"Bash" Steeltoe
|
With a quick spell Marcie confirms the magic attached to the cheek-shaped device "Yep, its magic of some sort alright. If ya wanna know more then ya best hire a wizard er somethin."
Marcie steps up to help the Halfling carry the deceased pathfinder back to the stairs. Her stocky build and a life living outdoors makes it an easy chore. "Aye. Let's get these guys back ta the rest of the crew." She says with a nod, her drum bouncing off her hip as she takes short steps.
Black Midknight
|
”You may call me Black Midknight.”
She pulls out her autograpnel.
”Let’s get them out.”
GM Red
|
"It was awful," Saala trembles as she begins to climb back up the shaft. "Those hairless things attacked anyone with our dig crew, dragged some of them back to that room and tortured them. Then.. they.. ate them. Others were dragged the opposite way, no doubt subjected to the same treatment. Truly awful."
At the top, Pel breathes a sigh of relief. "I never thought I'd see the light of day again. This place gives me the creeps. I knew something was weird about how well-preserved the temple was, and now we've uncovered angry people-eating freaks." He shudders.
Did you want to take the cheek-shaped device from the statue?
Black Midknight
|
Oh, absolutely. Black Midknight will grab it before we leave the room
”So are there more of those monsters? Or any other creatures you saw?”
"Bash" Steeltoe
|
My opinion is to grab that relic after we've returned the survivors.
Marcie listens on, helping everyone climb the ladder rungs "When did ya first see them freaks? Did they show up outta no where or only after ya broke into the place? Did they speak at all?" She asks as she shares her water skin, a ragged looking, frequently stitched goat bladder.
Solum Akinaces
|
Of course! Edit: Oops! Guess that is the plan.
Solumn takes the device as they leave, and joins his companions in bringing the survivors back to the surface, along with the Pathfinder body.
Once they've made sure that everyone is okay, he says, "We should continue down the hallway. I suspect that this place has more surprises in store."
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
GM Red
|
"They grabbed us from outside the temple and dragged us back in," Pel replies. "Never heard them say a word. Just grunt and growl in their hideous tongue. There are probably more of them."
Leaving the captives upstairs with Riemme's remains, the party returns to the halls to continue exploration, retrieving the cheek-shaped device from the statue without setting off any traps.
Heading south along the hallway, the party finds another secret door in the south wall. The path continues to another blockade of irregular stone and dried clay - identical to the blockade upstairs and the one found beyond the hall of mummified remains. It can be broken down with enough force.
Secret door, or bash through the wall Kool-Aid style?
Solum Akinaces
|
"Let's check this secret door before busting anything down," Solumn reasons.
"Bash" Steeltoe
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"As much as I enjoy a good Bashin', we should probably start with this door. Besides, I didn't bring my bashin' hammer for some reason." She smiles before bowing to let the others lead the way.
If anyone is injured I have a CLW wand I am happy to use. Also, love the mental image of the Kool-Aid wall crash.
Reggie Bottleberry
|
"Will you hold my wand for me, Bash?" Reggie says, for some reason thinking about such things. He holds out a standard issue Pathfinder Society Cure Light Wounds Wand that has seen some use.
With that bit of business out of the way and hearing the rest of his party make the same decision he does, he goes to the secret door and springs it open.
Black Midknight
|
Black Midknight pats the Cure Light Wounds wand in her wrist sheath. ”I can use it. Sometimes. I’ll hold onto it in case you go down, Miss Bash.”
”Secret doors first. Always first.”
Solum Akinaces
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Taking in all the wands that are being presented, Solumn replies, "I knew that there was something I was forgetting when we left Absolom."
GM Red
|
The secret door opens inwards to a long, narrow corridor. Reggie's ioun torch continues to light the path ahead, which soon opens to a much larger chamber. The stench of death is strong in the ornate shrine. Another mosaic like that found in the grand temple above lies on the floor immediately west of the entryway. Two rows of slender columns carved with dizzying designs support the ceiling twenty feet overhead and every inch of the chamber’s walls is covered with intricate sigils and pictograms. A fat pillar stands in the center of the chamber. Six corpses lie on the floor near the base of this central pillar. An altar of red marble stands near the western wall, and it has iron manacles attached to its surface. The air is charged with palpable malevolence.
