| Banterknell |
init, perception: 1d20 + 4 ⇒ (8) + 4 = 12
Since it had a critical failure for his init roll, will that mean that we all beat the roll, or at least beat it on a tie, or do nat 1's mean nothing when rolling init?
| Marius D'este |
Initiative: 1d20 + 9 ⇒ (9) + 9 = 18
Marius moves forward, slashing with his glaive at the fishman who attacked them!
Glaive: 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 1 ⇒ (2) + 1 = 3
Then he raises his invisible shield to cover him more.
Stride, Strike, Cover
| Tessamine Oceancalled |
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Tess sighs and responds.
As the creature rushes towards them, she rushes forward and strikes with her trident.
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Finally, she raises her shield.
She then shouts down into the tower, to the others. "Change of plans! They chose violence!"
Then, she looks up and sees Marius has acted the exact same. She smirks. "I think we'll get along."
| Grunyar Surefoot |
initiative: 1d29 + 6 ⇒ (8) + 6 = 14
Grunyar thought about using his hideous laughter spell but seeing all the blood from the creature he figures it won’t live long anyway so lightning arc it is
spell attack: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
| Kib, Kobold Scout |
I would like to apologize for my absence.
Perception/Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Kib hears Tessa shout and looks up the stairs, gives a quick consideration ... "Let me know if any more show up!, he shouts up to her and the others. Kib then opens the door. And the rest of his turn will be dependent on what is on the other side.
Western is perfect as it is the one closest to the bottom of the stairs, that's the one I pictured him at.
| GM Nayr |
No worries at all; I've been fairly slammed with work too.
Kibs opens the door to the west, and reveals a chamber that appears to be a workshop, as evidenced by a table along the western wall laden with tools and mechanical parts. There are two clockwork figures in here that seem to be tinkering with the mechanical parts. They each turn towards the now open door, looking at Kib.
That's one action; Kib has two more actions.
Upstairs, Tess moves in to whack at the fishy fellow, scoring a wicket hit. It snarls in anger! Marius moves in, but misses. And, then a jolt of electricity slams into the creature.
Reflex: 1d20 + 11 ⇒ (7) + 11 = 18
The creature then slams its glaive out at Tess. Power attack
Attack: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 2d8 + 5 ⇒ (4, 5) + 5 = 14
It misses horribly, taken aback by the response of its potential victims, then it then takes a step back.
Kib is up for 2 actions retroactively, and Banterknell is up!
Tess - 22
Marius - 18
Grunyar - 14
Bad guy - 12
Banterknell - 12
| Banterknell |
BK casts a shield spell and dashes up the stairs so he can watch the fellow take a beating. He helps, of course, but playing some music with his flute.
Verbal, Move, Verbal
Inspire courage for +1 to hit and damage.
| Kib, Kobold Scout |
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Kib just says, "NOPE!" as he closes that door.
3rd action, move across the room to the other door while muttering.
"Why can't there ever just be treasure. Surely someone has to be dumb enough to leave an unlocked door that is easy to access to something useful." sigh "Someday."
| Grunyar Surefoot |
Seeing that the creature still insists on violence.Grunyar lashes out with his electric arc again.
spell attack: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Emboldened by the return of his comrades The attack hits the creature easily
Damage: 2d4 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12
Awe it appears the other didn’t leave after all. Good on you your company is welcome
| Tessamine Oceancalled |
Tess pushes forward, keeping her shield raised, and attacks again!
Attack: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
| Marius D'este |
Marius listens to Tessamine continue to rail against the creature in its native tongue and then swings his glaive at the creature twice in rapid succession, before raising his invisible shield to protect him from harm.
Strike, inspire: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
damage, inspire: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
attack 2, inspire: 1d20 + 7 - 5 + 1 ⇒ (8) + 7 - 5 + 1 = 11
damage, forceful, inspire: 1d8 + 1 + 1 + 1 ⇒ (8) + 1 + 1 + 1 = 11
Foul creature, back to the depths with you!
| GM Nayr |
Kib opens the door, to reveal a room with a long marble workbench running the entire length of the southern wall, and a rusting metal shelf standing on the opposite wall. Squat stools line up along the bench, which is littered with a variety of small, precise hammers and chisels as well as fragments of crystalline stone that looks like quartz. A single door exits to the north. And...in this room are two more of the fish-men, who seemed...before being rudely interrupted...to be digging through the workbench in search of something. They look up, gurgle out a snarl, and attack!
