| Sigourney Knowledge |
Sigourney is entranced by the crystals. The colours pulse hypnotically and give off the impression that they are magic. She casts Detect Magic with Reach Spell in order to confirm that they are magical.
"What my friend here said." Sigourney says absentmindedly, her focus mostly on casting the spell. "Also, some of the residents above water have sent us to investigate strange tentacle monsters attacking them. I'm sure you have nothing to do with those attacks."
She puts her Staff of Healing up her sleeves. In case this turns into a fight, she wants to be able to reach for the Harrow Cards as quickly as possible.
| Billy Bardy |
Before entering the room, Billy grips his staff and re-casts his Musical Accompaniment. (Duration: 10mins)
Billy is also in awe of the odd pulsating crystals in this strange room. It takes him a moment to retrieve his jug and step forward. "Greetings Markish. I'm Billy. You have a lovely manor." The halfling bows with a flourish and continues, "My friends and I are investigating the attacks around the towers. We found a stone altar." He pauses and continues, "The altar spoke highly of you, referring to you as The Dark Lord. A most impressive title!"
Billy pours drinks from his jug, he asks, "If you are indeed the one causing harm to the derhi, perhaps we can work out a deal that benefits all parties? My friends and I can be quite resourceful. In the meantime, would you like some honey mead?" Billy takes a sip and smiles, awaiting a response.
Billy activates his Cloak of Repute which will turn a Success into Crit Success.
Diplomacy to Make an Impression +cloak +jug +music: 1d20 + 26 + 2 + 1 + 1 ⇒ (20) + 26 + 2 + 1 + 1 = 50
| GMAndrewW |
Marikish continues to smile in a rather disturbing way. You are here on behalf of the derhii are you? Foolish, simple creatures but quite delicious. You are looking for the Harrow cards as well? As it happens I have indeed come into possession of just such a card. I might even be convinced to part with it, for a suitable price. But first, tell me, I hear rumours of changes in Kho, are you responsible for them? Rumours about that fool Trexima. It seems you are quite the disruptive bunch. I trust you intend no further disruptions here?
| Pinebrush |
It was pretty obvious what was going to happen. There really only seemed like one way this could play out. Pine should stay hidden so he can get the drop on this guy.
If a talky solution was even possible, Billy didn't really need him. It just didn't make any sense to reveal himself.
"Do we need to? 'Disruption' can mean a lot of things. You could say we're disruptive, but I think pretty much everybody we've met agrees we disrupted situations that really needed it. Well, there were a few who might've disagreed, but they were often the cause of those harmful situations. But mostly they didn't want to talk about it in the first place, so I really don't think they'd have much to say now. We just want things to work out for everybody!"
Everybody who was still alive. Was that too subtle? Too obvious?
| Billy Bardy |
Billy, ever the optimist, whispers to Slick, "See? I told you he'd be reasonable." Turning back to Markish, he responds, "Yes, we played a role in some of the changes in Kho. So you kno... knew Trexima. He wasn't as discerning as you." He grins and adds, "But he was an excellent dancer."
After taking another sip of mead, he asks, "We don't want to be disruptive -- disruption just finds us. What kind of arrangement do you have in mind? Naturally, it would involve leaving the derhi alone in addition to parting with that card."
In case another Make Impression check is in order...
Diplomacy to Make an Impression +cloak +jug +music: 1d20 + 26 + 2 + 1 + 1 ⇒ (11) + 26 + 2 + 1 + 1 = 41
| GMAndrewW |
Markish smiles again. Reasonable, yes, of course, I am sure we can all be reasonable.
Markish ponders, glancing up to the crystalline roof. I see, are you really so bothered about the derhii. Such simple and rather pathetic creatures, I cannot imagine that you particularly care about their lives if you get what you want? I have this card he says, drawing a colourful Harrow card from his belt. I would be willing to part with it for, lets say, 10,000 gold coins and a single derhii soul as a snack. That is reasonable is it not.
| Slick Silvertongue |
Slick frowns at Markish's demands for handing over the card. The talk of souls reminds him of Trexima, so he looks over their strange new acquaintance a little more closely.
I looked at the image of Markish on Roll20 and it is definitely giving off an undead vibe, especially the face and weird skulls on the chest. Anyone willing to Recall Knowledge on this guy and narrow down what kind of creature we're dealing with? If it's another lich, then we're going to be looking for its soul cage, if not, then Slick's vorpal blade will soon be going snicker-snack!
"What is it with this soul-collecting obsession that everyone seems to have here in Kho? Your late friend Trexima was also a little fixated on such things... much to his detriment in the end."
Slick puts away the card and regrips his sword in preparation for what he sees as the inevitable conclusion of this negotiation.
"And what, pray tell, do you plan to do with a derhii soul if we were to supply you with one? Presumably you'd use it create another tentacled undead horror on your little island altar, no? Considering what happened to your greeting party, you must be running a little low on them by now."
| Sigourney Knowledge |
Sigourney takes a closer look at Markish and fixes him with her Biographical Eye.
She then tries to Recall Knowledge on Markish. Since his appearance and obsession with souls reminds Slick of a Lich, she tries to confirm that assumption.
Taking a step forward, she says: "Asking us to supply you with a derhii soul also defeats the purpose of keeping them safe. Surely you realise that."
| Billy Bardy |
When Markish makes his outlandish request, Billy realizes this will not end peacefully. Nonetheless, he decides it best to keep Markish talking so the group can best prepare.
The halfling responds smoothly, "Your proposal is compelling, Lord Markish. But surely the sum is negotiable, as we don't have access to 10,000 gold." He packs up his jug and mugs, grips his staff, and continues, "And my scholarly friend is right: as our agreement involves keeping the derhi safe, you'll need to find your soul elsewhere."
After a short pause, Billy offers, "I was thinking that maybe we could perform a service for you, either here in your manor or elsewhere." While Markish is considering, Billy states, "Before we come to an agreement, we would need to see the card itself to determine its function. As a show of trust, would you show it to us?"
As he's talking, Billy studies his host. (Recall Knowledge)
Society +23, Religion +27
| GMAndrewW |
Billy thinks that Markish is an undead Marid, a genie devourer. What do you want to know? Sigourney disagrees, she thinks he is an undead mummified triton cleric, possibly from the Plane of Water. The two swirling vortices certainly have the look of portals. I assume Sig wants lowest defence, as is often common with undead it is Fortitude.
Markish sighs, I see that you are not reasonable people. So concerned about the lives of trivial beings. Very well, let me show the card, and destroy you with it.
Initiative
Slick : 1d20 + 25 ⇒ (7) + 25 = 32
Slick Battle Cry: 1d20 + 31 ⇒ (14) + 31 = 45
Billy : 1d20 + 25 ⇒ (2) + 25 = 27, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 28 ⇒ (6) + 28 = 34, Perception +24, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 23 ⇒ (14) + 23 = 37, +2 circ scout, +2 item visual
With that he makes a single, lazy, gesture and the water around you is suddenly freezing cold. Sigourney recognises it as the oncoming rush of a 7th rank cone of cold.
