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. | ◆◇↻

Clarification from the GM: are the Gray Gardener assassins a branch of the Gardeners? And if so, would their identity still be hidden? The fact that this one guy knew who one of the Gardener assassins was is…interesting.

Bellaluna cringes as she hears the news. ”Multiple final blades are away from their usual haunts? The Gardeners are up to something so massive that it requires moving that many final blades in that short of a time—and considering the setup required for them, moving them is not a simple task. I say we stop by that cartographer; I want to see what else we can gather about the blades’ movement.”


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Night of the Gray Death

Yes the assassins are a branch of the Gray Gardeners, and their identities ought to be closely guarded secrets. The Gardener Bellaluna spoke to would never have used Zintaya's name directly, but he would have referred to "the farmer" and "the elf" numerous times in relation to a high-ranked assassin that he wanted to impress, and that combined with talking to townsfolk about an elven farmer was enough to deduce a possible identity. It is still odd that he would even know the identity to be so incautious with it however


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

Félicité agrees in principle, but wonders if, given the traps that have been laid out when we've investigated in person, whether we should try to find more things out indirectly first.

We could try and finish off the research portion first so we know the full scope of places to visit. Otherwise, the cartographer is a good first in-person visit.


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

"Nice work, you all. I wiped out completely." Turrey gives a consciously melodramatic sigh.

"Stopping by the cartographer sounds good to me. What would our angle be? Befriend her as ourselves?--She could be a fan of the arts!--Or come in disguise and trick information out of her? Or..."

Then Turrey turns to Bellaluna.

"It's fascinating to think we have the identity of one of their assassins. We could try following her about and see what we learn...or try to capture and interrogate her?"

I'm fine with more research, or the cartographer


Night of the Gray Death

That sounds like a slight preference for visiting the People's maps

After a brief repast you decide to visit this cartographer said to know something about the movement of the Final Blades. The directions you received take you to a well cared for store with wide windows busy with topological, political, and survey maps, along with signs indicating "Property Lines Poperly Defined" and "Lost Locations Found at Reasonable Prices."

Inside you find a large space completely overtaken with maps of every kind, as well as bookshelves overflowing with reference materials. By a large table toward the back of the store a red-haired halfling is poring over a map of Litran. She looks up at you briefly before waving you away and declaring-

"Apologies, but I'm closed for the day"

and immediately returning to the map.

How do you respond? If you'd have disguised yourselves first as Turrey suggests, let me know as what. There's a picture of her on the slides


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

Félicité would not have disguised herself.

"Pardonne, Madame, but we are here looking for Tristl Liendi, not the People's Maps. My name is Marie-Félicité-Denise Pleyel. My associates and I have been gathering information about the Final Blades, cataloguing their locations and memorializing their victims. We heard rumors that you may have information that you're willing to exchange, and we are here to explore the possibilities."


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 follows Félicité's lead and risks again leveraging his real identity.

With a bow, he says, "And I am Turrey Butterhill, Singer of Songs. Perhaps you've read of me in Lem's Must See, or Taldor's Most Eligible?

"I hope that we may be of some service to you, and would be most grateful for your aid."

Make Impression: 1d20 + 29 ⇒ (7) + 29 = 36
Make Impression (hero point): 1d20 + 29 ⇒ (18) + 29 = 47
And if she recognizes my work, she starts 1 category closer to Helpful, thanks to Legendary Performer


Night of the Gray Death

Tristel Society: 1d20 + 11 ⇒ (19) + 11 = 30

"Turrey Butterhill! In my humble store, please come in..."

She invites you all in, running around in a star-struck panic trying to find the best china to pour some tea for Turrey and his entourage.

"And you're here about the movements of the final blades?" she sounds slightly confused, as if her favourite performer walking into her shop asking about her favourite topic is so bizarre as to be almost unbelievable, but her passion for maps quickly overcomes that as she shows you the map she was looking at.

"Some information Miss yes" she addresses Félicité, "but really more just a bushel of questions I can't rightly answer. Have you been to the Grange Market today? They just brought in Sharp-Tooth Hana from Tregan and set her up there instead of Crownless Square, where executions are normally held,"

She punches the Grange Market location on her very large scale map, followed by the Crownless Square.

"But I just heard they've had Carmine Nell moved from near the Minaret back to Tregan, which is further away. There's some pattern here, but I can't see it"

GM Screen:

Bellaluna Society (M): 1d20 + 23 ⇒ (16) + 23 = 39
Félicité Society (L): 1d20 + 30 ⇒ (4) + 30 = 34
Turrey Society (T): 1d20 + 20 ⇒ (10) + 20 = 30

Bellaluna:
It looks to you as if the final blades are being positioned close to population centres; from what she's said and the positions she has marked on a larger map of Galt, then soon if not already the entire population of Galt will be within a mile of a final blade

As you study the maps and Bellaluna draws breath marking a sudden realisation, the door to the shop bursts open, and a hulking monstrosity casually ducks under the doorframe to enter. It is probably 9 or 10 feet tall, dotted with hundreds of eyes over it mass of skin-folds, and its many eyes blink simultaneously with surprise when it sees you all here, but it hesitates only for a second before attacking.

Initiative:

Gregoth Perception(E): 1d20 + 24 ⇒ (14) + 24 = 38
Bellaluna Perception(M): 1d20 + 26 ⇒ (20) + 26 = 46
Félicité Perception(L): 1d20 + 29 ⇒ (1) + 29 = 30
Turrey Perception(M): 1d20 + 26 ⇒ (10) + 26 = 36
Kaldren Perception(E): 1d20 + 24 ⇒ (13) + 24 = 37
Blobby eye-monster: 1d20 + 31 ⇒ (15) + 31 = 46
1: 1d20 + 26 ⇒ (3) + 26 = 29
2: 1d20 + 26 ⇒ (1) + 26 = 27
3: 1d20 + 26 ⇒ (16) + 26 = 42

Lurking just outside the doorway everyone notices two masked assassins, clumsily trying to avoid notice.

The fleshy eye-bag moves first, weaving occult magic around itself, causing it to fade from view as if dissolving. Tristel shrieks and hides under the table.

It cast a spell and now is undetected to everyone. If anyone has means to detect the spell shout!

The People's Maps

Active Effects:

Round 1

Bellaluna
?
Gregoth
Kaldren
Turrey
Félicité
Assassin

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. | ◆◇↻

GM: So, the final blades aren’t being moved into Litran, specifically? They’re just being moved around?

