The Dire GM
|
Hobbs is indeed Sickened 2, but he is immune from further sickening for a minute now.
Cyan: 1d20 + 15 ⇒ (14) + 15 = 29
Red: 1d20 + 15 ⇒ (7) + 15 = 22
Cyan manages to dodge the worst of the bolt, but Red takes it full-on. Both creatures take full damage from the lightning without any resistance!
Cyan (16 damage)
Red (32 damage)
Dran'Thil is still up!
Dran'Thil
|
Note: Dran'Thil has resist negative damage 1
Relfex:1d20 + 10 ⇒ (20) + 10 = 30
Relfex:1d20 + 10 ⇒ (15) + 10 = 25
So you're here, nasty horse. But I will train you.
The dwarf begins to protect himself Ward [one-action] Gain resistance 7 to all damage for 1 round.
Then he enters in rage (+10 temp HP) Scouring rage. He emits a powerful surge of instinctual energy when he unleashes his potential. Each adjacent creature takes 7 positive damage (basic Fortitude save DC 23). His weapon has now Ghost touch property.
Finally he strikes the red one.
+1 striking Dwarven war axe:1d20 + 16 ⇒ (1) + 16 = 17
+1 striking Dwarven war axe, reroll:1d20 + 16 ⇒ (19) + 16 = 35
Damage: 2d12 + 4 + 3 ⇒ (1, 2) + 4 + 3 = 10 Last 3 are positive
The Dire GM
|
Dran'Thil Fort: 1d20 + 16 ⇒ (9) + 16 = 25
Flat Check: 1d20 ⇒ 14
Red Fort: 1d20 + 15 ⇒ (20) + 15 = 35
Hobbs blasts the pair with lightning as Dran'Thil fights off the sickness and lands a critical hit against the Red Nightmare, even as that beast ignores the dwarf's holy powers.
Soundtrack #8: The Plan - War of Kings
The cyan Nightmare nightmarish steed turns on its smoky aura then engages in a (◆◆) Flaming Gallop, coursing past Dran'Thil, Ako, Azu, and Rhizzuk, before ending up behind Rhizzuk.
DC 24 BASIC REFLEX SAVE: (everyone except Hobbs)
Fire Damage: 3d6 ⇒ (3, 3, 2) = 8
CS = 0, NS = 4, NF = 8, CF = 16
It then tries to strike (◆) Rihzzuk!
Jaws: 1d20 + 16 ⇒ (3) + 16 = 19
Piercing Damage: 2d10 + 6 ⇒ (9, 7) + 6 = 22
Evil Damage: 1d6 ⇒ 6
ROUND 1
Azu (10 damage) Stupefied 1 (Inside Smoke Aura) Reflex Save
Ako (4 damage) (Inside Smoke Aura) Reflex Save
Rhizzuk (20 damage) (Inside Smoke Aura) Reflex Save
ROUND 2
Red Nightmare (52 damage)
Void Boils Hazard
Hobbs (10 damage) / Sickened 2
Dran'Thil (10 temp hp / 28 damage) Stupefied 1 (Inside Smoke Aura) Resist 7 1 round Reflex Save
Cyan Nightmare (16 damage)
Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.
Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.
Azu and Rhizzuk are up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)
Rhizzuk
|
more reflex, more save: 1d20 + 11 ⇒ (16) + 11 = 27
4 more damage, 62/86. Also I added the dream actions to the tokens slide for easier reference.
With all these auras and trampling going on Rhizzuk takes a moment to imagine all the ways that this damage isn't real.
Ward: Resistance 7 to all damage, 4 dream points remaining.
On the off chance Nightmares are devils I get a free recall knowledge check to start my turn that can't be a crit fail. (Lore: Hell +11(E))
Holding their ground Rhizzuk joins the assault on the Red Nightmare.
flat 5 vs concealment: 1d20 ⇒ 13
reach meteor hammer: 1d20 + 15 ⇒ (20) + 15 = 35
ghost touch b damage: 2d8 + 4 ⇒ (7, 1) + 4 = 12
Prone on a crit
Rhizzuk follows up with another swing while it's prone.
flat 5 vs concealment: 1d20 ⇒ 10
reach meteor hammer: 1d20 + 15 - 5 ⇒ (7) + 15 - 5 = 17
ghost touch b damage: 2d8 + 4 ⇒ (2, 6) + 4 = 12
Prone on a crit
Resist 7
Azu Azan
|
Azu crit saved the first Basic Reflex, so that should be 0 damage and his total should be 6, right?
