GM Doug's Fanciful March of Urwal (Gameday X) (Inactive)

Game Master Doug Hahn

Maps | Macros


151 to 200 of 205 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Envoy's Alliance

M Shoanti Human Giant Barbarian 6: Spd:20, AC:23, HP:104/104, Fort:14, Ref:10, Will:10, Stealth:10, Perc:10

int: 1d20 + 2 ⇒ (16) + 2 = 18 Remember what Urwal said, take his advice


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points
Urwal wrote:
They sent me a vision of two partial constellations, the Stargazer and the Stranger.

These constellations each appear on the two rotating cylinders.

Envoy's Alliance

1 person marked this as a favorite.
| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

"Good memory James! Maybe we try turning those cylinders to have the Stargazer and Stranger face out?"

IF the others seem ready, she'll try that (assuming she can reach them).


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

When the symbols overlap, they create the “The Forest Dragon”, a constellation from Tian Xia. The portcullis above grates open; dust falls from the ancient mechanisms. Behind, a cavern spirals down underground.

When it opens, Urwal staggers out of his trance. It seems you have arrived wherever it is you were supposed to go. Ahh. Of course. The enigmatic iruxi seems unsurprised to find himself up on a cliff-face with rotating cylinders, standing at the mouth of a mysterious save. Good work, Elixia!

He gestures, allowing you to take the lead on the way down. We are close. He stumbles on a rock and falls to the ground. Apologies… I'm… exhausted. And no wonder. He has gone days without sleep and with minimal food in his trance-state. Whatever is down there, I will not be of much use.

Down below is a subterranean pool. Urwal gets in. You paddle the boat towards a structure at the far end of the body of water. An immense draconic form in dark green scales hunches in an immense stone entry chamber that opens up onto a rocky shore. Fungal blooms dot the massive form, while tears on the scales weep with a sickly violet liquid. Art on slide 1

“You were almost too late.” The wounded dragon wheezes, barely able to raise her head. She sits on her legs, attempting to display some sense of majesty, despite her vicious wounds. “I am Jadirahx, last of the guardians of the Finadar Forest, and I will not live much longer. I have required your presence so that I may impart my last wisdom onto you, and to ask a favor. I need protection for my forest after I pass.” She coughs. "What say you?"

Dragon art on slide 1!

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

"I know lots of leshys who make this forest home. They seem to like these other leshys here so I am sure we could all work together."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Yes… For generations, my family has guarded this forest, but a rotting sickness has caught hold in recent centuries. You may have seen some of that, in your leshy friends. She wheezes.

To protect the Finadar, I took most of the blight into myself. It has prevented me from combating the other evils that now assail my realm.

“The Finadar needs help.” The dragon coughs. “I will not leave my forest unguarded. I have watched you explore Min-Khadaim, and seen you disrupt the demon worshippers there. Will your Society care for the Finadar when I am gone?”

Envoy's Alliance

| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

Elixia looks over the dragon with concern, keeping herself between it and Urwal (but the stronger members of her party between her and the dragon).

"Our Society seeks to explore and learn. Leaving destruction in our wake is good for nobody, and we have no intentions to leave darkness in our wake here either... Are you beyond all magical healing or medical help?"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Urwal clears his throat before speaking softly. “I know of a ritual, one I learned in the Sodden Lands, that might manifest the corruption out of Jadirahx, but it brings great personal risk. If I perform it, you will need to slay the manifested corruptions that emerge… or be slain by them. This will be in no way an easy battle, and you could easily lose your lives. In fact, I would be unable to assist you during such a struggle. I offer you a choice: do you choose to hear Jadirahx’s last words? Or do you want to take a deadly risk to save her?”

PLease see Discussion.

Envoy's Alliance

M Shoanti Human Giant Barbarian 6: Spd:20, AC:23, HP:104/104, Fort:14, Ref:10, Will:10, Stealth:10, Perc:10

I know what I would do James whispers his answer into Urwal's ear Not saying my answer out loud, I secretly voted, cause I don't want to influence anyone else's decision.

Envoy's Alliance

| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

Elixia thinks about this for a long moment, then goes to have a quiet word with Urwal.
Voted

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic gives the dragon a look and then ponders what to do here for a moment, before having a word with Urwal as well.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

"OK leshys, we agree then. Let's talk about a plan..."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The dragon coughs and wheezes, waiting for your decision.

