Zero's DA Case Files #7: Tomorrow's Feast

Game Master Super Zero

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DA7 | Male (he/him) kayal (wisp) animist 10 | AC 28 | max HP 128 | P+19 F+18, R+17, W+20 | DV, 30' | Explore: Search | Apparition 1st (2/2), 2nd (2/2), 3rd (2/2), 4th (1/1), 5th (1/1) | Prepared 1st B [ ] F [ ] SL [ ] SB [ ] MR [ ] H [ ] F [ ] DW [ ] VB [X], SU [X] | Focus: 3/3 | Hero: 1/3 | Active Conditions: see the unseen, vital beacon (5d10)

Is the ... is the past repeating?

Discomforting Whisper
DC 29 Will save at the beginning of their turn.

Eigensspace draws his dagger.

◆ Interact (Draw)

Eigensspace will try to Tumble Through to the other side.

Tumbling Strike

Tumble Through (Acrobatics): 1d20 + 22 ⇒ (18) + 22 = 40 vs Reflex DC
Dagger: 1d20 + 18 ⇒ (19) + 18 = 37 vs AC, off-guard if Tumble Through was a CS
Slashing: 2d4 + 3 ⇒ (3, 3) + 3 = 9

As he rolls to his feet, Eigensspace reaches out a foot for a Trip.

Tumbling Opportunist

Trip (Acrobatics), MAP: 1d20 + 22 - 5 ⇒ (6) + 22 - 5 = 23 vs Reflex DC


Pathfinder Provisions ◆◇↺

The chef dodges to one side as Tokoyo swings at him, and the strike is a miss.
↺ Nimble Dodge, and that's a miss.

Eigensspace gets right past him, though he doesn't manage to throw off the chef's defenses. He still nicks him with his knife, though he doesn't fall, either.
40 is a success against his Reflex DC, and 37 is a hit.
23 is a failure against his Reflex DC, though. Well, you've narrowed that right down.

Phaedro's turn. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28-33, 9 damage (reaction used)
Phaedro AC 26, 120/120 HP
Savannah AC 29, 148/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP
Green Kuen AC 27-32, 59 damage (armor broken, reaction used)
Tokoyo AC 28, 94/138 HP (reaction used)

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺
Tokoyo wrote:
Tokoyo looks around below deck. "My thanks, Captain, for getting us access. This ship looks wonderfully maintained. Perhaps we should apply some of the decor here to the Deranged Dingy."

"Perhaps we should relieve these gentlemen of their knives once we've knocked them around?" He leaps across the kitchen towards the other chef, and does just that!

Grapple (Athletics, M) w/ Horns (+1) vs Green: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 36

~) ⛨ 26, 27 vs reactions, or 28 mobility / scramble, ♥️ 120/120
◆) Daring Stunt (Leap w/ Propelling Strides [15-ft] + Grapple)
~) Adrenaline
◆) Head Smash (Roll Athletics vs Grappled foe @ Stunt Damage and Fort Save vs Class DC [27] or Stunned; Incapicitation)
◆) Interact to Draw Combat Grapnel (Did we see attack coming?) or Stretching Reach (Stance: Combat Grapnel gains Reach)
↺) Scrambling Retreat (+2 AC; Phaedro will decline the Stride sub-action of this ability to stay Grappling)

Head Smash (Athletics, M) w/ MAP (-4 w/ Audacious Combatant) vs Green (Fort DC): 1d20 + 21 - 4 ⇒ (10) + 21 - 4 = 27
Stunt Damage: 3d6 + 4 ⇒ (5, 5, 2) + 4 = 16

References Ability Text:

Adrenaline
As you slip past the deadly blades of your opponents and perform stunts that put life and limb on the line, the thrill of danger washes through your veins. This heightened state is called adrenaline. You gain adrenaline by performing actions that have the risky trait. The GM might determine that a particularly dangerous action, such as leaping a deep chasm or sprinting across hazardous terrain, gains the risky trait. Such stunts typically involve at least one action and either automatically deal damage to you or risk dealing damage as the result of a failed skill check or saving throw. You gain adrenaline at the start of the risky action (before you move or attempt any rolls). The adrenaline lasts until the beginning of your next turn, so you must constantly perform risky actions to keep your adrenaline flowing. Normally, you gain and keep adrenaline only in combat encounters, and when an encounter ends, you lose adrenaline. To help you gain adrenaline, you gain the Daring Stunt action. Other daredevil actions, such as certain class feats, require you to have adrenaline.

Audacious Combatant
Your adrenaline fuels you to attack again and again. Whenever you have adrenaline and make an attack as part of an action with the press trait, your multiple attack penalty is –4 (–3 with an agile attack) on your second attack of the turn instead of –5, and –8 (–6 with an agile attack) on your third or subsequent attack of the turn instead of –10.

Daring Stunt (◆)
[risky]
Frequency: once per round
You hurl yourself into the fray and try to maneuver a foe. You Stride or Leap. You can use Daring Stunt while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. You must move at least 10 feet and end your movement adjacent to at least one enemy. At the end of your movement, you can attempt to Grapple, Reposition, Shove, or Trip one enemy within your reach. You must meet all the requirements of that action.

Head Smash (◆)
[attack, press]
Requirements: You have adrenaline, you have a creature grabbed or restrained, and you and the required creature are both adjacent to the same prop.
Fueled by adrenaline, you drive an enemy’s head into a sturdy object. Attempt an Athletics check against the Fortitude DC of the grabbed creature.
Critical Success: You deal stunt damage to your target, who must attempt a Fortitude save against your class DC or become stunned 2; this is an incapacitation effect. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Success: As critical success, but the target is only stunned 1. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Failure: You deal half your stunt damage to the target. Your target is then no longer grabbed or restrained by you.
Critical Failure: Your target is no longer grabbed or restrained by you. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

Propelling Strides
You can push yourself off a wall or large creature to gain some speed. If you are adjacent to a prop (see sidebar) at the beginning of a move action, you gain a +10-foot circumstance bonus to your Speeds for that move action.

Scrambling Retreat (↺)
Trigger: You’re targeted by a melee attack.
Requirements: You have adrenaline and you aren’t encumbered.
You slip away from an oncoming attack, though your foe might choose to follow. You gain a +2 circumstance bonus to AC against the attack. After the attack, you can Stride up to half your Speed. If you do, the attacker can Stride to follow you as a free action, keeping you in their reach throughout their movement until you stop moving or they have moved
their full Speed.

