| Pinebrush |
Pinebrush stows the anti-magic runestone for now, waiting until he has time to hire a crafter to transfer it to his armor (or get Sigourney to do it).
He has trouble resting, eager for the opportunity to explore underwater! He's very careful about casting his water-breathing spell on everyone.
As they travel, he flits and leaps between plants and ruins and other obstacles, staying low and quiet, using his wings for "extended leaps" more than what most would call flying. He has little difficulty traversing the terrain.
Acrobatics: 1d20 + 28 ⇒ (20) + 28 = 48
| GMAndrewW |
Shanaca is who they say they are, there is nothing more really to learn there.
Billy activates the Carnival card. He finds himself moving through the, by now familiar, shadowy carnival. He is drawn to the big top once again. Inside a new act is performing, an animal tamer stands in the middle of the tent, dressed all in black with only burning red eyes visible beneath a shadowy hood. Around him dance a mass of snakes, twisting and writhing in a sinuous, even hypnotic, movement.
Billy has a strong sense of malevolence rolling off the figure, they definitely cannot be trusted.
Everyone except Sigourney and Pine go ahead and give me your skill checks for traversing Kho. I also need a DC5 flat check from everyone except Sigourney.
| Pinebrush |
Flat Check: 1d20 ⇒ 9
| Billy Bardy |
Billy shudders and describes the evil snake charmer with red eyes and a hood. "The snake with a hood gave me cobra vibes. Sigourney, what do you know about cobras?"
Prob not enough for a RK check, but doesn't hurt to ask. :)
Billy helps the group traverse to the lake.
Perception +goggles: 1d20 + 25 + 2 ⇒ (20) + 25 + 2 = 47
Nat 20...Billy is extra refreshed for the journey.
Flat Check: 1d20 ⇒ 13
| Slick Silvertongue |
Slick makes a run into the market in Katapesh and sells off all their loot except for the Antimagic rune that he passes over to Pine. Upon returning to the palace, he distributes the cash to his companions, pocketing his own cut of the proceeds for later.
When everyone is ready to proceed again, Slick once again takes the lead position some distance in front of the others and carefully scouts the area ahead looking out for any dangers and to avoid being surprised or ambushed by any potential enemies.
Acrobatics (Scouting): 1d20 + 24 ⇒ (14) + 24 = 38
??? Flat Check vs DC 5: 1d20 ⇒ 18
| GMAndrewW |
The group makes their way through the broken city without trouble. Reaching the upper city you find yourselves facing the upper lake. A massive pool of dark, still water confronts you. It has clearly flooded a large section of the upper city and you can just about make out the shapes of buildings and streets below you. In the distance you can see a small island, only just protruding from the surface of the lake. It sits several hundred yards away near the middle of the lake and is the location Shanaca suggested that the lights were seen at.
What do you do?
| Reginald Rat the First |
"Well, my favourite cheese is Ustalavian Blue Cheese with a bit of wine. High class stuff. I'm happy with the lute, especially yours. It's saved our lives so many times! You could say that...I'm cheesed to see you. Reginald attempts to tell a joke.
Performance: 1d20 + 15 ⇒ (19) + 15 = 34
When the party reaches the pond, Reginald helps Sigourney dig out swimming potions from inside Sigourney's sleeves and helps hand them out to the party.
"Don't drink these yet. Sigourney...is going to be occupied for the next hour or so."
| Slick Silvertongue |
Slick looks out over the water to the small island in the distance but it is too far to see any details. "I guess we're going to have to swim over there to see what the deal is." He secures his equipment and prepares to enter the water.
Do we take the potions and/or spells to handle underwater stuff now, or wait until after we check out the island? It's possible that we'll get attacked on the swim out to the "island", and regardless, I suspect that the island is the top of a building we're going to have to climb down to explore further.
| Sigourney Knowledge |
"Cobra? Snake? In a pond? I have no idea if that even is possible. If you all give me an hour, I can ask someone who does."
Once the party reaches the lake, Sigourney gets off the disc, Sustains the spell to have it follow her around, and spends an hour meditating on Billy's question.
DC 30 Nature: 1d20 + 27 ⇒ (18) + 27 = 45
That's a crit success on a quick Commune with Nature spell! I get to ask one question to the spirits of nature who know which know about animals, beasts, fey, fungi, plants, topography, and natural resources within a 3-mile radius of the ritual’s location. I contact a more powerful entity aligned strongly with my interests, possibly even your deity. The entity won't attempt to deceive me, though it still might not know the answers. When it's important to provide clarity, the entity will answer your questions with up to five words, such as “If you leave immediately” or “That was true once."
I'll leave the choice of question up to Billy, but I think we should ask: "What is causing the lights at the islands on the middle of the lake?"
With the hour long ritual over, Sigourney hands out the Greater Swimming potions with Reginald's help and explains what it does and how long it lasts.
"Yes, this will taste like swallowing wet, salty sand. Not my problem - that's what the formula says it's intended to do. Why do you think I'm going to just cast this spell on me instead?" Sigourney says.
"Anyway, I think we should just swim to the island and figure out what is happening on it. Drink the potions when you are ready to go."
If the party agrees with her and drinks their potions, Sigourney will Cast 6th rank Feet to Fins on herself.
