DM Brainiac's Fists of the Ruby Phoenix: Three Men and a Fairy (COMPLETE)! (Inactive)

Game Master Brainiac

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♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Hotcha sees Xin fall. Orange is alone. Yellow is unscathed…

Hotcha makes herself appear unscathed.
▶️ Wholeness of Body

▶️ She runs a wide berth, in position to flank a healed-up Xin.

She gives time for Yog to heal Xin, but will attack after Yog acts regardless.
▶️ Ki Flurry: 1d20 + 24 ⇒ (6) + 24 = 301d20 + 20 ⇒ (20) + 20 = 40
S., Fire, Force: 3d8 + 1 + 1d6 + 2d6 ⇒ (4, 4, 3) + 1 + (1) + (1, 3) = 17 hits clumsy AC?
S., Fire, Force: 3d8 + 1 + 1d6 + 2d6 ⇒ (7, 4, 1) + 1 + (1) + (2, 6) = 22 x 2 = 44
P.Fire: 2d10 ⇒ (5, 7) = 12
DC31 Fort or Stunned!


Cleric 20 - HP 288/288, AC 40 - Perception +30 - F: +32/ R: +29 / W: +33 - Speed: 35 - Hero Points: 2/2, Active Conditions: n/a ; Default Exploration Activity: Scout

Yog'Moi regurgitates the healing draft he downed only moments before and sprays the now toxic brew all over their mage foe. "Here, have a drink, it's on the house!", the hobgoblin says with not a hint of humor.

Hei Feng's anger overwhelms the mage and attempts to knock them down.

Action 1+2) Cast 'Harm' with Cast Down on Green | Action 3) Attack Green with Sword
Harm vs DC 31 Fort for half: 6d8 + 6 ⇒ (6, 6, 4, 3, 6, 3) + 6 = 34
Attack: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 2d8 ⇒ (7, 3) = 10


Fortitude vs Stun, Harm: 1d20 + 20 ⇒ (20) + 20 = 401d20 + 20 ⇒ (2) + 20 = 22

Hotcha lands two heavy blows on the mage that knocked out Xin, but he resists the stun. Yog’Moi knocks down the mage that tried to shock him before slicing her with his sword. Esh lands a powerful blow on that mage, and when she tries to stand up, a critical attack of opportunity puts her back down for the count!

Esh Attack of Opportunity: 1d20 + 22 ⇒ (15) + 22 = 37
Damage: 3d10 + 14 ⇒ (3, 2, 10) + 14 = 292d8 ⇒ (1, 1) = 2

Hotcha’s target takes a step back, then he casts a spell, drawing blood and life force out of your bodies and into his outstretched arms!

Vampiric Exsanguination: 12d6 ⇒ (2, 4, 6, 1, 3, 4, 1, 4, 6, 1, 1, 5) = 38

The far mage raises a shield again and fires a ray of enfeeblement at Esh, narrowly missing the elf!

Ray of Enfeeblement: 1d20 + 24 ⇒ (3) + 24 = 27
Persistent Damage Recovery: 1d20 ⇒ 7

Everybody takes 38 negative damage (basic Fortitude DC 30). Everybody may act!

Enemy Status:
Orange -129 and burning


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Fort (success crits): 1d20 + 22 ⇒ (13) + 22 = 35
Hotcha is unharmed.

“Esh! Take the far one! My foe’s within an inch of defeat!”

Hotcha steps more than an inch, ▶️striding in an arc to flank if Xin wakes up. She attacks!
⏩One Inch Punch: 1d20 + 23 ⇒ (15) + 23 = 38
Fire: 5d8 + 1 + 1d6 ⇒ (5, 2, 5, 2, 8) + 1 + (6) = 29


Cleric 20 - HP 288/288, AC 40 - Perception +30 - F: +32/ R: +29 / W: +33 - Speed: 35 - Hero Points: 2/2, Active Conditions: n/a ; Default Exploration Activity: Scout

How much HP is Esh at? The top of the page status and his status bar say he's at full HP, but something tells me that's a filthy lie.

Not wanting to let Esh go without some positive reinforcement, the hobgoblin calls upon Hei Feng to bolster the man's spirits.

