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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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

"Thanks, Bellaluna. I know this whole thing is weird and creepy, but I agree with Gregoth that it might be our best bet."

I'll use Perform. Can my cool new violin benefit? If so, I'm +34 I think; otherwise +31. Not sure if GM Pudding rolls here or I do, but just in case

If I'm supposed to roll:
Perform (Violin): 1d20 + 31 + 3 ⇒ (5) + 31 + 3 = 39

Yikes! Hopefully I _wasn't_ supposed to roll. Depending on outcome, I'd consider a hero point here, yielding...

Perform (Violin): 1d20 + 31 + 3 ⇒ (20) + 31 + 3 = 54


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

Okay, here goes. I'm not adding in any of the bonuses, because I'm not sure how they resolved. I also don't have a Hero Point, so que sera, sera.

Occultism: 1d20 + 30 ⇒ (13) + 30 = 43


Night of the Gray Death

Kaldren instructs the others on the steps required for the ritual, all of whom know a good deal more than him about the steps involved.

With the incense lit in a circle around the pillar, Turrey begins to recite the simple repetitive phrases given by Kaldren. He can't resist putting it to a tune with his violin, which does seem to lend more conviction to his words.

Bellaluna has to feed the ritual with everything she knows about the subject. She has heard very little about conqueror worms, but she knows something of what this one wants, so she speaks instead of times something similar has happened before; when whole societies have fallen into ruin. She speaks an endless litany of Thassilon and Azlant and the Shory and many others.

Félicité's job takes the most concentration. She has to channel the magics Bellaluna and Turrey are evoking by drawing out complex glyphs, and speak her own complex litany at the same time.

The ritual stretches on for over an hour. Kaldren and Gregoth catch significant looks passing between the participants as they recite and sing, draw and recite. Looks that say Shouldn't this have worked by now?, and What did we do wrong?

Eventually Félicité announces "ENOUGH!"

Turrey and Bellaluna both stop performing their parts and Turrey lays his violin down and rubs his shoulder. He makes as if to call out a commiseration, but surprises himself by instead shouting "Death to!"

Bellaluna starts to understand, and replies "sate the conqueror worm", and Félicité continues "would overflow the boneyard". The circle picks up pace as the three tell tales of the conqueror worm forgotten by society.

You learn that conqueror worms are deeply malevolent creatures that treat societies as their playthings. They have the lifespans and patience to enact decades-long plots to destroy whole civilizations, and when they're done they usually leave so little behind that nothing can arise in its place. Other legends speak of their incredible psychic power and how they use it to turn the supposed leaders of a civilization into puppets.

On the few occasions where their plots have been found out and worms have been confronted, sad songs tell of armies melted by powerful jets of acid breath, but of a handful of lance-wielding paladins who fought one to a stand-still.

Other legends speak of their terrifying ability to escape death, for when a worm dies it can telepathically jump into the living body of any whose mind they have invaded, whereafter only a few days is required before the hapless individual bloats up like a worm, forms a cocoon around themself, and eventually bursts forth as the original worm reborn. Only magical eviction of the possessing worm before that happens can prevent the worm from coming back and the host from being permanently destroyed. It is said that any kind of mental communication with the worm can open you to being invaded in this way, but even those who refuse can be invaded by the worm's mental assault.

i.e failing a save against any of its mental spells leaves you open to getting invaded, as does speaking to it telepathically, even replying to it. You got a critical success thanks to the various boosts so you also learn the following:

Félicité gets a mental flash as she's speaking this part of the legend and instinctively knows it's a sequence of images of all the people whose minds the worm has invaded. She sees brief flashes of the now-dead worm prophets, and then one of poor Keznin Nevarmo.

What do you do?


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

Bellaluna coughs several times, as if to evict the not-her-voice from her throat. ”That…wasn’t what I expected…” She glances over at Félicité with concern. ”You alright there?”

Assuming she tells us about the mental flash she had.

”So. This worm isn’t exactly a social one. The prophets make sense, but Keznin? Why Keznin?” The elf shakes her head. ”Doesn’t matter. We need to act fast; if we waste time then this monster will realize we’ve backed it into a corner and try to expand its options, then we’ll never get rid of it! But…it could also try to invade one of us—if it’s as easy as succumbing to a spell, then this thing will try it on us as a last-ditch effort. That leaves six potential hosts: Keznin and one of us.

“I have NO idea how we would evict this thing once its invaded a host, but considering that any potential host would probably not want this thing to keep living, they’d probably be more willing to get it out of their head.”

Bellaluna turns to the rest of the group. ”I probably don’t need to say this, but no one is to allow a psychic link to this thing under any circumstances!”


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

“So it takes a few days, right?” Gregoth nods in agreement with Bellaluna and rests a hand on the hilt of the sword at his hip. “And someone can get it out before then? How?” He turns to Turrey with this last question, hoping the bard who has shielded them from so much harm already has an idea.


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

Do I know? If not, can we try to learn it from the pillar?


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

So, right now, the Conqueror Worm's only exit if we were to attack it would be Kenzin? Did Félicité get a complete list of everyone who was compromised, or just a list of compromised people we know?

Are there any unexplored exits to this room? To the bottom right of Slide 1? Does Exit "5" on Slide 5 lead back to the pendulum room?


Night of the Gray Death

Félicité did get a complete list, and she knows Keznin is the only person currently mentally invaded. However getting invaded is as easy as failing a save, so you might expect it to be very hard to finish a fight without at least some of you getting invaded as well (unless you could find a way to give yourself immunity I suppose)

I'm glad you asked about the rooms as I have missed one small thing. Yes exit 5 on slide 5 leads to the pendulum room, and the small door leading downward from this room also leads back there. There is another small alcove at the bottom right of this room that I neglected to describe though...

As the group ponders their next move, and contemplates the grizzly fate that might await them even if they succeed, a strange alcove at the corner of the room draws their eye. Smooth rock walls suggest a natural cave, and they have a strange property of bouncing sounds that make it sound like a susurrus of whispers when standing there. There are some scratches in the floor.

GM Screen:

Félicité Arcana (L): 1d20 + 32 ⇒ (4) + 32 = 36
Turrey Occultism (M): 1d20 + 28 ⇒ (15) + 28 = 43
Kaldren Occultism (T): 1d20 + 22 ⇒ (14) + 22 = 36

On inspection, Félicité, Turrey and Kaldren can all feel the weak border between the material and ethereal planes here, and recognise the scratches on the floor as the results of a Planar Binding ritual. The Gardeners likely use this room to summon and bind all Sahkils due to it's metaphysical properties.

