PF2E Stolen Fate

Game Master andreww

Roll20 Table for maps, handouts, etc.
Loot List

Billy Bardy Hero Points 1
Slick Silvertongue Hero Points 1
Pinebrush Hero Points 1
Sigourney Hero Points 1

◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction

Rolls:

Perception
[dice=Slick ] 1d20+21 [/dice], Master, +2 hearing
[dice=Billy ] 1d20+ 23[/dice], Master, +2 visual
[dice=Pinebrush]1d20 + 22 [/dice], Legendary, +1 visual
[dice=Sigourney]1d20+20[/dice], Expert

Initiative
[dice=Slick ] 1d20+23 [/dice]
[dice=Slick Battle Cry]1d20+24[/dice]
[dice=Billy ] 1d20+23 [/dice], +2 item visual, +2 circ scout
[dice=Pinebrush]1d20 + 26 [/dice], stealth, Perception +22, +1 circ if visual, +2 circ scout
[dice=Sigourney]1d20+20[/dice], +2 circ scout

Fort Saves
[dice=Slick ] 1d20+24 [/dice], Juggernaut
[dice=Billy ] 1d20+ 20[/dice]
[dice=Pinebrush]1d20 + 21 [/dice], pass becomes crit
[dice=Sigourney] 1d20+21[/dice]

Reflex Saves
[dice=Slick ] 1d20+19 [/dice], Bulwark +2
[dice=Billy ] 1d20+21 [/dice]
[dice=Pinebrush]1d20 + 27 [/dice], Improved Evasion
[dice=Sigourney] 1d20+22[/dice]

Will Saves
[dice=Slick ] 1d20+ 22 [/dice], Bravery
[dice=Billy ] 1d20+24[/dice], Resolve
[dice=Pinebrush]1d20 +19 [/dice]
[dice=Sigourney] 1d20+21[/dice]

[dice=Harrow Draw]1d6 + 1d9[/dice]
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


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Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

Sigourney winces as she sees Pine get hit by the lead guard.

"That looks painful. Let's make sure the rest of you can't do that to the rest of us." She says as colourful, heatless blue light in the shape of ethereal snowflakes cover the guards in the back.

Revealing Light, DC 32 on the guards in the back.

She faces the lead guard who rudely hit Pine. Since he hit with lethal force, she sees no reason to hold back.

"Freeze, creep!" She yells as she invokes her patron. Freezing sleet and heavy snowfall starts to collect on the guard's legs!

Clinging Ice, DC 32, Cold: 7d4 + 1 ⇒ (3, 3, 2, 4, 2, 3, 1) + 1 = 19

◆◆ Revealing Light, ◆ Clinging Ice

Reactions:

Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.

Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.

Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.

Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.

Recognize Spell. Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. Note: Sigourney can perform this as a free action if the spell is on the arcane or primal lists.

Hexing Jar. Activate [reaction] envision Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects.


Male Familiar of Freezing Rime 13 | HP 91/91| AC 33 | F+21, R+22, W+21 | 25 feet speed Perc +18, Low-light vision, Cond: none

Reginald hears the command phrase, "Freeze, creep" and heroically jumps out of the sleeve, ready to mess with people stepping!

Unfortunately, he's way too out of practice with this fighting thing and only leaps out of the sleeve after their patron's icy gift has ended...

With Independent and Sleeves of Storage, Reginald can exit the sleeve of his own will.

◆ Exit Sleeve


Get the Witch! shout the guards in the doorway while the nearest one begins to freeze. Brrrrr, its sooooo cold

Red takes 19 cold and a -5 penalty to his speed

Ndede flaps his arms about and shouts, No fighting in the treasure room! The guards ignore him.

Rolls:

Revealing Light saves

Blue: 1d20 ⇒ 13, fail
Green: 1d20 ⇒ 14, fail
Orange: 1d20 ⇒ 17, pass

Clinging Ice save

Red: 1d20 ⇒ 14

Combat Status:
Round 1

Turn Order
Inspire 1/3

Billy
--------------------------------------
Ndede
Red
--------------------------------------
Slick
Sigourney
--------------------------------------
Blue
--------------------------------------
Pinebrush
--------------------------------------
Green
Orange

Bold to act.

Combat status

Slick 203/203
Billy 149/149
Pinebrush 140/162
Sigourney 138/138

Blue, Frightened 1, dazzled 1 minute
Orange, dazzled 2/2
Green, dazzled 1 minute
Red, 19 damage, clinging ice, -5 speed


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

I'm working on the assumption that my last post, which was predicated on Ndede returning to his office, never happened.

Slick turns as the other door opens and the guards call out. He sees Ndede take cover behind some crates and sighs. "I'd hoped to get Ndede safely out of the way, but such is life. let's hope he stays hidden and doesn't cause trouble."

As Slick gets his act together, Billy inspires his colleagues, but one of the guards reacts faster, clipping Pinebrush. He's finally ready, but holds back a moment to let Sigourney do her worst before moving forward to engage the guard that attacked Pinebrush. As he moves to engage, he does so carefully so as not to give the guard an opportunity to attack him should he prove to be that quick.

Action (◇): Delay: Until end of Sigourney's turn.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) vs Red Guard
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage vs Flat-Footed? Red Guard.

Slick will move S, then SW, to avoid triggering Red's AoO if he has it.

Deception (Feint): 1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26 vs Red Perception DC

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (12) + 26 + 2 + 1 = 41 vs Flat-Footed?
Greatsword Damage: 3d12 + 9 + 1 ⇒ (11, 12, 9) + 9 + 1 = 42 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 Guard.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 5 ⇒ (19) + 26 + 2 + 1 - 5 = 43 vs Flat-Footed?
Greatsword Damage: 3d12 + 9 + 1 ⇒ (1, 2, 7) + 9 + 1 = 20 slashing damage

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

Attack of Opportunity (↺):
Reaction (↺): Attack of Opportunity
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage vs Flat-Footed?

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (10) + 26 + 2 + 1 = 39 vs Flat-Footed?
Greatsword Damage: 3d12 + 9 + 1 ⇒ (12, 10, 6) + 9 + 1 = 38 slashing damage

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


Slick ducks around to engage the lead guard who is perturbed by his strange movement.

Your feint succeeds although I think he is off guard anyway due to Pine who I think carries a whip to compensate for his teeny tiny arms.

Distracted, Slick is able to very nearly disembowel the man.

Both attacks crit and would have done so regardless of being off guard or not. That may give you a clue as to their defences. He takes 124 damage and is still standing.

The man groans and mumbles, get him rather weakly.

Blue rushes forward and strikes out twice at Slick, poking a couple of holes in him.

Slick takes 35 damage

Rolls:

Blue attack 1: 1d20 ⇒ 18 P, hit
Damage: 2d8 + 9 ⇒ (8, 1) + 9 = 18

Blue attack 1: 1d20 ⇒ 20 P, hit despite the nat 20
Damage: 2d8 + 9 ⇒ (2, 6) + 9 = 17

Forgot the dazzled checks, doing them now to avoid messing up the dice rolls. I will do them first in the future (unless I forget!)

Dazzled, DC5: 1d20 ⇒ 12
Dazzled, DC5: 1d20 ⇒ 16

Combat Status:
Round 1

Turn Order
Inspire 1/3

Billy
--------------------------------------
Ndede
Red
--------------------------------------
Slick
Sigourney
--------------------------------------
Blue
--------------------------------------
Pinebrush
--------------------------------------
Green
Orange

Bold to act.

Combat status

Slick 168/203
Billy 149/149
Pinebrush 140/162
Sigourney 138/138

Blue, dazzled 1 minute
Orange, dazzled 2/2
Green, dazzled 1 minute
Red, 141 damage, clinging ice, -5 speed, FF end Slicks turn 2


| HP 162/162 | AC 34 | F+21 s->cs R+27 cf->f, f->1/2 damage, s->cs W+19 | resist fire 5 | Perc +22 (+23 if involving sight) | Speed 25 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +26) | Active Conditions: None

"Why would you do that? I'm an innocent little fairy. I'm harmless and I'd never stab anybody," Pine lies.

Still, his fingers twitch and he tosses his shortsword into the air to get a better grip on his whip instead, which he snaps at the injured guard. While watching how his teammates react.

