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

Game Master Tom G

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


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

Félicité sees Gregoth's need and applies a bandage even as she moves up.

Doctor's Visitation, Assurance 35: 2d8 + 30 + 10 + 17 ⇒ (4, 2) + 30 + 10 + 17 = 63

Seeing as one won't do, she puts another one on.

Battle Medicine, Assurance 35: 2d8 + 30 + 10 + 17 ⇒ (3, 3) + 30 + 10 + 17 = 63

Then, she backs away.

◆ Stride


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

Turrey nods to Bellaluna. "Always happy to accommodate an appreciative fan!"

He starts to sing, trying to temper his volume ever so slightly, in the hopes of not attracting attention from the Gardeners.

Perform: 1d20 + 30 ⇒ (4) + 30 = 34

◇ Lingering Performance
◆ Inspire Defense
◆◆ Haste


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 jerks back from the force of the guillotine’s blow, yanking instinctively as he does so in an effort to knock the thing off its feet.

Athletics to Trip vs Reflex DC: 1d20 + 32 ⇒ (8) + 32 = 40

He then slashes at it and backs away, rubbing his bandaged arm as if checking that it is still attached.

Longsword: 1d20 + 31 - 5 ⇒ (2) + 31 - 5 = 28
Slashing damage, Fire damage: 3d8 + 11 + 1d6 ⇒ (1, 4, 1) + 11 + (4) = 21

Trip [A], Strike [A], and Stride [A].


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 hurries over to the animated statue placing himself between it and his companions. gesturing with a hand and calling out for his godess; his armour returns to him in a flash of briliant light. He draws his flail and strikes out at the contraption.

◆ Stride
◆ Armour Up
◆ Draw Flail
Melee Strike: 1d20 + 31 ⇒ (15) + 31 = 46 Damage (B): 3d10 + 11 ⇒ (7, 1, 10) + 11 = 29 Damage (F): 1d6 ⇒ 2


Night of the Gray Death

Félicité tends to Gregoth's wounds. Despite their severity she patches him up almost as good as new with just a few careful stitches, her legendary skills have not been overstated.

Hero point to Félicité for removing the damage almost entirely, I had been quite pleased doing that much in one round

Kaldren waits for Turrey to weave his spell, which he does along with a song of defence. The din from the ball below is enough to ruin his attempt to have it linger, but it has its desired effect, and he hastes the group of heroes as well.

That's a fail (DC for level 17 is 36), so you get the regular effect and a refund on the focus point

Kaldren takes immediate advantage and strides up alongside Gregoth while summoning his armour. With a heave and Turrey's magic flowing in him he strikes overhand with his flail. The crunch of wood can be heard beneath the metal head, but the statue seems magically hardened and it doesn't do as much damage as Kaldren had hoped. Worse still, the flames from the flail fail to as much as scorch the wood.

Most of the bludgeoning damage was resisted, and the fire had no effect. Your greater flaming rune ignores fire resistance, but not immunity (i.e you can conclude that it's immune to fire)

Gregoth tries to trip the statue, having toppled one of the real things just the day before. Although this one has shown prodigious strength, it's not as agile as it is strong and it topples to the ground with his efforts. Once he cuts at it, but its resilient frame is barely scratched. He then moves out of its reach.

Bellaluna lines up another superb shot, this time her bolt punches through near one of its feet pinning it to the ground for the second time. Her second shot is wide though.

Crit followed by a miss. It will take it 2 interact actions to get the bolts out

The statue shows no sign of being disturbed by the barrage of attacks. It methodically snaps each of the bolts pinning it to the ground, and then stands up. It towers over Kaldren menacingly, but is showing clear signs of damage, mostly in the form of the holes blasted by Bellaluna's bolts.

I think I've been a bit lax with Hero Points, so I'll give one to Bellaluna for that second crit there, which along with Gregoth's trip managed to cost it its entire turn

Off with Their Heads!

Active Effects:
Haste: Everyone is quickened, 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, i.e only Félicité's turn is covered)

Round 2

...
➤Félicité
Turrey
Kaldren

Round 3

Gregoth -1
Bellaluna
Statue -188, 3*resist

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 did have a different set of actions for if I were hasted, so I only made one attack and then went invisible (thankfully the one attack I made was the crit, so little has changed).

GM Pudding wrote:
It methodically snaps each of the bolts pinning it to the ground, and then stands up.

I take that as meaning this thing has at least a +19 Athletics? Not surprised if the answer’s “yes,” but just mentioning it. You also forgot the Fort save to avoid blindness that it only fails on a nat 1.

Bellaluna reloads her other crossbow ◆ Dual-Weapon Reload, then runs over to get a clearer shot at the statue ◆ Stride (from haste); I’m assuming the corpse doesn’t provide cover then fires both her crossbows at the guillotine-statue as she breaks her invisibility. ◆◆ Paired Shots. The wording on invisibility is that if I “use a hostile action, the spell ends after that hostile action is completed.” I believe that means I don’t become visible until after both shots, so both attacks would resolve against FF. But that’s just my interpretation.

Paired Shot 1 vs statue FF: 1d20 + 34 ⇒ (12) + 34 = 46
Damage: 3d8 + 10 ⇒ (8, 2, 3) + 10 = 23 Force Damage: 1d6 ⇒ 6 Not bothering to roll the fire damage anymore

Paired Shot 2 vs statue FF?: 1d20 + 34 ⇒ (6) + 34 = 40
Damage: 3d8 + 10 ⇒ (1, 5, 8) + 10 = 24 Force Damage: 1d6 ⇒ 2

Eh…let’s spend a Hero Point on that second attack.

