Sigourney Knowledge |
Sorry, forgot to add that my hasted action was to Stride into position.
GMAndrewW |
Pine flies into Blue run and stabs away, hitting with two solid blows.
Crit for 64 and a hit for 29. They are constructs and so dont take spirit damage.
Billy tries to terrify red and green. Both seem mildly perturbed but it is difficult to tell. He then brings a bit of relief to Sigourney.
Slick steps up to Blue and delivers three swift chops. It promptly falls apart.
Sigourney freezes Green and then blasts Green and Red with deadly harmonics!
Red will: 1d20 ⇒ 7, fail
Green will: 1d20 ⇒ 8, fail
Green fort, frostbite: 1d20 ⇒ 11, fail
Green fort: 1d20 ⇒ 2, crit fail
Red fort: 1d20 ⇒ 15, fail
Turn Order
Haste 2/10
Inspire 2/4
Billy
Slick
Sigourney
---------------------------------------------
Red
Green
---------------------------------------------
Pinebrush
Bold to act.
Combat status
Slick 209/233
Billy 129/186, see invisibile
Pinebrush 174/174
Sigourney 133/173
Reginald 105/105
Blue, destroyed
Red, 103 damage
Green, 181 damage, 20' up
GMAndrewW |
Red slithers along and up the cliff face. It pulses and a pale green ray of magical light stabs out at Sigourney. Sigourney recognises it as Disintegrate and promptly wraps herself in mist.
I assumed you would Cloud Dragons Cloak for that
Green slithers along the face of the cliff to get out of the dangerous harmonics and does the same to Billy! Everyone's a critic.
Red spell attack: 1d20 ⇒ 18, hit
Sigourney Recognise Spell: 1d20 + 30 ⇒ (17) + 30 = 47, crit pass
Miss Chance DC11: 1d20 ⇒ 6, Misses
Blue Spell attack : 1d20 + 24 ⇒ (10) + 24 = 34, miss
Turn Order
Haste 2/10
Inspire 2/4
Billy
Slick
Sigourney
---------------------------------------------
Red
Green
---------------------------------------------
Pinebrush
Bold to act.
Combat status
Slick 209/233
Billy 139/186, see invisibile
Pinebrush 174/174
Sigourney 109/173
Reginald 105/105
Blue, destroyed
Red, 103 damage. 20' up
Green, 181 damage, 20' up
Sigourney Knowledge |
Sigourney, knowledgeable of the danger that a Disintegrate could pose to her structural integrity, reflexively throws up a Cloud Dragon's Cloak.
"Ha ha ha! Nice try, but you're no match for a magician like myself!" She laughs mockingly as the distraction causes the black tracer bolt to miss.
She hastily runs towards Slick, waving her arms and tentacle towards him to get his attention.
"Hey, before you get those runes, let me cast this on you first."
She calls out to him before she casts Air Walk on him. "Now go get them!"
With but a thought, she forces the Phantom Orchestra onto the Red Rune in retaliation.
Sonic, DC 36 Fort Save, CA: 8d6 + 1 ⇒ (2, 3, 5, 2, 6, 2, 4, 5) + 1 = 30
◆Stride, ◆◆ Air Walk, ◆ Sustain Phantom Orchestra
Billy Bardy |
While Sigourney was prepared for the enemy's spell, recognized it, and reacted appropriately, Billy was ... the opposite. In his defense, he was pre-occupied with some new lyrics.
When a pale green ray whizzes by his golden locks, the bard grins, "Better to be lucky than good ... and I am a halfling!" Billy considers his options and decides to wait for Slick and Pinebrush to finish them off.
Hoping to save spell slots, Billy delays in the hope that the runes will be gone. If not, he'll likely send a few magic missiles at whichever is left.
Slick Silvertongue |
Slick sees Sigourney signaling to him and waits for her to come over and cast a spell on him. He immediately feels himself getting lighter on his feet. "Thanks, Sigourney. That should save me some climbing."
He then turns and eyeballs the remaining runes to see which he should go for next. He notices Sigourney targeting the less damaged one, so decides to pile in and try to finish the job. He leaves the more damaged one to the south for Billy and Pinebrush to deal with.
Pretty sure Slick is within 9 squares of movement of both runes, but I'll use Sudden Charge anyway to be on the safe side. I've put him 20' up to match the runes.
Actions 1 & 2 (◆◆): Sudden Charge
- Action: Stride with Air Walk (45 feet)
- Action: Stride with Air Walk (45 feet)
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem vs Red Rune.
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (17) + 28 + 2 + 1 = 48
Greatsword Damage: 3d12 + 13 + 1 ⇒ (3, 2, 7) + 13 + 1 = 26 slashing damage
Pretty sure that's a crit. Will assume that Red is now off-guard to Slick.
Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem and MAP1 vs Off-Guard Red Rune.
Greatsword Attack: 1d20 + 28 + 2 + 1 - 5 ⇒ (19) + 28 + 2 + 1 - 5 = 45 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 7, 11) + 13 + 1 = 37 slashing damage
CRIT! due to nat-19 (Keen). The next Strike is at MAP2.
If Red is still alive, then Strike again (see below). If Red is down, then Slick will instead Stride down to the square immediately north of Green
Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem, Haste and MAP2 vs Off-Guard Red Rune.
Greatsword Attack: 1d20 + 28 + 2 + 1 - 10 ⇒ (16) + 28 + 2 + 1 - 10 = 37 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (10, 6, 7) + 13 + 1 = 37 slashing damage
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 Keen Greatsword) with Courageous Anthem
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (14) + 28 + 2 + 1 = 45
Greatsword Damage: 3d12 + 13 + 1 ⇒ (2, 5, 9) + 13 + 1 = 30 slashing damage
If Crit Success, or nat-19 (Keen), 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 24. 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.
Billy Bardy |
Now that Red is likely down, guess I'll post Billy's turn now -- still delaying on Pine.
Billy looks on as Slick (hopefully) dismantles another of the runes. He waits for Pinebrush to take out the other in the hopes of conserving resources, but if the rune is still alive ...
After running away to a strategic position where he can take proper aim on the remaining rune, Billy sings,
♫"To write good songs like me. It takes a lot of work.
Some missiles aimed at thee. Your boss is quite a jerk."♫
Force Barrage (5th rank) + Dangerous Sorcery: 9d4 + 9 + 5 ⇒ (2, 4, 4, 4, 3, 4, 2, 4, 2) + 9 + 5 = 43
◇ Delay for Pinebrush, ◆ Stride (hasted), ◆◆◆ Force Barrage
Pinebrush |
If Red is down, only so much I can do about Green this turn--it's too far away. I have to use three actions getting there, so without flanking I can't make it Off-Guard.
"Hm."
Pinebrush flies towards the last rune. Thanks to Billy's magic, he's able to get in a quick jab, but it's a much more obvious frontal assault than his usual style. With a few more seconds he'll be able to do it properly!
◆ Fly
◆ Fly
◆ Fly. I moved Pine into Green's space, but if Red is still up he'll move into their space instead.
