| GM Watery Soup |
"Do you know what ails you, mighty Jadirahx? What is so foul that is can take the strength from a dragon?"
"A plague, a rot that twists in my veins. But it itself is only a manifestation of the corruption of the forest by outsiders - those of this plane of existence and those from other planes of existence. Your Pathfinder Society is one of the few that I can count on to protect this forest."
I'm going to argue that just seeing a dragon counts as refocus for Rhaegal.
Sounds good. There's no reason you can't all start at full everything.
| GM Watery Soup |
Urwal informs the Pathfinders that the ritual is likely to produce an excess of vital essence tied to the element of fire, which the defenders can tap into to help combat the corruption that emerges.
Redirect Ritual Energy (◆◆): 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.
After explaining the situation, Urwal commences his ritual by stepping up the stairs to the northwest of the dragon, he has the Pathfinders wait in the stone floor between the two staircases as he moves into the far northwestern chamber and begins his ritual in front of a jade statue of Jadirahx’s sire.
See Slide 9. Urwal is to the northwest; Jadirahx is to the southeast (sorry about the color schemes, but I didn't want to put a box around Jadirahx as it will be too easy to confuse her with a combatant). Please arrange yourselves however you wish within the confines of the yellow box. The enemies will be appearing between the party and Jadirahx.
Much like the path he wandered to reach the lair, Urwal enters a trance—luckily one in which he does not wander. He remains in the trance for the duration on the ritual, which will require 1 hour to complete, for the sake of tracking buffs.
Let me know when you're ready and what buffs each of you have (along with the duration).
| GM Watery Soup |
"Manifestations of chaotic evil energy are always difficult to predict. But they are likely to be of an occult nature, so your hag bloodline should come in handy."
Yngra Rambrok
|
Yngra grimaces, "I will not turn away from this corruption for fear of some manifestation. And I will not allow stand down and allow this to be the end of this guardian. I say that we stand and see it cleansed."
Yngra take up a position ahead of Jadirahx to wait stoically for the onslaught.
No buffs to speak of, just hammer and shield in hand, and waiting for whatever's about to happen
Zallarra
|
When the ritual begins and it looks like something might appear (if she is able to figure that out), Zallarra will cast Magic Weapon on meadow's bow right before combat starts. If she has no way of figuring that out though... it'll just be a first round action. :) If she starts it a round or two early that won't bother her. I think we're in real trouble if the spell ends before the fight does..
As they are preparing she looks to Yngra, "Do you have a healing potion? If not, take this one just in case..."
She offers a Lesser Healing Potion.
She will also make sure her Wayfinder is easily accessible, jsut in case it is needed...
| GM Watery Soup |
You can cast it before, but if you're casting multiple round-duration spells, state the order in which you cast them (the first one you cast will have a slightly shorter duration).
Xun Saburo
|
I am certain that the enemies will simply attack us, but in theory we are here to protect Urwal right? Or Jadirahx?
The bard put his traveling backpack in the corner. He takes only weapons and his drum.
He takes out some of the chalk and makes some oddly shaped occultic symbols around Urwal "Best of luck, sees you on the flip side" he smiles.
Xun stretches his hands and hits the drum for the first time, a deep bass sound can be heard in the chamber. "Rest, ancient one, we shall defend you." Xun continues to play, he keeps his hat and demon mask on. Soon the demon mask blends with his face and his feat change into demon hooves. His eyes begin to shine with yellow light as he keeps on playing. Using Hat of disguise to cast Illusory Disguise to look like a teifling/demon, Why? For a great scene ;)
Then he begins to chant, reaching out to the spirits that helped him so many times in the past. He pleads to keep Urwal protected in whatever is coming. The runs around him begins to glow with light and a sphere of magic surround him. Casting Sanctuary to protect Urwal, Will save DC20, last 1 minute.
Finally, the drum gets the green glowing light with mist covering the ground around Xun as he plays a music to keep his allies safe.
Inspire defense, lingering composition, DC20: 1d20 + 10 ⇒ (4) + 10 = 14 1 round it is ;)
The order of buffs:
- Illusory Disguise (2-actions) - for RP reasons, 1 minute of looking like a demon
- Sanctuary (2-actions) - to protect Urwal last 1 minute
- Inspire defense (1-action) - 1 round
Panarug A'thom
|
Panarug merely growls in anticipation. Underneath his gruff exterior, the familiar anxiety before the start of a battle arises within, but he sets that aside, planning what he would be doing. He reaches into his pouch and pulls out a scroll to hold in hand, just in case it is needed. With the other, he pulls out a vial of potion and hands to Fharan, beseeching it to hide in his pouch until his aid is called upon.
