GM Ilmakis' #6-00: Salt of the Ocean [Gameday XIII]

Game Master Ilmakis

RPG Chronicles
Slides Game


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Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 4 | Maestro Bard Dedication | Spells: -/3/4 | Focus: 1/1 | ◆◇↺ | HP 40/40 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Detect Magic | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Medicine/Occultism: +7, Acrobatics, Lore (Herbalism/Theater): +5 |

Will DC 20: 1d20 + 9 ⇒ (9) + 9 = 18

"Whale? Where??

Horizon Hunters

N male (he/him) vishkanya magus 3 HP 38/38 | AC 20 | F +8 R +9 W +7 | Perc +5 | speed 25 ft | focus 1/1| Hero 0 | Active Conditions: |

Will: 1d20 + 7 ⇒ (1) + 7 = 8


#6-00 ACTUAL MAP

GM Rolls:
Religion: 1d20 + 5 ⇒ (4) + 5 = 9
Religion: 1d20 + 6 ⇒ (8) + 6 = 14

Both Coracle and Keriassa have no idea about what the creature is, except the ghost of a goblin pathfinder!

Undead, or haunt, they don't know, but it's clearly undead in some way...

Chirrit is unable to concentrate enough to talk to the goblin Unfortunately, yes, diplomacy will have the concentrate trait in this case.

Fascinated condition You're compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can't use concentrate actions unless they (or their intended consequences) are related to the subject of your fascination, as determined by the GM. For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies.

Radiant Oath

[GDXIII S06-00] [R] Male Venomtail Kobold Outwit Ranger 3 / Pirate | Sailor | HP 42/42 w Toughness, AC 20 w Studded Leather Armor (+1 vs Prey’s Attacks; +2 w Steel Shield raised or ↺ Command vs water creatures; ↺ Cringe), Fortitude** +8, Reflex** +11, Will** +7, Perception** +7 (darkvision), Stealth* +9 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

DC 20 Will save: 1d20 + 7 ⇒ (17) + 7 = 24

"What whale?" Schek slowly gets down from the outcropping rock, to get close to the wrecked ship.

◆ Stride
◆ Stride
◆ Stride

Radiant Oath

Male Kobold Swashbuckler 4 - HP 50/50, AC 21 - Perception +8 - F +9/ R +12/ W +8 - Speed: 30 - Hero Points: 0/1

Then I guess in that case Chirrit’s remains two actions would be to try and spy and Point Out the whale to the goblin.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

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

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


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

None of you see a whale, but you do see the ghostly goblin pull out a rifle and shoot one of you.

Shoot who?: 1d6 ⇒ 2

The ghostly goblin calls, "Yarrr! I be a proud Pathfinder, and ye won't take me alive, ye scalliwags!" He shoots at Coracle.

long gun: 1d20 + 12 ⇒ (15) + 12 = 27
Force damage: 1d10 + 6 ⇒ (2) + 6 = 8

Then he shouts, “It's coming around again! It's relentless! Brace for impact!”

EVERYONE CAN MAKE A DC 20 Will Save. On a failure, you are tossed off balance; you are off-guard for 1 round. On a critical failure, you're also knocked prone.

At this point, you all realize that the ghostly goblin might need reassurance to find rest. You can on your turn take two actions to reassure the goblin with Religion or Pathfinder Society Lore (and it will take multiple successes to do it.) To attempt this check, you need to be on or touching the mast.

Round 2 (bold can act)
Singe
Chirrit -9HP
Keriassa
Coracle (-8)
Gnomish
Jig
Schek Nek

Radiant Oath

[GDXIII S06-00] [R] Male Venomtail Kobold Outwit Ranger 3 / Pirate | Sailor | HP 42/42 w Toughness, AC 20 w Studded Leather Armor (+1 vs Prey’s Attacks; +2 w Steel Shield raised or ↺ Command vs water creatures; ↺ Cringe), Fortitude** +8, Reflex** +11, Will** +7, Perception** +7 (darkvision), Stealth* +9 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