Also, a note: Bellaluna ALWAYS has a +2 circumstance bonus to initiative from Ten Paces, so she actually goes before the many-eyed blob. Though it’s fair that she probably wouldn’t have been scouting prior to initiative being rolled, so everyone else probably doesn’t have the +2 as well.

Bellaluna goes wide-eyed as she looks at the larger map of Galt. ”Calistria’s sting! They’re—“

When she hears the door open she instinctively grabs her other crossbow free interact from Ten Paces and rushes forward to be closer to the door ◇ 10 foot Step from Ten Paces.

I’m assuming that the blob was just in the 10-foot space right outside the door (I, the player, recognize the creature and know that it’s Large). Bellaluna’s paranoia disappears as she smirks and saunters forward ◆ Stride, lightly holding onto her crossbows. ”My, my, my. Quite a looker, aren’t ya? Well, I hope you’re not too attached to those peepers of yours, because I’m going to poke out each and every one of them!” She punctuates her words by glaring straight at the “hiding” assassins. ◆◆ Grim Swagger. If the ? combatant is within 30 feet of me (and on this plane, because sahkils), this also affects them. If any of them don’t understand Common then they’re not affected.

Deception vs Will DCs: 1d20 + 31 ⇒ (3) + 31 = 34 Nope!

Hero Point: 1d20 + 31 ⇒ (17) + 31 = 48 Frightened 2 on a success; frightened 3 (and fleeing for a round if it’s level 15 or lower) on a crit success


Night of the Gray Death

Bellaluna: Correct, they're being moved all over the country. Sorry I missed your initiative bonus, it's even in your summary

The blobby monstrosity looked decidedly shaken after Bellaluna's display before it disappeared, and the assassins peeking around the doorway look even more so, as if they're about to flee for their lives. The sounds of retreating footsteps can be heard as (presumably) another hidden assassin flees in sudden terror.

Success on the big blob, crit success on the assassins (and they are level 15 or lower)

The People's Maps

Active Effects:

Round 1

Bellaluna
Blob Monster (frightened 2)
Assassin 3 (frightened 3, fleeing)
Gregoth
Kaldren
Turrey
Félicité

Assassin 1 (frightened 3, fleeing)
Assassin 2 (frightened 3, fleeing)

Gregoth, Kaldren, Turrey and Félicité are up!


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

Kaldren looks up from studying the maps and back toward the door "Oh, what a surprise; ambushed again". He moves to interpose himself between the creatures and the cartographer, draws his flail and stands with the weapon held low. "Please, consider well your actions. For if my companions and I send whatever souls you possess to the bone yard, I fear judgement will not be kind upon you."

◆ Stride
◆ Draw weapon
◆ Give the creatures the chance at redemption.


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

Ooof, sorry for the slow post. I have M. in Occult +26. Does that give me a chance to know what was cast (and what level?) If so, I'll do that, and will try to dispel if I recognize what level it was.

Turrey was just relaxing into the experience of tea with an admirer when the ambush happened.

"Oy, enough! This is troubled nation is enough to make Shelyn Herself weep."

To the cartographer, he adds, "We'll keep you safe. You can depend on that."

And with that, the Bard begins to sing of timeless beauty.

Occultism: 1d20 + 26 ⇒ (12) + 26 = 38 To ID spell cast
Lingering Composition: 1d20 + 29 ⇒ (1) + 29 = 30

◇ Lingering
◆ Inspire Defense : +1 AC, 4 resistance to Physical
◆◆ Dispel, if I was able to figure out...otherwise Synesthesia


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

Gregoth does not have Kaldren’s patience or self-control. At the revelation of yet another ambush, his hand reaches for the blade at his belt and his feet carry him out the door to the backside of one of the assassins.

Fear. Darkness. Stones blotting out the sun. Saarah!

The shadows around the large man tremble and darken, lashing out at the assassin in front of him. Or is that the blade in his hand?

Longsword vs Assassin #1: 1d20 + 30 ⇒ (13) + 30 = 43
Slashing damage, Fire damage, Negative damage: 3d8 + 11 + 1d6 + 13 ⇒ (5, 7, 7) + 11 + (4) + 13 = 47

Interact to Draw weapon [A], Rage [AA], and Sudden Charge [FF]. AC 36, 20 temp hp.

If Hasted:
Longsword vs Assassin #1: 1d20 + 30 - 5 ⇒ (15) + 30 - 5 = 40
Slashing damage, Fire damage, Negative damage: 3d8 + 11 + 1d6 + 13 ⇒ (4, 2, 5) + 11 + (3) + 13 = 38

Attack of Opportunity:
Longsword: 1d20 + 30 ⇒ (6) + 30 = 36
Slashing damage, Fire damage, Negative damage: 3d8 + 11 + 1d6 + 13 ⇒ (3, 6, 3) + 11 + (6) + 13 = 42


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

Félicité will Seek ◆ in a 10' burst by where she last saw the last creature (I didn't see where the icon was before it disappeared).

Perception +29 (audio) or +31 (visual)

Success: Félicité will Point Out ◆ the creature, and cast Life Boost ◆ on Bellaluna.*
Failure: Félicité will Seek ◆ one more time, centering her burst on an adjacent square (there should be partial overlap in the squares she last saw the creature).
--Success: Félicité will Point Out ◆ the creature.
--Failure: Félicité will cast Life Boost ◆ on Bellaluna.*

* Sorry, Gregoth/Kaldren, but Bellaluna's the only melee combatant in range of Life Boost. I'm not stiffing you! :)


Night of the Gray Death

Gregoth can delay until after Turrey to get the haste

GM screen:
1d20 + 31 ⇒ (16) + 31 = 47

Kaldren gives his grim warning as Turrey calls out a song of timeless beauty, inspiring caution in all his allies who hear it. He swiftly follows that up with a spell of quickening, and Gregoth takes full advantage, rushing up to one of the panicking assassins and gutting them with a powerful blow that also ignites their clothing, and slicing their leg with a followup.

Crit due to frightened 3, followed by a regular hit

Félicité carefully examines the area around where the creature was, and notices a book on one of the bookshelves get moved slightly by an unseen force, it must have moved in and be stood next to a bookcase!

The creature is now merely hidden to everyone except Gregoth, who cannot see Félicité's pointing. Despite the shop being described as having windows they are shown as walls on the map so I think they are so full of maps as to be opaque. I should have left its token up to show where it was sorry, I'll put a black-and-white token to indicate where it was last seen / detected

The two assassins just outside the door run as quickly as they can, allowing Gregoth to get another cut in on the injured and burning one as they flee.