Urwal nods. The merits of saving a potentially evil dragon — forest guardian or not — are debatable. But you have chosen. Forest dragons are usually CE

He asks you to avoid joining the ritual as secondary casters, as doing so would divert your attention from defeating the manifestations of corruption. He also informs that, in the forest’s current condition, the ritual is likely to produce an excess of vital essence tied to the element of fire, which you can tap into to help combat the corruption that emerges.

On any given round, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check

He looks at you. Once I enter the ritual, trance I will not be able to save you.

When ready Urwal commences his ritual by stepping up the stairs and performing in front of a jade statue of Jadirahx’s sire; he has you wait in the stone floor between the two staircases.

Map on slide 1. You must begin within the dotted lines. Please get in position and let me know about any hour-long+ buffs you are putting up beyond antiodote and antiplague each. Nothing shorter; the ritual takes an hour.

Envoy's Alliance

| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

Elixia nods to Urwal's statement. "We'll pay for all our own mistakes, but if this helps protect the forest and other Pathfinders, maybe it'll be worth it."

She preps her gear as much as she can. She tucks a potion into an open belt pouch anyone can grab and starts out with her sole scroll of healing in one hand. To help provide a flanking partner for the others, she also keeps her whip in her other hand.

"I'll do whatever I can to help with this ritual when I'm not keeping you strapping boys healthy."

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic takes a moment to make sure that he flanks Elixia with both of his main weapons drawn and readied. A fight like this, where the snese of danger was palpable, was something the dwarf had experienced before and they never were pretty. But keeping Elixia alive and healthy would be extremely important for keeping everyone alive.


1 person marked this as a favorite.
SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM Screen:
Elixia, Search: 1d20 + 11 ⇒ (8) + 11 = 19
Ionic, Scout: 1d20 + 12 ⇒ (15) + 12 = 27
James T Crusher, Search: 1d20 + 11 ⇒ (9) + 11 = 20
Squash, Search: 1d20 + 14 ⇒ (7) + 14 = 21

Mold 1: 1d20 + 6 ⇒ (18) + 6 = 24
Rot 1: 1d20 + 6 ⇒ (11) + 6 = 17

Mold 2: 1d20 + 8 ⇒ (6) + 8 = 14
Rot 2: 1d20 + 8 ⇒ (11) + 8 = 19

Rot 3: 1d20 + 8 ⇒ (3) + 8 = 11
Mold 3: 1d20 + 100d20 + 8 ⇒ (20) + (9, 7, 18, 13, 10, 11, 16, 10, 19, 13, 4, 5, 2, 5, 14, 10, 13, 19, 18, 9, 14, 15, 5, 1, 6, 12, 17, 12, 2, 4, 13, 3, 12, 13, 12, 4, 8, 15, 7, 15, 6, 20, 19, 1, 1, 4, 2, 2, 11, 5, 1, 2, 11, 11, 2, 5, 1, 11, 5, 1, 8, 6, 4, 5, 14, 17, 9, 19, 2, 11, 20, 18, 18, 19, 17, 15, 12, 12, 6, 10, 14, 8, 17, 14, 15, 13, 5, 17, 9, 7, 10, 17, 1, 11, 2, 1, 11, 4, 13, 8) + 8 = 1003
Mold 4: 1d20 + 100d20 + 8 ⇒ (11) + (20, 13, 17, 13, 6, 19, 18, 8, 15, 9, 15, 6, 7, 13, 20, 15, 6, 20, 3, 12, 13, 9, 17, 9, 20, 1, 7, 3, 9, 14, 13, 16, 2, 8, 14, 12, 11, 20, 8, 12, 16, 17, 3, 14, 19, 13, 5, 1, 11, 16, 10, 9, 8, 9, 17, 3, 9, 18, 7, 2, 20, 18, 10, 12, 9, 14, 15, 3, 4, 20, 15, 9, 18, 16, 16, 20, 11, 18, 12, 1, 2, 5, 18, 16, 20, 18, 12, 15, 14, 4, 5, 15, 2, 12, 5, 4, 5, 19, 3, 11) + 8 = 1165
[dice=Mold 5]1d20+8[/dice

As Urwal begins his ritual, strands of energy emerge from Jadirahx, which eventually manifest as physical embodiments of her illness. They emerge in your ritual area!

