Doomsday Dawn Troupe Playtest

Game Master Kevin O'Rourke 440

Current Map


401 to 450 of 526 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

"We might be meant to fight them or talk to them. When you're ready let me know and I'll try to talking."

Ancient Osiriani:

"Greetings my name is Scipio, we respectfully seek an audience with you."


Does Samar wish to do any preperation? And feel free to suggest buffs from Neshim's repertoire.


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Sorry, hectic week and another one coming up. Won't be able t get a post in this weekend, btw.

Samar shrugs and draws her bow. "Go for it. I've got your back."

Samar's prepraring to fire arrows at the first enemy that attempts to harm Scipio.


As Scipio speaks, both elementals do glance at him, but remain within the room.


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio takes a few steps forward. "Is there some trial or test we should complete?"


While Samar studies the larger fire elemental (hunt target), Scipio steps forward. As soon as he enters the room, the demeanour of the two elementals changes sharply. They both begin to move with clearly hostile intent.

Initiative Rolls:

Lesser Fire Elemental: 1d20 + 12 ⇒ (8) + 12 = 20
Minor Air Elemental: 1d20 + 7 ⇒ (11) + 7 = 18

Neshim: 1d20 + 5 ⇒ (6) + 5 = 11
Samar: 1d20 + 6 ⇒ (8) + 6 = 14
Scipio: 1d20 + 8 ⇒ (4) + 8 = 12

Both elementals move up near Scipio and strike out with tendrils of fire and wind respectively!

Both have reach of 10ft

Fire Tendril: 1d20 + 13 ⇒ (20) + 13 = 33

Critical Damage, Fire: 4d6 + 12 ⇒ (3, 4, 1, 3) + 12 = 23

Persistent Damage, Fire: 2d4

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (6) + 10 = 16

Gust: 1d20 + 10 ⇒ (14) + 10 = 24

Damage, Bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7

Persistent Damage:

Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage. For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All
types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.

Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.

You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.

Both Samar and Neshim loose arrows against the fiery thing, though unfortunately no arrows find their target.

Composite Shortbow vs fire elemental: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Composite Shortbow vs fire elemental: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Composite Shortbow vs fire elemental: 1d20 + 5 - 8 ⇒ (2) + 5 - 8 = -1
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Inspire Courage +1, move, shoot at fire elemental.

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage, pbs: 1d8 + 1 ⇒ (6) + 1 = 7

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (3) + 7 + 1 - 5 = 6
Damage, pbs: 1d8 + 1 ⇒ (5) + 1 = 6

Scipio up!

Initiative:

Samar
Neshim
Scipio - 30 damage
Lesser Fire Elemental
Minor Air Elemental


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio move back and casts a blessing on Samar to protect her from the fire elemental.

"Give me a second to heal, I'll ask Saranrae to help ward you."

Forbidding Ward Cantrip. "You ward your ally against the attacks and hostile spells of the target enemy. The target ally gains a +1 conditional bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects."

Sorry for the delay


Also apologies!

Is that Scipio's entire turn? Can he get any healing in?


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Move one action. Forbidding Ward 2 Actions. Total 3. He can get more bang for his spell slot if he has more actions in a turn... there will be healing soon.


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Thanks! How long does forbidding ward last?


2 people marked this as a favorite.
5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Concentration or up to one minute... so not bad.


Persistent Damage, Fire, on Scipio: 2d4 ⇒ (1, 1) = 2

The flames linger on Scipio, but do not overly harm him - yet.

Check out the spoiler in the prior combat post.

Fire Tendril: 1d20 + 13 ⇒ (2) + 13 = 15

Damage: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Fire Tendril: 1d20 + 13 ⇒ (2) + 13 = 15

Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Gust: 1d20 + 10 ⇒ (3) + 10 = 13

Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Gust: 1d20 + 10 ⇒ (7) + 10 = 17

Damage: 1d6 + 4 ⇒ (5) + 4 = 9

The pair of elementals advance, but cannot find their mark against the swift Samar.

