Thevenin Serkat
|
Excellent use of Follow the Expert! I nominate JR for a Hero Point when the encounter is over. (Thevenin has the same Stealth modifier whether or not he Follows.)
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Cascading Rapids
|
"I wonder... in this dry place, if the spirits..."
Cascading Rapids twirls lightly as he moves, something like a dance. His fingers move through the air, and draw moisture to him. There isn't much here, but there's never none.
First a drop of water near his hand, then a little more, then he finishes his twirl and lashes at the bones with the ribbon of water.
Is it more effective than just punching them? Well... probably not.
Enter Reflective Ripple Stance and Strike with a Flowing Wave attack: 1d20 + 7 ⇒ (14) + 7 = 21, which is bludgeoning
| GM Zoomba |
Seeing Lesley and Shyna's successes, Junior slinks after them. The elf's footsteps are as soft as possible, and as he passes by several naves the rest of you are able to follow him out of the badgering bones!
Adding int the circumstance bonus (don't forget it!) that's a crit success from Peppers, which would clear that obstacle! So hold on leshies, as:
As you continue to move through the room the ceiling and walls begin shaking, causing stone and dust to begin falling from above and start to cover the bones and fragments within the chamber. Off in the distance at the far end of the temple you see a humanoid skeleton, its fingerbones curled tight around a teal jasper object. But suddenly movement catches your eyes again. Spectral figures start pouring from the walls and swirl about the room. They pass through your living bodies with a horrifying chill, as they moan with sounds of pain and anger.
You could try and avoid these specters with Acrobatics or a Reflex save, or inspire a sense of bravery to force through them with Intimidation or Performance
Upset Spirits - Round 2
Ghostly Voices
Grasping Hands
Spectral Guardians - Acrobatics, Reflex, Intimidation, Performance
0 successes
Thevenin, Cascading Rapids, Shayna, Lesley, Princess up
Junior Peppers
|
Ahh yes, this bonus: The good news is that by recognizing this as a Pharasman temple, you'll all get a +1 Circumstance bonus to all your checks. - One of the draw backs to things happening over days vs minutes. Also when we start a new page and you can't just scroll up to review. Thanks GM!
Junior's face looks a bit disappointed at the whirling, swirling spirits all around them, but his eyes do catch the clutched jasper object. Haven't I passed enough of your tests spirits? Three, there are always three tests..
Thevenin Serkat
|
Intimidation: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
For thousands of years, Thevenin was a slave to an abyssal monolith. Do these spirits really think they can scare them that easily?
"No! Bad spirits. Don't make me bzzap you!" they shout, gesticulating wildly.
Cascading Rapids
|
"The trick to evasion is to be very light!"
This advice is not terribly actionable, but Cascade was too preoccupied with his own movement to notice.
Acrobatics: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
| GM Zoomba |
Princess again has some trouble getting past the angry spirits, but Cascading Rapids - and especially Thevenin are able to make substantial progress towards the far skeleton.
Upset Spirits - Round 2
Ghostly Voices
Grasping Hands
Spectral Guardians - Acrobatics, Reflex, Intimidation, Performance
3 successes
Shayna and Lesle up
Lesley Hart
|
"When will this end? Just a while ago, some crawling hands, and now what, are these ghosts?" she does not have time to scrutinize them but has more time to complain before she quickly gets her way out of the place with the spectral guardians.
Acrobatic: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Acrobatics, Hero Point: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Shayna Quickfingers
|
Shayna raises her flute and begins playing for the spirits.
Performance, Virtuosic Performer: 1d20 + 11 ⇒ (2) + 11 = 13
Performance, Virtuosic, HP: 1d20 + 11 ⇒ (15) + 11 = 26
| GM Zoomba |
Digging deep, Lesley dances through and dodges the vengeful specters as Shayna performs a powerful tune. Your minds are briefly then struck by images of terrible violence - grief and loss and physical pain as you get flooded with the dead’s memories as they fought back diva and their mortal allies - before the Shayna’s notes push such inflicted memories back and your momentum carries you to the temple’s far end.