Reaction: Elf Bane (+2 to on saves vs arcane spells)
Fort vs DC 30: 1d20 + 23 ⇒ (10) + 23 = 33
Actions 1+2+3) cast 'Heal' with Defensive Recovery. This gives Esh +2 status to AC & Saves for 1 round
Heal on Esh: 6d8 + 50 + 1d4 ⇒ (4, 5, 4, 5, 5, 6) + 50 + (2) = 81


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)

Fortitude: 1d20 + 22 ⇒ (20) + 22 = 42

I duck a magical ray fired from one of the mages, nod at Yog in thanks for his blessing, and dash off towards the mage. It's always a delight to have a good priest on your side.

Stride, Strike, Strike

Strike 1: 1d20 + 22 ⇒ (12) + 22 = 34
Strike 2: 1d20 + 17 ⇒ (10) + 17 = 27

Damage: 3d10 + 4 + 2 + 8 ⇒ (6, 2, 6) + 4 + 2 + 8 = 28


Yog'Moi heals Esh as the elf runs to confront the distant mage. He lands one blow, but the mage blocks most of it with his shield spell. Hotcha meanwhile delivers a one inch punch to the burning mage, further exacerbating his injuries.

Hotcha's foe raises a shield before swinging a fist infused with negative energy. The sprite easily ducks the punch.

Spell Punch: 1d20 + 19 ⇒ (5) + 19 = 24

The other mage delivers an electric punch to Esh's chest, Yog'Moi's protective magic preventing a critical hit!

Spell Punch, True Strike: 1d20 + 19 ⇒ (19) + 19 = 381d20 + 19 ⇒ (9) + 19 = 28
Damage: 2d6 + 2 + 8d12 ⇒ (1, 6) + 2 + (2, 2, 4, 9, 2, 10, 9, 11) = 58

Persistent Damage: 2d10 ⇒ (9, 10) = 191d20 ⇒ 5

9 bludgeoning damage and 49 electricity damage to Esh. Everybody may act.

Enemy Status:
Orange -168 and burning, Yellow -8


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)

The mage strikes a solid blow that shoots electricity through me, but leaves him unguarded. A Hidari Joho Giri strike hits him hard. I absently muse how eerie magic can be, a blow that by all rights should be debilitating, and that clearly causes immense harm, is rendered practically harmless due to the non-lethal spell. So strange, when reality contradicts what one can see with their own eyes.

Strike, Strike, Step

Strike 1: 1d20 + 22 ⇒ (20) + 22 = 42
Strike 2: 1d20 + 17 ⇒ (12) + 17 = 29

Damage 1: 3d10 + 4 + 2 + 8 ⇒ (2, 4, 3) + 4 + 2 + 8 = 23 x2 = 46
Deadly: 2d8 ⇒ (2, 6) = 8

Damage 2: 3d10 + 4 + 2 + 8 ⇒ (3, 4, 5) + 4 + 2 + 8 = 26


Cleric 20 - HP 288/288, AC 40 - Perception +30 - F: +32/ R: +29 / W: +33 - Speed: 35 - Hero Points: 2/2, Active Conditions: n/a ; Default Exploration Activity: Scout

With one foe taken care of and Esh looking okay, or as okay as he ever will, Yog'Moi charges Hotch's combatant. A fierce battle cry announces his arrival, and the hobgoblin dips down low and attempts a leg sweep to knock the mage off their feet.

Action 1) Stride (into flanking position) | Actions 2+3) Demoralize & Trip
Intimidate vs Will DC: 1d20 + 24 ⇒ (17) + 24 = 41
Athletics vs Fort DC: 1d20 + 18 ⇒ (6) + 18 = 24

Intimidation:
Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Hotcha says to her foe, “I kinda hate for ya to top a pile of bodies that includes my boss, but UNINTELLIGIBLE!”

It’s not her wittiest punch line, but that’s okay since Hotcha’s attack is a flying scissors kick!

▶️Flurry: 1d20 + 23 ⇒ (4) + 23 = 271d20 + 19 ⇒ (19) + 19 = 38
S.Damage, Fire?: 3d8 + 1 + 1d6 ⇒ (1, 8, 2) + 1 + (3) = 15?
S.Damage, Fire!: 3d8 + 1 + 1d6 ⇒ (4, 7, 3) + 1 + (4) = 19 x 2 = 38
P.Fire?: 2d10 ⇒ (4, 2) = 6
DC31 Fort or Stunned!

