? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish tries to finish it off with another set of missiles. stupified 2 DC 7: 1d20 ⇒ 5 But nothing more than Blubs come out.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
I'm stupefied from releasing my psyche. After 2 cool rounds of a bunch of bonus damage and other goodies I get stupefied for 2 rounds.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish Blubs and fires off a trio of magic missiles. Stupefied 2 DC 7: 1d20 ⇒ 4 But Squish can't manage to get the spell off.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish's wound growls open on its own. Gaping Flesh
Their wand continues firing.
As Squish blubs and unleashes another Telekinetic Rend. slash+bludgeon: 2d6 + 2d6 + 6 ⇒ (2, 4) + (4, 3) + 6 = 19
Squish will then protect themselves with a shield spell.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish unleashes the power of the ooze and calls forth the power of the ooze. Telekinetic Rend Bludgeoning + Slashing: 2d6 + 2d6 + 6 ⇒ (5, 5) + (1, 3) + 6 = 20
I get 3 non overlapping 5ft bursts. If Silverbeeard is not there which I think is true I can hit all 4, otherwise I'll miss yellow Squish also fires their wand of manifold missiles at green. Magic Missile: 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
If Captain Silverbeard is desummoned from Black Molly being unconscious I think you've got a pretty good fireball on yellow/green/red without hitting any of us. (If Molly could help clarify for me, it'll get my explosive turn up) Also as a GM note I see the swarms are overlapping each other. Most swarms damage everything in their area when they swarm. Do these have something that prevents that?
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Will: 1d20 + 12 ⇒ (15) + 12 = 27
Squish is not bothered by the droning and backs of as fast as they can blub before casting haste on Basag.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Sqwuish finally unleashes the power of the ooze and rains down pain on all three enemies. B+S damage: 4d6 + 6 ⇒ (1, 1, 5, 3) + 6 = 16
Squish also spends a moment to concentrate on the ooze to aid his allies. Aid first ally's attack within 30ft: 1d20 + 15 ⇒ (10) + 15 = 25
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Refkex: 1d20 + 13 ⇒ (5) + 13 = 18 Squish continues to be entangled by the plants but has just enough movement to escape. From there Squish sends a heal over to Gnimish Soothe(2) Gnimish: 2d10 + 8 ⇒ (10, 6) + 8 = 24
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Reflex save: 1d20 + 13 ⇒ (8) + 13 = 21 blub goes Squish as the plants grab at them. Squish uses the gentleness of the ooze to help Rasputin further so that he doesn't go back down. Soothe3: 3d10 + 12 ⇒ (7, 9, 2) + 12 = 30 Squish slowly wobbles through the difficult plants working towards an exit other than south.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish also has an ioun stone and will be fine after a few minutes Blub Squish looks to Gnimishmeijinomumamutingongemumo for assistance, and follows the expert. Nature: 1d20 + 10 ⇒ (18) + 10 = 28
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish spends some time picking the various splinters and debris out of their sides. "Everybody in one piece?" they ask their allies.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Will: 1d20 + 12 ⇒ (5) + 12 = 17
Looks like Squish look 8 damage from the attack (23 was the to hit roll) With the creature visible Squish points his wand of manifold missiles and fires a telekenetic projectile at black. Magical Missile of Magicalness: 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5 Amped Telekenetic projectile + Guidance(thanks Gnim): 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Squish Blubs as more debris hits them. Unleashing the power of the Ooze Squish rains destruction upon their foes. Slashing + Bludgeoning damage: 2d6 + 2d6 + 6 ⇒ (3, 4) + (1, 4) + 6 = 18
3 non overlapping 5ft bursts, plenty easy to hit all 3 foes and no allies here. As ooze swirls around the room, Squish concentrates its power to aid his allies. Squish will aid the first ally within 30 feet who attacks a foe
Unleash Psyche, Amped Telekenetic Rend(3),Recall the Teaching + Reaction to Aid
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Will: 1d20 + 12 ⇒ (9) + 12 = 21 Squish's will holds strong as they back away from the aura and cast haste on Basag. smoldering: 1d4 ⇒ 2
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
fort vs sickened1: 1d20 + 12 ⇒ (16) + 12 = 28
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
This is my uhh 8th time playing this. One of a couple replayables I haven't read or GMed, so I still find surprises in it.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish notes "The Pathfinder Grand Lodge is in Absalom, the City at the Center of the World. Of maybe particular note to you, is the Temple of the Starstone, where Iomedae's patron Abadar raised up the Starstone and saved humanity. Something you could check out if you ever made it out there..." Religion: 1d20 + 10 ⇒ (6) + 10 = 16 Blub
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish does something that resembles a nod. "Viltydus, the question that eventually we'll need answering is how would you like us to be of assistance?"
