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

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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

Actions 1+2+3) Heal with Echoing Channel on Hotcha and Xin
Heal Hotcha: 10d10 + 80 + 1d4 ⇒ (1, 4, 9, 8, 1, 9, 5, 2, 7, 3) + 80 + (2) = 131
Heal Xin: 10d10 + 1d4 ⇒ (1, 8, 6, 2, 8, 2, 7, 2, 8, 10) + (4) = 58

Unable to do much more than keeping his friends alive, Yog'Moi tries to withstand the torrent of teeth while weaving spell and prayer.


♀ 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 retaliates—
Flurry!: 1d20 + 35 ⇒ (1) + 35 = 361d20 + 30 ⇒ (16) + 30 = 46
Monk ability - taking ten on the first atk:
45 & 46

Flurry Damage: 6d8 + 12 + 8d6 ⇒ (1, 2, 8, 2, 8, 2) + 12 + (2, 1, 3, 4, 2, 1, 2, 6) = 56
DC41 fort or stun

—and becomes invisible!
Legendary Sneak & Foil Senses

♥️216/291


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

Stride, Strike, Strike
Striding to stay within 10 feet of Xin. Can't kite something that has reach the same distance as your speed :/

Strike 1: 1d20 + 33 + 1 ⇒ (11) + 33 + 1 = 45
Damage: 3d10 + 5 + 6 + 16 ⇒ (1, 10, 7) + 5 + 6 + 16 = 45

Strike 2: 1d20 + 28 + 1 ⇒ (6) + 28 + 1 = 35


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

1. Stand
2 and 3. To Battle! on Hotcha

"Thanks Yog," Xin groans. Standing, he directs Hotcha towards an opening in the monster's defenses.

GM: When a creature within my melee reach is hit by a melee attack from one of my allies, I will use my reaction for Opportune Backstab.

Opportune Backstab:
[dice=Greater Storm Flash (+3 greater striking greater shock rapier) and IMS]1d20++33+1;3d6+10+4d6+1d6 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6

If critical hit: +3d8 damage and the electricity also harms up to two other targets within 10 ft.

INSPIRING MARSHAL STANCE: Allies within 10 feet of Xin gain a +1 status bonus to attack rolls and saves against mental effects.

TO BATTLE! ON HOTCHA Hotcha gains an immediate reaction to either Stride or Strike.


♀ 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

Invisible PAWNNNCH!!: 1d20 + 35 ⇒ (7) + 35 = 42
So invisible, did they even feel it?
If hit, dmg: 3d8 + 6 + 4d6 ⇒ (1, 6, 8) + 6 + (2, 2, 4, 1) = 30


Bad formatting on Xin’s backstab, I’ll roll for him.

Backstab: 1d20 + 34 ⇒ (4) + 34 = 38

Hotcha finishes off the first monster with a flurry of blows, then she disappears! Its many heads splash back into the water as it falls. Esh slices the second monster, then Xin spurs Hotcha to land another hit, though Xin himself misses with his backstab.

The remaining monster lashes out with its numerous heads, biting everybody except for Hotcha. Esh manages to hop over its swinging tail again!

Orochi Flurry (Esh, Hotcha, Xin, Yog): 1d20 + 35 ⇒ (13) + 35 = 481d20 + 35 ⇒ (8) + 35 = 431d20 + 35 ⇒ (19) + 35 = 541d20 + 35 ⇒ (16) + 35 = 51
Invisible: 1d20 ⇒ 10
Damage: 3d12 + 18 ⇒ (8, 9, 7) + 18 = 423d12 + 18 ⇒ (1, 7, 11) + 18 = 373d12 + 18 ⇒ (3, 12, 4) + 18 = 37
Tail vs Esh: 1d20 + 27 ⇒ (14) + 27 = 41

42 damage to Esh, 74 damage to Xin, 74 damage to Yog.


♀ 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 unleashes a Ki flurry on the second monster!

