| GM Hmm |
Greezgux takes no damage from the mental anguish. Instead the psychic burst reminds him he is hungry, and he takes another bite out of Red. Chulyin gets a stabbing headache, and retaliates with an electric arc on Red and Green.
Red Reflex: 1d20 + 16 ⇒ (3) + 16 = 19
Green Reflex: 1d20 + 16 ⇒ (20) + 16 = 36
Green nimbly leaps out of the way, but Red takes full damage!
Meanwhile, the jaguar also gets a headache and snaps at Red. Unfortunately he misses!
★ --- ★ --- ★ --- ★
For this combat you are QUICKENED 1. (The enemies are no longer automatically flatfooted!)
Greezgux
Temporal Echoes
Red (-35)
Green (-45)
Blue (Dead)
Sideon (-18, 2 Will saves needed)
Grum (-32, 2 Will saves needed)
Chulyin (-22, temporarily not quickened for 1 round)
Chulyin's Jaguar (-22, temporarily not quickened for 1 round)
Patrick
Patrick Barnard
|
Did the will save earlier - even spent a Hero Point to ensue it did not crit fail.
1) Patrick takes a guarded step away from Green
2) He then moves away some more
3&4) He Electric Arcs Red and Green
electricity: 4d4 + 4 ⇒ (2, 1, 3, 1) + 4 = 11 DC 25 basic reflex.
| GM Hmm |
Noted!
Red Reflex: 1d20 + 16 ⇒ (19) + 16 = 35
Green Reflex: 1d20 + 16 ⇒ (6) + 16 = 22
Red does a little jig, dancing out of the way of Patrick's electric arc, but Green takes the full 11 points of damage.
Plus a little more to make up for some damage I missed from Chulyin in an arithmetic error earlier.
★ --- ★ --- ★ --- ★
For this combat you are QUICKENED 1. (The enemies are no longer automatically flatfooted!)
Greezgux
Temporal Echoes
Red (-53)
Green (-45)
Blue (Dead)
Sideon (-18, 2 Will saves needed)
Grum (-32, 2 Will saves needed)
Chulyin (-22, temporarily not quickened for 1 round)
Chulyin's Jaguar (-22, temporarily not quickened for 1 round)
Patrick
Grum Skoljar
|
will save 1: 1d20 + 8 ⇒ (8) + 8 = 16
will save 2: 1d20 + 8 ⇒ (8) + 8 = 16
Oof, 44 points of mental damage.
Grum sneers at red, hoping to throw off his game.
intimidate to demoralize: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
He then goes for an overhand chop.
power attack: 1d20 + 16 ⇒ (18) + 16 = 34
3d12 + 12 ⇒ (11, 12, 5) + 12 = 40 magical slashing
attack + MAP: 1d20 + 16 - 10 ⇒ (9) + 16 - 10 = 15
2d12 + 12 ⇒ (11, 8) + 12 = 31
Grum will step to up to green
Sideon Senzir
|
Sideon tries to block out the irritating scream.
Will: 1d20 + 10 ⇒ (17) + 10 = 27
Will: 1d20 + 10 ⇒ (3) + 10 = 13
33 Damage and slowed 1
If Red is still up, I'll attack Red. If Grum stepped up to Green, I'll attack Green, who will be flat-footed due to Gang Up.
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (9) + 17 = 26 for piercing: 2d4 + 6 + 2d6 ⇒ (3, 3) + 6 + (3, 2) = 17
+1 striking ghost touch cold iron dagger: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 32 for piercing: 2d4 + 6 + 2d6 ⇒ (1, 4) + 6 + (4, 5) = 20
+1 striking ghost touch cold iron dagger: 1d20 + 17 - 8 ⇒ (9) + 17 - 8 = 18 for piercing: 2d4 + 6 + 2d6 ⇒ (4, 1) + 6 + (5, 2) = 18
Opportune Backstab
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (17) + 17 = 34 for piercing: 2d4 + 6 + 2d6 ⇒ (2, 3) + 6 + (5, 1) = 17
| GM Hmm |
Grum intimidates Red, and then shows exactly why orcs are intimidating. He crits Red for eighty damage, slicing him right through the middle. Then Grum steps up to Green, providing a gang up buddy for the rogue.
Then Sideon slices twice, critting once, and takes down Green!
ONE WAVE SUCCESS!
★ --- ★ --- ★ --- ★
You have exactly 10 minutes to heal and refocus before the next wave. Maybe its time to drink some of those healing potions you got.
★ --- ★ --- ★ --- ★
THE SECOND WAVE
The purple crack widens and then explodes into dozens of smaller rifts. Each rift reveals a vision of some distant view. From stone walls of unknown architecture to verdant jungles, each vision is entirely different. The ground in the chamber shakes and heaves as a massive dinosaur stomps into view, emerging from one of the rifts. “Now there's a challenge!” Calisro Benarry boasts. “Let's show them what Pathfinders are made of!”
“The rifts are pulling us into the past,” Jirneau counters. “We need to force the Eternity Arch to seal these rifts, or we'll be stranded here!”
