GM Tiger |
Raphaeleos hurries to Haka and patches him up. He then helps Haka with the venom (the +2 will not apply if you choose to hero point the failed fort save since that check would have happened before Raph got to you.).
White takes a step back to get away from Haka and makes a run for it. Blue, on the other hand, attempts to bite: Haka, Nal: 3d2 ⇒ (2, 2, 2) = 6
Fangs vs Nal AC 23, Nimble Dodge: 1d20 + 15 ⇒ (17) + 15 = 32
Fangs vs Nal AC 21, MAP: 1d20 + 10 ⇒ (18) + 10 = 28
Fangs vs Nal AC 21, MAP 2+: 1d20 + 5 ⇒ (16) + 5 = 21
Piercing: 3d8 + 18 ⇒ (8, 8, 7) + 18 = 41
Nal gets swarmed under by the Blue ettercap. (Looks like another job for Doctor Raph)
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions: One of you can spend 1 action to hold on to Urwal each round. Otherwise he'll keep walking.
Before your Turn:
DC 19 Fortitude Save: Pine Sapling, Haka (HP pending), Nal (x3)
------------------
Those with ** may go
Raphaeleos - AC 19 (20 w/shield), 56/56 (AC 20)
Blue (-33)
White (-40)
**Pine Sapling - AC 18, 39/53 (WLV S1 - 1/10, FF)
**Haka Geralf - AC 21, 32/44 (Hastened, 4 actions; Immobilized, FF, Escape DC 22; +2 next save vs poison)
**BakBat - AC 23, 54/54
**Nal Bagura - AC 21, 11/52
**Arfsnarf Ah'sneeze - AC 23, 51/60
The Big Guy (-11)
Urwal
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 10 rds
Stage 1:1d6 Poison, FF (1 rd)
Stage 2:1d6 Poison, FF, Slowed 1 (1 rd)
BakBat |
BakBat moves to get a better view, and shouts "Keren Lohetes!"
Scorching Ray (at third level) vs Blue and vs Spider: 1d20 + 12 ⇒ (16) + 12 = 281d20 + 12 ⇒ (13) + 12 = 25
Fire damage: 6d6 + 1 ⇒ (4, 3, 5, 2, 6, 2) + 1 = 23
GM Tiger |
Bakbat sends a pair of fiery rays at Blue and the Spider. The spider takes some damage, but Blue is burnt to a crisp.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions: One of you can spend 1 action to hold on to Urwal each round. Otherwise he'll keep walking.
Before your Turn:
DC 19 Fortitude Save: Pine Sapling, Haka (x2), Arfsnarf
------------------
Those with ** may go
Raphaeleos - AC 19 (20 w/shield), 56/56 (AC 20)
White (-40)
**Pine Sapling - AC 18, 39/53 (WLV S1 - 1/10, FF)
**Haka Geralf - AC 21, 32/44 (Hastened, 4 actions; Immobilized, FF, Escape DC 22)
BakBat - AC 23, 54/54
**Nal Bagura - AC 21, 11/52
**Arfsnarf Ah'sneeze - AC 23, 51/60
The Big Guy (-34)
Urwal
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 10 rds
Stage 1:1d6 Poison, FF (1 rd)
Stage 2:1d6 Poison, FF, Slowed 1 (1 rd)
Pine Sapling |
Fort save, bump: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Pine continues to hold tight on Urwal. "Hang on, Nal! We won't let you die." he then mumbles a spell and points at Nal
Heal spell (2nd level): 2d8 + 16 ⇒ (6, 2) + 16 = 24
◆ hold Urwal
◆◆ (somatic, verbal) Heal to Nal
Nal Bagura |
DC 19 Fortitude Save: 1d20 + 8 ⇒ (2) + 8 = 10
DC 19 Fortitude Save: 1d20 + 8 ⇒ (2) + 8 = 10
DC 19 Fortitude Save: 1d20 + 8 ⇒ (8) + 8 = 16
"Ugh. Thanks, guys. That got bad real fas--oh no." Nal's grateful for Bakbat's vengeance and Pine Sapling's healing, but she can still feel the poison burning through her veins. This keeps happening. Very concerned about the huge spider that's approaching, Nal grabs her antidote, chugs it (wishing she'd done so about ten seconds earlier), and casts Guidance on herself.
