Kenta Faux
|
Aw Crapples! I knew I meant to buy something. No faerie fire and no glitterdust options from Onna.
I am 100% positive we were well stocked to attempt to manage the known invisibility condition.
| GM supervillan |
Indeed, though I don't think you decided who would carry the items in question. You should really decide now ;)
Kenta Faux
|
My vote is for Chance! But honestly it would be almost 100% Onna or Hiragi on the scrolls and dust, so you two figure out who has what. The potions are probably best split up among the rest of us (1-2 per).
Sionnach 'Onna' Brummagem
|
I knew there was something we found! Great search-fu TOP!
Onna being able to See Invisible does NOT really help the team at all, so I will pass on that scroll. She would also need a UMD of 25 to use the Invisibility Purge. That would be a minimum die roll of 12, so not the greatest odds. I will wait for Phidöe and Hiiragi to voice their thoughts, but I believe she is best for the scrolls, and Onna with the Dust of Appearance.
Onna looks from Kenta to the unconscious form laying at Phidöe's feet. Unconsciously, her grip on the long-spear tightens until her knuckles are white.The creature is here for him. If I kill him now, star beast shouldn't get any stronger. Kenta thinks we can kill this entity. I wish I were certain of that. I will give the others a chance. But if they falter, I cannot allow that thing to absorb his essence.
I am honestly not even certain Onna can do enough damage on a coup de grace to kill this guy if she had to. However, her internal clock has started.
Hiiragi
|
Yeah, I think Onna's best with the dust. Hiiragi's not a primary damage dealer--the potion would be better either in Phidoe's paws or with Hiiragi holding onto it for his sake.
| GM supervillan |
So it looks like Onna has the Powder of Ibn Ghazi Dust of Appearance, Hiiragi has the scrolls (See Invisibility and Invisibility Purge), and you each have 2x Cure Moderate Wounds and 1x Lesser Restoration potions. If Phidöe prefers then his potions can be carried by Hiiragi, since he can't open the vials himself. 2 more Cure Moderate potions are in Chance's saddlebags.
Hiiragi Acrobatics: 1d20 + 2 - 3 - 2 ⇒ (16) + 2 - 3 - 2 = 13
Hiiragi sends an arrow whistling over Kenta's shoulder, down to the lower level, but it just lands in the steaming slurry.
"YOG-SOTHOTH!!"
That terrible, alien voice rings out again, the sound echoing through the vats. It comes from below. Kenta and Onna see elephantine footprints in the slurry as the Carrion Hill Horror goes underneath the walkways.
There's a tremendous BANG! as something strikes the furnace under the mezzanine...
Combat round 1
Kenta, -8hp
Chance
Hiiragi, -16hp, sickened 10
GM
Onna, -19hp, sickened 10
Feet
Phidöe
active effects:
stench: everyone in the room must make a DC15 Fort save vs poison each round or be Sickened - no longer relevant for Onna and Hiiragi
another stench! Phidöe must attempt a DC22 Fort save or be Sickened
slippery walkways: DC5 acrobatics to move more than half speed, otherwise fall prone. Failure by 5 or more means falling to the ground floor. (Does not apply beyond the curtain).
tentacles (last round): Purple zone on map; difficult terrain
big hole: the building has been holed on the lower level - white line on map.
The bold may act!
Sionnach 'Onna' Brummagem
|
Please Paizo, find another mechanic: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
The bard brandishes her banner. "Be careful foxes! Remember, this thing has already toppled an entire building!"
Combat Sauce! +3 to all the fight things. +2 to saves vs Charm and Fear. Not sure if that second thing will come into play, but it feels like it could be a possibility.
Inspire Courage: Round Three of Seventeen. Fourteen rounds remain.
Phidöe
|
Yep, no reason for Phidöe to carry any of the stuff.
DC 22 Fort: 1d20 + 13 ⇒ (1) + 13 = 14
The pup begins to cough and wretch at the terrible stench!
| GM supervillan |
Onna, Hiiragi and Phidöe no longer need to attempt the once per round DC15 sicken save - unless they stay in the building for 10 more rounds :)
Onna waves the flag. Feet groans, still unconscious.
Phidöe retches.
Phidöe is up!