Pne of the creatures looks like a pile pf phlegm. The other lika a pulsating mulch pile shaped like a dragon, filled with rotted forest matter and intermixed with draconic organs. Eyeballs, rotting dragon wings, and still-pumping organs are visible within the piles of rotted plant matter, as are dead branches shaped like dragon claws.

The dragon-rot creature exudes an aura of stench. When you start your turn, you must make a DC 19 Fortitude save against an olfactory aura No poison or disease traits or become sickened 1. On a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition.

Ritual Energy (2-actions):
On any given turn, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check. On a success, a PC can direct the ritual to deal 2d4+4 fire damage to one of the manifested creatures. If they critically fail the check, the PC takes half the damage that the creature would have suffered. A PC who critically succeeds at the check hits all manifested creatures in the combat with the redirected energy.

☤☤☤

The Ritual: Round 1

Party Conditions: Lesser elixirs vs poison/disease
You can redirect ritual energy as a 2-action Activity

Ionic 75/75 HP, DC 19 fort
---
Phlegm -0 HP
---
Squash 73/73 HP, DC 19 fort
James 88/88 HP, DC 19 fort
---
Rot -0 HP
---
Elixia 33/33 HP, DC 19 fort

__________
Redirect Ritual Energy:

Ritual Energy (2-actions):
On any given turn, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check. On a success, a PC can direct the ritual to deal 2d4+4 fire damage to one of the manifested creatures. If they critically fail the check, the PC takes half the damage that the creature would have suffered. A PC who critically succeeds at the check hits all manifested creatures in the combat with the redirected energy.

__________
20-foot auras around dragons:

Dragon Rot Aura:
The dragon-rot creature exudes an aura of stench. When you start your turn, you must make a DC 19 Fortitude save against an olfactory aura No poison or disease traits or become sickened 1. On a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Fort save: 1d20 + 12 ⇒ (8) + 12 = 20
Ionic resists the smell barely. He'd lived on ships and in ports for a near century and wasn't unfamiliar with stenches, but then again it'd been a few years since he'd smelled something this rotten.

He steps forward trying to be a more tantalizing target to the rotting dragon thing than Elixia and marks the dragon thing as his Prey. "Pro'lly stupid idea, but gonna try my weapons here. Can't get out of the way in time, dough, sooo just be ready wid a spell, Elixia."

“First de Axe!” Dwarven Waraxe, Doubling ring: 1d20 + 14 ⇒ (12) + 14 = 26
Damage, Slashing, Doubling rings: 2d8 + 4 ⇒ (4, 5) + 4 = 13
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31
Damage, Piercing: 2d4 + 4 ⇒ (2, 2) + 4 = 8
If both of those hit, combine them for effects of resistances or weaknesses.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Ionic hits and crits! Gross stuff explodes. 8+8+13=29 His dwarven tummy withstands the stench. No particular resistances noted.

The slime sloshes forward…

Pseudopod: 1d20 + 8 ⇒ (19) + 8 = 27
B: 1d8 + 3 ⇒ (4) + 3 = 7
Pseudopod: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20

… and strikes the fleshy once.

All PCs should remember to make the fort save vs the aura at the start of their turn as it can effect the outcome of their actions.

☤☤☤

The Ritual: Round 1

Party Conditions: Lesser elixirs vs poison/disease
You can redirect ritual energy as a 2-action Activity

Ionic 75/75 HP
---
Phlegm -0 HP
---
Squash 65/73 HP, DC 19 fort
James 88/88 HP, DC 19 fort
---
Rot -29 HP
---
Elixia 33/33 HP, DC 19 fort

__________
Redirect Ritual Energy:

Ritual Energy (2-actions):
On any given turn, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check. On a success, a PC can direct the ritual to deal 2d4+4 fire damage to one of the manifested creatures. If they critically fail the check, the PC takes half the damage that the creature would have suffered. A PC who critically succeeds at the check hits all manifested creatures in the combat with the redirected energy.

__________
20-foot auras around dragons:

Dragon Rot Aura:
The dragon-rot creature exudes an aura of stench. When you start your turn, you must make a DC 19 Fortitude save against an olfactory aura No poison or disease traits or become sickened 1. On a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition.

