PF2E Stolen Fate

Game Master andreww

Book 1 Roll20 Table
Book 2 Roll20 Table

Loot List

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

GM Rolls:

[dice=Attack 1]1d20[/dice]
[dice=Attack 2]1d20[/dice]
[dice=Attack 3]1d20[/dice]

[dice=Damage] [/dice]

[dice=Fortitude]1d20[/dice]
[dice=Reflex]1d20[/dice]
[dice=Will]1d20[/dice]

PC Rolls:

Perception
[dice=Slick ] 1d20+23 [/dice], Master
[dice=Billy ] 1d20+ 25[/dice], Master, +2 visual and hearing
[dice=Pinebrush]1d20 + 24 [/dice], Legendary, +1 visual
[dice=Sigourney]1d20+23[/dice], Expert, +2 visual

Initiative
[dice=Slick ] 1d20+25 [/dice]
[dice=Slick Battle Cry]1d20+31[/dice]
[dice=Billy ] 1d20+25 [/dice], +2 item visual/hearing, +2 circ scout
[dice=Pinebrush, Stealth]1d20 + 28 [/dice], Perception +24, +1 circ if visual, +2 circ scout
[dice=Sigourney]1d20+23[/dice], +2 circ scout, +2 item visual

Fort Saves
[dice=Slick ] 1d20+27 [/dice], Juggernaut
[dice=Billy ] 1d20+ 24[/dice], +1 vs magic
[dice=Pinebrush]1d20 + 25 [/dice], pass becomes crit
[dice=Sigourney] 1d20+25[/dice], +1 vs magic
[dice=Reginald ] 1d20+25[/dice]

Reflex Saves
[dice=Slick ] 1d20+25[/dice], Bulwark +1, Evasion
[dice=Billy ] 1d20+25 [/dice], +1 vs magic
[dice=Pinebrush]1d20 + 30 [/dice], Improved Evasion
[dice=Sigourney] 1d20+26[/dice], +1 vs magic
[dice=Reginald ] 1d20+26[/dice], probably evasion

Will Saves
[dice=Slick ] 1d20+ 23 [/dice], Bravery
[dice=Billy ] 1d20+27[/dice], Resolve, +1 vs magic
[dice=Pinebrush]1d20 +22 [/dice]
[dice=Sigourney] 1d20+25[/dice], +1 vs magic
[dice=Reginald ] 1d20+25[/dice]

Harrow Deck:

[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: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Taking Books (Skill) @ +0, Will +4, Fort +4 and Other +0.

Sigourney flies around Absalom on a mount. She hopes that this stunt attracts attention and is pleased to receive the message from the Pathfinders a few days later. She prepares her healing (and condition removing) spells and arrives at the chamber, leaving her mount outside. She is surprised that Arodeth would receive such an honour from the Pathfinders.

She bows respectfully to Arodeth and makes her case to her. "Thank you for having me, Lady Arodeth. Our party has defeated Drustan and Endlo - I personally fried Drustan with a spear of lightning. They will bother you no more. That deed should be worthy of your consideration. Besides, I did promise that I can provide spellcasting services for you if I could have access to your knowledge. If nothing else - I have knowledge of a few uncommon spells and rituals that may be of interest to you. For the opportunity to access my knowledge, I seek only the opportunity to access yours. A fair trade, is it not?"

If a minute passes, Sigourney would like to use her Biographical Eye on Arodeth, attempting a DC 30 Society check with a +1 circumstance bonus to the check.

Later on...
Sigourney joins Slick on his quest and summons up some 6th rank Marvelous Mounts (which look like giant flying constructs) for them to speedily travel around Harrowheart on.


Lady Arodeth leans forward and steeples her fingers. I see, perhaps, I will consider your offer. Perhaps you can provide a list of those spells you are willing to provide access to. I shall do likewise and then we can discuss a fair exchange. For now though, there are matters I must attend to...Thank you for your visit.

Later, Sigourney will receive a note indicating that she is willing to provide access to the following spells, subject to an equivalent trade.

Prying Survey
Spell Turning
Teleport

Meanwhile, Sigourney recognises that Arodeth is a noble woman originally of Cheliax. She has spent most of her recent time in Absalom, in and around the Grand Lodge. She clearly has some strong attachment to the Pathfinder Society. She is a highly trained Magus, specialising in staff magic.


The group complete their various tasks and all in Harrowheart seems to be going well. About a month later you are all sat around the breakfast table when a small cough from the doorway draws your attention. Baines is standing there looking slightly worried.

Masters, and Mistress, you have a visitor in the Great Hall. She is a rather...unusual...individual who has asked for you by name. I hesitate to interrupt your breakfast but it does seem like it might be important.

Decamping to the Great Hall, possibly with plates of egg and sausage in hand, you find a most unusual sight. A woman stands in the middle of the Hall but she is no ordinary woman. Human from the waist up she has the lower body of a massive green snake. Even more surprisingly you recognise her human body. You last saw her lying in a pool of her own blood in her shop in Absalom. She had been murdered by a pair of fiends who were looting the shop looking for something. This is clearly All Seeing Hajek, albeit a rather transformed individual.

Image on Roll20

DC30 Arcana or Nature:

She appears to be a Lamia Matriarch, generally cruel and evil creatures that delight in ruling over others. If there is something specific you want to know let me know.

As you enter she addresses you, Friends, I’ve come from beyond, drawn to this place like a moth to the proverbial flame. I bring a warning if you would heed it?

What do you do?


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Sigourney tilts her head thoughtfully and considers Arodeth's offer. No, she can't use any of the spells Arodeth offers. Yes, she'll offer access to Heatvision in return for just being able to sit with Arodeth and hear her tales of adventuring. In the meantime, while she's at the Pathfinder's Grand Archives, she might as well help herself to their spellbooks.

Downtime and Spell Learning:

With GM permission, learning a bunch of common spells. Due to Magical Shorthand, each spell takes 10 minutes max to learn and if I would succeed on the check, I critically succeed instead. If I fail, I can try again after a week or after I gain a level, whichever is first.

Learning Regeneration, Blessing of Defiance, Clad in Metal, Croak Voice, Air Walk, Field of Razors, Dragon Form and Execute. Here are a bunch of Nature checks.

Nature v DC 31 Regenerate: 1d20 + 25 ⇒ (8) + 25 = 33

Success = Crit Success. Expend 150 GP

Nature v DC 26 Blessing of Defiance: 1d20 + 25 ⇒ (20) + 25 = 45

Success = Crit Success. Expend 35 GP

Nature v DC 20 Croak Voice: 1d20 + 25 ⇒ (1) + 25 = 26

Success downgraded to Failure

Harrow reroll Croak Voice: 1d20 + 25 ⇒ (20) + 25 = 45

Crit Success. Expend 8 GP. Do I expend the skill harrow reroll from the past month before Billy called me in again, or the most recent one? The most recent one that Billy did for me technically hasn't happened yet since this took place earlier in the 30 day period.

Nature v DC 18 Clad in Metal: 1d20 + 25 ⇒ (15) + 25 = 40

Crit Success. Expend 3 GP

Nature v DC 23 Air Walk: 1d20 + 25 ⇒ (4) + 25 = 29

Success = Crit Success. Expend 18 GP

Nature v DC 28 Field of Razors: 1d20 + 25 ⇒ (17) + 25 = 42

Crit Success. Expend 70 GP

Nature v DC 28 Dragon Form: 1d20 + 25 ⇒ (4) + 25 = 29

Success = Crit Success. Expend 70 GP

Nature v DC 31 Execute: 1d20 + 25 ⇒ (8) + 25 = 33

Success = Crit Success. Expend 150 GP

After a quick and extremely rushed bender around the Grand Archive's library, Sigourney is out 80 minutes and 504 GP poorer. However, she is now multiple spells richer.

Sigourney decides to spend her downtime using her new found Crafting prowess and her access to the clockwork dwarf made of brass in one of Harrowheart’s workshops to Craft goods for the market. Inspired by her latest adventures, she Crafts collectible action figures of the party.

Crafting, The Brass Dwarf v DC 30 Level 12 Earn Income: 1d20 + 25 + 2 ⇒ (4) + 25 + 2 = 31

Success, 10 GP x 10 days of work = 100 GP

Crafting, The Brass Dwarf v DC 30 Level 12 Earn Income: 1d20 + 25 + 2 ⇒ (20) + 25 + 2 = 47

Crit success, 15 GP x 10 days of work = 150 GP

Crafting, The Brass Dwarf v DC 30 Level 12 Earn Income: 1d20 + 25 + 2 ⇒ (2) + 25 + 2 = 29

Fail, 9 SP x 10 days of work = 9.9 GP

At first, demand for the collectible action figures were not the best, but when Sigourney started including drawn depictions of the party's heroic deeds, they started getting really popular all of a sudden. Sigourney found that she was making back near half of her expenditure on spells. Getting too cocky, Sigourney flooded the market with all kinds of derivative side characters and hackneyed plots and sales suddenly dried up, forcing her to stop producing due to low returns.