This room grants a +2 to checks required to call creatures from (or send creatures to) the Ethereal plane. And with that you have explored everywhere except the tunnel down. I'll let you continue to deliberate plans (though see the discussion tab RE: dispel magic), and remind you that the worm's nefarious ritual designed to slay most of Galt's population has been delayed by days thanks to your efforts, so you are probably safe to rest if you want


Night of the Gray Death

Ok let's get this moving!

The worm will wait a day, you decide, as you retreat only slightly to make sure your chances of stopping it are the best they can be. You camp at the stairs up, far enough to be out of the psychic pressure, but not so far that the worm could leave unnoticed.

A quick scout by Turrey shows Keznin is helping Nelibet to the citizens of Litran hurt by the Gray Death. Despite being told to rest after his ordeal, he can't stand by with so many in need as is brewing elixirs and concocting poultices as fast as he can.

Félicité's sleep is troubled, her dreams plagued by visions of the Three-Faced Regent. On waking from her nightmare with a start, she hears its voice as clearly as if it were in the room. "I'm coming for you"

That's just a reminder that Félicité is suffering the critical fail effects of the Kimenhul's Eternal Fear Ability:

Eternal Fear:

...
Failure The target becomes frightened 3 and is fleeing as long as it's frightened. Even after recovering from the initial experience, the trauma is lodged in the target's mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 11 flat check or become frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it's frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as wish.
Critical Failure As failure, but the effects are permanent and the target doesn't get to attempt a weekly save to end the effect.

Unless you have a wish in your back pocket that's just something you're going to have to deal with for the worm fight. Everyone is refreshed and healed up

Venturing back into the catacombs, you pass the Amarinthine pillar and head down the deep wide passage into the earth. The psychic pressure reasserts itself, making thinking difficult. After about 100 feet of descent, the passage extends into a deeply vaulted chamber, lit with unseen flicking light. Part of the ceiling has collapsed some time ago, making for a wall of rock just ahead. There is a small gap in the wall through which a well-lit chamber can just be seen beyond.

To your left are a series of three connected shrines, which you recognise as Ng, Brigh and Nethys from earlier. Between flickering braziers and above the altars in each room are large painted depctions of the deity's symbols; the black and white mask of Nethys, the hooded shroud of Ng, and the clockwork mask of Brigh. Seen together in this context it makes you wonder if the Gardener's appearance might have been influenced by this ancient shrine.

Turrey floats silently up to the gap on his carpet and looks beyond, and sees a lofty chmaber whose walls meeted in a vaulted ceiling thirty feet high. Three statues of robed scholars stand at three ends of the room; one is toppled and broken into pieces. Several unusual images swim on the walls: market squares and city plazas throughout Galt, each with a sinister guillotine at its center. Tendrils of shimmering energy connect the images to each other, and to the gargantuan worm at its centre. The worm seems to be deep in concentration, handling the whole grand ritual to detonate the final blades itself and doesn't notice Turrey.

What do you do? Mainly I'm in interested in do you want to give the worm a chance to talk, perhaps answer some questions, or would you prefer to attack immediately while its distracted? The main room is also accessibly from one of the shrines, as shown on the map, you can move yourselves into positions on it


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. | ◆◇↻

Tangent:
Ah, I see I’m not the only one who bought the Foundry Token Pack and used the templates for new tokens XD

I just spent all day yesterday doing exactly that, so I recognize that token border immediately.

”This thing is clever and wily; I’m not gonna give it the chance to charm or suggest us. We have the jump on it; we kill it now!”


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

Gregoth nods. The sword is held in one hand, shield ready in the other.

Using Defend activity to get the shield raised at the start of combat - might need that saving throw bonus!


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

Given what we know about the worm's ability to invade people telepathically, plus, messages from the kimenhal, Félicité would advocate a no-talking-with-strangers agreement even before they enter the catacombs.

Did we want to see if we can neutralize Kenzin as a potential escape outlet before we head back down into the catacombs?


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

"While I like to think all life has beauty in it, and hope for growth...in this case I can't argue. First though, let's back up just enough to cast quietly. I want to ensure we enter this fight prepared."

In this order, Turrey will cast:
- Foresight (L9) on Gregoth (I think it's MY reaction that's used for this, right?)
- Heroism (L6) on Gregoth, Kaldren, and Bellaluna, then (L3) on Félicité and myself
- Mirror image (L2) on myself
- Haste (L7) on the group


Night of the Gray Death

I'm back from my trip now and should be able to post daily until we finish this. Galt is counting on you! I suggest listening to some epic battle music for this fight

While the worm is distracted you all prepare for the final conflict, with the lives of Galt's citizens hanging in the balance.

Turrey and Kaldren quietly cast a bevy of preparatory spells while the others watch the worm for any sign of life. It seems entirely focused on the ritual allowing you to charge yourselves with magic power.

Yes it's your reaction to trigger Foresight on Gregoth Turrey. It may be a little awkward in PbP as it may require a bit of retconning, so try to post it sooner rather than later if you'd like to use it. Otherwise you could specify conditions like "the first time in a round that the enemy rolls a natural 20 or Gregoth rolls a 1" for example. Kaldren I'm assuming you want to cast some of your spells before combat starts, let me know which

It's not until the thought of action enters your minds that the worm stirs, some sort of latent psychic protection waking it from its trance. The tendrils of magical energy connecting it to the images on the walls retract and it stands alert.

Initiative:

Gregoth Perception, scout (M), heroism: 1d20 + 28 + 2 + 2 ⇒ (11) + 28 + 2 + 2 = 43
Bellaluna Perception, scout (M), heroism: 1d20 + 28 + 2 + 2 ⇒ (2) + 28 + 2 + 2 = 34
Félicité Perception, scout (L), heroism: 1d20 + 31 + 2 + 1 ⇒ (14) + 31 + 2 + 1 = 48
Turrey Perception, scout (M), heroism: 1d20 + 28 + 2 + 1 ⇒ (13) + 28 + 2 + 1 = 44
Kaldren Perception, scout (E), heroism: 1d20 + 26 + 2 + 2 ⇒ (12) + 26 + 2 + 2 = 42
Conqueror Worm: 1d20 + 37 ⇒ (9) + 37 = 46

Félicité DC 11 Flat: 1d20 ⇒ 6
Well that went about as poorly as it could have done; Félicité goes first and flees. I haven't moved you on the map in case you want to Hero Point that, in which case you can take your turn and pretend the following hasn't happened yet, then take another turn after it happened.

For starting positions I've taken a guess at where you'd have wanted to start, but feel free to adjust before taking your turns (but no closer to the worm please or it would have triggered initiative) The gap next to Bellaluna is 5 feet wide and passable without hindrance to medium and smaller creatures

The gargantuan worm flicks its head about to take you in, and you hear its voice in your head, rolling in overpowering waves.

