GM_MG
|
Active Effects - Inspire Courage
Deinonychus
Didy (-18)
Kvothe (-1)
Yellow
Red
Green
BumBum
Al (-17)
Blue drops from a well-placed arrow. You can move the second shot to whatever other target you like.
Al is up!
| Lady Alhambra |
stand up and use Elec Arc on Red and the Deinonychus
DC 20 reflex: 2d4 + 4 ⇒ (2, 3) + 4 = 9
GM_MG
|
Active Effects - Inspire Courage
Deinonychus (-4)
Didy (-28)
Kvothe (-1)
Yellow
Red (-16)
Green
BumBum
Al (-17)
Reflex: 1d20 ⇒ 8
Reflex: 1d20 ⇒ 17 Fail and a success.The dinosaur attacks Didy three times.
Attack, Jaws: 1d20 + 9 ⇒ (15) + 9 = 24
Attack, Talon: 1d20 + 5 ⇒ (10) + 5 = 15
Attack, Talon: 1d20 + 1 ⇒ (12) + 1 = 13
Damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Didy and Kvothe are up!
| Didymus the Great |
Command: step + strike on green; stride; Battle Medicine on myself
stinger +inspire vs FF: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30
pierce+poison: 1d6 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9
medicine: 1d20 + 11 ⇒ (14) + 11 = 25
healing: 4d8 ⇒ (7, 8, 5, 6) = 26
Thank you, Santa, for some dice luck when I really needed it! Double crits!
GM_MG
|
Active Effects - Inspire Courage
Deinonychus (-4)
Didy (-2)
Kvothe (-1)
Yellow
Red (-16)
BumBum
Al (-17)
Green drops.
Kvothe is up!
Kvothe Incruentus
|
Moving and singing, Kvothe keeps up the inspiration for his companions. Finding hopefully a "safe" spot, he uses his last action to intimidate the other Dinosaur
The Star Of David don't belong to the David at all
He borrowed it from Peter just so he could pay off Paul
Peter copyrighted the star and now he owns a claim
But a star is still a star by any other name
intimidate: 1d20 + 8 ⇒ (17) + 8 = 25
GM_MG
|
Active Effects - Inspire Courage
Deinonychus (-4, Frightened 1)
Didy (-2)
Kvothe (-6)
Yellow
Red (-16)
BumBum
Al (-36)
Red swings at Al, while yellow moves over to attack Kvothe.
Yellow, Club: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Yellow, Club: 1d20 + 4 ⇒ (4) + 4 = 8
Red, Club: 1d20 + 9 ⇒ (8) + 9 = 17
Red, Club: 1d20 + 5 ⇒ (14) + 5 = 19
Red, Club: 1d20 - 1 ⇒ (17) - 1 = 16
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
BumBum and Al are up!
| Lady Alhambra |
I think I forgot to mention it last turn, but I should have concealment from my Blood Magic. Basically every round I cast a spell somebody gets concealment for the round, either myself, my target, or whomever I've marked with my Anoint Ally feat (which I think I forgot to say I reapplied after the last fight). If possible I'd like to have it default to myself if I forget to mention giving it to someone else instead. Unless of course you've been assuming that I've been giving it to Pinchy and that's why the bad guys don't seem to be attacking him? Otherwise I am hoping that concealment will save me from one of those hits.
In the meantime, I am using Intimidating Glare on Red and sending an Electric Arc through him and the deinonychus. I am definitely giving myself concealment for this round.
intimidate: 1d20 + 10 ⇒ (10) + 10 = 20
DC 20 vs elec: 2d4 + 4 ⇒ (2, 3) + 4 = 9
GM_MG
|
Active Effects - Inspire Courage
Deinonychus (-20)
Didy (-2)
Kvothe (-6)
Yellow
BumBum
Al (-27, concealed)
DC 5: 1d20 ⇒ 1
DC 5: 1d20 ⇒ 20Reflex: 1d20 ⇒ 12
Reflex: 1d20 ⇒ 2
Red drops. The deinonychus takes a bit of abuse, but is still standing.
He continues to attack Kvothe.
Jaws: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10
Talon: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
Talon: 1d20 + 1 - 1 ⇒ (19) + 1 - 1 = 19
Didy and Kvothe are up!
Kvothe Incruentus
|
Stepping back from the troglodyte, hopefully to a safer position, Kvothe continues his song
Well now everybody's worried about a good look
But they need to be worried about a good hook
Instead of skipping straight to the last page
In that ol' rationalization book
step, inspire, intimidate
intimidate: 1d20 + 8 ⇒ (2) + 8 = 10
| Didymus the Great |
Panting heavily after finally scrambling away long enough to catch his breath, Didy squints his eyes angrily at the lone remaining Xulgath.
hunt prey on yellow. hunted shot. command: strike x2
hunted shot 1 +inspire: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
pierce: 1d6 + 1 ⇒ (4) + 1 = 5
hunted shot 2 +inspire: 1d20 + 11 + 1 - 5 ⇒ (5) + 11 + 1 - 5 = 12
pierce: 1d6 + 1 ⇒ (3) + 1 = 4
precision: 1d8 ⇒ 2
stinger +inspire: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
pierce+poison: 1d6 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6
pincer +inspire: 1d20 + 9 + 1 - 4 ⇒ (17) + 9 + 1 - 4 = 23
slashing: 1d6 + 4 ⇒ (5) + 4 = 9
precision: 1d8 ⇒ 7
GM_MG
|
Active Effects - Inspire Courage
Deinonychus (-29)
Didy (-2)
Kvothe (-6)
BumBum
Al (-27, concealed)
The scorpion drops yellow with its first attack, and hits the deinonychus with the second.