Pausing to see if Billy wants to reoll his crit fail
Sig recognise: 1d20 ⇒ 8
Reflex Saves
Slick : 1d20 + 25 ⇒ (13) + 25 = 38, Bulwark +1, Evasion, pass - crit pass
Billy : 1d20 + 25 ⇒ (1) + 25 = 26, +1 vs magic, crit fail
Pinebrush: 1d20 + 30 ⇒ (19) + 30 = 49, Improved Evasion, crit pass
Sigourney: 1d20 + 26 ⇒ (10) + 26 = 36, +1 vs magic, pass
Reginald : 1d20 + 26 ⇒ (19) + 26 = 45, probably evasion, pass - crit
Turn Order
Markish
-----------------------------------------
Sigourney
Pine
Slick
Billy
Bold to act. The green area around Markish is difficult terrain for all movement types.
Combat status
Slick 233/233
Billy 186/186, see invisibile
Pinebrush 201/201
Sigourney 188/188
Reginald 105/105
| Billy Bardy |
Billy is surprised that Sigourney doesn't agree about Markish. But as master in Religion, Billy has faith in himself. He explains confidently, "Our host is an undead Marid who devours genies."
Since he doesn't trust Sigourney's opinion at the moment, Billy would like to know lowest save.
Billy uses some Halfling Luck to avoid the cold front.
Reflex +AntiMagic: 1d20 + 25 + 1 ⇒ (20) + 25 + 1 = 46
| GMAndrewW |
Billy manages to twist away at the last moment. Sigourney becomes rather chilly. Then, from the pool ahead of you rises a pair of the horrid mummified things you fought outside. One tears into Billy, leaving him covered in slime. The second tears into Sigourney who avoids the slime.
CoC Damage: 16d6 ⇒ (3, 1, 6, 5, 6, 2, 2, 2, 4, 4, 4, 2, 1, 6, 3, 3) = 54
Red versus Billy
Attack 1, Beak: 1d20 ⇒ 8, hit
Attack 2, Tentacle: 1d20 - 4 ⇒ (14) - 4 = 10, hit
Attack 3, Tentacle: 1d20 - 4 ⇒ (14) - 4 = 10, hit
Damage: 3d10 + 14 + 3d8 + 14 + 3d8 + 14 ⇒ (5, 2, 1) + 14 + (6, 1, 8) + 14 + (6, 4, 6) + 14 = 81
3 Fort saves: 3d20 ⇒ (12, 9, 3) = 24, pass, pass, fail
Blue versus Sigourney
Attack 1, Beak: 1d20 ⇒ 11, hit
Attack 2, Tentacle: 1d20 - 4 ⇒ (16) - 4 = 12, hit
Attack 3, Tentacle: 1d20 - 4 ⇒ (11) - 4 = 7, miss
Damage: 3d10 + 14 + 3d8 + 14 ⇒ (10, 10, 8) + 14 + (6, 6, 3) + 14 = 71
2 Fort saves: 2d20 ⇒ (16, 12) = 28, pass, pass
Turn Order
Markish
Red
Blue
-----------------------------------------
Sigourney
Pine
Bold to act. The green area around Markish is difficult terrain for all movement types.
Combat status
Slick 233/233, frightened 1
Billy 105/186, see invisibile, frightened 1
Pinebrush 201/201, frightened 1
Sigourney 90/188, frightened 1
Reginald 105/105, frightened 1
| Pinebrush |
"Ugh, why is everything always undead? It's just yucky!"
The room was so big, and with that swirling water... better to deal with the tentacle things first. Pine moves up to the closest one and snaps his whip in its direction--to cover himself as he steps closer and makes the real attack with his rapier.
◆ Stride adjacent to Blue
◆ Feint Deception: 1d20 + 28 - 1 ⇒ (7) + 28 - 1 = 34. If successful, due to Scoundrel it's Off-Guard to all of Pine's melee attacks until end of next turn and due to Distracting Feint it also takes -2 circumstance to Perception and Reflex. On a crit it's Off-Guard to all melee attacks.
◇ Step into Blue's space after Feinting, also from Scoundrel
◆ Strike Toothpick: 1d20 + 28 - 1 ⇒ (14) + 28 - 1 = 41 for piercing: 3d6 + 6 ⇒ (2, 1, 2) + 6 = 11, fire: 1d6 ⇒ 6, and spirit damage: 1d6 ⇒ 6; if Feint was successful, add precision damage: 3d6 ⇒ (4, 3, 1) = 8. On crit, double damage, deadly damage: 2d8 ⇒ (7, 1) = 8, and Off-Guard until start of Pine's next turn.
◇ If Off-Guard and Strike hit, it can't use reactions or flank.
| Sigourney Knowledge |
"I feel the same way, Pine. Undeath is not my cup of tea." Sigourney says, grateful that Pine has taken the reactive strike for her.
As usual, Sigourney's patron gives Reginald an unspoken Command, puppetting his movements.
Sigourney looks around the room, realising that Billy is within Striking range of the Red mummy. Trying to keep her friend safe (and also wanting to delay the enemy), Sigourney quickly recites the new spell she learnt. "Cold blocks - block enemy - Wall of Ice!." She hastily mumbles out, raising a Wall of Ice around the Red Mummy.
Using Quickened Casting to Cast Wall of Ice in two actions. I shape a hemisphere of opaque ice around the mummy. Each 10 foot section of wall has AC 10, Hardness 10, and 40 Hit Points. It's immune to critical hits, cold damage, and precision damage.
This should remove line of sight from Red to Billy, and force the Red mummy to waste actions breaking down a wall or move out of the way.
Her quick construction work done, she Swims away from the Blue Quoppapak mummy, retreating to the previous room.
◇ Patron's Puppet, ◆◆ Wall of Ice (Quickened), ◆ Swim
Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.
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.
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 feels a light chill as the Cone of Cold washes over him, but yells out in shock as the Mummy blindsides him and Sigourney.
"Ah! This is not good! Get out of there, now!"
He unwinds himself into strings, trying to trap the Blue mummy in place. He reforms on Sigourney's shoulder in the previous room.
Stitching Strike, Slashing, DC 35 Reflex: 14d6 ⇒ (1, 2, 5, 6, 5, 4, 1, 1, 5, 2, 1, 4, 4, 5) = 46
On failure, Blue mummy is Immobilised for one round.
| GMAndrewW |
Pine swims up to blue, which lashes out at him as he approaches but he nimbly avoids the clumsy blow. It is not fooled by his tricks and see's him coming. Stepping into the things space he stabs it somewhere in the grey, disgusting, mass.