▶️ If her opponent falls, Hotcha dashes to the remaining foe and strikes! (but misses)

Else, she stays put and keeps swinging! (and hits once more)

▶️a swing or two: 1d20 + 15 ⇒ (8) + 15 = 231d20 + 15 ⇒ (14) + 15 = 29
S.Damage, Fire?: 3d8 + 1 + 1d6 ⇒ (4, 8, 5) + 1 + (1) = 19 if same foe


Hotcha pummels the wounded mage into unconsciousness! Esh lands two powerful blows on the final foe, who shrinks back as Yog’Moi comes running up, roaring defiance! The mage avoids the hobgoblin’s attempt to trip him, but it’s clear he stands little chance of winning on his own. With a heavy sigh, the last Glowing Ember kneels in surrender!

”Three Men and a Fairy wins!” Ingdani declares. The enforcers applaud and transfer the Glowing Embers’ last silver feather to you. Once the mages regain consciousness, they offer you half-hearted congratulations, then the enforcers lead them away toward the closest docks to depart Danger Island. They have lost their chance to qualify for the Ruby Phoenix Tournament.


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Hotcha says, “Hey… you’re the only team who got a knockout against one of the men today. No one can take that away from you. Thank you for the challenging fight!”

She curtsies as she did in her dancing days, which she hopes will make the impression that she’s a cheerful fairy who doesn’t like to hurt people’s feelings…

Make an Impression: 1d20 + 26 ⇒ (12) + 26 = 38

…after all, only one team will win the whole shebang, and if Ingdani is going to say ‘Three Men and a Fairy win!’ a lot, let it be known that three men and a Fairy are not sore winners.


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

Wu Xin sits up, rubbing his scalp. He observes the magi leaving and rolls painfully up onto his knees, slowly standing. "We came close to losing that one," he observes. "And we are not going to lose. So before we move on, we are going to discuss how to prevent that from happening again. How could we have done better?"


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Hotcha slowly raises her hand.

“Commmmuni… ca - tion?”


Cleric 20 - HP 288/288, AC 40 - Perception +30 - F: +32/ R: +29 / W: +33 - Speed: 35 - Hero Points: 2/2, Active Conditions: n/a ; Default Exploration Activity: Scout

The priest needs a drink after being put through the wringer by the mages and takes a blessed moment of respite before weighing in on what could and should've been done better. "There's little you can do when a group of mages get the drop on you and attempt to catch you in a net of magic. Since I'm the only full-fledged wielder of magic here, there's too much to counteract when there's bloody four of them! And here, we couldn't break the line of sight, which is usually what works against mages. Unless it's a fireball, they need to see you to cast a spell at you. Fog clouds, conjured walls, and what have you nots, it all thwarts their spells."


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

“Whaaat? Magic fireballs can go around corners? Mine can’t! Although… this shiny new rune burns through defenses.”

She points to her Fire Resistance earring.

“You guys can discuss strategy while I meditate in a goblet. I mostly healed up during the fight… but my ki strikes are turning out to be pretty helpful. So I better focus before a new challenger comes along.”

• In 30 minutes: full ki, 181/186 HP.
• During the next half hour, if we’re walking, Treat Wounds (self) while in the goblet.
• Out of goblet after 10 min so I’m not being held when the hour is up.

DC15 Treat Wounds (self): 1d20 + 14 ⇒ (6) + 14 = 20
+♥️: 2d8 ⇒ (8, 2) = 10 (Enough for full health.)

If Xin still needs healing in the second half hour, here’s a 20-minute fairy massage!
DC15 Treat Wounds (others): 1d20 + 14 ⇒ (5) + 14 = 191d20 + 14 ⇒ (5) + 14 = 19
+♥️+♥️ Xin?: 2d8 + 2d8 ⇒ (5, 2) + (4, 8) = 19 after 20 min.
• Just 7 after the first 10 min.


Cleric 20 - HP 288/288, AC 40 - Perception +30 - F: +32/ R: +29 / W: +33 - Speed: 35 - Hero Points: 2/2, Active Conditions: n/a ; Default Exploration Activity: Scout

The hobgoblin gets the drinks and bandages out so that he can administer the injuries of his companions. While tending to the various bruises and scorch-marks, he continues to talk and discuss the topic Xin brought up. "Well, the boom can go around corners if you aim it correctly, no? And perhaps one thing we could do is to invest our newfound riches into protective enchantments. I know, I know, they're damned expensive, but our lives are worth a thing or two as well, ha!"