S: 1d20 + 14 ⇒ (13) + 14 = 27
G: 1d20 + 7 ⇒ (9) + 7 = 16
Solum: 1d20 + 6 ⇒ (15) + 6 = 21
BM: 1d20 - 2 ⇒ (17) - 2 = 15
Reggie: 1d20 + 3 ⇒ (5) + 3 = 8
Bash: 1d20 + 6 ⇒ (3) + 6 = 9
The mosaicseems to act as a mortification device, comprised with sharp-toothed shards of glass. This area is treated as if it was covered with caltrops
Everyone, please also give me an additional perception check with your post.
"Bash" Steeltoe
|
Perception DC25: 1d20 + 6 ⇒ (1) + 6 = 7
K Religion Untrained: 1d20 - 1 ⇒ (16) - 1 = 15
K Perception Extra: 1d20 + 6 ⇒ (17) + 6 = 23
Marcie steps forward a bit into the room, eyeballs scanning the writings and the rest of the room. "Those religious bits there are pretty important. We should copy it."
She points to the bodies "The others maybe?"
Black Midknight
|
Black Midknight Perception: 1d20 - 2 ⇒ (15) - 2 = 13
Silver Starlight Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Black Midknight Untrained Knowledge (religion): 1d20 + 1 ⇒ (15) + 1 = 16
Silver Starlight Knowledge (religion): 1d20 + 4 ⇒ (15) + 4 = 19
Black Midknight and Silver Starlight share a glance and nod. "We agree, Bash. Definitely worth our time."
Black Midknight will scan the room with detect magic. If the way seems clear, she will cast Guidance on herself and advance to take a closer look at the central pillar.
Black Midknight Extra Perception: 1d20 - 2 ⇒ (9) - 2 = 7
Silver Starlight Extra Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Solum Akinaces
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Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Dangit! So close!
Solumn keeps his gaze outward while his companions takes notes and rubbings from the walls.
"Best to stay on our guard. Who knows what other creatures roam these halls."
Reggie Bottleberry
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| 1 person marked this as a favorite. |
Can't hit the named Perception DC so...
Unknown Perception Check: 1d20 + 3 ⇒ (19) + 3 = 22
"Is it strange that I hope they are the others? I'd like to bring some people back alive but if we keep finding dead bodies, I at least want them to be the dead bodies we're expecting," Reggie answers Bash's question.
Just as Solum says, he and Rowdy are both very much on their guards.
GM Red
|
As Solum, Reggie, and Marcie are inspecting the room, they hear a shuffle behind the altar. And then a groan that echoes through the long chamber. As the party looks towards the altar, the source of the horrid groan is revealed: a robed undead with burning red eyes and purple, rotting flesh reveals himself. Beside him rises another shambling ghoul.
The undead cleric hisses something in a dark tongue.
"More feasting for Yamasoth. How fortunate when the sacrifices walk right into their death."
points in the party's direction, directly at Reggie, and begins chanting.
The undead is casting Cause Fear
Reggie needs a DC 17 Will save or is Frightened for 1d4 ⇒ 4 rounds. If he makes the save, he is only Shaken for 1 round.
Tholrist: 1d20 + 9 ⇒ (15) + 9 = 24
G: 1d20 + 2 ⇒ (14) + 2 = 16
Reggie: 1d20 + 1 ⇒ (3) + 1 = 4
Solum: 1d20 + 5 ⇒ (8) + 5 = 13
BM: 1d20 + 4 ⇒ (6) + 4 = 10
Marcie: 1d20 + 6 ⇒ (12) + 6 = 18
-- Bold is up --
Tholrist (green)
Bash
Ghoul (red)
Solum, Black Midknight, Reggie
"Bash" Steeltoe
|
"There! Behind the altar!" Marcie points to the now obvious undead as she draws her sap and begins pounding out a thunderous beat on her war drum.
"I think its casting a spell. Time to put the boots to 'em guys, its time for WAR!"
Inspire Courage: +1 hit, damage, saves vs fear; Draw weapon, 5' step. Wish I could use Saving Finale to help with that save Reggie, but IC wasn't going when it was cast so I don't think I could... First time using it, GM?
GM Red
|
That's right. You would have needed to been performing already, and the cleric got the drop on you unfortunately.
Bite: 1d20 + 3 ⇒ (7) + 3 = 10
The ghoul shambles towards Marcie, and reaches out to bite her, but the bard ducks down and away to avoid it.
