GM Erich's #6-00 Salt of the Ocean (5-6) for Gameday XIII (Inactive)

Game Master Thereus, Silver Crusader


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Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Dennis tries to wriggle free of the demon's grasp.
Athletics, DC 28: 1d20 + 15 ⇒ (1) + 15 = 16
He calls out, "Thanks Ra'uf. But his grip is really strong."

Fortitude, DC 24: 1d20 + 12 ⇒ (6) + 12 = 18
Fortitude, DC 24: 1d20 + 12 ⇒ (13) + 12 = 25

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Will Save: 1d20 + 12 ⇒ (11) + 12 = 23
Will Save: 1d20 + 12 ⇒ (13) + 12 = 25

Sometimes you have to be the rose of the noble castle, a shining example of freedom even when all hope seems lost. And sometimes you have to be a blender.

Orange until it drops, then move to Red.

◆ Strike

+1 Ghost Touch Striking Greataxe: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
Slashing Damage: 2d12 + 4 + 1 ⇒ (11, 1) + 4 + 1 = 17

◆ Strike

+1 Ghost Touch Striking Greataxe: 1d20 + 14 - 5 + 1 ⇒ (7) + 14 - 5 + 1 = 17
Slashing Damage: 2d12 + 4 + 1 ⇒ (12, 1) + 4 + 1 = 18

◆ Strike

+1 Ghost Touch Striking Greataxe: 1d20 + 14 - 10 + 1 ⇒ (10) + 14 - 10 + 1 = 15
Slashing Damage: 2d12 + 4 + 1 ⇒ (6, 7) + 4 + 1 = 18

Hey, bot, that's a d20, not a d10!

Now back to 'shining example of freedom'.

↺ Liberating Step:
Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

The champion tries to make a dent but the demon is emboldened to hold on. The lone shark at the surface slips in close to Slipp and takes a nosh.

blue jaws (piercing) vs Slipp: 1d20 + 11 ⇒ (18) + 11 = 291d12 + 7 ⇒ (2) + 7 = 9
blue grab vs Slipp: 1d20 + 10 ⇒ (7) + 10 = 17

Round 3 - Bold can act - Courageous Anthem is up!
Dorgath <bane 10 feet>
Salissa -16 damage <50 feet underwater>
Slipp -9 damage
Red Demon -27 damage
Lootie
Dennis -24 damage <grabbed>
Orange Demon -65 damage
Purple shark -5 damage <50 feet underwater, w/Salissa>
Ra'uf
Blue shark -32 damage

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Slipp takes a careful step backward from the demonic shark, hoping to stay well beyond its reach. She she does so, the swarm of stonefish trash around the shark still mid-bay.

reflex DC18 vs P damage: 2d4 ⇒ (2, 1) = 3
reflex DC18 vs P damage: 2d4 ⇒ (4, 4) = 8

The gnome themselve settles for glaring at the red demon.

intimidating glare: 1d20 + 14 ⇒ (10) + 14 = 24

* step
* sustain
* intimidating glare

<swarm>
*inject poison
*inject poison

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

@Slipp Salissa and the purple shark are currently both 50 feet below the surface of the water. Would you rather have the swarm double move to get to them or single move and bite the blue shark near the shore?

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Hmm, given I probably can't see them underwater, lets go for harrasing the shark near the shore.

Horizon Hunters

F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions:

Salissa forms a wooden spear and thrusts it at her foe. Something about these strange sharks seems familiar to her.

elemental blast, piercing, 2 action: 1d20 + 13 ⇒ (16) + 13 = 29
damage, piercing: 2d8 + 4 + 3 ⇒ (8, 1) + 4 + 3 = 16

I think I know what the sharks are but let's see if Salissa does as well. Also Salissa once again has 6 temp HP.

Salissa's Monster Knowledge

Identify Creature:

Arcana +0
Crafting +0
Nature +8
Occultism +0
Religion +6
Society +0
Plane of Water Lore +8
Pathfinder Society lore +8

◇ Weapon infusion, ◆◆ elemental blast, ◆ recall knowledge vs shark

It probably won't matter but Salissa has 223 rounds of air left.

