DM Brainiac's Fists of the Ruby Phoenix: Victorious Secret!

Game Master Brainiac

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Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Lazarus grins as he looks up at the airship.
The Other shore?


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

"Wow, now we are traveling in style!" Storm Adder whistles approvingly at the airship.

"Hao Jin was spotted to the south--or at least there were signs of great magic being worked there. Have you heard anything about it?" The gnoll questions the airship pilot.


Yoh grins at Storm Adder's whistle. "Pride and joy of the Souran family, the Solar Jian II!" he says with a grand gesture. "Apparently my great-great-something-grandmother built it as a wedding gift for my great-great-something-grandfather. Or so I hear, wasn’t there myself, but Hao Jin herself returned it to the family when I was younger. We lend it to the tournament’s victory parade each decade, but seems like Lady Yan Fei says it’s needed a bit longer this time around!

"I don't much about whatever magic's happening down south, but I know that I'm supposed to get you there as fast as possible. So we can depart whenever you're ready. Oh, and Lady Yan Fei left some more gifts for you, too!"

In addition to the Solar Jian II, Lady Yan Fei has arranged more regalia for the finalists, including four true elixirs of life and a line of credit collectively worth 40,000 gp, usable anywhere in Goka.


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

"I bet we'll be the first to find her!" Chkirri exclaims. "Just have to do a little more shopping first!"

He quickly purchases a few items and returns to the airship. Now, this was what he was meant to be doing -- traveling in style. He's so certain, he'd bet on it (not that that's saying much).


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

Storm Adder finishes up in the market and prepares to board the ship.

"I hope you're an expert pilot, Yoh. The weather tends to be a bit...unpredictable when I'm around."

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Lazarus begins making it rain while the group is still in the Market Place.
Going to spend, but I have our SFS Tuesday game tonight. Move us along as needed.


You purchase powerful magic items as you finish your preparations. Once you are ready to embark, Yoh and his crew make the Solar Jian II ready for lift-off! The ship's wings articulate to catch unseen solar winds as you rise up out of Ruby Village. Ruby and sapphire trails illuminate the air in the ship’s wake as it makes for the southeastern horizon.

The airspace immediately surrounding the exposed deck is protected by a magical endure elements effect that also purifies the air, protects from sunburn, and diverts wind around the ship, allowing passengers to enjoy the view from the deck unprotected even in high-altitude conditions.

Following the trills of the plover chime is simple—the general direction is known and the chime trills more incessantly the closer the Solar Jian II travels toward Hao Jin’s magic. Traveling by airship, the crew takes about 3 days to reach Iron Mountain.

The peak of Iron Mountain pierces the clouds that enshroud the rest of the Flying Mountains. A massive island floats upside down in the sky above the peak’s summit, the ocean that surrounds it blending into the stratosphere. Though the air up here is freezing, the air around the island ripples like shimmering heat wafting off summer stone. "Now, that's something you don't see every day!" Yoh says in wonder.

As you fly closer to the island, it becomes apparent that something is amiss as you get within a mile of it. The Solar Jian II sails through the air as fast as always, but makes no progress. Space seems to expand the closer the you draw to the island, the ship traveling only half the distance each second that it did previously.

A few moments later, the plover chime lets out a final cry before going silent, releasing a ruby beam of magic, thin as a single thread—the chime is close enough to Hao Jin’s magical signature to attempt to reach her directly. The string splits, one thread trying (and failing) to reach the floating island, the other thread beaming directly down at the peak of Iron Mountain, where it illuminates some kind of shrine by an alpine lake.

"Looks like there's a plateau near a set of stairs by the lake!" Yoh says. "Should I set her down?"


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

"Yes, it doesn't look like we'll be making much headway by attempting to land directly on that island. Let's check on the shrine." Storm Adder considers. "It wouldn't hurt to have some spiritual blessings on our hunt, either!"


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

"I bet that's where we need to go anyway!" Chkirri says.


The Solar Jian II descends, landing on the plateau atop the peak. Thousands of carved stone steps stretch from the base to the peak of Iron Mountain, the trees cleared out around the incredible staircase. The only sounds come from the flapping of prayer flags in the biting wind. The stairs open to an alpine plateau overlooking a vast, steaming lake that smells of sulfur and remains liquid in defiance of the low temperature. Twin vermillion shrine gates break the surface off a lone pier. Twelve statues depicting the Tian zodiac, some broken, stand a scattered watch over the plateau.

"Better bundle up! The magical warmth won't protect you once you leave the ship's deck," Yoh reminds you, offering you sets of cold-weather clothing if you need it.

Studying the dais, Chkirri realizes that it is the site of an important ritual and acts as receptacle to gather natural energy, becoming full every 12 years. While it has been less than 12 years since the dais was activated, a huge amount of energy, aligned with the element of the phoenix, was recently released here, saturating the site and priming it for some task.

Each of the zodiac statues bears an inscription in spirit tortoise script, an ancient dialect of Tien. With a few hours of work, you are able to translate the script and decode the phrases on the statues.

The southern cluster of statues comprises the Underworld Dragon, the Swordswoman, and the Sea Dragon. The script here reads: "The Celestial Dragon once spanned the sky and shook the land, before they were sundered. Assemble the Celestial Dragon’s three fragments—their breath, their spirit, their bones—that they may be born again, as the wheel completes its turn. A wish granted."

The Swallow, the Ox, and the Sovereign Dragon look out from an outcropping on the east of the plateau. The script here reads: "A sacred art, the dance of Rai Sho. Steps and circles to surround the world. The Dragon’s breath."

