| Kolgradd Thunderiron |
Delay until after Jevar for the haste
"Angradd's Axe that's ugly!"
Kolgradd waits for Jevar's spell, and then after some magical and martial preparations, launches at the beast like a bolt from a crossbow!
◆ Cast Shield
◆ Enter Disruptive Stance
◆ Stride
◆ Combat Assessment
Long Hammer: 1d20 + 23 ⇒ (8) + 23 = 31
Bludgeoning: 3d8 + 8 ⇒ (4, 3, 1) + 8 = 16 Cold: 1d6 ⇒ 3 Fire: 1d6 ⇒ 4
For the recall knowledge, what type of magical attacks are likely to be most effective?
| Boodiddly |
Boodiddly takes deep breath to calm himself and prepares for the creature's counterstrike.
Occultism, Assured Knowledge: 10 + 15 = 25 (Dubious Knowledge, Know-It-All)
Recall Knowledge [A] and cast rallying anthem [A] and shield [A].
| GM Xavier Kahlvet |
Jevar enhastens Kolgradd.
Kolgradd advances and sends an attack at the giant creature. But despite its size, it manages to dodge away from the dwarf’s attack. And when he looks into this creature’s empty eye-sockets, he feels a sensation that can only be described as his eyeballs attempting to pop out of his skull!
Kolgradd Fort: 1d20 + 21 ⇒ (2) + 21 = 23
The other former-amnesiacs watch as thin streams of blood begin streaming out of Kolgradd’s eyes and flying into the eyeless pits on the spider-creature’s face! Kolgradd is now drained 1 and sickened 1. Once again, I am not including the HP loss from drained in the initiative card below for PCs.
Shohreh sends a mass of void energy at the monster.
Spider Creature basic Fort; spell resistance: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30
And it’s knocked prone.
Boodiddly sings and protects himself.
The spider creature ◆ Stands. Triggers from Kolgradd.
↻ Kolgradd RS vs Spider Creature; sickened 1: 1d20 + 23 - 1 ⇒ (12) + 23 - 1 = 34
Damage: 3d8 + 8 ⇒ (5, 7, 8) + 8 = 28 Cold Damage: 1d6 ⇒ 2 Fire Damage: 1d6 ⇒ 6
While the dwarf hit, the creature seems to have been unaffected by the chilling power of his hammer. Cold damage didn’t go through.
The monster stares down at Kolgradd with empty eyes and utters in an incomprehensible language:
*
”Y̵̛̱͇̺̹̖̰̌͂͌̔ͪͮͦ́̉ͭ́̀͠m̨̺̹̮̻̠̭̒̓́̊̎ͪ̎̀͛̆̇͗ͭ̄ͩͭ̂͞g̷̣͍̥͙͇͐̒ͧ̕'̨̛̛̠͈̱͚̖̗̙ͮ̄ͥ̾ ̟ ̹̖̻͔̠̳͈͙̩͙̒̔͌ͨ́̚͝͡g̶̡̝̳̲͍̫̠͔̙̲͕̾̽̍̔̃ͭ̎̉͛͐̆̓̂̉ͯ̀͑ͨͬ͘͞͠ͅn̠͇̗͕̗͚̞̺̖̟̖̋̽̐ͪ̋ͩ̕͡ͅ ̖'̷̨̧̰̠͓̮̟̖̩̟̜̠͙̜̪̣̹̳͒͒̔͊͠t̴̷̰͖̤͔̘̥͕̦̤̹̱ͬ̿̉̔̊̀͜͢h̨̛͓̝̤̙̫͚ͬͪ̒ͩͯͣͥ̇̄ͭ̆́ͬ͌̍́̚͢ ̤̹͖̞͎̥͉̖̞͎̝'̧̱͉̻̻͈̘͖̘̜͖̮̤̲̯̤͓̙͓̯̀̓̈̉̔ͩ͆ͥ́͟b̧̧̼̺͈̞̬̦̝͔̹̻͉̼̦̋͂̾́t̶̾̂͛̓̀ͬͬ͐͊̈́ ͏̯̭̝͈̹̥́ͅḧ̗̙̜͈̭̰͚̗̦͈̻̮̾ͬͭ̄͂̉̅ͧ͗͛͆̈̊̓͢͡͝n͔̪̟̠͍̮̫̮̤̆̓̎̋̄͐͌̽̈̂͌̀́̓͘͟kͣ̊ͥ͛̉̐ͪ̒ ̷̡̛͓̤̳̩̲̹ͫ̓ͭ̌͗̋͘͝ ̙͓̱̥͎̺ͬ̓̔͑ͨ̃͛̽ͬͯ̈̎̽̾̍̊̅͛͝ą̵͖̮͈̩͑̂ͣ̅́̂̓́̎̃̎̊ͥ́̓́̚h̻̫̭͓̻̩͇̭͎͂̽̌ͪ̃ͥ͆̒́̂̀͢oͪ́̑ ̨̛̙̰̝̱͈̜̫̅͐̓͘r̴̨̭̭̲̩̞͚͉̺̫̗̲͌̇̃̆̂̈ͭ ̸̛͎̞͕̤̱̙̼̝̹͙͎̗͙̜͈̪̇͊͌̈́̾ͣ̅ͮ̈͛ͭͯ͆͟͟͠ͅf̳̪̟̩̜̣͇̰͚̞̺͉̞͎̯̗͙͙̜̂̃͒̀̀ͥ́̉͗̋́͜͡uͥͨ̈̾̃͛ ̶̨͈̤̮̭̱̟ͦ̔͂͂̕e̢̳̟̬̠̩̮̖̭͕̭͉̭̥̱ͬͩ͑ͩ͛̉̾̆̓̉̏͒̇͐͢͞͡ͅl̢͈̹̖̗̫̗͎̜͙̻ͮͨͮ̋̃̔̔̄͗͂̀͂̾͢͟͠ ͇͖͕ͅ ̨̜̺̟̹̋̽̑͋̐̍̈ͫ̒ͨ̍ͪ̀f̸̛̞̟͕͇̪̪́ͮ̓͗̄̊ͩͪh̶̷̴̴͔̬̗̯̼̤̖̋̈́͆̆ͨ͂͆ͩ̉̄̌̽̀͑͋̄̉ͩ̅̀ţ̴̧͒ͦͪ̒ ̩̺̗̫̦͔̱̭̭͢ȁ̴̸̼͔̬͎̳͉̭͉̪͓̤̖̫̐ͣ̎ͦͨͣ̃ͤ́̚͞͡ͅͅg̵̙͍̯͉͙͈̺̯̺̺̜͇̟̺̣͈̽͌͑ͨͮ̆͛̀́͟͠ͅn͛̓͌ ̈̍ͫ͏̧̠̞̲̫͜s̛̪̬͎̦͍̼ͬ̅͆̋̐ͧ́ͦͨͧ͞ͅh͕̬̙̭̙̹̻̥͉̱͕͉̭̜̜͇̋̄̏̏̓̂̽ͨ̂̀̓͑ͮ́ͮ͘o̡͊̾ͬ̊̐͒ͥͫ̈͜ ̢̱̳̻̦̙̬͝g̴̵̨̧̯̪̟͈̗͙͖ͫ͊̂ͨͮ͐̉̇̿̓̇̂ͨͫͮ̎́ͬ̓g̰̥͎̭̜͇͎̓ͤ͂̇̒͒̐ͣ̓ͥ̃̾̐̄ͭͭ͟ͅgͧ͌͂͌ͨ̄ͫ́͝ ̸͉͚̹̼̬̩͖̕̕ ̷̆̊̐ͮ͋͛̈ͧ̾̒̓̎͗ͥ͋̐̍̚҉̢̗̞͚̼̳̠͍̠͔͇̯̹̰ͅo̴̡̬̼̬̭͇̙͍̮͎̞̗̫͔͈͎̓ͣͥ͗̋̐͛͒̋͛ͨ́̚͝t̄ͤ̈́͋̍̓̚ ̴̨͙͓̟̱͓̥̖̭̟ͮ̄͟ ̨̝͓̰̝̪̜̣̫̪̤̻̳͒̐̏̀ͥ͐́̿̆͛̓̂ͧͭͫͨ̕͞n̴̺̭̘̟̬̪̮͍̬̤̻̞̗̞͍͎͉̦ͣͬ͌̿̽̓̃̈́͐̊̕͢͝i̾̒̀ͣͦ̏͗̐ͪ͋ ̴͋̀ͭ҉̶̖̙̦̱̣̥̜̪͍͟l̛̠͈̳̰̤̥͎͎͔̒͐͒ͫ͌ͥ͊͞ģ̘̳̠͈̠̝̙͇̩̪̜͓̻͚͓̰̻̒ͦͭ̏̚͜ͅh̉͌̌̆͑̅̉̾͂̔͋͋ͯ ̵̴͚̦̬̰̺͔̣̝̞̲͍̺͖̪͚͕ͤͨ̌͘͠ͅ'̶̞͔̜̳͚̦̳̐̔ͥͯ͛̀ͯ͒̎̊͆̓̏̉͠r͖̣̬̳̻̫͕̼̱̯̭͇̥ͮͪ̍̋͝i̵ͯ̽̎̎͆͞ ̺͇͇͖͖͈̱̱̪̳͙͉̦̺̖̝́!̴̛̩̪̯͍͍̖̠̂̀̓͑͂ͮ͗ͥ͛͜“