Active Effects
Inspire Courage +1/+1 - All
-- Bold is up --
Tholrist (green)
Bash
Ghoul (red)
Solum, Black Midknight, Reggie
Solum Akinaces
|
| 1 person marked this as a favorite. |
Solumn cast a quick spell on his weapon, then leaps into action, almost literally, as he jumps and spins around his allies to put himself into position to flank the ghoul, then strikes.
No acrobatics used, just in case you were wondering. Managed to find a route that doesn't provoke. I just thought it sounded more interesting this way.XD
Swift Action: Cast Dazzling Blade
Move Action: Move 30 feet.
Standard Action: Attack Ghoul (red)
Scimitar Attack w/IC and Flank: 1d20 + 9 ⇒ (20) + 9 = 29
Scimitar Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Scimitar Crit Confirm: 1d20 + 9 ⇒ (8) + 9 = 17
Scimitar Crit Damage: 1d6 + 4 ⇒ (6) + 4 = 10
All hail the dice gods!
Black Midknight
|
Black Midknight brings another Shield of force into existence and charges herself with silver arcane energy before advancing on the leader.
Standard to cast Shield, swift to activate Arcane Strike for the round, and move to move thirty feet
Reggie Bottleberry
|
Will Save: 1d20 + 3 ⇒ (20) + 3 = 23
"Is that supposed to frighten me?" Reggie asks, defiantly, though his voice is shaking.
He nudges Rowdy forward so that they can get into the fight and takes a swing with his sword.
Longsword plus Inspire Courage minus Shaken: 1d20 + 4 + 1 - 2 ⇒ (5) + 4 + 1 - 2 = 8
Slashing minus Shaken: 1d6 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Reginald Bottleberry's Rowdy
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| 1 person marked this as a favorite. |
See? More gross things to bite. Why don't they ever fight giant bunnies?
Rowdy does not bother sighing. It wouldn't matter and no one would understand, anyway.
He makes a bite at the creature.
Bite: 1d20 + 5 ⇒ (12) + 5 = 17
Bite Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trip?: 1d20 + 5 ⇒ (9) + 5 = 14
GM Red
|
Solum single-handedly takes down the ghoulish minion with a brutal strike of his sword that sends its head rolling.
@Reggie, given the ghoul's down, you'd keep the rolls but did you want to move towards the other undead and attack him instead?
Active Effects
Inspire Courage +1/+1 - All
-- Bold is up --
Tholrist (green)
Bash
Solum, Black Midknight, Reggie
Reggie Bottleberry
|
Solum single-handedly takes down the ghoulish minion with a brutal strike of his sword that sends its head rolling.
@Reggie, given the ghoul's down, you'd keep the rolls but did you want to move towards the other undead and attack him instead?
Active Effects
Inspire Courage +1/+1 - All-- Bold is up --
Tholrist (green)
Bash
Solum, Black Midknight, Reggie
Yes, everything else stays the same, I just moved adjacent to the remaining enemy.
GM Red
|
As Reggie and Black Midknight move closer to the undead cleric, they're accosted by a disgusting stench emanating from the rotting flesh on its body. Roll DC 15 Fortitude or become sickened for 1d6 ⇒ 2 minutes
Reggie and Rowdy both strike out at the undead, and both fail to land a hit.
1d2 ⇒ 2
Tholrist -2 AC
The ghastly cleric reaches out to strike Reggie, his claws glowing black with unholy energy.
Bite: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 241d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Claw: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 131d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Claw: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 211d4 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Reggie's shoulder is gouged by the claw.
Reggie needs a DC 15 Fort Save vs Ghoul Fever and a DC 15 Fort Save vs paralysis
Active Effects
Inspire Courage +1/+1 - All
-- Bold is up --
Tholrist (green)
Bash, Solum, Black Midknight, Reggie (-14)
Black Midknight
|
Fortitude Save vs Sickened: 1d20 + 4 ⇒ (1) + 4 = 5
Black Midknight succumbs to the sickening stench of creature's flesh. She adjusts herself into a flank with her companion and strikes.