17 damage, the fire rune fails to operate underwater.
Reginald unravels at Blue who is entangled is some very damp wool. Sigourney then raises a barrier of ice and backs off.
At this point a third mummy rises up from the water and closes in on Billy! It tears into the little halfling who is left reeling!
Blue RS: 1d20 ⇒ 4
Blue Reflex: 1d20 ⇒ 13
Green
Attack 1 Beak: 1d20 ⇒ 14, hit
Attack 2, Tentacle: 1d20 - 4 ⇒ (17) - 4 = 13, hit
Attack 3, Tentacle: 1d20 - 4 ⇒ (12) - 4 = 8, hit
Damage: 3d10 + 14 + 3d8 + 14 + 3d8 + 14 ⇒ (3, 6, 5) + 14 + (2, 1, 2) + 14 + (2, 5, 6) + 14 = 74
| GMAndrewW |
Missed the combat status.
Turn Order
Markish
Red
Blue
-----------------------------------------
Sigourney
Pine
-----------------------------------------
Green
-----------------------------------------
Slick
Billy
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 233/233, frightened 1
Billy 31/186, see invisibile, frightened 1, Slimed
Pinebrush 201/201, frightened 1
Sigourney 90/188, frightened 1
Reginald 105/105, frightened 1
Blue, 63 damage, immobilised
| Slick Silvertongue |
Slick is caught a little flat-footed by all the tentacled monstrosities that came out of nowhere. As he considers his options, he waits for Billy to cast his spell and clear out of the room.
Action (◇): Delay: Until end of Billy's turn.
Will assume that Billy cast Haste, but not Courageous Anthem.
With all these large creatures they're facing, Slick decides that it might be advantageous to be as big as them, "Why stop there; the bigger the better I say."
He mentally reaches for The Mountain Man harrow card and triggers its powers. He quickly expands and in short order he takes up 27 times the space he did previously. With the wounded creature that Pine's attacking now within reach, he cuts at it twice.
Action 1 & 2 (◆◆): Activate an Item: The Mountain Man - Cast a Spell: Enlarge [L4] (duration 1 hour) on Self
Size increases to Huge; +4 status bonus to damage; reach increases 10' (to 15'), Clumsy 1. I can't resize my token, but Slick expands one square in all directions.
Action 3 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Frightened 1, Enlarge [L4] and Gang Up vs Off-Guard Blue
Greatsword Attack: 1d20 + 28 + 2 - 1 ⇒ (6) + 28 + 2 - 1 = 35 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 4 ⇒ (6, 10, 5) + 13 + 4 = 38 piercing damage
Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Frightened 1, Enlarge [L4], Gang Up, Haste and MAP1 vs Off-Guard Blue
Greatsword Attack: 1d20 + 28 + 2 - 1 - 5 ⇒ (14) + 28 + 2 - 1 - 5 = 38 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 4 ⇒ (2, 7, 10) + 13 + 4 = 36 piercing damage
| Billy Bardy |
Billy normally craves attention. But he is taking a beating. Admittedly he's had the occasional rare performance that ... incited fans in this way. But that was years ago. Long before he honed his craft into the polished artistry it is today. To get some breathing room, he sings,
♫"The damage I have taken. It really is a crime.
I'm beaten and I'm shaken. I need to jump through time."♫
Cast Time Jump. Can be used with a Swim speed, and doesn't provoke reactions.
Billy teleports back to the relative safety of the doorway and then sings to quicken the group,
♫"The octopi are back. I'm slimey. I am bleedy.
Let's go on the attack. And do it while we're speedy."♫
Cast Haste (7th rank) for the entire party.
◆ Time Jump, ◆◆ Haste
| Pinebrush |
Good, Slick distracted it! It's very helpful that he's so big and, uh, distracting! Jab jab jab.
Assuming at least one of Slick's attacks hits:
⟳ Opportune Backstab. Rapier: 1d20 + 28 ⇒ (10) + 28 = 38 for piercing: 3d6 + 6 ⇒ (2, 1, 2) + 6 = 11, precision: 3d6 ⇒ (1, 2, 1) = 4, and spirit damage: 1d6 ⇒ 5. On crit, double damage and add deadly damage: 2d8 ⇒ (1, 2) = 3 and it provokes RS from Slick. Total of 20 (or 43 in the unlikely event that's a crit).
◇ If that hit, it can't use Reactions or flank
| GMAndrewW |
Billy decamps back behind the door and hastes the group.
Slick draws on the power of his card to grow to prodigious size. He strikes twice at Blue, landing solid blows, and giving Pine his own opening. However, these things can take serious levels of punishment.
Markish swims forward, bringing much more of the area into the swirling chaos of his watery aura. Unfortunately it doesnt seem to affect the tentacle monsters. Floating just outside of Slick's reach he gives a smile and says, Oh, I dont think we need to deal with you for now.
With a quickly muttered spell Slick vanishes! Sigoruney recognises that he has been Mazed!
Red swims up and over the wall of ice. Its beady eyes fixate on Sigourney who attacked it. The massive beak snaps out followed by a pair of jabbing tentacles and Sigourney is left reeling and covered in slime.
Blue turns its full attention on Pine. It hits him with a crushing beak attack and pokes him in the ribs with a tentacle stab.
Red
Beak: 1d20 ⇒ 11, hit
Tentacle: 1d20 - 4 ⇒ (15) - 4 = 11, hit
Tentacle: 1d20 - 4 ⇒ (18) - 4 = 14, hit
Damage: 3d10 + 14 + 3d8 + 14 + 3d8 + 14 ⇒ (6, 6, 2) + 14 + (5, 3, 3) + 14 + (7, 6, 5) + 14 = 85
Fortitude saves: 3d20 ⇒ (5, 19, 17) = 41, fail, pass, pass
Blue
Beak: 1d20 ⇒ 18, crit
Tentacle: 1d20 - 4 ⇒ (13) - 4 = 9, hit
Tentacle: 1d20 - 4 ⇒ (2) - 4 = -2, miss
Tentacle: 1d20 - 10 ⇒ (4) - 10 = -6, miss
Damage: 3d10 + 14 ⇒ (7, 4, 3) + 14 = 28 *2 for 56
Damage: 3d8 + 14 ⇒ (1, 8, 7) + 14 = 30
Fortitude saves: 2d20 ⇒ (12, 11) = 23, both pass
Haste 1/10
Turn Order
Markish
Red
Blue
-----------------------------------------
Sigourney
Pine
-----------------------------------------
Green
-----------------------------------------
Slick
Billy
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 233/233, frightened 1
Billy 31/186, see invisibile, frightened 1, Slimed
Pinebrush 115/201, frightened 1
Sigourney 5/188, frightened 1, Slimed
Reginald 105/105, frightened 1
Blue, 157 damage
| Pinebrush |
"Aw, he's so scared!"