Web Lurker Venom: 1d6 ⇒ 4
The bites don't stack for 3d6 damage, right? I sure hope not.
DC 15 flat check vs. poison: 1d20 ⇒ 17
◆ Interact, ◆, Interact, ◆ Cast a spell
Arfsnarf Ah'sneeze |
Hold on Nal! We just gotta beat this big ugly one and then we can leave these woods!
He sends a javelin of acid at the large spider before hiding behind his arcane force shield.
◆◆ Cast (somatic, verbal) acid arrow on RED
Spell attack RED, acid damage: 1d20 + 12 ⇒ (19) + 12 = 313d8 ⇒ (7, 8, 4) = 19
On a hit, 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.
◆ Cast (verbal) shield
GM Tiger |
[dice=DC 19 Fortitude Save]1d20 + 8
[dice=DC 19 Fortitude Save]1d20 + 8
[dice=DC 19 Fortitude Save]1d20 + 8"Ugh. Thanks, guys. That got bad real fas--oh no." Nal's grateful for Bakbat's vengeance and Pine Sapling's healing, but she can still feel the poison burning through her veins. This keeps happening. Very concerned about the huge spider that's approaching, Nal grabs her antidote, chugs it (wishing she'd done so about ten seconds earlier), and casts Guidance on herself.
[dice=Web Lurker Venom]1d6
The bites don't stack for 3d6 damage, right? I sure hope not.
[dice=DC 15 flat check vs. poison]1d20◆ Interact, ◆, Interact, ◆ Cast a spell
Nope. But you drop to the next stage. The flat check is not necessary since you'd need to make a fort save each time to move back up the ladder or 10 rounds (or the duration) elapse
GM Tiger |
Pine finally beats the toxin and feels better. He continuously holds on to Urwal while sending Nal some much needed healing.
Nal is hit hard by the poison. She feels pain and her limbs feel like there are lead weights tied to them. She drinks her potion and gives herself some divine aid.
Arfsnarf hurls an acid javelin at the huge spider and catches it in the eyes. The acid burns into the spider's head and into its brain, killing it.
White is hightailing it out of there. You can go after it if you wish. We will need to stay in initiative to resolve Nal's poison situation. Nal, go ahead and give me a fort save.
Haka Poison Stage 1: 1d6 ⇒ 3
GM Tiger |
I'm also going to assume Pine is going to continue holding on to Urwal :)
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions:
Special Conditions: One of you can spend 1 action to hold on to Urwal each round. Otherwise he'll keep walking.
Before your Turn:
DC 19 Fortitude Save: Haka, Nal
------------------
Those with ** may go
**Raphaeleos - AC 19 (20 w/shield), 56/56 (AC 20)
White (-40; fleeing)
**Pine Sapling - AC 18, 39/53
**Haka Geralf - AC 21, 29/44 (Hastened, 4 actions; Immobilized, FF, Escape DC 22; +2 next save vs poison; WLV S1: 1/10)
**BakBat - AC 23, 54/54
**Nal Bagura - AC 21, 31/52 (+2 vs Poison; Guidance; Slowed 1; WLV Stage 2: 1/10)
**Arfsnarf Ah'sneeze - AC 23, 51/60 (AC 24)
Urwal
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Max Duration: 10 rds
Stage 1:1d6 Poison, FF (1 rd)
Stage 2:1d6 Poison, FF, Slowed 1 (1 rd)
Arfsnarf Ah'sneeze |
Ha! I didn't even have to get out my powerful fireball! the goblin proclaims, before realizing Nal needs assistance.
He turns to her...
◆ Interact retrieves his healers tools, and attempts to
◆ Treat Poison (Medicine): 1d20 + 8 ⇒ (16) + 8 = 24 I presume against DC19
No immediate use for the last action, but let's see how we're doing after the above roll.
GM Tiger |
Wow. So Nal now has a +5 bonus to her next Fort save. Don't roll a Nat 1 now! :)
What? No prediction from the clacky rock? :)
Pine Sapling |
Still holding Urwal in place, Pine heals Haka with magic.
