GM Erich
|
Lootie switches grooves but fails to frighten the eel. Dorgath fights back with sharp sword and spell. Dennis launches over in time to strike hard and end the threat.
orange fort save vs void warp: 1d20 + 14 ⇒ (6) + 14 = 20
Round 2 - Combat Over!
Lootie -36 damage <bless 25'>
Dorgath -16 damage
Dennis
Orange eel -69 damage <dead>
Slipp
Salissa
Ra'uf
-------------------------
Quickly searching the wreckage, you realize the Whippoorwill carried plenty of supplies, some of which remain in the hold and can return to the surface with them. The items include a +1 cold iron breastplate, a pair of healer’s gloves, and two alloy orbs.
You have time to take a 10-minute rest before the next mission.
GM Erich
|
After the break...
“You try to set a good example,” Calisro says with a wry grin after your return, “but I guess not every pirate is going to enjoy life more in the Pathfinder Society.” She turns to make sure there are only you 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 require several DC 22 Survival or Perception checks (each of you can roll).
Dorgath Elokar
|
Dorgath will motion over for Lootie to join him once they've returned to the boat. He'll quickly patch up the gnome and his own wounds. Again he warns it might hurt just a bit, but in the end it will feel much better
risky surgery: 1d8 ⇒ 8
treat wounds dc 20: 1d20 + 17 ⇒ (6) + 17 = 23
healing for Lootie and Dorgath: 4d8 + 10 ⇒ (7, 3, 8, 6) + 10 = 34
Lay on hands Lootie at the beginning of the treat wounds and then we'll be set!
Dennis the Menace
|
With the eels dead, Dennis keeps searching for that elusive sea monster that he read about. He explains, "The sea monster looked way cooler than those dumb eels." The youngster pouts (for about 10 minutes) before his faction leader, Calisro Benarry, reminds him he's on an important Pathfinder mission.
Running across the ship, Dennis sees Dorgath handling the healing, "Golly, Mister Lootie, are you okay?" Without waiting for an answer (because he's very busy) he makes his way to the bow of the ship to look for the missing pirates.
Perception, DC 22: 1d20 + 13 ⇒ (12) + 13 = 25
Dorgath Elokar
|
After Dorgath helps patch up Lootie and his own wounds, he follows dennis' lead and begins searching the open waters for the pirates
perception DC22: 1d20 + 14 ⇒ (15) + 14 = 29
Salissa Greenscale
|
perception: 1d20 + 8 ⇒ (16) + 8 = 24
Saliss scans the sea and points towards something.
"Prithee, cast thy gazes yonder. Could that be our missing lambs?"
Ra'uf Steelwheels, Dog of War
|
Hands are laid, and then Ra'uf refocuses.
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
GM Erich
|
The group quickly locates the three pirates hustling off (rowing their boat) before they can hide their plunder and come up with a proper cover story. They look rather dumbfounded as you approach. Now to find the items (through words or actions)...
To find items the pirates salvaged or get them to confess, each of you can attempt a DC 16 Thievery or Underworld Lore check, a DC 18 Perception or Intimidation check, or a DC 20 Deception or Diplomacy check. Critical failures will hurt your efforts...
Ra'uf Steelwheels, Dog of War
|
Intimidation: 1d20 + 13 ⇒ (8) + 13 = 21
Grrr.... barkbarkbark!
Dennis the Menace
|
Dennis says, "I know lots of pirates." He doesn't. "And they have honor." The ones he's heard of do not. "So you should return the loot now."
Deception: 1d20 + 14 ⇒ (2) + 14 = 16
Lootie Kriss
|
Unsurprisingly, Lootie thanks Dorgath with a tune.
Dorgath, a brave cleric at sea,
... Ouch ...
Fought a serpent as fierce as could be,
It held him in place,
But with Sarenrae's grace,
He triumphed and swam himself free!
He searches with the group in hopes of pirate loot.
Perception: 1d20 + 11 ⇒ (18) + 11 = 29
Slipp
|
Slipp eyes up the little boat with a grim smile on their face.
"It seems to me that a people in a little wooden boat should not try to flee with good that belong To The FOREST FIRE!"
intimidate: 1d20 + 14 ⇒ (3) + 14 = 17
GM Erich
|
With the party pressing hard, the pirates have no other choice than confess and turn over their contraband.