◆ Strike Whip (Off-Guard): 1d20 + 27 ⇒ (1) + 27 = 28 for nonlethal slashing damage: 3d4 + 4 ⇒ (2, 2, 4) + 4 = 12 and Sneak Damage: 3d6 ⇒ (2, 2, 3) = 7
◆ Strike Whip (Off-Guard, MAP): 1d20 + 22 ⇒ (6) + 22 = 28 for nonlethal slashing damage: 3d4 + 4 ⇒ (3, 2, 1) + 4 = 10 and Sneak Damage: 3d6 ⇒ (3, 3, 2) = 8 If 41 crits, 28 might hit Off-Guard? If not, we know their exact AC; learning something is still a kind of success!
[free] If it does hit and the guard isn't down, Debilitating Strike to make him enfeebled 1.
◆ [if he's still up] Strike Whip (Off-Guard, MAP 2): 1d20 + 17 ⇒ (8) + 17 = 25 for nonlethal slashing damage: 3d4 + 4 ⇒ (2, 4, 3) + 4 = 13 and Sneak Damage: 3d6 ⇒ (3, 2, 3) = 8
◆ [if he's down] Battle Assessment vs Green. Secret Perception (+23) against the better of their Deception or Stealth DC. On a success I learn GM's choice of highest weakness, lowest saving throw, one immunity, or highest resistance. In the event of a tie, choose at random. Critical success learn two things. Critical failure get false information.


Pine strikes out at the poor, innocent guard, who is just trying to defend their property from a group of itinerant home invaders. The first blow goes wide but the second and third strike true. He crumples to the ground unconscious.

The first attack is a regular miss, even accounting for the 1. The second and third attacks both his his flat footed AC

Get that bastard! shout the remaining two guards who rush Pine, knocking past various boxes and crates as they go. NO! shouts Ndede as the mass of loot shakes alarmingly, Be careful, there's lot of delicate stuff stored here!

Green strikes at Pine twice, landing a single blow while Orange clearly gets tangled up in the boxes a bit, throwing off his aim!

Pine takes 23 damage

Rolls:

Green attacks

Dazzled: 1d20 ⇒ 11
Dazzled: 1d20 ⇒ 15

Attack 1: 1d20 ⇒ 16, hit
Attack 2: 1d20 ⇒ 11, miss

Damage: 2d8 + 9 ⇒ (6, 8) + 9 = 23 P

Dazzled: 1d20 ⇒ 7
Dazzled: 1d20 ⇒ 10

Attack 1: 1d20 ⇒ 8, miss
Attack 2: 1d20 ⇒ 4, miss

Damage: 2d8 + 9 ⇒ (2, 3) + 9 = 14 P

Combat Status:
Round 2

Turn Order
Inspire 1/3

Billy
--------------------------------------
Ndede
--------------------------------------
Slick
Sigourney
--------------------------------------
Blue
--------------------------------------
Pinebrush
--------------------------------------
Green
Orange

Bold to act.

Combat status

Slick 168/203
Billy 149/149
Pinebrush 117/162
Sigourney 138/138

Blue, dazzled 1 minute
Orange, dazzled 1/2
Green, dazzled 1 minute
Red, Unconscious


CG Aasimar Halfling Bard 13 | HP 159/149 | AC 34 | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□, Focus□□ | Harrow Omen: Shields (Fort)| Cond: none

Billy grumbles at the guards, "How rude! We're here talking and you burst in trying to kill us. Is that any way to treat your guests?" He considers unleashing some serious magical devastation. But, instead, cowering in the back with Ndede, he notices some loose coins on the ground. With a song, the bard flings them into the nearest (orange) guard:

"We were just here yakking. Not causing any trouble.
Now this guard's attacking. Let's hit him with some rubble."

Telekinetic Projectile +CA vs Orange: 1d20 + 22 + 1 ⇒ (10) + 22 + 1 = 33
Bludgeoning Damage +CA: 8d6 + 1 ⇒ (1, 4, 5, 5, 1, 5, 6, 4) + 1 = 32

Then from his little corner, Billy chants, ♫"Here with all the treasure. A shield brings me pleasure."♫ And he brings up a magical shield.

◆◆ Telekinetic Projectile, ◆ Shield


Orange reels back as he is hit in the face with a pouch of coins.

Ndede begins to panic, No, no, you will... but he is cut off by a distinct clink of breaking glass followed by a whooomph! as he is hit by an explosion of fire. Ndede is flung back against the wall by the explosion and slumps to the ground. The flames quickly spread amongst the stored loot with a series of detonations.

NOOOOOOOOOOOOOO! scream the guards, You bastards will pay!

I have added markers for the areas now on fire.

Rolls:

Fire damage: 3d8 ⇒ (5, 3, 1) = 9

Recovery: 1d20 ⇒ 3

Combat Status:
Round 2

Turn Order
Inspire 2/3

Billy
--------------------------------------
Ndede
--------------------------------------
Slick
Sigourney

--------------------------------------
Blue
--------------------------------------
Pinebrush
--------------------------------------
Green
Orange

Bold to act.

Combat status

Slick 168/203
Billy 149/149
Pinebrush 117/162
Sigourney 138/138

Ndede, 9 damage, OG3 fire, prone

Blue, dazzled 1 minute
Orange, 32 daamge, dazzled 1/2
Green, dazzled 1 minute
Red, Unconscious


Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

"Why were there explosives in the mercenaries' treasure? Seems pretty odd for an accountant to do." Sigourney remarks.

Effortlessly, she starts to size up the guards in front of her.

Using Assured Knowledge to, as a free action, Recall Knowledge with Assurance on the guards if I can do so with my Academia Lore (29), Arcana (29), Society (29), Nature (29) or Crafting (27). Question to ask: Can they be reasoned with?

She shares her findings (if any) with the party and faces the angry guards in front of her.

"I'm going to cast a spell that helps put out the fire." She explains. "If you hit me and the spell doesn't go off, it's on your hands."

She doffs her Mage Hat, causing magical energies to spill out of it. A strange mechanical construct dressed like a fireman is summoned!

Activating my Mage Hat to Cast Summon Construct Rank 4 summoning Mechanical Carny with the Water Cannon ability.

◇ Recall Knowledge ◆◆◆ Summon Construct

The mechanical construct spouts pre-recorded messages as it sprays a cone of water at the fire.

"Remain calm and do not panic!"

Its job done on one side, it starts to swivel to face the fires raging on its left.

◆◆ Water Cannon


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick watches in faint awe as the clumsy guards manage to ignite the contents of the room. "Wow! You guys really know how to put on a show. Remind me not to invite you back to Harrowheart after we're done here."

He frowns slightly as Pinebrush decides to go easy on his original attacker and merely knocks him out. "Why is the sprite being so restrained? Our new friends do not appear to be returning the favor." Slick then turns on his new foe and continues defending himself from their unprovoked attack with gusto.

Action 1 (◆): Feint with Ventriloquist's Ring (Greater) vs Blue Guard.

Deception (Feint): 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28 vs Blue Guard Perception DC

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

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (17) + 26 + 2 + 1 = 46 vs Flat-Footed
Greatsword Damage: 3d12 + 9 + 1 ⇒ (12, 8, 7) + 9 + 1 = 37 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 Blue Guard.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 5 ⇒ (1) + 26 + 2 + 1 - 5 = 25 vs Flat-Footed
Greatsword Damage: 3d12 + 9 + 1 ⇒ (2, 1, 5) + 9 + 1 = 18 slashing damage

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

Attack of Opportunity (↺):
Reaction (↺): Attack of Opportunity
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage vs Flat-Footed

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (18) + 26 + 2 + 1 = 47 vs Flat-Footed
Greatsword Damage: 3d12 + 9 + 1 ⇒ (6, 3, 2) + 9 + 1 = 21 slashing damage

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


| HP 162/162 | AC 34 | F+21 s->cs R+27 cf->f, f->1/2 damage, s->cs W+19 | resist fire 5 | Perc +22 (+23 if involving sight) | Speed 25 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +26) | Active Conditions: None

⟳ Sidestep. The guard that missed can reroll the attack against the other one.

Pine's a little surprised that guards so poorly trained in things like defending themselves and not setting their own house on fire are quick enough to hit him. And they're taking him seriously enough to try! Which is validating, but still.

He leans away from one of them, so that their weapon goes over his head--and right toward the other.
Okay, not that quick.


Pine ducks away from the clumsy swing but his attacker is clearly very clumsy.

Sigourney sizes up the guards. She realises that they are mercenaries, in normal circumstances they could certainly be reasoned with or at the very least bribed. These are not normal circumstances. Firstly, diplomacy is not generally useable during combat. Secondly, these guards have found what looks like a bunch of thieves looting their treasure room. Lastly, said thieves have just set their loot on fire! If you want to negotiate with them you need to break their morale or render them unconscious first.

Sigourney seeks to summon magical aid. the guards, not really trusting this unknown witch thief, strike at her but she easily evades them. Both look surprised at the result as a chunk of the flames are quickly put out.