◆ Strike Rapier: 1d20 + 28 + 1 ⇒ (5) + 28 + 1 = 34 for piercing damage: 3d6 + 6 ⇒ (3, 1, 2) + 6 = 12. If the target is Red, also precision damage: 3d6 ⇒ (5, 1, 1) = 7. On crit, double damage and add deadly damage: 2d8 ⇒ (8, 3) = 11 and target is Off-Guard for a round.
GMAndrewW |
Sigourney gets Slick into the air and blasts red, it withers under her damaging sonics. Slick charges into Red and dispatches it with two swift blows and promptly rushes down to Green.
I have effectively delayed Pine until the next round to make my turn bookkeeping easier. It also allows him to benefit from Off Guard as Slick is there then.
Pine flies into Green and pokes it.
It takes 19 damage
Billy then blasts it with Magic Missiles and somehow it is still holding on.
Green slithers away from Slick, along the wall and shifts form, spelling out Trexmia will devour your soul!. It then casts another spell. A massive cone of multicoloured light, you could perhaps describe it as prismatic, engulfs Slick and Pine!
Red for: 1d20 ⇒ 4, crit fail
Beams, Slick: 1d8 ⇒ 6, pass
Beams, Pine: 1d8 ⇒ 2, pass
Will Save
Slick : 1d20 + 23 ⇒ (14) + 23 = 37, Bravery
Reflex Save
Pinebrush: 1d20 + 30 ⇒ (13) + 30 = 43, Improved Evasion
Turn Order
Haste 3/10
Inspire 3/4
Billy
Slick
Sigourney
Pinebrush
---------------------------------------------
Green
Bold to act.
Combat status
Slick 209/233, air walk
Billy 139/186, see invisibile
Pinebrush 174/174, 20' up
Sigourney 109/173
Reginald 105/105
Green, 243 damage, 20' up
Sigourney Knowledge |
Sigourney strolls down and double taps the rune with a Frostbite and a Phantom Orchestra.
"We'll see about that. I'd prefer to take his though...his spellbook. I'm not interested in old man souls." Sigourney quips.
Cold, DC 36 Fort Save, CA: 9d4 + 1 ⇒ (2, 2, 4, 1, 4, 2, 4, 3, 2) + 1 = 25
Sonic, DC 36 Fort Save, CA: 8d6 + 1 ⇒ (4, 4, 6, 2, 6, 1, 2, 3) + 1 = 29
◆ Stride (hasted), ◆◆Frostbite, ◆ Sustain Phantom Orchestra
Slick Silvertongue |
As the last of the runes shatters and dies under the impact of Sigourney's cold music, Slick's ears can't help but catch the shriek from the necropolis in the distance. "Seems we've managed to get Trexima's attention. I guess that last rune was the one with his soul cage. How very sad that must be for him." Slick does not appear to be particularly distraught about it. "I hope the old fellow is mad enough to stick around and try to exact revenge. We better get prepare ourselves for whatever the lich is about to throw at us"
I presume that given their respective durations, Slick is still Hasted and Air Walking 20' up.
Slick air walks down to Sigourney and with a quick prayer to Gorum, infuses her with health. He then moves away from her to make them less of a concentrated target for whatever Trexima is planning to throw against them. With his back against the outcropping, Slick says "defend," and the space around him shimmers for a moment as he deploys a magical Shield.
Action 1 (◆): Stride with Haste (45 feet)
Action 2 (◆): Cast a Spell: Lay on Hands [L8] on Sigourney
Sigourney recovers 48 hit points and gains a +2 status bonus to AC for 1 round.
Action 3 (◆): Stride (45 feet)
Action 4 (◆): Cast a Spell: Shield [L8] - AC 38 (Hardness 20)
Billy Bardy |
Upon hearing the shriek in the distance, Billy asks, "Do we think our friend Trexima will be coming for us here?" He quickly slaps a battle dressing on himself.
Battle Medicine DC 20: 1d20 + 23 ⇒ (11) + 23 = 34
Damage Healed +Medic: 2d8 + 10 + 5 ⇒ (2, 8) + 10 + 5 = 25
Crit Damage Healed: 2d8 ⇒ (3, 4) = 7
Billy heals 32hp
The halfling was about to offer some healing to Sigourney, but when Slick handles it, Billy decides to make himself hidden, just in case.
♫"The lich is on his way? We'll fight him here outside.
We think he'll be irate. It might be best to hide."♫
Billy casts Invisibility (2nd rank) on himself.
Duration: 10min
◆ Battle Med, ◆◆ Invis
Pinebrush |
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"I dunno why he'd be upset," says Pine as he alights near the others, "We did everything he asked for. We overcame the guardian, we used the passcode to tell the runes he'd sent us, we recovered them from where they were trapped--those were all the things he asked for! If there was something else he thought was important, he really should have specified."
Slick Silvertongue |
Slick smiles at Pinebrush's sophistry. "Well; to be fair; he did mention wishing them recovered and wanting them back, but it's true that he didn't explicitly mention in what state he wanted them returned to him."
He then briefly looks around to see if there are any remains of the runes that they could recover to prove to Trexima that they had recovered them from the obelisk. Shrugging, he gives up. "I doubt Trexima is going to be open to hair-splitting arguments of this variety."
Pinebrush |
"Recovered from ruined building," says Pine, sticking out his tongue, "Check. Wanting them back, well... um... well, we also said we wanted things, but they weren't part of the deal we agreed on. All terms met, as far as I can see. He didn't really convince me to care about what he wants, you know?"
Sigourney Knowledge |
"Ah, thanks for the heal, Slick!" Sigourney gratefully says.
"I'll be honest, if I were an evil skeletal lich and four adventurers lied to my face and destroyed what was left of my soul, I wouldn't be too pleased either. He isn't a Devil so throwing legalese isn't going to work either...Well if we get turned into undead shambling horrors bound to his will, I will say it was nice working with you all, at least."
GMAndrewW |
As the group are gathering themselves together in the aftermath of the battle there are multiple flashes of light and suddenly you are surrounded by demons! A large, horned, monstrosity stood on nearby cliff calls out, The Prince of Wolves sends his regards. I shall now collect your Harrow Cards!
Initiative
Slick : 1d20 + 25 ⇒ (5) + 25 = 30
Billy : 1d20 + 25 ⇒ (10) + 25 = 35, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 28 ⇒ (2) + 28 = 30, Perception +24, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 23 ⇒ (11) + 23 = 34, +2 circ scout, +2 item visual
I havent rolled Slicks Battle Cry as I was unsure who you would target. Please decide your target and roll it now then I will start us on init.
Slick Silvertongue |
Slick is about to put some distance between him and Sigourney when a multitude of large demons surround them. The one who calls out to them has a familiar looks about it and he assumes it is the leader of this pack. Slick makes a show of looking around at all the fiends, then with a sneer, he yells back. "Good luck with that, but I don't think you brought enough friends with you."
