PF2E Stolen Fate

Game Master andreww

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Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Ah, I had been intending for the Esoteric Lore that I requested to be rolled above to be towards the Key and the Juggler, not about goblins' relationship with dwarves. Otherwise I wouldn't have used Loremaster's Etude on it. But if it's not a secret roll, then here we go.

A dragon! And a cloud dragon at that! What tremendous wonder that might be! Focusing deeply, the goblin considers what he knows about such creatures--or what memories might have been stolen from his head by this glorious, wonderful tome of his.

"Tomey tomey on the floor, tell me what I know and more!"

Esoteric Lore, Cloud Dragons: 1d20 + 23 + 1 ⇒ (9) + 23 + 1 = 33
Loremaster's Etude: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41

So a 41!


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Arcana: 1d20 + 21 ⇒ (16) + 21 = 37

Dramiil scratches one of his shoulders. "I'd hate to have to hurt a dragon. She broke statues and relics, eh? That must not please Balumbdar much. We'll happily retrieve this key...I am sure a large key would help in unlocking an, er, a large juggler."

He nods as if this makes complete sense.

"I thought cloud dragons were from an elemental plane," he muses to himself. "Nothing seems to stay on its own plane these days...including us..."


Quote:
Ah, I had been intending for the Esoteric Lore that I requested to be rolled above to be towards the Key and the Juggler, not about goblins' relationship with dwarves. Otherwise I wouldn't have used Loremaster's Etude on it. But if it's not a secret roll, then here we go.

Apologies, I misread your post. There isnt really anything to learn about the card as yet. The Key may have to wait until you find it!

The group put their heads together to pool their knowledge about dragons generally, and this dragon in particular. You know that a large number of cloud dragons make the Terwa Uplands their home. Each dragon takes a particular valley for their own, usually nesting in the tallest tree or near a mountain pool. Most of them are allies and friends of the Mbe’ke dwarves, so Sedisserax’s crimes must have been shocking and severe to merit banishment.

You also recall hearing something of those crimes—destruction of sacred relics simply to get to the “treasures” she was convinced were hidden within. There were no such treasures inside the destroyed relics, but when the rulers of Cloudspire confronted her, she reacted with violence and was driven from the sky citadel.

Assuming you share this information with Belngkennu

Ahh, yes, Sedisserax’s attitude has earned her trouble, and I've long suspected her end would come in the form of a group of dragonslayers. If you can secure the enormous key without killing her, that’s fine, but the I warn you that I’d be shocked if she stops to talk before she tries to eat you.

If you are willing to give this a go then you can reach her lair by heading down the trail into the jungle until it reaches a mountain lake. The trail heads east but you should see a cave entrance to the west. That's where she makes her lair. It's about a two hour hike to get down there.

OK, you have everything you can from here for now. Let me know of any preparations you want before setting off and what your exploration activities are.


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Once they finish discussing the dragon, Slick is ready to head into the jungle to track it down and get their hands on the large key. If the dragon did not give it up voluntarily, then so be it. "Looks like dragon hunting season has started early this year."

Slick will lead the way using Scout as his exploration activity.


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

Dang...we seemed to kill it on those RK rolls ... yay us!

When the dwarf warns the group, again, about getting eaten, Billy nods solemnly. He turns to Nubnonk, "Even though we're both bite-sized, we're charming fellows. We must at least try to impress the beast, yes?" Billy has his Jug of Fond Remembrance in one hand and his lute cradled in the other.

Billy follows along, letting Slick bravely take the lead.

Exploration Mode: Search (and listed in his header as well)


Billy Bardy wrote:
Dang...we seemed to kill it on those RK rolls ... yay us!

You did but the scenario doesnt give you much about Sessiderax. If you want to know about Cloud Dragons more generally go ahead and give me another check.


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

I assumed that we were rolling about cloud dragons more generally...in my Wednesday post I specified "cloud dragons," not "Sessiderax." It looked to me like Billy and Dramiil did the same.

Esoteric Lore, Cloud Dragons: 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39
Loremaster's Etude: 1d20 + 23 + 1 ⇒ (20) + 23 + 1 = 44

But I'm happy to keep crushing Recall Knowledge rolls.

"Charm one of my middle names!" Nubnonk says. He had taken to expanding his name as many goblins did, but with Taldane words rather than Goblin wordplay.

Any additional preparations are kind of dependent on what we already know about cloud dragons.

Exploration Mode: Investigate (as listed in my header)


Nubnonk wrote:
I assumed that we were rolling about cloud dragons more generally...in my Wednesday post I specified "cloud dragons," not "Sessiderax." It looked to me like Billy and Dramiil did the same.

I should have been clearer. The AP gives a specific check about Sessiderax which I was handling first.