Slick feints out Blue and strikes her twice in quick succession. She groans in pain but does not drop!

Crit for 74, hit for 18, 92 total.

Blue returns the favour, stabbing Slick in the leg then dropping behind her shield.

Rolls:

Dealing with Pines reaction
Dazzled: 1d20 ⇒ 14
Attack: 1d20 ⇒ 2

OA: 1d20 ⇒ 3
OA: 1d20 ⇒ 7

Blue attacks Slick

Dazzled: 1d20 ⇒ 16
Strike: 1d20 ⇒ 16, Hit
Damage: 3d8 + 9 ⇒ (7, 6, 1) + 9 = 23

Combat Status:
Round 2

Turn Order
Inspire 2/3

Billy
--------------------------------------
Ndede
--------------------------------------
Slick
Sigourney
--------------------------------------
Blue
--------------------------------------
Pinebrush
--------------------------------------
Green
Orange

Bold to act.

Combat status

Slick 145/203
Billy 149/149
Pinebrush 117/162
Sigourney 138/138

Ndede, 9 damage, OG3 fire, prone

Blue, 92 damage, dazzled 1 minute, shield raised
Orange, 32 daamge, dazzled 1/2
Green, dazzled 1 minute
Red, Unconscious


| HP 162/162 | AC 34 | F+21 s->cs R+27 cf->f, f->1/2 damage, s->cs W+19 | resist fire 5 | Perc +22 (+23 if involving sight) | Speed 25 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +26) | Active Conditions: None

With how easy these guards have been to hit, maybe it's best to just...

"That's not nice!" Pine swings his whip to punish the guards for attacking Sigourney.

It starts to show that it's not his favored weapon.
Or maybe they're just feints. Yes, that's probably it. He's good at feinting.

◆ Strike Green Whip (Gang Up): 1d20 + 26 ⇒ (1) + 26 = 27 for nonlethal slashing damage: 3d4 + 3 ⇒ (4, 4, 2) + 3 = 13 and Sneak damage: 3d6 ⇒ (5, 1, 5) = 11 Oh come on.
◆ Strike Green Whip (Gang Up, MAP): 1d20 + 21 ⇒ (18) + 21 = 39 for nonlethal slashing damage: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10 and Sneak damage: 3d6 ⇒ (3, 2, 4) = 9 If crit, DC 32 Reflex or fall prone.
◇ Debilitating Strikes: Green can't use Reactions
◆ Strike Orange Whip (Gang Up, MAP): 1d20 + 16 ⇒ (1) + 16 = 17 for nonlethal slashing damage: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9 and Sneak damage: 3d6 ⇒ (1, 2, 1) = 4 Wow
⟳ if missed by a Strike while an enemy is adjacent and within reach of the Strike, Sidestep: The attacker rerolls the Strike’s attack roll against the new target. Favoring a more damaged enemy if there are multiple options.


Pine strikes out in quick succession. His first blow goes wide but the second sends Green tumbling to the ground, his legs all tanged in the whip. The success clearly throws off the last strike which just sort of flops about.

A regular miss despite the 1, a crit for 38 and no reactions and a miss

Green darts around to flank Sigourney and strikes her twice, but only lands one blow. Orange repeatedly stabs her shouting Die witch!, also only landing a single blow.

32 damage total

Rolls:

Reflex: 1d20 ⇒ 16

Green attacks Sigourney with flank

Strike 1: 1d20 ⇒ 15
Strike 2: 1d20 ⇒ 12 - ignore this, Green failed the reflex save so had to stand up

Damage: 2d8 + 9 ⇒ (4, 1) + 9 = 14

Dazzled: 1d20 ⇒ 14

Orange attacks with flank

Dazzled: 1d20 ⇒ 16
Dazzled: 1d20 ⇒ 11
Dazzled: 1d20 ⇒ 20

Strike 1: 1d20 ⇒ 15
Strike 2: 1d20 ⇒ 2
Strike 3: 1d20 ⇒ 1

Damage: 2d8 + 9 ⇒ (3, 6) + 9 = 18

Combat Status:
Round 2

Turn Order
Inspire 3/3

Billy
--------------------------------------
Ndede
--------------------------------------
Slick
Sigourney
--------------------------------------
Blue
--------------------------------------
Pinebrush
--------------------------------------
Green
Orange

Bold to act.

Combat status

Slick 145/203
Billy 149/149
Pinebrush 117/162
Sigourney 106/138

Ndede, 9 damage, OG3 fire, prone

Blue, 92 damage, dazzled 1 minute, shield raised
Orange, 32 damage, dazzled 2/2
Green, 38, dazzled 1 minute, no reactions for 1 round
Red, Unconscious


CG Aasimar Halfling Bard 13 | HP 159/149 | AC 34 | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□, Focus□□ | Harrow Omen: Shields (Fort)| Cond: none

Billy sees Sigourney trying to put out the fire. "I can help with that." He adds apologetically, "You all may get a little wet though..."

Confident his own flowing golden locks will be spared the wet-look, and trying to avoid his new friend Ndede, Billy swaps out his jug for his Staff of Final Rest. Activating the staff, he casts Holy Cascade in the hopes that a burst of water will put out the fire.

Holy Cascade (Bludgeoning/Water damage): 3d6 ⇒ (3, 2, 3) = 8
Basic Reflex Save (DC 32) for all allies and all enemies, except Ndede.
Cost: 4 charges and 1 vial of holy water (he'll have 3 left). It obviously does much greater damage to fiends/undead, which doesn't apply here.

◆ Swap items, ◆◆ Holy Cascade


Billy douses the entire room in holy water, putting out the flames. Several barrels and crates crack under the force of the water. What might have have happened to their contents is as yet unclear.

Ndede, outside of the area of the water blast, rolls on the ground to put himself and then staggers to his feet, his clothing and hair still smoking from the explosion.

Rolls:

Reflex, Red, unconscious: 1d20 - 4 ⇒ (9) - 4 = 5, crit fail
Reflex, Blue: 1d20 ⇒ 3, crit fail
Reflex, Green: 1d20 ⇒ 4, crit fail
Reflex, Orange: 1d20 ⇒ 15. fail

Reflex, Pine: 1d20 ⇒ 14, crit pass
Reflex, Slick: 1d20 ⇒ 3, fail
Reflex, Sigourney: 1d20 ⇒ 9, fail

Assisted recovery: 1d20 ⇒ 17

Combat Status:
Round 2

Turn Order
Inspire 3/3

Billy
--------------------------------------
Ndede
--------------------------------------
Slick
Sigourney

--------------------------------------
Blue
--------------------------------------
Pinebrush
--------------------------------------
Green
Orange

Bold to act.

Combat status

Slick 137/203
Billy 149/149
Pinebrush 117/162
Sigourney 98/138

Ndede, 9 damage

Blue, 108 damage, dazzled 1 minute, shield raised
Orange, 40 damage, dazzled 2/2
Green, 54, dazzled 1 minute, no reactions for 1 round
Red, Dying 2


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick is preparing to take another chunk out of his opponent when he sees the slowly twisting form of a vial of holy water arcing across the room to land directly behind the mercenary, followed amost immediately by a blast of pressurized water shooting out in all directions and almost knocking him off his feet.

Basic Reflex Save with Bulwark vs DC 32: 1d20 + 19 + 2 ⇒ (15) + 19 + 2 = 36

Success! Half damage for 4 hp.

"Was that your work, Billy? Good job putting out the fire." He looks down at his soaking, but slightly shinier armor. Shrugging, he says, "I could have used a shower anyways." Turning back to his equally wet mercenary opponent, Slick lashes out with his sword and then tries to knock her off her feet before following up with more blows.

Okay. Let's try this Trip thing again one more time with feeling.

Actions 1 & 2 (◆◆): Knockdown
- Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage vs Flat-Footed Blue Guard.
- Trip with Lifting Belt, Titan Wrestler and Inspire Courage vs Blue Guard.

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (11) + 26 + 2 + 1 = 40 vs Flat-Footed
Greatsword Damage: 3d12 + 9 + 1 ⇒ (8, 3, 12) + 9 + 1 = 33 slashing damage

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

Athletics (Trip): 1d20 + 24 + 1 + 1 ⇒ (6) + 24 + 1 + 1 = 32 vs Blue Guard Reflex DC
Crit Trip Damage: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning damage

If Blue Guard Still Among the Living:

Action 3 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and MAP2 vs Flat-Footed Blue Guard.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 10 ⇒ (7) + 26 + 2 + 1 - 10 = 26 vs Flat-Footed
Greatsword Damage: 3d12 + 9 + 1 ⇒ (6, 12, 10) + 9 + 1 = 38 slashing damage

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

If Blue Guard is Dead:

Action 3 (◆): Stride (45 feet)

Slick will move 4 squares N to put himself in the square immediately to the SW of Billy.

