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

Yep, Gregoth will take the first opportunity to use his Reaction when raging.

Longsword, Heroism vs Prophet: 1d20 + 32 + 1 ⇒ (5) + 32 + 1 = 38
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (1, 1, 2) + 11 + 13 + (5) = 33

Gregoth's arm jerks awkwardly as the robed man pulls at the bolt, but the blade in his hand only scrapes the wall before the prophet grabs him. The shadows around the tall man seem to drink in the energy pouring from the gardener. Again sword and shield rise, but only the sword falls and rises and falls again.

Longsword, Heroism vs Prophet: 1d20 + 32 + 1 ⇒ (5) + 32 + 1 = 38
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (5, 4, 5) + 11 + 13 + (5) = 43

Longsword, Heroism vs Prophet: 1d20 + 32 - 5 + 1 ⇒ (3) + 32 - 5 + 1 = 31
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (7, 6, 8) + 11 + 13 + (4) = 49

Black eyes turn back towards the door to the room, and the person standing before it. Lips mumble something underneath dark tear-streaks, but the sound is lost in the silence of screaming spirits.

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

Raise Shield [A], Strike [A], Strike [Q], Scare to Death [A]. In case Gregoth needs to make any more saving throws against spells, his Spellguard Shield gives him a +2 circumstance bonus when raised.


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. | ◆◇↻

FYI, the prophet is also immobilized until he makes a DC 10 Athletics check as an Interact action (due to last turn’s crit).

Assuming the prophet is still alive after Gregoth’s turn: Bellaluna reloads one of her crossbows and fires at the worm prophet! ◆◆ Paired Shots

Paired Shot 1 vs Worm Prophet w/lesser cover: 1d20 + 35 ⇒ (15) + 35 = 50
Damage: 3d8 + 10 ⇒ (6, 7, 4) + 10 = 27 Fire Damage: 1d4 ⇒ 3

Paired Shot 2 vs Worm Prophet w/lesser cover: 1d20 + 35 ⇒ (5) + 35 = 40
Damage: 3d8 + 10 ⇒ (7, 3, 4) + 10 = 24 Fire Damage: 1d4 ⇒ 4

Just gonna let the haste action go to waste.


Night of the Gray Death

The worm prophet dodges Gregoth's attacks despite being blinded, and when his eyes finally seem to focus on Gregoth, there's a smile on his face, though the Director General in the doorway looks terrified.

Success but not a crit success on the scare to death. Noted on the shield

He already pulled the bolt out Bellaluna, though it took him two attempts to do so

Bellaluna continues firing, this time one of her bolts is quick enough to catch the worm prophet, but he dodges the other. Despite his impressive reactions he's taken a significant number of injuries, and he's bleeding and breathing heavily.

"My Lord Worm! Grant me your strength so that I may smite your foes!"

His cries are becoming increasingly desperate as the Director General in the doorway looks around nervously for someone to frighten, settling ◇ on Bellaluna.

Intimidation vs. DC 39, frightened: 1d20 + 31 - 2 ⇒ (11) + 31 - 2 = 40

She then ◆ Quickly draws a dagger and flings it at her

Dagger vs. AC 40 (inspire, frightened + lesser cover), frightened, range: 1d20 + 32 - 2 - 2 ⇒ (13) + 32 - 2 - 2 = 41
Piercing, precision: 2d4 + 8 + 4d6 ⇒ (3, 1) + 8 + (5, 4, 6, 3) = 30
↺ Glimpse of Redemption
30 10 damage to Bellaluna

Kaldren's glower puts her off though and the dagger strike is much less devastating that it would have been. She retaliates by stabbing at him,

Sword Cane AC 45: 1d20 + 32 - 2 - 4 ⇒ (18) + 32 - 2 - 4 = 44
Missed because of that Scare to Death
Sword Cane AC 45: 1d20 + 32 - 2 - 8 ⇒ (13) + 32 - 2 - 8 = 35

but she might as well be stabbing the wall.

It's debatable whether yellow can see Turrey, but I'll say yes

The other gardener, still enfeebled from Kaldren's gaze, turns her gaze on Turrey.

Intimidation vs. DC 39: 1d20 + 31 ⇒ (18) + 31 = 49

Her eyes are so terrifying that Turrey finds himself scared despite himself.

That's a crit success (unless I'm missing any modifiers, I have the inspire defence in there), so Frightened 2

She turns her attention back to Gregoth though, and tries to distract him from the Worm Prophet.

Sword Cane vs. AC 41: 1d20 + 32 ⇒ (19) + 32 = 51
Piercing, enfeebled: 3d6 + 8 - 2 ⇒ (1, 5, 2) + 8 - 2 = 14 Doubled from the crit
↺ Glimpse of Redemption
28 8 damage to Gregoth!

Sword Cane vs. AC 41: 1d20 + 32 - 4 ⇒ (15) + 32 - 4 = 43
Piercing: 3d6 + 8 - 2 ⇒ (5, 5, 2) + 8 - 2 = 18
20 16 damage to Gregoth!

Sword Cane vs. AC 41: 1d20 + 32 - 8 ⇒ (13) + 32 - 8 = 37

Despite her getting a couple of good cuts in, the combination of Kaldren's disapproval and Gregoth's rage mean he barely shows any sign of injury.

At that moment, everyone in the main room sees the eastern most door in the western wall open, and a group of Gardener Assassins accompanied by a Director General wearing a porcelain mask burst out!

"To arms! Protect the Rituals"

I have to confess that I messed something up here. I rolled them into initiative at the top of the round using Stealth, then had them delay until they could all move together, but I should have made those of you whose perception DCs their stealth checks failed to beat aware of them getting ready. Sorry about that. You live and learn

Black opens the door ◆, rushes up to Turrey ◆, Then strikes out at him with a kukri glistening with a black substance.

Kukri vs. AC 40: 1d20 + 29 ⇒ (3) + 29 = 32

The next rushes up alongside ◆◆ and swipes at Turrey from the other side

Kukri vs. FF AC 38: 1d20 + 29 ⇒ (8) + 29 = 37
Inspire Courage FTW!

"Get the archer! And help me in here!" the Worm Prophet cries out, and the other two dutifully head toward Bellaluna.

Purple vs. AC 40: 1d20 + 29 ⇒ (13) + 29 = 42
Slashing: 2d6 + 8 ⇒ (3, 5) + 8 = 16
16 12 damage to Bellaluna!
You can also make a DC 29 Fort save vs. Poison

The woman in the porcelain mask walks more cautiously in, and takes up a position flanking Kaldren. That's 3 strides

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

...
➤Kaldren -90 Fast Healing 18 (ends Félicité's turn round 6), Immune to Demoralize: red, blue, yellow

Round 4

<--- Inspire Defence Ends Here --->
Turrey -12, Frightened 2, Immune to Demoralize: yellow
Félicité -45 Immune to Demoralize: yellow
Worm Prophet -259
➤Gregoth -2 Rage, Immune to Demoralize: blue, yellow
Bellaluna -63 Immune to Demoralize: blue <fort save vs. Poison pending
Blue Director General -63 Frightened 2, enfeebled 2, Immune to Scare to Death: Gregoth
Yellow Director General 18 Temp HP -101 enfeebled 2
Black Assassin
White Assassin
Green Assassin
Purple Assassin
Porcelain Mask
...

Kaldren, Turrey and Félicité are up!


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

Félicité remains calm, her heroic presence shining forth like a beacon. "We got this."

Heroic Presence: 12 temp hp, +2 Will vs mental effects.

