GM ZD Breaking the Storm Arc (Inactive)

Game Master Z...D...

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Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

I am going to assume that means I need to spend one of my actions this turn to do that.

Bardyth will climb over the edge, draw his glaive, and rage. Respo ding back in cyclopian.

Cyclopian:
"Urxehl will have to reward you in the Boneyard, you filth."

10ft reach, AoO:

glaive: 1d20 + 17 ⇒ (4) + 17 = 21
slashing, Ghost touch, cold iron: 2d8 + 16 ⇒ (6, 5) + 16 = 27
deadly d8: 1d8 ⇒ 5

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Performance (dance): 1d20 + 15 ⇒ (14) + 15 = 29
Lingering Performance
Inspire Defense

She starts to dance, and says in Cyclopean, "I'm sorry but did you get Urxehl's promise in writing? As an attorney, I have to advise that it is always best to cover your bases with demonic entities before committing to minion status."

Diplomacy M: 1d20 + 19 ⇒ (3) + 19 = 22 Boo!

◈ Bon Mot
◈ Identify (what are these things/)


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Barydeth will climb to the top and ready himself for some action.

GM:

bardic lore: 1d20 + 14 ⇒ (8) + 14 = 22

Pip begins her defensive dance. She does not recall anything about these uncommon creatures.

Red holds a green gem over it's head. Ionic begins to see his own death and his body slowly turning to stone. Ionic needs to make a DC 25 Will save vs emotion, fear, mental, primal. On Fail, frightened 1, crit fail - frightened 2

It then steps towards Ionic and swipes at him with some jagged claws.

claw: 1d20 + 17 ⇒ (14) + 17 = 312d6 + 10 ⇒ (1, 3) + 10 = 14
Hit. 14-2=12 Slashing damage. Ionic then needs to make a DC 25 fortitude save vs curse, primal, transmutation. Failure means you are permanently slowed 1. Crit fail makes it 2, as you body slowly becomes stone.

Pip-Inspire Defense is up for 3 rounds

Round 1-Bold May Act
Barydeth
Pip
Red
Salliss
Herondal

Green
Ionic
Hopper

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Would wait for Herondal to finish first in case of Inspire Courage. Did not include it below.

Salliss moves up to green and stabs it. He then says an arcane word to bring up his shield.

Stride, Quick Draw, Cast Shield

+1 Striking Cold Iron Rapier: 1d20 + 17 ⇒ (7) + 17 = 24 Disarm, Finesse
Piercing: 2d6 + 6 ⇒ (3, 5) + 6 = 14
On crit Deadly: 1d8 ⇒ 7
Sneak Attack: 2d6 ⇒ (1, 2) = 3

So are they saying anything I need to know about?

Horizon Hunters

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NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic feels both a double threat from the mental images the gem gives him and the physical effects of the scratches on his own form.

Will save, Inspire Defense (oops): 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22

Fort save, Inspire Defense (oops): 1d20 + 14 - 1 + 1 ⇒ (15) + 14 - 1 + 1 = 29

The gem unnerves him as he has a mental image of a crew member from back in his pirating days that fell prey to the breath of a gorgon and turned to stone. In his mind's eye the scene slowly changes to it being himself that took the brunt of the effect.

Shivering slightly, it makes the dwarf easier to hit. Taking the slash, Ionic breaks out of his intrusive vision and quickly gets his breathing and mind back into the fight. "Ya not gettin' 'way wid dat!" His body fights off the petrification effects as he prepares to start swinging his weapons.

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Everyone, don't forget +1 Inspire Defense in your saves!

"They just said that Urxehl will be pleased with them ambushing us, you know, typical 'Muahaha, aren't we great minions!'" Pip looks worried as they brandish those gems. "I have no idea what they are, but I don't like what they are doing with those gems."

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

It looks like Herondal just started climbing when the ambush happened.

Herondal will climb down. ◆ Assurance.

Then act out a scene of betrayal involving 2 mighty lizards on a spaceship. ◇◆

Lingering Performance into Inspire Courage Perform DC 24?: 1d20 + 20 ⇒ (12) + 20 = 32

3 rounds.

"What are they?"
Dramatically Glare at red to Demoralize: 1d20 + 20 ⇒ (11) + 20 = 31


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

The DC for Inspiring is 24 now.