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
+14(E) Society Blub Squish listens to the descriptions and waits for the answer to Rusputen's question.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
I looked and Squish's last pbp was for PaizoCon 2023. Managed to play them 4 times IRL since then, and then 6-99 online last week. So it's been awhile but it's nice to be back in pbp land.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish looks more like a set of oddly connected burlap sacks filled with Jell-o than a person, but nonetheless they speak with surprising grace despite lack of an obvious mouth and a slight bubbling sound. They carry an acacia staff topped with eye-shaped gemstones that seems to provide Squish's sight. "Yes... Here's the long story short. Much like Valais Durant I was rescued from Thurl's laboratory. I don't remember who I was before but Valais Durant told me I needed more levity in my life so have decided to be called 'Squish'." Blub
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Thanks, always a little awkward to ask questions like that, but remembering math for rewards of non scenarios is so tricky I end up asking a lot and mostly looking stupid.
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Yarr, thank you very much for GMing. Just wanted to double check the GP was correct. For Squish I'm seeing 15.2 which is 4 level 3 bundles when I would have expected 5 bundles for 19. I haven't read the quest, did we miss out on max rewards, or am I wrong about expected rewards or is the sheet in error? Thanks <3
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub Squish blubs back a space and hurls ooze drippings and the remnants of imaginary blocks at Dura. flat 6 for stupified 1: 1d20 ⇒ 6
> Step, >>Amped Telekinetic Projectile
? Fleshwarp Oozemorph 6 | HP 32/76 | AC 21| F +12 R +13 W +12 (+1 vs Disease/Poison | +2 vs Engulf) | Resistance 3 vs Mental, 5 vs Precision, 1 vs Negative | Speed 25 | Perception +10 (Darkvision)
Blub. Squish falls to the ground as ooze pours out of the wound, turning everything into a mess. Getting KOed turns off Unleash Psyche and stupifies(1) Squish for 2 rounds. Suqish sees nothing but an image of the strange haunting doll. Squish protects themselves with a shield spell before standing up and retreating. flat to cast shield 6: 1d20 ⇒ 4
About Lethe of AlkenstarLethe was brought up in the Mana Wastes, and suffice it to say this upbringing did not last long. Her parents, two wandering Catfolk emmigrants from the decaying nation of Nex who were killed in a gnoll raid upon Martel before she was old enough to prime a rifle, left her with a deep understanding of the turmoils that life presented, and how to deal with them. She accomplished such through study. Although the racist inclinations of some of her peers in the study of guncraft and manufacture would often jape at the "black kitty," she soon left each one of the gawking neanderthals in the dust, rising quickly in her study and gaining the admiration and envy of more than a few of her proctors. Her natural obsessive qualities allowed her to go into a deep meditative, and oftentimes dangerously exclusionry to the outside world, focus, working away many sleepless nights in the search of a solution to one problem or another, how to better rifle a barrel for greater accuracy, what alloys would best suit the makeup of the gun. Her proficiency with the weapons themselves soon got her greater renown as well. A crack shot with the pistol, her obsessive qualities allowed for her to practice day after day at the range, and she soon won more than a few competitions. She was amiable enough however, and at least tried never to let her obsessions come at the cost of her outside relationships, not that it always worked however. It came a time however where Lethe was called upon by city merchants looking for some added counsel on trade with the border nation of Nex. On her way there her caravan was beset by a band of Orc Marauders. Each of her companions were slaughtered in turn, but, either through debatably good fortune or through sheer instinct, Lethe was able to barter for her life in exchange for her knowledge of guncraft. She traveled for months with these newly turned Orc slavers, working her mind day in and day out searching for a method of escape, but the solution proved to her to be forever elusive. While she was highly supervised when she was made to work on the firearms, she did one day manage to hide a severely damaged pistol in the hem of her torn pants, but realizing the one pistol could do nothing against an entire horde of ugly green monstrosities she fell further in melancholy. That was until the day the Orc chieften came back from a raid on a nearby town, holding a bounty of strange artifacts and magic lore, objects and concepts that were absolutely foregin to a girl who had spent her entire life in a magical vaccum, devoid of the very notion of magic. It was instantly insatiably enticing.
Things on the outside were growing darker. There were murmerings of a power struggle within the Orc clan's leadership. The horde was beginning to splinter and soon the tension would definitely snap. Lethe realized that now was the last chance for escape, before the inevitably civil war where she would almost certainly be caught in the crossfire. Lethe took her gun and immediately went to make her escape, but was confronted instead by several blood splattered, half crazed orcs back from a recent raid, and she could tell by the looks in their eyes they didn't just want to kill her. So she held her gun up and fired. A blast of energy erupted between her and the Orcs, sending Lethe flying back into a tent, but also setting off the numerous kegs of black powder around the camp. The explosion was deafening, and it took nigh on a half an hour before Lethe could overcome the disorientation and make her way away from the Orcs, out into the desert, her newfound power brandished from her hip. |
