GM Peachbottom |
Early the following morning, about an hour before dawn, you are awakened by the Sun Shaman, who asks you to follow him. He, along with a trio of thundercallers, escorts you out through the spike stones in silence and takes you east across the Cinderlands on a 20-minute walk to a site known as Bolt Rock, a small mesa of spiritual significance to the Sun Clan.
Trinia explains along the way, "During storms, the large quantities of iron ore in the rock here attract numerous lightning bolts, and as a result the place has become one of particular obsession for the Sun Shamans, who often ascend Bolt Rock during storms to experience the fury."
A single ledge winds up to the westernmost flat-topped area of Bolt Rock, a plateau that sits about 30 feet above the surrounding plain. A second ledge leads up higher to a second miniature mesa, this one 40 feet above the ground.
Once you are at the foot of the plateau, the Sun Shaman explains, "For the Trial of the Totems, would-be Sklar-Quah must erect fired-clay pylons called sun totems atop Bolt Rock."
You can see the sun totems nearby. Each totem is 10 feet tall, and the sides are decorated with numerous sigils sacred to the Sklar-Quah. The lower portion of each totem is rounded. When not in use, they’re stored in square stone pods at the base of Bolt Rock.
"In the trial, each prospective clan member is represented by a specific sun totem." The Sun Shaman directs you to each select a totem as your own and then explains, "As a group, you will have 1 hour to carry these totems up to the lower tier of Bolt Rock and erect them in circular depressions in the ground there. You must then keep the totems upright for a day. At the next sunrise, you must move all of your totems up to the highest mesa, again, within 1 hour, and must keep them upright in another set of depressions found there for an additional day. When the sun rises on the third day, any totem still standing grants the person who kept it upright Sklar-Quah citizenship."
The Sun Shaman goes on to explain, "While no food or water will be brought to you for the 2 days you must remain atop Bolt Rock, you are welcome to provide your own. Likewise, you are welcome to use magic or whatever means you have at your disposal to aid in keeping your sun totems upright for the 2 days, as long as the magic does not change or damage the totems or the structure of Bolt Rock in any way. Bolt Rock is clearly visible from Flameford, and many eyes will be turned eastward for the next 2 days. At night, the totems glow with their own radiance, the result of minor magical enhancements placed on the totems that enable those in Flameford to see even on darkest nights whether the totems still stand."
The trial explained, the Sun Shaman returns to Flameford to rest, and the you are on their own.
Trinia tells you, "As much as I want to hear what the Sun Shaman has to say first-hand, I will not be participating in this trial. I will return with the Sun Shaman to Flameford and will be cheering you on from there. Good luck."
As soon as the sun rises, the you have 1 hour to select your totems and carry them up onto the westernmost tier of Bolt Rock above. Though each totem is hollow, they’re still quite heavy at 500 pounds apiece. A character with a Strength of 10 can barely manage to drag one of these totems; a character with a Strength of 17 or higher can lift the totem off the ground and stagger around with it at a speed of 5 feet. Characters who are unable to transport their totems alone must rely on aid. There is no penalty for not being able to carry one’s own totem, and indeed, the teamwork required for this trial is a valuable part of the lesson. Any character can anchor a totem and push it into an upright position as long as he can drag 500 pounds.
Once a totem is upright, the shallow concavity and rounded base of the totem help stabilize it, but without someone on hand at all times to keep the totems balanced, a totem will eventually topple. Holding a totem in place requires a successful DC 12 Strength check every 6 hours. A character can take 10 on this check, but on a failed check the totem begins to lean precariously. At this point, a DC 16 Strength check is required to stabilize the totem. If this second check fails, the totem topples and takes 3d6 points of damage. As long as the totem isn’t broken, it can be lifted back into place, but once a totem shatters, that character can no longer become one of the Sklar-Quah.
Keeping the totems upright for 2 days is a perilous task in and of itself, but unfortunately for you, several other factors combine to make the trial even more arduous, including exhaustion and thirst.
A new map is up called Bolt Rock. There is no initiative for this, it is just for visuals...for now. The squares are 10 ft. squares instead of the normal 5 ft. (I think they are technically supposed to be 5 ft. squares, but I thought the area was way to small, so I'm making it bigger.
Ayako |
Ayako wakes and listens to the Sun Shaman describe their ordeal and sighs. Looking at the stone totems they must move up makes her cringe and consider her thin arms. Perhaps Fluffy can help drag them up? Any creatures I can summon would not be here long enough to drag them up. Ayako strips off her dark clothing so she wouldn't topple over in the heat. How about we all concentrate on one totem at a time and move it up and then head back down for the next? Then we can prop them up one at a time, I can use summoned creatures to prop them up long enough. Ayako will help Iolana for certain move her totem.