Fire: 2d10 ⇒ (1, 2) = 3
Flat: 1d20 ⇒ 15

The cut is nasty, but the sudden rush of air as the assassin runs puts out the flames.

They map is not big enough, but I've put the assassins off the edge to indicate that they're ~75 feet away. There is line of sight to them as they run down the street if you wanted to take a shot, but it may be dangerous as a miss may hit a bystander (i.e on a crit fail)

The People's Maps

Active Effects:
Haste: Everyone is quickened 1, 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

Round 2

➤ Bellaluna (quickened, fast healing 16)
Blob Monster (frightened 1, undetected to Gregoth, hidden to others)
Assassin 3 (frightened 2)
Gregoth quickened
Kaldren quickened
Turrey quickened
Félicité quickened
Assassin 1 (-177, frightened 2, flat-footed)
Assassin 2 (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 looks to where Félicité is pointing and stares intently at that area. Deadeye; makes it concealed against me instead of hidden (so a lower flat check). She then smiles at the adjacent blob monster and spins her crossbow around the trigger guard. ◆ Pistol Twirl (technically targets it, so I’ll need a flat check).

DC 5 flat: 1d20 ⇒ 19
Deception vs Perception DC: 1d20 + 31 ⇒ (1) + 31 = 32 I’ll actually keep that.

The spinning crossbow accidentally smacks Bellaluna in the face, catching her off-guard. I’m flat-footed against the blob’s melee and ranged attacks for a round. She then lets loose a pair of bolts! ◆ Two-Weapon Fusillade

Strike 1 vs Blob: 1d20 + 32 ⇒ (9) + 32 = 41
Damage: 3d8 + 10 ⇒ (4, 7, 5) + 10 = 26 Force Damage: 1d6 ⇒ 1 Fire Damage: 1d4 ⇒ 2
DC 5 flat: 1d20 ⇒ 6

Strike 2 vs Blob; 2nd: 1d20 + 32 - 5 ⇒ (12) + 32 - 5 = 39
Damage: 3d8 + 10 ⇒ (4, 6, 1) + 10 = 21 Force Damage: 1d6 ⇒ 2 Fire Damage: 1d4 ⇒ 3
DC 5 flat: 1d20 ⇒ 19

Bellaluna then winks at the unseen foe as she moves back. ◆ Stride from haste


Night of the Gray Death

GM screen:
Counteract DC 37, frightened: 1d20 + 32 - 1 ⇒ (7) + 32 - 1 = 38
Sneak: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10

Bellaluna's pistol twirling didn't go as planned as she smacks herself in the face, but her keen eye plants two bolts into the unseen monster which disappear into nothingness in the same instant they spray black blood over the floor.

She dances away with supernatural quickness, but as she moves she feels the magic draining away from her, as does everyone else!

Haste has been counteracted

Although no-one can see or hear the monster, the floorboards in this shop clearly weren't meant to hold a creature of its weight, and they sag each time it (presumably) takes a step, allowing everyone to infer its location.

The creature is hidden to everyone after moving rather than undetected due to these obvious signs

One of the assassins returns, perhaps having a rethink about who they are more afraid of

The People's Maps

Active Effects:
Haste: Everyone is quickened 1, 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)

Round 2

Bellaluna (quickened, fast healing 16)
Blob Monster (-55, hidden to all)
Assassin 3 (frightened 1)
Kaldren
Turrey
Gregoth
Félicité
Assassin 1 (-177, frightened 2)
Assassin 2 (frightened 2)

Kaldren, Turrey Gregoth and Félicité are up!


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

Sighing with regret Kaldren steps away from the sagging floor boards and begins gesturing. "Arbiter of souls grant me your blessing and allow me to see what is true".

◆ Step
◆◆ Cast: True Seeing


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

Félicité draws her shortbow ◆ and comes up with a daring plan to attack the creature.

Devise a Strategem: 1d20 ⇒ 18
◇ Recall Knowledge

Flat Check: 1d20 ⇒ 15 vs DC 11
Shortbow: 18 + 29 = 47
Piercing: 3d6 + 6 ⇒ (4, 4, 2) + 6 = 16 plus Precision: 4d6 ⇒ (3, 4, 1, 5) = 13
Not sure precision applies to hidden creatures, but I'll put it there in case.

Shared Strategem: the creature is flat-footed to everyone for the next round, and also 2d6 precision if precision applies.


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

Darkness rolls off Gregoth as he wordlessly points the blazing blade in his hand at the assassin. “You should not have come here,” he whispers, advancing like a storm front and cutting down once.

Scare to Death vs Will DC: 1d20 + 29 ⇒ (5) + 29 = 34

Longsword vs Assassin #3: 1d20 + 30 ⇒ (12) + 30 = 42
Slashing damage, Fire damage, Negative damage: 3d8 + 11 + 1d6 + 13 ⇒ (3, 7, 7) + 11 + (1) + 13 = 42

Scare to Death [A], Stride [A], and Strike [A].


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 says, "Oh hidden evil, you can't suppress my song any more than you could suppress the Spring breeze."

With that, the halfling sings again, this time of the ozone sting of a flash of lightning, splitting the night.

◇ Lingering?
◆ Inspire Courage
◆◆ Haste @ L7
.
Gregoth and Félicité get another action, and the benefit of Insprie Courage

Perform: 1d20 + 29 ⇒ (19) + 29 = 48


Night of the Gray Death

GM screen:

1d20 + 24 ⇒ (4) + 24 = 28
1d20 + 28 ⇒ (15) + 28 = 43

Kaldren calls on the power of his Goddess to grant him sight that can pierce illusions, however he still sees no sign of the hulking creature.

Turrey fights the unseen nullifying force, singing louder and summoning the quickening magic once again, and this time adding a rousing chorus to inspire courage in his allies.

Crit success means 4 rounds of inspire courage. Note Gregoth was out of sight from you when you cast it, and more than 30 feet away even if you could see him, so he won't benefit

Gregoth strikes fear into the heart of the approaching assassin, but they are clearly still thinking about Bellaluna's words and don't seem to pay much attention.

Failure on the scare to death, and as they're already frightened 1 it has no effect

Gregoth then steps up and strikes with his flaming longsword. The assassin attempts to dodge, but Gregoth's experience wins out and the old warrior adjusts and delivers and nasty slice.