As you reach the rear wall the translucent spirits fade one by one until only a single form remains. A middle-aged Osirion man, the ghost whispers out to you:
I sealed the fiend while my best warriors held it at bay. Now the wards fail. Please, rebuild the wards with the beauty it hates and weaken the agash. Destroy it. Don’t let its corruption claim our legacy.
The ghost then moves to the skeletal body clutching the key and sits down into it, vanishing into the bones. The lat image of it before it fades is its spectral hand pointing towards a damaged altar to the side.
Vengeful Spirits de-venged!
With the spirits vanished, you are all able to easily see the jasper key in the skeleton’s hand looks quite similar to the agate one Kida gave you. Nearby there is also a short-sword made of cold iron that is embedded into a tiny horned skull - a skull with no sign of the rest of a body. Meanwhile around the altar the ghost pointed to you are able to find a hidden recess in the damaged stone. Inside is a beautiful work of art: a silver offering plate embossed with images of psychopomps and untarnished by the past years.
Thevenin Serkat
|
Thevenin will respectfully loot the body, handing the shortsword to someone who's actually proficient.
We should split up who's holding the keys in case someone tries to steal them.
| GM Zoomba |
As Thevenin takes the sword out of where it’s been embedded, the entire skull crumbles into ash.
Junior Peppers
|
"Great work. You all must be professional spirit tamers, spotless." Junior quickly pulls out his book to take down the details of the vision, wondering just who that man was, and if that horned skull could have been the 'agash'? Adding in a quick sketch of the silver treasure found, focusing on the imagery of the psychopomps mostly.
"Cold iron short sword? Don't mind if I do, but I'll warn you, I prefer to keep my distance when possible." He takes the weapon, sliding his own short sword out of its parrying scabbard and replacing the cold iron one within.
Cascading Rapids
|
Cascade slips the silver plate into his pack. "I've no use for this, but it is of no use to anyone here. Or, hmm, perhaps this is the 'beauty'?"
He looks around for a way forward.
| GM Zoomba |
There does not seem to be another opening or passageway leading out from the fallen temple, only the entrance you came in from.
When ready, you can head back to the entrance and then down the stairs going deeper below.
Junior Peppers
|
Having his fill, or at least balancing their mission with his thorough curiosity, Junior nods in agreement with Princess "Looks like we're on the way down down then." He resumes his normal stealthing along in the dim light, eyes peeled for traps and hazards.
| GM Zoomba |
You descend down the stairwell carefully. The stone steps are covered in dust and sand, but their construction is sound enough that it still bears your party's weight as you use it.
Eventually the stairs straighten out, and then end at the edge of a large, pillared chamber. A dry fountain sits crumbled in the center of the room with dust-filled runnels for water leading to and from it. A closed marble double door sits against the opposite wall, engraved with reliefs bears a large circular lock with three key holes. Faint ruby light seeps from the other side of that door where the wall and door have eroded and weakened. Along the far walls of the chamber, four shattered altars rest against the walls.
Beyond the fountain are three figures standing before the marble door. They cease their chanting as you descend, and turn to look at you. Each bears the garb of the Usij cultists above and who accosted you at the oasis, and drawn on the floor by their feet is a faintly glowing circle of runes. Two humanoids in the same garb lie flat and unmoving within the circle. Floating behind all of them is a horned head, one that looks just like the face in the flames before. It rotates towards you and harshly speaks with malice in its eyes from a fanged mouth.
Good, more blood sacrifices for Sezruth. Let their blood be the final hammer to break his bindings.
