I am having a very swingy new year. My time and energy are low. As a result, I feel the need to put this game to rest. As it was meant to be a playtest, I hope you havent invested too much into it and are ok with this decision. I for one feel as if I got the feedback I was looking for, and have actually grown more fond for the more random feel of the d20. If everythings pretty much a foregone conclusion, doesnt feel as exciting.
Anyways, I hope you and yours are well. It was a lot of fun for me, and I hope you enjoyed your selves too.
If things settle down for me and I find the time to do it, I may end up designing Pickleport into a genuine campaign setting and extend an invitation to play in a proper game. Until then, happy gaming!
Kivi Will:3d6 + 4 ⇒ (3, 1, 3) + 4 = 11 Aangas Will:3d6 ⇒ (2, 6, 2) = 10 Imp Will:3d6 + 4 ⇒ (5, 6, 5) + 4 = 20
The imp resists Yarin's spell. Kivi and Aangas, however...
"Errrrgggghhhh..." growls Kivi through gritted teeth.
"Derrrr..." drools Aangas.
Junior rounds the squat house to find not a door, but a window. Through the thick glass he can make out the vague shapes of the figures inside.
Wizzer tries to rip the simple wooden door off of its hinges.
Wizzer Supersized Str:3d6 + 4 ⇒ (2, 2, 5) + 4 = 13
He does just so.
Stary leaps in and tries to tackle Aangas to the ground.
Stary Trip:3d6 + 6 ⇒ (6, 1, 5) + 6 = 18
Aangas is knocked prone.
"No!" screams Kivi. Her resistance isn't futile, not just yet. She conjures a void beneath Wizzer's feet.
Wizzer Supersized Ref:3d6 + 4 ⇒ (6, 2, 1) + 4 = 13 Stary Ref:3d6 + 9 + 2 ⇒ (5, 3, 1) + 9 + 2 = 20 Yarin Ref:3d6 + 2 + 2 ⇒ (2, 1, 2) + 2 + 2 = 9
Woop! Wizzer falls twenty feet into the pit. Stary avoids falling in after him, but Yarin tumbles in, landing ontop the enlarged Wizzer.
Wizzer fall dmg:2d6 ⇒ (3, 6) = 9 Yarin fall dmg:2d6 ⇒ (1, 5) = 6
"Get that cat off my fiance!" Kivi commands the imp.
"Ooo, you're lucky I'm a LAWFUL Evil familiar," replies the imp before swooping back into the fray.
Sting:3d6 + 8 ⇒ (1, 3, 3) + 8 = 15
Stary nimbly avoids the imp's tail stinger.
The rogue produces a bag of popcorn and shares it with the fighter, "This is getting good!"
Round 3: Bold May Act
Unk (6dmg)
Uric
Elf Druid
Gnome Sorcerer
Prince Aangas (Dazed, Prone)
Junior
Wizzer (Enlarged, 9dmg, Pitted, Prone)
Stary (4dmg)
Yarin (6dmg, Pitted, Prone)
Princess Kivi
Imp (15dmg)
Half-Orc Rogue
Human Fighter
Unk lends his foresight, and Uric puts it to good use. He swings his hammer through the elemental's fiery form and the outsider vanishes in a cloud of ash and smoke.
From inside the house, Kivi lets out an exasperated scoff. "Ugh! Can't you tell we just want to be left alone?!"
"It's nothing personal, Princess," replies Duyas Thomne from the rear, "I do believe you are outnumbered. Perhaps consider surrendering."
"Yer a bunch of dogs!" shouts Aangas from the door.
The gnome sorcerer wiggles his fingers in Aangas's direction.
Aangas Will:3d6 ⇒ (6, 2, 2) = 10
Aangas stands there drooling, stars float around his head. Dazed, 1 rd.