Azu Reflex wBumps: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 So 4 more damage...now at 10
Azu Fort for smoke wBumps: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Ako Reflex wBumps: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Now at 18
Ako Fort for smoke wBumps: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
It is all Azu can do to keep his footing, dodging left, then right as the nightmares run past him, blasting fire and smoke everywhere. The ranger sees the first one knocked to the ground Rhizzuk,
"Nicely done!"
Azu designates the prone nightmare as his prey, moves to the far side of the creature and assails it.
Concealment: 1d20 ⇒ 17
Twin takedown Longsword wBump: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 Damage: 2d8 + 4 ⇒ (6, 2) + 4 = 12
Concealment: 1d20 ⇒ 16
Twin takedown Light Hammer wBump: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21 Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10
Concealment: 1d20 ⇒ 9
Twin takedown Light Hammer wBump: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20 Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
The Dire GM
|
Thanks very much for adding the dream actions, Rhizzuk!
Rhizzuk hardens his resistance against the dream forces, then lands a critical hit against the red nightmare, causing it to fall from the air (but not far enough to cause it damage). His final strike is a miss, however.
Azu, I don't see any critical success saving throws for you, so I believe my numbers are correct. Did I miss something?
Unfortunately, Azu's strikes both miss.
Soundtrack #8: The Plan - War of Kings
The red nightmare rises to its feet (◆), while Azu takes an attack of opportunity against it. Unfortunately, he misses.
It then tries to strike (◆) Azu
Jaws: 1d20 + 16 ⇒ (8) + 16 = 24
Piercing Damage: 2d10 + 6 ⇒ (8, 2) + 6 = 16
Evil Damage: 1d6 ⇒ 3
It follows up by kicking backwards at Dran'Thil with another strike (◆)
Hoof: 1d20 + 12 ⇒ (8) + 12 = 20
Bludgeoning Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Evil Damage: 1d6 ⇒ 4
Fire Damage: 1d8 ⇒ 7
The void boils erupt once again, targeting Ako, Dran'Thil, and Rhizzuk - seeming to fire in bursts such that they avoid hitting the nightmares!
DC 24 BASIC REFLEX SAVE:
Force Damage: 4d8 ⇒ (6, 6, 6, 8) = 26
CS = 0, NS = 13, NF = 26, CF = 52
ROUND 2
Hobbs (10 damage) / Sickened 2
Dran'Thil (10 temp hp / 28 damage) Stupefied 1 (Inside Smoke Aura) Resist 7, 1 round Reflex Save
Cyan Nightmare (16 damage)
Azu (33 damage) Stupefied 1 (Inside Smoke Aura)
Ako (12 damage) (Inside Smoke Aura) Reflex Save
Rhizzuk (24 damage) (Inside Smoke Aura) Resist 7, 1 round Reflex Save
ROUND 3
Red Nightmare (76 damage)
Void Boils Hazard
Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.
Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.
Hobbs and Dran'Thil are up!
Maps & Scenery are updated!
(Remember you have Dream Points and Hero Points!)
Dran'Thil
|
Reflex: 1d20 + 10 ⇒ (4) + 10 = 14
Reflex, reroll: 1d20 + 10 ⇒ (12) + 10 = 22
The dwarf uses the dream possibilities to protect himself. Ward: resist 7 damage
Then he strikes the red one near him.