Princess Sunset's Perception (T): 1d20 + 5 ⇒ (19) + 5 = 24
Lesley Hart's Perception (E): 1d20 + 6 ⇒ (14) + 6 = 20
Thevenin Serkat's Perception (T): 1d20 + 6 ⇒ (15) + 6 = 21
Shayna Quickfingers's Perception (T): 1d20 + 7 ⇒ (14) + 7 = 21
Cascading Rapids 's Perception (T): 1d20 + 6 ⇒ (18) + 6 = 24 Low-Light Vision
R: 1d20 + 8 ⇒ (6) + 8 = 14
U: 1d20 + 8 ⇒ (19) + 8 = 27
Y: 1d20 + 8 ⇒ (10) + 8 = 18
D: 1d20 + 7 ⇒ (13) + 7 = 20
1d2 ⇒ 1
One of the Usij moves up to the fountain's edge and with a dark prayer casts a black bolt out towards Cascade
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 for Evil: 1d4 + 4 ⇒ (2) + 4 = 6 Even with the fountain making the shot more difficult, its evil-ness splays against the leshy's leaves.
Initiative
Blue Cultist
Cascade 10/20 HP
Princess
Shyan 25/26 HP
Thevenin
Something
Lesley 16/18 HP
Something
Princess 19/22 HP
Thevenin Serkat
|
"No blood here. Only xylem."
Thevenin casts heal on Cascading Rapids, and then shields themself.
Heal, 1st level, 2 actions: 1d8 + 8 ⇒ (7) + 8 = 15
Shayna Quickfingers
|
Shayna immediately raises her flute and plays a lively tune, hoping to inspire her friends.
Performance, Virtuosic: 1d20 + 11 ⇒ (13) + 11 = 24
Should be 3 rds of IC
She gives Lesley some divine aid before shielding herself.
◆ Inspire Courage
◇ Lingering Composition
◆ Guidance to Lesley
◆ Shield (+1 AC)
Cascading Rapids
|
"That is very impolite!" says Cascade after he's hit by the spell. At least it removes any ambiguity from the situation.
Spellcasters often don't like it much when their enemies run right at them. But... these ones also seem handy with a weapon. And he's running towards two of them. Well.
The leshy holds up his shield as he moves, but it is his empty hand and his foot that he strikes with, in rapid succession.
◆ Raise Shield
◆ Stride
◆ Flurry of Blows: Inspired Fist: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17 for bludgeoning damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 and Inspired Fist, MAP: 1d20 + 7 + 1 - 4 ⇒ (5) + 7 + 1 - 4 = 9 for bludgeoning damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Princess Sunset
|
Princess Sunset sees the dark bolt coming for Cascade and reaches out to protect her friend. Though she isn't able to stop it all a small portion of the black bolt branches off and returns back to the cultist.
Phase Bolt vs Blue: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 AC from Shield or cover reduced by 2
Damage: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
◆ Stride
◆◆ Phase Bolt
HP 19/22
AC 16
Amped Focus 2/2
Battle Medicine:
Restore the Mind:
Spells (1) 1/2
| GM Zoomba |
Princess’s own magic misses, but healed by Thevenin and inspired by Shayna Casading Paids lands a solid blow on yellow, or blue?
The floating head - the doru div - snarls and vanishes from sight.
Initiative
Inspire Courage up
Blue Cultist 4 damage?
Cascade
Princess 19/22 HP
Shyan 25/26 HP
Thevenin
Div
Lesley 16/18 HP, guidanced
Something 4 damage to yellow?
JR
| GM Zoomba |
| 1 person marked this as a favorite. |
Fatal re-roll: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6 x2 plus 1d8 ⇒ 6
With Shayna's double dose of magic, Lesley's shot goes stright through the heart of the bruised Usij. He falls down almost instantly, his blood pouring out of the hole in his chest. The runes etched into the floor glow a deeper red as his blood seeps into them.
The other two cultists spring into actuon as their colleague falls. One races up and pulls out a whip before lashing at Princess.
Strike: 1d20 + 7 ⇒ (4) + 7 = 11 for nonlethal Slashing: 1d4 + 4 ⇒ (2) + 4 = 6
The other pulls a dagger out and stabs twice into Cascading Rapids.