As Bellaluna mentioned, you need to be able to see the target to devise a strategem, but I'll keep the 18 as your strike roll, and have your other action be to recall knowledge instead of getting it for free

Félicité:
You recognise the creature as a Hyakume, aberrations that covet knowledge and seek to keep it to themselves. You remember that they have the ability to steal memories at a small distance, permanently removing the memory from the target and leaving them stupefied

Two more of the fleeing assassins rethink their actions and return, but both stop short of Gregoth and quickly draw loaded hand crossbows to shoot at him with.

Assassin 1 crossbow, frightened vs lesser cover: 1d20 + 29 - 2 ⇒ (10) + 29 - 2 = 37
Piercing: 2d6 + 4 ⇒ (5, 2) + 4 = 11
11 damage to Gregoth!

Assassin 2 crossbow, frightened: 1d20 + 29 - 2 ⇒ (6) + 29 - 2 = 33

One of the bolts grazes Gregoth's shoulder.

The People's Maps

Active Effects:
Haste: Everyone (save Gregoth) is quickened, and the extra action can be used for a Strike or a Stride only
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 6)

Round 3

➤ Bellaluna (quickened, fast healing 16)
Blob Monster (-71, hidden to all)
Assassin 3 (-43, frightened 1)
Kaldren (quickened)
Turrey (quickened)
Gregoth (9 Temp HP)
Félicité (quickened)
Assassin 1 (-177, frightened 1)
Assassin 2 (frightened 1)

Bellaluna is up!


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

Please redirect the Devise and Strike towards the visible assassin. Apologies for the error - I think this came up in this game earlier and I still haven't learned my lesson.


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

I’m guessing it’s my turn; you didn’t bold my name.

”Let’s go, then!”

Bellaluna quickly reloads both of her crossbows ◆ Dual-Weapon Reload twice. She then shoots quickly at the unseen blob before reloading again. ◆ Strike (from haste), ◆ Dual-Weapon Reload

Strike vs Blob; inspire courage: 1d20 + 32 + 1 ⇒ (13) + 32 + 1 = 46
Damage; Inspire courage: 3d8 + 10 + 1 ⇒ (7, 2, 6) + 10 + 1 = 26 Force Damage: 1d6 ⇒ 3 Fire Damage: 1d4 ⇒ 4
DC 11 flat: 1d20 ⇒ 12

If it attacked with an AoO:
Replace the Strike and Dual-Weapon Reload with Mobile Shot Stance and Striding 30 feet due east of my current position on the map.


Night of the Gray Death

Oops, I forgot to update the bolding. Félicité You'd need to have moved to get an assassin in sight, but your actions were ◆ Stride ◆ Devise ◆ Draw Shortbow ◆ Strike. Disregard the previous spoiler and look at this one instead! I'm also giving them greater cover against the attack due to the amount of wall and Gregoth that the shot needs to go through

Retcon: Félicité moved an targeted Assasin 3 instead of the invisible blob

Félicité:
These trained assassins appear to be skilled in stealth and sneak attacks. Despite their fear they seem like they carry a lot of confidence from being associated with the Gardeners. They have an ability to ignore critical fails on will saves at the cost of some damage

Félicité ignores the invisible monster and instead tries to help Gregoth with the assassins outside. She moves until she can just see the edge of one fighting with Gregoth, and with a moment of study makes an impossible shot!

Bellaluna quickly reloads both her crossbows and fires one at point-blank range into where she thinks the blob must be, and she is rewarded with the satisfying sound of blood splattering, though there is no cry of pain nor any sounds at all from the creature.

Suddenly, in the area around where the creature is, six disembodied eyes appear floating in mid air, peering around under their own power and dripping dark blood.

To be clear, these eyes are not invisible and could be targeted without a flat-check if you wanted

The assassin fighting Gregoth grins at him, then does some sort of fancy move with his kukri, bamboozling the experienced fighter, then goes in for the kill!

◆ Instant Opening (concentrate, visual) This makes you flat-footed to his attacks without a check or a save, and it doesn't seem like Deny Advantage helps you :(
◆ Strike
Kukri, frightened: 1d20 + 29 - 1 ⇒ (10) + 29 - 1 = 38
Slashing, precision: 2d6 + 8 + 6d6 ⇒ (2, 5) + 8 + (1, 2, 6, 1, 4, 2) = 31

The blade flashes and slices deeply into the flesh of Gregoth's abdomen, and the tell-tale burning lets him know that some poison is working its way into the wound.

31 damage to Gregth! Please also make a fortitude save against poison

Save Results:
DC 29 On failure you take
Negative, poison: 3d6 + 2d6 ⇒ (1, 5, 4) + (6, 3) = 19

Smiling even wider despite his injuries, the assassin drops the blade, catches it in his other hand, and tries to cut the back of Gregoth's knee.

Kukri, frightened, MAP: 1d20 + 29 - 1 - 4 ⇒ (7) + 29 - 1 - 4 = 31

This time though Gregoth was ready for it and it found only his armour.

The People's Maps

Active Effects:
Haste: Everyone (save Gregoth) is quickened, and the extra action can be used for a Strike or a Stride only
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 6)
Didactic Strike: Assassin 3 is flat-footed to everyone's first attack before Félicité's turn, and it will do 2d6 additional precision damage.

Round 3

Bellaluna (quickened, fast healing 16)
Blob Monster (-88, hidden to all)
Assassin 3 (-73, flat-footed)
➤ Kaldren (quickened, true seeing)
Turrey (quickened)
Gregoth (-22, <fort save pending>
Félicité (quickened)
Assassin 1 (-177, frightened 1)
Assassin 2 (frightened 1)

Kaldren, Turrey, Gregth 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

When Turrey sees Bellaluna's arrow strike the invisible creature, he trills his tongue and sends a Shadow Projectile following right alongside it. ↻ Shadow Projectile (Will save)

3d8 ⇒ (8, 1, 8) = 17

When the eyes appear, he wonders what they might mean, and if there's anything in the Bardic Lore he's studied to help him decide whether to focus on them or the hulking invisible blob. I think this is Recall Knowledge for ◆

I still don't recall if I roll this or you do, but just in case:

1d20 ⇒ 9 Occultism +26, Acana +18...or whatever the appropriate mod is

I'll wait see if I learn anything from that before taking my last 3 actions.


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, that looks correct to me as well regarding Instant Opening and Deny Advantage.

