PF2E Stolen Fate

Game Master andreww

Book 1 Roll20 Table
Book 2 Roll20 Table

Loot List

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

GM Rolls:

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

[dice=Damage] [/dice]

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

PC Rolls:

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

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

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

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

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

Harrow Deck:

[dice=Harrow Draw]1d6 + 1d9[/dice]
Suit: Hammers, Keys, Shields, Books, Stars, Crowns
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil


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Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)
GMAndrewW wrote:
Any of the various stalls can be moved through as difficult terrain and will provide cover if shooting through them.

Nubnonk screams as an arrow comes streaking towards him only to smash against Dramiil's wall of force. He turns back to the psychic with a grin. "Nice trick. Now my turn."

Boots of Elvenkind ◇ (Invested, Magical, Transmutation) Activate ◇ envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.

Ignoring difficult terrain, with a 35 ft movement speed Nubnonk can round the wall of force and get to his current position in exactly one stride ◆.

The goblin clicks his heels together and begins looping and diving through the stalls like one of his monkey-like kin, taking advantage of the scattered crowd and the inherent magic of the ancient elves to speed him along. He lands just a few feet from the assassin with his starknife raised, studying the man and thinking of something he can use to empower his weapon. Rummaging through his bag, the goblin pulls out the holy symbol of Sarenrae: the angelic ankh, the key of life. He presses the symbol into his starknife, invoking two of the deities of the Prismatic Ray as he seeks the personal antithesis of this assassin.

Exploit Vulnerability Esoteric Lore ◆: 1d20 + 22 ⇒ (10) + 22 = 32 vs Standard DC for the creature's level

I assume that the assassin has no mortal weakness or resistance to Breach Defense, so I'll improvise a weakness using Personal Antithesis.

Personal Antithesis:
You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.

If it's relevant, Diverse Lore also says I get a free Recall Knowledge result if that was a success

He hurls his four-pointed blade at the assassin from between two stalls, vaguely aware of a charging half-elf about to vault over him and cause even more pain.

The Guiding Star weapon has the following traits: Chaotic, Divine, Good, Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S, Evocation, Magical.

Guiding Star Ranged Strike ◆, Inspire Courage: 1d20 + 20 + 1 ⇒ (19) + 20 + 1 = 40
Piercing Dmg: 2d4 + 6 + 3 ⇒ (4, 1) + 6 + 3 = 14 Plus Weakness 7
Deadly d6: 1d6 ⇒ 6

As the starknife strikes, Nubnonk draws a circle in midair and a soft light begins to outline the assassin.

Activate ⟳ envision Frequency once per 10 minutes; Trigger You successfully Strike a creature with a thrown Strike with guiding star; Effect Soft light outlines the target. At the beginning of your next turn, the guiding star's blades detach and form into darts of starlight, flying up to 40 feet and striking the target unerringly, collectively dealing 4 piercing damage and 1 good damage before re-forming.

We'll also activate ◇ (envision) the owlbear claw if that was a critical hit to add 1d6+1 persistent bleed damage.

If we need Dramiil's aid to turn that into a critical hit, I'll happily take it!

Active Effects: Inspiring Aura (15-foot emanation centered on Nubnonk) [emotion, mental, visual]

  • +1 status bonus to saving throws against mental effects
  • Reduce fear effects by 1 each round
  • +3 status bonus to damage rolls


  • As mentioned, I generally resolve in order of posting unless people say otherwise. I assume Draamil will use his aid reaction on the first eligible attack. He has to make the decision before the roll.

    Draamil focuses his mind and prepares to aid his allies before producing a pair of beautiful, glowing leopards. They scramble around the wall and the various stalls, pouncing on the unfortunate man. Luckily for him he is quite nimble and avoids getting mauled. He blinks his eyes quickly in the bright light reflecting from their hides but seems unaffected.

    The leopards are minions and so only get 2 actions each, so that's Pounce plus Grab. I am going to assume that they are commanded as a pair rather than individually or they become utterly rubbish.

    Meanwhile Nubnonk scrambles round to help out Slick. He flicks his starknife at the main, it leaves behind a glittering trail and as it returns to his hand a long pattern of blood splatters on the ground in the shape of the Cosmic Caravan.

    That's a critical success to aid. Nubnonk crits the man for 46 damage and 1d6+1 bleed. Your exploit succeeds, he is a regular human.