Stretching Reach (◆)
You can leverage your size and muscle to extend your reach and attack more distant foes. While in this stance, when you wield a melee weapon that requires two hands and doesn't have reach, the weapon gains a reach of 10 feet.

Stunt Damage
When you smash your enemy into the scenery, it does real damage. Whenever you have adrenaline and force a target to move, and the movement is interrupted by a prop (see sidebar), the target takes an amount of bludgeoning damage equal 1d6 plus your Strength modifier. This damage increases by 1d6 at 5th, 9th, 13th, and 17th level.

CLANGGG

Grabbing his head, he smashes it against the frier pot! "Are you seeing stars, good chef?"


Pathfinder Provisions ◆◇↺

Sure, weapons out is fine.

Phaedro is quite successful at restraining the chef. He's also pretty successful at bashing his head against the counter.
Critically successful Grapple. Head Smash is just a success, but the stunt damage bloodies him.
Fort: 1d20 + 14 ⇒ (4) + 14 = 18 Failure, Stunned 1.

While Phaedro has done quite a good job restricting the chef's options, he still manages to slip out of the hold. "We never did any of those murders!" he protests, "There's no reason you should be here arresting us!" In one practiced motion he slips a vial out of his pocket and runs the fluid along the edge of his blade.
◆ Escape Fist: 1d20 + 21 ⇒ (12) + 21 = 33 Success
◆ Assassin's Poison (Manipulate, if it matters)

Tokoyo's turn. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28-33, 9 damage (reaction used)
Phaedro AC 26, 120/120 HP (Stretching Reach)
Savannah AC 29, 148/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP
Green Kuen AC 27-32, 75 damage (bloodied, armor broken)
Tokoyo AC 28, 94/138 HP

Horizon Hunters

Female Sailfish Merfolk Slayer 10 |♥️ 94/138| AC 28| Battle Meds Cooldown □ | Shore Gift Speed 30 | Scout (Init + 21) |Slayer DC 29 |Monster Lore + 20|Society + 21 |F+18 E R+16 E W+20 M (S>CS) | Perc+20 M (Low-Light)| Quarry: Many Mouthed Thing|Instant Enmity □ | Legs ☑| Hero 1|Trophy: Blade - Time Dragon (Force)| ✋✋ +2 Striking Fearsome Ghost Touch Wounding Fauchard| Status: Search

"I don't like the look of that substance. Sorry Eigensspace, but I have to stop this trickery before he has the chance to apply it." Tokoyo says apologetically as she surveys the battlefield.

Tokoyo is unable to react to Green Kuen's application of Poison, but the danger of poison worries her. Disengaging from her confrontation with Purple Fa, she runs out of the kitchen but suddenly turns on her heels and runs back in before leaping towards Green Kuen. Her Sudden Pounce clears 30 feet of distance across the slippery floor, making Green Kuen Off-Guard to her.

Long Jump, Sailfish Merfolk, Long Jump: 1d20 + 22 + 1 ⇒ (5) + 22 + 1 = 28 On Nat 1, check is failed. Tokoyo jumps 15 (Regular Leap) + 5 (Powerful Leap) = 20 feet. On any other result (2-20), Tokoyo succeeds, jumping 25 (25 to 29 rounded down) + 5 = 30 feet (2-6) or 30 + 5 = 35 feet (7-20). Powerful Leap increases the horizontal distance when she Leaps, including as part of a High Jump or Long Jump, by 5 feet.

Strike with +2 Striking Wounding Fearsome Ghost Touch Fauchard, Sudden Pounce so Green is off-guard: 1d20 + 21 ⇒ (6) + 21 = 27

Slashing Damage: 2d8 + 7 ⇒ (7, 1) + 7 = 15
Force: 1d6 ⇒ 5
Bleed, Persistent: 1d6 ⇒ 2

Sudden Pounce (Flourish, Relentless, Slayer):
You leap into the fray with abandon. Make a Long Jump. If you land within melee reach of at least one enemy, you can make a melee Strike against that enemy. If you leaped at least 15 feet, the enemy is off-guard to this Strike.

The Slayer Strikes at Green Kuen again.

Strike with +2 Striking Wounding Fearsome Ghost Touch Fauchard, MAP 1: 1d20 + 21 - 5 ⇒ (13) + 21 - 5 = 29

Slashing Damage: 2d8 + 7 ⇒ (6, 7) + 7 = 20
Force: 1d6 ⇒ 1
Bleed, Persistent: 1d6 ⇒ 6

If Green is bleeding - Bloodscent as a Free Action:
Bloodscent (Relentless, Slayer) With a glance, you can judge how close your target is to falling. You Recall Knowledge about a single creature you can see. If you succeed, for the next minute you know all conditions that creature has and an approximate percentage of its remaining Hit Points. You can use this ability as a free action if the creature you target is your quarry or is taking persistent bleed damage.

Tokoyo wants to know about Kuen's poison.

◆◆ Sudden Pounce Green, ◆ Strike Green, ◇ Bloodscent Green


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Pathfinder Provisions ◆◇↺

Tokoyo slashes twice into the chef.
27 hits while he's Off-Guard. 29 also hits. He currently has a bit under 25% of his HP.

His knife falls to the floor, and so does he. He covers his head with his hands and groans, "Okay! You can take me alive! Cops are supposed to announce themselves, you know. You should have knocked on the wall and called out that you were coming to arrest us."
Technically he can't do these non-triggered free actions when it's not his turn, but I figured y'all wouldn't mind in this case.