Round 2: Bold May Act
Unk (6dmg)
Uric
Elf Druid
Gnome Sorcerer
Prince Aangas (Dazed)
Junior
Wizzer
Stary (4dmg)
Yarin
Princess Kivi
Imp (15dmg)
Half-Orc Rogue
Human Fighter
Junior cuts into the imp, flames and sizzling blood spill from the wound.
Wizzer flanks the imp with Junior, and he and Stary strike back.
Scimitar+Flank:3d6 + 6 ⇒ (4, 3, 4) + 6 = 17 dmg:1d6 + 6 ⇒ (1) + 6 = 7 Claw:3d6 + 4 ⇒ (3, 1, 1) + 4 = 9 Claw:3d6 + 4 ⇒ (5, 1, 4) + 4 = 14
Having Aangas now in sight, Yarin casts Bane on the young halfling.
Kivi completes her spell an summons another fire elemental into our heroes’ midst. The elemental immediately attacks Uric.
Slam:3d6 + 4 ⇒ (3, 1, 5) + 4 = 13
There’s no way anything’s getting through Uric’s armored shell.
The imp fully withdraws into the small house. "Bloody coward!" calls out Aangas. "Right! I AM bloody!" replies the imp.
From the rear, the rogue and the fighter engage the new elemental.
Orc Double Axe:3d6 + 6 ⇒ (4, 1, 3) + 6 = 14 Glave-Guisarme:3d6 + 8 ⇒ (4, 1, 3) + 8 = 16 dmg:1d8 + 6 ⇒ (1) + 6 = 7
The fighter steps back and brings his polearm down on the elemental, a burst of flames breaks free from its form.
Round 2: Bold May Act
Unk (6dmg)
Uric
Elf Druid
Gnome Sorcerer
Prince Aangas
Junior
Wizzer
Stary (4dmg,
Yarin
Princess Kivi
Fire Elemental (7dmg)
Imp (15dmg)
Half-Orc Rogue
Human Fighter
Unk begins reading off his scroll as Uric swings his mighty axe at the wimpy imp. The wimpy imp, however, is nimble and quick, and dodges out of the way of his swing.
Duyas the elf chants and waves his hands and evokes a gusting sphere of whirling wind to knock the imp out of the way.
Gusting Sphere Bull Rush:3d6 + 6 ⇒ (6, 6, 1) + 6 = 19 Imp Ref:3d6 + 6 ⇒ (5, 6, 1) + 6 = 18
The nimble imp dodges this one too.
The gnome sorcerer mumbles to himself, trying to figure out a spell that works out against such an outsider. While he does, Aangas pops out the door and stabs at Junior.
Dagger:3d6 + 10 ⇒ (4, 4, 3) + 10 = 21 dmg:1d3 - 1 ⇒ (1) - 1 = 0
Tis but a scratch.
The door is now open and Junior can attack Aangas, or do whatever.
Round 2: Bold May Act
Unk (6dmg)
Uric
Elf Druid
Gnome Sorcerer
Prince Aangas
Junior (1nonlethal)
Wizzer
Stary (4dmg)
Yarin
Princess Kivi (Casting)
Imp
Half-Orc Rogue
Human Fighter
Junior finds that the imp is blocking his way and he can't get to the door to open it. However, the door is now ajar, and he can see Prince Aangas standing there with another knife in hand at the ready.
Wizzer and Stary attempt to take out the imp.
Scimitar:3d6 + 4 ⇒ (1, 1, 1) + 4 = 7amazing. Bite:3d6 + 6 ⇒ (3, 4, 6) + 6 = 19 dmg:1d6 + 3 ⇒ (1) + 3 = 4 Claw:3d6 + 4 ⇒ (6, 2, 4) + 4 = 16 dmg:1d4 + 3 ⇒ (2) + 3 = 5 Claw:3d6 + 4 ⇒ (1, 6, 5) + 4 = 16 dmg:1d4 + 3 ⇒ (1) + 3 = 4
Stary gets a good bite, scratch, scratch into the imp, but the fiendish outsider proves resistant to such pain.