She switches her focus to Blue, hoping to open up a passage between the two parts of the party.

Devise a Strategem: 1d20 ⇒ 20
Shortbow: 20 + 31 = 51
Critical Piercing, Deadly: 6d6 + 12 + 2d10 ⇒ (3, 4, 3, 2, 5, 3) + 12 + (10, 4) = 46 plus Critical Sonic: 2d6 ⇒ (3, 3) = 6 plus Critical Precision: 10d6 ⇒ (4, 4, 5, 2, 6, 2, 6, 1, 2, 6) = 38 plus immobilized plus 1d6 bleed
Didactic Strike, Strategic Bypass

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

Kaldren keeps swinging at the director general in front of him but the narrow doorway disrupts his strikes.

Melee Strike: 1d20 + 32 ⇒ (8) + 32 = 40 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (10, 3, 4) + 11 + (5) = 33
Melee Strike: 1d20 + 27 ⇒ (3) + 27 = 30 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (6, 8, 4) + 11 + (1) = 30
Melee Strike: 1d20 + 22 ⇒ (8) + 22 = 30 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (5, 5, 10) + 11 + (3) = 34
Melee Strike: 1d20 + 22 ⇒ (13) + 22 = 35 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (5, 4, 8) + 11 + (1) = 29

Really having poor luck on these attacks.


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 trembles under the director general's gaze, and cringes as he's poked at by two assassins, but manages to keep himself from running.

With defiance, he declares, "You attempt to make a nightmare of this beautiful world. Now, reflect on those nightmares yourself."

With that, he sings out an ominous, eerie song that he's never sang before.

◆◆ Weird. I'm not clear if I need LOS. If not, I'll target all, including the Prophet...if not, I think I can see the other 7 anyway (since we established Yellow and I can see one another)
Lingering?-frightened: 1d20 + 30 - 2 ⇒ (10) + 30 - 2 = 38
◆ Inspire Defense
Q Bow vs Yellow-frightened: 1d20 + 30 - 2 ⇒ (2) + 30 - 2 = 30
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (4, 3, 2) + 3 + (1) = 13


Night of the Gray Death

I almost delayed Kaldren until after Félicité so that he could benefit from Didactic Strike, but then I realised that he'd lose out on a round of the Life Boost if I did that so never mind.

Kaldren unleashes a flurry of blows at the bleeding Gardener, but only his first manages to find anything but air. It is nevertheless a strong hit that knocks the wind out of them.

Turrey sings a weird song.

You do need Line of Sight for targeted spells, but yes you can see everyone except the Worm Prophet

Mental: 16d6 ⇒ (6, 3, 5, 5, 4, 1, 1, 5, 6, 1, 6, 6, 6, 5, 1, 3) = 64

Saves:

Blue: 1d20 + 30 - 2 + 3 ⇒ (8) + 30 - 2 + 3 = 39
Success, 32 damage and Frightened 1 (which doesn't stack with being Frightened 2)

Yellow: 1d20 + 30 + 3 ⇒ (12) + 30 + 3 = 45
Success, 32 damage and Frightened 1

Black: 1d20 + 26 ⇒ (12) + 26 = 38
Extra mental: 3d8 ⇒ (2, 3, 4) = 9
Fail, but they use a reaction to get a success instead, and take 41 damage and Frightened 1

White: 1d20 + 26 ⇒ (11) + 26 = 37
Extra mental: 3d8 ⇒ (6, 5, 6) = 17
Fail, but they use a reaction to get a success instead, and take 49 damage and Frightened 1

Green: 1d20 + 26 ⇒ (20) + 26 = 46
Crit success, unaffected
Purple: 1d20 + 26 ⇒ (9) + 26 = 35
Extra mental: 3d8 ⇒ (7, 5, 1) = 13
Fail, but they use a reaction to get a success instead, and take 45 damage and Frightened 1

Mask: 1d20 + 30 ⇒ (16) + 30 = 46
Success, 32 damage and Frightened 1

Each of the Gardeners seems to show impressive resolve against the spell though most still seem shaken by it.

No crit fails, 1 crit success, a couple of natural successes, and 3 fails who used a reaction to use a special ability called "Gardener's Resolve" to get a success instead (but take a little extra damage)

Turrey inspires a lingering wariness in his allies, while Félicité inspires courage and resolve. She then launches a devastating attack on the Director General in the doorway, opening a nasty wound in their neck that gushes blood, before bringing up her own shield spell.

The Worm Prophet looks with Disgust at Gregoth, then moves away from him

I'll resolve this AoO now in case you kill him

Longsword, Heroism vs Prophet: 1d20 + 32 + 1 ⇒ (13) + 32 + 1 = 46
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (5, 6, 6) + 11 + 13 + (2) = 43

Gregoth cuts him across his stomach as he flees, and he holds the wound with one hand as he casts a spell with another.

"FIGHT THROUGH ME LORD WORM, FIGH- AAARRRGGH"

As he shouts his form starts to bloat, inflating like a water skin. His own skin becomes slimy and worm-like and he grows taller and taller until he looks barely human, a huge worm-man towering ten-feet above you all.

I've replaced his token with that of a worm, but he still looks humanoid too (I just lack a picture of a large half-man-half-worm thing)

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 7)
Heroic Presence: Everyone has +2 status bonus to will saves vs. Mental effects

Round 4

Kaldren -90 12 Temp HP, Fast Healing 18 (ends Félicité's turn round 6), Immune to Demoralize: red, blue, yellow
Turrey -12, Frightened 1, Immune to Demoralize: yellow
Félicité -45 Immune to Demoralize: yellow
Worm Prophet -302
➤Gregoth -2 12 Temp HP, Rage, Immune to Demoralize: blue, yellow
Bellaluna -63 12 Temp HP, Immune to Demoralize: blue
Blue Director General -223 Frightened 2, Enfeebled 2, 1d6 bleed, Immune to Scare to Death: Gregoth
Yellow Director General -116 Frightened 1, Enfeebled 2
Black Assassin -41 Frightened 1
White Assassin -49 Frightened 1
Green Assassin
Purple Assassin -45 Frightened 1
Porcelain Mask -32 Frightened 1

Gregoth and Bellaluna are 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’s limbs pull him after the worm-prophet-turned-worm. Wordlessly he hacks and chops and cuts, all his attention locked onto the priest.

Longsword, Heroism vs Prophet: 1d20 + 32 + 1 ⇒ (16) + 32 + 1 = 49
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (8, 2, 7) + 11 + 13 + (3) = 44

Longsword, Heroism vs Prophet: 1d20 + 32 - 5 + 1 ⇒ (2) + 32 - 5 + 1 = 30
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (3, 5, 8) + 11 + 13 + (6) = 46

Raise Shield [A], Step [A], Strike [A], Strike [Q].


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, I didn’t know what to expect, but a were-worm was not one of them.”

She moves out of being flanked ◆ Stride (from haste) into a position where everyone can clearly see her. ”Alright, y’all!” She says as she reloads one of her crossbows. ”We’re the ones who destroyed Silent Lenore and took down your genocidal plot at the Masque, so if you know what’s good for ya, I’d hightail it outta here!” ◆◆ Grim Swagger, which I completely forgot to do at the start of this combat because Bellaluna was blinded by Calistrian vengeance against the prophet.