"Ah, the "heroes". I've been looking forward to this. MY PROPHETS, TO ME!"

Magical energies gather around it, and then sputter away to nothing. The worm looks confused, then impressed.

FYI that was a three-action activity attempting to teleport its worm prophets to it, but you killed them all, buying you a free round. Use it well!

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only

Round 1

Félicité Heroism(+1) Frightened 2, Fleeing
The Conqueror Worm
Turrey Heroism(+1), Foresight Source, 3/3 images
Gregoth Heroism(+2), Foresight Target
Kaldren Heroism(+2)
Bellaluna Heroism(+2)

Round 2

Félicité Heroism(+1) Frightened 1, Fleeing
...

Turrey, Gregoth, Kaldren and Bellaluna are up! Félicité is up twice if she hero points and succeeds at the flat check, otherwise she's off the map fleeing. I've put a picture from the module of this fight on the slides


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

Dark flames begin to envelop Gregoth as he raises the shield in his hand and advances on the worm, making his shadow lengthen with each step.

No more, he repeats to himself, a paper-thin shield against the overwhelming power of the creature’s mind.

No more. Fire licks the sword in his hand, traces old scars down his cheeks, burns his eyes until only black orbs remain.

No more! Sword swings in an arc, face twists in a scream, fire sparks an inferno.

Longsword, Heroism: 1d20 + 32 + 2 ⇒ (20) + 32 + 2 = 54
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (4, 6, 4) + 11 + 13 + (1) = 39

“NO MORE!”

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


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

Yes, I would like to Hero Point that.

Flat Check, Hero Point Reroll: 1d20 ⇒ 10

Félicité had steeled herself for this moment, but still cannot shake her feeling of doom. She flees.


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. | ◆◇↻

As Gregoth charges, Bellaluna moves forward through the gap in the wall. ◇ 10-foot Step from Ten Paces.

Not trusting this massive thing one bit, she observes the tiniest movements to see if there are any unseen creatures in this room. ◆ Deadeye. Not actively Seeking, just trying to see if there are any invisible people just chilling in the room. The rest of the post is assuming there aren’t.

Bellaluna smirks as she swaggers across the battlefield. ◆ Stride (from haste) She looks the disgusting worm in its eyes as she begins lying straight through her teeth.

”Your prophets are dead, false god! And you killed the only other being you’ve made mental contact with. And with our mental protection, your consciousness has nowhere to run! Your death is final! ◆◆ Grim Swagger.

Deception vs Will DC; heroism: 1d20 + 33 + 2 ⇒ (11) + 33 + 2 = 46


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

In preparation for the battle Kaldren will cast Shield Other on Félicité and Zealous Conviction on the party.

On his turn Kaldren moves into the room and stands looking up at the dread creature, he grips his flail and begins chanting the words of a prayer of protection.

◆ Stride
◆◆◆ Cast Blessing of Defiance (Will)


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

"Oh Félicité, wait!!"

Turrey sends one quick arrow at the massive worm.

Then he commands his carpet to pursue her, and when he gets close enough he sings out the same Soothing Ballad that had helped her overcome this gripping fear before.

(Q): Bow: 1d20 + 30 ⇒ (9) + 30 = 39
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (5, 2, 5) + 3 + (5) = 20
◆ Fly
◆◆ Soothing Ballad -1 Focus


Night of the Gray Death

Turrey launches an arrow that is squarely on target, but fails to pierce the worms tough skin, before flying off after Félicité.

Counteract: 1d20 + 29 ⇒ (12) + 29 = 41

I tried to find a rules loophole here that would let you use your thematically appropriate performance skill for this check rather than your spell attack modifier, but the counteract rules seem pretty clear: "For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks". If you have any such bonuses do say, because the DC was 42. It's a level 10 effect and your spell is level 9 so you needed a success there

He sings loud and clear, but while Félicité spares him a look over her shoulder as she climbs, she ignores him and keeps on running.

Gregoth charges at the worm, and slices through its tough skin with a devastating strike from his sword. The wound burns and the worm looks stunned.

Critical hit so double damage, 2d10 persistent fire, and flat-footed for a round

Kaldren moves and protects his allies from mental manipulation, and Bellaluna tries her trademark grim swagger. The worm though, is unmoved. It doesn't even deign to respond, but she feels its emotions like music through a paper thing wall. Derision.

No effect on the Grim Swagger

The worm moves, slowly, but with inexorable and astounding force. Gregoth gets a glimpse of foresight, but it just shows him where to stand to avoid being completely crushed.

↺ Foresight
2d20 ⇒ (18, 6) = 24
Bite vs. AC 40: 6 + 38 = 44
Piercing, acid: 4d10 + 18 + 2d6 ⇒ (2, 2, 7, 7) + 18 + (2, 4) = 42
◇ Improved Grab
↺ Fast Swallow
Athletics, MAP vs. DC 40: 1d20 + 39 - 5 ⇒ (11) + 39 - 5 = 45
Bludgeoning, acid: 4d10 + 10 + 2d6 ⇒ (6, 1, 7, 2) + 10 + (5, 2) = 33

75 damage to Gregoth! Foresight avoided a crit

The huge maw of the worm descends on Gregoth, and then when it rises up again, he's nowhere to be seen, only the peristaltic wave of muscles giving any clue to his having been swallowed!

Magic then gathers around the worm as it focuses on Bellaluna

I think technically it triggers an AoO from Gregoth, but I'm going to house-rule that it doesn't because that seems silly to me. i.e Gregoth has the worm's insides within reach, which is a legally distinct entity from its outsides, which are the ones that take manipulate and move actions. I will hear any counter-arguments in the discussion thread :)

Bellaluna Will (E), status: 1d20 + 28 + 4 ⇒ (15) + 28 + 4 = 47
Bellaluna: Controlled:(Fail => second save start of turn)

Bellaluna hears the impossibly loud voice of the worm inside her head telling her to "Slay your allies". She is about to retort, but finds her body rushing to obey.

This is a 10th level dominate, so incapacitation doesn't apply. It does trigger your stubborn class feature so you'd get another save at the start of your turn (with just a +2 status from heroism), and your unwavering mien would reduce the duration to 9 rounds instead of 10. If I've missed anything let me know. If you do end up taking your turn while controlled please use all your actions to kill the other members of your party as expediently as possible, then you get another save at the end of each of your turns

Fire: 2d10 ⇒ (9, 2) = 11
DC 15 Flat: 1d20 ⇒ 20

Félicité continues to frantically flee, but then comes back to herself.