Grand Archive

Male| Hold-Scarred Orc| Cleric lvl 6| HP: 72| AC: 23 (25 w/ shield)|Saves: F: +12 R: +12 W:+14|Perc:+14 (Darkvision) | Speed 25|Focus:2/2| Hero Pts: 1| Exploration-Search| Conditions: none

Dorgath steps forward and focuses on the bane of the enemy to bring both the demons on dry land into the aura before calling forth his spiritual scimitar again to strike orange.

to hit SA: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
damage: 2d8 + 1 ⇒ (8, 5) + 1 = 14

Dorgath remembers his clerical training and that Bane is an emanation and not a target so he takes his time bringing both the creatures into his aura before swinging his spiritual weapon!
◆Step
◆Sustain bane to increase emanation
◆Spiritual armament attack

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Dorgath misses with the weapon but the bane spell does some harm. Salissa works her magic under the sea. The swarm finds its target again but cannot pierce the watery flesh. Slipp scares the demon with but a side-eye. Missing Ra'uf, the demon rushes forward and tries to grab the bane-keeper!

Salissa knowledge:
Brine sharks are deadly elementals that like to drag their prey to the depths to drown them...and are resistant to fire.

red will save vs bane: 1d20 + 11 ⇒ (9) + 11 = 20
orange will save vs bane: 1d20 + 11 ⇒ (18) + 11 = 29
blue reflex save vs swarm: 1d20 + 11 ⇒ (19) + 11 = 30

red claws (bludgeoning) vs Ra'uf: 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 212d6 + 9 ⇒ (1, 1) + 9 = 11
red grapple and constrict (bludgeoning) vs Dorgath: 1d20 + 18 - 5 - 2 ⇒ (16) + 18 - 5 - 2 = 271d4 + 9 ⇒ (1) + 9 = 10

Round 3 - Bold can act - Courageous Anthem is up!
Dorgath -10 damage? <grabbed?, bane 20 feet> You get a free immediate DC 26 Escape check from the champion's reaction! If you fail I need a DC 23 fort save vs the constrict damage.
Salissa -16 damage <50 feet underwater>
Slipp -9 damage
Red Demon -27 damage <-1 to attack>
Lootie Need two DC 21 will saves vs stun 1 (or 2 on a crit fail) at the start of your turn
Dennis -24 damage <grabbed> Need two DC 21 will saves vs stun 1 (or 2 on a crit fail) at the start of your turn
Orange Demon -65 damage <grabbing Dennis>
Purple shark -37 damage <50 feet underwater>
Ra'uf
Blue shark -32 damage

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Shouldn't blue have taken half damage from the reflex save? Or did its DR take care of that?

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

It critically saved - DC 18

Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Will, DC 21: 1d20 + 12 ⇒ (13) + 12 = 25
Will, DC 21: 1d20 + 12 ⇒ (1) + 12 = 13
Hero Point
Will, DC 21: 1d20 + 12 ⇒ (10) + 12 = 22

Somehow Dennis manages to stay focused. It's a shock to everyone. He yells at the grabber, "Stop touching me! You smell bad." The youngster continues poking his attacker.

+1 Cold-Iron Striking Ghost-Touch Halberd +CA vs Orange: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (5, 4) + 4 + 1 = 14

Exacting Strike: If this attack misses, it doesn't count against MAP for next attack.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +MAP vs Orange: 1d20 + 17 + 1 - 5 ⇒ (20) + 17 + 1 - 5 = 33
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11
Nat 20! Crit specialization: Move target 5' North.
If Orange is still alive, would this Forced Movement disable the Grabbed condition?