★ --- ★ --- ★ --- ★
You have a choice. You can battle dinosaurs or take on sealing the rifts. Sealing the rifts means doing skill challenges and taking some damage as you do so. Which do you want to do? First person to answer picks it.
Pip Hip Hooray
|
Pip calls out, "Just seal those rifts already! We have other teams to fight the dinosaurs for the moment!"
| GM Hmm |
Pushed by the pesky power-mad gnomish bard with a clipboard, you all head to the Eternity Arch. As you analyze what you need to do to start sealing rifts, you realize that this challenge has multiple parts.
I am going to break with my normal tradition here and actually lift the veil on the mechanics so that you go in this knowing what you are doing. You are all standing next to the Arch, but none of you has touched it yet.
Also remember that you had ten minutes to heal prior to this. Feel free to drink some of your potions.
★ --- ★ --- ★ --- ★
Connecting:
To connect with the Eternity Arch, a creature must Interact to touch it. Each time a creature first touches the arch, it takes 4d6 mental damage (DC 25 basic Will save). After connecting with the Eternity Arch, a creature can attempt to attune to it. Breaking contact with the arch immediately severs a creature's connection to it.
Attuning:
To attune to the Eternity Arch, a creature can attempt a DC 23 Fortitude save as a single action while connected to the arch. On a success, it attunes to the Eternity Arch. On a failure, it becomes clumsy 1 (or increases its clumsy value by 1, to a maximum of 3) as the Eternity Arch temporarily ages it. Once a creature is attuned to the Eternity Arch, it can attempt to manipulate it.
Manipulating:
To seal the rifts, the PCs must gain a total number of Manipulation Points equal to twice the number of PCs. A character attuned to the arch can attempt a DC 25 Arcana, Nature, Occultism, Religion, or Thievery check by spending 2 actions with the concentrate and manipulate traits.
★ --- ★ --- ★ --- ★
Since this challenge takes 4 actions minimum, go ahead and give me 2 rounds worth of actions, but put the second round under spoilers.
Sideon Senzir
|
Moderate Healing Potion: 3d8 + 10 ⇒ (8, 8, 3) + 10 = 29
Lesser Elixir of Life: 3d6 + 6 ⇒ (4, 3, 2) + 6 = 15
Medicine (Treat Wounds) Take 10: 2d8 + 10 ⇒ (7, 1) + 10 = 18
The old elf lays a thin hand on the Eternity Arch.
Will Save: 1d20 + 10 ⇒ (5) + 10 = 15
Mental: 4d6 ⇒ (6, 4, 3, 3) = 16
Fortitude: 1d20 + 12 ⇒ (8) + 12 = 20
Clumsy 1
Fortitude: 1d20 + 12 ⇒ (1) + 12 = 13
Clumsy 2
Fortitude: 1d20 + 12 ⇒ (1) + 12 = 13
Clumsy 3
Fortitude: 1d20 + 12 ⇒ (14) + 12 = 26
Arcana: 1d20 + 16 ⇒ (3) + 16 = 19
I think I did this right.
Grum Skoljar
|
Grum chugs a potion trying to ease the headache the pair of monsters gave him/
moderate healing potion: 3d8 + 10 ⇒ (6, 5, 7) + 10 = 28
48 damage currently
Grum will attempt to connect himself to the arch.
mental damage: 4d6 ⇒ (1, 4, 1, 4) = 10
Will burn my mustering +2 will save to this
will save DC 25: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
10 mental. now at 58 damage
He then attempts to attune himself to it.
fortitude save, DC 23: 1d20 + 16 ⇒ (18) + 16 = 34
Finally, the orc barbarian attempts to manipulate the energies.
nature: 1d20 + 10 ⇒ (16) + 10 = 26
Grum, already connected and attuned, he attempts to manipulate the arch again.
nature: 1d20 + 10 ⇒ (16) + 10 = 26
| GM Hmm |
Sideon spends a frustrating 1st round trying to attune himself to the Eternity Arch, feeling himself get clumsier and clumsier. Grum gets another headache but manages the fortitude save and manages to manipulate the energies.
Round One so far: 1 Manipulate Point
Still to act: Chulyin, Greezgux, Patrick
Patrick Barnard
|
Patrick will attempt to attune to the Arch.