Initiative downstairs Fishmen: 1d20 + 6 ⇒ (19) + 6 = 25
Upstairs, Tess slams the creature with another hit, and Marius moves in to swing twice, but doesn't have the same success. Both of them raise their shields up in defense. Then, Grunyar unleashes another spell, filling the air with crackling electricity.
Reflex: 1d20 + 11 ⇒ (11) + 11 = 22
The fishman avoids some of the electricity, but not all! Enraged, it sweeps its glaive around, first slashing at Tess, then whipping the butt around to try and take out her feet!
Attack: 1d20 + 16 ⇒ (6) + 16 = 22
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
It's also 1d6 persistent bleed, which ticks on your turn
Athletics to trip: 1d20 + 12 ⇒ (10) + 12 = 22
That is against your Reflex DC; if it meets or beats it, you fall prone!
The figure then takes a step back.
Kib - 23
Tess - 22
Marius - 18
Grunyar - 14
Bad guy - 12
Banterknell - 12
| Banterknell |
BK slips around the corner until he can see the fellow and then hammers him with a heightened (+1) Phantom Pain spell, playing a particularly jarring note with his flute.
| Grunyar Surefoot |
Seeing the creature getting more violent trying to trip Tess Grunyar attacks with a magic missile spell
spending 3 actions for 3 missiles assuming magic missile damage gets a bonus from inspire courage the dice roll is below
damage: 3d4 + 3 + 3 ⇒ (1, 2, 1) + 3 + 3 = 10
| Banterknell |
phantom pain damage: 4d4 ⇒ (1, 4, 4, 1) = 10, sickened 1
2d4 persistent damage unless he recovers from being sickened.
| GM Nayr |
The Fishman up above reels back in pain! Down below, one Fishman moves towards the door,.only to have it shut in his face! Snarling, he slams it back open, picks up his trident that was resting against the wall, and charges towards Kib.
The other Fishman inside has to step to the door and grab his trident, then moves out of the room to rush in behind his ally.
Kib
Tess
Marius
Grunyar
Big fishy
Banterknell
| GM Nayr |
When Tess stands up, the creature attacks, swinging its glaive around in a sweep!
AOO: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Tess tries to stand up, but fails, stopped in motion by the creatu'res glaive. She falls back to the ground.
Since it was a crit, it stops your action...so, you're still prone with 2 more actions. And...that's 18 damage...
| Kib, Kobold Scout |
Kib, now back on the 2nd floor, runs into the battle.
"Its a good thing we didn't try to leave. What with the others waiting below to ambush us."
He swings with his final action....
Sickle: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d4 ⇒ 3
... and cuts into it.
"Did I mention there were more? Coming up the stairs, probably."
| Grunyar Surefoot |
Grunyar sees Tess fall again and is angered at the fish man for so violently injuring his comrade. He decides that pain is the best remedy for the fish man and strikes back with an electric arc spell
spell attack: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
not sure if inspire courage is still up or not. If so then add +1 to damage and attack roll
| Tessamine Oceancalled |
As the others attack, Tess scrambles back to her feet and grabs her wound, channeling the ocean's power into it to heal herself. "Thanks, guys... Let's let 'em have it."
Stand up again, and lay on hands. I regain 12 HP and gain a +2 status bonus to AC.
| Marius D'este |
Marius, seeing Tessamine quickly close her own wounds, redoubles his efforts against the fishman, I don't think so Mister fishman! Shelyn will not tolerate your ugly visage any longer upon this world!
And he swings his glaive twice in rapid succession at their foe. again raising his shield of force to defend himself after his attacks...
attack: 1d20 + 7 ⇒ (4) + 7 = 11
damage: 1d8 + 1 ⇒ (1) + 1 = 2
attack 2: 1d20 + 7 - 5 ⇒ (11) + 7 - 5 = 13
damage, forceful: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
if inspire is still up, then please add 1 to all rolls
| GM Nayr |
Kib rushes up and attacks the more stout fish person; it gurgles in pain. Tess stands and Marius launches into an all out attack, but the fellow is too fast to be hit by them. He then tries to dive out of the way of the electricity.