Since last attack succeeded, this attack is full MAP.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +MAP vs Orange: 1d20 + 17 + 1 - 10 ⇒ (3) + 17 + 1 - 10 = 11
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 12

Reactive Strike, if appropriate:
Reactive Strike triggered on first manipulate or move action w/in 10'.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 36
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14

◆ Strike, ◆ Exacting Strike, ◆ Strike

Vigilant Seal

M Fey-Touched Gnome | Bard L5 | HP 58/58 | AC 23| F +9, R +12, W +11 | Perc +11 (Low-Light) | Speed 25' | Exploration: Cast Musical Accompaniment | Spell DC21 | L1 1 | L2 2 | L3 0 | Lute 3 |Focus 1 | Hero 1 | Conditions: None

Will DC21: 1d20 + 11 ⇒ (10) + 11 = 21
Will DC21: 1d20 + 11 ⇒ (16) + 11 = 27

Lootie manages to ignore the demons surrounding him, and continue to belt out epic tunes. He steps, actually more of a strut, to stand next to Dennis.

As the kid pokes away, Lootie sends an arc of electricity to the demons (red & orange). If orange is gone, then include blue.

Electric Arc DC21: 4d4 + 1 ⇒ (1, 3, 4, 1) + 1 = 10

◆ Step, ◆◆ Electric Arc

Grand Archive

Male| Hold-Scarred Orc| Cleric lvl 6| HP: 72| AC: 23 (25 w/ shield)|Saves: F: +12 R: +12 W:+14|Perc:+14 (Darkvision) | Speed 25|Focus:2/2| Hero Pts: 1| Exploration-Search| Conditions: none

Dc 26 escape w/unarmed attack: 1d20 + 12 ⇒ (8) + 12 = 20

Dc 23 Fort save: 1d20 + 12 ⇒ (4) + 12 = 16

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Lootie advances and zaps the two demons. Dennis fights back against his captor and with two quick plunges it leaks back into the abyss. The shark continues to assault the kineticist deep below the bay.

@Dennis the pushback would have broken the grab anyway...killing it works too!

red reflex save vs EA: 1d20 + 14 ⇒ (13) + 14 = 27
orange reflex save vs EA: 1d20 + 14 ⇒ (4) + 14 = 18
purple jaws (piercing) vs Salissa: 1d20 + 11 ⇒ (17) + 11 = 281d12 + 7 ⇒ (7) + 7 = 14
purple grab vs Salissa: 1d20 + 10 - 5 ⇒ (12) + 10 - 5 = 17
purple jaws (piercing) vs Salissa: 1d20 + 11 - 10 ⇒ (12) + 11 - 10 = 131d12 + 7 ⇒ (5) + 7 = 12

Round 3 - Bold can act - Courageous Anthem is up!
Dorgath -10 damage <grabbed, bane 20 feet>
Salissa -30 damage <50 feet underwater>
Slipp -9 damage
Red Demon -32 damage <-1 to attack, grabbing Dorgath>
Lootie
Dennis -24 damage
Orange Demon -121 damage <destroyed>
Purple shark -37 damage <50 feet underwater>
Ra'uf Need a single DC 21 will save vs stun 1 (or 2 on a crit fail) at the start of your turn
Blue shark -32 damage

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Will Save: 1d20 + 12 ⇒ (6) + 12 = 18

Ra'uf is not usually a vain dog, but really doesn't want the boy to show him up.

◆ Stunned

◆ Strike

+1 Ghost Touch Striking Greataxe: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Slashing Damage: 2d12 + 4 + 1 ⇒ (4, 9) + 4 + 1 = 18

◆ Strike

+1 Ghost Touch Striking Greataxe: 1d20 + 14 - 5 + 1 ⇒ (7) + 14 - 5 + 1 = 17
Slashing Damage: 2d12 + 4 + 1 ⇒ (6, 11) + 4 + 1 = 22

But he still protects everyone.

↺ Liberating Step:

Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Horizon Hunters

F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions:

Salissa had 6 temp hp so she has taken 24 hp damage total and not 30. She gets 10 temp HP for one round whenever she uses a 2 action wood impulse.

Horizon Hunters

F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions:

Having determined the shark's origin is the plane of water, Salissa smiles and draws power from the creature itself, adding it to her aura. She then forms a wooden greatsword and strikes.

elemental blast, 2 actions: 1d20 + 13 ⇒ (12) + 13 = 25
damage, slashing: 2d8 + 4 + 3 ⇒ (8, 2) + 4 + 3 = 17

Salissa gains 6 temp HP once again.

extract element DC22
damage extract element: 3d4 ⇒ (4, 3, 3) = 10

◆ Extract element, ◇ weapon infusion, ◆◆ elemental blast

I know it's not my turn yet but I'm about to go to the movies and whatever happens up top with the blue shark is unlikely to affect Salissa anyway.

