[Gameday XI] Doug's 3-98: Expedition into Pallid Peril (Tier 3-4) (Inactive)

Game Master Doug Hahn

Slides | Macros


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Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Torrent's thoughts explode as this is even being considered. The azarketi cools herself with a damp rag before speaking, "I see merit in leading others to you, but we cannot forget those who would otherwise be lost and forgotten. The Plane of Water is unbalanced and the currents are slowing in Lysianassa's absence. What unbalance will there be if the records are lost? What reunion will be withheld? This is the cost that has been proposed."

Diplomacy to support Jerneshal: 1d20 + 8 ⇒ (1) + 8 = 9 hero point, slide updated
Diplomacy to support Jerneshal: 1d20 + 8 ⇒ (12) + 8 = 20


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

We don't understand anything about this plane of water you speak of, but your passion is undeniable. The sisters are very close to making up their minds!

Don: Deception Success to Keep Records
Salka: Society Success to Keep Records
Torrent: Religion Success to Keep Records, Diplomacy Success to keep records
Rixette: Shuffling cards
Interi: Religion Success to Keep Records
Mint: Crit Success at being difficult :p
-------------------------
Total to Keep Records (Jerneshal): 5
Total to Send Beacon (Raseri Kanton): 2

6 sucesses will convince the sisters. You are close to convincing them Jerneshal is correct but there's still time to change your mind!

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

"The Waiting Void is patient. No need to speed the history you carry along its path."

Religion: 1d20 + 9 ⇒ (10) + 9 = 19


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

"You are right… your passion and wisdom moves us. We will maintain. Time means little to us.


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

The Sisters resume their duties, and allow you to pass. To the East is a a shaft that plummets down into the earth; a stone wheel and chain sits next to the shaft; it in turn is connected to a complicated gear box. You can use the gear box to turn the huge wheel, raising and lowering a platform.

Asssuming you try it out…

When first used, the wheel grinds slowly and creaks as the entire room moves up, shaking as it goes. After a few seconds, the grinding and shaking stops, and the wheel and room move smoothly for the first time in centuries.

Do you ride the elevator down?

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

"Hey, let's try out this elevator!"


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

You ride down and down until the lift comes to a stop in a wide cavern. Interi and Mint can tell that this place was made with Shape Stone. Abandoned wagons of metal and stone mark this as the start of a caravan route, though any cargo that may have once been here has long since decayed. Approximately a thousand feet down the road, a set of double doors seal off the next chamber. A warning sign in Dwarven reads “Maximum Width: 8 feet”.

DC 15 Crafting or Occultism:
a wide swath of stone has been damaged by the acidic trail of an ooze.

You remember that you were told to report any findings of new areas, and not explore too far ahead alone. You probably turn around and explore the rest of the Sisters' area above, and then report your discovery to Luna Aldred.

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Crafting 15: 1d20 + 9 ⇒ (18) + 9 = 27

"Hey, it looks like a wide swath of stone has been damaged by the acidic trail of an ooze..."


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

News of the Ooze makes you even more hesitant to stay down here in the new revgion of the caves, without support. Mice scurry in the dark as you make a quick exit.

After heading back up, you check out the Western end of the Sisters' chamber; they seem to be a crossroads of sorts.

Here you find iron rungs built into the side of a shaft, which leads to a spacious cavern below.

The cavern leads to a short passage, which ends in a pair of doors covered in the ruined religious symbols of the deities of the dwarven pantheon. They seem to have been destroyed with chisels and hammers… all but one symbol… fire under stone arch.

DC 15 Religion or DC 10 Dwarven Lore:
You recognize only the symbol of Droskar, the evil dwarven god of toil.

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Religion DC 15: 1d20 + 5 ⇒ (13) + 5 = 18

Looking at the untouched symbol, Torrent speaks aloud, "Droskar, the evil dwarven god of toil. Hm..." she shrugs, not sure what to make of this information.


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

Another insidious omen. You head back up.

You dub the route with broken wagons the "caravan route" and the the route with the door the "temple route."

It’s time to report back to Luna.

You can rest for "free" once this part with a boon the House earned; I will have you use it now.

Horizon Hunters

CG | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Rest as in sleep and regain spells? If so, Mint votes to rest.

