Thunderbird

GM MattMorris's page

4,915 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


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Myth-Speaker Prey for Death

Miladistra heals her ally, commands Deroff to bite (which he does well!), and swims closer.

The blinded naiad continues to slowly flee.

~+~Combat Round 3~+~
Miladistra
Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu (Tiger)
(-10 [-27,+17])
White
Red -25
Dorance
Vilmur
Orca (-19 [-10-9])

Bold may act!
Map


Myth-Speaker Prey for Death

Kimmich (Will): 1d20 + 25 ⇒ (1) + 25 = 26
Kimmich (Reflex): 1d20 + 29 ⇒ (18) + 29 = 47

Dianora and Kimmich each strike Ordulf once, and Kimmich shares an effective tactic with the group.

The red melomach elemental gets into position, its limbs ringing out magical encouragement as it goes, reverberating with the yellow elemental. Once it closes on the group, it attacks Dianora.
fist: 1d20 + 26 ⇒ (4) + 26 = 30 for bludgeoning: 3d12 + 18 ⇒ (10, 6, 7) + 18 = 41

The yellow elemental lashes out at Crystal with a fist while directing a lightning strike at Yuki!
fist: 1d20 + 26 ⇒ (20) + 26 = 46 for bludgeoning: 3d12 + 18 ⇒ (11, 8, 7) + 18 = 44
lightning: 1d20 + 21 ⇒ (1) + 21 = 22 for electricity: 3d10 + 16 ⇒ (6, 10, 6) + 16 = 38

It spends it's remaining actions wailing away at Crystal.
fist: 1d20 + 26 - 10 ⇒ (15) + 26 - 10 = 31 for bludgeoning: 3d12 + 18 ⇒ (11, 1, 2) + 18 = 32
fist: 1d20 + 26 - 10 ⇒ (10) + 26 - 10 = 26 for bludgeoning: 3d12 + 18 ⇒ (12, 12, 6) + 18 = 48

Only one blow connects, but it's a doozy!

Before Your Turn: Crystal, Yuki--DC 37 Will vs frightful presence; Yuki--DC 40 Reflex vs 23 fire, 35 poison
~+~Combat Round 1~+~
Crystal Clarity (-166 [-78,-88] doomed 2)
Yuki (-40, enfeebled 1)
Berserker Ordulf (-111 [-73,-14,-24], clumsy 1, enfeebled 1)
Saint Fang
Sister Dianora ([-40,-28])
Kimmich (-20, enfeebled 2, doomed 1, frightened 2)
Yellow
Red

Map


Myth-Speaker Prey for Death

Dorrance's precise attacks take out one of the naiads, and her follow-upstrike hits the killer whale.
First attack killed white, so second swapped to the orca.

Vilmur's stone goes rocketing off into the deep.

The killer whale swims to get close to the party, then bites at Dorrance.
Targeting: 1d3 ⇒ 3
jaws: 1d20 + 15 ⇒ (6) + 15 = 21 for piercing: 2d8 + 11 ⇒ (6, 7) + 11 = 24
jaws: 1d20 + 15 - 5 ⇒ (4) + 15 - 5 = 14 for piercing: 2d8 + 11 ⇒ (4, 5) + 11 = 20

~+~Combat Round 3~+~
Miladistra

Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu (-27)
White
Red -25
Dorance
Vilmur
Orca (-10)

Bold may act!
Map


Myth-Speaker Prey for Death

Due to your previous experiences, you realize that these foes are charau-ki and boggarts. You know that charau-ki are excellent at throwing weapons, and that boggards let out frightening croaks.

Fortitude: 1d20 + 11 ⇒ (19) + 11 = 30
The party's opening volley of spells proves ineffective, but Netkin manages to score a hit with his bottled lightning.

The blue charau-ki starts shrieking as it scoops up rocks from the debris on the floor to throw at you!
◇Shrieking Frenzy, ◆Strike, ◆Strike, ◆Strike, ◆Strike
thrown debris vs Ellaeaanda: 1d20 + 8 ⇒ (6) + 8 = 14 for bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4
thrown debris vs Markus: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12 for bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9
thrown debris vs Ellaeaanda: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8 for bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8
thrown debris vs Markus: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8 for bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9

The creature's wild attacks bounce all over the walls, adding to the increadible din in the underground chambers.

~+~Combat Round 1~+~
Ellaeaanda
Markus
Baboon Blue
Resa Dermade
Netkin Bigpot
Vrosi Burnis
Baboon Red
Baboon Yellow (-2)
Toad Black (-9, off-guard)
Toad Green
Vitus

Bold may act.

Map


Myth-Speaker Prey for Death

Reflex (Red): 1d20 + 17 ⇒ (20) + 17 = 37
Reflex (White): 1d20 + 12 ⇒ (10) + 12 = 22
Will (Red): 1d20 + 12 ⇒ (13) + 12 = 25

Tiger, the robe they gave you grants a swim speed!

Spells crackle around the attackers; Lem and Tiger both land attacks on red.

With eyes finally clear, two of the naiads attack:
Red vs Tiger: 1d20 + 18 - 1 ⇒ (10) + 18 - 1 = 27 for slashing: 1d6 + 10 ⇒ (2) + 10 = 12
Red vs Tiger: 1d20 + 18 - 4 - 1 ⇒ (14) + 18 - 4 - 1 = 27 for slashing: 1d6 + 10 ⇒ (5) + 10 = 15
Red vs Tiger: 1d20 + 18 - 8 - 1 ⇒ (5) + 18 - 8 - 1 = 14 for slashing: 1d6 + 10 ⇒ (4) + 10 = 14

White vs Deroff: 1d20 + 12 ⇒ (9) + 12 = 21 for slashing: 1d8 + 5 ⇒ (5) + 5 = 10
White vs Deroff: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11 for slashing: 1d8 + 5 ⇒ (4) + 5 = 9
White vs Deroff: 1d20 + 12 - 10 ⇒ (7) + 12 - 10 = 9 for slashing: 1d8 + 5 ⇒ (7) + 5 = 12

~+~Combat Round 2~+~
Miladistra
Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu -27 (-12,-15)
White -27 (-15,-12)
Red -25 (-2,-12,-11)
Dorance
Vilmur

Orca

Bold may act!
Map


Myth-Speaker Prey for Death

The Terpsimoi prepare for the race, with Iannos and Rohirron experimentally rolling the amphora around the staging area and Siara and Acantheis scoping out the course below.

