| GM Xavier Kahlvet |
The Advantageous Assaults deal 4 bludgeoning damage on a non-critical failure, I'm not sure if that was factored in
That was not, because I forgot that was a thing. It has now been rectified.
If that's a crit my understanding is that it happens after it has stood up (whatever that means for a pile of bones!) so it might go back down again? If not he'd do regular strikes instead and try to get it back down
You are correct. The AoO would resolve against regular (rather than flat-footed) AC, but that means that the crit would knock it prone again.
◆ Strke [Q]
Side note: You can actually choose which actions you lose from being stunned. In this instance, you can choose to lose the more restrictive actions (meaning the ones you gained from haste that you can only use for specific things) so you can do more varied stuff on your turn. Didn’t matter in this particular instance, but just a note.
Kolgradd knocks the pile of bones right back down again and swings his maul at it again! On his second hit he crushes the bones into oblivion, then turns around and swings at the remaining skeletal snake, likewise crushing it into oblivion!
Boodiddly Refocuses
Healing: 2d8 + 10 ⇒ (3, 8) + 10 = 21
Healing: 2d8 + 10 ⇒ (8, 4) + 10 = 22
Into the Plaza of Bones
This plaza is a large cave with strange stone buildings built into the walls. Cracked bones of numerous shapes and sizes cover the floor, piled into grisly, jagged dunes. A solid square building juts from the bones in the center of the plaza, surrounded by a low circular wall of gray stone.
In a strange twist of expectation, the Plaza of Bone is completely empty. Or is it?!
Jevar: 1d20 + 12 ⇒ (7) + 12 = 19
Kolgradd: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20
Shakur: 1d20 + 16 ⇒ (12) + 16 = 28
??? Stealth: 1d20 + 19 ⇒ (7) + 19 = 26
Shakur is unnerved and on edge; he was told that there should be a gug here, and yet there’s nothing!
???
Round 1
==============
Shakur
???
Kolgradd
Boodiddly/Jevar
==============
| Shakur Hektat |
"Aren't gugs supposed to be, like, big and obvious? Stay close to me everyone."
Shakur casts Bane and throws up a Shield, staying on edge. "If those ghouls tricked us, I'm sending them straight to Pharasma."
[AA]Bane (5 feet)
[A]Shield
| GM Xavier Kahlvet |
Shakur banes then protects himself.
Suddenly, dust falls from above as violent rustling echoes from overhead. As the amnesiacs look up, they see a beast crawling across the ceiling above! The massive, hairy beast is vaguely humanoid, with the only differences being its arms and its gait. Each of its two arms split into two separate forearms at the elbow. Its gait, however, is much more disturbing, as it climbs down the wall its body twists and contorts, as if its limbs had far too many joints within them.
The monster, clinging onto the ceiling almost directly overhead from the amnesiacs, climbs onto the wall and scurries down the wall like a vicious spider! Gonna generously (for y’all) say that it takes two actions for it to climb down onto the ground from the ceiling with its 20 foot climb Speed. Once it comes near the ground, it roars, revealing the third difference this creature has from a regular humanoid: it’s barrel-sized head splits open vertically to reveal its gaping maw that takes up most of its head! This is indeed the gug that Wilkins mentioned.
Still clinging to the wall, the gug lunges forward with its vertical maw! In the blink of an eye, the gug’s neck and two vertical “jaws” seem to puff up, enlarging these body parts to allow it to reach Kolgradd with its bite! Translation: this thing has a greater reach than you think it does.
◆ Gug jaws vs Kolgradd: 1d20 + 23 ⇒ (1) + 23 = 24
Damage: 2d12 + 13 ⇒ (3, 5) + 13 = 21
But Kolgradd swats the beast away from him, the monster’s neck and jaws shrinking back to their “normal” size.
To be clear, the gug is at ground level, but it’s currently still grabbing onto the wall so it doesn’t have to deal with the bones on the ground.
Gonna assume that people Delay until after Boodiddly so they can get the bonuses from his song(s).
Bone Breaker
Round 1 —> 2
==============
Shakur
Gug
Boodiddly
Kolgradd
Jevar
==============
| Jevar Shadowmantle |
Indeed, delaying to Ride the Lightning. Rock on little gnome.
Jevar panics as the demigorgon creature drops to the ground near them. It really causes him to start as he halfway expected it to drop directly onto them from the ceiling.
Feeling a little more confident after it misses Kolgradd, he remarks. Leave no moves on the field, gents! Unleash the hells!
◇ Drain familiar (level 3)
◆◆ Cast (somatic, verbal) haste on Kolgradd
◆ Cast (verbal) shield
| Boodiddly |
Boodiddly just starts to close his eyes and sniff the air when a frightful roar echoes through the cavern. He quickly opens his eyes, then just as quickly wishes he hadn't. "Oh boi, that's a big one!" he observes inanely before pausing to whistle. "Um... I'll be... right back here..." Small feet crunching on the bones underfoot, he ducks around the corner.
Performance vs DC 24: 1d20 + 17 ⇒ (19) + 17 = 36
Lingering Composition [F], then cast inspire defense [A], Step/Stride (can't remember if the bones are difficult terrain) [A], and Recall Knowledge [A].
| Kolgradd Thunderiron |
"Fascinating..."
Kolgradd was already wondering how the physiology of such a creature could arise as it fell, Jevar startles him into action. He steps cautiously forward on the bones and strikes out at it with the hammer
◆ Recall knowledge (with dubious knowledge)
◆ Step
◆ Strike
Maul: 1d20 + 19 ⇒ (7) + 19 = 26
Bludgeoning: 2d12 + 7 ⇒ (3, 9) + 7 = 19
◆ Strike
Maul: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31
Bludgeoning: 2d12 + 7 ⇒ (7, 3) + 7 = 17
| Shakur Hektat |
Shakur quickly springs to action, throwing a bit of guidance to Kolgradd before trying to terrify the gug. "Git outta here!" Shakur shouts.
[A]Guidance on Kolgradd
[AA]Phantasmal Killer
4d6 ⇒ (3, 5, 5, 4) = 17 on success
8d6 ⇒ (2, 3, 1, 3, 1, 2, 3, 2) = 17 on failure EWWWWWWWWW
12d6 ⇒ (5, 4, 6, 5, 1, 3, 6, 1, 2, 2, 3, 5) = 43 on crit failure
| GM Xavier Kahlvet |
I’m actually gonna try to be better about resolving combat in turn order (rather than post order).