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) | HP 74/74 | AC 24 (26 w/ Shield) | Fort +12, Ref +9, Will +10 | Perc +8, Low-Light Vision | Hero Points: 1/3 | Active Conditions: Frightened 1

After the report, Salka spend the rest of the day working on her blueprints and begins working on some aesthetic adaptations to her armor inspired by the dwarven statue sisters. A few accents of obsidian and silver really would tie the look of it together.

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Upon returning, Interi once again stands at the center of camp, soaking up the last few rays of sunset. When dawn breaks, it finds them in the same position, eagerly drinking the first light of morning.


2 people marked this as a favorite.
SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

There are some other pathfinders reporting in. Hopefully your wait isn't too long… We've finished part 1, and waiting on the next trigger which may happen today or tomorrow.

Horizon Hunters

1 person marked this as a favorite.
CG | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

After his morning calisthenics and communing with nature, Mint paints his face in stripes with metallic hues, inspired by the events of the previous day.

"Hup hup!"


VC Australia - WA

A crowd of drenched Pathfinders is pleased to report that the Sunken Halls is cleared!

A courier arrives bearing a message: “All agents are to report back to base camp.”

Once the remaining teams have returned to camp, Venture-Captain Luna Aldred calls the Pathfinders together, “With everyone’s work, we’ve uncovered two new areas in the ruins. One follows an old caravan route through the mountain, while the other goes through an abandoned temple. Choose whichever route you prefer, but keep your eyes peeled, as we’re getting closer to Raseri Kanton. However, the Aspis Consortium is closing in. We’ll return to the ruins tomorrow and beat those snakes to the city. Rest up tonight and prepare for a long day tomorrow.”

Table GMs, begin Act 2.


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

You explored two areas after meeting the sisters: the caravan way and the temple. Let me know which one you’d like to explore first.

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

"Perhaps we should walk in the footsteps of history, following the caravans of old." Just for the sake of picking one, I vote Caravan.

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) | HP 74/74 | AC 24 (26 w/ Shield) | Fort +12, Ref +9, Will +10 | Perc +8, Low-Light Vision | Hero Points: 1/3 | Active Conditions: Frightened 1

"I could go for a stroll through an old caravan route. It'll feel just at home for a traveling merchant like myself."

I also was going to say the Caravan. Our group seems like a stronger batch of explorers than the alternative option.

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

"I suppose we may have time for both, and a caravan route might be a better workout" Torrent says in agreement for the caravan route.


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

Spoiler:
Interi's Initiative Using Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Torrent's Initiative Using Searching: 1d20 + 5 ⇒ (9) + 5 = 14
Salka Silver-Fist's Initiative Using Perception/Investigate: 1d20 + 5 ⇒ (15) + 5 = 20
Rixette's Initiative Using Rixette uses After You and goes last but starts with panache: 1d20 - 20 ⇒ (4) - 20 = -16
Don Jurri, Modern Knight's Initiative Using Defend w/ Dueling Parry else Scout: 1d20 + 8 ⇒ (4) + 8 = 12
Mint's Initiative Using Search: 1d20 + 11 ⇒ (12) + 11 = 23
4d20 ⇒ (7, 17, 14, 5) = 43

You return to the sisters, ride down the elevator, walk back to the double doors, and push them open to reveal a long and thin chamber with a stalagmite ahead.

Something has drained the color and lichen from the stone here, leaving it smooth to the touch. Finely crumbled mineral deposits cover this room with dust. With the sizable amount left undisturbed, it’s clear that this area has been abandoned for years.

Four cube-shaped oozes congeal and attack!

______

Cube 2 gets the jump on you. It moves forward, wriggles, then rushes at Mint and Don, trying to engulf them!

Dc 19 vesengulf: if you make the save you can choose tp be pushed aside or and the monster's movement (in this case ending the movement sonnet bely as it's engulfing both of you at once).

If you fail the save you will be pushed inside the cube, slowed 1, take Acid: 2d6 ⇒ (6, 3) = 9 and need to make a dc 20 fort save vs a level 3 incapacitation effect. See full engulf rules at bottom of stat block.

★★★
The consumed Chamber Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────

Mint: DC 19 vs Engulf (9 Acid and a DC 20 fort vs incapacitate 3)
Don Jurri: DC 19 vs Engulf (9 Acid and a DC 20 fort vs incapacitate 3)

──────────
BOLD IS UP!:
──────────
Cube 2 (-0 HP)
➤ Mint (44/44 HP)
➤ Salka (38/38 HP)
Cube 3 (-0 HP)
Torrrent (48/48 HP)
Interi (62/62 HP)
Cube 1 (-0 HP)
Don Jurri (52/52 HP)
Cube 4 (-0 HP)
Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.

