Riff the Goblin
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Riff will try to remember anything he can about kitsune society and culture.
Lore: 1d20 + 2 ⇒ (5) + 2 = 7
In the mean time, he decides to try to make friends with the creature. Riff approaches a bit closer to the kitsune, bowing politely. "Hello, we know that you are in danger and being forced to take our relics. I must ask that you give us back what you have taken, and allow us to help you. We can protect you from whatever is threatening you." he says, arms out, attempting show that he has no weapons in hand and no intent to draw them.
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
I have not had the best roles for this adventure lol
GM Crunch
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"Danger? Ha," the kitsune scoffs. "If you're being so presumptuous as to refer to the big green one in the back, you're mistaken. Nothing in this forest could take me if it tried. And no one forces me to do anything. I took your precious things because I wanted to, and I'll hold onto them until I don't care."
"Since you were so courteous to ask, the name's Dorobu. You Avistani folk, for real..." Based on what Bellamin saw (and some more obvious tells), you can see Dorobu wants to give the treasure away without admitting defeat. To work with him, you could play his game of mincing words, or try to convince him the relics aren't so valuable. Or one of you could snatch some from under the fox's nose while he's busy talking.
Diplomacy could work, but other skills you can use are Deception, Underworld Lore, and Thievery.
Sun Fire Boom Boom
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Sun Fire Boom Boom hops in place excitedly while his conversation transitions from exhuberance to seriousness. "Hi Dorobushanks! My name is Sun Fire Boom Boom, while the 'thing' has some inherent value, the reason we need it back is there's a Kami trapped inside that needs to get home. I think until it does we're going to be stuck going round in circles... wouldn't you really rather be doing something other than going in ciricles?"
Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17
Grumzuk
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“Hoi, I am Grumzuk. I like fire. Can’t we trade something we have with the relics? If you want I can see what I have for you.”
I offer the creature the composite shortbow with arrows.
Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18
GM Crunch
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"You really think you could fight me over these?" Dorobu says, as if he hadn't listened to a word you said. "Ugh, it's less effort for me to hand them over than kill you. And I can get my paws on more, easy...I kept hearing about the kami, too. Something after it, sounded like a hag of some sort."
The kitsune seems to be rationalizing, more to himself than you. He idly pushes the sacks your way with a fine-looking katana. He then sets the blade over them. "You'll want this, hags hate cold iron. You won't make it out any other way. And I'd wait here for it to pop up. The kami didn't seem to like me, but it let me know this was its old seat of power. Where it wants to be, where any threats will come for it." With that, the fox goes tearing into the woods.
You saw a few lies in his argument without any trouble. But they were all directed at himself, he told you the truth. There is little else to do but wait for this hag to attack.
What would you like to do? Riff is still down 1 HP and Sun Fire Boom Boom 3, if you mind those smaller numbers.
Vilkik Birdsong
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"Hang on. What is this about a hag attacking the kami?", Vilkik interjects while watching the forest. "Why is it attacking the kami?"
I could take the katana, but it has similar stats as the rapier and would encumber me.
Bellamin Pegason
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"What a strange creature," Bellamin says, watching the kitsune sprint off into the woods.
Vilkik, I can carry your rapier for you if that would help keep you under your weight limit.
Vilkik Birdsong
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"Magnus,if it's all right with you, I'll take this sword", Vilkik says. She takes the katana, and takes two practice swings. She then eyes her composite shortbow and rapier. "I won't be able to carry all this. Can any of you help me with this?"
Bellamin Pegason
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Bellamin steps forward, ready to take each of the weapons. "I would be happy to."
This'll put me at 6.4 bulk, well below my limit of 9.
GM Crunch
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Dorobu is too far away to answer Vilkik, nor does he likely care to. You are left to exchange equipment and prepare for the worst. After nearly an hour's wait with nothing to show for it, a nearby thicket rustles. From it steps a bedraggled Tien woman. She looks dead on her feet, is covered in dirt and snow, and her clothes are torn from walking through briars instead of the main path.