Herondal, demoralize has a range of 30ft. Your at the entrance ramp at 30ft, they are on the landing at 80ft. So you can declare a different action.

Herondal moves and inspires the party.

Salliss' thrust misses.

The green creature retaliates. First putting evil visions in Salliss mind. Salliss needs to make a DC 25 Will save vs emotion, fear, mental, primal. On Fail, frightened 1, crit fail - frightened 2

Followed up by a pair of swipes.

claws: 1d20 + 17 ⇒ (4) + 17 = 212d6 + 10 ⇒ (1, 2) + 10 = 13Miss
claws: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 332d6 + 10 ⇒ (3, 6) + 10 = 19
Critical hit. 19*2=38-2=36 points of slashing. Salliss then needs to make a DC 25 fortitude save vs curse, primal, transmutation. Failure means you are permanently slowed 1. Crit fail makes it 2, as you body slowly becomes stone.

From the shadows of the cieling, a shadow demon emerges, and closes in on Barydeth.

Barydeth takes a swing at as it closes in. It just misses the demon.

It touches Barydeth in an attempt to take control of his body. Barydeth needs to attempt a DC 28 Will Save vs Incapacitation, Mental, Necromancy, and Possession traits

Now, things may get a but screwey depending on Barydeth's Save. If he succeeds, fails or crit fails, the demon is absorbed into his body. If he crit succeeds, the demon stays where it is. Also, it looks like the demon is outside, he is currently actually floating above Barydeth.

Barydeth Possessed?:
If it was a success, nothing special, it just catches a ride with you.

If you fail the initial save, at the beginning of each of your turns, you get to make a will save at the same DC, 28. If you fail the new save, it controls you. If you succeed the new save, you can choose your own actions; and if you critically succeed the new save, you force the demon out.

If you critically fail, you are fully controlled by it.

Pretty much, and this sucks, if it does control you, it would have you attempt to push Ionic off the ledge. If that was unsuccessful, it would have you just attack him.

Round 1-Bold May Act
Barydeth
Pip
Red
Salliss: Possibly frightened, possibly slowed
Herondal
Green
Blue
Ionic, frightened 1
Hopper

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Will, ID: 1d20 + 12 ⇒ (4) + 12 = 16 Normal failure
Fort, ID, Frightened: 1d20 + 12 + 1 - 1 ⇒ (9) + 12 + 1 - 1 = 21 Hero Point
Fort, ID, Frightened 1, Reroll: 1d20 + 12 + 1 - 1 + 1 ⇒ (8) + 12 + 1 - 1 + 1 = 21 No change. :(

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Start the climb again then. All my spells are 30ft.

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip crosses her fingers for her giant friend, who appears to be in deep trouble!

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic gives a small look of worry at the demon thing that showed up out of the blue and currently is in the process of trying to posses the big bruiser next to him...

Course of action would depend on whether demon friend is there or not.

If Bardyth Crit saves:
Ionic marks the demon as his prey and then pulls out his dagger, trying to cut the wispy thing down and glad he got that ghost touch rune. "Bardyth, DUCK!"

He then turns and pulls a similar maneuver with his axe as well.
◈ Hunt Prey
◈ Quick Draw
◈ Quick Draw
Rolls below

If Bardyth becomes the host of a new demon buddy:

Ionic gives the barbarian next to him a worried look but decides to not worry about it too much, as there are other threats nearby. "Bardyth if that's still you in there, give me a thumbs up and say that you'll never be as good of a climber as me."

He then turns his attention away from the halfling and focuses on the thing in front of him. Marking it's movements and which side it seems to favor, before lashing out with his dagger and then axe.
◈ Hunt Prey
◈ Quick Draw
◈ Quick Draw
Rolls below

+1 Striking Clan dagger, Hunted prey, Frightened 1, IC, Ghost touch: 1d20 + 16 + 1 - 1 ⇒ (19) + 16 + 1 - 1 = 35
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (1, 4) + 6 + 1 = 12

Dwarven Waraxe, Doubling ring, Hunted Prey, 2nd strike, IC, Frightened 1: 1d20 + 16 + 1 - 1 - 3 ⇒ (11) + 16 + 1 - 1 - 3 = 24
Damage, Slashing, Doubling rings, IC: 2d8 + 6 + 1 ⇒ (2, 8) + 6 + 1 = 17

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Can Hopper use the balance checks from before? If so he would command Wolfie to get next to Saliss

"Steady, steady Wolfie. You got this."