Heal (1st level): 1d8 + 8 ⇒ (2) + 8 = 10
Haka Geralf |
Fortitude: 1d20 + 9 ⇒ (16) + 9 = 25
Fortitude, treat poison: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Haka continues to fight off the poison's debilitating effects.
Medicine: 1d20 + 9 ⇒ (13) + 9 = 22
Fortitude, treat poison: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21
not sure how many more saves I need
Raphaeleos |
Raph lets White flee, though he is worried it might call back-up.
It seems we are only dealing now with their poisons.
Raph goes around to reach Nal and patches their wounds.
DC 20 Battle Medicine to Treat Wound w/ Healer's Glove: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Healing: 2d8 + 10 ⇒ (3, 8) + 10 = 21
He then helps him with the poison, drawing some potions that can help counteract the venom.
Medicine check to Treat Poison: 1d20 + 11 ⇒ (10) + 11 = 21 (+2 circumstance bonus to its next saving throw against the poison if Success, but I don't think the result can stack with other bonuses)
He then raises his Shield
◆ Doctor's Visitation
◆ Treat Poison
◆ ??? Nothing for now
Nal Bagura |
Fort vs. poison DC 19: 1d20 + 8 + 5 + 1 ⇒ (8) + 8 + 5 + 1 = 22
Nal breathes through the last pulses of the poison. Smiling ruefully at Arfsnarf, she sighs. "Whew. Thanks, Arfsnarf. Thanks everybody. Man, I keep getting poisoned by giant spiders and things. You'd think I'd've built up some immunity by now. How's everyone else doing?"
GM Tiger |
Once the poison has been forced out Haka works on breaking the webbing
Escape is actually Acrobatics/Athletics/Thievery/unarmed attack. I just changed the mod to your Athletics score.
Haka fights off the poison and manages to break free of the web.
Raphaeleos patches Nal back up. She fights off the poison and is feeling a bit better.
Nal Poison: 1d6 ⇒ 2
Nal, you've improved to Stage 1. Give me one more save. You have a +4 bonus due to Raph's Treat Poison and your antidote. If anyone wants to cast Guidance on Nal, you can make that bonus a +5. The next encounter will take place in a few days of game time so don't worry about healing. I'll just hand wave all of that.
Nal Bagura - AC 21, 50/52 (+2 vs Poison; WLV Stage 1: 2/10)
Raphaeleos |
Raph casts Guidance to Nal, providing divine assistance on her quest to fight off the poison.
GM Tiger |
ok. So Nal has a +5 bonus on her next Fort save vs DC 19. You have hero points as well.
Nal Bagura |
DC 19 Fort save vs. poison: 1d20 + 8 + 5 ⇒ (14) + 8 + 5 = 27
"Whew! Okay. The burning's pretty much gone now. Thanks, guys!"
GM Tiger |
Nal manages to fight off the poison with your help.
The hike continues for four days, with Urwal leading you past a draconic graveyard, over streams, around waterfalls and up into a mountainous section of Finadar Forest. Anyone foraging finds game and edible plants in abundance. You occasionally catches signs of far-off wolves, bears and the occasional lone centaur shaman who waves from the distance but never seeks to directly engage with you or the wandering Urwal. Urwal seems peaceful so long as he moves, but struggles if you stops his movement for more than a few minutes. Occasionally, he falls over with exhaustion and sleeps for a few hours, but always tosses and turns. Unless secured, Urwal rises in the middle of the night and starts walking.
To keep him safe, you try tying Urwal to Haka, but Haka has a hard time sleeping due to Urwal trying to drag him along. You then try tying Urwal to a tree or something large and immovable. Urwal at first lays out pebbles or leaves in the pattern that haunts his visions.
You recognize the pattern as the Forest Dragon Constellation.
If you have different preparations than usual, go ahead and make them
GM Tiger |
On the fourth day, dark clouds and a pungent tang in the air signal a looming storm. Heavy rains fall in earnest, soaking you. Lightning strikes parts of the forest and sets the blood-red pines ablaze. Before you can successfully run for cover, a smoky fog pours over you. As the smoke clears, the PCs see a manifestation of Urxehl’s demonic realm of Verakivhan: a burning forest lashed by terrible storms. Shortly after entering this new landscape, you notice that Urwal is nowhere in sight, and any ropes they might have lashed to him now hang loose and empty. A centaur from the prior tests, Tombu, arrives.