Paired Shot 2 Reroll: 1d20 + 34 ⇒ (17) + 34 = 51 Well, now we’ll see if its flat-footed AC is 41 or 42 depending on if this crit.

Resistances and weaknesses only apply once to both attacks.

If Crit:
DC 29 Fort or be blinded.
Immobilized by a bolt until it removes it with a DC 10 Athletics check as an Interact action.


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 turns on his heel back towards the moving statue, grabbing at it with one hand and no regard for that hand’s safety. He pulls back in another attempt to yank it off its feet, then swings the blade in his other hand once before retreating once more.

Athletics to Trip vs Reflex DC: 1d20 + 32 ⇒ (13) + 32 = 45

Longsword: 1d20 + 31 - 5 ⇒ (17) + 31 - 5 = 43
Slashing damage: 3d8 + 11 ⇒ (4, 4, 5) + 11 = 24

Stride [Q], Trip [A], Strike [A], and Stride [A]. The fewer actions this thing has, the better, methinks.


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

With a pause in her allies getting damaged, Félicité draws her shortbow and considers a plan of attack.

Devise a Strategem: 1d20 ⇒ 2
Recall Knowledge

She can't think of a decent way to damage it, so she turns to her allies and encourages them.

Guidance: Kaldren

She then raises a shield ◆ about herself.

She'll be unable to use her hasted action.


Night of the Gray Death
Bellaluna wrote:
I did have a different set of actions for if I were hasted, so I only made one attack and then went invisible (thankfully the one attack I made was the crit, so little has changed).

Ah poop sorry. I did read your spoilers when you posted them, but then I glossed over them when referring back

Bellaluna wrote:


I take that as meaning this thing has at least a +19 Athletics? Not surprised if the answer’s “yes,” but just mentioning it. You also forgot the Fort save to avoid blindness that it only fails on a nat 1.

It does have enough athletics yes. I did roll a save vs. blindness (it got a 3 and passed), but then it looks like I deleted it by mistake when editing my post to remove the attack I thought I had enough actions for at first. Doh. I'll roll it again. Oh and I agree it would be FF to both paired shots

Fort: 1d20 + 35 ⇒ (2) + 35 = 37

GM screen:

Félicité Arcana (M): 1d20 + 29 ⇒ (12) + 29 = 41

Félicité:
It's clearly a construct of some kind, but you're not sure what kind.

Félicité struggles to find an opening or recall much of use, but she summons a little magical guidance for Kaldren.

I'll hold off resolving Gregoth and Bellaluna's turns until Turrey and Kaldren go since we're trying to do things in initiative order

Turrey and Kaldren are up!


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

Turrey continues her Song of Defense, and adds in a verse about the way light cascades through water, causing his form to seemingly multiply.

He then nocks an arrow and shoots at the animated statue.

◇ Linger this time?
◆ Song of Defense
◆◆ Mirror Image
◆ Bow

Perform: 1d20 + 30 ⇒ (5) + 30 = 35

Bow: 1d20 + 29 ⇒ (9) + 29 = 38
Damage (vs FF, sonic, precision): 3d6 + 3 + 1d6 + 2d6 ⇒ (3, 6, 3) + 3 + (5) + (3, 1) = 24


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

Kaldren keeps swinging at the statue in an attempt to overwhelm it before it starts slashing at him or one of his allies.

Melee Strike: 1d20 + 30 ⇒ (15) + 30 = 45 Damage (B): 3d10 + 11 ⇒ (10, 1, 4) + 11 = 26
Melee Strike: 1d20 + 25 ⇒ (2) + 25 = 27 Damage (B): 3d10 + 11 ⇒ (3, 5, 9) + 11 = 28
Melee Strike: 1d20 + 20 ⇒ (6) + 20 = 26 Damage (B): 3d10 + 11 ⇒ (5, 3, 2) + 11 = 21
Melee Strike: 1d20 + 20 ⇒ (12) + 20 = 32 Damage (B): 3d10 + 11 ⇒ (5, 2, 10) + 11 = 28


Night of the Gray Death

Turrey sings a defensive song, again struggling against the volume of the ballroom below. This time he weaves an illusion into the melody, conjuring images of himself.

Kaldren spins and strikes as quickly as he can manage, but the cascade of attacks manages only one glancing blow against the sturdy statue.

One hit, most of the damage was resisted. You didn't use your guidance there, remember it in case you need to make a save this round

Gregoth runs back quickly, and again tips the statue over onto its side. Thanks to Turrey's magic he can quickly slice down at it, but his blade does little more than score a line into the side of it.

Only a little of that damage made it through

He then deftly dances away from it, just in time for Bellaluna to skewer it with another pair of bolts, appearing from her invisibility in the same instant that her bolts find their target. One sticks through an arm of the statue and pins it to the ground.
Its FF AC is indeed 41, so that's a crit

Fort: 1d20 + 35 ⇒ (12) + 35 = 47

In an eerie echo of its prior movements, the statue snaps the bolt pinning it to the ground, then stands up. Despite it following almost exactly the same motions, this time it looks rather more damaged with scratches and scrapes, and several holes where crossbow bolts have punched through.

Blade arm vs. AC 41: 1d20 + 37 ⇒ (6) + 37 = 43
Slashing: 3d12 + 17 ⇒ (3, 2, 2) + 17 = 24

It slices at Kaldren's neck but the Pharasmin moves in time and he takes it across his shoulder instead.

I think you have resistance 4 to slashing from both your armour specialisation and Turrey's inspire defence, but that they don't stack

24 20 damage to Kaldren!

Off with Their Heads!