He looks around and tries to identify the creatures and the demon.

Occultism, Arcana +13, Nature +9 but no Religion, Crafting +18 + Dubious Knowledge feat

I suspect that the demon can be identified with Religion => in that case I have an action remaining and then I do the attack. But if I can use Occultism I would recall knowledge

If he can't use two actions to recall knowledge:

Then he pulls out an Bottled Lightning flask and tosses it at green

Bottled Lightning@green, ic: 1d20 + 16 + 1 ⇒ (4) + 16 + 1 = 21
Damage, electricity: 2d6 + 1 ⇒ (1, 6) + 1 = 8 +2 splash electricity only to green, flat-footed on hit

Verdant Wheel

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Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

out of my own curiosity. When you say I just missed that AoO. Did it miss by 1? If so, my roll did not include the inspire courage from Herondal. Which then hit, and 1 higher damage. Just doing what I can while I am still sane-ish. Also, I'll have my result show below. But since I have no idea what the things CR is. I don't know if the incapacitation trait matters. Level 8 here. So if it is 7 or less, treat my result as 1 stage higher.

will save, id: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19

going to hero point that, since I can't roll much lower.

heroic will save, id: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36

so, either a success or a crit success, depending on CR. Either way, can I attack it even if it had a "free ride"?

If can attack Demon, these swings are on. If not, then on Red.

Swing one,

glaive, ic: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23
slashing, Ghost touch, cold iron ic: 2d8 + 16 + 1 ⇒ (6, 7) + 16 + 1 = 30
deadly d8: 1d8 ⇒ 4

Swing 2,

glaive, ic, map: 1d20 + 17 + 1 - 5 ⇒ (12) + 17 + 1 - 5 = 25
slashing, gt, ci, ic, forceful: 2d8 + 16 + 1 + 2 ⇒ (4, 8) + 16 + 1 + 2 = 31
deadly d8: 1d8 ⇒ 1

Crit fish

glaive, ic, major map: 1d20 + 17 + 1 - 10 ⇒ (20) + 17 + 1 - 10 = 28
slashing, gt, ci, ic: 2d8 + 16 + 1 ⇒ (1, 8) + 16 + 1 = 26
deadly d8: 1d8 ⇒ 5

aoo:

glaive, ic: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30
slashing, ic: 2d8 + 16 + 1 ⇒ (4, 7) + 16 + 1 = 28
deadly d8: 1d8 ⇒ 2

end turn

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Oh, hey, looks like the crit fish, actually succeeded. If that 28 would hit normally, and I'm hitting Red, then I use the crit specialization to push HIM off the edge. (Nice idea there Demon... Only downside, is if it fails to grab the edge and drops. Bardyth won't be able to see it anymore. as the bright light on his Glaive from Herondal only extends 60 feet.. Hopefully the drop, drops it. Otherwise, yay for grab-edge... means if climbing up, my AoO matters. )

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Oh, I forget I can get crit specializations, too. On hunted prey at least. The Clan dagger deals 1d6+1 persistent bleed on a crit.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

I just noticed I forgot the forceful on my crit fish. So that crit on the third swing should have +4 more base damage. Sorry.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Okay, let's update this. Thankfully Barydeth crit succeeded. I counted the Inspire in on the AOO as well. It missed due to the good ole' elite template.

Barydeth fights off the demon's attempt to possess him. This causes the demon to cry out in mental anguish.

mental damage to demom: 6d6 ⇒ (4, 5, 3, 1, 4, 6) = 23

Ionic's dagger sticks into the creature, while the second connects, but passes through the body. Both hit. The weapon with ghost touch did full damage and was crit. The axe landed as well, but did not do as much damage.

GM:

nature: 1d20 + 9 ⇒ (8) + 9 = 17

Wolfie moves onto the platform next to Salliss. Hopper can not recall the strange gem-wielding creature either. He thinks no more on the topic and tosses bottled lightning, it connects with the wall. Miss

Round 2

Barydeth turns around and attacks the demon. The first swing goes wide, the second and third connect. The demon poofs as it goes back to its own plane. Thankfully you have ghost touch on that thing.