The steep incline has really helped you here Félicité as it's difficult terrain to ascend but not descend. You need to move 85 feet to get to the position you're shown on the map, then can move normally after that. Likewise Turrey you need 20 feet to get to the position you're shown on the map

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only

Round 2

Félicité Heroism(+1) Frightened 1, Fleeing
The Conqueror Worm -89 FF until start Gregoth round 2
Turrey Heroism(+1), Foresight Source, 3/3 images
Gregoth Heroism(+2), Foresight Target, Swallowed, suffocating 9/9 rounds of air
Kaldren Heroism(+2)
Bellaluna Heroism(+2) Controlled last round 10

Round 3

Félicité Heroism(+1)
...

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

Waiting to resolve the quantum AoO before posting - my thoughts are in the Discussion thread. XD


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 struggles in the worm’s gullet, jabbing sword and shield into flesh and pushing upward.

Athletics, Heroism to Escape vs DC 49: 1d20 + 33 + 2 ⇒ (15) + 33 + 2 = 50

The light burns his eyes as he emerges, buoyed by Turrey’s song and boundless confidence. Shadows cling to his skin like the ichor staining the worm’s wound. Grimly he raises the shield again, then swings the sword in a wide arc.

Longsword, Heroism: 1d20 + 32 + 2 - 5 ⇒ (8) + 32 + 2 - 5 = 37
Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (2, 1, 3) + 11 + 13 + (3) = 33

Escape [A], Raise Shield [A], and Strike [A] (lose quickened action to Slowed condition).


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. | ◆◇↻

RIGHT! I only get a new save for orders against my nature if I critically fail against dominate.

Okay, putting aside the meta-knowledge that I now know that it cast dominate, I would still reroll that save because a) I would assume that it’s a mental effect, and b) I don’t want to become a valid target for its rejuvenation thing. Probably a bad idea because I could crit fail, but it’s a risk I’m willing to take.

Please reroll well!: 1d20 + 28 + 4 ⇒ (7) + 28 + 4 = 39

Welp. I’m a valid target for its rejuvenation now! Hopefully I didn’t make that into a crit fail. Unfortunately I won’t have Blessing of Defiance for the stubborn roll.

Get out of my head! Get out of my head!! GET OUT OF MY—

Stubborn Save; Heroism: 1d20 + 28 + 2 ⇒ (10) + 28 + 2 = 40

Bellaluna’s eyes gloss over as the panic in her eyes suddenly disappear. With a terrifying amount of determination, she levels her crossbows and fires at Gregoth! ◆◆ Paired Shot

Paired Shot 1 vs Gregoth; heroism: 1d20 + 35 + 2 ⇒ (2) + 35 + 2 = 39
Damage: 3d8 + 10 ⇒ (2, 4, 1) + 10 = 17 Force Damage: 1d6 ⇒ 1 Fire Damage: 1d4 ⇒ 1

Paired Shot 2 vs Gregoth; heroism: 1d20 + 35 + 2 ⇒ (8) + 35 + 2 = 45
Damage: 3d8 + 10 ⇒ (3, 7, 8) + 10 = 28 Force Damage: 1d6 ⇒ 6 Fire Damage: 1d4 ⇒ 2

She then reloads and fires again! ◆ Strike (from haste)

Strike vs Gregoth; 3rd, heroism: 1d20 + 35 - 10 + 2 ⇒ (16) + 35 - 10 + 2 = 43
Damage: 3d8 + 10 ⇒ (4, 1, 2) + 10 = 17 Force Damage: 1d6 ⇒ 5 Fire Damage: 1d4 ⇒ 2

If I regularly failed with the reroll, I get a new save at the end of my turn. If I critically failed, I get a new save every time I’m given an order that goes against my nature (if I critically failed, then use this save result, but it happened at the start of my turn).

Will Save; heroism: 1d20 + 28 + 2 ⇒ (18) + 28 + 2 = 48

Okay, if I critically failed the first roll in this post, then that roll I JUST made would happen next, so if that succeeds, then redirect all of those attacks against the worm. If the very first roll in this post was a regular failure, then…whatever.


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

Félicité will spend Rounds 3 and 4 running back to where she started. She may get a real action or two in on Round 4, depending on how much faster she can make it back (because she can run down stairs faster than she can run up them). She can also use Doctor's Visitation as her last action (Stride + BM).


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

Does Zealous Conviction stack with Blessing of Defiance?

Kaldren runs around the creature to flank it with Gregoth, calls on Pharasma's age and strikes at the creature.

Stride
Stride
◆ Smite Evil vs Conqueror Worm
Melee Strike: 1d20 + 32 + 2 ⇒ (5) + 32 + 2 = 39 Damage (B, F, G): 3d10 + 11 + 1d6 + 6 ⇒ (9, 6, 7) + 11 + (3) + 6 = 42


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

End of Round 1, and then Round 2

Turrey says a quick prayer to the Eternal Rose, hoping that perhaps she can succeed where he fears he's failed to calm Félicité's heart, and then he rushes back to his companions.

He sings of stalwart, unassailable walls, and then sends another arrow flying at the worm, aiming for the eye and saying another quick prayer to Shelyn.

◆ Carpet
◆ Carpet again
◇ Lingering: 1d20 + 30 ⇒ (11) + 30 = 41
◆ Inspire Defense
(Q) Bow: 1d20 + 30 ⇒ (20) + 30 = 50
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (3, 6, 3) + 3 + (1) = 16


Night of the Gray Death

You can roll the counteracts yourself Turrey, I've just been doing them because you didn't :)

Turrey Counteract re-roll DC 42: 1d20 + 29 ⇒ (19) + 29 = 48

Slight retcon - Félicité spends round 2&3 running back instead of round 3&4, in fact she ends up in the room after two strides in round 3 so she has an action left

Tangent:

RE: the carpet. Obviously this is an item I made myself shortly after the game came out so it's a bit weird. It has the minion trait, meaning it gets two actions when you command it, but only once per turn. I had in mind the carpet from Aladdin that was intelligent and did what its riders wanted, and I thought it was a fun way to evoke that. It does mean it can only possibly stride twice per turn though, making it slower than I had intended. I'm going to on-the-fly update it to give it a special two action "Sustain an Activation" action that gives it 3 actions to use. This makes no practical difference to your turn Turrey because you only moved 100 feet which is within the 120 it can move for two of your actions

Turrey flies back into the room and sings his song of defence, before planting one of his arrows directly into the eyes of the worm!

I think your bow damage is 3d6+3 piercing and 1d6 sonic. That's important because the piercing is more effective than you thought

You all feel the telepathic wave of pain pulse out from the worm and a pinprick in your eye; that clearly hurt it. As it's writing a hand emerges from its jaw and holds it open as Gregoth heroically climbs out of its jaw Thanks to the +2 from Heroism!, spinning in the air and landing on his feet. Covered in dark mucus he manages to get his shield up, but his sword swing is too slow and fails to pierce the huge worm.

