Doug's Strength of Thousands Campaign

Game Master Doug Hahn

SoT (Semester 1-4 Year 4): Map & Reference, Handouts, Macros | Loot | Hero Points


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NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

"Hold on, Alrinkir!" Chimwemwe shouts over the droning as he moves across the sticky floor to come to his friend's aid. "Akoril, one more lightning bolt!"

He puts his shoulder behind his shield and slams his weight toward the bee menacing the automaton. He swats his shield at the bee again in the hopes of taking it out of the fight for good.

◆ Stride (15 ft)
◆ +1 Shield Boss (T), IC vs. #4: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 vs. flanked target
Magic, Bludgeoning, Overdrive, IC: 1d6 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8

◆ +1 Shield Boss (T), IC vs. #4: 1d20 + 9 + 1 - 5 ⇒ (11) + 9 + 1 - 5 = 16 vs. flanked target
Magic, Bludgeoning, Overdrive, IC: 1d6 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

AC 20
-1 attack and damage if Wisps doesn't inspire.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Chimwemwe splats the bee.

You make quick work of the remaining bee.

Before you have time to heal up, you hear Okoro's voice. He sounds anguished.

Keep breathing! Please, I know it's hard. Keep breathing! It's coming from the chamber just to your right.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

"Okoro?" Chimwemwe wonders. He quickly surveys Alrinkiri and determines that they are in serviceable enough condition before moving toward the sound of Okoro's voice. "Is that you, Okoro? It's Chimwemwe."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

O-over here!

A flickering light reveals a dark tunnel leading west and there you find Tzeniwe and Okoro, leaning over Ignaci's body. Their voices are rising in panic; Okoro has one hand in Ignaci's mouth and the others holds cradles his head. Keep breathing! A dead mining bee lies nearby.

Ignaci's face, tongue, and throat are swollen and turning red. His eyes are wide with panic as he gasps for air, each shallow breath getting more difficult than the last.

Tszeniwe sees you. WISPS! CHIMWEMWE! Help! Ignaci got stung… we think he's allergic and is going into shock!

DC 14 medicine as free action:
Ignaci does indeed need help right here, and you are the only ones who can do it.

Repeated failed attempts to help Ignaci may do more harm than good, and if you make a serious mistake it is likely to kill him.

The DC will go up every time you normally fail the medicine check. If you crit fail you will immediately need to make a difficult check or he dies.

You can make a DC 20 medicine check to treat him now, but I recommend attempting to better diagnose it by making the above check first.

Binji runs and hides.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Medicine (E), Assurance vs. DC 14: 17 = 17

"Oh no!" Chimwemwe kneels down beside the Ignaci. His finger begin to draw out invisible diagrams as he surveys the thaumaturge. "This is going to be difficult."

He pulls out several tools, vials, and bundles from his bandolier. Quickly, he crushes a selection of leaves in a mortar, mixes in a colorless solution, and then pours it into a strange vial. He caps the vial with a cork pierced through by a sevencoat serpent fang.

He jabs it into Ignaci's thigh and squeezes down the plunger.

Medicine (E) vs. DC 20: 1d20 + 7 ⇒ (7) + 7 = 14 +1 more if someone has Guidance
Hero Point: Medicine (E) vs. DC 20: 1d20 + 7 ⇒ (15) + 7 = 22 +1 more if someone has Guidance


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Ignaci gasps when the plunger goes into his thigh. His breathing eases a few moments later.

Okoro practically smothers Ignaci with a hug before helping him up. He is better, nbut cannot walk without assistance. We chased off some gremlins playing a sick game by the pond over there, too. I think it's safe to go out, says Tzeniwe. She points to the passage that goes to the pond. And it is not far. adds Okoro. I think we will be able to make it out.

I have updated the map to show you where you are, and where the other cohort came in.


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

"Quick thinking, Chimwemwe. That is an interesting injection device."


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NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Chimwemwe sighs with relief when Ignaci begins moving air again. He wipes the sweat off of his brow and then begins picking up his tools. "My father used to make them for my mother with stonefish spines," he says to Alrinkiri. "When we moved to the mainland, he discovered the fangs of sevencoat serpents worked well, even though they're not venomous. Hmm. The magic is in my mother's recipes, though. Hmm. I was afraid I'd remember it wrong."


