GM Pudding's Night of the Gray Death (Inactive)

Game Master Tom G

Slides

Macros

Hero Points
Gregoth: 0 | Bellaluna: 0 | Félicité: 0 | Turrey: 1 | Kaldren: 1


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Night of the Gray Death

The DC here was 42 so y'all succeeded, no need for spirit guides

Lallinor looks embarrassed at Turrey's words, but also annoyed.

"I know you haven't seen better!"

They look like they're thinking of giving Turrey another taste of their hair, but Gregoth's stare and Félicité's wisdom change their mind.

"Ugh, fine"

With the exaggerated reluctance of a truculent teenager they walk to the balcony and hop up onto it. Before they leave they turn to Turrey.

"You asked earlier why I was working with the monsters who run this place. They promised me that if I did they would execute all the great dancers of the land so I would be unrivalled. I suppose I'll have to do it myself now. Beware near rivers Turrey Butterhill, or I shall dance you to your death!"

With a sudden dive they drop all the way to the river below and disappear with a splash.

Looking around the room you see an expensive looking crystal decanter on a table by the piano, and the only other exit is behind a curtain to the north.

Turrey has taken 35 damage but otherwise you're unhurt, do you want to address that before continuing? Any more stealth or do you just want to open the doors


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Félicité will Treat Wounds on Turrey.

With Assurance, that brings him up to full over 10 min.


Night of the Gray Death

Before Félicité has even finished taking out her tools ready to treat Turrey's bruises, a shrill scream can be heard from the north, though it's quickly muffled and replaced by harsh voices, then silence. It sounds as if someone is being interrogated, and not gently.

Would you still wait the 10 minutes for treat wounds?


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻
GM Pudding wrote:

Before Félicité has even finished taking out her tools ready to treat Turrey's bruises, a shrill scream can be heard from the north, though it's quickly muffled and replaced by harsh voices, then silence. It sounds as if someone is being interrogated, and not gently.

Would you still wait the 10 minutes for treat wounds?

When she hears the scream, Bellaluna glares over at the door and pulls out one of her crossbows. "That's it!" She turns to Félicité. "You need to use something quicker right now!"

Without waiting for anyone else, she rushes to the northern doorway and kicks it open!

Force Open (if necessary): 1d20 + 20 ⇒ (11) + 20 = 31

Probably a bit too impulsive, but that is definitely something Bellaluna would do.


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

Kaldren crosses to join Félicité as she tends Turrey, he gently takes hold of Turrey and says "I fear we do not have time for your ministrations, allow me to call upon my Lady to aid Turrey.". Closing his eyes, Kaldren speaks a few words quietly to himself, after a moment a soft pale light flows from his hands over Turrey's injuries washing them away.

Lay on Hands: 8 * 6 = 48

Kaldren will spend a focus point to heal Turrey, then follow Bellaluna into the room from which we heard the screams.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

"Thank you, Kaldren, for bringing me the balm of the Mother of Souls. I agree, there's no time to dally."

Turrey follows his companions into the next room. As he does, he sings softly about the solemn courage of the defenders of Lastwall.

Cast Heroism on Gregoth


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

If Kaldren wanted to save his Lay on Hands for combat (for the sweet +2 AC bonus), Félicité could wrap things up in a single action by using Battle Medicine. Turrey isn't often wounded in combat so being blocked out for an hour likely doesn't cost much, Félicité always has her second application of Battle Medicine for emergencies.

"Let's go."


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

Gregoth hurries after Bellaluna, not wanting her to get too separated from the rest of the group.


Night of the Gray Death

Is that OK Kaldren re: battle medicine?

The party storm into the next room, finding a room bedecked with purple. The walls range from a pale mauve to a garish purple, and indigo stained-glass windows are mostly concealed behind heavy velvet curtains. A large, elegant harp stands on a wooden dais in one corner, and several stringed instruments rest on and around a shelf near several stools and music stands. Although the music from the masque is quieter here, the strings of the harp echo with it. The sounds of distress are louder here, and are clearly coming from the exit to the west.

Bursting through, you find an overwhelmingly green room furnished like a conservatory. It has large windows of thick, green glass and several potted plants. Once of the plant-pots has had the shrubbery removed leaving just dirt, the three masked gardeners are holding his head under the soil, and he is struggling weakly.

Two others stand nearer the door watching for trouble, and all look your way when you enter. The three holding the man's head under the dirt let go and turn toward you, but it looks like his struggling has ceased and he hangs limply, suffocating.

"Get them!" shouts one of the gardeners, and they all move to attack.

Initiative:

Gregoth Perception, scout (M): 1d20 + 27 + 2 ⇒ (14) + 27 + 2 = 43
Bellaluna Perception, scout (M): 1d20 + 27 + 2 ⇒ (16) + 27 + 2 = 45
Félicité Perception, scout (L): 1d20 + 30 + 2 ⇒ (10) + 30 + 2 = 42
Turrey Perception, scout (M): 1d20 + 27 + 2 ⇒ (17) + 27 + 2 = 46
Kaldren Perception, scout (E): 1d20 + 25 + 2 ⇒ (7) + 25 + 2 = 34
1: 1d20 + 26 ⇒ (18) + 26 = 44
2: 1d20 + 26 ⇒ (3) + 26 = 29
3: 1d20 + 26 ⇒ (10) + 26 = 36
4: 1d20 + 26 ⇒ (2) + 26 = 28
5: 1d20 + 26 ⇒ (14) + 26 = 40

The Green Room

Turrey
Bellaluna

Gardener 1
Gregoth
Félicité
Gardener 5
Gardener 3
Kaldren
Gardener 2
Gardener 1

Turrey and Bellaluna are up!


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

Oh jeez, this IS The Masque of the Red Death.

Bellaluna instinctively pulls out her other crossbow ◇ Interact from Ten Paces and lets her feet move her ◇ 10-foot Step from Ten Paces. She then rushes forward recklessly into the midst of the Gardeners! ◆ Stride (if you’ll allow me to get up on that desk as part of that Stride, then move me another 5 feet to the west. If not, then no big deal)

”Y’all better think twice about this! I already put a bolt through the head of your long-haired friend in the blue room!” ◆◆ Grim Swagger

Deception vs Will DCs: 1d20 + 32 ⇒ (4) + 32 = 36 Nope, rerolling that.

Reroll: 1d20 + 32 ⇒ (18) + 32 = 50

Frightened 2 on a success. On a crit success: frightened 3 and (if they’re level 16 or lower) fleeing for 1 round.

If I got hasted, add a Deadeye right before the Stride to see if I find anything invisible (If so, then I would try to get them within 30 feet of me for the Grim Swagger).


Night of the Gray Death
Bellaluna wrote:

Oh jeez, this IS The Masque of the Red Death.

I probably should read that, as it is the references are all going over my head. Getting up on the table is fine

Bellaluna moves into the room like a flash, and the look of fear in the faces of the Gardeners is unmistakable. Despite training in the ways of fear with Sahkils, they seem barely able to hold it together.

I've got family visiting this weekend and I'm unlikely to be able to find much time to update this, so I'll delay all the gardeners into one big group to try to cause as little delay as possible

The Green Room

Bellaluna
Turrey
Gregoth
Félicité
Kaldren
Gardener 1 Frightened 3, fleeing 1 round
Gardener 5 Frightened 3, fleeing 1 round
Gardener 3 Frightened 3, fleeing 1 round
Gardener 2 Frightened 3, fleeing 1 round
Gardener 1 Frightened 3, fleeing 1 round

Turrey, Gregoth, Félicité and Kaldren are up! Oh and Hero points have reset[/b]


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Félicité draws her bow and tries to figure out what's going on.

Devise: 1d20 ⇒ 9

She will fire at one of the Gardener #1's.