When the competitors are all prepared, the race begins with the sounding of a horn!

To overcome the disadvantage of not being able to make choices for each obstacle, I'm going to take the higher of Rohirron & Iannos' rolls and use the other as an aid attempt.

STEEP SLOPE
The street descends at a precipitous angle. There’s a risk the amphora rolls away from the team.
Siara Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Acantheis Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Iannos Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Rohirron: 1d20 + 8 ⇒ (10) + 8 = 18
Chase Points 1; Overcome DC 15 Athletics or DC 17 Reflex; Guide Perception (to spot the slope beforehand)
Rounds Elapsed: 1

GOAT CROSSING
The judges banned livestock from crossing the route. These goats don’t care. A few of them even seem ready to headbutt the amphora and anyone near it.
Siara Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Acantheis Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Iannos Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Rohirron: 1d20 + 8 ⇒ (7) + 8 = 15
Chase Points 2; Overcome DC 15 Acrobatics or DC 17 Athletics; Guide Intimidation, Nature, or Survival (to drive off the goats to clear a path)
Special If a guide critically succeeds at their check to drive off the goats, the herd scatters, also earning the team 1 Chase Point.
Rounds Elapsed: 2

PEBBLES AND POTHOLES
This street needs serious repair. Potholes, gravel, and trash litter the intersection, plus the amphora will need to cross a shallow gutter designed to redirect rainwater. Keeping the amphora balanced will be difficult.
Siara Crafting: 1d20 + 7 ⇒ (2) + 7 = 9
Acantheis Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Iannos Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
Rohirron Athletics: 1d20 + 8 ⇒ (1) + 8 = 9

Siara Crafting: 1d20 + 7 ⇒ (13) + 7 = 20
Acantheis Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Iannos Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25
Rohirron Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Overcome 1; Overcome DC 17 Acrobatics or DC 15 Athletics; Guide Crafting (to make a bridge across the gutter), Athletics (to sweep away some gravel), or Perception (to spot a path)

Special Critically failing a check to Overcome this obstacle deals 3 additional damage to the amphora.
Rounds Elapsed: 4

DUBIOUS GATE
A rickety gate has been erected, blocking the route and indicating a detour. Following the original route involves getting through the gate, whereas the detour could waste time or even be a distraction.
Siara Crafting: 1d20 + 7 ⇒ (14) + 7 = 21
Acantheis Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Iannos Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Rohirron Athletics: 1d20 + 8 ⇒ (9) + 8 = 17

Siara Crafting: 1d20 + 7 ⇒ (11) + 7 = 18
Acantheis Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Iannos Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
Rohirron Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Chase Points 2; Overcome DC 17 Athletics, DC 19 Acrobatics, or DC 16 Performance; Guide Athletics (to break the gate), Crafting (to assemble a ramp to jump the gate), Thievery (to unlock the gate) can all bypass the gate, reducing the Overcome DCs by 3.
Rounds Elapsed: 6

OVERCROWDED FINISH LINE
It looks like half of Bailax showed up to witness the finish line! The crowd spills partway into the race’s route, risking a dangerous collision!
Siara Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10
Acantheis Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Iannos Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
Rohirron Athletics: 1d20 + 8 ⇒ (14) + 8 = 22

Siara Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
Acantheis Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Iannos Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
Rohirron Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Chase Points 2; Overcome DC 16 Acrobatics, DC 18 Athletics, DC 16 Intimidation; Guide Deception, Diplomacy, Intimidation, or Performance to manage the crowd and clear a path.
Finish Line! 8 Rounds

You cross the finish line last, but with a completely intact amphora, which is commendable! The Golden Pegasi come in first, though they almost smash their amphora! They are followed by the Pearl Chasers, then Team Akki.

Final Medal Count:
The Golden Pegasi: 15
The Pearl Chasers: 10
The Terpsimoi: 17
Team Akki: 1

Your success at the Grand Melee insures that you take the first prize for the Funeral Games!

After the amphora roll, Undyl gathers the teams to tally their medallions and announce winners. The cyclops has arrayed several lots of Dintolneon’s possessions bequeathed to the city, and he identifies the magical items so that you can make an informed choice. Beginning with the winning team—each of whom also receive a champion’s laurels—and then in descending order, Undyl calls up each team to pick a lot as their prize.
Lot 1: A pyrefeather cloak, pyrefeather token, elegant leather boots worth 3 gp
Lot 2: A persona mask, bronze half-plate armor, and a necklace (worth 8 gp) with dangling fish charms
Lot 3: A gift of olives, three bottles of exceptional olive oil worth 2 gp each, and a scroll of funeral flames.
Lot 4: A death tusk helm, a bronze +1 shortsword whose scabbard depicts heroes fighting harpies, and a steel shield painted with a red phoenix.

Once the teams have claimed prizes and received the spectators’ adulation, Undyl offers one last reminder:

“Remember, these games honored our beloved Dintolneon, whose spirit will be among those we guide to the sea tonight. Join us outside the main gate at sundown so that we can bid him safe journeys one last time.”


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Myth-Speaker Prey for Death

Construct downstairs is fine.


Myth-Speaker Prey for Death
Ellaeaanda wrote:
@GM Matt: Are the baboon-men and toad-men charau-kas and boggards? We met some in the basement of the hellknight citadel so presumably we'd recognize them if they are.

Yes, you would recognize them, then!


Myth-Speaker Prey for Death

The spores only trigger once, so keep your hero points!

Vrosi breaths in some of the spores, and they really do a number on his lungs, but they also stick to his clothing and armor, giving him a soft glow.

Vrosi: sickened 1 and stupefied 1 and take a –4 penalty to Stealth checks until the spores lose potency in 24 hours or are removed.

As you all find your footing on the floor below, the rustle of armor and the sounds of spellcasting attract attention! Several figures step out of the shadows and into the hallway that leads to your room: Three baboon-like humanoids and two toad-like humanoids!

The rear-most baboon-man shouts something that only Ellaeaanda can understand:

"Dolorosus sanguinem tuum gustabit!"

Ellaeaanda:
"The Sorrowmaker will taste your blood!"