The Ogre, the Forest Dragon, and the Blossom guard the north of the dais. The script here reads: "A lineage of maidens, bold and noble. Those allowed the privilege of intercession. The Dragon’s spirit."

The Dog, the Sky Dragon, and the Archer are plainly visible to the west. The script here reads: "A branch growing between two worlds, which connects Heaven and Hell. Both implement and offering. The Dragon’s bones."


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

"Well, that seems clear enough," Chkirri says, looking over the inscriptions. "Do we start with breath, spirit or bones?"

He dredges up any memories he has of the things mentioned in the inscriptions.


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

"The dance of the dragon's breath?" Storm Adder asks Chkirri, knowing the bird never misses a chance to perform.

Stormy is also pretty good at Performance, if that is what that takes. +30

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Cold breathe breaking before him, Lazarus seems to think about the words written before them.
I suspect that we may have need to visit all 3 sites, so the order is the question. With the words written, it seems that the Dragon's Breathe is our initial test.

The Irorian begins doing stretches.


”No way! Do they mean the Celestial Dragon?” Yoh says in wonder. He relates to you the legend of the Celestial Dragon: an imperial dragon of immense power who appears atop Iron Mountain once every 12 years to grant a wish to a royal maiden. If the legend is true, this Celestial Dragon is clearly something more primordial than a common wyrm and their power is likely sufficient to open a way to the strange island and Hao Jin with it. If you want to summon the Celestial Dragon you must bring together the Dragon’s three components for the ritual—breath, spirit, and bones.

Khorash recalls that "Rai Sho" was the name of a priest of legend who founded a monastery near the foot of Iron Mountain. It's not too far from your current location.

Chkirri realizes that in the second transcription, “maiden” is a mistranslation and that the original words are more faithfully translated as “intercessor,” and that the intercessor is the Dragon’s spirit component, the one who will actually need to perform the ritual.

Lazarus and Storm Adder recognize the "branch" in the third inscription likely refers to a boundary cypress, a sacred but now-extinct plant once used to treat with the gods.


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

"Well, I don't know how we'll find an extinct plant, but we can at least start at this monastery," Chkirri says, adjusting his new cap. I'm got a troubador cap before we left, and will have a couple of other adjustments.


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

"Maybe it's merely rare--or perhaps they will have a sample of it at the monastery. You know what packrats monks are." Story Adder shrugs. "One thing at a time."


As the Solar Jian II lifts off from Iron Mountain, Yoh does a wide loop around the region directly around it to get a bird's eye view of notable landmarks.

Nestled between snowy peaks to the west is a rectangular structure with golden roofs and red-painted walls--Rai Sho Monastery. Though the coastline to the southwest is largely sheer cliffs that plunge directly into the choppy waters of the Embaral Ocean, a sizable black sand bay tapers to a road leading up into the mountains. And to the south, a ring of rock protrudes through the cloud cover, a clear caldera of some kind. The center of the caldera can’t be seen below the clouds, but every so often, a cry sounding like a cross between a whale and an elephant echoes through the caldera, and flashes of lightning illuminate strange, massive shadows below.

You head first to the monastery, arriving in the middle of the afternoon. Green and gold buildings surround the central plaza of this monastery, which is filled with monks walking to and fro, while others practice poses in a straw-floored training hall. Prayer flags flutter in the cold alpine wind, and snow rests on the orange petals of a sal tree in curious bloom despite the alpine environment. A massive stone statue of Irori sits in contemplation within a sheltered worship hall, gazing out over the mountainous vista.

A short, nervous samsaran meets you at the monastery's entrance. His head is shaved, and he wears red and white robes. "Greetings to you," he says with an awkward bow. "I am Leeyan. Um, are you with the other outsiders? It is strange that two groups would arrive so close to one another." He motions to the plaza, where you can see the members of the Arms of Balance tying up horses with crystalline hooves, eyes of white marble, and manes that flow like desert sand.

"Regardless, um, all are welcome to stay here at Rai Sho Monastery as long as they like. Would you like to explore the grounds? We have our training hall, our worship hall, our quarters, and a hot spring that accelerates the healing process."


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

"Yes...very interesting to see them here. Thank you for the welcome." Storm Adder looks around the entrance hall. "Tell me, do you have...hmm...a sculpture garden? Or perhaps a map room? We're looking for 'steps and circles that surround the world.' Cryptic, I know."

While he waits for an answer and keeps a wary eye out for old men with brooms.

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Lazarus seems to be in a trance, as they enter the Monastic grounds. The Warrior-Monk smiles.
Home sweet home! The air. The grass. The Martial training that blends a bit of Irorian spazazz! Nice!

The Irorian bows in greeting to the brother.
Yes, we seek counseling on a matter of importance. We ask to be allowed to visit with your elders and to view any documents on the celestial dragon.


”Ah. You will have to speak to the monastery’s abbot, Tsujon,” Leeyan says. ”However, um, Tsujon is deep in meditation and can be interrupted only by those who’ve proven their dedication to the monastery. Sorry!”

Leeyan elaborates that if you are to receive instruction from the abbot, you need to show your devotion and humility by participating in some of the temple activities alongside the other newcomers to the temple, the Arms of Balance, who appear quite out of their depth as they watch the monks in the courtyard perform a training regimen. You can divide the chores with the Arms of Balance if you like, but you must complete at least three of the four tasks.