Shortbow: 9 + 30 = 39
Piercing: 3d6 + 6 ⇒ (1, 5, 2) + 6 = 14 plus Sonic: 1d6 ⇒ 6 plus Precision: 5d6 ⇒ (5, 2, 3, 3, 6) = 19
Didactic Strike


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

Gregoth likewise rushes into the room to the sound of ringing steel. Shadows coalesce around him, pooling in his wake before lashing out like a whip at the Gardener holding the captive’s head down.

Wisp Rush vs #2: 1d20 + 30 ⇒ (3) + 30 = 33
Negative damage: 4d8 + 4 ⇒ (5, 5, 6, 1) + 4 = 21

Interact to draw weapon [A], Stride [A], and Rage (including Wisp Rush [F]) [A]. AC 37, +21 temp hitpoints.

Possible Attack of Opportunity:
Longsword: 1d20 + 31 ⇒ (16) + 31 = 47
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (8, 3, 3) + 11 + 13 + (3) = 41

Gregoth is raging, so I don’t think he would have the clarity of mind to not use his reaction on the first trigger. If that happens to be Félicité‘s target, go ahead and roll the precision damage when resolving the action.


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

Kaldren points at the gardener to the north and calls out "You think you can torture a guest? Let me show you your fate". He then moves to opose the gardener to the south.

◆◆ Cast Impending Doom on gardener 5 (DC: 37 Will save).
◆ Move toward gardener 4.

Damage (Mental): 6d6 ⇒ (1, 6, 5, 5, 6, 6) = 29

Critical Success::

The creature is unaffected.

Success::

Round 1: Unaffected.
Round 2: Flat Footed.
Round 3: Frightened 1, takes half damage.

Failure::

Round 1: Flat Footed.
Round 2: Frightened 2.
Round 3: Stunned 1, takes full damage.

Critical Failure::

Round 1: FLat Footed, Frightened 3.
Round 2: Stunned 1.
Round 3: Paralyzed, takes double damage.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey enters the room beside Bellaluna, and sings of the rushing of the wind through the leaves.

◆ Move
◆ ◆ Haste on all -- based on initiative, all should get the benefit this round.
.
FYI Gregoth don't forget I cast Heroism (+1) on you just before we entered the room.


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

Thanks for the reminder Turrey! I had indeed forgotten… XD

Buoyed by Turrey’s magic, Gregoth swings the sword in his hand.

Longsword, Heroism vs #2: 1d20 + 31 + 1 - 5 ⇒ (15) + 31 + 1 - 5 = 42
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (1, 7, 7) + 11 + 13 + (1) = 40

Adding a Strike [Q] thanks to Turrey.


Night of the Gray Death

I'll assume then that Turrey has been battle-medicined and Kaldren has kept his focus point

Turrey sweeps into the room and gives everyone the familiar rush of magical quickening.

Gregoth's spirit shadows hit one of the Gardeners. It looks as if they'd have been able to easily avoid them if they were staring in slack-jawed fear at Bellaluna. Thank your gunslinger!

Having gotten their attention he follows up with a nasty slice from his sword, and the green room is covered in a spray of blood that looks black.

GM screen:

Félicité Society: 1d20 + 31 ⇒ (17) + 31 = 48

Félicité:
These Gardeners are moving like the ones you faced at the People's Maps; they are likely members of the assassin order and have the same abilities; sneak attacks, and the ability to make an instant opening (make someone flat-footed with an action). They lack strong fortitudes however

Félicité watches the Gardener's movements, all too easy to predict now that they're in the throws of terror. She sends an arrow whistling past Gregoth's ear into the farthest Gardener, and calls out a piece of advice. That makes number 1 flat-footed to your next attack before Félicité's turn, and you'll get 2d6 extra damage if you hit

Kaldren casts a spell of doom at one of the watchers.

Will, frightened: 1d20 + 26 - 3 ⇒ (6) + 26 - 3 = 29
↻ Gardener's resolve
Mental: 3d8 ⇒ (7, 5, 4) = 16

Although it appears to cost them, they shrug off the worst of Kaldren's spell.

They used a reaction to succeed on the save instead of fail there, however it did deal them 16 mental damage to do so. You're also hasted as you go after Turrey so I'll roll you an attack on 4

Kaldren strike: 1d20 + 31 ⇒ (2) + 31 = 33
Bludgeoning: 3d10 + 11 ⇒ (7, 2, 2) + 11 = 22

Once again, thank your gunslinger!

Kaldren strides up to the other watcher and slams his flail into the side of their head. A poorly aimed strike, but it's just as well they were staring at Bellaluna too.

The Gardener's for their part flee in terror from Bellaluna. They all catch themselves before they've gone too far, perhaps considering what will happen to them if they flee.

Gregoth 1, 3 and 2 trigger your AoO in that order, but you'd know that they were fleeing so you could choose which to use it on. 1 has the didactic strike on. I've drawn black squares on the map to represent the state of the doors

1 runs to the door [triggers]
5 runs and then opens the door
3 runs through the door [triggers]
2 runs through the door [triggers]
4 runs through the door

The Green Room

Active Effects:
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Didactic Strike: Gardener 1 is flat-footed to everyone's first attack before Félicité's turn, and it will do 2d6 additional precision damage.

Round 1

➤Bellaluna
Turrey
Gregoth Raging, 21 Temp HP, <AoO pending>
Félicité
Kaldren
Gardener 1 -39 Frightened 2
Gardener 5 Frightened 2 [FF round 2, frightened 1 round 3, 14 damage round 4]
Gardener 3 Frightened 2
Gardener 2 -61 Frightened 2
Gardener 4 -22 Frightened 2

Everyone is up! Note that #5's flat-footed will start at Kaldren's turn, you could delay until after Kaldren if you wanted to benefit from it
---


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

"These Gardeners are moving like the ones we faced at the People's Maps; they are likely members of the assassin order and have the same abilities: sneak attacks, and the ability to make someone flat-footed with an action. Their constitutions aren't great - they have weak fortitudes."

Félicité moves in ◆ and targets the most damaged one.

Devise a Strategem: 1d20 ⇒ 2

Realizing it's a poor shot, she improvises an attack on #1 again.

Shortbow: 1d20 + 30 ⇒ (9) + 30 = 39
Piercing: 3d6 + 6 ⇒ (1, 6, 4) + 6 = 17 plus Sonic: 1d6 ⇒ 4

Shortbow, MAP: 1d20 + 30 - 5 ⇒ (6) + 30 - 5 = 31
Piercing: 3d6 + 6 ⇒ (4, 2, 4) + 6 = 16 plus Sonic: 1d6 ⇒ 1


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

If #1 moved first, they could get the AoO. Copying it from the spoiler for convenience and adding the precision damage.

Attack of Opportunity, Heroism vs #1: 16 + 31 + 1 = 48
Slashing damage, Negative damage, Fire damage, Precision damage: 25 + 13 + 3 + 2d6 ⇒ 25 + 13 + 3 + (2, 5) = 48

Gregoth lashes out wildly at the fleeing Gardeners, though most of them are gone before he can finish the first swing. Wordlessly he follows, black eyes locked on the bleeding figure in front of him. Again and again he swings the sword in his hand, not seeming to notice the shadows growing behind him.

Longsword, Heroism vs #1: 1d20 + 31 + 1 ⇒ (20) + 31 + 1 = 52 (Critical specialization - Flat-footed until the start of Gregoth’s next turn)
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (7, 1, 1) + 11 + 13 + (2) = 35

Longsword, Heroism vs #1: 1d20 + 31 + 1 - 5 ⇒ (19) + 31 + 1 - 5 = 46 (If that hits, the keen makes it a critical hit)
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (5, 1, 1) + 11 + 13 + (3) = 34

Stride [A], Step [A], Strike [A], Strike [Q]. AC 37.


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

I’m assuming that means that there were no random invisible creatures just chilling around in this room? Since I got hasted, I did use Deadeye to see if there were such creatures just standing around.