Iolana Altumas |
The night before.
Iolana will offer to teleport Akram and the boneslayers away from the area if they wish. I would save you the journey my friend."
"Might not be a bad idea. Our own tribe. Then they would have to talk to us."
At the test
Iolana listens to the challenge and sighs. It would be holding up sticks for days and days. When the group is alone. "I wouldn't put it past Khonar or someone from the tribe to try to sabotage us while we do this test. We need to watch for that just in case."
"I have eight uses of enlarge person. That should help. Who wants to get big?" She casts it on herself. "I can also make us move faster."
Enlarge person. Do we want Haste?
Tyrandro Amprei |
"I would say save your magic for the hard part. This is strenuous but I think it's manageable. We'll have to go two times if always two together carry one totem. But the way doesn't seem to be that far." Tyrandro comments. "Fluffy would for sure be able to carry one. But he has a serious lack of hands and I have no idea how to quickly strap such a thing to his back."
"Wouldn't tat be considered dishonourable if Krojun interfered?"
Tyrandro selects a totem whose sigils looks remotely like a wolf and starts dragging it uphill. "But where do we get enough water for all that time?"
Levitate would help a lot here. Also it sucks that no one of the whole group can take ten on the checks. Well, Fluffy can. But that looks like only a few of us will become new members of the tribe. Featherfall could also help preventing the totems to shatter if they fall.
GM Peachbottom |
Iolana will offer to teleport Akram and the boneslayers away from the area if they wish. I would save you the journey my friend."
Akram will accept your offer to teleport them.
Now that I think about it: Didn't we have a decanter of endless water?
Yes you do. That effectively solves your thirst problem.
Feel free to adjust with any spells or actions you might want. I'll let you guys make your own rolls for this challenge. I'll help roll for anyone who can't post by my next post the next day. We'll start with just day 1.
Holding up the totem: You need to make a roll every six hours. We'll say the trial started at 6 am, so you need to make four rolls; one for 12 pm, 6 pm, 12 am, and 6 am. The Str DC is 12. If you fail, you can make a second Str check DC 16 to prevent it from falling over. If you want to use summon monsters or Str boosting spells, you can, but will need to expend 1 casting for each check since they are 6 hours apart. Tyrandro has a +2 Str bonus, so he can make Str 12 checks by taking 10. Tunstall can aid another character holding up the totem, if Tyrandro doesn't need it.
Exhaustion: Weather is hot, so you need to make a save each hour. Wearing any armor or heavy clothing gives a -4 penalty to the check. I don't know how many endure elements spells you have, if any. If cast, it can prevent a character from needing to save against the heat for the duration of the spell. The Fort DC is 15+1 for each previous hour. If you fail, you take 1d4 non-lethal damage and become fatigued. Fatigued gives a -2 Str and Dex penalty, so will affect your Str check rolls to hold up the totems. If you have the Survival skill, you can make a Survival DC 15 check to gain a +4 bonus on these Fort saves. For each point above 15, you can grant this bonus to an additional character. One Survival check last for 24 hours. Since you need to make this check each hour, you'll need to make 24 checks for day 1, unless protected. Animal companions also need to make these checks.
Your characters can take 5-10 min breaks without worrying about the totem falling, so you can easily pass the decanter of endless water around without an issue and do not need to worry about dehydration. Characters can go 3 days without food, so you don't need to worry about eating, but you can take snacks or meals if you like.
Ayako |
We do have one with 23 charges!
Ayako huffs and puffs as she pushes her totem up with the help of others, making sure all are up. [b]I will use this wand to help us endure the heat and will set up a small shelter with Tyrando's help so we can take some breaks out of the sun.
Mushu bravely guards their supplies under the shelter
Ayako will use Summon Monster 3 to call up 1d3 Small Earth Elementals to aid others in steadying their totems.(4 castings used)
Ayako will also pass around the wand to help keep everyone cool and make a wallow for Mushu with the decanter so he can keep cool in the mud.
Tyrandro Amprei |
Survival: 1d20 + 10 ⇒ (12) + 10 = 22
Magic is all good, but just in case, a little shelter against the sun isn't bad either. "That is an interesting course of events. If we fail to get rid of the Queen we at least have a new home. Who is up for a life in the Cinderlands?" Tyrandro asks the irony thick in his voice.
Take 10 on the Str checks
I wonder why 24 rolls. I suppose the sun goes down in the cinderlands too after about 12 hours. Does someone have lesser restoration? For not sleeping will also cause fatigue sooner or later.
