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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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

Will, ID: 1d20 + 30 + 1 ⇒ (17) + 30 + 1 = 48
Will, ID: 1d20 + 30 + 1 ⇒ (2) + 30 + 1 = 33

Gregoth looks up. Again the stone wall of the bakery is collapsing over him, blocking out the light that is too bright, too painful. He reflexively takes a last desperate breath as the flames surrounding him wink out as suddenly as they sprang to life.

Will, ID, Perfect Clarity: 1d20 + 30 + 1 + 2 ⇒ (8) + 30 + 1 + 2 = 41

Again Gregoth finds himself entombed while still alive. But this time he can think through the pain, can see something to fight, something to bargain with and push against and plead to be released so he can find his family.

Athletics to Escape: 1d20 + 33 ⇒ (20) + 33 = 53

He feels the earth release him, takes a breath free of stone and soil and fire. The shield on his hand rises, the sword falls.

Longsword vs Ghost: 1d20 + 32 - 5 ⇒ (17) + 32 - 5 = 44
Slashing damage, Fire damage: 3d8 + 11 + 1d6 ⇒ (3, 2, 4) + 11 + (1) = 21 (Note that this does not come from a ghost-touch weapon at the moment)

“You think you can kill us,” he growls, low voice rumbling through the room like the promise of a summer storm. “Death with his scythe could not kill us. Death with their ghostly screams could not kill us. Now they all rest where they sought to send us - and you will join them there soon!” A release like a lightning bolt plunging to the ground shakes the air and fills the mortals’ souls with brilliant fire and rage.

Perfect Clarity [R], then Escape [A], Raise Shield [A], Strike [Q], and use Heroic Presence to give all allies (except Kaldren) a +2 status bonus to Will saves against mental effects and 12 temp hp for 10 minutes [A]. AC 41 (42 with ID).


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

His mind clearing from the supernatural terror Kaldren looks about trying to figure out where he is. Gritting his teeth he turns and strides swiftly back to his companions.

◆Stride
◆Stride
◆Stride

Moving up beside Gregoth he raises his flail and brings it down on the ghostly abomination.

Strike: 1d20 + 31 - 3 ⇒ (7) + 31 - 3 = 35 Damage (B, F, Positive): 3d10 + 11 + 1d6 + 1d6 ⇒ (9, 4, 1) + 11 + (5) + (5) = 35


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

Félicité targets the Black chakanaj (Yellow if Black is down).

Devise a Strategem: 1d20 ⇒ 8
Shortbow: 8 + 31 = 39
Piercing: 3d6 + 6 ⇒ (2, 2, 5) + 6 = 15 plus Sonic: 1d6 ⇒ 6 plus Precision: 5d6 ⇒ (6, 5, 5, 4, 5) = 25
Didactic Strike, Strategic Bypass

She will then shield herself ◆ and move up behind Kaldren and Gregoth ◆.


Night of the Gray Death

Gregoth breaks out of the strange phantasm affecting him, but his attack on the ghostly-thing is much less effective now, his sword passes through it with little effect. He then buoys the rest of the group with his Heroic Presence.

It resists almost all of the damage, though a little gets through unaffected, as does the fire

Bellaluna shoots the injured Chakanaj taking Félicité's advice, and her good-infused bolts seem especially effective against it and it emits an unearthly scream.

The good damage triggers its weakness. The twirl was a success against all the enemies, but not a critical success (these Chakanajs seem a little tougher than the one you fought earlier)

She shoots a followup bolt that pierces a sensitive spot, pinning what remains of it to the ceiling.

Fort DC 27 vs. pushing: 1d20 + 24 ⇒ (6) + 24 = 30
Fort DC 29 vs. blinded: 1d20 + 24 ⇒ (7) + 24 = 31
It's extremely injured

Kaldren recovers himself and returns to the fray, but his hand is still shaking slightly which causes him to miss.

I think you should only have been frightened 2 for that strike, however it would still have been a miss

Félicité carefully studies the injured Chakanaj, and easily puts it out of its misery with a well placed shot, leaving its limp body hanging from the ceiling. She then raises her arcane shield and moves in.

Turrey's still away, hopefully he won't mind me using a low level spell slot on his behalf...

Turrey, still shaken by the fear spell, moves up to give Kaldren a little assistance after watching him struggle with the Sahkil's fear.

◆ Stride [Q]
◆◆ 3rd level Heroism on Kaldren
◆ Shield

In a surprising move, the incorporeal body-part-ghost attempts to grab Gregoth's feet with some of its many ghost-hands and trip him!

Despite being incorporeal it can actually make strength-based checks like this

Athletics vs. Reflex DC: 1d20 + 35 ⇒ (13) + 35 = 48

Fist vs. FF AC 40: 1d20 + 35 - 5 ⇒ (1) + 35 - 5 = 31
Fist vs. FF AC 40: 1d20 + 35 - 10 ⇒ (4) + 35 - 10 = 29

The old warrior falls to the ground and it continues to try to pummel him, though he manages to roll around and avoid the blows.

The Chakanajs seem to panic when one of their number falls (or rather doesn't fall because it's pinned to the ceiling), and they lash out at everyone.

3 fears coming up. The +2 status bonus from Heroic Presence will help

Lots of saves:

Gregoth Will (M): 1d20 + 30 + 2 ⇒ (11) + 30 + 2 = 43
Gregoth: Success => Critical Success
Bellaluna Will (E): 1d20 + 28 + 2 ⇒ (9) + 28 + 2 = 39
Bellaluna: Controlled:(Fail => second save start of turn),Emotion:(+1 circ and success => critical success)
Félicité Will (L): 1d20 + 32 + 2 ⇒ (8) + 32 + 2 = 42
Félicité: Success => Critical Success, Critical Failure => Failure
Turrey Will (M): 1d20 + 31 + 2 - 1 ⇒ (10) + 31 + 2 - 1 = 42
Turrey: Fail (dmg) => half dmg, Success => Critical Success, Crit Fail => Fail
Kaldren Will (M): 1d20 + 30 + 2 + 1 - 1 ⇒ (6) + 30 + 2 + 1 - 1 = 38
Kaldren: Success => Critical Success

Gregoth Will (M): 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
Gregoth: Success => Critical Success
Bellaluna Will (E): 1d20 + 28 + 2 ⇒ (19) + 28 + 2 = 49
Bellaluna: Controlled:(Fail => second save start of turn),Emotion:(+1 circ and success => critical success)
Félicité Will (L): 1d20 + 32 + 2 ⇒ (13) + 32 + 2 = 47
Félicité: Success => Critical Success, Critical Failure => Failure
Turrey Will (M): 1d20 + 31 + 2 - 1 ⇒ (9) + 31 + 2 - 1 = 41
Turrey: Fail (dmg) => half dmg, Success => Critical Success, Crit Fail => Fail
Kaldren Will (M): 1d20 + 30 + 1 - 1 ⇒ (9) + 30 + 1 - 1 = 39
Kaldren: Success => Critical Success

Gregoth Will (M): 1d20 + 30 + 2 ⇒ (13) + 30 + 2 = 45
Gregoth: Success => Critical Success
Bellaluna Will (E): 1d20 + 28 + 2 ⇒ (13) + 28 + 2 = 43
Bellaluna: Controlled:(Fail => second save start of turn),Emotion:(+1 circ and success => critical success)
Félicité Will (L): 1d20 + 32 + 2 ⇒ (15) + 32 + 2 = 49
Félicité: Success => Critical Success, Critical Failure => Failure
Turrey Will (M): 1d20 + 31 + 2 - 1 ⇒ (13) + 31 + 2 - 1 = 45
Turrey: Fail (dmg) => half dmg, Success => Critical Success, Crit Fail => Fail
Kaldren Will (M): 1d20 + 30 + 1 - 1 ⇒ (5) + 30 + 1 - 1 = 35
Kaldren: Success => Critical Success

That would have been 12 critical successes if Kaldren had received the Heroic Presence, alas he just missed one and ends up Frightened 2 again. Bellaluna would also have merely succeeded a couple if not for her Forlorn nature

The Planning Room

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 5)
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 4

...