    The Draamil slams into the poor man who takes further abuse as he is slammed into the wall.

    That's a hit and a crit for 57 damage and he is FF until the end of your next turn

    One of the assassins on the roof takes a bead on Nubnonk, he vanishes from view and then plants a searing arrow right into the back of his knee. A second is misjudged and smashes into the wall. Dammit he hisses.

    Combat Rolls:

    Green will save: 1d20 ⇒ 16

    Draamil aid: 1d20 + 20 ⇒ (20) + 20 = 40

    Blue Hides then shoots twice at Nubnonk
    Hide: 1d20 ⇒ 17
    Bow 1: 1d20 ⇒ 20
    Bow 1: 1d20 ⇒ 4

    And yet another crit!

    Bow damage: 1d6 + 9 + 2d6 + 2d4 ⇒ (2) + 9 + (2, 2) + (3, 3) = 21 x2 +1d10 ⇒ 3 Deadly

    For 45 damage

    Combat Status:
    Round 3
    Turn Order
    Inspire Courage: Turn 1 of 3

    Green enemy
    Orange enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk
    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 66/153
    Billy 71/127, +2 status bonus to AC, wounded 1, prone

    Orange 119 damage, 1d6+1 bleed, FF until end of Draamils turn R4

    Billy is up


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

    Comfortably reclining on the ground, Billy Bardy watches the action unfold, from his safe position behind his invisible wall. "Go team!" However, the happy-go-lucky halfling holds plenty of resentment for the snipers -- for bloodying his fine clothing.

    In the hopes of removing one of the enemies from the battlefield, Billy concentrates so his upcoming spell has enough range to get up over the wall and reach the nearby, injured, (orange) assassin.

    He then sings:
    "I can oft be found
    Bathed in golden light.
    Reclining on the ground,
    Some color for this fight!"

    Billy forms a magical rainbow around his lute, and one of the colors shoots out as he casts Chromatic Ray toward the enemy.

    Chromatic Ray (6th) +IC, vs Orange: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37 (vs flatfoot AC, maybe cover?)
    Random color
    1:Red (40 fire dmg), 2:Orange (50 acid dmg), 3:Yellow (60 elec dmg), 4:Green (35 poison dmg + enfeebled), 5:Blue (Flesh to Stone), 6:Indigo (Confusion), 7:Violet (Slowed) + teleport, 8:Intense (Dazzle/Blind + reroll): 1d8 ⇒ 2
    How appropriate ... Orange ray for Orange.
    Acid Damage +Dangerous Sorcery: 50 + 6 => 56
    If crit, double-damage.

    ◆ Reach Spell, ◆◆ Chromatic Ray


    Orange has a massive glob of hideous acid land on his head. He gives a brief, despairing wail as he dissolves into a puddle of pulpy flesh and blood.

    That's a crit. Orange is very dead.

    Bloody hell, he just murdered Harold, don't let him do that again! shouts Red as he disappears inside the building, emerging briefly later with his rapier in hand.

    Meanwhile, on the ground green tries to get rid of the harassing leopards. Embarrassingly his first blow goes wide but two quick further thrusts takes one down.

    Combat rolls:

    Green strikes at the leopards.

    Sword 1: 1d20 ⇒ 1
    Sword 2: 1d20 ⇒ 6
    Sword 3: 1d20 ⇒ 15

    Damage 1: 2d6 + 9 ⇒ (5, 3) + 9 = 17
    Damage 2: 2d6 + 9 ⇒ (2, 6) + 9 = 17

    Combat Status:
    Round 4
    Turn Order
    Inspire Courage: Turn 2 of 3

    Green enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk

    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 66/153
    Billy 71/127, wounded 1, prone

    Orange Super Dead

    Nubnonk, Slick and Draamil are up


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

    Slick was about to try and finish off the nearest assassin when Billy's glob of acid turns the man into a puddle. "Was that you, Billy? Nice work! Especially the bit where you missed me completely." He then looks about for another assassin to whom he can teach some manners. Conveniently both the assassins on the ground are close enough for him to reach easily. He considers attacking the one that put an arrow into his shoulder, but that fellow seems to be otherwise occupied fending off a leopard. Instead, he looks over at the one that just exited the building with his rapier and says, "You'll do". He then trots around Dramiil's wall and straight at the man, weaving at the last moment to distract him before slicing into the assassin twice and slamming him against the wall.