Initiative:

Ellaeaanda, Search: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Vitus, Search: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Markus, Detect Magic: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Vrosi Burnis, Scout: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Netkin Bigpot, Follow the Expert: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Resa Dermade, Avoid Notice: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Baboon Red: 1d20 + 13 ⇒ (7) + 13 = 20
Baboon Yellow: 1d20 + 6 ⇒ (12) + 6 = 18
Baboon Blue: 1d20 + 6 ⇒ (18) + 6 = 24
Toad Green: 1d20 + 7 ⇒ (4) + 7 = 11
Toad Black: 1d20 + 7 ⇒ (10) + 7 = 17

~+~Combat Round 1~+~
Ellaeaanda
Markus

Baboon Blue
Resa Dermade
Netkin Bigpot
Vrosi Burnis
Baboon Red
Baboon Yellow
Toad Black
Toad Green
Vitus

Bold may act.
Recall Knowledge for all of these folks is Society. Feel free to roll it yourself.

Map


Myth-Speaker Prey for Death

Will (Red): 1d20 + 12 ⇒ (7) + 12 = 19
Will (Yellow): 1d20 + 12 ⇒ (1) + 12 = 13
Will (White): 1d20 + 6 ⇒ (11) + 6 = 17

The flashing vision blinds all three of the attackers! Unable to see, the yellow attacker gropes his way backwards.

It is flowing water, so DC 15 seems reasonable

~+~Combat Round 2~+~
Miladistra
Yellow (-15, blinded 1 minute)
Chumwi
Lem
Loong Laohu

White (-15, blinded)
Red (blinded)
Dorance
Vilmur
Orca

Bold may act!
Map


Myth-Speaker Prey for Death

Securing his grappling hook around a near-by stalagmite (there are plenty around), Vrosi lowers himself into the pit. When he comes even with the fungus, he can't help but brush against it, causing a cloud of spores to burst out!

Reflex save, please, to dodge spores. DC 22

Continuing to the ground, Vrosi finds himself in an area that seems to have once been a small complex of rooms, but their original use is anyone’s guess today, for some ancient catastrophe seems to have melted the walls in places, leaving behind a half-demolished complex. In the few places where the walls are still intact, however, the delicate carvings indicate that whoever once built these rooms was a skilled artisan. Far to the southwest, a partially melted stone archway opens into a larger room.

Vrosi hears voices speaking a language he does not know in one of the nearby rooms. They don't seem to have noticed him, yet.

DC 20 Society (must be in the rooms):
The carvings are in an ancient elven style


Myth-Speaker Prey for Death

Amphora Roll
With its pointed base, narrow neck, and pair of handles, the amphora is a ubiquitous jug for storing and shipping liquids like wine, oil, and fermented sauces. Ideally, a merchant loads amphorae into a wagon or ship’s hull for transportation. But when conditions aren’t ideal, civilians get resourceful. When a now-forgotten olive presser needed to get her oil to the harbor before her hired ship set sail, she set one of
the giant amphora on its side, balanced on top, and spun the jar with her feet to steer it down the sloping street toward port. The desperate feat supposedly ended in disaster. However, the audacious athletics inspired countless others to try. Amphora rolling has since turned into a local sport.

A competitor begins in South Slope with a waterfilled amphora roughly the size of a human. They must roll the amphora down the designated streets, which wind their way to the finish line at the harbor. The competitor can run alongside the amphora or balance atop it, but they’re prohibited from lifting and carrying it farther than a few steps. The competition judges keep the route clear of civilians and property, but judges often set up mock obstacles like market stalls, carts, or rubble to complicate the race.

Rules
A team can choose to compete as a group or separately, with their best race time used to determine their score. For a group, two competitors are designated as rollers and can handle the amphora. Typically, one of the rollers attempts a skill check, and the other can Aid. Any other team members are guides. A guide races nearby on foot to help identify hazards and clear a path—anything that doesn’t involve a guide physically touching the amphora. A guide’s efforts sometimes just Aid a roller, and some obstacles have special ways to provide a different benefit.

The Amphora: These amphorae are especially sturdy. Each weighs 7 bulk, has 10 Hit Points, has 3 Hardness, and they can support a PC’s weight. Even so, some obstacles can damage it. The broken condition imposes a –2 penalty to checks to maneuver an amphora. A destroyed amphora shatters, and a judge brings a replacement. However, this delay wastes one turn.

The Route: The amphora roll functions as a chase, and the team’s score is based on how many turns it takes for them to cross the finish line. An obstacle lists the Overcome skills or saving throws (for the rollers to earn Chase Points), recommended skills a guide might use to Aid the rollers, and any additional options the obstacle presents. In this chase, critically failing a check to overcome an obstacle doesn’t make the team lose 1 Chase Point. Instead, the check earns no Chase Points, and the amphora takes 1d6 bludgeoning damage (or more, for some obstacles).

As you can probably tell, most of the primary checks to overcome the obstacles are Athletics or Acrobatics. Checks to guide have some more variety.

If you folks make the following decisions, I can do all the rolls at once:
1) How many teams are you splitting into?
2) How is rolling, who is guiding?
3) Anything special you would do that would make a difference in this round?


Myth-Speaker Prey for Death

Rohirron gets in the raging barbarian's face, but doesn't manage to push her around. Just as the tengu raises her weapon for a devestating strike, a drasikons rushes up to you and casts a powerful spell. You feel a sensation of peace wash over you, and Akki puts down her weapon:

"Oh, oh. I don't know what came over me!" the tengu sighs.

The judges commend your team for your bravery, and rule that, since she broke the event's guidelines, Akki's team can earn no points for the event.

With Akki out of the competition, the Terpsimoi sweep the round, Rohirron earning 5 medals, Iannos 3, and Siara 1. (Amount of wounds was the tiebreaker.)

With only one event remaining, the standings are as follows:
Medal Count:
The Golden Pegasi: 10
The Pearl Chasers: 7
The Terpsimoi: 17
Team Akki: 6

The final event, the amphora roll, begins tomorrow.


Myth-Speaker Prey for Death

Vilmur and Dorrance both strike their respective targets!