Assuming you guys would actually communicate as if you were in person, so Kolgradd Delays until after Jevar to get haste.
Boodiddly begins singing and steps over. I did specify that you could Step in this area. It’s Striding where things get weird and require a check.
Jevar calls on Oreb’s latent magical storage and casts a spell on Kolgradd. As he does so, however, one of the gug’s arms lashes out, puffing up at the wrist to barely reach the wizard! Like I said: its reach is greater than you think.
↻ Gug AoO vs Jevar: 1d20 + 23 ⇒ (17) + 23 = 40
Damage (doubled from crit): 2d8 + 13 ⇒ (1, 2) + 13 = 16
The gug’s claws into Jevar enough to completely disrupt the wizard’s spellcasting!
I know Kolgradd posted under the assumption that he’d gotten haste, so I’m going to assume that Kolgradd would prioritize damage over knowledge and ignore the Recall Knowledge (check spoiler below if I’m incorrect).
Kolgradd steps forward and swings at the gug clinging to the wall! One of the gug’s forearms reacts swiftly, bending in an unnatural way to intercept the head of Kolgradd’s maul and catch it! First Strike missed. Kolgradd then follows up with freeing his hammer and slamming it into the gug’s arm!
Shakur guides Kolgradd then attempts to terrify the gug!
Gug Will: 1d20 + 19 ⇒ (4) + 19 = 23
The gug’s eyes go wide as it screeches in terror, which instills further terror in the amnesiacs than when the gug roared in anger, for what horrific sight would cause this thing to scream like that?!
The gug ◇ Releases its grip from the wall as it falls the short 2 feet onto the ground, shattering innumerable bones when it lands with a loud crunch!
The gug briefly analyzes the situation with an apparent intellect that catches the amnesiacs off-guard for a moment. The gug then ◆ Steps over to get a clearer view of Boodiddly. The beast then roars, the joints at its shoulders and wrists puffing up momentarily as its reach increases. It then swipes quickly, each of its claws going at a different person—the claws of its left upper arm going at Kolgradd and Shakur, and the claws of its right going at Boodiddly and Jevar! ◆◆ Furious Claws; makes up to four claw Strikes, each against different targets, and MAP doesn’t increase until after all attacks. Boodiddly has cover against the attack against him and Shakur has lesser cover from Kolgradd.
Damage: 2d8 + 13 ⇒ (5, 8) + 13 = 26
vs Jevar w/shield: 1d20 + 23 - 2 ⇒ (17) + 23 - 2 = 38
Damage (doubled from crit): 2d8 + 13 ⇒ (2, 2) + 13 = 17 Pretty certain Jevar ↻ Shield Blocks (otherwise he’s unconscious)
vs Kolgradd: 1d20 + 23 - 2 ⇒ (10) + 23 - 2 = 31
Damage: 2d8 + 13 ⇒ (2, 8) + 13 = 23
vs Shakur w/lesser cover: 1d20 + 23 - 2 ⇒ (4) + 23 - 2 = 25 Barely misses
Damage: 2d8 + 13 ⇒ (8, 8) + 13 = 29
The gug’s claws hit hard, clawing into everyone, and nearly knocking Jevar unconscious if not for the deflection from cantrip. Only Shakur comes out unscathed, the gug’s claws mere inches from the Pharasmin’s face but missing due to the awkwardness of trying to hit both Kolgradd and Shakur with the claws on one arm.
Again, the initiative card’s damage is assuming that Kolgradd would go for a second Strike rather than Recalling Knowledge. Kolgradd, don’t forget that you have a floating +1 status bonus from Shakur’s guidance
Bone Breaker
Round 2 —> 3
==============
Shakur
Gug (-34) {Frightened 1}
Boodiddly (-24) {Lingering Defense: Round 1 of 4}
Jevar (-52)
Kolgradd (-21)
==============
| Kolgradd Thunderiron |
Yes I usually like to get two strikes in so I'd have dropped the recall knowledge
Kolgradd watches the Gug tear into them and looks concerned.
"Get back, it's too dangerous!"
He looks up at the Gug and roars one of his spells that lend his hammer accuracy before attempting to smash it to pulp.
◆ Cast True Strike (verbal)
◆ Strike
2d20 ⇒ (4, 14) = 18
Maul, status: 14 + 19 + 1 = 34
Bludgeoning: 2d12 + 7 ⇒ (6, 3) + 7 = 16
◆ Strike
Maul, MAP: 1d20 + 19 - 5 ⇒ (15) + 19 - 5 = 29
Bludgeoning: 2d12 + 7 + 1 ⇒ (2, 9) + 7 + 1 = 19
| Jevar Shadowmantle |
I’m actually gonna try to be better about resolving combat in turn order (rather than post order).
Out of order isn't bothering me too much, but as long as it's not too much work to rearrange things to get them in order. :)
It all seems to happen very fast. First the creature somehow reaches over his companions to disrupt his spell. Then the creature lets out its own unsettling shriek of fear. Finally, the damned beast broke his arcane shield! At least he was still upright.
You don't have to tell me twice Kolgradd! Jevar remarks, attempting to show for some level of calm but his voice cracks and shakes as it comes out, almost falling into a nervous stutter.
The wizard starts inch along the back row of the party to where he'll have a clear view of the creature and incants a particularly powerful lightning bolt through it!
◆ Stride 10'
◆◆ Cast lightning bolt heightened at 4th level
Electricity damage, DC26 basic reflex save: 5d12 ⇒ (9, 2, 6, 7, 6) = 30
| Jevar Shadowmantle |
Acrobatics Untrained Improvisation, DC15: 1d20 + 12 ⇒ (17) + 12 = 29
| Boodiddly |
Boodiddly gulps and backs further away, bones crunching underfoot. “Don’t use your poison bombs Jevar!” he warns, then turns his attention back to the gug. “H-hey, you - why the long, uh, face?”
Step [A] and cast hideous laughter (Will 26) [AA] - hopefully this gets rid of its reaction before Jevar provokes by Striding.
| Shakur Hektat |
Shakur pulls out some gauze and attempts to cover the largest gash on Jevar before finishing off with some magical healing.