Horizon Hunters

CG | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Mint wildshapes into a bear and tries to claw cube 2!

Claws: 1d20 + 4 ⇒ (15) + 4 = 19
Slashing: 1d8 + 1 ⇒ (4) + 1 = 5

"Growl!"

Horizon Hunters

CG | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Reflex save vs Engulf: 1d20 + 8 ⇒ (15) + 8 = 23

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) | HP 74/74 | AC 24 (26 w/ Shield) | Fort +12, Ref +9, Will +10 | Perc +8, Low-Light Vision | Hero Points: 1/3 | Active Conditions: Frightened 1

Salka attempts to kick her invention into Overdrive!

Overdrive vs DC 18: 1d20 + 11 ⇒ (5) + 11 = 16

Okay this is getting silly now...

Then she steps up to the side of Cube #2 and tries to knock it into bits with her shield.

+1 Shield Boss: 1d20 + 9 ⇒ (16) + 9 = 25
Bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9

Reaction: Reactive Shield


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

Mint avoids getting engulfed before turning into GrizzlyMint and slashing at the cube! Ribbons of jelly fall to the ground.

Salka's equipment continues to pose problems. Maybe it needs a literal kick!? She steps up and just clobbers the thing.

Cube 3 rolls forward and tries to engulf Salka and carry her off!

Acid if fail DC 19 reflex: 2d6 ⇒ (1, 1) = 2

Mint takes an AOO Please pre-roll if you can, fighters.

Claws: 1d20 + 9 ⇒ (2) + 9 = 11
Slashing: 1d8 + 1 ⇒ (3) + 1 = 4

Though GrizzlyMint's swipe is very wild, he still slashes jelly.

★★★
The consumed Chamber Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────

Salka: DC 19 vs Engulf (2 Acid and a DC 20 fort vs incapacitate 3)
Don Jurri: DC 19 vs Engulf (9 Acid and a DC 20 fort vs incapacitate 3)

──────────
BOLD IS UP!:
──────────
Cube 2 (-14 HP)
Mint (44/44 HP) │ AOO Used
Salka (38/38 HP)
Cube 3 (-4 HP)
➤ Torrrent (48/48 HP)
➤ Interi (62/62 HP)
Cube 1 (-0 HP)
Don Jurri (52/52 HP)
Cube 4 (-0 HP)
Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.


Cube Reflex DC :
10

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) | HP 74/74 | AC 24 (26 w/ Shield) | Fort +12, Ref +9, Will +10 | Perc +8, Low-Light Vision | Hero Points: 1/3 | Active Conditions: Frightened 1

Reflex vs DC 19: 1d20 + 6 ⇒ (18) + 6 = 24

Her armor may be giving her a hard time, but her reflexes aren't failing her.

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Interi tries to smash the cube beside them into jelly, hoping to open up the space a little bit.

◆Strike vs. #2, ◆Strike vs. #2, ◆Strike vs. #2. If #2 goes down before their third strike, Interi instead moves up next to #1.

+1 striking storm hammer vs. #2: 1d20 + 13 ⇒ (7) + 13 = 20
Bludgeoning: 2d8 + 4 ⇒ (8, 7) + 4 = 19
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

+1 striking storm hammer vs. #2, 2nd attack: 1d20 + 13 - 5 ⇒ (2) + 13 - 5 = 10
Bludgeoning: 2d8 + 4 ⇒ (5, 2) + 4 = 11
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

+1 striking storm hammer vs. #2, 3rd attack: 1d20 + 13 - 10 ⇒ (11) + 13 - 10 = 14
Bludgeoning: 2d8 + 4 ⇒ (1, 4) + 4 = 9
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

AoO:

+1 striking storm hammer: 1d20 + 13 ⇒ (18) + 13 = 31
Bludgeoning: 2d8 + 4 ⇒ (3, 5) + 4 = 12
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Torrent blasts the nearest Cube with a strike fused with the force of the sea, and then channels that energy back through her gill hook