Round 2-Bold May Act
Barydeth
Pip
Red
Salliss: Frightened 1, slowed 1
Herondal
Green
Ionic
Hopper

GM:

Green: 78/80; sickened 1
Red; 80/80; sickened 1

Envoy's Alliance

1 person marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip gives a jaunty wave as the demon pops back to its own plane, and then glances at Green, whom Saliss is fighting all alone. Maybe she can slow it, or at least distract it so that Saliss can have a better chance of stealing its gem.

Pip says in Cyclopean, "Two gems wanted to go down to the jewelry store to look at rings. Emerald said, 'How about tomorrow?' At this, Sapphire started feeling a bit blue. 'I can't go tomorrow, I'm being embedded in a statue.' Emerald asked, 'Can't you change the date?' Sapphire sighed. 'Naw, my date's set in stone.'"

Diplomacy M: 1d20 + 19 ⇒ (16) + 19 = 35
If success, -2 to Green Will Saves and Perception

◈ Bon Mot
◈◈ Hideous Laughter DC 26 Will Save


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Pip manages to catch it off guard.

The weird worshipper cocks its head towards Pip.

will save-penalty: 1d20 - 3 ⇒ (10) - 3 = 7 Success. It has a ridiculously high will save. It can no longer take reactions.

Red continues it assault on Ionic.

claw: 1d20 + 16 ⇒ (2) + 16 = 182d6 + 10 ⇒ (2, 3) + 10 = 15 Miss

claw - MAP: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 322d6 + 10 ⇒ (6, 4) + 10 = 20 Critical hit. 20x2=40-2=38 damage. Need that DC 24 fortitude save vs curse, primal, transmutation or be slowed 1, slowed 2 on a critical failure

claw-mapx2: 1d20 + 16 - 8 ⇒ (16) + 16 - 8 = 242d6 + 10 ⇒ (1, 2) + 10 = 13 Miss

Round 2-Bold May Act
Barydeth
Pip
Red
Salliss: Frightened 1, slowed 1
Herondal

Green
Ionic
Hopper

Horizon Hunters

2 people marked this as a favorite.
NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic gives a growl as he turns back and faces the other enemy next to him, blood dripping from the new, deep wound. "Wait ya turn! I'll get ta ya SOON!"

Fort save: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35

The Dwarf stares down the creature, "Didn't work de first time. Why it gonna now?"

Horizon Hunters

3 people marked this as a favorite.
CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

"They use the Gem to see and they are weak to sonic damage, I am almost certain of that. " yells Hopper

Vigilant Seal

2 people marked this as a favorite.
Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Hearing Hopper, Sallis decides he has little to lose by trying to get the gem away.

Disarm (Athletics) with +1 Striking Cold Iron Rapier, Frightened: 1d20 + 13 + 1 - 1 ⇒ (13) + 13 + 1 - 1 = 26 Disarm, Finesse

He then moves back to a position where he hopes to have an advantage over the creature — the beams.
Acrobatics to Balance: 1d20 + 19 ⇒ (6) + 19 = 25 Steady balance so crit success

Inspire Imatation if anyone else in the party tries to balance:

Acrobatics: 1d20 + 19 ⇒ (13) + 19 = 32 Since this is an Aid I think that makes it a crit success for +2

Disarm attempt, stride. Stride would provoke AoO.

Envoy's Alliance

1 person marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

*Ahem!*

Stride will not provoke an Attack of Opportunity. I just spent a second level spell to insure that.

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

"e right there."

Herondal continues to climb until he is just below/behind Barydeth. ◆◆◆


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Salliss attempts to disarm the creature of its precious gem. The rapier finds its mark, but only manages to loosen the grasp.

Herondal continues his climb.

**************************************************************************

Green strides towards Hopper and attacks.

claw: 1d20 + 16 ⇒ (1) + 16 = 172d6 + 10 ⇒ (1, 2) + 10 = 13
claw + MAP: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 262d6 + 10 ⇒ (4, 4) + 10 = 18 Hit. 18-2=16 damage. Need that DC 24 fortitude save vs curse, primal, transmutation or be slowed 1, slowed 2 on a critical failure

Round 2-Bold May Act
Barydeth
Pip
Red
Salliss: slowed 1
Herondal
Green
Ionic
Hopper

Barydeth and Pip are on deck. Your actions will take place after Ionic and Hoppers if you want to post them now. Just to keep things moving

Horizon Hunters

1 person marked this as a favorite.
CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Fortitude save, id, DC24: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34

Hopper withstands the curse with no trouble "Is that what you have?"