➤Gregoth -43, 12 Temp HP[/b], +2 status bonus vs mental
Bellaluna 12 Temp HP, +2 status bonus vs mental
Kaldren -13 Frightened 2

Round 6
Félicité 12 Temp HP, +2 status bonus vs mental
<--- Inspire Defence ends here--->
Turrey -10, Frightened 1, 12 Temp HP, +2 status bonus vs mental
Body Part Ghost -106
Black Chakanaj -309+lots (10 feet up)
Yellow Chakanaj (10 feet up)
Blue Chakanaj (10 feet up)
White Chakanaj (10 feet up)
...

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. | ◆◇↻

Nothing super fancy; ◆ reload, ◆ Strike (from haste), ◆ reload, ◆ reload.

vs Yellow: 1d20 + 35 ⇒ (8) + 35 = 43
Damage: 3d8 + 10 ⇒ (2, 2, 6) + 10 = 20 Force Damage: 1d6 ⇒ 5 Fire Damage: 1d4 ⇒ 1 Good Damage: 1d4 ⇒ 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

Gregoth rolls to one side and then the other before getting back on his feet as if pulled by some unseen force. He lifts his hand, and the shield in it. He raises his hand, and the sword in it. He stares into the ghostly mass of arms and legs with pitch-black eyes. Shadows and smoke and transparent screaming faces surround him, trailing behind him like a dark cloak as he walks.

Longsword vs Ghost: 1d20 + 32 ⇒ (11) + 32 = 43
Ghost Touch Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (8, 5, 7) + 11 + 13 + (2) = 46

Kip Up [F], Raise Shield [A], Rage [A], Spiritual Interference [F], Stride [Q], Strike [A].


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

Note: If Kaldren delays until after Félicité, she can remove Frightened.

Félicité will look at the ghost and try to devise a strategem against it.

Devise: 1d20 ⇒ 15
Recall Knowledge, Resistances and Weaknesses if possible.

Shortbow: 15 + 31 = 46
Piercing: 3d6 + 6 ⇒ (4, 3, 2) + 6 = 15 plus Sonic: 1d6 ⇒ 5 plus Precision: 5d6 ⇒ (2, 2, 5, 2, 3) = 14
Didactic Strike, Strategic Bypass (5)

◆◆ Administer First Aid, Advanced First Aid vs Kaldren's Frightened
Medicine: 1d20 + 32 ⇒ (16) + 32 = 48


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

Taking a moment to try and compose himself, Kaldren nods in thanks to Félicité for her aid and calling on Pharasmas judgement launches a series of blows at the ghost creature.

◆ Smite Evil
Melee Strike: 1d20 + 32 + 1 - 2 ⇒ (3) + 32 + 1 - 2 = 34 Damage (B, F, Positive, Good): 3d10 + 11 + 1d6 + 1d6 + 6 ⇒ (1, 2, 6) + 11 + (3) + (4) + 6 = 33
Melee Strike: 1d20 + 27 + 1 - 2 ⇒ (15) + 27 + 1 - 2 = 41 Damage (B, F, Positive, Good): 3d10 + 11 + 1d6 + 1d6 + 6 ⇒ (9, 10, 10) + 11 + (1) + (1) + 6 = 48
Melee Strike: 1d20 + 22 + 1 - 2 ⇒ (13) + 22 + 1 - 2 = 34 Damage (B, F, Positive, Good): 3d10 + 11 + 1d6 + 1d6 + 6 ⇒ (6, 4, 4) + 11 + (5) + (3) + 6 = 39


Night of the Gray Death

Gregoth bounds to his feet, and finds it in himself to summon his spirit allies again. Moving around the ghost-thing he slices down at it, and his newly imbued sword cuts through dozens of flailing limbs. This time the hungry spirits feed on the peculiar life energy they find in the incorporeal monster.

All the damage goes through

Bellaluna turns her attention to her nearest flying skin flap, punching a small hole in it with a well-placed bolt. The small amount of holy energy from her brilliant rune is enough to burn the strange fiend.

Bellaluna:
You hear a stream of telepathic fury directly in your mind. Most of the words are unknown to you, but you do hear several unsavory concepts communicated in Celestial

Weakness to good triggered

GM screen:
Religion: 1d20 + 30 ⇒ (17) + 30 = 47

Félicité:
You recognise the ghost-like thing as a very rare, very powerful Sahkil called a "Tumblak". They exist as spirits that prey upon fears of constriction, claustrophobia or being buried alive. Like most Sahkils they have a weakness to good damage, and like most incorporeal things they are immune to precision and have resistance to damage that isn't ghost touch.

Unlike most incorporeal things they are only resistant to non-ghost touch physical damage, other damage types affect them normally

Félicité watches the ghost thing, and recognition shows in her eyes. She launches an arrow at it that passes through an area of particularly dense spirit stuff, and it seems to take some with it.

Strategic bypass reduced the resistance, and all the sonic goes through, but the precision does not. Crit success on the Advanced First Aid. That means Kaldren's first attack gets didactic strike, although it is immune to precision and it's already flat-footed to him thanks to Gregoth

She follows that up by soothing Kaldren's magical fear. His earlier reluctance to receive aid is gone, and he nods his thanks to her.

He swings following Félicité's insights, but his grip on his flail is loose. After adjusting for his backswing he connects. The holy energy suffusing his flail seems to burn the parts of the fiend it touches like sunlight melting mist.

The physical is resisted, but the good from smite triggers its weakness making up for it. Rolling 29 on 3d10 also helps to do a lot of damage!

I'll give Turrey a bit longer as I think he should be back from camping now

The Planning Room

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only
Didactic Strike: The Tumblak (ghostly limb thing) is flat-footed to everyone's next strike (save Kaldren) before Félicité's next turn. It will also do precision damage but that does not appear to be effective

Round 4

...

Gregoth -43, 22 Temp HP, +2 status bonus vs mental
Bellaluna 12 Temp HP, +2 status bonus vs mental

Round 5
Félicité 12 Temp HP, +2 status bonus vs mental
Kaldren -13
<--- Inspire Defence ends here--->
➤Turrey -10, Frightened 1, 12 Temp HP, +2 status bonus vs mental
Body Part Ghost -209
Yellow Chakanaj -42 (10 feet up)
Blue Chakanaj (10 feet up)
White Chakanaj (10 feet up)
...

Turrey is up!


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 feels a cold sweat as battle with the unearthly horrors goes on.

He darts over to get a better angle, and sings out a Spirit Song, hoping to bring the three horror's closer to their end. As he does, he continues his song of defense.

spirit song[/dice: 18d6 ⇒ (6, 2, 1, 6, 6, 5, 3, 1, 1, 5, 5, 5, 5, 5, 1, 4, 6, 5) = 72

◆(Q) Move to better angle. (I guessed at a spot, but please put me wherever I can hit all three in a cone...and stay as far back from them as possible)
◆◆ Spirit Song
◆ Inspire Defense again


Night of the Gray Death

Yellow vs. DC 38: 1d20 + 24 ⇒ (3) + 24 = 27
Crit fail => double damage
Blue vs. DC 38: 1d20 + 24 ⇒ (19) + 24 = 43
Success => half damage
White vs. DC 38: 1d20 + 24 ⇒ (3) + 24 = 27
Crit fail => double damage

Turrey sends an eldritch song at the flying Chakanajs, and two of them seem deeply affected by it, dropping noticeably before catching themselves.