Edit: Actually, you are right. We could just Swim over to the island first so we don't waste the potion. Maybe, depending on the answer to a few rules clarifications, I will save that Feet to Fins for later.
| Billy Bardy |
Billy enjoys the chat with Reginald. "What a coincidence, Ustalavian Blue is my favorite too! Naturally, I agree about accompanying it with wine, but ..." Billy grins and asks, "... are you even old enough to drink, Reg?"
Arriving at the edge of the lake, Billy asks, "Can't we just fly to the island?" He continues, "I'd like to avoid any evil cobra sea creatures for as long as possible."
Billy considers and suggests, "I could also perform a quick augury to determine if it would be good or bad to make the swim. But I'm not sure that's necessary."
| Pinebrush |
"Cobra? Snake? In a pond? I have no idea if that even is possible. If you all give me an hour, I can ask someone who does."
"...sea serpent?"
Sigourney wants to take a long time again. Pine flops down on the ground and pretends not to be paying attention, though he continues listening carefully. If anything comes out of the water, he'll hear it before he could see it anyway.
| Slick Silvertongue |
When Billy mentions flying, Slick slaps his forehead with his palm. "Of course!" He taps his baldric with his hand. "This thing will get me over there without having to get wet. If the rest of you can get over there without touching the water, then I think that's the way to go. No need to give the bad guys a free shot at us if we don't have to, and no need to drink our swimming potions prematurely."
Slick closes his eyes and with an "It's flyin' time", he feels himself getting lighter. "Let me go check out the island." He takes off and flies over to the island and looks it over closely without actually landing on it just yet. He reports back what he finds.
Action: Activate an Item: Bravery Baldric: Gain effects of Fly - Duration: 5 minutes
Action: Fly (45 feet) with Bravery Baldric (Flight)
| Reginald Rat the First |
"Hey, look. I was 2 human years old before I became a familiar. In rat years, that makes me 60 years old. I'm definitely old enough to drink. Who knows how old I am now with magic running through my veins!" Reginald counters back. "Besides, are you going to tell on me?"
Noticing that Pine is free and that Sigourney is currently busy, Reginald drags some of Sigourney's spare pens and blank paper over to Pine.
"I'm sorry that Sigourney is taking a long time again...you get used to it though." He pushes over the writing material with his snout. "Fancy a game of hangman or naughts and crosses? You'll have to write for me though, I didn't get Manual Dexterity today from my patron."
| Sigourney Knowledge |
One hour later...
Sigourney snaps out of her trance.
"Ok, I spoke to something out there and it tells me that there are no monstrous serpents in this lake. Whatever Billy's vision is referring to, it's not a snake."
| Billy Bardy |
When Reginald asks Billy about plans to 'rat' him out, Billy responds, "Of course not, I'm a big fan of staying hydrated." He grins.
Upon hearing Sigourney's conclusion, the halfling muses aloud, "Or ... it's simply not an 'inhabitant of the lake'. Maybe we'll meet this serpent on the island..." When Slick returns from his reconnaissance mission, Billy prepares to cast Fly on himself to cross with the group. "Everyone have a way to get there?"
When the group is ready, Billy grips his staff, brings up some Musical Accompaniment, and sings,
♫"Swimming may cause fright, when crossing this great lake.
Better to take flight. Still mindful of that snake...."♫
Billy casts Fly.
Exploration Mode: Search (also specified in Billy's tagline)
| Sigourney Knowledge |
"Well, time to cross then?" Sigourney steps onto the disc with Reginald and snaps her fingers. Nothing happens at first. She snaps her fingers again. "The thing I hate the most about these things is that they start without warn-Ah!" The sudden burst of movement from the disc interrupts her sentence. It takes all her concentration to balance and keep the floating disc moving forward. She tries not to think about the possibility of falling into the black, murky depths below her.
| Pinebrush |
"Hey wait! I need--oh, right."
Pine is still relatively new to having permanent wings. But the others are still faster!
| GMAndrewW |
The group make their way across to the island. The surface of the lake is broken only by the outcroppings of rock and crystal in various sizes that poke above the lapping waves. Here, one such stone, hewn flat, juts several feet above the surface. On it lie strewn tools, clay storage jars held in depressions in the rock, a slab or altar, and an iridescent slick of fragrant grease. This oil forms a similar sheen on the lake water around this platform, while deeper down, under the water, an enormous shadow looms to the east of the rock.
Sigourey recognises the tools as being implements for use in a rare form of oil based embalming. They are clearly designed for large sized creatures.
Examining the stone and the tools, it is clear that this place is used for a create undead ritual and this is likely the source of the strange lights Shanaca told you about.
Examining the area you also find various ritual components, onyx gems and other rare materials worth 2000gp total.
Looking into the lake below you can see that the rock you are in descends into the murky waters. The place you want is probably down there, somewhere.
| Sigourney Knowledge |
Sigourney looks at the tools thoughtfully.
"These remind me of the embalming tools that one Gebbite professor brought over when he came to teach basic necromancy. I wonder what they could be possibly used for?"
Religion: 1d20 + 21 ⇒ (2) + 21 = 23
Sigourney realises that she didn't pay much attention during that particular unit in wizard college. She passes the tools to someone more devout to figure out - namely Billy.
"These are being used on large creatures. But why would someone want to embalm in the middle of a lake?"
After pocketing some of the ritual components, she hands out 3 Greater Swimming potions, one to each of the other non-rat party members.