He jumps off Wolfie's saddle and strikes with his dogslicer

Dogslicer@red flanking, ic: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
Damage, backstabber, ic, wounding rune: 2d6 + 1 + 1 + 1 ⇒ (6, 6) + 1 + 1 + 1 = 15 1d6 bleeding damage on hit

"Wolfie bite the other!"

Dismount, strike, command animal


mature animal companion lvl 8 HP 45/78 | AC 24 | F +15 R +16 W +12 | Perc +14 (low-light vision, scent (imprecise, 30 feet)) | Stealth +14 45 ft.

Wolfie jumps on the creature and bites it twice

Jaws@green, ic: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Damage, ic, piercing: 2d8 + 3 + 1 ⇒ (1, 6) + 3 + 1 = 11

Jaws@green, ic: 1d20 + 13 + 1 - 5 ⇒ (18) + 13 + 1 - 5 = 27
Damage, ic, piercing: 2d8 + 3 + 1 ⇒ (6, 6) + 3 + 1 = 16

Wolfie takes a defensive posture, back to back with Hopper. He growls loudly

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

one thing I hate about maps like this... determining which squares are actually able to be stood on at times.

on deck actions, if red is still alive:

Seeing that Ionic is a bit worse for wear than Hopper, Bardyth fights to protect the dwarf.

if red drops at any point during this, replace the swing with a leap to the square just west of green. (Assuming I can stand there. If not, let me know, and I'll decide what I'm doing XD)

glaive, ic: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34
slashing, Ghost touch, cold iron ic: 2d8 + 16 + 1 ⇒ (1, 3) + 16 + 1 = 21
deadly d8: 1d8 ⇒ 6

Then again

glaive, ic, map: 1d20 + 17 + 1 - 5 ⇒ (8) + 17 + 1 - 5 = 21
slashing, Ghost touch, cold iron ic, forceful: 2d8 + 16 + 1 + 2 ⇒ (7, 7) + 16 + 1 + 2 = 33
deadly d8: 1d8 ⇒ 8

And, if still up (which is likely ad that probably missed.) Crit fishing.

glaive, ic, super map: 1d20 + 17 + 1 - 10 ⇒ (3) + 17 + 1 - 10 = 11
slashing, Ghost touch, cold iron ic, super forceful: 2d8 + 16 + 1 + 4 ⇒ (4, 6) + 16 + 1 + 4 = 31
deadly d8: 1d8 ⇒ 5
that's pretty certainly a whiff. Oh well.

AoO if it matters:

glaive, ic: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
slashing, Ghost touch, cold iron ic: 2d8 + 16 + 1 ⇒ (6, 3) + 16 + 1 = 26
deadly d8: 1d8 ⇒ 1

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic takes a moment to take in the thing in red next to him. "'ow ya seein' wid out eyes? 'ey, 'opper! 'ow dese guys see wid out eyes? Ya know?"

Ionic puzzles over their face-less faces as he returns the last attack three times over.

“First de Axe!” Dwarven Waraxe, Doubling ring, IC: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Damage, Slashing, Doubling rings, IC: 2d8 + 6 + 1 ⇒ (7, 4) + 6 + 1 = 18
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch, IC: 1d20 + 16 - 2 + 1 ⇒ (17) + 16 - 2 + 1 = 32
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch, IC: 1d20 + 16 - 4 + 1 ⇒ (15) + 16 - 4 + 1 = 28
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip tests the theory that Green is weak to sonic.

◈◈ Soundburst Level 3, 30 ft range, 10 ft burst, DC 26 Fort Sonic Damage: 3d10 ⇒ (9, 4, 6) = 19

She also spends an action to identify Green, since she failed to identify Red earlier.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Hopper's attack misses.

Wolfie manages to land the second bite, nearly chipping a tooth in the process. Some sort of resistance

All three of Ionic's attacks land. Sparks fly as they hit their stone-like skin. Some sort of resistance

Round 3

Barydeth manages to land a single blow, bending around Ionic. The hit deflect off the skin, but leave a blister from being exposed to something they do not like. Found a weakness

save: 1d20 ⇒ 14 Save

The creature ignores some of Pip's Spell.