*
◆◆ Cast a Spell.
Suddenly, all of the former-amnesiacs begin to feel their blood and life force being drained! 30 foot cone, but I’m not gonna bother putting one on the map because it can easily get every PC.
Boodiddly; Unexpected Shift: 1d20 + 19 + 1 + 2 ⇒ (5) + 19 + 1 + 2 = 27 Failure
Jevar: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37 Success --> Critical Success (nat 20)
Kolgradd; sickened 1: 1d20 + 21 + 1 - 1 ⇒ (16) + 21 + 1 - 1 = 37 Success --> Critical Success (Battle Hardened)
Shohreh; drained 1: 1d20 + 19 + 1 - 1 ⇒ (20) + 19 + 1 - 1 = 39 Success --> Critical Success (nat 20)
↻ Unexpected Shift | DC 16 flat: 1d20 ⇒ 18
Boodiddly takes 50 39 damage, and the spider gains half that as temp HP. So the Unexpected Shift actually reduced the amount of temp HP it got.
Bloodstained
Round 2
==============
Jevar
Kolgradd {hasted: Round 1 of 10; drained 1; sickened 1}
Shohreh {drained 1}
Boodiddly (-39) {dazzled: Round 0 of 1}
Spider Creature (-73; +19)
==============
| Jevar Shadowmantle |
Jevar squints as the draining forces washes over his bodie. Somehow, he just resists it. He responses with a barrage of arcane force.
◆◆◆ Cast a spell: Force barrage
Force damage: 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11
| Kolgradd Thunderiron |
I would like to hero point that fort save please
Fort: 1d20 + 21 ⇒ (16) + 21 = 37
Hopefully that will avoid the drained and sickened
"Don't get too close if you want to keep your eyes! And don't freeze it!"
Trying not to look at it, Kolgradd tries to take out its legs
◆ Cast Shield
◆ Avert Gaze
◆ Trip
Athletics, Anthem: 1d20 + 25 + 1 ⇒ (8) + 25 + 1 = 34
He has Titan Wrestler to make the attempt, but I'm going to assume that's a Fail
◆ Strike
Long Hammer, anthem: 1d20 + 23 + 1 - 5 ⇒ (8) + 23 + 1 - 5 = 27
Bludgeoning, anthem: 3d8 + 8 + 1 ⇒ (8, 5, 1) + 8 + 1 = 23 Cold: 1d6 ⇒ 4 Fire: 1d6 ⇒ 4
| Boodiddly |
"I think it's a Leng spider, which would explain why it's able to use magic," Boodiddly explains as he blinks furiously to clear the spots from his eyes. "Might be a trap-maker, might be a weapon-maker, but to be honest I think those mandibles are weapon enough." His words slip away into singing, accompanied by tapping of feet and clapping of hands.
Harmonize
| Dark Shohreh Kassar |
Booting up a shiny new bot!
Shoreh thinks this is one of the tougher things they might face today, and so she leaves none of her strongest divine energy to waste...
◆◆ Cast Spirit Blast: Spirit damage, DC31 basic fort: 16d6 ⇒ (2, 4, 6, 5, 6, 3, 5, 1, 2, 2, 5, 6, 3, 6, 5, 4) = 65
She then crosses a short distance to the other size of this passage, but keeps the same distance from the creature.
◆ Stride 10ft
| GM Xavier Kahlvet |
That reroll does indeed avoid the sickened and drained.
Jevar sends a force barrage at the spider.
Kolgradd attacks the creature. Indeed failed to trip it, and the attack itself missed. Also, Boodiddly cast rallying anthem, previously known as inspire defense, so you wouldn’t have gotten a +1 to those attacks/damages.