"Ready whenever you all are." She says.
If she sees them drink their potions, she will cast 6th rank Feet to Fins on herself. Her legs and feet fuse together and morph into a fish tail. She slowly bellyflops her way off the disc and splashes into the water below. She instantly regrets it as she feels the chill of the lake.
After Sustaining the disc to follow her and placing Reginald securely on her shoulder, she follows the party as they dive into the lake.
| Billy Bardy |
When Sigourney hands Billy the tools, the devout halfling studies them.
Religion DC 25: 1d20 + 27 ⇒ (7) + 27 = 34
He nods confidently, "This stone, with these tools, are used in Create Undead rituals. They often involve glowing lights ... that Shanaca mentioned. Pretty evil stuff." He shudders and considers, "Didn't Shanaca say that tentacled monsters have taken her people who have returned as undead?"
Billy looks at the stone and turns to Slick, "In addition to removing the tools, should we destroy this stone altar while we're here?" He shrugs, "I'd help, but ..." and Billy displays his flabby halfling arms.
When the group is ready, Billy continues his Musical Accompaniment, drinks his potion, and dares to enter the realm of scary tentacled monsters.
| Slick Silvertongue |
Slick muses Billy and Sigourney's findings. "So, oil based embalming, eh? and on large creatures to boot? Sounds like we're going to be running into some big waterproof undead." He looks down into the murky depths. "Probably all swimming around down there waiting for us to drop in on them."
When Billy suggests destroying the stone island, Slick raises an eyebrow. "Not sure that's necessary, plus I'm a warrior, not a stonemason." He pulls his sword out. "I don't think I have the tools required to sink an island, no matter how small."
He takes the swimming potion from Sigourney, and with a deep breath, swallows it in one shot. "Here goes nothing," Slick grips his sword tightly in both hands and steps off the island. With a small splash, he drops into the water and proceeds to sink like a stone.
| GMAndrewW |
With Pine's water breathing magic in place and various methods pf swimming sorted out you dive into the murky, yet rather warm, waters of the lake. The lake is placid but the waters are rather murky. As you descend the light also grows dim. You can follow the column of stone downwards and, slowly, the shape of various buildings begins to resolve below you. One however, is different.
The building directly below you seems to be covered by a dome of shimmering, shadowy, bubbling water. It looks like there might be a passageway through it at the base where a crumbling old gatehouse stands.
What do you do? The area you are in is only dim light. There is no map.
| Billy Bardy |
[Back on the outcropping...]
Before everyone drinks their potions, Billy says, "Hang on... I never know who I might run into, and I like to be prepared to talk to everyone. And everything." He retrieves a scroll and casts Speak with Stones.
Duration: 1hr, but this won't take more than a few minutes.
Turning to the stone altar, he asks the stone spirits, "Greetings. I'm Billy. What creatures have been here?" After their response, he asks a harder question, "Can you describe what they do here?" And finally, "Is there anything we can do to help you?"
He passes along any other questions the group has, and then he joins everyone in quaffing potions for the swim.
| Sigourney Knowledge |
Back on the out-cropping...
"Sorry, what?" Sigourney is taken aback. "You are...speaking to this altar? Can you ask it...if it is concealing or built upon anything hidden?"
In the water...
Sigourney casts Light on herself and Reginald so that they can see. "We should probably go through the gatehouse. And by we, I mean the people who are more durable should go first."
| Slick Silvertongue |
As they drop through he water, Slick spots the odd looking building with the dome of shimmering water and sees the passageway at its base. He points to the entrance. Bubbles leave his mouth as he tries to say, "That way." Not knowing if anyone heard him, he kicks and starts swimming in the direction of the crumbling old gatehouse hoping that the rest follow.
| GMAndrewW |
The stones answer Billy in a grating voice which shakes his bones.
What creatures have been here?"
The Dark Lord Markish, he shall consume your soul!
Can you describe what they do here?
The Dark Lord reaves the souls of his minions and raises them to serve him forever.
Is there anything we can do to help you?
We need nothing from fragile creatures such as you. The waters will consume you and your bones shall moulder in the dark depths.
| Billy Bardy |
Billy shivers as the stone spirits speak. After translating for the group, Billy poses Sigourney's question about the stone altar covering or concealing anything. He nods and says, "Thank you, great spirit."
He follows up, "Can you describe The Dark Lord Markish? What type of creature is he and what does he look like?"
[In the water...]
Billy follows Slick to the gatehouse.
| Sigourney Knowledge |
Sigourney's expression turns into an incredulous grin as Billy translates.
"Are we being threatened by a rock? And what is a Marid anyway?"
Could I get a Recall Knowledge on that.
She messages Billy subtly. "You said that there was some kind of snake charmer right? This is probably him. I guess whoever Markish is, he is a necromancer and is not to be trusted."
In the water...
Sigourney swims along behind Slick and Pine. "I can hear you, Slick. Loud, but not clearly. Sound doesn't travel as well underwater."
| GMAndrewW |
As you head down towards the Gatehouse a number of creatures emerge from the surrounding ruins to assault you. Three large, tentacled, monsters with rubbery looking grey flesh move to the attack.