+1 striking Dwarven war axe: 1d20 + 16 ⇒ (19) + 16 = 35
Damage:2d12 + 4 + 3 ⇒ (8, 5) + 4 + 3 = 20 last 3 rage damage positive
DC 5:1d20 ⇒ 15
And then he patches his wounds:
Battle medicine, DC 20: 1d20 + 11 ⇒ (13) + 11 = 24
Damage healed, crit:2d8 + 10 ⇒ (2, 1) + 10 = 13
Rhizzuk
|
ref DC 24: 1d20 + 11 ⇒ (13) + 11 = 24
6 damage after save and resist all = 56
Forgot to spoiler a retributive strike from my last turn. With Dran'Thil already resisting 7, I'll protect Ako from the first damage it takes. The saves were from before my turn so I think that brings me to defending potentially cyan's attacks.
flat 5 concealed: 1d20 ⇒ 1
retributive strike vs Cyan: 1d20 + 15 ⇒ (3) + 15 = 18
b damage: 2d8 + 4 ⇒ (3, 3) + 4 = 10
Prone on crit.
Miss, should still save Ako 8 damage though if it triggers.
Hobbs Picklesmith
|
Hobbs tries to remember what he knows about the creatures.
Recall knowledge-Arcana +16 (18-2), dubious knowledge.
He then focuses his arcane might to strike terror into the hearts of his foes.
Cast Fear Will save DC 23 (25-2) on both beasts.
◆ Recall knowledge, ◆◆ Cast Fear lvl 3
The Dire GM
|
Dran'Thil's axe comes crushing down on the red nightmare with a critical hit, shattering it into shards of smoke that smolder in the location it died in as its aura dissapates! He then patches up a bit of his wounds.
Dran'Thil, I presume the "crit" on your medicine was in error, or perhaps due to a changing d20? ;) Either way, your numbers look right, in the end.
Hobbs tries to figure out what's going on with these horses, then make them whinny in fear!
1d20 + 16 ⇒ (13) + 16 = 29
1d20 + 12 ⇒ (19) + 12 = 31
Hobbs recalls that these are Nightmares, flaming deamonic horses that not only dish out evil and flame with their hooves and flaming gallops, but are also resistant to fire! Hobbs feels that there is also something "more" to these particular nightmares than meets the eye, but nay, he cannot discern it just yet.
The cyan nightmare is slightly frightened (frightened 1) by the spell!
Soundtrack #8: The Plan - War of Kings
The cyan Nightmare tries to strike Rhizzuk with a bite! (◆)
Jaws: 1d20 + 16 - 1 ⇒ (14) + 16 - 1 = 29
Piercing Damage: 2d10 + 6 ⇒ (7, 10) + 6 = 23
Evil Damage: 1d6 ⇒ 3
Rhizzuk resists some of that, but still takes a nasty wound!
It then follows up trying to hoof attack Ako! (◆)
Hoof: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30
Bludgeoning Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Evil Damage: 1d6 ⇒ 2
Fire Damage: 1d8 ⇒ 6
Even though this critically hits Ako (no evil damage though - I don't think companions share your alignment), this triggers Rhizzuk's reaction! Rhizzuk misses his strike due to concealment, but still protects Ako from 8 damage!
and then Rhizzuk a second time! (◆)
Hoof: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Bludgeoning Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Evil Damage: 1d6 ⇒ 6
Fire Damage: 1d8 ⇒ 3
But misses this final strike.
ROUND 2
Azu (47 damage) Stupefied 1 (Inside Smoke Aura)
Ako (12 damage) (Inside Smoke Aura)
Rhizzuk (30 damage) (Inside Smoke Aura) Resist 7, 1 round
ROUND 3
Red Nightmare (Destroyed)
Void Boils Hazard
Hobbs (10 damage) / Sickened 2
Dran'Thil (0 temp hp / 24 damage) Stupefied 1 (Inside Smoke Aura) Resist 7, 1 round
Cyan Nightmare (16 damage)
Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.
Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.
Azu and Rhizzuk are up!
Maps & Scenery are updated!
(Remember, most of you still have Dream Points and Hero Points!)
Dran'Thil
|
Yes, sorry. I wrote too quickly. But the dice is right as you noticed.
The Dire GM
|
No worries :)
Also, correction - Hobbs and Azu are outside the smoke auras - the note on Azu in my last post is an artifact preceding red's demise. Please ignore!
The Dire GM
|
Somehow I only just now noticed that my last post also had incorrect hp for Ako, which should be 32 and not 12
Rhizzuk
|
After resist I'll take 16 from the jaw, dropping to 40/86
Rhizzuk focuses and continues his defense.