Panarug will hold his scroll of L2 soothe in hand, while Fharan will hold a minor healing potion.
Rhaegal Dragonkin
|
Rhaegal goes over to the area of the rocky shore and tries to begin moving rocks and rubble in front of the stairs to create an uneven field of stones between them and Jadirahx. "Forgive me, mighty Jadirahx, but this may be for the best to allow us to destroy the corruption."
Once finished (or when he runs out of time), Rhaegal draws a single scroll of Hydraulic Push to prepare to use it on whatever appears.
| GM Watery Soup |
I've put down a dark mat which is all now difficult terrain. Will move us into initiative later today.
"Meadow"
|
With no preparations to make, Meadow grips her bow tightly and spends the time worrying about the upcoming battle. She pulls Silence close and whispers to him. "I think this is gonna be bad Silence. This isn't like the time we had a week or so to prepare defenses. Promise me. If it goes reaallly bad. If I fall...you get out of here. Don't stay. Just fly away, okay? Promise?"
Panarug A'thom
|
Taking position where he has a good view yet has some level of cover, Panarug waits.
| GM Watery Soup |
Before I forget - Hero Points to Zallarra for keeping people alive during the centaur fight, and Yngra for taking point!
Initiative (Zallarra, stealth): 1d20 + 7 ⇒ (4) + 7 = 11
Search (Panarug): 1d20 + 10 ⇒ (6) + 10 = 16
Search (Yngra): 1d20 + 9 ⇒ (7) + 9 = 16
Initiative (Rhaegal): 1d20 + 11 ⇒ (5) + 11 = 16
Scout, Perception (Xun): 1d20 + 9 ⇒ (14) + 9 = 23
Stealth (Meadow): 1d20 + 11 ⇒ (12) + 11 = 23
Initiative (Rot1): 1d20 + 8 ⇒ (16) + 8 = 24 Location: 2d8 ⇒ (5, 3) = 8
Initiative (Mold1): 1d20 + 6 ⇒ (19) + 6 = 25 Location: 2d8 ⇒ (6, 5) = 11
Initiative (Mold2): 1d20 + 6 ⇒ (9) + 6 = 15 Location: 2d8 ⇒ (4, 3) = 7
Initiative (Rot3): 1d20 + 8 ⇒ (3) + 8 = 11 Location: 2d8 ⇒ (2, 1) = 3
Initiative (Rot4): 1d20 + 8 ⇒ (15) + 8 = 23 Location: 2d8 ⇒ (3, 6) = 9
The group doesn't have to wait long after Urwal begins chanting. Darkness oozes out of Jadirahx's wounds, coalescing into a moldy lump and a dragon-shaped rot. See Slide 9 for art, both Occultism to identify.
Rhaegal's rocks appear to be genius, the slow-moving creatures crawling very slowly towards the Pathfinders. Both required 3 actions to get to where they are (!!)
--Round 1
Meadow
Xun
Rhaegal
Yngra
Panarug
Zallarra
--Round 2
Red Mold
Orange Rot
"Meadow"
|
So were the one minute spells able to be pre cast? If so how much time remains on them? If they were not able to be pre cast then Meadow would have started one space back, next to Zallarra to get a magic weapon casting. Zallarra must have moved since I last checked the map.
Zallarra
|
I did move back. Assuming I cast Magic Weapon and then moved back a little for protection and a little more tactical flexibility. If i had not cast Magic weapon I would have stayed on square towards the front, next to you.
"Meadow"
|
"Eeewww! Gross! This is it Silence. Okay routine 4, up then strike from above Yngra. That gross tiny dragon-thing."
Hunted Shot-shortbow vs red: 1d20 + 10 ⇒ (6) + 10 = 16
piercing: 2d6 ⇒ (5, 3) = 8
deadly?: 1d10 ⇒ 6
Hunted Shot-shortbow Vs red: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
piercing: 2d6 ⇒ (6, 2) = 8
deadly?: 1d10 ⇒ 1
precision: 1d8 ⇒ 6 extra damage on the first hit.
◆ Hunt Prey, ◆ Hunted Shot, ◆ Command an Animal
| GM Watery Soup |
Yes, the buffs were cast. I will put them on the tracker next round.
Zallarra
|
Recall knowledge takes an action. Derp. Swapping around too many different systems.