Phidöe
|
Are we still on slide 10? And if so, where do I want to go to get to whatever our new foe is (which I think we can't see yet?)? A double move for Phidöe will move him 80' but I'm not too clear where on the map I should go.
| GM supervillan |
The map is not the best - I'll see if I can sort out a side elevation slide later on.
We are on Slide 10 still, yes.
I'll try and describe the building more clearly.
The whole building is 40 feet tall. Each of the three levels is 10 feet above the one below.
The invisible monster entered via the hole in the wall on the lower level. It reached up to grab at Kenta (Combat Reflexes plus reach). It then moved north - its massive footprints are visible in the slurry.
So you know it must be somewhere underneath you all, on the ground floor. You also heard the furnace banging.
Every square adjacent to an indoors 'water' square has ladders, ropes and chains to aid climbing between the ground and first levels.
By the way, UK floor labels are Ground, then First, Second etc ;)
Phidöe
|
Thanks for this explanation. Unfortunately, looking at the map I'm still unsure where I should be moving, or even where I need to go to move down a level. Is it possible to just move me in the direction of the banging furnace, with 80' of movement (and/or possibly using a move action to use scent to try to determine where the invisible creature is, if the stench isn't overwhelming that possibility)? I think I'll need to use Acrobatics to jump down each of the 10' levels but with Phidöe's Acrobatics skill (even sickened) I think he won't take any damage from deliberately jumping and therefore won't be prone.
| GM supervillan |
I've added a side-on view to Slide 11, which might help.
Phidöe can elect to go to the 1st Floor northern end, next to the top of the furnace, or can drop down to the ground floor next to the furnace. He will notice that the ground floor is covered by a layer of watery slurry. Single move if you want to go to the 1st Floor (leaving a move action for Scent), double move to get to the furnace on the ground floor.
Phidöe
|
Thanks for the side view - that does help a lot. I'll do a single move to the 1st floor (northern end next to the top of the furnace as you mentioned) and then take a move action to scent, looking for the invisible creature.
Phidöe growls and moves back down to the first floor, sniffing for any sign of their monstrous prey.
| GM supervillan |
Phidöe trots down the stairs and doubles back under the mezzanine to the furnace. Peering down through the gaps around the metal cylinder he doesn't see anything but muck and middenstone piping - but the smell is atrocious! The Horror is right underneath him! On the ground floor.
As the whole building shakes at the Carrion Hill Horror's assault, timbers and middenstone bricks bend and break, falling from the ceiling.
Onna must attempt a DC15 Reflex save to avoid damage: 1d6 ⇒ 3
Combat round 2
Kenta, -8hp
Chance
Hiiragi, -16hp, sickened 10
The Horror
Onna, -19hp, sickened 10, Save needed
Feet
Phidöe, sickened 10
active effects:
stench: everyone in the room Kenta must make a DC15 Fort save vs poison each round or be Sickened
another stench! only relevant if you get too close to the Horror
slippery walkways: DC5 acrobatics to move more than half speed, otherwise fall prone. Failure by 5 or more means falling to the ground floor. (Does not apply beyond the curtain).
big hole: the building has been holed on the lower level - white line on map.
The bold may act!
I added a dotted red square to the main map to show the furnace location.
| Chance the Divine |
Chance has left the building.
Kenta Faux
|
Fort DC 15: 1d20 + 10 ⇒ (17) + 10 = 27
Kenta yells at Chance, "Get outta here Chance! The building may come down and rescuers will need your scent to find survivors."
Can't fail DC 10 check to have Chance 'Flee'.
Apparently Kenta remembered one thing from his Municipal Disaster Preparation course he took last semester. Absalom Community College is going great!
He drops his big sword, trusting Onna completely. Drawing the found blade, he jumps off the edge and tries to follow the sounds of evil*!
*Or at least building destruction. Or more likely, just go where Phidöe says to go.
Acrobatics - ACP to avoid 10 ft drop damage: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
If he can reach where the pup says the thing is in a single move, he will swing his sword. But if there is difficult terrain or other things slowing him, that seems unlikely. Path shown on Slide 11. Starting point left on slide 10.
| GM supervillan |
Kenta fearlessly drops down into the sludge. The plethora of nauseating vapours is eye-watering. Possibly worse than that, middenstone pipes carry hot steam through the slurry to the vats - making the slurry itself painfully hot.
fire damage: 1d6 ⇒ 2
Undaunted, Kenta draws the mithral sword and trudges towards the furnace and the unseen Horror.
