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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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...send him to Nellibet and interrupt the ritual.


Night of the Gray Death

After a short message to Nellibet concerning Keznin, he replies through the chirping charm that he is establishing a refuge at the Grange Market, and to send him there. Keznin gratefully retreats, astounded at the excellent care he has already received. He wishes you an earnest "Good Luck" as he departs.

The droning chants have continued from the room to the east during all of this. Resolved to thorougly break up the worm's genocidal plot you prepare yourselves and Gregoth and Kaldren stand side by side and tear the doors open ready for a fight!

Inside is a large altar, with a blue fire burning in a small bowl atop it. Around the altar two women are chanting and gesturing. Each is wearing chainmail and a gray-brown cloak, and both are masked. One is tall and pale with untidy brown hair and a piercing gaze visible above her mask, and the other is a short dark-skinned woman with tight curls and a mask that only covers the top half of her face. Beneath it she wears a wide, false smile.

Initiative:

Gregoth Perception, scout (M): 1d20 + 28 + 2 ⇒ (13) + 28 + 2 = 43
Bellaluna Perception, scout (M): 1d20 + 28 + 2 ⇒ (7) + 28 + 2 = 37
Félicité Perception, scout (L): 1d20 + 31 + 2 ⇒ (6) + 31 + 2 = 39
Turrey Perception, scout (M): 1d20 + 28 + 2 ⇒ (18) + 28 + 2 = 48
Kaldren Perception, scout (E): 1d20 + 26 + 2 ⇒ (18) + 26 + 2 = 46
Allesandra: 1d20 + 30 ⇒ (4) + 30 = 34
Xanthe: 1d20 + 28 ⇒ (2) + 28 = 30

Both are caught off guard by the interruption!

Prophets of the Worm

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

Round 1

Turrey
Kaldren
Gregoth
Félicité
Bellaluna

Tall Priestess
Short Priestess

Everyone is up! Feel free to start anywhere else outside of the room, I placed you where I thought was sensible but you'd have been able to choose where you stood as the doors were opened


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

Félicité will Devise a Strategem on the one with green sleeves (she does not have line of sight to the one with red sleeves).

Devise a Strategem: 1d20 ⇒ 14
Recall Knowledge (A+32, N+26, O+30, R+30, S+32)

Shortbow: 14 + 31 = 45
Piercing: 3d6 + 6 ⇒ (2, 4, 5) + 6 = 17 plus Sonic: 1d6 ⇒ 4 plus Precision: 5d6 ⇒ (2, 3, 1, 1, 3) = 10
Didactic Strike, Strategic Bypass

◆ Shield

If Turrey casts haste:
Shortbow: 1d20 + 31 - 5 ⇒ (16) + 31 - 5 = 42
Piercing: 3d6 + 6 ⇒ (3, 5, 3) + 6 = 17 plus Sonic: 1d6 ⇒ 3


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. | ◆◇↻

Probably a mistake, but Bellaluna's gonna Delay until after both priestesses.


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 sings a song to raise his allies' spirits and to speed their hearts and hands.

◆◆ Haste
Lingering?: 1d20 + 30 ⇒ (13) + 30 = 43
◆ Inspire Defense


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 steps into the room, and the air around him swiftly darkens as if suddenly smothered by ghosts and memories and smoke and dust. Black eyes catch the taller woman’s gaze, grasp at her breath, pull her in to their lightless depths.

Intimidation to Scare to Death vs Green: 1d20 + 31 ⇒ (3) + 31 = 34

Both arms rise. One arm falls.

Longsword vs Green: 1d20 + 32 ⇒ (7) + 32 = 39
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (8, 4, 7) + 11 + 13 + (3) = 46

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


Night of the Gray Death

Turrey quickly springs into action, weaving his familiar magics to boost your speed and defences, and before he's even finished Gregoth has stepped forward to engage. His trademark deadly-gaze though elicits only slight apprehension in his target, and she dodges out of the way of his strike.

Failure on Scare to Death so Frightened 1, then a miss

GM Screen:

1d20 + 32 ⇒ (7) + 32 = 39

Félicité:
The annoying psychic pressure prevents you from recalling anything about the woman[/ooc]

Félicité carefully plans her attack, then fires two expertly aimed arrows at the priestess she can see who screams in unexpected pain.

Both hit and all the damage went through, Didactic Strike applies to green sleeves now (FF and +2d6 precision to all other's next strike). I'll have Kaldren delay along with Bellaluna

The green-sleeved priestess takes a step away from Gregoth, then casts a spell and grows to 10 feet tall. Her hair fades away and her skin takes on a wormy appearance.

I've just grown her token as I'm on my laptop and it's a bit awkward to wormify it, but she's wormy!

The other pays her ritual partner little mind and instead attends to her own defence. She casts her own spell and a translucent priestess appears floating next to Kaldren, and it attempts to stab Kaldren with a dagger its wielding.

Dagger vs. AC 45: 1d20 + 34 ⇒ (16) + 34 = 50
Force: 3d8 + 8 ⇒ (8, 5, 6) + 8 = 27

Dagger vs. AC 45: 1d20 + 34 - 5 ⇒ (17) + 34 - 5 = 46
Force: 3d8 + 8 ⇒ (3, 7, 4) + 8 = 22

The pure-force dagger slices through Kaldren's armour and cuts deep.

49 damage to Kaldren! Note that Inspire Defence doesn't reduce it because it's not physical damage. Also note that this spiritual being is so clearly insubstantial that you can move through it

Prophets of the Worm

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Didactic Strike: Large-wormy-green-sleeved-priestess 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

...
Tall (Green Sleeves) Priestess -51, Large-and-wormy
Short (Red Sleeves) Priestess
Kaldren -49
Bellaluna

Round 2

Turrey
Gregoth
Félicité

...

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. | ◆◇↻

I want to come out of delay to be before Kaldren; I want him to take advantage of my debuffs.