Seeing Sigourney and Billy injured (even more than he is) and threatened, Pine distracts the blobby thing bothering them by stabbing it from much farther away than it likely expects.
He then returns his attention to the one next to him and snaps his whip at it. Whips are just not effective under the water; it's really unfortunate that he forgot to account for OH WAIT HE DID! It was just a cover for a light jab from his other sword. Light, but very close.
◆◆ Extending Strike Red (flanked) Rapier: 1d20 + 28 - 1 ⇒ (14) + 28 - 1 = 41 for piercing damage: 3d6 + 6 ⇒ (4, 5, 2) + 6 = 17, precision damage: 3d6 ⇒ (1, 4, 4) = 9, and spirit damage: 1d6 ⇒ 6. If crit, double damage and add deadly damage: 2d8 ⇒ (1, 5) = 6, and it's Off-Guard for a round. 32 total on a hit, 70 on a crit.
◇ If that hit, it can't use reactions and takes 3d6 persistent bleed
◆ Feint Blue Deception: 1d20 + 28 - 1 ⇒ (17) + 28 - 1 = 44. On a success, Blue is Off-Guard to all of Pine's melee attacks until the end of his next turn. On a critical success, it's Off-Guard to all melee attacks. While it's Off-Guard, it also takes a -2 circumstance penalty to Perception and Reflex
◆ Strike Blue shortsword: 1d20 + 28 - 4 - 1 ⇒ (20) + 28 - 4 - 1 = 43 for piercing damage: 3d6 + 6 ⇒ (3, 2, 5) + 6 = 16, precision damage: 3d6 ⇒ (1, 3, 2) = 6, and spirit damage: 1d6 ⇒ 5. If crit, double damage, it's Off-Guard for a round, and it provokes RS from... I dunno, Billy. 27 total on a hit, 54 on a crit.
◇ If that hit, it can't use reactions and takes 3d6 persistent bleed
Demon's Lantern Reflex: 1d20 + 30 - 1 ⇒ (15) + 30 - 1 = 44. If that's higher than the attack roll, the attack misses and the attacker is dazzled until the end of Pine's next turn.
| GMAndrewW |
Pine makes a very surprising stab on red, poking it in one of its many eyes. It shudders violently.
He then fakes out blue and stabs it violently!
You know these things are undead and therefore cannot bleed so feel free to chose a different debilitation.
Haste 1/10
Turn Order
Markish
Red
Blue
-----------------------------------------
Sigourney
Pine
-----------------------------------------
Green
-----------------------------------------
Slick
Billy
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 233/233, frightened 1
Billy 31/186, see invisibile, frightened 1, Slimed
Pinebrush 115/201, frightened 1
Sigourney 5/188, frightened 1, Slimed
Reginald 105/105, frightened 1
Blue, 211 damage, off guard, -2 reflex and perception, no reactions
Red, 70 damage, no reactions
| Pinebrush |
Right, sorry. Enfeebled 1, then.
| Sigourney Knowledge |
Nearly unconscious and covered from head to toe in slime, Sigourney is barely able to stand. She looks around her. A large creature looming over her. Pine, not within sight. Billy, also wounded but not as badly as her. She considers her options and decides to hedge her bets on Billy surviving.
With the mummy in front of her distracted, she conjures up a large wooden bow and draws the strings back.
"You...You all hit really hard...But do you think you're hard enough to dodge all these shots? Here's a gift from the Plane of Wood - Arrow Salvo!"
Casting 6th rank Arrow Salvo. This is a 30 foot burst which centers on the "X" marked spot on the map, which is adjacent to Markish's top left-hand square. It should be able to hit Markish, Green, Red and Blue while also not hitting Pine's last known location or Sigourney or Billy. Sigourney has object permanence so she remembers where Pine was last located.
DC 35 Reflex Save w/ Frightened, Piercing: 8d10 ⇒ (9, 2, 9, 6, 5, 8, 7, 5) = 51
On a critical failure, targets are knocked Prone.
Hopefully with the -2, Blue fails and dies. Prone on anyone else would help eat up their action economy, so I'm hoping for that too.
With her last action, she looks at Billy. Thinking of all the times he's helped her and her patron, she implores her patron to give Billy some health. Billy finds his wounds slowly but surely knitting together.
8th rank Life Boost for Fast Healing 16 lasting 4 rounds. It would put Billy at 51 HP on his turn, which may allow him to take a hit or two from these guys. This way Billy is potentially freed up to cast an AOE and close the door.
With haste in her step, she Strides away. As she does so, she yells out to Billy: "Close that Nethys-darned door already!"
◆◆ Arrow Salvo, ◆ Life Boost,◆ Stride
Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.
Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.
Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.
Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.
Hidebound. A creature within 60 feet is hit with a Strike that deals physical damage.
Wooden Double. Trigger: You're critically hit by a damage-dealing effect or Strike. A wooden double appears out of nowhere and takes the blow in your place. Take a Step action. A wooden block of your size and roughly shaped like you appears in the space you left and absorbs the hit. This block has Hardness 5 and 20 Hit Points. If the wooden block is destroyed, you take any excess damage that the block didn't absorb. After taking the blow, the wooden block collapses into a pile of splinters and dust.
Recognize Spell. Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. Note: Sigourney can perform this as a free action if the spell is on the arcane or primal lists.
Hexing Jar. Activate [reaction] envision Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects.
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.
| GMAndrewW |
Sigourney unleashes a hail or arrows, which appear effective despite being used underwater! Markish twists away from the worst of it but blue is impaled and left reeling while red is battered to the chambers floor. The thing in Sigourneys jar begins rattling about.
I dont think you can be knocked prone while swimming but as he is at floor level thats fine.
Green cannot get through the door and therefore goes after Pine! He suffers a nasty peak from the beak but ducks the jabbing tentacles.
Reflex, Markish: 1d20 ⇒ 18, pass
Reflex, Blue: 1d20 - 2 ⇒ (10) - 2 = 8, fail
Reflex, Red: 1d20 ⇒ 1, crit fail
Reflex, Green: 1d20 ⇒ 17, pass
Attack 1, Beak: 1d20 ⇒ 16, hit
Attack 2, Tentacle: 1d20 - 4 ⇒ (4) - 4 = 0, miss
Attack 3, Tentacle: 1d20 - 4 ⇒ (1) - 4 = -3, miss
Damage: 3d10 + 14 ⇒ (4, 8, 8) + 14 = 34
Fortitude: 1d20 ⇒ 11
Haste 1/10
Turn Order
Markish
Red
Blue
-----------------------------------------
Sigourney
Pine
-----------------------------------------
Green
-----------------------------------------
Slick
Billy
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 233/233, frightened 1, Mazed
Billy 31/186, see invisibile, frightened 1, Slimed
Pinebrush 81/201, frightened 1
Sigourney 5/188, frightened 1, Slimed
Reginald 105/105, frightened 1
Blue, dead
Red, 172 damage, no reactions, enfeebled 1, prone
| Slick Silvertongue |
Slick prepares himself for counterattacks from the mummies around him when he hears Markish mumbling something in the distance that he can't quite catch. "What was tha...?" He breaks off when he suddenly finds himself in a strange maze of twisty little passages, all different. "Huh! Well, this is a new one. Let's see if we can find a way out." He then proceeds to wander about looking for the exit.