Ward: Resist all 7, 3 dream points remaining.
Rhizzuk then lays hands on himself.
18 HP back = 58/86
And finally takes a swing at the nightmare
flat smoke5: 1d20 ⇒ 15
hammah: 1d20 + 15 ⇒ (16) + 15 = 31
b damage: 2d8 + 4 ⇒ (1, 7) + 4 = 12
Prone on Crit.
Will react at first opportunity this round.
flat smoke5: 1d20 ⇒ 17
hammah: 1d20 + 15 ⇒ (3) + 15 = 18
b damage: 2d8 + 4 ⇒ (5, 4) + 4 = 13
Prone on Crit.
Resist 8 for my associate.
The Dire GM
|
Arg, I also forgot to update Rhizzuk's damage on my last post, too. My bad, again. Okay, so 30 damage to start, then he took 19 (26-7) making it 49 damage. Lay on hands for 18 means Rhizzuk currently has 31 damage, or 55/86.
Rhizzuk focuses on defense, then strikes the cyan nightmare with a solid blow!
Cyan Nightmare (28 damage)
Azu is still up!
Azu Azan
|
If Azu and Ako get AC level bumps, then I'm thinking Ako's AC is 21, not 20, right?
Azu desigates his new prey, commands Ako to provide support and flings his light hammer.
Concealment: 1d20 ⇒ 5
Light Hammer (throw vs Prey ignores second range increment penalty): 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Hobbs Picklesmith
|
I think that since Anaissah has dropped, our GM has adjusted us down to low tier with either 13 or 15 points instead of the 19 we were when we started.
The Dire GM
|
Hobbs is correct - we're effectively doing this fight at low subtier because of stuff.
Azu makes a mighty throw, but unfortunately misses the strike.
Soundtrack #8: The Plan - War of Kings
With a burst of flame and shadow, the red nightmare re-appears where it was previously destroyed! Although, this version looks like it is significantly weaker than its previous incarnation!
The void boils erupt once again, targeting Dran'Thil and Rhizzuk - still erupting in bursts such that they avoid hitting the nightmares!
DC 24 BASIC REFLEX SAVE:
Force Damage: 4d8 ⇒ (4, 7, 7, 2) = 20
CS = 0, NS = 10, NF = 20, CF = 40
ROUND 3
Hobbs (10 damage) / Sickened 2
Dran'Thil (0 temp hp / 24 damage) Stupefied 1 (Inside Smoke Aura) Resist 7, 1 round Reflex Save
Cyan Nightmare (28 damage)
Azu (47 damage) Stupefied 1
Ako (32 damage) (Inside Smoke Aura)
Rhizzuk (28 damage) (Inside Smoke Aura) Resist 7, 1 round Reflex Save
ROUND 4
Red Nightmare Smoldering Nightmare (0 damage)
Void Boils Hazard
Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.
Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.
Hobbs and Dran'Thil are up!
Maps & Scenery are updated!
(Remember, most of you still have Dream Points and Hero Points!)
Hobbs Picklesmith
|
Hobbs attempts to clear his nausea by retching.
fort save: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Despite still feeling sick to his stomach he attempts to quell the roiling boils that afflict the area.
occultism: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
◆ Fort save vs sickened, ◆◆ Disable hazard
Dran'Thil
|
Reflex:1d20 + 10 ⇒ (5) + 10 = 15
Confident Hobbs will disable the hazard which he had in mind to disable this round as it begins to be enough, the dwarf focuses on the new red one.
+1 striking dwarven war axe:1d20 + 16 ⇒ (1) + 16 = 17
Damage:2d12 + 4 + 3 ⇒ (12, 1) + 4 + 3 = 20 Last 3 positive damage
+1 striking dwarven war axe:1d20 + 16 - 5 ⇒ (14) + 16 - 5 = 25
Damage:2d12 + 4 + 3 ⇒ (5, 6) + 4 + 3 = 18 Last 3 positive damage
+1 striking dwarven war axe:1d20 + 16 - 10 ⇒ (16) + 16 - 10 = 22
Damage:2d12 + 4 + 3 ⇒ (5, 3) + 4 + 3 = 15 Last 3 positive damage
The Dire GM
|
Hobbs fails to cough anything up, and he feels he barely succeeded at working on dispelling the void boils...probably halfway disabled, now!