Bellaluna looks at the magical displays from the priestesses and yawns. ”Is that all? I was expecting something different.” ◆◆ Grim Swagger

Deception vs Will DCs: 1d20 + 33 ⇒ (2) + 33 = 35 Frightened 2 on a success; frightened 3 (and fleeing for 1 round if level 17 or lower) on a crit success

She then aims at the massive worm, using Félicité‘s words as guidance. ◆ Strike (from haste)

Strike vs Worm FF: 1d20 + 35 ⇒ (8) + 35 = 43
Damage; Didactic Strike: 3d8 + 10 + 2d6 ⇒ (6, 6, 2) + 10 + (5, 1) = 30 Force Damage: 1d6 ⇒ 1 Fire Damage: 1d4 ⇒ 3 I’m assuming they’re not fiends or undead.

She then reloads the shot she just took.


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 grunts as the spectral dagger stabs him, he steps through the unsubstantial figure and calling on Pharasma's aid he brings his flail down in two strikes.

◆ Stide
◆ Smite Evil vs
Melee Strike: 1d20 + 32 ⇒ (20) + 32 = 52
Melee Strike: 1d20 + 27 ⇒ (11) + 27 = 38


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

Black tears begin to trickle down Gregoth’s face as he beholds the woman’s wormy form.

Intimidate, Prowess to Demoralize vs Green: 1d20 + 31 + 2 ⇒ (9) + 31 + 2 = 42

Wordlessly he raises the arm holding the shield, swings the arm holding the sword, jerks the arm back in a clumsy motion like a marionette controlled by an unskilled puppeteer.

Longsword vs Green: 1d20 + 32 ⇒ (20) + 32 = 52
Slashing damage, Negative damage, Fire damage, Precision damage: 3d8 + 11 + 13 + 1d6 + 2d6 ⇒ (6, 3, 3) + 11 + 13 + (4) + (1, 2) = 43

Longsword vs Green: 1d20 + 32 - 5 ⇒ (12) + 32 - 5 = 39
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (5, 4, 7) + 11 + 13 + (5) = 45

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


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

Félicité moves ◆ to maintain her shot on Green.

Devise: 1d20 ⇒ 17
Shortbow: 17 + 31 = 48
Piercing: 3d6 + 6 ⇒ (2, 4, 2) + 6 = 14 plus Sonic: 1d6 ⇒ 5 plus Precision: 5d6 ⇒ (1, 4, 1, 6, 4) = 16
Didactic Strike, Strategic Bypass


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 sings out a blast of pure sound to disrupt the huge priestess' very soul, and then follows it with two quick arrows.

◆◆ Spirit Blast (DC 39): 16d6 ⇒ (1, 6, 1, 3, 6, 4, 6, 1, 5, 4, 1, 2, 2, 2, 3, 6) = 53

◆ Bow: 1d20 + 30 ⇒ (5) + 30 = 35
Damage (sonic, precision): 3d6 + 3 + 1d6 + 2d6 ⇒ (6, 3, 3) + 3 + (2) + (6, 3) = 26

Q Bow: 1d20 + 30 - 5 ⇒ (7) + 30 - 5 = 32
Damage (sonic, precision): 3d6 + 3 + 1d6 + 2d6 ⇒ (1, 4, 6) + 3 + (2) + (3, 5) = 24

So sorry for the delay! My life's been overfull and I lost track of that it was my turn.


Night of the Gray Death

Bellaluna's trademark swagger washes over the unimpressed priesteses Fail or worse against both, but the large worm-faced priestess certainly takes notice when she gets shot! The arrow sinks deep and its magical punch sends a shockwave through the worm-blubber, but the worm-priestess seems largely unphased.

Translation: She got Temporary HP from turning into the worm and that strike didn't get through them. They are not fiends or undead

Kaldren moves through his ghostly opponent and strikes at the evil priestess, knocking her to the ground, she looks astonished at the force of the blow.

Flail, Bludgeoning, Fire, Good: 3d10 + 11 + 1d6 + 6 ⇒ (7, 6, 7) + 11 + (3) + 6 = 40
Doubled from the crit. Ouch

Her shock doesn't last long though, and she rolls out of the way of his second strike on the floor.

Fort: 1d20 + 27 + 1 ⇒ (3) + 27 + 1 = 31

Turrey unleashes a pure sonic-spirit-blast that rocks the worm-priestess, and it clearly injures her greatly.

That blasts through the rest of her Temp HP and does a decent amount into her regular HP as well

His follow-up arrows bounce harmlessly off her hide though. Gregoth has no more luck with his intimidating glare, her communion with her wormy overlord apparently putting her in some sort of ecstastic fugue.

That's mostly flavour, she just gets a bonus to her DC

Distracted by her reverie and too reliant on her thick hide, she fails to avoid Gregoth's swing and the searing sword opens her up. The black ichor that seeps out bubbles and burns as flame spread from the wound.

Crit so double damage, FF to everyone for 1 round, and persistent fire. The FF makes the second strike hit

His jerky follow-up nevertheless scores another strike on the startled woman and sprays more black blood around. She is badly wounded.

When Félicité adds her own piercing shot, she roars in pain and looks panicked for the first time.

It all goes through and re-ups the didactic strike for another turn

The worm-priestess bites down at Gregoth in animalistic rage...

◆ Strike
Bite vs. AC 41: 1d20 + 32 ⇒ (7) + 32 = 39

But he interposes his shield and her teeth scrape down it. She then moves her wormy arm-like appendage and it begins to glow with necromatic energy. Gregoth wastes no time in slicing at it.

◆ Cast (somatic)

I'll roll the AoO in case it disrupts

↺ Attack of Opportunity
Longsword: 1d20 + 32 ⇒ (7) + 32 = 39
Hits due to the FF again, which will trigger the didactic as it's your first strike
Slashing damage, Negative damage, Fire damage, Precision damage: 3d8 + 11 + 13 + 1d6 + 2d6 ⇒ (6, 1, 4) + 11 + 13 + (4) + (6, 5) = 50
oof

Despite the wound, she manages to touch him with the hand.

Negative: 9d8 ⇒ (3, 5, 4, 2, 5, 2, 4, 8, 1) = 34

Gregoth Fortitude (L): 1d20 + 32 ⇒ (6) + 32 = 38
Fail so half damage due to Greater Resolve

38 19 12 damage to Gregoth!

Despite mostly shrugging off the damage, he finds that it opens a pathway into his mind and that her next word "FLEE!" is unusually compelling.