Spellstrike w/ gill hook & 2nd Hydraulic Push vs #2: 1d20 + 11 ⇒ (8) + 11 = 19
Strike dmg P dmg: 2d10 + 4 ⇒ (8, 8) + 4 = 20
spell dmg +B dmg: 5d6 ⇒ (4, 6, 6, 4, 4) = 24 +knocked back 5ft on success, 10 ft on critical success

◆◆ Spellstrike #2 ◆ Arcane Cascade(bludgeoning) (+2 temp hp at start of each of her turns from inexorable iron hybrid study)


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

The electric does no damage, but Interi gets three solid hits in. 39 damage va 2 putting it at -53. It is still ip and relatively healthy. Quick post because I am on the road..

looks lioe an xpost with torrent too. Will update tonight.

Grand Archive

CN Taldan Human Final Blade Survivor Swashbuckling Fencer and Firebrand Agent Provocateur 6 | ◆◇↺ | Explore: Defend | ⛨ 24 or 26 dueling | ♥️ 80| Saves @ 12**/14**/12** | Perception @ 12** | Speed 30 or 35 panache | ☘️ □□ | ✋ Rapier | Luck □ | Reactions (↺): Charmed Life, Opportune Riposte, Pristine Epaulet

Don Jurri w/ Reflex vs Engulf (DC 19): 1d20 + 12 ⇒ (9) + 12 = 21

...a pirouette gently glides our chivalric hero out of the way just in the nick of time "Rude!"


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

Oozes quiver in sadness they can't engulf anyone! Well if only they had feelings.

Torrent's gill hook, embowered by water, first pushes her target back; the torrent of pounding waves causes it to discorporate!

Cube 1 tries to Engulf the whole party, rolling over as many as it can!

First GrizzlyMint & Don, then Torrent, then Tnteri, then Rixette. Remember if you succeed at the save you can choose to be pushed in front of the creature's path to end the movement. So I will resolve saves in the order posted.

Acid if you fail: 2d6 ⇒ (2, 1) = 3 and then a DC 20 Fort vs incapacitation.

★★★
The Consumed Chamber Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────

Mint: DC 19 Reflex vs. Engulf (3 acid & Fort)
Torrrent: DC 19 Reflex vs. Engulf (3 acid & Fort)
Interi: DC 19 Reflex vs. Engulf (3 acid & Fort)
Don Jurri: DC 19 Reflex vs. Engulf (3 acid & Fort)
Rixette: DC 19 Reflex vs. Engulf (3 acid & Fort)

──────────
BOLD IS UP!:
──────────
Mint (44/44 HP) │ AOO Used
Salka (38/38 HP)
Cube 3 (-4 HP)
Torrrent (48/48 HP)
Interi (62/62 HP)
Cube 1 (-0 HP)
➤ Don Jurri (52/52 HP)
Cube 4 (-0 HP)
Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.


Cube Reflex DC :
10

Horizon Hunters

1 person marked this as a favorite.
CG | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

Reflex vs Engulf: 1d20 + 9 ⇒ (11) + 9 = 20

GrizzlyMint resists being engulfed and stops the cube from moving!

"HUP!"


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

Grizzlymint stops the cube!

Jeeze all my cube wants to do is digest everyone so rude

★★★
Hup! Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
Mint (44/44 HP) │ AOO Used
Salka (38/38 HP)
Cube 3 (-4 HP)
Torrrent (48/48 HP)
Interi (62/62 HP)
Cube 1 (-0 HP)
➤ Don Jurri (52/52 HP)
Cube 4 (-0 HP)
Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.


Cube Reflex DC :
10

Grand Archive

CN Taldan Human Final Blade Survivor Swashbuckling Fencer and Firebrand Agent Provocateur 6 | ◆◇↺ | Explore: Defend | ⛨ 24 or 26 dueling | ♥️ 80| Saves @ 12**/14**/12** | Perception @ 12** | Speed 30 or 35 panache | ☘️ □□ | ✋ Rapier | Luck □ | Reactions (↺): Charmed Life, Opportune Riposte, Pristine Epaulet

Gossip Lore vs Cube (DC 18): 1d20 + 7 ⇒ (19) + 7 = 26

"Dungeon Caviar!" Don Jurri announces.

Translation: This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5

◆) Recall
◆◆) Strike x2
+
↺) Opportune Riposte (+11 @ 2d6)

Quick footwork delivers two quick pokes, heeling on his pirouette, exposing an opening in his guard.