__________
Recall knowledge:

Envoy's Alliance

| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

Fortitude: 1d20 + 8 ⇒ (9) + 8 = 17
Let's use that first hero point?
Fortitude: 1d20 + 8 ⇒ (6) + 8 = 14
Damn :(
Elixia throws up a little in her mouth and is sickened by the stench!

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Fortitude: 1d20 + 12 ⇒ (20) + 12 = 32

"It smells like the forest after a spring rain." It wasn't on an attack at least.

He takes a swing at the muck.

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (18) + 16 = 34
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (2, 1) + 4 = 7

And another...

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
2nd Attack: 1d20 + 16 - 5 ⇒ (2) + 16 - 5 = 13
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (6, 4) + 4 = 14
Here's hoping slow squishy things are easy to hit.

And seeing that Elixia would be in danger if he moves, opts for a third strike.

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
3rd Attack: 1d20 + 16 - 10 ⇒ (17) + 16 - 10 = 23
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (1, 4) + 4 = 9


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Squash makes his save. He finds the phlegm is easy to hit, but cannot be critically hit as it lacks organs. 30 damage

James is up!

Envoy's Alliance

M Shoanti Human Giant Barbarian 6: Spd:20, AC:23, HP:104/104, Fort:14, Ref:10, Will:10, Stealth:10, Perc:10

fort: 1d20 + 13 ⇒ (19) + 13 = 32
Rage and swing at the muck with Guisarme. hit: 1d20 + 14 ⇒ (4) + 14 = 18 dmg: 2d10 + 11 ⇒ (3, 6) + 11 = 20
hit: 1d20 + 9 ⇒ (19) + 9 = 28 dmg: 2d10 + 11 ⇒ (1, 3) + 11 = 15 all slashing damage

Note, I'm raging and clumsy 1 cause of my big weapon, so AC is really 20


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

James drops the mold on the second attack.

The dragon breathes noxious on James and Elixia!

Poison, DC 19 Basic Fort Save: 5d6 ⇒ (1, 3, 2, 2, 2) = 10 Remember your sickened, and remember your alchemical items.

It then turns to Ionic and slashes him with a tree branch claw!

Branch claw, strike 1: 1d20 + 14 ⇒ (11) + 14 = 25
S: 2d8 + 5 ⇒ (7, 7) + 5 = 19

☤☤☤
The Ritual: End of Round 1

Party Conditions: Lesser elixirs vs poison/disease
You can redirect ritual energy as a 2-action Activity

Ionic 56/75 HP
Squash 65/73 HP
James 88/88 HP, DC 19 Basic Fort vs 10 Pois.
---
Rot -29 HP
---
Elixia 33/33 HP, Sickened 1, DC 19 Basic Fort vs 10 Pois.

I want to finish the round before Ionic goes.

Envoy's Alliance

M Shoanti Human Giant Barbarian 6: Spd:20, AC:23, HP:104/104, Fort:14, Ref:10, Will:10, Stealth:10, Perc:10

fort: 1d20 + 13 ⇒ (8) + 13 = 21 James is okay, as the poison only knocks out 5 of the 9 temporary hit points he gained from raging.

Envoy's Alliance

| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

Sickened fort: 1d20 + 8 - 1 + 2 ⇒ (3) + 8 - 1 + 2 = 12 Hero point for a better roll, please?
Sickened fort: 1d20 + 8 - 1 + 2 ⇒ (2) + 8 - 1 + 2 = 11 sigh
Elixia coughs at the poison but tries to focus on the ritual...

(2-action) Sickened religion: 1d20 + 9 - 1 ⇒ (17) + 9 - 1 = 25 at the rot!

Fire damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9

She then backs away to get outside the range of the breath weapon and stench! (1)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

gm screen:
1d4 ⇒ 2

Without the alchemical items that would have been a crit fail, so could be worse.

Fire burns the rot, which seems to take extra damage, and seems slowed down!

HACK! … ACK! BLECH! The dragon coughs up another ooze, right next ti the cleric! Luckily it is slow to act.