Bellaluna looks at her comrades taking care of the Gray Gardeners and chuckles. ”They got this.” The elf looks over her shoulder at the more pressing concern. She hops off the desk and moves over to the man with his head in a potted plant. ◆ Stride (from haste)

Bellaluna drops both of her crossbows and grabs the back of the man’s shirt and coat and heaves him out of the pot! I’m liberally going to say that that’s one action. I’m basically just trying to get his head out of the dirt and get him laying on his back.

Athletics check (if necessary): 1d20 + 20 ⇒ (16) + 20 = 36

If the man (for some reason) immediately becomes conscious once pulled out of the dirt:
Bellaluna nods and picks up both of her crossbows again. ◆ Interact, ◆ Interact

If not:
Oh goodness, I have no idea what I’m doing!

”Um…uh…Breathe!” ◆◆ Perform CPR???

Medicine?? (I hope this isn’t necessary): 1d20 + 4 ⇒ (18) + 4 = 22


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

◆ Stride
Melee Strike vs 1: 1d20 + 31 ⇒ (3) + 31 = 34 Damage (B): 3d10 + 11 ⇒ (10, 3, 1) + 11 = 25 Damage (F): 1d6 ⇒ 5
Melee Strike vs 1: 1d20 + 26 ⇒ (13) + 26 = 39 Damage (B): 3d10 + 11 ⇒ (2, 7, 5) + 11 = 25 Damage (F): 1d6 ⇒ 5
Melee Strike vs 1: 1d20 + 21 ⇒ (5) + 21 = 26 Damage (B): 3d10 + 11 ⇒ (5, 6, 2) + 11 = 24 Damage (F): 1d6 ⇒ 5


Night of the Gray Death

Sorry Gregoth, I completely missed your AoO spoiler. Yes there are no invisible creatures in the room Bellaluna. I'll bot Turrey

As one of the gardeners fled, Gregoth screamed and almost cut them in half with a mighty sword swing. The Gardener's instinct for stealth almost held, but when they also burst into flames they did let out a scream.

Fire: 2d10 ⇒ (6, 3) = 9

Running in terror from Bellaluna and now Gregoth, the beleagured gardener only made it as far as the door before Gregoth chased them down, and with a series of viscious cuts slew them outright.

Those were all crits, especially because Félicité crit on her known weakness check and I forgot that it gave you all a +1 circumstance to attack them (sorry Félicité)

Bellaluna aids the victim of the harsh interrogation technique, pulling him plant pot. He inhales as soon as his head is clear, then begins to cough and convulse on the ground. Bellauna picks up her crossbows as he recovers.

GM screen:

Félicité Society: 1d20 + 31 ⇒ (9) + 31 = 40

You don't recall any more about Gardener assassins Félicité

Félicité watches the assassins run, and targets one nursing a wound from Gregoth's sword. She can't find a shot, so she sends on at the nearest one instead. One of her arrows finds the mark

Redirected from #1 to #5 as #1 is dead

Kaldren starts laying into the gardener he cursed with fear of an impending doom, striking them twice and sending the sound of squelching meat and crunching bones to mix with the those of fear and death.

Two hits

Turrey sings a song of battle, raising the spirits of the party as they fight hapless gardeners, then he starts firing a hail of arrows over Gregoth's shoulder as they retreat. He targets the one looking especially discombobulated due to Kaldren's spell.

◆ Inspire Courage
◆ Strike
Bow: 1d20 + 29 + 1 ⇒ (15) + 29 + 1 = 45
Damage (+sonic): 3d6 + 3 + 2d6 + 1 ⇒ (6, 5, 5) + 3 + (6, 5) + 1 = 31 Crit!
Deadly: 2d10 ⇒ (4, 2) = 6

◆ Strike
Bow: 1d20 + 29 + 1 - 5 ⇒ (18) + 29 + 1 - 5 = 43
Damage (+sonic): 3d6 + 3 + 2d6 + 1 ⇒ (3, 2, 4) + 3 + (1, 1) + 1 = 15 Crit! (only because of FF & frightened 2)
Deadly: 2d10 ⇒ (4, 5) = 9

◆ Strike
Bow: 1d20 + 29 + 1 - 10 ⇒ (4) + 29 + 1 - 10 = 24

I forgot the fort saves vs. deafened
Fort, frightened DC 34: 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33

Two of his arrows hit sensitive spots, and leaves a nasty gash by his ear. The explosion of sound also appears to have deafened him, and he looks severely wounded.

The gardeners then attack! The one that just took the brunt of the parties attacks is forced to face Gregoth. He makes a quick gesture clicking his fingers to distract, then draws a kukri lightning quick to attack

◆ Instant Opening
◆ Quick Draw
Kukri, frightened vs FF AC 35: 1d20 + 29 - 2 ⇒ (20) + 29 - 2 = 47
slashing, precision: 2d6 + 8 + 6d6 ⇒ (1, 4) + 8 + (4, 1, 2, 1, 1, 6) = 28

↺ Glimpse of Redemption

56 37 damage to Gregoth!

◆ Step

Another two then rush in to protect their injured colleague, and perform the same moves.

Kukri, frightened vs FF AC 35: 1d20 + 29 - 2 ⇒ (7) + 29 - 2 = 34
Kukri, frightened vs FF AC 35: 1d20 + 29 - 2 ⇒ (2) + 29 - 2 = 29

Gregoth ducks and dodges out of the way. The final gardener draws their hand crossbow, applys a glistening black poison, and fires it at Gregoth.

Hand crossbow vs AC 37, frightened: 1d20 + 29 - 2 ⇒ (5) + 29 - 2 = 32

The Green Room

Active Effects:
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Didactic Strike: Gardener 1 is flat-footed to everyone's first attack before Félicité's turn, and it will do 2d6 additional precision damage.

Round 3

➤Bellaluna
Gregoth Raging, -16
Félicité
<-- Gardner 5 is FF until here -->
Kaldren
Turrey
Gardener 1 -a lot Frightened 1
Gardener 5 -204 Frightened 1, enfeebled 2, deafened [FF round 2, frightened 1 round 3, 14 damage round 4]
Gardener 3 Frightened 1
Gardener 2 -61 Frightened 1
Gardener 4 -22 Frightened 1

Everyone is up!


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

Bellaluna repositions. ◆ Stride (from haste) then fires her crossbows at one of the Gardeners! ◆ Two-Weapon Fusillade.

Shot 1 vs #5 FF w/lesser cover; inspire courage: 1d20 + 34 + 1 ⇒ (1) + 34 + 1 = 36
Damage; inspire courage, Didactic Strike: 3d8 + 10 + 1 + 2d6 ⇒ (1, 1, 2) + 10 + 1 + (3, 6) = 24 Force Damage: 1d6 ⇒ 4 Fire Damage: 1d4 ⇒ 1

Shot 1 vs #5 w/lesser cover; inspire courage, 2nd: 1d20 + 34 + 1 - 5 ⇒ (12) + 34 + 1 - 5 = 42
Damage; inspire courage: 3d8 + 10 + 1 ⇒ (7, 6, 4) + 10 + 1 = 28 Force Damage: 1d6 ⇒ 1 Fire Damage: 1d4 ⇒ 4

She then reloads her crossbows. ◆ Dual-Weapon Reload, ◆ Dual-Weapon Reload


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

Gregoth pulls the shield on his arm up too late to block the blow to his belly. Red blood mixes with black shadow before falling to the ground. Dark eyes - almost appearing as empty sockets - stare into those of the Gardener before him.

“You should’ve run.”

Intimidation, Heroism to Demoralize vs #3: 1d20 + 30 + 1 ⇒ (14) + 30 + 1 = 45

Again and again the other arm rises. Again and again the blade falls.

Longsword, Heroism vs #3: 1d20 + 31 + 1 ⇒ (14) + 31 + 1 = 46
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (5, 2, 2) + 11 + 13 + (4) = 37

Longsword, Heroism vs #3: 1d20 + 31 + 1 - 5 ⇒ (18) + 31 + 1 - 5 = 45
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (4, 1, 7) + 11 + 13 + (6) = 42

Raise Shield [A], Demoralize vs #3 [A], Strike [A], and Strike [Q]. AC 39.