DC 20 Will save: 1d20 + 7 ⇒ (15) + 7 = 22

Schek draws close to the mast, shaking it if he can.
"Arrr! Ye best be lowerin' that weapon, or I'll be climbin' up there meself and silencing yer squawkin’, ye noisy bilge rat! What's gotten into yer head? We be just takin' a gander 'round these parts, savvy?"" Schek tries to scare the ghost.
Intimidation to Demoralize: 1d20 + 10 ⇒ (10) + 10 = 20 (if allowed, or +5 mod to change it to Pathfinder Society Lore)

◆ Stride
◆◆ Demoralize w Intimidation (or Disable Hazard with Pathfinder Society Lore)

Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 4 | Maestro Bard Dedication | Spells: -/3/4 | Focus: 1/1 | ◆◇↺ | HP 40/40 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Detect Magic | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Medicine/Occultism: +7, Acrobatics, Lore (Herbalism/Theater): +5 |

Will: 1d20 + 9 ⇒ (12) + 9 = 21

IIRC Gnimish stayed in the boat. Can he join the other Pathfinders?

Horizon Hunters

Male Catfolk Monk 3 (Pirate) | HP 44/44 | AC 21 | F +9, R +11, W +7 | Perc +5, low-light vision, Pilgrim’s Token | Speed 35 | Default Exploration: Avoid Notice (+9) | Hero Points: 1/3 (Cat's Luck 1/1) | Active Conditions: none | ◆◇↺

Will: 1d20 + 7 ⇒ (19) + 7 = 26

Coracle hisses as the ghostly bullet draws blood. He waves his wayfinder about. "Cease fire, y' scurvy gob! We be Pathfinders, same as you! So stop explorin' with that blasted gun, and start reportin' 'n' cooperatin'!"

The catfolk starts climbing the mast, hoping to interfere with future shots if the goblin doesn't see sense soon.

◆◆ Pathfinder Lore: 1d20 + 5 ⇒ (14) + 5 = 19 to disable
Athletics (E): 1d20 + 9 ⇒ (14) + 9 = 23 to Climb

Radiant Oath

Male Kobold Swashbuckler 4 - HP 50/50, AC 21 - Perception +8 - F +9/ R +12/ W +8 - Speed: 30 - Hero Points: 0/1

Ah, thank you once again Hmm!

Will: 1d20 + 8 ⇒ (6) + 8 = 14

Beginning to suspect this whale may not be real, Chirrit is nevertheless still thrown as he somehow feels its impact anyway.

Continuing to move towards the mast, he moves near the mast. Then, realizing he doesnt actually know how to deal with ghosts that well, he starts encouraging his allies better suited to do so.

Remind him about 'Cooperate'!

Using his One With All ability, Chirrit would Aid another of the party who's trying to reassure the ghost - but he gets to Aid using his (much better) Diplomacy skill
Diplomacy to Aid a Disabler: 1d20 + 11 ⇒ (12) + 11 = 23

Horizon Hunters

N male (he/him) vishkanya magus 3 HP 38/38 | AC 20 | F +8 R +9 W +7 | Perc +5 | speed 25 ft | focus 1/1| Hero 0 | Active Conditions: |

Will: 1d20 + 7 ⇒ (12) + 7 = 19

Kamo staggers over to the mast and lays a hand on it, [b]"It's okay, the Pathfinders are here! You can rest.

PFS Lore: 1d20 + 8 ⇒ (14) + 8 = 22

Envoy's Alliance

Human Bard 3| HP 28/32| Fort +5 Ref +10 Will +8 | AC 20 | Perc +8 | Focus Pt 1/3| Hero Pt 1| Bard Spells 2/3 0/2

Will save: 1d20 + 8 ⇒ (7) + 8 = 15

Pathfinder Society Lore: 1d20 + 5 ⇒ (17) + 5 = 22

Making her way to the mast, she concurs. "Yes, time to rest. Reinforcements have arrived!"


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

Good Job, Everyone!

Singe's ghostly image slumps over the railing of the crow's nest. “My apologies, Pathfinders,” they call out. “I seem... confused and can hardly tell what is real anymore.” They explain, though struggle to remember the details: “My last memories are of leaving a strange island, but... I, I can't remember. We set sail for home—we were excited to tell the Grand Convocation what we found—but then I saw a monstrous killer whale. It came straight at us. We put up our best fight, but Kimma knew we were doomed. She called us to go below—I don't know what she intended, but I volunteered to stay above to give them time. My gun barely scratched the beast's hide, though!”