◆ Cast (verbal)

Gregoth Will (M): 1d20 + 30 ⇒ (1) + 30 = 31
Critical Failure => You have to use all your actions on your next turn to run away. It's as Command if you hero point it, DC 40

Fire: 2d10 ⇒ (6, 1) = 7
Recovery: 1d20 ⇒ 6

The human priestess jumps to her feet ◆, steps away from Kaldren ◆, and calls over her guardian to protect her ◆.

Dagger vs. AC 45: 1d20 + 34 ⇒ (3) + 34 = 37

Being prone really ruined her turn there!

Prophets of the Worm

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Didactic Strike: Large-wormy-green-sleeved-priestess is flat-footed to everyone's (except Gregoth) 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 3

Bellaluna
Kaldren -49
Turrey
Gregoth Rage, 10/22 Temp HP
Félicité

Tall (Green Sleeves) Priestess -299 Large-and-wormy (clumsy 1), FF (until Gregoth), 2d10 persistant fire
Short (Red Sleeves) Priestess -80 prone

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

Heck yeah we'll hero point that!

Will, Inspire Defense vs DC 40: 1d20 + 30 + 1 ⇒ (9) + 30 + 1 = 40 Thank you Turrey!

Gregoth shakes his head. Tears fall like rain, staining the stone beneath his feet with soot-black spots. The blade is his hand is relentless, its flames thirsty for more ichor to burn.

Longsword vs Green: 1d20 + 32 ⇒ (18) + 32 = 50
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (5, 5, 2) + 11 + 13 + (2) = 38

Longsword vs Green: 1d20 + 32 - 5 ⇒ (6) + 32 - 5 = 33
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (8, 7, 5) + 11 + 13 + (6) = 50

Raise Shield [A], Strike [A], and Strike [A]. If Green falls before the end of his turn, swap one of the Strikes for a Stride to Red.

Possible AoO:
Longsword vs Green: 1d20 + 32 ⇒ (19) + 32 = 51 If it hits, it's a critical hit due to the Keen rune
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (6, 2, 2) + 11 + 13 + (5) = 39


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 Moves around the edge of the room away from the ghostly creature and takes two swift strikes at his foe. Finally he steps in beside Gregoth to lend him his aid.

◆ Stride
Melee Strike: 1d20 + 32 ⇒ (18) + 32 = 50 Damage (B, F, Positive and Good: 3d10 + 11 + 1d6 + 6 ⇒ (5, 2, 1) + 11 + (5) + 6 = 30
Melee Strike: 1d20 + 27 ⇒ (8) + 27 = 35 Damage (B, F, Positive and Good: 3d10 + 11 + 1d6 + 6 ⇒ (2, 1, 10) + 11 + (6) + 6 = 36
◆ Step

I think the Smite is extended because the target didn't Strike Kaldren, I'm not sure if commanding the spirit creature counds?


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 think there was a copy-paste error; Red Sleeves should NOT still be prone, yes?

Bellaluna shrugs at her failed threat. ”Well, they can’t all be winners.” She then takes a single shot at the giant worm. ◆ Strike (from haste)

Strike vs Green Sleeves FF w/clumsy 1 and greater? cover: 1d20 + 35 ⇒ (6) + 35 = 41
Damage; Didactic Strike: 3d8 + 10 + 2d6 ⇒ (5, 4, 4) + 10 + (3, 2) = 28 Force Damage: 1d6 ⇒ 2 Fire Damage: 1d4 ⇒ 3

Bellaluna then reloads and fires at the spellcaster! ◆◆ Paired Shots. I’m guessing that’s a spiritual guardian, so it won’t provide cover to Red Sleeves.

Paired Shot 1 vs Red Sleeves; 2nd: 1d20 + 35 - 5 ⇒ (1) + 35 - 5 = 31
Damage: 3d8 + 10 ⇒ (1, 3, 5) + 10 = 19 Force Damage: 1d6 ⇒ 3 Fire Damage: 1d4 ⇒ 2

Paired Shot 2 vs Red Sleeves; 2nd: 1d20 + 35 - 5 ⇒ (13) + 35 - 5 = 43
Damage: 3d8 + 10 ⇒ (3, 1, 1) + 10 = 15 Force Damage: 1d6 ⇒ 3 Fire Damage: 1d4 ⇒ 4

Resistances and weaknesses apply to both shots only once (not sure how that’ll factor in to the spiritual guardian)


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

Félicité devises a strategem against Green. If Green goes down, Félicité will move west and devise against Red.

Devise a Strategem: 1d20 ⇒ 2

There is no good shot. If she Devised against Green, she'll move and shoot an improvised shot against Red; if she Devised against Red because Green was down, she'll cast Life Boost on Kaldren.

Improvised Shot vs Red: 1d20 + 31 ⇒ (3) + 31 = 34
Piercing: 3d6 + 6 ⇒ (6, 6, 6) + 6 = 24 plus Sonic: 1d6 ⇒ 1

I guess there was no good shot against any of them, lol.

Green down before Félicité's turn: ◆ Stride, ◆ Devise, ◆ Cast. Green up on Félicité's turn: ◆ Devise, ◆ Stride, ◆ Strike.


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


◆◆ Slow vs Worm
Q Bow vs red
◆ Bow vs red

Turrey weaves new magic into his melody, hoping to drain the worm-priestess of her energy, and then turns to the red priestess to see if he'll have any better luck hindering her with his bow.

Bow: 1d20 + 30 ⇒ (14) + 30 = 44
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (1, 1, 3) + 3 + (3) = 11

Bow: 1d20 + 30 - 5 ⇒ (20) + 30 - 5 = 45
Damage ( sonic): 3d6 + 3 + 1d6 ⇒ (3, 3, 5) + 3 + (6) = 20


Night of the Gray Death
Bellaluna wrote:
I think there was a copy-paste error; Red Sleeves should NOT still be prone, yes?

Correct that was a mistake. I also forgot Kaldren's greater flaming rune on his first crit. And the inspire defence bonus on Gregoth's saves. Still far from my worst post mistakes wise!

Fire: 2d10 ⇒ (1, 1) = 2
DC 15 Flat: 1d20 ⇒ 16
Lol bad luck Kaldren!

