| Artemis Growl |
Artemis grumbles about his robes, and lashes out with an electric arc between the two owl things.
electric arc DC18: 2d4 + 3 ⇒ (1, 4) + 3 = 8
He then enters his arcane stance, charged with electricity.
| GM Doug H |
2d20 ⇒ (14, 14) = 28
The zombie screeches as too-tuk slashes it. It resists the slashing damage but is weak to the critical.
Zher'myeh's bullets bounce off the creature, doing barely any damage.
Both creatures avoid the worst of the arc, which just sizzles on their tough dead skin.
⚰ ⚰ ⚰
The Float
Terrain: Difficult terrain fpr Medium creatures inside white line
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
Too-tuk (41/41 HP) │ AOO available
Zher’myeh (33/33 HP)
Artemis (42/42 HP) │ Stance
➤ Nar (35/35 HP)
Bigger Owlish (-39 HP)
Zombie Owlish a (-0 HP)
Graaxyn (49/49 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
| Naralmukhlis "Nar" |
"Then let me try mine!" Nar stretches out his arm and a bluish gout of flame instantly freezes into a sharp and glowing icicle. The ice flies forth with incredible speed to strike at the Owlish Bear:
ATK: 1d20 + 8 ⇒ (14) + 8 = 22 if hit Piercing: 3d6 ⇒ (1, 5, 1) = 7, Cold: 2d6 ⇒ (1, 4) = 5, Positive: 2d4 ⇒ (2, 3) = 5
Religion (RK): 1d20 + 9 ⇒ (12) + 9 = 21
| GM Doug H |
Nar recognizes this as a zombie owlbear. It still has the ability to screech — frightening enemies!
The foul creature resists some of the piercing and all of the cold damage. However, it takes all the positive — and then some! Weak to Positive.
⚰ ⚰ ⚰
The Float
Terrain: Difficult terrain fpr Medium creatures inside white line
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
Too-tuk (41/41 HP) │ AOO available
Zher’myeh (33/33 HP)
Artemis (42/42 HP) │ Stance
Nar (35/35 HP)
Bigger Owlish (-56 HP)
Zombie Owlish a (-0 HP)
Graaxyn (49/49 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
| Jakobi Vulkk |
Religion: 1d20 + 8 ⇒ (2) + 8 = 10
"Vengeance, let's bring peace to these creatures."
Jakobi channels power into his eidolon, boosting Vengeance.
Vengeance moves behind the bigger Owl Bear and attempts to bite it.
Jaws: 1d20 + 9 ⇒ (3) + 9 = 12 whelp
Piercing Damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 + 1 Positive Damage
| GM Doug H |
The bigger zombie owlbear steps to Too-tuk and attacks!
Claw: 1d20 + 14 ⇒ (19) + 14 = 33
1d10 + 9 ⇒ (8) + 9 = 17 Crit for 34
Blood and feathers fly as the claw rips through the tengu.
The other creature unleashes a broken, snarling screech in mimicry of a younger owlbear cub. It's frightening. DC 19 Will save vs Audotory, Emotioon, Fear, Mental for everyone — see spoiler below the initiative block for results Then it too steps forward.
⚰ ⚰ ⚰
Graax is Up… At Last!
Terrain: Difficult terrain fpr Medium creatures inside white line
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Jakobi: DC 19 Will vs auditory, emotion, fear, mental)
Vengeance: DC 19 Will vs auditory, emotion, fear, mental)
Too-tuk: DC 19 Will vs auditory, emotion, fear, mental)
Zher’myeh: DC 19 Will vs auditory, emotion, fear, mental)
Artemis: DC 19 Will vs auditory, emotion, fear, mental)
Nar: DC 19 Will vs auditory, emotion, fear, mental)
Graaxyn: DC 19 Will vs auditory, emotion, fear, mental)
──────────
BOLD IS UP!:
──────────
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
➤ Too-tuk (7/41 HP) │ 10' Aura vs +1 status Fear
➤ Zher’myeh (33/33 HP)
➤ Artemis (42/42 HP) │ Stance
➤ Nar (35/35 HP)
Bigger Owlish (-56 HP)
Zombie Owlish a (-0 HP)
➤ Graaxyn (49/49 HP) │ Reaction Available
──────────
RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is fleeing for 1 round and frightened 3.
| Graaxyn Bloodfinger |
Graaxyn grits his massive teeth at the sound coming from this beast.