AoO vs flatfooted: 1d20 + 16 - 6 + 2 - 2 ⇒ (8) + 16 - 6 + 2 - 2 = 18damage: 1d6 + 2 ⇒ (4) + 2 = 6
grab?: 1d20 + 19 - 6 + 2 - 2 ⇒ (18) + 19 - 6 + 2 - 2 = 31
A grasping, invisible limb grabs hold of Kenta and drags him through the muck, pressing the young fox up against something unseen and unspeakable.
You have time to take a swing at it after you are grappled Kenta
Combat round 2
Kenta, -16hp, grappled, sickened, standard action
Hiiragi, -16hp, sickened 10
The Horror, invisible, grappled
Onna, -22hp, sickened 10
Feet
Phidöe, sickened 10
active effects:
stench: 1st Floor - DC15 Fort save vs Sicken each round (doesn't matter if you're already Sickened)
even worse stench: Ground Floor - DC15 Fort save vs Nauseated each round (Sickened on success)
another stench! Everyone has rolled this save vs the Horror's stink
hot hot heat: 1d6 fire damage per round in the slurry on the ground floor.
slippery walkways: DC5 acrobatics to move more than half speed, otherwise fall prone. Failure by 5 or more means falling to the ground floor. (Does not apply beyond the curtain).
big hole: the building has been holed on the lower level - white line on map.
The bold may act!
Edited to add Onna's ref save result.
Kenta Faux
|
Kenta's wounds flash brightly and his tummy ache clears.
LoH removes sickened but doesn't get extra 1d6 healing: 2d6 ⇒ (1, 1) = 2
He slashes instinctively at the fiend, "HAH! YOU FELL FOR OUR TRAP!"
+1 Mithral Aberration Bane Longsword - Power Attack - Grappled + IC + Bane bonus: 1d20 + 8 - 2 - 2 + 2 + 2 ⇒ (14) + 8 - 2 - 2 + 2 + 2 = 22 and Miss 1-50: 1d100 ⇒ 80 for Mithral/Slashing + PA + Bane + IC: 2d6 + 3 + 4 + 2 + 2d6 + 2 ⇒ (1, 2) + 3 + 4 + 2 + (6, 2) + 2 = 22
Phidöe
|
Does Kenta getting grabbed happen where Phidöe can see it? I.e. does he now know where the thing is, even if he can't actually see it?
| GM supervillan |
Is there any direction in which I can move 4 spaces and see Kenta? If not, how about 8?
Hiiragi's got two options. Slow and steady: one DC5 Acrobatics check to get to the edge of the walkway, followed by one DC5 Climb check to half-descend to the ground floor (you can avoid the Nausea save and the fire damage by staying halfway up a ladder). This is a full round of actions. OR - quick and risky: hustle over the wet floor with a DC10 Acrobatics check then drop into the slurry as a free action (DC15 Acrobatics avoids falling prone in the slurry) - which only takes up one move action, but will result in Hiiragi needed to save vs Nausea and taking 1d6 fire damage.
Does Kenta getting grabbed happen where Phidöe can see it? I.e. does he now know where the thing is, even if he can't actually see it?
Phidöe can't see the fight because it's happening right underneath the floor and Kenta's to the south of the monster, but he knows that's where the Horror is because he's close enough to smell it. Phidöe could drop down the gaps between the furnace and the floor on his next turn.
Hiiragi
|
I'm decidedly lacking in feats that let me shoot from a ladder... but I could throw an Enlarge at Kenta from there. Hmm hmm hmm.
| GM supervillan |
You could. It's a one round cast time but you can complete it with two standard actions.
Hiiragi
|
I'm gonna do whatever I need to do to cast Invisibility Purge. If I can do it this turn, great, if not, that's what I'm doing next!
Whatever's needed:
Acrobatics: 1d20 - 1 ⇒ (13) - 1 = 12
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
| GM supervillan |
Kenta's new blade bites into the Horror's unseen flesh and the creature utters a keening wail.