I'm going to say it's only standard cover because she's so big, so 41 is a hit with FF and clumsy 1

Bellaluna's first bolt is an inspired shot that seems almost to bend around the wall and slam deep into the worm-priestess. She shudders in pain but manages to stay upright.

Her next shots are just as well aimed, but the other priestess is much more nimble and dodges both bolts!

The important thing for smite evil Kaldren is whether your target attacks your allies. In this case she didn't, so it is not extended. I'll assume you would do it again and only one attack

Kaldren follows the priestess and calls down Pharasma's judgement. Her sneering response to his piety distracts her and Kaldren slams his flail into her chest before stepping to aid Gregoth.

Turrey I'm going to delay you after Gregoth. I think at a real-time table this is the sort of thing you'd talk about (and get a chance to react to my description of her injures). The worm-priestess is nearly dead so I'd hate you to waste a spell. Perhaps Gregoth or Félicité will kill her

Gregoth sees an opening, and ducks under the huge worm to strike up at it. He cuts open a huge gash and the moves back before the innards spill out and the whole worm collapses, dead and still burning.

She had 3HP after Bellaluna's strike! Gregoth I put you on the far side assuming you'd want to set up a flank

Fort: 1d20 + 29 ⇒ (4) + 29 = 33

Turrey directs a slowing lullaby to the remaining priestess, and her movements start to become sluggish. He then fires two pinpoint arrows, the second of which explodes with thunder as it hits her.

DC 27 Fort vs. Deafened: 1d20 + 29 ⇒ (3) + 29 = 32

Félicité moves in, and unable to find a shot spends some healing magic on Kaldren.

The remaining priestess has been eyeing Gregoth with hatred since he killed her partner, and despite her dire situation she directs her ire toward him. She casts a spell ◆◆, lacking the speed to maintain her guardian or get to safety, and concentrating on her hatred.

Gregoth slices into her as she does, igniting her wounds for good measure.

Steady Spellcasting DC 15 Flat: 1d20 ⇒ 19

She holds onto her spell though, and Gregoth feels his spirit being wracked
Negative: 20d6 + 4 ⇒ (2, 3, 2, 4, 3, 1, 4, 6, 3, 2, 3, 2, 5, 3, 6, 1, 5, 3, 4, 4) + 4 = 70
Gregoth Fortitude (L): 1d20 + 32 + 1 ⇒ (7) + 32 + 1 = 40
Fail so half damage

↺ Glimpse of Redemption
35 15 damage to Gregoth!

Fire: 2d10 ⇒ (1, 10) = 11
DC 15 Flat: 1d20 ⇒ 10

Her look of heedless spite sours into disappointment when a combination of Gregoth's resilience and Kaldren's whispers of redemption ruin her spell.

Prophets of the Worm

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 Gregoth's turn)

Round 4

Bellaluna
Kaldren -31 Life Boost
<-- Inspire Defence Ends -->
Gregoth -5 Rage, 0/22 Temp HP
Turrey
Félicité
Tall (Green Sleeves) Priestess -lots Large-and-wormy (clumsy 1), FF (until Gregoth), 2d10 persistant fire
Short (Red Sleeves) Priestess -252 slowed 1, FF, 2d10 persistent fire

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. | ◆◇↻

One down…

Bellaluna ◆◆ reloads both of her crossbows and fires at the remaining priestess. ◆ Strike (from haste)

Strike vs Red Sleeves FF: 1d20 + 35 ⇒ (18) + 35 = 53 Maybe cover from the table?
Damage: 3d8 + 10 ⇒ (8, 3, 6) + 10 = 27 Force Damage: 1d6 ⇒ 5 Fire Damage: 1d4 ⇒ 4

She then reloads the crossbow she just shot.


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

With the giant worm slain, Kaldren steps back toward his original target and positions himself to take avantage of their divided attention to strike.

◆ Step
◆ Smite Evil
Melee Strike: 1d20 + 32 ⇒ (3) + 32 = 35 Damage (B, F, Positive, Good): 3d10 + 11 + 1d6 + 6 ⇒ (10, 5, 6) + 11 + (2) + 6 = 40
Melee Strike: 1d20 + 27 ⇒ (7) + 27 = 34 Damage (B, F, Positive, Good): 3d10 + 11 + 1d6 + 6 ⇒ (3, 7, 5) + 11 + (6) + 6 = 38


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

Devise: 1d20 ⇒ 16
Shortbow: 16 + 31 = 47
Piercing: 3d6 + 6 ⇒ (2, 2, 2) + 6 = 12 plus Sonic: 1d6 ⇒ 1 plus Precision: 5d6 ⇒ (5, 6, 4, 3, 6) = 24
Didactic Strike, Strategic Bypass

Shortbow: 1d20 + 31 - 5 ⇒ (11) + 31 - 5 = 37
Piercing: 3d6 + 6 ⇒ (5, 6, 4) + 6 = 21 plus Sonic: 1d6 ⇒ 6


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 switches to a more offensive song, and continues to send arrows singing through the air in time with his rousing melody.

◆ Inspire courage
◆ Shield cantrip

◆ Bow+courage: 1d20 + 30 + 1 ⇒ (12) + 30 + 1 = 43
Damage ( sonic): 3d6 + 3 + 1 + 1d6 ⇒ (2, 2, 2) + 3 + 1 + (3) = 13
Q Bow+courage: 1d20 + 29 + 1 - 5 ⇒ (19) + 29 + 1 - 5 = 44
Damage ( sonic): 3d6 + 3 + 1 + 1d6 ⇒ (2, 2, 3) + 3 + 1 + (1) = 12


Night of the Gray Death

With the flat-footed 53 is a crit

Bellaluna's bolt explodes with force, and Turrey gets the killing with a pair of well placed strikes. The worm prophet's body is unable to slump to the ground as Bellaluna's bolt pins it to the adjacent desk.

In just a few seconds you have disrupted the ritual, which if what the banshee's spirit told you is true, is the last one of the adjunct rituals helping to speed along the Conqueror worm's genocidal ritual.