Action 1 (◆): Interact - Attempt to escape the maze
Perception vs DC XX: 1d20 + 23 ⇒ (16) + 23 = 39
I'll assume it's a success, but not a crit. If it is a crit and Slick is out, then I'll redo the following spell casting.
Slick feels like he's on the right path out of the maze. In the distance, he can kind of see the door back to the large chamber with the crystals, but can't quite seem to reach it. "Since I have time on my hands, I guess I'll prep myself for when I get back." He shakes his head three times, and says, "Slick times four." Suddenly, three illusory Slicks swirl about him, making it difficult to tell the real one from the fakes.
Action 2 & 3 (◆◆): Cast a Spell: Mirror Image
| Billy Bardy |
Billy feels the warmth of the witch's healing magic. "Thanks Sigourney!"
Billy heals 16 hp.
The small halfling looks up at the enormous creatures in the doorway. And Markesh behind them. Gripping his Staff, he casts Holy Cascade, aiming it between Markish and the octopi. (Should be able to hit all 3 with a 20' burst.)
Bludgeoning Damage: 3d6 ⇒ (1, 1, 2) = 4
Positive Damage to Undead: 6d6 ⇒ (4, 2, 1, 3, 4, 6) = 20
20' Burst. Basic Reflex Save DC 36 (Frightened) DC 35. Cost: 4 charges.
Hoping for some extra weakness to positive/vitality...
Heeding Sigourney's advice, Billy slams the door shut. And runs away.
◆◆ Holy Cascade, ◆ Interact (close door), ◆ Stride (haste)
| Pinebrush |
A burst of light flashes from one of Pine's Harrow cards!
That hit triggers Pine's Demon's Lantern Reaction: If 44 is higher than the attack roll, the attack misses and Green is Dazzled until the end of Pine's next turn.
| GMAndrewW |
In the strange misty world Slick wanders, hoping to find a way back before everything goes to hell. Pine manages to avoid the beak with the power of the Demon Lantern.
Billy drops explosive holy water into the room and then retreats, closing the door behind him. All of the enemies are affected although none seem especially affected.
Inside the chamber Pine finds himself alone with Markish and the monsters. Markish maintains his focus on his Maze spell and gestures at Pine, forming a ball of solidified water which streaks towards him and smashes his small body up against the wall.
Red rights himself, pushes open the door and swims out to pursue Billy!
Reflex, Markish: 1d20 ⇒ 18, pass
Reflex, Green: 1d20 ⇒ 7, fail
Reflex, Red: 1d20 ⇒ 4, crit fail
Spell attack: 1d20 ⇒ 20, crit
Damage: 16d6 ⇒ (1, 6, 6, 1, 4, 2, 3, 4, 6, 2, 5, 2, 6, 4, 6, 4) = 62, this is the total damage due to the weird way Hydraulic Push scales.
Haste 2/10
Turn Order
Markish
Billy
Red
-----------------------------------------
Sigourney
Pine
-----------------------------------------
Green
-----------------------------------------
Slick
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 233/233, frightened 1, Mazed (on the way), Mirror Image (3)
Billy 47/186, see invisibile, frightened 1, Slimed, lifeboost 3/4
Pinebrush 53/201, frightened 1
Sigourney 5/188, frightened 1, Slimed
Reginald 105/105, frightened 1
Red, 220 damage
Green, 49 damage, dazzled, end Pine turn 3
Markish, 37 damage
| Sigourney Knowledge |
Per GM ruling in Discord a few weeks ago, Livewire works underwater.
Sigourney
Would livewire work then? It does slashing and electricity damage on hit but electricity on miss
AndrewW
Sure
Sigourney
Neat, I guess this means that it does both slashing and electricity damage then on hit? Or just electricity damage
AndrewW
It can do both
Sigourney sees her friend Billy in danger and moves to put down the threat. She hastily Strides to a distance just out of where she thinks the Quoppapak mummies can strike.
"...*gasp, wheeze*...Metal...Sign...Livewire!" Sigourney barely manages to whisper out the words of power needed for the spell. She forms a length of metal filament suspending in the air with her magic. A flick of her wrists manipulates the metal wire into a lasso, which goes flying through the water...
Spell Attack roll, Frightened 1: 1d20 + 26 - 1 ⇒ (20) + 26 - 1 = 45
That is a Nat 20.
...and right around the long neck of the Red Quoppapak mummy. A satisfied grin stretches across Sigourney's face as she snaps her fingers and completes the spell.
"...Dance for me."
The lasso tightens and at the same time, electricity pulses through Red's body!
Speaking of spells with weird scaling, 8th rank Livewire scales up so quickly that it does 8d4 Slashing and 8d4 Electricity on a hit. On a crit, that is doubled and the mummy takes an additional 8d4 Persistent electricity damage.
Slashing, Electricity Damage: 8d4 + 8d4 ⇒ (1, 1, 3, 4, 3, 2, 1, 2) + (2, 1, 2, 2, 4, 4, 1, 1) = 34 for a doubled total of 68 damage and
Persistent Electricity Damage: 8d4 ⇒ (3, 1, 3, 4, 4, 4, 4, 3) = 26 26 Persistent Electricity damage, if it is somehow still alive.
Sigourney moves to finish Red before it can make another move. She invokes her patron and blasts Red with some Clinging Ice.
Cold, DC 35 Reflex: 8d4 ⇒ (3, 2, 2, 2, 4, 1, 1, 4) = 19
Sigourney sees Green within view and poised to come hit her, Pine or Billy. She decides to make that task a bit more difficult. The desperate witch invokes the power of the Tome of Scintillating Sleet. Speaking aloud and in a clear voice, she recites a verse from the Tome before casting Clinging Ice.
"Upon a desolate, empty plain,
The winter sun blinds the thane,
Blinded by brightest light -
Fimbulvetr! Suffer this blight!"
Cold, DC 35 Reflex: 8d4 ⇒ (4, 4, 4, 3, 2, 3, 2, 4) = 26
If you take any damage at all from this spell, you are dazzled for three rounds. If you critically fail this, you are blinded for 1 round, then dazzled for 3 rounds. Clinging Ice's regular fail effect (-5 to speeds) and critical fail (-10 to speeds) still applies.