Will Save: 1d20 + 7 ⇒ (17) + 7 = 24
It still has some effect but he wades in and swings at the Bigger Owlbear.
War Flail: 1d20 + 10 - 1 ⇒ (5) + 10 - 1 = 14
Bludgeoning Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Positive Damage: 1d6 ⇒ 2
War Flail: 1d20 + 5 - 1 ⇒ (3) + 5 - 1 = 7
Bludgeoning Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Positive Damage: 1d6 ⇒ 4
OH NO THE MAGIC IS GONE FROM MY DICE!
Bludgeoning Damage: 1d10 + 8 ⇒ (2) + 8 = 10
Positive Damage: 1d6 ⇒ 6
Also resistance 10 to ally who is hit.
| Artemis Growl |
Will, aura: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Artemis moves around to flank with the smaller of the two, because he can reach there.
He then attacks from his flanking position
jaws, flanking: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16
Magic piercing: 1d8 + 4 ⇒ (3) + 4 = 7+3 electricity
He then casts shield.
Too-Tuk
|
Too-tuk's Will (E): 1d20 + 9 ⇒ (1) + 9 = 10 +1 vs. fear, bravery (S = CS)
Hero Point: Too-tuk's Will (E): 1d20 + 9 ⇒ (16) + 9 = 25 +1 vs. fear, bravery (S = CS)
Too-tuk hisses in pain as the owlbear wight tears at him with its claws and the paradoxically calmly states, "Too-tuk is badly injured. If this is Too-tuk's last stand, Too-tuk should make it count."
Ghostly light flickers in Too-tuk's eyes as the other beast screeches at him. He stoically stands his ground long enough to raise his polearm high and slam it down toward the larger of their foes with focused power. Then he takes a step back to Graaxyn's flank and closer to Nar.
◆◆ Power Attack vs. Bigger Owlish: +1 fauchard (E): 1d20 + 12 ⇒ (19) + 12 = 31 vs. flanked
Magic, Ghost Touch, Slashing: 2d8 + 4 ⇒ (7, 6) + 4 = 17
Deadly: 1d8 ⇒ 5
◆ Step
| GM Doug H |
Graax's luck fails him.
Artemis's jaws connect to the smaller of the two It resists the electricity, but some of the bite goes through. Mmmmm wet dead owlbear…
Too-tuk returns in kind, cutting viciously at the larger beast! However, the owlbear stands yet…
⚰ ⚰ ⚰
Graax is Up… At Last!
Terrain: Difficult terrain fpr Medium creatures inside white line
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Jakobi: DC 19 Will vs auditory, emotion, fear, mental)
Vengeance: DC 19 Will vs auditory, emotion, fear, mental)
Zher’myeh: DC 19 Will vs auditory, emotion, fear, mental)
Nar: DC 19 Will vs auditory, emotion, fear, mental)
Graaxyn: DC 19 Will vs auditory, emotion, fear, mental)
──────────
BOLD IS UP!:
──────────
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
Too-tuk (7/41 HP) │ 10' Aura vs +1 status Fear
➤ Zher’myeh (33/33 HP)
Artemis (42/42 HP) │ Stance
➤ Nar (35/35 HP)
Bigger Owlish (-99 HP)
Zombie Owlish a (-3 HP)
➤ Graaxyn (49/49 HP) │ Reaction Available
──────────
RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is fleeing for 1 round and frightened 3.
| Zher'myeh Quattro |
DC 19 Will: 1d20 + 8 ⇒ (15) + 8 = 23
The sound feels like it rattles Zher'myeh down in his bones, but he manages to pluck up the courage to carry on. He drops his bow and draws his blade, leaping into position opposite Artemis on the larger owlbear thing.
rapier vs. flat-footed AC: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16
piercing: 1d6 ⇒ 5
plus sneak attack: 1d6 ⇒ 6
plus deadly if a crit: 1d8 ⇒ 2
Drop ⟐, Interact to Draw, Stride, Strike. Frightened 1 fades to 0 at end of turn.
| Naralmukhlis "Nar" |
Will: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 The sound gets under Nar's skin.
Scared of what other horrors these beasts can cause, he opts for a simple spell of disruption on the more damaged foe:
Disrupt Undead: 2d6 + 4 ⇒ (3, 5) + 4 = 12 Positive energy. FORT DC 19
| GM Doug H |
Zher'myeh puts his rapier through open the rib cage and pierces the creature's cold dead heart! It falls into the water.