3d20 ⇒ (5, 7, 9) = 21
Dran'Thil fights through the smoke aura!
Ya know, I don'd like that natural 1, Dran'Thil - so I'm going to use my campaign service award and give you a hero point reroll!
+1 striking dwarven war axe: 1d20 + 16 ⇒ (20) + 16 = 36 O.o
Crit!
All three of Dran'Thil's strikes find their mark!
17 + 17 + 15 + 12 = 61 Damage...and Dran'Thil murders the reconstituted Red smoldering nightmare!
Soundtrack #8: The Plan - War of Kings
The cyan Nightmare tries to strike Rhizzuk with a bite! (◆)
Jaws: 1d20 + 16 - 1 ⇒ (20) + 16 - 1 = 35
Piercing Damage: 2d10 + 6 ⇒ (4, 4) + 6 = 14
Evil Damage: 1d6 ⇒ 6
Rhizzuk resists some of that, but still takes a nasty wound from the critical hit!
14x2 = 28-7 = 21 and 6x2 = 12-7 = 5
It then follows up trying to hoof attack Rhizzuk again! (◆)
Hoof: 1d20 + 12 - 1 ⇒ (11) + 12 - 1 = 22
Bludgeoning Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Evil Damage: 1d6 ⇒ 2
Fire Damage: 1d8 ⇒ 5
and then Ako with its last strike! (◆)
Hoof: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Bludgeoning Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Evil Damage: 1d6 ⇒ 3
Fire Damage: 1d8 ⇒ 1
But misses both hooves.
ROUND 3
Azu (47 damage) Stupefied 1
Ako (32 damage) (Inside Smoke Aura)
Rhizzuk (54 damage) (Inside Smoke Aura) Resist 7, 1 round Reflex Save
ROUND 4
Red Nightmare Smoldering Nightmare (Destroyed!)
Void Boils Hazard (1/2 Disabled)
Hobbs (10 damage) / Sickened 2
Dran'Thil (0 temp hp / 37 damage) Stupefied 1 (Inside Smoke Aura)
Cyan Nightmare (28 damage)
Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.
Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.
Azu and Rhizzuk are up! (Reflex for Rhizzuk from last round's void boils)
Maps & Scenery are updated!
(Remember, most of you still have Dream Points and Hero Points!)
Rhizzuk
|
reflex DC 20: 1d20 + 13 ⇒ (18) + 13 = 31
Rhizzuk's hellknight plate protects them from most of the flames.
3 damage after save and resist.
Still standing strong despite his accumulating wounds Rhizzuk takes a moment to focus on the dream, knowing that it can't really hurt him.
Spending a dream point to maintain the ward.
2 dream points remaining, resist all 7
Rhizzuk then assaults the remaining nightmare.
smokey5: 1d20 ⇒ 4
hammer smash: 1d20 + 15 ⇒ (7) + 15 = 22
b damage: 2d8 + 4 ⇒ (1, 4) + 4 = 9
Prone on crit.
smokey5: 1d20 ⇒ 9
backswing: 1d20 + 15 + 1 - 5 ⇒ (5) + 15 + 1 - 5 = 16
b damage: 2d8 + 4 ⇒ (3, 4) + 4 = 11
Prone on crit.
Ward, strike strike, HP 29/86
Azu Azan
|
FYI, Ako is 15 feet from the nightmare so I'm not sure he can get attacked by a large creature
Azu moves up calls on Ako for support, and attacks
Concealment: 1d20 ⇒ 15
Twin Takedown (longsword) 1 wflank not added: 1d20 + 14 ⇒ (20) + 14 = 34 Sword crit effect makes target Flat Footed until Azu's next turn
Damage: 2d8 + 4 ⇒ (4, 6) + 4 = 14
Concealment: 1d20 ⇒ 20
Twin Takedown 2(Light Hammer) 1 wflank not added: 1d20 + 12 ⇒ (12) + 12 = 24 Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
The Dire GM
|
Yep, meant that to be Dran'Thil - my bad. Still a miss though! :P
Rhizzuk shrugs off most of the damage, though his strikes fail to find their mark.