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)

"Truthfully, I don't think we necessarily did anything particularly wrong. This is the first time we've fought someone we didn't have numeric superiority over, and they managed to get their spells off before we could close the distance," I say as I stretch out my twitching muscles and finally put voice to my earlier musings.

"I think Yog is exactly right. Other than being faster or purchasing better defenses, I don't really know what we could do to counter that."


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

"Alright," says Xin, who's been saving his pennies, "What do we need to purchase? We are light on spellcasters. What can we get that will give us an edge, or at least less of a disadvantage?"


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)

I'm assuming Esh would have decent knowledge on magic items, he's trained or expert in all the magic skills. If this is too meta-gamey let me know and I'll edit.

"Other than improving the fundamental runes on our armor, one thing that has come to mind is a ring of counterspells. While it might not necessarily be useful during this elimination round, during the next round where we'll have time to observe and research our opponents it could prove highly beneficial."


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Hotcha listens passively as she bathes…

But after her little scratch is healed and her ki has flown back to her center, she hops outta the goblet so excitedly she almost tips it over.

“Shopping YAY! Is there time? In just three hours, our proverbial coach’ll turn to a metaphorical pumpkin.”


There will be enough time to shop if you head back towards the temple of Irori now. You head back inland to the nearest transport tower. The towers themselves resemble towering, narrow pagodas and contain a main chamber on the ground floor with four hallways, each terminating in a magical gate that connects to another tower. The rest of each tower rises a hundred or so feet into the air, making it a simple matter to spot the nearest tower from anywhere on the island.

A group of officiants is posted at each tower to enforce their locations as neutral territory. They nod to you as you enter the tower and step through the gate, transporting yourselves to the tower close to your home base. It is nearly midnight when you reach the Stone Markets, but you have enough time to shop for what you want before heading back to the temple of Irori to rest for the night.

You awaken in the morning feeling stronger for your recent experiences.

Everybody is now level 13!


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

Xin has only 545 gp, so he's not buying a Ring of Counterspells (925 gp). He'll bide his time and his money for now.

Off to level up!


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

Done! I love how easy is it to level up in this system!


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43
Wu Xin wrote:
Done! I love how easy is it to level up in this system!

Agreed!

Hotcha is out by the rainbow tree doing jumping jacks, kattas, yoga flames, (burpees after guzzling a shot of Fire Nectar), and she even sings about trees while jazzercising.
Catchy Tune: 1d20 + 27 ⇒ (7) + 27 = 34
Tell the moon you've seen the serpent,
Found the sword and walked among the
TREEEEEES

Trip the forest through the branches
On the limb you fell the nest of
BEEEEEES

If she sees Ingdani (and doesn’t annoy her away with that song), she tries to strike up a conversation.

“So… we gained four feathers yesterday. Nearly lost six, but… what happens if we get three today? Would we spend the third day just trying to keep ’em?”

Suspecting this isn’t Ingdani’s first rodeo, she adds, “I’m sure you see fighters get into winning streaks, and they’re already parting their hair to make way for the laurels.

“I ain’t doing thaaaat. Just making sure my little fairy brain understands how it all works.”


Ingdani nods to Hotcha. ”You have to wait until the third day to ascend Mount Haminabu to confirm your entry into the tournament by presenting your necklace and 10 feathers. So you will have to avoid losing any until then. Once eight teams have qualified for the tournament, the qualifying round is over, and all remaining teams are immediately disqualified.”


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Hotcha says, “Guess we better be careful. I kinda figured our team name and… well, me… would give us an edge. But I get a feeling the more you say ‘Three Men and a Fairy wins,’ the less we get underestimated.”

She bows to Ingdani, consults the map and says “Pretty!!”

She traces the south and east coasts and asks the men, “Shall we walk this way, or teleport somewhere?”


Following Hotcha's proposed path, you head east, reconnoitering the edge of the jungle and the foothills of a mountainous peak. During your exploration, you come upon the den of some enormous insects among the jungle treetops. Fortunately, the creatures don't seem to be home at this time.