Strike: 1d20 + 7 ⇒ (4) + 7 = 11 for Piercing: 1d4 + 1 ⇒ (3) + 1 = 4
Strike: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14 for Piercing: 1d4 + 1 ⇒ (1) + 1 = 2
But all three attcks fail to draw any blood - or even bruises
Initiative
Inspire Courage up
Blue Cultist
Cascade
Princess 19/22 HP
Shyan 25/26 HP
Thevenin
Div
Lesley 16/18 HP
Red cultist
Yellow cultist
JR
Junior Peppers
|
"Did you know the Osirians, in their never ending wars with Jistka, started creating undead to help counter the constructs defending their neighbor? Do you know where they found the corpses for such an endeavor?" He lets that last question linger in the air as he tries to get a better idea on what's going on in this room.
Osirian Lore, Journal Bonus: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Recall Knowledge that's applicable to what's going on here with the blood and runes, etc?
Finally, he draws out that cold iron shortsword from upstairs.
| GM Zoomba |
...of course a raspy voice speaks from near Cascade. you think there is anything a mortal such as you could hold in your child mind that I have not learned a hundred times over?
Depsite its actual words, the div's tone seems intrigued. It is currently fascinated by you JR; each round you can keep that going by drawing out your knowledge (spending another ◆ action each turn)
Unfortunately, while the elf knows quite about about the Jistkans, he's less certain about those runes. They're defintiely in Daemonic and seem to be channeling some sort of energy. Exactly what sort is unclear, but like many magic circles they should be able to be dispelled or scratched out the latter with Thievery to Disable, taking two actions
Initiative
Cascade
Princess 19/22 HP
Shyan 25/26 HP
Thevenin
Div, fascinated
Lesley 16/18 HP
Red cultist
Yellow cultist
JR
Shayna Quickfingers
|
Shayna steps forward, a spell on her lips.
"Hang on, JR, let me give you something for that." Shayna touches his shortsword, making it more powerful.
◆◆ Magic Weapon (JR's sword is now a +1 Striking Weapon)
◆ Step
◆◆ Magic Weapon on JR's sword
Thevenin Serkat
|
Thevenin doesn't know much about scratching out runs, but he knows a few meanies that need a good bzzaping!
Stride, Electric Arc (on Red and Yellow)
Electricity: 1d4 + 4 ⇒ (2) + 4 = 6
DC 17 basic Reflex
Cascading Rapids
|
Cascading Rapids turns around in a dancelike maneuver the others have seen him do a few times now, producing a thin stream of water flowing through the air after his outstretched hand.
He doesn't know a lot about magical runes, but he knows these cultists are planning sacrifices and that their own blood is making things happen. "Possibly we don't want anyone to die in this chamber, even if they are asking for it. Especially then!"
This is easy enough for him, and he lashes the cultist still standing with the stream of water while keeping his shield up and ready.
◆ Enter Reflective Ripple Stance.
◆ Raise Shield
◆ Flurry of blows with nonlethal flowing wave strike: 1d20 + 7 ⇒ (13) + 7 = 20 for bludgeoning damage: 1d6 + 1 ⇒ (5) + 1 = 6 and flowing wave strike: 1d20 + 3 ⇒ (14) + 3 = 17 for bludgeoning damage: 1d6 + 1 ⇒ (3) + 1 = 4; combine the damage for resistance or weakness.
| GM Zoomba |
Yellow Ref: 1d20 + 5 ⇒ (1) + 5 = 6
Red Ref: 1d20 + 5 ⇒ (9) + 5 = 14
Both Usij fail to avoid the summoned lightning - one failing quite badly - as Shyna enhances JR's armaments. Trying to be cautious around the unknown magical runes Cascading Rapids changes tactics slightly to try and bludgeon his target a bit more softly. It seems to work!; the already shocked cultis falls unconsious at the pair of blows but the runes remaing the same ominous red they already were!
Initiative
Cascade
Princess 19/22 HP
Shyna 25/26 HP
Thevenin
Div, fascinated
Lesley 16/18 HP
Red cultist 6 damage
Yellow cultist, ko'd!