"Thank the North Star, you're not one of those awful spirits," she says loudly, walking closer. "Are you safe? I've been wandering this accursed place for days. My wagon was destroyed, apparently we took the wrong path and ran afoul of an oni. I've only seen more things looking to hurt me, and I think I'm catching cold." From her looks alone, she seems truthful - her wounds and relatively light clothing could lead to infection.
Map is up. Are you doing anything special with the relics? In terms of Bulk, assume they weigh enough one of your stronger PCs could carry them back without trouble, but wouldn't want to hold them in a fight. I'll assume they're still in the sack unless you say otherwise.
Riff the Goblin
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"I cannot use that weapon." Riff says, scanning the tree line now, expecting an attack from this hag.
After the rustling bushes turn into a Tien woman, he walks over, putting his hand on her arm in a comforting manner. "You will be safe with us." he assures her. "Where did you last see this 'oni?' Riff asks.
Vilkik Birdsong
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"Uh, Master Riff, perhaps you sh—", Vilkik sighs and follows about 10 feet after Riff, sword point down, but still watching the woman.
I'd like to Sense Motive, please.
Bellamin Pegason
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I plan to stay within reach of the relics but not to pick them up unless we need to move quickly. I'd also like a Perception check on seeing what I can see about this person.
"What did this oni look like?"
GM Crunch
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You are understandably suspicious, but don't get any troubling signs from the woman. That is, until she returns Riff's touch by gripping his small wrist. She whispers in his ear, but can be heard by everyone present. "I am safe, and your souls will be safe with me. The same cannot be said for your bodies. Hand over the spirit!"
Several things happen at once. Riff starts to feel very weak. The woman cackles madly, and with a sweep of her other hand flings acid Vilkik's way. Finally, at her signal, three doll...like creatures spring from the glade! They resemble human skeletons, no bigger than a cat. They hover forward and try to bite you. Magnus suffers two minor scratches to their sharpened teeth.
Riff, make me a DC 22 Fortitude save or be enfeebled 1, 2 on a critical failure. Magnus, DC 13 Fortitude or be enfeebled 1 and take 1d6 ⇒ 2 poison damage.
Bellamin SM: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
Homunculi: 1d20 + 3 ⇒ (13) + 3 = 16
Acid Splash vs. Vilkik: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 1d6 ⇒ 5
Green vs. Bellamin: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 ⇒ 1
Green vs. Bellamin: 1d20 ⇒ 11
Damage: 1d4 ⇒ 3
Orange vs. Sun Fire Boom Boom: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d4 ⇒ 2
Orange vs. Sun Fire Boom Boom: 1d20 ⇒ 11
Damage: 1d4 ⇒ 3
Red vs. Magnus: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 ⇒ 2
Red vs. Magnus: 1d20 ⇒ 18
Damage: 1d4 ⇒ 3
Round One:
Hag
Dolls
Riff -1
Sun Fire Boom Boom -3
Vilkik
Bellamin
Magnus -5
Grumzuk
Bellamin Pegason
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Bellamin quickly moves into a combat stance and tries to swat the creature out of the air.
Flurry Strike #1: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Flurry Strike #2: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Strike #3: 1d20 + 9 - 8 ⇒ (2) + 9 - 8 = 3
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
1) Crane Stance. 2) Flurry of Blows, DC18 Fort or Stunned 1/3. 3) Strike.
Vilkik Birdsong
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Vilkik steps forward and does two quick strokes against the hag. "Let master Riff go!"
Katana Strike: 1d20 + 6 ⇒ (19) + 6 = 25
Katana Strike: 1d20 + 1 ⇒ (6) + 1 = 7
Katana Dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Katana Dmg: 1d6 + 3 ⇒ (2) + 3 = 5
1st action Step, 2nd & 3rd Strike.
Will use Glimpse of Redemption if Riff is attacked or if any of the goblins is attacked.