The orca, showing unusual coordination with humanoids, cuts through it's natural environment and snaps at Dorrance.

jaws: 1d20 + 15 ⇒ (3) + 15 = 18 for piercing: 2d8 + 11 ⇒ (5, 2) + 11 = 18

~+~Combat Round 2~+~
Miladistra

Yellow (-15 [-3, -12])
Chumwi
Lem
Loong Laohu
White (-15)
Red
Dorance
Vilmur
Orca

Bold may act!
Map


Myth-Speaker Prey for Death

No worries! Busy time for me too--semester is ending where I teach.


Myth-Speaker Prey for Death

GM Sreen:

1d20 + 9 ⇒ (3) + 9 = 12
1d20 + 11 ⇒ (8) + 11 = 19

Elaeaanda is unfamiliar with this particular species of fungus. The mushrooms certainly are pretty, though, with grass-like fungal filaments amid clusters of softly glowing, long-stalked mushrooms.


Myth-Speaker Prey for Death

You can move runes around next time you do daily preparations.


Myth-Speaker Prey for Death

No, let's say that doesn't work. You could aid with a spell that has a spell attack, though.


Myth-Speaker Prey for Death

GM Screen:

1d20 + 8 ⇒ (1) + 8 = 9

Vrosi sees that, a twenty-foot drop down the hole, there is a floor of carved stone below.


Myth-Speaker Prey for Death

Crystal's attacks come out of nowhere, surprising Ordulf! Yuki speeds up the team and shields herself.

The dragon maneuvers to the shore, roaring, “Turn back, foolish mortals! The infestation of your kind on these shores is an affront to Our Lord In Iron.”

His very presence is unsettling, and he breaths a cone of smoke and flame at Yuki, Dianora, and Kimmich. The smoke lingers, obscuring vision. (Concealed in the cloud.)

Breath Weapon
fire: 6d6 ⇒ (3, 6, 4, 2, 4, 5) = 24
poison: 12d6 ⇒ (4, 5, 3, 4, 1, 1, 1, 1, 6, 5, 3, 1) = 35

DC 37 Will vs frightful presence, DC 40 Reflex vs the breath weapon.

Ordulf hops off the dragon's back and heads right for Crystal. "Puny assassin! I've become more powerful that you can imagine!" The berserker shouts at Crystal.

Momentarily shaken by the insult, Crystal is hit be the blade, which seems very, very sharp.

Stride, Crushing Insult, Strike
Intimidation: 1d20 + 33 ⇒ (6) + 33 = 39 Off-Guard until end of Ordulf's turn
greatsword: 1d20 + 33 - 1 ⇒ (14) + 33 - 1 = 46 for slashing: 3d12 + 13 - 1 ⇒ (9, 3, 4) + 13 - 1 = 28 plus electricity: 1d6 ⇒ 3

Before Your Turn: Everyone--DC 37 Will vs frightful presence; Kimmich, Dianora, Yuki--DC 40 Reflex vs 23 fire, 35 poison
~+~Combat Round 1~+~
Crystal Clarity (-78 [-20,-58] enfeebled 3, doomed 2)
Yuki (-40, enfeebled 1)
Berserker Ordulf (-73 [-44, -29], clumsy 1, enfeebled 1)
Saint Fang
Sister Dianora (-40, enfeebled 1)
Kimmich (-20, enfeebled 2, doomed 1)
Yellow
Red

Map


Myth-Speaker Prey for Death

Reflex (yellow): 1d20 + 17 ⇒ (11) + 17 = 28

Miladistra and Lem cast spells to no avail, though Chumwi's shock appears accurate, the enemy quickly dodges away. (Evasion)

Tiger drops into a stance, swims up to the defender, and slashes his fists through the water at the naiad, but narrowly misses his attacks.

Stoked Flames Stance, Swim, Flurry of Blows
Flashing Spark: 1d20 + 15 ⇒ (5) + 15 = 20 for Slashing: 2d8 + 5 ⇒ (1, 3) + 5 = 9
Flashing Spark: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22 for Slashing: 2d8 + 5 ⇒ (7, 7) + 5 = 19

The two remaining naiads swim closer!

~+~Combat Round 1~+~
Miladistra
Yellow (-3)
Chumwi
Lem
Loong Laohu
White
Red
Dorance
Vilmur

Orca

Bold may act!
Map


Myth-Speaker Prey for Death

To keep things flowing in PBP, this is what I usually do with magic items:

-Potions, elixirs, and similar are always labeled, unless there's a good reason they wouldn't be.
-You automatically recognize fundamental runes on weapons and armor.
-Everything else gets ID'd the normal way, though you get all of the information about the item on a success, not a critical. (If you fail to identify something, you can try again the next day.)

Speaking of magic items, if you want to add runes or move runes around, you can do it during your daily preparation (or have an NPC do it in 1 day). Otherwise, things get really bogged down with waiting, and the game assumes you will have those runes.


Myth-Speaker Prey for Death

GM Screen:

(feather): 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
(gem): 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
(gloves): 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
(wand): 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33

As you chat and Netkin patches people up, Ellaeaanda studies the magical items you found. She recognizes all of them: a fan feather token, a fear gem, healer's gloves, and a wand of web.

When you are ready to push on, you follow the tunnel to the east for about 50 feet before it opens into a larger room. The tunnel widens, then drops away in a series of ten-foot-high cliffs into a chamber filled with fine, hairlike filaments and mushrooms. The filaments look like bleached grass and wave erratically with the cave’s natural air currents. The mushrooms glow slightly, giving the cave a strange, dreamlike feel. To the south, a seven-foot-wide hole in the floor drops down into a chamber below.


Myth-Speaker Prey for Death

Yes, just keep track of the time you folks want to spend before moving on.


Myth-Speaker Prey for Death

The explosion and regard of the god affect each of you in various measures!

The waters at the shore explode as another of Gorum’s servitors emerges to attack, but this time, you automatically recognize your foes:
The great dragon Saint Fang, one of Gorum’s most legendary servitors, and none other than Ordulf himself, serving Gorum in the afterlife as a berserker!

This version of Ordulf appears as he did in life, but his body bears livid scars from the numerous mortal blows the you struck him in life. He seems to have held a grudge, scrreaming a battle cry as he rides into battle on the dragon's back. He now wields a shining greatsword that flickers with lightning

The two are joined in battle by another pair of melomachs, more living shards of metal calved from Gorum’s body.