Kolgradd basic Fort: 1d20 + 21 ⇒ (3) + 21 = 24
Welp, guess you DO get drained and sickened.
Shohreh sends a spirit blast at the creature.
Spider basic Fort; spell resistance: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 41
Boodiddly harmonizes.
The spider-creature attempts to Shove Kolgradd!
◆ Spider Athletics vs Kolgradd Fort DC w/rallying anthem & sickened 1: 1d20 + 22 ⇒ (5) + 22 = 27
It then ◆ Steps to the side and attacks Kolgradd!
◆ Spider claw vs Kolgradd w/rallying anthem & sickened 1; 2nd, agile: 1d20 + 24 - 4 ⇒ (10) + 24 - 4 = 30
Damage: 3d6 + 12 ⇒ (2, 1, 5) + 12 = 20 plus 2d8 persistent bleed
Bloodstained
Round 3
==============
Jevar
Kolgradd {hasted: Round 2 of 10; drained 1; sickened 1}
Shohreh {drained 1}
Boodiddly (-39)
Spider Creature (-73; +8)
==============
| Jevar Shadowmantle |
Perhaps it can be burned with acid...
Jevar incants a dart of it towards the spider, to see if he can give it a more persistent problem.
◆◆ Cast a spell: acid arrow
Spell attack, acid damage (courageous anthem): 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 293d8 + 1 ⇒ (8, 3, 8) + 1 = 20
plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
◆ Cast a spell: Shield
| Kolgradd Thunderiron |
◆ Retch
retch: 1d20 + 21 - 1 + 1 ⇒ (15) + 21 - 1 + 1 = 36
With the back of his hand, Kolgradd wipes away some of the blood from his eyes while pushing down his gorge.
How do you feel about a close-eyes action? Alternatively we could do some sort of blindfold related actions, perhaps using the Helmet if it's been an hour? I'd like to stop looking at it because I don't want my eyes to fall out
◆/◆? Close Eyes
With his eyes shut tightly, he lashes out at the horrific beast
◆ Strike
DC 5 Flat: 1d20 ⇒ 11
Long Hammer: 1d20 + 23 ⇒ (13) + 23 = 36
Bludgeoning: 3d8 + 8 ⇒ (1, 7, 7) + 8 = 23 Cold: 1d6 ⇒ 6 Fire: 1d6 ⇒ 1
If there's actions for another strike...
◆ Strike
DC 5 Flat: 1d20 ⇒ 5
Long Hammer: 1d20 + 23 - 5 ⇒ (19) + 23 - 5 = 37
Bludgeoning: 3d8 + 8 ⇒ (3, 4, 8) + 8 = 23 Cold: 1d6 ⇒ 2 Fire: 1d6 ⇒ 5
| Boodiddly |
Boodiddly continues supporting his friends from a safe distance.
Harmonize
| Dark Shohreh Kassar |
Burn...
◆◆ Cast a spell: Divine Immolation, 20ft burst to the East so it doesn't catch Kolgradd.
Fire (or spirit) damage: 6d6 ⇒ (1, 3, 2, 5, 5, 2) = 18
2d6 persistent fire (or spirit) damage
Success The creature takes half damage and no persistent damage.
Failure The creature takes full damage and persistent damage.
Critical Failure The creature takes double damage and double persistent damage.
Divine flames scour creatures within the area. Creatures take 6d6 fire damage and 2d6 persistent fire damage. The divine power within the flames scorches the spirit as well; a creature takes spirit damage instead of fire damage from divine immolation if that would be more detrimental to the creature (as determined by the GM).
◆ Cast a spell: Shield
| GM Xavier Kahlvet |
I also completely forgot about the +2 from Kolgradd Averting his Gaze last round, but it didn’t change anything.
Jevar sends a dart of acid at the beast and misses.
Kolgradd retches successfully.
How do you feel about a close-eyes action? Alternatively we could do some sort of blindfold related actions, perhaps using the Helmet if it's been an hour? I'd like to stop looking at it because I don't want my eyes to fall out
I’m going to say that you can’t JUST “close your eyes.” I’m not going off of ANY RAW thing, but I stand by that “simply closing your eyes” is something that’s counterintuitive to the brain in the middle of a combat situation. I think I mentioned this before, but I’m gonna stand by my ruling that voluntary blindness requires something more than just closing your eyes, i.e. a blindfold.
NOW, on a different tangent, the tactician’s helm references a table that’s not reprinted in the Remaster, so I’m going to adjust it by saying you can take the actions listed in the Interact section on page 268 of the Player Core instead of the (now-nonexistant) Table 6-2: Changing Equipment.
MORE notably, though, is that “putting on an item” is not listed in EITHER of those things whatsoever, which creates a weird situation of “how do you put ON an item?!” It’s very much nt RAW, but the RAI is to take simple Interact actions with you or your allies’ equipment. Thus, I’ll allow one of the uses of those Interact actions to be to put on a blindfold. And yeah, it’s definitely been at least an hour since its last use.
Thus, Kolgradd’s actions would be to Activate his helm to Re-Arm!, with subordinate actions to 1) pull out a blindfold, 2) put on the blindfold, and 3) re-grip his hammer.
Please see the tangent above for an explanation. Kolgradd then activates his helmet to pull out and put on a blindfold before regripping his weapon. Kolgradd then attacks the creature. Both attacks hit. Also retroactively adding in the bonuses from courageous anthem.
Shohreh sends a burst of fire at the monster.
Spider basic Reflex; spell resistance: 1d20 + 25 + 1 ⇒ (20) + 25 + 1 = 46
Shohreh Fort; rallying anthem, drained 1: 1d20 + 19 + 1 - 1 ⇒ (7) + 19 + 1 - 1 = 26
Shohreh is now sickened 1.
Boodiddly harmonizes.
The spider creature takes Kolgradd’s hits, but glances over to the rest of the former-amnesiacs and decides upon a different tactic. It ◆ Strides* triggering from Kolgradd.
↻ Kolgradd RS vs Spider; courageous anthem: 1d20 + 23 + 1 ⇒ (4) + 23 + 1 = 28
Damage; courageous anthem: 3d8 + 8 + 1 ⇒ (6, 2, 8) + 8 + 1 = 25 Cold Damage: 1d6 ⇒ 5 Fire Damage: 1d6 ⇒ 2
DC 5 flat: 1d20 ⇒ 9
Spider Acrobatics Check (see above tangent): 1d20 + 25 ⇒ (16) + 25 = 41
The monster then lashes out at Boodiddly with its face-tentacles!