Action (◇): Battle Cry
- Action: Demoralize with Mask of the Banshee and Intimidating Prowess vs Large Horned Monstrosity
Intimidation (Demoralize): 1d20 + 27 + 2 + 2 ⇒ (9) + 27 + 2 + 2 = 40 vs Large Horned Monstrosity Will DC
GMAndrewW |
The large, pig like demon, seems mildly perturbed.
Pass on Battle Cry
The large, horned monstrosity, swoops down and unleashes a gout of burning acid over everyone! Most of the group avoid the blast but Billy is badly burned and his hair and clothing are decidedly messed up.
Let me know if you have any relevant resists. I am not allowing reactions before you have acted in this fight as its an ambush.
The monster growls at Slick, trying to force its way into his mind but he shrugs it off.
The large pig demon grins evilly, beams of light shoot from its eyes at Slick and Pines armour and weapons. Both manage to twist out of the way just in time. It then closes in on Billy.
At this point it becomes apparent to the group that the toad like demons are all very smelly. Billy gags which adds to the aroma of burnt and scorched hair and flesh.
Its an aura so technically at the start of your turn but I decided to just get the saves out of the way now. Once you pass you are immune to all. Billy, you can reroll your save if you want to and have a way to.
Reflex Saves
Slick : 1d20 + 25 ⇒ (14) + 25 = 39, Bulwark +1, Evasion, pass - crit
Billy : 1d20 + 25 ⇒ (3) + 25 = 28, fail
Pinebrush: 1d20 + 30 ⇒ (12) + 30 = 42, Improved Evasion, pass - crit
Sigourney: 1d20 + 26 ⇒ (14) + 26 = 40, pass, half damage
Reginald : 1d20 + 26 ⇒ (13) + 26 = 39, probably evasion, pass, no damage
Damage: 8d6 + 8d6 ⇒ (4, 6, 4, 6, 4, 6, 4, 4) + (1, 1, 6, 6, 3, 4, 2, 2) = 63, acid and fire
Will Saves
Slick : 1d20 + 23 ⇒ (18) + 23 = 41, Bravery
Reflex Saves
Slick, greatsword: 1d20 + 25 ⇒ (18) + 25 = 43, pass
Slick, armour: 1d20 + 25 ⇒ (8) + 25 = 33, pass due to frightened
Pinebrush, rapier: 1d20 + 30 ⇒ (17) + 30 = 47, Improved Evasion, pass
Pinebrush, armour: 1d20 + 30 ⇒ (4) + 30 = 34, Improved Evasion, pass
Fort Saves, Billy fails, all others pass
Slick : 1d20 + 27 ⇒ (10) + 27 = 37, Juggernaut
Billy : 1d20 + 24 ⇒ (2) + 24 = 26
Pinebrush: 1d20 + 25 ⇒ (12) + 25 = 37, pass becomes crit
Sigourney: 1d20 + 25 ⇒ (4) + 25 = 29
Reginald : 1d20 + 25 ⇒ (7) + 25 = 32
Turn Order
Haste 4/10
Inspire 4/4
Yellow
N1
-------------------------------------
Billy
-------------------------------------
H3
N2
-------------------------------------
Slick
Sigourney
Pinebrush
-------------------------------------
H2
H4
H1
Bold to act.
Combat status
Slick 209/233, air walk
Billy 76/186, see invisibile, sickened 1
Pinebrush 174/174, 20' up
Sigourney 149/173
Reginald 105/105
Yellow, 10' up
N1
H1, 10' up
H2, 10' up
H3, 20' up
Billy Bardy |
Sigh, a 2 and a 3 on Billy's saves ... I respectfully request that my GM try a little harder when he rolls for me. :).
When fire and acid rain down, Billy uses a (Keys +4) harrow reroll to try to avoid it.
Reflex via Harrow - Keys(crit): 1d20 + 25 + 4 ⇒ (19) + 25 + 4 = 48
Presumably this happened before being sickened, yes?
If any gets through, Greater Ring of Fire Resistance provides 10 Resistance.
Gagging and coughing, Billy tries retching, as gracefully as possible.
Fortitude to Retch: 1d20 + 24 ⇒ (14) + 24 = 38
Then, after exiting stage left, the bard grips his staff and hurls a vial of holy water into the air to cast Holy Cascade aiming at three of the demons in the distance.
Bludgeoning/Water Damage: 3d6 ⇒ (5, 1, 2) = 8
Good Damage +CA: 6d6 + 1 ⇒ (3, 6, 5, 4, 5, 1) + 1 = 25
Range: 500'. 20' Burst to hit Yellow/Red/Purple (see outline on roll20). Basic Reflex Save DC 36 (or 35 if still Sickened).
Cost: 4 charges from staff.
◆ Retch, ◆ Stride (hasted), ◆◆ Holy Cascade
GMAndrewW |
Bending fate Billy manages to avoid the entirety of the blast!
No damage, I have added back 63hp.
Billy retches and ducks away. He drops a massive ball of holy water on the enemy! All three scream in agony!
The large toad like demon on the cliff glares down at Billy and projects all the horrific things it will do to him telepathically. It then casts a spell. The whole area is blanketed in vile green energy. Sigourney recognises it as a powerful divine wrath spell (rank 6). Billy, Reginald and Sigourney all find themselves weakened by the abyssal energies.
The pig demon to the north repeats the trick its ally used, shooting beams of purple light at Slick and Pine. Both easily avoid them. It then lumbers ponderously into the air.
Reflex Yellow: 1d20 ⇒ 3, fail
Reflex Red: 1d20 ⇒ 5, crit fail
Reflex Purple: 1d20 ⇒ 10, fail
Intimidate: 1d20 ⇒ 20, crit pass, frightened 2
Sig recognise: 1d20 + 30 ⇒ (9) + 30 = 39, crit, +1 to save
Fort Saves
Slick : 1d20 + 27 ⇒ (16) + 27 = 43, Juggernaut, crit
Billy : 1d20 + 24 - 2 ⇒ (12) + 24 - 2 = 34, pass
Pinebrush: 1d20 + 25 ⇒ (10) + 25 = 35, pass becomes crit, crit
Sigourney: 1d20 + 25 + 1 ⇒ (3) + 25 + 1 = 29, pass
Reginald : 1d20 + 25 ⇒ (8) + 25 = 33, pass
Damage: 6d10 ⇒ (3, 6, 1, 8, 9, 7) = 34 spirit
Reflex Saves
Slick, weapon : 1d20 + 25 ⇒ (15) + 25 = 40
Slick, armour : 1d20 + 25 ⇒ (15) + 25 = 40
Pinebrush, weapon: 1d20 + 30 ⇒ (17) + 30 = 47
Pinebrush, armour: 1d20 + 30 ⇒ (20) + 30 = 50
Turn Order
Haste 4/10
Inspire 4/4
Yellow
N1
-------------------------------------
Billy
-------------------------------------
H3
N2
-------------------------------------
Slick
Sigourney
Pinebrush
-------------------------------------
H2
H4
H1
Bold to act.