"Urwal is not here. He’s so far off in his own world I could not transition him."" The centaur grins wildly, backlit by another flash of distant lightning. "The demon lord Urxehl bids you welcome to this small portion of great Urxehl’s majestically burning Abyssal realm. You are nothing but twigs of tinder in the face of my lord’s great power! So long as these fires burn, you will never see home again!""
BakBat, Detect Magic: 1d20 + 13 ⇒ (6) + 13 = 19
Nal Bagura, Scout: 1d20 + 10 ⇒ (15) + 10 = 25
Arfsnarf Ah'sneeze, Avoid Notice: 1d20 + 10 ⇒ (2) + 10 = 12
Raphaeleos, Search: 1d20 + 10 ⇒ (7) + 10 = 17
Haka Geralf, Defend: 1d20 + 10 ⇒ (1) + 10 = 11
Pine Sapling, Scout: 1d20 + 7 ⇒ (9) + 7 = 16
Tombu, Init: 1d20 + 13 ⇒ (15) + 13 = 28
Old Yeller Init: 1d20 + 9 ⇒ (16) + 9 = 25
Flames of Verakivhan: 1d20 + 11 ⇒ (4) + 11 = 15
Old Yeller heads down to greet you. Haka ends up in the smoke while Old Yeller tries to bite him.
Jaws vs Haka AC 21: 1d20 + 10 ⇒ (13) + 10 = 23
Fire Damage: 1d8 + 4 ⇒ (7) + 4 = 11
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Sections Disabled: 0/5
Active Conditions:
Any creature within the flames: 1d10+6 Fire damage
Any creature adjacent to the flames: 1d10 Fire damage (DC 20 reflex for half)
Special Conditions:
Anything that enters or starts their turn within the blue box needs to make a DC 22 Fort save or be sickened 1.
Anything within the blue border is concealed.
Old Yeller is immune to the above effects (of course)
Old Yeller is concealed (DC 5 to target)
Before your Turn:
DC 22 Fortitude Save: Haka
After your Turn:
DC 15 Flat Check: Haka
------------------
Those with ** may go
Old Yeller
**Nal Bagura - AC 21, 52/52
**BakBat - AC 23, 54/54
**Raphaeleos - AC 19 (20 w/shield), 56/56
**Pine Sapling - AC 17, 43/43
Tombu
Flames of Verakivhan
Arfsnarf Ah'sneeze - AC 23, 60/60
Haka Geralf - AC 21, 33/44 (1d4 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to stand beside each flaming section
* Nature/Performance to remind the Finadar forest of its true self
* Religion/Occultism/Demon Lore to disrupt the connection to the imposed realm and extinguish the flames
Arfsnarf Ah'sneeze |
DC20 Occultism: 1d20 + 10 ⇒ (13) + 10 = 23
Arfsnarf recognizes Urwal's pattern.
The Forest Dragon Constellation...
Pine Sapling |
Pine walks close to flame nearby and tries to break the connection to demon lord's realm.
Reflex, bump: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Religion, bump: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
I have the adjusted AC and hit points on the tagline.
BakBat |
"Kadur Maymee!" BakBat shouts. Casting Aqueous Orb
A ten-foot wide ball of water appears behind Old Yeller, and moves into its space.
DC 22 Reflex save or be engulfed in the water.
If the fire effect of Old Yeller is a magical effect, then the Aqueous Orb can attempt to counteract it. Counteract: 1d20 + 12 ⇒ (19) + 12 = 31
Raphaeleos |
"Everything's on fire!" Raph exclaims the obvious. Knowing that is nowhere to be found, he hopes the iruxi is safe wherever he might be. For now, their safety is their priority.
With that in mind, he immediately murmurs words of blessing to Haka which he follows up with healing of positive energy enhanced by the blessing for ◆◆ 1st-level Heal with Healer's Blessing: 1d8 + 8 + 4 ⇒ (1) + 8 + 4 = 13 HP (wow, two nat 1s). He again feels the sensation of life seeping out from him. (Minor Curse)
◆ Cast a Spell, Healer's Blessing
◆◆ Cast a Spell, 1st-level Heal
GM Tiger |
Nope. The fire around Old Yeller is not magical in nature.