Deception vs enemies’ Will DCs: 1d20 + 33 ⇒ (17) + 33 = 50 Success: Frightened 2. Crit Success: frightened 3 (and fleeing for 1 round if they’re level 17 or lower)

Let me know if something crit fails to attack me, because I actually have Pistoler’s Retort available

Contingency:
I’m pretty sure the Gardeners who aren’t Directors General don’t have AoOs, but if they do, then replace the reloading with entering Mobile Shot Stance.


Night of the Gray Death

Gregoth follows the worm-man and slashes into him, but his transformation seems have given him some new reservoir of health. Gregoth's sword catches the stone floor and robs his backswing of the power needed to penetrate the worm's skin.

Bellaluna lays down a fearsome challenge, and all the newcomers turn to run! Only the Worm Prophet and the original Directors General stand there ground, though each looks suitably shaken.

Crit success against the assassins and Porcelain Mask lady, regular success against Blue, Yellow and the Worm Prophet (even factoring in their DC reduction from their existing frightened)

In response to getting shot in the neck, the door-blocking Director General targets Félicité with a glare (◇)

Intimidation DC 44, Frightened: 1d20 + 31 - 2 ⇒ (9) + 31 - 2 = 38

They then try desperately to cut Kaldren down.

Sword Cane AC 45: 1d20 + 32 - 2 ⇒ (20) + 32 - 2 = 50
My fourth crit on Kaldren!
Piercing: 3d6 + 8 ⇒ (3, 1, 3) + 8 = 15
30 26 damage to Kaldren!

Sword Cane AC 45, MAP: 1d20 + 32 - 2 - 4 ⇒ (10) + 32 - 2 - 4 = 36
Sword Cane AC 45, MAP: 1d20 + 32 - 2 - 8 ⇒ (12) + 32 - 2 - 8 = 34

Bleed: 1d6 ⇒ 3
DC 15 Flat: 1d20 ⇒ 7

Yellow turns her attention briefly (◇) to Bellaluna,

Intimidation DC 40, Frightened: 1d20 + 31 - 2 ⇒ (20) + 31 - 2 = 49

Whatever Bellaluna sees there shakes her to her core, but the Gardener turns away and steps to flank the unflankable Gregoth before attempting to skewer him.

Sword Cane AC 41: 1d20 + 32 - 2 ⇒ (5) + 32 - 2 = 35
Sword Cane AC 45, MAP: 1d20 + 32 - 2 - 4 ⇒ (5) + 32 - 2 - 4 = 31

As quickly as they arrived, the reinforcements turn tail and run.

"Mateena you fool!" The worm-shaped prophet shouts. "You know what it will do to you if you run!"

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 blue Director General is flat-footed to Everyone's next strike before Félicité's next turn, and it will deal 2d6 additional precision damag
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 7)
Heroic Presence: Everyone has +2 status bonus to will saves vs. Mental effects

Round 5

➤Kaldren -86 Fast Healing 18 (ends Félicité's turn round 6), Immune to Demoralize: red, blue, yellow
Turrey -12, Frightened 1, Immune to Demoralize: yellow
Félicité -45 Immune to Demoralize: blue, yellow
Worm Prophet -302 Temp HP -44/? Frightened 2
Gregoth -4 Rage, Immune to Demoralize: blue, yellow
Bellaluna -63 12 Temp HP, Frightened 2, Immune to Demoralize: blue, yellow
Blue Director General -226 Frightened 1, 1d6 bleed, Immune to Scare to Death: Gregoth
Yellow Director General -116 Frightened 1
Black Assassin -41 Frightened 2
White Assassin -49 Frightened 2
Green Assassin Frightened 2
Purple Assassin -45 Frightened 2
Porcelain Mask -32 Frightened 2

Kaldren, Turrey and Félicité are up!


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

Félicité devises against Blue again, hoping to open a channel to Gregoth.

Devise a Strategem: 1d20 ⇒ 10
Shortbow: 10 + 31 = 41
Piercing: 3d6 + 6 ⇒ (4, 5, 2) + 6 = 17 plus Sonic: 1d6 ⇒ 4 plus Precision: 5d6 ⇒ (2, 1, 2, 3, 3) = 11
Didactic Strike, Strategic Bypass

She fires again.

Shortbow: 1d20 + 31 - 5 ⇒ (18) + 31 - 5 = 44
Piercing: 3d6 + 6 ⇒ (5, 2, 4) + 6 = 17 plus Sonic: 1d6 ⇒ 4

And then, she slaps a bandage on Bellaluna.

Battle Medicine (Bellaluna): 2d8 + 30 + 18 + 10 ⇒ (2, 3) + 30 + 18 + 10 = 63


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

Melee Strike: 1d20 + 32 ⇒ (16) + 32 = 48 Damage (B, F): 3d10 + 11 + 1d6 ⇒ (6, 8, 5) + 11 + (2) = 32

Misses:

Melee Strike: 1d20 + 27 ⇒ (4) + 27 = 31
Melee Strike: 1d20 + 22 ⇒ (4) + 22 = 26
Melee Strike: 1d20 + 22 ⇒ (6) + 22 = 28


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 fires off two quick arrows at the gardener who's blocking the door, and then decides to see if he can impede the actions of many at once by delaying a Song of Sloth until just the right moment.

◆◆ Ready to cast Slow (6th) if at least 3 of the 5 people who fled return to within 30' of me, targetting Worm, Yellow, Blue, and whoever I can of our fleeing friends. (Hoping to catch every foe...but we'll see how many come back.
Bow vs Blue-frightened: 1d20 + 30 - 1 ⇒ (1) + 30 - 1 = 30
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (1, 6, 3) + 3 + (1) = 14
Q Bow vs Blue-frightened: 1d20 + 30 - 1 - 5 ⇒ (14) + 30 - 1 - 5 = 38
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (2, 4, 1) + 3 + (1) = 11


Night of the Gray Death

Precision: 2d6 ⇒ (4, 3) = 7

Kaldren smashes the injured Director General in the face exactly the way Félicité instructs, and they crumple to the ground.

Critical hit, and the extra Didactic Strike damage is enough to finish them off. I'll switch your next action for a stride and then a couple of strikes on the worm prophet

He rushes in to aid Gregoth, but the strange thick hide of the Worm Prophet repels his attacks.

I'll pause there to get some clarification. Turrey- Ready in 2E only lets you ready a single action (even though it costs 2 actions), and Slow is a 2 action cast. How would you like to use those 2 actions instead? Félicité would Blue going down and the way being open change your actions? We can keep your rolls


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

Félicité would redirect to the Worm Prophet.


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, let's change it to mirror image, since I may be back in combat soon


Night of the Gray Death

Turrey conjures some images of himself to confound any attackers, and sends a couple of quick arrows sailing toward the remaining Director General. The first is well wide, but the second sails within an inch of her ear.

Just misses due to cover

GM Screen:

Félicité Religion (L): 1d20 + 30 ⇒ (8) + 30 = 38

Félicité:
The Worm Prophet cast Divine Vessel, a spell that turns the caster into an avatar of their deity. It grants them strength, health and the ability to fly, but also a weakness to their deity's opposed alignments. In this case probably good damage

Félicité calculates a shot against the worm prophet. It's a difficult gambit, and will only work if it is too addled with fear of Bellaluna...
but her shot slams home exactly where she predicted, and sinks deep into the worm's hide. It screams incoherently and thrashes around.

That was just a hit due to Bellaluna's Grim Swagger

Félicité takes her time with the next shot, and she sends an arrow straight down its throat mid-scream. Without another sound the whole huge beast collapses to the floor.

Not yet done, she bandages Bellaluna's wounds in a flash.