"Yeah, then we could have slipped out through the porthole before you got here," says the other wryly.
He isn't ready to give up yet.
GM tip! This is a hint about how you can avoid this fight on future loops, should have need to enter the kitchen again.
Fa Will: 1d20 + 16 ⇒ (11) + 16 = 27
◆ Step to flank
◆ Assassin's Poison
◆ Strike Phaedro Shortsword: 1d20 + 22 ⇒ (13) + 22 = 35 and Shortsword: 1d20 + 22 ⇒ (1) + 22 = 23 Critical failure. He takes void damage: 3d6 ⇒ (1, 4, 3) = 8 from discomfiting whispers

Phaedro, Savannah, and Eigensspace's turns. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28-30, 17 damage
Phaedro AC 26, 120/120 HP (Stretching Reach)
Savannah AC 29, 148/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP
Green Kuen AC 27-29, 116 damage (bloodied, 6 persistent bleed, armor broken, unarmed, prone)
Tokoyo AC 28, 94/138 HP


Female Half Elf | Field Medic | Monk Lvl 10 | Eldritch Archer Dedication | Cleric Dedication | Arcane Spells: -/1/1/1/ | Divine Spells: -/1/1/1/ | HP 148/148 | AC 29 | F/R/W/P: 19/18/18/18 | 40 feet (45 in Stoked Flame Stance) | Class DC 25 | Cleric Spell DC 28 | Exploration Activity: Scout | Hero Points: 1/3 | Medicine(M)/Acrobatics(M): +20, Athletics: +15, Arcana/Crafting/Nature/Religion/Stealth/Survival/Warfare Lore: +14 | ◈◇↺

Savannah retreats (or does she?) to within 30' of Purple Fa and looses a trio or arrows at him.

+2 Striking Corrosive Composite Longbow, 100' range, 30' Volley: 1d20 + 20 ⇒ (18) + 20 = 38 for Piercing: 2d8 + 3 ⇒ (8, 5) + 3 = 16 plus Acid: 1d6 ⇒ 6
+2 Striking Corrosive Composite Longbow, 100' range, 30' Volley, MAP: 1d20 + 15 ⇒ (3) + 15 = 18 for Piercing: 2d8 + 3 ⇒ (3, 4) + 3 = 10 plus Acid: 1d6 ⇒ 3
+2 Striking Corrosive Composite Longbow, 100' range, 30' Volley, MAP 2+: 1d20 + 10 ⇒ (16) + 10 = 26 for Piercing: 2d8 + 3 ⇒ (2, 6) + 3 = 11 plus Acid: 1d6 ⇒ 1

If 38 is a crit:
Deadly: 1d10 ⇒ 8
Acid to Armor/shield: 3d6 ⇒ (1, 6, 1) = 8

◈ Stride
◈ Flurry
◈ Whiff


Pathfinder Provisions ◆◇↺

If the chef weren't so nimble, that might have gone a little better. Even so, Savannah grazes him with one arrow.
↺ Nimble Dodge. 28 is still a hit. 18 is a critical failure. 26 is a miss.

Phaedro and Eigensspace's turns. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28-30, 39 damage (reaction used)
Phaedro AC 26, 120/120 HP (Stretching Reach)
Savannah AC 29, 148/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP
Green Kuen AC 27-29, 116 damage (bloodied, 6 persistent bleed, armor broken, unarmed, prone)
Tokoyo AC 28, 94/138 HP


DA7 | Male (he/him) kayal (wisp) animist 10 | AC 28 | max HP 128 | P+19 F+18, R+17, W+20 | DV, 30' | Explore: Search | Apparition 1st (2/2), 2nd (2/2), 3rd (2/2), 4th (1/1), 5th (1/1) | Prepared 1st B [ ] F [ ] SL [ ] SB [ ] MR [ ] H [ ] F [ ] DW [ ] VB [X], SU [X] | Focus: 3/3 | Hero: 1/3 | Active Conditions: see the unseen, vital beacon (5d10)

Eigensspace will sustain Discomfiting Whisper ◆.

Today I learned that it's Discomfiting Whisper, not Discomforting Whisper. I also learned that "discomfiting" is a real word.

He Tumbles Through Green's square, making a nonlethal slash on the way ◆. SW, S, W.

Tumble Through (Acrobatics): 1d20 + 22 ⇒ (1) + 22 = 23
D'oh. I don't see a penalty for CF, so I won't reroll.
Dagger, Nonlethal: 1d20 + 18 - 2 ⇒ (8) + 18 - 2 = 24 vs prone
Nonlethal: 2d4 + 3 ⇒ (3, 4) + 3 = 10

◆ Shield

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Phaedro spins around with a gleeful smile "Out the porthole, huh? We'll keep that in mind" he winks at Eigensspace, then grabs purple chef by his apron and collar, and raising him over his head, drops him head-first atop a box of raw fish!

Grapple (Athletics, M) w/ Horns (+1) vs Purple: 1d20 + 21 + 1 ⇒ (10) + 21 + 1 = 32
Head Smash (Athletics, M) w/ MAP (-4 w/ Audacious Combatant) vs Purple (Fort DC): 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
Stunt Damage: 3d6 + 4 ⇒ (1, 4, 4) + 4 = 13

~) ⛨ 26, 27 vs reactions, or 28 mobility / scramble, ♥️ 120/120
◆) Daring Stunt (Decline Stride/Leap but + Grapple)
~) Adrenaline
◆) Head Smash (Roll Athletics vs Grappled foe @ Stunt Damage and Fort Save vs Class DC [27] or Stunned; Incapicitation)
◆) Daring Reversal (Strike + Shove Green; Purple OG to Phaedro 1-rnd)
~) Shoved Foe may take Stunt Damage? (If "prop" in the way?)
↺) Scrambling Retreat (+2 AC; Phaedro will decline the Stride sub-action of this ability to stay Grappling)

Spinning again, he slams back into green chef with his grappling hook, cutting and knocking him back. Then turns once more to tell purple "You're Next!"

Daring Reversal to Strike w/ Thundering Grapnel (1d6 electricity) w/ MAP (-8) vs Green (AC): 1d20 + 20 - 8 ⇒ (15) + 20 - 8 = 272d6 + 6 ⇒ (3, 2) + 6 = 111d6 ⇒ 3
Daring Reversal to Shove w/ MAP (-8) vs Green (Fortitude DC): 1d20 + 21 - 8 ⇒ (10) + 21 - 8 = 23
Stunt Damage: 3d6 + 4 ⇒ (6, 5, 6) + 4 = 21

Ability Text References:

Adrenaline
As you slip past the deadly blades of your opponents and perform stunts that put life and limb on the line, the thrill of danger washes through your veins. This heightened state is called adrenaline. You gain adrenaline by performing actions that have the risky trait. The GM might determine that a particularly dangerous action, such as leaping a deep chasm or sprinting across hazardous terrain, gains the risky trait. Such stunts typically involve at least one action and either automatically deal damage to you or risk dealing damage as the result of a failed skill check or saving throw. You gain adrenaline at the start of the risky action (before you move or attempt any rolls). The adrenaline lasts until the beginning of your next turn, so you must constantly perform risky actions to keep your adrenaline flowing. Normally, you gain and keep adrenaline only in combat encounters, and when an encounter ends, you lose adrenaline. To help you gain adrenaline, you gain the Daring Stunt action. Other daredevil actions, such as certain class feats, require you to have adrenaline.