◆ Stride, ◆◆ Arrow Salvo, ◆ Clinging Ice (with a ◇ Envision of the Tome of Scintilating Sleet depending on whether or not Red is dead)
Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.
Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.
Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.
Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.
Hidebound. A creature within 60 feet is hit with a Strike that deals physical damage.
Wooden Double. Trigger: You're critically hit by a damage-dealing effect or Strike. A wooden double appears out of nowhere and takes the blow in your place. Take a Step action. A wooden block of your size and roughly shaped like you appears in the space you left and absorbs the hit. This block has Hardness 5 and 20 Hit Points. If the wooden block is destroyed, you take any excess damage that the block didn't absorb. After taking the blow, the wooden block collapses into a pile of splinters and dust.
Recognize Spell. Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. Note: Sigourney can perform this as a free action if the spell is on the arcane or primal lists.
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.
| Pinebrush |
Pine sheathes his shortswordand pulls out a tiny vial, which he drinks from. He pushes forward, but the magical current is so strong. His now-empty fingers brush his wayfinder, and he casts some shielding force in front of himself.
"Why are you picking on me? I'm just a--how did you say it? A 'trivial being'? I don't know why you're so scared of me!"
◆ Swap shortsword for greater healing potion
◆ Drink greater healing potion Healing: 6d8 + 20 ⇒ (8, 3, 3, 4, 1, 7) + 20 = 46
◆ Stride
◆ Cast shield from dusty rose prism aeon stone in wayfinder
| GMAndrewW |
Sigourney eviscerates red and then engulfs green in blinding ice! Pine takes action to keep himself alive!
Green swims forward towards Sigourney and lashes out blindly at her. It seems that all will be OK but then a coiling tentacle pierces her side and her body slumps down, unconscious!
Reflex: 1d20 ⇒ 3
Blinded Flat checks: 3d20 ⇒ (6, 19, 17) = 42, miss, possible hit, possible hit
Attack 2, Tentacle: 1d20 - 4 ⇒ (3) - 4 = -1, miss
Attack 3, Tentacle: 1d20 - 4 ⇒ (17) - 4 = 13, hit
Damage: 3d8 + 14 ⇒ (7, 8, 8) + 14 = 37
Haste 2/10
Turn Order
Markish
-----------------------------------------
Pine
Sigourney
-----------------------------------------
Green
-----------------------------------------
Slick
Billy
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 233/233, frightened 1, Mazed (on the way), Mirror Image (3)
Billy 47/186, see invisibile, frightened 1, Slimed, lifeboost 3/4
Pinebrush 99/201, frightened 1, shield
Sigourney 0/188, frightened 1, Slimed, Dying 1
Reginald 105/105, frightened 1
Green, 101 damage, blinded 1 round, dazzled 2 rounds, -10 speed
Markish, 37 damage
| Slick Silvertongue |
Slick continues with his increasingly frantic movements through the maze. He occasionally catches glimpses of the exit, but is repeatedly thwarted by the twisty passages in his attempts to reach it. He knows he's close though; he can almost taste the murky water of the crystal chamber...
Action 1 (◆): Interact - Attempt to escape the maze, part deux
Perception vs DC ??: 1d20 + 23 ⇒ (17) + 23 = 40
...until suddenly he comes upon the doorway out and throws himself through it hoping that he's not too late to save his friends from almost certain death.
When he reappears in the crystal chamber, he quickly takes in the situation. Half expecting to see his friends down for the count with tentacled monstrosities chewing away at their innards, he is instead pleasantly surprised to find nothing of the sort. Quite the opposite in fact. "Doesn't look like you need my help here. Maybe I should just go back to the maze and take a nap while the rest of you finish up the stragglers. Ha, ha!" With a big smile on his face, he launches himself back into the fight.
The Maze description states that the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled. Slick originally took up a 3x3 block next to the door, but Green is now taking up two of those spaces. I'm going to assume that Slick reappears immediately to the East of Green, or if not, then at least within reach of Green.
I expect Slick will be flanking Green with Sig when he returns, but since Green is Blinded, it will probably be Off-Guard anyway because given that it is probably relying on an Imprecise Sense, everyone will be Hidden to it.
Action 2 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Frightened 1 and Enlarge [L4] vs Off-Guard Green
Greatsword Attack: 1d20 + 28 + 2 - 1 ⇒ (8) + 28 + 2 - 1 = 37 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 4 ⇒ (4, 1, 8) + 13 + 4 = 30 piercing damage
Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Frightened 1, Enlarge [L4] and MAP1 vs Off-Guard Green
Greatsword Attack: 1d20 + 28 + 2 - 1 - 5 ⇒ (13) + 28 + 2 - 1 - 5 = 37 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 4 ⇒ (6, 11, 10) + 13 + 4 = 44 piercing damage
Looks like a hit, so next Strike at MAP2.
Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Frightened 1, Enlarge [L4], Haste and MAP2 vs Off-Guard Green
Greatsword Attack: 1d20 + 28 + 2 - 1 - 10 ⇒ (1) + 28 + 2 - 1 - 10 = 20 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 4 ⇒ (6, 7, 10) + 13 + 4 = 40 piercing damage
| Billy Bardy |
Billy gasps when the green squid spears the poor witch. Even as Sigourney falls unconscious, Billy feels the warmth of healing.
Billy heals 16hp.
To return the favor, Billy uses his Staff of Final Rest to tag team and return immediate healing her way.
Heal (4th rank) vs Sig: 4d8 + 32 ⇒ (4, 8, 2, 3) + 32 = 49
Cost 4 charges from Staff.
Knowing it may not be enough, the little halfling risks a blinded green tentacle lashing and approaches Sigourney to Lay on Hands. "The show must go on!"
LoH vs Sig. Heals 48hp Cost: 1 focus pt)
** Heal, * Stride (hasted), * LoH
| GMAndrewW |
Slick reappears and strikes Green with two solid blows.
Billy heals a little and heals Sigourney. Rushing forward he provides some more healing.
In general I dont allow reactions if you are not aware of the trigger unless they specify otherwise. So Green gets no reactive strike.
Markish, freed of the need to maintain his Maze spell,
unleashes a second torrent of freezing cold, hitting the entire group as well as his own ally!
Pausing here to see if anyone wants to reroll
Reflex Saves
Slick : 1d20 + 25 ⇒ (10) + 25 = 35, Bulwark +1, Evasion, fail
Billy : 1d20 + 25 ⇒ (10) + 25 = 35, +1 vs magic, fail
Pinebrush: 1d20 + 30 ⇒ (8) + 30 = 38, Improved Evasion, pass - crit
Sigourney: 1d20 + 26 ⇒ (9) + 26 = 35, +1 vs magic, fail
Reginald : 1d20 + 26 ⇒ (10) + 26 = 36, probably evasion, fail
| Billy Bardy |
With the entire group affected, Billy tries to mitigate the damage. He quickly chants, "freeze free" to cast Shadow Siphon.