Kivi looks out the window and begins summoning more creatures to her defense.
The imp strikes back at Stary!
Sting:3d6 + 8 ⇒ (3, 6, 5) + 8 = 22 dmg:1d4 ⇒ 4 Stary Fort:3d6 + 6 ⇒ (5, 3, 5) + 6 = 19
Stary takes the hit and fights off the fiendish venom.
The human fighter and half-orc rogue close in the back ranks, while Duyas Thomne shouts, "Young Prince Aangas! You are outnumbered and outmatched! It is time to return home to your father!"
Aangas shouts back through the barely opened door, "Tell m'father ta shove it up his arse!"
Round 2: Bold May Act
Unk (6dmg)
Uric
Elf Druid
Gnome Sorcerer
Prince Aangas
Junior
Wizzer
Stary (4dmg,
Yarin
Princess Kivi (Casting)
Imp
Half-Orc Rogue
Human Fighter
Uric recognizes the fire elemental as a dancing flame summoned from some plane or another. Whatever, he swings at it. His axe rips through the flame and it loses some of its form. It’s largely diminished, but not extinguished.
Duyas Thomne brandishes an heirloom longsword and has at the summoned elemental.
Longsword:3d6 + 5 ⇒ (1, 1, 3) + 5 = 10
Even though he misses, he says, "Let us handle these lesser foes. Take care of capturing our bounty."
The gnome sorcerer jumps back and fires off a ray of frost!
Ranged Touch:1d20 + 3 ⇒ (15) + 3 = 18 cold dmg:1d3 ⇒ 2
The elemental vanishes in a puff of smoke.
Unk Perception:3d6 + 2 ⇒ (6, 3, 1) + 2 = 12 ???:3d6 + 15 ⇒ (3, 6, 3) + 15 = 27
Just then, the door to the house creaks open just a bit, and a dagger comes flinging out toward Unk. Unk doesn’t see it coming.
Thrown Dagger:3d6 + 9 ⇒ (4, 1, 6) + 9 = 20 Dmg+SA:1d3 - 1 + 1d8 ⇒ (3) - 1 + (4) = 6
Round 1: Bold May Act
Unk (6dmg)
Uric
Elf Druid
Gnome Sorcerer
Prince Aangas
Junior
Wizzer
Stary
Yarin
Princess Kivi
Imp
Half-Orc Rogue
Human Fighter
Duyas explains, "We followed you to the fisherman's wharf this morning, watched you board a boat and sail off. We commisioned a small rowboat ourselves and followed you out to see. We watched as you fought off Brivyrynth, quite impressive, and watched as your ship sank from the damages. Then we followed you to this island, captured and interrogated your captain, although he only blubbered on and on about losing his boat. Figuring this is the correct island, we sailed around and scaled the back cliffs, and here we are!"
"All very interesting," interrupts the imp, "But my Master awaits. Follow me."
The imp leads the enlarged group around the bend and up to the squat house. There he knocks three times on the small wooden door and shouts, "Master! I have brought you guests! They come with invitations... from your father!"
From behind the door you can hear a muffled shout, "WHATWHATWHAAT!?", and then a small face peeks out from a window, only briefly. Then, the female voice exclaims "Go AWAY!" and exactly six seconds later, a brief dimensional door opens and 1d3 ⇒ 1 small fire elementals appear amongst the group!
Round 1: Bold May Act
Unk
Uric
Elf Druid
Gnome Sorcerer
Prince Aangas
Junior
Wizzer
Stary
Yarin
Princess Kivi
Imp
Fire Elemental
Half-Orc Rogue
Human Fighter
Unk and Uric are first to act! Will update the map with the fire elemental, Kivi, and Aangas in a bit.
Junior knocks the poor, obedient imp off the cliff!
Good thing it can fly!
The imp shakes his head at Junior disappointedly, as our bard heaves up on the rope and catches hold of the elf by the forearm. The elf scrambles up onto the cliffs edge, and in turn helps his formidable team up one by one.