Secret:

pip's bardic lore: 1d20 + 14 ⇒ (9) + 14 = 23

Pip is still unsure what these things are.

************************************************************************

Red, agitated with the dwarf, continues to assault him.

claw: 1d20 + 16 ⇒ (18) + 16 = 342d6 + 10 ⇒ (4, 5) + 10 = 19 Hit. 19-2=17 slashing damage. DC 24 fortitude save vs curse, primal, transmutation or be slowed 1, slowed 2 on a critical failure

claw + map: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 182d6 + 10 ⇒ (4, 2) + 10 = 16 miss

claw + map: 1d20 + 16 - 8 ⇒ (10) + 16 - 8 = 182d6 + 10 ⇒ (6, 2) + 10 = 18 Miss

Round 3-Bold May Act
Barydeth
Pip
Red-injured
Salliss: slowed 1
Herondal

Green-injured
Ionic
Hopper

GM:

Green: 58/80; sickened 1
Red; 66/80; sickened 1

Vigilant Seal

1 person marked this as a favorite.
Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Some sort of resistance and a weakness. That is going to complicate things! Fortunately it looks like Ionic has enough power behind his blows to still hurt them.

Ug! Feels like I’m moving in water only thicker!

Salliss stands balanced on the beam, points up at Ionic, and utters a few arcane words.

Smiling, he says “Now let’s see how fast you can take them down Ionic!

Caste Haste on Ionic.

Horizon Hunters

1 person marked this as a favorite.
NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic takes in the red Welt of pain that Bardyth's attack leaves and gives a smile. He'd picked up this very weapon for this possibility.

Guess the Axe is going away and the trident is coming out instead. And looking back at my last post I just realized I didn't take a third action. Hopefully the first two damage rolls were combined before resistances and etc. were applied.

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

"Let's test some things."

Green is 30ft away and I think we are at the same elevation.

If green is within 30 feet::

Herondal glares at the nearest enemy before sending sparks them both.

Intimidating Glare against green to demoralize: 1d20 + 20 ⇒ (20) + 20 = 40

Electric Arc on red and green DC 25 simple reflex save: 4d4 + 4 + 1 ⇒ (2, 2, 4, 2) + 4 + 1 = 15 ◈◈

If green is more then 30 feet away::

Level 3 Magic missile against red: 6d6 + 6 + 1 ⇒ (4, 5, 6, 1, 4, 1) + 6 + 1 = 28 ◈◈◈


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Salliss hastens Ionic.

Herondal attempts to stare down the Stygira, it seems to ignore him completely. Seems they are immune to the visual effects

green reflex: 1d20 ⇒ 19 Success
red reflex: 1d20 ⇒ 20 Critical Success

Red dodges the arc completely and green dodges some of it.

************************************************************************

With no other target present, Green goes after Wolfie.

claw: 1d20 + 16 ⇒ (7) + 16 = 232d6 + 10 ⇒ (1, 6) + 10 = 17 Miss

claw + map: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 282d6 + 10 ⇒ (1, 6) + 10 = 17 Hit. 17-2=15 slashing damage. DC 24 fortitude save vs curse, primal, transmutation or be slowed 1, slowed 2 on a critical failure

claw + map*2: 1d20 + 16 - 8 ⇒ (12) + 16 - 8 = 202d6 + 10 ⇒ (3, 5) + 10 = 18 Miss

Ionic, need you to attempt the save against the claw attack as well.

Round 3-Bold May Act
Barydeth
Pip
Red-injured
Salliss: slowed 1
Herondal
Green-injured
Ionic
Hopper

Round 4-Bold May Act
Barydeth
Pip

GM:

Green: 51/80; sickened 1
Red; 50/80; sickened 1

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Performance (dance): 1d20 + 15 ⇒ (8) + 15 = 23 Ooh, so close!
Lingering Performance
Inspire Defense

◈ Pip pulls out her whip.

Then she attempts to disarm Red. "Ha! This is the first time I'm using this whip ever, but hey... I think I can make it look cool!"

SNAP!