259.9 GP earned back. I have 750.7 GP after everything is all said and done

Meanwhile, back in the present day...

Sigourney moves to the Great Hall with Reginald, Reginald holding plates of food for herself and himself. As Sigourney chews on a piece of buttered toast, she eyes the snake woman up and down, examining her with both her Biological Eye and her arcane knowledge...

Arcana: 1d20 + 27 ⇒ (18) + 27 = 45

Critical success. I would like to know if she's being genuine in her requests to bring a warning or if there are Lamia Matriarchs that aren't cruel and evil. She doesn't seem to be cruel and evil, so what's her deal?

Sigourney is quite alright with dealing with people of morally dubious natures, so long as there's possibly magic involved at the end of the relationship. She says to the snake-woman after swallowing her toast:

"I apologise, but you have me in particular at a disadvantage. I do not know who you are - could you introduce yourself first before giving us your warning?"

"You last saw her lying in a pool of her own blood in her shop in Absalom". Sigourney was definitely not there for this one.


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Slick goes with the others to the Great Hall and is surprised by what he finds there waiting for them. It looked like the head of the woman they found dead in that shop in Absalom when the Harrow cards first showed up in their lives, but...

Arcana vs DC 30: 1d20 + 17 ⇒ (17) + 17 = 34

...the rest of her was a Lamia Matriarch, not a creature known for caring about others or handing out warnings. "Excuse our surprise, m'lady, but the last time we laid eyes on your countenance, you were quite dead in a pool of your own blood. uh..." He pauses, not quite sure how to continue. He then waves to indicate her lower extremities. "Um... but you were quite human then, yet you now you appear to be a Lamia Matriarch. Might you care to explain how this wonderous transformation came about and why we should trust anything you say to us in your new guise?" He awaits an answer and examines her closely to determine the verity of what she says.

Action: Sense Motive (Perception +21) - SECRET


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

We found her in our very first encounter, back on page 1 of Gameplay.

Billy is enjoying his breakfast with the others when Baines mentions a visitor. "A visitor? Here in Harrowheart? How interesting! Let's see who it is." He jumps up and leads the way to the Great Hall.

Arcana, DC 30: 1d20 + 19 ⇒ (13) + 19 = 32

Apparently stunned to see her alive, Billy is slower to react than the others. But he recovers. "Greetings, madam. I'm Billy. But perhaps you already know of us?" He studies her. "I must say you're looking quite well for someone who died. I'm ... sorry we didn't find you in time." Billy seems genuinely saddened.

After thinking back, he says, "When we originally found your body, you had a Harrow deck that led us to an elf named Dieral, owner of the Harrow Barrow." Billy pauses and muses aloud, "I wonder how he's doing. I do hope he's okay."

Addressing her once again, Billy asks, "You say you have a warning?" He assures her with a smile, "I make it a point to heed warnings."


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

Arcana: 1d20 + 18 ⇒ (17) + 18 = 35

Sure, sure. Who doesn't know about Lamias?

With the others already doing the talking, Pine hangs back and hides in the doorway to watch. It doesn't seem likely that she'll attack them, but it's better safe than sorry when things get strange.


Sigourney thinks tht she is being quite genuine. She has the shape of a Matriarch but not the personality. Why remains something of a mystery. When she was alive she was a Harrow reader based in Absalom. Now, she is something really very different.

Hajek nods at your various questions. Of course, please, let me explain. As you know when I was alive I was a student of the Harrow based in Absalom. One of these wondrous new cards came to me and I was murdered because of it. However, I had a connection to the Deck and, as a result, this place. My soul entered the River of Souls and I was awaiting my judgment from Pharasma. I sensed the creation of Harrowheart and could feel it forming and growing. However, lately I sensed the approach of others. They forced me in to a decision, do nothing and let them descend on you or force myself to return here, to this place. I chose and the Deck or Fate or maybe Pharasma herself gave me this form...

She pauses and takes a deep breath. I saw a vast pack of wolves approaching with fire in their eyes and death in their jaws. Among them, a sleek wolf with golden fur exhales pestilence, an enormous lumbering wolf leads a howling horde, and winged wolves come leaping down from the skies. A giant wolf, with gray fur and scales, lunges for your throats. In a glowing doorway behind them all stands their leader. He seeks to crush you and be reborn from your ruin. Even now they gather at this world’s edge.

This grim nightmare breaks at a dawning, but others have noticed as well. A four-armed herald watches. They bear cards in three hands and an offer of friendship in the fourth. The door they open leads to warmth and plenty, like an ocean breeze. But there, too, I hear a gathered host, roaring in victory. Allies, I think. Friends we’ll need. But they will not arrive until after the wolves invade.

DC30 Fortune Telling Lore:

The wolf symbolism is likely representing one of the harrow’s most infamous bits of apocrypha: the “lost” harrow card called the Prince of Wolves, which typically depicts an armored man lording over six wolves. The card represents duality, along with hidden, otherworldly, or sinister allies that seek to reclaim heritage or something lost. Whoever has taken her mantle in this vision has done so with no subtlety.

DC35 Society:

The four-armed figure is perhaps one of the mysterious four-armed alien merchants known as witchwyrds.


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Billy listens to Hajek's story, deep in thought. "Very interesting ... thanks for your effort in warning us." He pours some honey mead from his jug and offers drinks around. "So we should prepare for wolves then. Lots and lots of wolves..." He considers her tale.

Fortune Telling Lore, DC 30: 1d20 + 23 ⇒ (14) + 23 = 37
Society, DC 35: 1d20 + 21 ⇒ (11) + 21 = 32

With his extensive knowledge of the harrow, the fortune-teller snaps his fingers and says, "The wolves may refer to a largely unaccepted bit of harrow lore -- a mythical lost card called: The Prince of Wolves." With the help of his musical accompaniment, he pauses for dramatic effect, before continuing, "It depicts an armored man with six wolves -- representing secret, sinister, otherworld allies seeking to reclaim their lost heritage."

After the grim description, he forces a smile and adds, "On the plus side, we'll be making new friends afterward!" He drains his mug.


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

"Okay, so you look like a lamia but aren't actually a lamia." Sigourney says with absolutely no tact between mouthfuls of food and honey mead. "So what are you, actually?" She asks Hajek.

Society DC 35: 1d20 + 27 ⇒ (13) + 27 = 40

"It seems that our potential future friend is a four-armed alien merchant known as witchwyrds. Strange, but I'm talking to a lamia that is not a lamia, so I've accepted weirdness as part of my life." Sigourney speculates.

"Do you have any idea what the otherworldly allies are? Are they, perhaps, fiends? Also, do you have any magic?" She asks Hajek, again. "Here, have some toast. This stuff is pretty good." At Sigourney's word, Reginald offers out a plate of food to Hajek.


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Fortune Telling Lore vs DC 30: 1d20 + 1 ⇒ (14) + 1 = 15
Society: 1d20 + 1 ⇒ (18) + 1 = 19

Slick looks a little confused. "So... You're saying that we're going to be attacked here? in Harrowheart? And that the lead attackers are four wolves being commanded by a mysterious unknown figure? Is that right?"

When Billy chimes in with talk of The Prince of Wolves lost Harrow card and how maybe the attackers might not actually be wolves, Slick is even more confused. "So... which is it, six wolves, or no wolves? Maybe just a bunch of guys who want to take our Harrow cards being led by someone in armor?" When Sigourney adds her knowledge, he gives out a short snort of amusement. "And, the guy in the armor is a witchwyrd with four arms? Well, this is getting stranger and yet more interesting by the second."

After trying to make sense of everything, he gives up and shrugs. "We'll deal with whatever shows up at our gates, be they wolves or multi-armed attackers or both. I better go put Harrowheart's defenses on high alert." Slick then races off to pass on the bad news of the coming assault to Captain Cirillo so that she can prepare her paladins. Returning to the Great Hall, he turns to the Lamia. "Any idea of when the bad guys will be showing up?"


Hajek gives a bit of a shrug. I am afraid I cannot really explain more than what I have seen. Invaders approach the demiplane through the void between planes. They will arrive tomorrow and you must be prepared to face them. The Prince of Wolves seeks your cards and control of this place. Who they are, how they know of this place and how they can reach here are all unknowns. As for magic, my translation into this form has cost me much of my previous powers. I possess a few spells but I fear little that is likely to be of much help.

OK, you are prewarned that Harrowheart is going to be invaded. You have a day to make any preparations you might want. It seems that otherworldly forces are on their way. You have time to make purchases and obviously Sigourney can change her prepared spells. I will give you until Tuesday to sort anything out and then move us into the invasion phase. Be warned, once it starts opportunities for much in the way of resting will be very limited.


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Slick nods when he hears that the assault will begin tomorrow. "Very well. That should give us time to prepare. I will go discuss strategy with Captain Cirillo. My guess is that an approach similar to the one we used against Drustan's troops on the Storval Stairs will work here as well. We first blast as many of them to smithereens as we can from a distance, and then finish off the stragglers in person."