The ghost-body-part thing floats out from between Gregoth and Kaldren, and Gregoth's quick reflexes allow him to take a swing. Triggers an AoO. I suppose this will be the Strike for which didactic strike applies if you take it

After it has repositioned, it renews its attacks on Kaldren, whose goodness it seems to have taken offence to.

Fist vs. AC 41: 1d20 + 35 ⇒ (13) + 35 = 48
Bludgeoning, evil: 3d12 + 17 + 2d6 ⇒ (1, 12, 10) + 17 + (6, 2) = 48
48 44 damage to Kaldren!

Fist vs. AC 41: 1d20 + 35 - 5 ⇒ (12) + 35 - 5 = 42
Bludgeoning, evil: 3d12 + 17 + 2d6 ⇒ (12, 7, 4) + 17 + (5, 5) = 50
50 46 damage to Kaldren!

The Chakanajs descend as one, enranged, flying at Turrey's face. Their tiny legs are sharp and they try to scratch out his eyes.

Yellow leg: 1d20 + 31 ⇒ (11) + 31 = 42
Slashing, evil: 3d6 + 16 + 2d6 ⇒ (1, 4, 4) + 16 + (1, 1) = 27
27 23 damage to Turrey!

Yellow leg: 1d20 + 31 - 4 ⇒ (5) + 31 - 4 = 32

Blue leg: 1d20 + 31 ⇒ (1) + 31 = 32
Blue leg: 1d20 + 31 - 4 ⇒ (10) + 31 - 4 = 37

White leg: 1d20 + 31 ⇒ (14) + 31 = 45
Slashing, evil: 3d6 + 16 + 2d6 ⇒ (1, 4, 6) + 16 + (2, 4) = 33
33 29 damage to Turrey!

White leg: 1d20 + 31 - 4 ⇒ (6) + 31 - 4 = 33

Note that they're tiny so they're all in your square with you Turrey

The Planning Room

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only
Didactic Strike: The Tumblak (ghostly limb thing) is flat-footed to Gregoth's and Bellaluna's next strike before Félicité's next turn. It will also do precision damage but that does not appear to be effective
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 6)

Round 5

...

➤Gregoth -43, 22 Temp HP, +2 status bonus vs mental
Bellaluna 12 Temp HP, +2 status bonus vs mental

Round 6
Félicité 12 Temp HP, +2 status bonus vs mental
Kaldren -103
<--- Inspire Defence ends here--->
➤Turrey -60, Frightened 1, 12 Temp HP, +2 status bonus vs mental
Body Part Ghost -209
Yellow Chakanaj -186 (10 feet up)
Blue Chakanaj -36 (10 feet up)
White Chakanaj -144 (10 feet up)
...

Everyone is up!


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 does indeed take the opportunity to attack - when he's raging, he'll usually use the first reaction he can.

Attack of Opportunity: 1d20 + 32 ⇒ (16) + 32 = 48
Ghost Touch Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (6, 1, 8) + 11 + 13 + (4) = 43

Gregoth's arm swings wildly as the ghost glides away. The shadows seem to pull the man after the apparition like strings on a puppet, lifting one arm to put the shield in front of his face and barely managing to get the feet right so he doesn't trip and fall.

Longsword: 1d20 + 32 ⇒ (13) + 32 = 45
Ghost Touch Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (7, 3, 3) + 11 + 13 + (2) = 39

Longsword: 1d20 + 32 - 5 ⇒ (12) + 32 - 5 = 39
Ghost Touch Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (4, 4, 5) + 11 + 13 + (1) = 38

Attack of Opportunity [R], Raise Shield [A], Stride [Q], Strike [A], Strike [A].


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. | ◆◇↻

Since the chakanajs are meant to be in Turrey’s space, I’m guessing you forgot to delete the “10 feet up”s, GM?

Bellaluna levels her crossbow and shoots at the strange ghost thing. ◆ Strike (from haste)

vs Body Part Ghost FF: 1d20 + 35 ⇒ (7) + 35 = 42
Damage; Didactic Strike: 3d8 + 10 + 2d6 ⇒ (8, 6, 5) + 10 + (4, 2) = 35 Force Damage: 1d6 ⇒ 3 Fire Damage: 1d4 ⇒ 4 Good Damage: 1d4 ⇒ 3

She then reloads and spins her crossbow by its trigger guard. ◆ Pistol Twirl w/Showstopper

Feint vs sahkils’ Perception DCs: 1d20 + 33 ⇒ (20) + 33 = 53 So ALL of them are now flat-footed to me until the end of my NEXT turn!

She then crosses her arms and fires—one at the strange ghost, and one at one of the chakanajs. ◆ Two-Weapon Fusillade

Shot 1 vs Body Part Ghost FF; 2nd: 1d20 + 35 - 5 ⇒ (11) + 35 - 5 = 41
Damage: 3d8 + 10 ⇒ (1, 3, 8) + 10 = 22 Force Damage: 1d6 ⇒ 2 Fire Damage: 1d4 ⇒ 4 Good Damage: 1d4 ⇒ 4

Shot 2 vs Yellow FF; 3rd: 1d20 + 35 - 10 ⇒ (6) + 35 - 10 = 31 Lesser cover???
Damage: 3d8 + 10 ⇒ (6, 3, 2) + 10 = 21 Force Damage: 1d6 ⇒ 6 Fire Damage: 1d4 ⇒ 1 Good Damage: 1d4 ⇒ 1


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

Félicité turns her attention back to the chakanajs.

Devise vs Yellow: 1d20 ⇒ 9
Shortbow: 9 + 31 = 40
Piercing: 3d6 + 6 ⇒ (3, 2, 2) + 6 = 13 plus Sonic: 1d6 ⇒ 6 plus Precision: 5d6 ⇒ (1, 1, 1, 6, 2) = 11

But she keeps an eye on her friends, slapping a second bandage on Kaldren.
Battle Medicine vs Kaldren, hourly repeat: 2d8 + 30 + 18 + 10 ⇒ (4, 2) + 30 + 18 + 10 = 64

And encouraging Turrey with some divine power.
Life Boost vs Turrey (fast healing 18)


Night of the Gray Death
Bellaluna wrote:
I’m guessing you forgot to delete the “10 feet up”s, GM?

Yes sorry. I remembered them on the map but not the tracker. It's game night tonight so I'm in a rush and have just a small update

Gregoth follows the Tumblak ghostly fiend and slices away more of the limbs, and when Bellaluna fires an arrow into it, it dissipates with a feint gasp of rage.

Redirecting both your fusillade shots to yellow Bellaluna 1 hits and one doesn't. Félicité also hits, but it's still up


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

"Gaaah! Shelyn, protect me!", Turrey gasps and grimaces as the chakanaj flock to bite him.

He reflexively moves back and then–Calling on some internal grit–he continues to sing of the Beauty of Peace, while shooting at the most wounded chakanaj. Finally, he weaves a Shield spell into his song of defense, and readies to raise it if they keep attacking him.

Bow: 1d20 + 29 ⇒ (2) + 29 = 31
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (4, 5, 6) + 3 + (3) = 21

Q Move back
◆ Inspire Defense
◆ Bow
◆ Shield


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

Turning from the vanquished ghostly amalgamation, Kaldren hurries over to aid Turrey.