Azu advances and scores a critical hit on the nightmare, then follows it up with another hit!
Soundtrack #8: The Plan - War of Kings
The void boils are able to target more of you, since it can no longer risk hitting the red horse. They fire at Dran'Thil, Rhizzuk, and Azu!
DC 24 BASIC REFLEX SAVE:
Force Damage: 4d8 ⇒ (7, 4, 4, 7) = 22
CS = 0, NS = 11, NF = 22, CF = 44
ROUND 4
Hobbs (10 damage) / Sickened 2
Dran'Thil (0 temp hp / 37 damage) / Stupefied 1 (Inside Smoke Aura) Reflex Save
Cyan Nightmare (63 damage) (Flat-Footed)
Azu (47 damage) / Stupefied 1 Reflex Save
Ako (32 damage) / (Inside Smoke Aura)
Rhizzuk (57 damage) / (Inside Smoke Aura) Resist 7, 1 round Reflex Save
ROUND 5
Void Boils Hazard (1/2 Disabled)
Horse Identification: Arcana, Nature, or Religion
Smoke Aura: Provides concealment (DC 5 Flat Checks) to non-Nightmares. You are all immune to sickening effects from these auras until Round 10.
Disable: You can disable the Void Boils hazard with Occultism (trained) to reshape the substance of the dream, a harder Religion (trained) or Performance (trained) to invoke the blessings of Desna. A check to disable is a two-action activity, but may be done from any place on the island.
Hobbs and Dran'Thil are up! (Reflex saves for three of you!)
Maps & Scenery are updated!
(Remember, most of you still have Dream Points and Hero Points!)
Hobbs Picklesmith
|
fort save: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Hobbs retches and feels a little bit better. He tries once again to eliminate the void boils that vex his teammates.
occultism: 1d20 + 13 - 1 ⇒ (1) + 13 - 1 = 13
Hero point reroll.
occultism: 1d20 + 13 - 1 ⇒ (19) + 13 - 1 = 31
Dran'Thil
|
Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Confident Hobbs will definitively disable the hazard this time, the dwarf focuses on the new red one.
+1 striking dwarven war axe: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 2d12 + 4 + 3 ⇒ (4, 7) + 4 + 3 = 18 Last 3 positive damage
DC 5:1d20 ⇒ 9
+1 striking dwarven war axe: 1d20 + 16 - 5 ⇒ (12) + 16 - 5 = 23
Damage: 2d12 + 4 + 3 ⇒ (10, 12) + 4 + 3 = 29 Last 3 positive damage
DC 5:1d20 ⇒ 5
Then he uses one point of dream to protect himself (resist 7 physical damages)
The Dire GM
|
Hobbs reaches into the fabric of the demiplane and unweaves the void boils, rendering them inert!
Dran'Thil misses with his first strike, but thanks to Azu making it flat-footed, the followup is a hit, destroying this incarnation of the nightmare!
At this point, you've managed to hit the mental threshold I set for the table, so I am going to move us on - the cyan nightmare will reform on its turn next round in the same spot you destroyed its progenitor in, but since you saw that happen already with the red one, you'd each have one full turn to prepare for its return. Given how well you're doing, we will run that in the theater of the mind that you slaughter it, and are now out of combat!
Soundtrack #9: Hag's Hand - Zakelite (Loop)
(If you've listened to none of the music so far, this is the one I recommend for the ambience ;)
The final piece of scenery is now visible on Slide 12!
Sarnia holds a web of thoughts in her hands. “You’ve proven your worth. Now, let’s see what spoils we’ve claimed.” She tugs a strand. “I see a ship. And a storm. Vast treasures in the shadows. Puppets… so many puppets… they’re us.”