"This wasn't even what we were looking for! We were looking for the Forked Key! A handsome wage would come to us if we found it. We swear! A voice in our heads told us so!" They spit out.
--------------------
Calisro tells you to hold on to the looted items in case they turn out to be useful. They include a fine spyglass and an amulet with the eye of Aroden, the symbol of the god of humanity, who was still alive and well when the Whippoorwill sank.
The magical amulet is a symbol of conflict.
GM Erich
|
As you are sorting through the booty, you hear a throat clear behind you.
“Well, Pathfinders,” Eando says, pulling a spyglass away from his eye. “It wouldn’t be a Society mission if something didn’t go wrong. We spotted the ship’s wheel caught between a couple of rocks near the surface. But when we sent a sailor to collect it, he came back white as a ghost. He said he—and I quote—‘saw the Seawraith.’ Since we’re still here, I’m going to assume it wasn’t actually Besmara’s ship, so it was probably something else. Which means we need you to investigate.”
He starts to back away from the conversation.
"I'd tell you more, but that's all I know. The sailor was terrified and barely coherent, so I sent him below deck to pull himself together. I should go check on him. So, on your way!"
----------------------------
Gathering back into the jolly boat - you quickly row to the site.
Sea foam billows out of the ship’s wheel, quickly coalescing into the shape of a catfolk woman. Where not covered by her puffy-sleeved blouse and flapping cape, her striped fur appears drenched.
Her mouth falls open, revealing a pair of long fangs, and it’s not immediately clear if it’s a smile or a threat. “I’m Venture-Captain Kimma Atyi,” she says. “I don’t know why you’ve come looking for the Whippoorwill, but you would do well to sail away while you still can.”
New picture in handouts
You can attempt a DC 18 Pathfinder Society Lore (reminder you are all trained in this) or a DC 22 Diplomacy check to convince Kimma they too are Pathfinders.
Lootie Kriss
|
Lootie is ecstatic to be out of the water where his beautiful tunes can be heard.
Captain Kimma was swept far away,
Lost at sea in the midst of the fray,
But we Pathfinders shone,
With Wayfinders shown,
And brought her to safety that day!
He enable his wayfinders light at just the right time in his poem.
Diplomacy w/Performance: 1d20 + 16 ⇒ (5) + 16 = 21
-2 if versatile performance does not apply
Slipp
|
"Wow![/]b" says Slipp. "[b]Are you still alive? Cool entrance!" they gush. Sure that Atyl is well aware of the theatre of their appearance and likely wanting it appreciated.
"[b]We are pathfinders too. Want to come and visit our venture captain? But you might scare the crew if you look like that... they are kind of superstitous.[/]b"
Slipp takes our their Wayfinder to add evidence to their claim.
diplomacy: 1d20 + 13 ⇒ (14) + 13 = 27
Dennis the Menace
|
Pathfinder Society Lore, DC 18: 1d20 + 10 ⇒ (20) + 10 = 30
Nat-20 ... Dennis takes his PFS lore seriously.
Upon seeing the catfolk, Dennis opens up his coloring book writing pad, and excitedly says, "Golly, you're really Kimma! I'm a Pathfinder too!" Barely pausing to breathe, he continues, "Eando told us all about you! See? I drew your picture. I knew you had striped fur!" He shows her his notes and quickly continues. "Wait! You don't know Eando. He's the leader of the Vigilant Seal." He frowns and continues, "Wait! You don't know the Vigilant Seal. It's a faction. But not my faction. I'm in Horizon Hunters." He furrows his brow trying to think.
The proud Pathfinder agent shrugs and brightens, "Anyways, we heard you were eaten by a sea monster. But there aren't any sea monsters here. Just eels." In his mind, he's making sense.
Salissa Greenscale
|
"Thine ire be misplaced friend. We too be pathfinders, here to recover the remains of the Whipporwill, lost to the depths these 500 years." She shows the Venture Captain her wayfinder.
"'Tis my sad duty to inform thee that thou hast seemingly perished alongside that grand vessel and e'en now haunt its sunken corpse."
diplomacy: 1d20 + 13 ⇒ (5) + 13 = 18
| bigrin42 |
**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 Erich
|
The ghostly Venture-Captain nods to each of you. "Then perhaps I was mistaken. I am indeed in the presence of fellow Pathfinders. If there are so many together, there must be a mission at hand. But what?"