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Félicité devises against the most wounded.

devise: 1d20 ⇒ 4

She improvises against the next most wounded.

Shortbow: 1d20 + 30 ⇒ (13) + 30 = 43
Piercing: 3d6 + 6 ⇒ (4, 4, 5) + 6 = 19 plys Sonic: 1d6 ⇒ 3

Then she backs up to the Victim and asks if he is okay, slapping a bandage on him.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey continues his rousing melody as he fires off two more quick arrows.

◆ Inspire
◆ Bow (vs 5 if up, or else 3)
◆ Bow

Bow+inspire: 1d20 + 29 + 1 ⇒ (9) + 29 + 1 = 39
Damage ( sonic): 3d6 + 3 + 1d6 + 1 ⇒ (2, 5, 6) + 3 + (4) + 1 = 21

Bow+inspire: 1d20 + 29 + 1 - 5 ⇒ (7) + 29 + 1 - 5 = 32
Damage ( sonic): 3d6 + 3 + 1d6 + 1 ⇒ (2, 5, 4) + 3 + (3) + 1 = 18


Night of the Gray Death

Botting Kaldren, I appreciate the rest of you posting in initiative order :)

Bellaluna starts her pursuit after saving the torture victim, firing a quick barrage at the injured gardener currently suffering from a vision of their impending doom. One of the shots goes wide, but the other sinks into their arm.

Gregoth strikes fear into one of the gardeners menacing him Crit success upgrades their frightened to 2, then as they turn to run opens them up with two fearsome slashes of his sword that cause flames to burst all over their body.

Two more crits! That makes 3 flat-footed due to the crit specialization, in addition to frightened 2 and fleeing 1

Félicité can't get a shot on the most injured 5, so she fires an arrow at the one Gregoth just sliced open 3, and as they're staggering back from the blow she's able to hit a crucial spot.

That's a crit because of the frightened 2 and flat-footed
Deadly: 2d10 ⇒ (5, 6) = 11

She then provides some quick medical attention to the unconscious man, who bolts upright, takes in the fight, whispers a quick "By Abadar's Vault!", and takes cover behind the plant-pot.

A small voice "I'm OK, thank you" comes from the other side a second later.

Kaldren grimaces as he strikes down his foes

◆ Smite Evil
◆ Strike
Flail vs 3: 1d20 + 31 ⇒ (6) + 31 = 37
Damage (B), Fire, Good: 3d10 + 11 + 1d6 + 6 ⇒ (4, 9, 3) + 11 + (1) + 6 = 34

◆ Strike [Q]
Flail vs 3: 1d20 + 31 - 5 ⇒ (9) + 31 - 5 = 35
Damage (B), Fire: 3d10 + 11 + 1d6 + 6 ⇒ (8, 3, 4) + 11 + (6) + 6 = 38

On the second strike, the gardener falls in a spray of blood and flame, and Kaldren rushes round to the other side.
◆ Stride

Turrey inspires everyone's fighting spirit, and then fires a couple of quick arrows. After the shots the heavily injured gardener falls to the ground looking like a pin-cushion, but Turrey's second shot goes wide.

The remaining Gardener locked in combat with Gregoth looks terrified. They make a quick strike to cover their retreat, then try to catch Gregoth's ankle and trip him up before retreating.

You're still flat-footed against them because of the opening, until the end of this turn

◆ Strike
Kukri, frightened vs FF AC 37: 1d20 + 29 - 1 ⇒ (15) + 29 - 1 = 43
Slashing, precision: 2d6 + 8 + 6d6 ⇒ (3, 1) + 8 + (3, 2, 2, 1, 5, 2) = 27
↺ Glimpse of Redemption
27 8 damage to Gregoth!.

◆ Trip
Athletics vs Reflex DC 39, enfeebled: 1d20 + 26 - 5 - 2 ⇒ (4) + 26 - 5 - 2 = 23

After a strong strike, they find Gregoth much more immovable than they expect and fall themselves!

◆ Stand Triggers

The other gardener has a new threat, and after reloading their crossbow, whistles to distract Kaldren, and then they fire at his face.

◆ Reload
◆ Instant Opening
◆ Strike

Hand crossbow vs FF AC 41, frightened: 1d20 + 29 - 1 ⇒ (16) + 29 - 1 = 44
Piercing, precision: 2d6 + 4 + 6d6 ⇒ (5, 6) + 4 + (3, 2, 5, 6, 1, 5) = 37

Kaldren moves enough to avoid the bolt being fatal, but it does open a nasty gash on the side of his face and neck.

37 damage to Kaldren!

The Green Room

Active Effects:
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 4)

Round 4

➤Bellaluna
Gregoth Raging, -24 <AoO vs. #2 pending>
Félicité
Kaldren -37
<-- Inspire Courage ends here -->
Turrey
Gardener 5 -258 Frightened 1, enfeebled 2, deafened [FF round 2, frightened 1 round 3, 14 damage round 4]
Gardener 3 -285 Frightened 2, 2d10 p. fire, fleeing 1
Gardener 2 -61
Gardener 4 -22

Everyone is up!


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Félicité strides back towards their foes, eyeing #2.

Devise a Strategem: 1d20 ⇒ 4

When no opportunity presents itself, she targets #4 instead.

Shortbow: 1d20 + 30 ⇒ (6) + 30 = 36
Piercing: 3d6 + 6 ⇒ (3, 5, 5) + 6 = 19 plus Sonic: 1d6 ⇒ 4

Frustrated at her lack of good shots, she casts Guidance on Gregoth ◆ and Bellaluna ◆, hoping to improve their chances.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey continues to whistle the same rousing tune, and fires off another two arrows.

Bow+inspire: 1d20 + 29 + 1 ⇒ (15) + 29 + 1 = 45
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (2, 4, 5) + 3 + (1) = 15

Aid Gregoth(Bow+inspire): 1d20 + 29 + 1 - 5 ⇒ (11) + 29 + 1 - 5 = 36
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (6, 2, 1) + 3 + (4) = 16

◆ Inspire Courage
◆ Bow v 2
◆ Prep to aid Gregoth
↻ [When G next attacks] time an arrow whizzing past his foe's head, distracting them briefly, as an Aid another. Does that work? (If not, just convert that roll into another attack.)


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

”Y’know,” Bellaluna says to Félicité. ”I was expecting a lot worse from a whole group of Gardeners.”

Without waiting for a response, Bellaluna slightly moves over ◆ Stride 5 feet (from haste) and unleashes a volley of bolts at the nearest Gardener! ◆◆ Paired Shots

Paired Shot 1 vs #2 FF; inspire courage: 1d20 + 34 + 1 ⇒ (7) + 34 + 1 = 42
Damage; Didactic Strike, inspire courage: 3d8 + 10 + 2d6 + 1 ⇒ (8, 3, 7) + 10 + (6, 3) + 1 = 38 Force Damage: 1d6 ⇒ 1 Fire Damage: 1d4 ⇒ 4

Paired Shot 2 vs #2; inspire courage: 1d20 + 34 + 1 ⇒ (20) + 34 + 1 = 55
Damage; inspire courage (doubled from crit): 3d8 + 10 + 1 ⇒ (8, 6, 3) + 10 + 1 = 28 Force Damage (doubled from crit): 1d6 ⇒ 6 Fire Damage (doubled from crit): 1d4 ⇒ 2

Resistances and weaknesses only apply once to both shots. DC 27 Fort to avoid being pushed 5 feet towards Kaldren, DC 29 Fort to avoid being blinded for 1 round, and immobilized until they make a DC 10 Athletics check as an Interact action.

She then reloads one of her crossbows. ◆ Dual-Weapon Reload.