Combat status
Slick 209/233, air walk
Billy 154/186, see invisibile, frightened 2
Pinebrush 174/174, 20' up
Sigourney 132/173
Reginald 88/105
Yellow, 48 damage, 10' up
N1
N2, 48 damage, 20' up
H1, 76 damage, 10' up
H2, 10' up
H3, 20' up
Pinebrush |
Pine is about to turn invisible, when he realizes they can see Billy. So it probably won't work. Being able to see invisible people is just rude.
Hmph.
So he dives towards the big demon in front of him and tries to throw it off by darting around, before striking.
"Okay, so we got past the guardian and recovered the runes and we led the runes out to safety, but these demons attacked us while we were on our way back to him and the runes were destroyed. Is he sure he has no interest in the Prince of Wolves?"
And then he stabs it.
◆ Fly. This definitely provokes RS from N2 if it has it.
◆ Feint Deception: 1d20 + 28 ⇒ (5) + 28 = 33
◆ Feint, assuming the first one failed Deception: 1d20 + 28 ⇒ (18) + 28 = 46. Oh, that should do it. If that's a success, it's Off-Guard to all of Pine's melee attacks until the end of his next turn due to Scoundrel racket. It also takes a -2 circumstance penalty to Perception and Reflex during that time. If that's a critical success, it's Off-Guard to everyone's melee Strikes for that duration.
◆ Strike Rapier: 1d20 + 28 ⇒ (19) + 28 = 47 for piercing: 3d6 + 6 ⇒ (2, 4, 3) + 6 = 15, precision: 3d6 ⇒ (3, 4, 5) = 12, and spirit damage: 1d6 ⇒ 5. On crit, double damage and add deadly damage: 2d8 ⇒ (1, 8) = 9. Total of 32 if hit, or 73 if crit.
◇ Debilitating Strikes if that hit, inflicting Enfeebled 1 and 3d6 persistent bleed
◇ Debilitating Strikes if that hit, inflicting Enfeebled 1 and 3d6 persistent bleed
Sigourney Knowledge |
"How did you manage to say all that while fighting a giant pig demon at the same time?" Sigourney calls out to Pine out loud.
She effortlessly tries to identify what these toad like demons are.
Using Assured Knowledge to, as a free action, Recall Knowledge with Assurance on Toad Demons if I can do so with my Academia Lore (33), Arcana (33), Society (31), Nature (31), Crafting (31), Lore (Loremaster) (29) - which applies to everything, Occultism (27), Religion (27). I want their lowest save.
With Slick conveniently next to her raising his sword at the demons, she takes the opportunity to apply the Holy aligned Oil in her tentacle. With her free hand, she pops the cork on the bottle of oil and then dips her tentacle into it. She then proceeds to give Slick's sword the weirdest ethereal rub-down it's ever received.
"Get used to this Slick, this is not going to be the last time I have to do this. Make up for your past performance and kill them all." She chides Slick.
Holy Aligned Oil gives you the effects of the Holy rune, which I'm interpreting as not adding to your property rune limit as it's just the effects and not an actual rune. This means your strikes gain the Holy trait and deal an extra 1d4 spirit damage, or an extra 2d4 against an unholy target. There's also some cool reaction you get if you get a critical hit against an unholy target where you gain HP double that of the creature's level, but I doubt you'll actually use it.
She then turns to the demons and addresses all of them in Abyssal.
"The Prince of Wolves wants our cards? When I'm done with you, there won't be enough ashes left to fit on the face of a card." She boasts to the demons as a ball of lightning forms up in her free hand. "Out of my sight! Electric Sign - Thunder Drum Shot!" She releases the ball of lightning, which flies towards the closest enemy and spreads out into small, bouncing balls on impact, threatening to hit all the demons.
Targeting in this order: Green, Pink (thanks for the -2, Pine!), Yellow, Red, Orange, Purple, Blue.
7th rank Chain Lightning, DC 36 Reflex Save, CA, Electricity: 9d12 + 1 ⇒ (9, 9, 9, 10, 5, 8, 9, 1, 12) + 1 = 73
She then hastily and bravely runs away to the sound of the Phantom Orchestra petering out.
◇ Assured Knowledge on Toad demon, ◆ Interact to apply Oil to Slick's sword, ◆◆ Chain Lightning, ◆ Stride (hasted)
Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.
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.
Slick Silvertongue |
As Slick dodges burning acid, shooting beams of light, and mental attacks, he smiles to himself in amusement at being the bad guys' center of attention for once; wasn't it Billy that usually took the brunt of the demons' ire? He's about to make a quip about Billy losing his fiendish fans, but noticing that his friend was taking a fair bit of collateral damage from the initial attacks, thinks better of it.
I know they've already posted, but I want to make it official that Slick's actions come after those of Pinebrush and Sigourney.
Action (◇): Delay: Until end of Pinebrush and Sigourney's turn.
Instead, he turns his attentions to the nearest demons. As he surveys the situation, Sigourney sidles up and starts oiling his sword. Slick narrows his eyes in confusion, but allows it. "Careful there Sigourney. I keep my sword very sharp."
He charges forward and attacks the boss demon with everything he has.
Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) vs Yellow
- Action: Strike (+2 Greater Striking Grievous Keen Holy Greatsword) with Courageous Anthem vs Yellow.
Deception (Feint): 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40 vs Yellow Perception DC
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (7) + 28 + 2 + 1 = 38 vs Yellow
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 7, 11) + 13 + 1 = 40 slashing damage
Holy Damage: 2d4 ⇒ (1, 1) = 2 spirit damage vs fiends
Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Holy Greatsword) with Courageous Anthem vs Yellow.
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (14) + 28 + 2 + 1 = 45 vs Off-Guard N2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (3, 2, 11) + 13 + 1 = 30 slashing damage
Holy Damage: 2d4 ⇒ (1, 3) = 4 spirit damage vs fiends
Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Holy Greatsword) with Courageous Anthem, Haste and MAP2 vs Off-Guard Yellow
Greatsword Attack: 1d20 + 28 + 2 + 1 - 10 ⇒ (19) + 28 + 2 + 1 - 10 = 40 vs Off-Guard Yellow
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 9, 6) + 13 + 1 = 37 slashing damage
Holy Damage: 2d4 ⇒ (1, 1) = 2 spirit damage vs fiends
CRIT! due to nat-19 (Keen).
If Slick spent his reaction with Holy Healing, then ignore the following 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 Keen Holy Greatsword) with Courageous Anthem
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (7) + 28 + 2 + 1 = 38
Greatsword Damage: 3d12 + 13 + 1 ⇒ (10, 9, 8) + 13 + 1 = 41 slashing damage
Holy Damage: 2d4 ⇒ (4, 2) = 6 spirit damage vs fiends
If Crit Success, or nat-19 (Keen), 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 24. 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.
GMAndrewW |
Pine flies into the large pig demon and stabs him in the nose.
That is a crit for 73
Sigourney recognises the toad like demons as Hezrou, they are large and clumsy (reflex is lowest). She then slathers Slicks sword with glowing oil using her tentacle, which is not at all disturbing. She then electrocutes everything! Sadly, none of them go down.