Air remaining: 221 rounds

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Ra'uf still can't quite crack the code on these fiends. The water shark emerges slowly from the ocean bouncing on its "tail" and snarls onto Slipp. Salissa finally frees herself from peril in the deep.

blue will save vs bane: 1d20 + 6 ⇒ (18) + 6 = 24
blue jaws (piercing) vs Slipp: 1d20 + 11 ⇒ (11) + 11 = 221d12 + 7 ⇒ (6) + 7 = 13
blue grab vs Slipp: 1d20 + 10 ⇒ (4) + 10 = 14

@Ra'uf Use the reaction to mitigate damage to Slipp? Or wait until the demon's turn who might grab someone?

Round 4 - Bold can act - Courageous Anthem is up!
Dorgath -10 damage <grabbed, bane 20 feet> Need a single DC 21 will save vs stun 1 (or 2 on a crit fail) at the start of your turn
Salissa -24 damage <6 temp hp, 50 feet underwater>
Slipp -22 damage Need a single DC 21 will save vs stun 1 (or 2 on a crit fail) at the start of your turn
Red Demon -32 damage <-1 to attack, grabbing Dorgath>
Lootie
Dennis -24 damage
Purple shark -54 damage <dead>
Ra'uf
Blue shark -32 damage

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Wait. Keeping people free is the priority.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

Tents unfurl banners bearing the Glyph of the Open Road in a neat line to the island’s interior.

The Supply Line Established condition is in effect

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

will: 1d20 + 11 ⇒ (16) + 11 = 27
unexpected shift flat roll DC16: 1d20 ⇒ 8

Resisting the demonic aura, Slipp is slightly surprised as the shark emerges. Colours surround the gnome in agitation, but nothing happens because of them.

The little gnome carefully steps back from the sharks teeth, wondering for a moment how it is able to move so easily on the land. Then, rage builds within them and fire pours from their fingers.

As they do so, the swarm of stonefish in the lagoon dissipates, heading back to the First World.

blazing bolt vs purple: 1d20 + 11 ⇒ (9) + 11 = 20
Fire damage: 4d6 + 2 + 2 ⇒ (6, 6, 1, 6) + 2 + 2 = 23
blazing bolt vs red: 1d20 + 11 ⇒ (18) + 11 = 29
Fire damage: 4d6 + 2 + 2 ⇒ (5, 2, 5, 3) + 2 + 2 = 19

* step back
** blazing bolt

Grand Archive

Male| Hold-Scarred Orc| Cleric lvl 6| HP: 72| AC: 23 (25 w/ shield)|Saves: F: +12 R: +12 W:+14|Perc:+14 (Darkvision) | Speed 25|Focus:2/2| Hero Pts: 1| Exploration-Search| Conditions: none

will save vs stun dc 21: 1d20 + 14 ⇒ (19) + 14 = 33

Dorgath shakes off the creatures effect easily. He reaches out and touches the demonic creature in front of him, channeling the devastating power of Sarenrae to harm the demon before quickly moves away from the front line and then focusing on his spiritual scimitar to slash out at the demon again!

dc 22 will save for harm
harm spell: 3d8 + 1 ⇒ (5, 6, 4) + 1 = 16

SA to hit: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
SA damage: 2d8 + 1 ⇒ (5, 6) + 1 = 12


◆ harm
◆ stride
◆ Spiritual weapon

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

@Dorgath you were grabbed so need to escape to move, but I rolled well for you. You're welcome :)

Dorgath slaps the demon before the spiritual weapon stings it again. He manages to escape it's grasp. As he does - the creature roars out in pain as it loses something so dear. Slipp's fire rays split the difference and eliminate the hopping shark (despite its slight resistance).