He smiles at the thought of the coming battle. "It's been too quiet around here. It will be good to get back into the swing of things. I have a few new tricks I want to try out and this coming battle seems like the perfect opportunity to do so."

He turns to Hajek. "Thank you for your offer to join us in the defense. Whatever help you can provide us will be greatly appreciated." Slick is not completely certain of Hajek's good intentions here, especially given her transformation into a Lamia. But, he has yet to discern any ill intent in the woman, and he's pretty sure that they'll need as much help as possible in the coming days.


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Billy nods to Hajek and clarifies, "So the Prince of Wolves is not a lost harrow card after all, but the leader of the wolven army coming for us?"
Can we make RK checks on the Prince?

After their talk, Billy packs his things and says, "It's always a fine day to visit the Carnival!" The halfling heads out.
The 8-hr (1/week) epitomized version: Perception +26 at DC 28

Upon his return in the evening, Billy hears Sigourney talking about visiting the new tavern, The Publican. After learning the Heroes' Feast ritual from Cy, the bartender, Billy leads the ritual with Sigourney's support.
Religion, DC 32: 1d20 + 26 ⇒ (17) + 26 = 43
If the DC is correct (and depending on Sigourney's help), maybe a crit success? If DC is wrong, please adjust as necessary.

[The next morning...]
As part of his morning preparation, Billy shuffles his harrow deck and draws a card.
Harrower Dedication to choose his Harrow Omen and Reading the Signs allows drawing 2 cards to choose from.
Harrow Omen Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 2
Harrow Omen Suit - 1:Hammers (Strikes), 2:Keys (Reflex), 3:Shields (Fort), 4:Books (Skill), 5:Stars (Will), 6:Crowns (Other): 1d6 ⇒ 1
Hoping to never be in a position to actually strike anything, it doesn't take the harrower long to choose the Keys suit.

While waiting for the unwanted visitors (and if the GM allows), Billy will idly cast his Musical Accompaniment every ten minutes.

Daily Prep. GM, please read:
GM Note: Billy now has the 8-hr version of See the Unseen as part of daily prep.
This is along with False Life (10 temp hp) and Tailwind (+10 speed).


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

"All right then, Hajek. Thanks for letting us know. If there's anything you need - such as a room or food or like a mount so you don't have to slither around in the hotter areas of Harrowheart - just let me know and I can work something out." Sigourney finishes her toast and convenes with Billy as to what to do next.

Not knowing what to do, Sigourney walks around Harrowheart. She considers summoning and binding a Planar Ally to help but realises she doesn't have the funds to persuade a good or neutral extraplanar entity - and she'll be damned in more than one way if she summons a fiend. Out of ideas, she hits up The Publican and starts drinking and talking to the barkeep.

"Eh? Heroes' Feast? For 25 gold and the effort of either myself or Billy, we can give ourselves extra vitality and extra strength against disease, fear and poison for the invasion?" Sigourney can hardly believe her ears. "Sign me up! Let me drag the party in here...and Captain Cirillo, some of her guards, and our new snake friend, if any of them are willing."

Society secondary cast against 5th Rank DC 27: 1d20 + 27 ⇒ (14) + 27 = 41

Sigourney does her best to schmooze and rub shoulders with the mysterious supernatural beings Billy summons. She does her best to be extremely polite and gracious as possible, invoking Desnan customs with every action she takes. She thinks that she did an outstanding job.

That's definitely a crit success and so a +2 circumstance bonus to the Primary check from Billy. Not that he needed it.

With her remaining time, Sigourney shows up at the Grand Archive's library and learns just one more spell she forgot to learn during her cramming session - Wooden Double. She hopes that being able to Step and take 25 hit points off a Critical Hit would take save her from taking some real damage.

Nature vs 3rd Rank DC 20: 1d20 + 25 ⇒ (20) + 25 = 45

Using up all my good rolls now, I see...Crit success thrice over. 8 GP expended.

Having expended 10 minutes of her time, she quickly leaves the library and readies her spell preparation for the next day.


Male Familiar of Freezing Rime 15 | HP 105/105| AC 36 | F+25, R+26, W+25| 25 feet speed Perc +20, Low-light vision, Imprecise Wavesense, 30 feet Cond: Frightened 1, Off-guard, Light, Water Breathing

Reginald fills his belly with the food provided. He still doesn't feel very heroic...but he hopes he won't be seeing too much action.

"I'm so nervous that I can't think of doing anything else but eat...but all these nerves are making me hungry...gotta eat more..." He squeaks to himself.


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

For a moment, Pinebrush plans to seek out the tall, dark-haired footman Rufus with the deep grey eyes to warn him about the coming danger. But he decides to find Mrs. Prendeghast instead and asks her to alert the non-combatant castle staff to make themselves scarce.

He's heard Billy and Slick talk about how the people of Harrowheart don't seem to be complete people, and that doesn't feel entirely wrong--but he still thinks it's probably best to keep them out of harm's way as they're able.

He then retrieves the two cards nobody is using, The Rabbit Prince and The Rakshasa. Checking in with Billy and Sigourney first, noting that none of the three of them have a full hand yet, to see if either of them want either card. If not, he'll add The Rabbit Prince to his own hand (it can't hurt!) and then find Baines.

"Baines!" he yells, knowing the man has trouble hearing, flitting around his face (he'll definitely like that) to show off his impressive new wings to make a point about how good a guardian he is. "I know our job is to find all the cards, but it's even more important to stop the bad guys from doing it, right? What if I take this one and hide it someplace safe, far away, so that the bad guys can't take all of our cards even if they beat us? Will something bad happen if I take it outside of Harrowheart and leave it there?"

If Baines says there will be, Pine will hide The Rakshasa in Harrowheart instead. Otherwise, he'll seek suggestions from the others. Regardless of the location he chooses, the specific hiding place will be someplace meaningless where nobody ever looks by chance, where only somebody of his size could even get to it--behind a loose brick, in a hole high up in a tree, under a shingle on a rooftop... He'll report the hiding place to Reginald. He can't remember how he managed to speak to him before (that was, like, months ago!) when he can usually only do that with bugs. But that's okay, he doesn't need an answer. It's better if Reginald can't tell anyone, really. The important part is more than one person will know.

Also he casts water breathing on the party. Mostly to show off how cool and powerful his magic spells are.


You dont currently have enough information on the Prince to make RK checks.

Billy visits the Carnival and is drawn into a performance in the big top. A beautiful woman dressed in blood red leathers and twirling a red sash about herself leads a troop of snarling and yipping dogs through a series of hoops, ladders and ramps.

Billy and Sigourney work together to prepare a mighty feast for the group. It is a roaring success although Baines complains about people using magic to handle simple household tasks and what if everyone did that soon enough all of them would be out of a job, thrown on the streets and all of the staff would starve and then where would everyone be!

You all start the invasion with 20 temp HP and +2 on saves against fear, disease and poison for effectively 4 hours. The temp HP dont stack with any others you might have.

Pine spends his time warning the staff. They seem worried but are confident that the group has the strength to protect the castle. They are also reassured by the presence of the Paladins on the walls.

Having invested the Paladin and the Trumpet you will all get +2 item bonus to initiative and enemies start having taken 10% of their HP in damage.

Consulting with Baines he gives a shrug, I am afraid I really could not say sir. I am no mage, perhaps Mistress Sigourney might know although given that many of the cards are not here and are, I understand, scattered around the world I dont see how taking one of them away would matter. After all, you have been taking them off with you when you go adventuring and it doesnt seem to have done anything.

That night the tension in the castle is palpable. Baines is even more sarcastic than normal and gets into a massive argument with the cook. He disappears into the wine cellar. Several of the grooms get into a squabble and even the castle cats seem to be driven to distraction.

The following morning dawns with heavy black clouds blotting out the sun. They are cut through with crackling lightning strikes and the air is oppressive and thick with the smell of sulphur. In the Great Hall two of the portals are active, one shows an area of the swamp to the south east, another an area of desert to the north west. Meanwhile, from out of the clouds comes hordes of howling winged wolves, descending on the town below the castle!

OK, this is how the Invasion works. You have three invasion points to deal with. Each attack you do counts as a battle round. Harrowheart starts with a number of defence points. Each time you fight an encounter it costs a battle round. Each battle round reduces the defence points by 1. Other events can also cost defence points.

You get one 10 minute rest for free between encounters. If you want longer then you can spend an hour but it counts as a battle round. The longer you take the worse things get and the more defence points you lose the more damage is caused to Harrowheart.

It is apparent to Billy, but not the rest of you, that the best tactical option is to deal with the demons attacking the village, then the forces in the swamp and then the desert. Make of that what you will...:) Let me know where you want to start. There will be no time for exploration activities here as you will be rushing from invasion point to invasion point.


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Cool about the starting benefits (heroes feast, init bonus and enemy hp)

Just to be clear, are demon wolves attacking all 3 locations, or just the Village?

Upon seeing the 3-pronged home invasion, Billy thinks back to his Carnival visit. He explains, "A woman in red was leading a bunch of demon dogs. We should save my fans...I mean, the people in the village first." Considering further, he adds, "Then best to focus on the swamp, and lastly the desert."