Shadow Siphon (Rank 6): 1d20 + 26 ⇒ (1) + 26 = 27 (vs caster DC)
Shadow Siphon: Treat shadow siphon's counteract level as 2 higher.
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.
Yikes! Gotta use a Harrow Card reroll for that!
Harrow Reroll (Crowns - Other): 1d20 + 25 ⇒ (18) + 25 = 43
If successful counteract, affected creatures take half damage.
| GMAndrewW |
Billy manages to siphon off some of the power of the magic!
Green save: 1d20 ⇒ 14, fail
Damage: 16d6 ⇒ (6, 3, 2, 1, 1, 5, 1, 4, 2, 4, 3, 1, 5, 6, 3, 2) = 49 cold
Haste 3/10
Turn Order
Markish
-----------------------------------------
Pine
Sigourney
-----------------------------------------
Green
-----------------------------------------
Slick
Billy
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 209/233, frightened 1, Mazed (on the way), Mirror Image (3)
Billy 39/186, see invisibile, frightened 1, Slimed, lifeboost 2/4
Pinebrush 99/201, frightened 1, shield
Sigourney 73/188, frightened 1, Slimed, Wounded 1, prone, lay on hands
Reginald 81/105, frightened 1
Green, 199 damage, blinded 1 round, dazzled 2 rounds, -10 speed
Markish, 37 damage
| Pinebrush |
Pine moves towards the last of the creatures. "I think we've all had enough of you."
After stabbing it, he looks over his force shield at Markish. [b]"We'll be ready to finish our negotiatin.
◆Cast shield
◆ Swim into Green's space
◆ Strike Greater Striking Extending Astral Rapier: 1d20 + 28 + 1 - 1 ⇒ (2) + 28 + 1 - 1 = 30 for piercing damage: 3d6 + 6 + 1 ⇒ (4, 5, 3) + 6 + 1 = 19, precision damage: 3d6 ⇒ (3, 2, 2) = 7, and spirit damage: 1d6 ⇒ 4. On a crit, double the and add deadly damage: 2d8 ⇒ (6, 8) = 14, it provokes RS from Slick, and it's Off-Guard for a round.
◆ Strike Shortsowrd: 1d20 + 28 + 1 - 1 - 4 ⇒ (15) + 28 + 1 - 1 - 4 = 39 for piercing damage: 3d6 + 6 + 1 ⇒ (3, 3, 3) + 6 + 1 = 16, precision damage: 3d6 ⇒ (6, 1, 2) = 9, and spirit damage: 1d6 ⇒ 5. On a crit, double the and add deadly damage: 2d8 ⇒ (3, 1) = 4, it provokes RS from Slick, and it's Off-Guard for a round.
◇ Debilitating Strikes. If either attack hits, it's Enfeebled and can't use reactions.
| Sigourney Knowledge |
After being hit by the tentacle, Sigourney blacks out. She awakes to see Billy, Slick and Pine all surrounding Green. She grins.
"Oh, hello everyone. Let's end it quick, shall we?"
Pulling herself to her feet, she decides to electrocute the remaining Mummy.
Livewire, Frightened 1: 1d20 + 25 ⇒ (8) + 25 = 33
Slashing, Electricity: 8d4 + 8d4 ⇒ (3, 3, 1, 3, 4, 2, 2, 2) + (1, 2, 3, 1, 4, 2, 1, 2) = 36
She then strides away from the doorway so she doesn't get caught in another blast of cold.
◆ Stand, ◆◆ Livewire, ◆ Stride
| GMAndrewW |
Pine swims into greens space and stabs it twice. The poor blind thing is left reeling. Sigourney promptly overcomes him with powerful electrical wires!
Pine left him on 1HP. I have moved Sig into the room. I have applied Billys life boost. No one is frightened anymore.
Haste 3/10
Turn Order
Markish
-----------------------------------------
Pine
Sigourney
Slick
Billy
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 209/233, Mirror Image (3)
Billy 79/186, see invisibile, lifeboost 1/4
Pinebrush 99/201, shield
Sigourney 73/188, Slimed, Wounded 1
Reginald 81/105
Markish, 37 damage
| Slick Silvertongue |
With Pine and Sigourney taking down the last of the tentacled monstrosities, Slick turns his attentions to their old boss. "Nice trick of yours with the maze. It bought you a little time, but that's about to run out."
Delaying just long enough to let Billy do his thing, Slick charges towards Markish and once within reach of the undead marid, hacks away with his now massively oversized greatsword.
Action (◇): Delay: Until the end of Billy's turn.
Actions 1 & 2 (◆◆): Sudden Charge
- Action: Swim (Swim Speed 45 feet)
- Action: Swim (Swim Speed 45 feet)
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Enlarge [L4] vs Markish
Greatsword Attack: 1d20 + 28 + 2 ⇒ (8) + 28 + 2 = 38
Greatsword Damage: 3d12 + 13 + 4 ⇒ (12, 5, 9) + 13 + 4 = 43 piercing damage
Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Enlarge [L4] and MAP1 vs Markish
Greatsword Attack: 1d20 + 28 + 2 - 5 ⇒ (17) + 28 + 2 - 5 = 42
Greatsword Damage: 3d12 + 13 + 4 ⇒ (10, 12, 7) + 13 + 4 = 46 piercing damage
Looks like a hit, so next Strike at MAP2.
Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Enlarge [L4], Haste and MAP2 vs Markish
Greatsword Attack: 1d20 + 28 + 2 - 10 ⇒ (14) + 28 + 2 - 10 = 34
Greatsword Damage: 3d12 + 13 + 4 ⇒ (1, 6, 2) + 13 + 4 = 26 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 ⇒ (20) + 28 + 2 + 1 = 51
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 6, 7) + 13 + 1 = 35 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 |
Relieved to have the gang back together, Billy smiles, "Time for the second act ... which has a dance number." Needing to get within range, Billy concentrates to activate his next spell in half-time. Using Quickened Casting, he sings,
♫"And for my next refrain. I need to touch the Lord.
Avoiding this terrain. I'll need to teleport."♫
Casts Translocate (formerly D-Door) to teleport to the square just SW of Markish. Cost: 1 action due to Quickened Casting.
Standing uncomfortably close to Markish, Billy sings (with a Swedish accent) to cast Uncontrollable Dance.
♫"Underwater, the lights are low. All alone and no place to go.
Waters swirl, oh what a scene. Twerkin' Markish, the dancing queen."♫
Will DC 36 (8th rank spell with Incapacitation).
Even on Success, for 3 rounds, Markish cannot use reactions, is off-guard, must use 1 action to dance, and cannot use Move actions except to dance (stride 1/2 speed).
He then strategically runs away as fast as he can.