Nubnonk recalls that such creatures are part dragon, part creatures of air. They have features common to most older dragons such as an immunity to sleep and paralysis effects and a frightful presence as well as a range of vicious natural attacks. Cloud Dragons however have a particular affinity for the air. With some annoyance he realises that they can deflect ranged attacks with their wings and that their breath weapon is a massive cone of highly electrified air. Also, obviously, they can fly.


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Ah, okay. Cool cool.

Nubnonk shares what he knows, mostly with excitement. Fear was not a common thing for a goblin. Death was inevitable, and for most it come very early.

He looks at the two spellcasters. "Got anything to protect from lightning? Cloud dragons big strong with electric attacks."

He also grips his starknife with the knowledge that the dragon would be more likely to knock his boomerang away. Would he be able to get in close enough to do some damage before getting destroyed? Or perhaps Belngkennu was wrong and they would be able to have a conversation first.


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

When Nubnonk confirms what Slick suspected - that the dragon could fly - he looks over at Billy. "Looks like you're going to have to get me back into the air again Billy. I really should figure out how to get myself airborne one of these days. Some scrolls or maybe a wand should do the trick."


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

”You just have to make the dragon fall out of the sky, Slick," says the psychic.

Dramiil shrugs. ” Nothing specific.”


OK, moving us on.

Gathering your things the group heads out of the cave and down the path into the jungle. The further you head down the mountain the hotter and stickier it begins to get. Gradually the trees thin out a bit and you see below you a cool looking mountain lake. It sits in a bowl shaped valley and the trail leads off to the east. A cliff rises from the lake’s western shore, and a large cave entrance is visible at the base. A jagged rock protrudes from the lake’s surface not far from the cave entrance. Unfortunately, the trail is not as safe as it might appear!

Nubnonk senses that something is up. He cannot see any enemy but the jungle suddenly goes quiet and he has a strong sense of being watched.

Initiative
Dramiil : 1d20 + 19 ⇒ (14) + 19 = 33
Slick : 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34
Slick Battle Cry: 1d20 + 23 ⇒ (7) + 23 = 30
Billy : 1d20 + 23 + 2 ⇒ (9) + 23 + 2 = 34
Nubnonk : 1d20 + 20 ⇒ (20) + 20 = 40
Nubnonk Battle Cry: 1d20 + 27 ⇒ (3) + 27 = 30

Nothing is visible to anyone to Battle Cry but I left the rolls in as otherwise it would mess up the order.

Combat Status:
Round 1
Turn Order

Nubnonk

Bold to act.

Combat status

Slick 188/188
Dramiil 116/116
Nubnonk 166/166
Billy 138/138


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

"Something here," Nubnonk whispers, reaching up to draw up the hood of his cloak and turn invisible. He creeps forward unseen, wondering if the potential threat was in the lake ahead.

◆◆ Interact to activate the Cloak of Elvenkind (Illusion, Invested, Magical), then ◆ Sneak 15 ft while Invisible 1d20+23.


Nubnonk cloaks himself in invisibility and sneaks forward. He thinks he see's something in the foliage ahead of him and then it starts to move! It is yet another massive plant monster! This one has a large central stalk and a large trumpet shaped flower attached to it. The stalk bends in the direction of the group and lets out a terrific blast of sound, shivering the trees and hitting everyone!

Combat Rolls:

Fort Saves
Dramiil : 1d20 + 19 ⇒ (10) + 19 = 29
Slick : 1d20 + 23 ⇒ (17) + 23 = 40, Juggernaut
Billy : 1d20 + 19 ⇒ (7) + 19 = 26
Nubnonk : 1d20 + 21 ⇒ (20) + 21 = 41

Billy has failed, Dramiil has passed, Nubnonk and Slick have crit passed. Pausing here to see if Bill wants to Hero Point reroll. This does not have the auditory trait despite being a sonic attack.


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

Billy tries, really hard, to shake off the sonic blast. He reacts by drawing a harrow card to use Chaotic Destiny.

Harrow Omen Suit - 1:Hammers, 2:Keys, 3:Shields, 4:Books, 5:Stars, 6:Crowns: 1d6 ⇒ 1
If suit of Crowns, improve the result by one step.

Fortitude Reroll: 1d20 + 19 ⇒ (11) + 19 = 30


Billy manages to hold himself together in face of the terrible blast of sound.

Billy and Dramiil take 23 sonic damage

The creature then lashes out at Nubnonk, apparently undeterred by his invisibility and sneaky ways! He clobbers him in the side of his head. As the vine strikes Nubnonk feels very strange for a moment.

Nubnonk takes 20B damage and 8 poison and until the start of his next turn he must roll twice and take the worst result on all checks.

Then a second giant plant monster emerges! It unleashes another noisy trumpet blast. This time Dramiil and Billy both succumb!

Pausing again to see if Dramiil wants to reroll.