Slick charges into the lead demon, catching him off guard! Three quick blows leave the creature reeling!
Thats a successful feint, a hit, a hit and a crit for 202 damage!
Somehow though, he remains standing!
The three remaining Hezrous batter Billy and Sigourney with multiple powerful Divine Wrath spells. Then they begin closing in on the casters! Yellow, enraged, goes to cast a spell. It is the last action it will ever take as Slick stabs it in the throat!
Purple howls in glee as Yellow falls and telepathically projects, Finally I shall take my rightful place as the Masters right hand!. Pink seems oblivious, it obviously was not included in the message!
Purple tries to take out Pine. Unfortunately Pine is too nimble for him!
Using the order in your post
Reflex: 7d20 ⇒ (18, 7, 4, 16, 7, 10, 20) = 82
Green, pass
Pink, fail
Yellow, fail
Red, fail
Orange, crit fail
Purple fail
Blue, crit pass
Fort Saves
Billy : 1d20 + 24 ⇒ (5) + 24 = 29, pass, 19
Sigourney: 1d20 + 25 ⇒ (7) + 25 = 32, pass, 19
Reginald : 1d20 + 25 ⇒ (18) + 25 = 43, crit, none
Damage: 6d10 ⇒ (5, 5, 10, 3, 8, 7) = 38
Billy : 1d20 + 24 ⇒ (3) + 24 = 27, fail, 41
Sigourney: 1d20 + 25 ⇒ (18) + 25 = 43, crit
Reginald : 1d20 + 25 ⇒ (16) + 25 = 41, crit
Damage: 6d10 ⇒ (6, 8, 4, 9, 7, 7) = 41
Billy : 1d20 + 24 ⇒ (20) + 24 = 44, crit
Sigourney: 1d20 + 25 ⇒ (8) + 25 = 33, pass, 18
Reginald : 1d20 + 25 ⇒ (20) + 25 = 45, crit
Damage: 6d10 ⇒ (6, 4, 8, 6, 6, 7) = 37
Purple
Jaws: 1d20 ⇒ 6, miss
Claw: 1d20 ⇒ 5, miss
1 action to fly
Turn Order
Haste 5/10
Inspire Expired
Purple
-------------------------------------
Billy
-------------------------------------
Green
Pink
-------------------------------------
Slick
Sigourney
Pinebrush
-------------------------------------
Orange
Blue
Red
Bold to act.
Combat status
Slick 209/233, air walk, 10' up
Billy 94/186, see invisibile, frightened 2
Pinebrush 174/174, 20' up
Sigourney 95/173
Reginald 88/105
Yellow, dead
Purple, 73 damage
Pink, 194 damage, 20' up, FF to all and -2 per and ref end Pine turn 2, enfeebled 1, 6d6 bleed
Red, 149 damage, 10' up
Orange, 146 damage, 10' up
Green, 36 damage. 20' up
Blue
Billy Bardy |
I believe Billy still needs a stench save at start of turn, yes?
Fortitude +Fright: 1d20 + 24 - 2 ⇒ (8) + 24 - 2 = 30
Uncomfortable being in the literal center of combat, Billy hastily strides away (provoking RS from Blue). From his new position, he sings out,
♫"The prince sent his minions to greet us.
Their orders to kill and to eat us.
.....Their leader's now dead.
.....Cuz Slick took his head.
They smell bad, but they won't defeat us!"♫
Lingering Performance +VirtPerf +Mask +Music -Fright, DC 34: 1d20 + 28 + 2 + 2 + 1 - 2 ⇒ (3) + 28 + 2 + 2 + 1 - 2 = 34
Success: Courageous Anthem duration 3 rounds. Cost: 1 focus point.
The bard then plays his favorite new instrument, The Trumpet, sending a sonic blast across the battlefield.
Trumpet Blast (Sonic) +CA, vs all enemies: 18d6 + 1 ⇒ (1, 3, 5, 1, 5, 4, 5, 2, 5, 3, 1, 4, 6, 6, 3, 3, 6, 4) + 1 = 68
Basic Fort Save DC 36 (-2 for Fright) => DC 34
◆ Stride (hasted), ◇ Ling Comp, ◆ CA, ◆◆ Trumpet
End of turn: Frightened 2 becomes Frightened 1.
GMAndrewW |
Billy runs off, or strategically relocates himself, before inspiring his companions. He then unleashes a massive blast of sound. Several of the demons are badly damaged.
Green, furious with Billy, vanishes in a flash of light and reappears behind Billy. Green casts a spell at Slick (its Dispel Magic). Slick drops to the ground, landing on his feet. It then flies over towards Sigourney.
Blue, Green, Red, Orange, Purple, Pink
Fortitude: 1d20 ⇒ 9, fail
Fortitude: 1d20 ⇒ 3, fail
Fortitude: 1d20 ⇒ 4, fail
Fortitude: 1d20 ⇒ 20, crit pass
Fortitude: 1d20 ⇒ 11, pass
Fortitude: 1d20 ⇒ 18, crit pass
Green bite: 1d20 ⇒ 18, hit
Damage: 2d12 + 13 + 1d6 ⇒ (8, 3) + 13 + (3) = 27
Counteract: 1d20 ⇒ 7
Bleed: 6d6 ⇒ (5, 2, 1, 5, 4, 2) = 19
Recover: 1d20 ⇒ 16
Turn Order
Haste 5/10
Inspire 1/3
Purple
-------------------------------------
Billy
-------------------------------------
Green
Pink
-------------------------------------
Slick
Sigourney
Pinebrush
-------------------------------------
Orange
Blue
Red
Bold to act.
Combat status
Slick 209/233
Billy 67/186, see invisibile, frightened 1
Pinebrush 174/174, 20' up
Sigourney 95/173
Reginald 88/105
Yellow, dead
Purple, 107 damage
Pink, 213 damage, 20' up, FF to all and -2 per and ref end Pine turn 2, enfeebled 1, 6d6 bleed
Red, 217 damage, 10' up
Orange, 146 damage, 10' up
Green, 104 damage. 20' up
Blue, 68 damage
Sigourney Knowledge |
Sigourney hastily moves into a good position and yells across the field to Slick.
"That was Dispel Magic, Slick! Be careful if you re-apply flight to yourself - they can turn it off! Oh before I forget, take that!"
She fires off a Shadow Signet enhanced beam of Holy Light on the Orange Hezrou before it can act, and then bravely runs to behind a house.
6th rank Holy Light, CA, targeting Reflex DC: 1d20 + 26 + 1 ⇒ (4) + 26 + 1 = 31
Fire: 11d6 + 1 ⇒ (6, 6, 3, 3, 1, 6, 3, 5, 4, 6, 4) + 1 = 48
Spirit, Holy: 11d6 ⇒ (1, 4, 6, 5, 1, 3, 5, 6, 6, 5, 6) = 48
◆ Stride (hasted), ◇ Activate Signet, ◆◆ 6th Rank Holy Light, ◆ Stride
Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.
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.