Ki Flurry & 1” Punch: 1d20 + 36 ⇒ (18) + 36 = 541d20 + 31 ⇒ (17) + 31 = 481d20 + 25 ⇒ (15) + 25 = 40
Crit & Hit: 3d8 + 6 + 7d6 ⇒ (2, 1, 4) + 6 + (6, 2, 6, 2, 4, 6, 5) = 443d8 + 6 + 7d6 ⇒ (4, 1, 4) + 6 + (5, 1, 4, 6, 6, 2, 2) = 41
88 + 41 = 129
DC41 fort or stun
DC34 fort or slow

P.fire: 2d10 ⇒ (8, 10) = 18

Hit: 6d8 + 6 + 4d6 ⇒ (2, 3, 7, 3, 6, 6) + 6 + (1, 1, 5, 4) = 44


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

Not much to do but strike strike strike

Strike 1: 1d20 + 33 + 1 ⇒ (10) + 33 + 1 = 44
Damage: 3d10 + 5 + 6 + 16 ⇒ (10, 2, 3) + 5 + 6 + 16 = 42

Strike 2: 1d20 + 28 + 1 ⇒ (8) + 28 + 1 = 37

Strike 3: 1d20 + 23 + 1 ⇒ (11) + 23 + 1 = 35


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 squints until he can see the creature's aura. He casts a spell to attempt to separate the spirit from the body.

Force vs basic DC 42 Fort: 16d6 + 6 ⇒ (3, 4, 2, 5, 6, 5, 4, 5, 1, 6, 5, 3, 2, 1, 2, 6) + 6 = 66
Action 1+2) Spirit Blast | Action 3) Combat Medicine self
Med vs 30: 1d20 + 33 ⇒ (15) + 33 = 48
Heal: 4d8 + 30 ⇒ (2, 1, 1, 4) + 30 = 38


Fortitude: 1d20 + 33 ⇒ (9) + 33 = 42
Xin Attacks: 1d20 + 34 ⇒ (18) + 34 = 521d20 + 29 ⇒ (16) + 29 = 45
Damage: 8d6 + 10 ⇒ (6, 4, 4, 5, 6, 6, 6, 3) + 10 = 508d6 + 10 ⇒ (5, 2, 5, 3, 1, 2, 5, 2) + 10 = 35

The creature resists Yog's spirit blast, but Esh lands a good hit, and both Hotcha and Xin score several devastating strikes that bring the many-headed serpent down!

Once the battle is over, a search of the area reveals magical auras at the bottom of the bog. Anybody who swims through the fetid water uncovers another fragment of the magical conch. You also find six major crystal shards and three antimagic oils.


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

If possible, Yog'Moi will take 10 or 20 minutes to patch everyone up using Medicine.

The hobgoblin goes through the heap of shinies and gives it a nod of approval. "These oils, I think they might come in mighty handy. I'm not quite sure how they affect healing magics, but I assume it blocks that as well? Still, when presented with the choice of being zapped by a demi-god sorcerer or not being able to be healed through magical means ..."


♀ 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 is happy to swim for treasure, then gladly accept some healing while she meditates for Ki.


After resting long enough to heal all of your injuries, you continue across the strange island. An hour later, you find yourselves at another site of interest.

The side of this hill is covered in vertical stone obelisks laid out in precise measurements. Telescopes, orreries, and other astronomical devices dot the ruins. Though the sky is the same impossible night as everywhere else on the demiplane, here things seem somehow clearer, the stars nearer.

As you explore the area, you are caught off-guard as two of the telescopes suddenly animate, gears whirring and clicking as they scuttle forward!

Initiative:
Esh: 1d20 + 30 ⇒ (15) + 30 = 45
Hotcha: 1d20 + 24 ⇒ (4) + 24 = 28
Wu Xin: 1d20 + 29 ⇒ (10) + 29 = 39
Yog'moi: 1d20 + 28 ⇒ (3) + 28 = 31
Radiant Wardens: 53 = 53

Battle Cry: 1d20 + 32 ⇒ (16) + 32 = 481d20 + 33 ⇒ (8) + 33 = 41

Your instinctive battle cries throw off the constructs. Still, they move in and unleash cones of bright, radiant energy!