☤☤☤

The Ritual: Round 2

Party Conditions: Lesser elixirs vs poison/disease
You can redirect ritual energy as a 2-action Activity

Ionic 56/75 HP
Squash 65/73 HP
James 88/88 HP, Raging
---
Rot -43 HP, Slowed 1
---
Elixia
---
Phlegm 2 -0 HP

__________
Redirect Ritual Energy:

Ritual Energy (2-actions):
On any given turn, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check. On a success, a PC can direct the ritual to deal 2d4+4 fire damage to one of the manifested creatures. If they critically fail the check, the PC takes half the damage that the creature would have suffered. A PC who critically succeeds at the check hits all manifested creatures in the combat with the redirected energy.

__________
20-foot auras around dragons:

Dragon Rot Aura:
The dragon-rot creature exudes an aura of stench. When you start your turn, you must make a DC 19 Fortitude save against an olfactory aura No poison or disease traits or become sickened 1. On a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition.

Envoy's Alliance

M Shoanti Human Giant Barbarian 6: Spd:20, AC:23, HP:104/104, Fort:14, Ref:10, Will:10, Stealth:10, Perc:10

Fort save vs the Aura fort: 1d20 + 13 ⇒ (9) + 13 = 22 almost forgot. Unless because I crit saved last time, I don't have to do it every time.

Attack the muck hit: 1d20 + 14 ⇒ (12) + 14 = 26 dmg: 2d10 + 11 ⇒ (1, 5) + 11 = 17 slashing
hit: 1d20 + 9 ⇒ (17) + 9 = 26 dmg: 2d10 + 11 ⇒ (2, 1) + 11 = 14
hit: 1d20 + 4 ⇒ (17) + 4 = 21 dmg: 2d10 + 11 ⇒ (1, 1) + 11 = 13
if it dies, James would move closer to the Dragon.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

No need to make fort saves after you pass the initial one. You are immune to the aura.

James slashes with sack-of-hitpoints; it lives yet. -44 HP

Ionic & Squash are up.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Squash decides to smack the creature closest to Elixia. "Squash won't let this muck soil you!"

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (15) + 16 = 31
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (6, 6) + 4 = 16

If it drops after the first attack, try to redirect the ritual energy at the dragon with my other two actions.

◈◈ Nature: 1d20 + 12 ⇒ (15) + 12 = 27 Fire: 2d4 + 4 ⇒ (3, 4) + 4 = 11

If not, keep attacking.

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
2nd Attack: 1d20 + 16 - 5 ⇒ (14) + 16 - 5 = 25
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (2, 3) + 4 = 9

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
3rd Attack: 1d20 + 16 - 10 ⇒ (19) + 16 - 10 = 25
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (5, 3) + 4 = 12

AoO:
⤾ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (1) + 16 = 17
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (1, 5) + 4 = 10

Going to Hero Point this if triggered.
Reroll Attack: 1d20 + 16 ⇒ (18) + 16 = 34


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

It has 60 HP on the nose.

Squash smooshes the ooze, the. redirects ritual flames to the creature, which burns but is still up.

Ionic — go

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic takes three swings at the dragon thing.
“First de Axe!” Dwarven Waraxe, Doubling ring: 1d20 + 14 ⇒ (8) + 14 = 22
Damage, Slashing, Doubling rings: 2d8 + 4 ⇒ (4, 1) + 4 = 9
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch: 1d20 + 14 - 2 ⇒ (2) + 14 - 2 = 14
Damage, Piercing: 2d4 + 4 ⇒ (2, 4) + 4 = 10
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch: 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19
Damage, Piercing: 2d4 + 4 ⇒ (3, 1) + 4 = 8

He then moves away for a second, while waving at everyone else to split up. "Don't clump up for the dragon to breath on you!"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Ionic hits on the first strike. When he does so, the rot sprays spores in his face! It has a reaction; you struck it before its turn in round 1.

Piercing, DC 19 basic fort save: 2d5 + 5 ⇒ (3, 1) + 5 = 9 This does not have the poison or disease trait

The slowed creature then gives change and to claw him in the neck!