◆ Spider tentacle vs Boodiddly w/rallying anthem: 1d20 + 24 ⇒ (6) + 24 = 30
Damage: 3d8 + 12 ⇒ (1, 3, 3) + 12 = 19
Unexpected Shift | DC 16 flat: 1d20 ⇒ 19
Boodiddly Fort; rallying anthem: 1d20 + 19 + 1 ⇒ (4) + 19 + 1 = 24 Failure
Executive decision as GM that Boodiddly would use a Hero Point on that.
Reroll: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37 Success
◆ Spider tentacle vs Boodiddly w/rallying anthem; 2nd, agile: 1d20 + 24 ⇒ (10) + 24 = 34
Damage: 3d8 + 12 ⇒ (1, 5, 4) + 12 = 22
Boodiddly Fort; rallying anthem: 1d20 + 19 + 1 ⇒ (13) + 19 + 1 = 33 Success
Bloodstained
Round 4
==============
Jevar
Kolgradd {hasted: Round 3 of 10; drained 1}
Shohreh {drained 1; sickened 1}
Boodiddly (-66)
Spider Creature (-119)
==============
| Jevar Shadowmantle |
Jevar frowns at his aim, but tries again.
and this time with the appropriate spell. I've not been making consistent use of remastered spells.
◆◆ Cast a spell acid grip
Acid damage: 2d8 ⇒ (4, 5) = 9
1d6 persistent acid damage depending on its Reflex save.
A creature taking persistent damage from this spell takes a –10-foot status bonus to its Speeds.
Success The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction of your choice.
Failure The creature takes full damage and persistent damage, and the claw moves it up to 10 feet in a direction of your choice.
Critical Failure The creature takes double damage and full persistent damage, and the claw moves it up to 20 feet in a direction of your choice.
He then flees the room, but doesn't goes far.
◆ Stride
| Kolgradd Thunderiron |
Kolgradd is suprised when he feels the thing move past him given its size, his mind conjuring up grotesque contortions that he's glad to not actually witness.
◆ Strike
DC 5 Flat: 1d20 ⇒ 19
Long Hammer: 1d20 + 23 ⇒ (10) + 23 = 33
Bludgeoning: 3d8 + 8 ⇒ (3, 8, 6) + 8 = 25 Cold: 1d6 ⇒ 5 Fire: 1d6 ⇒ 4
◆ Strike
DC 5 Flat: 1d20 ⇒ 10
Long Hammer: 1d20 + 23 - 5 ⇒ (13) + 23 - 5 = 31
Bludgeoning: 3d8 + 8 ⇒ (6, 4, 4) + 8 = 22 Cold: 1d6 ⇒ 2 Fire: 1d6 ⇒ 1
Given how hard it has been to hit this thing, he follows up by evoking arcs of electricity from the head of his hammer washing over where he can sense the creature.
◆◆ Cast Electric Arc
DC 5 Flat: 1d20 ⇒ 8
Electricity: 6d4 ⇒ (2, 3, 2, 1, 2, 4) = 14
DC 27 basic reflex
| Boodiddly |
Oops! Not far enough! Boodiddly wraps himself in a protective tune before sneezing and splitting into a full quartet.
Casting rallying anthem [A] and mirror image [AA].
| GM Xavier Kahlvet |
Jevar sends an acidic talon at the creature.
Spider Reflex; spell resistance: 1d20 + 25 + 1 ⇒ (8) + 25 + 1 = 34
Due to the circumstances. It doesn’t really have anywhere to move TO.
Kolgradd attacks the beast! Second attack only hit because it put itself into flanking. Retroactively applying the bonus from courageous anthem. Still takes no damage from the cold, though.
Spider basic Reflex; spell resistance: 1d20 + 25 + 1 ⇒ (18) + 25 + 1 = 44
Shohreh sends a blast of spiritual energy at the creature. Forgot about the courageous anthem and the sickened. Still misses, though.
Shohreh Fort; rallying anthem, drained 1: 1d20 + 19 + 1 - 1 ⇒ (20) + 19 + 1 - 1 = 39
Boodiddly continues singing and protects himself.
Boodiddly Fort; rallying anthem: 1d20 + 19 + 1 ⇒ (14) + 19 + 1 = 34 Success.
Seeing the strange circumstances, the spider ◆◆ Casts a Spell! Triggers from Kolgradd.
↻ Kolgradd RS vs Spider OG: 1d20 + 23 ⇒ (2) + 23 = 25
Damage: 3d8 + 8 ⇒ (3, 7, 3) + 8 = 21 Cold Damage: 1d6 ⇒ 6 Fire Damage: 1d6 ⇒ 6
DC 5 flat: 1d20 ⇒ 13
Boodiddly Will; rallying anthem: 1d20 + 21 + 1 ⇒ (6) + 21 + 1 = 28 Failure
Again, making an executive decision that Boodiddly rerolls that.
Reroll: 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 40 Success
Boodiddly is stupefied 2 for 1 round.
It then lashes out with its claws at Kolgradd!
◆ Spider claw vs Kolgradd w/rallying anthem: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 3d6 + 12 ⇒ (6, 4, 4) + 12 = 26 plus 2d8 persistent bleed
It’s piercing, not slashing, so the rallying anthem’s resistance will apply instead of the armor specialization. And a reminder that bleed damage is considered physical, so the rallying anthem resistance applies against it.
Bloodstained
Round 5
==============
Jevar
Kolgradd (-23) {2d8 persistent bleed; hasted: Round 4 of 10; drained 1}
Shohreh {drained 1; sickened 1}
Boodiddly (-66) {3 images; stupefied 2: Round 0 of 1}
Spider Creature (-177)
==============
| Jevar Shadowmantle |
Jevar re-enters the room and gives one more try and cursing the spider with persistent acid.
◆ Stride
◆◆ Cast a spell acid grip
Acid damage: 2d8 ⇒ (8, 8) = 16
1d6 persistent acid damage depending on its Reflex save.
A creature taking persistent damage from this spell takes a –10-foot status bonus to its Speeds.
Success The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction of your choice.
Failure The creature takes full damage and persistent damage, and the claw moves it up to 10 feet in a direction of your choice.
Critical Failure The creature takes double damage and full persistent damage, and the claw moves it up to 20 feet in a direction of your choice.
| Boodiddly |
Boodiddly shakes his head as if shaking loose cobwebs, then continues to tap and hum encouragingly. Or at least as encouragingly as one might expect from such a small figure in the face of such a fearsome arachnid.