Zealous Conviction's bonus to will saves does not stack with Heroism Kaldren (they are both status bonuses), but it will help Turrey and Félicité since they have just +1 from Heroism. And the Temp HP (which I had missed) is helpful

Kaldren moves in to flank the worm and slams it with his flail, but without sufficient force the head just bounces off the tough hide.

Bellaluna The 39 reroll was not a critical fail, so I believe you've confirmed that its save DC is 48. That means you did get the stubborn save which was a fail, and then you succeed at the end of the turn save (thanks to Heroism)

Bellaluna fires a barrage of bolts at Gregoth, one of which he manages to block with the shield, but the two others sink into his flesh.

60 damage to Gregoth!

Awareness then returns to her eyes as Bellaluna shakes off the worm's spell

At this point Félicité has one action to take, I'm hoping it's not going to be tremendously game-changing and we can retcon it in

The worm bites down at Gregoth again, this time trying to make sure he's dead before it swallows.

↺ Foresight
2d20 ⇒ (13, 5) = 18
Bite vs. AC 41: 5 + 38 = 43
Piercing, acid: 4d10 + 18 + 2d6 ⇒ (4, 4, 7, 5) + 18 + (1, 6) = 45
45 41 damage to Gregoth! Foresight avoided a crit again

It then undulates and you hear its song in your minds as it casts a spell.

↺ Attack of Opportunity
Longsword, Heroism: 1d20 + 32 + 2 ⇒ (13) + 32 + 2 = 47

Gregoth slashes at it as it does but can't get through its skin once again.

Will saves:

Gregoth Will (M), status, circumstance: 1d20 + 30 + 2 + 2 ⇒ (6) + 30 + 2 + 2 = 40
Gregoth: Failure
Bellaluna Will (E), status: 1d20 + 28 + 2 ⇒ (7) + 28 + 2 = 37
Bellaluna: Critical Failure
Félicité Will (L), status: 1d20 + 32 + 2 ⇒ (4) + 32 + 2 = 38
Félicité: Critical Failure => Failure
Turrey Will (M), status: 1d20 + 31 + 2 ⇒ (12) + 31 + 2 = 45
Turrey: Failure
Kaldren Will (M), status: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
Kaldren: Success => Critical Success

↺ Mental Invader
Turrey Will (M), status: 1d20 + 31 + 2 ⇒ (10) + 31 + 2 = 43

Kaldren feels the dark oily presence of its psychic influence trying to infect his mind, but his faith in Pharasma helps him overcome it. The rest of you feel as if you are in the presence of divinity, and must pay respect to its majesty.

Kaldren critically succeeded and is unaffected. Bellaluna critically failed, and Gregoth, Turrey and Félicité get the results of failure (Félicité actually critically failed but her Greater Resolve gave her failure instead). This was Overwhelming Presence, meaning Bellaluna must spend all her actions (where possible, she can't use the quickened action to do it) paying tribute, and Gregoth, Bellaluna and Turrey must use at least one per turn doing so. Until you've discharged all your tribute actions you cannot take hostile actions against the worm. Note that you're not fascinated in this case because the Worm used a hostile action after casting the spell

Turrey also feels an sudden piercing pain in his head, like a needle being inserted into his eye socket and through his brain.

You are Stupefied 1 Turrey. Notably the DC for casting spells while Stupefied 1 is 7 rather than 6 due to the Psychic Pressure

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Zealous Conviction: Everyone +2 status bonus to will saves against mental effects
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 5)

Round 3

Félicité +12/12 Temp HP Heroism(+1) <1 action remaining>
The Conqueror Worm -141
Turrey +12/12 Temp HP Heroism(+1), Stupefied 1, Foresight Source, 3/3 images 0/6 tributes paid
Gregoth 160/315 0/(22) Temp HP Heroism(+2), Foresight Target 0/6 tributes paid
Kaldren +12/12 Temp HP Heroism(+2)
Bellaluna +12/12 Temp HP Heroism(+2) 0/6 tributes paid

Round 4

Félicité Heroism(+1) 0/6 tributes paid
...

Everyone is up! It's worth noting that without Turrey's buffs Gregoth would still be in the worm and Bellaluna would be still be dominated, so Hero Point to Turrey!


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

Dang, the 47 with flank missed? Also, hero point on that Will save!

Will, Heroism, Shield: 1d20 + 30 + 2 + 2 ⇒ (15) + 30 + 2 + 2 = 49

Based on Kaldren’s result, I’m going to assume that’s a success -> crit success. If not, two actions to give tribute, raise shield, and stride away.

Gregoth shakes his head. The worm bleeds - it is no god, no matter what it claims. Sword and shield rise, but his arm juts out rather than swings in an arc as if trying to imitate Turrey’s arrow.

Longsword, Heroism: 1d20 + 32 + 2 ⇒ (18) + 32 + 2 = 52
Piercing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (6, 7, 6) + 11 + 13 + (4) = 47

Longsword, Heroism: 1d20 + 32 + 2 - 5 ⇒ (6) + 32 + 2 - 5 = 35
Piercing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (7, 5, 4) + 11 + 13 + (6) = 46

Longsword, Heroism: 1d20 + 32 + 2 - 10 ⇒ (14) + 32 + 2 - 10 = 38
Piercing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (1, 5, 4) + 11 + 13 + (3) = 37

Raise Shield [A] and Strike x3 [AAQ].


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 strikes at the worm with a flurry of swings and quickly moves closer to Gregoth in order to lend him aid.

Smite Evil vs Conqueror Worm
Melee Strike (Heroism): 1d20 + 32 + 2 ⇒ (12) + 32 + 2 = 46 Damage (B, F, G): 3d10 + 11 + 1d6 + 6 ⇒ (7, 8, 7) + 11 + (6) + 6 = 45
Melee Strike (Heroism): 1d20 + 27 + 2 ⇒ (16) + 27 + 2 = 45 Damage (B, F, G): 3d10 + 11 + 1d6 + 6 ⇒ (5, 2, 7) + 11 + (6) + 6 = 37
Stride

Moving closer to allow Kaldren to use his Glimpse of Redemption reactions to help Gregoth.


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. | ◆◇↻

Damn it!

Completely out of left field, Bellaluna falls to her knees in praise of the massive, disgusting worm before her.

”We are worms!”

Three actions to pay tribute, and I’ll let the haste action go to waste. And I know I’m going for more of a hindrance, but it makes the most sense to say that she would drop prone as part of paying tribute.


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

Turrey feels a stab in his brain, and for a horrifying moment he sees both Shelyn and the worm superimposed as one.

Shivering with disgust, he finds his mouth singing out, "O, how much more doth beauty beauteous seem
By that sweet ornament which truth doth give!
The rose looks fair, but fairer we it deem
For that sweet odour which doth in it live."