Chopping Firewood: A previous monk from Hwanggot installed an ondol to heat the monastery’s floors with firewood collected from a grove of trees behind the temple. Unfortunately, the blessed water used to nourish the trees means that they’re extremely resilient. They fall only if reduced to 0 HP in a single turn; otherwise, they swiftly repair to full Hit Points. The trees have AC 39, Hardness 10, 150 Hit Points, and weakness 20 to slashing. Thankfully, only one tree’s worth of wood is required to keep the floors heated for the next year.

Catching a Dri: A small herd of yaks roam the mountain and provide food for the monks. A party member must catch a dri (a female yak) before bringing it back to the temple. A dri can move 60 feet a round, can easily scale steep cliffs, and is difficult to secure, requiring a DC 38 Athletics check to hold and carry back to the temple.

Striking the Bell: The giant bell by the main gate needs to be struck in a specific pattern according to the time of day, cycle of the sun and moon, and current zodiac year. One of the monks displays the proper cadence for the party to follow. Striking the bell properly requires a successful DC 38 Performance check.

Aiding in Meditation: Several monks are creating a sand mandala in the temple’s main worship hall and ask for aid in creating it. A character must succeed at a DC 38 Crafting or Thievery check to place individual grains in their proper place. On a failure, they foul the mandala, though the monks ensure them that the design is still a valid expression of their current skill.


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

"Oh, I can do this," Chkirri says as he watches the bells. "Just like a good beat."

Performance (legendary): 1d20 + 33 + 2 ⇒ (6) + 33 + 2 = 41 Ha! Dice bot may have turned against me but will have to do worse than that in this challenge!


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

"Yak wrangling?"

Athletics: 1d20 + 27 ⇒ (7) + 27 = 34
Hero Point: 1d20 + 27 ⇒ (13) + 27 = 40

"You should try catching an ibex! These guys are old softies." Storm Adder reports when he returns with a dri. (Though, he had more than a little trouble.)


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

Storm Adder slips on his hands and hefts his wishblade, teaming up with whomever is available to wail on the tree.

Assuming we get Inspire Courage
wishblade: 1d20 + 29 + 1 ⇒ (8) + 29 + 1 = 38 for slashing: 3d10 + 7 + 1 ⇒ (3, 8, 4) + 7 + 1 = 23
wishblade: 1d20 + 29 + 1 - 5 ⇒ (17) + 29 + 1 - 5 = 42 for slashing: 3d10 + 7 + 1 ⇒ (5, 9, 8) + 7 + 1 = 30
wishblade: 1d20 + 29 + 1 - 10 ⇒ (12) + 29 + 1 - 10 = 32 for slashing: 3d10 + 7 + 1 ⇒ (3, 1, 2) + 7 + 1 = 14
wishblade: 1d20 + 29 + 1 - 10 ⇒ (4) + 29 + 1 - 10 = 24 for slashing: 3d10 + 7 + 1 ⇒ (1, 4, 8) + 7 + 1 = 21

Not very impressive numbers.

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Lazarus looks on with a frown and a sadden shaking of his bald head.
This is embarrassing!
Being a follower of Irori, this is not cool...lol.


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

Performance to inspire heroics vs. DC 43 (very hard level 18): 1d20 + 34 + 2 ⇒ (2) + 34 + 2 = 38 Failure: Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.

LOL. The dicebot is just killing me in all my games. Yes, you get inspire courage. You do not get inspire heroics. :(

Chkirri tries to talk up Storm Adder's attack on the tree, but even he can't make beating up an inanimate object seem interesting.

He does try to help by sending a nearby blade flying toward the trunk. But he's laughing too hard and it bounces off the hard bark.

Telekinetic projectile: 1d20 + 29 + 1 ⇒ (7) + 29 + 1 = 37
damage: 7d6 + 5 + 1 ⇒ (3, 5, 3, 2, 5, 2, 3) + 5 + 1 = 29


CG male (he/him) skeleton rogue 20 [gladiator/provocator]| HP 246 | AC 43 | F +29 R +34 W +27, Improved Evasion| Perc +28 | Initiative +28

Thievery: 1d20 + 29 ⇒ (9) + 29 = 38

In life, Khorash had nimble fingers. Undeath has only improved this. With deft and practiced skill he arranges the sand mandala, finding it oddly calming.


While the tree proves tough to fell, you complete the other tasks without too much difficutly. The members of the Arms of Balance are grateful for the assistance. "This monastery is far different than the Academy of Golden Hymns that we trained at in Vudra," Usvani the vanara says. "You aid will help us save face with the other disciples. Thank you." He and his teammates bow to you.

Once the chores are complete, Leeyan nods in satisfaction. "Now that you have demonstrated your dedication to the monastery’s ideals of peace and learning, you should now test your strength of body by way of a friendly sparring session while the abbot looks on." He leads you into the temple's training hall. Abbot Tsujon sits solemnly near the back of the hall. She is a wizened woman who holds a golden khakkara. She does not acknowledge your presence.

Leeyan suggests you spar with four of the monastery’s fighters—two wandering yetis who are currently seeking admission to the monastery and two Rai Sho disciples. You take up positions across from the monks, who bow first to the abbot and then to you. Leeyan bangs a gong, and the battle begins!

Initiative:
Chkirri: 1d20 + 24 ⇒ (8) + 24 = 32
Khorash: 1d20 + 26 ⇒ (3) + 26 = 29
Lazarus: 1d20 + 28 ⇒ (12) + 28 = 40
Storm Adder: 1d20 + 25 ⇒ (16) + 25 = 41
Enemies: 1d20 + 30 ⇒ (17) + 30 = 47

Your opponents spring into action. One of the yetis moves his hands in intricate positions, unleashing his ki to conjure a cloud of falling snow. While everything within is concealed, the other yeti seems to disappear completely within the snow, vanishing from sight.