Attack with Mwk Cold Iron Starknife (inspire, flank, sickened, piranha strike: 1d20 + 7 + 1 + 2 - 2 - 1 ⇒ (18) + 7 + 1 + 2 - 2 - 1 = 25
Damage (inspire, piranha strike, arcane strike, sicked): 1d4 + 2 + 1 + 2 + 1 - 2 ⇒ (1) + 2 + 1 + 2 + 1 - 2 = 5
I'm sure that hits, but I wish the damage was higher :/ sorry, this build does kinda meh damage atm
Solum Akinaces
|
Solumn rushes to the aid of his companions, making his way towards the north side of the altar, then uses his blade to confuse and dazzle the enemy, steeling himself to the stench emanating from the undead creature.
Move Action: Moving.
Standard Action:
Feint w/ Dazzling Blade: 1d20 + 9 ⇒ (9) + 9 = 18 Unsure if this creature officially classifies as 'humanoid'. If not, the total will be -1.
Edit: Also, pre-emptively rolling Fort save for Sickness.
For. save DC15: 1d20 + 2 ⇒ (13) + 2 = 15
Just made it by the hair of my hairless elven chin. :)
Reggie Bottleberry
|
Reggie has only a moment to be disappointed in missing before the ghastly creature takes a bite out of him.
Fort vs. Sickened: 1d20 + 6 ⇒ (13) + 6 = 19
Fort vs. Ghoul Fever: 1d20 + 6 ⇒ (3) + 6 = 9
Fort vs. Paralysis: 1d20 + 6 ⇒ (13) + 6 = 19
His stamina is enough to weather the immediate threats but tiny enemies are already at work within his body.
He counterstrikes.
MW Longsword plus Flanking: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Slashing: 1d6 + 2 ⇒ (1) + 2 = 3
Crit?: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Crit Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Reginald Bottleberry's Rowdy
|
Rowdy can't see what's going on over him. He just knows that the gross thing in front of him attacked his best pal Reggie. And that it stinks. It's not going to taste good but he wants to roll around in it.
Fort vs. Sickened: 1d20 + 5 ⇒ (14) + 5 = 19
Bite plus Flank: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Bite Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Trip? plus Flank: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
"Bash" Steeltoe
|
Marcie continues drumming her war beat as she hustles up towards Reggie, whom she unfortunately can't quite reach thanks to this stubby legs she's always hated. If I had long luscious Elven or Human legs this wouldn't be a problem!
As she goes she draws out Reggie's healing wand just in case, and activates it, holding the charge in her hand.
Fort vs Sickened if needed: DC15: 1d20 + 4 ⇒ (8) + 4 = 12
GM Red
|
Solum attempts to throw Tholrist off balance, but the ghast plants his feet firmly into the ground and cackles in retort. Black Midknight stabs him in the gut with her starknife, and Reggie drives his longsword into the same wound. Rowdy has less luck and snaps the air in his fangs.
1d4 ⇒ 3
Bite: 1d20 + 10 ⇒ (18) + 10 = 281d6 + 6 ⇒ (6) + 6 = 12
Claw: 1d20 + 10 ⇒ (16) + 10 = 261d4 + 6 ⇒ (3) + 6 = 9
Nothing personal, Reggie - I've been rolling for a random target here.
Reggie falls unconscious from the pain of the brutal attack.
Roll to stabilize
Active Effects
Inspire Courage +1/+1 - All
-- Bold is up --
Tholrist (-8)
Bash (sickened), Solum, Black Midknight (sickened), Reggie (-37, unconscious)
Black Midknight
|
Acrobatics to Avoid AoOs (sickened): 1d20 + 10 + 2 - 2 ⇒ (16) + 10 + 2 - 2 = 26
Black Midknight deftly tumbles around the monster, landing in Reggie's square.
"Quick! Solum! Take the other side."
She readies to attack as soon as her friend is in position.
Attack with Mwk Cold Iron Starknife (inspire, flank, sickened, piranha strike): 1d20 + 7 + 1 + 2 - 2 - 1 ⇒ (20) + 7 + 1 + 2 - 2 - 1 = 27
Damage (inspire, ps, as, sickened): 1d4 + 2 + 1 + 2 + 1 - 2 ⇒ (1) + 2 + 1 + 2 + 1 - 2 = 5
Crit Confirm: 1d20 + 7 + 1 + 2 - 2 - 1 ⇒ (18) + 7 + 1 + 2 - 2 - 1 = 25
Crit Damage: 2d4 + 8 ⇒ (2, 4) + 8 = 14
Would total to 19 if the crit confirms
Solum Akinaces
|
The masked elf nods tersely at Black Midknight's tactical call out and responds with a shift into flanking position. "You've had your last meal, fiend," Solumn says to the creature, without a hint of malice or scorn. He discharges the spell on his blade to cause a blinding flash of light directly at the undead before slashing with said weapon.
