| GM Doug H |
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Together, you take down the fly.
Alrinkiri Bleed: 1d4 ⇒ 3
Alrinkiri Flat: 1d20 ⇒ 16
Alrinkiri stops bleeding just before they drop.
Status:
Akoril (38/38 HP)
Soomdevi (29/29 HP)
Alrinkiri (1/35 HP) │ Enfeebled 1
Wisps (35/35 HP)
Chimwemwe (9/38 HP) │ Shield Broken, persistent electric (1d4) can tick forever and he won't care
--
Binji comes out of hiding and kicks Nuglub's corpse. Take that! Binji has big friends now! Then she runs away, leaving a trail of flees behind. EEK!
| Chimwemwe |
Chimwemwe plants his spear in the dead fly and then pulls on the straps behind his shield in order to drop the twisted bronze to the floor. "Binji's friends are a bit worse for wear," he says, breathing heavily. "Alrinkiri, let me see to your injuries."
Treating wounds comes first, but if we have time to wait for a second round of treat wounds...
Repair: Crafting (E) vs. DC 14: 1d20 + 10 ⇒ (10) + 10 = 20 +15 HP to shield
| GM Doug H |
Wisps's BardicInsect Lore (T): 1d20 + 7 ⇒ (18) + 7 = 25
Alrinkiri's Insect (T): 1d20 + 7 ⇒ (13) + 7 = 20
Chimwemwe's Nature (T): 1d20 + 5 ⇒ (20) + 5 = 25
You all know lots of stuff about this fly; it was taight in one of Koride's classes and Wisps and Chim aced that quiz. This was a Giant Tsetse fly, a harbringer of disease that is despised throughout the region. A single giant tsetse fly can kill an entire herd of large animals within a few weeks, and those they don’t kill often succumb to disease.
They were originally created by a group of evil druids near Bloodcove, who captured and bred flies to distill and empower the disease they spread. They underestimated the flies’ ingenuity; the insects escaped and fed on several animals the druids had ritually prepared for sacrifice. They killed the druids and scattered into the surrounding fens.
So don't fee tool bad you killed it
| Alrinkiri |
Alrinkiri slumps to the ground, the light in their constructed eyes flickering. "I...do not feel good."
| Chimwemwe |
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"Let's withdraw to the room we warded." While Chimwemwe works on applying his special poultices mixed with metal salts and sap from the flowers in the haunted fields to Alrinkiri, he says, "I can tend to your injuries, but, hmm, I can't deal with the, hmm, the affliction quickly. I'm not, hmm, good enough yet. I'm sorry." The Lirgeni man does not look very well himself. Once he finishes his ministrations for Alrinkiri, he turns his attention to his own wounds.
"I'll take a look at that pick after I get done here, if, hmm, if someone else hasn't," he says while he begins to clean out the deep gouges on his shoulder. "That pick cut through my shield faster than a, hmm, a normal pick."
Identify Magic Item (Crafter's Eye), Crafting vs. DC ??: 1d20 + 10 ⇒ (11) + 10 = 21
Treat Wounds: Healing @ Alrinkiri: 2d8 ⇒ (7, 2) = 9 T+10 minutes, Alrinkir 10 hp, bolstered 50 minutes
Treat Wounds: Healing @ Chimwemwe: 2d8 ⇒ (2, 5) = 7 T+20 minutes, Chimwemwe 16 hp, bolstered 50 mintues, A 40 min
Repair Shield rolled earlier: T+30 min, C 40 min, A 30 min
Identify Pick: T+40 minutes, C 30 min, A 20 min
Wait 20 minutes: T+60 min
Treat Wounds: Healing @ Alrinkiri: 2d8 ⇒ (8, 6) = 14 T+70 min, A 24 hp, bolstered 50 min, C 0 min
Treat Wounds: Healing @ Chimwemwe: 2d8 ⇒ (7, 3) = 10 T+80 min, C 26 hp, bolstered 50 min, A 40 min
Wait 40 min: T+120 min
Treat Wounds: Healing @ Alrinkiri: 2d8 ⇒ (4, 8) = 12 T+130 min, A 36 hp, bolstered 50 min, C 0 min
Treat Wounds: Healing @ Chimwemwe: 2d8 ⇒ (4, 7) = 11 T+140 min, C 37 hp, bolstered 50 min, A 40 min
| GM Doug H |
Chim finds that it's a +1 striking pick.