Active Effects:
Haste: Everyone is quickened, 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, i.e only Félicité's turn is covered)

Round 3

...
➤Félicité
Turrey 3/3 images
Kaldren -20

Round 4

Gregoth -1
Bellaluna
Statue -295, 5*resist

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. | ◆◇↻

”How tough is this thing?!”

Bellaluna reloads both of her crossbows ◆ Dual-Weapon Reload. ◆ Dual-Weapon Reload then spins one of her crossbows around its trigger guard. ◆ Pistol Twirl

Deception vs Perception DC: 1d20 + 32 ⇒ (8) + 32 = 40 This is a mental effect, so if it’s mindless it’ll do nothing. This is mostly to see if it’s actually mindless like I think.

She then grips her crossbow once more and fires at the statue! ◆ Strike (from haste)

Strike vs Statue: 1d20 + 34 ⇒ (19) + 34 = 53 Well…that Pistol Twirl was irrelevant.
Damage (doubled from crit): 3d8 + 10 ⇒ (4, 5, 5) + 10 = 24 Force Damage (doubled from crit): 1d6 ⇒ 6

Yet another bolt stuck into it and a DC 29 Fort.

I swear, this combat is draining all of my high-roll luck; this is the fourth crit I've made against this thing.


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

Devise a Strategem: 1d20 ⇒ 4

Félicité still sees no good shot to make. Aggravating, since she has Strategic Bypass.

She will magically ◆ Guide Bellaluna and then ◆ shield herself.


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. | ◆◇↻
Marie-Félicité-Denise Pleyel wrote:

◆ [dice=Devise a Strategem]1d20

Félicité still sees no good shot to make. Aggravating, since she has Strategic Bypass.

She will magically ◆ Guide Bellaluna and then ◆ shield herself.

Guidance? Bellaluna honestly would’ve used it on the attack roll (though that’s now been proven irrelevant).


Night of the Gray Death

You do have a second hero point Félicité, and they reset in a week. Also, Kaldren has informed me that he forgot to update his AC in his bar, it should be 43 now, so thanks to Turrey's inspired defence that was actually a miss. My poor statue


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 again rushes back in and pushes at the guillotine sculpture. His hand barely misses the blade making up the majority of the construct’s torso, fingers dangerously close to the sharpened steel edge.

Athletics to Trip vs Reflex DC: 1d20 + 32 ⇒ (16) + 32 = 48

Again he swings the blade held in his other hand. Again he darts back away from the statue, breath coming more heavy now from the exertion even with Turrey’s magic bolstering his stamina.

Longsword: 1d20 + 31 - 5 ⇒ (18) + 31 - 5 = 44
Slashing damage: 3d8 + 11 ⇒ (7, 5, 6) + 11 = 29

Stride [Q], Trip [A], Strike [A], Stride [A].


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

Unfortunately, Hero Points can't be used on Devise a Strategem, because Devise has the Fortune tag, so Hero Points can't apply.


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

Kaldren keeps lashing out at the statue barely stopping to catch his breath. But seeing his strikes do little to damage the thing he retreets to join his allies.

Melee Stike: 1d20 + 31 ⇒ (1) + 31 = 32 Damage (B): 3d10 + 11 ⇒ (10, 9, 9) + 11 = 39 Damage (F): 1d6 ⇒ 6
Melee Stike: 1d20 + 26 ⇒ (2) + 26 = 28 Damage (B): 3d10 + 11 ⇒ (6, 3, 7) + 11 = 27 Damage (F): 1d6 ⇒ 1
Melee Stike: 1d20 + 21 ⇒ (11) + 21 = 32 Damage (B): 3d10 + 11 ⇒ (2, 4, 1) + 11 = 18 Damage (F): 1d6 ⇒ 3
Stride


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 weaves a song praising Gregoth's valor into the refrain he's been defeating about turning aside the toughest blows.

He then takes a shot with his bow.

◇ Linger this time?
◆ Song of Defense
◆◆ Heroism @ Gregoth
◆ Bow

Perform: 1d20 + 30 ⇒ (9) + 30 = 39

Bow: 1d20 + 29 ⇒ (5) + 29 = 34
Damage (vs FF, sonic, precision): 3d6 + 3 + 1d6 + 2d6 ⇒ (4, 6, 2) + 3 + (3) + (2, 4) = 24


Night of the Gray Death
Marie-Félicité-Denise Pleyel wrote:
Unfortunately, Hero Points can't be used on Devise a Strategem, because Devise has the Fortune tag, so Hero Points can't apply.

I did not realise that, interesting! We've been getting that wrong in my Edgewatch game for a long time

Félicité continues to struggle with her plans, and gives Bellaluna some magical guidance. Turrey finally times a soaring crescendo of his song with a lull downstairs and the effects linger in all of your minds.
I see Heroism is one of your signature spells Turrey, what level was that cast at? 3rd level gives a +1, 6th a +2 and 9th a +3

Gregoth feels himself especially buoyed by it, though not by the sight of Turrey's arrow snapping harmlessly against the statue's dense frame.

Kaldren stands his ground for a few strikes with his flail, but seeing the sharpness of its blade and how difficult it is to damage, he takes a few steps away.

Gregoth again nips in with magical quickness, and now his arm is strengthened too. The statue takes a nasty fall, only its incredible hardness preventing it from taking damage.

If it was a 6th level heroism that was a critical success on the trip (unless you already have a status bonus), crit success is DC 50. It doesn't really matter though as it can't be damaged by 1d6 bludgeoning

His follow-up strike scratches another line down it, though it continues to be very sturdy against physical damage Mostly resisted, and it doesn't react as he moves away.