You must now persuade her it’s time to give up her secrets. Each of you has a chance to roll.
Explaining just how much time has passed since her death and how much larger the Pathfinder Society is now works best — you can attempt a check with a skill that can be used to Recall Knowledge against DC 18. Because of the Living History information, you can add +2 circumstance bonus to a Pathfinder Society Lore check if you want to use that.
Kimma’s not as interested in an emotional appeal, such as could be made with a Deception, Diplomacy, or Intimidation check, which are made against a DC 20.
Similarly, Kimma had complete confidence in her crew’s abilities, so shows of prowess with Acrobatics or Athletics are made against a DC 20 as well.
Because Kimma is weighing multiple factors, repeating a skill check you’ve already tried on her adds 2 to the DC for the check. She will remind you all to be versatile in your actions if this is tried.
As always, other creative methods are possible, roll-play rewarded, and crit failures or successes will matter.
Salissa Greenscale
|
"Our missssssion? 'Tisss sssimple. Dissscover the fate of the Whipporwill and retrieve relicsss of Pathfindersss long passst."
She punctuates her speech with a tricky balancing act atop a narrow rocky ridge.
acrobatics: 1d20 + 13 ⇒ (17) + 13 = 30
Salissa has Steady Balance if it matters.
Dennis the Menace
|
Having already impressed her with his knowledge of the Society, Dennis calls attention to himself, "Watch me! Look what I can do!" In full-plate, the youngster dives into the water, swims a circle around Kimma, and easily climbs back onto the boat. "Pathfinders are good sailors!"
Athletics: 1d20 + 15 ⇒ (14) + 15 = 29
Slipp
|
"Aye... but what?" mocks Slipp.
"The real question is, why would we share that information with a FORMER venture captain. I think it is time that you earned our trust rather than the other way around..."
intimidate: 1d20 + 14 ⇒ (3) + 14 = 17
Lootie Kriss
|
Seeing Kimma hates music, how could she not love his previous performance, he takes a logical approach.
”As a Venture-Captain you must know our famous motto, Explore, Report, and Cooperate. Now that your exploration is complete, our doctrine says it’s time to report and cooperate.”
PFS Lore: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
GM Erich
|
Kimma tells them, “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!”
----------------------
Returning to the ship, activity has peaked again.
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. While we have time left on the Pearl of Depths, go bring it back!”
It takes you all about a minute to swim to the ocean floor. Through the murk of the ocean depths, the broken aft of the ship leans against a partially crushed, phosphorescent coral reef. Inside, covered by silt and partially encrusted with barnacles, sits a chest.
“That chest you’re looking at right there, me buccos, belongs to a group called the Pathfinder Society,” a voice calls out, barely intelligible through the water. “All of us on the Whippoorwill gave up our lives to get the Forked Key it holds back to the Wounded Wisp. Some of us gave up our deaths afterward to make sure it stays safe from tomb robbers and demon worshippers like you. So, hands off!”
New pics and map. DC 18 to swim if desired.
Dennis Init: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
Dorgath Init: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
Lootie Init: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Salissa Init: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Slipp Init: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Ra'uf Init: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28
Purple Init: 1d20 + 14 ⇒ (2) + 14 = 16
Red Init: 1d20 + 10 ⇒ (18) + 10 = 28
Yellow Init: 1d20 + 11 ⇒ (18) + 11 = 29
Orange Init: 1d20 + 11 ⇒ (5) + 11 = 16
Round 1 - Bold can act
Dorgath
Dennis
Yellow undead <incorporeal>
Red undead
Ra'uf
Lootie
Slipp
Purple undead
Orange undead <incorporeal>
Salissa
The undead crew (of various types) have arrived, you could just leave without the chest and end this...?
Dennis the Menace
|
Dennis sees the undead crew protecting the chest. He explains, "But Mister, we're Pathfinders." When his words fall on deaf undead ears, Dennis delays for some of Lootie's inspiration and, hopefully, for the bad men to move closer.
GM Erich -- Since we're on the floor bed, does that mean we can Stride instead of Swim? If so, would Stride be considered difficult terrain?