Based on what you know (having heard Nuglub ordering gremlins around and the fact kidnapped students saw her), you have killed one of Stone Ghost's main lieutenants. Kurshkin is also out of the picture as well, having sold out the boss whom she was coerced into helping.
--
While you heal up, Binji starts cleaning the room, anxiously muttering to herself while she scrapes mold off the old floorboards. Help help help. Binji always help. She is so good. Now she has bg friends who don't kick her to help help help. She offers to polish the scratches and dried blood off your gear, too. By the end of the two hours in here, everything is very clean (minus the fleas).
Map updated. Where to next?
| GM Doug H |
You follow Wisps's sugggestion.
Several passages branch off from this chamber. Three centipede carcasses lie curled up on the floor near the south end of this room.
| Alrinkiri |
"Thank you, Chimwemwe. I still feel a little week, but overall much better." Enfeebled doesn't hurt me too much, since I use DEX to attack.
| Alrinkiri |
Alrinkiri pauses for a long moment, silently examining the room for any danger that might have killed the centipedes before cautiously approaching the nearest one to examine it.
| GM Doug H |
Secret gm roll, none of you failed to detect traps initially
Alrinkiri doesn't notice anything amiss, so they approach. They stop to inspect the centipede, and notes that the carcass is coiled right around wire springs. If it is touched the creature coil and uncoil violently, repeatedly flinging hundreds of sharpened legs around the room. Worse still, if one of these traps is set off it is likely to set off the other ones as well.
Diaable with a DC 23 Nature (T) or DC 21 Theivery (E).
| Alrinkiri |
Alrinkiri pads quietly back to the corridor and describes the scene. "I'm afraid the spring is beyond my ability to disengage (not expert in Thievery yet), and I'm not confident that I could disassemble the corpses enough to neutralize the trap. One of you may be better suited to that task. Otherwise, perhaps we could set them off somehow from the safety of the hallway?"
| Chimwemwe |
Chimwemwe hangs the witch's pick from his belt before they set out once more. Finding the larger cave dangerously filled with traps, he suggests, "Let's stay well back while Alrinkiri takes a look."
Once they return and relay that disarming them is beyond their skill, he nods. "Then let us continue on the path we had been on and keep heading north."
| Chimwemwe |
Chimwemwe takes out a stick of chalk and writes, Danger! Do not enter, on the wall over the mouth of the tunnel in the basement room.
Soomdevi
|
Soomdevi, who grew up on the docks of Bloodcove, and therefore isn't a stranger to a little thievery, borrows Alrinkiri's tools and attempts to disarm the trap.
Thievery: 1d20 + 9 ⇒ (10) + 9 = 19
"Don't watch, you make me nervous!"
Hero Point!
Thievery: 1d20 + 9 ⇒ (19) + 9 = 28
"I think that should do it," he says, standing up and handing the tools back.
Soomdevi
|
Soomdevi continues to work on the other traps before he finishes.
Thievery: 1d20 + 9 ⇒ (2) + 9 = 11
So this one I'll use a hero point!
Thievery: 1d20 + 9 ⇒ (11) + 9 = 20
Thievery: 1d20 + 9 ⇒ (20) + 9 = 29
Thievery: 1d20 + 9 ⇒ (19) + 9 = 28
I believe that's all three traps now.
| Chimwemwe |
"All this time, I didn't realize you like engineering, too," Chimwemwe says with a chuckle. "Also, I'm glad that I don't need to sew you up after that bit of bravery." He gives the kayal an affectionate slap on the shoulder.
| GM Doug H |
Soomdevi handles all the traps. They look pretty nasty too.
The room to the North susurrates with feeble buzzing. Broken carapaces of giant bee drones are heaped into its corners and reeks of the sickly-sweet smell of decay. Three recently-dug tunnels lead away.
The Gnargrifs mining the tunnels are here; they turn and attack! You will note "S" doors on the map, Binji will point the area towards the center as another gremlin sleeping area, and it doesn't affect this combat. There is also. bee in the corner, but it looks exhausted.