Radiant Blast: 10d12 ⇒ (7, 4, 9, 4, 11, 6, 9, 12, 2, 8) = 721d4 ⇒ 4
Radiant Blast: 10d12 ⇒ (11, 12, 5, 6, 5, 8, 1, 4, 1, 2) = 551d4 ⇒ 4

Everybody takes 72 force damage (DC 36 basic Reflex save) and 55 force damage (DC 37 basic Reflex save). Everybody may act! Each construct is 50 feet away, in opposite directions.


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 knew it! The first time he had encountered a sextant he couldn't believe the name to be real. Who would name a useful piece of equipment so?! Someone who you obviously cannot trust. "From insects to sextants, no, no, NO! We won't die by your ha ... gears!"

Reflex vs 36: 1d20 + 28 ⇒ (10) + 28 = 38
Reflex vs 37: 1d20 + 28 ⇒ (2) + 28 = 30
Actions 1+2) Rallying Cry (the others get hasted for 1 minute) | Action 3) cast 'Shield' on self.
HP: 185/274


♀ 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 dodges with ease.
Reflex: 1d20 + 35 ⇒ (7) + 35 = 421d20 + 35 ⇒ (9) + 35 = 44

She makes a hasty stride into a flank position and attacks!
Flurry: 1d20 + 34 ⇒ (13) + 34 = 471d20 + 29 ⇒ (17) + 29 = 461d20 + 24 ⇒ (16) + 24 = 401d20 + 24 ⇒ (19) + 24 = 43
Total Damage (flurry, strike, strike): 12d8 + 24 + 12d6 ⇒ (7, 3, 3, 6, 5, 5, 4, 4, 4, 5, 2, 5) + 24 + (3, 2, 1, 1, 5, 4, 5, 5, 5, 1, 5, 3) = 117
DC41 or stun
(If there’s a DR, penalize as if 3 hits.)


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

Reflex 36: 1d20 + 34 ⇒ (16) + 34 = 50 Success = Crit Success.
Reflex 36: 1d20 + 35 ⇒ (10) + 35 = 45 Success = Crit Success.

1. Inspiring Marshal Stance
2. Stride
3. Strike

Inspiring Marshal Stance (usually DC 39): 1d20 + 32 ⇒ (6) + 32 = 38 Boo!

Greater Storm Flash (+3 greater striking greater shock rapier): 1d20 + 33 ⇒ (11) + 33 = 443d6 + 10 + 4d6 + 1d6 ⇒ (2, 6, 5) + 10 + (3, 1, 5, 2) + (5) = 39 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6

If critical hit: +3d8 ⇒ (6, 8, 6) = 20 damage and the electricity also harms up to two other targets within 10 ft.

GM: When a creature within my melee reach is hit by a melee attack from one of my allies, I will use my reaction for Opportune Backstab.

Opportune Backstab:
Greater Storm Flash (+3 greater striking greater shock rapier): 1d20 + 33 ⇒ (20) + 33 = 533d6 + 10 + 4d6 + 1d6 ⇒ (4, 2, 4) + 10 + (5, 3, 6, 3) + (2) = 39 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6[/ooc

[ooc]If critical hit: +3d8 ⇒ (6, 2, 6) = 14 damage and the electricity also harms up to two other targets within 10 ft.


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

Reflex: 1d20 + 30 ⇒ (20) + 30 = 50

Reflex: 1d20 + 30 ⇒ (7) + 30 = 37

Stride, Stride, Strike

Strike: 1d20 + 33 ⇒ (14) + 33 = 47
Damage: 3d10 + 5 + 6 ⇒ (10, 1, 6) + 5 + 6 = 28


Esh and Xin didn't factor in the haste, but since the closest enemy is 50 feet away, they would have to use the extra action to Stride to get in melee range.