As he follows the others through the gate to the village, Billy grips his Staff of Final Rest to face the demons.


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

"Oh loosen up Baines. This costs 25 Gold to do every attempt and I have to entertain people for 4 hours. That's quite exhausting. I have better things to do with my time, especially when you all are so good at your jobs." Sigourney says between bites of delicious food.

The following morning, Sigourney watches the sky. As the sky darkens, so does Sigourney's mood. She sees what are clearly demons invade the realm. Reginald hisses in both well-founded fear and unfounded aggression. Seeing him like this, Sigourney decides to keep him out of her sleeve...for now. The frost-covered lizard in the Hexing Jar pounds at the glass, as if trying to break free and get at the demons.

Sigourney closes the Tome of Scintillating Sleet she was reading with finality, puts it away and draws a chunk of cold iron.

"Look alive, everyone. We've got demons to kill." She gestures with her staff towards the portals and then to the demons attacking the village. "Let's go to the village and be heroes."

Relevant music:
https://youtu.be/J2_o5T7msD0


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Watching Pine flying around trying to find a hiding place for The Rakshasa, Slick smiles. "I wouldn't worry too much about losing a card, Pinebrush. They radiate a very strong magical field and wouldn't stay long hidden regardless of where you stashed them. If you're that worried about it, I'll be more than happy to hold onto any loose cards that no one is using. They'll be safe with me." He taps his metal breastplate to indicate how secure such a card would be on his person.

Looking over the ramparts as the sun rises, he sees the horde of flying demon wolves descending on the town. The doors in Harrowheart showed that two of the missing Harrow cards were now in the swamp and desert; he assumed that they were in possession of the leaders of the attack. He was sorely tempted to leave the town to its own defense while they went after those cards, but Billy brings him back to his senses. "Yes. I suppose we should protect the town first, even if its residents are mere simulacra. But let's not waste any time in destroying those demons; I fear we have greater battles ahead of us in the swamp and desert."

Freeing his shinning greatsword from its baldric, he gives Captain Cirillo a salute as he leaves the defense of Harrowheart in her hands, then heads down to the town with the others.

How much time will it take to get to the village? How much time before the demons arrive? Will we get a round or two of buffing in before initiative is rolled?


There is no real opportunity for pre-buffing here, you need to get to town as quickly as possible. The town itself is a couple of minutes away down the hill but it isnt clear at what point you will end up in a battle. There are hundreds of them attacking the whole area. Most dont look like they cold stand against any of you. I assume you move to protect the town to move us on.

The group rushes out of the castle and down the hill towards the village. You fight your way through town, cutting down swathes of lesser demons as you do so. For their part they seem to be more interested in ripping apart the buildings and fighting over the villagers. Several hapless locals have been dragged screaming into the sky and then torn apart, their blood and entrails liberally scattered across the town!

Bursting into the town square you find yourself surrounded. Quickly a large group of demons gathers together into a mass of enemies, seemingly possessed of a more powerful controlling mind perhaps. Co-ordinated in this way they pose a much more significant threat!

Initiative
Slick : 1d20 + 23 ⇒ (19) + 23 = 42, +2 if hearing
Slick Battle Cry: 1d20 + 26 ⇒ (16) + 26 = 42, nothing in range
Billy : 1d20 + 24 ⇒ (1) + 24 = 25, +2 item visual, +2 circ scout
Pinebrush: 1d20 + 27 ⇒ (3) + 27 = 30, stealth with +2 item, Perception +23, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 23 ⇒ (4) + 23 = 27, +2 circ scout

Combat Status:
Round 1

Buffs
+2 to saves version poison, disease and fear [4 hours]

Turn Order

Slick
-----------------------------------
Demonic Throng
-----------------------------------
Pine
Sigourney
Billy

Billy
Slick
Pinebrush
Sigourney

Bold to act.

Combat status

Slick 238/218
Billy 180/160, tailwind, see invisibile
Pinebrush 194/174
Sigourney 168/148
Reginald 118/98

Demonic Throng, 30 damage, 40' in the air


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Since we're facing fiends, I'd like to point out that Slick's Warding Tattoo (Fiend) gives him resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated. Pretty sure there won't be any spells cast, but the horde might have a magical attack up its collective sleeves.

Warding Tattoo (Fiend):
Warding Tattoo (Fiend) - Tattoo (right forearm) (Invested)
You gain resistance 2 to spells cast by fiends and magical attacks by fiends, which increases to 5 when the tattoo is activated.
Activate (↺) envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

With no time to spare, Slick leads his friends in the charge down the hill and into town. Along the way, he smashes away smaller demons as if swatting at pesky flies. He cringes as the unfortunate townsfolk get carried away and torn apart; fabricated from thin air they may be, but no innocent deserves to suffer through that. He hopes that the Harrow Court can reconstitute them once the battle is over.

As they arrive at the center of town, he spots the large mass of demons approaching. He points them out. "Over there! Blast away!" Not wanting to get out of range of his friends' friendly spells, nor in the way of their unfriendly ones, he decides to let the horde come to him. With a "defend,", the space around him shimmers for a moment as a magical shield surrounds him. He then mentally reaches for the Phantasmal Doorknob hanging from his sword's pommel and activates its powers.

Action 1 (◆): Cast a Spell: Shield [L7] - AC 37 (Hardness 20)

Action 2 & 3 (◆◆): Activate an Item: Phantasmal Doorknob (Greater) - Cast a Spell: Vision of Death on Demonic Throng

Vision of Death Damage: 8d6 ⇒ (2, 1, 6, 5, 5, 2, 6, 6) = 33 mental damage vs DC 30 Will save

Vision of Death Result Based on Will Save:

Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1.
Failure The target takes full damage and is frightened 2.
Critical Failure The target takes double damage, is frightened 4, and is fleeing for as long as it's frightened.

Available Reactions:

Reactive Strike (↺)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

- Action: Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (17) + 26 + 2 + 1 = 46
Greatsword Damage: 3d12 + 9 + 1 ⇒ (9, 11, 1) + 9 + 1 = 31 slashing damage

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

Protector's Sacrifice (↺)
Trigger An ally within 30 feet takes damage
Reduce the damage the ally would take by 21. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.

Warding Tattoo (Fiend) (↺) (1/day)
Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically
Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

The Paladin (↺) (1/day)
Trigger You fail or critically fail a saving throw
Adjust the result of your saving throw up by one degree of success.

Talisman: Snapleaf (↺)
Trigger You begin to fall.
This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.

Skeptic's Defense (↺) (1/day)
Trigger You are targeted by or are in the area of a mental spell or effect.
You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

Blessed Denial (↺)
Trigger An ally within 30 feet would become Frightened, Drained, Enfeebled, Sickened, or Stupefied.
You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.

Shield Block (↺) (extra reaction from The Paladin)
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.


The mass of demons shrieks and howls and shrugs off most of the effects of the magic.

They swoop forward, shrieking and howling as they rush forward. Pine and Sigourney are both rather perturbed by the rush. Reginald goes white and starts shivering.

The demons then tear, claw and snap at the group! It then becomes apparent that the demons are surrounded by a swirling mass of hideous spores which start burrowing into your skin!

The demonic throng is now 5' above you, within regular melee reach. They did not provoke moving in. At the start of your turn each of you takes the listed poison damage (already applied) and needs to make a DC34 fortitude save If you fail you start taking 2d8 persistent piercing damage. Please roll your own persistent damage and recovery checks. This is a disease and poison effect so the heroes' feast bonus applies.

Rolls:

Throng Will save: 1d20 ⇒ 6

Will Saves
Slick : 1d20 + 21 ⇒ (20) + 21 = 41, Bravery, Crit
Billy : 1d20 + 26 ⇒ (18) + 26 = 44, Resolve, Crit
Pinebrush: 1d20 + 21 ⇒ (18) + 21 = 39, Pass, frightened 1
Sigourney: 1d20 + 22 ⇒ (14) + 22 = 36, Pass, frightened 1
Reginald : 1d20 + 22 ⇒ (6) + 22 = 28, Fail, frightened 2

Reflex Saves
Slick : 1d20 + 21 ⇒ (6) + 21 = 27, Bulwark +2, fail
Billy : 1d20 + 23 ⇒ (13) + 23 = 36, pass
Pinebrush: 1d20 + 29 - 1 ⇒ (11) + 29 - 1 = 39, Improved Evasion, pass
Sigourney: 1d20 + 23 - 1 ⇒ (10) + 23 - 1 = 32, fail
Reginald : 1d20 + 22 - 2 ⇒ (17) + 22 - 2 = 37, pass, no damage

Damage: 2d12 + 14 ⇒ (3, 12) + 14 = 29 slashing +1d6 ⇒ 2 spirit[/dice]

Start of turn poison damage: 4d8 ⇒ (7, 7, 3, 6) = 23

Combat Status:
Round 1

Buffs
+2 status bonus to saves version poison, disease and fear [4 hours]

Turn Order

Slick
-----------------------------------
Demonic Throng
-----------------------------------
Pine
Sigourney
Billy

Bold to act.