Once situated on the bluff, the elf bows peacefully, while his teammates reach for their weapons. Still itching for a fight, it seems.
“Pardon me,” the elf begins his overture, “But I was lead to believe you did not know the location of our Prince. Following you here, it now appears you knew exactly where to find him all along. I’ll forgive the slight of your dishonesty if we are allowed to accompany you to the young lord’s secret manor up above. We have a young, errant heir to retrieve, as well.”
Our heroes are now at the top of a rocky bluff in the midst of the island. The wind is gusty and the sound of waves crashing on the rocks far below can be heard. A dirt path cuts through the hardy grasses and spiny palms ahead of them, only to cut to the left and up and around to a squat stone and thatched roof building at the hill top.
“This is strange...” says the imp as he flies over to the cliff edge along the road. There, a grappling hook is caught between two stones. As everyone gathers around and peers over the ledge, an autumn haired elf hangs from a rope and peers back up. Below him are a brawny human, a robed gnome, and a cloaked half-orc, and a small watercraft battering around amongst the surf and rocks far below.
It’s Lord Fogshot’s men from the night before.
“Hello!” Shouts the autumn haired elf, “I see you’ve beaten us! Mind lending a hand?”
“No invitation,” the imp shakes his head and moves to un-nestle the grappling hook from the rocks.
The devilish threshold guardian recognizes the seal on the parchment and he accepts it and reads it. "Aha! See, I knew you had papers. Well, the master of my Master is my master, yes? And who am I to stand in the way of legally obliged fellows such as yourselves? Come in, let me show you to my Master."
The imp unbars and opens the door, revealing a staircase carved from the stone, which spirals upward.
"Come come!" the imp urges our heroes as he leads them upward, "Yes! This should prove to be entertaining indeed."
This doorkeeper is an Imp, likely pressed into service as a familiar. Imps, being devils, respect the rules as written, but not always the rules as intended.
Sense Motive:1d20 + 1 ⇒ (20) + 1 = 21 "Hell I am! Correct! And, yes, it is rather droll around here, although pitting the two lovebirds against each other has been a source of fun. But, alas, I can not let you pass without the proper papers, this is my Master's command. Surely, you must have papers."
It's been 6 months since this happened in real time, only a few days in game, so, friendly GM reminder:
GM_Curvey wrote:
"Er... Wait, hold on one second there."
The mayor steps outside his office for a moment where he confers with a butler. The butler leaves in a hurry up some stairs and a moment later returns with a nice,if informal, house dress. The Mayor then hands it to Wizzer. "I hope this will suffice. And here..."
He moves to his desk where he fetches a scroll of parchment. He scratches out a letter with quill and ink, blows on it lightly, then rolls it up and seals it with his rong of office. "Take this, it is my official order that you are to conduct this investigation, that anyone who stands in your way is subject to the rule of law. You are to return my daughter to me. There is 500 gold for the each of you upon completion of this task."
"Her last known location is headed towards Davenport. Her entourage included two friends and her chaperone. My trust is in your hands, good sirs."
The creatures face twists into a sly grin, "One answer begets the next, and you can already guess which is which. My Master is the one you seek, and you have found her secret home! But, she will not see you unless you have an invitation. Were you invited, Pickle Partisans?"
The creature looks thoughtful for a moment as it sticks its face through the window, "Hmm, yes, questions I can answer, answers I can provide, my Master will allow it." Bulbous eyes look about in curious waiting. The door remains shut.
A few moments pass, then there is a shuffling sound behind the door. A small window at about eye level in the door opens and it is filled with a small red face, with an exaggeratedly long pointy nose and black bulbous eyes. The creature speaks, "Who are you? What do you want?"
The tunnel off the beach is very similar to the Kyrana lair, a naturally occurring lava tube in the basalt rock. It twists and turns a few times in, and after a little bit, our heroes come across a heavy wooden door at the tunnel's end. Their is no handle or latch on this side of the door and it seems to be barred shut from the inside.
