health:
Button Bright (9/17 HP) [0☘️]
Cirri Merryweather (17/32 HP) [2☘️]
Tk'lalì (10/22 HP) [0☘️]
Knuckles (25/26 HP) [1☘️]
Melenia Nightbreeze (6/14 HP) [1☘️]
Tsuko-chin (7/30 HP) [2☘️] | Prone

Whalerunner Mission Success!

After this Act 3 but before Act 4, everyone receives the benefit of a full night’s rest, which includes making daily preparations. This is your chance to roleplay changes you would like to make.

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 |

"Oh, land. Well then maybe it might make sense to leave the chair here on the ship and continue on foot from here. I don't like to rely on this batch of polymorphing magic when I know I'll need to also be mobile in the water, but I will admit it is faster than wheeling myself around if I know I'll be on shore." She pulls her body out of the seashell chair and lets her tail swing out over the outside edge then concentrates very hard on her form and pulls at her tail like its a skirt, as a pair of equally charcoal skinned humanoid legs pop into view as the tail shimmers away in magic.

She picks up her book from the internal upper shelf it lays on and flips back through it. "Perhaps I'll put back in some of my usual choices now that I don't expect to have as much trouble with fire. Though apparently the metal warping spell has been unexpectedly useful so I'll keep that around."

Using Shore Step to currently have legs which are 25ft on land, but while I have them I lose my swim speed and have to spend an action to put my tail back on if I want it back. I am also going to swap some of my spells I'll change them in my profile.

Verdant Wheel

PFS# 133608-2008 | ♥️ 32 | AC 18 | Saves 10/8/4 | Female Strix Undine Kineticist (Level 2) ☘️ 0 | Class DC 18 | Perception +4 |◆◇◈↺ | Kinetic Aura ☑|

"Yeah! You better run!" Cirri shakes her fist as the critters fly away. "Oh! Land!" She points. "Another successful voyage."

Overnight, Cirri spends her time staring at the stars. "Let's see... North Star... North Star... No matter where you are, you can find the North Star!" She points. "Wow, the Eye of Abendego really messes with constellations."

"What did you expect to find out here, anyway?" Cirri asks her teammates. "What could be so valuable you wouldn't move on to the Boneyard? I think it's a record of some ancient event like Starfall."

Verdant Wheel

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

Tsuko-chin rises up when hearing land has been spotted. "We will soon find out what's so valuable there." he answers to Cirri

Verdant Wheel

PFS# 133608-2008 | ♥️ 32 | AC 18 | Saves 10/8/4 | Female Strix Undine Kineticist (Level 2) ☘️ 0 | Class DC 18 | Perception +4 |◆◇◈↺ | Kinetic Aura ☑|

"Yeah. But... I'm so anxious. The discovery is my favorite part!"

"Oh. Um. Sorry I couldn't help your injuries, Tsuko-chin." She bows her head low. "My healing water doesn't really work well on you."


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Eando stares over the sea as an isle draws nearer. Calisro stands next to him, gripping the railing as though she could make it cut through the water faster with sheer will. Just behind the Snapdragon, a monster of a ship gathers speed. Its sails fill with gusts of wind conjured by magic.

“This is it,” Calisro says with a grin, “It’s time to prove to these demons they can’t outrun us!”

Eando shakes his head and chides, “And then we’ll finish the Whippoorwill’s mission. That’s what we’re after. I’m worried we’re about to unseal a dark force that shouldn’t be disturbed.”

Calisro laughs and claps the other Pathfinder on the shoulder. “If demons want whatever’s on this isle, we can’t let them have it,” she says. “Checking off our centuries-old to-do list is an added benefit.”

Table GMs, please begin Act 4.


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

As the Snapdragon nears to make landfall, Calisro calls the Pathfinders.

ISLE MISSION: DON’T TRY ME IN A SEA RACE
“Listen up,” Captain Benarry says while pointing to a map. “We’ve need to establish our foothold on that isle before this other ship does. I don’t know what they want, but it can’t be anything good. Once you make landfall, keep one step ahead of them. We need to establish supply lines, hold any strategic points, and get our people on the ground first.”