Slick Silvertongue |
Slick nods in approval at how easily his sword seems to be slicing through these demons. "I don't know what that oil was you rubbed on my sword, Sigourney, but it's going through these demons like a hot knife through butter."
Suddenly, he feels the "ground" fall away below him. "Whoops! He falls the 10' to the ground and lands solidly. "How inconvenient." Looking around, he sees that most of the bad guys are out of his reach unless he can get back into the air. Not wanting to waste any time activating his baldric, he rushes forward and attacks the nearest of the big boys, but not before he lets Sigourney cast her spells.
Action (◇): Delay: Until end of Sigourney's turn.
Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) vs Purple
- Action: Strike (+2 Greater Striking Grievous Keen Holy Greatsword) with Courageous Anthem vs Purple.
Deception (Feint): 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31 vs Purple Perception DC
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (19) + 28 + 2 + 1 = 50 vs Purple
Greatsword Damage: 3d12 + 13 + 1 ⇒ (12, 11, 6) + 13 + 1 = 43 slashing damage
Holy Damage: 2d4 ⇒ (2, 4) = 6 spirit damage vs fiends
Ha! Another 50! If that's not a CRIT on its own merits, then it is one due to nat-19 (Keen). Purple now definitely Off-Guard until the end of Slick's next turn.
Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Holy Greatsword) with Courageous Anthem and MAP1 vs Off-Guard Purple.
Greatsword Attack: 1d20 + 28 + 2 + 1 - 5 ⇒ (3) + 28 + 2 + 1 - 5 = 29 vs Off-Guard
That's probably a miss. If so, then I'll use one of my +4 Harrow Ritual results for a reroll and try for another crit.
Greatsword Damage: 3d12 + 13 + 1 ⇒ (10, 2, 7) + 13 + 1 = 33 slashing damage
Holy Damage: 2d4 ⇒ (3, 4) = 7 spirit damage vs fiends
One way or another, that's probably a hit, so next Strike is at MAP2.
Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Holy Greatsword) with Courageous Anthem, Haste and MAP2 vs Off-Guard Purple
Greatsword Attack: 1d20 + 28 + 2 + 1 - 10 ⇒ (11) + 28 + 2 + 1 - 10 = 32 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (1, 3, 11) + 13 + 1 = 29 slashing damage
Holy Damage: 2d4 ⇒ (3, 4) = 7 spirit damage vs fiends
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 Keen Holy Greatsword) with Courageous Anthem
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (20) + 28 + 2 + 1 = 51
Greatsword Damage: 3d12 + 13 + 1 ⇒ (6, 2, 1) + 13 + 1 = 23 slashing damage
Holy Damage: 2d4 ⇒ (2, 2) = 4 spirit damage vs fiends
If Crit Success, or nat-19 (Keen), 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 24. 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.
GMAndrewW |
Sigourney blasts the orange toad demon and it silently implodes, leaving nothing but a dusting of ash.
Slick charges purple, who totally sees him coming. It doesnt help much as Slick lands three powerful blows. Somehow the massive demon remains standing!
Thats a crit, miss turned into a crit with the reroll and a hit
Turn Order
Haste 5/10
Inspire 1/3
Purple
-------------------------------------
Billy
-------------------------------------
Green
Pink
-------------------------------------
Slick
Sigourney
Pinebrush
-------------------------------------
Blue
Red
Bold to act.
Combat status
Slick 209/233
Billy 67/186, see invisibile, frightened 1
Pinebrush 174/174, 20' up
Sigourney 95/173
Reginald 88/105
Yellow, dead
Purple, 343 damage, FF end Slick turn 3
Pink, 213 damage, 20' up, FF to all and -2 per and ref end Pine turn 2, enfeebled 1, 6d6 bleed
Red, 217 damage, 10' up
Orange, dead
Green, 104 damage. 20' up
Blue, 68 damage
Pinebrush |
"Hey, get back here!"
Would taunting a giant demon about fleeing from a bug be as effective as it was against the magi? Actually, it didn't really work all that well against them anyway.
Pine pursues the demon. Focusing on the magic of his Harrow hand, he gives it the lightest touch with his sword--and then follows it up with a real jab.
"Does poison work on demons? I don't expect you to answer, I'll figure it out in a second."
◆ Fly into Pink's space
◆◆ Cast purple worm sting from The Snakebite card. Fort DC 35 (includes item bonus from The Snakebite). It deals piercing damage: 3d6 + 1 ⇒ (4, 1, 1) + 1 = 7, and on a success also deals poison damage: 3d6 ⇒ (3, 6, 3) = 12 (and the same on a failure, plus other effects; needs an additional d6 on a critical failure).
◆ Strike Rapier: 1d20 + 28 + 1 ⇒ (5) + 28 + 1 = 34 for piercing damage: 3d6 + 6 + 1 ⇒ (5, 4, 2) + 6 + 1 = 18, spirit: 1d6 ⇒ 3, and precision damage: 3d6 ⇒ (2, 2, 6) = 10. On crit add deadly damage: 2d8 ⇒ (3, 3) = 6
◇ Debilitating Strikes if that hit, maintaining Enfeebled 1 and bleed 3d6. If it's already Enfeebled from the poison, instead -10 penalty to Speeds and bleed.
GMAndrewW |
Pine flies into the massive pig demon and pokes it. It flinches, but still seems to be affected. He then stabs it but it remains flying.
I dont think you need to extend the bleed condition from debilitation strikes. Its a bit of an odd situation but my general view is that if you impose a condition like that it will continue as normal. The bleed also doubles on a crit.
With their leader defeated and the Nalfeshnees badly injured the demons turn to flee. The vanish with popping noises.
Technically Billy gets to act before Green and pink flee so feel free to do something Billy. Otherwise this encounter is pretty much over.
Fort: 1d20 ⇒ 14, pass
Combat status
Slick 209/233
Billy 67/186, see invisibile
Pinebrush 174/174
Sigourney 95/173
Reginald 88/105
Billy Bardy |
As the courageous demons start teleporting away, Billy calls out to Purple, "But what about being the Prince's right-hand ma...." {Purple vanishes} "...never mind. Your boss is probably very understanding. I'm sure it'll go well for you." Billy considers sending some Needle Darts at one of the remaining enemies, but it's not worth his trouble. With the demons gone, he feels less scared.
Frightened 1 goes away.
The halfling looks around. "No bodies to search?" He pauses and continues, "Should we collect the runes ... or, what's left of them?" He allows himself to take a breath and asks,"Who's ready for some healing?" He raises his hand excitedly and looks up in the air for Dr. Pinebrush.
Billy strums his lute and refocuses as he's being tended to.
Slick Silvertongue |
Slick is surprised to find the big demon still standing after those brutal holy-infused blows he'd inflicted on the creature and is not surprised when it decides to return with its friends to whatever nasty corner of the abyss it came from. He calls out to the fleeing fiends. "Tell your mangy cur of a boss to send more of his minions next time. I hardly broke a sweat on you guys.".