Nar directs his beacon of holy energy to the smaller one
Fort, Frightened Reduces DCs too so it's actually 17: 1d20 + 8 ⇒ (1) + 8 = 9
— half of its face burns away — ashes to ashes and dust to dust in Sarenrae's light!
⚰ ⚰ ⚰
Graax is Up… At Last!
Terrain: Difficult terrain fpr Medium creatures inside white line
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Jakobi: DC 19 Will vs auditory, emotion, fear, mental)
Vengeance: DC 19 Will vs auditory, emotion, fear, mental)
──────────
BOLD IS UP!:
──────────
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
Too-tuk (7/41 HP) │ 10' Aura vs +1 status Fear
Zher’myeh (33/33 HP)
Artemis (42/42 HP) │ Stance
Nar (35/35 HP) │ Frightened 1
Zombie Owlish a (-37 HP) │ Enfeebled 1
Graaxyn (49/49 HP) │ Reaction Available
──────────
RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is fleeing for 1 round and frightened 3.
| Jakobi Vulkk |
Jakobi Will: 1d20 + 10 ⇒ (4) + 10 = 14
Vengeance Will: 1d20 + 8 ⇒ (1) + 8 = 9
HP reroll!
Vengeance Will: 1d20 + 8 ⇒ (14) + 8 = 22
Despite being afraid, Jakobi and Vengeance attack the big owl bear.
Jakobi casts Disrupt Undead and sends a blast of positive energy at the undead.
Positive: 2d6 + 4 ⇒ (6, 4) + 4 = 14 DC 19 Fort
Vengeance tries to bite the giant owl.
Bite 1: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9 OMG all these ones
Piercing: 1d8 + 2 ⇒ (1) + 2 = 3
| GM Doug H |
Fort vs Frightened 2 DC 17: 1d20 + 8 ⇒ (9) + 8 = 17
Jakobi turns more of the owl bear to dust; Vengeance has an embarrassing six seconds.
______
The Owlbear claws at Graax… trying to get through him to the cleric!
Talon, Enfeebled: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30 Enfeebled via Nar saves the crit.
P: 1d10 + 7 - 1 ⇒ (4) + 7 - 1 = 10
It grabs onto the Champion!
⚰ ⚰ ⚰
Graax is Up… At Last!
Terrain: Difficult terrain for Medium creatures inside white line
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Jakobi (44/44 HP) │ Frightened 1
⠀⠀➤ Vengeance (44/44 HP)
➤ Too-tuk (7/41 HP) │ 10' Aura vs +1 status Fear
➤ Zher’myeh (33/33 HP)
➤ Artemis (42/42 HP) │ Stance
➤ Nar (35/35 HP) │ Frightened 1
Zombie Owlish a (-54 HP) │ Enfeebled 1
➤ Graaxyn (39/49 HP) │ Reaction Available, Grabbed
──────────
RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Too-Tuk
|
Too-tuk brings his bladed polearm to bear against the slightly smaller owlish zombie.
◆◆ Power Attack: +1 fauchard (E): 1d20 + 12 ⇒ (20) + 12 = 32 vs. light cover? Natural 20
Magic, Ghost Touch, Slashing: 2d8 + 4 ⇒ (2, 1) + 4 = 7
Deadly: 1d8 ⇒ 2
◆ Strike: +1 fauchard (E): 1d20 + 12 - 5 ⇒ (9) + 12 - 5 = 16 vs. light cover?
Magic, Ghost Touch, Slashing: 1d8 + 4 ⇒ (2) + 4 = 6
Deadly: 1d8 ⇒ 6
◆ Strike: +1 fauchard (E): 1d20 + 12 ⇒ (3) + 12 = 15
Magic, Ghost Touch, Slashing: 1d8 + 4 ⇒ (3) + 4 = 7
Deadly: 1d8 ⇒ 1
| Graaxyn Bloodfinger |
"The question you need to ask yourself is: am I trapped here with you, or are you trapped here with me?"
He lays waste to it with his War Flail:
Whump!: 1d20 + 10 ⇒ (3) + 10 = 13
Bludgeoning Damage: 1d10 + 4 ⇒ (8) + 4 = 12
Positive Damage: 1d6 ⇒ 2
Whump!: 1d20 + 5 ⇒ (11) + 5 = 16
Bludgeoning Damage: 1d10 + 4 ⇒ (10) + 4 = 14
Positive Damage: 1d6 ⇒ 2
He then grabs it by the face and lays on hands, right into its owlish eye holes!