Fortitude vs Stun: 1d20 + 32 ⇒ (20) + 32 = 52

Bolstered by Yog'Moi's rallying cry, the rest of the team rushes one of the constructs. Your attacks leave it damaged, even with its resistance to physical damage.

The construct retaliates, swinging its telescopes like hammers. It batters Hotcha.

Hammer: 1d20 + 32 - 1 ⇒ (15) + 32 - 1 = 461d20 + 27 - 1 ⇒ (15) + 27 - 1 = 411d20 + 22 - 1 ⇒ (12) + 22 - 1 = 33
Damage: 3d12 + 15 - 1 ⇒ (1, 7, 10) + 15 - 1 = 32

The other construct creates a scintillating pattern that washes over all of you!

32 bludgeoning damage to Hotcha. The scintillating pattern has a radius of 20 feet. Creatures are dazzled while inside the pattern, as are those within 20 feet of the pattern's area. Esh, Hotcha, and Xin must attempt a DC 38 Will save.

Scintillating Pattern:
Success: The creature is unaffected.
Failure: The creature is confused for 1d4 rounds.
Critical Failure: The creature is stunned for 1d4 rounds. After the stunned condition ends, the creature is confused for the remaining duration of the spell.

Everybody may act. Remember you are hasted!

Enemy Status:
RW1 -186


♀ 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

Will: 1d20 + 24 ⇒ (7) + 24 = 311d4 ⇒ 2
Confused for 2 rounds!

Hotcha is pretty sure she’s attacking The Enemy and the best thing to do is to attack The Enemy.

“Take this and this and this and THIIIIIIS!”
Four Strikes: 1d20 + 34 ⇒ (19) + 34 = 531d20 + 29 ⇒ (5) + 29 = 341d20 + 24 ⇒ (13) + 24 = 371d20 + 24 ⇒ (6) + 24 = 30
Crit!: 3d8 + 6 + 3d6 ⇒ (4, 5, 1) + 6 + (6, 6, 3) = 31 x 2 = 62
DC34 fort or slow

P.Fire: 2d10 ⇒ (6, 6) = 12


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: 1d20 + 29 ⇒ (1) + 29 = 30

Say, GM... I'm not sure whether I have any Hero Points left. I think I must have gotten at least one when we leveled, right? Spending it now.

Will save: 1d20 + 29 ⇒ (4) + 29 = 33 Fork. Well, at least it ain't a crit.

It's worth noting that Xin typically draws his Sneak Attacks from Gang Up, which requires allies. So no sneak attack damage when he's attacking his erstwhile allies.

_________________________________________________________________

Greater Storm Flash (+3 greater striking greater shock rapier) vs. target chosen by GM: 1d20 + 33 ⇒ (13) + 33 = 463d6 + 10 + 1d6 ⇒ (5, 6, 1) + 10 + (4) = 26 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6

If critical hit: +3d8 ⇒ (3, 6, 5) = 14 damage and the electricity also harms up to two other targets within 10 ft.

_________________________________________________________________

+3 greater striking greater shock dagger) vs. target chosen by GM: 1d20 + 29 ⇒ (16) + 29 = 453d4 + 10 + 1d6 ⇒ (2, 3, 4) + 10 + (2) = 21 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6

_________________________________________________________________

+3 greater striking greater shock dagger) vs. target chosen by GM: 1d20 + 25 ⇒ (1) + 25 = 263d4 + 10 + 1d6 ⇒ (3, 4, 3) + 10 + (5) = 25 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6


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

Will vs 38: 1d20 + 31 ⇒ (10) + 31 = 41

Yog'Moi joins the fray with lightning and thunder as he dashes forward.