Alrinkiri's Initiative Using Avoid Notice: 1d20 + 11 ⇒ (18) + 11 = 29
Soomdevi's Initiative Using Detect Magic: 1d20 + 6 ⇒ (20) + 6 = 26
Wisps's Initiative Using Search: 1d20 + 9 ⇒ (10) + 9 = 19
Chimwemwe's Initiative Using Defend: 1d20 + 5 ⇒ (13) + 5 = 18
1: 1d20 + 7 ⇒ (4) + 7 = 11
2: 1d20 + 7 ⇒ (3) + 7 = 10
3: 1d20 + 7 ⇒ (16) + 7 = 23
Bee: 1d20 + 9 ⇒ (1) + 9 = 10
☀☀☀
Mining Tunnels Round 1
Terrain: Dotted lines are difficult terrain. Grease marked on ground.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Akoril (38/38 HP)
Gnar 3 (-0 HP)
Soomdevi (29/29 HP)
Fly (-0 HP)
Alrinkiri (35/35 HP) │ Enfeebled 1
Wisps (35/35 HP)
Chimwemwe (38/38 HP) │ R. Acid/Elec. 4/6
Gnar 1 (-0 HP)
Gnar 2 (-0 HP)
Bee (-0 HP) │ Not a combatant at this time.
| Akoril |
Akoril slips to the front, almost taking a knee as he lowers his center of mass and fires an arrow at #2 along with a handfull of debris.
arrowed: 1d20 + 9 ⇒ (20) + 9 = 29
p+b damage: 1d8 + 1 + 2d6 + 3 ⇒ (8) + 1 + (3, 3) + 3 = 18
deadly: 1d10 ⇒ 9
47 damage to #2.
Stride, spellstrike(telekinetic projectile)
| GM Doug H |
The gremlin explodes. Bingi peeks around the corner. EEE! So much mess for Binji to clean! She anxiously scratches her ears.
--
The first gnargrif grumbles as it rushes Akoril, entering his square and stomping around. The earth around magically churns, becoming difficult terrain.
☀☀☀
Mining Tunnels Round 1
Terrain: Dotted lines are difficult terrain. Solid line around Gnargrif difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
Akoril (38/38 HP)
Gnar 3 (-0 HP)
➤ Soomdevi (29/29 HP)
➤ Alrinkiri (35/35 HP) │ Enfeebled 1
➤ Wisps (35/35 HP)
➤ Chimwemwe (38/38 HP) │ R. Acid/Elec. 4/6
Gnar 1 (-0 HP)
Bee (-0 HP) │ Not a combatant at this time.
| Alrinkiri |
Alrinkiri slogs across the strangely churning earth, darting by Akoril and his assailant before wheeling around to slash at the gremlin attacking him!
+1 claw vs. flank (flanking with Chimwemwe): 1d20 + 10 ⇒ (10) + 10 = 20
Slashing, enfeebled 1: 1d4 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Sneak Attack: 1d6 ⇒ 2
◆Stride, ◆Stride or Strike (see below), ◆Strike
A tiny creature can move through another creature's square, but can a medium creature move through a tiny creature's square? If so, Alrinkiri moves through Akoril/the gnar's shared space, which means 30ft speed gets them to their flank position and they can attack twice. If not, double move through difficult terrain to go around and only the one attack.
Slashing, enfeebled 1: 1d4 + 2 - 1 ⇒ (1) + 2 - 1 = 2
Sneak Attack: 1d6 ⇒ 5
| GM Doug H |
As Alrinkiri slogs through the churning earth, the Gnargrif gives the ground a hearty pound and it shifts beneath the rogue's feet!
GWAHAHAHA!
Please make a DC 18 reflex save or fall prone
| Alrinkiri |
Reflex save: 1d20 + 11 ⇒ (8) + 11 = 19
Alrinkiri just manages to keep their feet.
| Chimwemwe |
Chimwemwe hastily traces the hidden symbol on his forearm as the gnargrif rushes them. His tattoos and the glyphs on his armor flicker with yellow light and then fail to illuminate. "Curses!"