Gagging at his own deception, he finds that all he has the energy left to do at the moment is to send another two arrows flying...but Shelyn's blessing holds as he manages to send a second arrow into the same foul eye.

◆◆ tribute

(Q) Bow: 1d20 + 30 ⇒ (20) + 30 = 50
Damage (piercing, sonic): 3d6 + 3 + 1d6 ⇒ (1, 3, 2) + 3 + (5) = 14

◆ Bow: 1d20 + 30 - 5 ⇒ (7) + 30 - 5 = 32
Damage (piercing, sonic): 3d6 + 3 + 1d6 ⇒ (4, 2, 3) + 3 + (6) = 18


Night of the Gray Death
Gregoth Paalus wrote:

Dang, the 47 with flank missed? Also, hero point on that Will save!

No sorry that's a hit, thanks for pointing it out. I'd forgotten Foresight on my first draft of that, so re-jigged it and didn't notice it changed the roll. Doh

Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (7, 4, 6) + 11 + 13 + (2) = 43

Turrey sings a song of supplication to the worm.

Unfortunately you can't take hostile actions toward the worm until you've done your six tributes. You could do things like cast beneficial spells on your allies (with a flat check), move, skill actions etc. Or just try to get the tribues over quicker

Gregoth slashes at the worm in a flurry, and one of his strikes tears a large gash in the worm, spilling ichor everywhere. Likewise Kaldren manages a couple of more powerful blows, and the holy energy from his flail seems to burn the worm intensely. After the sudden flurry of blows from the two warriors, the worm is starting to look quite injured.

Only the first of Gregoth's strikes was a hit there, but with the flank both of Kaldren's hit, for a lot of damage thanks to a weakness to good damage

Meanwhile Bellaluna's mind continues to be invaded as she is unable to stop prostrating herself before the worm.

It occurs to me that because Félicité is quickened she actually has two actions remaining from the previous round (Round 3 was correct, she used 4 strides). Now Turrey has got 1+a quickened one I'll stop here until we resolved all those

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Zealous Conviction: Everyone +2 status bonus to will saves against mental effects
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 5)

Round 3

Félicité +12/12 Temp HP Heroism(+1) <2 actions remaining>
The Conqueror Worm -353
Turrey +12/12 Temp HP Heroism(+1), Stupefied 1, Foresight Source, 3/3 images 2/6 tributes paid <1+1Q actions remaining>
Gregoth 160/315 0/(22) Temp HP Heroism(+2), Foresight Target
Kaldren +12/12 Temp HP Heroism(+2)
Bellaluna +12/12 Temp HP Heroism(+2) 3/6 tributes paid

Round 4

Félicité Heroism(+1) 0/6 tributes paid
...

Turrey and Félicité are up!


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

Ahhh, I'd just misread. I thought I had 2 to do but I have 6. I'll do my third, and let my Q action drop. Alas!


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

--Round 3

Félicité runs back into the room, just in time to see the Worm bite Gregoth. She immediately Devises a Strategem. Free action because it's the target of one of her investigations.

Devise a Strategem: 1d20 ⇒ 1
Recall Knowledge

With no good shot, she Strides forward and slaps on a bandage. I believe Gregoth is at 201/315 at this point, meaning Félicité has no reason to use a second bandage.

Doctor's Visitation: 2d8 + 30 + 18 + 10 ⇒ (4, 1) + 30 + 18 + 10 = 63

She then ◆ shields herself.

--Round 4

Overwhelmed by the presence of the worm, Félicité puts her shortbow away ◆, before rethinking her life decisions, and redrawing it ◆. One or two action tribute, depending on whether redrawing her bow counts as tribute.

Devise a Strategem: 1d20 ⇒ 19
Recall Knowledge

Shortbow: 19 + 31 = 50
Piercing: 3d6 + 6 ⇒ (5, 3, 1) + 6 = 15 plus Sonic: 1d6 ⇒ 6 plus Precision: 5d6 ⇒ (1, 4, 1, 4, 2) = 12
Didactic Strike, Strategic Bypass

Battle Medicine: 2d8 + 30 + 18 + 10 ⇒ (6, 8) + 30 + 18 + 10 = 72


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

Turret again finds himself compelled to sing the a Worm King's praises. Finally, the dissonance between his lips and his heart are too much and he breaks free, sending another arrow toward the monstrous worm.

◆◆◆ song of tribute

[(Q) Bow: 1d20 + 30 ⇒ (19) + 30 = 49
Damage (sonic): 3d6 + 3 + 1d6 ⇒ (3, 4, 3) + 3 + (4) = 17


Night of the Gray Death

GM Screen:

Félicité Occultism (M): 1d20 + 30 ⇒ (11) + 30 = 41
Félicité Occultism (M): 1d20 + 30 ⇒ (7) + 30 = 37

Félicité:
You don't recall anything more about the worm now you're looking at it

Félicité rushes back into the room and fixes up Gregoth's wounds with astounding speed and efficacy, before succumbing to its power and grovelling before it.

A sense of annoyance rolls off the worm in waves as Félicité undoes its work, so it bites at her.

I had its attack bonus wrong earlier

◆ Strike
Bite vs. AC with cover 41: 1d20 + 39 ⇒ (17) + 39 = 56
4d10 + 18 + 2d6 ⇒ (8, 7, 3, 9) + 18 + (2, 1) = 48 doubled due to crit

↺ Glimpse of Redemption
96 73 damage to Félicité!

◇ Improved Grab
↺ Fast Swallow
Athletics, MAP vs. DC 42, enfeebled: 1d20 + 39 - 5 - 2 ⇒ (19) + 39 - 5 - 2 = 51
Bludgeoning, acid: 4d10 + 10 + 2d6 ⇒ (5, 9, 2, 3) + 10 + (5, 5) = 39

39 35 damage to Félicité!

It gobbles her up easily, and then twists its head to belch burning acid over Kaldren and Turrey.

◆◆ Breath Weapon
acid: 14d10 ⇒ (8, 5, 7, 10, 1, 3, 2, 2, 7, 3, 3, 7, 6, 9) = 73

Turrey Reflex (E): 1d20 + 28 + 1 ⇒ (3) + 28 + 1 = 32
Critical Fail => double damage
Kaldren Reflex (E): 1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40
Fail => regular damage

146 damage to Turrey, 74 damage to Kaldren!

Turrey gets sprayed especially badly, and Kaldren takes a nasty glob of the stuff too.