Tunstall |
Fluffy lays down in the shadow. It is definitely too warm, but the activity is to his liking. Lying there and sleeping all day. Well, not all day. Every now and then he gets compelled to help adjust these fake tree toilets that he is not even allowed to use.
Fort Save: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18
Aid Another Str: 1d20 + 6 ⇒ (10) + 6 = 16
Iolana Altumas |
Iolana happily takes the Endure Elements Spell. I have one potion of lesser restoration. This is going to be terrible. In my clan all you have to do is lift purses. There's no standing outside for three days."
She lifts her totem up with help, and stands as tall as she can. Which is fairly tall since the Enlarge person Spell is on her.
Strength Check: 1d20 ⇒ 1
The totem starts to topple. Can she catch it?
Strength: 1d20 ⇒ 12
No she doesn't even with Fluffy's help. It crashes to the ground.
Damage: 3d6 ⇒ (4, 3, 2) = 9
She picks it up and begins again.
Strength: 1d20 ⇒ 20
Strength: 1d20 ⇒ 20
Strength: 1d20 ⇒ 5
She manages to hold it up for most of the day, and then it slips again. Can she save it?
Strength: 1d20 ⇒ 5
It's not looking good for our sorcerer.
No it crashes down again.
Damage: 3d6 ⇒ (6, 6, 6) = 18
Tyrandro Amprei |
Tyrandro looks at Ayako with dismay searching for some irony or cynism in her words. "You could as well kill yourself. That would account to an equal amount of joy in your life as living in Kaer Maga." He'd never thought that the Cinderlands might look like a good place to live. But it depends to which alternatives you compare it.
Seeing Iolana struggle and fail with her totem causes Tyrandro pain. "Aargh, no. Not again. I'm really hoping you will be the one talking to that shaman later. What's his name?"
Sebastian Merrin |
With his totem standing in the air, Sebastian tries to position himself in the shadow of the pole. Leaning against it, he gives Tyrandro a quizzical glance as the man talks about living in the Cinderlands. "Tyrandro, I'm surprised at you. Where does this newfound respect for the Shoanti come from? Have you already picked out a girl? I saw a number of them eyeing you. They looked hungry."
Around noon, Sebastian realizes that he's getting hungry. The sun is directly overhead, exposing him to its full fury. His eyes get heavy and it's all he can do not to fall asleep when suddenly his totem starts falling over.
Str check DC 12: 1d20 + 1 ⇒ (13) + 1 = 14 6 AM pass.
Str check DC 12: 1d20 + 1 ⇒ (7) + 1 = 8 Noon fail.
Str check DC 16: 1d20 + 1 ⇒ (14) + 1 = 15 Noon fail without an aid.
Str check DC 12: 1d20 + 1 ⇒ (10) + 1 = 11 6 PM fail without an aid.
Str check DC 16: 1d20 + 1 ⇒ (5) + 1 = 6 6 PM fail.
Str check DC 12: 1d20 + 1 ⇒ (15) + 1 = 16 Midnight pass.
I'm not sure how we're handling these aids, if there's time to react or not. On noon DC 16 and the 6 PM DC 12, I just need one successful aid another check and I'll pass. Or, if there's any way for Sebastian to magically get a +1 or +2 Str enhancement, he'll be able to take 10.
GM Peachbottom |
I'm not sure how we're handling these aids, if there's time to react or not.
The aids are not reactive. You need to be aiding at the time the other person makes the check.
Ayako
I see Ayako summoning elementals, but I don't see her rolls for holding up her totem, so I'll roll them.
12 pm
Str check DC 12: 1d20 ⇒ 8
Str check DC 16: 1d20 ⇒ 19 - Success
6 pm
Str check DC 12: 1d20 ⇒ 11
Str check DC 16: 1d20 ⇒ 4 - Fail
Damage: 3d6 ⇒ (6, 4, 3) = 13
12 am
Str check DC 12: 1d20 ⇒ 4
Str check DC 16: 1d20 ⇒ 3 - Fail
Damage: 3d6 ⇒ (2, 3, 3) = 8
6 am
Str check DC 12: 1d20 ⇒ 1
Str check DC 16: 1d20 ⇒ 19 - Success
The pillars have hardness 6.
Ayako drops the sun totem twice. He pillar takes 9 damage. It is still in decent shape.