Initiative:

Sister Dianora, Avoid Notice: 1d20 + 29 ⇒ (8) + 29 = 37
Crystal Clarity, Avoid Notice: 1d20 + 30 ⇒ (17) + 30 = 47
Yuki, Avoid Notice: 1d20 + 27 ⇒ (18) + 27 = 45
Kimmich, Avoid Notice: 1d20 + 29 ⇒ (6) + 29 = 35
Saint Fang: 1d20 + 31 ⇒ (6) + 31 = 37
Berserker Ordulf: 1d20 + 30 ⇒ (10) + 30 = 40
Red: 1d20 + 19 ⇒ (11) + 19 = 30
Yellow: 1d20 + 19 ⇒ (14) + 19 = 33

~+~Combat Round 1~+~
Crystal Clarity (-20, enfeebled 3, doomed 2)
Yuki (-40, enfeebled 1)
Berserker Ordulf
Saint Fang
Sister Dianora (-40, enfeebled 1)
Kimmich (-20, enfeebled 2, doomed 1)
Yellow
Red

Map


Myth-Speaker Prey for Death

Vrosi's second mighty blow takes down the creature!

There is little in the would-be god's throne room except the moldering remains of countless goblins. You notice that many of the skeletons are mismatched, as if they have been reassembled incorrectly, perhaps many times.

A small corridor to the southeast (Medium characters need to Squeeze) leads into a dingy and moist room, more
a cellar than a cave. Lumpy mounds covered in oilcloth tarps still lend it an unpleasant air.

Look Under Tarps?:
You see stacks and stacks of bones and skulls. Most are goblinoid in origin, with some human, elf, and orc bones included in the mix. Most of the bones are loose, although there are a few rib cages that still wear armor in the pile, including a breastplate and chain shirt whose excellent condition indicate that they are magical. (+1 breastplate and +1 chain shirt)

Perception DC 18

Spoiler:
You find a few items of quality in the pile of bones: a token carved in the shape of a feather, a murky black gem, a pair of well-preserved gloves, and a magic wand.


Myth-Speaker Prey for Death
Vitus Dola wrote:
@GM MattMorris: no worries. Combats against a single enemy can be rough. Also, question on Vitus' turn. Did the attack land?

It does! I had missed Ellaeanda's flank. I'll make a note of it for next update.


Myth-Speaker Prey for Death

Sorry that this combat is a little frustrating and grind-y. You guys are making progress. I found this to be the toughest combat in Book 1 when I played it.


Myth-Speaker Prey for Death

Monday Morning check-in (with corrections for guardian reaction):

Recall Knowledge: 1d20 + 12 ⇒ (11) + 12 = 23

Ellaeanda cracks her whip across the battlefield, hitting the fiend and Markus. The damage is negated by the monster's spell, but at least it distracts the beast, making it off-guard to Ardoinel.

Vitus keeps the pressure on the creature, protecting it from attacking Ardoinel and taunting it.
Persistent Poison: 1d6 ⇒ 2
Flat Check: 1d20 ⇒ 5

Ardoinel: Since Vitus intercepted that attack, I don't think you can cast blood vendetta. Have your spell slot back!

Ardoinel attempts to dispel the effect on Markus, but his magic can't overcome the enchantments of the fiend. It is a 4th-rank effect, so you would need to critically succeed with a 2nd-rank dispel magic.

Netkin comes close to attempt to bind up Vitus's wounds, but his hands shake too much to apply the bandage properly. (I will count is as appropriate aid for the flat check, though.)

~+~Combat Round 5~+~
Ellaeaanda
Markus
Vrosi Burnis
Red
Resa Dermade
Netkin Bigpot
Vitus
Ardoinel

~+~Combat Round 5~+~
Ellaeaanda (-19)
Markus (-4, confused)
Vrosi Burnis (-18)
Red ([-91], taunted)
Resa Dermade
Netkin Bigpot
Vitus (-29 [-9,-17,-2], 1d6 persistent poison)
Ardoinel (-9)

Map


Myth-Speaker Prey for Death

Thanks for the reminders. The I'll get used to this guardian stuff eventually!


Myth-Speaker Prey for Death

You patch yourselves up, gather the disappointing equipment, and start to head out. As you start to leave the area of the bunker, you once again draw the attention of Gorum! Another bolt of thunder shakes the shores of Elysium, and the rock bunker explodes behind you, showering you with sharp shards of stone!
slashing: 10d6 ⇒ (5, 4, 3, 3, 3, 5, 4, 6, 2, 5) = 40 DC 38 basic Reflex

As the stony fragments rain down, Gorum abandons the fight he’s been engaged in and turns to face the party, gazing in particular down at Crystal. To stand fully beneath the gaze of the god of war causes the soul to quail.

Each of you must attempt a DC 38 Will save with the following results; this effect has the emotion, incapacitation, and mental traits. Crystal takes a –4 penalty on this saving throw. The enfeebled condition imparted by this effect is a level 20 effect (counteract rank 10, DC 39).

Critical Success The PC is unaffected and gains a +4 circumstance bonus on all checks made to DO MYSTERIOUS THINGS!
Success The PC becomes enfeebled 1 for 8 hours.
Failure The PC becomes enfeebled 2 for 24 hours and becomes doomed 1.
Critical Failure The PC becomes enfeebled 3 until the condition is countered and becomes doomed 2.

Reflex and Will saves from everyone!


Myth-Speaker Prey for Death

Rohirron successfully pushes around Akki, knocking into her with his sturdy shield. Iannos follows up by tripping the tengu, allowing Siara's spell to strike.

RK:
1d20 + 7 ⇒ (9) + 7 = 16

Siara realizes that Akki is in such a rage that she's unlikely to surrender unless she's knocked unconcious. (It's also obvious after the live wire hit that she resists a small amount of electricity.)

The barbarian jumps back to her feet and swings twice at Rohirron, hitting on the second attack.

falchion: 1d20 + 10 ⇒ (6) + 10 = 16 for slashing: 1d10 + 4 ⇒ (9) + 4 = 13 plus electricity: 1d4 ⇒ 2

falchion: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22 for slashing: 1d10 + 4 ⇒ (7) + 4 = 11 plus electricity: 1d4 ⇒ 2

~+~Combat Round 2~+~
Acantheus
Siara
Rohirron (-22 [-9,-13])
Iannos
Akki (-5 [-3,-1,-1])

Bold may act.