Singe's spirit has forgotten much of what they knew in life. They have no memory of their time on the Isle of Claws and Terror and don't know what happened to Kimma: “She must have drowned or been devoured by the beast.”

"Yarr, I be restless and lost. But perhaps if ye bring the Whippoorwill's story back to Absalom, it would let me find eternal rest."

A Whipoorwill Success!

Horizon Hunters

Male Catfolk Monk 3 (Pirate) | HP 44/44 | AC 21 | F +9, R +11, W +7 | Perc +5, low-light vision, Pilgrim’s Token | Speed 35 | Default Exploration: Avoid Notice (+9) | Hero Points: 1/3 (Cat's Luck 1/1) | Active Conditions: none | ◆◇↺

Coracle finishes climbing up to the crow's nest once Singe stops firing. "Aye, learning as much as we can of the Whipporwwill's story is why we're here," the catfolk assures the forlorn ghost.

If Singe will permit it, Coracle will carefully collect the tattered Pathfinder flag to take back to Calisro. That seems like one relic that should definitely be returned to the Grand Lodge!

Coracle would also appreciate some medical attention before the next mission. He was healed after the previous fight, so I don't know if the hour cool-down for Treat Wounds will be over before Act 3 begins? He still has his Pathfinder provisions potion, but will save that for later unless he's unable to get any other healing now.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

Take the hour long rest now, and get your wounds healed!

Horizon Hunters

Male Catfolk Monk 3 (Pirate) | HP 44/44 | AC 21 | F +9, R +11, W +7 | Perc +5, low-light vision, Pilgrim’s Token | Speed 35 | Default Exploration: Avoid Notice (+9) | Hero Points: 1/3 (Cat's Luck 1/1) | Active Conditions: none | ◆◇↺

In the interest of speed, I see that Gnimish has Assurance (Medicine) for a 16, so I'll go ahead and roll that 2d8 ⇒ (4, 7) = 11
Close enough to full for me!

Envoy's Alliance

Human Bard 3| HP 28/32| Fort +5 Ref +10 Will +8 | AC 20 | Perc +8 | Focus Pt 1/3| Hero Pt 1| Bard Spells 2/3 0/2

Keri has Assurance (Medicine) for a 17 if Chirrit needs it. 2d8 ⇒ (3, 2) = 5. While we are waiting, she can also give him fast healing 4 for 4 rounds (Hymn of Healing). I can top Coracle off the same way - refocusing each time.


Venture-Captain, Online PBP

**HOUSE GM ANNOUNCEMENT**

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

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

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

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

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

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

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

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

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

Table GMs, please begin Act 3.

Radiant Oath

Male Kobold Swashbuckler 4 - HP 50/50, AC 21 - Perception +8 - F +9/ R +12/ W +8 - Speed: 30 - Hero Points: 0/1

Before:

As the ghost fades to its final peace Chirrit gives the goblin a moment of silence before saying: Coracle, Jig, Keri - good work calming them down. I like to think of myself as a talker, but this jaunt's definitely teaching me I've got plenty to learn about the 'mystic' side of things.

The kobold is also extremely gracious to Keriassa as she patches up a bit of the bullet wound. Example the first I suppose: despite the fact a ghost isn't all there their bullets still do pack just the same punch I'm learning!

---

Now:

As Chirrit reacts to Eando and Calisro's warnings and braces himself he calls out to the team What in the Hells is up with this whale?!? I thought most weren't even meateaters, much less ones to hold a decade-long grudge!

Horizon Hunters

Male Catfolk Monk 3 (Pirate) | HP 44/44 | AC 21 | F +9, R +11, W +7 | Perc +5, low-light vision, Pilgrim’s Token | Speed 35 | Default Exploration: Avoid Notice (+9) | Hero Points: 1/3 (Cat's Luck 1/1) | Active Conditions: none | ◆◇↺

As a catfolk pirate from a long line of catfolk pirates, Coracle sleeps with enviable ease despite the rolling of the ship through the night. When Calisro's pre-dawn bellow awakens the Pathfinders, he's one of the first on deck, not needing to waste any time donning armor or strapping on weapons apart from his bandolier of darts.