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

"Good work, Chimwemwe! Thank you for the help, Okoro, Tzeniwe. We can keep going."


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

"Do we have a few moments to rest first. I could use some repairs, and Soomdevi may need some attention as well. If we are in a hurry, I recently purchased some magical means, instead."

We should do some healing one way or another before moving on.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

"Of course, yes!" Chimwemwe says as he moves to inspect the damage done to Alrinkir's body. He pulls out the modified bludwort and begins to work on the automaton. Glancing at the scratch on his own arm, he muses, "I don't think these--mining bees, did Wisps call them?--these bees are venomous. Ignaci's poor luck would give Mariama's a run for its money."

Once he's finished applying the paste and hammering metal plates back into place, Chimwemwe goes to attend to Soomdevi's rather deep wound. "Let me clean this out. I'll have to suture it loosely."

>>>Medicine<<<

Treat Wounds, Assurance 17 vs. DC 15 @ Alrinkiri: 2d8 ⇒ (5, 1) = 6
Treat Wounds, Assurance 17 vs. DC 15 @ Soomdevi: 2d8 ⇒ (7, 8) = 15
Alrinkiri bolstered: 40 minutes left.
Soodevi bolstered: 50 minutes left.

If we can spare more than 20 minutes, I can heal myself and advance the bolstered clocks another 10 minutes.


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril, not trained in the healing arts keeps watch while Chimwemwe treats wounds and the like.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Chimwemwe is able to get everyone back to full soon enough. Akolil sees another gremlin body in the pool.

Once you are healed up, it is time to pick a direction and continue exploring.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

"Binji? Do you know what's behind that gremlin door?" Chimwemwe asks, pointing to the secret door in the east corner of the bee cave that the grimple pointed out.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Binji knows! That is where more bad gremlins sleep. She has to clean in there, too. She scratches her shoulder and several fleas fall out.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

--Before--

While he waits for Alrinkiri to rest, Chimwemwe pulls out a hammer and a muffle to repair his shield.

Crafting (E) vs. DC 14: 1d20 + 10 ⇒ (5) + 10 = 15

--Now--

"Maybe we should let sleeping gremlins lie and try that tunnel?" he suggests to the others, pointing to the tunnel heading east just north of the gremlin door.

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

Soomdei nods in agreement with Chimwemwe.


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

"Yes. No need to court more conflict if we can avoid it."


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

"Yes, let's go that way."


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You mopve through winding caverns; Binji points out another secret door that goes to the gremlins' quarters.

Up ahead is faint light. You hear a familiar voice… the same watery voice you heard directing the gremlins who were kidnapping your fellow students.

Why you no listen to Nuglub? She train you good. With pain. That is how you learn. You remember she hurt you when you no listen. You hear a thwach and short-burst buzz.

Binji runs and hides. That's Nuglub! The meanest worst gremlin! Binji knows, there's a cave ahead.

The chamber up ahead grows quiet. Shhh. Nuglub hears something. Is it a naughty gremlin come to play?

Map updated.


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril looks to his allies, getting ready to cast magic weapon if they're going to push forward.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Chimwemwe points to the left--away from the buzzing sound--and makes a looping motion with his hand.

Let's go around and come at the area from the other tunnel revealed to the southwest there.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Spoiler:
Akoril's Initiative Using Search: 1d20 + 4 ⇒ (20) + 4 = 24
Alrinkiri's Initiative Using Avoid Notice: 1d20 + 11 ⇒ (6) + 11 = 17
Soomdevi's Initiative Using Detect Magic: 1d20 + 6 ⇒ (15) + 6 = 21
Wisps's Initiative Using Search: 1d20 + 9 ⇒ (6) + 9 = 15
Chimwemwe's Initiative Using Defend: 1d20 + 5 ⇒ (9) + 5 = 14

Urb: 1d20 + 10 ⇒ (20) + 10 = 30
Fly: 1d20 + 9 ⇒ (10) + 9 = 19

you move around to the lower entrance. The smell of rotten meat assails the senses in this large cavern. A natural pillar in the middle of the room bears several metal hooks with gruesome slabs of meat hanging from each.A small-sized creature with three glowing eyes and the face of an old woman smiles at you. Her black, oily hair covers her twisted body like a cloak. She holds a mining pick in her hand. 1-handed pick. You might remember the kidnapped students seeing a "three-eyed old woman"

Ooh! Come play with Nuglub and her pet! She is mounted atop a horse-sized fly. For a moment the fly seems like it will buck her, but then acquiesces.