Bellaluna then looks over her shoulder at Turrey. ”Sorry! Just realized I’m in your way!”


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

AoO, IC vs #2: 1d20 + 31 + 1 ⇒ (15) + 31 + 1 = 47
Slashing damage, Negative damage, Fire damage, IC: 3d8 + 11 + 13 + 1d6 + 1 ⇒ (4, 7, 4) + 11 + 13 + (4) + 1 = 44

The shadows around Gregoth scream in rage and terror. Can’t anyone else hear them? Doesn’t anyone else feel the need to do something, anything to make them stop? Doesn’t anyone else feel completely powerless?

“Why didn’t you run?”

Intimidate, Heroism, Prowess to Demoralize vs #2: 1d20 + 30 + 1 + 2 ⇒ (12) + 30 + 1 + 2 = 45 (Completely forgot about Intimidating Prowess last round - if that’s a crit success, he’ll use Terrified Retreat to give them the Fleeing condition for 1 round (possible AoO in spoiler).)

A tendril of darkness wraps itself around the blade in the large man’s hand as he swings it wildly back and forth. Another reaches out in response to the rise of the once-polished shield in the other hand.

Longsword, IC vs #2: 1d20 + 32 + 1 ⇒ (6) + 32 + 1 = 39
Slashing damage, Negative damage, Fire damage, IC: 3d8 + 11 + 13 + 1d6 + 1 ⇒ (8, 7, 2) + 11 + 13 + (3) + 1 = 45

Longsword, IC vs #2: 1d20 + 31 - 5 + 1 ⇒ (10) + 31 - 5 + 1 = 37
Slashing damage, Negative damage, Fire damage, IC: 3d8 + 11 + 13 + 1d6 + 1 ⇒ (2, 8, 8) + 11 + 13 + (6) + 1 = 49

Raise Shield [A], Demoralize vs #2 [A], Strike [A], Strike [Q]. AC 39.

Possible AoO:
Longsword, IC: 1d20 + 31 + 1 ⇒ (6) + 31 + 1 = 38
Slashing damage, Negative damage, Fire damage, IC: 3d8 + 11 + 13 + 1d6 + 1 ⇒ (6, 2, 7) + 11 + 13 + (2) + 1 = 42


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

Kaldren hisses in pain, turning to see the gardener who just shot at him with easy reach he steps toward them and brings down the flail.

◆Step
◆Smite Evil on 4
Melee Strike: 1d20 + 31 ⇒ (8) + 31 = 39 Damage (B, F, G): 3d10 + 11 + 1d6 + 6 ⇒ (5, 5, 9) + 11 + (1) + 6 = 37
Melee Strike: 1d20 + 26 ⇒ (5) + 26 = 31 Damage (B, F, G): 3d10 + 11 + 1d6 + 6 ⇒ (5, 4, 2) + 11 + (3) + 6 = 31


Night of the Gray Death

Gregoth strikes out at the Gardener as they rise from the ground, nearly slicing them in half and starting another fire.

Another crit!

Bellauna then finishes the job, her second arrow going straight through an eye socket and out the back of the head, so that when the burning corpse hits the ground it is pinned to the floor.

There was no didactic strike as Félicité didn't use her devised stratagem, but it was enough to kill them (exactly actually. Without the inspire courage they'd still be up)

I'll substitute a stride into your actions Gregoth so you can get to #4

Gregoth charges the remaining Gardner, who watches with a look of resignation.

"The directors would do worse to me if I flee"

They look frightened, but hold their ground. They even manage to avoid being ignited by Gregoth's follow-up strike, though the wound they take still looks nasty.

With only one remaining by your turn Félicité I'm going to assume you still devise and then try your luck with the 4. I'll also have to switch the guidance to Turrey as Gregoth moved out of range

Félicité attempts a difficult shot, with Kaldren and Gregoth menacing the remaining Gardener and the angle down the stairs, and the arrow just catches the edge of the Gardener's cloak. She then weaves a little magical guidance for Turrey and Bellaluna.

Kaldren steps to flank the final assassin, and with Pharasma's judgement smacks them once with his flail. The assassin ducks his backswing.

Turrey you can't see 4 so I'll throw in a quickened stride. I'm going to say no to aiding an attack at range, as the rules say "Similarly, a character usually needs to be next to their ally or a foe to Aid the ally in attacking the foe"

Turrey continues to inspire with his song, and moves to get a shot on the last enemy. He fires two quick shots, the first of which explodes by their ear, and the second catches an arm.

The first is a crit thanks to frightened 1 and/or the guidance which I assume Turrey would have used

Deadly: 2d10 ⇒ (6, 5) = 11

I think I assumed that the bow was greater thundering before, but it looks like it's just thundering?

Fort vs DC 24, frightened: 1d20 + 22 - 1 ⇒ (1) + 22 - 1 = 22

Ha these poor evildoers can't catch a break

The last Gardener assassin steps away from Gregoth, and with tears in their eyes fights on. They drop their hand crossbow, and quickly draw their kukri and stab at Kaldren in two quick flashes.

Strike, frightened vs FF AC 41: 1d20 + 29 - 1 ⇒ (6) + 29 - 1 = 34
Strike, frightened vs FF AC 41: 1d20 + 29 - 1 - 4 ⇒ (2) + 29 - 1 - 4 = 26

Kaldren barely notices as the blades fail to even scratch his armour.

The Green Room

Active Effects:
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 5)

Round 5

➤Bellaluna Guidance
Gregoth Raging, -24
Félicité
Kaldren -37
<-- Inspire Courage ends here -->
Turrey Immune to guidance
Gardener 2 -255 immobiziled, burning
Gardener 4 -161

Everyone is up!


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Devise: 1d20 ⇒ 5

Félicité moves up and fires arrows.

Shortbow: 5 + 30 = 35
Piercing: 3d6 + 6 ⇒ (1, 1, 3) + 6 = 11 plus Sonic: 1d6 ⇒ 5 plus Precision: 5d6 ⇒ (5, 1, 5, 1, 6) = 18

Shortbow: 1d20 + 30 - 5 ⇒ (13) + 30 - 5 = 38
Piercing: 3d6 + 6 ⇒ (4, 5, 1) + 6 = 16 plus Sonic: 1d6 ⇒ 2

Shortbow: 1d20 + 30 - 10 ⇒ (5) + 30 - 10 = 25
Piercing: 3d6 + 6 ⇒ (6, 6, 2) + 6 = 20 plus Sonic: 1d6 ⇒ 4


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

◆ Stride (standing over #5’s body)

◆ Reload

◆◆ Paired Shots

Paired Shot 1 vs #2; inspire courage: 1d20 + 34 + 1 ⇒ (7) + 34 + 1 = 42
Damage; inspire courage: 3d8 + 10 + 1 ⇒ (6, 1, 6) + 10 + 1 = 24 Force Damage: 1d6 ⇒ 2 Fire Damage: 1d4 ⇒ 3

Paired Shot 1 vs #2; inspire courage: 1d20 + 34 + 1 ⇒ (2) + 34 + 1 = 37
Damage; inspire courage: 3d8 + 10 + 1 ⇒ (4, 2, 2) + 10 + 1 = 19 Force Damage: 1d6 ⇒ 4 Fire Damage: 1d4 ⇒ 3

I’ll use the guidance on the first save I have to make (if any).


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

Based on the description, #4 shouldn’t be standing between Gregoth and Kaldren anymore like they are on the map. Actions are made in accordance with my understanding that the map is incorrect - especially given that the Gardener wouldn’t want to risk Gregoth’s Attack of Opportunity for drawing a weapon.

Gregoth follows after the Gardener, movements jerky as if the large man was being pulled across the room. Stopping behind the assassin, he raises the blade in his hand. “Then there is only one way out of here.”

