| Kelvin Craghorn |
Will save: 1d20 + 14 ⇒ (5) + 14 = 19
Given that the spell has the Incapacitation trait, that fail might be a success. "any creature of more than twice the spell’s level treats the result of their check to prevent being incapacitated by the spell as one degree of success better"
| Cuthberwyn Fizzkomingus |
<botting>
Dori will Stride, Stride, and Raise Shield.
</botting>
Following Dori into the room, Cuthberwyn picks up his tale of woe where he left off, weaving the imprudence of bargaining with a devil into the story, sure to bring about ill tidings to the foolhardy who tempt fate so.
(Dirge of doom cantrip, 30' emanation, foes in the area are Frightened 1 and cannot reduce their Frightened value below 1 while in the area.)
Stride x2, verbal component for dirge of doom cantrip ◈.
GM Tyranius
|
Dori moves in raising his shield to defend the others while Cuthberwyn picks up the speed of his dirgiest dirge.
Cabaguils watches as the bone devil doesn't move but instead faces Rusty Mae. The hag's face scrunches as she screams at the bone devil. "You Coward! I will never pay that!"
Round 5
Ðakaþos (103/124; Mirror Image 2 remain)
------------------------------------------------------
Rusty Mae (Red -3)
------------------------------------------------------
Kelvin (113/136; Resist Fire 4)
Cabaguil (71/71)
Raspar (114/114; Steel Shield)
------------------------------------------------------
Night Hag (Green -47; Invisible)
------------------------------------------------------
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
------------------------------------------------------
Haznazak (Invisible)
------------------------------------------------------
| Ðakaþos |
"Yeah keep arguing, the Boneyard awaits." Ðak strides confidently in, letting the images do their work as he cuts a swift pair of diagonal cuts:
ATK 1: 1d20 + 20 ⇒ (9) + 20 = 29 for DMG if hit: 2d12 + 7 + 1d6 ⇒ (1, 11) + 7 + (2) = 21
ATK 2: 1d20 + 15 ⇒ (2) + 15 = 17
Though he is a bit overconfident...
GM Tyranius
|
Dakapos does indeed get a bit overconfident as Rusty Mae blocks his blow. Though thanks to Cuthberwyn's dirge Dakapos is able to feint as his sword drags up her arm, removing a finger. She lives up to her name as Rusty Mae begins to savagely claw into Dakapos.
Claws vs Dakapos AC 30; Frightened 1: 1d20 + 23 - 1 ⇒ (17) + 23 - 1 = 39
Mirror Image; 1=real: 1d3 ⇒ 3
Claws vs Dakapos AC 30; Frightened 1: 1d20 + 23 - 1 - 4 ⇒ (1) + 23 - 1 - 4 = 19
Claws vs Dakapos AC 30; Frightened 1: 1d20 + 23 - 1 - 8 ⇒ (15) + 23 - 1 - 8 = 29
Rusty Mae is scorned as she claws through both of Dakapos' mirrored images.
Round 5
Ðakaþos (103/124)
------------------------------------------------------
Rusty Mae (Red -14)
------------------------------------------------------
Kelvin (113/136; Resist Fire 4)
Cabaguil (71/71)
Raspar (114/114; Steel Shield)
------------------------------------------------------
Night Hag (Green -47; Invisible)
------------------------------------------------------
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
------------------------------------------------------
Haznazak (Invisible)
------------------------------------------------------
| Raspar Soulsage |
Round 5
Action 1: Stride.
Action 2: Strike.
Action 3: Shield.
Raspar moves in and attacks the orange hag once, readying his shield.
Melee or Ranged Strike:
Melee: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25 to hit;
P/S: 2d4 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11 damage
Note 11 damage of prevention is on the stack.
Melee or Ranged Strike:
[ dice=Melee]1d20+16[/dice] to hit;
P/S: 2d4 + 6 ⇒ (2, 1) + 6 = 9 damage
Critical damage: [ dice]4d4+12+1d6[/dice]
AC: 30 +2 with shield action.
Fort/Ref/Will: 17/17/15 + 2 vs. spells/reaction
HP: 114/114
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+16[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
| Kelvin Craghorn |
Action 1: Stride
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
"COME OUT, COME OUT WHEREVER YOU ARE!" Kelvin taunts the invisible witch as he strides into the fray with Dak to deal with Rusty Mae. Ogogoro's Pride and the Cinderclaw Gauntlet seem to work in tandem as part his now unique fighting style.