The human monks join their palms together in the shape of a sal flower, evoking the truth that all things eventually decay. Once in that stance, they rush forward through the snow, their bodies blurring as they use their ki to speed themselves up! They emerge from the snow and strike at Lazarus and Storm Adder.

Flurry vs Lazarus: 1d20 + 33 ⇒ (3) + 33 = 361d20 + 28 ⇒ (13) + 28 = 41
Damage: 4d10 + 14 ⇒ (3, 1, 10, 7) + 14 = 35
Flurry vs Storm Adder: 1d20 + 33 ⇒ (7) + 33 = 401d20 + 28 ⇒ (5) + 28 = 33
Damage: 4d10 + 14 ⇒ (5, 5, 10, 9) + 14 = 43

35 negative damage to Lazarus, 43 negative damage to Storm Adder. Map is updated. The circle on the map is obscuring snow that provides concealment to creatures within it.

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

With much gratitude showing in his blue eyes, Lazarus bows low to his teammates, along with his fellow Vudrani, the Arms of Balance.
Totally agree!

Turning his focused blue eyes to Leeyan, Lazarus returns the honorable bows to both the monastery’s fighters and Abbot Tsujon, before--Freely--entering his Gorilla Stance in response!

Taking the negative punch to the face in stride, the Warrior-monk prepares to unleash his own!
Negative Resistance 1...lol!

Lazarus grins at the pretty falling snow.
It's Christmas!

He decides to bring the Yeti a gift! He ◆◆Suddenly Charges through the snow!
Provoking from 2 AC 41. He has enough movement to get around to current position.

Lazarus smiles at the Yeti just before slamming a fist in its face!
Melee Stance gorilla slam unarmed attack (L): 1d20 + 33 ⇒ (18) + 33 = 513d8 + 13 ⇒ (5, 7, 8) + 13 = 33 CRIT! (Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 3d8+13/16/19 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 37 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)

If it comes up? Blind-fight

Invigorated by such sounds of crushing bone, Lazarus decides to Demoralize the broken nose yeti!
◆Intimidation(L) to Demoralize: 1d20 + 30 ⇒ (14) + 30 = 44

Are you not entertained!


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

Status:

HP 234/222
AC 38 (39-41, plus physical resistance 4, when inspired), sonic resistance 10
Fort +26, Ref +26, Will +27 (+1-3 to all with inspire defense)
Hero points: 3
Focus Points: 3/3
Spells: 1st [][][]; 2nd [][][]; 3rd [][][]; 4th [][][]; 5th [][][]; 6th [x][][]; 7th [][][]; 8th [][][]; 9th [][][]
Effects: permanently quickened, inspired (defense)

"Oh my gods, it's a snow job!" Chkirri calls out, though he doesn't magnify his voice -- perhaps out of respect for the monastery, perhaps out of a desire to not let anyone else know where they are for a change. [b]"It's a cold reception for Victorious Secret, but let's see if they can get warmed up! There's going to be blood on the mountain![/ooc]

Not worrying about the storm and what it hides for now, he casts a spell on the nearest monk, then fires an arrow.

Inspire Heroics (using my permanent quickened action), Cast bloodspray curse on green (6th level, DC 40), Strike green
Performance to inspire heroics vs. DC 43 (very hard level 18): 1d20 + 34 + 2 ⇒ (20) + 34 + 2 = 56 BOOM! Critical Success: The status bonus from your inspire courage or inspire defense increases to +3!

+2 greater striking greater flaming thundering shortbow (range 60 feet): 1d20 + 28 ⇒ (11) + 28 = 39
Piercing: 3d6 + 2 ⇒ (3, 4, 1) + 2 = 10
Sonic: 1d6 ⇒ 4
Fire damage (ignores resistance): 1d6 ⇒ 2


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

Storm Adder growls in challenge as combat kicks off, attempting to frighten the monk that dared to attack him.
Scare to Death: 1d20 + 34 ⇒ (7) + 34 = 41
I have Scare to Death now

He twirls his sword as magic gathers around him, infusing his fur with power. He looks magestic!

Cast Overwhelming Presence DC 40

Some of the energy seems to vibrate through his sword, and he slashes at one of the monks.

Bespell Weapon, Quickened Strike

wishblade: 1d20 + 29 ⇒ (3) + 29 = 32 for slashing: 3d10 + 7 ⇒ (7, 6, 3) + 7 = 23 and mental: 1d6 ⇒ 3


CG male (he/him) skeleton rogue 20 [gladiator/provocator]| HP 246 | AC 43 | F +29 R +34 W +27, Improved Evasion| Perc +28 | Initiative +28

Khorash moves around one of the disciples, stabbing twice with deadly precision.

Attack 1: 1d20 + 32 ⇒ (9) + 32 = 41
Damage, Sneak Attack: 3d6 + 9 + 1d6 + 4d6 ⇒ (3, 2, 2) + 9 + (5) + (2, 6, 3, 1) = 33

Attack 1: 1d20 + 32 - 4 ⇒ (16) + 32 - 4 = 44
Damage, Sneak Attack: 3d6 + 9 + 1d6 + 4d6 ⇒ (4, 6, 3) + 9 + (2) + (3, 5, 3, 4) = 39

His strikes bite deep, cutting open bleeding wounds to weaken his foe.

Bleed: 3d6 ⇒ (1, 2, 4) = 7

Using debilitating injury to inflict 3d6 bleeding and give the green enemy enfeebled 1.