Audacious Combatant
Your adrenaline fuels you to attack again and again. Whenever you have adrenaline and make an attack as part of an action with the press trait, your multiple attack penalty is –4 (–3 with an agile attack) on your second attack of the turn instead of –5, and –8 (–6 with an agile attack) on your third or subsequent attack of the turn instead of –10.

Daring Reversal (◆)
[flourish, press]
Requirements: You have adrenaline and are flanked by at least two enemies.
You follow up an attack with a punishing shove to give yourself some space. Make a melee Strike against one of the flanking enemies that is within your reach and then attempt an Athletics check to Shove that enemy. You don’t need a hand free to attempt this Shove. This check has the same multiple attack penalty as the initial attack and doesn’t count toward your multiple attack penalty. The other enemy flanking you is then off-guard to you until the end of your next turn.

Daring Stunt (◆)
[risky]
Frequency: once per round
You hurl yourself into the fray and try to maneuver a foe. You Stride or Leap. You can use Daring Stunt while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type. You must move at least 10 feet and end your movement adjacent to at least one enemy. At the end of your movement, you can attempt to Grapple, Reposition, Shove, or Trip one enemy within your reach. You must meet all the requirements of that action.

Head Smash (◆)
[attack, press]
Requirements: You have adrenaline, you have a creature grabbed or restrained, and you and the required creature are both adjacent to the same prop.
Fueled by adrenaline, you drive an enemy’s head into a sturdy object. Attempt an Athletics check against the Fortitude DC of the grabbed creature.
Critical Success: You deal stunt damage to your target, who must attempt a Fortitude save against your class DC or become stunned 2; this is an incapacitation effect. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Success: As critical success, but the target is only stunned 1. Your target remains grabbed or restrained by you until the end of your next turn or until they Escape.
Failure: You deal half your stunt damage to the target. Your target is then no longer grabbed or restrained by you.
Critical Failure: Your target is no longer grabbed or restrained by you. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.

Scrambling Retreat (↺)
Trigger: You’re targeted by a melee attack.
Requirements: You have adrenaline and you aren’t encumbered.
You slip away from an oncoming attack, though your foe might choose to follow. You gain a +2 circumstance bonus to AC against the attack. After the attack, you can Stride up to half your Speed. If you do, the attacker can Stride to follow you as a free action, keeping you in their reach throughout their movement until you stop moving or they have moved
their full Speed.

Stunt Damage
When you smash your enemy into the scenery, it does real damage. Whenever you have adrenaline and force a target to move, and the movement is interrupted by a prop (see sidebar), the target takes an amount of bludgeoning damage equal 1d6 plus your Strength modifier. This damage increases by 1d6 at 5th, 9th, 13th, and 17th level.


Pathfinder Provisions ◆◇↺

Eigensspace isn't able to get past or to land a hit on the surrendering chef. "Ha! Way to go, Kuen!" laughs the other one.
24 is a miss.

Phaedro manages to grab the chef again, though he's finding the effects of Eigensspace's spell distracting.
Phaedro is in the area of discomfiting whispers... Phaedro Will: 1d20 + 17 ⇒ (8) + 17 = 25 Failure, so Reroll attack: 1d20 + 20 - 8 ⇒ (11) + 20 - 8 = 23
32 is a successful Grapple. 22 is a failure against his Fort DC.
23 is a miss, and 23 is also a failure to Shove. Phaedro takes void damage: 3d6 ⇒ (6, 6, 5) = 17

"What kinda cops try to kill somebody surrendering?" The chef on the floor stands up again, grabbing his knife. He swipes desperately at Phaedro--and connects.
Will: 1d20 + 16 ⇒ (16) + 16 = 32 Success
◆ Picked up dropped weapon
◆ Stand
◆ Strike Phaedro Shortsword: 1d20 + 22 ⇒ (11) + 22 = 33 Hits for piercing damage: 1d6 + 11 ⇒ (1) + 11 = 12 and precision damage: 2d6 ⇒ (4, 3) = 7, and make a DC 17 Fort save. On a failure, take poison damage: 1d4 ⇒ 1, and on a critical failure you're also Fatigued... huh, these are kind of low-level poisons for these higher-level enemies to be using. You actually can't be affected by the other kind he has, because it has Incap and you can't critically fail even on a 1. None of you can.
He takes persistent bleed damage. Persists?: 1d20 ⇒ 17

Tokoyo's turn. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28-30, 39 damage (reaction used, Off-Guard to Phaedro, Grabbed by Phaedro)
Phaedro AC 26, 84/120 HP (Stretching Reach, DC 17 Fort vs poison, grabbing Fa)
Savannah AC 29, 148/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP (discomfiting whispers)
Green Kuen AC 27-29, 122 damage (bloodied, armor broken, unarmed)
Tokoyo AC 28, 94/138 HP

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Phaedro to Fortitude vs Poison (DC 17): 1d20 + 17 ⇒ (20) + 17 = 37

"Little spicy, eh?"

Critically critical crit success?


Pathfinder Provisions ◆◇↺

You only needed a 2. That is mean. I'm giving Phaedro a Hero Point.

Horizon Hunters

Female Sailfish Merfolk Slayer 10 |♥️ 94/138| AC 28| Battle Meds Cooldown □ | Shore Gift Speed 30 | Scout (Init + 21) |Slayer DC 29 |Monster Lore + 20|Society + 21 |F+18 E R+16 E W+20 M (S>CS) | Perc+20 M (Low-Light)| Quarry: Many Mouthed Thing|Instant Enmity □ | Legs ☑| Hero 1|Trophy: Blade - Time Dragon (Force)| ✋✋ +2 Striking Fearsome Ghost Touch Wounding Fauchard| Status: Search

Passing on the RS since it's a bit late to roll it after Green took his turn. Also because I can't really non-lethally hit someone with a Bleeding weapon. But I will be pre-rolling those like in Curtain Call.