Neshim takes the opportunity to strike back!

Inspire Courage +1, shoot at fire elemental twice.

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage, pbs: 1d8 + 1 ⇒ (1) + 1 = 2

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (19) + 7 + 1 - 5 = 22
Damage, pbs: 1d8 + 1 ⇒ (5) + 1 = 6

Initiative:

Neshim
Samar
Scipio -32 damage

Lesser Fire Elemental
Minor Air Elemental


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Samar drops her bow and focuses on the fire elemental. Hunt target. Then she pulls out a hatchet and swings it at the elemental in a single smooth action, before repeating it with the other hatchet. Quick draw, quick draw

Attack 1: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Slashing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Attack 2: 1d20 + 10 - 3 + 1 ⇒ (8) + 10 - 3 + 1 = 16
Slashing Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

FYI, both my kids are sick. Not sure when I'll be able to post next.


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

I do not like these persistent damage rules... I need to roll a nat 20 to end it... Grauk wishes his fire was this vicious.

Scipio pours water on himself, stops drops and rolls... and rolls... somehow it feels like fire has gotten far more dangerous...
Flat Save Vs Persistent Damage: 1d20 ⇒ 12
Flat Save Vs Persistent Damage: 1d20 ⇒ 15
Flat Save Vs Persistent Damage: 1d20 ⇒ 8


Yeah, they are overly harsh IMHO. This bit is relevant though: successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.

Scipio put out fire damage at second save, which I imagine would have been that "extra flat check", so he can act twice more.


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Thank Saranrae!

Scipio takes out his crossbow and loads a bolt.


The elementals lash out, eager to strike down the fleshy foe nearest to them! Which happens to be Samar.

Fire Tendril: 1d20 + 13 ⇒ (5) + 13 = 18

Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Fire Tendril: 1d20 + 13 - 5 ⇒ (13) + 13 - 5 = 21

Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Fire Tendril: 1d20 + 13 - 10 ⇒ (15) + 13 - 10 = 18

Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16

Gust: 1d20 + 10 ⇒ (10) + 10 = 20

Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Gust: 1d20 + 10 - 5 ⇒ (9) + 10 - 5 = 14

Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Gust: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18

Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Neshim throws water onto Samar. To save her from flames of course.

Save: 1d20 ⇒ 19
Save: 1d20 ⇒ 20

He casts magic to ease her burns further.

Soothe x 2

HP: 1d6 + 4 ⇒ (6) + 4 = 10

HP: 1d6 + 4 ⇒ (4) + 4 = 8

Samar attempts vengeance against the fiery horse-like elemental.

Attack 1: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Slashing Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Attack 2: 1d20 + 10 + 1 - 3 ⇒ (1) + 10 + 1 - 3 = 9
Slashing Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Attack 3: 1d20 + 10 + 1 - 6 ⇒ (15) + 10 + 1 - 6 = 20
Slashing Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Scipio up!

Initiative:

Neshim
Samar -39
Scipio -32
Lesser Fire Elemental -21
Minor Air Elemental


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio releases a torrent of magical healing that washes over those present... except the fire elemental.

L2 Heal with Healers Blessing Excluding Fire Elemental: 2d8 + 4 + 4 ⇒ (2, 8) + 4 + 4 = 18


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Back! Sorry for the delay.


Both elementals keep flailing at Samar

Both have reach of 10ft

Fire Tendril: 1d20 + 13 ⇒ (12) + 13 = 25

Fire: 2d6 + 6 ⇒ (4, 4) + 6 = 14

Fire Tendril: 1d20 + 13 - 5 ⇒ (8) + 13 - 5 = 16

Fire: 2d6 + 6 ⇒ (6, 6) + 6 = 18

Fire Tendril: 1d20 + 13 - 10 ⇒ (12) + 13 - 10 = 15

Fire: 2d6 + 6 ⇒ (3, 1) + 6 = 10

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (10) + 10 = 20

Damage, Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

Gust: 1d20 + 10 ⇒ (2) + 10 = 12

Damage, Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10

Gust: 1d20 + 10 ⇒ (3) + 10 = 13

Damage, Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

20 damage this turn against Samar, for a total of 41 taken currently, plus persistent damage from fire coming

Persistent Damage:

Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage. For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All
types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.

Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.

You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.

Neshim whistles as he continues to loose arrows against the fiery thing.

Inspire Courage +1, shoots at fire elemental x2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Damage, pbs: 1d8 + 1 ⇒ (4) + 1 = 5

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (14) + 7 + 1 - 5 = 17
Damage, pbs: 1d8 + 1 ⇒ (3) + 1 = 4

Samar and Scipio up!

Initiative:

Neshim
Samar -41 damage
Scipio -14 damage

Lesser Fire Elemental -21 damage
Minor Air Elemental


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio continues releasing healing energy tat doesn't touch the fire elemental...

L2 Heal with Healers Hands: 2d8 + 4 ⇒ (7, 6) + 4 = 17


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

So Samar was down to 5 after the new damage. Then she takes Fire Damage: 2d4 ⇒ (2, 2) = 4 fire damage, bringing her down to 1. She gets to make a flat check to stop the persistent damage, DC 20: Flat Check: 1d20 ⇒ 8, which she fails at. Scipio's healing brings her up to 18 hp and lets her attempt a new flat check to shake it off, DC 15: Flat Check: 1d20 ⇒ 16, which she passes. No longer going to take persistent damage and she's at 18/64 hp.

Burned and tired of all the damned back-and-forth, near death experiences this mission was causing, she snarls and keeps swinging her axes.

Twin Takedown 1: 1d20 + 10 ⇒ (20) + 10 = 30
Slashing Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Twin Takedown 2: 1d20 + 10 - 3 ⇒ (19) + 10 - 3 = 26
Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Strike: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 6
Slashing Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Then she holds her hatchets ready to parry...

Twin Takedown, Strike, Twin Parry. Her AC is one higher this round.

Extra Slashing Damage for her critical hit: 1d6 + 4 ⇒ (1) + 4 = 5


Scipio heals while Samar slashes at the fiery elemental. Her solid blows do not cut as deeply as she might have expected.

Immune to critical hits among things

Both elementals keep battering at Samar, testing her ability to parry. Both land their first blows, but both keep missing after those.

Fire Tendril: 1d20 + 13 ⇒ (13) + 13 = 26

Damage, Fire: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Fire Tendril: 1d20 + 13 - 5 ⇒ (1) + 13 - 5 = 9

Damage, Fire: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Fire Tendril: 1d20 + 13 - 10 ⇒ (2) + 13 - 10 = 5

Damage, Fire: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (10) + 10 = 20

Damage, Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

Gust: 1d20 + 10 - 5 ⇒ (9) + 10 - 5 = 14

Damage, Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9

Gust: 1d20 + 10 - 10 ⇒ (7) + 10 - 10 = 7

Damage, Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9

15 damage for Samar, bring her down to 3 hp - with persistent fire damage too

Persistent Damage:

Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage. For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All
types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.

Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.

You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.

Neshim keeps looseing arrows against the fiery thing, though unfortunately no arrows find their target.

Inspire Courage +1, shoots at fire elemental x2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Damage, pbs: 1d8 + 1 ⇒ (6) + 1 = 7

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (5) + 7 + 1 - 5 = 8
Damage, pbs: 1d8 + 1 ⇒ (3) + 1 = 4

Scipio and Samar up!

Initiative:

Neshim
Scipio
Samar -61

Lesser Fire Elemental -42 Including 6 more damage that I forgot from one of Neshim's earlier shots
Minor Air Elemental


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio releases more focused magical energy into Samar before leveling the crossbow and firing it at the fire elemental.