Myth-Speaker Prey for Death

You folks are really getting diced! It is starting to look a little rough around the edges, though.

Resa can't quite connect with the fiend. In his confusion, Markus casts another spell at a teammate!
Random: 1d7 ⇒ 7
needle darts vs. Ardoinel: 1d20 + 10 ⇒ (18) + 10 = 28 for piercing: 4d4 ⇒ (1, 1, 4, 3) = 9
Floating Flame needs to be sustained, so the flame sputters out! Do attempt your end-of-round Will save, though!

The robot doesn't seem very effective. Maybe it needs to be reprogrammed? Netkin, can't you Command the robot to do two actions with one of your actions?

Vrosi can't get a good handle on the creature, nor hit with follow-up strikes. Vitus comes close enough to grabbing the monster that he gets its attention, then heals himself.
Ellaeeandra tries to recall what she can about the creature...
Religion: 1d20 + 9 ⇒ (11) + 9 = 20
...but she can't think of anything pertinent. She snaps her whip at Markus to get him to snap out of it, but she misses.

Ardoinel manages to send three shards of metal into the creature, causing it to whimper.

The creature bites at Ardoinel in retribution, then casts a spell that causes it to flicker in and out of reality!
jaws: 1d20 + 17 ⇒ (5) + 17 = 22 for piercing: 2d10 + 6 ⇒ (3, 8) + 6 = 17 plus poison: 1d6 ⇒ 3

1d8 ⇒ 2
At the end of its turn, it blinks out for a moment, only to appear behind Ellaeaanda.

Recognize Spell? DC 23 Arcana or Occultism:
You recognize the spell as flicker.

~+~Combat Round 5~+~
Ellaeaanda
Markus
Vrosi Burnis
Red
Resa Dermade
Netkin Bigpot
Vitus
Ardoinel

~+~Combat Round 5~+~
Ellaeaanda (-19)
Markus (confused)
Vrosi Burnis (-18)
Red (-91 [-79,-12])
Resa Dermade
Netkin Bigpot
Vitus (-9 [-21,+12])
Ardoinel (-29 [-9,-20], 1d6 persistent poison)

Map


Myth-Speaker Prey for Death

Yep. Ellaeaanda's got it. When it's only one foe, you all get to act So, we were doing the bottom of Round 4 and top of Round 5. I'll update once I parse everything.


Myth-Speaker Prey for Death

Vitus taunts the creature, though he fails to shake its confidence.
Fortitude: 1d20 + 17 ⇒ (14) + 17 = 31
Ellaeaanda's spell slowly saps the creature's vitality, and she recognizes the spell as confusion!

Netkin's robot, Resa, and Ardoinel attack to no avail.

1d7 ⇒ 1
Not knowing friend from foe, Markus attacks Ellaeaanda!
needle darts: 1d20 + 10 ⇒ (11) + 10 = 21 for piercing: 4d4 ⇒ (1, 3, 4, 2) = 10
Markus, you can make an end of round Will save (DC 24)

Vrosi restrains the monster!

The creature attempts to escape.
Escape: 1d20 + 17 ⇒ (8) + 17 = 25

Despite being taunted, the fiend is just that mad at Vrosi that he ignores Vitus.
bite: 1d20 + 17 - 5 - 1 ⇒ (1) + 17 - 5 - 1 = 12 for piercing: 2d10 + 6 ⇒ (8, 3) + 6 = 17 plus poison: 1d6 ⇒ 4
claws: 1d20 + 17 - 10 - 1 ⇒ (4) + 17 - 10 - 1 = 10 for slashing: 2d8 + 6 ⇒ (1, 6) + 6 = 13

Persistent Poison (Vitus): 1d6 ⇒ 1
Flat Check: 1d20 ⇒ 15

~+~Combat Round 4~+~
Ellaeaanda
Markus
Vrosi Burnis
Red
Resa Dermade
Netkin Bigpot
Vitus
Ardoinel

~+~Combat Round 5~+~
Ellaeaanda (-19 [-9,-10])
Markus (confused)
Vrosi Burnis (-18)
Red (-79 [-75,-4])
Resa Dermade
Netkin Bigpot
Vitus (-21 [-20,-1])
Ardoinel

Map


Myth-Speaker Prey for Death

The mantises died from blood loss.


Myth-Speaker Prey for Death

Fortitude: 1d20 + 29 ⇒ (18) + 29 = 47

With a flurry of spells and blades, you take down the blob!

Before Your Turn:
~+~Combat Round 4~+~
Crystal Clarity (-109 [-100,-9] drained 1, 6d6 bleed)
Kimmich ([-160,-12] 6d6 bleed)
Sister Dianora (-24, 17 THP, 3d6 bleed)
Yuki
Black (-249 [-42,-1,-32,-45,-17,-9,-14,-15,-51,-12,-11])

Out of combat, but leaving this here so you can see the ridiculousness.

When you recover from the battle, you are able to check out the gear left on the bodies of the blood-drained assassins in the area. Much of the gear carried or worn by the dead assassins here survives, but it’s all lower-level magical gear—a mix of +1 striking sawtooth sabers and +1 resilient leather armor that is unlikely to be of much value to you.

The body of the group's commander is of more interest: It lies slumped inside the bunker in the northwest corner of the chamber, still gripping the red-glowing blade of her +2 greater striking unholy sawtooth saber in one hand. A search of her belongings reveals a small red leather pouch that contains a lock of hair.

DC 25 Achaekek Lore or Ilizmagorti Lore check or DC 35 Religion:
Carrying such a red leather pouch is a mostly outdated tradition. Commanders in the Red Mantis once left their second-in-command with a lock of hair so that, should things go poorly, a resurrect ritual can be performed later to bring that commander back from death.


Myth-Speaker Prey for Death

Will (Orca): 1d20 + 14 ⇒ (11) + 14 = 25
Will (Red): 1d20 + 12 ⇒ (6) + 12 = 18
Will (Yellow): 1d20 + 12 ⇒ (15) + 12 = 27
What rank of calm are you using?

The first naiad spends his turn swimming toward Miladistra.