When he sees the absolutely immense orca, his ears lie back and he hisses through bared teeth. He murmurs a fervent prayer to Desna for luck as he checks that the wooden butterfly on his sash, and the dragon turtle scale on his jacket, are both fastened securely, then scrambles to his post.


I am the tool of the GM

Handout #8: Act 3 Missions

The following missions are available during Act 3. Mission 1: Orca on Starboard must be completed first. The other missions can be completed in any order.

▫ Mission 1: Orca on Starboard - Hazard
▫ Mission 2: Pincer Attack - Combat
▫ Mission 3: Taking on Water - Skill
▫ Mission 4: Accursed Cargo - Hazard
▫ Mission 5: Refining Memories - Skill

Radiant Oath

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[GDXIII S06-00] [R] Male Venomtail Kobold Outwit Ranger 3 / Pirate | Sailor | HP 42/42 w Toughness, AC 20 w Studded Leather Armor (+1 vs Prey’s Attacks; +2 w Steel Shield raised or ↺ Command vs water creatures; ↺ Cringe), Fortitude** +8, Reflex** +11, Will** +7, Perception** +7 (darkvision), Stealth* +9 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Schek's jaw drops when he witnesses the orca that is chasing them.

"Maybe it is a sea friend!" he tells the others excitedly but readies his weapon just in case it is hostile.

"No, not friendly, it wants to eat the ship!" he yells.

Voting to do, after Mission 1, the Mission 3, then Mission 2, followed by Mission 5, and then Mission 4.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

WHALERUNNER MISSION 1: ORCA ON STARBOARD

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

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

Coracle Jibs has heard of this creature, a gargantuan orca older then the Eye. The orca trailing after the Snapdragon is known around the Shackles as Abendego's Squall, or Loud Squally for her habit of trilling loudly while attacking ships.

She is one round away, giving you a full round to spend time Fortifying the Ship, identifying Abendego's Squall (with a Nature or Medicine check) or do some other form of preparation.

FORTIFY SHIP (two-actions:
] You attempt an Easy Sailing or Sea Monster Lore check, Standard Athletics Check, or Hard Crafting check as you drop cargo, raise the sails, or otherwise spur the Snapdragon to sail faster.

Critical Success You gain 2 Orca Points.
Success You gain 1 Orca Point.
Failure No effect.
Critical Failure You lose 1 Orca Point.

Who Goes First? (Initiative):

Jig Perception Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Schek Nek Stealth Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Gnimish Perception Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
Keriassa Perception Initiative: 1d20 + 8 ⇒ (8) + 8 = 16
Chirrit Stealth Initiative: 1d20 + 10 ⇒ (14) + 10 = 24
Coracle Jibs Stealth Initiative (Pilgrim Token): 1d20 + 9 ⇒ (16) + 9 = 25

Orca: 1d20 + 7 ⇒ (7) + 7 = 14

★ --- ★ --- ★ --- ★

Everyone can act in Round One!

Coracle Jibs
Schek Nek
Chirrit
Jig
Keriassa

Orca
Gnimish


I am the tool of the GM

MAP NOTE: We are on SLIDE 20!

Radiant Oath

[GDXIII S06-00] [R] Male Venomtail Kobold Outwit Ranger 3 / Pirate | Sailor | HP 42/42 w Toughness, AC 20 w Studded Leather Armor (+1 vs Prey’s Attacks; +2 w Steel Shield raised or ↺ Command vs water creatures; ↺ Cringe), Fortitude** +8, Reflex** +11, Will** +7, Perception** +7 (darkvision), Stealth* +9 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Schek quickly goes for the nearest cargo to drop it to the sea!
Easy Sailing: 1d20 + 7 ⇒ (13) + 7 = 20

◆ Stride
◆◆ Fortify Ship

Horizon Hunters

Male Catfolk Monk 3 (Pirate) | HP 44/44 | AC 21 | F +9, R +11, W +7 | Perc +5, low-light vision, Pilgrim’s Token | Speed 35 | Default Exploration: Avoid Notice (+9) | Hero Points: 1/3 (Cat's Luck 1/1) | Active Conditions: none | ◆◇↺

Coracle rushes to the rigging, and starts hauling on ropes to raise the sails.