Rolls:

Trumpet damage
9d8 ⇒ (6, 7, 5, 7, 8, 2, 2, 7, 2) = 46

Vine strike: 1d20 ⇒ 18
Damage: 2d8 + 11 ⇒ (4, 5) + 11 = 20 B
Fort save: 1d20 ⇒ 16

Poison damage: 2d6 ⇒ (5, 3) = 8

Dramiil : 1d20 + 19 ⇒ (3) + 19 = 22
Slick : 1d20 + 23 ⇒ (20) + 23 = 43, Juggernaut
Billy : 1d20 + 19 ⇒ (1) + 19 = 20
Nubnonk : 2d20 + 21 ⇒ (16, 10) + 21 = 47 taking the lowest is still a pass


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

Billy uses his Halfling Luck to avoid the second plant ...

Fortitude Reroll: 1d20 + 19 ⇒ (19) + 19 = 38


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dramiil will use his Shields card!

Fort reroll: 1d20 + 19 ⇒ (5) + 19 = 24

Dramiil will use his Shields card...poorly.

The psychic reels and clutches his head.


Billy manages to hold himself together but Dramiil feels overwhelmed!

Billy takes 23 sonic damage Dramiil takes the full 47 and is deafened for 1 round

Combat rolls:

Sonic damage: 9d8 ⇒ (7, 5, 4, 1, 6, 7, 2, 8, 7) = 47

Combat Status:
Round 1
Turn Order

Nubnonk
------------------------------------------------
Blue
Red
------------------------------------------------
Billy
Slick

Bold to act.

Combat status

Slick 188/188
Dramiil 46/116
Nubnonk 138/166
Billy 92/138


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

When the annoying loud plants attack the group, Billy strums his lute and sings out inspiration.

"The foliage here is absurd.
Plants should be seen and not heard.
.....We're ready to fight.
.....Eat a salad tonight.
We heroes will not be deterred!!"

Performance - Lingering Composition +Virt Performer +Lute, DC 30: 1d20 + 23 + 2 + 1 ⇒ (11) + 23 + 2 + 1 = 37
Success: Inspire Courage lasts 3 rounds. (Cost: 1 focus point).
All allies within 60' have +1 status bonus to attacks/damage and fear saves.

Then turning to Dramiil, he sings,
"You are standing near me.
You look like you're in pain.
Although you cannot hear me.
Some health you now regain."

Soothe (3rd level) vs Dramiil: 3d10 + 12 ⇒ (8, 8, 8) + 12 = 36

◆ Inspire Courage, ◇ Lingering Composition, ◆◆ Soothe


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick is killing those Fort saves! I should have the GM do all my rolls :)

Slick spots the giant plants stomping their way out of the forest and barely registers their piercing screams. "What's the deal with giant man-eating plants all of a sudden. Seems everyone has them now. Must be trending or something." He considers the situation and shrugs. "Nice thing about plants is that they stay close to the ground." He waits for Billy's inspiring ditty, then charges the nearest plant and starts hacking away at it.

Action (◇): Delay: Until end of Billy's turn.
Action 1 (◆): Stride (45 feet)

Action 2 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage vs Red Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (19) + 23 + 2 + 1 = 45
Greatsword Damage: 3d12 + 8 + 1 ⇒ (3, 7, 12) + 8 + 1 = 31 slashing damage

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

Assuming a crit here.

Action 3 (◆): Brutish Shove with Powerful Shove and Flinging Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and MAP1 vs Flat-Footed Red Plant.
- Action: Shove with Powerful Shove and Flinging Shove vs Red Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (15) + 23 + 2 + 1 - 5 = 36 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (10, 3, 9) + 8 + 1 = 31 slashing damage

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

The Shove uses the same success criteria as the Strike. Slick will NOT follow the plant

If Crit Success:
You push your target back 20 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Success:
You push your target back 10 feet. You can Stride after it, but you must move the same distance and in the same direction (Flinging Shove).
If Target <= Huge: The target is flat-footed until the end of your current turn (Powerful Shove & Brutish Shove).

If Failure:
You push your target back 5 feet (Flinging Shove).
The target is flat-footed until the end of your current turn (Brutish Shove).

Shoved Against Object:
Shove Damage: 5 = 5 bludgeoning damage (Powerful Shove).


Billy Inspires his companions and provides sme much needed relief for Dramiil. Slick crashes into red, delivering two powerful blows and driving it back.

That is a crit and a hit for 98 damage. Are you moving with it?

Unfortunately then a third plant emerges onto the path behind the group and unleashes a discordant blast of sound, hitting everyone!

This time Dramiil and Billy fail, pausing to check for rerolls. Nubnonk saves but not critically.

Rolls:

Dramiil : 1d20 + 19 ⇒ (1) + 19 = 20
Slick : 1d20 + 23 ⇒ (13) + 23 = 36, Juggernaut
Billy : 1d20 + 19 ⇒ (7) + 19 = 26
Nubnonk : 1d20 + 21 ⇒ (17) + 21 = 38


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

Damn ... these things really have it out for Billy and Dramiil...