You continue southeast, discovering another official fighting arena among the trees here. Shortly after this discovery, another team crosses your path. Unlike the teams you have faced previously, who were small in number, this team numbers just shy of 40 Minkaian men and women! They cry out in unison and adopt martial poses.

"We are Hana's Hundreds!" the group's leader shouts. "We challenge you to a match, with a wager of two silver feathers!"

Remember, you have a phoenix idol you can use to decline a match if you wish. Giving you the chance now if you prefer before starting the fight.


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

I did not forget. If there’s fight to back down from… yeah. I’m not betting two feathers that this is a not-what-it-seems kinda thing.

“Haha…” That’s a nervous laugh, but mixed with relief. “How can you be ‘hundreds’ when there’s only a few dozen of ya?

“We had a nice streak yesterday, which includes the defeat of an enforcer team about one-thirteenth your number. They gave us a pretty phoenix statue. I’ll sure miss it, but not as much as I’ll miss the two feathers you guys’d definitely take if we fought.”

She looks to Xin, trusting it wasn’t out of line to back out of this fight. Honestly, Hotcha was hoping they would fight enforcer teams too… but that was when she thought teams were four people. Forty! Ha! Wow…

This is Hotcha very strongly suggesting we fork over the Rising Phoenix. And OoC, I’m hoping the other C on our route isn’t the Crazy 88.


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

GM, does Wu Xin know anything about these guys? Gladiatorial Lore +15


Most teams opt for as few fighters as possible, since the winners must split their prize evenly, but Hana’s Hundreds favored quantity over quality when it came to their own team, reasoning that only a few of them will likely make it to the final bouts uninjured. Regardless of their actual numbers, Hana’s Hundreds have found a technique that works pretty well for them: they swarm and overwhelm opponents using their large numbers.


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

Huddling with his team, Xin says "We could take them if we had to. I'm sure none of them are warriors of real renown. But it would be counter to our purpose. The tournament has not yet begun and we must all survive with ten feathers to make it into the tournament. Here there are too many chances for a stray blow to seriously injure one of us. I vote no."

He looks to his companions for their votes.


With both Hotcha and Esh in agreement with Xin, you present the phoenix statue to Hana's Hundred's escort, thus allowing you to deny their challenge. "Bah! Very well. Come on, warriors! Let us look for another team to challenge!" The dozens quickly depart.

***

You continue exploring the area. After many more minutes, you hear the beating of leathery wings overhead. A large creature that resembles a cross between a dragon and a pterosaur swoops down towards you! It lets out a terrifying screech, pulling out of the dive and flapping back up into the air! It seems like the beast is trying to scare you off!

Everybody must succeed at a DC 37 Will save or become frightened 1 (frightened 2 on a critical failure).

Recall Knowledge: Arcana DC 30:
This creature is a kongamato, a primeval branch of dragonkind. They aren't particularly intelligent and lack the powerful magical abilities that many of their dragon kindred command, but a kongamato has a supernaturally strong beak that can punch through incredibly dense substances. The predators hunt everything, and they are well aware their powerful beaks can sink boats and rafts. They even possess a semblance of draconic greed.

This looks like a particularly powerful specimen!


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)

Will: 1d20 + 20 ⇒ (1) + 20 = 21
Arcana: 1d20 + 16 ⇒ (13) + 16 = 29

Well that didn't go well

I hear the screech, look up, and see a f+&~ing dragon flying through the air. I shakily grab my sword, but what am I going to do against something that can fly? I might could hit it with some fire, but I doubt I could pull enough fire to take down something like that...

"I believe that this might be a bit beyond us..." I say weakly.


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

Will save v. Fear: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25

"Irori's iron..." Xin's curse trails off as he finds himself huddling in the bushes next to Esh, trembling with fear.

"Esh, old buddy, I believe your instincts are serving you well. This creature is no tournament participant. Let's move out." Xin does just that.


Wisely leaving the beast alone, you continue south along the coast. Here, a dock just out from the rocky coast, several small rowboats tied to it. The boat allows you to travel to a rocky island upon which is a shrine to Gozreh that serves as the home base for another team. Nobody's home at the moment.

You continue east along the southern coast of Danger Island. It isn’t long before you come across another ancient seaside shrine.