    Looks like Slick will be leaving Nubnonk's Inspiring Aura behind.

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

    Deception (Feint): 1d20 + 19 ⇒ (3) + 19 = 22 vs Red Perception DC

    Greatsword Attack: 1d20 + 24 + 1 ⇒ (16) + 24 + 1 = 41
    Greatsword Damage: 2d12 + 8 + 1 ⇒ (1, 12) + 8 + 1 = 22 slashing damage

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

    Action 3 (◆): Brutish Shove with Powerful Shove
    - Action: Strike (+2 Striking Grievous Greatsword) with Inspire Courage and MAP1 vs Red.
    - Action: Shove with Powerful Shove vs Red

    Greatsword Attack: 1d20 + 24 + 1 - 5 ⇒ (18) + 24 + 1 - 5 = 38
    Greatsword Damage: 2d12 + 8 + 1 ⇒ (5, 3) + 8 + 1 = 17 slashing damage

    If Failure, or Success & Target <= Huge:
    The target is flat-footed until the end of your current turn.
    If Crit Success:
    The target is flat-footed until the end of your next turn (Grievous).

    The Shove uses the same success criteria as the Strike. If the target has to stop moving because it would hit an object, it takes damage.

    Powerful Shove Against Object:
    Shove Damage: 4 = 4 bludgeoning damage

    Powerful Shove
    You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.


    Slick dashes across the market and slams into red leaving a series of vicious wounds.

    That is two critical hits for 82 damage

    Combat Status:
    Round 4
    Turn Order
    Inspire Courage: Turn 2 of 3

    Green enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk

    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 66/153
    Billy 71/127, wounded 1, prone

    Orange Dead
    Red 82 damage, F until end of Slicks turn on round 5

    Draamil and Nubnonk are up


    Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

    Nubnonk shrieks at the accusation of murder. "IS SELF-DEFENSE! YOU TRY KILL US, BASTARD!"

    It doesn't help that he just got shot again. He looks up angrily at the culprit. He could go keep helping Slick, but recognizes that having someone continuing to fire from the roof would be bad for all of them. He smacks Sarenrae's ankh on his guiding star once more to imbue it with redemptive vengeance and sends it spinning up towards the rooftop villain.

    ◆ Exploit Vulnerability Blue, Esoteric Lore: 1d20 + 22 ⇒ (8) + 22 = 30 vs Standard DC for the creature's level

    ◆ Guiding Star Ranged Strike Blue, Inspire Courage, 2nd range increment: 1d20 + 20 + 1 - 2 ⇒ (11) + 20 + 1 - 2 = 30
    Piercing Dmg: 2d4 + 6 + 3 ⇒ (4, 3) + 6 + 3 = 16 Plus Personal Antithesis Weakness 7

    Then he catches it and throws it again.

    ◆ Guiding Star Ranged Strike Blue, Inspire Courage, 2nd range increment, MAP: 1d20 + 20 + 1 - 2 - 4 ⇒ (18) + 20 + 1 - 2 - 4 = 33
    Piercing Dmg: 2d4 + 6 + 3 ⇒ (2, 1) + 6 + 3 = 12 Plus Personal Antithesis Weakness 7


    Stats:
    AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
    Skills:
    Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

    Btw, any Dazzle effect on Green?

    The remaining leopard bites and mauls the green assassin.

    Bite, Grabbed: 1d20 + 10 ⇒ (2) + 10 = 12
    for w Sneak Attack: 1d10 + 1d4 + 3 ⇒ (9) + (1) + 3 = 13

    Maul1 w Grabbed: 1d20 + 6 ⇒ (7) + 6 = 13
    for w Sneak: 1d6 + 1d4 + 3 ⇒ (5) + (1) + 3 = 9

    Maul2 w Grabbed: 1d20 + 6 ⇒ (2) + 6 = 8
    for w Sneak: 1d6 + 1d4 + 3 ⇒ (6) + (4) + 3 = 13

    Billy, please play a brief elegy for the soon to be dead Leopard #2 :P

    Dramiil steps out behind the Wall of Force and casts an arc of electricity at the green assassin. "We'll murder Harold again if we want to!" he shouts.