Harmonize
| Kolgradd Thunderiron |
Kolgradd grunts, and mentally berates himself for failing to avoid the strike. He puts up a little protection before continuing to attack
◆ Cast Shield
◆ Strike
DC 5 Flat: 1d20 ⇒ 17
Long Hammer, anthem: 1d20 + 23 + 1 ⇒ (11) + 23 + 1 = 35
Bludgeoning, anthem: 3d8 + 8 + 1 ⇒ (4, 3, 1) + 8 + 1 = 17 Cold: 1d6 ⇒ 5 Fire: 1d6 ⇒ 3
His spell seemed to do nothing, so he tries a rapid flurry of hammer blows all around him
◆ Strike
DC 5 Flat: 1d20 ⇒ 12
Long Hammer, anthem: 1d20 + 23 + 1 - 5 ⇒ (12) + 23 + 1 - 5 = 31
Bludgeoning, anthem: 3d8 + 8 + 1 ⇒ (3, 2, 2) + 8 + 1 = 16 Cold: 1d6 ⇒ 2 Fire: 1d6 ⇒ 4
◆ Strike
DC 5 Flat: 1d20 ⇒ 14
Long Hammer, anthem: 1d20 + 23 + 1 - 10 ⇒ (9) + 23 + 1 - 10 = 23
Bludgeoning, anthem: 3d8 + 8 + 1 ⇒ (3, 3, 6) + 8 + 1 = 21 Cold: 1d6 ⇒ 5 Fire: 1d6 ⇒ 5
Bleed: 2d8 ⇒ (6, 2) = 8
Flat: 1d20 ⇒ 8
| GM Xavier Kahlvet |
Jevar sends a talon of acid at the creature.
Spider Reflex; spell resistance: 1d20 + 25 + 1 ⇒ (14) + 25 + 1 = 40
Once again, nowhere to really move it to.
Jevar Fort; rallying anthem: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24 Failure
Jevar is now drained 1 and sickened 1.
Gonna just Delay Kolgradd and Shohreh until after Boodiddly so they can get the courageous anthem on their attacks. Kolgradd’s persistent damage would still happen WHEN he chooses to Delay, though. As would Shohreh’s save against the gaze.
Shohreh Fort; rallying anthem, drained 1: 1d20 + 19 + 1 - 1 ⇒ (4) + 19 + 1 - 1 = 23 Not a crit fail, so doesn’t matter.
Boodiddly harmonizes.
Boodiddly Fort; rallying anthem: 1d20 + 19 + 1 ⇒ (8) + 19 + 1 = 28 Failure
Boodiddly is drained 1 and sickened 1.
Kolgradd attacks the monster. Second Strike only hits because of the courageous anthem.
And with Kolgradd’s hit, the monster falls!
Shohreh Treat Wounds; DC 30: 1d20 + 24 ⇒ (14) + 24 = 38
Healing: 2d8 + 40 ⇒ (4, 8) + 40 = 52
Shohreh Treat Wounds; DC 20: 1d20 + 24 ⇒ (10) + 24 = 34
Healing: 4d8 + 15 ⇒ (7, 2, 7, 7) + 15 = 38
To the North, past the angel statue
As the former-amnesiacs approach this section of the library, Shohreh notices that there is a malevolence hanging in the air.
Kolgradd Occultism: 1d20 + 23 ⇒ (18) + 23 = 41
And Kolgradd manages to hold it back, at least for a time. Long enough to search through the books to find whichever of these occult tomes is manifesting this malevolent force. He finds one that disturbingly seems to have mushrooms and other fungi growing from its cover. Knowing better than to try to open it now, he utters some occult phrases which causes the mushrooms on the book’s cover to recede and the malevolence from the book to dissipate.
And now y’all have found all of the angel statues on this floor, meaning you’re good to proceed to the next floor. However, pretty much all of y’all managed to become drained 1, so I’m going to presume that y’all choose to rest so you can get rid of that, plus that makes it a bit more convenient for me.
Moving to Discussion for a bit.
| Jevar Shadowmantle |
presses the make campfire and rest and save button :)
| GM Xavier Kahlvet |
Starday 15 Abadius, 4717
*
Back to where you were before
With the angel statues properly oriented, the former-amnesiacs return to the room with a valve in the floor—an angelic gate depicting four smiling angels with fierce, pointed teeth. Though now, the angels’ mouths are all open. With a bit of searching, the former-amnesiacs find an unpleasantly waxy-feeling metal tongue at the base of the lower-left angel face, which they pull on. With this, the entire gate slides to the side to reveal a shaft 50 feet deep. Carved along the interior of this shaft are carvings of dancing angels, their hands gripped to form convenient footholds. As the former-amnesiacs descend down these makeshift steps, they notice some of the angels’ faces are hungry, and their teeth pointed and sometimes broken.
Down the shaft
The first thing the former-amnesiacs notice as they come to this floor is the fog. The entire floor is completely shrouded in mist that makes sight beyond a certain distance practically impossible. However, like the previous levels of this library, this level contains hundreds of carvings of angels upon the walls. Those in this level are dancing and cavorting, but some of them hold sly expressions. The images seem to move on their own when viewed out of the corner of the eye.
Suddenly, the sound of grinding echoes from above as the light at the top of the shaft from which the former-amnesiacs just came vanishes. There is no apparent method by which the former-amnesiacs can re-open the passageway to the previous level; they are stuck here. Map Updated
Jevar: 1d20 + 18 ⇒ (8) + 18 = 26
Kolgradd: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40
Shohreh: 1d20 + 21 ⇒ (7) + 21 = 28
???: 1d20 + 21 ⇒ (2) + 21 = 23
Suddenly, out of the corner of their eyes, the former-amnesiacs notice something in the thick mist—while they can’t fully see it with the mist, they DO notice that it is FAR from humanoid! The image on the map has been adjusted to show about what y’all CAN make out about it from this distance.
Also, in case you couldn’t tell, this entire floor is covered in mist, so everyone and everything on this floor is concealed.
I'm also gonna be trying something different with my initiative cards now; specifically the sideways-carrot symbols.
Something in the Mist
Round 1
==============
Boodiddly
Kolgradd
Shohreh
Jevar
??? <Red>
??? <Blue>
==============
| Jevar Shadowmantle |
Jevar wants to get a better look, so he gesticulates and mutters until... *pop* he is seemingly gone. The team hears footsteps away to the South.
◆◆ Cast invisibility (rank 4)
◆ Stride
Can he tell more about red from this distance?
| Shohreh Kassar |
The hallway past Jevar is bathed in starlight, streaming from Shohreh's outstretched hand and revealing the creature waiting there.