Reflex: 1d20 + 12 ⇒ (2) + 12 = 14
Old Yeller looks distressed as the orb of water grabs it. Raphaeleos sends Haka some much needed healing. Pine Sapling tries to disable the flames but doesn't succeed.
Pine, I'll address the fire damage when the hazard takes its turn.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Sections Disabled: 0/5
Active Conditions:
Any creature within the flames: 1d10+6 Fire damage
Any creature adjacent to the flames: 1d10 Fire damage (DC 20 reflex for half)
Special Conditions:
Anything that enters or starts their turn within the blue box needs to make a DC 22 Fort save or be sickened 1.
Anything within the blue border is concealed.
Old Yeller is immune to the above effects (of course)
Old Yeller is concealed (DC 5 to target)
Before your Turn:
DC 22 Fortitude Save: Haka
After your Turn:
DC 15 Flat Check: Haka
------------------
Those with ** may go
Old Yeller (Grabbed)
**Nal Bagura - AC 21, 52/52
BakBat - AC 23, 54/54
Raphaeleos - AC 19 (20 w/shield), 56/56
Pine Sapling - AC 17, 43/43
Tombu
Flames of Verakivhan
Arfsnarf Ah'sneeze - AC 23, 60/60
Haka Geralf - AC 21, 44/44 (1d4 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to stand beside each flaming section
* Nature/Performance to remind the Finadar forest of its true self
* Religion/Occultism/Demon Lore to disrupt the connection to the imposed realm and extinguish the flames
Nal Bagura |
Nal whips her head around as soon as she realizes Urwal is gone. "Seriously?! We had one job! Ugh!" Well, the only way out is through, and these flames sure make that difficult. Since that creepy, sadistic centaur is too far away to do anything about, Nal decides to follow Pine Sapling's lead to try to undermine this demon realm garbage.
Stepping closer to the flames with a flinch at the searing heat, she implores the trees: "Pines of Finadar! I've walked among you before. Remember me, and remember who you were before!"
Fire damage: 1d10 ⇒ 10
Reflex DC 20 for half of the fire damage: 1d20 + 12 ⇒ (13) + 12 = 25
Success for 5 damage
Nature: 1d20 + 9 ⇒ (9) + 9 = 18
She feels rather awkward shouting at things that don't have ears, which may have made her plea less compelling.
◆ Step, ◆◆ Disable Hazard
GM Tiger |
Nal also tries to convince the forest to revert back to its original state by reminding it of times past but does not succeed.
The way I understand it, the fire damage is rolled by the GM when the hazard itself takes its turn. For Nal it's a blessing since she rolled full damage :)
Fire Damage: 1d10 ⇒ 3
The flames seem to surge and Nal manages to dodge aside to avoid the worst of the damage. Pine doesn't quite get out of the way in time and gets a bit singed.
Suddenly, a fiery rain comes down on PN: 1d2 ⇒ 1 Pine Sapling.
Fiery Rain, DC 20 Basic Reflex: 1d10 + 6 ⇒ (4) + 6 = 10
Tombu gallops closer to the group and hurls a hammer at Nal.
Light Hammer vs Nal AC 23, Nimble Dodge: 1d20 + 17 ⇒ (10) + 17 = 27
Bludgeoning: 1d6 + 7 ⇒ (5) + 7 = 12
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Sections Disabled: 0/5
Active Conditions:
Special Conditions:
Anything that enters or starts their turn within the blue box needs to make a DC 22 Fort save or be sickened 1.
Anything within the blue border is concealed.