◆ Stride
@GM: Please move me to an appropriate location within 1 Stride (35 ft.). I can't move stuff on the Slides from my phone, and am overdue for bed...

◆◆ Fortify Ship: Athletics (E): 1d20 + 9 ⇒ (11) + 9 = 20

Radiant Oath

2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 4 | Maestro Bard Dedication | Spells: -/3/4 | Focus: 1/1 | ◆◇↺ | HP 40/40 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Detect Magic | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Medicine/Occultism: +7, Acrobatics, Lore (Herbalism/Theater): +5 |

Gnimish racks his brain to see if he's even heard of the orca.

Nature(E): 1d20 + 9 ⇒ (15) + 9 = 24


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

Coracle Jibbs and Schek Nek both help fortify the ship for Orca Points!

Gnimish notices the orca keeps twisting the harpoon against the ship to pull it out of her blubber.

★ --- ★ --- ★ --- ★

Gnimish, you learn that Abedengo's squall is a hazard. You now know that people can use the following checks to disable the hazard:

  • Medicine (trained) to remove the harpoon
  • Nature (trained) to calm the orca,
  • Intimidation (trained) to scare the orca away

    You have two actions left. Would you like to try to help deal with the Orca?

  • Radiant Oath

    2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 4 | Maestro Bard Dedication | Spells: -/3/4 | Focus: 1/1 | ◆◇↺ | HP 40/40 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Detect Magic | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Medicine/Occultism: +7, Acrobatics, Lore (Herbalism/Theater): +5 |

    I'd love to remove the harpoon but his medicine isn't as good

    Gnimish sees the harpoon. "The orca's got a harpoon stuck in her. I'll try to calm her while someone else try to remove it.

    Nature: 1d20 + 9 ⇒ (9) + 9 = 18

    "There there. We won't hurt you. Stay calm for a bit and we'll help you."

    Horizon Hunters

    N male (he/him) vishkanya magus 3 HP 38/38 | AC 20 | F +8 R +9 W +7 | Perc +5 | speed 25 ft | focus 1/1| Hero 0 | Active Conditions: |

    Jig also tries to identify the type of whale.

    Nature: 1d20 + 5 ⇒ (6) + 5 = 11

    He readies his bow and draws an arrow across his arm, coating it with a little blood.

    1 damage to himself to Envenom Weapon

    Radiant Oath

    Male Kobold Swashbuckler 4 - HP 50/50, AC 21 - Perception +8 - F +9/ R +12/ W +8 - Speed: 30 - Hero Points: 0/1

    At Gnimmish's analysis Chirrit is ready to jump to the railing and start barking threats at the pursuing whale. But noticing the gnome then seems to be taking a softer approach the kobold pivots to instead trying to defend the ship from it rather than scare it off. For now...

    This round will spend two actions trying to Fortify Ship, and his third to One for All and Aid whatever Keriassa chooses to do

    ◆◆ Athletics to Fortify: 1d20 + 7 ⇒ (13) + 7 = 20
    One For All Aid to Keriassa: 1d20 + 11 ⇒ (14) + 11 = 25 a crit :)

    Envoy's Alliance

    Human Bard 3| HP 28/32| Fort +5 Ref +10 Will +8 | AC 20 | Perc +8 | Focus Pt 1/3| Hero Pt 1| Bard Spells 2/3 0/2

    Not much of a seafarer, Keri will try to use her guile to position the pulleys for the rigging for faster maneuvering.

    crafting (w/aid crit) to Fortify: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

    She'll then take a look at the behemoth approaching.

    medicine: 1d20 + 8 ⇒ (17) + 8 = 25


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

    Alas, Gnimish fails to help calm the whale this round, and Jig does not get any further information. So Jig prepares for battle, drawing his bow and lacing it with venom. Chirrit and Keriassa both successfully fortify the ship for 2 additional Orca Points.

    Keriassa did not have enough actions to help remove the Orca's harpoon, but she realizes that while Abendengo's Squall is trying to remove that harpoon by bashing into the boat, it is instead driving the harpoon deeper each time.