Bellaluna quickly reloads her crossbows, then performs an eye-catching pistol twirl. The statue pays her no more mind than it does the injuries she's been giving it, and she sinks another well-aimed bolt through one of its legs, again pinning it to the floor, and leaving a gaping hole.

Fort: 1d20 + 35 ⇒ (4) + 35 = 39

In an exact mirror of its previous movements, it cuts the bolt pinning it, and stands, but this time it wobbles and the numerous holes in it are clearly having an effect. Without anything to attack, it marches inexorably forward, crushing Illachin's body and trying to do the same to Bellaluna.

It's trying to move into your space and push you back Bellaluna (and I've updated the map assuming it succeeds). You can attempt to stop it with a fort save if you wish, representing physically holding it back, or you can just allow it to push you. If you choose to make the save you can open the spoiler to see how you did after rolling

Stop the statue:

DC 46(!) Success or crit success stop the statue, but only crit success avoids the damage
Slashing: 1d3d12 + 17 ⇒ (12, 12, 8) + 17 = 49

Off with Their Heads!

Active Effects:
Haste: Everyone is quickened, and the extra action can be used for a Strike or a Stride only
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 6)

Round 4

...
➤Félicité
Turrey 3/3 images
Kaldren
Round 5

Gregoth -1, heroism (+? status bonus)
Bellaluna <optional fort save pending>
Statue -384, 7*resist

Everyone is up!


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

I'm waiting until Bellaluna resolves her roll, because Félicité will act knowing whether Bellaluna's damaged or not.


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. | ◆◇↻

Well, I don’t see any reason not to. Looks at spoiler I now see a reason. Well, I’ve made my decision. And to be clear, is that damage right? Because it seems you inserted "1d3d12+17" into the dice coding.

Fort; inspire defense; DC 46: 1d20 + 28 + 1 ⇒ (2) + 28 + 1 = 31

Yeah…no.

Hero Point Reroll: 1d20 + 28 + 1 ⇒ (20) + 28 + 1 = 49

Bellaluna sees the statue charging towards her and stands her ground, pushing back against the thing to keep it from advancing! The elf smirks as she uses the momentum from the charging statue to get some distance Stride (from haste)

”I’m getting real tired of this thing!” She reloads her crossbow Dual-Weapon Reload and fires both at the heavily-damaged statue! Paired Shots

Paired Shot 1 vs statue: 1d20 + 34 ⇒ (2) + 34 = 36
Damage: 3d8 + 10 ⇒ (2, 5, 5) + 10 = 22 Force Damage: 1d6 ⇒ 5

Paired Shot 2 vs statue: 1d20 + 34 ⇒ (16) + 34 = 50
Damage: 3d8 + 10 ⇒ (3, 6, 4) + 10 = 23 Force Damage: 1d6 ⇒ 4

Weaknesses and resistances only apply once for both shots.


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

Preparing himself as the statue approaches, Kaldren unleashes another flurry of blows before stepping back to keep close to Gregoth and Belleluna.

Melee Strike: 1d20 + 31 ⇒ (8) + 31 = 39 Damage (B): 3d10 + 11 ⇒ (3, 2, 8) + 11 = 24 Damage (F): 1d6 ⇒ 3
Melee Strike: 1d20 + 26 ⇒ (13) + 26 = 39 Damage (B): 3d10 + 11 ⇒ (6, 7, 5) + 11 = 29 Damage (F): 1d6 ⇒ 6
Melee Strike: 1d20 + 21 ⇒ (8) + 21 = 29 Damage (B): 3d10 + 11 ⇒ (5, 6, 5) + 11 = 27 Damage (F): 1d6 ⇒ 6
◆ Stride


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

Strange thoughts flash through Gregoth’s head as Turrey’s music surrounds him. He feels… more - feels the air from every breath coming in deeper, feels the breastplate around his chest pressing against every inhalation, feels every bone in his body ache with anticipation.

He steps forward, and the music tells him precisely when to shift his weight as if he were on a polished dancing floor and not fighting for his life.

He reaches out with one hand, lays it across what might be the construct’s shoulder as if the two of them had rehearsed this choreography for weeks.

He pauses for a moment, until the symphony swells to a sharp penultimate chord that pushes his arm forward as if it had no other choice.

He listens, feels the leader of the spectral band holding her baton out, shares that understanding that only exists in fleeting moments between a soloist and a conductor.

He strikes - the ringing of iron blade against iron blade rising to the top of the swelling music that finally reaches resolution.

He steps back, perfectly in time with the song only he can hear.

Athletics to Trip vs Reflex DC: 1d20 + 32 ⇒ (13) + 32 = 45 (Status bonus from heroism not included since I don’t know how much it is)

Longsword: 1d20 + 31 - 5 ⇒ (14) + 31 - 5 = 40 (Again, no status bonus)
Slashing damage: 3d8 + 11 ⇒ (7, 4, 7) + 11 = 29

Step [A], Trip [A], Strike [Q], Step [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

HA! I'd intended to go with an L3 slot...but that potential crit makes me want to use an L6 slot! ;-) DM's call. I'm happy to burn the higher slot...but at this point it IS metagaming.

Turrey smiles as he sees Gregoth's movements enlivened by his melody. Oh, if I can sooth that man's soul a touch, I'll leave this dreary nation a happier man...

He sends off two quick arrows, but finds it hard to damage the sturdy guillotine-thing.

He then casts Shield, and gets ready to raise it if the thing comes his way.

Bow: 1d20 + 29 ⇒ (2) + 29 = 31
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (1, 5, 3) + 3 + (5) = 17

Bow: 1d20 + 24 ⇒ (8) + 24 = 32
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (6, 3, 3) + 3 + (2) = 17


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

Sorry! I forgot I was waiting for Bellaluna.