    Electric Arc, Basic Reflex: 6d4 + 5 ⇒ (4, 4, 4, 1, 4, 4) + 5 = 26


    Blue tries to duck down behind the roof railings to avoid Nubnonks spinning starknife, but without success.

    That's two hits for 42 damage

    Green saved against the dazzle. Its in my combat rolls post. Just as a reminder, the Lions are minions and therefore you need to take an action to command them each turn or they do nothing. I assume you would prefer to move and electric arc. Given the positions you can target green and red with electric arc.

    The Green assassin see's the blast of lightning coming and ducks partially out of the way. He is still singed though. Red however takes the full blast in his chest and is rocked back on his heels.

    Green makes his save taking 13 damage, Red takes the full 27 (including Inspire). Please put your DC into your post when casting spells.

    Blue, still up on the roof, ducks out of sight and then sends a pair of arrows winging at Nubnonk. One slices through his shoulder, leaving a burning sensation.

    Nubnonk is hit once for 23 damage

    Combat rolls:

    Green Reflex save: 1d20 ⇒ 12
    Red Reflex save: 1d20 ⇒ 5

    Blue Hides then strikes twice at Nubnonk
    Hide: 1d20 ⇒ 19
    Bow: 1d20 ⇒ 12
    Bow: 1d20 ⇒ 5

    Damage 1: 1d6 + 9 + 2d6 + 2d4 ⇒ (3) + 9 + (3, 3) + (4, 1) = 23

    Combat Status:
    Round 4
    Turn Order
    Inspire Courage: Turn 2 of 3

    Green enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk
    ----------------------------
    Blue enemy
    Billy
    Red enemy
    ----------------------------

    Bold to act

    Combat status

    Slick 153/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 43/153
    Billy 71/127, wounded 1, prone

    Orange Dead
    Red 109 damage
    Green 13 damage
    Blue 42 damage

    Billy is up


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

    Still resting comfortably in his humble little bunker, relatively safe from harm, Billy studies the sniper on the roof and chants,

    ♫"I am Billy Bardy.
    You somehow know my name.
    The life of any party.
    Alas, the price of fame."♫

    ♫"Missiles streaking fast!
    Aiming toward your head.
    This little test: we passed.
    You should've stayed in bed."♫

    The halfling sends a long-range barrage of force missiles at the rooftop enemy.

    Magic Missile (5th) + Dangerous Sorcery vs Blue: 9d4 + 9 + 5 ⇒ (2, 4, 4, 1, 4, 4, 4, 4, 4) + 9 + 5 = 45

    ◆◆◆ Magic Missile


    Blue staggers as he is hit by a barrage of missiles. Bastard he snarls. Someone finish of the bloody bard he shouts to his comrades.

    I'm a bit busy with this lanky git shouts Red. Gerald, stop playing with that cat and get over here and help me out he shouts to Green.

    Can do the man shouts back as he darts around the cat to flank Slick.

    Red delays until after Green. Green moves into flank (he doesnt provoke) and stabs Slick twice. Red stabs him three times. Let's see how they do!

    With surgical precision Green drives his rapier into the back of Slick's knee. Surprised by his success the follow up blow goes well wide. Red, surprised by Slicks crumpled leg goes wide but quickly corrects himself and stabs Slick in the arm, leaving a trail of beads of blood.

    That's a crit from Green and a Hit from Red for a total of 85 damage

    Combat Rolls:

    Green att 1: 1d20 ⇒ 20
    Green att 2: 1d20 - 5 ⇒ (4) - 5 = -1

    Crit damage: 2d6 + 9 + 2d6 ⇒ (2, 6) + 9 + (5, 6) = 28 doubled for 56 damage +1d8 ⇒ 1 deadly

    Red att 1: 1d20 ⇒ 4
    Red att 2: 1d20 - 5 ⇒ (18) - 5 = 13
    Red att 3: 1d20 - 10 ⇒ (13) - 10 = 3

    Hit damage: 2d6 + 9 + 2d6 ⇒ (3, 5) + 9 + (5, 6) = 28

    Combat Status:
    Round 5
    Turn Order
    Inspire Courage: Turn 3 of 3

    Green enemy
    Red enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk

    ----------------------------
    Blue enemy
    Billy
    ----------------------------

    Bold to act

    Combat status

    Slick 68/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 43/153
    Billy 71/127, wounded 1, prone

    Orange Dead
    Red 109 damage
    Green 13 damage
    Blue 87 damage

    Slick, Nubnonk and Draamil are up.