Iolana
12 pm
Check DC 12 = 1 + 2 aid
Check DC 16 = 12 +2 aid - Fail
6 pm
Check DC 12 = 20 (aid failed) - Success
12 am
Check DC 12 = 20 (aid failed) - Success
6 am
Check DC 12 = 5
Check DC 16 = 5 (no aid) - Fail
Iolana also drops her sun totem twice. Her pillar takes 15 damage. It has a big crack in it but has not broken.
Sebastian
12 pm
Check DC 12 = 14 +2 aid - Success
6 pm
Check DC 12 = 8 +2 aid
Check DC 16 = 15 +2 aid - Success
12 am
Check DC 12 = 11 (aid failed)
Check DC 16 = 6 - Fail
Damage: 3d6 ⇒ (2, 3, 5) = 10
6 am
Check DC 12 = 16 (no aid) - Success
Sebastian drops his totem once. It takes 4 damage.
Tyrandro
Tyrandro holds up his pillar with ease. While the others bend and slip, Tyrandro stands strong as an an yielding rock.
Tyrandro did not specify who Tunstall is aiding. He'll also need to make an aid check for each of the 4 rolls. I'll still allow Tyrandro to assign Tunstall to someone to aid. If it makes a difference and helps someone success, I'll retroactively fix the damage.
On the morning of the second day, Krojun returns from his therapeutic ride through the wilds and pays you a visit to see how you are doing. He struts around each of you and inspects your pillars. When he passes around Ayako, he pats her on the shoulder. He then awkwardly stares at you all silently for several minutes before grudgingly complimenting you. "You are lucky to have one another as nalharests (siblings)."
You can make your rolls for day 2. Something else happens during day 2 as well but make all four rolls now for convenience sake.
Iolana Altumas |
"The Sun Shaman? I'd like to learn from them. I wish I could make it snow. It's so hot." She tries to hold up her totem. She uses the last four uses of her Enlarge Person. "I don't know what I'm going to do on day three."
Strength 12: 1d20 + 0 ⇒ (10) + 0 = 10
Strength 6: 1d20 + 0 ⇒ (5) + 0 = 5
Strength 12: 1d20 + 0 ⇒ (1) + 0 = 1
Strength 6: 1d20 + 0 ⇒ (17) + 0 = 17
To save it from falling:
Strength 12: 1d20 + 0 ⇒ (14) + 0 = 14
Strength 6: 1d20 + 0 ⇒ (7) + 0 = 7
Strength 12: 1d20 + 0 ⇒ (9) + 0 = 9
Nope. I'm going to break their really big Lincoln log.
Ayako |
Ayako pants and groans during the day, sweat and dirt covers her and she makes use of the decanter to wash her face. Grimacing at the crack in the totem, she ponders raising walls of stone to prop them up. I wonder if the walls of stone are permanent or dismissable so I could use them to prop the totems up and then dismiss them so they leave no trace. Since Iolana's totem is the most damaged, we should concentrate on keeping it propped up.
When Krojun arrives to look them over, Ayako nods her head in acknowledgment of his half-hearted praise
Ayako |
Ayako sends summon monster 3: 1d3 ⇒ 1 an elemental to help Iolana
Str: 1d20 + 3 ⇒ (10) + 3 = 13
12pm roll: 1d20 ⇒ 11
Str check to catch: 1d20 ⇒ 13
damage: 3d6 ⇒ (3, 1, 6) = 10
6pm: 1d20 ⇒ 17
12 am: 1d20 ⇒ 19
6am: 1d20 ⇒ 19
Ayako manages to find some unnatural source of strength and keeps her pillar up. She will summon more elementals if people need help
Tyrandro Amprei |
Seeing the others struggle with the totem Tyrandro suggests "How about one of you takes fluffies belt of strength for the time of the test?"
With the casting of endure elements and his strength being enough to hold the totem up the task is bearable. "The Cinderlands are really beautiful. As a scenery, watched through a window from inside a magically cooled house. But I'd still rather lived here than hanging dead over a fence in Kaer Maga."
"As for the shoanti women I'm not sure if that would be a good idea. Their eying us was more outrage and condescending than everything else. But maybe holding up a 'totem pole' for three nights straight is the thing to earn their respect."
"But I get the impression that this land and its people seriously need to chill."
Sebastian Merrin |
After some deliberation, Sebastian accepts the belt. The added comfort of no longer struggling quite so much to keep the totem upright is balanced by being subject to the lingering smell of wolf. "When was the last time Fluffy had a bath?"
The relative ease of task leaves Sebastian free to exchange more chatter with Tyradro. "Oh, I don't know. I suspect somebody, somewhere in Kaer Maga could make hanging dead over a fence a wholly enjoyable experience."