◇ Quickened Casting, ◆ Translocate, ◆◆ Uncontrollable Dance, ◆ Stride (hasted)
| GMAndrewW |
Billy vanishes, appearing next to Markish who seems mildly surprised. Reaching out he touches the gray, slimy skin of the creature. Markish grins at Billy, Oh foolish little mortal he burbles, such pitiful magic has no effect on me...
Billy sees, with perhaps a growing sense of horror, that he is right! He then runs away.
Slick rushes forward and lands a pair of powerful blows on Markish who winces in pain. He raises his hands and unleashes a torrent of shadowy water at Slick and Billy.
This does not provoke. Pausing to see if anyone wants to do anything with their saves.
Reflex Saves
Slick : 1d20 + 25 - 1 ⇒ (9) + 25 - 1 = 33, Clumsy 1, Bulwark +1, Evasion, fail
Billy : 1d20 + 25 ⇒ (1) + 25 = 26, +1 vs magic, crit fail
| Billy Bardy |
Well, that is a bummer....sigh...
Billy is so stunned that his dancing spell didn't work, he is late avoiding Markish' new attack. He attempts to dodge out of the way.
Billy uses his Hero Point.
Reflex: 1d20 + 25 ⇒ (8) + 25 = 33 (+1 vs magic)
Because both he and Slick are likely affected, and because he likely can't absorb a direct hit, the bard again attempts to divert the spell into the shadow plane, and chants "shadow shift".
Shadow Siphon (Rank 5): 1d20 + 26 ⇒ (12) + 26 = 38 (vs caster DC)
Shadow Siphon: Treat shadow siphon's counteract level as 2 higher (ie. 7th level).
If successful vs caster DC, SS will counteract (1/2 damage) up to an 8th level spell.
If failure vs caster DC, SS will counteract (1/2 damage) up to a 6th level spell.
| GMAndrewW |
Billy manages to twist a little out of the way and his magic siphons off some of the power of the elemental blast!
Your HP roll remains a fail, shadow siphon works. Both Billy and Slick take half damage but you are also pushed 10' as shadow siphon doesnt affect secondary effects.
He then engulfs one hand in swirling, purple energy. Pressing it against his chest various wounds promptly close.
Bludgeoning: 9d6 ⇒ (4, 5, 5, 2, 6, 3, 4, 5, 3) = 37 halved for 18
Negative: 6d6 ⇒ (4, 4, 3, 4, 6, 6) = 27 halved for 13
Healing: 8d8 ⇒ (1, 3, 7, 2, 8, 7, 1, 2) = 31
Haste 4/10
Turn Order
Markish
-----------------------------------------
Pine
Sigourney
Slick
Billy
Bold to act. The red area around Markish is difficult terrain for all movement types. This is a magical effect and so Pine is not immune.
Combat status
Slick 178/233, Mirror Image (3)
Billy 64/186, see invisibile, lifeboost expired
Pinebrush 99/201, shield
Sigourney 73/188, Slimed, Wounded 1
Reginald 81/105
Markish, 88 damage
| Sigourney Knowledge |
"See, told you he was a cleric." Sigourney says as Markish heals himself. "If only I had that spell prepped today, because I would turn his deity's own herald against him."
Sigourney hastily strides up into position. From a safe distance of 55 feet, she applies some basic spellshaping to her spell. "Only one way to reliably disable casters, Billy. Time Sign - Slow!"
Reach Spell into 6th rank Slow for a 60 feet range Slow . DC 36 Fort Save.
◆ Stride (hasted), ◆ Reach Spell , ◆◆ Slow
| Slick Silvertongue |
Slick takes the Billy-weakened blast of water full in the chest and staggers backwards under its force. After a quick check to make sure everything is still attached, and a slight pause to give his allies the opportunity to launch whatever devastating area spells they have up their sleeves, he advances on Markish. With a quick feint to throw his opponent off his guard, Slick once again uses his whopping great greatsword to great effect.
Action (◇): Delay: Until the end of Billy and Sigourney's turn.
Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) vs Markish
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Enlarge [L4] and Courageous Anthem vs Markish
Deception (Feint): 1d20 + 21 + 2 ⇒ (10) + 21 + 2 = 33 vs Markish Perception DC
Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (16) + 28 + 2 + 1 = 47
Greatsword Damage: 3d12 + 13 + 4 + 1 ⇒ (2, 12, 5) + 13 + 4 + 1 = 37 piercing damage
Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Enlarge [L4], Courageous Anthem and MAP1 vs Markish
Greatsword Attack: 1d20 + 28 + 2 + 1 - 5 ⇒ (10) + 28 + 2 + 1 - 5 = 36
Greatsword Damage: 3d12 + 13 + 4 + 1 ⇒ (3, 9, 12) + 13 + 4 + 1 = 42 piercing damage
These attack rolls are too close to call given that it appears that Markish's AC is in the 35-38 range. The first strike could be a crit on its own, or a crit in the unlikely event that the Feint worked. The second strike could be a hit on its own, or if the first Strike was a crit and made Markish off-guard. I'll err on the side of caution and assume the second Strike hit and that the following strike is at MAP2. If the second strike missed, then add 5 to the following attack roll result.
Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Enlarge [L4], Courageous Anthem, Haste and MAP2 vs Markish
Greatsword Attack: 1d20 + 28 + 2 + 1 - 10 ⇒ (13) + 28 + 2 + 1 - 10 = 34 with an additional +5 if the previous Strike missed.
Greatsword Damage: 3d12 + 13 + 4 + 1 ⇒ (7, 4, 6) + 13 + 4 + 1 = 35 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 ⇒ (2) + 28 + 2 + 1 = 33
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 4, 6) + 13 + 1 = 29 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.
| Pinebrush |
"I know another way!" Pine strides forward, then launches through the water... but he isn't quite prepared for the water to magically push back. "That's cheating! I just learned to fly and now everything is underwater. Very rude."
Pushing through the water is going to take a little more effort. For the moment, Pine again directs his blade and strikes from across the room. "But I'm still gonna pin you down, Bad Guy. Looks like you're out of room to run!"
The edge of the map is a wall, right?
Delay for Billy
◆ Stride
◆ Swim
◆◆ Extended Strike Rapier: 1d20 + 28 + 1 ⇒ (8) + 28 + 1 = 37 for piercing damage: 3d6 + 6 + 1 ⇒ (4, 4, 3) + 6 + 1 = 18, precision damage: 3d6 ⇒ (6, 2, 5) = 13, and spirit damage: 1d6 ⇒ 3. On crit, double and add deadly damage: 2d8 ⇒ (7, 6) = 13, and he's Off-Guard for a round and provokes RS from Slick. Total of 34 on a hit or 81 on a crit.
◇ Debilitating Strikes if the attack hit. Can't use Reactions and takes a -10 penalty to Speeds.