Ogogoro's Pride vs Mae (Flat-footed): 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
Damage (P/Sonic): 2d6 + 8 + 1 + 2d6 + 1d6 ⇒ (6, 5) + 8 + 1 + (2, 1) + (2) = 25
Cinderclaw Gauntlet vs Mae (Flat-footed): 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (2, 1) + 7 + 1 + (4, 6) = 21
I added in the +1 from Inspire to hit/damage. Subtract if Cab doesn't do an Inspire Courage
Damage (P/Sonic): 2d6 + 8 + 1 + 2d6 + 1d6 ⇒ (5, 4) + 8 + 1 + (5, 6) + (2) = 31
| Cabaguil Hobnil |
Round: 5
Equipped: Staff of Healing, Prayer Beads
Conditions: See Invisibility (1/10m), Inspire Courage
Battle Medicine: Cabaguil
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Greater: (5/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +15 (T), Spell DC’s 25 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Knock
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +17 (E), Spell DC’s 27 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Dispel Magic§, Heal§ (2), See Invisibility, Spiritual Weapon
Third Level: (4/4) Enthrall*, Crisis of Faith§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (2/3) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5)
Cabaguil frets over pointing out the invisible opposition, but that would leave him largely out of the fight as well - and he had things to do.
First he continues to Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) again to help those around him. Then he hits the Night Hag and Rusty May with a Flame Strike (•>>, Reflex DC 27 or fire/divine: 8d6 + 5 + 1 ⇒ (2, 3, 3, 3, 3, 1, 2, 5) + 5 + 1 = 28 (inspire))
"Burn you hag!" He'd hoped for more fire from his first casting of the powerful spell, but he'll take what he can get.
GM Tyranius
|
Kelvin lands a powerful jab into Rusty Mae's side with Ogogoro's Pride. She grunts in pain as she rips the spearhead free from just underneath her collarbone.
Divine flames pour down from above as Cabaguil scorches the pair of hags.
Rusty Mae Reflex DC 27: 1d20 + 17 ⇒ (10) + 17 = 27
Night Hag Reflex DC 27: 1d20 + 19 ⇒ (14) + 19 = 33
Running from the fire the night hag rushes to the other side of the room, her hand outstretched from the shadows as she sends magical missiles in Cabaguil's direction.
Magic Missiles: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12
Round 5
Ðakaþos (103/124)
------------------------------------------------------
Rusty Mae (Red -68)
------------------------------------------------------
Kelvin (113/136; Resist Fire 4)
Cabaguil (59/71)
Raspar (114/114; Steel Shield)
------------------------------------------------------
Night Hag (Green -61; Invisible)
------------------------------------------------------
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
------------------------------------------------------
Haznazak (Invisible)
------------------------------------------------------
Dori Markhaldow
|
Dori rushes towards the left most hag (red) and swings his axe wide. They lifts his shield to protect his party from Evil.
actions 1:stride
actions 2:Strike
actions 3:Shield
attack!: 1d20 + 18 ⇒ (10) + 18 = 28
damage?: 2d8 + 6 ⇒ (2, 5) + 6 = 13
attack!: 1d20 + 18 ⇒ (11) + 18 = 29
damage?: 2d8 + 6 ⇒ (4, 5) + 6 = 15
If hit is successful, target gets 2 persistent good damage
Dori will shield block any attack on himself.
| Cuthberwyn Fizzkomingus |
Cuthberwyn keeps up his tale of hag woe, determined to help bring this coven to heel.
(Dirge of doom cantrip, 30' emanation, foes in the area are Frightened 1 and cannot reduce their Frightened value below 1 while in the area.)
He casts a spell of misfortune on Rusty Mae, trying to jinx her.
(ill omen, DC 26 Will.)
Verbal component for dirge of doom cantrip ◈, verbal & somatic components for ill omen ◈◈.
GM Tyranius
|
Ill Omen Will Save DC 26: 1d20 + 20 ⇒ (1) + 20 = 21 Crit fail!
Cuthberwyn's dirge begins to wear on Rusty Mae as she seems to falter, Dori setps in as she blocks his axeblade.
Haznazak watches with interest, but does not move.
Round 6
Ðakaþos (103/124)
------------------------------------------------------
Rusty Mae (Red -68; Ill Omen crit fail)
------------------------------------------------------
Kelvin (113/136; Resist Fire 4)
Cabaguil (59/71)
Raspar (114/114; Steel Shield)
------------------------------------------------------
Night Hag (Green -61)
------------------------------------------------------
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
------------------------------------------------------
Haznazak (Invisible)
------------------------------------------------------
| Ðakaþos |
"Your doom is inevitible!" Ðakaþos keeps his blade on the large hag, but his eyes focus on Rusty Mae. He mixes up his pattern by choking back on the grip for the follow up, really swinging hard.