Athletics to disarm Red: 1d20 + 9 ⇒ (18) + 9 = 27
Hey! Is that the +2 to Bartyth that I think it is?

Verdant Wheel

2 people marked this as a favorite.
Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

a 27 passed earlier, so I'd say it likely is.

Bardyth, seeing the trend of disarming, stores his glaive, draws his strange tentacle whip, and then attempts to disarm red.

athletics, competence bonus: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39

And I do believe that is a crit success then.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

We will see once Ionic and Hopper go. The magic 8 ball says highly likely.

Reminder, you do not get the bonus, they take a penalty, so technically, some else could aide you to beef that number even higher.

Vigilant Seal

1 person marked this as a favorite.
Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Kick the gem down the shaft!

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

◇ Filk!

♫ Crack that whip
Bardyth and Pip!
Let us condemn
Creeps with gems

When you see one creep along
You must whip it
And that curse just's wrong
You must whip it
Together strong
We must whip it

Now whip it
Don't debate
Shape it up
Get straight
Go forward
Move ahead
Try to detect it
It's not too late
To whip it ♫

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
PFS 2 GM ZD wrote:

We will see once Ionic and Hopper go. The magic 8 ball says highly likely.

Reminder, you do not get the bonus, they take a penalty, so technically, some else could aide you to beef that number even higher.

well, I was saying it'd be a crit, since I rolled 10 higher (13 with the circumstance bonus). So if a 27 is a success, it's a crit success. ;) also, the rules say I DO get the bonus, and thus, no aid. Sadly.

"Success You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
Bardyth the Giant wrote:
PFS 2 GM ZD wrote:

We will see once Ionic and Hopper go. The magic 8 ball says highly likely.

Reminder, you do not get the bonus, they take a penalty, so technically, some else could aide you to beef that number even higher.

well, I was saying it'd be a crit, since I rolled 10 higher. So if a 27 is a success, it's a crit success.;) also, the rules say I DO get the bonus, and thus, no aid. Sadly.

"Success You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item"

I stand corrected. I thought they just took the penalty.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Whoops missed that I needed a save as well. These things don't miss much do they?

Fort Save: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31

Still only feeling the pain from the attack and not even noticing the stonifying effects, Ionic drops his axe, praying it stays on the ledge with him as he pulls out his trident and lashes forwards with it.

“Axe ain’t working! Put ‘oles in it!” Trident, Cold Iron, Doubling ring, IC: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
Damage, piercing, Cold Iron, IC: 2d8 + 6 ⇒ (7, 5) + 6 = 18

Then with both weapons in hand he lashes out in a quick one-two and follows that with two more attacks from his dagger.

Trident, Cold Iron, Doubling ring, Hunted Prey, IC: 1d20 + 16 - 3 + 1 ⇒ (5) + 16 - 3 + 1 = 19
Damage, piercing, Cold Iron, IC: 2d8 + 6 + 1 ⇒ (2, 1) + 6 + 1 = 10

+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch, IC: 1d20 + 16 - 4 + 1 ⇒ (4) + 16 - 4 + 1 = 17
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (4, 1) + 6 + 1 = 12
Damage is combined for resistances and weaknesses if both of these strikes hit.

He lashes a fourth time with his dagger.
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch, IC: 1d20 + 16 - 4 + 1 ⇒ (16) + 16 - 4 + 1 = 29
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13

Before feeling the effects of the haste spell and slicing a fifth time.
+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch, IC: 1d20 + 16 - 4 + 1 ⇒ (17) + 16 - 4 + 1 = 30
Damage, Piercing, IC: 2d4 + 6 + 1 ⇒ (3, 4) + 6 + 1 = 14

◇ Release the axe, ◈ Quick Draw, ◈ Twin Takedown, ◈ Strike, (haste) ◈ Strike.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper do appreciate Ionic distracting the creature, he hops from one leg to another while making a circle with his dogslicer, finally, he attacks slicing upwards hoping to find a weak spot

Cold-iron dogslicer@red, ic, flanking: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37
Damage, cold-iron, slashing, backstabber, ic, pure goblin awesomness: 2d6 + 1 + 1 + 1 ⇒ (3, 6) + 1 + 1 + 1 = 12
+1d12 bleeding since it is a crit, and creature is flat-footed till next Hopper round due to goblin weapon frenzy

Hopper yells in joy and slices again "Hold on Wolfie, I will be right by you!"