mental damage: 4d6 ⇒ (2, 5, 1, 5) = 13
will: 1d20 + 14 ⇒ (10) + 14 = 24
He takes the full damage (-13)
fort: 1d20 + 10 ⇒ (14) + 10 = 24
But manages to attune
arcana: 1d20 + 18 ⇒ (2) + 18 = 20
The first attempt failed so he has another go
arcana: 1d20 + 18 ⇒ (1) + 18 = 19
HERO POINT
arcana: 1d20 + 18 ⇒ (10) + 18 = 28
Chulyin the Spirit Talker
|
2-action heal animal overheals Jaguar
Refocus while tending the wounded
◆ Battle Medicine (DC 20), Assurance: 21 = 21
Healing @ Grum: 2d8 + 10 ⇒ (8, 6) + 10 = 24
◆ Battle Medicine (DC 20), Assurance: 21 = 21
Healing @ Self: 2d8 + 10 ⇒ (4, 7) + 10 = 21
Regenerate 10 HP
Grum +24 hp, Jaguar full, Chulyin full
Greezgux Sragmiagz
|
| 1 person marked this as a favorite. |
Will Save DC 25: 1d20 + 12 ⇒ (19) + 12 = 31
Mental Damage: 4d6 ⇒ (2, 6, 3, 6) = 17 8 damage
Fort Save DC 23: 1d20 + 14 ⇒ (15) + 14 = 29
Occultism: 1d20 + 10 ⇒ (2) + 10 = 12
Hero Point Reroll: 1d20 + 10 ⇒ (3) + 10 = 13
Occultism: 1d20 + 10 ⇒ (16) + 10 = 26
Greezgux connects with the arch with minimal effort as his goblin mind is already set in chaos. Concentrating he attunes his mind to the similar chaos of controlled time and seems to struggle quite a bit. He groans in discomfort as his sweaty palm begins to slip.
HP 74/82 | (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 3/4
Spells (2) 1/4
Spells (3) 2/4
Spells (4) 1/4
Focus 0/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II (4d6 Used x1)
Decanter of Endless Water
Chulyin the Spirit Talker
|
Will (E) vs. DC 25: 1d20 + 15 ⇒ (9) + 15 = 24
Mental: 4d6 ⇒ (3, 4, 1, 1) = 9
Fortitude (E), Meal vs. DC 23: 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24
Begin 2-action manipulation (1 of 2)
Chulyin reaches out to touch--with partially concealed trepidation, given the stories told of the device by the shobhands--the Eternity Arch. He grimaces as he develops a pounding headache, but despite his inability to shield his mind from the power within the artifact, the artifact does not seem particularly aggressive toward him.
He concentrates on the erratic energies within the device. For a moment, he thinks that he is about to be overwhelmed by the energy, but he manages to synchronize with the device just before the wave of power strikes.
I could have sworn my fortitude result was 21. Weird. But I'll take it!
The Magaambyan begins to try everything he's learned about universal magic to force the Eternity Arch to begin closing the rifts of lost time.
Continue 2-action manipulation (2 of 2)
Nature (M) vs. DC25: 1d20 + 17 ⇒ (4) + 17 = 21
New, complete 2-action manipulation
Nature (M) vs. DC25: 1d20 + 17 ⇒ (7) + 17 = 24
| GM Hmm |
In the rest of Round One, Patrick manages to attune, but flubs the Arcana roll. Greezgux and Chulyin both manage to attune, but don't make much progress.
ROUND 2
Sideon finally attunes. Grum manages to manipulate the Arch again, as do Patrick. and Greezgux.
Complication: 1d4 ⇒ 4
Rubble: 5d6 ⇒ (4, 1, 3, 4, 5) = 17
Shockwaves spring out from the Arch, and then rubble from the ceiling falls on everyone.
Basic DC 23 Reflex save
STATUS: 4 Manipulation Points
★ --- ★ --- ★ --- ★
Everobody's up. Give me your next 2 rounds of actions!
Sideon Senzir
|
Reflex (Evasion): 1d20 + 19 ⇒ (13) + 19 = 32
Arcana: 1d20 + 16 ⇒ (6) + 16 = 22
Chulyin the Spirit Talker
|
Reflex (E): 1d20 + 13 ⇒ (15) + 13 = 28
Chulyin presses himself close to the arch as the ceiling begins to collapse around them. He hisses as a piece of rubble catches him in the back. Once the shockwaves subside, he begins to focus on controlling the flows of energy to a beneficial purpose.
Complete 2-action Manipulate
Nature (M) vs. DC25: 1d20 + 17 ⇒ (16) + 17 = 33
Begin 2-action Manipulate (1 of 2)
The artifact begins to make some sense to him.
Finish 2-action Manipulate (2 of 2)
Nature (M): 1d20 + 17 ⇒ (7) + 17 = 24
Complete 2-action Manipulate
Nature (M): 1d20 + 17 ⇒ (17) + 17 = 34
Grum Skoljar
|
Grum begins to attempt to manipulate the energies once more.
nature: 1d20 + 10 ⇒ (17) + 10 = 27
Grum keeps his luck going.
nature: 1d20 + 10 ⇒ (13) + 10 = 23
All good things come to an end I guess
Greezgux Sragmiagz
|
Reflex DC 23 Reflex: 1d20 + 13 ⇒ (14) + 13 = 27 8 Damage
Greezgux manages to stay attuned and works on manipulating the occult energies as a small chunk of rubble cuts into his cheek.