DC 16 Perception (stonework):
A hidden compartment in the stone next to the door reveals a small brass chime.
Brivyrynth avoids Yarin's dual flying starblades as she maneuvers expertly in the air, turning sharply and heading back to the ship. Her maw opens and she strafes the side of the boat with her acid breath, dissolving the planking and opening a large hole in the hull.
The boat begins taking on water and listing to one side. Laughing, Brivyrynth flies off toward her lair in the definitely evil skull volcano island.
"Blasted lizard!" Bartholomew shakes his fist at the victoriously retreating dragon. "There goes me boat," he adds, his eyes filling with salty tears.
The good captain steers his crippled ship toward the target island. Before the boat can make it, it starts to sink. "Abandon ship!" orders Bartholomew, and everyone huddles into the small lifeboat. Being a good captain, he's the last to disembark.
In silent memorial, the crew rows ashore to the island. They pull ashore onto a sandy beach, ready to get on with the adventure already!
What were we doing? they wonder. Oh yeah! Looking for the lost princess Kiwi and her little dog Pickles!
I’m addressing you here today in a serious tone because I have been considering the fate of this game. Personally things have been shifting for me. For one, my work days have been increasingly taxing. For transparency’s sake, I’m a mental health counselor at a small methadone clinic. The only counselor, and our client numbers have been growing rapidly. Right now, the boss says we’ll put a hold on intakes, but it’s taking some time to adjust. Lately I get home and I’m more vegetable than human. And then there’s the rest of my life.
A second thing is, I’m going into session two of a new at home campaign, and between that and PbP games, I’m finding this one in particularly is the last plate at the table. As an experimental game, it’s getting the least of my concern.
And C, I think this fight with the sea dragon has gone sour. It’s too one-sided, and not much fun. The only reason you all aren’t making swim checks for your lives is because boats have an insane amount of HP as written, and Brivyrynth isn’t big enough in her britches to use the Ramming ability she’ll get in adulthood. I don’t know how y’all feel about it.
I feel heavily inclined to GM Fiat end the encounter and move forward with the actual storyline and hopefully better balanced encounters. At least I learned an important lesson about the 3d6 system. And, I’m hoping I’ll get my inspiration back and we can at least close out this adventure.
But, I wish for you to weigh in as well. Opening the floor for commentary.
Apologies for the delay. Been busy with life and yada yada yada. Hopefully y'all are still with me.
Wizzer and Stary delay as they watch the terrifyingly magnificent dragon at work.
Bartholomew returns to the helm and steers the ship away from the dragon in one last desperate attempt to save his most favorite material possession (and the lives on board).
It looks like Brivyrynth has grown bored playing with her food and is preparing her coup de gras. Not a technical mechanical CdG as per the rules, but, you know...
Round 4: Bold May Act
Brivyrynth (13 dmg, glittery)
Unk (See Invisibility)
Uric (Heroism)
Junior (Lucky, Enlarged, Heroism, 19 dmg)
Bartholomew (17dmg to ship, 21dmg to sails)
Wizzer
Stary
Yarin
That's hard news, Wizzer, and I'm sure quite shocking. I'm glad to hear you've caught it early when lifestyle changes are the cure!
As a note, and I'm sure you've discussed this with your doctor, but the liver processes pretty much everything you put in your body, not just alcohol. I know from my profession that some psychiatric medications, for instance, can be quite damaging to the liver.
The whirring, glowing starknife makes no headway against dragonscale. Brivyrynth seems to be increasingly annoyed with you all.
Briv Will:1d20 + 9 ⇒ (13) + 9 = 22
Really annoyed. "Enough games. Which one of you shall I eat first?"
The answer is right in front of her.
Bite Auto-Hit Dmg:1d8 + 12 ⇒ (7) + 12 = 19
She takes a sizeable chunk of flesh out of Junior, then takes to the air once more.