"Well done, Captain! You seem to be handling the poison fine. Shall we take these guys in alive?" She asks the Minotaur.

Playing into the mistaken assumption that they are law enforcement, Tokoyo yells to Green; "You had better stay down if you know what's good for you. We've got bad cops and we've got personnel who aren't cops!" She neglects to mention that the last category includes all of them. Turning to Purple - stuck within Phædro's meaty hands - she says "Especially you!" before hitting him with a Honed Strike into a Regular Strike.

Honed Strike with +2 Striking Wounding Fearsome Ghost Touch Fauchard vs Off-Guard Purple AC: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37

Slashing Damage: 2d8 + 7 ⇒ (6, 4) + 7 = 17
Force: 1d6 ⇒ 6
Bleed, Persistent: 1d6 ⇒ 5

Critical Deadly: 1d8 ⇒ 1 Target is also Frightened 1

+2 Striking Wounding Fearsome Ghost Touch Fauchard, MAP 1 vs Off-Guard Purple AC: 1d20 + 21 - 5 ⇒ (13) + 21 - 5 = 29

Slashing Damage: 2d8 + 7 ⇒ (4, 5) + 7 = 16
Force: 1d6 ⇒ 6
Bleed, Persistent: 1d6 ⇒ 1

Reactive Strike (if on Green take -2 Nonlethal penalty):

Reactive Strike with +2 Striking Wounding Fearsome Ghost Touch Fauchard: 1d20 + 21 ⇒ (4) + 21 = 25

Slashing Damage: 2d8 + 7 ⇒ (6, 2) + 7 = 15
Force: 1d6 ⇒ 6
Bleed, Persistent: 1d6 ⇒ 1

Critical Deadly: 1d8 ⇒ 2 Target is also Frightened 1

◆◆ Honed Strike, ◆ Strike


Pathfinder Provisions ◆◇↺

Tokoyo's first attack pretty badly wounds him. The second isn't quite as good (or bad), but still leaves a mark.
37 crits Off-Guard, which bloodies him. 29 is also a hit.

"He tried that!" the chef shouts indignantly, twisting futilely against Phaedro's grip, "They hit him while he was down!" He slashes at the minotaur's arm, with a "Leggo!" which unfortunately does the trick and he slips away, ducking under Tokoyo's weapon.
◆ Escape Fist: 1d20 + 21 - 1 ⇒ (2) + 21 - 1 = 22
◆ Strike Shortsword: 1d20 + 22 - 4 - 1 ⇒ (11) + 22 - 4 - 1 = 28 hits Phaedro for piercing damage: 1d6 + 11 ⇒ (2) + 11 = 13 and precision damage: 2d6 ⇒ (6, 4) = 10
◆ Escape Fist: 1d20 + 21 - 8 - 1 ⇒ (20) + 21 - 8 - 1 = 32 Critical success, he escapes and can Stride 5 feet. Which he does... which triggers Tokoyo's Reactive Strike, which misses. Though he does use his Nimble Dodge, so that's spent already.
He takes the persistent damage. Persists?: 1d20 ⇒ 8
Frightened ticks down.

Phaedro, Savannah, and Eigensspace's turns. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28-29, 118 damage (bloodied, persistent bleed 10, Off-Guard to Phaedro, reaction used)
Phaedro AC 26, 61/120 HP (Stretching Reach)
Savannah AC 29, 148/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP (discomfiting whispers)
Green Kuen AC 27-28, 122 damage (bloodied, armor broken)
Tokoyo AC 28, 94/138 HP (reaction used)


DA7 | Male (he/him) kayal (wisp) animist 10 | AC 28 | max HP 128 | P+19 F+18, R+17, W+20 | DV, 30' | Explore: Search | Apparition 1st (2/2), 2nd (2/2), 3rd (2/2), 4th (1/1), 5th (1/1) | Prepared 1st B [ ] F [ ] SL [ ] SB [ ] MR [ ] H [ ] F [ ] DW [ ] VB [X], SU [X] | Focus: 3/3 | Hero: 1/3 | Active Conditions: see the unseen, vital beacon (5d10)

◆ Sustain Discomfiting Whisper

◆ Tumble Through S, W.

Tumble Through (Acrobatics): 1d20 + 22 ⇒ (17) + 22 = 39 vs Reflex DC
Dagger: 1d20 + 18 ⇒ (17) + 18 = 35
Piercing: 2d4 + 3 ⇒ (1, 1) + 3 = 5

◇ Trip

Trip (Acrobatics), MAP: 1d20 + 22 - 5 ⇒ (17) + 22 - 5 = 34 vs Reflex DC

◆ Shield

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

"Tell us what you know about the Time Stealer!"

Phaedro sends a grappling hook flying Purple's way - non-lethally, aimed at his groin.

Thundering Returning Combat Grapnel (P; finesse, grapple, tethered, thrown 20-ft) w/ Non-lethal (-2) vs Purple (OG): 1d20 + 20 ⇒ (3) + 20 = 232d6 + 6 ⇒ (3, 2) + 6 = 111d6 ⇒ 2

He continues to pin down Green, and launches a second, wild shot at Purple!

Grapple (Athletics, M) w/ Horns (+1) w/ MAP (-4 Audacious) vs Green (Fort DC): 1d20 + 21 + 1 - 4 ⇒ (13) + 21 + 1 - 4 = 31

~) ⛨ 26, 27 vs reactions, or 28 mobility / scramble, ♥️ 61/120
◆) Strike vs Purple
◆) Daring Stunt vs Green (Decline Stride/Leap but + Grapple)
~) Adrenaline
◆) Strike vs Purple
↺) Scrambling Retreat (+2 AC; Phaedro will decline the Stride sub-action of this ability to stay Grappling)

Thundering Returning Combat Grapnel (P; finesse, grapple, tethered, thrown 20-ft) w/ Non-lethal (-2) w/ MAP (-8) vs Purple (OG): 1d20 + 20 - 2 - 8 ⇒ (13) + 20 - 2 - 8 = 232d6 + 6 ⇒ (4, 2) + 6 = 121d6 ⇒ 1


Pathfinder Provisions ◆◇↺

Eigensspace slips past the chef and knocks him to the floor once more.
39 is a success against his Reflex DC.
↺ Nimble Dodge, though 35 still hits.
34 is also a success against his Reflex DC.