Round 3 Occultism: 1d20 + 10 ⇒ (12) + 10 = 22
Round 4 Occultism: 1d20 + 10 ⇒ (11) + 10 = 21
HP 66/82 | (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 3/4
Spells (2) 1/4
Spells (3) 2/4
Spells (4) 1/4
Focus 1/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II (4d6 Used x1)
Decanter of Endless Water
| GM Hmm |
Round 3
Sideon avoids the rubble, but fails to gain a manipulation point. Chulyin and PAtrick take half damage from the rubble, but succeeds in manipulating the Arch. Grum forgot his Reflex save (you can go back and do it) but succeeds in manipulating the Arch. Greezgux takes half damage from the rubble, but it shakes his confidence and he fails to manipulate.
Status: 7 manipulate points total
Round 4
Sideon crit succeeds his manupulation, earning 2 more points! This is followed up with a success each from Chulyin and Patrick, which finally stabilizes the Arch!
Final Status 11 manipulate points total
WAVE SUCCESS!
★ --- ★ --- ★ --- ★
Everyone has ten minutes to heal and/or refocus.
Chulyin the Spirit Talker
|
| 1 person marked this as a favorite. |
3-action Staff of Healing: 1d8 + 1 ⇒ (8) + 1 = 9
Everyone +9 HP
Need some guidance on current HP totals.
Medicine Ward Medic Assurance DC 20 Healing #1: 2d8 + 10 ⇒ (8, 8) + 10 = 26
+26 HP to the most injured person
Medicine Ward Medic Assurance DC 20 Healing #2: 2d8 + 10 ⇒ (2, 1) + 10 = 13
+13 HP to the next most injured person (which might be Chulyin)
Once the temporal rifts begin to settle down, Chulyin chants a short phrase and strikes the butt of his staff on the ground, releasing a wave of healing energy through everyone.
He then begins to tend to the wounded.
| GM Hmm |
A hero point to Grum for leading the way on the Arch, and another hero point to Chulyin for working tirelessly to keep everyone healed.
| GM Hmm |
Dozens of strange and twisted quadrupeds emerge from the corners of the chamber, with oversized eyes and lolling tongues. “Hounds of Tindalos! These are the creatures that pursued Heraxia!” Ashasar exclaims. “They'll weaken away from angles!”
Immediately four of the hounds show up next to you, but several of them appear to be trying not to barf as they start madly looking for a 90 degree angle.
Fortunately, there is not a right angle to be seen anywhere in this chamber...
★ --- ★ --- ★ --- ★
Chulyin, Search: 1d20 + 15 ⇒ (13) + 15 = 28
Patrick, Detect Magic: 1d20 + 12 ⇒ (7) + 12 = 19
Sideon, Avoid Notice: 1d20 + 19 ⇒ (9) + 19 = 28
Greezgux, Avoid Notice: 1d20 + 13 ⇒ (2) + 13 = 15
Grum, Search: 1d20 + 12 ⇒ (10) + 12 = 22
Sickened Hounds: 1d20 + 17 - 1 ⇒ (4) + 17 - 1 = 20
★ --- ★ --- ★ --- ★
Chulyin
Chulyin's Jaguar
Sideon
Grum
Hounds
Red
Yellow
Blue
Green
Patrick
Greezgux
Chulyin's Animal Companion
|
The fiery jaguar sprints around one of the hounds and to the hound closer to Grum. There he bites at its leg.
Stride, Strike
◆ Jaws: 1d20 + 13 ⇒ (16) + 13 = 29
Piercing: 2d6 + 3 ⇒ (2, 5) + 3 = 10 + Fire: 1 = 1
Chulyin the Spirit Talker
|
Finding himself in close proximity to the alien beasts, Chulyin invokes defensive magic, "'S i clach an ùir mo sgiath." He draws a sigil in the air with the head of his staff. Then his skin becomes the color of the stone around him.
"Go help Grum," he instructs the jaguar and points toward the orc.
Cast (V/S): stoneskin, Command
<reaction>: Recognize Spell (automatica for Primal <7th, Arcane/Divine <5th, and Occult <3rd)
Sideon Senzir
|
Sideon circles the yellow dog and attacks.
Twin Feint
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (20) + 17 = 37 for piercing: 2d4 + 6 ⇒ (1, 2) + 6 = 9
Flat-Footed
+1 striking silver knuckle duster: 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28 for bludgeoning: 2d4 + 2d6 ⇒ (1, 3) + (3, 5) = 12
Criticals:
Dagger 1d6+1 bleed
Knuckle duster: DC 24 Fortitude or be slowed 1 until the end of my next turn.
Opportune Backstab (Flat-footed from Gang Up)
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (18) + 17 = 35 for piercing: 2d4 + 6 + 2d6 ⇒ (3, 3) + 6 + (2, 1) = 15
Grum Skoljar
|
I am back to full from Chulylin's most recent heals.
Grum enters a rage, steps, and strikes at green.
1d20 + 16 ⇒ (12) + 16 = 28
2d12 + 12 ⇒ (10, 9) + 12 = 31
| GM Hmm |
Chulyin casts stoneskin on himself and commands his jaguar to attack. The jaguar flanks with Grum and attacks the Green dog. Because of the lack of angles, the dog's resistance is gone, and all the damage of the bite goes through!