She digs crudely-made spurs into the fly's sides, then casts a spell at you. Slime appears at your feet. Grease DC 21 Reflex save for Chimwemwe and Akoril. DC 21 Acrobatics or Reflex to Balance.

☀☀☀
Training Grounds Round 1

Party Conditions: Inspired
Terrain: Dotted lines are difficult terrain. Grease marked on ground.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Alrinkiri: DC 21 reflex/acrobatics or fall prone
Chimwemwe: DC 21 reflex/acrobatics or fall prone

──────────
BOLD IS UP!:
──────────
Nuglub (-0 HP)
➤ Akoril (38/38 HP)
➤ Soomdevi (29/29 HP)
Fly (-0 HP) │ Commanded
Alrinkiri (35/35 HP)
Wisps (35/35 HP)
Chimwemwe (38/38 HP) │ Shield up

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Nature) on Nuglub:
Nuglub is a Nuglub. She probably isn't creative enough to come up with any other name for herself. In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies.
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Nuglubs are very good at knocking targets prone as a reaction (works like an AOO).

DC 16 (Nature, Insect Lore (2 lower)) on Fly:
This blood-sucking fly, the size of a horse, is widely despised as a harbinger of disease. They spread Sleeping Sickness, a disease with no onset time that can make you enfeebled, drained, and eventually dead.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The fly can suck a target's blood, causing persistent bleed damage.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Balance :
Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends.


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

reflex: 1d20 + 8 ⇒ (19) + 8 = 27

Akoril hustles through the grease, casting magic weapon on their bow.

Dark Archive

Soomdevi moves forward and, lacking line of sight, guidances Chim and Alrinkiri.

Dark Archive

Alrinkiri's Reflex (E): 1d20 + 11 ⇒ (9) + 11 = 20
Chimwemwe's Reflex (T): 1d20 + 6 ⇒ (1) + 6 = 7

Both the front-liners drop prone in the grease.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The fly's wings buzz, it flies forward and tries to stick its proboscis into the nearest target! it hovers in the air, striking down at the inventor.

Proboscis: 1d20 + 11 ⇒ (10) + 11 = 21 Hit AC 22 + prone
P: 1d6 + 5 ⇒ (1) + 5 = 6

Chim blocks most of the damage, but the fly manages to wriggle its proboscis past the gap and find some exposed skin. It hungrily sucks some blood.

Bleed on turn: 1d4 ⇒ 2

Also, Chim needs to make a fort save vs disease.

Good. Good! Now Nuglub have fun! Nuglub gazes down at Chimwemwe, taking particular note of his well-made armor.

☀☀☀
Training Grounds Round 1

Terrain: Dotted lines are difficult terrain. Grease marked on ground.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 18 Fort save vs Disease

──────────
BOLD IS UP!:
──────────
Nuglub (-0 HP)
Akoril (38/38 HP)
Soomdevi (29/29 HP)
Fly (-0 HP) │ Commanded
➤ Alrinkiri (35/35 HP) │ Prone, Guidance
➤ Wisps (35/35 HP)
➤ Chimwemwe (37/38 HP) │ Shield up, Prone, Block Used, Shield -5, Bleed (2), Guidance

──────────
AFTER YOUR TURN:
──────────
Chimwemwe: DC 15 flat vs Bleed

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Nature) on Nuglub:
Nuglub is a Nuglub. She probably isn't creative enough to come up with any other name for herself. In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies.
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Nuglubs are very good at knocking targets prone as a reaction (works like an AOO).