Combat status

Slick 187/218
Billy 142/160, tailwind, see invisibile
Pinebrush 171/174, frightened 1
Sigourney 114/148, frighteend 1
Reginald 95/98, frightened 2

Demonic Throng, 46 damage, 5' in the air


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Fortitude + HF, DC 34: 1d20 + 22 + 2 ⇒ (13) + 22 + 2 = 37

Gripping his staff, Billy shrugs off the worst of the poisonous spores and sings to inspire the troops.
"Demons attacking our city!
The scene: it is not very pretty.
.....They're flying around.
.....Let's take them all down.
Their attitude: really is shi... a pity!"

Lingering Performance +VirtPerf +Mask +Music, DC 32: 1d20 + 24 + 2 + 2 + 1 ⇒ (1) + 24 + 2 + 2 + 1 = 30
The failure triggers a Greater Persona Mask reroll...
Lingering Performance +VirtPerf +Mask +Music, DC 32: 1d20 + 24 + 2 + 2 + 1 ⇒ (16) + 24 + 2 + 2 + 1 = 45
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point

As always, he sings to provide the group with Haste (7th rank).
"Some demons causing trouble. Maybe they're controlled?
Let's move it! On the double! I'm Billy -- quick and bold."

All allies (including Reginald) are hasted for 1 minute.

◇ Ling Comp, ◆ CA, ◆◆ Group Haste


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Fort Save v DC 34, Frightened 1, Heroes' Feast: 1d20 + 22 + 2 - 1 ⇒ (14) + 22 + 2 - 1 = 37

Sigourney is caught off guard by the assault and before she has time to cast a spell, gets hit by a swarm of howling, snapping demons. This wasn't how she hoped the encounter would go. Mentally searching through her options, she finds most of them to run the risk of hitting her allies. She decides to follow her initial plan anyways and entrap the horde within a Field of Razors.

"I'm not trapped here with you, you're trapped here with me! Metal Sign - Field of Razors!" She cries out as she crushes the Cold Iron chunk into bits and sends the storm of sharp Cold Iron Chunks into the horde, 30 feet above the party but catching the horde in the burst (assuming the horse is at least 10 feet tall, otherwise make that 25 feet over the party).

Each time they move, the throng takes 5 slashing Cold Iron area damage with no save. Sigourney will use a reaction to expand the burst by 5 feet if the throng takes slashing, piercing, or persistent bleed damage.

Sigourney then runs for her life to get some distance from the throng.

◆◆◆ Field of Razors 25-30 feet up, ◆ Stride

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.

Hidebound. A creature within 60 feet is hit with a Strike that deals physical damage.

Wooden Double. Trigger: You're critically hit by a damage-dealing effect or Strike. A wooden double appears out of nowhere and takes the blow in your place. Take a Step action. A wooden block of your size and roughly shaped like you appears in the space you left and absorbs the hit. This block has Hardness 5 and 20 Hit Points. If the wooden block is destroyed, you take any excess damage that the block didn't absorb. After taking the blow, the wooden block collapses into a pile of splinters and dust.

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.

[/ooc]


Male Familiar of Freezing Rime 15 | HP 105/105| AC 36 | F+25, R+26, W+25| 25 feet speed Perc +20, Low-light vision, Imprecise Wavesense, 30 feet Cond: Frightened 1, Off-guard, Light, Water Breathing

Fort Save: 1d20 + 22 + 2 - 2 ⇒ (3) + 22 + 2 - 2 = 25

Reginald hisses in pain as he feels the spores dig into him, drawing blood. He clings onto Sigourney for dear life as they run away. He uses his hasted action to move behind a wall.

◇ Cling, ◆ Stride

Persistent Damage: 2d8 ⇒ (2, 4) = 6

Reginald yelps in pain as the thorns dig into him...

Flat check: 1d20 ⇒ 20

In response, his body's naturally cold temperatures drop drastically, killing off the plants on his body.

Recovered from persistent damage but still Frightened 1.


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

Fortitude: 1d20 + 23 + 2 - 1 ⇒ (6) + 23 + 2 - 1 = 30
◇ Chaotic Destiny Harrow (6=Crowns): 1d6 ⇒ 2 Fort Reroll: 1d20 + 23 + 2 - 1 ⇒ (3) + 23 + 2 - 1 = 27 Still failure.

"Eep!"

Pine disappears.
Logically, it might not be a very effective defense here, but... well.

Something stabs at the demons. Pinebrush wouldn't know what. He's not here.

◆◆ Invisible Trickster
◆ Fly into Throng's space
◆ Strike Spicy Toothpick (frightened, ca): 1d20 + 27 + 1 - 1 ⇒ (9) + 27 + 1 - 1 = 36 for piercing: 3d6 + 3 + 1 ⇒ (2, 1, 2) + 3 + 1 = 9, fire: 1d6 ⇒ 6, and precision damage: 3d6 ⇒ (6, 6, 6) = 18
Leave an Opening: If he crits, the Throng provokes from Slick as though it performed a Manipulate action.
◇ Debilitating Strike: If the attack hit, 3d6 persistent bleed.
piercing: 2d8 ⇒ (2, 6) = 8 Persists?: 1d20 ⇒ 9
Frightened ticks down to 0.

↺ Opportune Backstab if an ally hits an enemy within Pine's reach with a melee attack:
Attack: 1d20 + 27 + 1 ⇒ (10) + 27 + 1 = 38 for piercing: 3d6 + 3 + 1 ⇒ (4, 3, 2) + 3 + 1 = 13, fire: 1d6 ⇒ 4, and precision damage: 3d6 ⇒ (5, 2, 4) = 11. On a crit add 1d10 persistent fire and deadly damage: 2d8 ⇒ (8, 2) = 10.
If the enemy is five feet away, use whip and replace piercing damage with nonlethal slashing: 3d4 ⇒ (1, 3, 1) = 5, disregard deadly.
If hit, Debilitating Strike adds 3d6 persistent bleed.
If crit, Leave an Opening makes enemy provoke Slick's RS, if applicable.


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

REACTIONS:

Slick glances towards Pine and sees the fear in his eyes as the demons descend on them. He calls over to the sprite to boost his spirits. "Don't worry about these guys, Pinebrush. They look a lot scarier than they are. We'll finish them off in no time."

Reaction (↺): Blessed Denial - Reduces Pine's Frightened condition by 1. This will take place before the start of Pine's turn

When the horde starts tearing at them, Slick puts up his magical shield, which takes the brunt of the attack before collapsing and letting the demons through.

Reaction (↺): Shield Block (extra reaction from The Paladin)

Slick takes 20 fewer hit point of damage from the initial attack. Now at 207/218 HP.

START OF TURN:

Slick doesn't know what evil abyssal spores the horde is carrying around with it, but he's definitely not a fan. In an effort to stop the itching and burning sensation, he tries to scrape the spores off and ...

Fortitude Save vs DC 34 with Heroes' Feast: 1d20 + 26 + 2 ⇒ (14) + 26 + 2 = 42

Success -> Crit (Battle Hardened)

...and succeeds admirably; the spores fly off him, hopefully never to return.

No persistent piercing damage

With Billy's spell of quickening accelerating all his movements, Slick gets to work on the mass of demons attacking them.

Actions 1 & 2 (◆◆): Vicious Swing (◆◆) with Furious Focus - One Strike, but with 2 extra dice of damage
- Action: Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem vs Demonic Throng.

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (16) + 26 + 2 + 1 = 45
Greatsword Damage: 3d12 + 2d12 + 9 + 1 ⇒ (3, 3, 4) + (10, 1) + 9 + 1 = 31 slashing damage

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

Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem, Haste and MAP1 vs Demonic Throng.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 5 ⇒ (5) + 26 + 2 + 1 - 5 = 29
Greatsword Damage: 3d12 + 9 + 1 ⇒ (5, 11, 6) + 9 + 1 = 32 slashing damage

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

I'm assuming that was a miss and that Exacting Strike means the next Strike is at the same MAP. If that Exacting Strike was actually a hit, then the following Strike is at MAP -10.

Action 4 (◆): Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem, Haste and MAP1 vs Demonic Throng.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 5 ⇒ (18) + 26 + 2 + 1 - 5 = 42
Greatsword Damage: 3d12 + 9 + 1 ⇒ (11, 4, 10) + 9 + 1 = 35 slashing damage

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

Available Reactions:

Reactive Strike (↺)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

- Action: Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (10) + 26 + 2 + 1 = 39
Greatsword Damage: 3d12 + 9 + 1 ⇒ (7, 11, 6) + 9 + 1 = 34 slashing damage

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

Protector's Sacrifice (↺)
Trigger An ally within 30 feet takes damage
Reduce the damage the ally would take by 21. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.

Warding Tattoo (Fiend) (↺) (1/day)
Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically
Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

The Paladin (↺) (1/day)
Trigger You fail or critically fail a saving throw
Adjust the result of your saving throw up by one degree of success.

Talisman: Snapleaf (↺)
Trigger You begin to fall.
This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.