Hiiragi CL check vs DC6: 1d20 + 4 ⇒ (8) + 4 = 12
Hiiragi draws forth the scrolls bearing the Voorish Sign, and conjures the wide-area version. Below her, the monster is revealed. The beast is a squirming mass of ropey tendrils coming together in a vaguely elephantine shape, with six legs and a multitude of grasping limbs. Most terrible of all, atop its torso, is a human head.
"YOG-SOTHOTH!!!!" The monster calls out, raising its head. It drops Kenta, and pounds on the furnace with its limbs whilst grasping at the timbers supporting the floor above it with others. The building shakes. The furnace bangs and the EXPLODES in a blast of steam and shrapnel. Yet the monster itself is unharmed by the destruction.
devastation: 4d6 + 16 ⇒ (6, 3, 4, 5) + 16 = 34
explosion!: 5d6 ⇒ (1, 5, 3, 1, 2) = 12
The Horror destroys the furnace and holes the floor above it. The middenstone mezzanine cracks - it won't hold for long.
Everyone attempt a DC14 Reflex save vs the explosion, for half damage. Onna and Kenta get a +2 bonus for cover. (Only the building/furnace took the Devastation damage).
Phidöe attempt a DC14 Reflex save to avoid falling on top of the Horror - or you can decide to intentionally fail this save.
Feet reflex DC14, unconscious, cover: 1d20 + 1 - 5 - 2 + 2 ⇒ (11) + 1 - 5 - 2 + 2 = 7
Combat round 2
Kenta, -16hp
Hiiragi, -16hp, sickened 9, 25' invisibility purge
The Horror, -22hp
Onna, -22hp, sickened 9
Feet, -10hp, 64nl
Phidöe, sickened 9
active effects:
stench: 1st Floor - DC15 Fort save vs Sicken each round (not needed if you're already Sickened)
even worse stench: Ground Floor - DC15 Fort save vs Nauseated each round (Sickened on success)
another stench! Everyone has rolled this save vs the Horror's stink
hot hot heat: 1d6 fire damage per round in the slurry on the ground floor.
slippery walkways: DC5 acrobatics to move more than half speed, otherwise fall prone. Failure by 5 or more means falling to the ground floor. (Does not apply beyond the curtain).
big hole: the building has been holed on the lower level - white line on map.
The bold may act!
Kenta Faux
|
Reflex DC 15: 1d20 + 7 ⇒ (15) + 7 = 22
”Haha! You have to try harder than that you evil book monster!!!”
Phidöe
|
DC 14 Reflex vs explosion, sickened: 1d20 + 16 ⇒ (9) + 16 = 25
Intentionally fail the second Reflex save so that Phidöe falls on the creature. (Does this mean that I can just go ahead and flurry vs it? And do I still need to "Climb" it to get the benefits of Limb Climbing?)
DC 15 Fort vs nausea?, sickened: 1d20 + 11 ⇒ (5) + 11 = 16 Whew
Sionnach 'Onna' Brummagem
|
Reflex vs DC 14 Explosion: 1d20 + 7 - 2 + 2 ⇒ (20) + 7 - 2 + 2 = 27 {6 points}
New and Improved Stench: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
GM Reroll: 1d20 + 2 - 2 + 1 ⇒ (20) + 2 - 2 + 1 = 21 (I have thrown up quite enough, thank you very much!)
Onna manages to roll away from the larger pieces of shrapnel. She moves forward to size up the situation. Blood runs cold when she sees the creature from between the stars. Her mind tries to understand what it is. In her soul, she knows that even Shelyn would struggle to find any beauty present. Then something else tickles the edge of her memory. Suddenly, she remembers the mangled corpses they found earlier. The marrow was sucked out of their bones!
Shouting over the cacophonous combat, "HIIRAGI! DON'T LET THAT THING EAT THE BAD GUY! KEEP HIM OUT OF ITS MOUTH! IT WILL MAKE THE BEAST MORE POWERFUL!"
The bard then casts a spell in the hope of stunning the creature, if only momentarily.
CL vs SR?: 1d20 + 5 ⇒ (14) + 5 = 19
Sound Burst: 1d8 ⇒ 1
Sound Burst Fort DC 17 You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.