Fortitude vs Poison: 1d20 + 30 ⇒ (12) + 30 = 42

Gregoth doesn’t seem to notice the pain or the poison as he brings his shield back into position. His eyes catch the assassin’s - pure black orbs that seem to swallow the dim light from the flames dancing on the taller man’s raised sword.

“I’m sorry.”

Intimidate, Prowess: 1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45 (Fleeing if a critical success)

Longsword, IC: 1d20 + 30 + 1 ⇒ (8) + 30 + 1 = 39
Slashing damage, Fire damage, Negative damage, IC, Precision damage: 3d8 + 11 + 1d6 + 13 + 1 + 2d6 ⇒ (2, 4, 1) + 11 + (5) + 13 + 1 + (3, 4) = 44

Raise Shield [A], Demoralize [A], and Strike [A]. AC 38


Night of the Gray Death

Interestingly that spell doesn't have a target: entry, so it seems like it piggy backs on Bellaluna's successful flat check. Nice

Will: 1d20 + 31 + 2 ⇒ (1) + 31 + 2 = 34

Turrey's shadow projectile also hits the exact same spot as Bellaluna's though it's hard to tell if it had any effect without being able to see or hear the creature.

Recall knowledge has the secret trait, so it's intended that I make the roll. I do so here in a spoiler so you can maintain your ignorance if you like (and it does make things more fun I find), though you can always reveal if it you don't find it so

GM screen:

Turrey Occultism (M): 1d20 + 26 ⇒ (19) + 26 = 45

Turrey:
You recognise the creature as a Hyakume, aberrations that covet knowledge and seek to keep it to themselves. They have the ability to detach up to six of their eyes and command them to fly around, and they can use the eyes to try to suck memories out of people, though individually the eyes are weak and easy to destroy. In addition you recall that they are resistant to mental damage

The assassin fighting Gregoth slowly loses his grin as he watches Gregoth ignore the poison. His panic that just receded returns, and he looks ready to bolt once again. His inattention costs him as Gregoth plants another slice exactly where Félicité suggested.

The People's Maps

Active Effects:
Haste: Everyone (save Gregoth) is quickened, and the extra action can be used for a Strike or a Stride only
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 6)
Didactic Strike: Assassin 3 is flat-footed to everyone's first attack before Félicité's turn, and it will do 2d6 additional precision damage.

Round 3

Bellaluna (quickened, fast healing 16)
Blob Monster (-112, hidden to all)
Assassin 3 (-117, flat-footed, frightened 2, fleeing 1 round)
➤ Kaldren (quickened, true seeing)
Turrey (2 actions remaining, quickened)
Gregoth (-22)
Félicité (quickened)
Assassin 1 (-177, frightened 1)
Assassin 2 (frightened 1)

Kaldren, Turrey and Félicité are up!


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

Kaldrin strides up to where the invisible creature might be and adjusting his grip, brings his flail down in a pair of mighty strikes.

◆ stride 10 ft
◆ Adjust Grip
◆ Strike: Flat Check: 1d20 ⇒ 13 Melee Strike: 1d20 + 30 + 1 ⇒ (5) + 30 + 1 = 36 Dame (B): 3d10 + 11 ⇒ (10, 4, 8) + 11 = 33 Damage (F): 1d6 ⇒ 2
◆ Strike: Flat Check: 1d20 ⇒ 12 Melee Strike: 1d20 + 25 + 1 ⇒ (8) + 25 + 1 = 34 Dame (B): 3d10 + 11 ⇒ (7, 2, 10) + 11 = 30 Damage (F): 1d6 ⇒ 4


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

"I see they are skilled in stealth and sneak attacks. Their confidence comes from their association with the Gardeners. They have an ability to ignore critical fails on will saves at the cost of some damage."

Félicité moves up behind Gregoth ◆ and plans a Strike on Assassin 3.

Devise a Strategem: 1d20 ⇒ 20
◇ Recall Knowledge

She lines up her shot so that it hits exactly where his blow hit.

Shortbow: 20 + 29 = 49 crit
Piercing: 3d6 + 6 ⇒ (4, 1, 1) + 6 = 12 plus Sonic: 1d6 ⇒ 5 plus Precision: 4d6 ⇒ (4, 5, 2, 6) = 17
Deadly: 2d10 ⇒ (2, 2) = 4 plus immobilized

Didactic Strike: Assassin 3 is flat-footed to everyone's first Strike and they can add 2d6 precision.

She strikes again, this time without the aid of planning her shot first.

Shortbow, MAP: 1d20 + 29 - 5 ⇒ (11) + 29 - 5 = 35
Piercing: 3d6 + 6 ⇒ (5, 5, 6) + 6 = 22 plus Sonic: 1d6 ⇒ 2
Deadly?: 2d10 ⇒ (3, 8) = 11 plus immobilized


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 frowns. "This is a Hyakume, an aberration that covet knowledge and seek to keep it to themselves. They try to use those eyes to suck memories out of people...but I'm going to see if I can avoid that unpleasantness.

"Also, I recall that they are resistant to mental damage."

With that--thanks to his own quickening song--he circles behind Bellaluna and sings a haunting melody about souls finding their rest...or perishing for their sins.

Quickened: Stride
◆◆ Spirit Song. My intent is to get the Hyakume and all the eyes in the same cone...without killing my companions.

Spirit Song: 18d6 ⇒ (5, 6, 6, 5, 2, 5, 4, 5, 5, 1, 1, 5, 3, 5, 1, 2, 1, 5) = 67


Night of the Gray Death

Kaldren just a reminder you can draw your weapon in both hands, and you can cast spells with somatic components with both your hands occupied, so you don't need to keep paying the adjust grip cost if that's all you're doing

Kaldren swings twice at the approximate location of the Hyakume, and while his flail certainly hits something invisible, it seems like it bounces off ineffectually.

Two misses

Fortitude: 1d20 + 25 + 2 ⇒ (5) + 25 + 2 = 32

I think you can achieve what you want from adjacent to the creature Turrey, I put the template on

Turrey rushes round to avoid his allies and emits a trumpet blast that withers all the eyes into lifeless lumps that flop to the ground.

I typed that knowledge info about the assassin's resolve from memory and made a mistake, they can turn failures on will saves into successes (but not crit fails)

Félicité watches the assassin terrified of Gregoth and perfectly predicts his movement, sinking an arrow deep into his calf and pinning him to the ground. A small pop of thunder accompanies the strike, and then a second moments later as she hits with her second strike too.