I presume that we're out of encounter mode and have some time to reover before we move on. With 10 minutes to recover his focus points, Slick can lay on hands twice for 48 hit points at a time.
Slick refocuses while searching the fallen fiends for anything of interest. He then helps heal the wounded with short prayers to Gorum and the laying on of hands.
Slick Silvertongue |
Once everyone is all healed up and ready to go, Slick takes sword back in hand. "That was a bit of an unwelcome interruption, but a good workout nevertheless. Seems it was the work of the Prince of Wolves and not Trexima as we'd predicted. Speaking of Trexima, he's no doubt wondering what's been holding us up. We shouldn't keep him waiting an longer. He gets grumpy when kept waiting."
And with that, Slick begins his trek back through the jungle towards the arcane schools and the impatiently awaiting Trexima.
Billy Bardy |
Assuming Pinebrush handles the healing...
After 30 mins of healing, lay on hands, refocusing, and occasional sips of honey mead from his jug, Billy stretches and smiles, "Well done, Pine. Feeling as good as new." Using his Staff of Final Rest as a walking stick, he follows trailblazer Slick back through the jungle.
Sigourney Knowledge |
Sigourney takes a twenty minute breather communing with her patron through Reginald and informing them of the demon threat. Once twenty minutes have passed, however, she takes out her crystal ball and begins casting the Scrying spell from it.
"Let's see how our friend Trexima is taking this news...through the eyes of one of his servants."
She activates her Clear Quartz Crystal Ball, which casts Scrying on the NPC Yezom. We have definitely met him in person, so its a DC 33 Will save. Sigourney sustains the spell until the duration (10 minutes) ends or until she gets an idea of what Trexima is doing, whichever comes first.
She spends a moment Recalling Knowledge on the pig like demons before moving on, while also placing a Potion of Swiftness in her tentacle and Knifewand of Heal in her free hand.
Along the way, Sigourney tries to sell the party on a magical plan to get in undetected. It's not easy to do so, especially since she has to stride as fast as possible to catch up with a good half of the party.
"Huff...huff...So...We need to create allies right? And the Hadi...If Trexima forces the Hadi to fight us, we can't bring them over to our side. What if... (she pauses to catch her breath) ...What if, once we get near Trexima's lair, I use my scroll of Invisibility Sphere to get us into the lair undetected. If we need to separate Trexima from the Hadi, I can cast Wall of Stone from our invisible position to block off the Hadi's access, letting us fight the lich unmolested!"
"What do you all think?"
Pinebrush |
Sounds like the GM doesn't need this rolled out, but just in case:
Billy down 119
Pine undamaged
Sigourney down 78
Reginald down 17
Pine directs Slick to use his lay on hands on Billy and Sigourney, as they're the most hurt.
Slick down 24
Billy down 71
Sigourney down 30
Reginald down 17
Pine uses Ward Medic with Master in Medicine to Treat four patients at once.
For Slick he'll do Expert-level Risky Surgery, dealing damage: 1d8 ⇒ 6. Medicine DC 20: 1d20 + 24 + 2 ⇒ (12) + 24 + 2 = 38. Critical success heals healing: 4d8 + 10 ⇒ (3, 8, 7, 8) + 10 = 36. Net healing 30. Slick is fully healed.
For Billy he'll do Master without Risky Surgery. Medicine DC 30: 1d20 + 24 ⇒ (20) + 24 = 44. Critical success for healing: 4d8 + 30 ⇒ (2, 8, 6, 5) + 30 = 51. Best we could hope for, but still down 20.
For Sigourney he'll do Expert without Risky Surgery. Medicine DC 20: 1d20 + 24 ⇒ (14) + 24 = 38. Critical success for healing: 4d8 + 10 ⇒ (8, 2, 2, 6) + 10 = 28. Still down 2.
For Reginald he'll do Expert without Risky Surgery. Medicine DC 20: 1d20 + 24 ⇒ (5) + 24 = 29. Success for healing: 2d8 + 10 ⇒ (1, 1) + 10 = 12. Dang, still down 5.
If nothing interrupts him, with Continual Recovery he can do another round.
For Billy, Expert Risky Surgery. damage: 1d8 ⇒ 1. Medicine DC 20: 1d20 + 24 + 2 ⇒ (18) + 24 + 2 = 44. Critical success for healing: 4d8 + 10 ⇒ (8, 3, 2, 3) + 10 = 26. Net 25 healing fully heals him.
Might as well Treat Sigourney, since it doesn't cost any extra time. Pine can't fail to do that, but let's roll at the Trained DC Medicine DC 15: 1d20 + 24 ⇒ (2) + 24 = 26. Critical success for healing: 4d8 ⇒ (6, 7, 7, 1) = 21
Expert Risky Surgery for Reginald. Medicine DC 20: 1d20 + 24 + 2 ⇒ (14) + 24 + 2 = 40 healing: 4d8 + 10 ⇒ (4, 5, 4, 2) + 10 = 25 - damage: 1d8 ⇒ 5
Party almost fully healed after 10 minutes. Looks like we want to try to rest for at least 20 so Sigourney can fully Refocus. If nothing interrupts that everyone is fully healed within 20.
Pinebrush puts his medical tools away. "So you just wanna attack him? ...inevitable, I think. And probably a good idea anyway. So it makes sense."
GMAndrewW |
At this level I m happy to hand wave out of combat healing unless you are under a particular time pressure.
Sigourney recognises the pig demons as Nalfeshne, dangerous and greedy monsters.
She employs her crystal ball, the image in the crystal shimmers before resolving into an view of complete blackness. It appears that, wherever Yezom is, there is no light at all.
As far as I can tell Sigourney does not have darkvision.
Making your way through the jungle you manage to get close to the Academy without incident. Something does seem to have changed, there are no guards outside this time and curls of thicker smoke rise out of some of the gaps in the roof. It doesnt look like cooking fires...
Slick Silvertongue |
Slick looks over the changed Academy and purses his lips. "<Tsk, tsk!> Looks like Trexima has been making some changes since we last saw him. I can't help but think it has something to do with what we did at the Obelisk. I hope the hadis managed to avoid the worst of his rage." He sighs. "We better go in and see what the situation is. The sooner we get rid of the lich the better for everyone involved."
Slick is eager to get this over with, but will wait for Sigourney and Billy to cast whatever spells they feel like before heading into the Academy to face Trexima.
Sigourney Knowledge |
Sigourney holds up the crystal ball triumphantly as it activates. "Yes! Yes! It's working! I see...not a single thing. Can any one else perceive anything?" She passes around the Crystal Ball.
The effects of the scrying spell should be projected out of the ball itself, allowing others to see it. Also, do I hear anything from around Yezom?
Before going in, Sigourney asks someone else with Dark vision to activates the Crystal ball and cast Clairvoyance, telling them to set the invisible eye somewhere inside the Academy where she remembers meeting the Lich.
With the information she gains (or not), she extinguishes her Light and activates the Silent Hag card. Her eyes vanish into black pits which give her imprecise lifesense of up to 60 feet.