ATK: 1d20 + 20 ⇒ (17) + 20 = 37 for DMG: 2d12 + 7 ⇒ (9, 6) + 7 = 22 and Fire: 1d6 ⇒ 4
Power ATK: 1d20 + 15 ⇒ (14) + 15 = 29 for DMG: 3d12 + 7 ⇒ (9, 11, 4) + 7 = 31 and Fire: 1d6 ⇒ 5
If either of those are crits, the target is also Flat-footed until my next turn.
GM Tyranius
|
While not able to critically wound Rusty Mae Dakapos does do quite the damage with his blade as he power attacks through. Rusty Mae screeches. "You come in here and kill my Coven!"
Claws vs Dakapos AC 30; Frightened 1: 1d20 + 23 - 1 ⇒ (8) + 23 - 1 = 30
Ill Omen Reroll: 1d20 + 23 - 1 ⇒ (19) + 23 - 1 = 41
Damage: 2d8 + 13 ⇒ (1, 8) + 13 = 22 + Rust
Bastard Sword Damage: 2d6 ⇒ (6, 3) = 9
Claws vs Dakapos AC 30; Frightened 1: 1d20 + 23 - 1 - 4 ⇒ (12) + 23 - 1 - 4 = 30
Ill Omen Reroll: 1d20 + 23 - 1 ⇒ (19) + 23 - 1 = 41
Damage: 2d8 + 13 ⇒ (8, 2) + 13 = 23 + Rust + Grab
Bastard Sword Damage: 2d6 ⇒ (2, 1) = 3
Ill omen just saved you from two crits and probably a destroyed sword! Also her last action to Grab.
Raspar and Dori shift their shields across the gap, completely negating the first attack's damage while Rusty Mae sweeps a clawed hand underneath, the claws drag across Dakapos' sword, rusting it through the edges as she stabs a claw into his back, drawing him in closely.
Raspar and Dori's Liberating and Retributive strikes negate 22 damage from the first attack.
Dori gets a small bit of revenge as his axe slams down onto her arm.
Round 6
Ðakaþos (81/124; grabbed) (Bastard Sword -3)
------------------------------------------------------
Rusty Mae (Red -115; 2 persistent Good; enfeebled 1)
------------------------------------------------------
Kelvin (113/136; Resist Fire 4)
Cabaguil (59/71)
Raspar (114/114; Steel Shield)
------------------------------------------------------
Night Hag (Green -61)
------------------------------------------------------
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
------------------------------------------------------
Haznazak (Invisible)
------------------------------------------------------
| Kelvin Craghorn |
Action 1: Strike
Action 2: Strike (or Seek)
Action 3: Strike (or Seek, or Point Out)
Reaction: Opportune Backstab
Kelvin continues his frenzied assault on the large hag. "SHE'S TOUGH BUT SHE WON'T HIDE YOU FOREVER!"
Ogogoro's Pride vs Rusty Mae (Flat-footed): 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
Damage (P/Sonic): 2d6 + 8 + 1 + 2d6 + 1d6 ⇒ (2, 5) + 8 + 1 + (5, 6) + (2) = 29 plus Enfeebled 1
Cinderclaw Gauntlet vs Rusty Mae (Flat-footed): 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (2, 3) + 7 + 1 + (2, 3) = 18 plus Enfeebled 1
Cinderclaw Gauntlet vs Rusty Mae (Flat-footed): 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (2, 2) + 7 + 1 + (4, 3) = 19 plus Enfeebled 1
If Kelvin drops her, he'll use his next action to Seek for the invisible hag. And if he has an action left he'll Point Out
Damage (P/Sonic): 2d6 + 8 + 1 + 2d6 + 1d6 ⇒ (5, 5) + 8 + 1 + (4, 5) + (1) = 29 plus Enfeebled 1
| Raspar Soulsage |
Round 6
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar ranges out at all visible standing foes with his starknife, starting with the most wounded.
Melee or Ranged Strike:
Melee: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32 to hit;
P/S: 2d4 + 6 + 1 ⇒ (3, 4) + 6 + 1 = 14 damage
Melee or Ranged Strike:
Melee: 1d20 + 18 - 4 ⇒ (4) + 18 - 4 = 18 to hit;
P/S: 2d4 + 6 ⇒ (3, 4) + 6 = 13 damage
Melee or Ranged Strike:
Melee: 1d20 + 18 - 8 ⇒ (17) + 18 - 8 = 27 to hit;
P/S: 2d4 + 6 ⇒ (1, 2) + 6 = 9 damage
Note 11 damage of prevention is on the stack.