Zallarra will attempt to see if she can recall anything about these strange creatures..
recall know, occultism- red: 1d20 + 9 ⇒ (5) + 9 = 14
recall know, occultism- yello: 1d20 + 9 ⇒ (12) + 9 = 21
She then uses a familiar gesture towards Yngra. Guidance
Panarug A'thom
|
Once again, Panarug starts chanting, manifesting his ancestral spirits. Almost immediately, he sends one straight towards the larger creature behind.
vs orange: Evil Eye Will DC19
Success The target is unaffected.
Failure The target is frightened 1.
Critical Failure The target is frightened 2.
(Will sustained next round if sticks.)
Almost simultaneously, he sends a group into the midst of the two creatures. They form a whirlwind around the area, tossing up the debris to smash into the creatures.
cast Animated Assault, blue area
animated assault: 2d10 ⇒ (8, 7) = 15 Basic Ref DC19
Guys, don't worry about stepping into the area if you need. It only causes damage if I sustain.
"Meadow"
|
Should be easy enough to stay out of it. If we hold the bad guys on the stairs then sustaining that spell might end up being pretty effective.
Rhaegal Dragonkin
|
Rhaegal snarls at the smaller creature, then opens his mouth in a roar. Unlike before, lightning or fire doesn't shoot out, but just a powerful roar of breath and sound, which pushes through the air and at the two creatures.
Demoralize vs Red: 1d20 + 7 ⇒ (4) + 7 = 11
◆ Demoralize vs Red
◆◆ Gust of Wind (Fort Save DC 19; even if they save, they can't move against the line)
Per the rules, a line is 5 feet wide, so it has no problem catching both of them, but I'm keeping it just as a line on the map to be cleaner.
Xun Saburo
|
Demon-looking Xun keeps on playing the drums. His hooves are hitting the floor to the rhythm and soon one of the stones flies towards the mold
Telekinetic projectile: 1d20 + 10 ⇒ (12) + 10 = 22
Damage, bludgeoning: 2d6 + 4 ⇒ (4, 1) + 4 = 9
Then he keeps on playing the inspiring tunes to keep the defenses up
Lingering composition, inspire defense ,DC20: 1d20 + 11 ⇒ (15) + 11 = 26
Telekinetic projectile + inspired fense - last for 3 rounds
| GM Watery Soup |
Meadow fires two arrows, the second one hitting. Silence also pecks at it for some damage.
Zallarra, Recall Knowledge is a secret check, so I'm rerolling yours.
Occultism Rot: 1d20 + 9 ⇒ (10) + 9 = 19
Occultism Mold: 1d20 + 9 ⇒ (8) + 9 = 17
I usually spoiler Recall Knowledge information, but I'll post it in the open this time because it affects some of the actions posted.
Zallarra will relay that the rotting creature is called a dragon forest rot, an evil aberration. It's resistant to poison and weak to fire, and if it takes fire damage, it becomes staggered. The mold is a slime mold, a neutral mindless ooze. If it hits, it will try to infect the target with slime rot, a poison.
I'm going to go ahead and process the actions so far, but if anyone who posted after Zallarra wants to change their actions based on what Zallarra learned, I'm amenable to retconning.
Panarug casts Evil Eye. Ugh, I think I had the colors mixed up on the tracker. I'm switching the target to the dragon rot (Red), since he would have known slime mold (Orange) was immune to mental.
Red Will: 1d20 + 10 ⇒ (8) + 10 = 18 vs DC 19
Panarug whips up a storm of rocks.
Red Reflex, evil eye: 1d20 + 10 - 1 ⇒ (5) + 10 - 1 = 14 vs DC 19
Orange Reflex: 1d20 + 3 ⇒ (13) + 3 = 16 vs DC 19
Rhaegal tries to demoralize Red, but fails. He casts a spell and a tunnel of wind blows.
Red Fort, evil eye: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22 vs DC 19
Orange Fort: 1d20 + 11 ⇒ (5) + 11 = 16 vs DC 19
The dragon rot (red) manages to stay on its feet, but the slime mold (Orange) gets flipped over! Making the line a dotted yellow line for visibility.
Xun sends a rock at the mold. It lands with a satisfying squish. He then sings a song.