Tree Branch Claw: 1d20 + 14 ⇒ (19) + 14 = 33
Slashing: 2d8 + 5 ⇒ (6, 7) + 5 = 18 Doubled to 36 unless you have a reaction that raises your ac to 24 or higher

Elixia finds herself back in the stench…

☤☤☤

The Ritual: Round 2

Party Conditions: Lesser elixirs vs poison/disease
You can redirect ritual energy as a 2-action Activity

Ionic 20/75 HP, DC 19 fort vs 9 Slashing
Squash 65/73 HP
James 88/88 HP, Raging
---
Rot -68 HP, Slowed 1
---
Elixia 23/33 HP, DC 19 fort save vs poison at start of turn

__________
Redirect Ritual Energy:

Ritual Energy (2-actions):
On any given turn, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check. On a success, a PC can direct the ritual to deal 2d4+4 fire damage to one of the manifested creatures. If they critically fail the check, the PC takes half the damage that the creature would have suffered. A PC who critically succeeds at the check hits all manifested creatures in the combat with the redirected energy.

__________
20-foot auras around dragons:

Dragon Rot Aura:
The dragon-rot creature exudes an aura of stench. When you start your turn, you must make a DC 19 Fortitude save against an olfactory aura No poison or disease traits or become sickened 1. On a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition.

Envoy's Alliance

| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

Sickened fort: 1d20 + 8 - 1 + 2 ⇒ (10) + 8 - 1 + 2 = 19

GM, I don't see a second poison effect or any listed poison damage since I failed my save last round. Did I miss something?

Elixia is hurting, but sees Ionic is in even worse shape. She focuses and sends positive energy waves into him as she clutches the symbol of Calistria on the choker around her neck.

2-action Healing font: 2d10 + 16 ⇒ (2, 2) + 16 = 20
those dice :(

She then backs away up the stairs towards the green dragon but careful to remain within 30 feet of her friends (1).


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Elixia heals Ionic for 20. Still need to resolve the basic fort, Ionic.

She then backs away and overcomes the stench… or at least becomes used to it for a while. Looks like everyone has now made their saves so no more auras to worry about… whew!

--

BLECH! The dragon coughs… strands of energy weave into the air and conceal into another dragon rot!

☤☤☤

The Ritual: Round 3

Party Conditions: Lesser elixirs vs poison/disease
You can redirect ritual energy as a 2-action Activity

Ionic 40/75 HP, Basic DC 19 fort vs 9 slash.
Squash 65/73 HP
James 88/88 HP, Raging, 4 temp hp
---
Rot 1 -68 HP, Reaction Available
Rot 2 -0 HP
---
Elixia 23/33 HP

__________
Redirect Ritual Energy:

Ritual Energy (2-actions):
On any given turn, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check. On a success, a PC can direct the ritual to deal 2d4+4 fire damage to one of the manifested creatures. If they critically fail the check, the PC takes half the damage that the creature would have suffered. A PC who critically succeeds at the check hits all manifested creatures in the combat with the redirected energy.

__________
20-foot auras around dragons:

Dragon Rot Aura:
The dragon-rot creature exudes an aura of stench. When you start your turn, you must make a DC 19 Fortitude save against an olfactory aura No poison or disease traits or become sickened 1. On a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Fort Save: 1d20 + 12 ⇒ (16) + 12 = 28
So close to a crit!
Ionic resists the worst of the flying debris and instead of slashing away decides to try drawing one of the rots off. He strides away from the dragon and calls on the natural energy of the ritual instead.
For some reason slides app on my phone isn't letting me edit. Mostly back three squares.

Nature's fury!: 1d20 + 12 ⇒ (15) + 12 = 27
Ah come on! One more point here too? Dang
He fires the fire at the one rot harrying him.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Squash moves around, positioning himself between the new dragon and Elixia before flailing at it. First he tries to upset it by taking out its legs from under it before crashing down on hit

◈ Stride

Athletics (trip): 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (13) + 16 = 29
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (1, 3) + 4 = 8

AoO:
⤾ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (5) + 16 = 21
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (4, 4) + 4 = 12


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Fire from Ionic's ritual redirect: 2d4 + 4 ⇒ (3, 4) + 4 = 11

Ionic kills the dragon!

Squash I believe your attack should have a MAP on it because you tripped. It still hits with a 24 for 8 slashing.

Squash slashes the second dragon after tripping it!

James — Go.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Yes you are right. I forgot to set the MAP on my character sheet before pasting the macro.