Melee or Ranged Strike:
[ dice=Melee]1d20+16[/dice] to hit;
P/S: 2d4 + 6 ⇒ (3, 4) + 6 = 13 damage
Critical damage: [ dice]4d4+12+1d6[/dice]
AC: 30 +2 with shield action.
Fort/Ref/Will: 17/17/15 + 2 vs. spells/reaction
HP: 114/114
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+16[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
GM Tyranius
|
Kelvin quickly drops Rusty Mae, her neck pierced by the spear. As she disappears Cabaguil looks around and notices that the Devil is also gone. Likely returned to hell, from where it was summoned.
The night hag screams, shaking her head. "Noo...noo..no! This can't be." Raspar cuts her off into screams of pain as his starknife stabs into her.
Round 6
Ðakaþos (81/124; grabbed) (Bastard Sword -3)
Kelvin (113/136; Resist Fire 4)
Cabaguil (59/71)
Raspar (114/114; Steel Shield)
------------------------------------------------------
Night Hag (Green -84)
------------------------------------------------------
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
| Cabaguil Hobnil |
Round: 6
Equipped: Staff of Healing, Prayer Beads
Conditions: See Invisibility (1/10m), Inspire Courage
Battle Medicine: Cabaguil
Guidance: None
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Greater: (5/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +15 (T), Spell DC’s 25 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Knock
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +17 (E), Spell DC’s 27 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Dispel Magic§, Heal§ (2), See Invisibility, Spiritual Weapon
Third Level: (4/4) Enthrall*, Crisis of Faith§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (2/3) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5)
A little bitter and angry about the whole fight, Cabaguil does to the Hag what the Had done did to Cabaguil. He casts Magic Missile (3) (•>>> for damage: 6d4 + 6 ⇒ (3, 1, 2, 4, 4, 1) + 6 = 21) to try and end the fight quickly.
”C’mon, drop you hag! You can’t have that much left in the bladder. Fall!” he shouts, trying to make the missiles more powerful.
Sorry, no Inspire Courage this round, wanted to get an extra missile on her.
GM Tyranius
|
Kelvin moves in on the night hag but she is quicker than he expects as he misses her. Cabaguil and the with continue to exchange magical missiles from afar. "Let's see who drops first." Dark shadows of missiles leap out into Cabaguil's backside.
Magic Missile: 4d4 + 4 ⇒ (1, 1, 2, 1) + 4 = 9
Round 7
Ðakaþos (81/124; grabbed) (Bastard Sword -3)
Kelvin (113/136; Resist Fire 4)
Cabaguil (50/71)
Raspar (114/114; Steel Shield)
------------------------------------------------------
Night Hag (Green -105)
------------------------------------------------------
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
| Raspar Soulsage |
Round 8
Action 1: Strike.
Action 2: Strike.
Action 3: Strike.
Raspar ranges out a green.
Melee or Ranged Strike:
Melee: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34 to hit;
P/S: 2d4 + 6 + 1 ⇒ (4, 4) + 6 + 1 = 15 damage
Melee or Ranged Strike:
Melee: 1d20 + 18 - 4 ⇒ (7) + 18 - 4 = 21 to hit;
P/S: 2d4 + 6 ⇒ (3, 4) + 6 = 13 damage
Melee or Ranged Strike:
Melee: 1d20 + 18 - 8 ⇒ (6) + 18 - 8 = 16 to hit;
P/S: 2d4 + 6 ⇒ (4, 3) + 6 = 13 damage
Note 11 damage of prevention is on the stack.
Melee or Ranged Strike:
[ dice=Melee]1d20+16[/dice] to hit;
P/S: 2d4 + 6 ⇒ (1, 2) + 6 = 9 damage
Critical damage: [ dice]4d4+12+1d6[/dice]
AC: 30 +2 with shield action.
Fort/Ref/Will: 17/17/15 + 2 vs. spells/reaction
HP: 114/114
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+16[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
| Cuthberwyn Fizzkomingus |
| 1 person marked this as a favorite. |
Cuthberwyn can see the night hag now, but knows Cabaguil needs a hand first. He quickly administers some wound dressing on Caba.
DC 15 Medicine for Battle Medicine: 1d20 + 13 ⇒ (12) + 13 = 25 crit success
healing: 4d8 ⇒ (7, 5, 3, 5) = 20
Cuth then moves closer before renewing his tale, where the hag's coven is broken and abandoned by false allies.