Félicité looks at the thing.

Devise a Strategem: 1d20 ⇒ 11

It doesn't look promising, but Félicité tries it anyway.

Shortbow, Devise: 11 + 30 = 41
Piercing: 3d6 + 6 ⇒ (2, 4, 4) + 6 = 16 plus Sonic: 1d6 ⇒ 3 plus Precision: 4d6 ⇒ (3, 2, 5, 6) = 16

Félicité retreats into a corner ◆ and shields herself ◆.


Night of the Gray Death

Bellaluna manages to stop the inexorable march of the statue and miraculously avoids whirling blades aimed at her neck.

I'll assume you'd delay until after Gregoth Félicité and Kaldren as he seems to be reliably making it flat-footed. Turrey if 3rd level was your intention we'll go with that, the trip crit won't affect anything.

Turrey fires a couple of arrows at the statue while covering himself, but they bounce harmless of its tough surface. Kaldren attacks as well to no more effect. The muffled thuds of the flail on wood are barely audible above the din from below.

Gregoth's balletic moves allow him to easily topple the statue again, and to smash some of the wood of its arm as it lays on the floor.

That just hit thanks to the heroism, which means Félicité is also in luck

Félicité has been planning her shot for the whole fight so far, and finally manages to plant an arrow in the weakest looking spot of the statue's frame. The explosion of splinters from the booming hit seems to have done some good damage.

Bellaluna sends her arrows to the same spot and smashes it some more, though one misses the mark as the other strikes home.

It looks surely dead, little more than ruined kindling lying in a pile, but it shudders back to life and rises once more. It seems to stay motionless for a second, but then a thick cloud of gases comes from the neck-hole, encompassing Gregoth!

Please make a fortitude save against poison Gregoth, then open the spoiler to see how you did

Poison:
DC 42, failure means you go to stage 1 and suffer its effects (drained 1 and damage), or critical failure is stage 2 (drained 2 and damage):

Stage 1 poison damage: 3d6 ⇒ (1, 3, 6) = 10
Stage 2 poison damage: 5d6 ⇒ (6, 4, 2, 4, 5) = 21

Off with Their Heads!

Active Effects:
Haste: Everyone is quickened, and the extra action can be used for a Strike or a Stride only
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 6)

Round 5

...
➤Turrey 3/3 images
Kaldren
Round 6

Gregoth -1, heroism (+1 status bonus), <fort save pending>
Félicité
Bellaluna
Statue -475, 10*resist - 5 bypassed

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. | ◆◇↻

”Poison?! Sure! Why not?!”

Bellaluna repositions herself ◆ Stride (from haste) to get a clearer shot and reloads both of her crossbows ◆ Dual-Weapon Reload, ◆ Dual-Weapon Reload and fires once at the statue.

◆ Strike vs statue: 1d20 + 34 ⇒ (14) + 34 = 48
Damage: 3d8 + 10 ⇒ (7, 4, 4) + 10 = 25 Force Damage: 1d6 ⇒ 5


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

Fortitude, ID vs Poison: 1d20 + 31 + 1 ⇒ (3) + 31 + 1 = 35 Hero Point! XD
Fortitude, ID vs Poison: 1d20 + 31 + 1 ⇒ (13) + 31 + 1 = 45

The music stops for a moment’s and Gregoth’s breath catches involuntarily in his chest. Moments later, a flood of poisonous gas surrounds him - but he does not inhale in shock and exertion. Only when the invisible conductor’s baton moves once again does his chest begin to heave, do his feet begin to dance across the floor, does his hand reach out once more and his arm rise above his head.

Athletics, Heroism to Trip: 1d20 + 32 + 1 ⇒ (1) + 32 + 1 = 34

His eyes half-shut, the large man doesn’t notice that the statue pulls back until it is too late! But he tucks his head and uses his momentum to roll forward and back onto his feet. Once more reaches out, steps forward to displace his dance partner, steps back.

Athletics, Heroism to Trip: 1d20 + 32 - 5 + 1 ⇒ (16) + 32 - 5 + 1 = 44

Stride [Q], Trip [A], Kip Up [F], Trip [A], Step [A].


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 forward and sends his flail hurtling toward the statue once more.

◆ Stride 10 ft
Melee Strike: 1d20 + 31 ⇒ (13) + 31 = 44 Damage (B): 3d10 + 11 ⇒ (3, 6, 7) + 11 = 27 Damage (F): 1d6 ⇒ 3
Melee Strike: 1d20 + 26 ⇒ (3) + 26 = 29 Damage (B): 3d10 + 11 ⇒ (7, 5, 7) + 11 = 30 Damage (F): 1d6 ⇒ 3
◆ Stride 10 ft

With is blows still prooving ineffective, he moves back to cover Gregoth and Turrey.


Night of the Gray Death

Gregoth slips while trying to upend the statue, but quickly rights himself and tips the big thing onto its back once more.

Kaldren I realise now that I might not have been totally clear about the poison cloud, it is persisting so if you move in to attack you'll be exposed to it. I'm going to assume you delay until after Bellaluna

With the statue on its back, Bellaluna sinks a bolt directly into a crucial joint holding the whole thing together, and with a small ripple of magic the animating force disperses, leaving nothing more than kindling scattered across the floor.

Bellaluna was correct about the vorpal blades; DC 42 Fort Save or die if crit, and it had a 50% chance of critting Gregoth. Those immobilizing crits and the Gregoth's trips were huge!