~+~Combat Round 1~+~
Miladistra
Yellow
Chumwi
Lem
Loong Laohu

White
Red
Dorance
Vilmur
Orca

Bold may act!
Map


Myth-Speaker Prey for Death

The naiads and their orca ally arrive!

Initiative:

Vilmur, Avoid Notice: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Miladistra, Avoid Notice: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Loong Laohu , Scout: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23
Chumwi, Search: 1d20 + 15 + 1 ⇒ (11) + 15 + 1 = 27
Dorance, Avoid Notice: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19
Lem, Search: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Orca: 1d20 + 14 ⇒ (3) + 14 = 17
Red: 1d20 + 14 ⇒ (6) + 14 = 20
Yellow: 1d20 + 14 ⇒ (14) + 14 = 28
White: 1d20 + 9 ⇒ (13) + 9 = 22

~+~Combat Round 1~+~
Miladistra
Yellow
Chumwi
Lem
Loong Laohu
White
Red
Dorance
Vilmur
Orca

Bold may act!
Map


Myth-Speaker Prey for Death

Markus' floating flame continues to flicker around the monster, he patches up Vitus and flings shards of metal into the creature.

Reflex: 1d20 + 15 ⇒ (1) + 15 = 16

The creature gestures at Markus, the wizard plaguing him, and casts a spell to befuddle his mind.

Markus: DC 24 Will save vs confusion

He takes a poisonous bite at Vitus as well.
bite: 1d20 + 17 ⇒ (12) + 17 = 29 for piercing: 2d10 + 6 ⇒ (1, 9) + 6 = 16 plus poison: 1d6 ⇒ 1 and 1d6 persistent poison

~+~Combat Round 3~+~
Ellaeaanda
Markus
Vrosi Burnis
Red
Resa Dermade
Netkin Bigpot
Vitus

Ardoinel

~+~Combat Round 4~+~
Ellaeaanda (-9)
Markus
Vrosi Burnis (-18)
Red (-75 [-30, -11,-11,-14,-9], grabbed)
Resa Dermade
Netkin Bigpot
Vitus (-20 [-4,-15,-1] 1d6 persistent poison)
Ardoinel

Map


Myth-Speaker Prey for Death

Fortitude: 1d20 + 11 ⇒ (5) + 11 = 16

Siara modifies herself and twists Akki's physique, Rohirron gets the tengu barbarian's attention, and Acantheus casts a supportive spell. Iannos tangles Akki's clothing, but the bird roars in anger and stride up to Rohiron and attacks. His feathers crackle with electricity.

Thunderous Rage, Stride, Strike

falchion: 1d20 + 10 ⇒ (14) + 10 = 24 for slashing: 1d10 + 4 ⇒ (4) + 4 = 8 plus electricity: 1d4 ⇒ 2

~+~Combat Round 1~+~
Acantheus
Siara
Rohirron
(-9)
Iannos
Akki (-1 atk/Athletics, clumsy 1, 5 THP)

Bold may act.


Myth-Speaker Prey for Death

Yes, you would have 8 THP

The greedy bloodfog reachs out toward all three of the nearby attackers.

misty tendril (Dianora): 1d20 + 33 ⇒ (2) + 33 = 35 for slashing: 5d6 ⇒ (6, 4, 4, 3, 5) = 22 plus 3d6 bleed

misty tendril (Kimmich): 1d20 + 33 - 4 ⇒ (18) + 33 - 4 = 47 for slashing: 5d6 ⇒ (2, 3, 2, 4, 3) = 14 plus 3d6 bleed

misty tendril (Crystal): 1d20 + 33 - 8 ⇒ (18) + 33 - 8 = 43 for slashing: 5d6 ⇒ (1, 1, 3, 3, 1) = 9 plus 3d6 bleed

Before Your Turn: Crystal and Kimmich DC 35 basic Fortitude vs 58 void
~+~Combat Round 4~+~
Crystal Clarity (-109 [-100,-9] drained 1, 6d6 bleed)
Kimmich (-160 [-132,-28] 6d6 bleed)
Sister Dianora (-24, 16 THP, 3d6 bleed)
Yuki
Black (-42 [-36,-6])

Map


Myth-Speaker Prey for Death

Reflex (Black): 1d20 + 33 ⇒ (15) + 33 = 48
Reflex (Red): 1d20 + 33 ⇒ (1) + 33 = 34
Gutters and Strikes!

Yuki's fireball blows apart the red blob, but the thick clotted blood of the black blob shrugs it off!


Myth-Speaker Prey for Death

I'm going to order things as Crystal -> Kimmich

Crystal scores one hit on the red fog, which seems to suck hungrily at her pooling blood. Kimmioch follows up, hitting twice and triggering a critical strike from Crystal.

The fog lets out a wave of energy, trying to draw sustenance from Crystal and Kimmich, then lashes out at Dianora. The cleric dodges acrobatically, narrowing avoiding a critical hit!

Cast vampiric exsanguination VIII, Strike
void: 14d6 ⇒ (4, 1, 2, 5, 6, 3, 4, 6, 5, 3, 4, 5, 6, 4) = 58 DC 35 basic Fortitude

misty tendril: 1d20 + 33 ⇒ (14) + 33 = 47 for slashing: 5d6 ⇒ (4, 5, 3, 6, 6) = 24 plus 3d6 bleed

fire: 2d6 ⇒ (4, 5) = 9
Flat: 1d20 ⇒ 8
Yuki's flames continue to scorch the creature, very effectively!

Before Your Turn: Crystal and Kimmich DC 35 basic Fortitude vs 58 void
~+~Combat Round 3~+~
Crystal Clarity (-100 [-80,-20] drained 1, 6d6 bleed)
Kimmich (-132 [-114,-18] 6d6 bleed)
Red (-228 [-138,-6,-11,-9,-40, -24], +?? THP, 2d6 p. fire, clumsy 1, weak 5 slashing)
Sister Dianora (-24, 3d6 bleed)
Yuki
Black (-36)

Keeping myself honest/reminded: Red's OG AC is currently 38

Map


Myth-Speaker Prey for Death

The Intercept ability doesn't say if the guardian takes the rider effects, but it makes sense that they would. Just updating to keep things straight.