Attack of Opportunity (↺):
Reaction (↺): Attack of Opportunity
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (13) + 26 + 2 + 1 = 42
Greatsword Damage: 3d12 + 9 + 1 ⇒ (2, 11, 7) + 9 + 1 = 30 slashing damage

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


Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

Reaction to Recognize spell, Religion probably: 1d20 + 20 ⇒ (14) + 20 = 34

That should critically succeed the DC for a 4th rank spell (DC 23). That gives me a 22+1+9 = 32 and so I save for 4 damage.

Sigourney effortlessly sizes up the smoldering loot and tries to think about what could possibly cause a fire to spontaneously break out.

Using Engima's Knowledge to, as a free action, Recall Knowledge with Assurance on the explosion of fire if I can do so with my Academia Lore (29), Arcana (29), Society (29), Nature (29), Lore Band of Blades (25), Lore (Loremaster) (25), Occultism (25) or Crafting (27).

She looks upon the remaining guards with disdain. Despite the party's altruism, going out of their way to pull their punches and put out the fire, the guards still insist on violence. Sigourney smirks. The smirk on her face gives way to a chuckle, which then gives way to a full-on belly laugh. She Cackles loudly in a mocking tone.

"Pfft...haa...hahaha...AAAAHAHAHAHAHAHA! You lot are pathetic. She laughs at the guards to their face.

---
Reinvigorated by Sigourney's laughter, the Mechanical Canry trundles forward 10 feet east and 5 feet north. Its extendable arms threateningly point towards both the remaining guards.

"Safety first!" It cheerily intones as it Strikes Orange with a spring-loaded fist.

Spring loaded Fist, Nonlethal, Reach 10ft, bludgeoning: 1d20 + 11 ⇒ (9) + 11 = 202d4 + 4 ⇒ (2, 3) + 4 = 9

----

She quickly Strides away, attempting to run next to Billy. She then considers casting an offensive spell. She intones the necessary incantations but then happens to see the dying body of the Red guard...and starts to feel bad.

These fools are in over their head. I'll make an effort to keep the dying one alive because his only crime was to run head first into Slick. The rest... She justifies her actions in her head as she casts Stabilize on the Red Guard.

◇ Recall Knowledge ◇ Cackle ◆ Stride ◆◆ Stablize


Male Familiar of Freezing Rime 13 | HP 91/91| AC 33 | F+21, R+22, W+21 | 25 feet speed Perc +18, Low-light vision, Cond: none

Reflex: 1d20 + 22 ⇒ (4) + 22 = 26

Reginald winces in pain as the water washes over him. He Steps in front of Sigourney.


Slick smashes into Blue. She is forcefully knocked to the floor and there is a wet cracking noise. She lies very still.

Slick then darts northwards, attracting a strike from one of the guards but it is a wild and desperate blow that goes nowhere.

Sigourney is pretty sure that the explosion was caused by alchemical fire. She also ducks away as her mechanical construct swings wildly and misses. The unconscious guard stops bleeding to death at least.

Rolls:

OA, FF: 1d20 ⇒ 1

Combat Status:
Round 2

Turn Order
Inspire 3/3

Billy
--------------------------------------
Ndede
--------------------------------------
Slick
Sigourney
Pinebrush
--------------------------------------
Green
Orange

Bold to act.

Combat status

Slick 137/203
Billy 149/149
Pinebrush 117/162
Sigourney 102/138
Reginald 83/91

Ndede, 9 damage

Blue, dead
Orange, 40 damage, dazzled 2/2
Green, 54, dazzled 1 minute, no reactions for 1 round
Red, Stabilised


| HP 162/162 | AC 34 | F+21 s->cs R+27 cf->f, f->1/2 damage, s->cs W+19 | resist fire 5 | Perc +22 (+23 if involving sight) | Speed 25 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +26) | Active Conditions: None

Reflex: 1d20 + 27 ⇒ (2) + 27 = 29 On a rolled failure on a Reflex save, Pine takes half damage. Oh, nevermind.
Pine wasn't expecting Billy to attack him, and wasn't quick enough to react barely even notices as he somersalts over the blast of water. "That's it? Okay."

He returns his attention to the guards. "I said don't!"
After using his whip to entangle the guard's ankles and hinder their movements--maybe even trip 'em again--he turns his attention to the other guard and. Oh. He's pretty. For a giant.

Wait, focus.

[ooc]◆ Strike Green Whip (Gang Up): 1d20 + 26 ⇒ (15) + 26 = 41 for nonlethal slashing damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8 and Sneak damage: 3d6 ⇒ (5, 6, 6) = 17
Crit Spec: DC 32 Reflex or fall prone.
◇ Debilitating Strikes: Green can't use Reactions
Strike Orange Whip (Gang Up, MAP): 1d20 + 21 ⇒ (1) + 21 = 22 for nonlethal slashing damage: 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12 and Sneak damage: 3d6 ⇒ (1, 6, 5) = 12
◆ Strike Orange Whip (Gang Up, MAP): 1d20 + 16 ⇒ (6) + 16 = 22 for nonlethal slashing damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8 and Sneak damage: 3d6 ⇒ (2, 2, 5) = 9
⟳ if missed by a Strike while an enemy is adjacent and within reach of the Strike, Sidestep: The attacker rerolls the Strike’s attack roll against the new target. Favoring a more damaged enemy if there are multiple options.


Pine lashes out at Green, who finds himself on the floor. His other two blows go well wide though.

50 damage and prone

Green staggers to his feet, this proves to be a mistake as Slick nearly decapitates the poor man! In desperate he makes a powerful thrust at his enemy, finding a chink in Slicks armour.

Slick takes 16 damage

Orange, enraged, and no longer dazzled, strikes repeatedly at our doughy [ed: surely doughty] fighter but cannot get past his defences.

Rolls:

Reflex green: 1d20 ⇒ 8

Green attacks slick

Dazzled: 1d20 ⇒ 14
Strike 1: 1d20 ⇒ 19, hit
Damage: 3d8 + 9 ⇒ (1, 3, 3) + 9 = 16

Orange

Strike: 1d20 ⇒ 2
Strike: 1d20 ⇒ 9
Strike: 1d20 ⇒ 18

Combat Status:
Round 3

Turn Order
Inspire 3/3

Billy
Ndede
Slick
Sigourney
Pinebrush

--------------------------------------
Green
Orange

Bold to act. Everyone can act, Ndede is basically just looking on in horror at all of the violence.

Combat status

Slick 121/203
Billy 149/149
Pinebrush 117/162
Sigourney 102/138
Reginald 83/91

Ndede, 9 damage

Blue, dead
Orange, 40 damage
Green, 164, dazzled 1 minute, no reactions for 1 round, ff end slicks turn 3
Red, Stabilised


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Green must be on fumes by now. I'll give Pinebrush and Sigourney a chance to take him down nonlethally if they choose to do so before Slick begins swinging.

Slick gives his grudging respect to the murdering mercenary bandit that he nearly cut in half. To survive such a blow and to have the moxie to continue fighting was impressive. Most would have tried running away in that situation. While he considers his next move, he lets the others take a shot at the half-dead mercenary before going into action himself.

Action (◇): Delay: Until end of Pinebrush and Sigourney's turn.

Slick will first target Green, and then Orange once Green is down.

Action 1 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage and Gang Up vs Flat-Footed Green/Orange Guard.

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (18) + 26 + 2 + 1 = 47 vs Flat-Footed
Greatsword Damage: 3d12 + 9 + 1 ⇒ (3, 7, 6) + 9 + 1 = 26 slashing damage

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

Action 2 (◆): Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage, Gang Up and MAP1 vs Flat-Footed Green/Orange Guard.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 5 ⇒ (20) + 26 + 2 + 1 - 5 = 44 vs Flat-Footed
Greatsword Damage: 3d12 + 9 + 1 ⇒ (1, 1, 4) + 9 + 1 = 16 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, Gang Up and MAP2 vs Flat-Footed Green/Orange Guard.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 10 ⇒ (11) + 26 + 2 + 1 - 10 = 30 vs Flat-Footed
Greatsword Damage: 3d12 + 9 + 1 ⇒ (7, 9, 10) + 9 + 1 = 36 slashing damage

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

Attack of Opportunity (↺):
Reaction (↺): Attack of Opportunity
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Inspire Courage

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (10) + 26 + 2 + 1 = 39
Greatsword Damage: 3d12 + 9 + 1 ⇒ (7, 10, 1) + 9 + 1 = 28 slashing damage

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


CG Aasimar Halfling Bard 13 | HP 159/149 | AC 34 | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□, Focus□□ | Harrow Omen: Shields (Fort)| Cond: none

Closer to the action than Billy would care to be, the halfling strategically slides over to check on (hide with) Ndede. "Just coming over to see how you're doing." Noticing the accountant's burns, Billy looks alarmed and says, "Allow me to give you some quick healing, my friend."