Battle Medicine DC 20, assurance: 10 + 18 = 28
Jevar Heals: 2d8 + 10 ⇒ (1, 4) + 10 = 15
2 action Heal: 4d8 + 32 ⇒ (1, 3, 6, 7) + 32 = 49
[A]Battle Medicine
[AA]Cast Heal
Total of 64 healing. All the way back to full!
| GM Xavier Kahlvet |
You just have to Balance to move across the bones (though you can still Step at no penalty). None of the other restrictions of uneven ground apply.
Boodiddly moves away and tells a joke to the gug.
Gug Will; frightened 1: 1d20 + 19 - 1 ⇒ (16) + 19 - 1 = 34
The corners of the gug’s mouth (on the top and bottom of its head) curve to one side as it lets out a guttural noise. The amnesiacs aren’t sure whether its smiling or frowning, but based on Boodiddly’s magic it’s probably laughing.
Jevar moves over, the gug too preoccupied with its chuckling? to lash out at the wizard. Jevar then unleashes a bolt of lightning right at the gug!
Gug basic Reflex; frightened 1: 1d20 + 17 - 1 ⇒ (18) + 17 - 1 = 34
The gug’s chuckling may distract it for some things, but it has enough conscious ability to dodge away from Jevar’s magic, bending backwards Matrix-style! to dodge away from the bolt of lightning! But it is still, y’know, trying to dodge lightning, so its arms still get electrocuted by the magic!
Kolgradd resorts to a more tried-and-true methodology of just smacking at this creature really hard! Second Strike only hit because of frightened.
Shakur uses his medicinal skills to completely undo the damage the gug inflicted upon Jevar.
The gug, confused at whatever enchantment was placed on it, glares at Boodiddly! With a surprising amount of grace, the gug repositions itself on the bones.
◆ Gug Acrobatics to Balance; frightened 1; DC 15: 1d20 + 19 - 1 ⇒ (13) + 19 - 1 = 31
That will trigger from Kolgradd. For the sake of not needing to do a massive retcon if he somehow crits, I’ll roll the AoO for Kolgradd.
↻ Kolgradd AoO vs gug w/frightened 1: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 2d12 + 7 ⇒ (2, 5) + 7 = 14
The gug moves over to Jevar and towers over the wizard, but rather than attack him, the gug grabs onto the nearby wall and begins scaling it. ◆ Climb (I think it’s a fair ruling to say that Interacting to grab onto the wall is part of the same action needed to Climb it, otherwise Climbing would be unnecessarily restrictive). The gug climbs over Jevar’s head and to the side of him. 5 feet vertically (toward the ceiling, to move over Jevar’s head) and 15 feet horizontally to the east. I’m purposefully not opening the can of worms involving diagonals because it won’t matter in the long run.
The gug then ◇ Releases its grip from the wall and falls 5 feet back onto the bone-covered ground. Fall damage (and thus falling prone) doesn’t happen when the fall is <=5 feet.
The gug, towering over the three mages of various disciplines, glares down at Boodiddly and lashes out at the bard with its massive, vertical jaws!
◆ Gug jaws vs Boodiddly w/inspire defense; frightened 1: 1d20 + 23 - 1 ⇒ (18) + 23 - 1 = 40
Damage (doubled from crit): 2d12 + 13 ⇒ (2, 1) + 13 = 16
Bone Breaker
Round 3 —> 4
==============
Shakur
Gug (-84) {No Reactions: Round 1 of 10}
Boodiddly (-54) {Lingering Defense: Round 2 of 4}
Jevar
Kolgradd (-21)
==============
| Jevar Shadowmantle |
Th-thank you Shakur. Jevar responds, with a high level of uncertainty in his voice. The wounds are healed, but the memory of the pain is still fresh.
Soooooo, can you sustain a spell right after you cast it to gain the feature of sustain? In this case its...
Jevar nervously blurts out a Draconic incantation, keeping is anxious eyes fixed on the beast in front of him. After, Jevar starts to flicker in and out of existence...
◆◆ Cast (somatic, verbal) Blink
◆ Sustain a spell
You can Sustain the Spell to vanish and reappear 10 feet away in a random direction determined by the GM; the movement doesn't trigger reactions. At the end of your turn, you vanish and reappear as above.
Unless I'm wrong you get to pick a direction at which Jevar teleports 10'. If it's just to the other side of the creature I'm going to be upset :P
| Boodiddly |
Clarification: hideous laughter has a duration of Sustained.
Boodiddly cries out in pain as oversized jaws pierce his nose and his toes and everything in between. But when the gug opens its mouth, he remains standing. “G… get it?” he wheezes before clicking his heels together and teleporting to the other side of the room.
Sustain [A] and cast dimension door [AA]. Thankfully there’s no range restrictions on the Sustain action (nor on the spell itself), so he’ll be able to keep the spell active from over here just fine.
| Shakur Hektat |
Shakur reaches his hand forward as an inky black ray pierces through the creature.
[AA] Enervation. DC 26 Fortitude save.
Shakur then throws up a shield and begins muttering under his breath.
[A]Shield
If Shakur is dealt slashing or piercing damage this turn, I'd like to use Blood Vendetta (2nd level) as a reaction over the shield block.
| Kolgradd Thunderiron |
Kolgradd curses when the Gug moves away and his hammer smashes only bones. He charges at it, preparing to cast another guiding spell.
◆ Stride
Acrobatics DC 15: 1d20 + 12 ⇒ (14) + 12 = 26
◆ Cast True Strike (verbal)
◆ Strike
2d20 ⇒ (17, 18) = 35
Maul, status: 18 + 19 + 1 = 38
Bludgeoning: 2d12 + 7 ⇒ (3, 12) + 7 = 22
Damn that would have been better as two attacks, curse you dicebot! I've gone for a flank with Jevar knowing he's probably not there, but just in case his random blinks put him back where he started
| GM Xavier Kahlvet |
Clarification: hideous laughter has a duration of Sustained.
Could have sworn it had a max Sustain duration of a minute. My mistake.
Boodiddly gets FAR away from the gug using his magic.
Soooooo, can you sustain a spell right after you cast it to gain the feature of sustain? In this case its...
Nothing saying you can’t. Shakur’s done it before with spiritual weapon, so…
Jevar uses his magic to blink periodically to the Ethereal Plane. Which begs the question of how that works when he’s not on the Material Plane but in the Dreamlands. Questions for later. He then concentrates on his magic to vanish and reappear.
1 is N; clockwise: 1d8 ⇒ 61d2 ⇒ 2
He then vanishes and reappears again.