JR, magic weapon'd
Princess Sunset
|
Princess continues to split the phase bolt apart as it arcs around the fountain back at another cultist
Phase Bolt vs Red: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 AC from Shield or cover reduced by 2
Damage: 1d4 + 4 + 1 + 2 ⇒ (4) + 4 + 1 + 2 = 11
◇ Unleashe Psyche Round 1
◆ Shield
◆◆ Phase Bolt
HP 19/22
AC 16 (17 2/ shield)
Amped Focus 2/2
Battle Medicine:
Restore the Mind:
Spells (1) 1/2
| GM Zoomba |
Princess' bolt takes an oddly-shaped path towards its target before striking the Usij squarely in the side. The man looks quite unsteady on his feet at this point.
Meanwhile the div's voice echos from around the room. The old empire's corpse source. Clearly their slaves, yes? Or those soldiers too weak to win their battles.
Initiative
Cascade
Princess 19/22 HP
Shyna 25/26 HP
Thevenin
Div, fascinated
Lesley 16/18 HP
Red cultist 1 damage
Yellow cultist, ko'd!
JR, magic weapon'd
Lesley Hart
|
Lesley shoots at Red cultist, making sure they are not hit in the vital organ.
Dagger Pistol Ranged Attack vs Red Cultist, Nonlethal: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Dagger Pistol Ranged Damage: 1d4 + 1 ⇒ (2) + 1 = 3 P/B (concussive) damage
She then Steps closer as she reloads her weapon and shoot at Red again.
Dagger Pistol Ranged Attack vs Red Cultist, Nonlethal, MAP: 1d20 + 9 - 2 - 5 ⇒ (11) + 9 - 2 - 5 = 13
Dagger Pistol Ranged Damage: 1d4 + 1 ⇒ (2) + 1 = 3 P/B (concussive) damage
◆ Strike
◆ Touch and Go
◆ Strike
| GM Zoomba |
With careful shooting, Lesley manages to drop the last Uis still standing
So there is still a div Hidden somewhere in the room. JR if you keep spending 1 action a turn to draw out your information hinting it will remain that way for a bit, but not forever.
Initiative
Cascade
Princess 19/22 HP
Shyna 25/26 HP
Thevenin
Div, fascinated, hidden
Lesley 16/18 HP
Red cultist, ko'd!
Yellow cultist, ko'd!
JR, magic weapon'd
Junior Peppers
|
"Well of course slaves and the fallen in battle have been used by necromancers since the dawn of magic itself. Why waste a good corpse? But in these battles between the fledgling Osirian Nation and the decaying Jistka Imperium the necromancers of Osirian needed something more.. something that struck at the very identity of Jistka's ruling class!" Junior nearly ruins his own suspense, clearing his throat before giving the punchline too soon.
Distract via Osirian History Lore, Bonus: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Hero Point: Distract via Osirian History Lore, Bonus: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
He lets the story linger in the air as he moves over to the runes, preparing to erase them. Junior takes out a holy water from his belt, waving someone over to take the div destroying weapon.
Distract, Stride, Draw Holy Water (Someone take this as I'm sure we're fighting this thing.)
Thevenin Serkat
|
Bombs are martial weapons and I think many of us are untrained. Thevenin has divine lance so they will use that in combat.
Thevenin will Seek in a 15' burst centered 10' to their right (east on the map), and then a burst centered 10' to their left (west on the map). Perception +6
If they see the div, they'll Point Out the enemy. If they don't, they will shield themselves.
Shayna Quickfingers
|
Shayna steps out into the room and sends some aid to Thevenin and Cascade (Guidance on each of them)
◆ Stride
◆ Guidance on Thevenin
◆ Guidance on Cascade
Cascading Rapids
|
If Thevenin locates and Points it Out:
Cascade hurries over the fiend's location, and lashes at the unseen foe as well as he can, keeping his defenses up.