The lone enemy lashes out at the one closest to its grasp.

red will save vs harm: 1d20 + 11 ⇒ (18) + 11 = 29
Dorgath escape: 1d20 + 12 ⇒ (20) + 12 = 32
Demon's mental damage from losing his grasp!: 4d6 ⇒ (2, 6, 4, 4) = 16
red claws (bludgeoning) vs Ra'uf: 1d20 + 17 - 1 ⇒ (16) + 17 - 1 = 322d6 + 9 ⇒ (6, 2) + 9 = 17
red improved grab vs Ra'uf: 1d20 + 18 - 1 ⇒ (8) + 18 - 1 = 25
red constrict (bludgeoning) vs Ra'uf: 1d4 + 9 ⇒ (3) + 9 = 12
red constrict (bludgeoning) vs Ra'uf: 1d4 + 9 ⇒ (1) + 9 = 10

Round 4 - Bold can act - Courageous Anthem is up!
Dorgath -10 damage <bane 20 feet>
Salissa -24 damage <6 temp hp, 50 feet underwater>
Slipp -22 damage
Red Demon -92 damage <-1 to attack, grabbing Ra'uf>
Lootie Need a single DC 21 will save vs stun 1 (or 2 on a crit fail) at the start of your turn
Dennis -24 damage Need a single DC 21 will save vs stun 1 (or 2 on a crit fail) at the start of your turn
Ra'uf -17-22? damage <grabbed> Need two DC 24 fort saves vs the constrict damage and then a single DC 21 will save vs stun 1 (or 2 on a crit fail) at the start of your turn
Blue shark -50 damage <dead>

Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Will, DC 21: 1d20 + 12 ⇒ (15) + 12 = 27
Defying all odds, Dennis somehow remains focused on the task at hand. He yells (in his outside voice), "You let go of my friend, Mister Demon! You should just leave. No one likes you." He stabs three times in succession.

+1 Cold-Iron Striking Ghost-Touch Halberd +CA: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15

Exacting Strike: If this attack misses, it doesn't count against MAP for next attack.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +MAP: 1d20 + 17 + 1 - 5 ⇒ (18) + 17 + 1 - 5 = 31
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (9, 5) + 4 + 1 = 19

Since last attack likely succeeded, next attack is full MAP.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA +MAP: 1d20 + 17 + 1 - 10 ⇒ (18) + 17 + 1 - 10 = 26
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (8, 6) + 4 + 1 = 19

Reactive Strike, if appropriate:
Reactive Strike triggered on first manipulate or move action w/in 10'.
+1 Cold-Iron Striking Ghost-Touch Halberd +CA: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
Piercing Damage +CA: 2d10 + 4 + 1 ⇒ (8, 6) + 4 + 1 = 19

◆ Strike, ◆ Exacting Strike, ◆ Strike

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Fortitude Save: 1d20 + 12 ⇒ (20) + 12 = 32
Fortitude Save: 1d20 + 12 ⇒ (12) + 12 = 24
Will Save: 1d20 + 12 ⇒ (13) + 12 = 25

I believe that means only 5 damage.

Ra'uf finds himself once again regretting that he cannot liberate himself except for the hard way. So he gets to work on the hard way.

◆ Escape

Athletics: 1d20 + 12 ⇒ (13) + 12 = 25

Holding my other actions until I know if Ra'uf got out.

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

With a quick plunge of the cold-smoldering weapon, Dennis ends the threat!

Supply Line Established:
The Snapdragon established a supply line from the ship to the chthonic temple. All PCs gain the benefits of a successful Treat Wounds between missions.

Dorgath Treat Wounds: 2d8 ⇒ (3, 1) = 4
Salissa Treat Wounds: 2d8 ⇒ (8, 7) = 15
Slipp Treat Wounds: 2d8 ⇒ (7, 8) = 15
Dennis Treat Wounds: 2d8 ⇒ (1, 7) = 8
Ra'uf Treat Wounds: 2d8 ⇒ (6, 2) = 8

Combat Over! Remaining damage updated due to supply lines from above...
Dorgath -6 damage <bane 20 feet>
Salissa -9 damage <6 temp hp, 50 feet underwater>
Slipp -7 damage
Red Demon -112 damage <destroyed>
Lootie
Dennis -16 damage
Ra'uf -14 damage

You all still have a 10-minute break which will you can heal you up to full with Ocean's balm and such, but I'll set up the next mission.