Mateena hears the death-rattle of the worm-prophet and stops in her tracks.

"Wait! We have a higher purpose and we mustn't let these brainwashed morons destroy everything. To me!"

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 7)
Heroic Presence: Everyone has +2 status bonus to will saves vs. Mental effects

Round 5

Kaldren -86 Fast Healing 18 (ends Félicité's turn round 6), Immune to Demoralize: red, blue, yellow
Turrey -12, 3/3 Mirror Images, Immune to Demoralize: yellow
Félicité -45 Immune to Demoralize: blue, yellow
Worm Prophet -339 Frightened 2
➤Gregoth -4 Rage, Immune to Demoralize: blue, yellow
Bellaluna 12 Temp HP, Frightened 2, Immune to Demoralize: blue, yellow
Blue Director General -226 Frightened 1, 1d6 bleed, Immune to Scare to Death: Gregoth
Yellow Director General -116 Frightened 1
Black Assassin -41 Frightened 2
White Assassin -49 Frightened 2
Green Assassin Frightened 2
Purple Assassin -45 Frightened 2
Porcelain Mask -32 Frightened 2

Gregoth and Bellaluna are 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’s eyes watch as the worm’s prophet falls even if his mind fails to truly register the fact. Slowly he turns to the last director, black tears dripping down his face.

Scare to Death, Heroism vs Yellow: 1d20 + 32 + 1 ⇒ (5) + 32 + 1 = 38

Slowly he moves behind them. Slowly his arms rise - but only one falls.

Longsword, Heroism vs Yellow: 1d20 + 32 + 1 ⇒ (6) + 32 + 1 = 39
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (4, 7, 1) + 11 + 13 + (4) = 40

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


Night of the Gray Death

The Director looks unmoved by Gregoth's visage, but his sword draws her blood nonetheless.

Fail on the Scare to Death so still at frightened 1, hit on the strike. I forgot to remove Blue from the initiative card so I'll update it now:

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 7)
Heroic Presence: Everyone has +2 status bonus to will saves vs. Mental effects

Round 5

Kaldren -86 Fast Healing 18 (ends Félicité's turn round 6), Immune to Demoralize: red, blue, yellow
Turrey -12, Immune to Demoralize: yellow
Félicité -45 Immune to Demoralize: blue, yellow
Gregoth -4 Rage, Immune to Demoralize: blue, yellow
➤Bellaluna 12 Temp HP, Frightened 2, Immune to Demoralize: blue, yellow
Yellow Director General -156 Frightened 1 Immune to Scare to Death: Gregoth
Black Assassin -41 Frightened 2
White Assassin -49 Frightened 2
Green Assassin Frightened 2
Purple Assassin -45 Frightened 2
Porcelain Mask -32 Frightened 2

Bellaluna 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 exhales as she tries to calm her nerves. She reloads her other crossbow, turns heels and begins spinning her crossbow about its trigger guard. ◆ Pistol Twirl w/Showstopper. Will only affect Yellow and Porcelain Mask.

Feint vs Perception DCs; frightened 2: 1d20 + 33 - 2 ⇒ (17) + 33 - 2 = 48 If that’s a crit, then they’re flat-footed to me until the end of my next turn.

She then regrips her crossbow and attempts to pick off the Gardeners that are running. ◆ Strike (from haste)

vs Porcelain Mask FF w/frightened 2; frightened 2: 1d20 + 35 - 2 ⇒ (9) + 35 - 2 = 42
Damage: 3d8 + 10 ⇒ (6, 4, 7) + 10 = 27 Force Damage: 1d6 ⇒ 3 Fire Damage: 1d4 ⇒ 3

I also totally forgot my force damage when I last attacked two turns ago, but it was against the prophet, so whatever.

Bellaluna then reloads her crossbow. Again, let me know if something critically fails to attack me.


Night of the Gray Death

Bellaluna twirls her crossbows, and both the Director General being menached by Gregoth and Kaldren and the porcelain mask wearing gardener (whom you now know to be named Mateena) goggle at her display. The Gardener next to the one wearing the porcelain mask squints, not quite able to make out what she's looking at.

Crit success against both

She gets a magically quickened shot in, and her aim is true. Mateena grunts as the magical bolt flashes and strikes her shoulder.

Almost unable to look at the body of her worm prophet, and overmatched by Gregoth and Kaldren, the Director General beats a tactical retreat. She is especially cautious around Gregoth, keeping a close eye on him and offering him no openings

◆ Step
◆ Stride

When she passes Bellaluna though, she can't resist a strike at her frightened foe.

Sword Cane vs AC 39, frightened: 1d20 + 32 - 1 ⇒ (16) + 32 - 1 = 47
Piercing, precision: 3d6 + 8 + 4d6 ⇒ (6, 6, 6) + 8 + (2, 5, 6, 1) = 40

40 36 damage to Bellaluna!

Her blade sinks deep, and comes out crimson.

While this is happening, Mateena clearly manages to get through to the fleeing assassins, and as one they turn about and return to the fight.

One Black arrives in the doorway, out of breath, and a hand-crossbow appears from nowhere in there free hand.

Hand Crossbow vs. AC 40: 1d20 + 29 - 2 ⇒ (19) + 29 - 2 = 46
Image (1 is Turrey): 1d4 ⇒ 3

They fire, but the bolt passes harmlessly through an image, which winks out of existence.

Another white pushes past them, menacing Bellaluna with their kukri.

From the west, the gardeners return but stop short of Bellaluna, each giving a shrill whistle to catch her off guard.

Green and purple are both doing ◆ Stride ◆ Stride ◆ Instant Opening. That makes you flat-footed to them both until the end of their next turn. Each of those has the auditory trait in case that affects anything

Mateena also returns, and gets much closer to Bellaluna before performing a quick underhand dagger throw.

Dagger vs. AC 39: 1d20 + 32 - 2 ⇒ (15) + 32 - 2 = 45
Piercing, precision: 2d4 + 8 + 4d6 ⇒ (3, 1) + 8 + (1, 6, 3, 3) = 25

25 21 damage to Bellaluna!

In case you're wondering where this precision is coming from, Mateena and the Directors General get precision damage on all Frightened opponents

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 7)
Heroic Presence: Everyone has +2 status bonus to will saves vs. Mental effects

Round 6

➤Kaldren -68 Immune to Demoralize: red, blue, yellow
Turrey -12, 2/3 Mirror Images, Immune to Demoralize: yellow
Félicité -45 Immune to Demoralize: blue, yellow
Gregoth -4 Rage, Immune to Demoralize: blue, yellow
Bellaluna -45, Frightened 1, Immune to Demoralize: blue, yellow, FF to Green and Purple until the end of their respective turns
Yellow Director General -156 Immune to Scare to Death: Gregoth, FF to Bellaluna until the end of her turn
Black Assassin -41 Frightened 1
White Assassin -49 Frightened 1
Green Assassin Frightened 1
Purple Assassin -45 Frightened 1
Mateena -65 Frightened 1, FF to Bellaluna until the end of her turn

Kaldren, Turrey and Félicité 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

Turrey nods toward Felicite, silently asking, Mind if I step over there?. Then he changes gear and begins to sing a gentle melody, while casting his eyes over the six remaining foes.

"Lullay lullow, lullay lully,
Beway bewy, lullay lullow,
Lullay lully,
Baw me bairne, sleep softly now.

I saw a sweet and seemly sight,
A blissful burd, a blossom bright,
That morning made and mirth among.