Bartholomew AoO+Flank:3d6 + 4 + 2 ⇒ (1, 1, 6) + 4 + 2 = 14 Junior gets an AoO as well, plus Flank. Brivyrynth flies 60 ft straight up into the air.
Round 4: Bold May Act
Brivyrynth (13 dmg, glittery)
Unk (See Invisibility)
Uric (Heroism)
Wizzer
Stary
Junior (Lucky, Enlarged, Heroism, 19 dmg)
Bartholomew (17dmg to ship, 21dmg to sails)
Yarin
Hey y'all. Things are busy at work this week. I'm running our first session for a f2f game tonight, so I've also been busy with preparations. But I'll get an update in for you likely tomorrow.
Ping! Ding! Fztchkkkkk! Scimitar and bolt ricochet off steely dragonhide, but Unk's freezing ray gives Brivyrynth another taste of frostbite.
Get off me boat ye overexagerated crocodilian!" shouts Bartholomew as he leaves the helm and swats at Brivyrynth with his trusty cutlass.
Cutlass+Flank:3d6 + 4 + 2 ⇒ (6, 1, 2) + 4 + 2 = 15 Clink!
Bartholomew frowns, "Aye, best be jumpin' o'erboard..."
The ship drifts forward, unguided by Bartholomew's steady hand.
Round 3: Bold May Act
Brivyrynth (13 dmg, glittery)
Unk (See Invisibility)
Uric (Heroism)
Wizzer
Stary
Junior (Lucky, Enlarged, Heroism)
Bartholomew (17dmg to ship, 21dmg to sails)
Yarin
Is it too late to make it 4d6 and drop lowest for Junior's roll in the original post? :3
Also, I was under the impression that you always have the option and therefore would always want to do it for that one round...
Yarin's turn is effectively after Junior's, and I don't think Bit of Luck is meant to be retroactive like that. But Junior is welcome to use it on that saving throw.
Brivyrynth roars angrily as she is again struck by magic. She chases down the boat and alights on the steps behind Unk. Opening her maw she unleashes an array of coruscating beams of color which strike Unk and Junior both.
Unk Will:3d6 + 2 ⇒ (6, 2, 3) + 2 = 13 Junior Will:3d6 + 4 ⇒ (1, 2, 2) + 4 = 9
Unk withstands the magic beams, but Junior falls victim to their effect. Junior is Blinded and Stunned for 1d4 ⇒ 4 rounds, +1 round Stunned. Unless he wants to use Bit of Luck to change his fortune.
Round 3: Bold May Act
Brivyrynth (9 dmg, glittery)
Unk (See Invisibility, Obscured)
Uric (Heroism, Obscured)
Wizzer
Stary
Junior (Lucky, Enlarged, Heroism, Obscured, Blind 4, Stunned 5)
Bartholomew (Obscured, 17dmg to ship, 21dmg to sails)
Yarin (Obscured)
The only limitation was to Core races and classes, if I recall correctly. Archetypes, Spells, Feats, Equipment, etc. are all open to all Paizo content.
Unk is the first to hurt Brivyrynth the Emerald Death. The dragon eyes the wizard down. Junior tries to really hurt the dragon, but his heroic blade is stopped short by her impenetrable scaly hide. Unless someone can muster up a +1 to Junior's attack somehow? Nothing, it seems, short of magic, can get through.
Bartholomew again spins the wheel, trying to drive the ship away from the scaly beast. He drives himself into a cloud of mist. "Yargh, I can't see!"
Uric, Yarin, Junior, and Unk are also amidst Obscurring Mist.
Round 2: Bold May Act
Brivyrynth (3 dmg, glittery)
Unk (See Invisibility, Obscured)
Uric (Heroism, Obscured)
Wizzer
Stary
Junior (Enlarged, Heroism, Obscured)
Bartholomew (Obscured, 17dmg to ship, 21dmg to sails)
Yarin (Obscured)
Nothing can seem to get through the dragon's scales, not even Yarin's spiritual star knife. Brivyrynth swats away the mere annoyance and chases down the ship. She swoops up and tears across the main sail with her claws.