Félicité's hex heals Kaldren's wounds by the time the blue flame has gone out, and she can easily heal Gregoth's scratch as well. The only items of interest in the room are the rare salts used in the ritual which seem valuable, and two vials on the nearby desk, one labelled "Serene Mutagen", and the other "Black Lotus Extract"

GM Screen:

Gregoth Crafting (T): 1d20 + 20 ⇒ (4) + 20 = 24
Félicité Crafting (T): 1d20 + 25 ⇒ (15) + 25 = 40
Turrey Crafting (U): 1d20 + 20 ⇒ (19) + 20 = 39

Félicité and Turrey both notice something strange though. Although Black Lotus extract and the most potent Serene Mutagens are both black, black lotus extract is usually a shiny, viscous liquid. In these vials the mutagen is shiny and thick, and the extract thinner and runnier.

Make of that what you will. You can spend 10 minutes to identify them if you want, and have an alchemical tools (I have a memory of at least one of you buying some at some point)

I'll also pause here to check what you want to do. If what you've been told is true disrupting the three rituals has delayed the main ritual, so you may feel like you could rest until tomorrow to regain spells and such. On the other hand if the worm's ritual completes it would spell doom for a whole nation, so the stakes are high! What do you do?


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

"Félicité, do these two look unusual to you? I'm not sure I trust the labels."

Happy to spend the 10 minutes to ID. (I suspect Felicite has the kit). Prolly best to press on, I'd think.


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

The only daily thing that Félicité has used so far is her Healer's Gloves, so there's no reason on her end to rest.

We did purchase an alchemist's tools. Félicité will take the time to identify them, and then refocus.


Night of the Gray Death

Spoiler:

Félicité Crafting (T): 1d20 + 25 ⇒ (18) + 25 = 43
Félicité Crafting (T): 1d20 + 25 ⇒ (3) + 25 = 28

Félicité carefully examines the vials and performs some simple tests with her kit. She decides conclusively that the vial labelled "Serene Mutagen" is actually Black Lotus Extract, a rare and deadly poison. Her tests with the vial actually labelled "Black Lotus Extract" are less conclusive, and she can't be sure what it is. It is quite visually different though, so she has good reason to doubt the labelling.

After refocusing you decide to press on, the threat to the people of Galt being too urgent to risk any delay. Moving through the secret passage Gregoth opens a door into a large stone chamber with a surprisingly high ceiling. There are several grooves carved into the floor in wide spirals, giving a disorienting feeling of falling. The room's centre features a shallow depression from which a pillar of strange, purple stone rises. The pillar is five feet wide and ten feet high. Across the room on the other side of the pillar is a door leading back to the west, and to your left is a wide passage leading down.

As you move into the room, a flicker of movement in the shadows of the corner resolves into a huge, horrific shape. It's lower half is a nest of claws and limbs like the gnarled roots of an ancient tree, and a segmented tail like a centipede, tipped with a razor sharp bone. It's top half has three huge misshapen faces, seeming to scream in anger and terror. They are topped with crowns of jagged bones, and their skin ripples and undulates like some unnatural lake.

As you instinctively recoil, it holds up a monstrous claw, and its three mouths speak as one.

"Wait. I would speak with you"

I've updated the slides with a picture. What do you do?


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 sees the absolute monstrosity in front of her and immediately grabs both of her crossbows and points them at it. ”WHAT THE HELL IS THAT?!?!”

The only things keeping her from pulling the trigger is her own terror at the sight before her, and the further terror that this thing apparently wants to talk!

Bellaluna is very much bordering on the mindset of "burn it with fire."


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

"Speak your peace, but please hold your distance."


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 is caught off guard by the decidedly reasonable words, coming from that hideous creature.

Shelyn's beauty can take root in the strangest of soils, despite appearances–and the dubious place we encounter him–perhaps I'd best reserve judgement a moment.

Sense Motive?


Night of the Gray Death

"I am the Three-Faced-Regent. I serve the Conqueror worm to the east, and I am tasked both with protecting this approach from interlopers such as yourselves, and with unlocking the secrets of the Amaranthine Pillar here."

As the Three Faced Regent speaks, each head takes turns speaking, though the order and durations are unpredictable. While not speaking, the other heads contort in impossible ways and make expressions of pain and hatred.

"My two tasks are somewhat in opposition at the moment. You see, before the Gardeners arrived here this place was a temple to the Gods of Knowledge. The Amaranthine Pillar is a powerful artifact of insight and divination, but it has a tremendous antipathy toward my kind baked into its essence, so my efforts to use it have been fruitless."

It takes a brief pause to crack its various bones and stare unnervingly at you.

"I propose that you use the pillar on my behalf, and learn what you can of the Conquerer Worm and share that knowledge with me. If you do so, I will allow you to live and even answer any questions you may have truthfully. What say you?"

GM Screen:

Gregoth Perception (M): 1d20 + 28 ⇒ (20) + 28 = 48
Bellaluna Perception (M): 1d20 + 28 ⇒ (3) + 28 = 31
Félicité Perception (L): 1d20 + 31 ⇒ (5) + 31 = 36
Turrey Perception (M): 1d20 + 28 ⇒ (15) + 28 = 43
Kaldren Perception (E): 1d20 + 26 ⇒ (3) + 26 = 29

Bellaluna Religion (T): 1d20 + 24 ⇒ (10) + 24 = 34
Félicité Religion (M): 1d20 + 30 ⇒ (6) + 30 = 36
Turrey Religion (U): 1d20 + 22 ⇒ (13) + 22 = 35
Kaldren Religion (L): 1d20 + 32 ⇒ (3) + 32 = 35
Kaldren Religion (L) HP: 1d20 + 32 ⇒ (12) + 32 = 44"

Gregoth:

You're not sure where this feeling comes from, but you know deep in your bones that this creature will not allow you to live

Everyone other than Gregoth:
You can detect no deception in its words

Kaldren:

You don't recognise the creature. As you've got the best religion modifier and it's near the end of the month I thought you might want to hero-point that recall knowledge. If so, you can open the following spoiler:
Spoiler:

This is a Kimenhul, one of the most powerful Sahkils. As you know most sahkils prey on fear and so are immune to it, a weak to good damage and can skip between to and from the ethereal plane easily. Kimenhuls are said to have such mastery of Fear that they can make people frightened for years
i.e it has a two action activity it can perform that causes everyone within 100 feet that can observe it to make a will save, where failure or critical failure causes a long-lasting weakness to fear (DC 11 flat-check or become frightened 2 every time combat starts)[

Everyone other than Kaldren:
You do not recognise the creature. That was a failed recall knowledge check for Bellaluna, Félicité and Turrey. You could choose to use a Hero Point if you want in which case I'll re-roll it

What do you do?