Lullay lullow, lullay lully,
Beway bewy, lullay lullow,
Lullay lully,
Baw me bairne, sleep softly now."

Q Bow vs Yellow: 1d20 + 30 ⇒ (4) + 30 = 34
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (6, 1, 4) + 3 + (1) = 15
[spoiler=Felicite moves out of her space?]
If YES, I'll move in her space BEFORE casting (so I can get Purple in range)
OTHERWISE:
Bow vs Yellow: 1d20 + 30 - 5 ⇒ (13) + 30 - 5 = 38
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (5, 4, 4) + 3 + (4) = 20
◆◆ Slow (L6) vs all foes within 30'
.
Félicité, can yo move out of your square? If you do, I'll move into it...which lets me target all of our foes. (Otherwise I can target all but Purple I believe). If you can't spare the action, no worries.


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

Félicité, familiar with the lilting music of the lullaby, graciously steps backward ◆ - with a pirouette - to allow Turrey access to all the enemies.

Mid-spin, she conceives of novel ways to shoot the Director-General in the throat.

Devise a Strategem: 1d20 ⇒ 14
Shortbow: 14 + 31 = 45
Piercing: 3d6 + 6 ⇒ (4, 3, 1) + 6 = 14 plus Sonic: 1d6 ⇒ 1 plus Precision: 5d6 ⇒ (5, 2, 4, 2, 3) = 16
Didactic Strike, Stratgic Bypass

Shortbow: 1d20 + 31 - 5 ⇒ (13) + 31 - 5 = 39
Piercing: 3d6 + 6 ⇒ (3, 4, 1) + 6 = 14 plus Sonic: 1d6 ⇒ 3


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 nods respectfully to Gregoth and turns from the vanquished prophet and returns to the main room. He moves up to the masked director general and calls on Pharasma's aid.

Stride
Stride
Smite Evil vs Masked Director General
Melee Strike: 1d20 + 32 ⇒ (2) + 32 = 34


Night of the Gray Death

Kaldren moves rushes to Mateena and strikes at her, but she easily dodges the clumsy blow.

Félicité gracefully steps out of Turrey's way and shoots the Director General twice, each arrow perfectly placed. She also gives some pithy advice for where to strike them.

Turrey immediately tries to follow her advice, but both his arrows fly wide.

Saves:

Yellow: 1d20 + 30 ⇒ (11) + 30 = 41
Black: 1d20 + 26 - 1 ⇒ (5) + 26 - 1 = 30
White: 1d20 + 26 - 1 ⇒ (20) + 26 - 1 = 45
Green: 1d20 + 26 - 1 ⇒ (10) + 26 - 1 = 35
Purple: 1d20 + 26 - 1 ⇒ (12) + 26 - 1 = 37
Mateena: 1d20 + 30 - 1 ⇒ (10) + 30 - 1 = 39

His spell though, seems much more effective. Only two of the foes seem able to resist it at all.

Yellow, White and Mateena succeeded (and so are slowed 1 for 1 round), the rest failed (so slowed 1 for 1 minute. I also realised that since the worm prophet is down everyone was up and I'm an idiot. Sorry!

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 7)
Didactic Strike: The yellow Director General is flat-footed to Everyone's next strike before Félicité's next turn, and it will deal 2d6 additional precision damag
Heroic Presence: Everyone has +2 status bonus to will saves vs. Mental effects

Round 6

Kaldren -68 Immune to Demoralize: red, blue, yellow
Turrey -12, 2/3 Mirror Images, Immune to Demoralize: yellow
Félicité -45 Immune to Demoralize: blue, yellow
➤Gregoth -4 Rage, Immune to Demoralize: blue, yellow
Bellaluna -45, Frightened 1, Immune to Demoralize: blue, yellow, FF to Green and Purple until the end of their respective turns
Yellow Director General -204 Slowed 1 (1 round) Immune to Scare to Death: Gregoth, FF to Bellaluna until the end of her turn
Black Assassin -41 Slowed 1 (1 minute) Frightened 1
White Assassin -49 Slowed 1 (1 round) Frightened 1
Green Assassin Slowed 1 (1 minute) Frightened 1
Purple Assassin -45 Frightened 1
Mateena -65 Slowed 1 (1 round), Frightened 1, FF to Bellaluna until the end of her turn

Bellaluna and Gregoth 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. | ◆◇↻

Bellaluna repositions ◆ Stride (from haste) then fires at Mateena! ◆◆ Paired Shot

Paired Shot 1 vs Mateena; frightened 1: 1d20 + 35 - 1 ⇒ (20) + 35 - 1 = 54
Damage (doubled from crit): 3d8 + 10 ⇒ (3, 7, 1) + 10 = 21 Force Damage (doubled from crit): 1d6 ⇒ 1 Fire Damage (doubled from crit): 1d4 ⇒ 2

Paired Shot 2 vs Mateena; frightened 1: 1d20 + 35 - 1 ⇒ (5) + 35 - 1 = 39
Damage: 3d8 + 10 ⇒ (2, 5, 7) + 10 = 24 Force Damage: 1d6 ⇒ 2 Fire Damage: 1d4 ⇒ 3

Apply resistances/weaknesses once to both shots. Plus the bunch of stuff that happens on a crit with me. DC 29 Fort or be blinded, DC 27 Fort or be pushed 5 feet, and immobilized until they succeed at a DC 10 Athletics check as an Interact action.

She then reloads one of her crossbows.


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’s feet move him away from the bloated corpse, over the dead woman in the doorway, back into the large room. His arm jerks, swinging the sword in a wide arc.

Longsword, Heroism vs Yellow: 1d20 + 32 + 1 ⇒ (1) + 32 + 1 = 34 (Bah. Hero Point!)
Longsword, Heroism vs Yellow: 1d20 + 32 + 1 ⇒ (18) + 32 + 1 = 51
Slashing damage, Negative damage, Fire damage, Precision damage: 3d8 + 11 + 13 + 1d6 + 2d6 ⇒ (7, 6, 6) + 11 + 13 + (5) + (4, 3) = 55

His head turns, black eyes look at the nearby assassin. Shadows stir in their endless depths.

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

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


Night of the Gray Death

Gregoth moves inexorably toward the Director General that had moved away from him, and cuts her down like a withered vine.

Fort, Frightened: 1d20 + 22 - 1 ⇒ (11) + 22 - 1 = 32

I think thanks to the Frightened and the Heroism, that's just a crit fail

When he turns his black eyes on one of the assassins, they die instantly of fright.

DC 29 Fort vs Blinded: 1d20 + 26 - 1 ⇒ (18) + 26 - 1 = 43
DC 27 Fort vs pusing: 1d20 + 26 - 1 ⇒ (12) + 26 - 1 = 37

Bellaluna spares no time to watch the spectacle, and fires a pair of well aimed shots at Mateena. Both hit, and after the explosion of light you can see that Mateena is pinned to the floor.

After watching their allies get cut down so easily, the assassins move uneasily in to attack, apparently still more afraid of their superiors than of Gregoth. They drop their hand-crossbows and quickly draw wicked kukris

Black vs. Turrey AC 40: 1d20 + 29 - 1 ⇒ (8) + 29 - 1 = 36
Purple vs. Turrey FF AC 38: 1d20 + 29 - 1 ⇒ (18) + 29 - 1 = 46
Image 1=Turrey: 1d3 ⇒ 1
Slashing, precision: 2d6 + 8 + 6d6 ⇒ (1, 6) + 8 + (2, 2, 3, 5, 6, 5) = 38
↺ Glimpse of Redemption
38 18 damage to Turrey!