Heal with Healing hands for Samar. 2 Actions: 2d8 + 4 ⇒ (6, 4) + 4 = 14
Crossbow Vs Fire Elemental: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

So Samar was down to 3, then got healed 14, so she's up to 17 hp. After being healed she gets an immediate flat check to shake it off, DC 15: Flat Check: 1d20 ⇒ 12. Failing. Then her turn starts...

Growling in frustration, Samar swings her hatchets at the fire elemental!

Twin Takedown 1: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Slashing Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Twin Takedown 2: 1d20 + 10 + 1 - 3 ⇒ (5) + 10 + 1 - 3 = 13
Slashing Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Strike: 1d20 + 10 + 1 - 5 ⇒ (5) + 10 + 1 - 5 = 11
Slashing Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Strike: 1d20 + 10 + 1 - 8 ⇒ (19) + 10 + 1 - 8 = 22
Slashing Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

At the end of her turn she takes Fire Damage: 2d4 ⇒ (3, 4) = 7 and makes another Flat Check to end the persistent damage. The DC is still be 15. Flat Check: 1d20 ⇒ 3 Failing. She's at 10/64 hp.


Samar is scorched, but remains on her feet, if barely. Scipio adds his fire to Neshim's. The fire elemental staggers, and rents are visible in its form, but it is not quite banished yet, and strikes back brutally, sending her sprawling.

Fire Tendril: 1d20 + 13 ⇒ (6) + 13 = 19

Damage, Fire: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Samar hit for 15 damage, so she's down

Moving closer to Samar's fallen form, the equine form of the elemental strikes at Scipio!

Fire Tendril: 1d20 + 13 - 5 ⇒ (16) + 13 - 5 = 24

Damage, Fire: 2d6 + 6 ⇒ (6, 6) + 6 = 18

18 damage to Scipio and persistent fire damage

However, the fire elemental in its aggression has ignored that the air elemental can no longer reach foes.

Persistent Damage:

Persistent damage comes from effects like acid or burning and appears as “X persistent [type] damage,” where the “X” is the amount of damage dealt and “[type]” is the damage type. While affected by persistent damage, at the end of your turn you take the specified amount and type of damage, after which you can attempt a DC 20 flat check to remove the persistent damage. You roll the damage dice anew each time you take the persistent damage. Immunities, resistances, and weaknesses all apply to persistent damage. If an effect deals damage immediately and also deals persistent damage, you don’t take the persistent damage if you negate the other damage. For example, an attack that deals slashing damage and persistent bleed damage wouldn’t deal the persistent bleed damage if you blocked all of the slashing damage.

You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. All
types of persistent damage occur at once, so if something triggers when you take damage, it triggers only one time.

Persistent damage can have the bleed type, meaning it affects only living creatures that need blood to survive. Bleeding automatically ends if you’re healed to your maximum Hit Points.

You or an ally can spend actions to help you recover from persistent damage, such as casting healing spells or using Medicine to Administer First Aid against bleeding, dousing a flame, or washing off acid; successfully doing so reduces the DC of that condition’s flat check to 15 and usually lets you immediately attempt an extra flat check to end that persistent damage. The reduction to the DC lasts until you remove the persistent damage or gain another persistent damage condition with the same damage type.

Neshim treats the arrows as a contest with Scipio. And the fire elemental staggers more, holes starting to tear open in its form. He also finds time to blast Samar with healing power.

Inspire Courage +1, shoots at fire elemental x2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage, pbs: 1d8 + 1 ⇒ (2) + 1 = 3

Soothe on Samar: 1d6 + 4 ⇒ (2) + 4 = 6

Scipio and Samar up!

Initiative:

Neshim
Scipio -18
Samar -54

Lesser Fire Elemental -70
Minor Air Elemental


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Soothe allows me another chance to shake off the persistent fire damage before it hurts me some more. Flat Check: 1d20 ⇒ 9. Failing.

Samar grasps her hatchets, climbs to her feet, and swings feebly at the fire elemental!

Twin Takedown 1: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Slashing Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Twin Takedown 2: 1d20 + 10 + 1 - 3 ⇒ (4) + 10 + 1 - 3 = 12
Slashing Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

She spits at the fire elemental, before the fire burns her again.