◆ Raise Shield
◆ Stride to an adjacent space
◆ Flurry of Blows. Concealment flat check: 1d20 ⇒ 8 Attack fails, concealment flat check: 1d20 ⇒ 10 Attack w/guidance and MAP: 1d20 + 4 ⇒ (7) + 4 = 11 for bludgeoning damage: 1d6 + 1 ⇒ (6) + 1 = 7
If Thevenin is unable to locate it:
Cascade will also try to identify its location, listening to its voice and watching for any other disturbance.
◆ Seek in a 30-foot cone to the southwest using guidance bonus
◆ If he located it, Point Out. Otherwise Seek in a 30-foot cone to the southeast.
◆ Point Out if necessary. Otherwise Raise Shield
Junior Peppers
|
Bombs are martial weapons and I think many of us are untrained. Thevenin has divine lance so they will use that in combat.
Bombs are martial but holy water is a simple weapon. They kept it very usable for everyone.
| GM Zoomba |
Thevenin Serkat's Perception (T): 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Thevenin Serkat's Perception (T): 1d20 + 6 ⇒ (19) + 6 = 25
While JR keeps talking as he moves forwards, Thevenin tries to looks about to place the div. Eventually the leshy realizes the voices are coming from the air just over the first-killed Usij, and points the spot out to the others!
Cascading Rapids then springs into action and swings out twice. But unfortunately both Rippling blows pass through open air, not seeming to connect with the invisible head. Unfortunately both Flat checks miss
The leshy hears the snarling voice quite a bit louder now. You think to strike ME! Your mortal foolishness will be a pleasure to snuff out!
Div icon re-placed on map, though is invisible. Currenlty Hidden due to Thevenin's Pointing Out, but still a DC 11 Flat check to target
Initiative
Cascade, shield Raised One action left
Princess 19/22 HP
Shayna 25/26 HP
Thevenin
Div, Hidden
Lesley 16/18 HP
Red cultist, ko'd!
Yellow cultist, ko'd!
JR, magic weapon'd
Junior Peppers
|
Well that's unfortunate, I'd hoped to disable these runes before we dealt with the div.
If I'd known you were going to attack it straight off I'd have saved my hero point on that distract check.
Cascading Rapids
|
"Yes, of course!" the leshy responds brightly.
His attacks are getting less precise, but as he can't see the foe anyway... in theory if he just lashes his whip of water enough he's bound to hit something!
flat check: 1d20 ⇒ 4, flowing wave strike: 1d20 - 1 ⇒ (17) - 1 = 16 for bludgeoning damage: 1d6 + 1 ⇒ (4) + 1 = 5
| GM Zoomba |
| 1 person marked this as a favorite. |
If I'd known you were going to attack it straight off I'd have saved my hero point on that distract check.
The maintaining doesn't require an additional check, so you get back (/didnt spend in the first place) the Hero Point
Princess Sunset
|
Princess Sunset tries to split the phase bolt once more but it ends up just dissipating into the nether regions of imagination.
Phase Bolt vs Red: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 AC from Shield or cover reduced by 2
Damage: 1d4 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10
◇ Unleashe Psyche Round 2
◆ Shield
◆◆ Phase Bolt
HP 19/22
AC 16 (17 2/ shield)
Amped Focus 2/2
Battle Medicine:
Restore the Mind:
Spells (1) 1/2
Lesley Hart
|
Lesley reloads her weapon as she Steps toward the div. She keeps moving to get a better view of the creature that Cascade Pointed Out. "Maybe you'll cooperate if a shoot you..." before she shoots at the div nonlethally.
Dagger Pistol Ranged Attack, Nonlethal: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Weapon Damage: 1d4 + 1 ⇒ (2) + 1 = 3 P/B (concussive) damage
DC 11 Flat check to hit: 1d20 ⇒ 16
◆ Touch and Go
◆ Stride
◆ Strike
Shayna Quickfingers
|
Not exactly sure how you could non-lethally shoot someone :)