Will vs Overwhelming Presence: 1d20 + 29 - 2 ⇒ (5) + 29 - 2 = 321d20 + 29 ⇒ (13) + 29 = 421d20 + 29 ⇒ (9) + 29 = 38

Storm Adder frightens the monk that attacked him. His overwhelming presence washes over the enemies, but he misses with his attack.

Fortitude vs Brawling Crit: 1d20 + 30 - 4 ⇒ (17) + 30 - 4 = 43

Lazarus charges through the falling snow to get to the yeti on the far side. He delivers a critical hit, bloodying the yeti's nose!

Fortitude vs Bloodspray Curse: 1d20 + 28 ⇒ (12) + 28 = 40
Extra Damage: 3d6 ⇒ (6, 6, 5) = 173d6 ⇒ (3, 1, 2) = 63d6 ⇒ (1, 2, 2) = 5

Chkirri curses one of the monks before shooting him, causing blood to spray from the wound. Khorash then takes advantage of the curse by slashing the same monk twice!

The yeti Lazarus attacked strikes at him with his claws.

Claw vs Lazarus: 1d20 + 33 ⇒ (7) + 33 = 401d20 + 28 ⇒ (8) + 28 = 361d20 + 23 ⇒ (10) + 23 = 33

The one that was hiding in the snow becomes visible as it conjure icicles to hurl at Lazarus! It pauses briefly to pay tribute to Storm Adder

Icicle vs Lazarus: 1d20 + 31 ⇒ (10) + 31 = 411d20 + 26 ⇒ (5) + 26 = 31

The monks also pay tribute to Storm Adder before attacking Khorash with their fists. The skeleton takes but one hit.

Fists, Flurry: 1d20 + 33 - 2 ⇒ (7) + 33 - 2 = 381d20 + 29 - 2 ⇒ (2) + 29 - 2 = 291d20 + 25 - 2 ⇒ (1) + 25 - 2 = 24
Fists, Flurry: 1d20 + 33 ⇒ (15) + 33 = 481d20 + 29 ⇒ (7) + 29 = 361d20 + 25 ⇒ (11) + 25 = 36
Damage: 4d6 + 14 ⇒ (4, 1, 3, 1) + 14 = 23

19 bludgeoning damage to Khorash after resistance.

Enemy Status:
G -123, Y2 -66


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

Quick stats:

HP 234/222
AC 38 (39-41, plus physical resistance 4, when inspired), sonic resistance 10
Fort +26, Ref +26, Will +27 (+1-3 to all with inspire defense)
Hero points: 3
Focus Points: 2/3
Spells: 1st [][][]; 2nd [][][]; 3rd [][][]; 4th [][][]; 5th [][][]; 6th [x][][]; 7th [][][]; 8th [][][]; 9th [][][]
Effects: permanently quickened, inspired (defense)

"Keep it up!" Chkirri urges.

Harmonize to inspire defense and offense (three actions total), Strike vs. green!
Sky-piercing bow (+3 greater striking ghost touch composite shortbow, range 60 feet): 1d20 + 29 + 1 ⇒ (13) + 29 + 1 = 43
Piercing: 3d6 + 2 + 1 ⇒ (1, 4, 2) + 2 + 1 = 10

Everyone gets +1 to Strikes, damage, AC and saves! Plus physical resistance!

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Lazarus just grins at the Yeti. He then delivers a Grievous Blow!
◆◆Melee Stance gorilla slam unarmed attack (L), inspired: 1d20 + 33 + 1 ⇒ (4) + 33 + 1 = 385d8 + 13 + 1 ⇒ (2, 6, 6, 1, 6) + 13 + 1 = 35 (Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 3d8+13/16/19 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 37 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)

He then follows it up with an uppercut to his Yeti jaw!
◆Melee Stance gorilla slam unarmed attack (L), inspired: 1d20 + 33 + 1 - 4 ⇒ (17) + 33 + 1 - 4 = 473d8 + 16 + 1 ⇒ (6, 8, 4) + 16 + 1 = 35 (Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 3d8+13/16/19 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 37 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)


With the monks cowed, Storm Adder unleashes a bolt of thunder into the center of the yetis, then steps to flank with Khorash.

I won't strike because I think the monks can't attack me if if I don't attack them? Overwhelming Presence is sort of strangely worded.

◆◆ Thunderburst:
Range 100 feet; Area 30-foot burst; Saving Throw Fortitude
You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 minute.
Critical Failure The creature takes double damage and is deafened for 1 hour.
Heightened (+2) Increase each type of damage by 2d6 and the area by 5 feet. (6d6 B, 6d6 S)

bludgeoning: 8d6 ⇒ (3, 4, 5, 2, 6, 4, 1, 1) = 26
sonic: 8d6 ⇒ (2, 5, 1, 2, 3, 2, 1, 6) = 22
DC 40 Fortitude


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

Botting Khorash

"Well struck," Khorash says as he presses his own attack.

Strike, Pin to the Spot (two actions)
Attack 1: 1d20 + 32 ⇒ (9) + 32 = 41
Damage, Sneak Attack: 3d6 + 9 + 1d6 + 4d6 ⇒ (5, 1, 2) + 9 + (6) + (1, 6, 4, 6) = 40

Attack 2: 1d20 + 32 - 4 ⇒ (9) + 32 - 4 = 37
Damage, Sneak Attack: 3d6 + 9 + 1d6 + 4d6 ⇒ (4, 6, 5) + 9 + (5) + (2, 5, 4, 4) = 44
Pin to the Spot: You Strike a target within reach. If you hit and deal damage, the target is also restrained as if you had critically succeeded at an Athletics check to Grapple.