◆ Stride
◆ Smite Evil vs Yellow
Melee Strike vs Yellow: 1d20 + 32 - 1 ⇒ (8) + 32 - 1 = 39 Damage (B, F, Positive, Good): 3d10 + 11 + 1d6 + 1d6 + 6 ⇒ (8, 1, 3) + 11 + (2) + (3) + 6 = 34
Melee Strike vs Yellow: 1d20 + 27 - 1 ⇒ (8) + 27 - 1 = 34 Damage (B, F, Positive, Good): 3d10 + 11 + 1d6 + 1d6 + 6 ⇒ (3, 4, 3) + 11 + (1) + (4) + 6 = 32


Night of the Gray Death

Bellaluna performs an impressive display after dispatching the Tumblak, catching the Chakanajs off guard, and she plants one bolt into one attacking Turrey, narrowly avoiding him.

Félicité plants her own arrow in the same Chakanaj, and gives a bit of advice on taking it down. She also heals Kaldren and Turrey in a flurry of activity, one with medicine and one with magic, leaving both looking much better.

Didactic precision: 2d6 ⇒ (2, 3) = 5

Kaldren strides toward the injured Chakanaj, and with holy smite backing his blows obliterates the injured one, leaving little more than a smear. The remaining two quickly skip back through to the ethereal plane, leaving you alone in the room.

Life boost will get Turrey back to full, leaving Gregoth down 43 and Kaldren down 39

As you move around the room to make sure things are secure, you find maps and documents on the table in the centre. A large map very similar to Tristel's shows the current location of all the final blades in Galt, but on this map there are two rings around each. The first, about a mile in diameter, says "gray death confirmed fatalities". The second, about five miles in diameter, is labelled "gray death likely fatalities". Some of the other papers detail plans to attract the population into these sites by various means, most commonly public executions, but also festivals like Litran's Harvest Jubilee, and even paying bandits to make the roads unsafe and driving the population to the towns.

Also amongst the maps and papers is a magic scroll, though none among you recognise the spell contained in it. In addition, the soft sound of chanting appears to be coming from both the north-western door To the bottom left on the map, and the southern most door in the eastern wall top right on the map

What do you do? Do you want to take 10 minutes to heal, re-focus, or identify that scroll? If so where would you do that?


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

Félicité would like to take 11 minutes - 1 minute to designate the remaining chakanajs as the targets of an investigation, dropping the male Gray Gardener host, and then 10 min to Refocus. After that, she can use 10 minutes to Treat Wounds, but if others can Treat Wounds while she Refocuses, she wouldn't need to. And she'd vote to stay where they are - if they want to come back, she has no problems finishing what they started.


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 pants as he sheathes the sword and fumbles with the pocket strapped around his waist. He pulls out a tattered length of off-white fabric, a jar of pungent ointment, and a piece of leather decorated with multiple sets of teeth marks.

Treat Wounds to Kaldren vs DC 30: 1d20 + 30 ⇒ (8) + 30 = 38
Healing: 2d8 + 30 ⇒ (8, 3) + 30 = 41

Battle Medicine to Gregoth vs DC 30: 1d20 + 30 ⇒ (17) + 30 = 47
Healing, Godless Healing: 4d8 + 30 + 5 ⇒ (4, 4, 2, 7) + 30 + 5 = 52

Staying here makes sense to me at least. Gregoth can Treat Wounds and Battle Medicine to get both Kaldren and himself closer to full health. I think Kaldren would want to Refocus too, but if not then he could use lay on hands to heal himself and we’d use the Treat Wounds on Gregoth and save the Battle Medicine for later.


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 mean, Bellaluna will try to ID the scroll (Religion +24) if no one else will.


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

If we have more than 10 min, Felicite can try with a higher modifier, but it sounds like we may get cut short at some point here.


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

Back now. Waiting 10 min here SGTM. I'll refocus as well. Before I do, I think I only used 1 focus point and can get back two on a refocus, so I can Soothing Ballad

Soothing Ballad (heal): 9d8 ⇒ (3, 8, 8, 7, 5, 6, 5, 5, 8) = 55


Night of the Gray Death

The group settles into the large planning room to gather their strength.

It looks like the Soothing Ballad is enough to heal everyone, Gregoth you can skip the battle medicine on yourself so you're not immune to that

Turrey, Félicité and Kaldren try to clear their minds and refocus their spirit, while Bellaluna studies the scroll and Gregoth checks on everyone's wounds.

GM Screen:

Bellaluna Religion (T): 1d20 + 24 ⇒ (16) + 24 = 40

The scroll is dense with scribbles, more so than any other she's ever seen, but after studying it for 10 minutes or so she thinks she has the gist, and it's a truly horrifying piece of work.

It is a scroll of Massacre, heightened to 10th level

While the group rests, the constant sound of chanting can be heard. Based on its volume you must conclude that whatever is chanting must have heard the sounds of combat in this room, but it continues unabated an nothing disrupts your rest.

I've marked the sounds on the map. Do you want to investigate the chanting rooms first, and if so which one? Otherwise I've numbered the doors, the Tumblak phased through the door to number 10. There's also back the way you came and down the northern stairs as an option


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

After spending 10 minutes composing a poem about their experiences of the past day, Turrey feels refreshed and refocused, though...

"I'd like to think it was encouraging to hear the sound of singing in these chambers...but something about that chanting sounds quite far from Shelyn's Ways. Given that, let me put Shelyn's blessing on to you again, Gregoth, to acknowledge the hero you are."

Cast Heroism (3rd, +1) on Gregoth. Ready to go. Let's check the doors. I'm happy to go in order, unless anyone wants to pick something else.
.
NOTE, if for some reason the group decides not to open doors now, I'll hold off on casting Heroism yet.


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 finds a clear space in one of the corners of the room and with the clang of his heavy armour, sits on the floor. He pulls out a string of beads from a pouch and aranges them in a spiral on the ground in front of him. He closes his eyes and begins to softly pray.

After ten minutes his eyes snap open and climbs to his feet ready to continue onward.

Kaldren suggests area 6, one of the sources of chanting.


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's eyes go wide as she deciphers the magic upon the scroll. "Calistria's sting..." Paranoid about what such a scroll could do, she considers just keeping it herself and lying to the others of what it contained. But her mind keeps going back to the Gray Death and the massive worm back at the ball, and decides that it would be best to possibly use this (as much as she hates to admit it).

Aware that she's seen divine manifestations surrounding Félicité every so often, Bellaluna (correctly) assumes that Félicité is some kind of dabbling divine spellcaster and hands her the scroll and explains what it does. But she since gives Félicité a wide berth, because the elf just gave what is essentially a time bomb to a woman she doesn't fully trust. Félicité is the only one in the party capable of casting massacre.

When she hears the chanting, she reloads her crossbows and nods to the rest of her companions. "Let's go." And follows Kaldren toward the northeast door Door 6.


Night of the Gray Death

Kaldren leads the group to the door in the south east from which the muffled sounds of chanting can be heard. The door is solid metal, but Kaldren finds it unlocked and it swings open easily, revealing an opulent chamber that smells strongly of incense.

Tapestries hang on the walls, and a divan festooned with pillows stands against one wall. A brazier in the middle of the room glows with blue fire and emits a sharp scent that the incense doesn't quite cover. A man in a lush silk robe is watching the door and leaning against the wall while three female gardeners throw incense into the flames. He sighs heavily and shouts to them.

"They decided to disrupt our ritual first. To arms! The first to take a life is my favourite!"

The women rush to obey.