    ★ --- ★ --- ★ --- ★

    Abendengo's Squall matches your speed, spouts water and rips the mast off your ship!

    CRA-A-A-ACK!

    Thar She Blows! [reaction] Trigger Abendego's Squall matches speed with the Snapdragon; Effect The orca leaps across the Snapdragon and tears its main mast from the deck in the process. This deals 30 damage to the Snapdragon.

    All creatures on deck take 2d8 bludgeoning damage from the shrapnel and must attempt a DC 20 basic Reflex save.

    Thar She Blows Bludgeoning Damage: 2d8 ⇒ (4, 8) = 12

    ★ --- ★ --- ★ --- ★

    You can fight the Orca normally, or use a 2-action attempt to either FORTIFY THE SHIP or CALM THE RAGING ORCA.

    Fortify the ship: Sailing or Sea Monster Lore, Athletics, Crafting
    Calm the Orca: Medicine, Nature, or Intimidate

    ★ --- ★ --- ★ --- ★

    ROUND TWO: Thar She Blows!

    Current Orca Points: 4
    Damage to your Ship: -30 and a broken mast

    Coracle Jibs (DC 20 basic Reflex save)
    Schek Nek (DC 20 basic Reflex save)
    Chirrit (DC 20 basic Reflex save)
    Jig (DC 20 basic Reflex save)
    Keriassa (DC 20 basic Reflex save)

    Orca
    Gnimish (DC 20 basic Reflex save)

    Radiant Oath

    Male Kobold Swashbuckler 4 - HP 50/50, AC 21 - Perception +8 - F +9/ R +12/ W +8 - Speed: 30 - Hero Points: 0/1

    Reflex: 1d20 + 12 ⇒ (18) + 12 = 30

    As Chirrt nimbly avoids the shrapnel he sees the mast cracked. Not good! the kobold yells. He moves to try and help other get a makeshift spar set up while encouraging Gnimish You seem to know a lot about these creatures. I'm sure you can figure out how to calm them down!

    Deja vu: two actions to try to Fortify the ship, one action to One For All Aid Gnimmish

    Fortify Ship: 1d20 + 7 ⇒ (5) + 7 = 12

    One for All Aid: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32

    Radiant Oath

    [GDXIII S06-00] [R] Male Venomtail Kobold Outwit Ranger 3 / Pirate | Sailor | HP 42/42 w Toughness, AC 20 w Studded Leather Armor (+1 vs Prey’s Attacks; +2 w Steel Shield raised or ↺ Command vs water creatures; ↺ Cringe), Fortitude** +8, Reflex** +11, Will** +7, Perception** +7 (darkvision), Stealth* +9 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

    DC 20 basic Reflex save: 1d20 + 11 ⇒ (13) + 11 = 24 (Success, 6 B damage)

    Schek hunts the orca as how the orca hunts the ship. "Ye best not be smashin' our ship, or I'll hunt ye down an' tear ye apart, ye sea beast!" he exclaims to the orca.

    Intimidation: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20

    ◆ Hunt Prey (Orca)
    ◆◆ Disable

    Horizon Hunters

    Male Catfolk Monk 3 (Pirate) | HP 44/44 | AC 21 | F +9, R +11, W +7 | Perc +5, low-light vision, Pilgrim’s Token | Speed 35 | Default Exploration: Avoid Notice (+9) | Hero Points: 1/3 (Cat's Luck 1/1) | Active Conditions: none | ◆◇↺

    Ref: 1d20 + 11 ⇒ (1) + 11 = 12
    Avast! Reroll that using Cat's Luck (1/day).
    Ref: 1d20 + 11 ⇒ (19) + 11 = 30
    Yarrr, crit success!

    Coracle dives for cover as the Squall breaches. After the shrapnel from the broken mast sprays across the deck, he pops back up, miraculously unharmed. His tricorn was not so lucky, however, and has been impaled by a wicked, two-foot shard of wood that missed creasing his skull by less than a finger's breath. His movements become even more catlike as he assumes a martial arts stance. He fully expects to have to fight for his life even more literally in the very near future.

    The catfolk monk renews his efforts to raise some sail on the surviving mast.