Skeptic's Defense (↺) (1/day)
Trigger You are targeted by or are in the area of a mental spell or effect.
You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

Blessed Denial (↺)
Trigger An ally within 30 feet would become Frightened, Drained, Enfeebled, Sickened, or Stupefied.
You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.


One small correction from last turn, Billy failed the reflex save and took 36 damage. I doubt it would change anyones turn. Apologies for the oversight.

Billy inspires his companions and speeds them up!

Sigourney conjures a mass of deadly, cold iron razors and then wisely gets out of there. Reginald is briefly discommoded by some unpleasant poisonous vines.

Pine vanishes and flies up into the midst of the demons however, even invisible he fails to connect. Poisonous vines begin to eat into him.

Slick easily shrugs off the poison and lands two solid blows on the mass of enemies but Pines opening fails to land.

66 damage, I am dubious that a single target bleed would really affect a troop where you are fighting dozens of enemies but I will let it ride. Just as a note, single target non damaging effects do not work.

The demons begin to cackle and cavort, spinning around and generating a powerful charge of energy surrounding them. All of your hair begins to stand on end! It then explodes with electrical energy, shattering the surrounding area! Then, having failed to fly it drops down to the ground.

This is a three action activity. It does not provoke. It hits Billy, Pine and Slick. Sigourney and Reginald are just outside of the area. Then, having failed to fly at the end of their turn they drop 5' to the ground. They take no damage and so dont fall prone. Its effectively forced movement so doesnt provoke and as they are leaving the Field of Razors they will take no damage I am afraid.

Rolls:

Reflex Saves
Slick : 1d20 + 21 ⇒ (20) + 21 = 41, Bulwark +2
Billy : 1d20 + 23 ⇒ (20) + 23 = 43
Pinebrush: 1d20 + 29 ⇒ (12) + 29 = 41, Improved Evasion

Well, that's deeply disappointing, three crit passes.

Bleed: 1d6 ⇒ 2
Recovery: 1d20 ⇒ 10

Combat Status:
Round 1

Buffs
+2 status bonus to saves version poison, disease and fear [4 hours]
Inspire 1/4
Haste 1/10

Turn Order

Slick
-----------------------------------
Demonic Throng
-----------------------------------
Pine
Sigourney
Billy

Bold to act.

Combat status

Slick 207/218
Billy 106/160, tailwind, see invisibile
Pinebrush 163/174, 2d8 persistent
Sigourney 114/148
Reginald 89/98, frightened 1

Demonic Throng, 114 damage, 1d6 bleed


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Rules clarification for Field of Razors:
As stated in the discord, the field of razors was created at height level with the demons (so 5 feet up in the air). Wouldn't a 20 foot burst extend down 5 feet to also include the ground where the demons are currently? Even if that were not the case, at least a 5 foot square of razors would touch the demons when I casted the spell, otherwise I would completely miss and that would be illogical. Field of Razors says that when the enemy traverses through the field, they take 1 instance of slashing damage. Wouldn't falling be considered traversing through the square and grant at least one instance of 5 slashing cold iron area damage?

Sigourney shakes her head with annoyance as the metal wires seemingly do nothing but exhales a sigh of relief as the demons charge of electricity seemingly does nothing. Lots of nothing going around these days. She'll see if Reginald has any better luck doing something.

"Reginald, now! Show them your new trick!" She Commands the rat.

Gathering a bunch of magical acid in her hand, she tosses it at the centre of the horde, narrowly missing Slick and Pine.

7th rank Caustic Blast, DC 33 Reflex Save, Courageous Anthem: 4d8 + 1 ⇒ (5, 5, 8, 7) + 1 = 26 acid damage in 5 foot burst. On crit fail, take 4 persistent acid damage.

With her hasted action, she Strides towards her familiar.

◆ Command Reginald, ◆◆ Caustic Blast, ◆ Stride 5 feet

Edit after seeing Billy's post: Changed all step actions to Stride per haste rules. Also, if you need new tattoos, Sigourney would be happy to help you replace your old tattoos for a new one. See my profile for a list of all the tattoos I know. With the remaster crafting rules, if I know a formula for a lower level tattoo I also have the formula for the higher level version of that tattoo. This mainly applies for eye slash so I can give you the higher level versions of the tattoo.


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Billy also has the Fiend Warding Tattoo that provides him Resist 2 for any spell/magical attack from fiends.
I realize it's quite ridiculous at this level to have Resist 2. It's the first thing to be un-invested when I find something better!

Billy is way too close to the action, not at all in his comfort zone. He moves to a strategic position ... quickly. From there, he sings,
"A swarm ... or is it a throng? These demons invading my space.
I must be moving along. My magic all up in your face."

Shadow Blast (Force Damage) +Dangerous Sorcery: 6d8 + 5 ⇒ (7, 7, 2, 3, 6, 7) + 5 = 37
Billy casts Shadow Blast. Range: 120'. Area: 15' burst centered to the north, to hit the throng and miss the party.
Basic Will/Reflex (target choice): DC 33

The bard then brings up a magical force field. (Cast Shield.)

◆ Stride (hasted action), ◆◆ Shadow Blast, ◆ Shield


Male Familiar of Freezing Rime 15 | HP 105/105| AC 36 | F+25, R+26, W+25| 25 feet speed Perc +20, Low-light vision, Imprecise Wavesense, 30 feet Cond: Frightened 1, Off-guard, Light, Water Breathing

Upon hearing the Command, Reginald squeaks his acknowledgement. He hastily Strides towards the the throng, hesitantly leaving the safety of the wall so he gets line of sight on the throng. He then performs his special technique - a Stitching Strike. He quickly unravels into long, magical fibers that fly at the demonic throng, wrapping them all up and cutting into them! After he has done his work, he reforms back into his original space, leaving the demons hopefully wrapped up.

Stitching Strike, Reflex Save against Sigourney's Spell DC, Courageous Anthem: 12d6 + 1 ⇒ (3, 6, 4, 6, 6, 2, 4, 3, 6, 5, 4, 1) + 1 = 51

On failure, the target is also immobilized for 1 round or until it Escapes against Sigourney's spell DC.

Unfortunately, again I need some rules clarification. Clarification 1, Sigourney's spell DC, not being frightened at this time, is DC 33. But Reginald is performing the activity and he's frightened 1. Does that mean the DC would be lowered by 1 to DC 32? But then it wouldn't be following Sigourney's Spell DC, it would follow Reginald's spell DC and he doesn't technically have one as a familiar.
Clarification 2, as string-Reginald is flying at the throng to make this move, does he have to make a fortitude save? Just in case he does, here's a fort save.

Emergency Fort save:
DC 34 Fortitude save, heroes' feast, frightened 1: 1d20 + 22 + 2 - 1 ⇒ (11) + 22 + 2 - 1 = 34

Reginald finally calms down from the fright of being so close to combat.

◆ Stride 5 feet, ◆◆ Stitching Strike


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

Oh hey. Turns out they're completely harmless. That's something, at least. Other than these little.. vine.. bites.. things.

Good defenses, though. Pine drops down with a spin, jabbing with his rapier and slicing with his shortsword as he tests their defenses (and probes any weak points).

Neat! Spinning threw them off.

◆ Fly back down into Throng's space
◆ Battle Assessment. Secret Perception +24 against their Deception or Stealth DC.
◆ Strike Spicy Toothpick (ca): 1d20 + 27 + 1 ⇒ (11) + 27 + 1 = 39 for piercing: 3d6 + 3 + 1 ⇒ (4, 2, 2) + 3 + 1 = 12, fire: 1d6 ⇒ 3, and precision damage: 3d6 ⇒ (6, 1, 6) = 13. On crit, add 1d10 persistent fire, deadly damage: 2d8 ⇒ (6, 4) = 10, and the Throng provokes from Slick as though it performed a Manipulate action.
Persistent damage (whoops, did this totally out of order. But I don't want to move the dice around now that I've seen them, so I'll leave that there) piercing: 2d8 ⇒ (5, 4) = 9 Persists?: 1d20 ⇒ 16
◇ Debilitating Strike: If the attack hits... I'm not sure any of my options are useful against the Troop. Enfeebled 1, but I suspect they'll be immune.
◆ Strike Shortsword: 1d20 + 27 + 1 - 4 ⇒ (17) + 27 + 1 - 4 = 41 for slashing: 3d6 + 3 + 1 ⇒ (6, 4, 3) + 3 + 1 = 17, fire: 1d6 ⇒ 5, and precision damage: 3d6 ⇒ (3, 3, 6) = 12. On crit, add 1d10 persistent fire and the Throng provokes from Slick as though it performed a manipulate action.
◇ Debilitating Strike: Enfeebled 1.