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

"That sounds good to me, as long as you answer our questions first so that we can learn everything we can when we use the pillar."


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 hand tightens around the hilt clutched in his fingers. “Three heads, and none of them tell the truth,” he mutters darkly. “It will use us and kill us.”


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 hates this. She assumes this is another sahkil—it certain looks like a fiendish embodiment of fear—but she does not know for certain, and that terrifies her more. As this thing’s heads speak, she is inched closer and closer to pulling the trigger and firing at this thing. She barely listens to what it has to say, for she is far too distracted by its unholy mannerisms. She doesn’t detect any deception in it, and that frankly terrifies her more; she is unsure if it’s being truthful or if its nonverbal cues are so otherworldly that she has no hope of getting a proper read on it.

Gregoth Paalus wrote:
Gregoth’s hand tightens around the hilt clutched in his fingers. “Three heads, and none of them tell the truth,” he mutters darkly. “It will use us and kill us.”

She recognizes Gregoth’s voice, as she barely breaks eye contact with the creature. Frankly, some unseen thing could be imitating Gregoth’s voice and she would be none the wiser—nor would she care. She latches on to Gregoth’s words as the first thing that’s made sense in this entire exchange. She speaks almost immediately—perhaps too quickly.

”Good enough for me; KILL IT!” And she attacks the unholy beast.


Night of the Gray Death

The Three-Faced-Regent is in the process of holding up a root-like claw and making a strange tutting sound at Félicité's suggestion, when Bellaluna attacks!

Initiative:

Gregoth Perception, scout (M): 1d20 + 28 + 2 ⇒ (19) + 28 + 2 = 49
Bellaluna Perception, scout (M): 1d20 + 28 + 2 ⇒ (15) + 28 + 2 = 45
Félicité Perception, scout (L): 1d20 + 31 + 2 ⇒ (9) + 31 + 2 = 42
Turrey Perception, scout (M): 1d20 + 28 + 2 ⇒ (4) + 28 + 2 = 34
Kaldren Perception, scout (E): 1d20 + 26 + 2 ⇒ (6) + 26 + 2 = 34
Three-Faced Regent: 1d20 + 35 ⇒ (8) + 35 = 43

The Amaranthine Pillar

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

Round 1

Gregoth
Bellaluna
Three Faced Regent
Félicité
Turrey / Kaldren

Gregoth and Bellaluna are up!


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

Instinctively, Bellaluna moves forward ◇ 10-foot Step from Ten Paces then fires at the massive thing! ◆◆ Paired Shots

Paired Shot 1 vs Regent: 1d20 + 35 ⇒ (18) + 35 = 53
Damage: 3d8 + 10 ⇒ (3, 7, 5) + 10 = 25 Force Damage: 1d6 ⇒ 1 Fire Damage: 1d4 ⇒ 2 Good Damage: 1d4 ⇒ 3

Paired Shot 2 vs Regent: 1d20 + 35 ⇒ (15) + 35 = 50
Damage: 3d8 + 10 ⇒ (6, 2, 8) + 10 = 26 Force Damage: 1d6 ⇒ 5 Fire Damage: 1d4 ⇒ 4 Good Damage: 1d4 ⇒ 3

Resistances and weaknesses only apply once for both attacks.

She then reloads one of her crossbows.


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

Félicité leans a little closer in, because she can't quite hear what it's saying.

"I apologize, I must have missed what yo-"

Suddenly, Bellaluna whips out her crossbows and starts plunking bolts into it.

"-oh well, I guess that's that."


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 arms rise, putting the shield in front of his chest and the sword in front of his face. Wordlessly he points the blade at the abomination before him. The simple act of defiance seems laughable when compared to the evil looming above him, yet his unwillingness to yield fills his companions’ hearts with hope and fervor. Brilliant flames race down his arms and along the edge of the sword, then leap out in a blazing arc towards the undead monstrosity!

Wisp Rush: 1d20 + 31 ⇒ (8) + 31 = 39
Positive damage: 4d8 + 4 ⇒ (6, 3, 6, 2) + 4 = 21

Everyone gains the effects of a 6th lvl zealous conviction, granting them 12 temp hitpoints and a +2 status bonus against mental effects for 10 minutes.

Raise Shield [A], Heroic Presence [A], Rage [A], and Wisp Rush Strike [F]. AC 40, 22 temp hitpoints.


Night of the Gray Death

Gregoth inspires his allies and launches a blast of brilliant flames at the creature, but it simply exhales its own dark cloud that consumes the flames before they reach it

That was a plain miss

Distracted by the flames though, Bellaluna's bolts both pierce it's strange hide. All three faces make an expression of pain and steam rises from the wounds.

That triggers the weakness to good

The Three-Faced Regent reacts immediately, bounding toward ◆ Bellaluna with surprising speed given its size. It moves a wide arc around her and Gregoth and stops by the east wall, before unleashing a flurry of punishing attacks.

◆◆ Frightening Flurry

Bite vs. AC 40: 1d20 + 38 ⇒ (17) + 38 = 55
Piercing, evil: 4d12 + 18 + 3d6 ⇒ (2, 6, 8, 1) + 18 + (1, 2, 1) = 39 Doubled due to the crit
78 damage to Bellaluna!

Claw vs. AC 40: 1d20 + 38 - 4 ⇒ (11) + 38 - 4 = 45
Slashing, evil: 4d8 + 18 + 3d6 ⇒ (4, 6, 1, 8) + 18 + (6, 5, 5) = 53
53 damage to Bellaluna!