Strike Rapier (Piercing) vs Gelly #1: 1d20 + 11 ⇒ (14) + 11 = 252d6 ⇒ (1, 5) = 6
Strike Rapier (Piercing) w/ MAP (-5) vs Gelly #1: 1d20 + 11 - 5 ⇒ (11) + 11 - 5 = 172d6 ⇒ (6, 3) = 9


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

Don pokes the cube before him; digestive fluids leak out.

Cube 4 finally springs into action! It tries to engulf Salka!

acid: 2d6 ⇒ (4, 3) = 7

If Salks fails the save or chooses to be pushed aside instead of stopping it:
It then slams it cube face at GrizzlyMint!

cube face: 1d20 + 11 ⇒ (17) + 11 = 28
Acid: 1d6 ⇒ 6
and a DC 20 fort save vs an incapacitation level effect creature level 3.

If Salks succeeds:
It ends its space in the two squares before her, squished between her and the other ooze.

cube face: 1d20 + 11 ⇒ (9) + 11 = 20
Acid: 1d6 ⇒ 5
and a DC 20 fort save vs an incapacitation level effect creature level 3.

Note that Cube 4's position may alter. You should hold your turn till Salka makes her saves if you plan on attacking it.

★★★
Hup Hup! Round 1-2

Battlemap

──────────
BEFORE YOUR TURN:
──────────

Salka: DC 19 vs Engulf (7 acid, fort)

──────────
BOLD IS UP!:
──────────
➤ Mint (44/44 HP) │ AOO Used
➤ Salka (38/38 HP)
Cube 3 (-4 HP)
Torrrent (48/48 HP)
Interi (62/62 HP)
Cube 1 (-15 HP)
Don Jurri (52/52 HP)
Cube 4 (-0 HP) │ Position pending
➤ Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.


Cube Reflex DC :
10

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) | HP 74/74 | AC 24 (26 w/ Shield) | Fort +12, Ref +9, Will +10 | Perc +8, Low-Light Vision | Hero Points: 1/3 | Active Conditions: Frightened 1

Salka tries to avoid the Cube!

Ref vs DC 19: 1d20 + 6 ⇒ (9) + 6 = 15
I have 2 hero points but also my
Ref bonus isn't great so I think I'm gonna take being engulfed this round.

Fort vs DC 20: 1d20 + 8 ⇒ (15) + 8 = 23


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

Salks is engulfed by the cube! She feels acid eat away at her flesh, and her muscles begin to seize… but the fights the paralysis off.

The creature then slams its cube face against GrizzlyMint!

cube face from spoiler: 28 = 28
Acide from spoiler: 6 = 6

And a DC 20 fort (Incapacitation counts here)

★★★
Hup Hup… Glorp! Round 1-2

Battlemap

──────────
BEFORE YOUR TURN:
──────────

Mint: DC 20 fort vs Incapacitation

──────────
BOLD IS UP!:
──────────
➤ Mint (38/44 HP)
➤ Salka (31/38 HP) │ Engulfed (slow 1, holding breath, EAscape DC 19, Rupture 7)
Cube 3 (-4 HP)
Torrrent (48/48 HP)
Interi (62/62 HP)
Cube 1 (-15 HP)
Don Jurri (52/52 HP)
Cube 4 (-0 HP)
➤ Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.


Cube Reflex DC :
10

Horizon Hunters

Female (she/her) Human Oread Inventor (Armor) | HP 74/74 | AC 24 (26 w/ Shield) | Fort +12, Ref +9, Will +10 | Perc +8, Low-Light Vision | Hero Points: 1/3 | Active Conditions: Frightened 1

Salka draws out a small dagger from a sheath on her leg and just starts cutting the through parts of the ooze.

Dagger vs Flat-Footed Ooze: 1d20 + 8 ⇒ (3) + 8 = 11
Slashing: 1d4 + 3 ⇒ (4) + 3 = 7

"I never thought I'd be using this emergency knife for anything..."


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

Salka cuts herself free!! 7 damage to oozie

Horizon Hunters

CN female human (half-orc) swashbuckler 4 | HP 56/56 | AC 21/22 | F +9 R +12 W +8 | Perc +8 | Stealth +10 | Speed: 25/35 ft | Active Conditions: ---

Rixette steps closer and tosses her hatchet at #4 twice.