    ◆ Tiger Stance
    ◆◆ Fortify Ship: Athletics (E): 1d20 + 9 ⇒ (16) + 9 = 25

    Envoy's Alliance

    Human Bard 3| HP 28/32| Fort +5 Ref +10 Will +8 | AC 20 | Perc +8 | Focus Pt 1/3| Hero Pt 1| Bard Spells 2/3 0/2

    reflex save: 1d20 + 10 ⇒ (2) + 10 = 12
    reflex save - hero point: 1d20 + 8 ⇒ (6) + 8 = 14

    Feeling bad for the monstrous whale, she'll move over to the railing and try to remove the harpoon carefully.

    Medicine to remove: 1d20 + 8 ⇒ (20) + 8 = 28

    ◆ Stride
    ◆◆ Calm the Orca


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

    Chirrit takes no damage from the flying shrapnel, but is thrown off balance by the rocking of the ship and is unable to fortify the vessel.

    Shek gets hit with some shrapnel, and it hurts enough that he fails to scare off the whale.

    A piece of shrapnel looked like it was heading straight for Coracle Jib's eye, but he invokes the luck of the cat, and instead evades it entirely. Coracle Jibs also succeeds in Fortifying the Ship giving you your 5th Orca Point!

    Keriassa takes a blast of shrapnel to her chest, but grits her teeth and pulls the harpoon straight out of the Orca! Very well done!

    This magical harpoon is a +1 Striking Harpoon.

    The Orca, surprised to be freed of the hateful harpoon, lets go of the mast and swims away for now. The mast floats in the water, next to the ship.

    OUT OF COMBAT!


    I am the tool of the GM

    Accumulated Orca Points: 5
    Damage to your Ship: -30 and a broken mast

    Status:
    Coracle Jibs
    Schek Nek (-6)
    Chirrit
    Jig (DC 20 basic Reflex save)
    Keriassa (-12)
    Orca (swimming away for now)
    Gnimish (DC 20 basic Reflex save)


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

    WHALERUNNER MISSION 3: TAKING ON WATER

    Captain Benarry shouts across the din of the storm, “We're listing, sailors. Get below deck, quick. Assess the damage, patch holes, and report anything you can't fix.” The ship sways as a gust hits the sails. The captain winces as the ship doesn't fully recover from the movement. “Get working—I don't want to capsize today.”

    ★ --- ★ --- ★ --- ★

    Yarr!! How all the Patchin' and Fixin' Works:
    Ensuring the ship is still seaworthy has three phases. During each phase, each PC can attempt one of the listed checks. On a success, the PCs gain 1 Repair Point (2 Repair Points on a critical success). On a critical failure, they lose 1 Repair Point. Casting a relevant non-cantrip spell grants 1 Repair Point, or 2 Repair Points if the spell's rank the highest rank that PC can cast (if a PC casts a relevant cantrip spell, they can substitute Arcana, Nature, Occultism or Religion for the listed check). Each phase also has a full success, partial success, and failure entry. The PCs need to earn a total number of Repair Points equal to or greater than the PCs for a full success.

    ★ --- ★ --- ★ --- ★

    Phase One−Assessing Damage:

    You can begin by assessing the damage to the hull. You can attempt an Easy Athletics or Acrobatics check as you survey the exterior of the Snapdragon, an Average Crafting check as you measure where the damage is coming from, or another skill that you can justify of the your choice at a higher DC.

    If you have an appropriate Lore, feel free to use it and I will also take it into account.

    Everyone can act. Jibs and Gnimish, you still need to provide your Reflex Saves.

    Radiant Oath

    Male Kobold Swashbuckler 4 - HP 50/50, AC 21 - Perception +8 - F +9/ R +12/ W +8 - Speed: 30 - Hero Points: 0/1

    Steady hands Chirrit says with an adrenaline-fueled smile and a nod at Keriassa as she extracts the harpoon.

    Hearing the Captain's call, the kobold races below. He scrambles about the knocked-loose cannons and gear to spy the worst of the damage.

    Acrobatics: 1d20 + 12 ⇒ (10) + 12 = 22

    Horizon Hunters

    Male Catfolk Monk 3 (Pirate) | HP 44/44 | AC 21 | F +9, R +11, W +7 | Perc +5, low-light vision, Pilgrim’s Token | Speed 35 | Default Exploration: Avoid Notice (+9) | Hero Points: 1/3 (Cat's Luck 1/1) | Active Conditions: none | ◆◇↺

    Coracle grabs a line, and lowers himself over the side of the ship to check for damage.