↺ Opportune Backstab if an ally hits an enemy within Pine's reach with a melee attack::

Attack: 1d20 + 27 + 1 ⇒ (1) + 27 + 1 = 29 for piercing: 3d6 + 3 + 1 ⇒ (1, 4, 5) + 3 + 1 = 14, fire: 1d6 ⇒ 5, and precision damage: 3d6 ⇒ (1, 4, 1) = 6 On a crit add 1d10 persistent fire and deadly damage: 2d8 ⇒ (6, 3) = 9
If the enemy is five feet away, use whip and replace piercing damage with nonlethal slashing: 3d4 ⇒ (3, 3, 2) = 8 and disregard deadly.
If hit, Debilitating Strike adds Enfeebled 1
If crit, Leave an Opening makes enemy provoke Slick's RS, if applicable.


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

With his armor grounding all the demons' electrical attack, followed by the demons themselves being grounded around him, Slick continues his relentless attacks on the throng. Slashing left and right, he hacks down any demon stupid enough to get within reach of his greatsword.

Assuming any demons are left standing after Sig, Billy, Reg and Pine's devastating attacks, hopefully a copy-paste of Slick's last post will take care of any stragglers.

Actions 1 & 2 (◆◆): Vicious Swing (◆◆) with Furious Focus - One Strike, but with 2 extra dice of damage
- Action: Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem vs Demonic Throng.

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (17) + 26 + 2 + 1 = 46
Greatsword Damage: 3d12 + 2d12 + 9 + 1 ⇒ (7, 2, 10) + (3, 4) + 9 + 1 = 36 slashing damage
Wounding Damage: 1d6 persistent bleed damage.

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

Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem, Haste and MAP1 vs Demonic Throng.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 5 ⇒ (17) + 26 + 2 + 1 - 5 = 41
Greatsword Damage: 3d12 + 9 + 1 ⇒ (7, 3, 8) + 9 + 1 = 28 slashing damage
Wounding Damage: 1d6 persistent bleed damage.

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

That was probably a hit, so Exacting Strike does not come into play and the next attack is at MAP -10.

Action 4 (◆): Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem, Haste and MAP2 vs Demonic Throng.

Greatsword Attack: 1d20 + 26 + 2 + 1 - 10 ⇒ (18) + 26 + 2 + 1 - 10 = 37
Greatsword Damage: 3d12 + 9 + 1 ⇒ (4, 4, 7) + 9 + 1 = 25 slashing damage
Wounding Damage: 1d6 persistent bleed damage.

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

Available Reactions:

Reactive Strike (↺)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

- Action: Strike (+2 Greater Striking Grievous Wounding Greatsword) with Courageous Anthem

Greatsword Attack: 1d20 + 26 + 2 + 1 ⇒ (4) + 26 + 2 + 1 = 33
Greatsword Damage: 3d12 + 9 + 1 ⇒ (8, 4, 8) + 9 + 1 = 30 slashing damage
Wounding Damage: 1d6 persistent bleed damage.

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

Protector's Sacrifice (↺)
Trigger An ally within 30 feet takes damage
Reduce the damage the ally would take by 21. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.

Warding Tattoo (Fiend) (↺) (1/day)
Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically
Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

The Paladin (↺) (1/day)
Trigger You fail or critically fail a saving throw
Adjust the result of your saving throw up by one degree of success.

Talisman: Snapleaf (↺)
Trigger You begin to fall.
This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.

Skeptic's Defense (↺) (1/day)
Trigger You are targeted by or are in the area of a mental spell or effect.
You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

Blessed Denial (↺)
Trigger An ally within 30 feet would become Frightened, Drained, Enfeebled, Sickened, or Stupefied.
You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.


Between them Sigourney and Reginald blast away at the demons. Several melt in the acid and a number are pulled down by Reginald and throttled. The troop shrinks!

33 damage from the acid and 25 from Reginald. Reginald being frightened doesnt affect the DC. He only makes fortitude sves if he starts his turn adjacent or within.

Pine flies down and jabs at them and then Slick wades in, scattering the horde and forcing them to disperse.

COMBAT OVER

Pine, Billy and Slick all took the additional start of turn damage. The tattoo doesnt help against this. I am going to ignore the persistent poison. As a reminder, you get one free 10minute breather to heal and prepare. If you take longer then Harrowheart will suffer damage. Let me know what you want to do.

Rolls:

Start of turn damage: 4d8 ⇒ (1, 8, 3, 3) = 15

Fort saves versus persistent
Slick : 1d20 + 26 ⇒ (16) + 26 = 42, Juggernaut, crit pass
Billy : 1d20 + 22 ⇒ (10) + 22 = 32, fail
Pinebrush: 1d20 + 23 ⇒ (7) + 23 = 30, fail

Reflex vs Sig: 1d20 ⇒ 9, pass

Reflex vs Reg: 1d20 ⇒ 11, pass

Reflex, shadow blast: 1d20 ⇒ 3, fail

Combat status

Slick 192/218
Billy 111/160, tailwind, see invisibile
Pinebrush 148/173
Sigourney 114/148
Reginald 89/98


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

"Ick, ick, ick!" Pinebrush shudders, though only Billy sees it. "That was gross! But it wasn't that tough."

He moves around the others, checking their injuries. "Okay, let me just take a moment..."

It's masterful work on Billy and Sigourney. For himself and Slick, less injured, he takes a less risky approach--but preoccupied with the more injured patients, still manages to cut a little deeper than necessary. It's still a help!

Treat Wounds w/Ward Medic:
Billy has enough damage that I probably won't get him to 100%, but Master Risky Surgery looks like my best bet. DC 30, +2 bonus and success becomes critical success, 1d8 damage inflicted, 1d8 additional damage inflicted on a critical failure, no additional effect on a failure, and 4d8+30 healed on a critical success.
Medicine: 1d20 + 23 + 2 ⇒ (9) + 23 + 2 = 34 Risky damage: 1d8 ⇒ 1 Healing: 4d8 + 30 ⇒ (8, 8, 2, 2) + 30 = 50. Total of 49 damage healed!

Sigourney... Expert wouldn't fully heal her, but Master has a failure chance... I'll go with Master Risky Surgery again.
Medicine: 1d20 + 23 + 2 ⇒ (12) + 23 + 2 = 37 Risky damage: 1d8 ⇒ 2 Healing: 4d8 + 30 ⇒ (8, 4, 7, 3) + 30 = 52 Total of 50 damage healed.

Slick... an Expert crit will almost fully heal him, and I have a 0% failure chance with Risky Surgery. Let's go with that. DC 20, 2d8+10 on a success or 4d8+10 on a crit.
Medicine: 1d20 + 23 + 2 ⇒ (9) + 23 + 2 = 34 Risky damage: 1d8 ⇒ 8 Healing: 4d8 + 10 ⇒ (2, 5, 4, 8) + 10 = 29
Total of 21 damage healed. Wrong choice there, since I would have crit anyway and rolled so high on damage.

Self. Also Expert Risky Surgery.
Medicine: 1d20 + 23 + 2 ⇒ (18) + 23 + 2 = 43 Risky damage: 1d8 ⇒ 7 Healing: 4d8 + 10 ⇒ (4, 1, 7, 5) + 10 = 27
20 damage healed. Wrong choice again, but probably good enough.


Summary: Billy +49 HP, Sigourney +50 HP, Slick +21 HP, Pine +20 HP.


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

As the throng disperses, Billy pulls out a mirror and checks his hair. Liking what he sees, the halfling looks around and asks Slick, "What? No harrow card?" He shrugs.

While Pinebrush tends to the group, the bard strums his lute praying to Desna to refocus. "Excellent work, Pine! Thanks! I feel as good as new."
Billy refocuses to regain 1 focus point.

When the group is ready, Billy suggests, "My vision suggested we defend the swamp next." He looks for consensus, grips his Staff tightly, and follows the group.
We saw the swamp and the desert in the two active portals. So we might be going through portals for the next 2 battles ...


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

REACTIONS:

Slick sees the spores coming off the demons again, but knows how to deal with them now and they do not get a hold of him. He sees that Pine is not so lucky, so with a quick thought to Gorum, he vacuums away all the pain and takes it upon himself.

Reaction (↺): Cast a Spell: Protector's Sacrifice [L7] on Pinebrush

Damage to Pinebrush reduced by 15 hit points which is redirected to Slick

START OF TURN:

Slick finishes off the last of the demons with a few well-placed strikes from his greatsword. Seeing that Pine is taking care of healing the rest of the crew, Slick once again imposes on Gorum for some self-healing.

Action: Cast a Spell: Lay on Hands [L7] on Slick

Slick recovers 42 hit points.

As they quickly head back to Harrowheart and through the portal to the swamps, the blood of battle sings in his veins as the spirit of Gorum suffuses him in preparation for the next encounter with the enemy.

Slick recovers his focus point.


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Sigourney looks sadly at the still pristine field of razors and sighs.

"Well that was disappointing. Hey, can one of you walk into the burst so I can say the spell did something?" She says."Please...don't actually do that. She quickly adds.

She takes some time to brush the fur of the still scared Reginald, murmuring a few words (Life Boost) as she does so. Reginald's wounds completely heal up (14x4 = 56 HP healed).

As the group make their way to the swamp (and after having retrieved the cold iron chunk), Sigourney considers the lessons her patron has taught her and feels a surge of energy come back to her. Vengeance...shall be delivered onto these fiends.