+1 Returning Hatchet: 1d20 + 10 ⇒ (9) + 10 = 19
ouch!: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

+1 Returning Hatchet: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17
ouch!: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Horizon Hunters

CG | HP 16/16| AC 17 (+19 Nimble Dodge) | F: +5, R: +9, W: +6| Perc: +6 | | Speed 25ft | Active conditions: None

GrizzlyMint tries to shred cube #1.

Jaws: 1d20 + 9 ⇒ (10) + 9 = 19
Piercing: 2d8 + 1 ⇒ (3, 7) + 1 = 11

Claws: 1d20 + 4 ⇒ (2) + 4 = 6
Slashing: 1d8 + 1 ⇒ (1) + 1 = 2

Claws: 1d20 ⇒ 8
Slashing: 1d8 + 1 ⇒ (8) + 1 = 9

Dark Archive

Mint fort: 1d20 + 9 ⇒ (4) + 9 = 13 Fail -> Success


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

Cube 3 decides to use its cube face. It sloshes forward and more by happenstance than anything else finds itself with a convenient flank:

Cube Face vs FF: 1d20 + 11 ⇒ (6) + 11 = 17 MISS
More Cube Face vs FF: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16 MISS

Cube face is sad.

★★★
Hup Hup… Glorp! Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
Mint (38/44 HP)
Salka (31/38 HP)
Cube 3 (-4 HP)
➤ Torrrent (48/48 HP)
➤ Interi (62/62 HP)
Cube 1 (-28 HP)
Don Jurri (52/52 HP)
Cube 4 (-27 HP)
➤ Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.


Cube Reflex DC :
10

Verdant Wheel

Interi (they/them) | LN conrasu fighter 4 | hp 42/62 | AC 21 (22 w/shield), F +10E, R+9E, W +11E | Hero Points: 1/3+coin | Speed 25ft | Perception +11E | Sunlight Healing: 1/1 | Focus Points: 1/1 | Battle Medicine used: Salka, Interi | Current Conditions: | ◆◇↺

Interi swings their hammer at the nearest ooze, then flings a handful of magical pebbles at the two nearest, creating a rain of stone on them!

◆Strike

+1 striking storm hammer vs. #1: 1d20 + 13 ⇒ (3) + 13 = 16
Bludgeoning: 2d8 + 4 ⇒ (6, 1) + 4 = 11
Electricity Damage: 1 = 1
Flat-footed on hit (Snagging Strike).

◆◆Cast scatter scree, area marked on map

Bludgeoning damage on #1 & #3: 2d4 + 3 ⇒ (3, 2) + 3 = 8
DC 19 basic Reflex

↺ AoO if needed:

+1 striking storm hammer: 1d20 + 13 ⇒ (17) + 13 = 30
Bludgeoning: 2d8 + 4 ⇒ (7, 1) + 4 = 12
Electricity Damage: 1 = 1

Vigilant Seal

NG female azarketi (mistbreath) Magus 4 | HP 48/48 (2 temp) | AC 21 | F +9 R +5(+9 w/ bulwark) W +7 | Perc +5 | Stealth -1 | Speed 20ft(+10ft), swim 10ft | Hero 2*/3 | focus 1/1 | spells 1 [1/2], 2 [0/2], | Active Conditions: Arcane Cascade (electricity Dmg)

Torrent slames her gill hook forward with a thunderous roar of the air bursting forward towards #4

Thunderous Strike #4: 1d20 + 11 ⇒ (17) + 11 = 28
P dmg: 2d10 + 4 ⇒ (2, 8) + 4 = 14 +B dmg: 1 = 1
+15 ft orthogonal cone that hits only #4 -- DC 19 basic fort save or take sonic dmg: 3 = 3. knocked prone on critical failure

The thunderous air feeds into her gill hook as the azarketi then pivots to strike #1 with a devastating blow. Rocks are kicked up from the ground and get launched towards the other cubes. "Hang in there Salka! We'll cut these down in no time!"