Magnus Elroy
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fortitude: 1d20 + 6 ⇒ (2) + 6 = 8
having been facing the woman when Magnus feels the scratch on the back of his left thigh he assumes that this abomination was animated by the hag that they had been told about, and now seems to be ahead of him. he will rage then rush her hoping if she falls the animated dolls will fall with her.
Rage then sudden charge
attack: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13 for damage: 1d12 + 4 - 1 ⇒ (3) + 4 - 1 = 6
Sun Fire Boom Boom
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Sun Fire Boom Boom shrieks "Ahhh!" as he steps away from the doll and casts magic weapon on Vilkik's katana.
It's now +1 striking for 1 minute
GM Crunch
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Vilkik tears the hag's grip away from Riff with her new weapon, though the damage is already done. Greening flesh sizzles where it was cut. Bellamin smashes one of the brittle dolls with a single strike.
Bellamin can take back his third action.
Round One:
Hag -12
Dolls
Riff -1
Sun Fire Boom Boom -3
Vilkik
Bellamin
Magnus -7
Grumzuk
Riff the Goblin
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Oof.
Fort: 1d20 + 3 ⇒ (9) + 3 = 12
Riff is Enfeebled 1
Riff stares at the woman with a look of utter shock as he feels himself grow weaker. "You traitor!" he shouts. After he is free of her grip, he steps back and casts magic missile. "Eat magic oni!" he screams as two yellow missiles shoot from his fingertips.
If I understand, Riff can move back, and fire 2 missiles?
Missiles: 2d4 + 2 ⇒ (3, 4) + 2 = 9
GM Crunch
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Grumzuk knocks another doll from the air, while Riff pelts the hag with force. She swipes at Magnus, but Vilkik blunts the blow a little. She then blows a cloud of noxious green gas into your ranks! Bellamin is struck from behind by the remaining doll. It barely registers, and its poison is already expended.
Vilkik, Bellamin, and Sun Fire Boom Boom, DC 18 Fortitude or be enfeebled 1, 2 on a critical failure. Magnus, make that one plus the DC 13 against the poison.
Damage: 1d10 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Jaws vs. Bellamin: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 ⇒ 1
Jaws vs. Sun Fire Boom Boom: 1d20 ⇒ 9
Damage: 1d4 ⇒ 2
Round Two:
Hag -21
Red Doll
Riff -1 (enfeebled 2)
Sun Fire Boom Boom -3
Vilkik (magic weapon)
Bellamin -1
Magnus -15 (rage, enfeebled 1)
Grumzuk
Bellamin Pegason
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I think Magnus should have taken 1 less damage thanks to Vilkik's reaction, and the hag should be enfeebled 2 until the end of her next turn.
Fortitude save: 1d20 + 7 ⇒ (7) + 7 = 14 Enfeebled 1 it is!
Bellamin coughs as the poisonous gas enters his lungs and saps his strength. Shaking his head clear, he decides to take the final remaining doll while the others are busy with the hag.
Flurry #1: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
Damage #1: 1d6 + 4 - 1 ⇒ (5) + 4 - 1 = 8
Flurry #2: 1d20 + 9 - 4 - 1 ⇒ (5) + 9 - 4 - 1 = 9
Damage #2: 1d6 + 4 - 1 ⇒ (5) + 4 - 1 = 8
Strike #3: 1d20 + 9 - 8 - 1 ⇒ (1) + 9 - 8 - 1 = 1
Damage #3: 1d6 + 4 - 1 ⇒ (5) + 4 - 1 = 8
Strike #4: 1d20 + 9 - 8 - 1 ⇒ (2) + 9 - 8 - 1 = 2
Damage #4: 1d6 + 4 - 1 ⇒ (2) + 4 - 1 = 5
wooooooow lol
Sun Fire Boom Boom
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fort: 1d20 + 6 ⇒ (8) + 6 = 14
Sun Fire coughs and sputters as the poison gas fills his lungs.