This encounter uses the chase subsystem. Each round takes 10 minutes, as it represents longer distance travel or work. This chase is about controlling territory before the Scorched Shark’s crew can do so. The PCs have 6 rounds to overcome these obstacles before the Scorched Shark beats them to the most important strategic point on the island: the Chthonic temple. Creative solutions are welcome and other appropriate skills will be allowed.

Round 1
Obstacle: Making Landfall. The isle rises from the sea. Without map or other preparations, making landfall is an exercise in luck.
Chase Points Needed: 2
Overcome: DC 13 Athletics or Sailing Lore to row ashore, DC 15 Nature to find a safe area to drop anchor, or DC 17 Perception to spot rocky outcroppings and avoid them. Other appropriate skills are allowed. CS: 2 Chase Points. S: 1 Chase Point. CF: lose 1 Chase Point.

Button Bright
Cirri Merryweather
Tk'lalì
Knuckles
Melenia Nightbreeze
Tsuko-chin

Everyone one is up!

If chase points needed is met:
Others who have not acted yet for the round can move to the next obstacle:

Obstacle: Establish Supply Lines. The isle’s rocky outcroppings and dense shrubs make travel hard going.
Chase Points Needed: 4
Overcome: DC 13 Athletics or Stealth to start moving supplies through the island’s interior, or DC 15 Survival to find the best path through the isle.

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 peers over the side of the ship looking for a safe place to stop and drop anchor.

Nature: 1d20 + 4 ⇒ (5) + 4 = 9

Verdant Wheel

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

Their centuries old to-do list is at odds with demons. Tsuko's beak drops opens as he ponders the challenge Pathfinders are facing. He then starts rowing the team ashore.

Athletics: 1d20 + 5 ⇒ (8) + 5 = 13

Verdant Wheel

PFS# 133608-2008 | ♥️ 32 | AC 18 | Saves 10/8/4 | Female Strix Undine Kineticist (Level 2) ☘️ 0 | Class DC 18 | Perception +4 |◆◇◈↺ | Kinetic Aura ☑|

Sailing Lore: 1d20 + 4 ⇒ (2) + 4 = 6

"Cirri row the boat ashore... ow!" Cirri jerks her arm at the wrong time.

Vigilant Seal

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

Atheltics: 1d20 + 6 ⇒ (2) + 6 = 8

Knuckles begins to row...

Vigilant Seal

Male Poppet Bard 1 | HP 9/17 | AC 16/17 | F+6 R+4 W+5 | Perc +5; Darkvision | Weakness fire 1 | Speed 25ft | Focus [ ] [ ] | Hero Points 0 | Spells 1st 1/2 | Exploration: Scout | Active Conditions: Courageous Anthem

"Demons are bad," Button Bright agrees seriously.

He keeps an eye out for rocks. Rocks are also bad, at least contextually. Like when they're too close to the surface while you're trying to take a boat over them. Or if somebody throws one at you.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Envoy's Alliance

CG Woodland Elf Druid 1 HP 14/14| AC 16/18 | F +3 R +4 W +9 | Perc +7 | Stealth +1 | speed 30 ft. | Active Conditions: --- | ◈ | ◈◈ | ◈◈◈ | ◇ | ↺ | Focus Spells: 2/2

Melenia searches for a suitable spot to drop anchor.

Nature: 1d20 + 7 ⇒ (18) + 7 = 25


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

Only Melenia is able to find a suitable spot to drop anchor and make landfall for their ship.

Round 2
Obstacle: Establish Supply Lines. The isle’s rocky outcroppings and dense shrubs make travel hard going.
Chase Points Needed: 4
Overcome: DC 13 Athletics or Stealth to start moving supplies through the island’s interior, or DC 15 Survival to find the best path through the isle.

Button Bright
Cirri Merryweather
Tk'lalì
Knuckles
Melenia Nightbreeze
Tsuko-chin

Everyone is up for Round 2!

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