    Athletics (E): 1d20 + 9 ⇒ (12) + 9 = 21


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

    Chirrit and Coracle each jump into action to assess damage, and each score a Repair Point!

    Horizon Hunters

    N male (he/him) vishkanya magus 3 HP 38/38 | AC 20 | F +8 R +9 W +7 | Perc +5 | speed 25 ft | focus 1/1| Hero 0 | Active Conditions: |

    Reflex: 1d20 + 9 ⇒ (14) + 9 = 23

    Jig manages to dodge some of the debris from the mast.

    "I'll slip to the side and see how badly we've been damaged."

    Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17

    Envoy's Alliance

    Human Bard 3| HP 28/32| Fort +5 Ref +10 Will +8 | AC 20 | Perc +8 | Focus Pt 1/3| Hero Pt 1| Bard Spells 2/3 0/2

    Keri hoists herself over the starboard rail to see the hole, humming a tune to heal her wounds.

    Acrobatics: 1d20 + 8 ⇒ (9) + 8 = 17

    Use Hymn of Healing to regain 16 hp at some point, refocusing if I can...

    Radiant Oath

    [GDXIII S06-00] [R] Male Venomtail Kobold Outwit Ranger 3 / Pirate | Sailor | HP 42/42 w Toughness, AC 20 w Studded Leather Armor (+1 vs Prey’s Attacks; +2 w Steel Shield raised or ↺ Command vs water creatures; ↺ Cringe), Fortitude** +8, Reflex** +11, Will** +7, Perception** +7 (darkvision), Stealth* +9 | Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

    Easy Acrobatics: 1d20 + 11 ⇒ (20) + 11 = 31

    Schek inspects every surface of the ship for damage, squeezing himself into corners to hidden spaces.

    Radiant Oath

    2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 4 | Maestro Bard Dedication | Spells: -/3/4 | Focus: 1/1 | ◆◇↺ | HP 40/40 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Detect Magic | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Medicine/Occultism: +7, Acrobatics, Lore (Herbalism/Theater): +5 |

    GM Hmm just sent me a message. She's without power ATM. Updates to follow!

    Ref: 1d20 + 7 ⇒ (8) + 7 = 15

    "OW! That smarts!" Gnimish yelps as he flies across the deck and bonks his head on the mast.

    Nature: 1d20 + 9 ⇒ (14) + 9 = 23


    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Salt of the Ocean // ★ DA Duology Maps

    Yay, the power is back!

    The whole team gathers repair points! Schek is especially perceptive in his assessments, and Gnimish finds some whale bite marks on the hull.

    Full Success!

    You identify the collision bulkhead on the forward aft has been breached. You determine that the Snapdragon will stay afloat unless it takes additional damage.

    You all gain a +1 circumstance bonus to skills checks in the next phase.

    ★ --- ★ --- ★ --- ★

    Phase Two−Emergency Measures:

    With the hull damage identified, you need to face the danger of the storm as they stabilize the outside of the ship prior to full repairs. You can attempt an Easy Crafting check to patch the most damaged areas, or an Average Nature or Survival check to chart a path that will protect the ship from further damage, of a skill check of your choice at a harder DC.

    Radiant Oath

    2396852-2004 | NG Male Wellspring Gnome Entertainer Sorcerer 4 | Maestro Bard Dedication | Spells: -/3/4 | Focus: 1/1 | ◆◇↺ | HP 40/40 | AC 17 (18 w/Shield) | F/R/W: 8/7/9 | Perc +7 low-light | 25 feet | Class/Spell DC 20 | Hero Point: 1/3 | Exploration Activity: Detect Magic | Performance (Comedy): +11, Deception/Diplomacy/Performance/Intimidation: +10, Nature(E): +9, Medicine/Occultism: +7, Acrobatics, Lore (Herbalism/Theater): +5 |

    Nature: 1d20 + 9 ⇒ (10) + 9 = 19

    Gnimish tries to find a way to prevent more damage to the ship.

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