◇ Delay (till the next group with Lootie)
Dorgath Elokar
|
Drogath eyes the undead looking creatures, hoping to learn more about the strangely incorporeal looking ones at the front
recall religion: 1d20 + 15 ⇒ (11) + 15 = 26
He then summons his spiritual scimitar, striking at the rear undead that look a bit more solid. He focuses his attack on red
spiritual armament to hit: 1d20 + 12 ⇒ (11) + 12 = 23
Spiritual armament damage: 2d8 ⇒ (7, 3) = 10
GM Erich
|
I'd say if you are on seabed you can stride, but it is difficult terrain (resistance of the water), so kind of a wash (pun intended!)
Dorgath eyes the creatures approaching and lashes out at one in the rear.
As he does the two apparitions disappear, one reappearing suddenly to startle you and a volley of sea rocks launch forward at you all. The struck creature swims effortlessly forward and lashes out at Dorgath with his strangely curved dagger.
yellow rock (bludgeoning) vs Dorgath: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 312d12 ⇒ (4, 5) = 9
yellow rock (bludgeoning) vs Dennis: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 162d12 ⇒ (8, 7) = 15
yellow rock (bludgeoning) vs Ra'uf: 1d20 + 13 - 2 ⇒ (17) + 13 - 2 = 282d12 ⇒ (7, 11) = 18
yellow rock (bludgeoning) vs Lootie: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 162d12 ⇒ (3, 4) = 7
yellow rock (bludgeoning) vs Slipp: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 272d12 ⇒ (6, 7) = 13
yellow rock (bludgeoning) vs Salissa: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 312d12 ⇒ (11, 12) = 23
red dagger (piercing) vs Dorgath: 1d20 + 12 ⇒ (19) + 12 = 311d4 + 6 ⇒ (1) + 6 = 7
Need a DC 21 will save from everyone or be frightened 2. Critical fail is fleeing as well.
Need a DC 17 fort save from Dorgath or be drained
Round 1 - Bold can act
Dorgath -25 damage Need will save vs fear and fort save vs drained
Yellow undead <incorporeal>
Red undead -10 damage
Dennis Need will save vs fear
Ra'uf -18 damage Need will save vs fear
Lootie Need will save vs fear
Slipp -13 damage Need will save vs fear
Purple undead
Orange undead <incorporeal, invisible>
Salissa -46 damage Need will save vs fear
Ra'uf Steelwheels, Dog of War
|
Will Save: 1d20 + 12 ⇒ (3) + 12 = 15
◆ Swim
Athletics: 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
◆ Strike
+1 Striking Greataxe: 1d20 + 14 - 2 - 2 ⇒ (19) + 14 - 2 - 2 = 29
Slashing Damage: 2d12 + 4 ⇒ (1, 12) + 4 = 17
◆ Strike
+1 Striking Greataxe: 1d20 + 14 - 5 - 2 - 2 ⇒ (19) + 14 - 5 - 2 - 2 = 24
Slashing Damage: 2d12 + 4 ⇒ (10, 3) + 4 = 17
Lootie Kriss
|
Will DC21: 1d20 + 11 ⇒ (20) + 11 = 31
Lootie frowns as he gets back to water dancing, this time it's a courageous fish seeking treasure.
◆ Courageous Anthem
◇ Lingering Composition
LC Performance DC22: 1d20 + 14 ⇒ (20) + 14 = 34
+1 to attack, damage, and saves against fear
composition lingers for 4 rounds
double nat 20's!
Now able to hold his dance form without effort, he sends a jolt of electricity towards yellow and red.
Electric Arc DC21: 4d4 ⇒ (4, 3, 3, 3) = 13
Slipp
|
will: 1d20 + 11 ⇒ (2) + 11 = 13 Grim insight- successful save will be a crit save and opponent flat footed against me
Realising there is no time like the present to see how their spells will work underwater, Slipp tries to ignite the dead sailor in the tattered yellow shirt.
ignite: 1d20 + 11 ⇒ (12) + 11 = 23
F damage: 4d4 ⇒ (1, 3, 1, 3) = 8
Dennis the Menace
|
Will DC 21: 1d20 + 12 ⇒ (11) + 12 = 23
Dennis starts to cry at the scary ghosts, but remembers to be brave.
Athletics to Swim +Pearl, DC 18: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
With some effort, he swims closer to the incorporeal one.
Then he says, "Ghosts don't scare me!" And he attacks the incorporeal enemy twice in a row (with his ghost-touch weapon).