Actions 1+2) Chain Lightning | Action 3) Stride forward to be within 30ft/Heal range of my companions
CL vs Reflex DC 42: 9d12 + 7 ⇒ (6, 9, 7, 12, 11, 4, 7, 7, 8) + 7 = 78


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)
DM Brainiac wrote:
Esh and Xin didn't factor in the haste, but since the closest enemy is 50 feet away, they would have to use the extra action to Stride to get in melee range.

I didn't factor in the haste, but I did move the correct distance, so my extra action would be a strike, not a stride.

Strike 2 (from last turn): 1d20 + 28 ⇒ (17) + 28 = 45
Damage: 3d10 + 5 + 6 ⇒ (7, 5, 7) + 5 + 6 = 30

Will: 1d20 + 30 ⇒ (18) + 30 = 48

Rage, Strike, Strike, Stride

Strike 1: 1d20 + 33 ⇒ (17) + 33 = 50
Damage: 3d10 + 5 + 6 + 16 ⇒ (2, 9, 10) + 5 + 6 + 16 = 48 x2 = 96
Deadly: 3d8 ⇒ (5, 6, 4) = 15

Strike 2: 1d20 + 28 ⇒ (7) + 28 = 35

Reminder that I ignore 10 points of hardness


Esh resists the scintillating pattern and delivers a critical hit that destroys the damaged construct! Both Xin and Hotcha are confused.

Random Target for Xin (Esh, Hotcha, Yog, Construct): 1d4 ⇒ 4
Random Target for Hotcha (Esh, Xin, Yog, Construct): 1d4 ⇒ 4

Fortunately, both of them rush at the other construct instead of their allies! Xin scores two light blows, while Hotcha delivers a critical strike, setting it ablaze! The construct deftly evades Yog'Moi's chain lightning!

Fortitude vs Slow: 1d20 + 32 ⇒ (2) + 32 = 34
Reflex vs Chain Lightning: 1d20 + 29 ⇒ (20) + 29 = 49

The construct steps away from its attackers and fires a prismatic spray at the pair! The fires burning it peter out.

Prismatic Spray (Hotcha, Xin): 1d8 ⇒ 71d8 ⇒ 3
Persistent Fire Damage: 1d20 ⇒ 18

Hotcha must attempt a DC 38 Will save or be slowed for 1 minute (the nature of this demiplane prevents her from being sent to another plane on a critical failure). Xin must attempt a DC 38 Reflex save or take 70 electricity damage. Everybody may act! Remember, if a confused character takes damage, they can attempt a DC 11 flat check to recover from your confusion and end the condition.


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

Stride, Stride, Strike, Strike

Strike 1: 1d20 + 33 ⇒ (8) + 33 = 41
Damage: 3d10 + 5 + 6 + 16 ⇒ (4, 7, 7) + 5 + 6 + 16 = 45

Strike 2: 1d20 + 28 ⇒ (19) + 28 = 47
Damage: 3d10 + 5 + 6 + 16 ⇒ (3, 2, 10) + 5 + 6 + 16 = 42


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 Reflex save: 1d20 + 34 ⇒ (12) + 34 = 46 Ordinary Success becomes a critical success, so no damage. Thus no save against Confusion.

_________________________________________________________________

Greater Storm Flash (+3 greater striking greater shock rapier) vs. target chosen by GM: 1d20 + 33 ⇒ (9) + 33 = 423d6 + 10 + 1d6 ⇒ (4, 4, 4) + 10 + (3) = 25 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6

If critical hit: +3d8 damage and the electricity also harms up to two other targets within 10 ft.

_________________________________________________________________

+3 greater striking greater shock dagger) vs. target chosen by GM: 1d20 + 29 ⇒ (12) + 29 = 413d4 + 10 + 1d6 ⇒ (4, 2, 4) + 10 + (2) = 22 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6

_________________________________________________________________

+3 greater striking greater shock dagger) vs. target chosen by GM: 1d20 + 25 ⇒ (5) + 25 = 303d4 + 10 + 1d6 ⇒ (2, 2, 2) + 10 + (4) = 20 plus TWO debilitations
Ignores the target’s electricity resistance.