Assessing that pressing the offense now is more important, he draws the witch's pick and swings it at the shark-headed gremlin.
◆ Expert Overdrive (manipulate) vs. DC 18: 1d20 + 10 ⇒ (4) + 10 = 14
◆ Interact: Draw a Weapon
◆ +1 Striking Pick (T): 1d20 + 9 ⇒ (14) + 9 = 23 vs. flanked target
Magic, Piercing: 2d6 + 3 ⇒ (5, 5) + 3 = 13
| GM Doug H |
Alrinkiri and Chim hit once each, bruising the gremlin.
Soomdevi frightens it.
Wisps is up!
| Curling-Wisps-of-Smoke Reliava |
"Don't worry, my friends. We've got this!"
Wisps fires twice at Gnar #3.
Shortbow: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
ouch!: 1d6 + 1 ⇒ (4) + 1 = 5
deadly, if a crit: 1d10 ⇒ 2
Shortbow: 1d20 + 8 + 1 - 5 ⇒ (3) + 8 + 1 - 5 = 7
ouch!: 1d6 + 1 ⇒ (6) + 1 = 7
deadly, if a crit: 1d10 ⇒ 4
Inspire, Strikex2
| GM Doug H |
Wisps misses her target. Gnar 1 curses the listless bee and runs into Alrinkiti's square and attempts to crush their toes with their hammer. It ignores this difficult terrain, as you may have guessed.
Light Hammer: 1d20 + 10 ⇒ (10) + 10 = 20
B: 1d6 + 4 ⇒ (6) + 4 = 10
GAAAHHAHAHA! BOOM! They get their big toe for max hammer damage!
☀☀☀
OP Magus is Up Round 2
Party Conditions: Inspired!
Terrain: Dotted lines are difficult terrain. Solid line around Gnargrif difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Akoril (38/38 HP)
Gnar 3 (-18 HP) │ Reaction used
Soomdevi (29/29 HP)
Alrinkiri (25/35 HP) │ Enfeebled 1
Wisps (35/35 HP)
Chimwemwe (38/38 HP) │ R. Acid/Elec. 4/6
Gnar 1 (-0 HP) │ Reeaction available (first PC to Stride through adjacent square DC 18 ref or prone)
Bee (-0 HP) │ Not a combatant at this time.
| Chimwemwe |
"Hey! I just fixed them!" Chimwemwe shouts.
| Akoril |
Akoril zots both Gnars with an electric arc.
zottage: 2d4 + 3 + 1 ⇒ (1, 1) + 3 + 1 = 6
Basic reflex dc 18
Akoril then steps out of the way.
| GM Doug H |
[spoielr=GM Screen]1: 1d20 + 10 ⇒ (15) + 10 = 25
3: 1d20 + 10 ⇒ (6) + 10 = 16[/spoiler]
Gnar 1 hops out of the way, but the other one takes the brunt of the electric damage.
--
The gnagrif steps over to Akoril's space and tries to smash his knees!
Light hammer: 1d20 + 10 ⇒ (7) + 10 = 17
Light hammer: 1d20 + 10 - 5 ⇒ (7) + 10 - 5 = 12
Sadly, it fails to do so.
☀☀☀
Non OP Magi are Up Round 2
Party Conditions: Inspired!
Terrain: Dotted lines are difficult terrain. Solid line around Gnargrif difficult terrain. If you stride or Step adjacent or through a gnargrif's space in diff terrain make a DC 18 reflex save vs their reaction.
Battlemap
──────────
BOLD IS UP!:
──────────
Akoril (38/38 HP)
Gnar 3 (-24 HP) │ Reeaction available (first PC to Stride through adjacent square DC 18 ref or prone)
➤ Soomdevi (29/29 HP)
➤ Alrinkiri (25/35 HP) │ Enfeebled 1
➤ Wisps (35/35 HP)
➤ Chimwemwe (38/38 HP) │ R. Acid/Elec. 4/6
Gnar 1 (-3 HP) │ Reeaction available (first PC to Stride through adjacent square DC 18 ref or prone)
Bee (-0 HP) │ Not a combatant at this time.
| Chimwemwe |
Reflex (T): 1d20 + 6 ⇒ (6) + 6 = 12
Chimwemwe follows after the gremlin plaguing Akoril. "Whoa!" Unfortunately, knowing the gremlin's ability to knock people down does not help him to keep his balance. He falls with a clang and ponderously regains his footing.