Initiative:

Gregoth Perception, scout (M): 1d20 + 28 + 2 ⇒ (7) + 28 + 2 = 37
Bellaluna Perception, scout (M): 1d20 + 28 + 2 ⇒ (5) + 28 + 2 = 35
Félicité Perception, scout (L): 1d20 + 31 + 2 ⇒ (19) + 31 + 2 = 52
Turrey Perception, scout (M): 1d20 + 28 + 2 ⇒ (15) + 28 + 2 = 45
Kaldren Perception, scout (E): 1d20 + 26 + 2 ⇒ (1) + 26 + 2 = 29
Red: 1d20 + 28 ⇒ (14) + 28 = 42
Blue: 1d20 + 28 ⇒ (8) + 28 = 36
Yellow: 1d20 + 28 ⇒ (6) + 28 = 34
Dressing Gown: 1d20 + 28 ⇒ (10) + 28 = 38

The Opulent Ritual

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.

Round 1

➤Félicité
Turrey
Red Gardener
Dressing Gown
Gregoth
Blue Gardener
Bellaluna
Yellow
Kaldren

Félicité and Turrey are quicker off the mark though, and act before the women even have weapons cleared from their scabbards.

Félicité and Turrey are up!


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

"Will these Grey souls ever learn? Why seek misery and destruction, when Beauty is always waiting? Is it too much to hope that Beauty could still warm your hearts?"

Turrey sighs, and then begins singing.

"A SONG of the good green grass!
A song no more of the city streets;
A song of farms--a song of the soil of fields.

A song with the smell of sun-dried hay, where the nimble pitchers
handle the pitch-fork;
A song tasting of new wheat, and of fresh-husk'd maize."

◆◆ Haste
◇ L:ingering?
◆ Inspire Defense

Perform: 1d20 + 31 + 3 ⇒ (8) + 31 + 3 = 42


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

Félicité will delay until after Turrey, since he has frequently hasted the party so she would expect him to do so again.

Studying the Gardener in yellow, Félicité formulates a plan.

Devise a Strategem: 1d20 ⇒ 15
Recall Knowledge

Shortbow: 15 + 31 = 46
Piercing: 3d6 + 6 ⇒ (3, 6, 2) + 6 = 17 plus Sonic: 1d6 ⇒ 3 plus Precision: 5d6 ⇒ (4, 1, 5, 2, 1) = 13
Didactice Strike, Strategic Bypass

◆ Recall Knowledge on the robed man
◆ Shield


Night of the Gray Death

Turrey sings a song of more pleasant things, and the scoffing of the robed man can just be heard above it.

"Save that one for me, I'll enjoy breaking him"

Woven into the song is powerful familiar magic of quickening and protection, and Félicité immediately takes advantage of it.

GM Screen:

Félicité Society (L): 1d20 + 32 ⇒ (11) + 32 = 43
Félicité Society (L): 1d20 + 32 ⇒ (13) + 32 = 45

Félicité:

From their uniforms, and the way they're moving, you think these women might also be Directors General of the Gray Gardeners, like the Barker who attacked you with his gimmerlings. Here's what you already know about them:

GM Pudding wrote:


The ceramic mask suggests that this person might be an elusive "Director General" of the Gray Gardeners; one of the leaders who rarely leave the monastery except for the most important business. Said to be skillful warriors as well as masterful tacticians, they are known to train to target frightened opponents more effectively. They are likely to have strong wills.

In other words, his strikes do precision damage to frightened creatures, will is the strongest save

You try to recall more about them, but the psychic pressure is making it too hard to think.

That was a fail thanks to the DC +2 increase. I feel like recognizing creatures you've already identified should be free, but no new info

The fact that these are Directors General and are taking orders from someone else is surprising, but you have heard whispers of an even higher echelon of command, so called Worm Prophets, and you suspect the robed man is one of these. Said to be clerics to some unknown deity, you have heard they cast powerful divine spells, and can stupefy with a touch.

She calculates an impressive shot despite Kaldren and a wall blocking most of her target, and she is rewarded with a cry of pain from one of the Directors General, and she quickly shields herself.

The women are Gray Gardener Directors General, you've fought one of those before in the circus tent

The robed man steps carefully forward over the brazier and casts a spell, one you've seen several times from Turrey. A wave of rippling force assaults your very spirits.

Force: 16d6 ⇒ (5, 1, 3, 4, 1, 2, 1, 1, 4, 5, 6, 6, 4, 3, 5, 6) = 57

Fort saves:

Gregoth Fortitude (L): 1d20 + 32 + 1 ⇒ (8) + 32 + 1 = 41
Gregoth: Success => Critical Success
Bellaluna Fortitude (M): 1d20 + 29 + 1 ⇒ (1) + 29 + 1 = 31
Bellaluna: Crit Fail
Félicité Fortitude (E): 1d20 + 29 + 1 ⇒ (15) + 29 + 1 = 45
Success
Turrey Fortitude (E): 1d20 + 26 + 1 ⇒ (12) + 26 + 1 = 39
Fail
Kaldren Fortitude (M): 1d20 + 30 + 1 ⇒ (7) + 30 + 1 = 38
Fail

Gregoth manages to hold onto his spirit, but everyone else feels the effects like an energy sapping storm. Bellaluna

Feel free to reroll with a hero point if you'd like, they will reset in 2 days. I'm also going to delay Blue to keep us in 2 groups of players

The first Director General to react gives Kaldren a Stern Glare

◇ Stern Glare
Intimidation DC 41: 1d20 + 31 ⇒ (9) + 31 = 40
Inspire Defense to the rescue!

◆ Step
◆ Quick Draw
Sword Cane vs. AC 45: 1d20 + 32 ⇒ (6) + 32 = 38
◆ Strike
Sword Cane vs. AC 45: 1d20 + 32 - 4 ⇒ (8) + 32 - 4 = 36

Kaldren is unmoved, but she steps up to him, swiftly unsheathes a sword cane, and proceeds to try to skewer Kaldren, but she finds only his armour twice.

The Opulent Ritual

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only
Didactic Strike: Yellow is flat-footed to everyone's next strike before Félicité's next turn, and it will deal 2d6 additional precision damage
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 4)

Round 1

Turrey -57
Félicité -57
Worm Prophet
Red Director General
➤Gregoth
Bellaluna -114
Blue Director General
Yellow Director General -33
Kaldren -57 Immune to Demoralize: red

Gregoth and Bellaluna are up!


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

"Look at their uniforms, and the way they're moving. These are likely Directors General of the Gray Gardeners, like the Barker who attacked us with his gimmerlings in the tent. Strikes do precision damage to frightened creatures, will is the strongest save.

It's unusual for Directors General to take orders from someone else, but I've heard whispers of an even higher echelon of command, so called Worm Prophets, and I bet Mr. Robe there is one of these clerics to some unknown deity. Don't let him touch you." They cast powerful divine spells, and can stupefy with a touch.


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. | ◆◇↻

NOPE! I’m not taking 114 damage at once! I’m gonna reroll that!

Reroll: 1d20 + 29 + 1 ⇒ (1) + 29 + 1 = 31

…Okay. This worm prophet dies.

Also, for clarity, was that spirit song? Because that’s supposed to be at least 18d6.

Bellaluna shrieks as she feels her very spiritual essence under duress. She staggers away in her own pain ◇ 10-foot Step (from Ten Paces). She finally looks up and glares at the robed man that did this to her. She lowers her crossbows over Gregoth’s shoulders and glances at the Red Gardener and simply whispers, more out of demand than concern, ”Duck.” ◆◆ Paired Shots against the worm prophet. Will at least have lesser cover, but I’m unsure about standard cover due to the wall positioning.