Battle Medicine vs Ndede, DC 20: 1d20 + 22 ⇒ (9) + 22 = 31
Damage Healed +Medic: 2d8 + 10 + 5 ⇒ (7, 1) + 10 + 5 = 23
Crit Damage Healed: 2d8 ⇒ (3, 6) = 9

Watching the carnage continuing (from what he hopes is a safe distance away), Billy explains to Ndede, "You know they burst in here trying to kill us, right? You can see that Pine is going easy on them. And Sigourney has stabilized another." He adds, "And we put out the fire to protect your things." He concludes, "You will give us the benefit of the doubt, won't you?"

Diplomacy - Request: 1d20 + 24 ⇒ (16) + 24 = 40

Didn't have much in mind for a 3rd action. If a Request is not appropriate, please ignore the roll, and Billy is happy using his last action to just talk!

◆ Stride, ◆ Battle Medicine, ◆ Request


| HP 162/162 | AC 34 | F+21 s->cs R+27 cf->f, f->1/2 damage, s->cs W+19 | resist fire 5 | Perc +22 (+23 if involving sight) | Speed 25 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +26) | Active Conditions: None

◆ Strike Green Whip (Gang Up, Courageous Anthem): 1d20 + 27 ⇒ (2) + 27 = 29 for nonlethal slashing: 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12 and precision damage: 3d6 ⇒ (2, 5, 2) = 9
◇ prevent reactions
◆ Strike Green (if up) or Orange Whip (Gang Up, Courageous Anthem, MAP): 1d20 + 22 ⇒ (10) + 22 = 32 for nonlethal slashing: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14 and precision damage: 3d6 ⇒ (6, 4, 5) = 15
◇ prevent reactions
◆ Strike Green (if up) or Orange Whip (Gang Up, Courageous Anthem, MAP 2): 1d20 + 17 ⇒ (20) + 17 = 37 for nonlethal slashing damage: 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11 and precision damage: 3d6 ⇒ (4, 2, 6) = 12
◇ prevent reactions
[Reaction] Sidestep


Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

Sigourney sits back and lets the rest of the party sort this mess out.

First, she effortlessly thinks about the guards again to recall what she heard on the grapevine about their preferred combat tactics.

Using Assured Knowledge to, as a free action, Recall Knowledge with Assurance on the Guard's preferred combat tactics if I can do so with my Academia Lore (29), Arcana (29), Society (29), Nature (29), or Crafting (27).

The fire was caused by alchemical means. The only one who comes into this room alone is Ndede, an alchemist. Hmmm... Sigourney thinks to herself. She provides herself some Guidance to aid her deductive reasoning. When she starts pooling her thoughts together, she uses her Loremaster's Etude to boost her cognitive ability but also finds that The Fiend is giving her a boost too.

Using Recall Knowledge with Loremaster's Etude, Guidance's +1 Status bonus and The Fiend's +2 Item bonus as I had previously recalled knowledge this turn. The question I want to ask is: Is it likely that Ndede planted the alchemical fire bombs in the treasury?

She then Messages Billy her findings, if any. Doing so in the hope that he is subtly aware of whether or not Ndede is behind all this.

Forgotten by even Sigourney, the Carny blinks out of existence.
◇ Recall Knowledge, ◆ Guidance on herself, ◇ Loremaster's Etude, ◆ Recall Knowledge, ◆ Message


| HP 162/162 | AC 34 | F+21 s->cs R+27 cf->f, f->1/2 damage, s->cs W+19 | resist fire 5 | Perc +22 (+23 if involving sight) | Speed 25 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +26) | Active Conditions: None

Oh no, I never edited my rushed post. Sorry.

Pine really wasn't making any effort to go easy on them. They were helpfully staying within the reach of his whip, but out of the reach of his sword. By humanoid standards, after all, he was rather short.

In most cases, he would get very close and confrontational with his main target, but these guards were clearly so green that it just wasn't necessary to press their soft defenses.
Okay, maybe that was unfair. While they were clearly outmatched, that probably had more to do with the strength of the party than their own lack of skill. Still, they were outmatched, and Pine was lashing at every weak and unprotected point he saw quickly enough that he really didn't have time for anything else.

Really, he was being kind of brutal. Just... with a whip instead of a sword. That did make a difference.


Billy scurries over and provides some help to Ndede who gives him a rather weak grin of gratitude. Thank you my friend, I fear your companion Slick is rather murderous. I can certainly see giving you the benefit of the doubt.

The current situation makes the mechanical effect of make a request pretty much a no go.

Pine quickly puts down Green and then turns his attention to Orange. Two quick blows later and the poor man is lying on the ground in a great deal of pain.

I believe the crit knocks him prone?

Sigourney recognises that the guards are actually quite proficient at combat normally. They are capable as both ranged and sword and board warriors and are particularly adept at switching between weapons as well as reacting to an opponent who lets their defences down (as seen by their reactive strikes).

As for the alchemical fires, Ndede would certainly be able to manufacture them but given he is the groups treasurer it would be extremely odd for him to have set them up here or set them off.

While Sigourney is considering these issues Slick smashes Orange to the ground with a massive slash of his blade.

The first attack takes him out, I am putting him at dying 2. Someone can save him if they wish but this fight is over.

Rolls:

Reflex: 1d20 ⇒ 14

Combat status:

Slick 121/203
Billy 149/149
Pinebrush 117/162
Sigourney 102/138
Reginald 83/91

Ndede

Blue, dead
Orange, Dying 2
Green, Unconscious but stable
Red, Stabilised


Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

Sigourney files that information away under "Possible suspect or manufacturer" and quickly Stablizes the dying guard. As she does so she thinks to herself, "Who could be motivated to plant the alchemical fires in there? Ndede with a grudge against his employers? A guard stealing from Ndede who planted it there? The strange shining children who teleported in here and want to cause chaos?"

She puts away her knifewand, picks up Reginald in her left hand and proceeds to start the process of refocusing.


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick steps away from his fallen quarry and sends a quick prayer to Gorum for some healing in case any further mercenaries come charging in.

Action 1 (◆): Cast a Spell: Lay on Hands [L7] on Slick

Slick recovers 42 hit points.

He then scans the area for any further enemies; his eyes fall on Ndede. So far the man hadn't made a move to harm any of them (that he knew of), but Slick still didn't trust him any further than he could shove him; there was something sneaky about the man he couldn't quite identify. For the time being the accountant would not be harmed, but if he so much as sniffed his nose to warn the remaining bandits, Slick would have no option but to cut him down where he stood.

He looks about at the remaining treasure. The fire and water blast had probably damaged much of it, but there was bound to be something of value left. Magical objects were built pretty tough. Slick wondered if now would be a good time to go through and put away any loot they found, but he also wondered what Ndede's reaction might be. There was also the small matter of searching Ndede's own quarters; Slick bet that it is there that they would find the hard currency that the murderous bandits had stolen from travelers. Until the Ndede situation resolved itself, perhaps it would be better to wait before ransacking these two rooms.

Slick then moves into the guard's bunk room and looks it over to make sure there are indeed no more guards left to deal with.

Action 2 (◆): Stride (45 feet)

Action 3 (◆): Seek (Perception +21) - SECRET


Sigourney stabilises the dying guard. She dodges the trickle of blood coming from the broken skull of the woman Slick killed. Slick checks out the bunkroom and it is thankfully free of more guards.

Ndede shakes his head, Oh dear, oh dear oh dear. This is bad, very bad. I fear this will make your quest far more difficult. We were interrupted before I could explain. Several weeks ago a number of cards appeared amongst the Band. I received one, as you know but two others appeared. One is in the hands of Lady Arodeth herself. The other appeared with her lieutenant Endlo, a most disagreeable dwarf.

Ordinarily I would think you could have negotiated for access to them but now. I dont know, I really dont know. One of our Band is dead and, well, it will be hard to conceal the damage to this room. All the soot and dirty water and blood, so much blood. Lady Arodeth is sure to notice something when she returns to her quarters. I really dont know how I might advise you. I fear more violence is likely... His voice trails away and he looks rather aghast.