"I'll distract it," he says with a glance to Alrinkiri.
◆ Stride
◆ Stand
◆ Step
| Alrinkiri |
Alrinkiri hops on three legs for a moment after the gremlin's hammer impacts their foot. They ignore that gremlin, however, in favor of the one Chimwemwe is distracting.
+1 claw vs. flanked #3, IC: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Slashing, enfeebled 1, IC: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Sneak Attack: 1d6 ⇒ 2
+1 claw vs. flanked #3, agile 2nd, IC: 1d20 + 10 - 4 + 1 ⇒ (15) + 10 - 4 + 1 = 22
Slashing, enfeebled 1, IC: 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Sneak Attack: 1d6 ⇒ 2
They then weave a protective ward, in case the gremlin by their feet gets any other smart ideas.
◆Strike, ◆Strike, ◆Cast shield.
| GM Doug H |
Alrinki drops #3 with their second strike!
☀☀☀
Other Non OP Magi are Up Round 2
Party Conditions: Inspired!
Terrain: Dotted lines are difficult terrain. Solid line around Gnargrif difficult terrain. If you move adjacent or through a gnargrif's space in diff terrain make a DC 18 reflex save vs their reaction.
Battlemap
──────────
BOLD IS UP!:
──────────
Akoril (38/38 HP)
➤ Soomdevi (29/29 HP)
Alrinkiri (25/35 HP) │ Enfeebled 1
➤ Wisps (35/35 HP)
Chimwemwe (38/38 HP) │ R. Acid/Elec. 4/6
Gnar 1 (-3 HP) │ Reeaction available (first PC to Stride through adjacent square DC 18 ref or prone)
Bee (-0 HP) │ Not a combatant at this time.
| Curling-Wisps-of-Smoke Reliava |
Wisps steps in front of Chimwemwe.
"See them fall? We've got this!"
She fires an arrow at #1.
Shortbow: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
ouch!: 1d6 + 1 ⇒ (2) + 1 = 3
deadly, if a crit: 1d10 ⇒ 5
| GM Doug H |
1: 1d20 + 6 ⇒ (7) + 6 = 13
2: 1d20 + 6 ⇒ (3) + 6 = 9
Soomdevi and Wisps both hit the creature. It looks sullenly at the bee, who isn't assisting before screaming in undercommon.
GAHHH! HELP! HELP! And runs around the corner, opening a secret door, and into one of the gremlin sleeping quarters.
Stride, Interact, Stride
Everybody is up, then we'll move again to the bottom of the round.
☀☀☀
Fleeing Gremlins Round 3
Party Conditions: Inspired!
Terrain: Dotted lines are difficult terrain. Solid line around Gnargrif difficult terrain. If you move adjacent or through a gnargrif's space in diff terrain make a DC 18 reflex save vs their reaction.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Akoril (38/38 HP)
➤ Soomdevi (29/29 HP)
➤ Alrinkiri (25/35 HP) │ Enfeebled 1
➤ Wisps (35/35 HP)
➤ Chimwemwe (38/38 HP) │ R. Acid/Elec. 4/6
Gnar 1 (-19 HP) │ Reeaction available (first PC to Stride through adjacent square DC 18 ref or prone)
??? (-0 HP)
Bee (-0 HP) │ Not a combatant at this time.
??? (-0 HP)
| Chimwemwe |
Chimwemwe follows after the gremlin until it disappears into the tunnel. He frowns, quickly considering his options. "If there's more coming to fight," he says as he drops the witch's pick, "should be ready for them."
With his now empty hand, he traces the sign on the inside of his arm with a finger. This time the glyphs and tattoos illuminate. He reaches down to collect the pick.
◆ Stride
◇ Drop Item
◆ Expert Overdrive (manipulate) vs. DC 18: 1d20 + 10 ⇒ (11) + 10 = 21
◆ Interact: pick up an item
| Curling-Wisps-of-Smoke Reliava |
Wisps darts into the room.