Neither of Phaedro's attacks quite connect, but he does pin the one on the floor down a little more.
23 is a miss.
31 is a successful grapple.
23 is also a miss.

Savannah's turn. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28-29, 118 damage (bloodied, persistent bleed 10, Off-Guard to Phaedro, reaction used)
Phaedro AC 26, 61/120 HP (Stretching Reach, Grabbing Green)
Savannah AC 29, 148/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP (discomfiting whispers)
Green Kuen AC 27-28, 127 damage (bloodied, armor broken, reaction used, prone, grabbed by Phaedro)
Tokoyo AC 28, 94/138 HP (reaction used)


Female Half Elf | Field Medic | Monk Lvl 10 | Eldritch Archer Dedication | Cleric Dedication | Arcane Spells: -/1/1/1/ | Divine Spells: -/1/1/1/ | HP 148/148 | AC 29 | F/R/W/P: 19/18/18/18 | 40 feet (45 in Stoked Flame Stance) | Class DC 25 | Cleric Spell DC 28 | Exploration Activity: Scout | Hero Points: 1/3 | Medicine(M)/Acrobatics(M): +20, Athletics: +15, Arcana/Crafting/Nature/Religion/Stealth/Survival/Warfare Lore: +14 | ◈◇↺

Savannah looses another pair of arrows at Purple.

+2 Striking Corrosive Composite Longbow, 100' range, 30' Volley: 1d20 + 20 - 2 ⇒ (18) + 20 - 2 = 36 for Piercing: 2d8 + 3 ⇒ (8, 3) + 3 = 14 plus Acid: 1d6 ⇒ 2
+2 Striking Corrosive Composite Longbow, 100' range, 30' Volley, MAP: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17 for Piercing: 2d8 + 3 ⇒ (8, 2) + 3 = 13 plus Acid: 1d6 ⇒ 4

If 36 is a crit; Deadly: 1d10 ⇒ 6
Acid Damage vs Armor/Shield: 3d6 ⇒ (2, 5, 4) = 11

if the 36 is a crit: total damage - 38 to Fa, 11 acid to his armor, he's also pinned to the deck by the arrow (DC 10 Athletics to pull it out)

She switches out her bow for her kusarigama and moves up to Fa.

◈ Flurry
◈ Switch Weapons
◈ Stride


Pathfinder Provisions ◆◇↺

"We didn't kill any time stealer!" The briefest of pauses. "Or anybody else, and you can't prove that!"
Savannah's first arrow hits. It's a bad injury that could have been worse. The second shot, though, is not close. It hits a pan on the stove. The sound isn't even that impressive, rather dull because the pan is full of water.
36 is a hit. 17 is a critical failure.

The man in green stands and strains against both Phaedro and Eigensspace's spell. He manages to slip away, looking worse for the wear.
Kuen Will: 1d20 + 16 ⇒ (8) + 16 = 24 failure
◈ Stand
◈ Escape Fist: 1d20 + 21 ⇒ (18) + 21 = 39 and Fist: 1d20 + 21 ⇒ (5) + 21 = 26 Failure, so he takes void damage: 3d6 ⇒ (2, 2, 6) = 10 from discomfiting whisper
◈ Escape Fist: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37 Critical success, he escapes and Strides 5 ft can't Stride 5 ft because he's in difficult terrain

Tokoyo's turn. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28-29, 134 damage (bloodied, persistent bleed 10, Off-Guard to Phaedro)
Phaedro AC 26, 61/120 HP (Stretching Reach, Grabbing Green)
Savannah AC 29, 148/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP (discomfiting whispers)
Green Kuen AC 27-28, 137 damage (bloodied, armor broken)
Tokoyo AC 28, 94/138 HP

Horizon Hunters

Female Sailfish Merfolk Slayer 10 |♥️ 94/138| AC 28| Battle Meds Cooldown □ | Shore Gift Speed 30 | Scout (Init + 21) |Slayer DC 29 |Monster Lore + 20|Society + 21 |F+18 E R+16 E W+20 M (S>CS) | Perc+20 M (Low-Light)| Quarry: Many Mouthed Thing|Instant Enmity □ | Legs ☑| Hero 1|Trophy: Blade - Time Dragon (Force)| ✋✋ +2 Striking Fearsome Ghost Touch Wounding Fauchard| Status: Search

"We have got to take these guys alive so we can ask them questions. A shame that I'm not built to do that." Tokoyo grumbles as she moves into flanking with Phaedro against Green and starts kicking him into unconsciousness.

Strike with Unarmed attack vs Off-Guard Green: 1d20 + 19 ⇒ (18) + 19 = 37
Bludgeoning, Weapon Specialisation: 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Strike with Unarmed attack vs Off-Guard Green, MAP1: 1d20 + 19 - 4 ⇒ (3) + 19 - 4 = 18
Bludgeoning, Weapon Specialisation: 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8

◆ Stride 15 feet under difficult terrain, ◆ Strike with Unarmed Attack, ◆ Strike with Unarmed Attack. If my first attack knocked Green unconscious, I'd Stride up to 10 feet from Purple to set up the Flank.


Pathfinder Provisions ◆◇↺

Tokoyo kicks one of the chefs out before moving to pursue the other.
I think you're standing in the counter there, but that's a crit without Off-Guard anyway. And Green is down.