After tending to Gregoth's remaining scratch, Félicité completes her examination of Illachin's body. Having seen the statue in action, it's easy to see that she was dismembered by its obscenely sharp blade-hands. What she was doing up here is less clear. When moved, a small bottle falls out of her hands and starts to roll away on the tiled floor. Picking it up, Félicité finds that it's decorated with a gold-edged label, the kind of high-end elixir one might find at the most exclusive of aristocratic alchemists.

"Melkar's Magnificent Mind Fortress" is written on the label in perfect calligraphy.

The minute instructions and list of possible side-effects lead Félicité to conclude that this potion is likely a Serene Mutagen. The description on the bottle and clear value of the item make it plausibly the most potent variety, but it would take some testing with an alchemist's kit to confirm it.

Searching:

Gregoth Perception (M): 1d20 + 27 ⇒ (3) + 27 = 30
Félicité Perception (L), sight: 1d20 + 30 + 1 ⇒ (14) + 30 + 1 = 45
Turrey Perception (M): 1d20 + 26 ⇒ (6) + 26 = 32
Kaldren Perception (E): 1d20 + 25 ⇒ (7) + 25 = 32

Moving carefully toward the portrait-lined passageway, Bellaluna stays alert for more attacks, while the others study the walkway for potential traps. There are two wall sconces at each end illuminating eight hanging portraits of people wearing masks. Despite having their faces covered, each subject bears a decidedly imperious demeanour.

Félicité calls a halt when she spots something that makes her heart sink- each of the wall sconces conceals thin gaps, and she manages to make out deadly blades concealed within. Now that she knows what to look for, she can trace out the routes that the blades will follow if triggered, and it's clear that it would be a blood-bath in the hallway. The craftsmanship is exquisite, it must have cost a king's ransom to commission, and Félicité doubts she has the skill necessary to disable it.

In other words, this is a very dangerous trap. It could be disabled with thievery, but it has a minimum proficiency of expert. I know there are feats that let you ignore such things, but I don't recall if anyone has them

What do you do?


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

Before we leave, was there anything else that we could determine about the body?


Night of the Gray Death

Félicité can find nothing else untoward about Illachin's corpse. She was in good health before this, and clearly lived the life of an aristocrat. Félicité can only surmise that she explored this chamber much as you have looking for clues as to the Gardener's nefarious plans, only to fall afoul of its dread guardian.


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, just point out where to shoot and I’ll get rid off them.”

Question for the GM:
So, obviously my character is very heavily based on ranged combat. At the start of the module I bought 100 crossbow bolts just as an absurdly high number so that I wouldn’t have to keep track. Well, my paranoia over not asking this earlier got the better of me, so I counted and realized that I’ve shot a total of 42 shots so far. So…I guess I’m asking if I should just expect handwavery with that (since at our level ammunition costs pennies), or if I should be keeping track of my ammunition more closely? At the very least Bellaluna would have restocked on ammo before going to the masque.

Okay, so Bellaluna would be using Paired Shots a bunch of times (assuming the GM rules that Hardness counts as a kind of resistance). So I would be dealing an average of 47 piercing, 7 force, and 5 fire damage per application of Hardness (it would apply to each of the damage types separately, so likely only the piercing damage goes through). I’ll, uh, leave that math from there up to the GM to determine.


Night of the Gray Death

Bellaluna:
Given that you can easily stock up before the Masque, and I don't expect there to be any particularly long period away from somewhere you can restock, I'm happy to hand-wave. I also forgot about the paired-shots, that will help a lot.

Bellaluna takes her time to line up her first shots, a pair of bolts that sink perfectly into the narrow slit concealing a blade. A blast of magical force and four gleaming blades shoot out and run in complex patterns in the hallway. For their speed and bulk they are surprisingly quiet, and while they would be terrifying to anyone stood in the hallway, running along their fixed paths they are naught be sitting ducks for the assembled firing line.

After completing their quick circuit they are drawn back along their paths slightly slower, and go back into their slits again, this time with some more holes. A few repeats and the first blade is warped too much to continue moving ... and then the other blades all crash into it and the hole contraption stops.

only Félicité spotted that trap, and even then only just

Carefully stepping over the wreckage, you find a wrought iron railing surrounding a ten-foot square hole in the floor, revealing the final blade in the ballroom directly below. Three runes on the walls each project a flat plane of force, like a mirror as large as a human, angled down over the hole and pointed at the guillotine. These mirrors reflect a grayish glow coming from each rune.

GM Screen:

Bellaluna Religion (T): 1d20 + 23 ⇒ (2) + 23 = 25
Félicité Arcana (M): 1d20 + 29 ⇒ (17) + 29 = 46
Turrey Occultism (M): 1d20 + 26 ⇒ (1) + 26 = 27
Kaldren Religion (L): 1d20 + 31 ⇒ (6) + 31 = 37

Neither Gregoth nor Turrey know what to make of the strange display, but the others piece some of it together.

Bellaluna, Félicité and Kaldren:
The light from the mirrors seems to be connecting Silent Lenore to a larger magical network that extends over hundreds of miles. Recalling Tristel's map of the final blades, you suspect that this might be a magical network of all the blades in Galt. You also understand how to adjust the runes to refocus the magical energy.

Doing so is a exploration activity that will take 10 minutes and require a Occultism, Arcana or Thievery check, and requires at least expert proficiency to attempt, though you can only manipulate one rune with a check. Up to three could be attempted at once, one on each rune

Just Félicité and Kaldren:
Looking closer at the runes, it appears as if Silent Lenore is actually the linchpin of the network, and if it were removed (for instance by refocusing the light on the other mirrors instead of the final blade), the whole network would collapse. You also see smaller powerful protective runes of conjuration around the others, and suspect that any tampering will summon some sort of protector

What do you do? It's still early in the hour, 8:05


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

"The light from the mirrors seems to be connecting Silent Lenore to a larger magical network. From Tristel's map of the final blades, I suspect that this might be a magical network of all the blades in Galt, spanning hundreds of miles.