Tyrandro Amprei |
"Exactly. That's why I don't want to be found there even dead." Tyrandro replies to Sebastian. "But I don't know what you're complaining about fluffy. His smell won't get any better than in this climate. I can assure you, you don't want to smell him when he is wet."
GM Peachbottom |
Day 2
At the start of the day, you gruelingly lift your sun totems out of their holes and drag them up to the second plateau. With the magical belt, Sebastian and Tyrando both hold up their totems without issue. Also, with the help of an elemental, Iolana keeps her totem up for the first portion of the day. Only Ayako, unfortunately, lets hers drop. Lucky, it only takes a minor crack.
As the afternoon of the second day of the trial draws toward night, you hear the rumbling sound of burrowing creatures approaching. When the sound draws near, you start to see dorsal fins periodically protruding above the ash and gravel of the surrounding earth. Since you've encountered these once before in the wilds, you can unmistakably identify the creatures as bulettes. And counting the methodically shortening circles around you, you determine that there must be six of these creatures.
2d4 ⇒ (2, 4) = 6
You have six rounds to prepare before the creatures attack.
Iolana Altumas |
Iolana quickly casts haste on the party. "I can try to freeze them if the get too close. Thoughts? Do we trust the totems will stay upright while we fight?"
GM Peachbottom |
I can raise walls of stone around the totems to protect them but that might violate what we need to do.
While some Shoanti are watching from a distance, the Sun Shaman only inspects the totems at the end. You will not be penalized for using a wall of stone. In fact, I think its a good idea, but I'm going to say you need to completely surround all four sides of a totem to keep it from falling, because the bulettes will be shaking the ground, so the totems can fall in any direction. The totems only occupy a 5 ft. square each. By my math, you can get two totems with 1 casting.(You can (10) 5 ft. squares at 10th level. 4 squares around 1 totem,
10 ft to the next totem, and 4 squares around a 2nd totem.)Is there enough looking out of them to shoot at?
Yes, you can attack the bulettes in the 6 rounds you have. The bulettes are actually, relatively close, about 50 ft. away. (Slowly circling closer 5 ft/round.) But they have improved cover while burrowing submerged in the ground. Their AC is 26 (22 + 4 cover). Touch AC 14.
Tyrandro Amprei |
Tyrandro still doesn't care about anything but full cover ;) So AC22 it is.
Having something to shoot at, Tyrandro starts losing arrows at tremendous speed, due to the haste. "You think they are clever and leave?" he asks the others.
Bow Haste: 1d20 + 16 ⇒ (1) + 16 = 171d8 + 12 + 1d6 ⇒ (5) + 12 + (6) = 23
Bow Rapidshot: 1d20 + 16 ⇒ (6) + 16 = 221d8 + 12 + 1d6 ⇒ (7) + 12 + (5) = 24 Hit
Bow Iterative: 1d20 + 11 ⇒ (13) + 11 = 241d8 + 12 + 1d6 ⇒ (8) + 12 + (1) = 21 Hit
Bow Manyshot: 1d20 + 16 ⇒ (14) + 16 = 302d8 + 24 + 2d6 ⇒ (3, 1) + 24 + (4, 2) = 34 Hit
Bow Haste: 1d20 + 16 ⇒ (3) + 16 = 191d8 + 12 + 1d6 ⇒ (4) + 12 + (1) = 17
Bow Rapidshot: 1d20 + 16 ⇒ (13) + 16 = 291d8 + 12 + 1d6 ⇒ (8) + 12 + (1) = 21 Hit
Bow Iterative: 1d20 + 11 ⇒ (3) + 11 = 141d8 + 12 + 1d6 ⇒ (5) + 12 + (1) = 18
Bow Manyshot: 1d20 + 16 ⇒ (4) + 16 = 202d8 + 24 + 2d6 ⇒ (3, 1) + 24 + (3, 6) = 37