Billy quickly retrieves a Shields Harrowing Ritual card to avoid more sonic damage.

Fortitude Reroll +Harrowing Crit: 1d20 + 19 + 4 ⇒ (15) + 19 + 4 = 38


OK, I assume Dramiil dosnt want to reroll so moving us on. Billy's reroll is a regular save.

Dramiil nearly crumples under the blast of sonic energy.

Rolls:

Sonic damage: 9d8 ⇒ (2, 6, 5, 1, 7, 3, 2, 7, 4) = 37

Combat Status:
Round 1 - 2
Turn Order

Nubnonk
------------------------------------------------
Blue
Red
------------------------------------------------
Billy
Slick
------------------------------------------------
Green
------------------------------------------------
Dramiil

Bold to act.

Combat status

Slick 188/188
Dramiil 45/116
Nubnonk 138/166
Billy 74/138

Red, 98 damage

Dramiil to take his round actions, Nubnonk can take his round 2 actions.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dram, despite being deafened, still reels from yet another punishing wave of sound, leaving blood leaking from his ears and nose.

He fumbles for his tattoo of Enveloping Light, his body shuddering with pain.

Tattoo, Rd 1, Healing: 2d8 ⇒ (2, 6) = 8

He then mutters to himself, wincing as he speaks quietly.

Ghostly Shift (not amped)

Nice to know that Deafened doesn't mess with verbal spells!


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

In spite of his large ears, Nubnonk--as with all of goblinkind--was made of sturdy stuff. He growls back defiantly before reaching into his bag and thinking of something that would help to destroy these loud, overgrown plants. "Very rude!" he shouts over the cacophony as he gets ready to take do some gardening.

◆ Exploit Vulnerability Esoteric Lore, Plant Creatures: 1d20 + 23 ⇒ (19) + 23 = 42 vs Standard DC for the creature's level

Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Activating mortal weakness if available and I succeed.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Red Plant: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (5, 1) + 6 + 3 = 15 Plus weakness

Exploit Vulnerability:
◆ (Esoterica, Manipulate, Thaumaturge) Frequency once per round Requirements You are holding your implement. You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.
Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

◆ Share Weakness:
(Esoterica, Manipulate, Thaumaturge) Prerequisites Exploit Vulnerability, mortal weakness Requirements You are Exploiting a creature's Vulnerability using mortal weakness. You select an object from your esoterica that has great personal value to you, such as a locket or treasured ring, and you grant it to an ally, establishing a personal link that allows your ally to affect an enemy as if they were you. The ally's Strikes apply the weakness from your mortal weakness the same way your Strikes do. This benefit ends when your Exploit Vulnerability ends or you Share Weakness again.

If there is no mortal weakness to exploit, Nubnonk will move 30 feet west to get closer to Red and Slick.


Dramiil heals himself a little with some soothing light and partially fades from existence!

Meanwhile Nubnonk realises that these dangerous plant monsters do in fact have a weakness! Unsurprisingly it is to fire (Weakness 10). He also realises that they become far more dangerous is you make clumsy and ineffective attacks against them (they have a reaction triggering on critical failures against them). He then sends his boomerang crashing into red which makes strange gurgling noises!

Red takes 25 damage

The blue plant extends its horrible vines and lashes out repeatedly at Nubnonk! It misses wildly with all of them!

Red does the same with Slick, taking advantage of its lengthy reach! It lands a single solid blow and Slick shrugs off whatever strange effect accompanies it.

Thats one hit for 24 damage and a crit pass on the save due to Juggernaut. You are now immune to this effect so if I make additional saves for Slick for this please remind me.

Combat Rolls:

Blue 1: 1d20 ⇒ 5
Blue 2: 1d20 ⇒ 1
Blue 3: 1d20 ⇒ 11

Red 1: 1d20 ⇒ 18
Red 2: 1d20 ⇒ 8
Red 3: 1d20 ⇒ 6

Damage: 2d8 + 11 ⇒ (8, 5) + 11 = 24
Fort save: 1d20 ⇒ 14

Combat Status:
Round 1
Turn Order

Nubnonk
------------------------------------------------
Blue
Red
------------------------------------------------
Billy
Slick

------------------------------------------------
Green
------------------------------------------------
Dramiil

Bold to act.

Combat status

Slick 164/188
Dramiil 53/116
Nubnonk 138/166
Billy 74/138

Red, 123 damage


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick is surprised by the reach of the plant and now kicks himself mentally for not following the creature into the forest after shoving it. "I won't be making that mistake again." He now chases after it and gives it the old one-two with his sword.

I believe that due to his crit hit against the plant last turn that it is still flat-footed until the end of Slick's current turn (Grievous).