Reflex: 1d20 + 11 ⇒ (20) + 11 = 31
He easily dodges out of the way, then takes a step back, whirling his glaive around. He launches into his two move attack, first bringing the blade of the glave around at Kib.
Attack: 1d20 + 16 ⇒ (9) + 16 = 25
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
He then whirls it around, and tries to trip the smaller foe.
Athletics vs your reflex DC: 1d20 + 12 ⇒ (17) + 12 = 29
Sorry Tess - had that wrong; you do not take the persistent bleed....yet:)
Kib
Tess
Marius
Grunyar
Big fishy
Banterknell
| Banterknell |
Whirly dude should take 2d4 damage and remains sickened from the phantom pain unless he spends time puking.
BK starts performing again (inspire +1) and this time casts illusory object to plant a spiked stone wall at the top of the stairs to keep the others from joining the fight.
| Kib, Kobold Scout |
Laying on his back, Kib takes a deep breath, then twists his little body to angle his strikes at this creature's ankles. The prone condition doesn't seem to have any penalties to attacks anymore. If I'm wrong, please adjust as necessary.
Sickle Attack 1: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
Damage: 1d4 ⇒ 4
Sickle Attack 2: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage: 1d4 ⇒ 2
Sickle Attack 3: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Damage: 1d4 ⇒ 4
Crit Confirm 1: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Crit Damage: 1d4 ⇒ 1
As he spins on the ground, You know, I'm really having a good time on this adventure. You're all very nice.
| Tessamine Oceancalled |
Crit confirms? In my second edition? :P
As Kib twirls around, Tess raises her shield and advances in a guarded motion again, striking forward.
Attack: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
She smirks. "The feeling's quite mutual, though I wish I could say the same about these guys!"
| Banterknell |
Whirly dude should take 2d4 damage and remains sickened from the phantom pain unless he spends time puking.
Keep in mind it is heightened and gains +1 persistent. Not sure what that means, but I suspect it has to do with getting rid of the condition.
| Grunyar Surefoot |
Grunyar is sick of seeing his friends beat up by an ugly fish person. He recites the incantation to summon a fire elemental
not sure the stats of the elemental but I’ll summon it as close as possible to fish man. Preferably behind him if that will help with flanking bonuses
| Marius D'este |
Marius reaches out his hand, glowing with energy, and touches Kib, washing away the wounds sustained in combat. May Shelyn heal your body that you create wonderous works in the future.
Cast Heal (heightened), 1 action: 1d10 + 1d10 ⇒ (4) + (2) = 6
Then he steps just behind Tessamine, raising his force shield to cover himself from the fishman's attacks.
| GM Nayr |
Right, no confirmation of crits in 2E; and prone imparts a -2 to attack. You are 10 feet from the guy, so you'd have to get into range first. You could crawl 5 feet and attack from the ground or take an action to stand and an action to move; let me know. Of course, both of those incur;)
BK, that +1 heightened means that you gain the benefits of it when you heighten it one level beyond normal casting level. Some spells have +2 heightened, which means for a 2nd level spell, you'd have to cast it in a 4th level slot to get its benefits.
Grunyar, I gave you a fire elemental; see the stats below for a fire mephit. When you use a 3-action summon spell, that creature appears and has two actions. You should have control of the token on Roll20, so please put it where you'd like within the spells range and take its two actions.
NSmallElementalFire
Source Bestiary pg. 151
Perception +3; darkvision, smoke vision
Languages Ignan
Skills Acrobatics +7, Deception +7
Str +0, Dex +4, Con +0, Int -2, Wis +0, Cha +2
Smoke Vision The fire mephit ignores the concealed condition from smoke.