Five-foot move
Free Action: Discharge Dazzling Blade to blind for 1 round (DC 14 Will save; Success Dazzled for 1 round instead).
Standard Action:
Scimitar attack w/ Flanking & IC: 1d20 + 9 ⇒ (4) + 9 = 13
Scimitar Damage: 1d6 + 4 ⇒ (3) + 4 = 7
"Bash" Steeltoe
|
"Ooof! That's gotta sting! Damn these stubby legs!" Marcie continues her beat and takes the last few steps to lay a healing hand on Reggie, just after he falls unconscious.
Reggie's Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Sorry man, I was 5' short and since I already was holding your charge I couldn't use a more potent casting of my own magic. Next round!
Also, since I actually cast the spell last round and only needed to touch him to transfer the spell, could I cast it again this round for a double healing essentially? I couldn't imagine a touch on an ally is a standard action?
Casting Cure Light Wounds on Reggie: 1d8 + 3 ⇒ (1) + 3 = 4
Reggie Bottleberry
|
| 1 person marked this as a favorite. |
It's no problem. This much damage would probably have outright killed any of the rest of the party and Reggie's mostly there to get in people's business and distract them from the cushier but pointier folks.
All Reggie sees is teeth and claws coming at him. He misses the block with his shield but expects his armor to stop the attacks...in vain.
As pain overtakes him, he tumbles from the saddle.
But, almost before he hits the ground, as the crash of armor on stone still echoes in the chamber, Bash is there, giving him a dose of curative magic.
He awakens in the unenviable position of being well within reach of someone who can easily knock him out again if he tries to stand up. Then again, there are less pleasant people to have standing over you than Black Midknight.
He can help his group a different way, though. "Watch out! It can paralyze you and...I think its claws or mouth or both are laced with disease!"
Standard action to use Danger Ward for Fortitude saves - As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.
GM Red
|
I think delivering the charge is essentially a touch attack, which means it'd be a standard action.
Will: 1d20 + 13 ⇒ (15) + 13 = 28
1d2 ⇒ 2
Just as Reggie is about to hit the ground, a wave of healing flows into his body sourced from the bard with the thundering voice. Solum steps into place, and Black Midknight unleashes a particularly brutal attack with her starknife, gouging out Tholrist's insides. Then Solum makes his blade glow brightly, but Tholrist shields his eyes.
The ghast turns on Black Midknight now with fangs and claws bared...
Bite, Dazzled: 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 241d6 + 6 ⇒ (4) + 6 = 10
Claw, Dazzled: 1d20 + 10 - 1 ⇒ (5) + 10 - 1 = 141d4 + 6 ⇒ (3) + 6 = 9
Claw, Dazzled: 1d20 + 10 - 1 ⇒ (16) + 10 - 1 = 251d4 + 6 ⇒ (1) + 6 = 7
DC 15 Fort vs Ghoul Fever, DC 15 Fort vs Paralysis, and remember Reggie's Danger Ward will allow you to reroll one of your choice if failed.
Active Effects
Inspire Courage +1/+1 - All
Danger Ward - All
-- Bold is up --
Tholrist (-32)
Bash (sickened), Solum, Black Midknight (sickened, -17), Reggie (-28)
Black Midknight
|
Fortitude Save vs Ghoul Fever: 1d20 + 4 ⇒ (15) + 4 = 19
Fortitude Save vs Paralysis: 1d20 + 4 ⇒ (4) + 4 = 8
Guess I'm using that reroll!
Danger Ward Reroll: 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24
Black Midknight coughs as the undeads claw and bite gouge into her, but she manages to fight off paralysis thanks to Reggie's ability. She manages to throw out another attack, but it's weak and unlikely to do any damage.
Attack with Mwk Cold Iron Starknife (inspire, flank, sickened, piranha strike: 1d20 + 7 + 1 + 2 - 2 - 1 ⇒ (6) + 7 + 1 + 2 - 2 - 1 = 13
Damage (inspire, ps, as, sickened): 1d4 + 2 + 1 + 2 + 1 - 2 ⇒ (4) + 2 + 1 + 2 + 1 - 2 = 8
"Bash" Steeltoe
|
Bash grits her teeth and heals Reggie once more, cast from her own hand this time. "We need ya bud, this thing is shreddin' us!" She then continues drumming.