He falls back against, darting to one side before quickly switching directions. Savannah sees exactly what he's trying to do, but he still manages to catch her with his knife.
◆ Stride
◆ Feint Deception: 1d20 + 14 ⇒ (5) + 14 = 19 Critical. He's Off-Guard to Savannah's melee attacks.
◆ Strike shortsword: 1d20 + 22 ⇒ (9) + 22 = 31 hit for piercing damage: 1d6 + 11 ⇒ (6) + 11 = 17
He takes persistent damage. Persists?: 1d20 ⇒ 20

All PCs' turns. The slippery floor of the kitchen is difficult terrain.
Initiative:
Purple Fa AC 28, 144 damage (bloodied, Off-Guard to Phaedro and Savannah)
Phaedro AC 26, 61/120 HP (Stretching Reach, Grabbing Green)
Savannah AC 29, 131/148 HP (Monastic Archer Stance)
Eigensspace AC 28, 128/128 HP (discomfiting whispers)
Tokoyo AC 28, 94/138 HP


Female Half Elf | Field Medic | Monk Lvl 10 | Eldritch Archer Dedication | Cleric Dedication | Arcane Spells: -/1/1/1/ | Divine Spells: -/1/1/1/ | HP 148/148 | AC 29 | F/R/W/P: 19/18/18/18 | 40 feet (45 in Stoked Flame Stance) | Class DC 25 | Cleric Spell DC 28 | Exploration Activity: Scout | Hero Points: 1/3 | Medicine(M)/Acrobatics(M): +20, Athletics: +15, Arcana/Crafting/Nature/Religion/Stealth/Survival/Warfare Lore: +14 | ◈◇↺

Savannah hisses in pain at the strike. She returns the favor, whipping the bladed part at Fa's legs, in an attempt to trip him.

+1 Kusarigama, Trip, 10' reach vs Reflex DC: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 32
Assuming he faceplants

She then whips the blade at him twice.

+1 Striking Vitalizing Kusarigama, 10' reach, MAP, OG: 1d20 + 13 ⇒ (8) + 13 = 21 for Slashing: 2d8 + 5 ⇒ (1, 5) + 5 = 11
+1 Striking Vitalizing Kusarigama, 10' reach, MAP 2+, OG: 1d20 + 8 ⇒ (2) + 8 = 10 for Slashing: 2d8 + 5 ⇒ (4, 6) + 5 = 15

◈ Trip
◈◈ Flurry of Whiffs


DA7 | Male (he/him) kayal (wisp) animist 10 | AC 28 | max HP 128 | P+19 F+18, R+17, W+20 | DV, 30' | Explore: Search | Apparition 1st (2/2), 2nd (2/2), 3rd (2/2), 4th (1/1), 5th (1/1) | Prepared 1st B [ ] F [ ] SL [ ] SB [ ] MR [ ] H [ ] F [ ] DW [ ] VB [X], SU [X] | Focus: 3/3 | Hero: 1/3 | Active Conditions: see the unseen, vital beacon (5d10)

Eigensspace sustains his Discomfiting Whispers, and then moves up. With difficult terrain, he'll need two Strides, and I'm intentionally ending my turn away from allies so they don't get with Discomfiting Whispers.

Horizon Hunters

| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

"We need you alive!"

Thundering Returning Combat Grapnel (P; finesse, grapple, tethered, thrown 20-ft) w/ Non-lethal (-2) vs Purple (OG): 1d20 + 20 - 2 ⇒ (14) + 20 - 2 = 322d6 + 6 ⇒ (1, 6) + 6 = 131d6 ⇒ 5
Thundering Returning Combat Grapnel (P; finesse, grapple, tethered, thrown 20-ft) w/ Non-lethal (-2) w/ MAP (-5) vs Purple (OG): 1d20 + 20 - 2 - 5 ⇒ (4) + 20 - 2 - 5 = 172d6 + 6 ⇒ (5, 4) + 6 = 151d6 ⇒ 4
Thundering Returning Combat Grapnel (P; finesse, grapple, tethered, thrown 20-ft) w/ Non-lethal (-2) w/ MAP (-10) vs Purple (OG): 1d20 + 20 - 2 - 10 ⇒ (2) + 20 - 2 - 10 = 102d6 + 6 ⇒ (6, 2) + 6 = 141d6 ⇒ 4

~) ⛨ 26, 27 vs reactions, or 28 mobility / scramble, ♥️ 61/120
◆◆◆) Strike x3
↺) Scrambling Retreat (+2 AC; Phaedro will decline the Stride sub-action of this ability to stay Grappling)

Horizon Hunters

Female Sailfish Merfolk Slayer 10 |♥️ 94/138| AC 28| Battle Meds Cooldown □ | Shore Gift Speed 30 | Scout (Init + 21) |Slayer DC 29 |Monster Lore + 20|Society + 21 |F+18 E R+16 E W+20 M (S>CS) | Perc+20 M (Low-Light)| Quarry: Many Mouthed Thing|Instant Enmity □ | Legs ☑| Hero 1|Trophy: Blade - Time Dragon (Force)| ✋✋ +2 Striking Fearsome Ghost Touch Wounding Fauchard| Status: Search

Tokoyo strides up to the last guy and starts kicking him until he's down.

"Sorry about this, but we've got 50 minutes and we need your information."

Unarmed Strike vs Off-Guard Purple: 1d20 + 19 ⇒ (14) + 19 = 33
Bludgeoning, Non-lethal: 2d4 + 5 + 2 ⇒ (4, 3) + 5 + 2 = 14

Unarmed Strike vs Off-Guard Purple, MAP 1: 1d20 + 19 - 4 ⇒ (12) + 19 - 4 = 27
Bludgeoning, Non-lethal: 2d4 + 5 + 2 ⇒ (4, 2) + 5 + 2 = 13

◆ Stride, ◆ Strike, ◆ Strike

Reactive Strike:

Unarmed Strike vs Off-Guard Purple: 1d20 + 19 ⇒ (8) + 19 = 27
Bludgeoning, Non-lethal: 2d4 + 5 + 2 ⇒ (1, 2) + 5 + 2 = 10


1 person marked this as a favorite.
Pathfinder Provisions ◆◇↺

Savannah doesn't manage to injure the chef, though she does send him to the floor. Where Phaedro knocks him out.

Once they are restrained and revived, they're perfectly willing to talk.
They are brothers, and their names are Fa and Kuen. They are totally innocent, and have no idea why anybody would be trying to arrest them, which is why they assumed anybody entering their kitchen must be trying to arrest them.
They totally didn't commit all those murders. They aren't aware of any murders, anyway! They are definitely not hired assassins, who took a job that let them stay belowdecks on a boat where nobody would ever see their faces because they're trying to stay under cover until the heat from their latest crimes cools down. They definitely have experience running a commercial kitchen and are not at all overwhelmed by the volume. Besides which, they're perfectly good cooks (this part, at least, is demonstrably true)!