GM Screen:
1d4 ⇒ 4

Despite the pain, Turrey continues to worship the worm while covered in searing acid, before finally breaking free and shooting it

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Zealous Conviction: Everyone +2 status bonus to will saves against mental effects
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 5)

Round 4

...
Turrey 68/204 0/12 Temp HP Heroism(+1), Stupefied 1, Foresight Source, 3/3 images 3/6 tributes paid
Gregoth 295/315 0/(22) Temp HP Heroism(+2), Foresight Target
Kaldren 216/278 +0/12 Temp HP Heroism(+2)
Bellaluna +12/12 Temp HP Heroism(+2) 3/6 tributes paid

Round 5

Félicité 146/242 +0/12 Temp HP Heroism(+1) 2/6 tributes paid Swallowed (Grabbed, Slowed 1, Suffocating 9/9 rounds of air remaining)
The Conqueror Worm -430 Enfeebled 2 until end of turn on round 5
...

Gregoth, Kaldren, Bellaluna and Félicité are up!


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

Um...I think the initiative bolding was a mistake, but I'm just gonna do my last three tributes and be done with 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

Did the worm get Kaldren’s persistent Good damage? I think I recall it being weak to that?

The shield rises jerkily as Gregoth circles around the worm. His steps are unsteady, stones underneath slick with blood and ichor. Grimly he surveys the undulating mass before him, trying to figure out where Félicité is.

Longsword, Heroism: 1d20 + 32 + 2 ⇒ (9) + 32 + 2 = 43 (If that’s a miss, he’ll use his reaction for Perfect Clarity)

Possible Perfect Clarity:
Longsword, Heroism, Circumstance: 1d20 + 32 + 2 + 2 ⇒ (16) + 32 + 2 + 2 = 52

Piercing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (7, 3, 2) + 11 + 13 + (3) = 39

Longsword, Heroism: 1d20 + 32 + 2 - 5 ⇒ (19) + 32 + 2 - 5 = 48 (Ooo! If that’s a hit, it’s a crit thanks to the Keen rune)
Piercing damage, Negative damage (?), Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (4, 8, 8) + 11 + 13 + (3) = 47

Again and again he drives the point of the sword in his hand into the fleshy mass, not seeming to notice or care if the blows are superficial or wounding.

Raise Shield [A], Stride [A], and Strike x2 [AQ].


Night of the Gray Death
Bellaluna wrote:
Um...I think the initiative bolding was a mistake...

I sneakily edited my post before the hour was up

Gregoth wrote:
Did the worm get Kaldren’s persistent Good damage? I think I recall it being weak to that?

No I forgot that, and it is indeed weak to it

Gregoth strikes at the worm, but before the sword even lands he can see the angle is wrong. His spirits give everything they have to divert the point at the last second and he just manages to cut in deep.

His next strike is just him and the worm. He can see it's nearly done, and he sinks the blade in deep. The worm shudders and convulses, and with his last strength Gregoth drags the blade along the huge worm, gutting it and allowing a burning Félicité to flop onto the floor.

That keen-rune crit took it to -560, and it had 552. Well done! The base creature has 460HP, but I gave it another 20% for the 5 player adjustment. I didn't want to adjust any of its other stats as it was already a very tough opponent

As it dies, Turrey feels a staggering needle of pain in his mind.

This is the big one Turrey. Please make a DC 48 will save against an enchantment, mental, occult, and possession effect. You have a +1 status from inspire defence, but a -1 status penalty from the stupefied condition, and a hero point. There's another room to describe but I'll pause to see how Turrey does


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 it dies, Turrey has a stabbing pain in his head and a sickening feeling in his heart and calls out, "Eternal Rose, please protect me!"

Will: 1d20 + 31 ⇒ (20) + 31 = 51 Phew!!

...And for a moment he swears that he can feel Shelyn kissing his forehead, and he feels at ease.


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

Félicité steps out of the dead worm's mouth, hands still shaking.

She clearly had a lot to contribute to the final encounter.


Night of the Gray Death

As Turrey calls out for Shelyn to protect him, the room flashes and he finds himself alone with the body of the worm, except that its injuries don't seem nearly as severe as a moment ago. He watches in horror as it rises, lifting its body until it fills the vast chamber. It seems even larger than before, undeniably magnificent.

"TURREY BUTTERHILL!" it booms psychically into Turrey's mind, and he feels his whole body go rigid.

"You brought peace to Qadira and held off the undead hordes in Lastwall, but your greatest feat is at hand. Your Apotheosis! You will invite me in to your mind and body, and you will gladly die to allow my magnificence to be reborn. I can feel your excitement at the prospect."

Despite the horror of the situation, Turrey can feel a sense of excitement at the prospect. Surely there isn't anything as pure or perfect at the glistening God before him?

In the distance, at the end of the passage up, Turrey can just hear the sound of a concertina playing. It gets louder, and it's joined by the sound of laughter and approval. A few bad notes stop the performance and replace it with youthful tears, but a loving voice consoles the artist. [b]"Oh Turrey. Shelyn doesn't love you because you're talented, and she'd never withhold that love for a few mistakes. Shelyn loves you because you try. Because you're earnest, and want to create rather than destroy"

The voice gets louder and louder, just as the worm seems to shrink in stature. Turrey finds that he can move again, and a song fills his heart. The worm's voice enters his mind again, but this time it's shrill and reedy, hard to hear. It seems to have shrunk to no bigger than an earthworm now, having to look up at the halfling.

"I am ruin! I am entropy! When all the world's cities crumbl-"

SQUELCH

Turrey wipes the stain off his boot, and opens his eyes.

To the others, Turrey stood rigid with his eyes closed and moving rapidly for a few seconds after the worm died. It wasn't until he opened them again that the psychic pressure vanished in an instant.

I'd forgotten the shield other on Félicité, so she's even less injured than it seemed, and Kaldren slightly more

Looking around the chamber, you find an Impressive Crown hidden in the base of the toppled statue, but the contents of the workspace to the south are much more interesting. Several tables are filled with notes and arcane scribblings, and under each table are guillotine blades.

Félicité Arcana (L): 1d20 + 32 ⇒ (7) + 32 = 39
Turrey Occultism (M): 1d20 + 28 ⇒ (14) + 28 = 42
Kaldren Occultism (T): 1d20 + 22 ⇒ (4) + 22 = 26

Félicité and Turrey look at each other in wonder as they both understand what they're looking at. Detailed instructions for the creation and destruction of the final blades. Although the worm wanted to destroy the blades in a way that would unleash the Gray Deaths lurking within, it's clear from these notes that with the right ritual they could be destroyed safely, in a way that would allow the spirits within to move on to their afterlives correctly.

You learn the Blunt the Final Blade ritual. There are reagents here stockpiled for creation of final blades, but they will work just as well for the destruction ritual.