Debilitations priorities: 1&2) Enfeebled 1 and -10 ft. movement. 3) increase bleed to 3d6


♀ 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

Will: 1d20 + 24 ⇒ (7) + 24 = 31
Slow cancels haste!
3 strikes: 1d20 + 34 ⇒ (3) + 34 = 371d20 + 29 ⇒ (8) + 29 = 371d20 + 24 ⇒ (20) + 24 = 44

”Daaaaaah, take THAT you guy?!!”

Crit!: 1d20 + 3d8 + 6 + 3d6 + 30 ⇒ (7) + (4, 4, 2) + 6 + (5, 1, 1) + 30 = 60
DC34 fort or slow
P.fire: 2d10 ⇒ (10, 3) = 13


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

Actions 1+2+3) level 4 Heal on Xin and Echoing onto Hotcha
Heal Xin: 4d8 + 36 + 1d4 ⇒ (2, 2, 2, 5) + 36 + (1) = 48
Heal Hotcha: 4d8 ⇒ (6, 7, 5, 7) = 25

Uncertain about what he can do to end Xin's state of confusion, Yog'Moi instead opts to heal his companions.


Just realized Xin never rolled for how long he was confused.

Xin Confused Duration: 1d4 ⇒ 1

[ooc]Well, there you go. He can act normally this round, so I'll direct his attacks to the construct.

Random Target for Hotcha (Esh, Xin, Yog, Construct): 1d4 ⇒ 4

Yog passes out some healing as Xin snaps out of his confusion. Together, he and Esh stab and slice the construct. Hotcha strikes out at the construct again even though she is confused, and while most of her attacks don't hit, the final one is a critical hit that destroys the badly damaged enemy!

In the aftermath of the fight, you are able to search the area. Lodged into a section of one of the observational obelisks is a fragment of the enchanted conch shell! Several jewels and foci are built into the obelisks—while many are hewn glass or quartz, an obsidian crystal ball and a lavender and green aeon stone are among them.


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 picks up the crystal ball and weighs it in one hand. It ain't heavy enough to knock someone out by throwing it, so how useful can it be? "Here, Esh, for you", and with an underhanded throw he passes the ball to Esh.

Now, the stone of lavender and green, however! The priest's eyes open wide as he puts it in his hands and studies it. "Xin, Hotch, one of you want this? Enemies tend to fling their spells at you, so eh, this might come in handy."


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 catches the stone and says "Thanks,", then looks at Hotcha. "Flip you for it?"


Male Ancient Jininese Elf || HP 346; AC 44; Fort +34; Ref +32; Will +32; Perc +30 (+32 when Init)
Yog'Moi wrote:
The hobgoblin picks up the crystal ball and weighs it in one hand. It ain't heavy enough to knock someone out by throwing it, so how useful can it be? "Here, Esh, for you", and with an underhanded throw he passes the ball to Esh.

"My thanks," I reply as I peer at the sphere. "At the very least, this should help us do some scouting, should it become necessary."

I'm good to move on.


♀ 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 replies, ”Tails. Landing on my head will hurt.”

She knows he means a coin.
Xin, roll a d2. 1 = heads, 2 = tails.


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 flips a coin that is nearly half as large as his tiny companion.

1d2 ⇒ 2

The coin lands on tails and Xin good-naturedly waves Hotcha on to her prize.

"Next time, kid. I'll get you next time."

Good to move on, too.


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 uses the moment to open a jug of some awful-smelling brew and takes a sip. He then dips a fingertip into the jug and splashes a drop of alcohol over the stone. "An ordained priest of Hei Feng has witnessed this coin toss. Let it be known that Hotcha has earned the right to claim the aeon stone."