Devastating Spellstrike w/ Gill hook + Telekinetic Projectile (rocks) vs #1: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Melee P dmg: 2d10 + 4 ⇒ (6, 6) + 4 = 16 +B dmg: 1 = 1
spell B dmg: 2d6 + 3 ⇒ (2, 2) + 3 = 7
Splash B splash dmg, foes only: 3 = 3

Thunderous Strike vs #4 (recharges spellstrike) ◆◆ Devastating Spellstrike vs #1


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

2d20 ⇒ (8, 2) = 10

Interi hammers then scatters apart much of the cubes with their spell! Pieces of cube are blown across the room. Two crit fails

Torrent's first strike breaks apart some of the cube, then her follow-through finishes off the second target. Splash splash.

★★★
12 Cube Faces to go Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
Mint (38/44 HP)
Salka (31/38 HP)
Cube 3 (-23 HP)
Torrrent (48/48 HP)
Interi (62/62 HP)
➤ Don Jurri (52/52 HP)
Cube 4 (-42 HP)
Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.


Cube Reflex DC :
10

Grand Archive

CN Taldan Human Final Blade Survivor Swashbuckling Fencer and Firebrand Agent Provocateur 6 | ◆◇↺ | Explore: Defend | ⛨ 24 or 26 dueling | ♥️ 80| Saves @ 12**/14**/12** | Perception @ 12** | Speed 30 or 35 panache | ☘️ □□ | ✋ Rapier | Luck □ | Reactions (↺): Charmed Life, Opportune Riposte, Pristine Epaulet

With a face of disgust "Just look at this mess!" our chivalric hero wades in gently, a swift hop landing toe on toe, his blade raised to a 90 degree angle, his guard giving the appearance of an opening, his reflex poised to snap with accomplished ease...

◆) Dueling Parry (to AC 23)
◆) Step
◆) Strike
+
↺) Opportune Riposte

Strike Rapier (Piercing) vs Gelly #4: 1d20 + 11 ⇒ (4) + 11 = 152d6 ⇒ (2, 6) = 8

Opportune Riposte vs Critically Failed Strike (AC 23):

Strike Rapier (Piercing) vs Gelly: 1d20 + 11 ⇒ (19) + 11 = 302d6 ⇒ (5, 5) = 10


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

Don faces the cube and strikes… the cube faces the don and also strikes! Cube 4 Faces Don!

Face to the Don: 1d20 + 11 ⇒ (20) + 11 = 31
Acid: 1d6 ⇒ 4 Crit doubles to a whopping 8 and a DC 20 fort save vss a level 3 incapacitation effect

More Face to the Don: 1d20 + 11 - 5 ⇒ (12) + 11 - 5 = 18

So much Face: 1d20 + 11 - 10 ⇒ (15) + 11 - 10 = 16

Don takes 8 acid damage from the crit, and he feels his muscles begin to seize up…

★★★
12 Cube Faces to go Round 3

Battlemap

──────────
BEFORE YOUR TURN:
──────────

Don Jurri: DC 20 fort (incapacitate counts)

──────────
BOLD IS UP!:
──────────
➤ Mint (38/44 HP)
➤ Salka (31/38 HP)
Cube 3 (-23 HP)
Torrrent (48/48 HP)
Interi (62/62 HP)
Don Jurri (44/52 HP)
Cube 4 (-50 HP)
➤ Rixette (56/56 HP) │ Panache

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

DC 18 (occultism) on Cubes:
This is a gelatinous cube! Immunities acid, critical hits, mental, precision, unconscious, visual; Resistances electricity 5
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
It can engulf creatures!

──────────
REFERENCE
──────────

Engulf :
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space.

If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.


Cube Reflex DC :
10

Grand Archive

CN Taldan Human Final Blade Survivor Swashbuckling Fencer and Firebrand Agent Provocateur 6 | ◆◇↺ | Explore: Defend | ⛨ 24 or 26 dueling | ♥️ 80| Saves @ 12**/14**/12** | Perception @ 12** | Speed 30 or 35 panache | ☘️ □□ | ✋ Rapier | Luck □ | Reactions (↺): Charmed Life, Opportune Riposte, Pristine Epaulet

Just as the "caviar" slaps our dashing knight in the face - perhaps a situation which has accustomed his reflex? - his rapier nearly intervenes at the last second, almost diverting the blow to a mere glance...

"You have besmirched my eye-liner..." taking, with his off-hand, a mirror from his pocket, and witnessing the horror!

How bad is it? (Fortitude vs DC 20 w/ Incapacitation): 1d20 + 9 ⇒ (2) + 9 = 11 (Failure > Success)

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