It appears as if Silent Lenore is actually the linchpin of the network, and if we were to refocus the light on the other mirrors instead of the final blade, the whole network would collapse.

But there are smaller, powerful, protective runes of conjuration around the others, and I suspect that any tampering will summon some sort of protector."

Can we try to disable the protective runes?


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 smacks his forehead. "How did I miss that? I must be distracted. At any rate, I'll help look for those protective runes. I'm not experienced in disabling such things, but I know a tune which can help steady your hands and mind while you do the task.

"Otherwise...perhaps we can simply avoid being here when the proector is summoned? I could potentially summon a fae servant to do the tampering, once we're safely out of reach, or even just hidden nearby."

To try:
- locate the runes, and understand what would disable them
- think about if I know any summonable fae that are skilled at either disabling and/or dispelling such things
. . OOC, if we go the fae route, we might just want to summon something that we know will get smashed after it tampers...but maybe there's a fae that is particularly attuned to this? I just started browsing through them, but some of you know the system a LOT better than me, so don't be shy to suggest (or to say why this isn't a great option). The other thing I have is walls. If we think we can figure out where the summons would arrive, I can have a wall ready to restrain them.


Night of the Gray Death

As Félicité and Turrey study the runes further, they come to realise that the conjuration runes are subtle and powerful. They seem to be linked to a particular guardian or guardians, and will bring them forth any time the runes are manipulated in any way. The magics are powerful, well beyond such mortal manipulation as dispel magic, and any mundane manipulation would surely trigger the guardians.

Basically there's some guardians that you'll have to fight if you want to manipulate these runes. It's unique creatures though so you only have to kill them once. You could summon something to do the tampering, except that it would take 10 minutes and the summon fey spell has a maximum of 1 minute.

Manipulating a rune is an exploration activity that will take 10 minutes and require a Occultism, Arcana or Thievery check, and requires at least expert proficiency to attempt, though you can only manipulate one rune with a check. Up to three could be attempted at once, one on each rune


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 stares at the force mirrors with contempt. ”Well, whatever it is that the Gardeners are planning with this network, I don’t like it. If tampering these things will bring us company,” The elf pulls out both of her crossbows and twirl them by the trigger guard. ”Then let’s show them a good time.”


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 also draws the weapon from his belt and holds his shield ready. Taking up a defensive position near Félicité, he nods to signal his readiness for whatever horrors might come next.


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

Can the character manipulating the rune join in combat? Or does the creature get summoned after the check?


Night of the Gray Death

Yes a manipulating character can participate in combat, you can resume once it's finished. I'll just wait to see if anyone wants to do any pre-combat buffs before starting


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

Félicité has no buffs. When everyone is ready, she begins fiddling with the runes.

Arcana: 1d20 + 29 ⇒ (8) + 29 = 37


Night of the Gray Death

We can resolve that roll once you get 10 minutes to perform it, but we'll keep the result

The instant Félicité touches a rune, shapes start to shimmer in front of each mirror, just as you knew they would.

In the same way that a black broth would steam and boil, only in reverse, three black robed skeletons quickly coalesce, each holding a large scythe. They float in open space, and one of them has robes edged in a deep crimson, and looks holds a slightly more impressive looking scythe. Without hesitation or sound, they launch themselves toward you with a single purpose- Death!

Initiative:

Gregoth Perception, scout (M): 1d20 + 27 + 2 ⇒ (7) + 27 + 2 = 36
Bellaluna Perception, scout (M): 1d20 + 27 + 2 ⇒ (3) + 27 + 2 = 32
Félicité Perception, scout (L): 1d20 + 30 + 2 ⇒ (1) + 30 + 2 = 33
Turrey Perception, scout (M): 1d20 + 26 + 2 ⇒ (20) + 26 + 2 = 48
Kaldren Perception, scout (E): 1d20 + 25 + 2 ⇒ (2) + 25 + 2 = 29
Red: 1d20 + 34 ⇒ (7) + 34 = 41
Black: 1d20 + 32 ⇒ (15) + 32 = 47
Blue: 1d20 + 32 ⇒ (15) + 32 = 47

They move so surprisingly quickly, shooting through the air as if they pushed by a powerful wind, but Turrey is faster still.

There's no reason for any of you to know this yet, but to make this a bit easier on us and so I don't need to roll everything everyone rolls again myself; if you make a d20 roll within 20 feet of one of these creatures you need to roll twice and take the worse result. Initiative wasn't affected as they were still forming. In addition Turrey feel free to do any preparation you would have done before initiative, and everyone can place themselves wherever they'd like; you knew roughly where these creatures would appear. Everyone except for Félicité that is, she must be adjacent to a rune, i.e the source of a light beam on a wall

Don't Fear the Reaper

Active Effects:

Round 1

➤Turrey
Black
Blue
Red
Gregoth shield raised
Félicité
Bellaluna
Kaldren

Turrey is up!


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

Gregoth’s face pales at the sight of the grim specters. One hand instinctively grips the hilt of the blade in its fingers a bit tighter.

Token moved to be next to Félicité, but if she needs to move to be adjacent to a mirror then feel free to adjust his position too @GM.


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

Moments before

Turrey stands by his appointed rune, ready to tamper, but before they touch it he sings of the racing leopard, and of the stalwart tortoise.