Sigourney loses and gains a focus point through Life boost and refocusing respectively.


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

"Where next? I think the fastest way is to return to the castle and take the portal, so distance doesn't really matter."


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

"Well, Slick and Billy seemt to want to go towards the swamp, so swamp it is. The smell and swampwater is going to get into my robes...really wish I had wings right now."


The group quickly head back to the castle. Taking the portal you find yourselves in the midst of the southern swamp. Normally the swamp is a strange, fey, magical place, full of drifting lights, distracting and alluring scents and shy fauns of all kinds. Now it is a stinking morass of abyss tainted waters, hanging clinging vines and mutated creatures.

It is also currently playing host to a strange ritual. Two demonic entities stand on a small hump of ground while surrounding them are large numbers of shrieking, dancing, whirling cultists armed with greataxes!

Battle is quickly joined.

There is quite a lot of terrain effects in this one. The brown coloured paths are regular terrain. The green areas are swamp and difficult terrain. The shrubs like areas are bogs and count as greater difficult terrain. The large tree ahead of you blocks movement entirely unless you climb it (DC20 Athletics, it is 10' high). It provides cover although you can see through it.

Initiative
Slick : 1d20 + 23 ⇒ (7) + 23 = 30, +2 if hearing
Billy : 1d20 + 24 ⇒ (10) + 24 = 34, +2 item visual, +2 circ scout
Pinebrush: 1d20 + 23 ⇒ (8) + 23 = 31, +1 item if visual, +2 circ scout
Sigourney: 1d20 + 23 ⇒ (3) + 23 = 26, +2 circ scout

The cultists to the south, seeing the group approaching and risking disrupting their ritual preparations, unleash hellfire on the group, engulfing you all in a massive ball of flames. They then advance up behind the tree.

The Prophetess takes to the air. I see we have company, never mind, it wont take long to dispose of you. Unless of course you would prefer to surrender. No? Oh well. Wit that she flies forward and upwards and casts a spell at Pine!

Pausing here to see if pine wants to reroll

Rolls:

Slick : 1d20 + 21 ⇒ (7) + 21 = 28, Bulwark +2, pass, 17
Billy : 1d20 + 23 ⇒ (2) + 23 = 25, fail, 35
Pinebrush: 1d20 + 29 ⇒ (4) + 29 = 33, Improved Evasion, crit pass, none
Sigourney: 1d20 + 23 ⇒ (8) + 23 = 31, pass, 17
Reginald : 1d20 + 22 ⇒ (18) + 22 = 40, pass, none

Damage: 10d6 ⇒ (5, 6, 4, 6, 3, 5, 2, 2, 1, 1) = 35
I have applied the full damage, if anyone has resist let me know and I will amend

Pine will save: 1d20 ⇒ 14, fail

I assume Sigourney takes her free action to try and recognise spell

Religion: 1d20 + 21 ⇒ (2) + 21 = 23. fail

Combat Status:
Round

Buffs

+2 saves against poison, disease and fear

Turn Order

Red Cultists
Prophetess
-------------------------------
Billy
-------------------------------
Vorvok
Blue Cultists
-------------------------------
Slick
Pinebrush
Sigourney

Bold to act.

Combat status

Slick 201/218
Billy 125/160, tailwind, see invisibile
Pinebrush 173/173
Sigourney 131/148
Reginald 98/98

Prophetess, 20' in the air


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

If I failed on a 14, maybe I shouldn't... but I do have a critical Harrow reroll for Will, so Critical Stars Reroll: 1d20 + 21 + 4 ⇒ (8) + 21 + 4 = 33. Yeah, that's worse even with the bonus.
If the landscape is warped, it sounds like the difficult terrain might be a magical effect? Pine can ignore non-magical difficult terrain.


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Shocked at the demonic ritual taking place in the normally peaceful and magical swamp, Billy sings out inspiration.

"The swamp full of magic and fey.
I come here to sing and to play.
.....But now there are demons.
.....And cultists: they're mean ones.
For Harrowheart! Let's save the day!!!"

Lingering Performance +VirtPerf +Mask +Music, DC 32: 1d20 + 24 + 2 + 2 + 1 ⇒ (19) + 24 + 2 + 2 + 1 = 48
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.

He follows up his bardsong with a speedsong.
"This ugly swamp invasion -- we cannot let it last.
We must kill each mutation. And do it really fast."

Cast Haste (7th rank) for the entire party.

◇ Ling Comp, ◆ CA, ◆◆ Haste


Billy does what Billy does!

The second group of cultists shriek and wail and unleash another fireball at the group. This time they seem to avoid targeting Pine. They then advance a little further.

Rolls:

Reflex Saves
Slick : 1d20 + 21 ⇒ (6) + 21 = 27, Bulwark +2,pass, 2 damage
Billy : 1d20 + 23 ⇒ (8) + 23 = 31, pass 14 damage
Sigourney: 1d20 + 23 ⇒ (10) + 23 = 33, pass, 16 damage
Reginald : 1d20 + 22 ⇒ (9) + 22 = 31, pass, no damage

Damage: 10d6 ⇒ (5, 1, 3, 5, 3, 3, 3, 2, 3, 5) = 33 fire

Combat Status:
Round

Buffs

+2 saves against poison, disease and fear
Inspire 1/4
Haste 1/10

Turn Order

Red Cultists
Prophetess
-------------------------------
Billy
-------------------------------
Blue Cultists
Vorvok [delay]
-------------------------------
Slick
-------------------------------
Pinebrush
Sigourney

Bold to act.

Combat status

Slick 213/218
Billy 111/160, tailwind, see invisibile
Pinebrush 173/173
Sigourney 115/148
Reginald 98/98

Prophetess, 20' in the air


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Slick is caught off-guard by how suddenly they come upon the fiends in the swamp and is a little slow to react. In the meantime, two fireballs blow up around them which barely singe his hair due to the protection afforded by his armor and The Brass Dwarf in his pocket. He also watches as the fiendish Prophetess casts a spell on Pine without any tangible effect and how the second fireball somehow managed to avoid the sprite completely. "I have a bad feeling about this."

With Billy's sweet music in his ears and extra pep in his step, Slick is eager to close with the enemy. But, he also knows that Sigourney is lining up a big bang of a spell, so he decides to wait on her before doing anything.

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

I'll leave the field clear for Sigourney to do what she wants (and for Pine to do what he wants :)


Pine swoops down to Billy, probably to thank him for the Haste spell. He then stabs him repeatedly!

The toad like demon casts a spell. He vanishes, appearing behind Billy. It is very smelly.

Pausing here to see if Pine wants to reroll his fortitude save as he crit failed

Rolls:

1d3 ⇒ 1

Pine stab 1: 1d20 ⇒ 19, crit
Pine stab 2: 1d20 ⇒ 10, miss
Pine stab 3: 1d20 ⇒ 16, miss

Damage: 3d6 + 3 + 2d8 ⇒ (6, 2, 5) + 3 + (5, 6) = 27 +1d6 ⇒ 2 fire and 1d10 persistent

Fort Saves
Slick : 1d20 + 26 ⇒ (18) + 26 = 44, Juggernaut, pass
Billy : 1d20 + 22 ⇒ (13) + 22 = 35, pass
Pinebrush: 1d20 + 23 ⇒ (1) + 23 = 24, pass becomes crit, crit fail
Sigourney: 1d20 + 22 ⇒ (8) + 22 = 30, pass
Reginald : 1d20 + 22 ⇒ (17) + 22 = 39, pass

Combat Status:
Round

Buffs

+2 saves against poison, disease and fear
Inspire 1/4
Haste 1/10

Turn Order

Red Cultists
Prophetess
-------------------------------
Billy
-------------------------------
Blue Cultists
-------------------------------
Pinebrush
-------------------------------
Vorvok - mid turn
-------------------------------
Sigourney
Slick

Bold to act.

Combat status

Slick 213/218
Billy 82/160, tailwind, see invisibile, 1d10 fire
Pinebrush 173/173
Sigourney 115/148
Reginald 98/98

Prophetess, 20' in the air


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

Fort reroll: 1d20 + 23 + 4 ⇒ (3) + 23 + 4 = 30


Pine manages to hold down the contents of his stomach!

The demon promptly bites Billy, taking a chunk out of his shoulder!

30 damage

Rolls:

Bite: 1d20 ⇒ 18, hit
Damage: 2d12 + 13 ⇒ (7, 8) + 13 = 28 +1d6 ⇒ 2 spirit

Combat Status:
Round

Buffs

+2 saves against poison, disease and fear
Inspire 1/4
Haste 1/10

Turn Order

Red Cultists
Prophetess
-------------------------------
Billy
-------------------------------
Blue Cultists
-------------------------------
Pinebrush
-------------------------------
Vorvok
-------------------------------
Sigourney
Slick

Bold to act.

Combat status

Slick 213/218
Billy 52/160, tailwind, see invisibile, 1d10 fire
Pinebrush 173/173
Sigourney 115/148
Reginald 98/98

Prophetess, 20' in the air

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