Action 1 (◆): Stride (45 feet)

Action 2 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage vs Flat-Footed Red Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (3) + 23 + 2 + 1 = 29 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (3, 2, 7) + 8 + 1 = 21 slashing damage

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

Action 3 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and MAP1 vs Flat-Footed Red Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (13) + 23 + 2 + 1 - 5 = 34 vs Flat-Footed
Greatsword Damage: 3d12 + 8 + 1 ⇒ (12, 8, 9) + 8 + 1 = 38 slashing damage

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

Keen to focus fire on the injured enemy, Billy considers his options, considering it's just out of range.

"Stair-ing at the beast.
Heaven-sent, my chant.
Missiles from the east.
I'll call you Robert Plant."

Magic Missile (5th) + Dangerous Sorcery, vs Red: 9d4 + 9 + 5 ⇒ (3, 4, 1, 1, 3, 3, 3, 3, 4) + 9 + 5 = 39

◆◆◆ Magic Missile


Slick rushes forward, his first blow only just clips the monster as does his follow up. At first it seems like it will continue to fight and then, slowly, it topples over with a crash, never to rise again.

Two regular hits, 59 damage, just enough to take it down. With Red down Billy can change his action.

Combat Status:
Round 2
Turn Order

Inspire 2/3

Nubnonk
------------------------------------------------
Blue
------------------------------------------------
Billy
Slick
------------------------------------------------
Green
------------------------------------------------
Dramiil

Bold to act.

Combat status

Slick 164/188
Dramiil 53/116
Nubnonk 138/166
Billy 74/138

Red, dead


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

With the injured plant down, Billy turns his attention to the (green) enemy in range. He sings,

"Stair-ing at the beast.
Heaven-sent, my chant.
Color ray released!
I'll call you Robert Plant."

Chromatic Ray (4th) +IC vs Green: 1d20 + 21 + 1 ⇒ (15) + 21 + 1 = 37
Random color
1:Red (30 fire dmg), 2:Orange (40 acid dmg), 3:Yellow (50 elec dmg), 4:Green (25 poison dmg + enfeebled): 1d4 ⇒ 1
Fire Damage + Dangerous Sorcery: (30) + 4 = 34
If crit, double damage.

He then performs some quick in-battle healing on himself.

Battle Medicine (expert) DC 20: 1d20 + 21 ⇒ (4) + 21 = 25
Damage Healed +Medic: 2d8 + 10 + 5 ⇒ (1, 7) + 10 + 5 = 23
Billy heals for 23.

◆◆ Chromatic Ray, ◆ Battle Med


Billy badly burns the nearby plant and then recovers himself a little.

Regular hit for 44 damage including weakness

Green, angry at being incinerated, rushes forward and lashes out at Billy. The first strike whooshes over Billy's head but his overconfidence means he doesnt see the second coming and it smacks him in the side of the head, leaving him seeing stars.

Crit for 36 damage. Billy is now also immune to Drain Luck.

Combat Rolls:

Green attack 1: 1d20 ⇒ 5
Green attack 2: 1d20 ⇒ 20 Crit

Damage: 2d8 + 11 ⇒ (2, 5) + 11 = 18 *2 for 36 damage

Fort save: 1d20 ⇒ 19

Combat Status:
Round 2
Turn Order

Inspire 2/3

Nubnonk
------------------------------------------------
Blue
------------------------------------------------
Billy
Slick
------------------------------------------------
Green
------------------------------------------------
Dramiil

Bold to act.

Combat status

Slick 164/188, Immune to DL
Dramiil 53/116
Nubnonk 138/166
Billy 61/138, Immune to DL

Red, dead
Green, 44 damage


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

"Hello, I must be glowing," says a rather insubstantial Dramiil. "Billy, I'm afraid I'm terrible at being a flank buddy."

The psychic, indeed still glowing, float-walks away from the dangerous plant and zaps it with a torrent of radiant inner light.

Inner Radiance Torrent: 8d4 ⇒ (1, 4, 1, 2, 2, 2, 4, 3) = 19

In addition, his tattoo heals up his various wounds, a bit.

Enveloping Light: 2d8 ⇒ (2, 6) = 8


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Nubnonk grins as his friends begin to turn the tide on these loud, overgrown weeds. Once more stoking fire into his boomerang, he turns to the northern plant and gets throwing, seeming not to care that another plant looms behind him.

◆ Exploit Vulnerability Esoteric Lore, Plant Creatures: 1d20 + 23 ⇒ (13) + 23 = 36 vs Standard DC for the creature's level, just to get more info

Success grants information as Recall Knowledge (Diverse Lore) w/ additional information or context (Know-It-All). Activating mortal weakness.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Red Plant: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (3, 3) + 6 + 3 = 15 Plus weakness

◆ Share Weakness with Slick, just renewing it.


