GM Z..D.. |
Kissan attacks the blinded skeletal creature. Edmund finishes him off with the first shot.
He then switches targets. The red skeletal figure doesn't even get a chance. Edmund's second arrow nocks its head clean from its shoulders.
With no viable target, Tarael holds her hex.
Agents are up
GM Z..D.. |
Shawa cast see invisibility.
Tarael cast detect magic for the first round. She can definitely tell that there are magical auras present.
Anything from Edmund or Wolfgang
Edmund DeCarth |
Edmund calls Kissan back to him, producing a thin rod from his belt and tapping the cat with it. Hele. A purple light washes over Kissan and her gastly wounds seem to heal up.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Kissan the Jag |
Kissan limps over to her hooman, bloodly paw prints left on the floor of the cave as she moves the few feet. She nuzzles her head against his leg when a familiar warm feeling flows over her and some of the pain subsides.
GM Z..D.. |
quill #1 vs Traber FF: 1d20 + 15 ⇒ (6) + 15 = 211d4 + 2 + 3d6 ⇒ (1) + 2 + (4, 3, 6) = 16
quill #2 vs Traber: 1d20 + 15 ⇒ (6) + 15 = 211d4 + 2 ⇒ (2) + 2 = 4
Before anyone can notice, except for Shawa who now sees what is going on, a quill is implanted into Traber's flesh, nearly puncturing a vital organ. A second quill follows, the source, a spiny littlencreature. Traber takes 20 points of damage. And need two fort saves vs poison.
Agents go
Traber |
Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Traber yells out in pain. Twice. He only sees the creature briefly as he moves to defend himself.
Knowledge (nature): 1d20 + 4 ⇒ (18) + 4 = 22 (immunities or resistances)
Morningstar +1 disruption: disruption (dc 14), 2 handed to hit
1d20 + 7 ⇒ (5) + 7 = 12 damage 1d8 + 4 ⇒ (6) + 4 = 10
Edmund DeCarth |
Know Nature: 1d20 + 5 ⇒ (8) + 5 = 13
Quickly, Edmund draws up his bow and places two arrows towards the creature.
+1, Rapid, DA, Precise, PBS: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage, MC +3: 1d8 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11
+1, Rapid, DA, Precise: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage, MC +3: 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Wolfgang Strabe |
"There it is!" Wolfgang says... and shoots twice at the same time at the nasty little bugger!
Attack roll 01: 1d20 + 12 - 2 - 2 + 1 ⇒ (14) + 12 - 2 - 2 + 1 = 23 → Damage roll: 1d10 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Attack roll 02: 1d20 + 12 - 2 - 2 + 1 ⇒ (18) + 12 - 2 - 2 + 1 = 27 → Damage roll: 1d10 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7
GM Z..D.. |
will save: 1d20 + 10 ⇒ (20) + 10 = 30
Tarael attempts to hex the beast. It gets to her, but only a bit.
Traber swings the morningstar, finding it's quills get in the way of making the connection. TRaber takes 1d3 ⇒ 3 damage and needs to make a fort save vs poison
Traber calls out that it is immune to poison.
Edmund takes two quick shots, connecting with one.
Wolfgang joins Edmund, firing two bolts of his own, both finding their mark.
will save: 1d20 + 8 ⇒ (5) + 8 = 13
Shawa attempts to end the fight quickly. With Tarael's hex active, the pukwudgie can not resist the spell.
it falls to the ground.
Calling the fight here
Pukwudgie= 57/85 -2 to saves 1 round
GM Z..D.. |
During their search of the cave, the PCs discover Dijjit, Ignizi’s kidnapped assistant, in a small chamber. The orange-haired gnome’s unconscious body is riddled with pukwudgie quills and she will quickly become a zombie unless she is cured of the poison.
GM Z..D.. |
Traber can not resist the poison this time. You take 1d3 ⇒ 3 con damage. If you want to give me six more fort saves. it last for six rounds and is two consecutive saves. DC is 18.
Traber attempts to heal Dijjit, but the poison has gotten a good hold on her.
Traber |
Traber will try Neutralize Poison on himself until it works then try to use it again for Dijjit (three more times max). If he's not cured, he'll go with saves after that, using Lesser Restoration to keep himself alive first before helping Dijjit.
Neutralize Poison: 1d20 + 6 ⇒ (10) + 6 = 16
Neutralize Poison: 1d20 + 6 ⇒ (7) + 6 = 13
Neutralize Poison: 1d20 + 6 ⇒ (12) + 6 = 18
Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Fort: 1d20 + 4 ⇒ (15) + 4 = 19
Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Lesser Restoration: 1d4 ⇒ 1
Lesser Restoration: 1d4 ⇒ 1
Lesser Restoration: 1d4 ⇒ 3
Lesser Restoration: 1d4 ⇒ 3
Lesser Restoration: 1d4 ⇒ 2
Lesser Restoration: 1d4 ⇒ 1
GM Z..D.. |
It looks like you save yourself with the first two fort saves. And the third Neutralize poison helps Dijjit. Good Job
It takes the PC's two days to travel back to the Ignazi's hut. They manage to avoid any lingering undead in the area. . While the gnome convalesces, the Ignizi and the other researchers thank the party profusely. Riddywipple, his best friends gone and his optimism somewhat soured, pledges his service to any of the PCs.
The End
Wolfgang Strabe |
Let's put it down for good. This critter is way too dangerous to be left alive. Besides we need its head... perhaps those gnomes will be willing to pay us an extra if we give it to them as a token of our handiwork!"
Coup de grace: 2d10 + 8 + 1 + 1 ⇒ (7, 6) + 8 + 1 + 1 = 23
The critter needs a fort save DC23 to avoid dying on the spot. Using the crossbow in order to avoid the quills
GM Z..D.. |
The DC is actually 10 + damage dealt. fort: 1d20 + 7 ⇒ (18) + 7 = 25. And nope, did not make it