Reflex: 1d20 + 15 ⇒ (13) + 15 = 28
Fortitude: 1d20 + 17 ⇒ (17) + 17 = 34

After shielding Ellaeaanda from attack, Vitus taunts the fiend. Vrosi persues the creature as it shoves its way across the battlefield, and just barely manages to strike and grab it, with Netkin's construct providing a bit of flanking. Resa misses her blows, and the creature manages to resist all of Ardoinel's fire and Ellaeanda's void damage.

~+~Combat Round 3~+~
Ellaeaanda (-9)
Markus
Vrosi Burnis (-18)
Red ([-30, -11, -11], grabbed)
Resa Dermade
Netkin Bigpot
Vitus (-23, 1d6 persistent poison)
Ardoinel

Map

Bold may act! If there are any reactions, we'll retcon them in.


Myth-Speaker Prey for Death

I figured that would happen! So Vitus is -24, Ellaeaanda is -9


Myth-Speaker Prey for Death

Vrosi fails to find purchase on the sturdy creature, even with his teammates distracting it.

Fortitude: 1d20 + 17 ⇒ (8) + 17 = 25
Reflex: 1d20 + 12 ⇒ (1) + 12 = 13

Ellaeaanda lands a strike with her whip, and some of the damage from her spell penetrates. The creature utterly fails to dodge Markus's flame, taking damage despite its resistance.

"I'll carve out your livers!"

The fiend shoves Resa in an effort to get to those who actually damaged him.

Athletics: 1d20 + 15 ⇒ (2) + 15 = 17

He bites and claws at the investigator.

bite: 1d20 + 17 - 5 ⇒ (8) + 17 - 5 = 20 for piercing: 2d10 + 6 ⇒ (7, 6) + 6 = 19 and poison: 1d6 ⇒ 5
claws: 1d20 + 17 - 8 ⇒ (15) + 17 - 8 = 24 for slashing: 2d8 + 6 ⇒ (1, 2) + 6 = 9

~+~Combat Round 2~+~
Ellaeaanda (-33, 1d6 persistent poison)
Markus
Vrosi Burnis (-18)
Red ( -30 [-7,-9,-2,-12])
Resa Dermade
Netkin Bigpot
Vitus
Ardoinel

~+~Combat Round 3~+~
Ellaeaanda (-33, 1d6 persistent poison)
Markus
Vrosi Burnis
(-18)

Map

Bold may act! If there are any reactions, we'll retcon them in. (Looking at our guardian!)


Myth-Speaker Prey for Death

Calisrio and Latanoris make their way down the ladder to the hold as you continue to talk to Hyp, taking in the end of the conversaiton:

"The Glorious Payoff won't survie another attack," the Venture Captain grunts. "You'll need to stop the impending attack and gather any information you can. Hyp, we'll pay you handsomely if you can lead us to the naiads."

Latanoris asked to be excused for a moment, then returns with a small chest. She opens it to reveal some equipment. "This should be helpful."

The trader hands each of you a sharkskin robe and a water elemental wayfinder.

"Get yourself together, Pathfinders, and it's time to take a dip!"

If you want to do/say anything, feel free! But I'll move us forward.

When the you are ready, Hyp slips into the water next to the ship and begins the decent.

As Hyp descends through the crystal blue water of the Obari, a school of small iridescent fish scatters around him. His overflowing bag of loot floats at his side. Three hundred feet below the surface, the sunlight wanes as the expansive darkness of the sea creeps closer and closer, while the shadows of much larger creatures glide by, just out of sight.

In only a few minutes, Hyp leads you hundreds of feet below the surface, where the sunlight only provides low light.

The silence of the dive is broken by a piercing voice that pipes into your mind: The water thieves repelled our attack with warriors determined to destroy us. Rally and destroy their ship. Make sure they never breathe air again.

The loud voice gives you a momentary headache; Hyp shakes his head and says, "We should hurry," and continues to swim toward the naiad's rally point.

Hyp swims fast, zigzagging between coral reefs and rock outcroppings to avoid unwanted attention. You must be a couple miles from the Glorious Payoff when you see a ship with Latanoris Trade Company markings lays shattered among ancient ruins, many of which still stand as they did hundreds of years ago. Ornate pillars jut from the sand like ghostly monuments, while starfish and sea anemones adorn once colorfully painted statues. Marring the ruin’s austere beauty, amphorae and other flotsam from the ship blanket the area, having spilled from the wreckage as it plummeted into the sea.

Hyp spots something and points it out to you: "Naiads...I'm going to hide! I recommend you do the same." He flits inside one of the ancient buildings.

Since you identified and destroyed Hyp's hag's eye necklace, you have 2 rounds to prepare for the combat. Put yourself anywhere you like, naiads are coming from the west (right) side of the map. They have a killer whale with them.

Map


Myth-Speaker Prey for Death

Yuki's first strike hit, though the second misses.

Reflex (Red): 1d20 + 33 ⇒ (15) + 33 = 48
Reflex (Black): 1d20 + 33 ⇒ (9) + 33 = 42

The fogs shrug off the flame drake's breath, but her sword strike hits (though only the void damage penetrates).

The black fog lashes out at Kimmich and Crystal!
misty tendril (Kimmich): 1d20 + 33 ⇒ (12) + 33 = 45 for slashing: 5d6 ⇒ (5, 4, 6, 3, 6) = 24

misty tendril (Crystal): 1d20 + 33 - 5 ⇒ (8) + 33 - 5 = 36 for slashing: 5d6 ⇒ (2, 5, 1, 1, 5) = 14

misty tendril (Kimmich): 1d20 + 33 - 10 ⇒ (16) + 33 - 10 = 39 for slashing: 5d6 ⇒ (4, 6, 4, 1, 4) = 19

~+~Combat Round 3~+~
Crystal Clarity (-80, drained 1, 6d6 bleed)
Kimmich (-114 [-71,-24,-19] 6d6 bleed)
Red (-138 [-71, -67, -2])
Sister Dianora
Yuki
Black (-36)

Map


Myth-Speaker Prey for Death

Happy holidays, everyone. Thanks for your patience!

"I’m a—what do you call it?—a sole proprietor. I look after my own coin purse. I help where I can, though," Hyp responds. "I can't broker any deals, but I can take you to where the naiads gather. They'll take a bit to recover, but they'll be back to sink your boat if you don't do something about it."

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