Seeing Magnus take a vicious blow Sun Fire Boom Boom decides to soothe his wounds a bit.
soothe: 1d10 + 4 ⇒ (3) + 4 = 7
Magnus also gets a +2 status bonus to saves against mental effects for 1 minute.
Sun Fire will then follow up with an encouraging song.
The Hag will trick
Us all day long
But we'll punch her ticket
And prove we're strong
perform sing: 1d20 + 9 ⇒ (3) + 9 = 12
Failed lingering so just 1 round.
Inspire Courage +1 to hit/damage/saves vs fear
Riff the Goblin
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Does Inspire Courage affect magic missile?
Seeing that his magic seemed to have an effect, Riff casts another magic missile at the hag.
"Goblin trusted,
Now your busted!
I cast my spell,
You return to hell!"
He sings as the force missiles eject from his outsretched hand.
Spending all 3 actions on the spell.
Magic Missile: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9
Vilkik Birdsong
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Fortitude Save: 1d20 + 6 ⇒ (17) + 6 = 23
Vilkik coughs through the noxious fog before raising her katana again and slicing at the hag, she then readjusts her grip and holds the sword in two hands.
Katana Strike: 1d20 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14
Katana Strike: 1d20 + 1 + 1 ⇒ (15) + 1 + 1 = 17
Katana Dmg: 2d6 + 3 + 1 ⇒ (4, 4) + 3 + 1 = 12
Katana Dmg: 2d6 + 3 + 1 ⇒ (5, 2) + 3 + 1 = 11
1st & 2nd action Strike, 3rd action interact.
Grumzuk
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Grumzuk uses his quick bomber technic and throws a lesser acid flask at the hag. He takes a 5 ft step east and uses his sling on the red doll.
alchemical bomb: 1d20 + 5 ⇒ (9) + 5 = 14
1 acid damage + persistent acid damage: 1d6 ⇒ 4 + 1 acid splash damage
sling: 1d20 ⇒ 2
bludgeoning damage: 1d6 ⇒ 5
"Go away, old hag, give everyone some peace!"
I forgot +1
GM Crunch
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I forgot to show the hag's status as enfeebled, but I think I calculated the damage penalty right, just -2.
Riff's unerring projectiles are the only attacks to strike home. Grumzuk sears the hag a little with a near miss.
Round Two:
Hag -32 (enfeebled 2)
Red Doll
Riff -1 (enfeebled 2)
Sun Fire Boom Boom -3 (enfeebled 1)
Vilkik (enfeebled 1, magic weapon)
Bellamin -1 (enfeebled 1)
Magnus -8 (rage, enfeebled 1)
Grumzuk
GM Crunch
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Oh, sorry! For some reason I messed that up. DC isn't 28, that'd be a bit much.
Magnus Elroy
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sorry I’ve been swamped for a bit
fort dc18: 1d20 + 6 ⇒ (10) + 6 = 16
fort dc 13: 1d20 + 6 ⇒ (10) + 6 = 16
Swinging for broke at the Hag
Attack: 1d20 + 7 - 2 + 1 ⇒ (7) + 7 - 2 + 1 = 13 for damage: 1d12 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Attack: 1d20 + 7 - 2 + 1 - 5 ⇒ (18) + 7 - 2 + 1 - 5 = 19 for damage: 1d12 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Attack: 1d20 + 7 - 2 + 1 - 10 ⇒ (4) + 7 - 2 + 1 - 10 = 0 for damage: 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8
GM Crunch
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Magnus's second swing leaves the hag reeling. She digs in her heels to retaliate, despite grievous injuries. Her nails are weak, especially with Vilkik shielding Magnus, but expose the halfling to her rot once again.
Vilkik, another DC 18 Fortitude versus the enfeebling effect.