Sideon crits the Yellow dog on the first strike and then hits a second time. Then Grum rages and strikes at Green.
★ --- ★ --- ★ --- ★
Aura time!
It is the turn of the hounds, and their ripping aura kicks in! The hounds of Tindalos's eyes glow balefully, causing painful but bloodless wounds to rip open in the body of a creature that meets its awful gaze.
Sideon, Greezgux and Patrick each will have to do two saves versus the gazes of Red and Yellow.
Red Ripping Gaze (Slashing Damage): 4d6 ⇒ (4, 4, 5, 3) = 16
Yellow Ripping Gaze (Slashing Damage): 4d6 ⇒ (1, 6, 1, 1) = 9
Meanwhile, Blue and Green turn their gazes upon Grum, Chulyin and Chulyin's Jaguar.
Blue Ripping Gaze (Slashing Damage): 4d6 ⇒ (3, 4, 2, 3) = 12
Green Ripping Gaze (Slashing Damage): 4d6 ⇒ (4, 6, 4, 6) = 20
When a creature ends its turn in the emanation, it takes 4d6 slashing damage (DC 24 basic Fortitude save). A creature that critically succeeds at its save is temporarily immune for 24 hours.
★ --- ★ --- ★ --- ★
Now for the hounds' actual actions!
Green casts Slow on Grum and then bites him!
DC 20 Fort Save
Green Jaws: 1d20 + 17 - 1 ⇒ (18) + 17 - 1 = 34
Piercing Damage: 2d10 + 7 - 1 ⇒ (4, 10) + 7 - 1 = 20
Well that bites... So much Chulyin's healing bringing you back up to full.
Blue casts Slow on Chulyin and moves up to him.
DC 20 Fort save
Red casts Slow on Greezgux and moves up to him.
DC 20 Fort save
Yellow casts Slow on Sideon and then bites, but completely misses the dodgy elf.
DC 20 Fort save
Yellow Jaws: 1d20 + 17 - 1 ⇒ (2) + 17 - 1 = 18
Piercing Damage: 2d10 + 7 - 1 ⇒ (2, 7) + 7 - 1 = 15
And then Yellow gets to bleed.
Bleed: 1d6 + 1 ⇒ (3) + 1 = 4
Flat Check DC 15: 1d20 ⇒ 16
Aren't you all glad that these are sick dogs? Just think of the mischief they could cause if only they had a few 90 degree angles around.
★ --- ★ --- ★ --- ★
Chulyin (3 Fort saves needed)
Chulyin's Jaguar (2 Fort saves needed)
Sideon (3 Fort saves needed)
Grum (-40, 3 Fort saves needed)
Hounds
Red
Yellow (-34)
Blue
Green (-42)
Patrick (2 Fort saves needed)
Greezgux (3 Fort saves needed)
Grum Skoljar
|
fort save 1 vs ripping gaze, DC 24: 1d20 + 16 ⇒ (3) + 16 = 19 12 slashing
fort save 2 vs ripping gaze, DC 24: 1d20 + 16 ⇒ (14) + 16 = 30 Success become crit success due to Juggernaut. Immune to green's gaze.
fort save 3 vs slow, DC 20: 1d20 + 16 ⇒ (3) + 16 = 19
Hero Point
1d20 + 16 ⇒ (4) + 16 = 20 Success become crit success due to Juggernaut.
Grum has taken 52 damage. Subtracting from my temp, so 42 real damage.
Grum attempts to demoralize green with a glare.
intimidate: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
He then drops his axe down on the beast.
great axe power attack: 1d20 + 16 ⇒ (8) + 16 = 24 Should be against it's flat-footed. Need whatever I can get to make this swing count
magical slashing: 3d12 + 12 ⇒ (12, 5, 2) + 12 = 31
Patrick Barnard
|
fort v Red: 1d20 + 10 ⇒ (10) + 10 = 20
fort v Yellow: 1d20 + 10 ⇒ (18) + 10 = 28
Patrick electric arcs Red and Yellow
electricity: 4d4 + 4 ⇒ (4, 4, 2, 3) + 4 = 17 DC 25 basic reflex.
He then conjures up a Shield.
| GM Hmm |
Grum saves against the second Ripping Gaze and becomes immune to Ripping Gazes. He also completely shakes off the Slow spell, and then smashes Green some more. Unfortunately Grum, also attempts an Intimidate, and discovers that they have otherworldly minds!
Otherworldly Mind (mental) Whenever a creature targets the hound with a mental effect, that creature takes 4d6 mental damage (DC 24 basic Will save). On a critical failure, it also becomes confused for 1d4 rounds.
Otherworldly Mind Mental Damage (DC 24 Will save): 4d6 ⇒ (5, 4, 6, 2) = 17
Patrick Electric Arcs Red and Yellow.