Perform: 1d20 + 30 ⇒ (18) + 30 = 48

When the three skeletal figures appear, Turrey takes a moment to cut some of them off with a wall of pure, solidified sound. Then he looses an arrow at the one on their side of the wall.

Perform: 1d20 + 30 ⇒ (9) + 30 = 39

Bow: 1d20 + 29 ⇒ (17) + 29 = 46
Bow: 1d20 + 29 ⇒ (1) + 29 = 30 Since I'm at top of init, not sure if this applies to me...but rolling 2x just in case
Damage (vs FF, sonic): 3d6 + 3 + 1d6 ⇒ (3, 4, 3) + 3 + (5) = 18

Round -1 : Haste (L7)
Round 0 : Inspire Defense + Lingering, and draw bow
Round 1 : ◆◆◆ Wall of Force, Q: shoot

I was just searching. I *think* Wall of Force isn't dismissable in 2e. Is that right? If it's dismissable, I'll use it to cut off two [green wall], as marked on the map...but if it's not, I think I'll just use it to cut off the top left one [red wall] so that we don't spend the whole duration of my Haste away from 2/3 of the foes.


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

Are the runes the light blue things? I moved myself.


Night of the Gray Death
Marie-Félicité-Denise Pleyel wrote:
Are the runes the light blue things? I moved myself.

The runes are on the walls, projecting beams of light into floating mirrors (the light blue things). I've moved you back to a rune

Turrey wrote:
I was just searching. I *think* Wall of Force isn't dismissable in 2e. Is that right?

It doesn't say it is, so I think that means it's not; unless someone more knowledgeable knows better we'll go with that and I'll take the red wall. I also made a slight mistake in my encounter budget, both the red-trimmed and blue-trimmed enemies look slightly stronger than the boring-all-black robed one. Also for the record I'm not giving them their reactions before their first turn as being summoned is probably somewhat disorienting, but I am having their auras be in effect

Turrey casts spells of speed and defence, but finds his bow shot extremely unlucky and he sends his arrow sailing end-over-end. His wall of force though, seals off one of the stronger creatures in the corner of the room- its billowing robes flutter against it, but it calmly casts a spell on itself and attacks the wall.

It hits on a 1 and its immune to crits so I'll just roll damage

Slashing: 3d10 + 16 ⇒ (3, 3, 1) + 16 = 23

The scythe strikes the wall but rebounds harmlessly.

Turrey:
It cast haste on itself

The others waste no time, rushing directly toward Félicité and striking at her with their scythes.

Black: 1d20 + 32 ⇒ (8) + 32 = 40
Slashing, negative: 3d10 + 14 + 1d12 ⇒ (8, 4, 10) + 14 + (6) = 42

Black, MAP: 1d20 + 32 - 4 ⇒ (16) + 32 - 4 = 44
Slashing, negative: 3d10 + 14 + 1d12 ⇒ (8, 9, 10) + 14 + (5) = 46

Red: 1d20 + 34 ⇒ (13) + 34 = 47
Slashing, negative: 3d10 + 16 + 1d12 ⇒ (2, 4, 2) + 16 + (12) = 36

Their blades are sharp and deadly, and they rise and fall with silent efficiency, carving wicked slices in Félicité's flesh. Her energy aegis protects her from most of the life-sapping negative damage, and Turrey's song from some of the cuts.

124 97 damage to Félicité!

Don't Fear the Reaper

Active Effects:
Haste: Everyone is quickened until the start of round 8, 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 the start of round 4)
Aura of Misfortune: When within 20 feet of an enemy, you must roll twice on d20 rolls and take the worse result. This has the divine, misfortune and divination traits if that affects anything for anyone.

Round 1

...
Black
Blue hasted
Red
➤Gregoth
Félicité -97
Bellaluna
Kaldren

Round 2

Turrey
...

Everyone is up! Without wanting to spoil anything these things have a fairly strange reaction that might affect people's actions if it triggers, so keep an eye on the thread after you've posted, you might need to change things, recalling that I'm resolving in initiative order


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

Bellaluna’s face pales as she sees that the guardians are three embodiments of pure death. She tries, and largely fails, to get a hold of herself as her feet move on their own. ◇ 10-foot Step from Ten Paces.

”H-hey! We’ve already conquered death once, what’s conquering it three more times?!” ◆◆ Grim Swagger

For the GM’s convenience I’ll put the higher of the two rolls for all of my d20 rolls in a spoiler.

Deception vs Will DC: 1d20 + 32 ⇒ (14) + 32 = 46 Speaking in Common (linguistic trait). GM call as to whether Blue can hear me (auditory trait) through the wall of force

Higher roll:
Deception vs Will DC: 1d20 + 32 ⇒ (18) + 32 = 50

Bellaluna then fires Strike (from haste) at the reaper that most damaged Félicité Black

Strike vs Black w/frightened?: 1d20 + 34 ⇒ (1) + 34 = 35
Damage: 3d8 + 10 ⇒ (4, 2, 6) + 10 = 22 Force Damage: 1d6 ⇒ 2 Fire Damage: 1d4 ⇒ 2 Positive Damage: 1d4 ⇒ 1

Higher roll:
Strike vs Black w/frightened?: 1d20 + 34 ⇒ (7) + 34 = 41

I have a super vague recollection of what their reaction is, so I’ll put this down.

If someone (including myself) has triggered their reaction:
Bellaluna will enter Mobile Shot Stance Because I have NO clue what the exact trigger is and I’d rather be safe than sorry.

If not:
Bellaluna reloads the crossbow she just shot. ◆ Dual-Weapon Reload

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