Lingering Performance, Round One of Two. +3 if you can see the Flag, +2 if you cannot.
Planes: 1d20 + 7 ⇒ (5) + 7 = 12
I could have tried a different spell, but I do not think this thing can be nauseated.
| GM supervillan |
Feet has not fallen through the mezzanine - yet. He's a bit bigger than Phidöe ;)
DC25
DC30
There's a lot more to their stat sheet but I don't think any of you can hit DC30 let alone 35 - if you find a way then I will divulge more!
Onna creates a burst of noise - but it has no effect. SR>19
Phidöe drops through the mezzanine floor and lands on the Horror...
You can flurry it, yes. But if you want to move with it - if it moves - then you'll need to make a Limb Climbing check first.
Combat round 2
Kenta, -22hp
Hiiragi, -22hp, sickened 9, 25' invisibility purge
The Horror, -22hp
Onna, -28hp, sickened 9
Feet, -12hp, 64nl
Phidöe, -6hp, sickened 9
active effects:
stench: 1st Floor - DC15 Fort save vs Sicken each round (not needed if you're already Sickened)
even worse stench: Ground Floor - DC15 Fort save vs Nauseated each round (Sickened on success)
another stench! Everyone has rolled this save vs the Horror's stink
hot hot heat: 1d6 fire damage per round in the slurry on the ground floor.
slippery walkways: DC5 acrobatics to move more than half speed, otherwise fall prone. Failure by 5 or more means falling to the ground floor. (Does not apply beyond the curtain).
big hole: the building has been holed on the lower level - white line on map.
The bold may act!
Phidöe
|
Sorry for the slow posting - busy weekend
Phidöe lands upon the monstrosity and immediately begins kicking it with his paws and batting it with his snout, using every trick of canine karate that the wise old masters had taught him so long ago.
Is Hiiragi at the same level? If so, can Phidöe 5' step to be adjacent to her? I ask because this will give him (and her) flanking on the creature. I have not (yet) adjusted P's position on the map.
unarmed strike, ic, flag, sickened, flank?: 1d20 + 16 ⇒ (10) + 16 = 26
B dmg, ic, flag, sickened: 1d3 + 8 ⇒ (1) + 8 = 9 + sneak attack?: 2d6 ⇒ (3, 3) = 6
unarmed strike, ic, flag, sickened, flank?: 1d20 + 16 ⇒ (16) + 16 = 32
B dmg, ic, flag, sickened: 1d3 + 8 ⇒ (3) + 8 = 11 + sneak attack?: 2d6 ⇒ (4, 3) = 7
Underfoot Assault currently applies, but not Limb Climber. UA means that any attacks the creature makes on others *besides* Phidöe are at -4. Also, any ally who is adjacent to the creature and adjacent to Phidöe is considered to be flanking it. If it tries to move out of P's square it will provoke an AoO.
Phidöe also swiftly lays a paw on himself to heal some of the damage from the explosion.
LoH: 1d6 ⇒ 3
Current AC is 29
| GM supervillan |
The Horror is on the ground floor, Hiiragi is on the first floor, but I'll allow the flank because the monster is big enough that Hiiragi is adjacent and it wrecked the floor.
Phidöe does his best pup-fu, but finds that his attacks cause much less damage than usual. Nevertheless the Horror's human face screams at him as he dances over the creature.
how many?: 1d4 ⇒ 4
who?: 1d6 + 1d5 + 1d4 + 1d3 ⇒ (6) + (5) + (2) + (2) = 15
The Horror's assault upon the vats continues to bring parts of the building down on you.
Phidöe and Hiiragi attempt DC15 Reflex saves
to avoid Phidöe damage: 1d6 ⇒ 4, Hiiragi damage: 1d6 ⇒ 2
The Horror ignores the falling debris.