In the days that follow it becomes clear that neither Keznin nor Turrey have been infected by the worm's telepathic escape. The Gray Gardeners have been broken, rendered leaderless, their Sahkils routed and their stronghold taken. Without the malevolent worm at its heart, Galt has a chance at genuine change, the first in a long time. Camelia Drannoch leads the charge to bring stability back, and she holds you up as figureheads, the heroes who have ushered in a new age. She proposes that five new public holidays are created, one to honour each of the heroes who saved her country.

I'd love to hear what your characters do next. Do you want to take the spotlight? Will you stay in Galt or move on? Will Turrey sing songs across Golarion of the heroes of Galt? Do you want to dismantly the final blades? I think we can narrate the ritual as succeeding if that's what you'd like to do. This is the end of the adventure so it doesn't really matter, but you would level up to 19 at this point too


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

Félicité intends to stay in Galt. She will decline the statue, instead, insisting that "her" holiday be a festival to honor the musical traditions of Galt.

She will attempt the ritual and has Legendary Religion, and then propose that the mundane guillotine be memorialized in a public square (perhaps de-bladed) - not as a threat, but as a warning about letting fear rule instead of love.


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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. | ◆◇↻

Bellaluna only has one objective left: destroy the final blades. With the knowledge of the blunt the final blade ritual, she travels Galt to destroy as many of the artifacts as she can—and she will certainly need help, as she is unable to be the primary caster of the ritual. She will ensure that no one will fall to the Gray Death ever again.


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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

Gregoth is little help with the dulling of the blades, but he can at least carry the sacks of dirt and silver powder from town to town, city to city. For a time, there is peace on his face rather than its usual mask of numbness over loneliness and sorrow. The shadows are less prone to reach out and cling to him, he flinches less often from unheard words whispers in his ear, he sleeps and wakes up fewer times to a pillow that is somehow both soaked and scorched. And with each guillotine Félicité, Kaldren, and Turrey blunt, with each release of souls trapped no longer, Gregoth's newfound peace is prolonged just a little bit longer.

But there comes a day when there are no more blades to break. Slowly the pain returns, slowly the hands stiffen and the leg aches and the air catches in his throat just a little bit with each breath. Slowly the shadows emerge from their hiding places beneath his feet and underneath his cloak to cling and grasp and whisper and scream and pull and push. Each morning finds him looking to the west, towards Lake Encarthan and the Gravelands beyond, tears streaming unnoticed down his face. And one day, he is gone.

As time passes, the holiday once held in honor of the broken man who should have been dead changes. Where once it might have found people feasting into the night and lighting fires to chase away the shadow of death, it turns slowly to a day of remembrance and honoring of loved ones already passed on instead. Some towns would build a bonfire and toss in paper notes or scraps of fabric, to represent the act of letting go - others would light candles from a central firepit to take home as tokens of remembrance. And as even the brightest flame must one day burn itself out, so too do these traditions change and fade over time until even they are lost to the shadows.


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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, of course, is quite at home in the spotlight. He is happy to tell the tale of his, Bellaluna's, Félicité's, and Gregoth's heroic travails. He tells it frequently over the next few weeks, and with each telling it grows more colorful and grander.

He stays on in Galt to help ensure the destruction of the blades. When Félicité proposes a guillotine memorial, Turrey is excited about the idea, and suggests that they commission a craftsperson to modify the blade so that it appears to be in the process of transforming into roses. At the dedication of the memorial he sings a new ballad that he's written (with a piano on hand, so that Félicité can accompany him). While he's still working on one about their heroic victory over the worm, this one is something else: a tribute to the spirit of the people of Galt, one filled with conviction that Galt itself shall blossom again with art, beauty, trust, and kindness. He includes a verses about those dead who we must honor, and the first is about Félicité's departed husband Camille. Another sings of his own former flame, Thibeault the potter, whose death brought Turrey to Galt.

He stays on for a few more days after the memorial, but eventually hears the call to move on. Before he does, he finds each of his companions and says adieu with a kiss, and his hope to see them again. Then he flies off on his carpet to sing the praises of the Eternal Rose–and to spread his ballad of Galt's budding redemption–across nations of Golarion.


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

Félicité exits the catacombs to find a scene of chaos. The abrupt power vacuum in the city has led to panic and carnage spreading like wildfire across the city. Parents desperately seek their children, and children desperately seek their parents.

Félicité scoops up a bawling toddler in one arm as she reassures the people of Litran that they are safe. She commands the angry mobs to focus on aiding the rebuilding, rather than hunting down the fleeing Gardeners.

One by one, the Final Blades are dragged into the light, and each decommissioned with a blaze of necromantic energy. Their de-bladed husks are memorialized in the town square as a reminder that hope, not fear, rules the city now.

The toddler, whose parents perhaps fled in panic and guilt, becomes the son that Félicité never had. She names him Camille Pleyel, an echo of a past life.

---

One year later, Félicité inaugurates the first Litran Music Festival with a piano recital. Twenty of her students, starting from those who can barely mount the piano stool to repentant Grey Gardener assassins, showcase their newfound skills.

Chopin Etude Op 10 No 1 "Waterfall"

The legendary Turrey Butterhill is invited as a headlining guest.


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Night of the Gray Death

In the days and weeks that follow, you travel around Galt and systematically dismantle the final blades. As the tale of your deeds preceedes you, you find your welcome growing in each town. By the end children can be seen dressed up, wielding pairs of wooden "hand-crossbows", dressed in Pharasman cassocks, or laughing faces painted incongruously with dark streaming tears.

The festivities in each town are more lavish than the last, and there is an unspoken awareness that all present are witnessing history. The slightest of your comments or actions are weaved into legend, and at the next town you visit you can overhear embelleshed stories made from them, Turrey's songs already being sung by the time you arrive.

By the time of Félicité's inaugural music festival a year later, most of you have moved on, but the effects of your deeds will echo throughout Galt's history. Camilia Drannoch has made quick strides to restore order after the collapse of the Gray Gardener leadership, helped in no small part by your association with her. Keznin's small shop in Litran has become overwhelmed with visitors when it becomes known that he aided you, and the quiet Tengu is delighted that his alchemical remedies have become fashionable throughout the country, even if he is a little uncomfortable with his new-found celebrity.

In the turmoil though, crime flourishes. Just when people begin to wonder if Camillia's new regime will be able to survive, there are sightings of Gray Gardeners again. Purse snatchers and cut-throats turn up in front of guard-huts, bound but not hurt. Are these new Gardeners survivors of the old regime, or just citizens moved to put a stop to injustice? Either way, without the rotten core at the heart of the organisation, there is hope for Galt in its new age.

Thanks once again for playing everyone! I hope those of you who are intending to use your boon have fun with your new Gardener characters, I'll mark this as inactive in a few days


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

Thanks for running, GM, and happy hunting, everyone!


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

Thanks again!! I'm very happy I got to be part of this with yall.

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