Green vs. Kaldren FF AC 43: 1d20 + 29 - 1 ⇒ (19) + 29 - 1 = 47
Slashing, precision: 2d6 + 8 + 6d6 ⇒ (2, 1) + 8 + (5, 2, 2, 3, 6, 3) = 32
32 28 damage to Kaldren!

Mateena fights on. Tears are visible through the eyeholes in her mask as she fights desperately. She manages a throaty scream as she tries to pierce Kaldren's throat.

◇ Stare at Kaldren
Intimidate DC 41: 1d20 + 31 - 1 ⇒ (13) + 31 - 1 = 43

Sword Cane AC 44: 1d20 + 32 - 1 ⇒ (7) + 32 - 1 = 38
Piercing: 3d6 + 8 ⇒ (6, 4, 3) + 8 = 21

Sword Cane AC 44: 1d20 + 32 - 1 - 4 ⇒ (2) + 32 - 1 - 4 = 29
Piercing: 3d6 + 8 ⇒ (3, 1, 1) + 8 = 13

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 7)
Heroic Presence: Everyone has +2 status bonus to will saves vs. Mental effects

Round 7

➤Kaldren -96 Frightened 1, Immune to Demoralize: red, blue, yellow, Mateena
<--- Inspire Defence ends here --->
Turrey -30, 2/3 Mirror Images, Immune to Demoralize: yellow
Félicité -45 Immune to Demoralize: blue, yellow
Gregoth -4 Rage, Immune to Demoralize: blue, yellow
Bellaluna -45, Frightened 1, Immune to Demoralize: blue, yellow
Yellow Director General -314 Slowed 1 (1 round) Immune to Scare to Death: Gregoth, FF to Bellaluna until the end of her turn
Black Assassin -41 Slowed 1 (1 minute)
White Assassin -49 Slowed 1 (1 round) Frightened 1
Green Assassin Slowed 1 (1 minute)
Purple Assassin -45 Slowed 1 (1 minute), enfeebled 2
Mateena -113

Everyone is up!


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

Félicité will look Mateena in the eye.

Devise a Strategem: 1d20 ⇒ 19
Recall Knowledge

She can see much about Mateena, especially where she can be hurt.

Shortbow: 19 + 31 = 50
Piercing: 3d6 + 6 ⇒ (5, 3, 6) + 6 = 20 plus Sonic: 1d6 ⇒ 3 plus Precision: 5d6 ⇒ (2, 2, 5, 3, 1) = 13
Deadly?: 2d10 ⇒ (9, 5) = 14 plus immobilized plus 1d6 bleed
Didactic Strike, Strategic Bypass

She then ◆ shields herself and steps up ◆ to flank Purple with Kaldren.


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 reloads her other crossbow, then does fires a shot at Mateena! ◆ Strike (from haste). I’m assuming that 50 of Félicité’s is a hit.

Strike vs Mateena FF: 1d20 + 35 ⇒ (1) + 35 = 36
Damage; Didactic Strike: 3d8 + 10 + 2d6 ⇒ (1, 1, 1) + 10 + (2, 4) = 19 Force Damage: 1d6 ⇒ 3 Fire Damage: 1d4 ⇒ 1

She then does a Pistol Twirl…

Feint vs enemies’ Perception DCs: 1d20 + 33 ⇒ (4) + 33 = 37

Bah! Meta-gaming based on the initiative rolls of the other directors general, I know that’s a failure by 1 against Mateena. Probably a success against the other Gardeners, so let’s go with that..

...then fires at the Black Gardener!

◆ Strike vs Black FF; 2nd: 1d20 + 35 - 5 ⇒ (6) + 35 - 5 = 36
Damage: 3d8 + 10 ⇒ (4, 5, 7) + 10 = 26 Force Damage: 1d6 ⇒ 5 Fire Damage: 1d4 ⇒ 2


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 decides he's had enough of the tussle of melee and joins Bellaluna against the wall. After catching his breath, he looses two arrows toward Mateena, and then sings a little shielding ditty.


Q Move
◆ Bow v Mateena: 1d20 + 29 ⇒ (17) + 29 = 46
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (3, 1, 5) + 3 + (5) = 17
◆ Bow v Mateena: 1d20 + 29 - 5 ⇒ (19) + 29 - 5 = 43
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (3, 2, 5) + 3 + (5) = 18
◆ Shield spell


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 steps into a more advantageous position and calling once again on Pharasma's aid brings his flail down in two massibe swings at masked director general.

◆ Step
◆ Smite Evil vs Mateena
Strike: 1d20 + 32 - 1 ⇒ (18) + 32 - 1 = 49 Damage (B, F, G): 3d10 + 11 + 1d6 + 6 ⇒ (5, 8, 5) + 11 + (5) + 6 = 40
Strike: 1d20 + 27 - 1 ⇒ (18) + 27 - 1 = 44 Damage (B, F, G): 3d10 + 11 + 1d6 + 6 ⇒ (5, 3, 7) + 11 + (3) + 6 = 35


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 Gardeners are scattered around the room. Gregoth’s black gaze finds each of them in turn. Gregoth’s empty eyes look deep into each of theirs in turn. Death makes its inexorable presence known to each of them in turn.

Intimidate, Heroism to Scare to Death vs Black: 1d20 + 31 + 1 ⇒ (20) + 31 + 1 = 52

Longsword, Heroism vs Purple: 1d20 + 32 + 1 ⇒ (18) + 32 + 1 = 51
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (3, 6, 5) + 11 + 13 + (3) = 41

Intimidate, Heroism to Scare to Death vs Green: 1d20 + 31 + 1 ⇒ (8) + 31 + 1 = 40

Scare to Death vs Black [A], Strike vs Purple [Q], Scare to Death vs Green [A], Raise Shield [A].


Night of the Gray Death

Kaldren responds to Mateena's feeble attacks by smashing her so hard with his flail that she slams into the ground, blood oozing from under her armour. He gets another slam in, and she seems gravely wounded.

Crit followed by a hit

When Turrey shoots another pair of arrows into her, she seems near death. She lifts her sword cane feebly, but when Félicité's arrow goes clean through her throat she drops it as she dies.

Crit when she was nearly down = one dead Gardener

Black Fort DC 42: 1d20 + 22 ⇒ (19) + 22 = 41

Crit success on black but they managed not to die, regular success on Green

Gregoth puts true fear in the heart of the Gardeners, and very nearly puts his sword in the heart of one of them, who cries in pain as he is cut and then bursts into flame

That nat-1 will have been against someone else but still miss

Bellaluna's first shot misses one of the assassins by a hair, but her follow up catches them in the small of the back and they grunt in pain.

With Mateena's death (and Gregoth's fury) the remaining Gardeners turn to run, but their slow-motion movements make it impossible to escape you.

I'm going to call it there, they're all going to flee (out the way you came in) but being slowed 1 for a minute means you can easily catch them. Do you want to let them go? Or will Gregoth chase them down? You could even capture and interrogate them if you want, either way there are some things of note:

Gregoth Occultism (U): 1d20 + 0 ⇒ (7) + 0 = 7
Bellaluna Religion (T): 1d20 + 24 ⇒ (7) + 24 = 31
Félicité Occultism (M): 1d20 + 30 ⇒ (14) + 30 = 44
Turrey Occultism (M): 1d20 + 28 ⇒ (11) + 28 = 39
Kaldren Religion (L): 1d20 + 32 ⇒ (9) + 32 = 41

After the battle The last initiative card reflects everyone's injuries I think, you find the remains of the ongoing rituals in Opulent Quarters, and in the chamber to the north from where Mateena and the assassins emerged.