Feet Reflex DC15, unconscious: 1d20 + 1 - 5 - 2 ⇒ (16) + 1 - 5 - 2 = 10
Feet damage: 1d6 ⇒ 6
fire damage (slurry), Kenta: 1d6 ⇒ 5
Combat round 3
Kenta, -27hp
Hiiragi, -22hp, sickened 9, 25' invisibility purge
The Horror, -35hp
Onna, -28hp, sickened 9
Feet, -18hp, 64nl
Phidöe, -3hp, sickened 9
active effects:
stench: 1st Floor - DC15 Fort save vs Sicken each round (not needed if you're already Sickened)
even worse stench: Ground Floor - DC15 Fort save vs Nauseated each round (Sickened on success)
another stench! Everyone has rolled this save vs the Horror's stink
hot hot heat: 1d6 fire damage per round in the slurry on the ground floor.
slippery walkways: DC5 acrobatics to move more than half speed, otherwise fall prone. Failure by 5 or more means falling to the ground floor. (Does not apply beyond the curtain, nor on the ground floor).
big hole: the building has been holed on the lower level - white line on map.
The bold may act!
Sionnach 'Onna' Brummagem
|
With little else other to do, the bard again attempts to stun the creature.
CL vs SR?: 1d20 + 5 ⇒ (18) + 5 = 23
Sound Burst: 1d8 ⇒ 7
Sound Burst Fort DC 17 You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.
Lingering Performance, Round Two of Two. +3 if you can see the Flag, +2 if you cannot.
Kenta Faux
|
Ground Floor Fort DC 15: 1d20 + 10 ⇒ (14) + 10 = 24
Kenta's wounds close up again in a flash and his vomit resettles back into his stomach, "My lady, who grants me my powers, does not approve of your tactics! Grossness and Destruction of Public Property are big no-no's! YOUR EVIL WAYS WILL END HERE! ACTUAAAAALLLL SMIIIIITTTTEEEE!!!!"
The very dangerous to evil things fox steps in, swings hard and follows it with an ankle nip.
LoH removes sickened and heals for: 2d6 ⇒ (4, 6) = 10, Smite Evil, 5-ft (assuming out of range of Phidoe since he is on top), Full Attack, AC/CMD updated in Header from Smite vs. Black.
+1 Aberation Bane Mithral Longsword 2-handed - Power Attack w/ Furious Focus + IC + Smite + Bane: 1d20 + 8 + 2 + 3 + 2 ⇒ (10) + 8 + 2 + 3 + 2 = 25 for Penetrates all DR + PA + IC + Bane: 1d8 + 4 + 6 + 2 + 5 + 2 + 2d6 ⇒ (5) + 4 + 6 + 2 + 5 + 2 + (6, 4) = 34
Bite - Power Attack - Natural + IC + Smite: 1d20 + 7 - 2 - 5 + 2 + 3 ⇒ (8) + 7 - 2 - 5 + 2 + 3 = 13 for Penetrates all DR + PA + IC + Smite: 1d4 + 1 + 2 + 2 + 5 ⇒ (3) + 1 + 2 + 2 + 5 = 13
Phidöe
|
Reflex, sickened: 1d20 + 16 ⇒ (18) + 16 = 34
Hiiragi
|
Reflex Save: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5
"Ow!" grumbles Hiiragi as she's blasted with a stone. It doesn't hit hard, thanks to the armor, but still enough to rock her.
"Right, then--"
Hiiragi grabs her flail, grows in size, GROWLS like a mother fox defending her den, and slams:
SMASH: 1d20 + 8 - 2 + 3 ⇒ (6) + 8 - 2 + 3 = 15
Damage: 2d8 + 7 - 2 + 3 ⇒ (3, 2) + 7 - 2 + 3 = 13
| GM supervillan |
Kenta steps up to the horror, wading through the hot slurry. No 5' step possible in the slurry (for walkers anyway), so no bite attack and you provoke an AoO.
AoO bite vs Kenta, vexed: 1d20 + 17 - 6 - 4 ⇒ (18) + 17 - 6 - 4 = 25damage: 1d8 + 8 ⇒ (4) + 8 = 12
The beast snaps at Kenta with a maw formed from somewhere within its mass of writhing tendrils. The bite draws the fox's blood and a sucking tongue laps it up as the human head atop the monster howls in pleasure.
The pleasure is short-lived, as Kenta's blade answers. You take a penalty for Sickened, but also gain a bonus for Flank thanks to Phidöe's trickery.
Bigragi whacks her flail at the monstrosity, but just manages to smash chunks out of the floor - which cracks ominously.