+1 Cold-Iron Striking Ghost-Touch Halberd +CA vs Yellow: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (8, 10) + 4 + 1 = 23
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +MAP vs Yellow: 1d20 + 17 + 1 - 5 ⇒ (12) + 17 + 1 - 5 = 25
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (8, 10) + 4 + 1 = 23
+1 Cold-Iron Striking Ghost-Touch Halberd +CA: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (5, 8) + 4 + 1 = 18
◆ Swim, ◆◆ Strike x2
GM Erich
|
Dennis plunges forward and stabs the misty sailor. As does Ra'uf, although his blade is a slight bit resisted by the gaseous form. Lootie's arc seems to bypass the ghost completely but reconnect to absolutely fry the guardian beyond. Slipp's spell fizzles. fire trait underwater...
The still invisible poltergeist unleashes a rock barrage to mixed effect. The ghoulish looking leader swims up (cautiously) to Dennis and gnaws into his shoulder while muttering - "Just copying my claim, are you? Durvin Gest had a word for people like you who tried to crash our Convocations, but I’m not going to repeat it here in mixed company! Nom! Nom!”
@Dennis For some reason his second movement action toward you did not provoke!
yellow save vs arc: 1d20 + 14 ⇒ (17) + 14 = 31
red save vs arc: 1d20 + 6 ⇒ (5) + 6 = 11
orange rock (bludgeoning) vs Dorgath: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 252d12 ⇒ (2, 5) = 7
orange rock (bludgeoning) vs Dennis: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 162d12 ⇒ (9, 5) = 14
orange rock (bludgeoning) vs Ra'uf: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 192d12 ⇒ (3, 3) = 6
orange rock (bludgeoning) vs Lootie: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 302d12 ⇒ (1, 11) = 12
orange rock (bludgeoning) vs Slipp: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 312d12 ⇒ (3, 12) = 15
orange rock (bludgeoning) vs Salissa: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 172d12 ⇒ (3, 10) = 13
purple jaws (piercing) vs Dennis: 1d20 + 17 ⇒ (12) + 17 = 292d10 + 8 ⇒ (1, 7) + 8 = 16
Round 1/2 - Bold can act - Courageous Anthem is up!
Yellow undead <incorporeal> -47 damage
Red undead -36 damage
Dennis -16 damage
Ra'uf <frightened 1>
Lootie -12 damage
Slipp -30 damage <frightened 1>
Orange undead <incorporeal, invisible>
Purple undead
Salissa <frightened 2>
----------------
Dorgath -32 damage Need will save vs fear and fort save vs drained
@All - I messed up the first round and gave the poltergeist an additional action it shouldn't have, so I ret-conned all the rock throw damage except the first. That allowed the fear to stay and for it to become visible and allow you to attack it as you have. The other poltergeist didn't get to fear this round so remains invisible. Salissa, you get credit for both nat 20s on your blasts below!
Salissa Greenscale
|
will save DC21: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
Frightened by the ghostly attackers, Salissa steels herself and summons wood and wave to her aid. She lashes out with vital energy. She then forms a wooden harpoon and throws it at her foe as bits of wood surround her body.
elemental blast, vs yellow: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32
damage, vitality: 2d8 ⇒ (3, 7) = 10
elemental blast, thrown vs yellow: 1d20 + 14 - 2 - 5 ⇒ (15) + 14 - 2 - 5 = 22
damage, vitality: 2d8 + 3 ⇒ (1, 7) + 3 = 11
◆ channel elements, ◆◆ elemental blast
The two action elemental blast gives Salissa 6 temp HP until the start of her next turn.
GM Erich
|
As the red guardian falls, it lashes out instinctively at Dorgath.
red dagger (piercing) vs Dorgath: 1d20 + 12 ⇒ (10) + 12 = 221d4 + 6 ⇒ (2) + 6 = 8
Salissa is able to blast the poltergeist into a fine mist that clouds the sea floor.
Round 2 - Bold can act - Courageous Anthem is up!
Dorgath -32 damage Need DC 21 will save vs fear and DC 17 fort save vs drained
Yellow undead <destroyed> -65 damage
Red undead <destroyed> -70 damage
Dennis -16 damage
Ra'uf <frightened 1>
Lootie -12 damage
Slipp -30 damage <frightened 1>
Orange undead <incorporeal, invisible>
Purple undead
Salissa <6 temp hp, frightened 1>
Dennis the Menace
|
When the leader speaks to him, Dennis looks very confused. "You talk funny, Mister. What's a 'conco..convoc..concovation?" He adds, "Mixed company? What...because I'm a kid?" Dennis decides, "I don't like you." He stabs the leader twice in a row ...