Intimidation, Heroism to Scare to Death vs #4: 1d20 + 30 + 1 ⇒ (8) + 30 + 1 = 39 (-4 if they are deafened)

Longsword, IC vs #4: 1d20 + 31 + 1 ⇒ (5) + 31 + 1 = 37
Slashing damage, Negative damage, Fire damage, IC: 3d8 + 11 + 13 + 1d6 + 1 ⇒ (4, 1, 1) + 11 + 13 + (5) + 1 = 36

Stride [Q], Scare to Death [A], Strike [A], Raise Shield [A].


Night of the Gray Death

Bellaluna plants one bolt in the Gardener, Gregoth slices them across the front, and Félicité finishes them off with a barrage of arrows, one of which finds its mark in their neck.

The Green Room

Final Report

➤Bellaluna
Gregoth -24
Félicité
Kaldren -37
Turrey
Gardener 4 -270

Hero point to Bellaluna for saving the magistrate; he would have been dead at the start of round 5 had she not pulled him out

The person hiding behind the plant pot cautiously creeps out after the last one falls.

"Are they all dead?"

After cautiously prodding one of the bodies he turns to you

"Good, thank you. I feared that something like this might happen. My name is Otvald Gharmino, I'm a circuit magistrate here in Litran. I've walked the line of appeasing the Gardeners while also upholding the law. Sometimes that's not as easy as I'd like, and I feared they'd make a move on me here tonight."

He brushes the soil from around his face.

"I didn't think they'd go this far though, I really think they were going to kill me! I thought my position protected me, but it seems the old norms no longer apply"

He takes a fine looking platinum necklace from around his neck and hands it to Félicité.

"Take this as a small thank you. Also, I heard something while they were asking their inane questions. One of their superiors came in and asked whether they'd seen anyone on the stairs nearest Silent Lenore, to which they replied they hadn't. This superior then told them to keep an eye on it because no-one else is to access it or else things might not go as planned during the Midnight Unmasking"

The necklace is worth 2,400 GP

After shrugging he continues.

"If that has something to do with the lot of you, I don't want to know about it, but I wish you good luck in opposing these monsters. I don't suppose you'd be willing to escort me to the exit?"

"I don't think they'd assault a group such as yourselves in the ballroom, I was foolish enough to wander to the edges in search of Hors d'oeuvre last time"

You notice that one of the plants has a small vial next to it. Those of you trained in Nature recognise it as Hemlock, a famous poisonous plant. Skilled alchemists can distil it down to a tremendously potent poison. In addition one of the viols in the previous room is magical.

You're going to have plenty of time to examine these things during the next little while

GM screen:

Félicité Occultism (M): 1d20 + 29 ⇒ (10) + 29 = 39
Turrey Occultism (M): 1d20 + 27 ⇒ (12) + 27 = 39
Kaldren Religion (T): 1d20 + 31 ⇒ (3) + 31 = 34
Félicité Crafting (T): 1d20 + 24 ⇒ (19) + 24 = 43
Turrey Crafting (U): 1d20 + 19 ⇒ (12) + 19 = 31

When Félicité and Turrey get a chance to examine them, they confirm that the viol is a Greater Maestro's Instrument, and the poison is indeed Hemlock.

I should really update us to 11 p.m at this point, but I'm afraid I've ran out of time, sorry. I'll hopefully do so tomrrow. Feel free to ask Otvald any questions you might have


Night of the Gray Death

While Félicité and Turrey studying the items you've found, the others spot a crystal decanter half full of wine near where Lallinor was lounging. The wine if tasted is exquisite, and the the decanter itself looks worth a fortune 1800 GP

By the time the items have been identified and the magistrate escorted to safety, it's nearly 11 p.m. You find yourselves back in the ballroom to witness the woman host clear out the dance floor near the musicians. She directs servants to set up posts with red streamers that mark out a large area of the ballroom floor. Once the last waist-high pole has been placed to mark out the empty area, the gaunt, redheaded host signals for quiet. She's now wearing a mask with a simple frown, rather than a smile.

"The Gray Gardeners have been part of Galt's history from the beginning, and shall be there to cultivate its end. Let us entertain you with the Pageant of Galtan History."

The woman makes a grand motion, and dozens of featureless glay automatons march onto the stage. She recites:

Note that I'm assuming you're all content to listen to this performance. If anyone wants to object and put a stop to it or something, we can ignore all the rest of the post and resolved that

"Lo, 'tis a gala night, in the lonesome latter years!" and the automatons mimic the motions of farmers, tailors, soliders, prisoners, and more. As she continues, the automatons act out matching actions.

"An angel throng, bewinged, bedight
In veils, and drowned in tears,
Sit in a theatre, to see
A play of hopes and fears,
While the orchestra breathes fitfully
The music of the spheres.

Mimes, in the form of God on high,
Mutter and mumble low,
And hither and thither fly—
Mere puppets they, who come and go
At bidding of vast formless things
That shift the scenery to and fro,
Flapping from out their Condor wings
Invisible Wo!"

The automatons mimic moving something large and heavy as she says the lines about shifting the scenery.

DC 35 Occultism or Society: (or DC 30 Theatre or Bardic Lore):

You realize that this line means that the most significant moveable furnishing in the room, Silent Lenore, will play an important role in the Midnight Unmasking.

On a critical success you can also open the following spoiler:

Spoiler:
You pick up the insinuation that some enormous and inhuman monster is secretly behind the Gray Gardeners

"That motley drama—oh, be sure
It shall not be forgot!
With its Phantom chased for evermore
By a crowd that seize it not,"

The automatons whirl and dance closely, as though moving through each other.

DC 35 Occultism or Society: (or DC 30 Theatre or Bardic Lore):

You realize that some form of spirit or spectral creature will be a part of the Midnight Unmasking.

On a critical success you can also open the following spoiler:

Spoiler:
You also suspect that it will involve Silent Lenore, which is known to hold the souls of the executed within it

"Through a circle that ever returneth in
To the self-same spot,
And much of Madness, and more of Sin,
And Horror the soul of the plot.

But see, amid the mimic rout,
A crawling shape intrude!
A blood-red thing that writhes from out
The scenic solitude!
It writhes!—it writhes!—with mortal pangs
The mimes become its food,
And seraphs sob at vermin fangs
In human gore imbued."

The automatons moves erratically, grasping at imagined wounds and struggling as if maimed or eaten.

"Out—out are the lights—out all!
And, over each quivering form,
The curtain, a funeral pall,
Comes down with the rush of a storm,"

In unison, the automatons mimic fainting, falling, and lying still.

DC 35 Occultism or Society: (or DC 30 Theatre or Bardic Lore):

You realize that the masque is building to an event involving a powerful undead creature.

On a critical success you can also open the following spoiler:

Spoiler:
You also realize with a sudden dread that like a storm, it will probably affect several people at once, perhaps everyone in the monastery

"While the angels, all pallid and wan,
Uprising, unveiling, affirm
That the play is the tragedy, “Man,”
And its hero, the Conqueror Worm."

Silence greets the end of the performance, but the host seems pleased, and you just know that she is beaming beneath the mask. By the time nervous applause comes, the automatons have already begun marching out of the room.

I'll give you a chance to learn what you can from that, and then plan out anything you'd like to do in the next hour before Midnight


LN M Human Barbarian 18 | HP 314 | AC 39 (-1 Rage, +2 Shield) | F +32 [L] R +30 [M] W +30 [M] | Perc +28 | Speed 40 ft | Hero Points: 1 | SG: 1/1 | NtD: 1/1 | BB: 1/1 | Active Conditions: None

Love the literary reference GM!

Gregoth tries to watch his companions out of the corner of his eye to see when he should start applauding. Not that this performance feels very... innocent. He can't quite put his finger on what it is though. Maybe the moving figurines, with their lack of human features? "You don't think those things are going to attack, do you?" he whispers to Turrey when the hesitant applause finally starts.

Not trained in any of those skills unfortunately.


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

Needs an 11+: 3d20 ⇒ (4, 5, 4) = 13

Welp, I know nothing.