Having taken two blows from the mithral blade, the Carrion Hill Horror turns its full attention on Kenta.
bite: 1d20 + 17 - 6 - 4 ⇒ (1) + 17 - 6 - 4 = 8
tentacle: 1d20 + 16 - 6 - 4 ⇒ (6) + 16 - 6 - 4 = 12
tentacle: 1d20 + 16 - 6 - 4 ⇒ (10) + 16 - 6 - 4 = 16
tentacle: 1d20 + 16 - 6 - 4 ⇒ (17) + 16 - 6 - 4 = 23damage: 1d6 + 4 ⇒ (6) + 4 = 10
tentacle: 1d20 + 16 - 6 - 4 ⇒ (7) + 16 - 6 - 4 = 13
A single tentacle gets through Kenta's defences despite Phidöe running in circles around the Horror's head. The blow leaves Kenta reeling.
The creature does not bother attempting to grapple you.
I think Onna is supposed to be on the stairs? She'll need to be there in order to target her spell through the hole in the floor without catching Kenta.
Onna aims a sonic boom...
Fort: 1d20 + 9 - 6 ⇒ (10) + 9 - 6 = 13
...the Horror rolls its eyes back in its head and drools. It's stunned for a few moments, even though it doesn't look like the sonic energy harmed it.
Combat round 3
Kenta, -49hp
Hiiragi, -22hp, sickened 9, 25' invisibility purge
The Horror, -67hp, stunned
Onna, -28hp, sickened 9
Feet, -18hp, 64nl
Phidöe, -3hp, sickened 9
active effects:
stench: 1st Floor - DC15 Fort save vs Sicken each round (not needed if you're already Sickened)
even worse stench: Ground Floor - DC15 Fort save vs Nauseated each round (Sickened on success)
another stench! Everyone has rolled this save vs the Horror's stink
hot hot heat: 1d6 fire damage per round in the slurry on the ground floor.
slippery walkways: DC5 acrobatics to move more than half speed, otherwise fall prone. Failure by 5 or more means falling to the ground floor. (Does not apply beyond the curtain, nor on the ground floor).
big hole: the building has been holed on the lower level - white line on map.
The bold may act!
Sionnach 'Onna' Brummagem
|
"My magic is not potent enough to stun it for more than a few seconds. Whatever you guys are gonna do, make it quick and make it count!"
I recommend Critical hits or other ways to deal oodles and oodles of damage!
Phidöe
|
Phidöe continues to batter the creature, once with his tail and once with a paw.
unarmed strike, flank, sickened, inspire courage, flag: 1d20 + 16 ⇒ (18) + 16 = 34
B dmg, sneak attack: 1d3 + 8 + 2d6 ⇒ (1) + 8 + (6, 4) = 19
unarmed strike, flank, sickened, inspire courage, flag: 1d20 + 16 ⇒ (15) + 16 = 31
B dmg, sneak attack: 1d3 + 8 + 2d6 ⇒ (3) + 8 + (2, 5) = 18
"Hang on Kenta! Don't die!"
Kenta Faux
|
Kenta staggers back from the two blows, but gives as good as he gets. He is about to bleed out when a gorgeous glowing paw reaches down from the heavens and smacks him in the face. A sarcastic voice echoes into the room, "Get your furry ass back in the fight. I don't grant boons to weak kits!"
But maybe that was just in Kenta's head. Either way, his wounds heal a bit and his stomach settles again...
Hero's Defiance Cast as an immediate action when dropped to 0 HP. Heals for 3d6 ⇒ (1, 5, 6) = 12 and Mercy removes sickened for now.
| GM supervillan |
Kenta's wounds heal and Phidöe takes advantage of the Horror's disorientation.