Shot 1 vs Worm Prophet w/lesser cover: 1d20 + 35 ⇒ (11) + 35 = 46
Damage: 3d8 + 10 ⇒ (4, 7, 8) + 10 = 29 Fire Damage: 1d4 ⇒ 2 Doubt it’s undead or a fiend, so not including that.

Shot 2 vs Worm Prophet w/lesser cover: 1d20 + 35 ⇒ (5) + 35 = 40
Damage: 3d8 + 10 ⇒ (1, 4, 8) + 10 = 23 Fire Damage: 1d4 ⇒ 4

Damage from both shots apply resistances and weaknesses once.

Bellaluna then reloads one of her crossbows and fires it at Yellow ◆ Strike (from haste)

vs Yellow FF w/lesser cover; 3rd: 1d20 + 35 - 10 ⇒ (8) + 35 - 10 = 33
Damage; Didactic Strike: 3d8 + 10 + 2d6 ⇒ (3, 7, 2) + 10 + (3, 5) = 30 Fire Damage: 1d4 ⇒ 2


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

The wave washes through Gregoth. He supposed it should hurt from how Bellaluna cries out, but he doesn’t feel a thing. Does that mean he’s too far gone? Finally too broken to feel, to hurt, to keep getting up every day hoping to see Saraah’s face and hear Mikel’s snotty giggling and finding nothing but shadows, nothing but a hole in his chest, nothing but a void where his heart should be…

Dark tears fall from pitch-black eyes.

Scare to Death, Heroism vs Purple: 1d20 + 31 + 1 ⇒ (16) + 31 + 1 = 48

The specter of death stalks across the room, the sword in his hand whistling from the force wielding it as it cuts the air.

Longsword, Heroism vs Yellow: 1d20 + 32 + 1 ⇒ (8) + 32 + 1 = 41
Slashing damage, Negative damage, Fire damage, Precision damage: 3d8 + 11 + 13 + 1d6 + 2d6 ⇒ (8, 8, 3) + 11 + 13 + (4) + (2, 2) = 51

Raise Shield [A], Rage [A], Scare to Death [F], Stride [Q], Strike [A]. AC 40, 22 temp hp.


Night of the Gray Death

Spirit Song extra damage: 2d6 ⇒ (6, 2) = 8

Gregoth casually shrugging off his spell and then stalking toward him clearly frightens the worm prophet, though not quite so much that he dies.

I've made the map quite small and then covered it with a template, but the doorway is currently blocked by Red. You could try tumbling through Gregoth instead of that stride if you'd like, or replace the attack with one against Red, which would you prefer?

The Worm Prophet tries to avoid Bellaluna's shots, moving surprisingly quickly in his robe, though one of them catches him in the shoulder and he shrieks.

Hit and a miss, even while frightened 2

"Protect me!"

The Director General she shoots at afterwards has more luck and manages to dodge out of the way.

I'll see which way Gregoth wants to go before doing Blue and Yellow, which is convenient as I'm out of time tonight


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

Acrobatics, Heroism to Tumble Through vs Red Reflex DC: 1d20 + 28 + 1 ⇒ (5) + 28 + 1 = 34 Hero Point!

Acrobatics, Heroism to Tumble Through vs Red Reflex DC: 1d20 + 28 + 1 ⇒ (5) + 28 + 1 = 34

Well, guess that’s that then. XD


Night of the Gray Death

OK Tumble Through failed, so I redirected the strike against Red, giving them cover from the doorway. Still a hit!

Gregoth tries to push through, but finds he isn't quite quick enough, and instead slashes at the Director General blocking the doorway, cutting them deeply.

The blue-cloaked Director stares (◇) at Kaldren in the doorway...

Intimidation DC 41: 1d20 + 31 ⇒ (10) + 31 = 41

This time Kaldren does see something to fear in the gaze. The Director General scoffs and remarks (◆) to Gregoth conspiratorially:

"Look at that coward, can you really trust him?"

Please make a DC 39 Will save Gregoth, failure means you can't treat Kaldren as an ally for the purposes for Aid or Flanking for 1 round, critical failure makes that 1 minute

The Director General follows that up by circling the others ◆, and trying to stab at Kaldren through the doorway ◆.

Quickdraw Sword Cane AC 46: 1d20 + 32 ⇒ (9) + 32 = 41

The yellow-cloaked Director General stares (◇) at Gregoth in the same fearsome way...

I'm going to give you a +1 circumstance bonus to your will DC here due to the cover, it feels to me like it would be hard to give someone an intimidating glare with a wall in the way

Intimidation vs. DC 42: 1d20 + 31 ⇒ (5) + 31 = 36

Frustrated, they turn their glare to Félicité ◆

Intimidation vs. DC 44: 1d20 + 31 ⇒ (5) + 31 = 36

Before angrily striking at Kaldren through the doorway


Quickdraw Sword Cane AC 46: 1d20 + 32 ⇒ (9) + 32 = 41

Sword Cane AC 46, MAP: 1d20 + 32 - 4 ⇒ (2) + 32 - 4 = 30

Neither her stare nor her strike perturb any of you in the least however, and she becomes flustered as she looks back toward the Worm Prophet, clearly hoping he didn't see her failure.

The Opulent Ritual

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only
Didactic Strike: Yellow is flat-footed to Turrey's next strike before Félicité's next turn, and it will deal 2d6 additional precision damage
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 4)

Round 1

...
➤Kaldren -65 Frightened 1, Immune to Demoralize: red, blue

Round 2

Turrey -65
Félicité -65 Immune to Demoralize: yellow
Worm Prophet -31, frightened 2
Red Director General -47
Gregoth <Will save pending> Immune to Demoralize: yellow
Bellaluna -130
Blue Director General
Yellow Director General -84
...

Kaldren, Turrey and Félicité are up! Hero points have reset, but it's not too late to use last month's on your save against that Spirit Song, since it happened last month


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

Will, ID vs DC 39: 1d20 + 30 + 1 ⇒ (9) + 30 + 1 = 40

Gregoth can’t hear the woman’s words over the silent sound of ghosts screaming in his head.


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

Fort (hero pt): 1d20 + 26 + 1 ⇒ (17) + 26 + 1 = 44

With a song of Shelyn's Beauty on his lips, Turrey manages to shake off the worst of the onslaught, but still feels his own soul warn down somewhat.

He turns his eyes toward the Worm Prophet, and sings out, "Is ought more tragic, in all of Glorious Golarion / Than a soul foresaken to darkness, whilst still alive?"

◆◆ Spirit Blast v Prophet: 16d6 ⇒ (2, 6, 3, 3, 5, 3, 2, 6, 3, 6, 1, 2, 3, 1, 3, 5) = 54
Q Bow vs Yellow: 1d20 + 29 ⇒ (6) + 29 = 35
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (1, 6, 2) + 3 + (4) = 16
◆ Cast Shield


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

Suspect of Opportunity: Félicité designates the Worm Prophet as a target of a temporary investigation, forgetting about the cave worm for a bit.

Félicité instantly thinks of ways to hit him.

Devise a Strategem: 1d20 ⇒ 18
Recall Knowledge
Shortbow: 18 + 31 = 49 vs cover?
Piercing: 3d6 + 6 ⇒ (3, 2, 4) + 6 = 15 plus Sonic: 1d6 ⇒ 5 plus Precision: 5d6 ⇒ (3, 4, 5, 6, 2) = 20
Deadly?: 2d10 ⇒ (3, 6) = 9
Didactic Strike, Strategic Bypass

Knowing he's difficult to hit, she sends a second, unplanned arrow at Yellow.

Shortbow: 1d20 + 31 - 5 ⇒ (19) + 31 - 5 = 45 vs cover?
Piercing: 3d6 + 6 ⇒ (3, 3, 1) + 6 = 13 plus Sonic: 1d6 ⇒ 4

Bah, should have just stuck with the Worm Prophet.