Claw:3d6 + 18 ⇒ (1, 3, 2) + 18 = 24 dmg:1d6 + 8 ⇒ (1) + 8 = 9 Claw:3d6 + 18 ⇒ (4, 6, 5) + 18 = 33 dmg:1d6 + 8 ⇒ (5) + 8 = 13
"She be tryna take the wind out of our sails! Grab the harpoons!" shouts Bartholomew. So there should be a couple of basic spears, a masterwork harpoon, and two heavy crossbows looted from the sahuagin, if you need a ranged weapon.
Brivyrynth is approximately halfway up the main sail, which is to say 20-25ft above the deck of the ship.
Round 2: Bold May Act
Brivyrynth (glittery)
Unk (See Invisibility)
Uric (Heroism)
Wizzer
Stary
Junior (Enlarged, Heroism)
Bartholomew (17dmg to ship, 21dmg to sails)
Yarin (obscured)
And yay!
Here I was just hoping for a low roll (and bonus) on the will save xD
So are you thinking drop concealment to what it would be 5' closer? :3
Or... obscuring mist is lower level so it just doesn't help? >:3
Yes, I'm thinking it'd drop the concealment level, which, shes at the edge of the mist currently, so no concealment.
Hmm... how to rule on Glitterdust vs Obsuring Mist. Glitterdust states it outlines invisible creatures, but Brivyrynth isn't invisible, just concealed. In my imagination though, I can see it working to outline her in the mist.
Brivyrynth Will:3d6 + 9 ⇒ (3, 1, 6) + 9 = 19
Brivyrynth laughs off the blinding effects of Unk's spell, but doesn't realize she is now made visible in the cloud. It may be surprising that she is smaller than likely expected. Standing on hind legs she'd be as tall as an orc, but her crested serpentine tail and wingspan surely add to her overall presence.
Further note: The ship is asail and Brivyrynth in flight, meaning this combat is taking place on the move. I will try to represent this on the map as best I can, but know that stationary spells won't necessarily act as such.
Brivyrynth has lost her concealment. Uric and Junior may act.
"Abeam to starboard!" hollers Bartholomew, just as Junior and Unk witness a draconian figure emerge from the waters, partially cloaked in a veil of mist. Wings unfurl and the creature takes flight, hovering off the right of the boat.
In Draconic:
"Foul murderers and plunderers, you will be food for my minions!"
Like any proper dragon, Brivyrynth opens with her breath attack. A gout of acid spews forth from the cloud of obscuring mist aimed directly at... the hull of the ship!
Acid Breath:8d6 ⇒ (5, 6, 6, 3, 2, 6, 1, 5) = 34 SS RumTumTugger Ref:1d20 + 3 ⇒ (18) + 3 = 21
Bartholomew gives the helm a mighty spin and the ship lurches to the left, mitigating the damage to the hull.
"Blast tha' damned lizard 'fore she scullies us to the sea floor!"
Round 1:Bold May Act
Brivyrynth (concealed)
Unk (See Invisibility)
Uric (Heroism)
Wizzer
Stary
Junior (Enlarged, Heroism)
Bartholomew (17dmg to ship)
Yarin
Clouds of obscuring mist continue to bubble up from beneath the boat. Soon, everyone on board finds they are surrounded in misty veils. “Besmara an’ yer sweet booty, save me ship,” prays Bartholomew a he draws his trusty cutlass.
Round 1:
Brivyrynth
Unk
Uric
Wizzer
Stary
Fred
Bartholomew
Yarin
Map is up, Slide 7.