He slaps his forehead, Of course, there is also Drustan to consider. He is second in command to Lady Arodeth. He left with a significant portion of the Band. He said it was to locate more giant allies but he seemed very interested in these cards as well. I suspect he knows more about them than he has said.


Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

Sigourney takes a moment away from stroking Reginald to pay a little attention to Ndede's monologue.

"Who is Drustan and how does he fight?" She thinks to herself.

Recall Knowledge on this Drustan guy. I have Society (+24), Loremaster and Band of Blades Lore (+20). Also, let me know if my 30 minutes to refocus gets interrupted.


| HP 162/162 | AC 34 | F+21 s->cs R+27 cf->f, f->1/2 damage, s->cs W+19 | resist fire 5 | Perc +22 (+23 if involving sight) | Speed 25 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +26) | Active Conditions: None

"They do seem most 'disagreeable,'" Pine agrees, "However did you end up with such a band?"

He glances over at Sigourney. "We're doing that here? Okay. Let me take a look at that Ndede. I'm a good medic! You stay here too, Slick."

Ward Medic to Treat four targets.
Ndede is only down a few. Expert Risky Surgery (unless he looks like 1d8 might take him out). damage: 1d8 ⇒ 7 DC 20 Medicine (Master): 1d20 + 24 ⇒ (12) + 24 = 36: Critical Success Heals: 4d8 + 10 ⇒ (4, 7, 5, 3) + 10 = 29
Sigourney is down enough I'll go for the big option, even if it has a failure chance. Master Risky Surgery. damage: 1d8 ⇒ 2 DC 30 Medicine (Master): 1d20 + 24 ⇒ (7) + 24 = 31: Success becomes Critical Success due to RS Heals: 4d8 + 30 ⇒ (1, 5, 3, 8) + 30 = 47
Same for Slick. damage: 1d8 ⇒ 3 DC 30 Medicine (Master): 1d20 + 24 ⇒ (2) + 24 = 26: Failure, but I'll use my skills reroll.
And same for self. damage: 1d8 ⇒ 8 DC 30 Medicine (Master): 1d20 + 24 ⇒ (9) + 24 = 33: Success becomes Critical Success Heals: 4d8 + 30 ⇒ (5, 5, 2, 8) + 30 = 50
Reroll: 1d20 + 29 ⇒ (9) + 29 = 38: Succes becomes Critical Success Heals: 4d8 + 30 ⇒ (4, 5, 3, 5) + 30 = 47
(If Slick doesn't agree to sit still for 10, Pine will treat Reginald instead. But just Expert DC, so he succeeds without reroll for 27 HP.)


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick listens to Ndede prattle on about negotiating access to the cards with a bunch of murdering bandits who would happily slit their throats if they made the mistake of looking the other way. He was no diplomat like his friend Billy, but it seemed to him that the chances of a successful outome using this approach was negligible at best, even for Billy. Even if it were possible, it would do nothing to clear the steps of the Band of Blades as Shaldar seemed to think was the reason for their appearance in this land.

The only way to obtain those cards was going to be at sword's point. Ndede must know this too, which makes his suggestion of such an approach even more suspicious. It was clear to Slick that the Garundi was looking for a way to get rid of the group without endangering himself in the process. If it were up to him, they'd tie the Garundi up, preferably knocking him out to boot, and then search both these rooms thoroughly before heading out onto the stairs to deal with the dwarf and harpies. It would not do to leave a loose canon like Ndede behind to stab them in the back, figuratively or literally, once they turned away.

Slick is a finely honed weapon; he's the proverbial hammer for whom most problems look like nails. I say we search both these rooms and extract whatever loot is left before moving on. If Ndede resists, we tie him up. If he resorts to violence, better yet. Probably best if we're at full HP before we do anything else though.


CG Aasimar Halfling Bard 13 | HP 159/149 | AC 34 | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□, Focus□□ | Harrow Omen: Shields (Fort)| Cond: none
Pinebrush wrote:
Ndede is only down a few. Expert Risky Surgery (unless he looks like 1d8 might take him out)

Actually, Ndede should be full after Billy did some Battle Med on him during the previous round.

After the last guard falls, Billy comes out from hidi... his strategic position near Ndede. He stands and pulls out his mirror. Looking at his reflection, he likes what he sees. He usually does. "Even my golden locks are behaving. Mostly." He offers a hand to Ndede. Admittedly, the helping hand is largely symbolic, as the weak halfling is ill-suited to help anyone to their feet.

After Ndede tells the group about the Band of Blades, Billy says, "Thanks Ndede. We'll keep an eye out for Drustan. That is very helpful information." The bard looks to Slick and raises an eyebrow as if to say, "See?"
Billy will consider what he knows about Drustan. Society +22.

Turning to Ndede, Billy offers, "Allow us to help with the cleanup?" To demonstrate, Billy sings, ♫"We'll clean in a hurry. Don't you worry!"♫ and casts Prestidigitation to remove the scorch marks from Ndede's clothing. "If you need to finish your office work, I'll do more magical cleansing out here."

While Pinebrush is healing, Billy sits on an unburned crate to strum his lute and refocus his energy.
Billy regains 1 focus point.


The group begin pulling themselves together after the fight. Ndede seems grateful for the attempts you make to tidy things up. Sigourney and Billy both consider what they might know of Drustan. Sigoruney has not heard of him but Billy has. He is a renegade Andoran pirate/freebooter who signed on with the Band several years ago. He is know as a dangerous fighter with a penchant for using poison and consorting with demons.

Ndede thanks Billy for his assistance. You know, this situation does present something of an opportunity he grins. The deaths of these guards and the destruction of their treasure can be usefully blamed on you lot. You will make marvellous patsies, such a shame you all died fighting the guards and in the subsequent fire. That should utterly break Lady Arodeths spirit!

MUHAHAHAHAHAHAHAHAHAHA

At which his forms shifts and changes, he is now a hideous, humanoid man bat covered in stinking fur who means your deaths!

This takes place well before the first 10 minute mark so no treat wounds or refocusing has occurred. Yes, he is a dodgy bad guy!

Initiative
Slick : 1d20 + 23 ⇒ (14) + 23 = 37
Billy : 1d20 + 23 ⇒ (6) + 23 = 29
Pinebrush: 1d20 + 22 ⇒ (10) + 22 = 32
Sigourney: 1d20 + 20 ⇒ (18) + 20 = 38

Ndede: 1d20 ⇒ 8

Combat Status:
Round 1

Turn Order

Sigourney
Slick

---------------------------------------------------
Ndede
---------------------------------------------------
Pine
Billy

Bold to act. I need a fortitude save if you start your turn within 30' of or if you come within 30' of him.

Combat status

Slick 121/203
Billy 149/149
Pinebrush 117/162
Sigourney 102/138
Reginald 83/91

Ndede


Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

Can't believe that Batman is in this AP and that he robbed me of my focus points...

Fort Save: 1d20 + 21 ⇒ (18) + 21 = 39

Sigourney braves through whatever is attacking her constitution with a stiff upper lip. "So you show your true colours after all." She coldly remarks as Reginald independently flees back into her sleeve.

She moves into eyeshot of Slick and attempts to Heal his wounds, her Staff glowing with vitality as she infuses Slick with life-giving energy.

3rd rank Heal and +3 item bonus to heal granted by Staff of Healing (Major).

Heal (3rd rank, 2 action): 3d8 + 27 ⇒ (6, 5, 2) + 27 = 40

"Go get him, Slick!" She yells out.

◇ Reginald leaves the scene, ◆ Stride, ◆◆ 3rd rank Heal

Edit: Reginald's Fort Save if it matters: 1d20 + 21 ⇒ (17) + 21 = 38


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick is looking around the bunk room when he hears a "BAMF!" from the loot room followed by a strange and pungent stench. He turns. "What the..." and sees the ugly bat creature standing where Ndede once was. He purses his lips, and with a voice dripping in irony, says, "What a shocking surprise! Ndede isn't such a nice guy after all."