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Overall chase rules. Each of you may try something each round to get past the obstacle at hand. A particularly appropriate spell or ability can automatically award a success for that round. If you have a creative idea that uses a different skill than presented it will usually be DC 22. Particularly appropriate lores will be at DC 18. As always - crit success and crit failures will matter, so use rerolls on your turn, if desired. I will try to monitor frequently, and if we get enough successes accumulated, we will move to the next obstacle.

Returning to the ship, the captain's den is abuzz as the race to the main island is at hand.

“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 more supply lines, hold any strategic points, and get our people on the ground first.”

The isle ahead rises from the sea. Without map or other preparations, making landfall will be an exercise in luck.

Round 1 - Making Landfall (Everyone is up!) - DC 18 Athletics or Sailing Lore to row ashore, DC 20 Nature to find a safe area to drop anchor, or DC 22 Perception to spot rocky outcroppings and avoid them.

Grand Archive

Male| Hold-Scarred Orc| Cleric lvl 6| HP: 72| AC: 23 (25 w/ shield)|Saves: F: +12 R: +12 W:+14|Perc:+14 (Darkvision) | Speed 25|Focus:2/2| Hero Pts: 1| Exploration-Search| Conditions: none

Dorgath will take the lead on lookout to make sure everyone makes it safely ashore
perception dc 22: 1d20 + 14 ⇒ (11) + 14 = 25

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Ra'uf grabs an oar.

Athletics: 1d20 + 12 ⇒ (13) + 12 = 25

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Ra'uf and Dorgath are able to guide the boat in without delay! Next Obstacle below...

The isle’s rocky outcroppings and dense shrubs will make travel hard going.

Round 1 - Supply Lines (Dennis, Lootie, Salissa, and Slipp are up!) - DC 18 Athletics or Stealth to start moving supplies through the island’s interior, or DC 20 Survival to find the best path through the isle.

Vigilant Seal

M Fey-Touched Gnome | Bard L5 | HP 58/58 | AC 23| F +9, R +12, W +11 | Perc +11 (Low-Light) | Speed 25' | Exploration: Cast Musical Accompaniment | Spell DC21 | L1 1 | L2 2 | L3 0 | Lute 3 |Focus 1 | Hero 1 | Conditions: None

Lootie stays away from manual labor to keep his fingers in pristine condition. Rather than help himself, he calls upon a minion to do his bidding and casts Phantasimal Minion.

Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Dennis hurries to grab some oars and starts singing, "Row, row, row your boat..." After rowing as fast as he can, he runs off to start moving supplies.

Athletics, DC 18: 1d20 + 15 ⇒ (4) + 15 = 19

Horizon Hunters

F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions:

athletics: 1d20 + 14 ⇒ (7) + 14 = 21

Salissa has little trouble keeping up with Dennis, moving supplies with ease.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

At the supply point tents, each agent is stopped and handed a swirling orb. “We gave up cookware for this,” Calisro laughs as she hands one over. “Use it wisely.”

The Ample Preparations condition is now in effect

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Looks like Slipp might not have an option for this obstacle. Need one more success from anyone in Round 2
..

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

Npoe, sorry. I could use a spell to blast a path through the undergrowth if we need another success, but I've been burning through spells pretty rapidly in the last few encounters.

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Manual labor dog to the rescue!

Athletics: 1d20 + 12 ⇒ (18) + 12 = 30

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Moving to the next round of actions then..

Ra'uf returns to haul again!

Thirst and minor injuries quickly accumulate among the Snapdragon’s forces as they start exploring the island. What can you do to help?

Round 2 - Strategic Landmarks (Dennis, Dorgath, Lootie, Salissa, and Slipp are up!) - DC 18 Medicine to build first aid stations, DC 20 Survival to locate clean water, or DC 22 Perception to identify good locations for waystations.

Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Dennis knows that being healthy is important. So he works on a first aid station, which looks like a lot like a lemonade stand. "Everyone likes my health juice. Try some!"

Medicine, DC 18: 1d20 + 11 ⇒ (7) + 11 = 18
And like many teenagers, he continues to do the bare minimum to succeed.

Horizon Hunters

Sorcerer-6 HP 74/74; Spells L1:4/4;L:2 3/4;L3:3+1/3+1; hero1/3; moderate healing potion 1/1; focus 1/2; AC 22 Fort +14 Ref +11; Will +12; resist negative/2; regen 1hp/10min; Perc +9; speed 25';

As an especially badly injured group of Pathfinders returns to the station under construction, Slipp offers a sad smile.

The air fills with the scent of freshly turned earth, leaves and warm summer rain as the thin-barrier between the First world and this one parts for a moment under the gnomes gentle pressure.

Will use a Heal spell

Vigilant Seal

M Fey-Touched Gnome | Bard L5 | HP 58/58 | AC 23| F +9, R +12, W +11 | Perc +11 (Low-Light) | Speed 25' | Exploration: Cast Musical Accompaniment | Spell DC21 | L1 1 | L2 2 | L3 0 | Lute 3 |Focus 1 | Hero 1 | Conditions: None

Lootie soothes an injured pathfinder with a tune.

A pathfinder weary and bruised,
Found solace where music was used.
With each gentle note,
Pain drifted afloat,
And his spirit and strength were infused.

cast level 2 soothe


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

The Eye of Abendego suddenly quiets as it forms a storm wall around the island. The constant breaking of waves and the pattering rain dies out. At the base of the storm wall, an amber glow collects like sunrise, but its rays burn with malice instead of daylight.

Table GMs, you have 1 day to resolve your encounter. The Seal Breaking condition is in effect

Horizon Hunters

F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions:

survival: 1d20 + 3 ⇒ (1) + 3 = 4

Salissa heads out to find fresh water. How hard could that be? Unfortunately her ability to conjure water at will means she has never had to search for a source of fresh water in her life and she ends up getting quite lost.

Okay technically I was doing a perception check to find a waystation but when I saw that I rolled a 1 changed it to survival to find water since that seemed much funnier.

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

A bit of a race against the next announcement here...

Round 3 - Strategic Landmarks - DC 18 Medicine to build first aid stations, DC 20 Survival to locate clean water, or DC 22 Perception to identify good locations for waystations. (Everyone is up!)

Still need two successes for this obstacle. Everyone can roll again. Dorgath can even roll twice!

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Medicine: 1d20 + 10 ⇒ (14) + 10 = 24

Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Dennis restocks his "lemonade" stand. He makes a new colorful sign so everyone can see it.

Medicine, DC 18: 1d20 + 11 ⇒ (10) + 11 = 21

Horizon Hunters

F Sacred Nagaji | Kineticist 6 | ◆◇↺ | HP 82/82 | AC 24 | F +14 R +13 W +10 | Perception +8 Low light vision | Hero 1/3 | speed 25 Active Conditions:

perception: 1d20 + 8 ⇒ (4) + 8 = 12

Salissa wanders around lost in the woods for some time before finally finding her way back to the base camp.

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Once everyone wanders back to base...

Strange things start to happen. Sightings in the wilderness. Eerie sounds and screams. Something is on this isle that the Scorched Shark wants. But what is it?

Rounds 4-6 - What’s That? (Everyone is up!) - DC 18 Demon Lore to notice the chthonic rift underneath the island, DC 20 Religion to identify the markings of a temple, or DC 22 Stealth to follow the invading demons.

Everyone can make three checks to figure it all out before the seal completely breaks open. Dorgath, Slipp, and Lootie can even roll four checks.

Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Dennis hears the eerie noises and tries to be brave. He helpfully says, "I heard the scary sounds over there." He points randomly into the jungle. Dennis doesn't know what to do, so instead of running off, he shows surprising restraint and waits.

Alas, Dennis is untrained in the listed skills. Any chance he can use Athletics to cut through the wilderness, or Perception to spot where they went. If not, he'll need to sit this one out.

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