CLW Cast: 1d8 + 3 ⇒ (7) + 3 = 10
Reggie Bottleberry
|
| 1 person marked this as a favorite. |
With a second dose of healing from Bash, Reggie is at least feeling well enough to take the shot from their opponent that he knows is coming as soon as he tries to get to his feet.
So, get to his feet he does, moving out of the space Black Midnight is in.
"You think you can kill me? You think you can kill ME!? You can't kill me! I kill YOU!" he shouts, in a voice impressively loud for someone so small.
Activating Challenge.
MW Longsword plus Inspire Courage: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Slashing plus Inspire Courage plus Challenge: 1d6 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
Solum Akinaces
|
Solumn slashes again at this undead creature, working alongside his allies to defeat the evil, as if it were that inside himself.
Scimitar attack w/ Flanking & IC: 1d20 + 9 ⇒ (12) + 9 = 21
Scimitar Damage: 1d6 + 4 ⇒ (4) + 4 = 8
GM Red
|
Bash continues to apply healing to Reggie, and both he and Solumn gash the ghast with a double swipe of the their weapons. Black Midknight stumbles and fails to hit.
Yet the undead fights on. "How can you kill what is already dead?" He taunts Reggie.
HP sponge right here... He's almost gone though!
1d3 ⇒ 1
Bite: 1d20 + 10 ⇒ (7) + 10 = 171d6 + 6 ⇒ (6) + 6 = 12
Claw: 1d20 + 10 ⇒ (3) + 10 = 131d4 + 6 ⇒ (4) + 6 = 10
Claw: 1d20 + 10 ⇒ (16) + 10 = 261d4 + 6 ⇒ (2) + 6 = 8
One DC 15 Fort save vs Paralysis, Reggie
-- Bold is up --
Tholrist (-48)
Bash (sickened), Solum, Black Midknight (sickened, -17), Reggie (-26)
Black Midknight
|
Black Midknight takes the opportunity to gather herself as the undead shifts his focus.
”By stabbing you until you fall down.”
She drives forward a strong, precise blow right into the creature’s back.
Attack with Mwk Cold Iron Starknife (inspire, flank, sickened, piranha strike): 1d20 + 7 + 1 + 2 - 2 - 1 ⇒ (19) + 7 + 1 + 2 - 2 - 1 = 26
Damage (inspire, ps, as, sickened): 1d4 + 2 + 1 + 2 + 1 - 2 ⇒ (4) + 2 + 1 + 2 + 1 - 2 = 8
"Bash" Steeltoe
|
Bash slaps Reggie upside the rump with another healing hand "Sorry cutie, its the easiest thing to reach..." She smiles as she pours more healing energy into the man.
Casting CLW: 1d8 + 3 ⇒ (3) + 3 = 6
Also continue inspire.
Solum Akinaces
|
Yet the undead fights on. "How can you kill what is already dead?" He taunts Reggie.
"By putting you in the ground for good," retorts Solumn as he slashes at the ghoul once more.
Scimitar attack w/ Flanking & IC: 1d20 + 9 ⇒ (2) + 9 = 11
Scimitar Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Black Midknight
|
Counting on her mask to keep her expression disguised, Black Midknight rolls her eyes at Bash tapping Reggie’s butt. She whispers to herself. ”Straight people.”
Reggie Bottleberry
|
Reggie is as dubious about Bash's reasoning as anyone else. He's not about to argue with the person dealing out the healing, though, nor does he particularly mind.
Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7
Not that he could argue if he wanted to, as one of the creature's claws connects with him and fills him with dark energy that causes all his voluntary muscles to seize up.
"Bash" Steeltoe
|
Bash's drum beat comes to a sudden halt as Reggie freezes in place from the ghoul's touch. With a single, sudden THUD she gives him a chance to fight off the paralysis one more time.
Use Saving Finale (my last 1st level spell of the day FYI). Reroll that fort save Reggie!
GM Red
|
Black Midknight lunges ahead and digs her starknife deep through the ghast's chest. The attack proves fatal, and brings the undead fiend to his knees. Tholrist slumps over and a pool of black bile forms around his corpse.
Out of combat. Woo!