Bow Haste: 1d20 + 16 ⇒ (2) + 16 = 181d8 + 12 + 1d6 ⇒ (4) + 12 + (1) = 17
Bow Rapidshot: 1d20 + 16 ⇒ (4) + 16 = 201d8 + 12 + 1d6 ⇒ (7) + 12 + (6) = 25
Bow Iterative: 1d20 + 11 ⇒ (1) + 11 = 121d8 + 12 + 1d6 ⇒ (4) + 12 + (2) = 18
Bow Manyshot: 1d20 + 16 ⇒ (3) + 16 = 192d8 + 24 + 2d6 ⇒ (8, 2) + 24 + (2, 1) = 37
Bow Haste: 1d20 + 16 ⇒ (19) + 16 = 351d8 + 12 + 1d6 ⇒ (2) + 12 + (6) = 20 Hit, Crit threat
Bow Rapidshot: 1d20 + 16 ⇒ (13) + 16 = 291d8 + 12 + 1d6 ⇒ (7) + 12 + (2) = 21 Hit
Bow Iterative: 1d20 + 11 ⇒ (14) + 11 = 251d8 + 12 + 1d6 ⇒ (4) + 12 + (5) = 21 Hit
Bow Manyshot: 1d20 + 16 ⇒ (18) + 16 = 342d8 + 24 + 2d6 ⇒ (2, 1) + 24 + (1, 6) = 34 Hit
Bow Haste: 1d20 + 16 ⇒ (3) + 16 = 191d8 + 12 + 1d6 ⇒ (8) + 12 + (4) = 24
Bow Rapidshot: 1d20 + 16 ⇒ (3) + 16 = 191d8 + 12 + 1d6 ⇒ (1) + 12 + (4) = 17
Bow Iterative: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 12 + 1d6 ⇒ (8) + 12 + (1) = 21
Bow Manyshot: 1d20 + 16 ⇒ (13) + 16 = 292d8 + 24 + 2d6 ⇒ (5, 6) + 24 + (4, 4) = 43 Hit
Bow Haste: 1d20 + 16 ⇒ (17) + 16 = 331d8 + 12 + 1d6 ⇒ (4) + 12 + (1) = 17 Hit
Bow Rapidshot: 1d20 + 16 ⇒ (15) + 16 = 311d8 + 12 + 1d6 ⇒ (6) + 12 + (5) = 23 Hit
Bow Iterative: 1d20 + 11 ⇒ (13) + 11 = 241d8 + 12 + 1d6 ⇒ (5) + 12 + (2) = 19 Hit
Confirm: 1d20 + 16 ⇒ (9) + 16 = 252d8 + 24 ⇒ (6, 8) + 24 = 38 Crit
Damage from hits: 34, 24, 21, 34, 21, 20+38, 21, 21, 34, 43, 17, 23, 19
GM Peachbottom |
Ayako surrounds the other two totems with a wall of force.
Wall of force can only be a flat plane. It can't be shaped to surround the totems like the wall of stone. With the wall of force on one side of the totems, I'll allow it to give aid to those holding up the remaining two totems, giving a +2 bonus on their Str checks.
During combat, someone needs to hold up the two totems with at least one hand. Doing so, gives that character a -4 penalty on attack rolls while holding it. A totem not held up by anyone has a percentage chance of toppling over. The totems can also be knocked over by the bulettes, so you should support them. The two surrounded by the wall of stone, are relatively safe, however. It is unlikely the bulettes will break it...but possible I suppose.
Tyrandro takes out three of the bulettes with expertly placed arrows while they are still circling. However, the bulettes aren't about to swim around like fish in a barrel and charge sooner than expected. Tyrandro kills three bulettes after the first four rounds of attacking, but the bulettes are going to charge at that point, giving you only four rounds to prepare and canceling Tyrandro's last two rounds of attacks as you now go into initiative.
Ayako: 1d20 + 4 ⇒ (11) + 4 = 15
Iolana Altumas: 1d20 + 4 ⇒ (17) + 4 = 21
Sebastian Merrin: 1d20 + 10 ⇒ (1) + 10 = 11
Tyrandro Amprei: 1d20 + 7 ⇒ (3) + 7 = 10
Bulettes: 1d20 + 6 ⇒ (9) + 6 = 15
Round 1
Active Effects: All PCs: Bless 10 min.; Iolana Mage Armor 10 hr.
Initiative
21 - Iolana
15 - Bulettes (1-3) (AC 22, T 10, FF 20)
15 - Ayako
11 - Sebastian
10 - Tyrandro
Iolana is up first. After Iolana, the 3 bulettes will be charging to the locations I put them on the map if the rest of you want to plan or post any actions. I'll do the bulettes after Iolana goes.
Tyrandro Amprei |
"Great, only half stupid." Tyrandro sighs as the bulettes turn for the direct approach. Tyrandro takes the chance to get attacked for his recklessness and simply ends the beast in front of him.