Cold-iron dogslicer@red, ic, flanking, map(agile): 1d20 + 16 + 1 - 4 ⇒ (8) + 16 + 1 - 4 = 21
Damage, cold-iron, slashing, backstabber, ic, pure goblin awesomness: 2d6 + 1 + 1 + 1 ⇒ (2, 6) + 1 + 1 + 1 = 11

Attack, attack, command animal


mature animal companion lvl 8 HP 45/78 | AC 24 | F +15 R +16 W +12 | Perc +14 (low-light vision, scent (imprecise, 30 feet)) | Stealth +14 45 ft.

Fortitude save, id, DC24: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16

Wolfie begins to stiffen from the hit, Hopper turns his head "No Wolfie, stay with me!"

Fortitude save hero point, id, DC24: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24 That's better, however, I know that it is not clear if minions even can be slowed, but I will not take the chances.

Wolfie strikes on the creature

Jaws@green, ic: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21
Damage, piercing, ic: 2d8 + 3 + 1 ⇒ (1, 5) + 3 + 1 = 10

Jaws@green, ic: 1d20 + 13 + 1 - 5 ⇒ (12) + 13 + 1 - 5 = 21
Damage, piercing, ic: 2d8 + 3 + 1 ⇒ (4, 3) + 3 + 1 = 11


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Hopper lands a vicious hit on the creature. It's weaknesses and resistances equally out. The second one misses.

Wolfie fights off the pertification. Both strikes miss.

Ionic unleashes a flurry of trident and dagger strikes. Only the last two connect for minimal damage.

Round 4

Pip keeps her song going and draws a whip. She snaps it at the gem, managing to loosen the red creatures grip.

Barydeth draws a whip of his own. The lash connects and the gem goes clanking to the ground.

In what can be described a panic, the creature begins shouting in cyclopian.

Cyclopian:
Damn trespassers, I can not see. Brother, where is it.

************************************************************************

The creature swings its claws out and about in a crazy fashion.

hidden, DC 11: 1d20 ⇒ 20 Success
claw vs Ionic: 1d20 + 16 ⇒ (9) + 16 = 252d6 + 10 ⇒ (5, 2) + 10 = 17 Miss

hidden, DC 11: 1d20 ⇒ 15 Success
claw + MAP vs Hopper: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 182d6 + 10 ⇒ (5, 4) + 10 = 19 Miss

hidden, DC 11: 1d20 ⇒ 15 Success
claw + MAP*2 vs Ionic: 1d20 + 16 - 8 ⇒ (8) + 16 - 8 = 162d6 + 10 ⇒ (4, 5) + 10 = 19 Miss

bleed: 1d12 ⇒ 111d20 ⇒ 15 Continues to bleed. Unknown GM shenanigans going on

Cyclopian:
I know they are here.

Round 4-Bold May Act
Barydeth
Pip
Red-bloodied
Salliss: slowed 1
Herondal

Green-injured
Ionic
Hopper

GM:

Green: 51/80; sickened 1
Red; 13/80; sickened 1; d12 bleed

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Pip, can you use telekinetic projectile to throw the gem at Green?

Salliss doesn’t know Herondal can cast it.

Salliss then gets out his moderate healing potion and quaffs it.
Healing: 3d8 + 10 ⇒ (3, 2, 3) + 10 = 18

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

telekinetic projectile still causes blugoning/slashing/or piercing damage. Unless your idea is to just get it out of reach. But the spell is not very clear on where the object ends up after use.

Still cramped up here so Herondal will do a bit of dramatic miming. ◆
Then shock the 2 enemies again. ◆◆

Electric Arc on red and Green DC 25 simple reflex save: 4d4 + 4 + 1 ⇒ (1, 2, 4, 1) + 4 + 1 = 13

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
Herondal Lapetty wrote:

SNIP

Unless your idea is to just get it out of reach. But the spell is not very clear on where the object ends up after use.

I'd use it for this alone. Or mage hand it off the ledge, if anyone has that. Even if TP doesn't specify what happens to it after casting, it'd be hard to argue it isn't near green rather than red at that point. Just to blind the thing. Heck, if we can blind em both. We can move after attacking each round, and they have to guess where we are to even be able to attack

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