1d8 ⇒ 61d2 ⇒ 1
Kolgradd hits the creature! Not a crit. Also not sure where that status bonus on the attack roll came from. Copy-paste error?
Shakur protects himself then unleashes a wave of negative energy.
Gug Fort: 1d20 + 22 ⇒ (19) + 22 = 41
But the energy bounces off of the gug completely.
The gug growls and moves over.
◆ Gug Acrobatics to Balance: 1d20 + 19 ⇒ (15) + 19 = 34
↻ Kolgradd AoO vs Gug: 1d20 + 19 ⇒ (14) + 19 = 33
Damage: 2d12 + 7 ⇒ (3, 7) + 7 = 17
Kolgradd slams his maul into the gug’s leg and breaks it—except that it’s actually just another joint and didn’t actually break a bone. The gug continues its advance, hellbent on the mage that put some kind of enchantment on it.
◆ Gug Acrobatics to Balance: 1d20 + 19 ⇒ (14) + 19 = 33
The gug once more towers over Boodiddly and leans over to bite at the gnome!
Gug jaws vs Boodiddly w/inspire defense: 1d20 + 23 ⇒ (4) + 23 = 27
Damage: 2d12 + 13 ⇒ (5, 8) + 13 = 26
Bone Breaker
Round 4 —> 5
==============
Shakur
Gug (-123) {No Reactions}
Boodiddly (-78) {Lingering Defense: Round 3 of 4}
Jevar
Kolgradd (-21)
==============
| Boodiddly |
“Hey!” Boodiddly yells, “I’m allergic to teeth!” He then closes his eyes and tries to remember the room as he’d seen it moments ago. It’s like you’re looking at it from over there right now, isn’t it? Good, good… Now you just have to believe that it’s not your imagination!
Will vs DC 25: 1d20 + 15 ⇒ (13) + 15 = 28
And with a blink of an eye, the gnome disappears and reappears once more!
Sustain [A] and Create Impossibility [AA] to cast dimension door.
| Jevar Shadowmantle |
Jevar holds up his hands in front of him, fingers splayed on each, and he starts to gather more crackling electricity for another lightning bolt. Realizing that the creature is looking right at him, he pauses and concentrates on his intermittent blinking into the ethereal plane to attempt to vacate his current spot.
When I appear again at a new place, I will catch it off-guard...
◆ Sustain a spell (Blink) GM pick my new spot!
◆◆ Cast lightning bolt
Electricity damage, DC26 basic reflex save: 4d12 ⇒ (9, 12, 7, 11) = 39
It goes without saying that if at my new location, I can't pick a line of effect that would avoid my companions, I'll need to pick a new action. I'm thinking this isn't likely necessary though.
| Kolgradd Thunderiron |
Yes sorry the status bonus was a copy/paste fail that included the guidance from the round before
Kolgradd spares time for a quick sigh at how quick the Gug is, then charges.
"AAARGH!"
◆◆ Sudden Charge
Acrobatics DC 15: 1d20 + 12 ⇒ (18) + 12 = 30
Acrobatics DC 15: 1d20 + 12 ⇒ (16) + 12 = 28
Maul: 1d20 + 19 ⇒ (6) + 19 = 25
Bludgeoning: 2d12 + 7 ⇒ (2, 4) + 7 = 13
◆ Strike
Maul, MAP: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31
Bludgeoning: 2d12 + 7 ⇒ (5, 6) + 7 = 18
| Shakur Hektat |
Redoing my turn. Forgot about the DC 15 acrobatics to move
Shakur quickly spawns a spectral dagger and attacks.
Spiritual Weapon: 1d20 + 16 ⇒ (7) + 16 = 23
Spiritual Weapon, MAP: 1d20 + 16 - 5 ⇒ (14) + 16 - 5 = 25
I doubt those will hit
| GM Xavier Kahlvet |
Boodiddly once again disappears and reappears on the other side of the room.
I’m going to adjust Jevar actions to say that he does the lightning bolt before concentrating on blink.
Gug basic Reflex: 1d20 + 17 ⇒ (13) + 17 = 30
1d8 ⇒ 71d2 ⇒ 2
1d8 ⇒ 21d2 ⇒ 2
So…moving across the bones is Balancing, not Striding, so Kolgradd actually couldn’t do a Sudden Charge. All that means is that he’ll be down a single attack, though. Kolgradd charges at the gug and swings, but misses.
Shakur conjures a spectral dagger and misses the gug.
The gug, completely tired of the gnome’s shenanigans, compromises with attacking the closest thing that moves—in this case, Kolgradd. Kolgradd is just in range for inspire defense
◆ Gug jaws vs Kolgradd w/inspire defense: 1d20 + 23 ⇒ (16) + 23 = 39
Damage (doubled from crit): 2d12 + 13 ⇒ (6, 3) + 13 = 22
◆ Gug claw vs Kolgradd w/inspire defense; 2nd, agile: 1d20 + 23 - 4 ⇒ (1) + 23 - 4 = 20
Damage: 2d8 + 13 ⇒ (6, 1) + 13 = 20
◆ Gug claw vs Kolgradd w/inspire defense; 3rd, agile: 1d20 + 23 - 8 ⇒ (12) + 23 - 8 = 27 Thank your bard
Damage: 2d8 + 13 ⇒ (1, 5) + 13 = 19
Inspire defense ends at the start of Boodiddly's turn.
Bone Breaker
Round 5 —> 6
==============
Shakur
Gug (-142) {No Reactions}
Boodiddly (-78)
Jevar
Kolgradd (-63)
==============
| Boodiddly |
“Oh look!” Boodiddly calls, wiggling some poor creature’s thigh bone between two fingers. “I’ve got your funny bone!” He tosses it into the air, stomps twice for a passable ba-dum, and then the “funny bone” lands with a clatter.
Occultism vs DC 28: 1d20 + 15 ⇒ (18) + 15 = 33
Boodiddly waves a hand, and from the ground rises the “funny bone” once more - but this time as a ghostly reflection of itself. With another wave of his hand, the gnome sends it flying at the gug! “Don’t hold back - give it everything you’ve got!” the gnome cheers from the rear.
Spiritual Weapon, IC: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
Force damage, IC: 2d8 + 4 + 1 ⇒ (1, 4) + 4 + 1 = 10
Sustain [A], cast inspire courage [A], and Create Impossibility to cast 4th lvl spiritual weapon [A].
| Jevar Shadowmantle |
I never understood the funny bone. When you slam it on something it's not very f#@%ing funny. The mage shudders at some memory and hitting a desk in enclosed spaces with his elbow.