Sickened Red Reflex: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23
Sickened Yellow Reflex: 1d20 + 17 - 1 ⇒ (13) + 17 - 1 = 29
★ --- ★ --- ★ --- ★
Chulyin (3 Fort saves needed)
Chulyin's Jaguar (2 Fort saves needed)
Sideon (3 Fort saves needed)
Grum (-42, Immune to Ripping Gaze, Will save needed)
Hounds
Red (-17)
Yellow (-42)
Blue
Green (-73)
Patrick (-20)
Greezgux (3 Fort saves needed)
Chulyin the Spirit Talker
|
Fortitude (E): 1d20 + 13 ⇒ (14) + 13 = 27 6 -> resist 5 -> 1 (19 minutes)
Fortitude (E): 1d20 + 13 ⇒ (9) + 13 = 22 20 -> resist 5 -> 15 (18 minutes)
<reaction> Recognize Spell (Critical Fishing): Nature (M): 1d20 + 17 ⇒ (19) + 17 = 36
Fortitude (E), Recognize Spell: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33 Unaffected
Flecks of stone break away from his form as the alien beast's gaze rips reality apart. However, he recognizes the weaves of magic manifesting toward him and is able to resist the temporal effects. He retreats from the beast and then conjures a healing force, directing it toward Grum with his snake-headed staff.
Stride, Cast (V/S): heal (2nd)
2-Action Heal (2nd), Staff of Healing @ Grum: 2d8 + 16 + 1 ⇒ (4, 4) + 16 + 1 = 25
Sideon Senzir
|
Fortitude (Blue Gaze): 1d20 + 12 ⇒ (7) + 12 = 19
Fortitude (Blue Gaze): 1d20 + 12 ⇒ (8) + 12 = 20
Fortitude (Slow): 1d20 + 12 ⇒ (6) + 12 = 18
Brutal, dicebot. I'm going to wait a bit to see what Greezgux does.
| GM Hmm |
Chulyin is grateful for that Stoneskin he cast on himself! He manages to minimize some of the damage from the Ripping Gaze and through his knowledge of the spell, avoids getting slowed! Then he moves back and heals Grum!
Sideon fails all three Fortitude saves, and wishes he could give the dicebot an opportune backstab.
★ --- ★ --- ★ --- ★
Chulyin (-16)
Chulyin's Jaguar (2 Fort saves needed)
Sideon (-25, Slowed)
Grum (-17, Immune to Ripping Gaze, Will save needed)
Hounds
Red (-17)
Yellow (-42)
Blue
Green (-73)
Patrick (-20)
Greezgux (3 Fort saves needed)
Greezgux Sragmiagz
|
Greezgux slowly sips on his last potion.
Moderate healing potion: 3d6 + 10 ⇒ (1, 6, 3) + 10 = 20
Fort Save 1 (Ripping Gaze) DC 24: 1d20 + 14 ⇒ (8) + 14 = 22 16 Damage.
Fort Save 2 (Ripping Gaze) DC 24: 1d20 + 14 ⇒ (5) + 14 = 19 9 Damage.
Fort Save 3 (Slow) DC 20: 1d20 + 14 ⇒ (6) + 14 = 20
Angered at their gaze Greezgux grows to immeasurable heights as the demon in his belly wants revenge. "Where did you tasty morsels come from?" The tiny poppet is rocked around by the sudden growth as it grabs ahold to a bead of fireball from Greezgux's pack for something to cling to.
◆◆ Cast Enlarge (Signature Spell 4th level)
◆ Cast Glutton's Jaw
◆ Mosquito Witch Doll (Independent) Draw bead from Necklace of Fireballs
HP 57/82 | (Vital Beacon Active)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 3/4
Spells (2) 1/4
Spells (3) 2/4
Spells (4) 0/4
Focus 0/2
Hero Point 3/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II (4d6 Used x1)
Decanter of Endless Water
Chulyin's Animal Companion
|
Fortitude (E): 1d20 + 13 ⇒ (8) + 13 = 21 12 damage
Fortitude (E): 1d20 + 13 ⇒ (20) + 13 = 33 0 damage! Immune!
The jaguar hisses as wounds appear upon his body, but then he appears understands something about these alien dogs and no longer suffers from their gaze. The understanding came at a price of distracting him as he tried to bite the crooked dog.
MAC: Strike
◆ Jaws: 1d20 + 13 ⇒ (1) + 13 = 14 vs. flanked target
Piercing: 2d6 + 3 ⇒ (4, 4) + 3 = 11 + Fire: 1 = 1
+ Precision: 1d4 ⇒ 3
Sideon Senzir
|
With the enlarged goblin distracting the dog, Sideon takes two attacks against green.
Flat-Footed from Gang Up
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (16) + 17 = 33 for piercing: 2d4 + 6 + 2d6 ⇒ (4, 4) + 6 + (2, 4) = 20
+1 striking ghost touch cold iron dagger: 1d20 + 17 - 4 ⇒ (14) + 17 - 4 = 27 for piercing: 2d4 + 6 + 2d6 ⇒ (2, 3) + 6 + (2, 2) = 15
Opportune Backstab
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (11) + 17 = 28 for piercing: 2d4 + 6 + 2d6 ⇒ (4, 4) + 6 + (5, 2) = 21
Don't forget about the bleed damage on green from the 1st-round crit.
| GM Hmm |
Angered by that Ripping Gaze, Greezgux enlarges both himself and his jaw, while his poppet familiar grabs out a fireball bead from the necklace of fireballs. After taking a little bit of damage from the Ripping Gaze, the jaguar figures out how to hold body and soul together. Alas, he misses.