"This...is extremely freaky. I'm pretty certain I can sense the Lich if needed. I can also sense your animating energy, but I think I'll need you all to tell me if we're fighting the Hadi since I'm not sure if I can tell individual life forces apart. She comments as she leans on her staff like a stick.
She then gathers the party around before Casting Invisibility Sphere from her scroll.
GMAndrewW |
The image from the crystal ball shows an ominous sight. Yezom is chained to a pillar in the middle of the main chamber. Most of the cooking fires are out and there are plenty of bones scattered across the floor that were not there before. Several hadi corpses lay sprawled around, their bodies stripped of most of their flesh.
Setting an eye inside the chamber where you met Trexima shows the room as empty.
Entering the Academy you move through the outer doors and carefully open the inner ones. The sight here is, perhaps, worse. With a full view of the chamber you see that Yezoms mother and uncle are chained to two of the other pillars. The three of them have clearly been poorly treated. Hadi's cower in terror in the far corners of the room. Trexima stands in the middle of the columns.
As the door to the chamber opens he turns and smiles, Invisibility, a simple trick but it will not save you...TRAITORS!
Initiative
Slick : 1d20 + 25 ⇒ (13) + 25 = 38
Billy : 1d20 + 25 ⇒ (14) + 25 = 39, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 28 ⇒ (20) + 28 = 48, Perception +24, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 23 ⇒ (5) + 23 = 28, +2 circ scout, +2 item visual
Turn Order
50 Pinebrush
43 Billy
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Trexima
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38 Slick
32 Sigourney
Bold to act.
Combat status
Slick 233/233
Billy 186/186, see invisibile
Pinebrush 201/201
Sigourney 173/173
Reginald 105/105
Billy Bardy |
While the sight of the tied up hadi is horrifying, Billy's relieved they're still alive. Gripping his staff, he sings out some inspiration.
No Musical Accompaniment given that we were trying to stealth with invisibility.
♫"Trexima's so filled with rage.
He seemed to misplace his soul cage.
.....He claims he's a Lord.
.....But frankly we're bored.
The good guys will now take the stage!"♫
Lingering Performance +VirtPerf +Mask, DC 34: 1d20 + 28 + 2 + 2 ⇒ (20) + 28 + 2 + 2 = 52
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.
He then sings a quick ditty.
♫"The hadi are in trouble -- let's help our newfound friends.
Let's do it on the double. Ensure this lich reign ends."♫
Cast Haste (7th rank) for the entire party. (Final 7th rank spell slot.)
◇ Ling Comp, ◆ CA, ◆◆ Haste
Pinebrush |
"You made it clear we weren't on the same side, but you've attacked your own people. Who's the traitor?"
Pine hesitates. If this is set up for them, there must be some kind of trap. But Trexima doesn't seem to be looking at him, and in a second he'll be casting spells. Can't waste the opportunity.
He darts around the pillar and towards the lich. It may well be the fastest way to free the hadis.
◆ Stride
◆ Stride
◆ Strike Rapier vs Off-Guard: 1d20 + 28 + 1 ⇒ (9) + 28 + 1 = 38 for piercing damage: 3d6 + 6 + 1 ⇒ (5, 1, 5) + 6 + 1 = 18, precision damage: 3d6 ⇒ (3, 6, 4) = 13, and spirit damage: 1d6 ⇒ 1. On crit, double and add deadly damage: 2d8 ⇒ (6, 2) = 8. Total of 32 on a hit, or 72 on a crit.
◇ If the Strike hits, Debilitating Strike to inflict a -10 penalty to his Speeds and make him unable to use Reactions
◆ Strike Shortsword vs Off-Guard (MAP): 1d20 + 28 + 1 - 4 ⇒ (19) + 28 + 1 - 4 = 44 for slashing damage: 3d6 + 6 + 1 ⇒ (2, 2, 5) + 6 + 1 = 16, precision damage: 3d6 ⇒ (3, 2, 5) = 10, and spirit damage: 1d6 ⇒ 1. On crit, double. Total of 27 on a hit, or 54 on a crit.
◇ If the Strike hits, Debilitating Strike to inflict a -10 penalty to his Speeds and make him unable to use Reactions
↺ Whichever trigger is met first.
Effect: You release a flash of lights and attempt a Reflex saving throw: 1d20 + 30 ⇒ (17) + 30 = 47. If your saving throw is higher than the attack roll for the triggering attack, it misses. If the attack misses, the attacker is dazzled until the end of your next turn.
◇ If the Strike hits, Debilitating Strike to inflict a -10 penalty to his Speeds and make him unable to use Reactions
GMAndrewW |
Billy inspires his companions in the usual way.
Pine darts in and stabs Trexima twice. However, the hoary old Lich seems heavily resistant to his attacks.
Two hits for 29 damage
Trexmia moves away from Pine, heading towards one of the doors into the Ossuary. He pauses and looks over to you. If these pathetic hadi's mean so much to you then let us see how much you actually care.
He casts a spell and draws the lifeforce from dozens of the hadi's at once, as well as your own! Their corpses will serve well enough as my undead minions.
Sigourney recognises the spell as horrid wilting just in time to see dozens of hadis crumple to the ground, their bodies desiccated.
Pine attacking breaks the invisibility for everyone. I am pausing here to see if anyone wants to reroll.
Sigourney recognise: 1d20 + 30 ⇒ (5) + 30 = 35
Fort Saves
Slick : 1d20 + 27 ⇒ (14) + 27 = 41, Juggernaut, crit
Billy : 1d20 + 24 ⇒ (6) + 24 = 30, fail
Pinebrush: 1d20 + 25 ⇒ (3) + 25 = 28, pass becomes crit, fail
Sigourney: 1d20 + 25 ⇒ (7) + 25 = 32, fail
Reginald : 1d20 + 25 ⇒ (10) + 25 = 35, fail
Yezom: 1d20 ⇒ 1, crit fail
Yilmaz: 1d20 ⇒ 17, fail
Teffera: 1d20 ⇒ 6, crit fail
Sigourney Knowledge |
I'll take the fail. Also, are Yezom and Teffera dead? Lifesense lets me detect if they are alive. This would affect my turn.
Billy Bardy |
When Billy feels his life-force, that he values very highly, about to be drained, he grows concerned. But when he sees it affecting the poor hadi's, he is determined to step in. "Oh, we care...." He chants,
♫"Our lives you won't take. Your spell is half-fake."♫
Billy reacts by casting Shadow Siphon (triggered on spell/magic that deals damage).
Shadow Siphon (Rank 6): 1d20 + 26 ⇒ (18) + 26 = 44 (vs caster DC)
Shadow Siphon: Treat shadow siphon's counteract level as 2 higher (ie. 8th level).
If successful vs caster DC, SS will counteract up to an 9th level spell.
If failure vs caster DC, SS will counteract up to a 7th level spell.
Pinebrush |
Wait, this is familiar... Billy's warning!
Harrow Shields Reroll: 1d20 + 25 ⇒ (1) + 25 = 26
Oh... at least that and shadow siphon probably cancel out?