--Round 1
Meadow (magic weapon 1/10, ID 1/4)
Xun (illusory disguise 1/10, ID 1/4)
Rhaegal (ID 1/4)
Yngra (guidance, ID 0/4)
Panarug (ID 1/4)
Zallarra (ID 1/4)
--Round 2
Red Dragon Rot (-42 hp, evil eye, can't move vs wind)
Orange Slime Mold (-24 hp, prone)
Yngra Rambrok
|
As the wind races past her, stopping the oncoming enemies in their tracks, and the debris field ahead begins turning into a whirling maelstrom, Yngra lets her disgust at the physically formed corruption in front of her boil over, and her warhammer starts crackling with electricity, as she lashes out at the Red Dragonrot in front of her.
Attack Roll: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Damage, bludgeoning except for 4 electric: 2d8 + 8 ⇒ (5, 3) + 8 = 16
Attack Roll: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16
Damage, bludgeoning except for 4 electric: 2d8 + 8 ⇒ (2, 7) + 8 = 17
◆Rage ◆Strike ◆Strike
"Meadow"
|
Zallarra will relay that the rotting creature is called a dragon forest rot, an evil aberration. It's resistant to poison and weak to fire, and if it takes fire damage, it becomes staggered. The mold is a slime mold, a neutral mindless ooze. If it hits, it will try to infect the target with slime rot, a poison.
I'm going to go ahead and process the actions so far, but if anyone who posted after Zallarra wants to change their actions based on what Zallarra learned, I'm amenable to retconning.
Weak to fire plus staggered (I assume that means slowed) is pretty good. The only retcon that I think might be worthwhile would be for Xun to use Nature to Blast the dragon thing with fire instead of using a cantrip on the mold.
| GM Watery Soup |
Wasn't going to connect the dots for you, but, whoomp, there it is.
Xun Saburo
|
ok, i will bite! I would like to change my action to use the nature thing
Xun wanted to throw debris at the enemy but instead teachers for the powers of the ritual. The unknown energy is right there for him to tap into it and use it to destroy their foes. He breathes in the energy trying to become a conductor...
Nature: 1d20 + 7 ⇒ (4) + 7 = 11
But he took to much of the energy and it began to shoot in various directions
"look out!"
darn it! I was tricked: D
| GM Watery Soup |
Taking back telekinetic projectile. Using your nat 12 from you TK roll.
Xun channels primal energy from the ritual.
Fire: 2d4 + 4 ⇒ (2, 1) + 4 = 7
I just realized that "staggered" is a PF1 thing. It's Slowed 1, not staggered.
Yngra slashes twice at it, hacking it nearly to death on the first try. As she slices it, spores spray out, back into Yngra's face!
Piercing: 2d4 + 5 ⇒ (3, 1) + 5 = 9, DC 19 Fortitude save
The stench of the dragon rot is overwhelming. Everyone within 20' of the dragon rot must make a Fortitude save vs sickened, green dotted line. [I forgot to do this last round, y'all got a free round of non-sickened.]
The dragon rot breathes a cone of poison. 15' westward cone from the NW corner, green shaded area.
Poison: 5d6 ⇒ (6, 1, 4, 2, 6) = 19 DC 19 Fortitude save for Yngra, Meadow, Silence, and Xun
The mold flips itself upright and moves up the stairs, using all its effort against the wind and rocks.
--Round 2
Meadow (Fort vs -19 hp, magic weapon 1/10, ID 1/4) / Silence (Fort vs -19 hp, ID 1/4)
Xun (Fort vs -19 hp, illusory disguise 1/10, ID 1/4)
Rhaegal (ID 1/4)
Yngra (Fort vs -9 hp, Fort vs -19 hp, ID 1/4)
Panarug (ID 1/4)
Zallarra (ID 1/4)
--Round 3
Red Dragon Rot (-65 hp -weakness, slowed 1 1/1, evil eye, can't move vs wind)
Orange Slime Mold (-24 hp, prone)
| Silence the Owl |
fort save vs sickened: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
fort save vs breath: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Silence is above Yngra. Wouldn't the cone start at ground level and not reach up until the second square and thus miss Silence? In other words shouldn't it only expand upwards as it expands outwards as it is a cone? If not then hero point reroll for the fort save.
fort save vs breath: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
"Meadow"
|
"Eeeww! Stinky!"
fort save vs sickened: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
fort save vs breath: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Don't forget your +1 to saves from Xun's Inspired Defense. Also the 9 points that Xun did to the mold with the telekinetic projectile should be removed since he blasted the dragon thing instead.
Yngra Rambrok
|
fortitude vs piercing: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25
fortitude vs poison: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
fortitude vs sickened: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Rhaegal Dragonkin
|
Fort Save vs sickened (ID): 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Hero Point: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Rhaegal coughs at the smell coming off the dragon rot. He tries to focus on the ritual to redirect some of the power of it, but can't seem to harness it. He raises his shield for protection.