Envoy's Alliance

M Shoanti Human Giant Barbarian 6: Spd:20, AC:23, HP:104/104, Fort:14, Ref:10, Will:10, Stealth:10, Perc:10

James moves to the big dragon, stops 10 feet from it and attacks, swinging his Guisarme as hard as he can hit: 1d20 + 14 ⇒ (16) + 14 = 30 dmg: 2d10 + 11 ⇒ (1, 5) + 11 = 17 slashing
hit: 1d20 + 9 ⇒ (3) + 9 = 12 dmg: 2d10 + 11 ⇒ (6, 4) + 11 = 21


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

James moves to the rot; he crits on the first attack but then misses.

1d20 ⇒ 2

The rot stands, gets hit by Squash, and moves to attack but its claw misses. -54 hp

Elixia is up at the bottom of round 3.

Envoy's Alliance

| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

Ionic moved just out of Elixia's spell range. She wants to retch and try to clear the sickness she's inhaled from the first rot, but keeping the others at fighting strength is the most important thing. She moves closer (1), then once more tries to seal the dwarf's wounds with Calistria's healing font.

2-action Healing font: 2d10 + 16 ⇒ (1, 8) + 16 = 25

sorry for posting later than normal. weekends are nuts for me


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

ELizia heals ionic… right before another rot appears!

Ahhhh— Choo!

Another rot appears!

☤☤☤

The Ritual: Round 4

Party Conditions: Lesser elixirs vs poison/disease
You can redirect ritual energy as a 2-action Activity

Ionic 65/75 HP
Squash 65/73 HP
James 88/88 HP, Raging, 4 temp hp
---
Rot 2 -54 HP
---
Elixia 23/33 HP
---
Rot 3 -0 HP

__________
Redirect Ritual Energy:

Ritual Energy (2-actions):
On any given turn, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check. On a success, a PC can direct the ritual to deal 2d4+4 fire damage to one of the manifested creatures. If they critically fail the check, the PC takes half the damage that the creature would have suffered. A PC who critically succeeds at the check hits all manifested creatures in the combat with the redirected energy.

__________
20-foot auras around dragons:

Dragon Rot Aura:
The dragon-rot creature exudes an aura of stench. When you start your turn, you must make a DC 19 Fortitude save against an olfactory aura No poison or disease traits or become sickened 1. On a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

Squash tries to finish off the rot in front of him.

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (1, 3) + 4 = 8

Hero point assuming that misses
1st Attack: 1d20 + 16 ⇒ (16) + 16 = 32

If that drops the rot, then sudden charge to the other one, otherwise attack again.

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
2nd Attack: 1d20 + 16 - 5 ⇒ (15) + 16 - 5 = 26
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (3, 5) + 4 = 12

◈ Stride

Either way I end up in the same place, just a question of where that second attack went.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Squash splats the rot on the second attack, after gritting the first.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Unable to quickly reach the newest rot and study it as his prey, Ionic instead just gets closer and starts to channel ritualistic energy again.

So glad I took expert in Nature: 1d20 + 12 ⇒ (15) + 12 = 27
Ugh, dangit again so bloody close.
Fire burning ritual: 2d4 + 4 ⇒ (2, 4) + 4 = 10

He looks over at Elixia and nods, "Danks for de healin'. Helps lots."

Envoy's Alliance

M Shoanti Human Giant Barbarian 6: Spd:20, AC:23, HP:104/104, Fort:14, Ref:10, Will:10, Stealth:10, Perc:10

Geesh, how many of these things are there
James moves over to the third one, or rather just 5 foot steps and will swing twice at it
hit: 1d20 + 14 ⇒ (4) + 14 = 18 dmg: 2d10 + 11 ⇒ (3, 1) + 11 = 15 slashing
hit: 1d20 + 9 ⇒ (17) + 9 = 26 dmg: 2d10 + 11 ⇒ (8, 5) + 11 = 24 slashing

Envoy's Alliance

| HP 26/56 | AC 20; w/shield 21 | Fort +11; Ref +9; Will +13 | Perception: +13 (15*); Low-light vision | Divine Font 5/5 | Staff 3/3 | Focus Point 1/1 | Hero Point 1/3 | CG Female Half-Elf (Kelishite) (Entertainer) Cleric of Calistria Lvl 5 | Active Effects: Bless (15 ft emanation)

Posting now while I can assuming that nothing interrupts Elixia from taking her turn after the 2nd rot is destroyed.