Wasting no time, Slick rushes back into the loot room to protect his friend. His wounds close up as he runs and he nods to Sigourney in appreciation. Despite it's powerful stench, he engages the creature, slicing it twice with his sword and following this up with a crushing shoulder slam against the wall.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) vs Ndede
- Action: Strike (+2 Greater Striking Grievous Greatsword) vs Flat-Footed Ndede

Fortitude Save vs DC ??: 1d20 + 24 ⇒ (19) + 24 = 43 Save -> Crit (Battle Hardened)

Deception (Feint): 1d20 + 19 + 2 ⇒ (7) + 19 + 2 = 28 vs Ndede Perception DC

Greatsword Attack: 1d20 + 26 + 2 ⇒ (16) + 26 + 2 = 44 vs Flat-Footed
Greatsword Damage: 3d12 + 9 ⇒ (6, 11, 7) + 9 = 33 slashing damage

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

Action 2 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with MAP1 vs Flat-Footed Ndede
- Action: Shove with Powerful Shove vs Ndede

Greatsword Attack: 1d20 + 26 + 2 - 5 ⇒ (18) + 26 + 2 - 5 = 41 vs Flat-Footed
Greatsword Damage: 3d12 + 9 ⇒ (3, 11, 9) + 9 = 32 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 is trying to push Ndede up against the wall for the extra damage, so the creature will not be moving from its square.

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

If Failure:
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).

Attack of Opportunity (↺):
Reaction (↺): Attack of Opportunity
- Action: Strike (+2 Greater Striking Grievous Greatsword) vs Flat-Footed Ndede.

Greatsword Attack: 1d20 + 26 + 2 ⇒ (8) + 26 + 2 = 36 vs Flat-Footed

Greatsword Damage: 3d12 + 9 ⇒ (9, 2, 10) + 9 = 30 slashing damage

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


Sigourney manages to hold down her lunch and heal Slick while Reginald disappears up her sleave.

Slick rushes in and also avoids the stench. Ndede is wise to his tricks though and is not thrown off guard. He still cannot quite avoid Slicks first or second blow.

Both are regular hits. He takes 70 damage

Ndede turns to face Billy, a wide, fang filled grin on his face. Time for your final curtain call Billy. He sinks his teeth into Billy's shoulder and Billy feels his sense of self slipping away but his ego is simply too large and confident to allow for such a thing! Sadly, Ndede then nearly guts him with his talons.

A hit and a crit for 118 damage

Ndede then unfurls his wings and takes to the air, flying up to the ceiling, taking a nasty slash from Slick on the way.

Rolls:

Fangs: 1d20 ⇒ 4, hit
Damage: 3d10 + 15 ⇒ (8, 9, 7) + 15 = 39 P +1d10 ⇒ 3 Mental

Talons: 1d20 - 4 ⇒ (18) - 4 = 14, crit
Damage: 3d10 + 15 ⇒ (9, 8, 6) + 15 = 38 P

Will save: 1d20 ⇒ 13

Combat Status:
Round 1

Turn Order

Sigourney
Slick
---------------------------------------------------
Ndede
---------------------------------------------------
Pine
Billy

Bold to act. I need a fortitude save if you start your turn within 30' of or if you come within 30' of Ndede.

Combat status

Slick 205/203, Immune to Stench
Billy 31/149
Pinebrush 117/162
Sigourney 102/138, Immune to Stench
Reginald 83/91

Ndede 100 damage, 15' high


CG Aasimar Halfling Bard 13 | HP 159/149 | AC 34 | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□, Focus□□ | Harrow Omen: Shields (Fort)| Cond: none

It's unfortunate that Billy is too trusting and, sadly, an exceedingly poor judge of character. In critical pain from the attack, he manages to squeak out, "I thought we were friends, Ndede." The halfling sighs, "Regarding my next performance, consider your VIP pass rescinded." At least the traitor had the good sense to move away and take the stench with him! The bard belts out some inspiration.

"I like to sing and to chat.
I made a new friend. Think of that!
.....But he was a liar.
.....Turned into a flier.
It's time to destroy the ol' bat."

Lingering Performance +VirtPerf +Mask, DC 31: 1d20 + 24 + 2 + 2 ⇒ (7) + 24 + 2 + 2 = 35
Success: Courageous Anthem duration: 3 rounds. Cost: 1 focus point.

Too weak to fight, Billy decides it best to soothe his wounds with a song.
"Our foe just took a bite. Now he's on the ceiling.
It's time for us to fight. But first I need some healing."

Soothe (6th rank): 6d10 + 24 ⇒ (7, 10, 7, 1, 2, 7) + 24 = 58

◆ Courageous Anthem, ◇ Lingering Composition, ◆ Soothe


Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

Sigourney visibly cringes as she sees Billy take a big hit. Her strategy for this battle shifts - neither her nor Billy can take blows like this. Magically enhanced speed carries her as she Strides towards Slick.

We have to end this now. Everyone, to the air! She cries out.

With a quick wave of her hands, she beseeches her patron to grant Slick the gift of flight.

◆ Stride 40 feet, ◆◆ Cast Fly


| HP 162/162 | AC 34 | F+21 s->cs R+27 cf->f, f->1/2 damage, s->cs W+19 | resist fire 5 | Perc +22 (+23 if involving sight) | Speed 25 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +26) | Active Conditions: None

A friend who lies and flies? Is Billy talking about him... ?

Pine hears Sigourney's advice, but... he doesn't know how long it'll be before he needs to fly again. A lot is happening very quickly already. Ndede can't fly any higher than he already he is with the ceiling in here, so if he can just pin him to the ceiling he won't need to wear out his wings.

Instead, he activates the enchantment on his armor. He rapidly grows to halfling size, then human, then larger event that.

His large size makes him sluggish and slow, and his first attack is just terrible--but it's also a trick.
...or maybe that's the lie.

* Activate size-changing armor to enlarge self.
* Feint Deception: 1d20 + 23 ⇒ (4) + 23 = 27
* Strike Spicy Toothpick (anthem, clumsy): 1d20 + 26 + 1 - 1 ⇒ (6) + 26 + 1 - 1 = 32 for piercing: 3d6 + 6 ⇒ (3, 3, 4) + 6 = 16, fire: 1d6 ⇒ 2, and Sneak Attack precision damage: 3d6 ⇒ (3, 1, 1) = 5
[free] If that hits an Off-Guard foe (looks maybe unlikely), he also takes 3d6 persistent bleed.
[Reaction] Sidestep: If missed by a Strike while an enemy is adjacent, reroll the attack against that enemy.


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick sighs as Ndede takes to the air. "You're only delaying the inevitable Ndede."

When Sigourney approaches him and casts her spell, Slick once again nods his appreciation to her for giving him the ability to fly. "Good old Sigourney here is turning out to be a lot more useful than her bookish demeanor would have suggested."

Turning to face Ndede, he pushes off the ground and shoots straight up at the bat man, his sword pointing at it like a lance.

Actions 1 & 2 (◆◆): Sudden Charge
- Action: Fly (45 feet) with Fly Spell
- Action: Fly (45 feet) with Fly Spell
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Ndede.

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (14) + 26 + 2 + 1 = 43 vs Off-Guard
Greatsword Damage: 3d12 + 9 + 1 ⇒ (2, 10, 1) + 9 + 1 = 23 piercing damage

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

Action 3 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Courageous Anthem, Gang Up and MAP1 vs Off-Guard Ndede.
- Action: Shove with Powerful Shove vs Ndede.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 5 ⇒ (10) + 26 + 2 + 1 - 5 = 34 vs Off-Guard
Greatsword Damage: 3d12 + 9 + 1 ⇒ (10, 3, 3) + 9 + 1 = 26 piercing damage

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

The Shove uses the same success criteria as the Strike. Slick is trying to shove Ndede up against the ceiling/wall for the extra damage, so the creature will not be moving from its square.

If Crit 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.
If Target <= Huge: The target is off-guard until the end of your current turn (Powerful Shove & Brutish Shove).

If Success:
You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
If Target <= Huge: The target is off-guard until the end of your current turn (Powerful Shove & Brutish Shove).

If Failure:
The target is off-guard until the end of your current turn (Brutish Shove).

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

Attack of Opportunity (↺):
Reaction (↺): Attack of Opportunity
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Ndede.

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (18) + 26 + 2 + 1 = 47 vs Off-Guard
Greatsword Damage: 3d12 + 9 + 1 ⇒ (6, 3, 7) + 9 + 1 = 26 slashing damage

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


Looks like Pine missed his fort save on his turn from the aura

Fortitude: 1d20 ⇒ 16, pass

Billy brings some relief to himself and some cheer to his allies. Sigourney gets Slick into the air while Pine grows to an unusual size but misses his target. Slick flies up, landing a single rather glancing blow.

Ndede sighs, Very well Slick, lets deal with you first.

With that he sinks his jaws into Slicks arm. Like Billy, Slick feels like he is losing his sense of self...perhaps.