Initiative
Slick : 1d20 + 25 ⇒ (12) + 25 = 37
Billy : 1d20 + 25 ⇒ (4) + 25 = 29, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 28 ⇒ (4) + 28 = 32, Perception +24, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 23 ⇒ (2) + 23 = 25, +2 circ scout, +2 item visual
One of the creatures swims forward, as it does so all of you feel a wave of terror wash over you.
All of you are frightened 1. You cannot reduce this condition naturally which I think covers bravery as well.
It snaps out with its beak at Sigourney before trying to pierce her with a pair of tentacle jabs! Hitting her twice it also smears her with foul smelling slime.
The second one emerges and attacks Billy, only managing to catch him with a pointy tentacle.
Beak: 1d20 ⇒ 17, hit
Damage: 3d10 + 14 ⇒ (1, 9, 5) + 14 = 29
Tentacle: 1d20 - 4 ⇒ (17) - 4 = 13, hit
Damage: 3d8 + 14 ⇒ (1, 3, 1) + 14 = 19
Tentacle: 1d20 - 4 ⇒ (14) - 4 = 10, miss
Fortitude saves: 2d20 ⇒ (15, 10) = 25
Beak: 1d20 ⇒ 3, miss
Tentacle: 1d20 - 4 ⇒ (6) - 4 = 2, miss
Tentacle: 1d20 - 4 ⇒ (19) - 4 = 15, hit
Damage: 3d8 + 14 ⇒ (1, 8, 8) + 14 = 31
Fortitude save: 1d20 ⇒ 16
Turn Order
Red
Green
----------------------------------------
Slick
----------------------------------------
Blue
----------------------------------------
Pine
Billy
Sigourney
Bold to act. At the start of your turn give me a Will save
Combat status
Slick 233/233, frightened 1
Billy 165/186, see invisibile, frightened 1
Pinebrush 201/201, frightened 1
Sigourney 140/188, frightened 1
Reginald 105/105, frightened 1
Aquatic Combat:
You are flat footed unless you have a swim speed
You gain fire and acid resistance 5
You take a -2 penalty to slashing and bludgeoning attacks
Ranged piercing attacks have their range increment halved, bludgeoning and slashing ranged attacks are ineffective
No fire spells or effects with the fire trait work underwater
| Slick Silvertongue |
Now that the altar had shown itself to be a total dick, Slick momentarily reconsiders his reluctance to destroying it. He again decides against it. After all, if he were to try and kill everything dickish he came across, he'd have no free time left at all.
As the strange tentacled monsters approach, Slick is caught a little by surprise and is somewhat shocked by their ugly appearance. "Ugh!"
Will Save vs DC ??: 1d20 + 21 ⇒ (20) + 21 = 41
But except for a slight remaining feeling of ick!, he isn't otherwise affected.
With the water affecting his ability to move freely across the battlefield, and with Billy a little slow off the mark with his usual bucking up of the spirits and speeding up of the bodies, Slick finds himself having to get down to basics. He steps in front of Billy to protect his softer friend with his body, and pokes twice at the nearest of the giant tentacled creatures.
Action 1 (◆): Step
Action 2 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Frightened 1 vs Green.
Greatsword Attack: 1d20 + 28 + 2 - 1 ⇒ (2) + 28 + 2 - 1 = 31
Greatsword Damage: 3d12 + 13 ⇒ (12, 2, 1) + 13 = 28 piercing damage
Action 3 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Frightened 1 and MAP1 vs Green.
Greatsword Attack: 1d20 + 28 + 2 - 1 - 5 ⇒ (18) + 28 + 2 - 1 - 5 = 42
Greatsword Damage: 3d12 + 13 ⇒ (9, 8, 11) + 13 = 41 piercing 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 ⇒ (11) + 28 + 2 + 1 = 42
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 2, 4) + 13 + 1 = 28 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.
| GMAndrewW |
Unfortunately you cannot step with anything other than a land speed.
Slick swims forward, as he does Green jabs out at him with a tentacle but it goes well wide. His first blow goes wide but the second pierces something vital.
Miss and a Crit for 56
Blue swims forward and snaps out at Pine. It crunches into his little body with its massive beak and then slaps him with a tentacle. He is thoroughly covered with disgusting oil.
If you want to reroll those saves please make them the first roll in your post. The rest of the party is up.
Tentacle: 1d20 ⇒ 1
Beak: 1d20 ⇒ 20, crit
Damage: 3d10 + 14 ⇒ (1, 6, 8) + 14 = 29 doubled for 58
Tentacle: 1d20 - 4 ⇒ (15) - 4 = 11, hit
Damage: 3d8 + 14 ⇒ (6, 3, 7) + 14 = 30
Tentacle: 1d20 - 4 ⇒ (1) - 4 = -3, miss
Fortitude saves: 2d20 ⇒ (2, 5) = 7, both fail
Also, a slight retcon, the second tentacle attack on Sigourney also hit.
Damage: 3d8 + 14 ⇒ (1, 5, 6) + 14 = 26
Fortitude: 1d20 ⇒ 13
Turn Order
Red
Green
----------------------------------------
Slick
----------------------------------------
Blue
----------------------------------------
Pine
Billy
Sigourney
Bold to act. At the start of your turn give me a Will save
Combat status
Slick 233/233, frightened 1
Billy 165/186, see invisibile, frightened 1
Pinebrush 113/201, frightened 1, Slimed, no current effect
Sigourney 114/188, frightened 1
Reginald 105/105, frightened 1
Green, 56 damage, FF end Slick turn 2
| Sigourney Knowledge |
Will: 1d20 + 24 ⇒ (17) + 24 = 41
Sigourney is so disgusted by these creatures that she is unaware of the mind-altering effects that come with them.