who?: 1d6 + 1d5 + 1d4 + 1d3 ⇒ (4) + (2) + (3) + (1) = 10
Falling debris strikes Kenta, Hiiragi and Onna! Unless you pass a DC15 Reflex save you take:
damage, Kenta: 1d6 ⇒ 5
damage, Hiiragi: 1d6 ⇒ 5
damage, Onna: 1d6 ⇒ 5
fire damage (slurry), Kenta: 1d6 ⇒ 1
Combat round 4
Kenta, -38hp
Hiiragi, -22hp, sickened 8, 25' invisibility purge
The Horror, -84hp, stunned until Onna's action
Onna, -28hp, sickened 8
Feet, -18hp, 64nl
Phidöe, -3hp, sickened 8
active effects:
stench: 1st Floor - DC15 Fort save vs Sicken each round (not needed if you're already Sickened)
even worse stench: Ground Floor - DC15 Fort save vs Nauseated each round (Sickened on success)
another stench! Everyone has rolled this save vs the Horror's stink
hot hot heat: 1d6 fire damage per round in the slurry on the ground floor.
slippery walkways: DC5 acrobatics to move more than half speed, otherwise fall prone. Failure by 5 or more means falling to the ground floor. (Does not apply beyond the curtain, nor on the ground floor).
big hole: the building has been holed on the lower level - white line on map.
The bold may act!
Kenta Faux
|
Reflex DC 15: 1d20 + 7 ⇒ (13) + 7 = 20
Easily ducking the falling debris Kenta smiles, then burns, then...
Fort DC 15 vs. Naus: 1d20 + 10 ⇒ (7) + 10 = 17
...bares his teeth he cackles, "HAHA I SHALL LIVE TO SEE YOU DIE, EVIL STINKY FIEND!!!"
He hacks and slashes and bites and pauses, panting a bit, hoping it is enough.
+1 Aberation Bane Mithral Longsword 2-handed - Power Attack w/ Furious Focus + IC + Smite + Bane - Sickened: 1d20 + 8 + 2 + 3 + 2 - 2 ⇒ (7) + 8 + 2 + 3 + 2 - 2 = 20 for Penetrates all DR + PA + IC + Bane - Sickened: 1d8 + 4 + 6 + 2 + 5 + 2 + 2d6 - 2 ⇒ (6) + 4 + 6 + 2 + 5 + 2 + (3, 5) - 2 = 31
Bite - Power Attack - Natural + IC + Smite - Sickened: 1d20 + 7 - 2 - 5 + 2 + 3 - 2 ⇒ (3) + 7 - 2 - 5 + 2 + 3 - 2 = 6 for Penetrates all DR + PA + IC + Smite - Sickened: 1d4 + 1 + 2 + 2 + 5 - 2 ⇒ (3) + 1 + 2 + 2 + 5 - 2 = 11
Flesh burned, body beaten, bones broken and spitting up blood, the pious fox is barely standing. But the fire in his eyes says enough about who will win this day.
Sionnach 'Onna' Brummagem
|
Reflex: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
Just rolling the save for now to make certain that Hiiragi gets a chance to do her thing. (and hoping that whatever that thing is takes up out of initiative. No pressure though).
Hiiragi
|
Reflex: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Hiiragi grunts; assuming Kenta either killed it or didn't KO it, she raises her flail.
"D--ugh--DIE ALREADY!"
Smash: 1d20 + 8 - 2 + 3 ⇒ (11) + 8 - 2 + 3 = 20
Damage: 2d8 + 7 - 2 + 3 ⇒ (6, 7) + 7 - 2 + 3 = 21
Oooogh 20 is solid but I don't know if it's solid enough but golly I hope it is!
Sionnach 'Onna' Brummagem
|
The smart move would be to grab Feet, throw him on the back of Chance and take him out into the swamp. She looks about her battered team. Unfortunately, that's not our style.
"Let's show this thing it screwed with the wrong skulk!"
Inspire Courage. Round Four of Seventeen. Thirteen rounds remain. +3 to all the things if you can see the Flag, +2 if you can't.
I have a feeling that whatever is going to happen, the next few moments are going to make the difference! Shelyn, please let us protect this town.
| GM supervillan |
Between the stun and Phidöe's flanking, a 20 is enough!
Kenta plunges the mithral blade into the Horror as Hiiragi thwacks it over the head.
"YOG-Soth...oth....."
With a terrible cry, the creature from beyond expires. The building shudders.
Kenta, -38hp
Hiiragi, -27hp, sickened 8, 25' invisibility purge
Onna, -28hp, sickened 8
Feet, -18hp, 64nl
Phidöe, -3hp, sickened 8
Out of combat - but not out of danger! What do you do?