DC 16 (Nature, Insect Lore (2 lower)) on Fly:
This blood-sucking fly, the size of a horse, is widely despised as a harbinger of disease. They spread Sleeping Sickness, a disease with no onset time that can make you enfeebled, drained, and eventually dead.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The fly can suck a target's blood, causing persistent bleed damage.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Balance :
Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Fortitude (T) vs. DC ??, Guidance: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21

Chimwemwe's feet slip out from under him, landing him on his tail bone. "Curses!" He struggles against the fly's probing mouth but ultimately fails.

He climbs laboriously to his feet. Once steady, he traces the astrological pattern on the inside of his shield arm, and his invisible tattoos bloom with white light. The tattoos crackle with tiny arcs of electricity as he raises his shield. "I don't like that pick!" he hastily says to Alrinkiri.

◆ Stand
◆ Expert Overdrive (manipulate) vs. DC 18: 1d20 + 10 ⇒ (8) + 10 = 18
◆ Raise a Shield
↺ Shield Block 5

AC 22

Is that Persistent Bleed or just the damage type Bleed?
Flat?: 1d20 ⇒ 2


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

As alrinkiri omves through, Nuglub lashes out with her free hand!

Kneecap vs Reflex DC: 1d20 + 10 ⇒ (7) + 10 = 17 Trip

Stay still. Let Nuglub play!

Binji cowers in a corner. EEK! She is so mean!


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

Alrinkiri scrabbles to their feet, slips and slides around to the far side of the mounted enemy, then slashes at their mount!

+1 claw, guidance: 1d20 + 10 ⇒ (1) + 10 = 11
Slashing: 1d4 + 2 ⇒ (4) + 2 = 6
Sneak Attack: 1d6 ⇒ 3

Some residual grease causes their foot to slip a few inches just at the moment of attack, completely throwing off their aim and almost causing them to tumble to the ground again!


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

Wisps tries to figure out more about the nuglub.

Loremaster's Etude

Spoiler:

Nature 1: 1d20 + 7 ⇒ (13) + 7 = 20
Nature 2: 1d20 + 7 ⇒ (9) + 7 = 16

Wisps shouts a warning to any of her companions wearing metal armor.

"You will not prevail!"

She fires off an arrow at Nuglub.

Shortbow: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
ouch!: 1d6 + 1 ⇒ (3) + 1 = 4
deadly, if a crit: 1d10 ⇒ 3

Recall Knowledge, Inspire, Strike


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

My post and Alrinkiri's post got swapped. PaizoThings.

Wisps knows that Nuglub is a Nuglub. She probably isn't creative enough to come up with any other name for herself.

She has read that in combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies.

Wisps's arrow narrowly misses, snagging Nuglub's in hair.

☀☀☀

Yes! Shiny armor for Nuglub!

Her hands crackle with electricity as she lughs and reaches out to touch the armor!

Shocking Grasp spell attack: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Electric: 2d12 ⇒ (10, 8) = 18 Doubles to 36
and Pers. electric: 1d4 ⇒ 2

Hehehe! Who next?

She then spins away from the dying inventor, whose armor still crackles with residual electricity, and attacks Alrinkiri with the pick.

1d20 + 14 - 5 ⇒ (12) + 14 - 5 = 21
p: 2d6 + 5 ⇒ (5, 1) + 5 = 11

☀☀☀
Training Grounds Round 1

Terrain: Dotted lines are difficult terrain. Grease marked on ground.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 18 Fort save vs Disease

──────────
BOLD IS UP!:
──────────
Nuglub (-0 HP)
➤ Akoril (38/38 HP)
➤ Soomdevi (29/29 HP)
Fly (-0 HP)
Alrinkiri (24/35 HP)
Wisps (35/35 HP)
Chimwemwe (35/38 HP) │ Dying 2, Bleed (2), Pers. Electric (2)

──────────
AFTER YOUR TURN:
──────────
Chimwemwe: DC 15 flat vs Bleed

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Nature) on Nuglub:
Nuglub is a Nuglub. She probably isn't creative enough to come up with any other name for herself. In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies.
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Nuglubs are very good at knocking targets prone as a reaction (works like an AOO).