Pausing here to see if Slick wants to reroll his failed will save

Rolls:

Bite: 1d20 ⇒ 11, hit
Damage: 3d10 + 15 ⇒ (1, 9, 1) + 15 = 26 +1d10 ⇒ 5 mental
Talon: 1d20 ⇒ 3, miss

Will Save: 1d20 ⇒ 4, fail


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:
GMAndrewW wrote:
Pausing here to see if Slick wants to reroll his failed will save

Running low on rerolls here, but we can't afford for Slick to get knocked out of this fight, so, sure, let's burn my one Hero Point to reroll the save...

Slick shrugs off the minor wound that is Ndede's bite, but then starts feeling funny. "Who am I? Who am I, really? What kind of life am I living? Is it all a dream?"

Will Save vs DC ??: 1d20 + 22 ⇒ (14) + 22 = 36

If it is a fear effect, then: Success -> Crit, and regardless, frightened condition is reduced by 1 (Bravery)


Slick manages to hold himself together.

Thats a pass, just, it is not a fear effect

Deciding discretion is the better part of valour Ndede swoops away from Slick, taking a painful blow in the process. He vanishes out of the open doors to the south but in the process brings Billy into his stench aura. Sadly, Billy does not lose his lunch.

That is a crit OA. Everyone has passed the DC34 stench save which is very disappointing.

Rolls:

Billy fort: 1d20 ⇒ 20

Combat Status:
Round 2
Inspire 2/3

Turn Order

Sigourney
Slick

---------------------------------------------------
Ndede
---------------------------------------------------
Pine
Billy

Bold to act.

Combat status

Slick 174/203, Immune to Stench
Billy 89/149, Immune to Stench
Pinebrush 117/162, Immune to Stench
Sigourney 102/138, Immune to Stench
Reginald 83/91

Ndede 175 damage, 5' high


CN Male Half-Elf Fighter 13 | ♥️ 203/203 | ➕ slash 3, fire 13 | AC 35 | Speed 45' | Scout (Init +23) | F+24M (Battle Hardened) R+19E (Bulwark) W+22M (Bravery) | Perc+21M (Darkvision) | Fly □□ | Focus □□ | Spells DC 29; Slots: 1□ 2□ 3□ | Hero 0, ◫•| ✋ +2 GSG Greatsword | Status:

Slick shakes off his crisis of self. "What the heck was that?" As Ndede takes off, Slick takes a chunk off him and calls out after the fleeing bat creature. "Hey! Where you going? We're not done yet Ndede."

With an AC of 37+, even Slick can use every little bit of help here. I'm hoping that Pinebrush will get within melee range of Ndede and provide Slick some Gang-Up flanking for Off-Guard. If not, then ignore the Off-Guard stuff. I'm also delaying on Billy and Sigourney in case they want to buff Slick in some manner before he leaves the room.

He then nods to Pinebrush and motions to indicate that the now enlarged sprite should go ahead and chase down Ndede to pin him down. Slick will follow behind and try to finish the job.

Action (◇): Delay: Until end of Billy, Sigourney, and Pinebrush's turn.

As soon as his wits return, Slick follows Pinebrush and takes off after Ndede. Plunging through the open doorway, he spots Ndede in a side alcove and continues the chase. Once he catches up, he slashes away trying to inflict as much damage as possible.

Actions 1 & 2 (◆◆): Sudden Charge
- Action: Fly (45 feet) with Fly Spell
- Action: Fly (45 feet) with Fly Spell
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Ndede.

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (6) + 26 + 2 + 1 = 35 vs Off-Guard
Greatsword Damage: 3d12 + 9 + 1 ⇒ (4, 9, 4) + 9 + 1 = 27 piercing damage

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

Action 3 (◆): Brutish Shove with Powerful Shove
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Courageous Anthem, Gang Up and MAP1 vs Off-Guard Ndede.
- Action: Shove with Powerful Shove vs Ndede.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 5 ⇒ (12) + 26 + 2 + 1 - 5 = 36 vs Off-Guard
Greatsword Damage: 3d12 + 9 + 1 ⇒ (5, 8, 9) + 9 + 1 = 32 piercing damage

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

The Shove uses the same success criteria as the Strike. Slick is trying to shove Ndede up against the ceiling/wall for the extra damage, so the creature will not be moving from its square.

If Crit 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.
If Target <= Huge: The target is off-guard until the end of your current turn (Powerful Shove & Brutish Shove).

If Success:
You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
If Target <= Huge: The target is off-guard until the end of your current turn (Powerful Shove & Brutish Shove).

If Failure:
The target is off-guard until the end of your current turn (Brutish Shove).

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

Attack of Opportunity (↺):
Reaction (↺): Attack of Opportunity
- Action: Strike (+2 Greater Striking Grievous Greatsword) with Courageous Anthem and Gang Up vs Off-Guard Ndede.

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (20) + 26 + 2 + 1 = 49 vs Off-Guard
Greatsword Damage: 3d12 + 9 + 1 ⇒ (5, 12, 6) + 9 + 1 = 33 slashing damage

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


CG Aasimar Halfling Bard 13 | HP 159/149 | AC 34 | F+20, R+21, W+24 (Resolve) | Perc(M) (low-light) +23 (+2 visual) | Init +25 | Exp: Search | Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□, Focus□□ | Harrow Omen: Shields (Fort)| Cond: none

Billy smells the stench as Ndede flies by. Managing to withstand it, Billy calls after him, "We're doing the olfactory world a favor by disposing of you." Billy strides into the doorway to see where Ndede went.

Spying him in the eastern room (from his new position, he can see half of Ndede), Billy chants,

"Our foe has lots of power. But so do we, of course.
He really needs a shower. Of missiles full of force."

He quickens his spell and sends a shower of force missiles around the corner into Ndede.

Magic Missile, 3-action, (5th rank) + Dangerous Sorcery: 9d4 + 9 + 5 ⇒ (1, 1, 4, 1, 3, 3, 3, 4, 2) + 9 + 5 = 36

◆ Stride, ◇ Quickened Casting (1/day), ◆◆ Magic Missile (3-action version, with quickened casting)


Cond: Tailwind| Female N Skilled Human Silence in Snow Witch 13 | HP 138/138 | AC 33 | F+21, R+22, W+21 | Speed 40 ft |Perc(E) +20 | Init +20 (+2 from scouting)| Exp: Investigate| Hero: 1 | Spells DC 32. Slots: 1□□□, 2□□□, 3□□□, 4□□□+☑, 5□□□, 6□□□, 7□□, Focus□□□| Staff Charges: 7+4 (11 net)| Wand Uses: □□| Psychic Slots: 1□, 2□, 3□|Loremaster slots 1□, 2□, 3□|Focus recharges □| Magic Hat Summon □| ✋ Staff of Healing ✋

Watching the party only manage to get two hits off is disheartening for Sigourney. She stresses over what to do. "Move into melee? Cast a spell? Which spell? Should I just run away?"
But instead of the panic or anxiety she'd expect to feel in a critical situation, she starts to feel...cold. So very, very cold.

The mossy thing in the jar hung on Sigourney's belt starts to throw itself against against its container in a rhythmic fashion.

Tap, tap, tap.

The world around Sigourney slows to a crawl.

Tap, tap, tap.

The sounds of Billy's courageous anthem and spellcasting are slowly drowned out by howling winds only she can hear.

"Kill it." A calm and collected voice whispers to her from the jar.

Sigourney regains one focus point from the Hexing Jar.

The world around her snaps back to life. With her patron's direction, Sigourney knows what needs to be done. She Strides until she can look Ndede in the eye and says to him one word.

"Die."

Curse of Death, DC 32 Fortitude, Void damage, Courageous anthem, Success/Failure: 6d6 + 1 ⇒ (5, 4, 6, 5, 1, 1) + 1 = 23. Curse of Death Stage 1 and Fatigued for 1 round.

Curse of Death, DC 32 Fortitude, Void damage, Courageous anthem, Critical Failure: 10d6 + 1 ⇒ (3, 6, 5, 4, 2, 1, 4, 5, 1, 5) + 1 = 37 Curse of Death Stage 2 and Fatigued for 1 round.

◇ Envision,◆ Stride, ◆◆ Curse of Death

Reactions:

Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.

Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.

Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.

Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.

Recognize Spell. Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. Note: Sigourney can perform this as a free action if the spell is on the arcane or primal lists.

Hexing Jar. Activate [reaction] envision Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects.

Breath of Life. Cast [reaction] ; Trigger A living creature within range would die, Range 60 feet; Targets the triggering creature.
Your blessing revives a creature at the moment of its death. You prevent the target from dying and restore 5d8 Hit Points to the target. You can't use breath of life if the triggering effect was a death effect or an effect that leaves no remains, such as disintegrate.

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