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

    Slick finds himself surrounded by assassins and takes a few good hits. He growls, "Is that the best you guys can do? How sad. Now look closely; this is how it should be done." With both assassins conveniently within reach, Slick starts with the more wounded and flat-footed assassin he'd just sliced up and swings his greatsword through the assassin's neck...

    Action 1 (◆): Strike (+2 Striking Grievous Greatsword) with Inspire Courage vs Flat-Footed Red.

    Greatsword Attack: 1d20 + 24 + 1 ⇒ (10) + 24 + 1 = 35 vs Flat-Footed
    Greatsword Damage: 2d12 + 8 + 1 ⇒ (5, 11) + 8 + 1 = 25 slashing damage

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

    ...which sends his head flying satisfyingly free of the body to which it was so recently attached. Slick then turns on Green. "Did you see how I did that? No? Well now you get to see it up close and personal." He feints one way before cutting back the other and swinging his sword in a great arc terminating with his new assailant and follows it up with a hard shoulder slam to send the man reeling against Dramiil's invisible wall.

    Action 2 (◆): Feint vs Green
    Deception (Feint): 1d20 + 19 ⇒ (15) + 19 = 34 vs Green Perception DC

    Action 3 (◆): Brutish Shove with Powerful Shove
    - Action: Strike (+2 Striking Grievous Greatsword) with Inspire Courage and MAP1 vs Flat-Footed? Green.
    - Action: Shove with Powerful Shove vs Green

    Greatsword Attack: 1d20 + 24 + 1 - 5 ⇒ (11) + 24 + 1 - 5 = 31 vs Flat-Footed?
    Greatsword Damage: 2d12 + 8 + 1 ⇒ (4, 3) + 8 + 1 = 16 slashing damage

    If Failure, or Success & Target <= Huge:
    The target is flat-footed until the end of your current turn.
    If Crit Success:
    The target is flat-footed until the end of your next turn (Grievous).

    The Shove uses the same success criteria as the Strike. If the target has to stop moving because it would hit an object, it takes damage.

    Powerful Shove Against Object:
    Shove Damage: 4 = 4 bludgeoning damage

    Powerful Shove
    You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.


    Slick cuts down one assassin and turns and slams the second into the invisible wall. The battle seems to have turned....

    Green takes 20 damage

    Combat Status:
    Round 5
    Turn Order
    Inspire Courage: Turn 3 of 3

    Green enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk

    ----------------------------
    Blue enemy
    Billy
    ----------------------------

    Bold to act

    Combat status

    Slick 68/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 43/153
    Billy 71/127, wounded 1, prone

    Orange Dead
    Red Dead
    Green 33 damage
    Blue 87 damage

    Draamil and Nubnonk are up.


    Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

    Not enjoying his experience as a pincushion, Nubnonk is nonetheless determined not to be taken down without a proper fight. He watches as Slick decapitates one assassin and lets out a yell. "Two dead, two more!"

    Goblins could count. And better yet, they could throw!

    ◆ Guiding Star Ranged Strike Blue, Inspire Courage, 2nd range increment: 1d20 + 20 + 1 - 2 ⇒ (18) + 20 + 1 - 2 = 37
    Piercing Dmg, Personal Antithesis: 2d4 + 6 + 3 + 7 ⇒ (2, 3) + 6 + 3 + 7 = 21

    Catching his weapon it in his throwing hand, he spins around and hurls it once more to try to finish off his chosen target.

    ◆ Guiding Star Ranged Strike Blue, Inspire Courage, 2nd range increment, MAP: 1d20 + 20 + 1 - 2 - 4 ⇒ (13) + 20 + 1 - 2 - 4 = 28
    Piercing Dmg, Personal Antithesis: 2d4 + 6 + 3 + 7 ⇒ (1, 4) + 6 + 3 + 7 = 21

    Then, not particularly enjoying the prospect of getting shot again, he catches the starknife and dives back back through the abandoned kiosk to get closer to Billy.
    "Billy can heal Nubnonk?"