DC 16 (Nature, Insect Lore (2 lower)) on Fly:
This blood-sucking fly, the size of a horse, is widely despised as a harbinger of disease. They spread Sleeping Sickness, a disease with no onset time that can make you enfeebled, drained, and eventually dead.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The fly can suck a target's blood, causing persistent bleed damage.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Balance :
Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends.


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril moves into the best position he can find, and gathers rocks and debris around his arrow as he takes a moment to aim at Nuglub before firing.

inspired spellstrike vs Nuglub: 1d20 + 9 + 1 - 2 ⇒ (18) + 9 + 1 - 2 = 26
piercing+bludgeoning damage: 2d8 + 1 + 1 + 2d6 + 3 + 1 ⇒ (8, 8) + 1 + 1 + (2, 6) + 3 + 1 = 30

(Stride, Spellstrike(telekenetic projectile)(2))

Dark Archive

OW! Nuglub is surprised by the rock that hits her skull, which bleeds profusely. Hit not a crit, but a big hit nonetheless.

--

Intimidating Glare: 1d20 + 6 ⇒ (16) + 6 = 22

Soomdevi glares at Nuglub, then flings stones at her!

Telekinetic Projectile: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11

Oooh… Nuglub the Nuglub looks a little shaken… that, or her head is rattled. maybe both.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The fly turns to Alrinkiri and sucks their blood!

1d20 + 11 ⇒ (16) + 11 = 27
P: 1d6 + 5 ⇒ (4) + 5 = 9 and a fort save
Bleed: 1d4 ⇒ 3

It pulls out the proboscis, drinking blood as it does so.

Then it turns its attack on its rider.

1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12

No! Bad fly! Stupid! Pay attention! Nuglub digs her crude spurs into the creature's flank. Nuglub tell you what to do from now on.

☀☀☀
Training Grounds Round 2

Party Conditions: Inspired
Terrain: Dotted lines are difficult terrain. Grease marked on ground.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Alrinkiri: DC 18 Fort save v Disease

──────────
BOLD IS UP!:
──────────
Nuglub (-41 HP) │ Frightened 1
Akoril (38/38 HP)
Soomdevi (29/29 HP)
Fly (-0 HP)
➤ Alrinkiri (15/35 HP) │ Bleed 1d4 (3)
➤ Wisps (35/35 HP)
➤ Chimwemwe (35/38 HP) │ Dying 2, Bleed (2), persistent electric (2)

──────────
AFTER YOUR TURN:
──────────
Chimwemwe: DC 15 flat vs Bleed

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Nature) on Nuglub:
Nuglub is a Nuglub. She probably isn't creative enough to come up with any other name for herself. In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies.
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Nuglubs are very good at knocking targets prone as a reaction (works like an AOO).

DC 16 (Nature, Insect Lore (2 lower)) on Fly:
This blood-sucking fly, the size of a horse, is widely despised as a harbinger of disease. They spread Sleeping Sickness, a disease with no onset time that can make you enfeebled, drained, and eventually dead.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The fly can suck a target's blood, causing persistent bleed damage.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Balance :
Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

U[dateing block due to retcon PC has resistances.

☀☀☀
Training Grounds Round 2

Party Conditions: Inspired
Terrain: Dotted lines are difficult terrain. Grease marked on ground.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Alrinkiri: DC 18 Fort save v Disease

──────────
BOLD IS UP!:
──────────
Nuglub (-41 HP) │ Frightened 1
Akoril (38/38 HP)
Soomdevi (29/29 HP)
Fly (-0 HP)
➤ Alrinkiri (15/35 HP) │ Bleed 1d4 (3)
➤ Wisps (35/35 HP)
➤ Chimwemwe (7/38 HP) │ Shield up, Bleed (2), persistent electric (2)

──────────
AFTER YOUR TURN:
──────────
Chimwemwe: DC 15 flat vs Bleed

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Nature) on Nuglub:
Nuglub is a Nuglub. She probably isn't creative enough to come up with any other name for herself. In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies.
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Nuglubs are very good at knocking targets prone as a reaction (works like an AOO).