This time he incants an acid arrow to fly by Kolgradd and hit the opposite side of the sizeable creature.
◆◆ Cast acid arrow
Spell attack, acid damage: 1d20 + 16 ⇒ (17) + 16 = 333d8 ⇒ (4, 1, 1) = 6
plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
◆ Sustain a spell (Blink) GM pick my new spot!
He then takes another ride on a blink into another plane.
| Kolgradd Thunderiron |
Kolgradd grins at the Gug when he sees his friends magic strike it, and it's an ugly sight as his blood drips down his beard.
◆ Strke
Maul: 1d20 + 19 + 1 ⇒ (5) + 19 + 1 = 25
Hero Point!
Maul: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37
Bludgeoning: 2d12 + 7 + 1 ⇒ (1, 9) + 7 + 1 = 18
◆ Strke
Maul: 1d20 + 19 - 5 + 1 ⇒ (5) + 19 - 5 + 1 = 20
Bludgeoning: 2d12 + 7 + 1 ⇒ (4, 7) + 7 + 1 = 19
Not wanting to stand and get turned into mincemeat, he retreats while Boodiddly's got it laughing.
◆ Balance
Acrobatics DC 15: 1d20 + 12 ⇒ (13) + 12 = 25
The balance thing is interesting. I was just reading the third level spell I have prepared today: Time Jump, and as balance isn't listed it seems like it wouldn't work on uneven ground. Is that something you'd permit? It won't make a difference here, but should the Gug get its reactions back it might be useful
| GM Xavier Kahlvet |
Boodiddly uses the power of dreams to summon a…club? That flies at the gug and smacks it!
Jevar launches an acid arrow at the gug.
1d8 ⇒ 11d3 ⇒ 3
1d8 ⇒ 61d2 ⇒ 1
Jevar vanishes into the distance, then reappears right back where he started.
Kolgradd swings his maul and connects with the gug, sending it sprawling onto the ground!
Gonna award a Hero Point to Boodiddly for keeping the gug’s reaction at bay and for the creative uses of Create Impossibility.
Kolgradd and Boodiddly: 2d8 + 10 ⇒ (1, 3) + 10 = 14
Kolgradd and Boodiddly: 2d8 + 10 ⇒ (3, 2) + 10 = 15
Kolgradd and Boodiddly: 2d8 + 10 ⇒ (6, 8) + 10 = 24
Kolgradd and Boodiddly: 2d8 + 10 ⇒ (1, 4) + 10 = 15
Boodiddly: 2d8 + 10 ⇒ (4, 1) + 10 = 15
On to the thing at the center of the room.
This small, squat mausoleum is eight feet square. It sits on a raised dais in the middle of a fountain that has long since dried up and is now heaped with bones. The image of a leering ghoul’s face with a long canine snout and a haughty expression is carved on the stone door to the mausoleum.
The amnesiacs begin to open what clearly must be the tomb of Prince Scarcrim. As they finally open the mausoleum, however, a wave of necromancy pulses outward! Trap that no one saw.
Jevar; heartstone: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Kolgradd: 1d20 + 15 ⇒ (17) + 15 = 32
Shakur: 1d20 + 16 ⇒ (13) + 16 = 29
Since it’s nearing the end of the month I’m going to assume Boodiddly and Jevar reroll those saves.
Boodiddly: 1d20 + 15 ⇒ (15) + 15 = 30
Jevar; heartstone: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32
But despite the strange necromantic energy, the amnesiacs resist it and open the tomb to reveal the skeleton of a canine-faced ghoul seated upon a throne.
”I knew it!”
The amnesiacs turn around and find a new face at the entrance to the Plaza: a dog-faced Leng ghoul clutching a scroll with three other ghouls wielding kukris and wearing necklaces of an upside-down ankh. Ignore that the image has them wielding flails. The ghouls slowly move away from their hiding spots.
”Damn you, Wilkins! You’d desecrate the prince’s tomb for this?!” The Leng ghoul bears their claws and fangs. ”You will pay for what you’ve done!”
Jevar: 1d20 + 12 ⇒ (18) + 12 = 30
Kolgradd: 1d20 + 17 + 2 ⇒ (6) + 17 + 2 = 25
Shakur: 1d20 + 16 ⇒ (2) + 16 = 18
Leng ghoul Intimidation: 1d20 + 17 ⇒ (11) + 17 = 28
Ghoul Priests: 1d20 + 13 ⇒ (8) + 13 = 21
Note: you don’t actually have Scarcrim’s skull in your possession yet.
Desecration
Round 1
==============
Jevar
Leng Ghoul
Kolgradd
Boodiddly
Red
Blue
Green
Shakur
==============
| Jevar Shadowmantle |
I'm going to try this Create an Impossibility thing and hope that I'm not too greedy in my attempt :P
Ooooh, they're all huddled together, I sure wish I'd prepared FIREBALL this morning! What exactly is morning in this place? Anyway, here goes nothing.
Create an impossiblity: cast fireball.
Occultism: 1d20 + 14 ⇒ (12) + 14 = 26
Assuming that works...
He releases the ball of flame into the middle of their "gang."
◆◆ Cast (somatic, verbal) fireball
Fire damage, DC26 basic reflex safe: 6d6 ⇒ (6, 2, 6, 1, 3, 6) = 24
Just to be safe... he moves to the other side of Kolgradd.
◆ Stride Acrobatics: 1d20 + 4 ⇒ (5) + 4 = 9 I think it was DC5
| GM Xavier Kahlvet |
DC 22, so that succeeds. The Acrobatics to move around the ground was DC 15, so that fails.
Jevar uses the power of the Dreamlands to create a ball of fire right on top of the ghouls!
Red: 1d20 + 9 ⇒ (8) + 9 = 17
Blue: 1d20 + 9 ⇒ (1) + 9 = 10
Green: 1d20 + 9 ⇒ (20) + 9 = 29
The Leng ghoul growls. ”Why you little—!”
◆ Balance: 1d20 + 21 ⇒ (17) + 21 = 38
The ghoul moves across the bones toward Jevar and claws at the wizard’s leg!
◆ Leng ghoul Trip vs Jevar: 1d20 + 19 ⇒ (10) + 19 = 29
The ghoul’s claw proves too powerful and knocks Jevar off his feet! The ghoul then raises a clawed hand and brings it down on Jevar!