Seeing things relatively stable for the moment, Elixia turns her head from the others and tries to retch (1) to clear the foulness she inhaled...

DC 19 Sickened fort: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
Yay!

Wiping her mouth with a sleeve she mutters, "Okay, that is officially the worst thing I've ever almost swallowed..."

Turning back to the monsters they try to hold at bay, she gives Ionic a smile at his words then tries to pick up where he left off, redirecting the ritual at the remaining rot! (2)

Religion: 1d20 + 9 ⇒ (17) + 9 = 26 so close!
Fire damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

James moves in and whiffs, then hits the dragon-rot! Ionic burns it more! -39 hp

Elixis prepares her turn.

Tocic cloud: 5d6 ⇒ (1, 3, 5, 2, 1) = 12

The rot breathes a toxic cloud over James and Ionic! DC 19 basic fort vs a poison effect

Elixia then blasted it with more fire.

----

This round, the dragon does;t cough out any rot. In fact, a more natural healthy green seems to be creeping back into her scales.

☤☤☤

The Ritual: Round 5

Party Conditions: Lesser elixirs vs poison/disease
You can redirect ritual energy as a 2-action Activity

Ionic 65/75 HP, DC 19 fort vs 12 damage
Squash 65/73 HP
James 88/88 HP, Raging, 4 temp hp, DC 19 fort vs 12 damage
---=
Elixia 23/33 HP
Rot 3 -53 HP

__________
Redirect Ritual Energy:

Ritual Energy (2-actions):
On any given turn, up to two PCs can elect to use two of their actions to redirect some of the energy from the ritual, requiring a successful DC 18 Nature or Religion check. On a success, a PC can direct the ritual to deal 2d4+4 fire damage to one of the manifested creatures. If they critically fail the check, the PC takes half the damage that the creature would have suffered. A PC who critically succeeds at the check hits all manifested creatures in the combat with the redirected energy.

__________
20-foot auras around dragons:

Dragon Rot Aura:
The dragon-rot creature exudes an aura of stench. When you start your turn, you must make a DC 19 Fortitude save against an olfactory aura No poison or disease traits or become sickened 1. On a critical failure, the creature also takes a –5-foot status penalty to its Speeds for 1 round. While within the aura, the creature takes a –2 circumstance penalty to saves to recover from the sickened condition.

Envoy's Alliance

M Shoanti Human Giant Barbarian 6: Spd:20, AC:23, HP:104/104, Fort:14, Ref:10, Will:10, Stealth:10, Perc:10

fort: 1d20 + 13 ⇒ (18) + 13 = 31 Hah, that poison doesn't bother me one bit
He will then strike at rot 3 with Guisarme hit: 1d20 + 14 ⇒ (2) + 14 = 16 dmg: 2d10 + 11 ⇒ (2, 9) + 11 = 22
hit: 1d20 + 9 ⇒ (19) + 9 = 28 dmg: 2d10 + 11 ⇒ (7, 3) + 11 = 21
hit: 1d20 + 4 ⇒ (12) + 4 = 16 dmg: 2d10 + 11 ⇒ (6, 4) + 11 = 21 Yeah, feel the power of that weapon.

Verdant Wheel

CN gourd leshy fighter 7 | ◆◇↺ | ♥️ 101/106 | AC 26 | F +14 R +13 W +14 | Perc +16 | Hero Points 2/3 | Spd 30ft. |

The leshy tries to help finish the purging.

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
1st Attack: 1d20 + 16 ⇒ (19) + 16 = 35
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (6, 1) + 4 = 11

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
2nd Attack: 1d20 + 16 - 5 ⇒ (6) + 16 - 5 = 17
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (6, 2) + 4 = 12

◈ Strike - Spiked Chain (disarm, finesse, trip, uncommon)
Reach: 10 ft
3rd Attack: 1d20 + 16 - 10 ⇒ (4) + 16 - 10 = 10
Damage (Slashing, Cold Iron): 2d6 + 4 ⇒ (6, 4) + 4 = 14

151 to 200 of 205 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Doug's Fanciful March of Urwal (Gameday X) All Messageboards

Want to post a reply? Sign in.