BumBum and Al are up!
| Lady Alhambra |
Al will just shake her head at the dinosaur.
"I'm not even mad, I'm just disappointed."
intimidating glare: 1d20 + 10 ⇒ (13) + 10 = 23
elec arc DC 20: 2d4 + 4 ⇒ (3, 1) + 4 = 8
GM_MG
|
Active Effects - Inspire Courage
Didy (-2)
Kvothe (-6)
BumBum
Al (-27, concealed)
With that, the dinosaur drops.
Out of combat.
GM_MG
|
For the room BumBum can see into.
This odd-shaped room is divided by several piles of stacked stones, each stack about four feet tall. Large nests made of sticks and mud are spread
around the room on both sides of the stone stacks. The northwestern corner of the room contains a large hut made of poorly tanned hides and topped with the skull of some enormous fanged beast. The eye-watering smell of xulgaths, animal dung, and unwashed reptiles fills this room.
A pair of odd-looking dinosaurs with backs armored in boney osteoderms, and with a heavy looking, knobby tail. The creatures regard BumBum with wary curiosity but don't cross the stone stacks.
| Didymus the Great |
spending 10 min to Treat Wounds on Al, then Kvothe.
medic: 1d20 + 11 ⇒ (7) + 11 = 18
healing: 2d8 ⇒ (2, 6) = 8
medic: 1d20 + 11 ⇒ (5) + 11 = 16
healing: 2d8 ⇒ (2, 6) = 8
I'm not going to bother healing my 2 HP. Kvothe, would you topping Al off with a Healing Hymn?
perception to search for loot: 1d20 + 11 ⇒ (8) + 11 = 19
Finally I'd like to recall knowledge on the dinosaurs (Dino Lore +6 or Nature +9).
GM_MG
|
The creatures are pinacosauruses, close relatives to the more well known ankylosaurus. They're known for their tough hides and the powerful blows of their tails, which can cause their victims to become disoriented. DC 21 Fort save or gain Slowed 1; on a critical fail, target is stunned until end of next turn.
The xulgaths have only clubs and javelins, but Didy does spot something interesting in the other room: a pair of deinonychus eggs. These are prized items, worth 40 gold each to an interested buyer, although you may have some difficulty selling them in Abberton.
The room Didy looks into is empty of anything but dust and bits of garbage. A passage runs to the east. To the southern part of the room the even masonry of the walls gives way to a rough, irregular chamber where it appears the masonry has crumbled and collapsed.
| Lady Alhambra |
"But of course, I would be happy to check."
Al's eyes flash with light as she moves closer to examine the rocks.
I'll check out the ones in this room (south) first, then I'll move just inside of the north room to get those rocks in range of my Detect Magic.
arcana: 1d20 + 8 ⇒ (16) + 8 = 24
| Didymus the Great |
Didy and Pinchy move up to cover Al as she enters the room, watchful of the pinacosauruses. With his bow raised he relays his insights into the creatures in his best Steve Irwin impression.
Kvothe Incruentus
|
Once finished refocusing, Kvothe will prepare his lute for the next chorus and try to keep quiet as they move deeper into the complex
GM_MG
|
The stones appear entirely mundane. It occurs to Al and Didy that the stones may be in place to corral the dinosaurs, as the Pinacosaurs make no effort to squeeze past them, and due to their bulk it would be difficult for anything larger than medium size to do so.
Al does, however, detect a piece of magic on one of the xulgaths. A long, needle like proboscis, assumed to be a trophy like the others the xulgaths decorate themselves in, appears to be magical.
This is a bloodseeker beak, a small, single use talisman formed from the proboscis of a stirge.
| Didymus the Great |
Does Didy think it is possible that if the Xulgaths could train the Pinacosaurs well enough as guard animals, that he could train them to be a part of the circus? They seem to be no threat behind the rock fence, so killing them seems unnecessary, and Didy does have an affinity for dinosaurs. Speaking of which, I will definitely be taking those deinonychus eggs, but I think I'll grab the on the way out so I don't have fragile eggs in my pack during combat!
"What neat creatures! They seem to be well contained by that fence. Let's press on this way." Didy suggests referring to the eastern passage past the Pinacosaur's enclosure.