Recall Knowledge: Religion DC 30:
This shrine is dedicated to Babbunabi, the Taumatan god of scripture, storytellers, and travelers. Honoring Babbunabi requires spending 10 minutes reading aloud at her shrine.


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

Religion: 1d20 + 15 ⇒ (3) + 15 = 18 "I don't know this one, either," says Xin, bowing politely to the shrine.


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)

Religion: 1d20 + 21 ⇒ (18) + 21 = 39

"Ah! I know this one!"

I happily take out my copies of the Fifteen Wisdoms and Tears of Jade. After the scare from the draconic beast earlier I'm more than pleased to be able to sit back and read the comforting text.

"This is a shrine to Babbunabi, the Taumatan god of scripture, storytellers, and travelers. She would certainly approve of an impromptu sermon."

I read parables two and eighteen from Tears of Jade practically from memory, the ancient tales hopefully as comforting to my companions as they are to me.


As Esh finishes his tale, there is a brief shimmer in the air as Babbunabi bestows her blessing upon you.

Babbunabi rewards the characters with the gift of sight, granting them each a +2 circumstance bonus to saving throws to prevent the blinded or dazzled conditions during their stay on Bonmu.


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Fear: 1d20 + 17 ⇒ (20) + 17 = 37
Hotcha isn’t scared at all! She puts up her tiny little fists.

Bring it!

Buuuut she finds her much larger friends are scared of this creature. There’s no silver feather for beating monsters, so it’s for the best a retreat is in progress.

As they walk on in search of human-sized foes, she says to the frightened men, “Don’t feel bad. It’s very, very scary fighting a foe way bigger than you, but when you’re me, they’re all bigger. Ya get used to it.”


Continuing on, you explore the furthest southeast reaches of Bonmu's coast. You discover a few more team bases: an ancient priest's estate and a salt quarry. You also come across another watchtower similar to the one where you fought the poltergeist, complete with an unlit brazier at its peak. It's likely to be haunted as well, but the spirit may reward you with more treasure if you can put it to rest...


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Hotcha says to the men, “I know we’ve been avoiding non-feather-related conflict, but… shall we?”


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)
Hotcha Twinkletoes wrote:
Hotcha says to the men, “I know we’ve been avoiding non-feather-related conflict, but… shall we?”

"I'm agreeable," I nod. Putting spirits to rest is important to me both personally and religiously, and I will not pass up an opportunity to do so.


You enter the watchtower, expecting an ambush from another spectral undead. And sure enough, it isn't long before a shadow peels away from the wall and begins to move toward you!

Initiative:
Esh: 1d20 + 21 ⇒ (11) + 21 = 32
Hotcha: 1d20 + 17 ⇒ (19) + 17 = 36
Wu Xin: 1d20 + 23 ⇒ (16) + 23 = 39
Yog'moi: 1d20 + 22 ⇒ (11) + 22 = 33
Shadow: 1d20 + 25 ⇒ (5) + 25 = 30

Battle Cry: 1d20 + 24 ⇒ (7) + 24 = 311d20 + 24 ⇒ (9) + 24 = 33

The shadow is unfazed by your battle cries.

Everybody may act! The shadow is 15 feet away.


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

Hotcha shoots from the hip!

One Inch Punch: 1d20 + 26 ⇒ (15) + 26 = 41
Fire, Cold: 7d4 + 3 + 2d6 ⇒ (3, 4, 1, 1, 1, 2, 2) + 3 + (6, 4) = 27
23 or 46 irresistible fire + 4 or 8 cold
P.Fire (irresistible) if crit: 2d10 ⇒ (2, 2) = 4

It’s a well-centered attack, but the fiery fairy fist is a tad lukewarm.

Aww, don’t tell me my shiny new Frost Rune’s taking the ‘hot’ outta Hotcha!


Rogue (Marshal) 20 - HP 221/268 , AC43 - Perception +29 (+31 Initiative) - F: +30/ R: +36 (crit failures are failures; successes are crits) / W: +29 (+3 v. Fear)(+3 v. demoralized target)(successes are crits) - Speed: 30 - Hero Points: 3

"Spirit! It is time to pay the ferryman!"

Xin shouts encouragement, races forward and slashes at the ghost's calves as he slips past.