DC 16 (Nature, Insect Lore (2 lower)) on Fly:
This blood-sucking fly, the size of a horse, is widely despised as a harbinger of disease. They spread Sleeping Sickness, a disease with no onset time that can make you enfeebled, drained, and eventually dead.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The fly can suck a target's blood, causing persistent bleed damage.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Balance :
Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends.


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Chimwemwe and his fate are hidden from view in the prodigious flare of lightning conjured by the nuglub. The flash fades and arcs of white energy dance across twinkling white glyphs while the armor absorbs some of the energy. As the three-eyed witch turns her attention away from him, his eyes glow white behind his mask and he speaks in his native tongue, "Min me ypotimás."

Lirgeni:
"Do not underestimate me."

He rises from his knee and slams his shield toward the witch while she is distracted with Alrinkiri. And then again for good measure.

[b]"Oi Lirgéni antéchoun!" he says. He falls back behind his shield, hoping that Curling-Wisps-of-Smoke recognizes his precarious condition despite his bravado and following the maxim that avoiding being struck is the stronger strategy.

Lirgeni:
"The Lirgeni endure!"

◆ +1 Shield Boss (T), IC: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21 vs. flanked & frightened
Magic, Bludgeoning, Overdrive, IC: 1d6 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11

◆ +1 Shield Boss (T), IC: 1d20 + 9 - 5 + 1 ⇒ (13) + 9 - 5 + 1 = 18 vs. flanked & frightened
Magic, Bludgeoning, Overdrive, IC: 1d6 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7

◆ Raise a Shield
↺ Shield Block 5

AC 22

Flat DC 15 vs. Persistent Electricity: 1d20 ⇒ 5
Flat DC 15 vs. Persistent Bleed: 1d20 ⇒ 17

He bleeds a little more and then the wound clots. The electroplating he developed with Chizire shields him from the electricity dancing across the plates.


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

Alrinkiri grunts in pain as first the pick and then the proboscis tear into their constructed body. Still, the damage doesn't prevent them from leaping at the nuglub, slashing at her twice before casting a ward to protect themselves.

+1 claw vs. flank, IC: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Slashing, IC: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Sneak Attack: 1d6 ⇒ 2

+1 claw vs. flank, agile 2nd, IC: 1d20 + 10 - 4 + 1 ⇒ (9) + 10 - 4 + 1 = 16
Slashing, IC: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Sneak Attack: 1d6 ⇒ 1

◆Strike, Strike, ◆Cast shield. ↺ Shield Block 5.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Chimwemwe strikes Nuglub twice, but she grins at him. Nuglub can play more!

Alrinkiri has a harder time connecting.

Wisps is up! Also I need a fort vs Disease from Alrinkiri.


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

"Don't worry, friends. We can outlast her!"

Wisps sends some healing energy to Chimwemwe.

2nd level soothe: 2d10 + 8 ⇒ (3, 4) + 8 = 15


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Nuglub pounds on Chimwemwe with her pick.

Pick: 1d20 + 14 ⇒ (16) + 14 = 30
P: 2d6 + 5 ⇒ (6, 6) + 5 = 17 Block 5 for 12. Shield has taken 13 damage and is broken. Current HP = 6

The inventor's shield breaks, but prevents a fatal blow. The fey creature grins.

Pick: 1d20 + 14 - 5 ⇒ (14) + 14 - 5 = 23
P: 2d6 + 5 ⇒ (6, 5) + 5 = 16

Her next attack drops him. She digs her spurs into the fly. Now you listen to Nuglub. Attack one with bow! The fly reacts to this cruelty by bucking her right off its back!

ref DC 18: 1d20 + 10 - 1 ⇒ (3) + 10 - 1 = 12
squares, clockwise: 1d10 ⇒ 6

AHHH! Nuglub kill you, stupid fly! She screams as she falls prone. She kill!