Damage: 1d10 + 3 - 2 - 3 ⇒ (3) + 3 - 2 - 3 = 1
Claw vs. Vilkik: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Damage: 1d10 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Claw vs. Magnus: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Damage: 1d10 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Red Jaws vs. Bellamin: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d4 ⇒ 2
Red Jaws vs. Sun Fire Boom Boom: 1d20 ⇒ 18
Damage: 1d4 ⇒ 4
Red Jaws vs. Riff: 1d20 - 5 ⇒ (15) - 5 = 10
Damage: 1d4 ⇒ 1
Round Two:
Hag -48 (enfeebled 2)
Red Doll
Riff -1 (enfeebled 2)
Sun Fire Boom Boom -7 (enfeebled 1)
Vilkik -3 (magic weapon)
Bellamin -1 (enfeebled 1)
Magnus -6 (rage, enfeebled 2)
Grumzuk
Sun Fire Boom Boom
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Boom Boom Sing
Boom Boom Chant
Party's Gonna Bring
the pain - 'till you recant
lingering song DC16: 1d20 + 9 ⇒ (6) + 9 = 15
Lingering fail, so just 1 round of song.
Sun Fire then draws his rapier in steps into the flank with Bellamin.
Inspire Courage +1 To Hit/Damage/Saves vs Fear
Vilkik Birdsong
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Fortitude Save: 1d20 + 6 ⇒ (5) + 6 = 11
Vilkik coughs violently as the gas goes into her lungs and she feels her strength leaves her. Still she presses on. (Enfeebled 1)
"Taking souls is just another type of enslavement. I won't allow it!", she says as she cuts into the hag twice before rushing past her.
2-handed Katana Strike: 1d20 + 6 - 1 + 1 + 1 ⇒ (11) + 6 - 1 + 1 + 1 = 18
2-handed Katana Strike: 1d20 + 1 - 1 + 1 + 1 ⇒ (1) + 1 - 1 + 1 + 1 = 3
(Will use my hero point to reroll that 3.)
Hero Point: 2-handed Katana Strike: 1d20 + 1 - 1 + 1 + 1 ⇒ (8) + 1 - 1 + 1 + 1 = 10
2-handed, magic weapon Katana Dmg: 2d10 + 3 - 1 + 1 ⇒ (9, 10) + 3 - 1 + 1 = 22
2-handed, magic weapon Katana Dmg: 2d10 + 3 - 1 + 1 ⇒ (9, 9) + 3 - 1 + 1 = 21
1st & 2nd actions: Strike, 3rd action Stride to flank the hag with Magnus.
Will use Glimpse of Redemption on allies.
Edit. Added the +1 item bonus from magic weapon.
Grumzuk
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Grumzuk runs until the hag is in range. Grumzuk uses his quick bomber technique and throws a lesser acis flask to the hag. He tries to hit her with the sling afterwards.
alchemical bomb: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
damage: 1 acid damage + 1d6 persistent acid damage + 1 acid splash damage
sling: 1d20 + 0 + 1 ⇒ (6) + 0 + 1 = 7
bludgeoning damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bellamin Pegason
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Bellamin focuses his mind, slaps the annoying doll to the ground, then steps over to Magnus and bandages the remaining wounds inflicted by the hag's magic.
Flurry #1: 1d20 + 9 + 1 - 1 ⇒ (12) + 9 + 1 - 1 = 21
Damage: 1d6 + 4 + 1 - 1 ⇒ (1) + 4 + 1 - 1 = 5
Flurry #2: 1d20 + 9 + 1 - 1 - 4 ⇒ (12) + 9 + 1 - 1 - 4 = 17
Damage: 1d6 + 4 + 1 - 1 ⇒ (3) + 4 + 1 - 1 = 7
Battle Medicine: 1d20 + 5 ⇒ (20) + 5 = 25
Way too much healing!: 4d8 ⇒ (3, 7, 8, 3) = 21
1) Flurry of Blows. 2) Step 1 SW. 3) Battle Medicine on Magnus.
Riff the Goblin
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Riff looks around frantically. Seeing a stone on the ground, he begins to cast telekinetic projectile. Magical energy shifts around the rock as it lifts off the ground, and shoots toward the oni.
Telekinetic Projectile: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 4 ⇒ (1) + 4 = 5