"Ugh, this is disgusting. Reginald, remind me to cast Prestidigitation on myself later."
| Sigourney Knowledge |
Sigourney realises that she and Pine are in an incredibly bad situation. Surrounded by 3 beasts that lash out whenever given the opportunity? Not good, especially when two of these creatures are within reach of her and Pine. She considers her options and eventually goes for the least bad one.
Her Patron acts first, as usual and commands Reginald to do his thing.
"Well, hit me I guess. I'll probably be fine, but I really need to get this spell off at a safe distance." She reluctantly swims away.
At a safer distance 30 feet away, she casts a spell.
"This should hopefully cause them to miss a few of their hits, but we need to focus one of them down at a time. Get dazzled by my Revealing Light!"
DC 35 Reflex Save against Revealing Light.
◇ Patron's puppet, ◆ Swim, ◆◆ Revealing Light
| Reginald Rat the First |
Reginald splits into strings. Although aware of Sigourney's directions that the party focus their fire, he chooses to target the one furthest from the party.
"Eeep! Get these things away from me!"
Stitching Strike, DC 35 Reflex Save, Slashing on Red. Failure means it is Immobilized vs Spell DC 35 to Escape: 14d6 ⇒ (5, 5, 1, 3, 4, 3, 6, 2, 2, 5, 5, 5, 6, 4) = 56
◆◆ Stitching Strike
| Billy Bardy |
Will +Fright: 1d20 + 27 - 1 ⇒ (11) + 27 - 1 = 37
(+1 if magic, from Antimagic rune. Succ=>Crit Success, from Resolve.)
Billy wasn't bothered by the altar's seemingly aggressive attitude. The bard understood that stone spirits are not often blessed with diplomacy and tact, like he is. The tentacled creatures, however, are likely the monsters that Shanaca described as killing her people. And they hurt!
This is normally the part of Billy's act where he sings out inspiration, but since he just got stabbed, he courageously opts for discretion over valour. He sings a song to haste his friends.
♫"The tentacles must go. There's no more time to waste.
It's time to start the show. Let's all attack with haste."♫
Cast Haste (7th rank) for the entire party.
Then, as the proverbial coast is clear thanks to Sigourney's bravery, Billy takes advantage and swims to a more strategic distance.
◆◆ Haste, ◆ Swim
| Pinebrush |
Crown of Chaos Fort reroll: 1d20 + 25 - 1 ⇒ (20) + 25 - 1 = 44 Harrow Suit (Crowns 6): 1d6 ⇒ 5
Will: 1d20 + 22 - 1 ⇒ (7) + 22 - 1 = 28 I'm rerolling this, but I'd already rolled other dice so I put it at the bottom.
Eh, ouch. Pine lets his whip fall (or drift slowly downwards). It's not very useful underwater anyway. He tries to quickly patch his wound, but doesn't quite manage it and resorts to using the magic healing from his gloves.
He then darts through the water towards the giant monster that Slick was already attacking. "You think you're so tough just because you're so much bigger than me? Well, little things can sting!"
Oh hey, he has a new name for his sword. Which is good because it isn't spicy any more.
He stabs the beast in what he assumes is its most vulnerable spot.
◇ Drop whip
◆ Battle Medicine self, Master DC 30 Medicine: 1d20 + 24 - 1 ⇒ (3) + 24 - 1 = 26. Welp. No rerolls for skills available.
◆ Healer's gloves self healing: 4d6 + 15 ⇒ (1, 5, 1, 5) + 15 = 27
◆ Swim
◆ Strike Green Rapier: 1d20 + 28 - 1 ⇒ (11) + 28 - 1 = 38 for piercing damage: 3d6 + 6 ⇒ (4, 4, 4) + 6 = 18, precision damage: 3d6 ⇒ (3, 3, 3) = 9, and spirit damage: 1d6 ⇒ 4
◇ Debilitating Strikes. If the attack hit, it can't use Reactions, or flank or contribute to its allies' flanking.
If crit, double damage and add deadly damage: 2d8 ⇒ (1, 2) = 3, and it triggers Reactive Strike as though it had used a manipulate action.
◇ Debilitating Strikes. If the attack hit, it can't use Reactions, or flank or contribute to its allies' flanking.
Harrow Will Reroll: 1d20 + 22 + 4 - 1 ⇒ (2) + 22 + 4 - 1 = 27 Ok.
| GMAndrewW |
Reginald shrugs off whatever unpleasant aura these things posses and unravels himself at them! Green becomes horribly tangled!
Sigourney swims away, taking a pointy tentacle for her trouble! She then engulfs two of them in bright lights. Blue seems not to notice but red starts blinking its many jet black, soulless eyeballs.
Billy also seems unconcerned by the fear radiating from the things. He hastes the party and bugs out.
Pine, you failed both of the fort saves but have only rerolled one. Currently you remain slimed. The 28 will save is a fail but the effect has incapacitation so you pass and dont to reroll that.
Pine feels his limbs begin to stiffen but is able to shrug off the effect. He gives himself a little healing and then swims up to green and stabs him.