+1 Cold-Iron Striking Ghost-Touch Halberd +CA vs Purple: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +MAP vs Purple: 1d20 + 17 + 1 - 5 ⇒ (11) + 17 + 1 - 5 = 24
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (10, 5) + 4 + 1 = 20
... and then backs away.
Athletics to Swim +Pearl: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
+1 Cold-Iron Striking Ghost-Touch Halberd +CA: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (2, 8) + 4 + 1 = 15
◆◆ Strike x2, ◆ Swim
Lootie Kriss
|
The courageous fish seems to blow bubbles, as magic missiles shoot out at purple.
3 Action Force Barrage (L3): 6d4 + 6 ⇒ (1, 3, 2, 4, 2, 3) + 6 = 21
3 rounds of Courageous Anthem left
Slipp
|
Well, That was hardly surprising. But its not like I have tried to sumomon fire underwater before... muses Slipp.
This time they bring forth the storm that seems to follow the gnome in the First world, letting a bolt of lightning strike into the purple zombie.
electric spark, E damage: 4d4 ⇒ (4, 3, 4, 4) = 15
Basic reflex DC 21
Dorgath Elokar
|
will save vs dc 21: 1d20 + 14 ⇒ (15) + 14 = 29
fort save vs dc 17: 1d20 + 12 ⇒ (20) + 12 = 32
Drogath pushes through the fear besetting him and the feeling of his energy being drained by the creature. Seeing the one remaining undead creature, he focuses on his spiritual scimitar, slashing out at the creature.
Spiritual weapon: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
damage: 2d8 + 1 ⇒ (3, 4) + 1 = 8
He then sprays several long darts of metal towards the creature, hoping to finish the fight!
needle darts to hit: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
damage: 5d4 + 1 ⇒ (2, 4, 1, 1, 3) + 1 = 12
GM Erich
|
Dorgath overcomes the corrupting curse of the guardian but cannot harm the leader. Dennis is able to get a couple of pokes in though, but as he backs away the ghoul snaps back at him. Lootie and Slipp launch their spells into the now-monstrous Pathfinder, but he endures.
purple jaws (piercing) vs Dennis: 1d20 + 17 ⇒ (16) + 17 = 332d10 + 8 ⇒ (10, 4) + 8 = 22
purple save vs arc: 1d20 + 14 ⇒ (12) + 14 = 26
Round 2 - Bold can act - Courageous Anthem is up!
Dorgath -32 damage
Dennis -38 damage
Lootie -12 damage
Slipp -30 damage
Ra'uf <frightened 1>
Orange undead <incorporeal, invisible>
Purple undead -60 damage
Salissa <6 temp hp, frightened 1>
Ra'uf Steelwheels, Dog of War
|
Ra'uf's weapon has ghost touch from Divine Ally, if that makes a difference on his attack against orange.
◆ Swim
Athletics: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25
◆ Swim
Athletics: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30
◆ Strike
+1 Striking Greataxe: 1d20 + 14 - 2 - 1 ⇒ (18) + 14 - 2 - 1 = 29
Slashing Damage: 2d12 + 4 ⇒ (4, 12) + 4 = 20
GM Erich
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Orange wasn't visible just yet to attack, but purple will appreciate your greataxe nonetheless.
The ghoul faces down another threat as the champion blasts forward with a swipe.
Suddenly the frightening poltergeist reappears and launches another barrage of debris.
The stinky ghoul leader slides forward and goes after the menace again, gripping him in his greasy claw.
orange rock (bludgeoning) vs Dorgath: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 122d12 ⇒ (6, 3) = 9
orange rock (bludgeoning) vs Dennis: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 232d12 ⇒ (9, 5) = 14
orange rock (bludgeoning) vs Lootie: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 262d12 ⇒ (11, 3) = 14
orange rock (bludgeoning) vs Slipp: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 132d12 ⇒ (5, 4) = 9
orange rock (bludgeoning) vs Ra'uf: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 312d12 ⇒ (8, 1) = 9
orange rock (bludgeoning) vs Salissa: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 262d12 ⇒ (3, 1) = 4
purple claws (slashing) vs Dennis: 1d20 + 17 ⇒ (16) + 17 = 332d8 + 8 ⇒ (5, 2) + 8 = 15
purple grab vs Dennis: 1d20 + 16 ⇒ (11) + 16 = 27
Need another DC 21 will save from everyone or be frightened 2. Critical fail is fleeing as well.