☀☀☀
Training Grounds Round 2

Party Conditions: Inspired
Terrain: Dotted lines are difficult terrain. Grease marked on ground.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Alrinkiri: DC 18 Fort save v Disease

──────────
BOLD IS UP!:
──────────
Nuglub (-59 HP)
➤ Akoril (38/38 HP)
➤ Soomdevi (29/29 HP)
Fly (-0 HP)
Alrinkiri (15/35 HP) │ Bleed 1d4 (3)
Wisps (35/35 HP)
Chimwemwe (0/38 HP) │ Shield Broken, persistent electric (1d4), Dying 1

──────────
RECALL KNOWLEDGE:
──────────

DC 16 (Nature) on Nuglub:
Nuglub is a Nuglub. She probably isn't creative enough to come up with any other name for herself. In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies.
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Nuglubs are very good at knocking targets prone as a reaction (works like an AOO).

DC 16 (Nature, Insect Lore (2 lower)) on Fly:
This blood-sucking fly, the size of a horse, is widely despised as a harbinger of disease. They spread Sleeping Sickness, a disease with no onset time that can make you enfeebled, drained, and eventually dead.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
The fly can suck a target's blood, causing persistent bleed damage.

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Balance :
Critical Success You move up to your Speed. Success You move up to your Speed, treating it as difficult terrain (every 5 feet costs 10 feet of movement). Failure You must remain stationary to keep your balance (wasting the action) or you fall. If you fall, your turn ends. Critical Failure You fall and your turn ends.


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril steps back and draws an arrow seemingly made of pure starlight and fires.

inspired star: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
piercing: 2d8 + 2 + 1 ⇒ (3, 7) + 2 + 1 = 13

Akoril then follows up with another, much more mundane shot from his bow.

arrowed: 1d20 + 9 + 1 - 5 ⇒ (7) + 9 + 1 - 5 = 12
piercing: 2d8 + 2 + 1 ⇒ (2, 6) + 2 + 1 = 11

You let loose a projectile that flies true and leaves the blazing trail of a meteor behind it. Make a ranged Strike, ignoring the target's concealment and reducing the target's cover by one degree for this Strike only (greater to standard, standard to lesser, and lesser to none). If the Strike hits, the meteor trail hangs in the air. This gives the benefits of concealment negation and cover reduction to any attacks made against the creature (by anyone) until the start of your next turn.


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

Fort save:
Fort vs. Disease: 1d20 + 5 ⇒ (8) + 5 = 13

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

Soomdevi moves closer and attempts to send rocks hurling at Nuglub!

Telekinetic Projectile: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Hero Point!

Telekinetic Projectile: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

Reflex save vs grease: 1d20 + 7 ⇒ (15) + 7 = 22


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Alrinkiri begins to feel a bit odd… their muscles feel tired. Enfeebled 1 for the rest o the day.Also, bled 3 on their turn.

Nuglub grins at Soomdevi. You nex— her sentence is never finished, as the rocks clobber her into the Boneyard for judgement.

--

The fly is hungry and angry. It also isn't very smart.

Probpscis vs Alrinkiri: 1d20 + 11 ⇒ (16) + 11 = 27
P: 1d6 + 5 ⇒ (5) + 5 = 10
Probpscis vs Alrinkiri: 1d20 + 11 - 5 ⇒ (7) + 11 - 5 = 13
Probpscis vs Alrinkiri: 1d20 + 11 - 10 ⇒ (8) + 11 - 10 = 9

It tries to attack the rogue, but their shield blocks the worst of it.

☀☀☀
Bzzzt (again) Round 3

Party Conditions: Inspired
Terrain: Dotted lines are difficult terrain. Grease marked on ground.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Akoril (38/38 HP)
➤ Soomdevi (29/29 HP)
Fly (-0 HP)
➤ Alrinkiri (7/35 HP) │ Enfeebled 1, Bleed 1d4
➤ Wisps (35/35 HP)
➤ Chimwemwe (0/38 HP) │ Shield Broken, persistent electric (1d4), Dying 1, Overdrive (r. Acid/Elec 6)

Horizon Hunters

NG Fetchling Dhampir Shadowcaster Witch 10 | HP 98/98| AC 25| F: +17, R: +17, W: +17| Perc: +17 | Focus Points: 3 | Speed 25ft | Spell DC: 29 | Active conditions: None

Soomdevi sends rocks flying at the... fly... and then casts shield.