Green objects to Pine's closeness and snaps at him with its beak but just goes wide. It promptly jabs him with a pair of pointy tentacles, piercing his little body and then tries a wild slam with another which goes well wide.
Red jets through the water at Sigourney. The beak snaps shut just in front of her nose and one tentacle goes wide due to the strange lights playing across the soulless dark orbs the thing has for eyes. The second tentacle however impales her leg, causing a great deal of pain and, perhaps more worringly, covering her in slime!
Sigourney, if you want to reroll the failed fort save you can do so, go ahead and do it now.
Reflex, green: 1d20 ⇒ 8, fail
Tentacle: 1d20 ⇒ 4, miss
Tentacle: 1d20 ⇒ 15, hit
Damage: 3d8 + 14 ⇒ (6, 5, 1) + 14 = 26
Fortitude: 1d20 ⇒ 16
Reflex, red: 1d20 ⇒ 8
Reflex, blue: 1d20 ⇒ 20
Beak: 1d20 ⇒ 6, miss
Tentacle: 1d20 - 4 ⇒ (13) - 4 = 9, hit
Tentacle: 1d20 - 4 ⇒ (15) - 4 = 11, hit
Tentacle: 1d20 - 8 ⇒ (5) - 8 = -3, miss
Damage: 3d8 + 14 ⇒ (6, 6, 7) + 14 = 33
Damage: 3d8 + 14 ⇒ (3, 7, 6) + 14 = 30
Dazzled flat checks: 3d20 ⇒ (12, 2, 17) = 31
Beak: 1d20 ⇒ 7, miss
Tentacle: 1d20 - 4 ⇒ (19) - 4 = 15, hit
Damage: 3d8 + 14 ⇒ (1, 7, 8) + 14 = 30
Fortitude: 1d20 ⇒ 6, fail
Haste 1/10
Turn Order
Red
Green
----------------------------------------
Slick
----------------------------------------
Blue
----------------------------------------
Pine
Billy
Sigourney
Bold to act.
Combat status
Slick 233/233, frightened 1
Billy 165/186, see invisibile, frightened 1
Pinebrush 77/201, frightened 1, Slimed, no current effect
Sigourney 58/188, frightened 1, Slimed, no current effect
Reginald 105/105, frightened 1
Green, 169 damage, Immobilised, FF end Slick turn 2, no reactions or flank, Pine turn 2
Red, dazzled 1 minute
| GMAndrewW |
Retconning reds turn
Red seethes in rage, entangled by Reginalds strings. He tries to escape, eventually breaking out and swimming after Sigourney.
I am leaving the previous rolls as they are and rerolling for his new actions. If he manages to make any attacks I will use the rolls above.
Escape: 1d20 ⇒ 3
Escape: 1d20 - 5 ⇒ (10) - 5 = 5
Haste 1/10
Turn Order
Red
Green
----------------------------------------
Slick
----------------------------------------
Blue
----------------------------------------
Pine
Billy
Sigourney
Bold to act.
Combat status
Slick 233/233, frightened 1
Billy 165/186, see invisibile, frightened 1
Pinebrush 77/201, frightened 1, Slimed, no current effect
Sigourney 88/188, frightened 1
Reginald 105/105, frightened 1
Green, 113 damage, Immobilised, FF end Slick turn 2, no reactions or flank, Pine turn 2
Red, 56 damage, dazzled 1 minute
| Slick Silvertongue |
As the nearest tentacled monstrosity ignores him and goes after Pine, Slick notices that Sigourney is not so fortunate. When another of the creatures strikes her, he reaches out with his mind and redirects some of the damage to himself.
Reaction (↺): Cast a Spell: Protector's Sacrifice [L8] on Sigourney
Damage to Sigourney reduced by 24 hit points which is redirected to Slick
With Sigourney taken care of, Slick returns his now sped-up attentions to the creature before him. He pokes at it a few times looking for a soft spot.
It appears that we are standing on the ground and do not need to Swim to stay afloat. As such, Slick will spend all his actions striking at Green hoping to take it down.
Action 1 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Gang Up, Frightened 1 and Haste vs Off-Guard Green
Greatsword Attack: 1d20 + 28 + 2 - 1 ⇒ (14) + 28 + 2 - 1 = 43 vs Off-Guard
Greatsword Damage: 3d12 + 13 ⇒ (6, 8, 2) + 13 = 29 piercing damage
The creatures' ACs seems to be 32, so that should be a crit. If so, the target is Off-Guard until the end of Slick's next turn (Grievous).
Actions 2 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Gang Up, Frightened 1 and MAP1 vs Off-Guard Green
Greatsword Attack: 1d20 + 28 + 2 - 1 - 5 ⇒ (8) + 28 + 2 - 1 - 5 = 32 vs Off-Guard
Greatsword Damage: 3d12 + 13 ⇒ (10, 5, 7) + 13 = 35 piercing damage
That should be a hit, so the following strikes are at MAP2.