She slaps a bandage on Bellaluna.

Battle Medicine, Assurance 36: 2d8 + 30 + 18 + 10 ⇒ (8, 3) + 30 + 18 + 10 = 69

And she'll boost Kaldren.

Life Boost: fast healing 18


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 hesitates, unsure what to do. But as the blows rain down on his armour he pulls himself together and raises his flail. "You all have many crimes to answer for, please lay down your weapons and repent.". Kaldren glares right back at the director general in front of him.

Assuming they are intent on violence

Intimidating Glare: 1d20 + 27 + 2 - 1 ⇒ (12) + 27 + 2 - 1 = 40
◆◆ Cast Impending Doom vs Red (Will DC: 38)
Melee Strike: 1d20 + 32 - 1 ⇒ (5) + 32 - 1 = 36 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (2, 8, 2) + 11 + (4) = 27


Night of the Gray Death

Slight retcon: I forgot Kaldren's Glimpse of Redemption against the AoO damage, and his exalt means he can apply the resistance to everyone within 15 feet of him, which was all of you, so I've given you all except Kaldren 20 HP back

Kaldren infuriates the trio of Directors General who have been trying to strike him by offering them a chance to repent. When they scoff, he casts a spell and strikes.

Red, frightened: 1d20 + 30 - 1 ⇒ (11) + 30 - 1 = 40
Success goes to critical success as it has the incapacitation trait

The Director General shrugs of Kaldren's magic, and then dodges his attack as well.

Turrey casts his own spell, but on the Worm Prophet.

Fort, frightened: 1d20 + 27 - 2 ⇒ (11) + 27 - 2 = 36

The man reels from his own spiritual shock, but the arrow from Turrey's follow-up strike clatters off the stone wall near his target.

Félicité watches the Worm Prophet suffer through Turrey's spell and calculates.

GM Screen:

Félicité Society (L): 1d20 + 32 ⇒ (19) + 32 = 51

Félicité:
Based on his spellcasting invocations you think this worm-prophet might be drawing power from a lesser deity, a being of immense power that is nevertheless not a full-fledged god

She fires a shot that is calculated to be deadly, but he moves just in time to turn it into a nasty hit instead of a fatal one. She also gives some advice for striking him.

Not quite a crit even with frightened 2

She fires another quick arrow at one of the Directors General which is also especially well placed though not a crit, before quickly restoring Bellaluna's lost spirit and giving Kaldren some healing magic.

The Worm Prophet doesn't take kindly to being shot several times and having Félicité give insights into his weaknesses. He withdraws into the corner so only Kaldren can see him unobstructed , and casts a spell on his Directors General which Kaldren does not recognise.

The foremost Director General red glares at Gregoth, her expression dripping with hatred. She then continues to harry Kaldren as she holds the doorway against advance.

Intimidate DC 40, frightened: 1d20 + 31 - 1 ⇒ (9) + 31 - 1 = 39
Frightened helped there

Sword Cane AC 46, frightened: 1d20 + 32 ⇒ (20) + 32 = 52
Piercing: 3d6 + 8 ⇒ (1, 6, 4) + 8 = 19
Sword Cane AC 46, frightened, MAP: 1d20 + 32 - 4 ⇒ (20) + 32 - 4 = 48
Piercing: 3d6 + 8 ⇒ (3, 1, 6) + 8 = 18
Sword Cane AC 46, frightened, MAP: 1d20 + 32 - 8 ⇒ (10) + 32 - 8 = 34

74 66 damage to Kaldren!

You're very lucky you weren't frightened there Kaldren or there'd have been much more damage!

The Director General finds two weak spots in Kaldren's armour and sinks her sword-cane deep into them, and it comes out glistening with his blood.

The Opulent Ritual

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only
Didactic Strike: The worm-prophet is flat-footed to Everyon's next strike before Félicité's next turn, and it will deal 2d6 additional precision damage
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 4)

Round 1

...
Kaldren -131 Fast Healing 18 (ends Félicité's turn round 6), Immune to Demoralize: red, blue

Round 2

Turrey -12
Félicité -45 Immune to Demoralize: yellow
Worm Prophet -125, frightened 1
Red Director General -47 Frightened 1, Immune to Demoralize: Kaldren
➤Gregoth Rage, 22 Temp HP, Immune to Demoralize: yellow
Bellaluna -41
Blue Director General
Yellow Director General -101
...

Gregoth and Bellaluna are up! Note that to have line of sight to the Worm Prophet you'd need to be level or to the right of where Kaldren is


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

Intimidate, Heroism to Scare to Death vs Red: 1d20 + 31 + 1 ⇒ (18) + 31 + 1 = 50

Gregoth stares at the masked woman with pitch-black eyes. In their featureless depths, it would be understandable to imagine something moving. Without a word, the grim figure raises the sword and shield in his hands.

Longsword, Heroism vs Red: 1d20 + 32 + 1 ⇒ (15) + 32 + 1 = 48
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (4, 3, 1) + 11 + 13 + (3) = 35

Longsword, Heroism vs Red: 1d20 + 32 - 5 + 1 ⇒ (12) + 32 - 5 + 1 = 40
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (5, 3, 8) + 11 + 13 + (4) = 44

Scare to Death [A], Raise Shield [A], Strike [A], Strike [Q]. If the Scare to Death was a critical success and Red critically fails her DC 42 Fortitude save, Gregoth will replace the Strikes with a Stride to the Prophet and a Strike. I’ll include an AoO spoiler in case she does not critically fail (and is this Frightened 2 and Fleeing for 1 round).

Attack of Opportunity:
Longsword, Heroism vs Red: 1d20 + 32 + 1 ⇒ (18) + 32 + 1 = 51
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (2, 7, 4) + 11 + 13 + (4) = 41


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, no. You don’t get to just hide and pretend nothing happened!”

Bellaluna ◆◆ reloads both of her crossbows and repositions to see the worm prophet. ◆ Stride (from haste). She then levels her crossbow and fires!

◆ Strike vs Worm Prophet FF: 1d20 + 35 ⇒ (17) + 35 = 52
Damage; Didactic Strike: 3d8 + 10 + 2d6 ⇒ (4, 3, 5) + 10 + (6, 2) = 30 Fire Damage: 1d4 ⇒ 2


Night of the Gray Death

Fort, frightened vs. DC 42: 1d20 + 26 - 1 ⇒ (2) + 26 - 1 = 27

Gregoth teaches the Director General of the Gray Gardeners the meaning of fear. The snake who has spent decades learning to wield fear as a weapon, dies of abject terror as she looks into Gregoth's eyes.

Gregoth runs into the room to find the Worm Prophet stood on a bed in the corner, he rushes up to him and strikes, cutting into him and causing him to shriek and wail in fear.

With the flat-footed and frightened that was almost a crit but not quite

Precision: 2d6 ⇒ (2, 3) = 5

"Get him off me!"

Bellaluna chases the same target, and with Félicité's guidance sinks a bolt just above the prohpet's waist, who doubles over in pain as a dark stain spreads across his robe.

Crit! No pushing as he's up against the wall, just blindness

Fort vs DC 29 Blindness, frightened: 1d20 + 27 - 1 ⇒ (1) + 27 - 1 = 27

He holds his eyes tightly closed against the brilliance of the exploding bolt.

The blue-cloaked Director General stares at Gregoth as they step over the body of their ally, once again blocking the doorway.

Intimidation vs DC 41: 1d20 + 31 ⇒ (4) + 31 = 35

They then stab twice at Kaldren and shout "I'll hold the door, kill that madman!" while looking at Gregoth.