Persistant Fire Damage: 2d4 ⇒ (4, 4) = 8 (Knocking her unconscious again.)

Flat Check to shake it off: 1d20 ⇒ 14 Failing.


Just before Samar looses consciousness yet again, the fire elemental is torn apart from within, erupting into a short-lived blast of flame!

Explosion (fire) When the elemental dies, it explodes, dealing
3d6 fire damage to all creatures in a 10-foot aura (Reflex DC
18 half, double damage on a critical failure, no damage on a
critical success).

Fire Damage: 3d6 ⇒ (2, 4, 5) = 11

Air Elemental Reflex Save: 1d20 + 9 ⇒ (17) + 9 = 26

Neshim Reflex Save: 1d20 + 5 ⇒ (11) + 5 = 16

Neshim down 11. Minor air elemental down 6. Samar gets to make a save before persistent fire damage kicks in. Scipio still to go.


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Reflex: 1d20 + 6 ⇒ (4) + 6 = 10

She falls unconscious before the persistent fire damage, so she should be at Unconscious Dying 2 now? I'll double check the dying rules before I take my next turn.


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio's go is before Samar's so she might be healed a bit more... which might help

Scipio channels the last of his healing energy into Samar... and then breaks out some bandages!

Reflex Save: 1d20 + 8 ⇒ (8) + 8 = 16
Heal with Healing hands for Samar. 2 Actions: 2d8 + 4 ⇒ (1, 4) + 4 = 9
Medicine: 1d20 + 9 ⇒ (8) + 9 = 17 ...no benefit but she is bolstered against it...


1 person marked this as a favorite.
Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

So... Let me reorganize here to figure out if I'm alive...

After Healing from Neshim Samar is at 10 hp. Then Scipio heals her up to 19.
Flat Check to shake of the persistent fire damage!: 1d20 ⇒ 20
Haha! Samar shakes off the persistent fire damage before it hurts her again.

Then she takes the actions laid out on her turn and kills the fire elemental. The explosion would deal 11 damage (which might not knock her out so I do need to roll the reflex save now, which I hadn't done before): Reflex Save: 1d20 + 6 ⇒ (2) + 6 = 8 Since that's ten lower than the DC she critically fails and takes 22 damage, knocking her unconscious again. Because she went unconscious from a critical failure she is at Dying 2 instead of Dying 1.

And she doesn't need to take the persistent fire damage since she overcame it, so she's still Unconscious and Dying 2.

Ouch! She's cursed, I swear.


@Samar: I'm inclined to agree! And good work on sorting out that order of events.

Samar is thrown to the ground by the death-throes of the fire elemental. The air elemental is singed but advances upon Neshim, who is the nearest enemy still standing.

Move, gust at Neshim x 2

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (9) + 10 = 19

Damage, Bludgeoning: 1d6 + 4 ⇒ (3) + 4 = 7

Gust: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18

Damage, Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

Neshim hit for 7 damage.

Neshim is still scorched and now smacked but refuses to quit his whistling or arrow-flinging. One arrow does tear into the airy form, disrupting it slightly.

Inspire Courage +1, shoots at air elemental x2

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Damage, pbs: 1d8 + 1 ⇒ (7) + 1 = 8

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (1) + 7 + 1 - 5 = 4
Damage, pbs: 1d8 + 1 ⇒ (7) + 1 = 8

Initiative:

Neshim -7
Scipio
Samar Dying 2
Lesser Fire Elemental -Exploded
Minor Air Elemental -14


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio moves forward and flails ineffectually...

Scimitar Vs Air Elemental: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage: 2d6 ⇒ (2, 2) = 4
Scimitar Vs Air Elemental: 1d20 + 1 ⇒ (3) + 1 = 4
Damage: 2d6 ⇒ (6, 2) = 8


Samar remains unconscious on the ground.