"We can't back down now!"
Shortbow: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
ouch!: 1d6 + 1 ⇒ (2) + 1 = 3
deadly, if a crit: 1d10 ⇒ 8
Stride, Inspire, Strike
| GM Doug H |
Wisps sees two vexgits in the room; they look like they're very irritable after being woken up!
Her arrow bounces on the wall of the thin passageway, falling short of the gnargrif.
☀☀☀
Fleeing Gremlins Round 3
Party Conditions: Inspired!
Terrain: Dotted lines are difficult terrain. Solid line around Gnargrif difficult terrain. If you move adjacent or through a gnargrif's space in diff terrain make a DC 18 reflex save vs their reaction.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Akoril (38/38 HP)
➤ Soomdevi (29/29 HP)
➤ Alrinkiri (25/35 HP) │ Enfeebled 1
Wisps (35/35 HP)
Chimwemwe (38/38 HP) │ Overdrive; R. Acid/Elec. 4/6
Gnar 1 (-19 HP) │ Reeaction available (first PC to Stride through adjacent square DC 18 ref or prone)
Vexgit 1 (-0 HP)
Bee (-0 HP) │ Not a combatant at this time.
Vexgit 2 (-0 HP)
| Akoril |
Akoril repositions himself and threads the needle with a sparkling arrow at the fleeing Gnar.
Shooting Star: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
piercing: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Ignore 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.
Akoril follows up with 1 more arrow for good measure.
arrow: 1d20 + 9 + 1 - 5 ⇒ (20) + 9 + 1 - 5 = 25
piercing: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5
deadly: 1d10 ⇒ 8
| GM Doug H |
The gnar falls, with an arrow through the eye. After seeing a tougher gremlin running in scared, then killed in one hit, irratible vexgits look like THEY might break for it soon…
Alrinkiri is up!
| GM Doug H |
The gnar falls, with an arrow through the eye. After seeing a tougher gremlin running in scared, then killed in one hit, irritable vexgits look like THEY might break for it soon…
Alrinkiri is up!
| Alrinkiri |
Alrinkiri clambers though the broken ground to the secret door Bingi pointed out earlier, renewing their protective ward before pushing it open.
◆Stride (two squares of difficult terrain, two squares of normal for a total of 30ft of movement), ◆Cast shield, ◆Interact to open door.
| GM Doug H |
The first vexgit clacks as it grabs its maul, rushes Hlrinkri, and tries to smash their toes!
<undercommon>GAHHH! We was just sleeping!</undercommon>
Maul: 1d20 + 8 ⇒ (11) + 8 = 19
The second one does the same!
More Maul: 1d20 + 8 ⇒ (6) + 8 = 14
They look nervous. Maybe an intimidation check could get them to stand down.
☀☀☀
Not Reek or Havvik Round 4
Party Conditions: Inspired!
Terrain: Dotted / solid lines are difficult terrain.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Akoril (38/38 HP)
➤ Soomdevi (29/29 HP)
➤ Alrinkiri (25/35 HP) │ Enfeebled 1
➤ Wisps (35/35 HP)
➤ Chimwemwe (38/38 HP) │ Overdrive; R. Acid/Elec. 4/6
Vexgit 1 (-0 HP)
Bee (-0 HP) │ Not a combatant at this time.
Vexgit 2 (-0 HP)
| Curling-Wisps-of-Smoke Reliava |
Wisps moves over and yells at a vexgit.
"Stop that right now! If you put down your maul, then we won't have to kill you."
Intimidation: 1d20 + 9 ⇒ (1) + 9 = 10
She sighs.
Stride, Intimidation, Inspire
| Chimwemwe |
Chimwemwe clambers back over the rubble to make it back to Alrinkiri. "You're not alone," he says as he arrives and swings the rune-laced pick at one of the gremlins harassing the automaton.
◆ Stride
◆ Stride
◆ +1 Striking Pick (T), IC: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Magic, Piercing, Overdrive, IC: 2d6 + 3 + 2 + 1 ⇒ (2, 2) + 3 + 2 + 1 = 10