Positive Damage: 2d6 ⇒ (2, 2) = 4
Basic Fort Save DC: 19
Yeah, I am trapped here with him. That answers that.
Retributive Strike vs Undead: 1d20 + 10 ⇒ (2) + 10 = 12
Bludgeoning Damage: 1d10 + 8 ⇒ (10) + 8 = 18
Positive Damage: 1d6 ⇒ 5
Also resistance 10 to ally who is hit.
| GM Doug H |
| 1 person marked this as a favorite. |
1d20 + 8 ⇒ (10) + 8 = 18
The creature is slashed by Too-tuk… it staggers, and falls into the water after Jakobi burns away the ret of its sustaining force …
Sadly Graax never seems to have had a turn, or if he did it was lost to the annals of time.
| GM Doug H |
There is no treasure in here.
After you heal and trefocus you move on.
______
The dark passageways turn and turn… those of you skilled in Survival think you've gone in a circle and are nearing the area below Spring Hill again.
Up ahead is the stench of Rot Graax smelled when you first entered the Warrens. Nothing for it but to head that way.
You find something terrible there. A massive pool that covers this chamber shimmers dully in the darkness. Dozens of bodies gently bob up and down among the floating detritus. The drip of trickling water echoes faintly.
Dozens of shoes, shirts, cloaks, packs, and other personal belongings float in this pond, alongside the bodies.
This heap is the tragedy of Fiorna’s Faith — the refuse of a once-vibrant community.
Map updated. let me know if you poke around and how you move through this area. Feel to make any checks you deem appropriate for an investigation if you are inspecting the bodies or searching them.
| Artemis Growl |
"Well, this is unfortunate. I think that we should find a way to get them back outside, but I think we'll need a funeral pyre so that these folks aren't forced to rise again as undead."
He starts looking around, using detect magic. Then starts pulling bodies and belongings out of the nastiness.
Not sure what checks I could make. Maybe Society (+8) or Arcana (+10) to determine which one is Jacra Hillwren
| GM Doug H |
Nar's Religion (T): 1d20 + 9 ⇒ (19) + 9 = 28
Graaxyn Bloodfinger's Perception (T): 1d20 + 5 ⇒ (14) + 5 = 19 Scent
Too-tuk's Undead Lore (E): 1d20 + 7 ⇒ (9) + 7 = 16 Unmistakable Lore
Atop a pile off to the side of the room is an unremarkable leather satchel, but Nar catches the familiar writings of a Sigil cantrip on the page of an open book. It's a leather-bound spellbook.
Nearby is also a shortsword depicting a flock of ravens. A pair to the one with doves you found before.
The bodies here are so bloated and waterlogged that it's impossible to tell if Jacra's corpse is here.
| Naralmukhlis "Nar" |
"Look there, a spellbook!"
Regardless, the whole scene makes the ifrit uncomfortable, "Would that I could offer them rest. Let us take the sword and book and be gone."
| Artemis Growl |
"Ah, interesting. I'll take a look at that.
"I am concerned Nar, that these poor folks will be forced into undead servitude. Perhaps we should fetch them, and their belongings, out. Then we can give them a proper burial by fire, to protect them against that fate."
| GM Doug H |
It would take hours to get them out of the water and sort through the rest of the belongings. Let me know if you wish to do this. We'll say there is more time to explore after but the gruesome task would definitely cut into your day
| Artemis Growl |
Artemis shrugs, "As you say."
He then notices the state of his robes and casts prestidigitation, and then looks quickly at the spellbook.
Arcana +10
| GM Doug H |
Graaxyn Bloodfinger's Initiative Using Search: 1d20 + 6 ⇒ (12) + 6 = 18
Too-tuk's Initiative Using Search + Scout: 1d20 + 10 ⇒ (14) + 10 = 24
Artemis Growl's Initiative Using Scouting: 1d20 + 8 ⇒ (17) + 8 = 25
Zher'Myeh Quattro's Initiative Using Avoid Notice when possible: 1d20 + 9 ⇒ (10) + 9 = 19
Nar's Initiative Using Investigate (Religion): 1d20 + 9 ⇒ (3) + 9 = 12
11d20 ⇒ (12, 3, 3, 5, 8, 18, 10, 12, 3, 10, 11) = 95
1d20 ⇒ 2
This is Jacra's spellbook. In addition to some common cantrips that clerics and wizards can cast alike, It contains transmutation abjuration ritual research focused on strengthening city walls to repulse undead. Research of great value to the people of Trunau — and the whole region.