Fortitude Save vs Class DC + 2...which I can't figure out immediately: 1d20 + 8 ⇒ (7) + 8 = 15

Move, gust at Neshim x 2

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (11) + 10 = 21

Damage, Bludgeoning: 1d6 + 4 ⇒ (2) + 4 = 6

Gust: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16

Damage, Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5

Gust: 1d20 + 10 - 10 ⇒ (11) + 10 - 10 = 11

Damage, Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10

Neshim hit for 6 damage.

Neshim keeps whistling as he channels energies into Samar and strikes at the elemental with his rapier!

Inspire Courage +1, Sooth on Samar, stabs at air elemental

Sooth for HP: 1d6 + 4 ⇒ (3) + 4 = 7

Rapier, Inspire Courage: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage, pbs: 1d6 - 1 ⇒ (4) - 1 = 3

Initiative:

Neshim -13
Scipio
Samar -57

Lesser Fire Elemental -Exploded
Minor Air Elemental -17


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Neshim's magic brings Samar back around. She looks around, a bit confused, then curses a whole lot. From her place on the ground at Scipio's feet she...

So, I'm prone. It says the only actions I can take are Crawl and Stand. So I can't even pick up my hatchets? Also, not sure what happens when I regain consciousness in someone else's space. Ideally Samar will be a giant cheater and pick up her hatchets, then crawl to the nearest space she can stand in, and stand up.

If that's not legal she'll just crawl to a legal space, stand, and pull out her bow.

At 7 hp, wounded 1. No longer unconscious or dying.


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio desperately tries to put an end to the elemental rampage.

Scimitar Vs Air Elemental: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 2d6 ⇒ (3, 4) = 7
Scimitar Vs Air Elemental: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 2d6 ⇒ (2, 4) = 6
Scimitar Vs Air Elemental: 1d20 - 5 + 1 ⇒ (6) - 5 + 1 = 2
Damage: 2d6 ⇒ (1, 6) = 7


@Samar, I have no issue with that. I doubt her hatchets went far from her!

Samar withdraws, Scipio strikes, but to no avail. And the air elemental does hurt him.

Its AC and TAC is 20

Gust at Scipio x 3

Swiftness: An air elemental doesn’t trigger reactions with its movement.

Gust: 1d20 + 10 ⇒ (13) + 10 = 23

Damage, Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10

Gust: 1d20 + 10 - 5 ⇒ (2) + 10 - 5 = 7

Damage, Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9

Gust: 1d20 + 10 - 10 ⇒ (4) + 10 - 10 = 4

Damage, Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10

Scipio is hit for 10 damage.

Neshim keeps whistling as he keeps stabbing, managing to nick the creature!

Inspire Courage +1, Sooth on Samar, stabs at air elemental

Rapier, Inspire Courage: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Damage, pbs: 1d6 - 1 ⇒ (2) - 1 = 1

Rapier, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (13) + 7 + 1 - 5 = 16
Damage, pbs: 1d6 - 1 ⇒ (4) - 1 = 3

Initiative:

Neshim -13
Scipio -10
Samar -57

Lesser Fire Elemental -Exploded
Minor Air Elemental -18


"Neshim, let's pull back. It may be bound to the room." Once Neshim has started moving off Scipio grabs Samar, and starts dragging her away.

Retreat is probably the best option here... at least temporarily.


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

With a shrug Samar follows Scipio...


The trio withdraws past the stairs into the main corridor. The air elemental has not followed.

What do you do now?


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

"It's going to take some time to clear this place out and unravel it's mysteries... I fear those who also seek it will arrive before we are finished. Once we have rested we should gather some supplies before trying to finish off more of these elementals. Perhaps we can make traps and defences to increase our odds."


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Samar nods. "Yeah, I'm beat. Lets rest and come back after to kick that stupid wind-thing's airy ass."

How much can we heal ourselves before we adventure tomorrow? Can we have a full heal out of pity and a level up? lol


Yes, you can fully heal as well as level up.