◆ Leng ghoul claw vs Jevar FF; 2nd, agile: 1d20 + 23 - 4 ⇒ (12) + 23 - 4 = 31
Damage; Sneak Attack: 2d6 + 8 + 2d6 ⇒ (1, 4) + 8 + (3, 4) = 20
Desecration
Round 1
==============
Jevar (-20) {prone}
Leng Ghoul (-12)
Kolgradd
Boodiddly
Red (-24)
Blue (-48)
Green
Shakur
==============
| Boodiddly |
Boodiddly briefly considers grabbing the breadsticks skull and running. The burst of flame in the distance and the sudden arrival of another ghoul gives him reason to pause. And reason for the ghoul to pause.
“Whoa, slow down there buddy.” The short man waves a hand gently at the undead creature next to him. “I know, I know, we get cranky when we haven’t had our nap - here, I know a lovely little lullaby…”
Performance to Linger: 1d20 + 17 ⇒ (15) + 17 = 32
Casting slow on Black (Fortitude 26) [AA], Lingering Composition [F], and inspire defense [A].
| Kolgradd Thunderiron |
"Get away from him!"
Acrobatics: 1d20 + 12 ⇒ (15) + 12 = 27
Kolgradd bounds over the bones and swings his Maul at the ghoulish attacker
Maul: 1d20 + 19 ⇒ (7) + 19 = 26
Bludgeoning: 2d12 + 7 ⇒ (6, 7) + 7 = 20
Maul: 1d20 + 19 ⇒ (6) + 19 = 25
Bludgeoning: 2d12 + 7 ⇒ (11, 11) + 7 = 29
| GM Xavier Kahlvet |
Kolgradd moves over and swings his maul at the Leng ghoul, but the ghoul dodges away from both swings. You also forgot the -5 on the second Strike.
Boodiddly sings and tries to slow down the Leng ghoul.
Leng ghoul Fort: 1d20 + 18 ⇒ (17) + 18 = 35 JUST missed the crit success!
Now in pain from the wizard’s fireball, Red holds up its upside-down ankh and utters and incantation ◆◆◆ Cast a Spell.
A pulse of necromantic energy swells out from Red, damaging the living and healing the undead! 30-foot emanation from Red; gets everyone except Shakur.
Boodiddly: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30 Success
Jevar; heartstone: 1d20 + 10 + 2 + 1 ⇒ (8) + 10 + 2 + 1 = 21 Failure
Kolgradd: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 Success
Blue crouches and leaps forward! ◆ Swift Leap; the ghoul jumps 15 feet without triggering reactions (or having to deal with the bones). They then utter an incantation, raising their upside-down ankh up high and pressing it against their chest. ◆◆ Cast a Spell
Healing to Blue: 3d8 + 24 ⇒ (7, 5, 3) + 24 = 39
Green likewise ◆ Swift Leaps forward. It then points its upside-down ankh at Kolgradd and incants ◆◆ Cast a Spell. Kolgradd’s mind is filled with images of nightmarish beasts assaulting him!
Kolgradd Will; inspire defense: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 Critical Success
But Kolgradd knows better than to trust anything these undead have planned for him!
EDIT: Dang it! I forgot the rider effect on the Leng ghoul's claw!
Jevar Fort; heartstone: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19 This was before the inspire defense
Yup, Jevar's paralyzed. Jevar, if Shakur doesn't end your paralysis, you CAN still use purely mental actions (including to Create Impossibility). Also, give me a Fort save at the end of your turn.
Desecration
Round 1 —> 2
==============
Jevar (-35) {prone; paralyzed}
Leng Ghoul {Slowed 1: Round 0 of 1}
Kolgradd (-7)
Boodiddly (-7) {Lingering Defense: Round 0 of 3}
Red (-9)
Blue
Green
Shakur
==============
| Jevar Shadowmantle |
Weeelp. Okay, let's try this.
It's just a dream, right? Right...
He tries to shed his paralyzed skin standing up from prone.
◆◆ Create an impossibility: shed condition
Occultism: 1d20 + 14 ⇒ (7) + 14 = 21
Jevar begins to molt on the floor and a fresh one stands up from within the paralyzed body. At least in his head.
◆ Stand up
| GM Xavier Kahlvet |
Botting Shakur: Seeing Jevar fall, Shakur calls on the power of Pharasma to heal him. Casting remove paralysis using Channeled Succor (so the slot comes from a font slot)
Shakur Counteract: 1d20 + 16 ⇒ (6) + 16 = 22
It’s getting close to the end of the month, so I’ll say Shakur rerolls that.
Reroll: 1d20 + 16 ⇒ (3) + 16 = 19
Oh well.
With Jevar still paralyzed, Shakur uses Battle Medicine to make sure Jevar does go unconscious too soon. Assurance for the DC 20.
Healing to Jevar: 2d8 + 10 ⇒ (8, 3) + 10 = 21
Jevar tries to shed his paralysis, but fails to do so. Yeah, no matter how I look at it (Create Impossibility to replicate remove paralysis, Create Impossibility to counteract, etc.), I can’t say that that succeeds. Replacing the Standing with a Recall Knowledge on the Leng ghoul.
Jevar Fort; heartstone, inspire defense: 1d20 + 10 + 2 + 1 ⇒ (16) + 10 + 2 + 1 = 29
But Jevar manages to shake off the paralysis on his own!
The Leng ghoul growls in slow motion, then smirks. They unfurl the scroll they are clutching in one hand and begin reading off of it, the magic upon the scroll surrounding them! ◆◆ Cast a Spell. Triggers from Kolgradd (I’ll resolve it to avoid retconning).
↻ Kolgradd AoO vs Leng ghoul FF: 1d20 + 19 ⇒ (12) + 19 = 31
Damage: 2d12 + 7 ⇒ (6, 3) + 7 = 16
Kolgradd hits the ghoul, but this does not stop them from completing their incantation and pointing a clawed finger at Kolgradd, the dwarf’s mind suddenly becoming foggy.
Kolgradd Will; inspire defense: 1d20 + 15 + 1 ⇒ (1) + 15 + 1 = 17
Kolgradd begins to babble and murmur incoherently as he is very clearly affected by the ghoul’s magic! Kolgradd is confused for 1 minute.