As Dramiils wounds close he unleashes a blast of magical light but somehow the plant ducks away from the worst of it.

It saves taking 9 damage, Dramiil heals 8.

The flash of light however puts Nubnonk of his throw and his boomerang goes well wide. He does however realise that these things have exceptional hearing (60' precise soundsense). This doesnt help him as Blue unleashes a barrage of blows at him. Fortunately only one connects!

One hit for 22 damage

Rolls:

Green reflex: 1d20 ⇒ 13

Blue attacks Nubnonk 3 times

Green attack 1: 1d20 ⇒ 11
Green attack 2: 1d20 ⇒ 12
Green attack 3: 1d20 ⇒ 1

Damage: 2d8 + 11 ⇒ (8, 3) + 11 = 22

Combat Status:
Round 3
Turn Order

Inspire 3/3

Nubnonk
------------------------------------------------
Blue
------------------------------------------------
Billy
Slick

------------------------------------------------
Green
------------------------------------------------
Dramiil

Bold to act.

Combat status

Slick 164/188, Immune to DL
Dramiil 61/116
Nubnonk 116/166
Billy 61/138, Immune to DL

Red, dead
Green, 53 damage


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

Billy looks up to see the large plant looming over him. First, he bravely runs away. Then he turns back and sings,

"Danger rears it's ugly head.
Time to get away.
Now that I have turned and fled.
I'll cast another ray."

Chromatic Ray (4th) +IC: 1d20 + 21 + 1 ⇒ (4) + 21 + 1 = 26
Let's use some Guiding Luck for a reroll...
Chromatic Ray (4th) +IC: 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 40
Random color
1:Red (30 fire dmg), 2:Orange (40 acid dmg), 3:Yellow (50 elec dmg), 4:Green (25 poison dmg + enfeebled): 1d4 ⇒ 1
Fire Damage + Dangerous Sorcery: (30) + 4 = 34
If crit, double damage.

◆ Stride, ◆ Chromatic Ray


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

If Billy took Green out, then redirect Slick to Blue.

After finishing off his plant, Slick turns in time to see another of the plants attacking Billy. "Hang in there Billy. I'll be right over."

Actions 1 & 2 (◆◆): Sudden Charge
- Action: Stride (45 feet)
- Action: Stride (45 feet)
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Share Weakness vs Green Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (5) + 23 + 2 + 1 = 31
Greatsword Damage: 3d12 + 8 + 1 ⇒ (2, 11, 7) + 8 + 1 = 29 slashing damage + Share Weakness

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

Action 3 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Share Weakness and MAP1 vs Green Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (16) + 23 + 2 + 1 - 5 = 37
Greatsword Damage: 3d12 + 8 + 1 ⇒ (3, 1, 9) + 8 + 1 = 22 slashing damage + Share Weakness

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).


Billy engages in some tactical retreat and blasts the horrid plant. It makes a terrible keening noise as flames engulf it!

That is a crit for 78 damage

Horrifically, it remains active.

That is, until Slick barrels into it. It takes both blows but the monster slowly topples over, the stench of its burning trunk filling Slicks nostrils.

Combat Status:
Round 3 - 4
Turn Order

Inspire 3/3

Nubnonk
------------------------------------------------
Blue
------------------------------------------------
Billy
Slick
Dramiil

Bold to act.

Combat status

Slick 164/188, Immune to DL
Dramiil 61/116
Nubnonk 116/166
Billy 61/138, Immune to DL

Red, dead
Green, dead


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dram's tattoo pulses again.

Healing: 2d8 ⇒ (5, 4) = 9

"Plants and fire, plants and fire. This is more like the Yarrowing than the Harrowing," says Dramiil, keeping alert for more creatures, but aiming at the last plant. Before he unleashes his spell, though, he notices he is substantial once more and clucks his tongue, casting Ghostly Shift once more. "Ooops, darn sustainable spells."

He then points a finger accusatorily and unleashes a Phase Bolt, which winks in and out of existence.

Spell Attack: 1d20 + 21 ⇒ (14) + 21 = 35
for: 6d4 + 5 ⇒ (3, 2, 2, 2, 3, 3) + 5 = 20

Actions: Ghostly Shift 1, Phase Bolt 2


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Sorry, this was a tough week for me.

Nubnonk winces and screeches in pain but remains stalwart in the face of this final enemy. "Fire rain down!" he screams, not even caring that the plant could see-hear him. He stokes ash into his boomerang and hurls it once more. "BURN!"

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Blue Plant: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (3, 2) + 6 + 3 = 14 (Plus weakness)

Then a catch, and a throw! Because that's what heroes do.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, MAP, vs Blue Plant: 1d20 + 22 + 1 - 5 ⇒ (8) + 22 + 1 - 5 = 26
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (4, 4) + 6 + 3 = 17 (Plus weakness)

But his efforts are horrifically embarrassing, an arcing bundle of searing flame tumbling hopelessly through the air. Twice. The goblin catches his boomerang and skitters (◆ stride 30 ft) away to regroup and open a good charge lane for Slick.