◇ Improved Grab

Claw vs. FF AC 38: 1d20 + 38 - 8 ⇒ (6) + 38 - 8 = 36

Rules Talk:
It used a free action here (Improved Grab) in the middle of an activity that has three subordinate strikes. Is that legal? It's not totally obvious to me if you can put things in the middle of an activity like that, (activities sound like they're not supposed to be split up, but Free Actions say they work like reactions so could interrupt things) so if anyone knows that it can't do that speak now and Bellaluna may not be grabbed

While its attacking it takes on such a pure menace of horror that Bellaluna finds herself becoming more frightened of it with each hit that rends at her flesh and grabs her.

Bellaluna is now Frighted 2 after the Frightening Flurry

The Amaranthine Pillar

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects

Round 1

...
Félicité 12/12 Temp HP
Turrey 12/12 Temp HP
Kaldren 12/12 Temp HP

Round 2

Gregoth Rage, 22/22 Temp HP
Bellaluna 0/12 Temp HP, -119 Frightened 2, Grabbed
Three Faced Regent -89 1 Claw used for Grabbing

Everyone is up!


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

Félicité moves forward and reaches a bandage onto Bellaluna with one swift motion ◆, then moves into the room ◆ and Recalls Knowledge ◆.

Doctor's Visitation: 2d8 + 30 + 18 + 10 ⇒ (5, 5) + 30 + 18 + 10 = 68

Arcana +32, Nature +26, Occultism +30, Religion +30, Society +32


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 starts a familiar inspiring melody, with a particular word of encouragement for Bellaluna, and then takes aim with his bow.

◆ Liberating Command on Bellaluna
◇ Lingering?: 1d20 + 30 ⇒ (14) + 30 = 44
◆ Inspire Courage
◆ Bow: 1d20 + 30 ⇒ (13) + 30 = 43
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (2, 6, 2) + 3 + (4) = 17


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 advances on the terrible beast, leaving shining droplets behind him that sizzle on the stone floor like little stars.

Longsword, IC: 1d20 + 32 + 1 ⇒ (13) + 32 + 1 = 46
Slashing damage, Positive damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (4, 3, 2) + 11 + 13 + (1) = 34

Raise Shield [A], Stride [A], and Strike [A].

Possible AoO:
Longsword, IC: 1d20 + 32 + 1 ⇒ (14) + 32 + 1 = 47
Slashing damage, Positive damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (7, 8, 6) + 11 + 13 + (3) = 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

@GM, Yes I'll use the hero point.

Kaldren calls out "It's a Kimenhul, one of the most powerful Sahkils.". He raises his flail and begins chanting a prayer for Pharasma's aid.

◆◆◆ Casting Blessing of Defiance: +4 Status bonus to Will Saving Throws and +15 Resistence to Mental damage for 1 round.


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

As per modification of Turrey’s turn in the Discussion thread:

Longsword, IC: 1d20 + 32 - 5 + 1 ⇒ (8) + 32 - 5 + 1 = 36
Slashing damage, Positive damage, Fire damage, IC: 3d8 + 11 + 13 + 1d6 + 1 ⇒ (6, 5, 6) + 11 + 13 + (6) + 1 = 48

Realized I left the bonus from inspire courage out of the damage rolls in my last post - sorry!


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. | ◆◇↻

Okay, I am 100% going off of vague meta-knowledge I have of this creature, and that’s that I THINK I remember this thing having multiple AoOs. Gregoth would have been the first one to trigger an AoO, so I’m going off the assumption that I saw it take an AoO, and also my own assumption that it probably has multiple reactions (because we’re at the level where that’s definitely common)

Bellaluna enters Mobile Shot Stance. So now me making ranged Strikes don’t trigger AoOs; unfortunately, reloading still does. She then makes an Elf Step so I Step twice. Not sure how that would interact with the “second diagonal” rule, so I’m just not gonna try.

Bellaluna then runs as far away from the giant thing as she can! Stride (from haste) She then reloads one of her crossbows.

If I, the player, remembered this creature incorrectly and it DIDN’T take an AoO against Gregoth, then replace Mobile Shot Stance with a reload.


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

If it has AoO, Felicite might have triggered first. She would have moved 1S then 3S if she can Battle Medicine around the hard corner, and the second movement triggers with 20' reach. If she can't heal around the corner, she would have moved 2S+1SE, then 1SW, the healing triggering 15' reach. I will leave it to the GM to ajudicate.


Night of the Gray Death

@Félicité I rolled a recall knowledge for everyone for free since there was some conversation first, and you failed, so you can't do any more (and learn anything anyway). I suppose I should have given you a chance to use your hero point on that as I did Kaldren, so I'll do that now

GM Screen:

HP reroll: 1d20 + 30 ⇒ (17) + 30 = 47
Recall Knowledge: 1d20 + 30 ⇒ (14) + 30 = 44

Félicité:
At first you recalled that this is a Kimenhul, one of the most powerful Sahkils. It has mastery of fear, and can perform a display that can give long-lasting fear. You then recalled that it can take attacks of opportunity, and it's especially dangerous against frightened opponents. It has an ability to cause fear that makes anyone who fails the save more susceptible to fear for a year (or permanently on a crit-fail). That means they need a flat-check or become Frightened 2 each time they roll initiative. It also has AoO, and can take two strikes if the triggerer is Frightened

Félicité bandages Bellaluna around the corner and moves in to get a closer look at the creature.

Turrey immediately starts to weave magic around the group, boosting speed and attacks in his inimitable way

Kaldren immediately moves to protect his allies from the devastating fear he recalls the Kimenhul can produce.

[ooc]As Kaldren is now hasted, I'm going to assume he'd want to move in to permit Gregoth to flank

He then moves to attack, and the Kimenhul strikes out with a claw

↺ Attack of Opportunity

Bite vs. AC 44: 1d20 + 38 ⇒ (7) + 38 = 45
Piercing, evil: 4d12 + 18 + 3d6 ⇒ (4, 10, 6, 11) + 18 + (3, 6, 1) = 59
59 damage to Kaldren!

Gregoth then advances, taking advantage of its distraction to slip into a flanking position, however one of its heads continues to watch Kaldren while the other follows Gregoth.

i.e. it can't be flanked. It doesn't take a second AoO though. As Félicité just recalled, this thing can sort-of take two AoOs, but it just gets two attacks as part of the reaction against Frightened enemies

Despite being watched Gregoth's first mighty swing stabs deep into the creature's side, though it blocks his second swing with a claw.