AC 17; Fort +3, Ref +9, Will +7
HP 16 (fast healing 2 (while touching fire)); Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 3
Speed 20 feet, fly 25 feet
Melee Single Action jaws +9 [+4/-1] (finesse), Damage 1d6 piercing and 1d4 fire
Arcane Innate Spells DC 15; Cantrips (1st) daze, light
Breath Weapon Two Actions (arcane, fire) The fire mephit breathes flames in a 15-foot cone that deals 2d4 fire and 1d4 persistent fire damage to each creature within the area (DC 17 basic Reflex save). The fire mephit can’t use Breath Weapon again for 1d4 rounds.
| Banterknell |
That is what he did. He cast it at 2nd level and it is a first level spell. Wanted to make sure you knew that when resolving the effects.
| Grunyar Surefoot |
Provided ceiling is high enough I’ll summon torchie above Tess and use 2 actions to breathe fire (DC 17 basic Reflex save). If that doesn’t work then I’ll summon torchie as close to the actions as possible then move to flank fish man with one action flying over the top, then attacking with second action
Fire damage: 2d4 + 1d4 ⇒ (2, 1) + (1) = 4
Or
attack: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d6 + 1d4 ⇒ (3) + (3) = 6
| GM Nayr |
The big fellow snarls as it sees Kib try to stand. It sweeps its glaive around in an attempt to cut the little rogue in twain.
Attack: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Even trying to hit the prone target, still Kib is too wily. The kobold rolls aside then comes up, advances, and slashes through the creature's leg, perhaps severing an artery as blood sprays out!
Tess moves in and specifically due to its sickened condition hits the creature, cutting another terrible wound. Marius helps out Kib with a healing incantation as he moves in, and then Grunyar's summoned fiery ally appears and dips to the other side of the fish creature to swing again!
And now, due to sickened lowering AC by 1 and flanking lowering it by 2, that is a crit
The little fellow slashes the fish beast, who gurgles out a wild roar. His wound sizzles and pops in the fish creature's wet skin.
The fishman steps back and lashes out with his glaive in a mighty blow at Torchie.
Power attack: 1d20 + 16 - 1 ⇒ (15) + 16 - 1 = 30
Damage: 2d8 + 5 ⇒ (5, 7) + 5 = 17
Persistent damage: 2d4 ⇒ (3, 2) = 5
Remove persistent DC 15: 1d20 ⇒ 8
And...torchie explodes...
Kib
Tess
Marius
Grunyar
Big fishy
Banterknell
| Banterknell |
BK goes for something simple this turn, first inspiring everyone with his flute and then causing a stone to wing it's way at fish-guy.
to hit TK projectile, inspired: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
damage, inspired: 2d6 + 4 + 1 ⇒ (5, 1) + 4 + 1 = 11
BK bows as if he has just won the battle all by himself.
| GM Nayr |
The stone slams into the fishman, and it stumbles back, gurgling in pain. It seems to be quite near death.
In the stairwell, you hear some grumbling and growling.
Will save 1: 1d20 + 4 ⇒ (14) + 4 = 18
Will save 2: 1d20 + 4 ⇒ (14) + 4 = 18
The two creatures in the stairwell lash out at the wall in fury and rage...only to find it not actually there! They rush through the illusion, and run at Grunyar!
One runs up and swings his trident.
Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
The other moves to the side of Grunyar and does the same.
Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Kib
Tess
Marius
Grunyar
Big fishy
Banterknell
| Kib, Kobold Scout |
Checked out the map this time. So this should work out correctly.
Kib steps up to the fish man, lashes out, then steps back for Tessamine to take the spot.
Attack: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Step, attack (badly), step.
"Hey, you all realize these things travel in schools?" Kib snickers to himself, probably more than that jokes deserves. (Definitely more than that joke deserves.)
| Tessamine Oceancalled |
Tess chuckles. "Well, I think it's time we taught them a lesson, then!"
Once again, she raises her shield, moves forward, and strikes, like a wall of tired, frustrated destruction.
Attack: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
| Grunyar Surefoot |
Grunyar is shocked by shear strength of this fish creature killing torchie in one blow. His mind freezes momentarily as he sees the other fish men com and attack from behind the illusionary wall. Then it comes to him. Shock them. He targets the new comers with his familiar electric arc spell
He first steps back to avoid the nasty tridents of the two fish men then let’s the electric arc spell go.
spell attack: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
damage: 2d4 + 4 + 1 ⇒ (2, 3) + 4 + 1 = 10
| Marius D'este |
Marius steps forward, swinging his glaive over Tessamine at the fish creature. Back foul beast, Shelyn will accept your countenance no longer! That sounds heroic right? He mutters more to himself than anyone else.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Stride, Strike, raise shield