Dramiil heals himself a little and blasts the remaining plant. Nubnonks boomerang follows in the blast but both go well wide.

The last remaining plant shuffles out of the woods and unleashes another terrible blast of sound!

Nubnonk takes 35 and is deaf for 1 round, Dramiil and Billy take 17

Rolls:

Fort Saves
Dramiil : 1d20 + 19 ⇒ (11) + 19 = 30, Pass
Slick : 1d20 + 23 ⇒ (17) + 23 = 40, Juggernaut, Crit Pass
Billy : 1d20 + 19 ⇒ (17) + 19 = 36, Pass
Nubnonk : 1d20 + 21 ⇒ (2) + 21 = 23, Fail

Damage: 9d8 ⇒ (6, 2, 4, 2, 8, 2, 1, 3, 7) = 35 sonic

Combat Status:
Round 4 - 5
Turn Order

Inspire 3/3

Nubnonk
------------------------------------------------
Blue
------------------------------------------------
Billy
Slick
Dramiil

Bold to act.

Combat status

Slick 164/188, Immune to DL
Dramiil 53/116
Nubnonk 81/166
Billy 44/138, Immune to DL

Red, dead
Green, dead
Blue, 20 damage


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

With one plant left, Billy strums his lute and continues to inspire the troops.

"Still one more plant is remaining.
It's blaring noise irritating.
.....Let's kill this thing quick.
.....More hacking from Slick.
I'll just sit here and be entertaining."

Performance - Lingering Composition +Virt Performer +Lute, DC 30: 1d20 + 23 + 2 + 1 ⇒ (14) + 23 + 2 + 1 = 40
Crit Success: Inspire Courage lasts 4 rounds. (Cost: 1 focus point).
All allies within 60' have +1 status bonus to attacks/damage and fear saves.

Feeling inspired himself, he decides to not just sit there and watch. Realizing he's within range, Billy decides to (save some spells slots and...) fling some sharp rocks at the beast.

"I once liked vegetation.
Calming and serene.
But this plant brings frustration.
It's noise is just obscene!"

Telekinetic Projectile +IC: 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 40
Slashing Damage +IC: 6d6 + 5 + 1 ⇒ (4, 5, 4, 6, 4, 5) + 5 + 1 = 34

◆ Inspire Courage, ◇ Lingering Composition, ◆◆ Telekinetic Projectile


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Chaotic Destiny ◇:
Trigger You fail a saving throw during a combat; Frequency once per day; Effect Chaos intervenes on your behalf at the last instant as you fail a saving throw. Draw a harrow card and reroll the saving throw you failed. You must take the result of the reroll, but if you drew a card from the suit of Crowns, improve the result by one degree of success.

Harrow Draw: 1d6 + 1d9 ⇒ (2) + (7) = 9
Suit: Hammers, Keys, Shields, Books, Stars, Crowns
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil

Nubnonk Fort Reroll: 1d20 + 21 ⇒ (20) + 21 = 41

The Juggler:
This is the chaotic good card of dexterity. It represents coordination, destiny, deities, and those who play with the fates of others.

Well that feels appropriate.

The little goblin rejects the trumpeting flowers reality and substitutes his own. Just like with the vrocks previously, he takes a deep breath and yells louder than the plant trying to deafen him.

"NUBNONK NOT FOOD!"

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Blue Plant: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (3, 5) + 6 + 3 = 17 (Plus weakness)

"NOT FOOD!" he screams as he flails ineffectually at point blank range.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, MAP vs Blue Plant: 1d20 + 22 + 1 - 5 ⇒ (9) + 22 + 1 - 5 = 27
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (4, 5) + 6 + 3 = 18 (Plus weakness)

"NUBNONK TURN YOU INTO SALAD AFTER THIS!"

Most goblins didn't even like salads. But Nubnonk would make an exception.

◆ +2 Striking Returning Boomerang Ranged Strike, IC, vs Blue Plant: 1d20 + 22 + 1 - 10 ⇒ (18) + 22 + 1 - 10 = 31
Bludgeoning Dmg, Inspiring Aura: 2d6 + 6 + 3 ⇒ (6, 1) + 6 + 3 = 16 (Plus weakness)

Maybe!


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Having finished off another plant, Slick turns his attentions on the remaining one. "It's your turn bub. Time to join your friends on the compost heap."

Actions 1 & 2 (◆◆): Sudden Charge
- Action: Stride (45 feet)
- Action: Stride (45 feet)
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage vs Blue Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 ⇒ (9) + 23 + 2 + 1 = 35
Greatsword Damage: 3d12 + 8 + 1 ⇒ (1, 2, 6) + 8 + 1 = 18 slashing damage

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

Action 3 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and MAP1 vs Blue Plant.