Sword Cane AC 46: 1d20 + 32 ⇒ (20) + 32 = 52
Piercing: 3d6 + 8 ⇒ (2, 2, 3) + 8 = 15
Sword Cane AC 46: 1d20 + 32 - 4 ⇒ (10) + 32 - 4 = 38

30 26 damage to Kaldren!

One of the strikes lands while the other Director turns their attention to Gregoth after staring briefly at Kaldren.

Intimidation vs. DC 40: 1d20 + 31 ⇒ (12) + 31 = 43

Kaldren is shaken by the look in her eyes as she steps up to Gregoth and strikes!

Sword Cane vs. AC 41: 1d20 + 32 ⇒ (11) + 32 = 43
Piercing: 3d6 + 8 ⇒ (6, 2, 1) + 8 = 17
↺ Glimpse of Redemption

Sword Cane vs. AC 41: 1d20 + 32 - 4 ⇒ (17) + 32 - 4 = 45
Piercing, enfeebled: 3d6 + 8 - 2 ⇒ (2, 4, 6) + 8 - 2 = 18
↺ Glimpse of Redemption

I'll assume Kaldren will glimpse both of those strikes as it's his turn next, which completes negates all the damage

Somehow though it's the Director that is more unnerved by Kaldren's gaze, and he precise but weak strikes fail to even draw blood

The Opulent Ritual

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only
Didactic Strike: The worm-prophet is flat-footed to Everyone's next strike before Félicité's next turn, and it will deal 2d6 additional precision damage
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 4)

Round 2

...
➤Kaldren -113 Fast Healing 18 (ends Félicité's turn round 6), Frightened 1, Immune to Demoralize: red, blue, yellow

Round 3

Turrey -139
Félicité -45 Immune to Demoralize: yellow
Worm Prophet -229, frightened 1, blinded for 1 round
Red Director General -47 Frightened 1, Immune to Demoralize: Kaldren
Gregoth Rage, 22 Temp HP, Immune to Demoralize: blue, yellow
Bellaluna -41
Blue Director General
Yellow Director General -101 enfeebled 2
...

Kaldren, Turrey 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

Kaldren unleashes a flurry of strikes at the director general holder the door.

Melee Strike: 1d20 + 32 - 1 ⇒ (14) + 32 - 1 = 45 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (4, 9, 6) + 11 + (4) = 34
Melee Strike: 1d20 + 27 - 1 ⇒ (6) + 27 - 1 = 32 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (5, 4, 2) + 11 + (5) = 27
Melee Strike: 1d20 + 22 - 1 ⇒ (5) + 22 - 1 = 26 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (4, 8, 4) + 11 + (4) = 31
Melee Strike: 1d20 + 22 - 1 ⇒ (18) + 22 - 1 = 39 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (4, 2, 7) + 11 + (4) = 28


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

Is Turrey really at -139? I thought he was close to full. If he is, Félicité will Battle Medicine him instead of Guiding Kaldren.

Félicité thinks of a way to put Yellow out of her misery.

Devise vs Yellow: 1d20 ⇒ 1

Without a shot, Félicité will improvise against Blue.

Shortbow: 1d20 + 31 ⇒ (8) + 31 = 39
Piercing: 3d6 + 6 ⇒ (5, 5, 2) + 6 = 18 plus Sonic: 1d6 ⇒ 4

She touches Kaldren with her gloves, allowing power to flow through.

Healer's Gloves: 4d6 + 15 ⇒ (6, 5, 2, 3) + 15 = 31

She also speaks a word of encouragement to him.

Guidance


Night of the Gray Death
Marie-Félicité-Denise Pleyel wrote:

Is Turrey really at -139? I thought he was close to full.

No sorry that was supposed to be Kaldren, I edited the wrong line by mistake

Kaldren swings his flail furiously at his opponent, managing to land two strikes that thud into the fast-moving Gardener.

Félicité studies one of the Directors General but can't calculate a shot, and her improvised shot misses the other by a whisker.

With lesser cover that's just a miss

She heals and guides Kaldren with a spell though very effectively.

The Opulent Ritual

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only
Didactic Strike: The worm-prophet is flat-footed to Everyone's next strike before Félicité's next turn, and it will deal 2d6 additional precision damage
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 4)

Round 2

...
Kaldren -108 Fast Healing 18 (ends Félicité's turn round 6), Guidance, Immune to Demoralize: red, blue, yellow

Round 3

➤Turrey -12
Félicité -45 Immune to Demoralize: yellow
Worm Prophet -229, frightened 1, blinded for 1 round
Red Director General -47 Frightened 1, Immune to Demoralize: Kaldren
Gregoth Rage, 22 Temp HP, Immune to Demoralize: blue, yellow
Bellaluna -41
Blue Director General
Yellow Director General -101 enfeebled 2
...

Turrey is up!


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

While he can't easily get a bead on the prophet, Turrey settles on taking down the nearest Director General.

He draws his bow, shoots, and then sings out a melody attempting to drop the Director General to the ground.

◆ draw bow
◆ bow vs yellow
◆◆ Telekinetic maneuver to trip yellow

Bow: 1d20 + 29 ⇒ (16) + 29 = 45
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (2, 5, 2) + 3 + (6) = 18

TK maneuver to trip: 1d20 + 29 ⇒ (1) + 29 = 30 Alas!


Night of the Gray Death

GM Screen:

1d20 + 28 ⇒ (1) + 28 = 29
1d20 + 26 ⇒ (12) + 26 = 38
1d20 + 26 ⇒ (15) + 26 = 41
1d20 + 26 ⇒ (5) + 26 = 31
1d20 + 26 ⇒ (4) + 26 = 30

Turrey shoots an arrow into the Director General guarding the door. It grazes their arm, but they wince against the pain of the explosive sound it makes.

The worm prophet grabs at the bolt pinning him to the wall clumsily while keeping his eyes tightly shut. This will trigger from Gregoth


Athletics DC 10: 1d20 + 1 ⇒ (6) + 1 = 7

His feeble arms pull at the bolt but it's stuck fast! He tries again. This will also trigger if you didn't take the first one

Athletics DC 10: 1d20 + 1 ⇒ (16) + 1 = 17

He manages to get the bolt out and throws it contemptuously to the floor before he makes some gestures and tries to touch Gregoth. This wil also trigger if you didn't take either of the first or second. I'll assume that you took one of the first two

Flat DC 11: 1d20 ⇒ 15
Negative: 9d8 ⇒ (2, 1, 4, 6, 1, 6, 6, 8, 1) = 35
Gregoth Fort, status: 1d20 + 32 + 1 ⇒ (20) + 32 + 1 = 53

Tremendous waves of negative energy pour out of the worm prophet's fingers as they clasp Gregoth's wrist, but Gregoth barely seems to notice.

In the chaos of battle it's hard to tell, but it sounds as if the chanting coming from the west has ceased.

The Opulent Ritual

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 4)

Round 3

Turrey -12
Félicité -45 Immune to Demoralize: yellow
Worm Prophet -229, frightened 1, blinded until Bellaluna's turn
Red Director General 18 Temp HP -47 Frightened 1, Immune to Demoralize: Kaldren
➤Gregoth Rage, 22 Temp HP, Immune to Demoralize: blue, yellow, <AoO Pending>
Bellaluna -41
Blue Director General -63
Yellow Director General 18 Temp HP -101 enfeebled 2
Kaldren -108 Fast Healing 18 (ends Félicité's turn round 6), Guidance, Immune to Demoralize: red, blue, yellow

Gregoth and Bellaluna are up!

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