The assassins wielding hand crossbows each ◆ sheathe their kukris ◆ reload their crossbows, and shout insults.

The northern one targets Gregoth with biting words. "You can't hope to survive opposing the Gray Gardeners!"

◆ Demoralize
Intimidation, frightened 1: 1d20 + 25 - 1 ⇒ (1) + 25 - 1 = 25

His voice cracks with fear and Gregoth is unmoved.

The southern one moves around to get a better shot

◆ Stride

The People's Maps

Active Effects:
Haste: Everyone (save Gregoth) is quickened, and the extra action can be used for a Strike or a Stride only
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 6)
Didactic Strike: Assassin 3 is flat-footed to everyone's first attack before Félicité's turn, and it will do 2d6 additional precision damage.

Round 4

➤ Bellaluna (quickened, fast healing 16)
Blob Monster (-179, hidden to all)
Assassin 3 (-213, flat-footed, frightened 2, fleeing 1 round, immobilized)
Kaldren (quickened, true seeing)
Turrey (quickened)
Gregoth (-22)
Félicité (quickened)
Assassin 1 (-177)
Assassin 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 ignores the other chaos going on around her and focuses in front of her, trying to find any indication of the blob’s (what did Félicité call it? Hyakume?) more precise location. ◆ Deadeye.

She notices the warping in the floor seeming to move slightly, like the hyakume is rocking slightly on its feet.

Gotcha!

Bellaluna points both of her crossbows at the general location of the hyakume and smirks. ”All eyes on me, sweetheart!” She then fires both of her weapons simultaneously! ◆◆ Paired Shots

Paired Shot 1 vs Hyakume; inspire courage: 1d20 + 32 + 1 ⇒ (10) + 32 + 1 = 43
Damage; Inspire courage: 3d8 + 10 ⇒ (4, 5, 6) + 10 = 25 Force Damage: 1d6 ⇒ 6 Fire Damage: 1d4 ⇒ 2

Paired Shot 2 vs Hyakume; inspire courage: 1d20 + 32 + 1 ⇒ (14) + 32 + 1 = 47
Damage; Inspire courage: 3d8 + 10 ⇒ (8, 7, 2) + 10 = 27 Force Damage: 1d6 ⇒ 2 Fire Damage: 1d4 ⇒ 2

Resistances and weaknesses apply only once to both shots.

Bellaluna then disengages from the hyakume for the time being, moving toward the doorway to get a better sense of the combat going on outside. ◆ Stride (from being quickened)


Night of the Gray Death

I don't see a flat check for the paired shots, do you have something to avoid that?
Bellaluna DC 5 flat: 1d20 ⇒ 13
Bellaluna DC 5 flat: 1d20 ⇒ 12

Bellaluna fires a pair of bolts that once again disappear into the presumable flesh of the Hyakume, and judging from the creaking of the floorboards it is moving around in some pain.

DC 5 flat: 1d20 ⇒ 5
attack: 1d20 + 29 ⇒ (14) + 29 = 43
Bludgeoning: 3d10 + 12 ⇒ (10, 2, 2) + 12 = 26

Suddenly Turrey feels a powerful slam impact the side of his head and his shoulder, and the pain isn't the worst of it as he feels his very thoughts being scrambled. Kaldren steps in to rebuke the creature, causing it to become weak with regret.

26 8 damage to Turrey! Please also make a will save!

Save results:

The DC is 38. You are stunned 1 on success, stunned 2 on failure, and stunned 3 on a critical failure (and you'd need another save against something worse...)

DC 5 flat: 1d20 ⇒ 10
attack, enfeebled: 1d20 + 29 - 5 - 2 ⇒ (7) + 29 - 5 - 2 = 29

Kaldren feels his own attack prang harmlessly against his armour.

GM screen:

Stealth: 1d20 + 6 ⇒ (20) + 6 = 26

Kaldren and Gregoth then lose track of the creature as they hear indistinct creaks from the floorboards in the store, but Turrey, Bellaluna and Félicité are able to follow it.

It's now undetected to Kaldren and Gregoth, so they can't target the creature without seeking it (or having it pointed out to them)

The pinned and terrified assassin pulls out the arrow from their calf and tries to run.

Longsword, IC: 1d20 + 30 + 1 ⇒ (1) + 30 + 1 = 32
Slashing damage, Fire damage, Negative damage, IC, precision: 3d8 + 11 + 1d6 + 13 + 1 + 2d6 ⇒ (8, 6, 2) + 11 + (4) + 13 + 1 + (6, 3) = 54

You could always spend your hero point there?

The assassin gets free and very lucky in avoiding Gregoth's swing, running north heedlessly.

The People's Maps

Active Effects:
Haste: Everyone (save Gregoth) is quickened, and the extra action can be used for a Strike or a Stride only
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 6)
Didactic Strike: Assassin 3 is flat-footed to everyone's first attack before Félicité's turn, and it will do 2d6 additional precision damage.

Round 4

Bellaluna (quickened, fast healing 16)
Blob Monster (-243, undetected to Gregoth and Kaldren, hidden to the rest, enfeebled 2)
Assassin 3 (-213, flat-footed, frightened 1)
➤ Kaldren (quickened, true seeing)
Turrey (-8, <will save pending> quickened)
Gregoth (-22)
Félicité (quickened)
Assassin 1 (-177)
Assassin 2

Kaldren, Turrey, Gregoth and Félicité 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

Nah, I’ll only spend a hero point on an attack if I have more than one.

Gregoth turns to the new assassin, black tears rolling down his face and pooling in his beard. “I’m sorry,” he whispers before moving forward and bringing the blade in his hand down in an arc.

Intimidate to Scare to Death vs #1: 1d20 + 29 ⇒ (19) + 29 = 48
Ooo! If that’s a critical success, it needs to make a DC 39 Fortitude save or die (becoming Frightened 2 and Fleeing on a success and unaffected on a critical success).

Longsword vs #1: 1d20 + 30 ⇒ (2) + 30 = 32
Slashing damage, Fire damage, Negative damage: 3d8 + 11 + 1d6 + 13 ⇒ (2, 3, 1) + 11 + (3) + 13 = 33

Scare to Death [A], Stride [A], and Strike [A].


Night of the Gray Death

Fort: 1d20 + 22 ⇒ (5) + 22 = 27

Nice!

The assassin who Gregoth turns his terrifying gaze on look unutterably horrified, their face turns pale and they clutch at their chest, before collapsing to the ground, stone dead.