(Dirge of doom cantrip, 30' emanation, foes in the area are Frightened 1 and cannot reduce their Frightened value below 1 while in the area.)
Battle Medicine ◈, Stride, Verbal component for dirge of doom cantrip ◈.
| Cabaguil Hobnil |
Round: 7
Equipped: Staff of Healing, Prayer Beads
Conditions: See Invisibility (1/10m), Inspire Courage
Battle Medicine: Cabaguil
Guidance: Cabaguil
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Greater: (5/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +15 (T), Spell DC’s 25 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Knock
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +17 (E), Spell DC’s 27 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (3/4) Flaming Sphere*, Dispel Magic§, Heal§ (2), See Invisibility, Spiritual Weapon
Third Level: (4/4) Enthrall*, Crisis of Faith§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (2/3) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5)
Cabaguil bounces back quickly from his missile-inspired injury, ”Thanks Cuth! T’was but a scratch, and now not even that!”
”Sorry hag, but your life is measured in seconds now. You’re done!” Cabaguil laughs at her, daring her to hit him again. He hopes he can take whatever she may have left!
First he casts Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) again to help those around him. Then he moves up a bit, as he’s out of range of his best spells, though he’s not sure he’ll need them (•>).
Finally, he’ll cast Guidance (•>, +1 attack, perception, save, or skill w/in 1 round (status)) benefitting himself for the next round, just in case he needs to make a save against hag magic.
Dori Markhaldow
|
Dori moves to defend Kelvin's flake. The boy always seems to forget defense...
actions 1:stride
actions 2:strike
actions 3:shield
attack!: 1d20 + 18 ⇒ (8) + 18 = 26
damage?: 2d8 + 6 ⇒ (7, 2) + 6 = 15
attack!: 1d20 + 18 ⇒ (6) + 18 = 24
damage?: 2d8 + 6 ⇒ (7, 3) + 6 = 16
If hit is successful, target gets 2 persistent good damage
Dori will shield block an attack on himself
GM Tyranius
|
Cuthberwyn quickly patches up Cabaguil while his dirge makes the hag feel like she is backed into a corner. Dori moves in and misses as the hag knocks his axe out of the way. Cabaguil guides himself, awaiting the hags next round of magical attacks. Raspar's starknife is able to onflict another small injury to the hag.
Round 7
Ðakaþos (81/124; grabbed) (Bastard Sword -3)
Kelvin (113/136; Resist Fire 4)
Cabaguil (70/71)
Raspar (114/114; Steel Shield)
------------------------------------------------------
Night Hag (Green -120)
------------------------------------------------------
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
| Ðakaþos |
With his long legs, Ðak rushes to the other side of the hag. It's a short move, and before she really has time to deal with it, he swings twice while opposite Kelvin:
ATK 1: 1d20 + 20 + 1 ⇒ (11) + 20 + 1 = 32 for DMG: 2d12 + 7 + 1 ⇒ (7, 2) + 7 + 1 = 17 and Fire: 1d6 ⇒ 6
ATK 2: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30 for DMG: 2d12 + 7 + 1 ⇒ (11, 10) + 7 + 1 = 29 and Fire: 1d6 ⇒ 4
| Kelvin Craghorn |
Dak's attack will have triggered Kelvin's reaction above.
Action 1: Strike
Action 2: Strike
Action 3: Strike
Reaction: Opportune Backstab
Kelvin keeps the furious assault going, spear and claw flashing as he strikes out at the lone hag.
Strike vs Hag (Flat-footed): 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37
Damage (P/Sonic): 2d6 + 8 + 1 + 2d6 + 1d6 ⇒ (3, 3) + 8 + 1 + (5, 2) + (6) = 28 plus Enfeebled 1
Strike vs Hag (Flat-footed): 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (3, 2) + 7 + 1 + (5, 5) = 23 plus Enfeebled 1
Strike vs Hag (Flat-footed): 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Damage (S): 2d4 + 7 + 1 + 2d6 ⇒ (1, 3) + 7 + 1 + (5, 2) = 19 plus Enfeebled 1
Damage (P/Sonic): 2d6 + 8 + 1 + 2d6 + 1d6 ⇒ (5, 2) + 8 + 1 + (3, 6) + (4) = 29 plus Enfeebled 1
GM Tyranius
|
The hag quickly falls as Kelvin and Dakapos leap at her, poking her full of holes.
A silver cauldron lies in the corner of the room.