They may be master assassins, but master criminals they are not. They also don't seem to have anything to do with, nor any awareness of, the time loop.

Eigensspace does detect magic from the large cupboard on the side of the kitchen. Specifically from the box full of very sharp and haphazardly arranged assortment of kitchen implements.

Horizon Hunters

Female Sailfish Merfolk Slayer 10 |♥️ 94/138| AC 28| Battle Meds Cooldown □ | Shore Gift Speed 30 | Scout (Init + 21) |Slayer DC 29 |Monster Lore + 20|Society + 21 |F+18 E R+16 E W+20 M (S>CS) | Perc+20 M (Low-Light)| Quarry: Many Mouthed Thing|Instant Enmity □ | Legs ☑| Hero 1|Trophy: Blade - Time Dragon (Force)| ✋✋ +2 Striking Fearsome Ghost Touch Wounding Fauchard| Status: Search

"So, you lot know nothing, attacked us for no reason and wasted our time." Tokoyo sighs. "Captain, leave these fools to their fate and we can go elsewhere." She turns to the others. "Anything else useful in this room?"

Horizon Hunters

1 person marked this as a favorite.
| Ghost Bull Minotaur Aspiring Free Captain Gymnast Swashbuckler 10 | hero 2/2 | ⛨ 26, 27 vs reactions, or 28 mobility / scramble | ♥️ 120 | Saves @ 17**`/22***`/17**` | Perception @ 18*** w/ Darkvision | Explore ➤ Search | ◆◇↺

Phaedra nods to Tokoyo.

And throws the not-assassins overboard, through the garbage chute!

He turns to his crew ”Now what?”


DA7 | Male (he/him) kayal (wisp) animist 10 | AC 28 | max HP 128 | P+19 F+18, R+17, W+20 | DV, 30' | Explore: Search | Apparition 1st (2/2), 2nd (2/2), 3rd (2/2), 4th (1/1), 5th (1/1) | Prepared 1st B [ ] F [ ] SL [ ] SB [ ] MR [ ] H [ ] F [ ] DW [ ] VB [X], SU [X] | Focus: 3/3 | Hero: 1/3 | Active Conditions: see the unseen, vital beacon (5d10)

Eigensspace actually doesn't have detect magic prepared. Does that change anything? If not, he'll investigate the cabinet and try to find the magical item.


Pathfinder Provisions ◆◇↺

Oh, huh. Why did I think that was someone's listed exploration tactic?

The small storage space is crammed with food, spices, and cooking implements, as well as several poorly organized crates. Space has been made to accommodate two hammocks.

There are two other doors, to the private dining room (which appears to be locked with a combination lock) and the office.

Horizon Hunters

Female Sailfish Merfolk Slayer 10 |♥️ 94/138| AC 28| Battle Meds Cooldown □ | Shore Gift Speed 30 | Scout (Init + 21) |Slayer DC 29 |Monster Lore + 20|Society + 21 |F+18 E R+16 E W+20 M (S>CS) | Perc+20 M (Low-Light)| Quarry: Many Mouthed Thing|Instant Enmity □ | Legs ☑| Hero 1|Trophy: Blade - Time Dragon (Force)| ✋✋ +2 Striking Fearsome Ghost Touch Wounding Fauchard| Status: Search

"Well, that's unfortunate. We'll need to explain and somehow convince Mr Rui that his chefs were assassins." She looks at the stab wound on her side and winces. "Anyone have any fast way to heal? Otherwise, we will have to use up precious time for wound treating." Tokoyo asks the others.

Pointing at the office, she says; "That's probably the quickest location to check out - unless any one of you are good at picking or busting locks open."


Pathfinder Provisions ◆◇↺

I'm going to assume that all'a that takes at least 10 minutes, unless you'd like to do more than 10 minutes of healing and such.

Loop 1: 40 minutes (or less) remain

This makeshift office contrasts the splendorous facade of the rest of the boat, simple and functional. Crates of research materials are strewn about and book stacks line the shelves.

It is clear that Rui has been splitting his time pretty evenly between running his restaurant and studying ritual magic. But the office is disheveled, and finding relevant documents might take a bit of digging...

You can search the office for relevant documents with 20 minutes and a Perception check or (notably easier) Society check. There's more than one clue to find, so don't feel that multiple characters searching would be redundant.

Horizon Hunters

Female Sailfish Merfolk Slayer 10 |♥️ 94/138| AC 28| Battle Meds Cooldown □ | Shore Gift Speed 30 | Scout (Init + 21) |Slayer DC 29 |Monster Lore + 20|Society + 21 |F+18 E R+16 E W+20 M (S>CS) | Perc+20 M (Low-Light)| Quarry: Many Mouthed Thing|Instant Enmity □ | Legs ☑| Hero 1|Trophy: Blade - Time Dragon (Force)| ✋✋ +2 Striking Fearsome Ghost Touch Wounding Fauchard| Status: Search

Society to Search: 1d20 + 21 ⇒ (2) + 21 = 23

Tokoyo does her best to search for a book, but the wound in her side hurts too much and distracts her.

"Why...why would a restauranter also be a user of ritual magic? Last time I checked, you didn't need magic to cook good food." Tokoyo grumbles, hand still clutched at her side.


Female Half Elf | Field Medic | Monk Lvl 10 | Eldritch Archer Dedication | Cleric Dedication | Arcane Spells: -/1/1/1/ | Divine Spells: -/1/1/1/ | HP 148/148 | AC 29 | F/R/W/P: 19/18/18/18 | 40 feet (45 in Stoked Flame Stance) | Class DC 25 | Cleric Spell DC 28 | Exploration Activity: Scout | Hero Points: 1/3 | Medicine(M)/Acrobatics(M): +20, Athletics: +15, Arcana/Crafting/Nature/Religion/Stealth/Survival/Warfare Lore: +14 | ◈◇↺

Savannah patches up everyone while they search.

Healing, 20 minutes, Assurance, DC 20: 4d8 + 20 ⇒ (1, 2, 1, 1) + 20 = 25

Ward medic - 4 patients at a time; She also has Continual Recovery

Savannah - 100%
Tokoyo - 119/138
Phaedro - 86/120
Eiggenspace - 100%

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