Kaldren, Turrey and Félicité recognise that these rituals are part of a larger ritual that must be taking place nearby, and that they were serving to reduce the time required by the main ritual. By disrupting them you've likely increased the time required by at least several days.
Only Félicité figures out the nature of this ritual, it is designed to trigger the same armageddon event of all the Gray Deaths being released from the nations's final blades at once.

The rare salts used by the ritual seem extremely expensive I don't suppose it will matter but 6400GP in total between the two rituals In the room with the worm prophet rare tapestries also look valuable 30 bulk of pillows and tapestries worth 5000 GP. A large tome with an ornate silver cover studded with gemstones oozes magic in the same room.

The rooms to the south are all empty store rooms that contain sarcophagi.

What do you do? If you want to take some time we can hand-wave healing, I would guess you can all be done in less than an hour easily


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

I vote we stop the fleeing gardeners, and then refocus/heal, and see if there are any other clues. Also...is there further to go in here? Or have we fully explored this building/network?


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

I also vote we capture the fleers, and interrogate them. Félicité would not only like to Refocus/heal, but actually wait for an extra 20-30 min so that her Battle Medicines reset. She'll use Biographical Eye on everyone captured to see if there are other clues.


Night of the Gray Death

There are some remaining doors, one at the top and four on the left (the map on the slides is just a small portion of the map) I'll wait to see what Gregoth thinks before we establish if any of the Gardeners survived: He can't voluntarily stop raging, but we are on round 7 in this combat and Rage lasts a minute, so it's not at all far-fetched to say that Gregoth calms down enough for one to survive, if he's ok with it

As you recuperate you each get a chance to examine the strange tome

GM screen:

Bellaluna Religion (T): 1d20 + 24 ⇒ (9) + 24 = 33
Félicité Arcana (L): 1d20 + 32 ⇒ (2) + 32 = 34
Turrey Occultism (M): 1d20 + 28 ⇒ (10) + 28 = 38
Kaldren Religion (L): 1d20 + 32 ⇒ (15) + 32 = 47
Félicité Society (L): 1d20 + 32 ⇒ (19) + 32 = 51
Félicité Society (L): 1d20 + 32 ⇒ (16) + 32 = 48
Félicité Society (L): 1d20 + 32 ⇒ (8) + 32 = 40

Turrey and Kaldren agree that it's a Possibility Tome

Félicité examines the bodies, but doesn't learn much. She recognises Mateena from the masque earlier, where she was disguised as a guest. She also learns a great deal about her, as well as the assassins. Each works a mundane job, but appear to live their true life meting out cruelty in the name of the Gray Gardeners.

The worm prophet is different. He has lived a life of luxury, and has smooth soft skin (after he reverts back to human form). She deduces that he is an aristocrat, free to spend much of his time in service to his dark master.

Biographical eye will give you a lot more information about these folks, but there's no more information in the module and I'm a bit low on creative juices at the minute, sorry. Feel free to make something up


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retired | "Félicité" | NG female (she/her) versatile human (Galtan) investigator piano teacher in Litran
GM Pudding wrote:
Feel free to make something up

Challenge accepted.

Félicité looks at the dirt underneath the fingernails of the first. "A potter," she notes, off-handedly, at the most obvious conclusion. "Not an inexpensive clay, either. But not Galtan clay. It's an Osiriani pottery clay, typically used in canopic jars." She pauses for a moment, recalling stores on her way into the city when she entered. "Henri Lamorte, Exotic Pottery. The weeds outside the store had been pushing at the cobblestones for over 10 years when I passed by; this man has been embedded in the community for at least that long. He dealt with death, both as a profession and as a hobby. I'm guessing his day job was only cover for whatever they did at night."

Examining the second body, she notes the uneven wear on the soles of her shoes. "A weaver," she quickly announces. "Her right shoe pressed on the wheel, wearing the soles much more than on the stationary left shoe." With that, she peers inside the woman's socks, looking for traces of fiber that would have dropped during the weaving. "Hemp rope, low comfort, high tensile strength. I would suspect low-end clothing manufacturer, but there is an alternate use for hemp - nooses for hanging."

Lifting the third mask, Félicité chuckles. "Marie-Aurélie Reinard, a socialite whose mission it was to make schooling difficult for all the girls she considered beneath her," she comments. When she realizes it's not obvious what led her to this conclusion, Félicité explains further, "I went to school with her. My father was wealthy, but my grandfather was not. She was unimpressed with my heritage." Félicité looks at her undergarments, far more worn than a person of her stature should have had to wear, and compared it to her immaculate outer garments. "It seems her family fell on hard times, but it wasn't generally known. She tried to keep up appearances, perhaps taking a job with the Gray Gardeners in return for coin."

Finally, she turns to their prisoner. He blanches as she looks him up and down, but spares him the humiliation of undressing him for further clues. It was unnecessary, anyway. "As for monsieur, the baker, fingertips smooth from years of touching hot bread, you too have roots in Litran as well. Your hair has been cut for many years by an ambidextrous man, likely Guillaume Grisaux. I suspect your bakery is near Cobbler's Square, and," she sniffs at the acrid air around him, "I further suspect that, had we the time to sift through the ashes, we would find enough lime to indicate that bones had been burned in your oven on a fairly regular basis."

She turns to her compatriots. "Today is a day of mourning for Litran, for it is those among us that stalk their own neighbors and kill their own children."

Please retcon if any of that is inconsistent with the metaplot.


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

There’s nothing mechanically stopping Gregoth from just standing still until his rage ends, and he’s not personally invested in killing all Gardeners, so no worries about keeping folks alive.

Gregoth can’t help but look down at his own hands as Félicité talks about hot bread and fingertips.


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


Please retcon if any of that is inconsistent with the metaplot.

On the contrary, that was amazing. Exactly what I would have written if I had half your skill with prose! I'll give you a hero point on the 1st so you have a chance to use it. I'll also use your society check for biographical eye as an intimidate to coerce the subject, so you get a critical success

Gregoth Paalus wrote:


There’s nothing mechanically stopping Gregoth from just standing still until his rage ends, and he’s not personally invested in killing all Gardeners, so no worries about keeping folks alive.

Yes sorry I didn't mean to imply you had no choice, prisoners it is.

"How.." the captured baker looks astonished at Félicité's insights. When she names his barber and his shop he looks like he's seen a ghost, but the mention of bones in his oven makes him thrash against his bonds.

"You can't know that! You can't!"

After looking between you all though, the fight drains out of him and he sags aginst the bonds. He doesn't even try to bargain, merely states quietly-

"Ask your questions"

As you interrogate him, he gives short answers through which you're able to piece together a few key facts.

The Gardeners took over the monastery some 50 or so years ago, and before then it was dedicated to a combination of various gods of knowledge, though your baker doesn't know which ones. The crypts down here are usually reserved for the upper echelons of the Gardeners, and in fact the first time he ever came down here was yesterday when he and his band of assassins brought an unconscious Keznin Nevarmo down here. He delivered him to a pair of Directors who took him through the door in the eastern wall Door 5 on the map

His duties have not taken him into the crypt to the north, but he knows that adjoining it to the west i.e if you had taken the north stairs instead of the south at the start is the armoury, where a pair of brutish enforcers are on guard at all times.

Any other questions for him?