◆◆ Cast revealing light, centered on the top-left corner of Red's space. DC 31 Reflex
◆ Cast shield
| Kolgradd Thunderiron |
Kolgradd strides forward to get a better look at the things in the mist.
◆ Stride
As he does so, he notices another, so he stops so as to not leave his allies undefended. He adjusts his stance, and brings up a protective ward.
◆ enter Disruptive Stance
◆ Cast Shield
"Who goes there?" he bellows into the mists.
| Boodiddly |
Boodiddly steps out into the hallway proper and takes advantage of Shohreh’s light to squint at the strange figure. A familiar melody whistles through his lips as he considers what the creature might be - and what it might be capable of.
I’m going to go out on a limb here and guess that Occultism might be the most appropriate skill for this.
Occultism, Assured Knowledge: 10 + 15 = 25 (Dubious Knowledge)
Step [A], Recall Knowledge [A], and cast rallying anthem [A]. As implied above, he’s delaying until after Shohreh.
| GM Xavier Kahlvet |
Botting Boodiddly: Boodiddly harmonizes.
Kolgradd enters his stance and moves down the hall.
Shohreh sends a revealing light at Red!
Red Reflex; spell resistance: 1d20 + 23 + 1 ⇒ (18) + 23 + 1 = 42
Jevar turns invisible and moves down the hall. You’re not close enough for me to justify revealing the whole image yet. I’d say that requires at least…being within 15 feet, let’s say.
As Kolgradd and Jevar move closer to the silhouette in the mist, they are suddenly bombarded with intrusive “static” in their minds that make it difficult to think.
That same silhouette Red raises its far-too-long arms up and then ◆ shove them into the ground! A noticeable “wave” of mental static seems to pulse out from Red, moving over Jevar and Kolgradd and managing to extend straight to Boodiddly as well! Shohreh has lesser cover, so she’s not affected by the mental static.
Suddenly, ◆◆ the mental static grows “louder” and painfully unbearable! no flat checks to target because of reasons y’all don’t know about yet.
Boodiddly: 1d20 + 21 - 1 + 1 ⇒ (9) + 21 - 1 + 1 = 30 Success --> Critical Success (Performer’s Heart)
Jevar: 1d20 + 19 - 1 + 1 ⇒ (4) + 19 - 1 + 1 = 23 Failure
Kolgradd: 1d20 + 20 - 1 + 1 ⇒ (14) + 20 - 1 + 1 = 34 Success
Footsteps echo from the other hallway as something ◆ Strides. This newcomer Blue then ◆◆ Casts a Spell!
Nonlethal Mental Damage: 12d4 ⇒ (2, 3, 4, 4, 4, 1, 4, 3, 1, 2, 3, 1) = 32 plus 6d4 persistent nonlethal mental and sickened 1
Jevar “basic” Will; mental static, rallying anthem, Recognize Spell: 1d20 + 19 - 1 + 1 + 1 ⇒ (14) + 19 - 1 + 1 + 1 = 34
Something in the Mist
Round 2
==============
Kolgradd (-4)
Shohreh
Boodiddly
Jevar (-25)
??? <Red> {hands in ground}
??? <Blue>
==============
| Shohreh Kassar |
Shohreh strides forward, a magical balm for Jevar's injuries at the ready, before she begins to gather her energies for another, much more powerful spell.
Temp HP from Rousing Splash on Jevar: 6d4 ⇒ (1, 4, 2, 1, 4, 4) = 16
◆ Stride
◆◆ Cast rousing splash on Jevar
| Kolgradd Thunderiron |
I think you missed Boodiddly's post as it was just before yours, I'll assume Couragous Anthem is not up
"Gah, what is that?"
Shaking his head to try to clear it, Kolgradd runs at the nearest creature.
◆ Stride
◆ Combat Assessment
Long Hammer: 1d20 + 23 ⇒ (16) + 23 = 39
Bludgeoning: 3d8 + 8 ⇒ (5, 3, 2) + 8 = 18 Cold: 1d6 ⇒ 2 Fire: 1d6 ⇒ 3
Assuming that hits, he'd want to know about any weaknesses they have. If he learns something he can take advantage of he may do that, but probably he'd just share it and smash!
◆ Strike
Long Hammer: 1d20 + 23 - 5 ⇒ (17) + 23 - 5 = 35
Bludgeoning: 3d8 + 8 ⇒ (5, 2, 5) + 8 = 20 Cold: 1d6 ⇒ 2 Fire: 1d6 ⇒ 6
| Jevar Shadowmantle |
Jevar decides to test the creature who just assaulted his mind before backing away around the corner.
◆◆ Cast (somatic, verbal) ignition
Spell attack, fire damage: 1d21 + 20 ⇒ (8) + 20 = 287d4 ⇒ (2, 1, 3, 3, 2, 1, 3) = 15
On a critical success, the target takes double damage and 6d4 persistent fire damage.
◆ Stride
| Boodiddly |
"Just to be on the safe side, don't let them bite you!" Boodiddly sends his own splash of magical light down the hallway and tries to hum even louder before remembering that he can whistle instead.
Casting revealing light (Reflex DC 31) on Red [AA] and rallying anthem [A].
| GM Xavier Kahlvet |
Brain isn’t fully here, so I’m gonna try to make this post quick.
Kolgradd moves up to Blue and attacks. Two hits. Was gonna say something about the mist, but you have Blind-Fight.
Shohreh helps Jevar DC 11 flat check since he’s invisible.
DC 11 flat: 1d20 ⇒ 9
Boodiddly sings and tries to reveal Red.
Red Reflex; spell resistance: 1d20 + 23 + 1 ⇒ (18) + 23 + 1 = 42
Jevar sends a mass of fire miss and moves away. As he moves, the weird mental static leaves his mind.
Red ◆◆ sends another pulse of mental energy, this time at Shohreh and Boodiddly.
Boodiddly: 1d20 + 21 - 1 + 1 ⇒ (17) + 21 - 1 + 1 = 38
Shohreh: 1d20 + 24 - 1 + 1 ⇒ (13) + 24 - 1 + 1 = 37
Neither of them take anything because those successes become crit successes.
Red then simply waits. Wasting that last action.
Blue attacks Kolgradd.