Telekinetic Projectile: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8


M Gnoll Magus 13 | HP 164/164| AC 33 | F +22 R +21 W +19(S>CS) | Perception +16, Low Light Vision, Scent(30) | Bonekeeper's Bane Will DC 31

Akoril steps up and conjures more debris around his arrow as he looses it at the bug.

pew: 1d20 + 9 + 1 - 2 ⇒ (1) + 9 + 1 - 2 = 9
piercing+b damage: 2d8 + 1 + 1 + 2d6 + 3 + 1 ⇒ (2, 5) + 1 + 1 + (1, 2) + 3 + 1 = 16


N female anadi (polychromatic anadi) bard 13 | HP 151/151 | AC 33 | F +19 R +21 W +23 | Perc +23 (spiritsight) | Stealth +4 | Speed:30 ft | Active Conditions: ---

"Look how close we are to victory! Just take care of the fly!"

Wisps sends another surge of healing energy to Chimwemwe, to get him conscious again.

Soothe: 1d10 + 4 ⇒ (5) + 4 = 9

Inspire, Soothe


"Kiri" | They/Them | N automaton rogue 14 | hp 148/148 | Hero Points 0/3 | AC 35 (36 w/shield); F+20 (resilience) R+28 (evasion) W+20 (↺Resist Magic) | Resist acid 5 | Speed 30ft (35ft on all 4) | Spells: 1st force barrage, heal, 2nd invisibility, revealing light, 3rd heal (3rd), time jump, 4th air walk, translocate, 5th mantle of the melting heart, rewinding step wand invs (4th): 1/1 | Perception +23M; darkvision; 1/hour see invis: available | Focus Points: 1/1 | Restorative Familiar 7d8: 1/1 | Current conditions: | ◆◇↺

As Chimwemwe's eyes open and he once again occupies a bit of the fly's attention, Alrinkiri stoically ignores their wounds and slashes at the massive insect in front of them.

+1 claw vs. flank, IC: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 Claw is finesse, so no effect from enfeebled on the attack.
Slashing, enfeebled 1, IC: 1d4 + 2 - 1 + 1 ⇒ (1) + 2 - 1 + 1 = 3
Sneak Attack: 1d6 ⇒ 6

+1 claw vs. flank, agile 2nd, IC: 1d20 + 10 - 4 + 1 ⇒ (8) + 10 - 4 + 1 = 15
Slashing, enfeebled 1, IC: 1d4 + 2 - 1 + 1 ⇒ (1) + 2 - 1 + 1 = 3
Sneak Attack: 1d6 ⇒ 3

+1 claw vs. flank, agile 3rd, IC: 1d20 + 10 - 8 + 1 ⇒ (14) + 10 - 8 + 1 = 17
Slashing, enfeebled 1, IC: 1d4 + 2 - 1 + 1 ⇒ (1) + 2 - 1 + 1 = 3
Sneak Attack: 1d6 ⇒ 6

◆Strike, ◆Strike, ◆Strike

Bleed: 1d4 ⇒ 4
Flat check: 1d20 ⇒ 3


NG male Human (Lirgeni) Champion 14 | HP 204/204 | AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft | Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)

Chimwemwe's eyes flutter open to a rush of pain even as the anadi magic weaves vital flesh back together and numbs that same pain. He staggers to his feet with the twisted metal of his shield pulling on his wounded shoulder. The witch lays dead on the ground, but the giant fly continues to menace them all.

"Alrinkiri!" he shouts hoarsely as he reaches over his shoulder to draw his spear. Glowing tattoos crackling with white energy, he drives the point toward the fly.

◆ Stand
◆ Interact (draw weapon)

◆ Spear (T): 1d20 + 8 ⇒ (17) + 8 = 25 vs. flanked target
Piercing, Overdrive: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

EDIT: The crackles of electricity continue to dance across the glyph-scribed plates as the armor absorbs the energy.

Flat vs. DC 15: 1d20 ⇒ 8

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