Old Yeller is immune to the above effects (of course)
Old Yeller is concealed (DC 5 to target)
Before your Turn:
DC 20 Reflex Save: Pine Sapling
After your Turn:
DC 15 Flat Check: Haka
------------------
Those with ** may go
Old Yeller (Grabbed)
Nal Bagura - AC 21, 39/52
BakBat - AC 23, 54/54
Raphaeleos - AC 19 (20 w/shield), 56/56
Pine Sapling - AC 17, 40/43
Tombu
Flames of Verakivhan
**Arfsnarf Ah'sneeze - AC 23, 60/60
**Haka Geralf - AC 21, 44/44 (Sickened 1; 1d4 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to stand beside each flaming section
* DC 20 Nature/Performance to remind the Finadar forest of its true self
* DC 20 Religion/Occultism/Demon Lore to disrupt the connection to the imposed realm and extinguish the flames
Haka Geralf |
Coughing Haka withdraws and tries to commune with the forest.
Nature, sickened: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Any word he had are lost to coughing and sputtering.
Arfsnarf Ah'sneeze |
Okay, last post before I head out into the wilderness
Arfsnarf sends a fireball past and behind the big guy so that it burns him from behind.
◆◆Fireball, fire damage, DC 22 basic reflex save: 6d6 ⇒ (6, 6, 2, 5, 5, 4) = 28
He ducks behind his arcane force shield.
◆ Cast (verbal) shield
Then he suddenly gets a vague, thousand-yard stare...
GM Tiger |
Acrobatics to escape: 1d20 + 10 ⇒ (17) + 10 = 27
Tombu Ref: 1d20 + 13 ⇒ (6) + 13 = 19
Haka tries to remind the forest of its old self but ends up coughing uncontrollably.
Tombu fails to dodge out of the way and gets part of his tail burnt off.
Old Yeller manages to escape from the ball of water Bakbat threw at it. It then moves to attack Nal and Pine Sapling.
NP: 1d2 ⇒ 1
Jaws vs Nal AC 23, MAP: 1d20 + 5 ⇒ (12) + 5 = 17
Jaws vs Pine Sapling, AC 17, MAP 2+: 1d20 ⇒ 20
Fire, Crit: 1d8 + 4 ⇒ (2) + 4 = 6
Crit doubled to 12
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Sections Disabled: 0/5
Active Conditions:
Special Conditions:
Anything that enters or starts their turn within the blue box needs to make a DC 22 Fort save or be sickened 1.
Anything within the blue border is concealed.
Old Yeller is immune to the above effects (of course)
Old Yeller is concealed (DC 5 to target)
Before your Turn:
DC 20 Reflex Save: Pine Sapling
DC 22 Fortitude Save: Pine Sapling, Nal
After your Turn:
DC 15 Flat Check: Haka, Pine Sapling
------------------
Those with ** may go
Old Yeller
**Nal Bagura - AC 21, 39/52
**BakBat - AC 23, 54/54
**Raphaeleos - AC 19 (20 w/shield), 56/56
**Pine Sapling - AC 17, 28/43 (1d4 Persistent Fire)
Tombu (-28)
Flames of Verakivhan
Arfsnarf Ah'sneeze - AC 23, 60/60 (AC 24; Thousand Yard Stare)
Haka Geralf - AC 21, 43/44 (Sickened 1; 1d4 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to stand beside each flaming section
* DC 20 Nature/Performance to remind the Finadar forest of its true self
* DC 20 Religion/Occultism/Demon Lore to disrupt the connection to the imposed realm and extinguish the flames
Pine Sapling |
Reflex save: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Not bothered by rain of fire, Pine swings his weapon at Old Yeller and then tries to break the connection to demonic realm.
◆ +1 morningstar: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
◆◆ religion to disable hazard: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Remember the level bump, which raised my AC to 18 and hit points to 53. This is now updated to slides.
Fortitude save: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Flat check: 1d20 ⇒ 2
GM Tiger |
Pine Persistent Fire: 1d4 ⇒ 3
Fixed. I used the old values before the level bump.
Pine Sapling dodges out of the way as fire rains down on him. He tries to swing his weapon but slightly overbalances and almost drops his weapon. He manages to disrupt some of the connection to the demonic realm and succeeds in putting out some of the fires. However, his proximity to Old Yeller makes him feel queasy.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Sections Disabled: 1/5
Active Conditions:
Special Conditions:
Anything that enters or starts their turn within the blue box needs to make a DC 22 Fort save or be sickened 1.
Anything within the blue border is concealed.