Most of the books on the table are sinister texts about the nature of the worship of Mahathallah (with a particular focus on her association with death and vanity and not so much about fate). The books are not magic, but nine of them are worth 20 gp apiece for their curious contents. The tenth book is more robust and contains information on two divine rituals: planar ally and resurrect. This tenth volume is worth 250 gp. The resurrect ritual has been heavily annotated in Infernal, making it apparent that Rusty Mae has been having problems learning this ritual but that she hopes to use it to bring the coven’s original leader, Abelstia, back to life to replace Kelleni.
Two uncommon rituals there if anyone wanted to learn them.
A pair of disc-shaped objects carved with imagery or words sacred to Desna lie on the table near the books.
Raspar recognizes the stone archway as the exit portal of Dreamgate, but the runes in dried blood scribbled on the stone within the arch are new.
Ðakaþos (81/124) (Bastard Sword -3)
Kelvin (113/136; Resist Fire 4)
Cabaguil (70/71)
Raspar (114/114; Steel Shield)
Cuthberwyn (92/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
| Ðakaþos |
Arcana: 1d20 + 17 ⇒ (18) + 17 = 35 "I've heard of cauldrons like that. They call them Bountiful Cauldrons. This would be fantastic at the Citadel. It'd certainly provide for a siege defense if one ever occurred. "
Dak looks over the books, "Yeah, I'm very interested in these rituals. Lucky find."
Arcana: 1d20 + 17 ⇒ (6) + 17 = 23 He looks over the disc-shaped objects, but can't quite figure it out.
Occultism: 1d20 + 13 ⇒ (3) + 13 = 16
| Cuthberwyn Fizzkomingus |
Cuthberwyn watches the hag fall with some satisfaction, confident that anyone trying to contract with a devil marked themselves as beyond redemption.
Occultism (1): 1d20 + 15 ⇒ (16) + 15 = 31
Occultism (2): 1d20 + 15 ⇒ (7) + 15 = 22
Occultism (3): 1d20 + 15 ⇒ (6) + 15 = 21
Cuth is able to identify the bountiful cauldron, and eagerly points ts usefulness out to Raspar for use in Rainbow Citadel's soup kitchen.
| Raspar Soulsage |
1d20 + 13 ⇒ (9) + 13 = 22 Religion
1d20 + 13 ⇒ (9) + 13 = 22 Religion
Raspar looks at Cuth, then again at the Cauldron.
”Oh, you’re right! The soup kitchen will love this! It will be a very nice gift to the people! Oh, this is a very good idea!” Raspar beams with joy and happiness at the idea. ”Because sometimes people are broken or hurt or lost, and sometimes they need food or help to get back on their feet! And we can help with that, you see? Oh, this is very nice!”
| Ðakaþos |
Ðakaþos speaks firmly, "No, not a gift. I'm more than happy to lend its bounty out to those who need it, but the cauldron stays inside the walls."
| Cabaguil Hobnil |
Arcana: 1d20 + 14 ⇒ (1) + 14 = 15 vs DC 26 ID Magic
Arcana: 1d20 + 14 ⇒ (3) + 14 = 17 vs DC 26 ID Magic
Occultism: 1d20 + 14 ⇒ (9) + 14 = 23 vs DC 26 Dreamgate
Cabaguil takes a moment to look about before breaking out the medical supplies and seeing to the wounded.
Ðakaþos Medicine: 1d20 + 19 ⇒ (18) + 19 = 37 vs DC 20 (likely) heal: 4d8 + 10 + 1 ⇒ (2, 1, 5, 1) + 10 + 1 = 20 (gloves) (crit!)
Cuthberwyn Medicine: 1d20 + 19 ⇒ (3) + 19 = 22 vs DC 20 (likely) heal: 2d8 + 10 + 1 ⇒ (8, 7) + 10 + 1 = 26 (gloves)
"Yes, that cauldron is very nice. Definitely want to keep it in the kitchens of the Citadel though. That's too valuable to let loose." Cabaguil agrees with Ðakaþos.
GM Tyranius
|
The group discusses where the bountiful pot should stay after identifying the free food and eliminating the coven contaminating this holy waystation dedicated to Desna.
What now?
Ðakaþos (101/124) (Bastard Sword -3)
Kelvin (113/136; Resist Fire 4)
Cabaguil (70/71)
Raspar (114/114; Steel Shield)
Cuthberwyn (116/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
| Raspar Soulsage |
Assuming we're taking at least 10 minutes to heal up. +24 hp to Dak from LoH.
Raspar begins to clean up the coven-room, straightening things out. "This is no way to run a coven, much less honor a step-gate to Desna,
Raspar shakes his head and begins to labor. He cleans and putters, aligns and dusts. +1 focus.
When others are ready, he'll follow Dori to the west.