Fortitude vs Thunderbust: 1d20 + 30 ⇒ (3) + 30 = 331d20 + 30 ⇒ (20) + 30 = 50
Bloodspray Curse Damage: 3d6 ⇒ (2, 2, 1) = 53d6 ⇒ (3, 2, 4) = 93d6 ⇒ (6, 4, 4) = 14

One of the yetis is blasted by Storm Adder's thunderburst while the other resists it completely. Lazarus pummels that yeti. Chkirri shoots one of the monks before Lazarus attacks him, pinning him to the ground!

Escape: 1d20 + 32 - 1 ⇒ (20) + 32 - 1 = 51

The monk doesn't stay stuck long, though, bursting free of the restraint. He pays tribute to Storm Adder, then attacks Khorash. The other monk pays tribute and attacks the skeleton as well.

Flurry: 1d20 + 33 - 1 ⇒ (11) + 33 - 1 = 431d20 + 29 - 1 ⇒ (11) + 29 - 1 = 39
Damage: 4d6 + 14 ⇒ (6, 5, 1, 1) + 14 = 27
Flurry, Strike: 1d20 + 33 ⇒ (5) + 33 = 381d20 + 29 ⇒ (17) + 29 = 461d20 + 25 ⇒ (15) + 25 = 40
Damage: 4d6 + 14 ⇒ (2, 5, 3, 4) + 14 = 284d6 + 14 ⇒ (1, 3, 5, 5) + 14 = 28

The yetis ineffectually attack Lazarus.

Claws: 1d20 + 33 ⇒ (3) + 33 = 361d20 + 28 ⇒ (12) + 28 = 401d20 + 23 ⇒ (13) + 23 = 36
Icicle: 1d20 + 31 ⇒ (5) + 31 = 361d20 + 26 ⇒ (10) + 26 = 36

71 bludgeoning damage to Khorash after resistance.

Enemy Status:
G -245, Y1-48, Y2 -136


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

Quick stats:

HP 234/222
AC 38 (39-41, plus physical resistance 4, when inspired), sonic resistance 10
Fort +26, Ref +26, Will +27 (+1-3 to all with inspire defense)
Hero points: 3
Focus Points: 2/3
Spells: 1st [][][]; 2nd [][][]; 3rd [][][]; 4th [][][]; 5th [][][]; 6th [x][][]; 7th [x][][]; 8th [][][]; 9th [][][]
Effects: permanently quickened, inspired (defense)

Chkirri without a thought keeps up his commentary, encouraging his companions to protect themselves from the monks, as he casts a spell to help Khorash. Finally, he fires an arrow at the green-clad monk, hitting him right in the chest.

Inspire defense, cast 7th-level soothe on Khorash, Strike vs. green
Healing: 7d10 + 28 ⇒ (5, 1, 6, 4, 2, 2, 4) + 28 = 52
+2 greater striking greater flaming thundering shortbow (range 60 feet): 1d20 + 28 ⇒ (18) + 28 = 46
Piercing: 3d6 + 2 ⇒ (3, 3, 2) + 2 = 10
Sonic: 1d6 ⇒ 1
Fire damage (ignores resistance): 1d6 ⇒ 6
Crit? (deadly d10): 2d10 ⇒ (8, 5) = 13 Deadly is 2d10 because it's a greater striking weapon
Crit? 2d10 persistent fire damage, ignores resistance

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Lazarus just grins at the Yeti.
Are we enjoying the entertainment?

He then delivers a Grievous Blow!
◆◆Melee Stance gorilla slam unarmed attack (L), inspired: 1d20 + 33 ⇒ (12) + 33 = 455d8 + 13 + 1 ⇒ (7, 3, 7, 4, 5) + 13 + 1 = 40 (Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 3d8+13/16/19 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 37 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)

He then follows it up with an uppercut to his Yeti jaw!
◆Melee Stance gorilla slam unarmed attack (L), inspired: 1d20 + 33 + 1 - 4 ⇒ (14) + 33 + 1 - 4 = 443d8 + 16 + 1 ⇒ (2, 1, 2) + 16 + 1 = 22 (Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 3d8+13/16/19 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 37 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

Storm Adder gestures with his sword and an eruption of shadowy energy springs up among the yetis, then he quickly strides over to Khorash and attempts to patch him up.

Cast shadow blast (8th), Doctor's Visitation

fire: 8d8 ⇒ (6, 2, 8, 4, 6, 7, 8, 4) = 45 DC 40 Reflex or Will

Battle Medicine vs DC 40: 1d20 + 31 ⇒ (16) + 31 = 47

Healing: 4d8 + 50 ⇒ (2, 7, 5, 2) + 50 = 66


CG male (he/him) skeleton rogue 20 [gladiator/provocator]| HP 246 | AC 43 | F +29 R +34 W +27, Improved Evasion| Perc +28 | Initiative +28

With his wounds patched up (if that can even work on a skeleton) Khorash presses the assault on one of the monks (green), feinting before striking twice.

Attack 1: 1d20 + 32 ⇒ (18) + 32 = 50
Damage, Sneak Attack: 3d6 + 1d6 + 9 + 4d6 ⇒ (2, 1, 5) + (6) + 9 + (2, 6, 6, 1) = 38

Attack 2: 1d20 + 32 - 4 ⇒ (11) + 32 - 4 = 39
Damage, Sneak Attack: 3d6 + 1d6 + 9 + 4d6 ⇒ (4, 6, 5) + (1) + 9 + (5, 5, 4, 1) = 40

Bleed: 3d6 ⇒ (6, 3, 4) = 13

Instant opening, then two strikes. Applying 3d6 bleed and enfeebled 1 with debilitating strike.