Sideon's first strike against hound crits against its flat-footed AC! This would have caused a bleeding condition, but his second attack kills the Yellow hound.
Sideon, I dealt with the bleed damage earlier in this post.
Grum weathers his headache and vows to kill that dog.
★ --- ★ --- ★ --- ★
Aura time!
Red glares at Sideon, Chulyin and Patrick!
Red Ripping Gaze (DC 24): 4d6 ⇒ (2, 3, 1, 4) = 10
Blue glares at Greezgux, Patrick, Chulyin. He wants to glare at Grum and the Jaguar, but they are both immune.
Blue Ripping Gaze (DC 24): 4d6 ⇒ (2, 6, 3, 5) = 16
Green glares at Chulyin.
Green Ripping Gaze (DC 24): 4d6 ⇒ (1, 6, 4, 3) = 14
★ --- ★ --- ★ --- ★
Hound of Tindalos Action Time
Red jaws vs Greezgux: 1d20 + 17 - 1 ⇒ (2) + 17 - 1 = 18
Piercing damage: 2d10 + 7 - 1 ⇒ (5, 10) + 7 - 1 = 21
Red Claw: 1d20 + 17 - 1 - 4 ⇒ (20) + 17 - 1 - 4 = 32
Slashing damage: 2d8 + 7 - 1 ⇒ (3, 4) + 7 - 1 = 13
Red Claw: 1d20 + 17 - 1 - 8 ⇒ (1) + 17 - 1 - 8 = 9
Slashing damage: 2d8 + 7 - 1 ⇒ (6, 5) + 7 - 1 = 17
Green jaws vs Grum: 1d20 + 17 - 1 ⇒ (5) + 17 - 1 = 21
Piercing damage: 2d10 + 7 - 1 ⇒ (6, 8) + 7 - 1 = 20
And then it moves and swipes at the jaguar.
Green Claw vs Jaguar: 1d20 + 17 - 1 - 4 ⇒ (16) + 17 - 1 - 4 = 28
Slashing damage: 2d8 + 7 - 1 ⇒ (4, 7) + 7 - 1 = 17
Blue moves after Chulyin.
Blue jaws vs Chulyin: 1d20 + 17 - 1 ⇒ (16) + 17 - 1 = 32
Piercing damage: 2d10 + 7 - 1 ⇒ (10, 7) + 7 - 1 = 23
Blue Claw: 1d20 + 17 - 1 - 4 ⇒ (8) + 17 - 1 - 4 = 20
Slashing damage: 2d8 + 7 - 1 ⇒ (4, 2) + 7 - 1 = 12
★ --- ★ --- ★ --- ★
Chulyin (-39, 2 Fort saves needed)
Chulyin's Jaguar (-29, Immune to Ripping Gaze)
Sideon (-25, Slowed, 1 Fort save needed)
Grum (-25, Immune to Ripping Gaze)
Hounds
Red (-17)
Yellow (DEAD)
Blue
Green (-73)
Patrick (-20, 3 Fort saves needed)
Greezgux (-26, 2 Fort saves needed)
Patrick Barnard
|
Three? I can only see stares from Red and Blue
fort: 1d20 + 10 ⇒ (17) + 10 = 27 Red
fort: 1d20 + 10 ⇒ (19) + 10 = 29 Blue
fort: 1d20 + 10 ⇒ (14) + 10 = 24 ???
Patrick pauses to see what he knows about Hounds of Tindalos
occultism: 1d20 + 15 ⇒ (20) + 15 = 35 Add 3 for Arcana
He then electric arcs Red.
electricity: 4d4 + 4 ⇒ (3, 3, 4, 1) + 4 = 15 basic reflex 25
Chulyin the Spirit Talker
|
I think some of those gaze ranges might be off. Chulyin isn't in range of Red, and I don't believe Patrick is in range of anyone but Red.
Grum Skoljar
|
Grum strides and attacks green.
two actions-power attack
attack: 1d20 + 16 ⇒ (13) + 16 = 29
magical slashing: 3d12 + 12 ⇒ (3, 4, 1) + 12 = 20
| GM Hmm |
Patrick was in the range of all three before Green and Blue and then Green and Blue moved. You are correct that Red was not in the range of Chulyin -- oops. Chulyin only needs fort saves from Green and Blue.
Sideon Senzir
|
Sorry I missed the bleed!
Fortitude: 1d20 + 12 ⇒ (5) + 12 = 17
Sideon tries (unsuccessfully) to resist some of the damage, then moves over to attack red.