Would you have strode to one of the others in that case?


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

Woo! Then his last two actions will be to Raise Shield [A] and last action to make a Wisp Rush strike against #2 (using as many dice results from the original post as possible) [A].

Wisp Rush: 2 + 29 = 31
Negative damage: 2 + 3 + 1 + 1d8 + 4 ⇒ 2 + 3 + 1 + (6) + 4 = 16


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

1d20 + 27 ⇒ (6) + 27 = 33
1d20 + 27 ⇒ (8) + 27 = 35 Halfling luck? Not today...

Turrey feels the blow bruise his shoulder...and then his jaw goes slack as his mind blanks out.

I'm stunned 2. One option: I cast True Target, giving four of you advantage + ignore flat check for hidden vs the Blob for I've round.
.
Everyone: Are y'all still busy outside or would you attack the Blob your next action, if i cast this now?


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

Félicité is only outside because she can't see the blob (so she can't Devise). My thought process was that it was better to attack a secondary target with Devise than a primary target without Devise. She will attack the blob whenever you cast the spell.

Turrey Tries True Target:
Shortbow 1 vs Blob: 1d20 + 29 ⇒ (1) + 29 = 30
Shortbow 2 vs Blob: 1d20 + 29 ⇒ (1) + 29 = 30
Piercing: 3d6 + 6 ⇒ (4, 6, 1) + 6 = 17 plus Sonic: 1d6 ⇒ 2
Crit?: 2d10 ⇒ (10, 8) = 18

lol


or
Else:
Félicité casts guidance on Gregoth.

Devise a Strategem vs Assassin 3: 1d20 ⇒ 11
Recall Knowledge
Shortbow: 11 + 29 = 40 -5 MAP if Turrey cast True Target
Piercing: 3d6 + 6 ⇒ (6, 5, 5) + 6 = 22 plus Sonic: 1d6 ⇒ 6 plus Precision: 4d6 ⇒ (4, 5, 4, 4) = 17
Crit?: 2d10 ⇒ (10, 9) = 19
Didactic Strike

Shortbow vs Assassin 3, MAP: 1d20 + 29 - 5 ⇒ (6) + 29 - 5 = 30 -10 MAP if Turrey cast True Target
Piercing: 3d6 + 6 ⇒ (1, 3, 5) + 6 = 15 plus Sonic: 1d6 ⇒ 2
Crit?: 2d10 ⇒ (4, 9) = 13


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 looks around for signs of where the creature went.

Perception (Seek): 1d20 + 24 ⇒ (7) + 24 = 31

Seek North:

Perception (Seek): 1d20 + 24 ⇒ (14) + 24 = 38

Seek South:

Perception (Seek): 1d20 + 24 ⇒ (12) + 24 = 36

◆ Stride

Attack(s):

Melee Strike: 1d20 + 30 ⇒ (19) + 30 = 49 Flat Check: 1d20 ⇒ 17 Damage: 3d10 + 11 ⇒ (1, 5, 6) + 11 = 23 Damage (FIre): 1d6 ⇒ 1
Melee Strike: 1d20 + 25 ⇒ (11) + 25 = 36 Flat Check: 1d20 ⇒ 9 Damage: 3d10 + 11 ⇒ (9, 3, 7) + 11 = 30 Damage (FIre): 1d6 ⇒ 1

Seeking in a 30 ft cone to the west for the creature. If Kaldren spots something to indicate where the create is he'll move to it and strike twice. If not he'll seek to the north and then south.


Night of the Gray Death

I'm going to take the liberty of switching those seek cones for 15 foot bursts; you can cover the whole room in 2 and and virtually guarantee finding it

Kaldren spins around looking for any sign of where the Hyakume went, finding it to his east and rushing up to strike it. Despite not being able to see what he's hitting, the sudden shaking of the floorboard suggests that he knocked it over, and the burst of warmth tells Kaldren that his flaming war flail has ignited the foul beast.

Crit!

Turrey struggles to pull himself together with the Hyakume's thoughts still scrambling his brain.

How are you feeling about the True Target Turrey? Remember that you have your quickened action, so you've got one regular and one stride/strike you could use


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

As he starts to recover his senses, Turrey draws his Singing Shortbow and--inspired by Kaldren's fierce blow--looses an arrow in the same general direction.

Flat: 1d20 ⇒ 19
Bow: 1d20 + 28 ⇒ (15) + 28 = 43
Damage + sonic: 3d6 + 3 + 1d6 ⇒ (1, 5, 6) + 3 + (6) = 21


Night of the Gray Death

Turrey follows up Kaldren's strike with a thundering arrow in the exact spot that Kaldren hit barely a second after his strike. The arrow disappears entirely, suggesting it was a hit. There is a sudden slight sag in the floorboards and you lose the sensation of any movement at all

I don't know that this would be entirely obvious given you can't see or hear it, but that killed it

Gregoth shoots spiritual energy at an assassin, but they dodge out of the way, managing to put on a brave face at the death of their ally but clearly disturbed nonetheless

GM screen:

Félicité Society (L): 1d20 + 30 ⇒ (3) + 30 = 33

Félicité aids Gregoth with a spell, and not being able to glean any more insight about the weaknesses of these assassins, plans a strategy that involves sticking an arrow into one of their necks. She executes it perfectly, and the fleeing assassin falls onto the cobbles exactly as she planned.

Redirecting the final attack to the remaining assassin

The remaining assassin looks crestfallen, perhaps realising that their own death is imminent, but their resolve isn't weakened. They bat Félicité's arrow out of the air, then use a shiny piece of metal on their wrist to reflect the sun into her eyes before shooting at her while distracted...

◆ Instant Opening (concentrate, visual)
◆ Strike
Hand-crossbow: 1d20 + 29 ⇒ (1) + 29 = 30
Piercing, sneak: 2d6 + 4 + 6d6 ⇒ (6, 6) + 4 + (1, 3, 6, 6, 2, 3) = 37
Hah this group of would-be assassins are really embarrassing the Gray Gardeners

Unfortunately the hand-crossbow catches sending the bolt spinning end over end, and the assassin frantically ◆ reloads.

The People's Maps

Active Effects:
Haste: Everyone (save Gregoth) is quickened, and the extra action can be used for a Strike or a Stride only
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 6)

Round 5

➤ Bellaluna (quickened, fast healing 16)
Blob Monster
Assassin 3
Kaldren (quickened, true seeing)
Turrey (-8, quickened)
Gregoth (-22)
Félicité (quickened)
Assassin 1
Assassin 2

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

Happy to wait for Belaluna to act so as to not block her shots, but posting actions now to keep things moving.