The Leng ghoul chuckles and shouts over his shoulder at the other ghouls in a language the amnesiacs do not understand.
Cast ray of frost at Shakur then spend the rest of your turn babbling incoherently
OR
Balance over to Shakur (the shortest route would be to move to the space south of Shakur), Strike Shakur, then Strike Jevar.
Desecration
Round 2
==============
Jevar (-14) {prone}
Leng Ghoul (-16)
Kolgradd (-7) {Confused: Round 0 of 10}
Boodiddly (-7) {Lingering Defense: Round 1 of 3}
Red (-9)
Blue
Green
Shakur
==============
| Jevar Shadowmantle |
Thank you Shakur... The mage says pitifully from his sitting position.
| Kolgradd Thunderiron |
A dark look comes over Kolgradd's face, uncharacteristic rage and suspicion. He rushes at Shakur with murder in his eyes
Balance DC 15: 1d20 + 12 ⇒ (1) + 12 = 13
Apparently his anger gets the better of him though as he slips and falls!
| Boodiddly |
Boodiddly desperately tries to blow away the ghoul’s spell after bouncing towards the casket where the skull sits.
Acrobatics: 1d20 + 12 ⇒ (7) + 12 = 19
Counteract check (lvl 4 Dispel Magic): 1d20 + 16 ⇒ (6) + 16 = 22 Hero Point!
Counteract check (lvl 4 Dispel Magic): 1d20 + 16 ⇒ (15) + 16 = 31
Balance (?) [A], then cast lvl 4 dispel magic on the ghoul’s spell affecting Kolgradd [AA].
| Shakur Hektat |
"Don't you look at me like that!" Shakur shouts to Kolgradd.
According to my sheet, I'm down to my last Heal after that botted remove paralysis, so this is going to be iffy.
Shakur conjures a bright light and aims it at the Leng ghoul.
Assuming I can use a 2nd level sorc slot to cast a 1st level sorc spell, I'd like to use True Strike as well.
Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Attack: 1d20 + 16 ⇒ (4) + 16 = 20
Thanks dice roller. Thanks.
[A]True Strike
[AA]Searing Light
| GM Xavier Kahlvet |
According to my sheet, I'm down to my last Heal after that botted remove paralysis, so this is going to be iffy.
I count three, so you should have 2 left.
And in looking for those, I realized that Shakur already used Battle Medicine on Jevar today, so gonna do a simple retcon and say he used shield instead (meaning that Jevar is down several more HP).
Also, Shakur, not your turn yet.
Kolgradd, in a mindless rage, rushes at Shakur, but falls to the ground. Unfortunately, you still have to do something at Shakur, so…ray of frost from the ground.
Kolgradd vs Shakur w/lesser cover; prone: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Cold Damage: 4d4 + 3 ⇒ (1, 3, 1, 3) + 3 = 11
Boodiddly moves toward the skull you are now inside the mausoleum and within reach of the skull and uses his magic to blow away the strange fog over Kolgradd’s mind! Successful counteract.
When Shakur cast remove paralysis, the three non-Leng ghouls hiss in anger at the sight of Pharasma’s spiral! The three ghouls then ◆ Swift Leap across the battlefield. One of them Green lands next to the Pharasmin and sweeps at his legs with its kukri! Still unsure why kukris have the trip trait, but whatever.
◆ Green Trip vs Shakur w/inspire defense: 1d20 + 13 ⇒ (20) + 13 = 33
Shakur falls so suddenly that he hits his head on the stone surrounding the mausoleum!
Bludgeoning Damage: 1d6 ⇒ 3
Green then raises its kukri overhead and slices down at the Pharasmin!
◆ Green vs Shakur FF w/inspire defense; 2nd, agile: 1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 17
Damage: 1d6 + 6 ⇒ (6) + 6 = 12 Negative Damage: 1d6 ⇒ 3
The other two ghouls Red and Blue move in unison as they both ◆◆ Cast the same Spell. Shakur is bombarded with grief and turmoil over his faithfulness to the Lady of Graves!
Will 1: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23 Success (half damage) Thank your bard
Mental Damage: 6d8 ⇒ (8, 4, 1, 8, 6, 2) = 29
Will 2: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34 Critical Success (no damage)
But Shakur’s faith in Pharasma is far greater than any magic these horrid undead could use!
Desecration
Round 2 —> 3
==============
Jevar (-35) {prone}
Leng Ghoul (-16)
Kolgradd (-7) {Prone}
Boodiddly (-7) {Lingering Defense: Round 2 of 3}
Red (-9)
Blue
Green
Shakur (-17) {prone}
==============
| Jevar Shadowmantle |
Jevar stands up warily before the ghouls in front of him.
◆ Stand
It worked once, maybe it will work again...
Create an impossibility: cast fireball.
Occultism: 1d20 + 14 ⇒ (18) + 14 = 32
Assuming that works...
This ball of flame is sent just behind the Leng ghoul so that the explosion just catches at least two of the other ghouls. maybe RED/GREEN/BLUE?
◆◆ Cast (somatic, verbal) fireball
Fire damage, DC26 basic reflex safe: 6d6 ⇒ (3, 3, 3, 1, 6, 1) = 17
| Shakur Hektat |
I could have SWORN my name was bolded. I'll redo the turn
"You abominations of the cycle, return to the river where you belong."
3 action heal. DC 26.
Damage/healing: 4d8 ⇒ (8, 4, 1, 2) = 15
| GM Xavier Kahlvet |
Jevar casts a fireball. They are situated in exactly a format where you can get all of them without hitting your allies (specifically centered on the bottom-right corner of the square to the east of Red’s square).
Red: 1d20 + 9 ⇒ (8) + 9 = 17
Blue: 1d20 + 9 ⇒ (4) + 9 = 13
Green: 1d20 + 9 ⇒ (17) + 9 = 26
Shakur then lets loose a wave of positive energy.
Red: 1d20 + 9 ⇒ (8) + 9 = 17
Blue: 1d20 + 9 ⇒ (1) + 9 = 10
Green: 1d20 + 9 ⇒ (5) + 9 = 14
Pharasma’s will is powerful, as the ghouls are deteriorated by the positive energy, to the point where Blue disintegrates into dust!
The Leng ghoul glares over at Shakur and ◆ Steps over to stand over him. ”Can’t have another one of those, now can we?”