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

Félicité asks him about the "cave worm" that they saw earlier. OOC, you hinted it was a crit fail, so I don't know what the proper name for it would be - Félicité would describe it if he were confused.

"What is it? What does it want?"


Night of the Gray Death

He lets out a morose chuckle.

"If you'd asked me last week I'd have laughed at you, but after being invited down here to the catacombs... That one", he nods toward the body of the worm prophet "Emindo there called himself a "Worm Prophet", and acted as if he was telling us the wishes of this Worm God. He called it the Conqueror Worm, and said we would be its disciples in the new Galt if we remained faithful."

He smiles a red grin at you.

"But I don't think any of us are getting out of this alive"

What's next?


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

Félicité imagines drawing her dagger, a twisted smile crawling across her face, as she offers him the "Red Mantis Necktie," slicing across his throat in a V-shape as his blood begins running down the center of his chest.

But a hand on her shoulder reminds her that she's not alone. She looks back and sees Camille steadying her trembling hand, saying something to her. It takes a few seconds for Félicité to realize that she's repeated the words aloud.

"There are worse things than death."

Félicité will gather all the clues that she needs to make the Conquerer Worm the target of one of her investigations. I assume that this is the same as the "Cave Worm." Her two investigations will, then, be the enforcers in the west room, or the Directors General that have Keznin, whichever door we choose first; and the Conquerer Worm.

I'm also officially changing Félicité's alignment to NG.


Night of the Gray Death

Hero Points have reset. Any more opinions on what to do next? Your options are basically 1, 4 and 5 on the map (2 and 3 are blocked by heavy sarcophagi), as well as the armoury


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

The sounds of the piano resonate through the hall as Félicité watches Camille fade away. Soundtrack (Youtube)

Félicité will advocate going to the armo(u)ry first, if nobody else has an opinion, and designate the enforcers as her investigation.

"We can probably pick up some weapons there. Or, at least, deny them to the enemy."


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 nods in agreement and holds the blade in his hand at the level of his eyes.


Night of the Gray Death

You resolve to head to the armoury, retracing your steps to head back up the stairs and then head down the northern stairs. It's only when you're back at ground level that the constant psychic pressure you've been feeling lifts. It's only once you're able to feel its absence that you truly appreciate just how oppressive it was.

Unfortunately when you descend the northern stairs, you can feel it pressing once again, like an impending headache that you know is going to be bad. At the bottom of these ancient stairs is a door, similarly old and weathered. If your information is correct then there ought to be an armory behind it with a pair of guardians, so when everyone is ready, Gregoth pushes it open with a flourish.

Feel free to take any preparatory steps here

Inside you see weapons of every description hanging on racks in alcoves along the north wall. A suit of black leather armour hangs on one of the racks, shadows pooling unnaturally around it. Two bulky enforcers are working, oiling weapons. They look up with surprise that's quickly replaced by unnerving excitement.

"You shouldn't be here..." one says, before the other finishes "... but you'll never leave"

Each has a spiked chain hanging from their belts much like the ones used against you when enforcers attacked you earlier, but currently both are oiling weapons and are not wielding them. The longsword that is on the desk and being carefully oiled by enforcer 2 looks a magnificent blade that glows and flickers with an intense inner light.

Additionally these two look slightly different than the ones you fought a few days ago. They have a more obvious look of corruption about them, their flesh clearly rotting in a repulsive manner, and they look bigger and stronger too.

These two are clearly also mortics like the ones you faced before, but they have made no effort to hide it

Initiative:

Gregoth Perception, scout (M): 1d20 + 28 + 2 ⇒ (3) + 28 + 2 = 33
Bellaluna Perception, scout (M): 1d20 + 28 + 2 ⇒ (14) + 28 + 2 = 44
Félicité Perception, scout (L): 1d20 + 31 + 2 ⇒ (10) + 31 + 2 = 43
Turrey Perception, scout (M): 1d20 + 28 + 2 ⇒ (9) + 28 + 2 = 39
Kaldren Perception, scout (E): 1d20 + 26 + 2 ⇒ (1) + 26 + 2 = 29
Enforcer 1: 1d20 + 30 ⇒ (1) + 30 = 31
Enforcer 2: 1d20 + 30 ⇒ (11) + 30 = 41

Action in the Armoury

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

Round 1

➤Bellaluna
Félicité
Enforcer 2
Turrey
Gregoth
Enforcer 1
Kaldren

Bellaluna and Félicité 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. | ◆◇↻

Hard day for me; just gonna post actions.

◇ 10-foot Step (from Ten Paces) to move in front of Gregoth

◆◆ Grim Swagger

Deception vs Will DCs: 1d20 + 33 ⇒ (8) + 33 = 41

◆ Stride back behind Gregoth.


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

Félicité quickly rattles off some past information about the mortics - they behave like undead when they hold their breath, they wounded a lot of us with their spiked chains (which can Grab), and piercing damage can cause some sort of reaction unless they've recently eaten meat (we didn't get to see what it was because the ones before had eaten meat).

Devise a Strategem: 1d20 ⇒ 5 vs #2
Recall Knowledge, although I'm not sure whether I can still Recall if a past Recall was a failure.

With no good shot against #2, Félicité will instead shoot at #1.

Shortbow: 1d20 + 31 ⇒ (10) + 31 = 41
Piercing: 3d6 + 6 ⇒ (2, 3, 1) + 6 = 12 plus Sonic: 1d6 ⇒ 4

Shortbow: 1d20 + 31 - 5 ⇒ (17) + 31 - 5 = 43
Piercing: 3d6 + 6 ⇒ (4, 1, 6) + 6 = 17 plus Sonic: 1d6 ⇒ 6

"Do you know what Urgathoa does to those who disappoint her?"

Félicité smiles as she shares some of what she knows.

◆◆ Disturbing Knowledge vs #2.

Occultism: 1d20 + 30 ⇒ (11) + 30 = 41 vs Will DC

Success The target becomes frightened 1.
Failure The target is unaffected.


Night of the Gray Death

Sorry for the delay everyone, as ever Wednesdays are my undoing

Bellaluna steps forward to perform one of her trademark moves, the kind that left the assassins in the last room running for their lives, but the enforcers manage only a lip-curl of disgust.

Failure against both. Félicité for repeated recall knowledges I'm going to say no you can't learn any more, but I'm going to roll one for you anyway and give you the Known Weakness bonus if you crit. I'm not sure if that ruling is particularly defensible but I feel you should get the chance for that every time

Félicité society: 1d20 + 32 ⇒ (8) + 32 = 40
Not a crit

Félicité watches the enforcers carefully, but can't spot any avenues for her strategic strikes. She fires a quick shot at the one further in, but it catches the doorframe and spins wide. She adjusts for her follow up and the second one sinks in deep, releasing a cloud of rotting flesh.

You only have one action left, not enough for the Disturbing Knowledge. Did you have anything else you'd like to do for the last one?

The enforcer by the desk grabs up the sword ◆ they were oiling, and then concentrates ◆◆, and a ball of flame shoots out of the sword heading toward Gregoth!

Ball of flame vs. AC 39: 1d20 + 38 ⇒ (3) + 38 = 41
Fire: 9d4 + 3 ⇒ (1, 4, 2, 1, 1, 1, 4, 1, 2) + 3 = 20

20 damage to Gregoth! (Unless you have some fire resistance)

Action in the Armoury

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

Round 1

Bellaluna
Félicité Clarify final action
Enforcer 2
➤Turrey
Gregoth -20
Enforcer 1 -23
Kaldren

Turrey and Gregoth are up!

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