⚰ ⚰ ⚰
You move past the mass grave. You can hear the sobbing more clearly now. You must be close. Voices emanate from just up ahead:
Please… please…
Four pillars of soot-stained granite rise around a natural dais, atop which stands a slab of bloodstained stone. Black candles flicker in the darkness from atop this altar, a rusty ceremonial dagger resting between them. The shackles dug into the stone at the corners of the ritual site are empty, but it’s clear they’ve been used to bind many in Fiorna’s Faith as they met their gruesome end. On the far side of the chamber hangs a black velvet curtain.
Pens are built into the walls of this room, each one sealed with wooden bars. Living hands reach out and hoarse voices call for help. These people look traumatized — they must have been forced to watch as friends and family were taken and transformed upon the unholy altar.
HELP! HELP!
No sooner do those calls fade than another sound can be heard, the clattering of bones clad in rusted mail! Five lance-wielding skeletons rise up. Their cold eyes glow in the flickering candlelight.
You know skeletons resist cold, electricity, fire, piercing, slashing
______
The first one moves forward and stabs 1d2 ⇒ 2 Graax:
1d20 + 10 ⇒ (9) + 10 = 19 MISS
1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
P: 1d8 + 4 ⇒ (7) + 4 = 11
⚰ ⚰ ⚰
The Dark Shrine
Terrain: Pillars rise floor to ceiling
Battlemap
──────────
BOLD IS UP!:
──────────
Skeletal 5 (-0 HP)
➤ Artemis (42/42 HP)
➤ Too-tuk (41/41 HP)
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
Skeletal 1 (-0 HP)
Zher’myeh (33/33 HP)
Graaxyn (38/49 HP)
Skeletal 4 (-0 HP)
Nar (35/35 HP)
Skeletal 2 (-0 HP)
Skeletal 3 (-0 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
Too-Tuk
|
"This space is as good as any to hold the line," Too-tuk comments as he lets his fauchard fall to the side and draws the massive hammer hanging behind his back. He steps forward to smash the skeletal knight in front of him.
◇ Release
◆ Interact (draw maul)
◆ Step
◆◆ Power Attack vs. #5: maul (E): 1d20 + 11 ⇒ (11) + 11 = 22
Magic, Bludgeoning: 2d12 + 4 ⇒ (3, 10) + 4 = 17
| GM Doug H |
1d20 ⇒ 4
The skeleton is battered but it does not seem Weak to bludgeoning or positive. it still stands.
Artemis is up
| Artemis Growl |
Artemis casts a spell, hoping that not moving to get a clear shot doesn't hurt him. His spell launches a rock at #5!
spell attack vs #5: 1d20 + 8 ⇒ (7) + 8 = 15
Unfortunately, the rock goes wide, but Artemis then enters his arcane cascade stance.
| GM Doug H |
Skeletal 5 lives to fight another day. Or another 1/6 round…
Skeletal 1 stride along the wall, clattering its lance along the cage full of townsfolk as if to say "you're next."
It attacks Too-tuk!
Lance: 1d20 + 10 ⇒ (9) + 10 = 19
1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
Or, tries to.
⚰ ⚰ ⚰
The Dark Shrine
Terrain: Pillars rise floor to ceiling
Battlemap
──────────
BOLD IS UP!:
──────────
Skeletal 5 (-0 HP)
Artemis (42/42 HP)
Too-tuk (41/41 HP)
Jakobi (44/44 HP)
⠀⠀Vengeance (44/44 HP)
Skeletal 1 (-0 HP)
Zher’myeh (33/33 HP)
➤ Graaxyn (38/49 HP)
Skeletal 4 (-0 HP)
Nar (35/35 HP)
Skeletal 2 (-0 HP)
Skeletal 3 (-0 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
| Graaxyn Bloodfinger |
Graaxyn studies these creatures.
Undead Lore: 1d20 + 8 ⇒ (7) + 8 = 15
"Watch them. They can catch you off guard if you aren't careful." (with AOOs)
He steps forward and swings at Skeleton 5.