It is not affected by the positive damage, but everything else goes through

Bellaluna cautiously moves away from the now engaged creature.

The Kimenhul starts to move strangely. It's oily-bark skin seems to flow and undulate and its faces scream in impossible expressions of terror while you all Except for Turrey who can't currently see it feel an unprecendented psychic assault.

◆◆ Eternal Fear

Kaldren's spell is going to come in handy here, +4 status bonus to this very important save. This doesn't trigger an AoO from Gregoth

Gregoth Will (M), status: 1d20 + 30 + 4 ⇒ (2) + 30 + 4 = 36
Gregoth: Fail.
Bellaluna Will (E), status, circumstance: 1d20 + 28 + 4 + 1 ⇒ (7) + 28 + 4 + 1 = 40
Bellaluna: Fail
Félicité Will (L), status: 1d20 + 32 + 4 ⇒ (2) + 32 + 4 = 38
Félicité: Fail
Kaldren Will (M), status: 1d20 + 30 + 4 ⇒ (20) + 30 + 4 = 54
Kaldren: Critical Success

Yikes. I expect you'll want to use your fresh January 1st Hero Points on those fails (DC 42); The effects are quite debilitating:

Failed Save effect:

The target becomes frightened 3 and is fleeing as long as it's frightened. Even after recovering from the initial experience, the trauma is lodged in the target's mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 11 flat check or become frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it's frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as wish. You also become Stupefied 3 for the duration of the effect and for 1d4 rounds thereafter

Crit failures are the same but the effect is permanent. This does have incapacitation but you have to be level 21 to benefit. It has the divine, emotion, enchantment, fear, incapacitation and mental traits, so I think you all get a crit success if you can roll a success on this

Finally it lashes out at Kaldren who had the temerity to look unperturbed at its display.

Claw vs. AC 44: 1d20 + 38 ⇒ (18) + 38 = 56
Slashing, evil: 4d8 + 18 + 3d6 ⇒ (2, 6, 5, 7) + 18 + (2, 2, 2) = 44 doubled from crit
88 84 damage to Kaldren! (slashing resistance from armour critical specialisation)
◇ Improved Grab

It's claw grabs him round the waist, shredding his armour like paper.

The Amaranthine Pillar

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 4)
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 2

...
Félicité 12/12 Temp HP, Frightened 3, Stupefied 3, Fleeing
Turrey 12/12 Temp HP
Kaldren -131 Grabbed

Round 3

Gregoth Rage, 22/22 Temp HP, Frightened 3, Stupefied 3, Fleeing
Bellaluna -51 Frightened 3, Stupefied 3, Fleeing, Mobile Shot Stance
Three Faced Regent -125 1 Claw used for Grabbing

Everyone is up! Hero Points have also reset


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 struggles to free himself from the creatures grasp.

Escape: 1d20 + 33 ⇒ (11) + 33 = 44

He call upon Pharasma's aid and attempts to strike the creature.

Smite Evil
Melee Strike: 1d20 + 27 ⇒ (13) + 27 = 40 Damage (B, F, Good): 3d10 + 11 + 1d6 + 6 ⇒ (7, 3, 2) + 11 + (5) + 6 = 34
Melee Strike: 1d20 + 22 ⇒ (5) + 22 = 27 Damage (B, F, Good): 3d10 + 11 + 1d6 + 6 ⇒ (6, 8, 7) + 11 + (3) + 6 = 41


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

"This is a Kimenhul, one of the most powerful Sahkils. It has mastery of fear, and can perform a display that can give long-lasting fear. It can take attacks of opportunity, and it's especially dangerous against frightened opponents. It has an ability to cause fear that makes anyone who fails the save more susceptible to fear for a year."

That means they need a flat-check or become Frightened 2 each time they roll initiative. This permanent on a crit-fail, presumably because on a straight fail there's a daily save or something.

It also has AoO, and can take two strikes if the triggerer is Frightened. I guess GM already mentioned that.

---

Félicité will use her Hero Point to Reroll.

Will, Hero Point Reroll, Blessing of Defiance: 1d20 + 32 + 4 ⇒ (1) + 32 + 4 = 37

LMAO

"You!"

Félicité freezes. She had not seen the creature from her spot inside the tunnel earlier. Now that she comes face to face with it, a look crosses her face, not of terror, but of recognition.

And also terror.

The creature calls for Félicité, by name, to come back as she bolts.


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

An overwhelming wave of terror looms in Gregoth’s mind, falling down on top of him like the brick wall of his bakery, blotting out the searing heat and fire and light…

Perfect Clarity: 1d20 + 30 + 4 + 2 ⇒ (13) + 30 + 4 + 2 = 49 Success => Critical Success

…and the wave crashes over him. In its wake, his eyes no longer burn with supernatural fire, but are as grey and unyielding as the steel shield still held resolutely aloft in his hand. But the other relinquishes its hold on the sword, lets the blade clatter to the ground, reaches instead for a skittering leg of bone and nightmare. He grabs ahold, and pulls!

Athletics, IC to Trip: 1d20 + 33 + 1 ⇒ (8) + 33 + 1 = 42

His hand releases its grip again, reaches now for the blade of iron and inferno. He swings the sword, awkwardly trying to use its upward momentum.

Longsword, IC: 1d20 + 31 - 5 + 1 ⇒ (1) + 31 - 5 + 1 = 28
Slashing damage, Fire damage, IC: 3d8 + 11 + 1d6 + 1 ⇒ (3, 2, 3) + 11 + (5) + 1 = 25

Perfect Clarity [R], Raise Shield [A], Drop sword [F], Trip [A], Interact to pick up sword (would provoke AoO) [A], and Strike [Q]. AC 41, no temp hitpoints.

Possible AoO:
Longsword, IC: 1d20 + 32 + 1 ⇒ (1) + 32 + 1 = 34
Slashing damage, Fire damage, IC: 3d8 + 11 + 1d6 + 1 ⇒ (6, 5, 7) + 11 + (2) + 1 = 32

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