Old Yeller is immune to the above effects (of course)
Old Yeller is concealed (DC 5 to target)
Before your Turn:
DC 22 Fortitude Save: Nal
After your Turn:
DC 15 Flat Check: Haka, Pine Sapling
------------------
Those with ** may go
Old Yeller
**Nal Bagura - AC 21, 39/52
**BakBat - AC 23, 54/54
**Raphaeleos - AC 19 (20 w/shield), 56/56
Pine Sapling - AC 18, 30/53 (Sickened 1; 1d4 Persistent Fire)
Tombu (-28)
Flames of Verakivhan
Arfsnarf Ah'sneeze - AC 23, 60/60 (AC 24; Thousand Yard Stare)
Haka Geralf - AC 21, 43/44 (Sickened 1; 1d4 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to stand beside each flaming section
* DC 20 Nature/Performance to remind the Finadar forest of its true self
* DC 20 Religion/Occultism/Demon Lore to disrupt the connection to the imposed realm and extinguish the flames
Nal Bagura |
DC 22 Fortitude Save: 1d20 + 8 ⇒ (17) + 8 = 25
Nal manages to avoid being sickened by the smoke, but she can tell there's no guarantee she'll be able to continue that way. She shifts out of the smokiest section and again begs the forest to revert to its true self. "Please! You're so beautiful when you're alive! If you burn, you'll die!"
Nature: 1d20 + 9 ⇒ (20) + 9 = 29
◆ Step, ◆◆ Disable Hazard
GM Tiger |
Nal manages to not feel sick after inhaling so much smoke. She runs south and manages to convince the forest that it's much better looking without the fire.
I moved you south as the one you were looking to disable was disabled by Pine
Areas with the bucket of water are out.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Sections Disabled: 2/5
Active Conditions:
Special Conditions:
Anything that enters or starts their turn within the blue box needs to make a DC 22 Fort save or be sickened 1.
Anything within the blue border is concealed.
Old Yeller is immune to the above effects (of course)
Old Yeller is concealed (DC 5 to target)
Before your Turn:
After your Turn:
DC 15 Flat Check: Haka, Pine Sapling
------------------
Those with ** may go
Old Yeller
Nal Bagura - AC 21, 39/52
**BakBat - AC 23, 54/54
**Raphaeleos - AC 19 (20 w/shield), 56/56
Pine Sapling - AC 18, 30/53 (Sickened 1; 1d4 Persistent Fire)
Tombu (-28)
Flames of Verakivhan
Arfsnarf Ah'sneeze - AC 23, 60/60 (AC 24; Thousand Yard Stare)
Haka Geralf - AC 21, 43/44 (Sickened 1; 1d4 Persistent Fire)
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CONDITIONS AND EFFECTS REFERENCE
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* Need to stand beside each flaming section
* DC 20 Nature/Performance to remind the Finadar forest of its true self
* DC 20 Religion/Occultism/Demon Lore to disrupt the connection to the imposed realm and extinguish the flames
BakBat |
Concentrate to move Aqueous orb into Old Yeller's space, attempting to engulf Old Yeller. (DC 22 REF save)
Stride
Concentrate to move Aqueous orb (with or without Old Yeller).
Raphaeleos |
Raph goes behind Haka and Pine Sapling. He then performs quick patching of wounds on Pine.
DC 15 Battle Medicine to Treat Wounds w/ Healer's Gloves: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Healing: 2d8 ⇒ (3, 1) = 4 HP for Pine Sapling
He then treats Pine to reduce his sickened condition.
Medicine Check to Treat Condition w/ Healer's Gloves vs Pine's Sickened Condition: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
◆ Doctor's Visitation
◆◆ Treat Condition
GM Tiger |
OY Ref: 1d20 + 12 ⇒ (10) + 12 = 22
Concealment x2: 2d20 ⇒ (7, 16) = 23
Raphaeleos moves forward and manages to find Pine Sapling in the smoke to treat his queasy stomach and give him some healing.
Old Yeller barely manages to avoid being sucked up by the ball of water.
Tombu charges, trampling most of the party, missing only Haka and Pine Sapling. Basically anyone along the blue line gets hit. Arfsnarf gets hit because Tombu is large enough to cover his space as well
Hooves, DC 23 Basic Reflex: 2d6 + 7 ⇒ (4, 6) + 7 = 17
NP: 1d2 ⇒ 1
More fiery rain comes down, this time it targets Nal.