GM Tyranius
|
The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room.
| Ðakaþos |
Dak checks the area for magic, "You know. I wonder if this waystation could return to use."
GM Tyranius
|
Dakapos: 1d20 + 15 ⇒ (15) + 15 = 30
Kelvin: 1d20 + 17 ⇒ (13) + 17 = 30
Cuthberwyn: 1d20 + 15 ⇒ (15) + 15 = 30
Staying at the fringes of the doorway Dakapos scans the room for magic. The massive tree in the room radiates with enchantment magic, similar to the disc shaped objects inscribed with words of Desna found earlier.
| Kelvin Craghorn |
"I'm just glad we got rid of those witches. Who knows what mischief they could have caused had they come through."
Before the group moves on he studies the blood runes on the other Dreamgate. "Might be some kind of corruption of the runes. I'm guessing that the witches came through but got stuck. This might have been their attempt to fix it so they could go through. And if they wanted to resurrect someone... I'm guessing that they didn't have the know how to do it. But the dead one might have. Sadly, the only way I can think of is if we performed the ritual. This occult magic is foreign to me."
When it becomes apparent that the others can't make heads or tails on the discs, Kelvin takes a moment to study them.
Religion: 1d20 + 12 ⇒ (14) + 12 = 26
"They're Dreamstones. Interesting," he muses aloud. When the others look at him in surprise he adds, "What? I read."
GM Tyranius
|
This way station, in keeping with its Desnan themes, was intended to be a safe place for travelers to rest and enjoy pleasant dreams. To encourage this, two dreaming chambers were created within.
Unfortunately with the hags presence the Tree of Dreams has been corrupted. Raspar finds out the difficult way as a branch slowly reaches down to grab ahold of him.
Cabaguil: 1d20 + 14 ⇒ (2) + 14 = 16
Cuthberwyn: 1d20 + 14 ⇒ (9) + 14 = 23
Ðakaþos: 1d20 + 18 ⇒ (6) + 18 = 24
Dori: 1d20 + 14 ⇒ (8) + 14 = 22
Kelvin: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
Raspar: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Tree of Dreadful Dreams: 1d20 + 22 ⇒ (7) + 22 = 29
Round 1
Kelvin (113/136; Resist Fire 4)
---------------------------------------------------------
Tree of Dreadful Dreams
---------------------------------------------------------
Ðakaþos (101/124) (Bastard Sword -3)
Raspar (114/114; Steel Shield)
Cuthberwyn (116/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
Cabaguil (70/71)
| Kelvin Craghorn |
Action 1: Stride
Action 2: Stride
Action 3: Strike
At the sound of trouble Kelvin rushes forward to help Raspar. "Oh no you don't!"
Ogogoro's Pride vs Tree (Flat-Footed): 1d20 + 18 ⇒ (20) + 18 = 38
Damage (P/Son): 2d6 + 6 + 2d6 + 1d6 ⇒ (3, 1) + 6 + (1, 4) + (3) = 18
GM Tyranius
|
Kelvin does what he can to stab at the branch holding onto him. Ogogoro's spear scrapes a gouge along the branch but little more. Immune to crits and hardness.
Now that Kelvin is a bit closer to the tree he sees a few oddities. A slot within the trunk of the tree contains a slot in the shape of a dreamstone. You currently have a white Dreamstone and a black dreamstone. There is only one slot. Placing a dreamstone in the tree’s trunk takes 2 Interact actions
Or Thievery DC 29 (expert) to disrupt the tree’s magical animation, shut it down, and free all trapped creatures.
The tree begins to strike back at those in the room.
Branch vs Cabaguil AC 23: 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 2d10 + 12 ⇒ (3, 2) + 12 = 17 + Grabbed 34 crit damage
Branch vs Kelvin AC 27: 1d20 + 26 ⇒ (8) + 26 = 34
Damage: 2d10 + 12 ⇒ (8, 8) + 12 = 28 + Grabbed
Branch vs Raspar AC 30: 1d20 + 26 ⇒ (7) + 26 = 33
Damage: 2d10 + 12 ⇒ (7, 5) + 12 = 24 + Grabbed
All three in the room are grabbed by branches as they slowly squeeze you tighter and tighter.
To free yourself from a branch it takes an Athletics or Thievery DC 25 (trained) check.