Nature (sickened): 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
Well that was just a horrible turn...
Yngra Rambrok
|
Yngra also hacks as she chokes on the stench of the rot, and sees her vision starting to blur as the poison seeps into her.
Fortitude to Retch: 1d20 + 11 + 1 - 1 ⇒ (1) + 11 + 1 - 1 = 12
◆Retch
But she brings herself back around to deliver another blow toward the rotting mass, in spite of her nausea
Attack Roll: 1d20 + 11 - 1 ⇒ (19) + 11 - 1 = 29
damage, bludgeoning except for 4 electric: 2d8 + 8 ⇒ (5, 3) + 8 = 16
◆Strike
...before she resumes her coughing fit...
Fortitude to Retch: 1d20 + 11 + 1 - 1 ⇒ (10) + 11 + 1 - 1 = 21
◆Retch
Zallarra
|
Seeing her friends suffering from the unnatural beings, Zallarra attempts to debilitate the big one and do a little damage to both...
She first points and utters some caustic sounding word towards the big one...
Powers: Jealous Hex (DC 20)
Cast Single Action verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration up to 1 minute. You draw forth a hag's innate jealousy to deny a target its greatest attribute. The target gains an adverse condition depending on its highest ability modifier: Strength (enfeebled); Dexterity (clumsy); Constitution (drained); or Intelligence, Wisdom, or Charisma (stupefied). On a tie, the creature decides which of the conditions associated with the tied ability modifiers to take. The target must attempt a Will save.
At the start of each of your turns, the target can attempt another Will save, ending the effect on a success.
Success The target is unaffected.
Failure The condition's value is 1.
Critical Failure The condition's value is 2.
She then gestures towards the same one and lobs a blob of acid at it.
Acid splash
Acid Splash 30': 1d20 + 10 ⇒ (17) + 10 = 27
A damage: 1d6 + 4 ⇒ (1) + 4 = 5
Splash damage 1, Crit 2 persistent on main target.
Panarug A'thom
|
Panarug, fort, ID: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 Hmm, might be a fail...
Fharan, fort, ID: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Trying his best not to gag, Panarug yells out a word of power, keeping his spirit harassing red dragon rot without diverting too much of his attention.
Free Action: Spend 1 Focus Point to Cackle to maintain Evil Eye, i.e. Frightened 1
He quickly picks up an earlier chant, calling upon the earlier group of spirits to again rise upon to create a storm of debris.
1 Action: Sustain Animated Assault
vs red, orange: animated assault: 1d10 ⇒ 3 Basic Ref DC19, but haven't factored possible sickened
Almost immediately, he starts yet another chant, calling forth yet another spirit which manifests itself as a ghostly scimitar which starts attacking the red dragon rot.
2 Action: Cast Spiritual Weapon
vs red: spiritual weapon: 1d20 + 9 ⇒ (8) + 9 = 17 slashing: 1d8 + 4 ⇒ (4) + 4 = 8
Might have -1 to attack from Sickened
This is what I like about playing a witch, trying to keep up as many actions as possible :)
Xun Saburo
|
Fort save: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 Would it count as a magical effect? If so Panarug would get +1 from Root Magic amulet ;)
Xun moves out of the breath area and keeps on playing.
Roll: 1d20 ⇒ 2 If the red is alive then he would use the ritual power, otherwise telekinetic projectile @orange... but seeing that roll you should not bother.
He plays his drum trying to grasp the magic but he fails to do so.
Next time the enemy targets any of them he would use the boon and inflict 1d6+4 fire damage to the enemy basic reflex save DC20
"Meadow"
|
Meadow fires two arrows at the dragon-thing before falling back.
Hunted Shot-shortbow vs red: 1d20 + 10 ⇒ (15) + 10 = 25
piercing: 2d6 ⇒ (5, 3) = 8
deadly?: 1d10 ⇒ 1
Hunted Shot-shortbow vs red: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22
piercing: 2d6 ⇒ (1, 3) = 4
deadly?: 1d10 ⇒ 5
precision: 1d8 ⇒ 3 extra damage on the first hit.
"We almost have him Silence. Bite him once more then come back. Hit and run."
◆ Hunted Shot, ◆ stride, ◆ Command an Animal
| Silence the Owl |
"Screech" Silence takes one last bite at the dragon thing then circles back to the young archer's side.