About Balthazar the Wanderer
Balthazar
Human (Varisian) Cleric of Nethys 1
N Medium humanoid (human)
Init +0; Senses Perception +3
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 9 (1d8+1)
Fort +2, Ref +0, Will +4; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6+3)
Special Attacks channel positive energy 6/day (DC 11, 1d6), destructive smite (+1, 6/day)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . At will—lore keeper (19)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, comprehend languages[D], protection from evil
. . 0 (at will)—light, purify food and drink (DC 13), read magic
. . D Domain spell; Domains Destruction (Catastrophe subdomain), Knowledge
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 10, Int 16, Wis 15, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel, Fey Foundling[ISWG]
Traits scholar of ruins, true devotion (Catastrophe Domain)
Skills
Acrobatics -2
Bluff +1
Climb +0
Craft (tattoo) +5
Diplomacy +5
Escape Artist -2
Heal +3
Knowledge (arcana) +7
Knowledge (geography) +8
Knowledge (history) =7
Knowledge (religion) +7
Profession (fortune-teller) +7
Sense Motive +2
Spellcraft +7
Stealth -2
Survival +2
Swim +0
Languages Celestial, Common, Daemonic, Draconic, Varisian
Other Gear chain shirt, quarterstaff, 40 gp
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Special Abilities
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Cleric Channel Positive Energy 1d6 (6/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Catastrophe) Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Destructive Smite +1 (6/day) (Su) Make a melee attack with morale bonus to damage.
Fey Foundling Magical healing works better on you
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 19.
Appearance:
Balthazar is in his early thirties but looks much older. Tall with Varisian traits of olive skin and dark hair. His frame looks like it once carried more muscle, and his hair and beard are now long and tangled. His eyes are deep-set and dark but large adding to the disturbing quality to his appearance.
He is marked by three tattoos: A centaur on his right shoulder, a man surrounded by a circle of fists shaped like arrows on his left shoulder. On his chest is an upside down owl as if that is how he would draw it if looking down at his own torso. He has no memory of giving himself these tattoos despite his skill as an artist. He has scratched a collection of other strange figures on the walls he has access to using a long stick he calls 'his Needle.' To those in the know, the twisted figures could represent those found in a Harrow Deck.
Behavior:
Balthazar is quiet but very observant of his surroundings. Something is not right with him as he seems to use the iconagraphy of a Harrow deck to make associations with his surroundings. His mind seems to latch on to the why of things, 'why is this bug crawling up the wall?', 'Why is the sun disappearing below the horizon?", 'Why did I blow up the world?'.
Balthazar's Visions:
He sees a dark-haired child traveling in a caravan reading books while dangling off the back of a wagon. Harrow cards mark his favorite places in the book.
He sees masked men questioning a man on his knees. Wrong answers are rewarded with wraps with a staff. When enough correct answers are given the men help the man up and hand him the staff.
He sees a man in black and white leading a small donkey through a pass into Ustalov. Weather proof book boxes are on the back of the beast.
He sees a deck of Harrow cards being shuffled. A card is dealt, its face reveals a Bodak, it is 'the Lost' card, the sign of emptiness and lunatics. The next card is flipped, it is 'the Lost' card, the sign of emptiness and lunatics. A third card is flipped, it is 'the Lost' card......
He sees a woman dressed in the black of mourning open the door to a library for a man in black and white. The shelves hold generic tomes. Hidden in the desk is an old tome that defies him understanding its title. Setting it on the desk, the man opens it to a middle page....the vision goes black, but the woman's screams continue in his head...or is that the man screaming while remembering.
A black and white robed man stands on a vista above a great city of towers and lights. Raising his staff high there is a blinding flash and a horrible wind bearing the stench of death...the screaming returns...
Traits:
Scholar of Ruins/b] - Balthazar traveled Varisia as a child marveling at the ancient ruins. When he discovered books could reveal the secrets of such places, he became a devoted reader and eventually a researcher.
[b]True Devotion - Balthazar is not sure if his visions are memories or a warning. But if he did in fact not end the world, perhaps he has a second chance to save it.