Remaining shots at Ayako's bulette
Bow: 1d20 + 17 ⇒ (18) + 17 = 352d8 + 26 + 2d6 ⇒ (7, 5) + 26 + (5, 5) = 48
Bow: 1d20 + 17 ⇒ (10) + 17 = 271d8 + 13 + 1d6 ⇒ (1) + 13 + (5) = 19
Bow: 1d20 + 17 ⇒ (7) + 17 = 241d8 + 13 + 1d6 ⇒ (7) + 13 + (2) = 22
Bow: 1d20 + 12 ⇒ (20) + 12 = 321d8 + 13 + 1d6 ⇒ (2) + 13 + (6) = 21
Confirm: 1d20 + 12 ⇒ (1) + 12 = 13
Iolana Altumas |
Iolana fires her Rays of Cold at the bulette next to Sebastian.
Ranged Touch: 1d20 + 8 ⇒ (15) + 8 = 23
Cold Damage: 4d6 ⇒ (3, 2, 1, 1) = 7
Ranged Touch: 1d20 + 8 ⇒ (6) + 8 = 14
Cold Damage: 4d6 ⇒ (1, 4, 4, 1) = 10
Ayako |
Round 4 prep
Ayako casts Blessing of Fervor on everyone Mushu! Pack!
Mushu darts into Ayako's haversack.
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
GM Peachbottom |
Round 1
The bulettes are huge targets and Iolana easily hits one of them with two rays of cold as it charges. Bulette 3 takes 17 cold damage.
Bulette 1: Acrobatics DC 20: 1d20 + 17 ⇒ (4) + 17 = 21
Bulette 1: Claw vs. Ayako's AC 22: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Damage: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Bulette 1: Claw vs. Ayako's AC 22: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Bulette 1: Claw vs. Ayako's AC 22: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16
Bulette 1: Claw vs. Ayako's AC 22: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Crit Confirmation: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 4d6 + 12 ⇒ (4, 6, 5, 3) + 12 = 30
But then the bulettes charge before the rest of the party can act. One comes in from the northwest and leaps into the air right before it reaches Ayako and rakes at her with all four of its claws. Ayako raises her arms to defend against the leaping beast. The first claw scratches her arm and she bats away the next two, but then the last one breaks through her guard and digs a deep gash down her body with a critical hit. Ayako takes 43 damage. (13+30)
Bulette 2: Acrobatics DC 20: 1d20 + 17 ⇒ (14) + 17 = 31
Bulette 2: Claw vs. Tyrandro's AC 24: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Crit Confirmation: 1d20 + 14 ⇒ (20) + 14 = 34
Damage: 4d6 + 12 ⇒ (5, 2, 6, 4) + 12 = 29
Bulette 2: Claw vs. Tyrandro's AC 24: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Bulette 2: Claw vs. Tyrandro's AC 24: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Bulette 2: Claw vs. Tyrandro's AC 24: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Similarly, another bulette charges Tyrandro and leaps upon him. With his bow up, he can't dodge in time, and takes a brutal blow to the head that sends him spinning. Somehow that hit knocks him out of the way of two other claws, but one more still slashes him as well. Tyrandro takes 39 damage (29+10)
Bulette 3: Acrobatics DC 20: 1d20 + 17 ⇒ (8) + 17 = 25
Bulette 3: Claw vs. Sebastian's AC 25: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Bulette 3: Claw vs. Sebastian's AC 25: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Damage: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Bulette 3: Claw vs. Sebastian's AC 25: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Bulette 3: Claw vs. Sebastian's AC 25: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Sebastian fares the best only takes one claw wound but even that leaves a bloody wound. Sebastian takes 18 damage
Sebastian will use blessing of fervor for the extra attack.
Sebastian: Rapier vs. Bulette 3's AC 20: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26
Damage: 1d6 + 16 ⇒ (6) + 16 = 22
Sebastian: Rapier vs. Bulette 3's AC 20: 1d20 + 17 + 1 ⇒ (11) + 17 + 1 = 29
Damage: 1d6 + 16 ⇒ (2) + 16 = 18
Sebastian: Rapier vs. Bulette 3's AC 20: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
Damage: 1d6 + 16 ⇒ (1) + 16 = 17
Sebastian fights back with three quick thrusts that leave his target reeling near death. Bulette 3 takes 57 damage.
Does Tyrandro have the feat to avoid attacks of opportunity while attacking with a ranged weapon? I didn't see it. Otherwise, he provokes.
Tyrandro peppers the bulette attacking Ayako with arrows and it falls over dead. (The bulette dies after 3 attacks). Tyrandro pivots and turns his last attack against the bulette attacking him and buries it deep into its hide. Bulette 1 takes 89 damage and dies. Bulette 2 takes 21 damage.
Fluffy also bites into Tyrandro's bulette's leg and sinks his teeth in. He shakes his head but has no chance of tripping this walking tank. Bulette 2 takes 21 damage.