War Flail: 1d20 + 10 ⇒ (16) + 10 = 26
Bludgeoning Damage: 1d10 + 4 ⇒ (7) + 4 = 11
Positive Damage: 1d6 ⇒ 3
Bludgeoning Damage: 1d10 + 8 ⇒ (8) + 8 = 16
Positive Damage: 1d6 ⇒ 2
Also resistance 10 to ally who is hit.
| GM Doug H |
Graax demolishes his target!
The other horror moves in and stabs at the Champion.
Lance: 1d20 + 10 ⇒ (9) + 10 = 19
More Lance: 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20
… again, badly.
⚰ ⚰ ⚰
The Dark Shrine
Terrain: Pillars rise floor to ceiling
Battlemap
──────────
BOLD IS UP!:
──────────
Artemis (42/42 HP)
Too-tuk (41/41 HP)
Jakobi (44/44 HP)
⠀⠀Vengeance (44/44 HP)
Skeletal 1 (-0 HP)
Zher’myeh (33/33 HP)
Graaxyn (38/49 HP) │ Reaction Avaialble
Skeletal 4 (-0 HP)
➤ Nar (35/35 HP)
Skeletal 2 (-0 HP)
Skeletal 3 (-0 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
| GM Doug H |
Fort, 4: 1d20 + 7 ⇒ (3) + 7 = 10
Nar's beam hits the knight. Not weak to positive but failed the save
______
Skeleton 2
Skeleton 2 moves forward and attacks the cleric!
1d20 + 10 ⇒ (3) + 10 = 13 MISS
1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22
P: 1d8 + 4 ⇒ (7) + 4 = 11
It cuts the cleric's arm— the Cardinal Martyr protects Nar from the worst.
______
Skeleton 3
Knight 3 moves forward and attacks the Champion!
1d20 + 10 ⇒ (15) + 10 = 25
P: 1d8 + 4 ⇒ (8) + 4 = 12
1d20 + 10 - 5 ⇒ (12) + 10 - 5 = 17 MISS
More blood is spilt. Suffering indeed.
______
SURPRISE!
Out from behind the curtain strides the bloated corpse of a merchant. His skin, with its sickly green pallor, hangs from his frame as if too large for his body. His clothing must have once been elegant burial garments, but the tunic is now frayed and moldy, the cloak covered in blood. In one hand, he carries a massive farming scythe; in the other, he holds a large tome etched with blasphemous symbols. He opens his slack jaw and a cloud of dust issues forth with each tortured word.
Kill… them! They… will… rise… as my… VANGUARDS!
Art on slide 1
He casts a 2-action Harm to heal one of his Champions.
Harm to Heal: 2d8 + 16 ⇒ (3, 3) + 16 = 22 Heals Nar's target to full
⚰ ⚰ ⚰
The Dark Shrine
Terrain: Pillars rise floor to ceiling
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Artemis (42/42 HP)
➤ Too-tuk (41/41 HP)
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
Skeletal 1 (-0 HP) │ Reaction Avaialble
Zher’myeh (33/33 HP)
Graaxyn (26/49 HP) │ Reaction Used
Skeletal 4 (-0 HP) │ Reaction Avaialble
➤ Nar (34/35 HP)
Skeletal 2 (-0 HP) │ Reaction Avaialble
Skeletal 3 (-0 HP) │ Reaction Avaialble
──────────
RECALL KNOWLEDGE:
──────────
DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
| Artemis Growl |
Artemis Strides up to #2, grinning. He swings his fist at the skeletal knight while casting telekinetic projectile!
fist: 1d20 + 10 ⇒ (10) + 10 = 20
bludgeoning, stance: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
bludgeoning (spell): 2d6 + 3 ⇒ (4, 4) + 3 = 11
| GM Doug H |
AOO: 1d20 + 10 ⇒ (15) + 10 = 25
P: 1d8 + 4 ⇒ (4) + 4 = 8
Artemis takes a lance to the knee, but plays it back in kind! Bones crack.