Greatsword Attack: 1d20 + 23 + 2 + 1 - 5 ⇒ (14) + 23 + 2 + 1 - 5 = 35
Greatsword Damage: 3d12 + 8 + 1 ⇒ (5, 5, 12) + 8 + 1 = 31 slashing damage

If Crit Success:
The target is flat-footed until the end of your next turn (Grievous).

Doubt either is a crit, so probably no flat-footedness.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

Dram takes a minute to Scour the Library to see if he can gain an advantage on his attack. Need Recall Kn (Nature) roll

He then zaps at the plant with another sizzling, elusive Phase Bolt

Spell Attack + Scour the Library if secret roll works: 1d20 + 21 ⇒ (14) + 21 = 35

for: 6d4 + 5 ⇒ (2, 2, 4, 4, 1, 1) + 5 = 19

"We really ought to invest in ear plugs," He grumbles. "And smoked lenses. We'd look like proper Lirgeni space explorers."


The group gang up on the poor benighted plant who just wants to turn them into delicious, healthy, fertilizer. Billy slices off several leaves with some very sharp rocks. Nubnonk batters it in the side of its "head"? while Slick crashes into cutting into the fibrous mass. However, the thing seems to be able to take significant amounts of punishment until Dramiils phase bolt appears from nowhere and possible startles the poor thing to death!

The last plant is dead. I am keeping you in initiative for...reasons. You may each take one round of actions. Dramiil, has your tattoo healing run out?

Combat status

Slick 164/188
Dramiil 53/116
Nubnonk 116/166
Billy 44/138


CG Aasimar Halfling Bard 19 | HP 234/234 | AC 41 (42) | Spd 45' | F+28, R+31, W+33 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, gr. darkvision, see invis) +29 (+3 visual, +1 haunts/spirits) | Init: 32 (visual/hearing) | Exp: Search | Hero: 0 | Spell DC 44. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□□, 10□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 10/10 | Harrow Omen: none | Cond: energy aegis (resist 10), shield (AC 41)

I believe this upcoming round is Round 2 out of 4 for IC.

With the plants finally acting like plants, Billy realizes he and Dramiil are gravely injured. "Hold still, my friend!" He quickly slaps a field dressing on Dramiil beside him.

Battle Medicine DC 20: 1d20 + 21 ⇒ (13) + 21 = 34
Damage Healed +Medic: 2d8 + 10 + 5 ⇒ (3, 3) + 10 + 5 = 21
Crit-Extra damage healed: 2d8 + 10 + 5 ⇒ (6, 2) + 10 + 5 = 23
Dramiil healed 44.

He then sings out:
"Those plants were not appealing.
I did not like their sound.
Now Billy needs some healing,
My talents do astound!"

Soothe (6th level): 6d10 + 24 ⇒ (3, 9, 6, 1, 5, 10) + 24 = 58
Billy healed 58.

◆ Battle Med, ◆◆ Soothe
Note: Billy has now used Battle Med on himself and Dramiil today. Daily Battle Med recipients are listed on Billy's character sheet, in the Healing section.


Male Half-Elf Fighter 19 | ♥️ 293/293| ➕ slash 5, fire 19, fiend spells/magic 2, falling ∞ | AC 44 | Speed 60' | Scout (Init +29, +2 visual) | Antimagic: F+31M (Battle Hard.) R+29M (Bulwark, Temp. Ref.) W+29M (Bravery) | Perc+27M (+2 visual, Darkvision, See the Unseen) | Fly □□ | Focus □□ | Spells DC 35; Slots: 1□ 2□ 3□ | Hero 1, ⚒+⚿•★•| ✋ | Status:

Slick wipes the sap off his sword as best he can and looks about for anything else that might be about to attack them. "I expect those plants were Sedisserax's attempt to soften us up before she attacks, so prepare yourselves."

Hopping from foot to foot, he says, "Time flies when you're having fun."

Action 1 & 2 (◆◆): Cast a Spell: Haste on Slick

He then says, "defend," and the space around him shimmers for a moment.

Action 3 (◆): Cast a Spell: Shield [L6] - AC 34 (Hardness 15)


Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

Nubnonk moves up to the final plant, bends down, and wrenches free a healthy-sized bite from one of its nearest leaves. Whether any sap or other plant fluid erupts from the final wound or not, the goblin strikes quite the barbaric picture. Other goblins might be horrified at the sight of a goblin willingly chowing down on vegetation.

Mostly flavor actions.


Stats:
AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
Skills:
Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

"Well, is it any good, Nub? I would have thought you'd want it flame-broiled," says the psychic, easing the kinks out of one shoulder. "Thanks, Billy. I feel somewhat sewed back together again."

No actions yet. Sorry, I have no good spells to prepare.

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