◆ Leng ghoul jaws vs Shakur FF w/inspire defense: 1d20 + 23 ⇒ (16) + 23 = 39
Damage; Sneak Attack (doubled from crit): 2d8 + 8 + 2d6 ⇒ (1, 4) + 8 + (6, 6) = 25
Shakur Fort vs Paralysis; inspire defense: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31 Success
Shakur Fort vs Disease; inspire defense: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30 Success
◆ Leng ghoul claw vs Shakur FF w/inspire defense; 2nd, agile: 1d20 + 23 - 4 ⇒ (14) + 23 - 4 = 33
Damage; Sneak Attack: 2d6 + 8 + 2d6 ⇒ (3, 1) + 8 + (5, 3) = 20
Shakur Fort vs Paralysis; inspire defense: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30 Success
Desecration
Round 3
==============
Jevar (-20)
Leng Ghoul (-31)
Kolgradd (-7) {Prone}
Boodiddly (-7)
Red (-41)
Green (-38)
Shakur (-68) {prone}
==============
| Boodiddly |
According to my calculations, I believe inspire defense is still active for this round? Boodiddly’s only had one turn since casting it.
Boodiddly carefully wraps himself in defensive magic, then reaches up over the edge of the coffin and tries to pull the ghoul skull free. “Come on Yorick…”
Casting sanctuary [AA], then Interact to pick up skull [A].
| GM Xavier Kahlvet |
According to my calculations, I believe inspire defense is still active for this round? Boodiddly’s only had one turn since casting it.
You are correct; human error on my part.
| Kolgradd Thunderiron |
Kolgradd bounces up, shakes his head quickly "I'm sorry, I'm not sure...", then looks at Leng Ghoul with resolve. He picks his way around the bones as he moves up and strikes out at the thing.
◆ Stand
◆ Balance
Acrobatics DC 15: 1d20 + 12 ⇒ (20) + 12 = 32
Sigh, that would have been nice on the attack
"Over here ugly!"
◆ Strike
Maul: 1d20 + 19 ⇒ (19) + 19 = 38
I'll take it though!
Bludgeoning: 2d12 + 7 ⇒ (1, 2) + 7 = 10
| GM Xavier Kahlvet |
Kolgradd stands up and moves over to the Leng ghoul, smacking his maul into the ghoul! Only a crit because you’re flanking with Shakur.
Boodiddly protects himself as he grabs Scarcrim’s skull.
The ghouls all hiss at Boodiddly as he grabs the skull! Red holds up his upside-down ankh as it ◆◆◆ Casts a Spell.
A wave of negative energy pulses out from Red! Not an attack, so not subject to sanctuary.
Boodiddly: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29 Success
Jevar; heartstone: 1d20 + 10 + 2 + 1 ⇒ (18) + 10 + 2 + 1 = 31 Success
Kolgradd: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17 Failure
Shakur: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28 Success
Green then ◆ Swift Leaps over the two prone people does NOT trigger from Kolgradd, then attacks the one who dares desecrate their prince’s body! ◆ Strike
Green Will: 1d20 + 12 ⇒ (4) + 12 = 16
But the monster’s bite stops short of the gnome’s head due to Boodiddly’s abjuration. Frustrated, Green swipes their kukri down at Shakur!
◆ Green kukri vs Shakur FF w/inspire defense; 2nd, agile: 1d20 + 13 - 4 ⇒ (6) + 13 - 4 = 15
Damage: 1d6 + 6 ⇒ (5) + 6 = 11 Negative Damage: 1d6 ⇒ 3
Desecration
Round 3 —> 4
==============
Jevar (-31)
Leng Ghoul (-40) {prone}
Kolgradd (-12)
Boodiddly (-12) {Lingering Defense: Round 2 of 3; Sanctuary: Round 0 of 10}
Red (-30)
Green (-27)
Shakur (-73) {prone}
==============
| Shakur Hektat |
You counted three, I used one more, so let's use the last one!
Shakur prepares to go unconscious and grits his teeth as the ground around him begins to glow again. "Don't you dare let go of that!" Shakur shouts to Boodiddly before sending his final Heal spell out around him.
3 action Heal
DC 26
Damage: 4d8 ⇒ (2, 8, 8, 4) = 22
| Jevar Shadowmantle |
Hmm, there are at least a couple of them lined up. Time for Absolute Power...
Jevar steps around one of the ghouls so that he's not so much surrounded by them, but more in a position to line them up as he's thinking.
◆ Step Acrobatics, DC15: 1d20 + 4 ⇒ (15) + 4 = 19
He taps the ghoul on the shoulder before stretching out his arms to release the energy.
◆◆ Cast (somatic, verbal) lightning bolt, prepared at level 4, line through GREEN and BLACK
Electricity damage to GREEN and BLACK, DC26 basic reflex save: 5d12 ⇒ (9, 9, 4, 9, 4) = 35
| GM Xavier Kahlvet |
Hero Points have reset
Shakur lets loose another wave of positive energy.
Red: 1d20 + 9 ⇒ (19) + 9 = 28
Green: 1d20 + 9 ⇒ (8) + 9 = 17
@Jevar: You don’t need an Acrobatics check to Step, but I’m going to turn that into a Stride so you can move another 5 feet, that way you can line up all three ghouls in a line that’s a lot less wonky-looking.
Red: 1d20 + 9 ⇒ (15) + 9 = 24
Green: 1d20 + 9 ⇒ (8) + 9 = 17
Green gets electrocuted and ceases moving.
The Leng ghoul growls as they ◆ Stand triggers from Kolgradd. They then ◆ Step over and ◆ Strike at Boodiddly!
Leng ghoul Will: 1d20 + 19 ⇒ (19) + 19 = 38
The ghoul attacks so violently that it shatters Boodiddly’s abjuration!
Leng ghoul jaws vs Boodiddly w/inspire defense: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 2d8 + 8 ⇒ (2, 3) + 8 = 13
Boodiddly Fort vs disease; inspire defense: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 Failure
Boodiddly Fort vs paralysis; inspire defense: 1d20 + 14 + 1 ⇒ (4) + 14 + 1 = 19 Failure
Note: Paralyzed doesn’t say that you drop what you’re holding, so Boodiddly is still holding the skull with a death grip.
Desecration
Round 4
==============
Jevar (-9)
Leng Ghoul (-51) {prone}
Kolgradd
Boodiddly {Paralyzed; Leng ghoul fever: Stage 1}
Red (-58)
Shakur (-51) {prone}
==============