Once you have settled the matter of the aeon stone, you continue exploring the strange island. You travel for a few hours as the hills give way to a sandy desert. At the bottom of a large dune lies a pile of statues, shattered into pieces, each depicting a female figure. Pieces of metal, gold, and jewels protrude from the sand, sliding down to a central point.


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

As I stare down into the pit of treasures, I am reminded of an antlion.

"I can't help but feel this is a trap of some sort," I muse to the others as they join me.


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

"Yup," says Xin, surveying the scene.

Perception: 1d20 + 27 ⇒ (3) + 27 = 30


Xin doesn’t notice anything that looks dangerous or suspicious!


♀ 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 considers the effect her fire had on the sand masks. She flies almost 20 feet above the pit and hurls a flurry of Sprite’s Sparks to see if the sand becomes glass—then flits away in case a big fairy-eating sand monster lives down there!


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 scratches his bald noggin and observes Hotcha's probing efforts. "You got this, Hotch."


As Hotcha flies close to the pit and starts hurling sparks down at it, she sees a free-standing mirror amidst the gathered debris. Her reflection in the mirror suddenly narrows its eyes, and the sprite finds herself being drawn towards it!

Hotcha Reflex DC 41: 1d20 + 35 ⇒ (10) + 35 = 45

Luckily, Hotcha resists the eldritch magic. She flings a spark at the darkside mirror, destroying it before it can do any more harm!

Good save averted a dangerous trap!

Once you are sure there are no other dangers lurking nearby, you are able to search through the trash heap. Foremost among the treasures here is another fragment of the magical conch. You also find a supreme sturdy shield, +3 major handwraps of mighty blows, a wand of smoldering fireballs in the shape of a circle, a set of pins that function as bracers of armor type III, and a ring of spell turning that bears the image of a tortoise.


♀ 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 does a triple backflip in the air at the discovery of the handwraps.

**”This is… the best of the best of the—!!”**

She kneels on solid ground and begins to wrap her tiny hands. There’s an ear-to-ear grin on her face throughout the process… and once her hands are wrapped, she opens her fingers and just… stares at them for a while.


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

"Nice!" says Xin.


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

"That's a fine collection of trinkets and baubles you got there, spriteling! All that in return for breaking a mirror? Tsk tsk, this better not bring us seven fights full of bad luck," he says as a sly grin finds its way to his face.


Once you have secured the treasures here, you continue your trek across the island. The sun, or what passes for it in this strange demiplane, sets after a short while, and night falls. Soon thereafter, you can hear raucous shouts and cries coming from up ahead.

The trees part, and you find yourselves in a clearing. In the center of the clearing stands a fifteen-foot-tall yagura platform with strings of paper lanterns leading out in all directions. The sound of flutes and drums fills the air, as does the smell of frying skewers and buns. An array of creatures dance around the platform, from animated umbrellas to women with long necks to old men with enormous heads, and though there’s a joyous abandon in their steps, a look of desperation gleans in their eyes.

Atop the central platform stands a man with a wild look in his eyes. He plays the flute, and it is his music that seems to be compelling the other creatures to dance.


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

"Lovely. A pied piper situation," I grumble, and with a nod to the rest of the group launch myself over the enthralled dancers and onto the platform, putting the full force of the jump behind my sword.

Cloud Jump (2 actions), Strike

Strike: 1d20 + 33 ⇒ (20) + 33 = 53
Damage: 3d10 + 5 + 6 ⇒ (5, 1, 3) + 5 + 6 = 20 x2 = 40
Deadly: 3d8 ⇒ (6, 5, 5) = 16


♀ 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 follows Esh’s lead. ”BOOOOOOOOOO! Get off the stage ya jerk!”

The fairy flies up to kick the man off of the central platform!