Action 3 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Gang Up, Frightened 1 and MAP2 vs Off-Guard Green
Greatsword Attack: 1d20 + 28 + 2 - 1 - 10 ⇒ (15) + 28 + 2 - 1 - 10 = 34 vs Off-Guard
Greatsword Damage: 3d12 + 13 ⇒ (2, 1, 4) + 13 = 20 piercing damage
Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Gang Up, Frightened 1 and MAP2 vs Off-Guard Green
Greatsword Attack: 1d20 + 28 + 2 - 1 - 10 ⇒ (8) + 28 + 2 - 1 - 10 = 27 vs Off-Guard
Greatsword Damage: 3d12 + 13 ⇒ (1, 3, 4) + 13 = 21 piercing damage
| GMAndrewW |
Slick hacks away at green, which, with Pines extra stab, finally tears the thing apart!
Blue, incensed at Slick, unleashes at him! Its beak crunches down on his arm then a tentacle stabs and smacks him! He finds himself coated in slime.
If you want to reroll your failed fort save go ahead and do so now.
Beak: 1d20 ⇒ 20, crit
Tentacle: 1d20 - 4 ⇒ (20) - 4 = 16, crit
Tentacle: 1d20 - 4 ⇒ (12) - 4 = 8, miss
Tentacle: 1d20 - 8 ⇒ (17) - 8 = 9, hit
Beak dmg: 3d10 + 14 ⇒ (5, 2, 4) + 14 = 25, piercing, doubled for 50
Tentacle dmg: 3d8 + 14 ⇒ (1, 2, 5) + 14 = 22, piercing, doubled for 44
Tentacle dmg: 3d8 + 14 ⇒ (4, 3, 3) + 14 = 24, bludgeoning
120 total
3 Fort saves, one per hit: 3d20 ⇒ (19, 5, 14) = 38, pass, fail, pass
Haste 1/10
Turn Order
Red
Green
----------------------------------------
Slick
----------------------------------------
Blue
----------------------------------------
Pine
Billy
Sigourney
Bold to act.
Combat status
Slick 91/233, frightened 1, Slimed, no current effect
Billy 165/186, see invisible, frightened 1
Pinebrush 77/201, frightened 1, Slimed, no current effect
Sigourney 112/188, frightened 1
Reginald 105/105, frightened 1
Green, dead
Red, 56 damage, dazzled 1 minute
| Pinebrush |
"No you don't!" Pine's wings open, and then fold over him, covering him with their magic.
Now invisible he sweeps through the water towards the injured whatever-it-is. Might these things be able to tell where he is through displaced water? Probably not, they're much larger than he is. But it doesn't really matter, because he gives away his location with a sharp announcement.
◆◆ Cast invisibility (though that'll provoke...)
◆ Swim into Red's space
◆ Strike Red Rapier: 1d20 + 28 - 1 ⇒ (11) + 28 - 1 = 38 for piercing: 3d6 + 6 ⇒ (6, 4, 3) + 6 = 19, precision: 3d6 ⇒ (6, 1, 5) = 12, and spirit damage: 1d6 ⇒ 4. On crit, double damage and add deadly damage: 2d8 ⇒ (2, 1) = 3, it becomes Off-Guard for a round, and it provokes a Reactive Strike from Sigourney as though it used a Manipulate action (which probably isn't very helpful, but it is nonetheless true). Total of 35 on a hit, or 73 on a crit
◇ Debilitating Strikes. If the attack hit, it can't use Reactions, or flank or contribute to its allies' flanking.
◇ Debilitating Strikes. If the attack hit, it can't use Reactions, or flank or contribute to its allies' flanking.
| Billy Bardy |
When Pinebrush starts to take action, Billy calls out, "Maybe wait for some of my fabulous inspiration, my friend?"
Maybe Pine delays for Billy?
Billy sings out,
♫"Attacked far beneath the blue sky.
By three very large octopi.
.....We'll cause them great harm.
.....And slice off each arm.
Let's do this! And watch them all die."♫
Lingering Performance +VirtPerf +Mask +Music +Fright, DC 34: 1d20 + 28 + 2 + 2 + 1 - 1 ⇒ (12) + 28 + 2 + 2 + 1 - 1 = 44
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.
Billy then strides along the lake bed closer to Slick and sings,
♫"Slick just took some hits. Which sent the fighter reeling.
It's usually he who crits. I'll offer up some healing."♫
Soothe (6th rank) on Slick: 6d10 + 24 ⇒ (8, 7, 10, 8, 7, 4) + 24 = 68
◇ Ling Comp, ◆ CA, ◆ Stride 15' (hasted), ◆◆ Soothe
| Sigourney Knowledge |
Sigourney notices that the monstrosity in front of her is so distracted by a (presumably invisible) Pine that it can't disrupt her spellwork. "Thanks Pine!" She yells out into the water. "Fall back, everyone! I'll take it from here."
She murmurs a few words in a language that is definitely not Taldane.
Sigourney's thin and wry shape buckles and expands. Her white skin hardens and greys, forming into scales. Her hands elongate and sharpen into claws as large as a grown halfling. Vicious looking horns, wings and fangs sprout from her body as it stabilises into the likeliness of a Huge Adamantine Dragon.