⚰ ⚰ ⚰
The Dark Shrine
Terrain: Pillars rise floor to ceiling
Battlemap
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BOLD IS UP!:
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Artemis (34/42 HP)
➤ Too-tuk (41/41 HP)
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
Skeletal 1 (-0 HP) │ Reaction Avaialble
Zher’myeh (33/33 HP)
Graaxyn (26/49 HP) │ Reaction Used
Skeletal 4 (-0 HP) │ Reaction Avaialble
Nar (34/35 HP)
Skeletal 2 (-17 HP) │ Reaction Used
Skeletal 3 (-0 HP) │ Reaction Avaialble
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RECALL KNOWLEDGE:
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DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
| Artemis Growl |
Artemis growls loudly as the spear hits, but this doesn't stop him in his attack! "Someone finish this one! Don't let them heal it!"
Too-Tuk
|
"Too-tuk hears Artemis' request," the tengu says as he move toward the damaged knight. He shifts his grip on the maul and swings it over his head and down toward the skeleton. "Someone should put down the necromancer or Too-tuk will oblige."
◆ Stride
◆◆ Power Attack vs. #2: maul (E): 1d20 + 11 ⇒ (19) + 11 = 30
Magic, Bludgeoning: 2d12 + 4 ⇒ (9, 1) + 4 = 14
◆ Strike: maul (E): 1d20 + 11 ⇒ (2) + 11 = 13
Magic, Bludgeoning: 1d12 + 4 ⇒ (12) + 4 = 16
| GM Doug H |
1d20 + 10 ⇒ (6) + 10 = 16
1d20 + 10 ⇒ (16) + 10 = 26
P: 1d8 + 4 ⇒ (3) + 4 = 7
The skeletons draw some blood before Too-tuk smash his target. Crit; destroyed.
⚰ ⚰ ⚰
The Dark Shrine
Terrain: Pillars rise floor to ceiling
Battlemap
──────────
BOLD IS UP!:
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??? (-0 HP)
Artemis (34/42 HP)
Too-tuk (34/41 HP) │ Reaction Available
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
Skeletal 1 (-0 HP) │ Reaction Used
Zher’myeh (33/33 HP)
Graaxyn (26/49 HP) │ Reaction Used
Skeletal 4 (-0 HP) │ Reaction Used
Nar (34/35 HP)
Skeletal 3 (-0 HP) │ Reaction Avaialble
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RECALL KNOWLEDGE:
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DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
| Jakobi Vulkk |
Jakobi sends Vengeance in to chomp at Skeleton 1.
Jaws: 1d20 + 9 ⇒ (9) + 9 = 18
Piercing Damage: 1d8 + 4 ⇒ (5) + 4 = 9 + 1 Positive Damage
And then sends a blast of positive energy at #4.
Disrupt undead: 2d6 + 4 ⇒ (2, 2) + 4 = 8 DC 19 Fort save
| GM Doug H |
The bite misses.
Fort: 1d20 + 7 ⇒ (2) + 7 = 9
However the disruption affects it mightily! Crit fail
Skeleton 1 ignores the eidolon and opts to attack the bastion of Lawful Goodness of Suffering, moving into a flank. Too-tuk swings and misses.
Lance va Flanked: 1d20 + 10 ⇒ (1) + 10 = 11
Lance va Flanked: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13
The undead in merchant robes hops up and down. Pathetic!
⚰ ⚰ ⚰
The Dark Shrine
Terrain: Pillars rise floor to ceiling
Battlemap
──────────
BOLD IS UP!:
──────────
??? (-0 HP)
Artemis (34/42 HP)
Too-tuk (34/41 HP) │ Reaction Used
Jakobi (44/44 HP)
⠀⠀Vengeance (44/44 HP)
Skeletal 1 (-0 HP) │ Reaction Used
➤ Zher’myeh (33/33 HP)
➤ Graaxyn (26/49 HP) │ Reaction Used
Skeletal 4 (-18 HP) │ Reaction Used, Enfeebled 1
Nar (34/35 HP)
Skeletal 3 (-0 HP) │ Reaction Avaialble
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RECALL KNOWLEDGE:
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DC 26 (crit success), second success by another PC, or DC 18 as second check after first success:
| Graaxyn Bloodfinger |
Graaxyn steps in and swings at Skeleton 4.
War Flail: 1d20 + 10 ⇒ (11) + 10 = 21
Bludgeoning: 1d10 + 4 ⇒ (1) + 4 = 5
Positive: 1d6 ⇒ 3
He then steps again to protect Too Tuk.
Bludgeoning Damage: 1d10 + 8 ⇒ (9) + 8 = 17
Positive Damage: 1d6 ⇒ 3
Also resistance 10 to ally who is hit.