1mm Punch!: 1d20 + 34 ⇒ (20) + 34 = 54
Dmg: 7d8 + 6 + 3d6 ⇒ (3, 4, 4, 7, 5, 5, 5) + 6 + (2, 4, 1) = 46 x 2 = 92
DC41 Fort or Shove (20’cf/10’f/5’s)
DC34 Fort or Slow
DC27 Fort or Shove (5’f)

Pfire: 2d10 ⇒ (10, 8) = 18


Esh: 1d20 + 30 ⇒ (4) + 30 = 34
Hotcha: 1d20 + 24 ⇒ (5) + 24 = 29
Wu Xin: 1d20 + 29 ⇒ (5) + 29 = 34
Yog'moi: 1d20 + 28 ⇒ (19) + 28 = 47
Parade: 1d20 + 27 ⇒ (1) + 27 = 28

Battle Cry: 1d20 + 32 ⇒ (9) + 32 = 411d20 + 33 ⇒ (6) + 33 = 39

Yog and Xin may act as well.


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 supports his companions by smiting the Yokai with lightning. The first thunderbolt is aimed at the pied piper, but once hit, the lightning spreads around indiscriminately among the denizens of the yagura platform.

Action 1) Recall Knowledge (Nature +21, Religion, +26) | Actions 2+3) Chain Lightning (Pied Piper is the first target)
CL vs basic Reflex DC 42: 9d12 + 7 ⇒ (9, 2, 4, 10, 5, 7, 4, 4, 2) + 7 = 54


Reflex vs Lightning: 1d20 + 29 ⇒ (7) + 29 = 361d20 + 26 ⇒ (13) + 26 = 39
Fort vs Hotcha's Stuff: 1d20 + 32 ⇒ (18) + 32 = 501d20 + 32 ⇒ (13) + 32 = 451d20 + 32 ⇒ (10) + 32 = 42

While Yog recognizes some of the individual yokai in the parade, he doesn't know what they might be capable of united. He blasts the piper and the yokai with lightning!

Esh leaps through the air, soaring over the dancing yokai and landing on the platform to slice the piper! Hotcha follows the elf, delivering a powerful kick, but the piper doesn't budge!

Xin activates his winged boots and takes to the air as well.

The piper is badly wounded and on fire, but he grins maniacally. "You will not interrupt my night parade!" He mimes creating an imaginary box around himself, and you find it difficult to approach him, as if the walls were real! "Now, dance, my puppets! Dance!" He plays an invigorating melody on his pipe, spurring the horde below to attack!

Persistent Damage: 1d20 ⇒ 10

"SEIYA! SOIYA!" the yokai shout in a series of energetic call-and-responses, their shouts battering Esh and Hotcha!

Seiya! Soiya!: 3d10 + 4d6 ⇒ (4, 3, 4) + (2, 1, 2, 3) = 193d10 + 4d6 ⇒ (2, 9, 7) + (4, 5, 6, 2) = 35

"WASSHOI! WASSHOI!" the revelers cry as they dance with wild abandon, threatening to sweep you up in their riotous celebration!

Esh and Hotcha first take 11 sonic and 8 mental damage (DC 41 basic Will save). They then take 18 sonic and 17 mental damage (DC 41 basic Will save).

Everybody must attempt a DC 39 Will save against the Riotous Parade aura (this is an auditory, emotion, enchantment, and mental effect).

Riotous Parade:
Critical Success The target is unafflicted.
Success The target laughs and dances. It can’t use reactions as long as it stays in the area, and if it attempts to use a concentrate action, it must succeed at a DC 5 flat check; on a failure, the action is lost.
Failure As success, except the target is also slowed 1 while in the area.
Critical Failure As success, except the target is also slowed 1 while in the area and the flat check DC is 10.

The piper is surrounded by 10-foot-by-10-foot imaginary walls in a cube around him. A creature must succeed at a DC 41 counteract check to teleport within these walls; otherwise, the teleportation attempt fails. You can try to disbelieve while interacting with the walls with a DC 41 Perception check. Otherwise, you will have to bash down the walls to get to him. Each wall has AC 10, Hardness 20, and HP 40.

Enemy Status:
Laruhao -220 p fire, Paradie -74

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