Casting 8th Rank Dragon Form for Adamantine Dragon. I get the following statistics:
- the Dragon trait,
- hands and can take manipulate actions,
- a Huge form,
- 15 Temp Hit Points,
- AC of 21 + 15 = 36,
- Speed of 40 feet, fly speed of 120 feet, burrow speed of 20 feet,
- [two-actions] Dragon Breath of a 30 foot cone of Bludgeoning that does 14d6 damage (basic Reflex save),
- Resistance 10 against the damage type of Dragon Breath (Bludgeoning),
- Darkvision and Imprecise Scent of 60 feet,
- Athletics +28,
- Tradition Resistance 5 to physical damage (as Adamantine Dragons are Primal and match the spell tradition from which I cast this spell),
- The following unarmed attacks with a modifier of +28 and damage bonus of +12, Melee [one-action] jaws (reach 10 feet), Damage 2d12 piercing plus 2d6 Bludgeoning; Melee [one-action] claw (agile) (reach 10 feet), Damage 3d10 slashing; Melee [one-action] tail (reach 15 feet), Damage 3d10 bludgeoning.
With a great roar, the now huge Sigourney starts chomping away at the many tentacles of this creature. Her maw both pierces and grinds whatever she can chew on into bits.
Jaws, CA, Frightened 1 vs Off-guard AC: 1d20 + 28 + 1 - 1 ⇒ (10) + 28 + 1 - 1 = 38
Damage: Piercing, Bludgeoning, CA: 2d12 + 2d6 + 12 + 1 ⇒ (10, 8) + (2, 4) + 12 + 1 = 37
Jaws, CA, Frightened 1, MAP 1 vs Off-guard AC: 1d20 + 28 + 1 - 1 - 5 ⇒ (12) + 28 + 1 - 1 - 5 = 35
Damage: Piercing, Bludgeoning, CA: 2d12 + 2d6 + 12 + 1 ⇒ (12, 2) + (3, 4) + 12 + 1 = 34
◆◆ Dragon Form, ◆ Strike, ◆ Strike
I don't think I can cast spells in this form so my reactions have been cut down to these.
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.
Activate—Antimagic Armor [reaction] (concentrate); Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-rank dispel magic spell and a counteract modifier of +26.
| Reginald Rat the First |
Reginald squeaks a sigh of relief as Dragon-Sigourney and an invisible Pine engage the squid thing in front of him.
"Nice work, everyone! I'll take my leave now, if it's all the same to you."
He attempts to swim away, but lacks the physiological means to do so efficiently. His desperate doggy-paddling only gets him so far.
Athletics check to Swim: 1d20 + 15 ⇒ (14) + 15 = 29
◇ Independent (Swim). If he succeeds, please move him as far away from the enemy as possible.
| Slick Silvertongue |
Slick barely has time to celebrate the destruction of one enemy when the next one is upon him. The ferocity of the new creature's attacks surprises him. "Wow! These guys do not mess around." When the final tentacle stabs him and covers him in slime, he recoils slightly in disgust...
Reaction: The Paladin (↺): Adjust the result of your saving throw up by one degree of success.
...and manages to wipe most of it off before it can affect him.
| GMAndrewW |
Pine vanishes and swims into red, poking it!
Billy inspires his companions and bolsters Slick, who may well need it.
Sigourney transforms into a massive dragon and takes two disgusting bites out of the monster. It also leaves an opening for Pine to stab it but somehow the bulky thing is still moving!
31 from Pine, 71 from Sigourney
Red, furious, unleashes at Sigourney. In its fury it fails to land a single blow!
Dazzled flat checks: 4d20 ⇒ (10, 5, 20, 11) = 46
Beak: 1d20 ⇒ 6
Tentacle: 1d20 - 4 ⇒ (1) - 4 = -3
Tentacle: 1d20 - 4 ⇒ (4) - 4 = 0
Tentacle: 1d20 - 8 ⇒ (7) - 8 = -1
Haste 2/10
Inspire 1/10
Turn Order
Red
----------------------------------------
Slick
----------------------------------------
Blue
----------------------------------------
Pine
Billy
Sigourney
Bold to act.
Combat status
Slick 159/233, frightened 1
Billy 165/186, see invisible, frightened 1
Pinebrush 77/201, frightened 1, Slimed, no current effect
Sigourney 112/188, frightened 1
Reginald 105/105, frightened 1
Green, dead
Red, 193 damage, dazzled 1 minute, no reactions or flanking
| Slick Silvertongue |
Slick nods to his friend in appreciation for the healing ditty. "Thanks, Billy. These things can really do some damage when they puts what's left of their minds to the task."
He then sees that Pine and Sigourney almost managed to finish off their tentacled opponent. He decides to join in the fun and hopefully finish the creature off. He swims over and with Pinebrush's distractions, pokes away with his sword.
Action 1 (◆): Swim (Swim Speed 45 feet)
Action 2 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem, Gang Up, Frightened 1 and Haste vs Off-Guard Red
Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 ⇒ (14) + 28 + 2 + 1 - 1 = 44 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (12, 2, 1) + 13 + 1 = 29 piercing damage
That should be a CRIT!
Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem, Gang Up, Frightened 1 and MAP1 vs Off-Guard Red
Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 - 5 ⇒ (9) + 28 + 2 + 1 - 1 - 5 = 34 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (7, 9, 5) + 13 + 1 = 35 piercing damage
That should be a hit. If Green was anything to go by, there's a good chance that Red is dead. If so, then time to Lay on Hands, otherwise one more poke it is.
Slick recovers 48 hit points.
Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 - 10 ⇒ (17) + 28 + 2 + 1 - 1 - 10 = 37 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 3, 7) + 13 + 1 = 32 piercing 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 ⇒ (16) + 28 + 2 + 1 = 47
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 11, 2) + 13 + 1 = 32 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.