Jaws vs red: 1d20 + 8 ⇒ (13) + 8 = 21
Piercing: 1d6 + 2 ⇒ (2) + 2 = 4
precision: 1d8 ⇒ 7 extra damage on the first hit.
◆ Strike, ◆ stride
| GM Watery Soup |
Rhaegal tries to channel the ritual's power, but the stench is too distracting.
Yngra dry-heaves, ineffectively, but then brings her hammer down, quite effectively. not a crit, but brings down Red anyway She heaves one more time, and feels better.
Zallarra hexes the mold.
Will: 1d20 + 4 ⇒ (11) + 4 = 15 vs DC 20
Enfeebled 1
She splashes acid on it, but finds no vital spot to hit. Immune to crits
Panarug sustains the whirling objects.
Reflex: 1d20 + 3 ⇒ (9) + 3 = 12 vs Sickened DC 18
A spiritual weapon hacks away at the mold.
The stench is not magical, sorry, Xun. Also, Rhaegal used the ritual power, so you have two actions.
Meadow plunks the blob with two arrows, but they don't hit any vital organs. Immune to precision.
Silence pecks, and then retreats. I'm not sure you would have retreated if you knew Red was down. Let me know if you want to retcon.
--Round 2
Meadow (-9 hp, immune to stench 1/10, magic weapon 2/10, ID 2/4) / Silence (immune to stench 1/10, ID 2/4) retcon Stride?
Xun (illusory disguise 2/10, ID 2/4) 2 actions
Rhaegal (sickened, ID 2/4)
Yngra (-16 hp, ID 2/4)
Panarug (ID 2/4)
Zallarra (ID 2/4)
--Round 3
Red Dragon Rot (-81 hp -weakness)
Orange Slime Mold (-56 hp, enfeebled 0/10)
"Meadow"
|
Retcon third action for Meadow.
retcon third shot vs orange-prone: 1d20 + 10 - 10 ⇒ (17) + 10 - 10 = 17
damage-piercing: 2d6 ⇒ (5, 6) = 11
| GM Watery Soup |
Meadow's third arrow thuds into the mold, dispersing the evil energy. Orange down!
Xun still have two actions, and you're still in initiative.
--Round 2
Meadow (-9 hp, immune to stench 1/10, magic weapon 2/10, ID 2/4) / Silence (immune to stench 1/10, ID 2/4)
Xun (illusory disguise 2/10, ID 2/4) 2 actions
Rhaegal (sickened, ID 2/4)
Yngra (-16 hp, ID 2/4)
Panarug (ID 2/4)
Zallarra (ID 2/4)
--Round 3
Red Dragon Rot (-81 hp -weakness)
Orange Slime Mold (-67 hp)
Xun Saburo
|
Soothe(lvl 1): 1d10 + 4 ⇒ (4) + 4 = 8
Xun changes the tune and sends some magic towards Yngra. A green mist lingers around Yngra's legs as her wounds begin to heal.
Thanks, since there are no enemies in range, he would heal Yngra.
| GM Watery Soup |
Xun heals Yngra. The group exhales a sigh of relief, but their relief is only temporary - within seconds, another shadow coalesces into a slime mold.
It spends all three actions crawling to Yngra. Making the area difficult terrain has really paid off!
--Round 3
Meadow (-9 hp, immune to stench 1/10, magic weapon 2/10, ID 2/4) / Silence (immune to stench 1/10, ID 2/4)
Xun (illusory disguise 2/10, ID 2/4)
Rhaegal (sickened, ID 2/4)
Yngra (-8 hp, ID 2/4)
Panarug (ID 2/4)
Zallarra (ID 2/4)
Yellow Slime Mold
--Round 4
Red Dragon Rot (-81 hp -weakness)
Orange Slime Mold (-67 hp)
"Meadow"
|
"Yuck! Another one huh? Well we know how to deal with you!"
Without even bothering to study her prey, Meadow fires three shots into the disgusting blob.
strike-shortbow vs yellow: 1d20 + 10 ⇒ (11) + 10 = 21
damage-piercing: 2d6 ⇒ (6, 2) = 8
strike-shortbow vs yellow: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25
damage-piercing: 2d6 ⇒ (1, 2) = 3
strike-shortbow vs yellow: 1d20 + 10 - 10 ⇒ (16) + 10 - 10 = 16
damage-piercing: 2d6 ⇒ (1, 2) = 3
◆ Strike, ◆ Strike, ◆ Strike