Fire, DC 20 Basic Reflex: 1d10 + 6 ⇒ (10) + 6 = 16
Tombu is now behind the party (his token has a magenta '2' on it)
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COMBAT TRACKER
Round: 2
Tactical Map
Sections Disabled: 2/5
Active Conditions:
Special Conditions:
Anything that enters or starts their turn within the blue box needs to make a DC 22 Fort save or be sickened 1.
Anything within the blue border is concealed.
Old Yeller is immune to the above effects (of course)
Old Yeller is concealed (DC 5 to target)
Before your Turn:
DC 23 Reflex Save vs 17 Bludgeoning: Nal, Arfsnarf, Raphaeleos, Bakbat
DC 20 Reflex Save vs 16 Fire: Nal
After your Turn:
DC 15 Flat Check: Haka, Pine Sapling
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Those with ** may go
Old Yeller
Nal Bagura - AC 21, 39/52
BakBat - AC 23, 54/54
Raphaeleos - AC 19 (20 w/shield), 56/56
Pine Sapling - AC 18, 34/53 (1d4 Persistent Fire; Battle Med - Raphaeleos)
Tombu (-28)
Flames of Verakivhan
**Arfsnarf Ah'sneeze - AC 23, 60/60 (AC 24; Thousand Yard Stare)
**Haka Geralf - AC 21, 43/44 (Sickened 1; 1d4 Persistent Fire)
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CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* Need to stand beside each flaming section
* DC 20 Nature/Performance to remind the Finadar forest of its true self
* DC 20 Religion/Occultism/Demon Lore to disrupt the connection to the imposed realm and extinguish the flames
Nal Bagura |
DC 23 Reflex Save vs 17 Bludgeoning: 1d20 + 12 ⇒ (12) + 12 = 24
Success for 8 damage
DC 20 Reflex Save vs 16 Fire: 1d20 + 12 ⇒ (15) + 12 = 27
Crit Success for 0 damage
Nal Bagura |
Botting Arfsnarf
DC 23 Reflex Save vs 17 Bludgeoning: 1d20 + 12 ⇒ (2) + 12 = 14
In the instant before Arfsnarf is trampled, his vision goes dark and he hears a voice begging: "Help! Pleeease!" The other sounds around him fade and his vision returns to reveal a completely different scene. Instead of a burning pine forest, he's in a dark cave. There's a group of people fighting a blob, and it's going very poorly for the people. One of them, a young elf, makes eye contact and frantically screams in the same voice that brought him here: "Kill it! It's killing us!" Arfsnarf is justifiably confused about all this, so he reaches for his trusty clacky rock--which isn't there! Also, he seems to be a ghost right now? What?!
Of course, all his team in the burning pine forest sees is him shudder as he stands up with melodramatic slowness from being trampled. There's a new mischievous gleam in his eyes, and a goatee has appeared on his face. "Excellent," he purrs, smugly sticking his hands in his pockets as he surveys the scene like a charlatan assessing marks. Cocking his head with curiosity, he withdraws the clacky rock, snorts in derision at it, and tosses it over his shoulder into the underbrush. "Heheheh! Let's see what this body can do!" Realizing that rampaging centaur could be the death of this lovely new body, he casts Slow on it, then casts Shield on himself.
◆◆ Cast a spell, ◆ Cast a spell
Haka Geralf |
With the nearby fire extinguished Haka closes with the centaur.
Attack, snagging strike, sickened, bump: 1d20 + 12 - 1 + 1 ⇒ (1) + 12 - 1 + 1 = 13
damage: 2d8 + 4 ⇒ (3, 7) + 4 = 14
After hitting nothing but air the half-orc gathers himself and swings again
Attack, snagging strike, sickened, bump, MAP: 1d20 + 12 - 1 + 1 - 5 ⇒ (18) + 12 - 1 + 1 - 5 = 25
damage: 2d8 + 4 ⇒ (6, 7) + 4 = 17
This time his blade crashes down.
flat: 1d20 ⇒ 13
◆ Stride
◆ Strike
◆ Strike