◆ Blue jaws vs Kolgradd w/rallying anthem: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 2d10 + 7 ⇒ (6, 9) + 7 = 22 Mental Damage: 1d10 ⇒ 3
◆ Blue claw vs Kolgradd w/rallying anthem; 2nd, agile: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 22
Damage: 2d8 + 7 ⇒ (5, 7) + 7 = 19
Blue then reaches to the ground and digs their claws into the stone. ◆ Broadcast Stance As it does so, the wave of mental static once more rushes into Jevar’s mind.
Something in the Mist
Round 3
==============
Kolgradd (-26)
Shohreh
Boodiddly
Jevar (-25) {invisible}
Alien <Red> {hands in ground}
Alien <Blue> (-51) {hands in ground}
==============
| Kolgradd Thunderiron |
"They have strong minds, target their feeble bodies instead!"
A note of spitefulness enters Kolgradd's voice as he describes them as feeble, given the strength of the bite he just felt. He resolves to not allow it again.
◆ Cast Shield
He then swings at its legs since it seems to be adopting some sort of stance.
◆ Trip
Athletics: 1d20 + 25 ⇒ (10) + 25 = 35
◆ Strike / Advantageous Assault
Athletics: 1d20 + 25 ⇒ (1) + 25 = 26
Long Hammer: 1d20 + 23 - 5 ⇒ (12) + 23 - 5 = 30
Bludgeoning: 3d8 + 8 ⇒ (7, 1, 7) + 8 = 23 Cold: 1d6 ⇒ 2 Fire: 1d6 ⇒ 5
I suppose if it were an Advantageous Assault and 26 was a hit, then it would be just a fail instead of a critical fail and the 5 damage would go through, but it seems unlikely
| Shohreh Kassar |
"Easily done," Shohreh answers, before releasing the magic she had built up into an enormous blast that bathes both corridors in its deadly energies.
Harm, DC 31 basic Fort: 6d10 ⇒ (5, 5, 2, 10, 7, 5) = 34 Drained 1 on a crit fail
◆◆◆ Cast 6th-rank harm as a 60-foot cone, excluding any allies in the AOE.
| Jevar Shadowmantle |
Jevar returns to the hallway, standing next to Shohreh invisibly. An arc of lightning streaks out from where he stands and down the hallway.
◆ Stride
◆◆ Cast a spell: Lightning bolt
Electricity damage, RED (DC31 basic reflex): 4d12 ⇒ (5, 10, 9, 12) = 36
| Boodiddly |
Boodiddly grimaces as he catalogues his options and recognizes that most of them involve the mind in one way or another. With a bit of effort, he turns the frown upside down and begins to whistle and clap.
Harmonize
| GM Xavier Kahlvet |
Kolgradd trips Blue and swings at the creature. I’m actually gonna give a Hero Point, because you 100% guessed correctly that tripping it knocks it out of its stance. The nat 1 still critically missed, though.
Shohreh sends a wave of void energy at the beasts!
Blue: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
Boodiddly harmonizes.
Jevar sends a bolt of electricity at Red.
Red basic Reflex; spell resistance: 1d20 + 23 + 1 ⇒ (18) + 23 + 1 = 42
That’s…a 1 in 8,000 chance that it rolled an 18 on EACH of those three Reflex saves. Jeez.
Red begins to ◆◆ Cast a Spell as suddenly a wave of unspeakable horrors manifest over the PCs! Red radius. I didn’t want to put in the effort of making the exact, square-y shape of it. Also, Red can indeed position it so that it perfectly misses Blue; that wasn’t dumb luck or me metagaming.
Boodiddly: 1d20 + 21 - 1 + 1 ⇒ (3) + 21 - 1 + 1 = 24 Failure
Jevar: 1d20 + 19 - 1 + 1 ⇒ (5) + 19 - 1 + 1 = 24 Failure
Kolgradd: 1d20 + 19 - 1 + 1 ⇒ (13) + 19 - 1 + 1 = 32 Success
Shohreh: 1d20 + 24 - 1 + 1 ⇒ (16) + 24 - 1 + 1 = 40 Critical Success
Red then lets their last action go to waste.
Blue ◆ Stands…
↻ Kolgradd RS vs Blue; courageous anthem: 1d20 + 23 + 1 ⇒ (10) + 23 + 1 = 34
Damage; courageous anthem: 3d8 + 8 + 1 ⇒ (4, 8, 8) + 8 + 1 = 29 Cold Damage: 1d6 ⇒ 4 Fire Damage: 1d6 ⇒ 3
…then attacks Kolgradd!
◆ Blue jaws vs Kolgradd w/shield & rallying anthem: 1d20 + 21 ⇒ (5) + 21 = 26
Damage: 2d10 + 7 ⇒ (1, 6) + 7 = 14 Mental Damage: 1d10 ⇒ 1
◆ Blue claw vs Kolgradd w/shield & rallying anthem; 2nd, agile: 1d20 + 21 - 4 ⇒ (3) + 21 - 4 = 20
Damage: 2d8 + 7 ⇒ (4, 4) + 7 = 15
Something in the Mist
Round 4
==============
Kolgradd (-42)
Shohreh
Boodiddly (-33)
Jevar (-58) {invisible}
Alien <Red> (-17) {hands in ground}
Alien <Blue> (-121)
==============
| Kolgradd Thunderiron |
I'm not sure if that spell is continuing to manifest, so this is either to get out of its area or to avoid getting hit next time...
Kolgradd steps away from the area of the unspeakable horrors,
◆ Step
and tries the same manoeuvre as his previous assault; hammer swung in a low wide arc before bringing it round for a vertical smash.
◆ Trip
Athletics: 1d20 + 25 + 1 ⇒ (14) + 25 + 1 = 40
"Stay down beast!"
◆ Advantageous Assault
Long Hammer, anthem: 1d20 + 23 - 5 + 1 ⇒ (8) + 23 - 5 + 1 = 27
If that's a miss I'll spend the fresh hero point
Bludgeoning, circumstance, anthem: 3d8 + 8 + 5 + 1 ⇒ (5, 3, 5) + 8 + 5 + 1 = 27 Cold: 1d6 ⇒ 5 Fire: 1d6 ⇒ 5
| Jevar Shadowmantle |
| 1 person marked this as a favorite. |
Jevar grits his teeth and suffers the chaotic images forces into his mind.
Okay, it's time to use the big spells...
Jevar looks down their mental aggressor with renewed, grim determination and begins gesticulating amidst the mental static and apocalyptic expresssion.
◆◆ Cast a spell: Disintegrate
Spell attack, damage (inspired): 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 4012d10 + 1 ⇒ (8, 7, 7, 5, 7, 1, 7, 9, 1, 4, 7, 5) + 1 = 69
If you hit a creature, it takes 12d10 damage (no damage type) with a basic Fortitude save. If you critically hit, the target gets a result one degree of success worse than the outcome of its Fortitude save. A creature reduced to 0 HP is blasted to fine powder; its gear remains.