Round 2
Kelvin (85/136; Resist Fire 4; Grabbed)
---------------------------------------------------------
Tree of Dreadful Dreams (-8)
---------------------------------------------------------
Round 1
Ðakaþos (101/124) (Bastard Sword -3)
Raspar (90/114; Steel Shield; Grabbed)
Cuthberwyn (116/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
Cabaguil (36/71; Grabbed)
| Cabaguil Hobnil |
Round: 1
Equipped: Staff of Healing, Prayer Beads
Conditions: None
Battle Medicine: Cabaguil
Guidance: Cabaguil, Kelvin
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Greater: (5/5) (+2hp heal spells; stabilize, heal(1,2,3), restoration(2), restore senses(2), remove disease(3))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +15 (T), Spell DC’s 25 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (1/1) Knock
Third Level: (0/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +17 (E), Spell DC’s 27 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (4/4) Charm*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (2/4) Flaming Sphere*, Dispel Magic§, Heal§ (2), See Invisibility, Spiritual Weapon
Third Level: (4/4) Enthrall*, Crisis of Faith§, Dispel Magic§ (3), Heal§ (3), Mending (3), Searing Light
Fourth Level: (4/4) Crisis of Faith§ (4), Dispel Magic§ (4), Freedom of Movement, Heal§ (4), Remove Curse, Restoration (4), Suggestion*§
Fifth Level: (2/3) Breath of Life, Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5)
Cabaguil does his best to get a spell off as he’s grabbed tightly by the tree. "If anyone can get to it, try the white one in the slot. Ouch!"
He tries to cast Flaming Sphere (•>>, Reflex DC 27 or fire: 3d6 + 3 ⇒ (4, 1, 6) + 3 = 14), figuring it’ll be easier to sustain it than cast fresh spells. And he certainly hopes the tree has a poor reflex save...
Flat DC 5: 1d20 ⇒ 9, so he succeeds in his casting, and also heals 1hp (prayer beads)
Further, he tries aiding the party, casting Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)) for those who may wish to press their attacks.
Flat DC 5: 1d20 ⇒ 1, so he fails to cast Inspire Courage this round. Sorry folks!
GM Tyranius
|
AoO vs Cabaguil AC 23: 1d20 + 26 ⇒ (18) + 26 = 44
Damage: 2d10 + 12 ⇒ (3, 10) + 12 = 25 50 crit damage
Cabaguil tries to get a spell off to burn the tree in place, but as he begins speaking one wood say he was pining for a beating. The thick branch bashing him over his head, knocking him unconscious. Crit stopped the spell as well as Dying 2.
Round 2
Kelvin (85/136; Resist Fire 4; Grabbed)
---------------------------------------------------------
Tree of Dreadful Dreams (-8)
---------------------------------------------------------
Round 1
Ðakaþos (101/124) (Bastard Sword -3)
Raspar (90/114; Steel Shield; Grabbed)
Cuthberwyn (116/116)
Dori (146/146 (Shield Hardness 8, HP 34/36, BT 18); Resist Fire 4, Slashing 2)
Cabaguil (0/71; Grabbed; Dying 2)
| Kelvin Craghorn |
Action 1: Escape
Action 2-3: Disable Tree
Kelvin works to break free of the branch that has grabbed him.
Athletics: 1d20 + 17 ⇒ (10) + 17 = 27
Wriggling free, he works to disrupt the tree's magic.
Thievery (M): 1d20 + 17 ⇒ (15) + 17 = 32
| Raspar Soulsage |
I think he needs an additional check to grab Raspar.
Round 1
Action 1: Escape.
Action 2: Strike.
Action 3: Strike.
Raspar struggles free: 1d20 + 19 ⇒ (16) + 19 = 35 Athletics "Nobody puts me in chains again!" Raspar seems really angry. Almost as angry as he was at Kelvin for wanting to honor Hellknight history.
And then strikes fearlessly at the tree. If the additional grab attempt fails (see spoiler), then add +4 to the attacks below.
Melee or Ranged Strike:
Melee: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30 to hit;
P/S: 2d4 + 6 ⇒ (2, 2) + 6 = 10 damage
Melee or Ranged Strike:
Melee: 1d20 + 18 - 8 ⇒ (2) + 18 - 8 = 12 to hit;
P/S: 2d4 + 6 ⇒ (1, 3) + 6 = 10 damage
Note 11 damage of prevention is on the stack AND a get out of restraint (potentially) free card
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
Melee or Ranged Strike:
[ dice=Melee]1d20+16[/dice] to hit;
P/S: 2d4 + 6 ⇒ (4, 1) + 6 = 11 damage
Critical damage: [ dice]4d4+12+1d6[/dice]
AC: 30 +2 with shield action.
Fort/Ref/Will: 17/17/15 + 2 vs. spells/reaction
HP: 114/114
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used
Melee Strike:
[ dice=Shield]1d20+16[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]