Ayako still has an action in Round 1.
Round 2
Active Effects: All PCs: Bless 10 min., Blessing of Fervor 10 rd.; Iolana Mage Armor 10 hr.
Initiative
21 - Iolana
15 - Bulettes (2-3) (AC 22, T 10, FF 20)
15 - Ayako
11 - Sebastian
10 - Tyrandro
Ayako |
Ayako is in dire danger of having her innards spill out over the ground and puts her hand over the terrible slash. Seeing Tyrando is peril, Ayako spits ut several dark words and a streak of freezing air slices towards the creature
Interstellar Void DC 19 Fort to halve: 10d6 ⇒ (2, 2, 1, 2, 5, 2, 5, 5, 4, 5) = 33At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued
Iolana Altumas |
Iolana fires another two scorching rays at the bulette in front of Sebastian. "Don't die Ayako."
Ranged Touch: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 4d6 ⇒ (1, 5, 1, 5) = 12
Ranged Touch: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 4d6 ⇒ (1, 3, 5, 6) = 15
Tunstall |
...Tyrandro takes the chance to get attacked for his recklessness and simply ends the beast in front of him. Or in other words, I take the AoO. But I was also expecting it to be dead this round. If I shoot Ayako's Bulette instead then Fluffy doesn't have to move and gets a full attack on mine.
Bite Haste: 1d20 + 14 ⇒ (2) + 14 = 16
Bite Iterative: 1d20 + 9 ⇒ (9) + 9 = 18
Not that it does any good :(
But that doesn't stop him from trying again and again.
Bite: 1d20 + 14 ⇒ (9) + 14 = 232d6 + 12 ⇒ (4, 4) + 12 = 20
Bite Haste: 1d20 + 14 ⇒ (10) + 14 = 242d6 + 12 ⇒ (4, 3) + 12 = 19
Bite Iterative: 1d20 + 9 ⇒ (18) + 9 = 272d6 + 12 ⇒ (2, 3) + 12 = 17
Tyrandro Amprei |
last round
Tyrandro steps away from the landshark after shooting and leaves it to fluffy to block the attacks.
this turn
Stepping away further in hopes to be out of reach of these huge creatures he starts shooting at those that are still standing.
Bow: 1d20 + 17 ⇒ (8) + 17 = 252d8 + 26 + 2d6 ⇒ (7, 8) + 26 + (6, 5) = 52
Bow: 1d20 + 17 ⇒ (8) + 17 = 251d8 + 13 + 1d6 ⇒ (5) + 13 + (6) = 24
Bow: 1d20 + 17 ⇒ (17) + 17 = 341d8 + 13 + 1d6 ⇒ (3) + 13 + (1) = 17
Bow: 1d20 + 13 ⇒ (3) + 13 = 16
GM Peachbottom |
Round 1
Bulette 2: Fort save DC 19 vs. Interstellar Void: 1d20 + 11 ⇒ (8) + 11 = 19
The bulette is engulfed in the frost of the interstellar void but it strains its muscles and burst free from the full effect. The cold still weakens it significantly. Bulette 2 takes 16 cold damage.
Round 2
Iolana blasts the bulette in front of Sebastian with two more rays. The rays kill the creature, toppling it over, and causing it to roll down the cliffside.
Bulette 2: Bite vs. Tunstall's AC 27: 1d20 + 13 ⇒ (2) + 13 = 15
Bulette 2: Claw vs. Tunstall's AC 27: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Bulette 2: Claw vs. Tunstall's AC 27: 1d20 + 12 ⇒ (8) + 12 = 20
The remaining bulette turns to Tunstall, who is the larger target and the two tumble together in battle. The bulette bites and claws at the large wolf and succeeds at slashing Tunstall once with its claw. Tunstall takes 12 damage.
Bulette 2: Bite AoO vs. Sebastian's AC 25: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d8 + 9 ⇒ (7, 5) + 9 = 21
Sebastian: Rapier vs. Bulette's AC 22: 1d20 + 17 + 1 + 2 ⇒ (7) + 17 + 1 + 2 = 27
Damage: 1d6 + 16 ⇒ (2) + 16 = 18
Sebastian uses blessing of fervor to increase his movement to rush over to Tyrandro's aid. The bulette bites Sebastian as he approaches but Sebastian takes the wound in stride and jabs his rapier into the side of the bulette's head. The durable creature still stands but is visibly near death afterwards. Sebastian takes 21 damage and Bulette 2 takes 18 damage.
It only takes one more arrow from Tyrandro to put the bulette to rest. Bulette 2 dies. Combat over.