The web dissolves. Sarnia grimaces as a cackle erupts from the storm clouds. CRACK. Puppets on strings descend from the sky. CRACK. A fetchling puppet and broken wayfinder dance jerkily on the strings. CRACK. The fetchling strikes the wayfinder. But the cracking sound comes from something else—a massive, gaunt, midnight-black clawed hand descends from the clouds, knuckles cracking as it pulls the puppet strings. CRACK. The wayfinder shatters. Another cackle. The hand grasps the fetchling puppet and grinds it to dust.
Sarnia gasps. “My son! I sensed her in my son’s mind. Marcien is afraid—panicked...and he’s moved to secure our treasures. But she knows where. It’s Aslynn the night hag! It’s all a trick to empty the Onyx Repository! Vast wealth and power is stored there. Please, help me warn Mar—”
A quiet cackle echoes as Sarnia’s projection shatters into a million pieces. Palpable terror freezes your limbs and thoughts. A crone’s voice pierces the air, shaking the entire demiplane around you. “What a regrettable development. Pathfinders stealing from poor old Aslynn. Your predecessors were far more willing to do business. To make bargains.
“Ah, well. We’ve dwelled too much on the past. It’s time to look to the future. I, too, have changed. I can’t wait for you to see the boundless nightmares I’m brewing for you after the Onyx Alliance’s treasures are mine!
"Now, GET OUT.”
The Dire GM
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The clawed hand comes flying down, tearing the landscape asunder and causing the entire Dustbound Isle to collapse into darkness.
Exactly 13 minutes after all six of you fell asleep, you all awake at the same time, exactly where you were, in the Grand Lodge in Absalom. Sarnia and Captain Zendrani are nowhere to be seen. James and Anaissah are unharmed, and don't remember anything after they started to "wake up" on the island.
Strangely, upon awaking, you find Sarnia's scarf (an alluring scarf) on the ground nearby.
Soundtrack #10: Optimal Conclusion - Mountains of Home
Back in the Grand Lodge, Toldrar, Valais, and Urwal help you back to your feet as you wake. After giving your report, Toldrar seems concerned. Aslynn is an old enemy of the Society. If she intends to make her move against the Onyx Alliance soon, and if she’s truly about to acquire significant power, the Society needs to send agents to Shadow Absalom right away!
Valais and Urwal inquire about your other findings. Urwal eagerly questions you about the isle’s nature and the monoliths. Valais expresses her delight when you report that you rescued Captain Zendrani. Both faction leaders are impressed that you purified all of the monoliths, and insist that you go now and get some rest!
The Year of Shattered Sanctuaries metaplot, and the continuation of this story, conclude in Pathfinder Society Scenario #3-19: Mean Streets of Shadow Absalom!
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PRIMARY OBJECTIVES
The PCs complete their primary objective if they successfully completed Event 2 and learned about Aslynn’s threat. Doing so earns each PC 2 Reputation with their chosen faction.
Success!
SECONDARY OBJECTIVES
The PCs fulfill their secondary objective if they rescued Captain Zendrani. Doing so earns each PC 2 Reputation with their chosen faction.
Success!
FACTION NOTES
This adventure is of particular interest to the Radiant Oath and Verdant Wheel factions.
Radiant Oath: If the PCs rescued Captain Zendrani and destroyed or purified all four monoliths, they earn 2 Reputation with the Radiant Oath faction.
Success!
Verdant Wheel: If the PCs purified or disabled all four monoliths without destroying them and earned at least 13 Dream Points, they earn 2 Reputation with the Verdant Wheel faction.
Success!
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And with that, you have awoken from your Dreams of a Dustbound Isle!
Soundtrack #11: Post-Game - Lift Thine Eyes
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Thank you all for playing! Again, I'm sorry we ran a bit long. The game was reported on November 20th before the convention concluded, and I'll have your chronicle sheets out to you before I go to bed tonight. Please feel free to roleplay as much as you'd like in the meantime, and ask me any questions you'd like in the Discussion thread!
Event 2, page 16: 3 Treasure Bundles for defeating the encounter and earning Sarnia’s rewards.
After consulting with several other GMs, I'm going to rule that your characters don't get these 3 treasure bundles because you did not take part in Event 2 (the final combat and RP following it). If you want to spend AcP to buy a treasure bundle insurance boon, let me know soon and I'll take care of your chronicles accordingly.
Thanks for understanding!