Flat-Footed from Gang Up
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (7) + 17 = 24 for piercing: 2d4 + 6 + 2d6 ⇒ (2, 2) + 6 + (5, 6) = 21
Opportune Backstab; Flat-footed from Gang Up
+1 striking ghost touch cold iron dagger: 1d20 + 17 ⇒ (20) + 17 = 37 for piercing: 2d4 + 6 + 2d6 ⇒ (2, 3) + 6 + (3, 1) = 15
Chulyin the Spirit Talker
|
Bite 23 -> resist 5 -> 18 (17 minutes)
Fortitude (E): 1d20 + 13 ⇒ (5) + 13 = 18 16 -> resist 5 -> 11 (16 minutes)
Fortitude (E): 1d20 + 13 ⇒ (15) + 13 = 28 7 -> resist 5 -> 2 (15 minutes)
The alien hounds cut away more of his stone form, leaving increasingly large rents in the surface.
Assessing the jaguar and Grum to no longer be taking damage from the rips in reality around the alien hounds, Chulyin instructs his jaguar and makes a tactical retreat to bring him closer to his less fortunate companions. "Finish them off!"
Command, Stride, Stride
Chulyin should be out of any of the hounds gaze, for the moment.
Chulyin's Animal Companion
|
The jaguar's actions take place before Chulyin's strides.
He either Steps and attacks from a flank with Grum if Green is still alive or Strides and attacks from a flank with Chulyin against Blue if Green is dead.
The fiery jaguar repositions and bites at the bizarrely bent hounds.
◆ Jaws: 1d20 + 13 ⇒ (8) + 13 = 21
Piercing: 2d6 + 3 ⇒ (1, 3) + 3 = 7 + Fire: 1 = 1
+ Precision: 1d4 ⇒ 4
| GM Hmm |
Patrick knows quite a bit about these hounds. He knows that the lack of right angles here is saving you all a lot of grief, because the hounds have been sickened and all their many resistances have been suppressed. They can inflict damage on anyone who attempts any sort of mental effect on them, they have a ripping gaze, and they have a teleport ability -- but that only works if they have a place nearby with right angles. They are immune to controlled and emotion effects.
Red Reflex: 1d20 + 17 - 1 ⇒ (1) + 17 - 1 = 17
Ooh, Red has a critical failure!
Patrick manages to evade most of the damage from the Ripping Gazes. Grum slices through Green and kills it! Sideon is glad he only had to take one Ripping Gaze this turn, and moves to attack Red. Chulyin is happy he cast stoneskin, as it is reducing the damage he takes from those ripping gazes. He commands his jaguar and moves out of gaze range. The jaguar attacks blue but misses.
Am I missing a post from Greezgux? I see a fireball on the map that I think his poppet just threw...
★ --- ★ --- ★ --- ★
Chulyin (-41)
Chulyin's Jaguar (-29, Immune to Ripping Gaze)
Sideon (-35, Slowed)
Grum (-25, Immune to Ripping Gaze)
Hounds
Red (-68)
Yellow (DEAD)
Blue
Green (DEAD)
Patrick (-45)
Greezgux (-26, 2 Fort saves needed)
Greezgux Sragmiagz
|
I only see one Ripping Gaze for Greezgux in the description. If there is a second his roll is below.
Fort Save 1 (DC 24): 1d20 + 14 ⇒ (2) + 14 = 16 16 Damage.
Fort Save 1 (DC 24): 1d20 + 14 ⇒ (15) + 14 = 29
Greezgux gets torn apart by the ripping gaze. His long blackened tongue rolls down and begins to lick at his torn gashes, sealing them shut with his saliva. Growling down he snaps back at the hound as the small poppet raises the glowing bead high into the air and tosses it off to the south where it rolls across the floor and explodes into a violent storm of flames.
Vital Beacon Heal: 4d10 ⇒ (2, 1, 7, 3) = 13
Huge Glutton's Jaw vs FF: 1d20 + 15 ⇒ (5) + 15 = 20
Hero Point: 1d20 + 15 ⇒ (11) + 15 = 26
Damage (Piercing): 2d8 + 4 + 4 ⇒ (1, 2) + 4 + 4 = 11
Greezgux Temp HP Gained: 2d6 ⇒ (5, 5) = 10
Fireball Damage: 4d6 ⇒ (3, 5, 3, 4) = 15 DC 25 Basic Reflex
◆ Interact Vital Beacon
◆ Strike
◆ Pull out Scroll of Barkskin
◆ Mosquito Witch Doll (Independent) Toss bead of Fireball
HP 41/82 | (Vital Beacon Active D10's used)
AC 26 (27 w/ Shield; Clumsy 1)
Resistances (Resist Fire 5 | Self and Adjacent Allies Resist Evil 3)
Spells (1) 3/4
Spells (2) 1/4
Spells (3) 2/4
Spells (4) 0/4
Focus 0/2
Hero Point 2/3
Mosquito Witch Doll
HP 40/40
AC 26
Items: Necklace of Fireballs II (4d6 Used x2)
Decanter of Endless Water