Need a DC 21 fort save from Salissa, Dennis, and Ra'uf or be sickened 1 at start of your turn. Critical fail is slowed 1 as well.
Round 2/3 - Bold can act - Courageous Anthem is up!
Orange undead <incorporeal>
Purple undead -80 damage
Salissa <2 temp hp, frightened 1> Need will save vs fear and fort save vs sickened
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Dorgath -32 damage Need will save vs fear
Dennis -53 damage <grabbed> Need will save vs fear and fort save vs sickened
Lootie -26 damage Need will save vs fear
Slipp -30 damage Need will save vs fear
Ra'uf -18 damage Need will save vs fear and fort save vs sickened
Lootie Kriss
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Will vs Fear: 1d20 + 11 ⇒ (2) + 11 = 13
Frightened 2
Lootie sends a menacing stare towards the poltergeist.
Demoralize w/Performance & Intimidating Glare: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
and follows it up with another arc of electricity at the two foes.
Electric Arc DC19 w/Frightened: 4d4 + 1 ⇒ (3, 1, 2, 3) + 1 = 10
Courageous Anthem is up for 2 more rounds
Slipp
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will DC21,frightened.: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13 Grim insight- successful save will be a crit save and opponent flat footed against me
Dodging the worst of the debris, Slipp continues to try to focus the energy of the First World storm into the nearby undead.
electric arc, ref DC 21: 4d4 ⇒ (4, 4, 4, 2) = 14 Does courageous anthem help with electric arc? If so, extra +1
| bigrin42 |
**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.
Salissa Greenscale
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will save DC21: 1d20 + 10 - 1 + 1 ⇒ (20) + 10 - 1 + 1 = 30
fort save DC21: 1d20 + 14 - 1 ⇒ (20) + 14 - 1 = 33
Salissa ignores her fear and conjures a wooden greatsword which she swings at the closest undead. Next she summons healing waters to soothe her wounds.
elemetal blast, melee vs purple CA: 1d20 + 14 - 1 + 1 ⇒ (18) + 14 - 1 + 1 = 32
damage, CA vitality: 2d8 + 4 + 3 + 1 ⇒ (3, 2) + 4 + 3 + 1 = 13
ocean's balm vs Salissa: 3d8 ⇒ (4, 5, 6) = 15
◆◆ Elemental blast, ◆ ocean's balm
The 2 temp hp fade but the 2 action wood blast gives her another 6 temp HP
Dennis the Menace
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Player Reminder: Don't forget your +1 to saves vs fear from the bard's CA.
Will vs Fear +CA, DC 21: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Fortitude vs Sickened, DC 21: 1d20 + 12 ⇒ (2) + 12 = 14
Not Frightened, but Sickened 1.
Dennis is still holding back his tears bravely. But these creatures are making him sick. Literally. "I don't like you. At all. Either of you." He waits to see if his fellow Pathfinders take out the stinky ghoul who's grabbing him. If it's still alive, he'll continue the assault (on Purple). Otherwise, he'll jab (Orange) the poltergeist. Repeatedly.
Delay for allies to see if Purple goes down. If Purple is up, attack Purple. If Purple drops, switch to Orange.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +Sick: 1d20 + 17 + 1 - 1 ⇒ (8) + 17 + 1 - 1 = 25
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12
2nd strike: Exacting Strike. (If failure, this attack does not count toward MAP on 3rd strike.)
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +Sick +MAP: 1d20 + 17 + 1 - 1 - 5 ⇒ (15) + 17 + 1 - 1 - 5 = 27
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (4, 9) + 4 + 1 = 18
Hoping last attack hits. If so, full MAP on this one has been included.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +Sick +MAP: 1d20 + 17 + 1 - 1 - 10 ⇒ (19) + 17 + 1 - 1 - 10 = 26
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (3, 1) + 4 + 1 = 9
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +Sick: 1d20 + 17 + 1 - 1 ⇒ (9) + 17 + 1 - 1 = 26
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (9, 3) + 4 + 1 = 17
◇ Delay (for allies to attack Purple), ◆ Strike, ◆ Exacting Strike, ◆ Strike