GM_MG
|
They do seem to be domesticated to some extent, as they aren't all that upset about being in a big tower. It might take some nature checks, but you may be able to pull that off, Didy.
| Didymus the Great |
"What? No. No no no. These eggs aren't for eating. One very much like this, is where Ambrosius came from. As you can see he's been avoiding me since I found Pinchy here, so I am hoping a couple siblings might cheer him up!"
Didy will try to make friends with the giant dinosaurs, offering up the tastiest parts from today's PontyPool sack lunch.
nature: 1d20 + 9 ⇒ (3) + 9 = 12
nature hero point: 1d20 + 9 ⇒ (19) + 9 = 28
GM_MG
|
The animals seem to calm somewhat around Didy. Perhaps, with the xulgaths gone, they could be tamed and rescued.
GM_MG
|
The hall continues some way. Another set of stones partially blocks off further travel, while a tattered black curtain blocks a hall leading off to the north.
Kvothe Incruentus
|
Following behind BumBum, trying to keep quiet Kvothe gets mentally prepared to cast some spells at their next adversary
stealth: 1d20 + 7 ⇒ (18) + 7 = 25
| Didymus the Great |
stealths: 1d20 + 10 ⇒ (1) + 10 = 111d20 + 9 ⇒ (16) + 9 = 25
GM_MG
|
The group sneaks ahead. Through the curtain, you are able to hear the scratching sounds of claws on stone, and quiet speech in the xulgath language.
Kvothe Incruentus
|
Thinking up doing haunting music for the impending doom of the troglodytes in the next room, Kvothe comes on the perfect song. Beginning to play very quietly and I'm the most haunting way he murmors the first words
Take a little walk to the edge of town
And go across the tracks
Where the viaduct looms
Like a bird of doom
As it shifts and cracks
Where secrets lie in the border fires
In the humming wires
Hey man, you know
You're never coming back
inspire for prebattle
| Didymus the Great |
I will use Hunt Prey on the nearest Xulgath, or the smelliest if I am going off of tracking.
| Lady Alhambra |
I will cast Magic Fang on Pinchy using my Animal Staff, and have my bloodline arcana grant Pinchy concealment.
GM_MG
|
This chamber contains a row of square columns that stretches from west to east. The columns are covered in a phosphorescent lichen glowing with a dim, green hue.
Three xulgath stand here, along with a deinonychus they appear to be training. They whip their heads around at the sound of spellcasting.
1d20 ⇒ 9
1d20 ⇒ 14
1d20 ⇒ 4
1d20 ⇒ 13
1d20 ⇒ 3
1d20 ⇒ 13
1d20 ⇒ 1
1d20 ⇒ 20
GM_MG
|
Active Effects - inspire courage
Didy
Pinchy (magic fang, concealment)
BumBum
Al
Red
Deinonychus
Kvothe
Blue
Green
Didy, BumBum, and Al are up!
BumBum the Clown
|
BumBum will start with a Demoralize on the Yellow dino with Intimidating Glare.
Intimidate: 1d20 + 11 ⇒ (15) + 11 = 26
Then he will fire 2 arrows at it.
sbow vs FF&fright?: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 P: 2d6 + 1 ⇒ (1, 2) + 1 = 4
sbow vs FF&fright?: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 P: 2d6 + 1 ⇒ (5, 2) + 1 = 8
| Didymus the Great |
Didy walks into the room as he raises his drawstring to his cheek and fires off a pair of arriows against the foul-smelling xulgath, then gives Pinchy a nod and a click of the tongue to cover him.
stride. hunted shot on red. command: stride+strike
hunted shot 1: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
dmg: 1d6 + 1 ⇒ (1) + 1 = 2
hunted shot 1: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
dmg: 1d6 + 1 ⇒ (2) + 1 = 3
precision: 1d8 ⇒ 8
deadly: 1d10 ⇒ 4
stinger: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
dmg: 1d6 + 3 + 1 + 1d4 + 1d8 ⇒ (5) + 3 + 1 + (4) + (2) = 15
| Lady Alhambra |
stride and sudden bolt on the deinonychus
DC 20 reflex: 4d12 ⇒ (6, 6, 9, 10) = 31
GM_MG
|
Active Effects - inspire courage
Didy
Pinchy (magic fang, concealment)
BumBum
Al
Red (-20)
Kvothe
Blue
Green
Both of Didy's arrows hit, but Pincy doesn't make contact.
Reflex: 1d20 ⇒ 5
BumBum seems to startle the dinosaur, although both his arrows miss. Al's bolt kills the deinonychus outright, however.
Red takes a swing at Pinchy with his dagger, then steps back, disappearing behind the curtain hanging in the western corner of the room.
Concealed: 1d20 ⇒ 2
1d20 ⇒ 20
Kvothe is up!
Kvothe Incruentus
|
stride, inspire, intimidate
Striding down the hallway, increasing the volume of his lyrics Kvothe continues to inspire his companions he turns the corner and surveys the room
Past the square, past the bridge
Past the mills, past the stacks
On a gathering storm
Comes a tall handsome man
In a dusty black coat with
A red right hand
intimidate: 1d20 + 8 ⇒ (2) + 8 = 10