He then jogs backwards out of the static.
◆ Stride
| Boodiddly |
Boodiddly winces and continues clapping and whistling.
Harmonize
| Shohreh Kassar |
Shohreh strides forward, starknife held out before her, sending another wave of antilife at the creature struggling with Kolgradd.
Void Warp vs Blue, DC 31 basic Fort: 7d4 ⇒ (3, 2, 4, 2, 4, 1, 4) = 20 Enfeebled 1 for 1 round on a crit failure
◆ Stride
◆◆ Cast void warp from greater grim sandglass
| GM Xavier Kahlvet |
I'm not sure if that spell is continuing to manifest, so this is either to get out of its area or to avoid getting hit next time...
My apologies; it was a one-time effect.
Kolgradd moves over and trips Blue before attacking. Hero Point was indeed used.
Shohreh moves over and sends void energy at Blue.
DC 5 flat: 1d20 ⇒ 19
Blue Fort; spell resistance: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22
Boodiddly harmonizes.
Jevar sends a ray of destructive energy at Red!
DC 5 flat: 1d20 ⇒ 16
Red Fort; spell resistance: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
Red ◆ Strides forward,, causing the mental static in Boodiddly’s head to subside for a brief moment, before Red stops where it is currently (causing the mental static to return). Red then ◆◆ Casts a Spell. Jevar can’t see it, so no Recognize Spell.
Boodiddly Will; mental static, rallying anthem: 1d20 + 21 - 1 + 1 ⇒ (18) + 21 - 1 + 1 = 39 Success
Mental Damage: 12d4 ⇒ (1, 1, 3, 1, 3, 4, 3, 2, 1, 3, 4, 1) = 27
↻ Unexpected Shift | DC 16 flat: 1d20 ⇒ 15
Blue stares up at Kolgradd and ◆◆ sends a bolt of mental energy at him!
Mental Damage: 6d6 ⇒ (6, 3, 2, 5, 3, 1) = 20
Kolgradd basic Will; mental static, rallying anthem: 1d20 + 20 - 1 + 1 ⇒ (9) + 20 - 1 + 1 = 29 Failure
Blue then bites at Kolgradd from the ground!
◆ Blue jaws vs Kolgradd w/rallying anthem; prone: 1d20 + 21 - 2 ⇒ (18) + 21 - 2 = 37
Damage: 2d10 + 7 ⇒ (6, 1) + 7 = 14 Mental Damage: 1d10 ⇒ 3
Something in the Mist
Round 5
==============
Kolgradd (-79)
Shohreh
Boodiddly (-60)
Jevar (-58) {invisible}
Alien <Red> (-51)
Alien <Blue> (-178) {prone}
==============
| Kolgradd Thunderiron |
"Aagh!"
Surprised at being bitten again by the odd creature, Kolgradd lets out a cry of pain and frustration. He steps around it to cut off its retreat,
◆ Step
and then begins the process of turning it into paste.
◆ Strike
Long Hammer: 1d20 + 23 ⇒ (9) + 23 = 32
Bludgeoning: 3d8 + 8 ⇒ (3, 1, 6) + 8 = 18 Cold: 1d6 ⇒ 4 Fire: 1d6 ⇒ 4
◆ Advantageous Assault
Long Hammer: 1d20 + 23 - 5 ⇒ (9) + 23 - 5 = 27
Bludgeoning: 3d8 + 8 + 5 ⇒ (7, 3, 3) + 8 + 5 = 26 Cold: 1d6 ⇒ 6 Fire: 1d6 ⇒ 5
I now know that's a miss, but it still has the Failure effect of 5 damage \o/
| Jevar Shadowmantle |
Jevar gets nervous that his attempt to disintegrate has little effect. He pops around the corner again to throw his splay fingers forward, emitting a streak of lightning through the alien RED
◆ Strike
◆◆ Cast a spell (scroll adept) lightning bolt
Electricity damage, RED, DC31 basic reflex: 4d12 ⇒ (5, 8, 2, 4) = 19
| Boodiddly |
If that Will save was a success, it’s a crit success thanks to Performer’s Heart.
Boodiddly pretends to wince again even if he doesn’t immediately recognize the mental assault through the music flooding his mind. And mouth. And hands.
Harmonize
| Shohreh Kassar |
Shohreh flings her starknife at the creature fighting Kolgradd, then hits it with another cantrip once the weapon returns to her hand.
Starknife vs Blue: 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 24
Flat Check: 1d20 ⇒ 1
Piercing: 2d4 + 1 + 1 ⇒ (2, 4) + 1 + 1 = 8 plus Void: 1d6 ⇒ 4
Void Warp, DC 31 basic Fort vs Blue: 7d4 ⇒ (3, 4, 4, 3, 4, 2, 1) = 21
Flat check: 1d20 ⇒ 8
| GM Xavier Kahlvet |
If that Will save was a success, it’s a crit success thanks to Performer’s Heart.
That is correct; my apologies.
Kolgradd slams his hammer into Blue and knocks it out Changing your last attack to a Stride towards Red.
Shohreh throws her starknife then sends void energy at Red.
Red basic Fort; spell resistance: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
Boodiddly harmonizes.
Jevar sends a bolt of lightning down the hallway.
Red basic Reflex; spell resistance: 1d20 + 23 + 1 ⇒ (12) + 23 + 1 = 36
Red once more anchors its arms into the ground ◆ Broadcast Stance, which causes Jevar to feel its weird mental static. It then ◆◆ sends a bolt of mental energy at everyone! And FYI for Kolgradd: no, it’s not a concentrate action.
Boodiddly: 1d20 + 21 - 1 + 1 ⇒ (12) + 21 - 1 + 1 = 33 Success --> Crit Success (Performer’s Heart)
Jevar: 1d20 + 19 - 1 + 1 ⇒ (11) + 19 - 1 + 1 = 30 Success
Kolgradd: 1d20 + 20 - 1 + 1 ⇒ (7) + 20 - 1 + 1 = 27 Failure
Shohreh: 1d20 + 24 - 1 + 1 ⇒ (17) + 24 - 1 + 1 = 41 Success --> Crit Success (Resolute Faith)
Something in the Mist
Round 6
==============
Kolgradd (-105)
Shohreh
Boodiddly (-33)
Jevar (-71) {invisible}
Alien <Red> (-70) {Broadcast Stance}
==============