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Society: 1d20 + 31 ⇒ (13) + 31 = 44 vs DC 35

"The most significant moveable furnishing in the room, Silent Lenore, will play an important role in the Midnight Unmasking."

Note there are critical success sub-spoilers, so others should attempt.

Society: 1d20 + 31 ⇒ (2) + 31 = 33 vs DC 35

"..."

Will reroll this, but at the end to keep the sacred order of the dice intact.

Society: 1d20 + 31 ⇒ (20) + 31 = 51 vs DC 35

"The masque is building to an event involving a powerful undead creature. Like a storm, it will probably affect several people at once, perhaps everyone in the monastery."

---

Hero Point Reroll on #2.

Society: 1d20 + 31 ⇒ (17) + 31 = 48

lol I guess it didn't matter.

"Some form of spirit or spectral creature will be a part of the Midnight Unmasking. I'm guessing it will involve Silent Lenore, which is known to hold the souls of the executed within it."


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

Occultism (DC: 35): 1d20 + 21 ⇒ (17) + 21 = 38
Occultism (DC: 35): 1d20 + 21 ⇒ (2) + 21 = 23
Occultism (DC: 35): 1d20 + 21 ⇒ (1) + 21 = 22

Kaldren agrees with Félicité about Silent Lenore, but is unable to make anything more of the performance.

Ah, no improvement on what Félicité learned.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

When Turrey first holds the viol in his hands, they start to tremble.

"Praise be to Shelyn, that an item of such great beauty can be found, even in a place as grey as this."

When the recitation begins, Turrey subtly accompanies it on the newfound viol. All three crits! Hopefully that doesn't use up my luck for later. ;-)

Perform: 1d20 + 33 ⇒ (15) + 33 = 48
Perform: 1d20 + 33 ⇒ (20) + 33 = 53
Perform: 1d20 + 33 ⇒ (17) + 33 = 50

Turrey nods grimly to Félicité's sage analysis. "All that I would add is that I suspect there's some unseen monster behind the gardeners."

When Turrey notes that it's only five minu until midnight, he nods to his friends and steps out to an inconspicuous spot (perhaps behind a curtain they've already explored).

"I have a few tricks up my sleeve." First he casts Foresight on himself. Then he uses his Staff of Divination. "I'll send a Prying Eye up the stairs beside Silent Lenore; perhaps we can learn something interesting."

Finally, two minutes before the clock is set to toll, he again uses his staff, to enable him to better see through and deceptive magics.

"Let's see if there's more we can learn or do, before we disrupt the final act."

If True Seeing works as well as See Invis vs invisibility, I'll use 6 charges for that...and then 1 charge + an L5 slot to cast Prying Eye. If See Invis really is better, I'll just 2 charges for that and 5 charges for Prying...and save the slots.


Night of the Gray Death

Turrey casts some divinations from behind the curtain before the clock strikes twelve.

Did you decide which way you were going on the true seeing vs. invisiblity?

He sends an invisible eye up the stairs beside Silent Lenore and looks around up there in the minutes before midnight. The scene is much as you left it, with the wreckage of the trap untouched and the strange floating mirrors still severed from the network.

In the moments before midnight a frison of excitement runs through the room as everyone reaches up to take hold of their masks in the final seconds, ready to unmask and look around the room.

Gregoth Perception (M): 1d20 + 27 ⇒ (16) + 27 = 43
Bellaluna Perception (M): 1d20 + 27 ⇒ (16) + 27 = 43
Félicité Perception (L): 1d20 + 30 + 2 ⇒ (11) + 30 + 2 = 43
Turrey Perception (M): 1d20 + 27 ⇒ (6) + 27 = 33
Kaldren Perception (E): 1d20 + 25 ⇒ (3) + 25 = 28

Gregoth, Bellauna and Félicité all notice that some attendees have their hands only loosely at their masks and likely don't intend to remove them when everyone else does, and Félicité notices a few of those she identified as Gardeners earlier among their number. Furthermore most of this group are stationed near the exits to the room.

As the great black clock strikes midnight, a cheer erupts from the crowd. Nearly everyone yanks off their masks at once Do you all do the same?, throwing them to the floor or into the air and looking around the room with naked curiosity. Several people- perhaps a dozen, the hosts included -lower their hands without removing their masks. The two hosts cry out in unison:

"Now you see who among us are the Gray Gardeners- and who are the DEAD!"

The final blade shudders, and a cluster of spectral forms rush from it, shrieking in a soul-curdling rage and coalescing into a massive ghostly form.

There's a picture on the slides

Félicité:
Although the individual spirits looks faded and indistinct, you know that somewhere Camille's soul, however warped, is in that mass, free from the final blade at last.

Perhaps a part of him is still aware too, able to affect it in a small way. You get a +2 circumstance bonus to AC against the thing, and a +2 circumstance bonus to your saves against its abilities

Initiative:

Gregoth Perception, scout (M): 1d20 + 27 + 2 ⇒ (3) + 27 + 2 = 32
Bellaluna Perception, scout (M): 1d20 + 27 + 2 ⇒ (17) + 27 + 2 = 46
Félicité Perception, scout (L): 1d20 + 30 + 2 ⇒ (6) + 30 + 2 = 38
Turrey Perception, scout (M): 1d20 + 27 + 2 ⇒ (10) + 27 + 2 = 39
Kaldren Perception, scout (E): 1d20 + 25 + 2 ⇒ (12) + 25 + 2 = 39
Final Blade Monster: 1d20 + 33 ⇒ (3) + 33 = 36

The palapable feeling of dread that you've all experienced when near a final blade is magnified a thousand fold, the dying embers of a flame to this creatures roaring blaze. You can all feel your souls being torn away, pulled into the swirling vortex of death, and so can every other person in the room!

A few things:

1.You are each in the aura of the creature and take 5d6 negative damage at the start of your turn (Kaldren has a 15 foot aura of negative resistance 5 I think). I'll roll those for you, there's also a save to make against an affect of the aura, you can roll those and see how you did in the following spoiler (Kaldren's aura also gives a +1 status bonus to this save):

Aura Fortitude Save:

The DC is 42. Failure means you are doomed 1

Bellaluna negative, resistance: 5d6 - 5 ⇒ (4, 1, 2, 5, 4) - 5 = 11
Turrey negative, resistance: 5d6 - 5 ⇒ (2, 4, 6, 3, 3) - 5 = 13
Kaldren negative, resistance: 5d6 - 5 ⇒ (5, 5, 6, 1, 3) - 5 = 15
Félicité negative, resistance: 5d6 - 5 ⇒ (2, 3, 4, 4, 1) - 5 = 9

2. I've put the Gardeners on the map but haven't rolled them into initiative, they're more of a narrative device at this point as they aren't engaging you directly in combat, but should that happen we can deal with it then

3. The chaos of party guests frantically trying to escape, running into each other, and screaming in pain as their souls are torn away means the wooden tiled area on the map is difficult terrain

Screams of horror are all you can hear as pandemonium breaks out. People try to leave, but the Gardeners are ready for them and draw their swords to keep you all locked in. Several of you react before the spirit is drawn up to its full height, but its clear that it has one goal, the utter destruction of all life!

The Midnight Massacre

Round 1

➤Bellaluna -11
Turrey -13 See invisibility/true seeing
Kaldren -15
Félicité -9
Final Blade Spirit
Gregoth


Female CG Elf Gunslinger (pistolero)/18 | HP 222/222 | AC 40 (Trigger on crit failed attack) | F: +29 (juggernaut), R: +32 (evasion), W: +28 (unwavering mien); +2 circ. vs controlled plus stubborn and ancestral suspicion; +1 circ. vs emotion plus forlorn | Perc. (m): +28, +2 circ. to all initiative rolls; Stealth (e) +30 | Speed 30ft | Active conditions: None. | ◆◇↻

In the seconds before midnight, Bellaluna hovers one hand over her mask and the other at her hip. When the clock strikes 12, she takes out one of her crossbows rather than removing her mask, uncaring if some of the socialites take offense. She knows something is going to go down.