Will vs Shadow Blast: 1d20 + 29 ⇒ (2) + 29 = 311d20 + 29 ⇒ (11) + 29 = 40

Storm Adder blasts the yetis with quasi-real fire. They cry out in pain, the fire exploiting their weakness! Lazarus delivers a one-two punch to the yeti he is fighting, leaving it reeling. Chkirri shoots the wounded monk, then Khorash knocks him out with a critical hit! As the monk falls, the skeleton switches targets, clawing the other one and leaving a bleeding wound.

The remaining monk pays tribute to Storm Adder before attacking Khorash.

Flurry, Strike: 1d20 + 33 - 1 ⇒ (17) + 33 - 1 = 491d20 + 29 - 1 ⇒ (2) + 29 - 1 = 301d20 + 25 - 1 ⇒ (15) + 25 - 1 = 39
Damage: 4d6 + 14 - 1 ⇒ (2, 6, 3, 5) + 14 - 1 = 29

The yetis focus on Lazarus, the second one moving into melee with him. They finally start to land solid hits on the fighter, raking him with their claws!

Claw: 1d20 + 33 ⇒ (13) + 33 = 461d20 + 28 ⇒ (16) + 28 = 441d20 + 23 ⇒ (8) + 23 = 31
Damage: 3d10 + 17 ⇒ (2, 2, 8) + 17 = 293d10 + 17 ⇒ (9, 3, 4) + 17 = 33
Claw: 1d20 + 33 ⇒ (20) + 33 = 53
Damage: 3d10 + 17 ⇒ (10, 9, 1) + 17 = 37

25 bludgeoning damage to Khorash after resistance, 124 total slashing damage to Lazarus after resistance.

Enemy Status:
Y -53 enfeebled 1, Y1-103, Y2 -230


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

"Hang in there, Laz!" Stormy pushes his way through the swirling wind to get close enough to heal his partymate.

heal (8th): 8d8 + 64 ⇒ (6, 2, 2, 7, 4, 3, 6, 8) + 64 = 102

The lingering energy of his spell runs down his wishblade, and he takes a quick swipe at the yeti that he is now flanking.

wishblade: 1d20 + 29 ⇒ (12) + 29 = 41 for slashing: 3d10 + 7 ⇒ (7, 5, 5) + 7 = 24 and negative: 1d6 ⇒ 2


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

Quick stats:

HP 234/222
AC 38 (39-41, plus physical resistance 4, when inspired), sonic resistance 10
Fort +26, Ref +26, Will +27 (+1-3 to all with inspire defense)
Hero points: 3
Focus Points: 2/3
Spells: 1st [][][]; 2nd [][][]; 3rd [][][]; 4th [][][]; 5th [][][]; 6th [x][][]; 7th [x][][]; 8th [][][]; 9th [][][]
Effects: permanently quickened, inspired (defense)

"Oh, one of them is down, and it doesn't look like the other ones have much left!" Chkirri calls out encouragement to his companions. He fires a flaming arrow into the sky above one of the yetis, perhaps to encourage them further?

Harmonize, Inspire Heroics (courage), inspire defense, strike
Performance to inspire heroics vs. DC 43 (very hard level 18): 1d20 + 34 + 2 ⇒ (6) + 34 + 2 = 42 Failure: Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.

+2 greater striking greater flaming thundering shortbow (range 60 feet): 1d20 + 28 + 1 ⇒ (1) + 28 + 1 = 30

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Lazarus just grins at the Yeti.
Well done! Now you're getting it!

The Fighter then winks at Storm Adder and bows his gratitude!

He turns his attention back to his new BFF. He then delivers a Grievous Blow!
◆◆Melee Stance gorilla slam unarmed attack (L), inspired: 1d20 + 33 + 1 ⇒ (10) + 33 + 1 = 445d8 + 13 + 1 ⇒ (6, 2, 5, 7, 6) + 13 + 1 = 40 (Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 3d8+13/16/19 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 37 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)

He then follows it up with an uppercut to his Yeti jaw!
◆Melee Stance gorilla slam unarmed attack (L), inspired: 1d20 + 33 + 1 - 4 ⇒ (5) + 33 + 1 - 4 = 353d8 + 16 + 1 ⇒ (4, 2, 5) + 16 + 1 = 28 (Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 3d8+13/16/19 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 37 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)

Flanking?


CG male (he/him) skeleton rogue 20 [gladiator/provocator]| HP 246 | AC 43 | F +29 R +34 W +27, Improved Evasion| Perc +28 | Initiative +28

Khorash retaliates at the monk, twirling his cape to misdirect where he is as he slices twice into his enemy.

Attack 1: 1d20 + 32 ⇒ (9) + 32 = 41
Damage: 3d6 + 1d6 + 9 + 4d6 ⇒ (4, 5, 4) + (4) + 9 + (6, 4, 5, 6) = 47

Attack 2: 1d20 + 32 - 4 ⇒ (18) + 32 - 4 = 46
Damage: 3d6 + 1d6 + 9 + 4d6 ⇒ (2, 3, 6) + (4) + 9 + (6, 4, 1, 1) = 36

Bleed: 3d6 ⇒ (2, 5, 4) = 11

Once more, pulling an instant opening and attacking twice, and adding 3d6 bleed and enfeebled 1 with debilitating strike.


Storm Adder slices the yeti with his sword, then Lazarus pummels him with a grievous blow. Khorash claws at the monk twice, wounding him further.

The monk strikes back, hitting Khorash once.