Gregoth turns his black-streaked gaze to the remaining assassin. “You should’ve run away…”

Intimidation to Scare to Death: 1d20 + 29 ⇒ (10) + 29 = 39

Before the cloaked figure can blink, the tall man is standing next to them with the terrible flaming sword raised above his head.

Longsword, IC: 1d20 + 30 + 1 ⇒ (19) + 30 + 1 = 50
Slashing damage, Fire damage, Negative damage: 3d8 + 11 + 1d6 + 13 ⇒ (7, 6, 4) + 11 + (1) + 13 = 42

Stride [A], Scare to Death [A], and Strike [A]. I think Gregoth was within 40 ft of Assassin #2 (uncertain due to assassin’s token being outside the map grid), but if not he’ll swap that Scare to Death for another Stride.


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. | ◆◇↻

”Alright, now where’s that last one?”

Bellaluna reloads both of her crossbows ◆ Dual-Weapon Reload twice then Strides from haste out and takes aim at the remaining assassin, hoping to incapacitate rather than kill. ◆ Two-Weapon Fusillade

Shot 1 vs Assassin 2; inspire courage, nonlethal: 1d20 + 31 + 1 - 2 ⇒ (11) + 31 + 1 - 2 = 41
Nonlethal Damage: 3d8 + 10 ⇒ (7, 6, 5) + 10 = 28 Nonlethal? Force Damage: 1d6 ⇒ 3 Nonlethal? Fire Damage: 1d4 ⇒ 4

Shot 1 vs Assassin 2; 2nd, inspire courage, nonlethal: 1d20 + 31 - 5 + 1 - 2 ⇒ (10) + 31 - 5 + 1 - 2 = 35
Nonlethal Damage: 3d8 + 10 ⇒ (2, 4, 4) + 10 = 20 Nonlethal? Force Damage: 1d6 ⇒ 3 Nonlethal? Fire Damage: 1d4 ⇒ 3


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

If the assassin still stands

Turrey follows Bellaluna's lead, and sings out a spellsong to slow the fleeing assassin.

Bonus: Stride
◆ Stride again
◆◆ Cast slow


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

Félicité moves up behind Gregoth ◆ and studies the assassin.

Devise a Strategem: 1d20 ⇒ 13
Recall Knowledge

Shortbow, IC, nonlethal: 13 + 29 + 1 - 2 = 41
Nonlethal: 3d6 + 6 ⇒ (2, 4, 4) + 6 = 16 plus Precision: 4d6 ⇒ (5, 3, 5, 6) = 19
Didactic Strike

Shortbow, IC, nonlethal, MAP: 1d20 + 29 + 1 - 2 - 5 ⇒ (17) + 29 + 1 - 2 - 5 = 40
Nonlethal: 3d6 + 6 ⇒ (2, 6, 2) + 6 = 16


Night of the Gray Death

Bellaluna repositions while reloading and fires a couple of disabling strikes, though the difficulty of the shot causes her second to miss.

I'm going to bot Kaldren as we're nearly done with this encounter

◆ Stride
◆ Stride
◆ Stride
◆ Strike
Kaldren Flail, insp: 1d20 + 30 + 1 ⇒ (14) + 30 + 1 = 45
Bludgeoning, insp, fire: 3d10 + 11 + 1 + 1d6 ⇒ (4, 1, 9) + 11 + 1 + (3) = 29

Kaldren rushes out and lands a fierce blow on the assassin, knocking them over and igniting them with holy flame.

Will, frightened: 1d20 + 26 - 2 ⇒ (6) + 26 - 2 = 30

Turrey sings a languid melody to slow the Assassin, who seems only partially affected. Gregoth takes advantage by frightening them with a glance, before frightening them with a devastating blow from his longsword, causing the overwhelmed assassin to burst into flames.

Félicité adds her a pair of well placed shots of her own, also aiming to disable. Both find their target, and the first hits a sensitive spot beneath the assassin's armour. The assassin's eyes close for a second but then drowsily reopen. They are on 1 HP if I've counted correctly

They ◇ drop their hand-crossbow, and Gregoth takes the chance to knock them out.

Longsword, IC: 1d20 + 30 + 1 ⇒ (20) + 30 + 1 = 51
Slashing damage, Fire damage, Negative damage, precision: 3d8 + 11 + 1d6 + 13 + 2d6 ⇒ (6, 3, 8) + 11 + (1) + 13 + (1, 3) = 46

That could have been non-lethal if you wanted Gregoth. If you did want to keep them alive they are on fire, so you'd need to see to that. 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. | ◆◇↻

Actually, while Releasing his hand crossbow is a manipulate action, it’s explicitly the only manipulate action that doesn’t trigger manipulation-based reactions like AoO because of how basic it is. But at 1 HP that doesn’t really save him.

Bellaluna sighs as she reloads and sheathes her crossbows. ”Now as I was saying before we were so rudely interrupted: Tristel! Do you happen to have a recent map showing Galt’s population density?”

Assuming she does: Bellaluna takes the map and starts marking it up with the current locations of the final blades. When she finishes she lays the map out for everyone to see. ”The Gardeners have out-f*cking-done themselves now! Look at this. The guillotines are being positioned very strategically. It’s not perfect yet, but it’s damn close; with just a bit more movement, the Gardeners will have positioned the final blades in such a way that the entire population of the country will be within a mile of one! This is not justice, this is the strategically orchestrated execution of literally anyone!”

Bellaluna then decompressed slightly and says ”Oh…uh…sorry, Tristel, but you’re probably not going to sell this map with all this writing on it…”


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
GM wrote:
That could have been non-lethal if you wanted Gregoth. If you did want to keep them alive they are on fire, so you'd need to see to that. What do you do?

While I appreciate what everyone else was trying to do, I don’t believe a raging barbarian would pull any punches when dealing with an attacker unless the group had agreed on it before rage was entered. So lethal damage. That being said, a GM can use the Dying conditions for NPCs if they feel it would add to the story.

Still breathing heavily, Gregoth looks over Belaluna’s shoulder at the map. “I see what you mean with ‘em being so close to towns and stuff, but how does that jump to killing literally everyone in the country? The Gardeners going to round everyone up and make ‘em stand in line to get their heads chopped off?”

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