And then something does! Bellaluna stands in astonishment at the pure amalgamation of spirits before her. The pure dread surrounding her is overwhelming; she does not even recall drawing her other crossbow. ◇ Interact to draw crossbow (from Ten Paces)

Fort Save: 1d20 + 28 ⇒ (17) + 28 = 45 Then success to crit success, if that makes a difference.

Delaying until after Turrey, since I’m 90% sure a haste is coming.

After Turrey: Bellaluna gulps, forcing her way through the crowd. ◆ Stride (from haste, ◆ Stride. Unfortunately can’t do the free action Step from Ten Paces because of difficult terrain.

Map Question:
I’m not sure if the giant black box on the map that’s between me and the Gardeners is something that blocks line of effect (like a wall). Based on the description, it seemed like they were up on a stage or something to officiate the unmasking. The rest of my post is assuming that it doesn’t block line of effect.

Looking between the giant spectre and the Gray Gardeners, Bellaluna shouts above the din of the panicked crowd.

”You have sentenced these innocents to their untimely deaths! Unfortunately, among them are chosen servants of Pharasma Herself! The power of the Lady of Graves will come down upon all you wretches for your sins and blasphemies against the Cycle of Souls,” The masked elf points one of her crossbows accusingly at the massive spirit. ”Starting with this abominable microcosm of the Gray Gardener’s efforts against the natural order!”

◆◆ Grim Swagger. If I have line of effect to the other Gardeners, then the host and hostess are also in range. Otherwise, it’s just the big spirit. If the spirit doesn’t understand Common, then it’s unaffected.

Deception vs Will DCs: 1d20 + 32 ⇒ (13) + 32 = 45
Success: Frightened 2. Crit Success: frightened 3 (and fleeing for 1 round if level 16 or lower)


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

OK, lets go with True Seeing

Fort: 1d20 + 25 ⇒ (18) + 25 = 43 Fort: 1d20 + 25 ⇒ (11) + 25 = 36 Advantage due to Foresight

Turrey feels slight euphoric dissonance, as slight premonitions precede each action, and he's able to shrug off the worst of the spirit's deathly presence.

He foresees a flash of the businesslike smile on Bellaluna's face, while he sings his Song of Haste. Very well then..., the bard nods and begins to sing. Then he squints at the spirit, wondering what lore of his might be of service here.

◆◆ Haste (L8 slot, since my L7s are gone)
◆ Knowledge (Occult, I assume) check on the spirit


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Felicite was investigating the Silent Lenore and knew creatures were coming out. Is that enough to say it's the subject of my investigation?


Night of the Gray Death
Marie-Félicité-Denise Pleyel wrote:
Felicite was investigating the Silent Lenore and knew creatures were coming out. Is that enough to say it's the subject of my investigation?

Yes absolutely. In a sense it's been the subject of your investigation for years!

The black box on the map between you and the hosts is the back of the stage, they're a little higher than you, but I'd say you still have line of effect as you're back far enough to see them

GM screen:
Turrey Occultism (M): 1d20 + 27 ⇒ (20) + 27 = 47

Turrey:
It's hard to make sense of what you're seeing. These spirits must be the souls of those unfortunates executed by Silent Lenore, tormented over years until they become this abomination. It is incorporeal undead, and as such things like force damage and ghost touch damage are useful.

You recognise the feeling of wrenching at your soul immediately. The strength of it is terrifying; it is likely affecting everyone within a huge range, maybe even all of Litran. Worse still even though you and your friends are legendary heroes and capable of withstanding it somewhat, it will likely prove fatal to everyone in range not as hardy very quickly.

Finally you realize that the roiling emotions of those tormented for so long has produced an aggregate psyche that is quite vulnerable, and so effects targeting the mind would be especially effective. Translation: It is weak to mental damage

Bellaluna calls out a challenge, and the hosts stop in their butchery of fleeing guests to adopt a fearful posture, and their eyes glance up to the swirling spirits for a second as if in thought, Can she really stop it?

Success on the hosts, no effect on the spirit(s). I should probably let on that this creature is called a "Gray Death", since having never before been unleashed on Golarion your characters have no way of knowing what its name is

The Midnight Massacre

Active Effects:
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Chaos on the Dancefloor: The wooden tiled area is difficult terrain from the crowds of panicked party guests
Soul Bleed Aura: Everyone takes 5d6 negative damage at the start of their turn and must make a fortitude save against every turn against the following effect:

Aura Fortitude Save:

The DC is 42. Failure means you are doomed 1

Round 1

Bellaluna -11
Turrey -13 True seeing
➤Kaldren -15 <Fort save pending>
Félicité -9 <Fort save pending>
Gray Death
Gregoth

Kaldren and Félicité are up!


Male NG Human Champion (Redeemer) 18 | HP: 278/278 | AC: 44, P (E): +26, F (M): +30, R (E): +26, W (M): +30 | Exploration: Search | Aura (15 ft): Resist 5 Negative | Conditions: None

Fortitude (DC: 42): 1d20 + 29 + 1 ⇒ (11) + 29 + 1 = 41

Pulling his mask free and letting it fall to the floor, Kaldren nods in agreement with Bellaluna and raises his flail. "This affront to the natural order shall not be.". He points his flail toward the creature and unleashes a massive barrage of positive energy.

↻ Glimps of Redeption (Exalt): 17 Resistance to Kaldren and all aloes within 15ft.
◆◆Cast Eradicate Undead (DC: 36 Basic Fortitude) Damage (Positive): 9d12 ⇒ (9, 4, 6, 2, 1, 6, 11, 1, 5) = 45
◆Step
Strike: 1d20 + 31 ⇒ (15) + 31 = 46 Damage (B, F, Positive): 3d10 + 11 + 1d6 + 1d6 ⇒ (10, 2, 7) + 11 + (2) + (6) = 38

I've edited this several times as I keep missing things. Hopefully this is the last time.

The resistance from the reaction would normally be 17 for the area version but I believe Shining Oath brings it back up to 17. I'm also not 100% sure this reaction can be used like this but it says the trigger is Takes Damage, not Attack.


retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran

Fortitude: 1d20 + 27 ⇒ (2) + 27 = 29

The weight of the souls trapped in the final blade weighs on Félicité. She immediately shields herself with divine energy.

◆ Shield

Devise a Strategem: 1d20 ⇒ 15
Recall Knowledge

"Camille," Félicité whispers. The name of her dead husband echoes throughout the chamber as if she had shouted it. "La liberté, c'est à toi."

Félicité stands up straight, and impossibly, she appears larger and stronger than Gregoth and lets an arrow fly.

Shortbow: 15 + 30 = 45
Piercing: 3d6 + 6 ⇒ (3, 4, 5) + 6 = 18 plus Sonic: 1d6 ⇒ 4 plus Precision: 5d6 ⇒ (6, 6, 3, 2, 2) = 19
Didactic Strike

"Our loved ones no longer exist within this mass. They are dead."

Heroic Presence:
The blood of heroes courses through your veins, and you inspire your allies to dig deep and find a new level of resolve. You grant up to 10 willing creatures within 30 feet the effects of a 6th-level zealous conviction, though the effect automatically ends on a target if you give that target a command they would normally find repugnant. This action has the auditory trait or visual trait, depending on how you inspire your allies.

Zealous Conviction:
You bypass your targets' rational minds, instilling them with unshakable conviction and zeal. The targets each gain 12 temporary Hit Points and a +2 status bonus to Will saves against mental effects, as their faith overrides the signals from their own bodies and minds. If you tell a target to do something, it must comply with your request, though if it would normally find the task repugnant, it can attempt a Will save at the end of its turn each round due to the cognitive dissonance. On a success, it ends the spell's effects on itself entirely.

12 temp HP and +2 status bonus to Will saves vs mental effects.

◆ Stride

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