Flurry, Strike: 1d20 + 33 - 1 ⇒ (3) + 33 - 1 = 351d20 + 29 - 1 ⇒ (16) + 29 - 1 = 441d20 + 25 - 1 ⇒ (6) + 25 - 1 = 30
Damage: 4d6 + 14 - 1 ⇒ (4, 4, 4, 5) + 14 - 1 = 30

The yetis continue to focus on Lazarus. The second one again lands a pair of devastating strikes1

Claw: 1d20 + 33 ⇒ (3) + 33 = 361d20 + 28 ⇒ (11) + 28 = 391d20 + 23 ⇒ (7) + 23 = 30
Claw: 1d20 + 33 ⇒ (20) + 33 = 531d20 + 28 ⇒ (18) + 28 = 46
Damage: 3d10 + 17 ⇒ (2, 2, 7) + 17 = 283d10 + 17 ⇒ (9, 7, 3) + 17 = 36

26 bludgeoning damage to Khorash after resistance, 84 total slashing damage to Lazarus after resistance.

Enemy Status:
Y -147 enfeebled 1, Y1-103, Y2 -296


CN male (he/him) suli gnoll oracle 20 HP 168/248 | AC 40 | F +29 R +27 W +33, Gr. Resolve | Perc +31 | 10: 1/1 9: 2/3 8: 2/3 7: 3/3, 6: 3/3, 5: 3/3, 4: 3/3, 3: 3/3, 2: 3/3, 1: 3/3 DC 45 Speed 30 ft | focus 3/3| Hero 1 | Curse Level: None| Active Conditions: poisoned stage 2, drained 1

"Ponder this, monk." Storm Adder weaves the energy of his curse around one of the yeti's, then channels the remaining energy into his blade, striking out at the other challenger.

Cast debilitating dichotomy, Bespell Weapon, Strike, Strike

mental: 21d6 ⇒ (1, 1, 5, 3, 5, 3, 6, 4, 2, 1, 5, 6, 3, 3, 1, 6, 5, 1, 1, 6, 5) = 73 DC 40 Will
SA Save (resolve): 1d20 + 30 ⇒ (9) + 30 = 39

wishblade: 1d20 + 29 + 1 ⇒ (15) + 29 + 1 = 45 for slashing: 3d10 + 7 + 1 ⇒ (9, 9, 3) + 7 + 1 = 29 and mental: 1d6 ⇒ 2

wishblade: 1d20 + 29 + 1 - 5 ⇒ (2) + 29 + 1 - 5 = 27 for slashing: 3d10 + 7 + 1 ⇒ (7, 2, 2) + 7 + 1 = 19 and mental: 1d6 ⇒ 6

If the 45 happens to be a crit, he's flat-footed for the round

Charged air kicks up around the gnoll.


HP 246, AC 42*, F30/R30/W32* Male tengu bard 20

Quick stats:

HP 234/222
AC 38 (39-41, plus physical resistance 4, when inspired), sonic resistance 10
Fort +26, Ref +26, Will +27 (+1-3 to all with inspire defense)
Hero points: 3
Focus Points: 2/3
Spells: 1st [][][]; 2nd [][][]; 3rd [][][]; 4th [][][]; 5th [][][]; 6th [x][][]; 7th [x][][]; 8th [][][]; 9th [][][]
Effects: permanently quickened, inspired (defense)

Chkirri continues to urge his companions on. Again, he's not very inspiring at the moment, but his arrow flies true across the courtyard, exploding in one of the yeti's backs with a blast of fire.

Harmonize, Inspire Heroics (courage), inspire defense, strike vs. Y2
Performance to inspire heroics vs. DC 43 (very hard level 18): 1d20 + 34 + 2 ⇒ (6) + 34 + 2 = 42 Failure: Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.

+2 greater striking greater flaming thundering shortbow (range 60 feet): 1d20 + 28 + 1 ⇒ (19) + 28 + 1 = 48
Piercing: 3d6 + 2 + 1 ⇒ (4, 3, 6) + 2 + 1 = 16
Sonic: 1d6 ⇒ 4
Fire damage (ignores resistance): 1d6 ⇒ 2
Crit? (deadly d10): 2d10 ⇒ (3, 8) = 11
Crit? 2d10 persistent fire damage, ignores resistance

Scarab Sages

Male HP 266/308 Perception(M)+29 Initiative +31 (Perception) Hero Points: 3/2◆◇↺ Conditions Necklace of Fireballs! Dispelling Silver Human (Vudrani) Fighter 20 [Martial Artist/Medic] AC(M) 45 Fortification DC 17, Fort(M)+32 Juggernaut, Ref(E)+30 Evasion, Will(E)+29 Bravery

Lazarus casually takes out some ointment, bandages, and a lollipop.
◆Medicine to Battle Medicine DC 30: 1d20 + 27 ⇒ (16) + 27 = 434d8 + 40 ⇒ (1, 5, 2, 8) + 40 = 56 CRIT!

The Fighter then taps the Yeti Grievously!
◆◆Melee Stance gorilla slam unarmed attack (L), inspired: 1d20 + 33 + 1 ⇒ (2) + 33 + 1 = 365d8 + 13 + 1 ⇒ (2, 2, 5, 2, 4) + 13 + 1 = 29 [ooc](Traits: backswing, forceful, grapple, nonlethal, and unarmed) Damage 3d8+13/16/19 (Brawling crit spec: The target must succeed at a Fortitude save against your class DC 37 or be slowed 1 until the end of your next turn.)

Ghost Touch and Grievous (Brawling The target takes a –4 circumstance penalty to its save.)

Flank?

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