He takes up a position that will give Esh or Hotcha a flank when they move.

1. Inspiring Marshal Stance
2. Stride
3. Strike.

Inspiring Marshal Stance (DC 31): 1d20 + 24 ⇒ (13) + 24 = 37 Success.

+2 striking ghost touch wounding rapier: 1d20 + 25 ⇒ (7) + 25 = 322d6 + 7 + 3d6 ⇒ (3, 2) + 7 + (4, 4, 4) = 24 plus debilitations

Debilitation = The target becomes enfeebled 1.

If one of his allies hits the target, Xin will use Opportune Backstab to hit the creature again.

Opportune Backstab:

+2 striking ghost touch wounding rapier: 1d20 + 25 ⇒ (11) + 25 = 362d6 + 7 + 3d6 ⇒ (1, 5) + 7 + (2, 2, 5) = 22 plus debilitations

The target takes 3d6 persistent bleed damage.

Inspiring Marshal Stance: All allies within 10' of Xin gain a +1 status bonus to attack rolls and saves against mental effects.


Cleric 20 - HP 288/288, AC 40 - Perception +30 - F: +32/ R: +29 / W: +33 - Speed: 35 - Hero Points: 2/2, Active Conditions: n/a ; Default Exploration Activity: Scout

Undead! Why can't the dead just stay dead?! Acting on his outrage, Yog'Moi channels Hei Feng's gift and smites the shadow with it.

Actions 1+2+3) Heal (7th level) with Cast Down (foe is knocked prone if it takes damage)
Heal vs DC 32 Fort: 7d8 + 5 ⇒ (2, 7, 3, 3, 7, 5, 2) + 5 = 34


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)

The others dart ahead, and I let them get into position before I strike.

Rage, Stride, Strike

Strike: 1d20 + 25 + 1 ⇒ (20) + 25 + 1 = 46

Damage: 3d10 + 4 + 2 + 8 ⇒ (10, 8, 2) + 4 + 2 + 8 = 34 x2 = 68
Deadly: 2d8 ⇒ (6, 5) = 11


Fortitude: 1d20 + 21 ⇒ (18) + 21 = 39

Xin inspires the party as he moves in to attack, but the shadow dodges his initial strike. Hotcha delivers a blast of fire and ice that connects, then Yog'Moi infuses it with positive energy that knocks the shadow prone, even though it resists some of the damage. Esh delivers a critical strike, driving his blade through the shadow's insubstantial body, and Xin takes advantage by stabbing it as well.

The shadow lurches to its feet before reaching out for Esh! The elf narrowly avoids its grasp the first time, but the second attack is a critical hit!

Shadow Hand: 1d20 + 30 - 1 ⇒ (2) + 30 - 1 = 311d20 + 26 - 1 ⇒ (19) + 26 - 1 = 44
Damage: 4d10 + 10 ⇒ (2, 3, 1, 6) + 10 = 22

44 negative damage to Esh. Esh may take an Attack of Opportunity when the shadow stands. Everybody may act.


♀ Monk Sprite | ♥️306/306| AC:48 | F:33(s.crit)/35.Poison,Disease/36.Inhaled, R:40(s.crit/f.½), W:29 | Res.Fire,Acid:15, Poison:10 | Perc:26/Low.Light, Dance:37(Init.w/Spectators) | Speed:30’Swim/65’Fly | Invisible:1/hr | Ki:3/3 | Hero:☀️☀️☀️ | DC:43

“I wonder if I’m shooting the wrong target…”

Hotcha activities her wings, flies up to the candelabra and lights it up!

Rolls, if needed:
If steep climb: 1d20 + 25 ⇒ (3) + 25 = 28
Need to get within 20 feet of candelabra.

Sprite Spark Flurry: 1d20 + 26 ⇒ (2) + 26 = 281d20 + 21 ⇒ (6) + 21 = 27
Fire portion of damage: 3d4 + 3 + 1d6 ⇒ (3, 1, 1) + 3 + (1) = 9
Fire portion of damage: 3d4 + 3 + 1d6 ⇒ (2, 3, 4) + 3 + (5) = 17
If either crit vs. stationary object: 2d10 ⇒ (8, 3) = 11
If either crit vs. stationary object: 2d10 ⇒ (8, 7) = 15

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