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Once they are fully rested the next morning. "I think once I have a few blessings on you Samar we should be able to deal with it much easier. Some protection and a little guiding hand."

Planning on casting Forbidding Ward- +1 conditional bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.
Heroism- You tap the target’s inner heroism, granting it a +1 conditional bonus to attack rolls, Perception checks, saving throws, and skill checks


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Samar pulls out her shortbow and tests the string a few times. "Thanks. Let's do this."

Ready to move in. Samar intends to move into sight and fire an arrow at the creature as soon as it appears or she sees it. Hopefully as a surprise attack before the fight evens starts.

Surprise Attack!: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5


Air Elemental Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Samar Stealth: 1d20 + 6 ⇒ (3) + 6 = 9

Samar Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Scipio Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Neshim Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Samar's arrow flies, injuring the already torn air elemental. It has repaired itself little since last you last saw it (+3 HP).

However, it is swift to react, and charges at her! However, its blows are ineffectual.

Move to within 10ft of Samar, Gust x 2

Gust vs Samar: 1d20 + 10 ⇒ (2) + 10 = 12

Damage, B: 1d6 + 4 ⇒ (3) + 4 = 7

Gust vs Samar: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12

Damage, B: 1d6 + 4 ⇒ (5) + 4 = 9

Neshim turns the corner and begins to whistle as he launches an arrow!

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24

Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Initiative:

Scipio
Samar

Lesser Fire Elemental - Still Exploded
Minor Air Elemental -23
Neshim


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Samar hurries into the chamber along the wall, then fires a pair of arrows at the air elemental.

Attack 1: 1d20 + 7 + 1 + 1 ⇒ (19) + 7 + 1 + 1 = 28
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Attack 2: 1d20 + 7 + 1 + 1 - 5 ⇒ (14) + 7 + 1 + 1 - 5 = 18
Piercing Damage: 1d6 + 2 ⇒ (2) + 2 = 4


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Scipio moves to the other side of the chamber and fires off a crossbow bolt before reloading.

Cross Vs Air Elemental: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


Pierced by arrows, the elemental's form is increasingly ragged, but it continues to strike and strike!

Gust x 3

Gust vs Samar: 1d20 + 10 ⇒ (11) + 10 = 21

Damage, B: 1d6 + 4 ⇒ (3) + 4 = 7

Gust vs Samar: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18

Damage, B: 1d6 + 4 ⇒ (3) + 4 = 7

Gust vs Samar: 1d20 + 10 - 10 ⇒ (15) + 10 - 10 = 15

Damage, B: 1d6 + 4 ⇒ (6) + 4 = 10

Samar injured for 7 hp

Neshim whistles, as he plants a pair of arrows through the elemental, finally slaying it!

Longbow, Inspire Courage: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Longbow, Inspire Courage: 1d20 + 7 + 1 - 5 ⇒ (19) + 7 + 1 - 5 = 22

Damage: 1d8 + 1 ⇒ (2) + 1 = 3

The body of the air elemental condenses into a transparent gem, which falls to the ground. A similar-sized but reddish-brown gem lies on the ground where its fiery companion fell.

Elemental Gems, Rulebook p389:

ELEMENTAL GEM ITEM
Price 120 gp
Method of Use held, 1 hand; Bulk —
Activation Command Activation, Operate
Activation
You shout the name of an Elemental Lord and dash this glassy gem
against a hard surface to activate it. It cracks open, casting a 5thlevel summon monster spell to summon forth a lesser elemental
that’s under your control as long as you spend an action each
round to Concentrate on a Spell.
This gem comes in four varieties: transparent for an air
elemental, light brown for an earth elemental, reddish orange for
a fire elemental, and blue-green for a water elemental.

Combat over! There is little else of interest in this room. Where to next? Back to C2, C4, or try somewhere/something else?


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Samar scoops up the elemental gems and hands them to Scipio. "Want these?"

401 to 450 of 526 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Doomsday Dawn Troupe Playtest All Messageboards

Want to post a reply? Sign in.