    ◆ Stride 30 ft through difficult terrain

    If I finished off the enemy after the first hit, I would instead activate the Enveloping Light Tattoo ◆◆ to start some 2d8/rd healing.


    Stats:
    AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
    Skills:
    Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

    "Leopard! Pounce and maul that ill-begotten bastard!"

    The leopard dutifully does so...

    Pounce (bite), Inspire Courage: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
    for: 1d10 + 3 + 1 ⇒ (2) + 3 + 1 = 6

    No maul, then

    Claw: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
    for: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

    I wish the leopard could flank, but from the map, looks like not.

    Dramiil gazes upon the assassin with a menacing glare. Tiny tears in the fabric of reality dance around him. Unleash Psyche

    He cups his hands, and radiance builds between them, growing to a sparking field of brilliant energy. It shoots towards the assassin unerringly.

    Inner Radiance Torrent, Heightened, 2 round action. DC30

    IRT, Heightened, Unleashed Psyche, IC: 8d4 + 6 + 1 ⇒ (3, 1, 1, 4, 3, 1, 3, 3) + 6 + 1 = 26


    Nubnonk sends his blade spinning through the air, it slices into the Blue assassin twice, leaving spatters of blood on the roof but he stays
    standing.

    Two hits for 42 damage, he is still standing

    Draamils leopard continues to harry the assassin but he is too nimble for it. As the lancing beam of energy erupts at him he manages to twist away from the worst of the blast.

    He makes the reflex save taking 12 damage. IC and Unleash Psyche damage bonuses dont stack, they are both status

    Blue, seeing how the battle has turned, decides that discretion is the better form of valour. He disappears over the other side of the roof from the party.

    Combat Rolls:

    Green reflex vs IRT: 1d20 ⇒ 14

    Combat Status:
    Round 5
    Turn Order
    Inspire Courage: Turn 3 of 3

    Green enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk
    Billy
    ----------------------------

    Bold to act

    Combat status

    Slick 68/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 43/153
    Billy 71/127, wounded 1, prone

    Orange Dead
    Red Dead
    Green 45 damage
    Blue 129 damage - fled


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

    Still resting comfortably on the ground as the battle rages all around him, Billy realizes his inspirational ditty is no longer lingering in the air. He considers crafting another verse, but once the enemies start fleeing, he shrugs.

    Inspire Courage no longer in effect.

    Noticing that Nubnonk is gravely injured (and since the goblin asked so nicely), Billy says, "Why, of course, my friend!" and sings a melodic healing hymn.

    "Nubnonk is in pain.
    Arrows in the chest.
    Enjoy my new refrain.
    Just don't bleed on my vest."

    Soothe (4th level) vs Nubnonk: 4d10 + 16 ⇒ (8, 4, 5, 4) + 16 = 37

    With the rooftop enemy gone, Billy glances at his handheld mirror (strapped to his wrist) and says to himself, "You've had enough beauty rest, my friend. Time to get up." At long last, the bard stands and stretches.

    ◆◆ Soothe, ◆ Stand


    Billy brings some relief to Nubnonk. Meanwhile Green starts to look a bit desperate. He tries, and fails, to trip Slick before lashing out twice. The first blow slices through the joint at the elbow of Slicks plate armour but the second clangs off his chest plate.

    One hit on Slick for 14 damage

    Combat Rolls:

    Green Trip Slick: 1d20 ⇒ 9

    Green Sword 1: 1d20 ⇒ 19
    Green Sword 1: 1d20 ⇒ 8

    Damage: 2d6 + 9 ⇒ (3, 2) + 9 = 14

    Combat Status:
    Round 6
    Turn Order
    Inspire Courage: Expired

    Green enemy
    ----------------------------
    Slick
    Draamil
    Nubnonk
    Billy

    ----------------------------

    Bold to act

    Combat status

    Slick 54/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 80/153
    Billy 71/127, wounded 1

    Orange Dead
    Red Dead
    Green 45 damage
    Blue 129 damage - fled

    The party is up


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

    I'm assuming here that Green is flat-footed until the end of Slick's turn due to the crit success he got on Feint in his last turn.

    Slick sees the rooftop assassin turn and flee through the corner of his eye. "Ho, ho! Looks like your friend upstairs decided the party was getting a little too hot for comfort. I hope you don't feel the same way. I'm enjoying our little dance." He takes the assassin's hit without flinching and then brings his greatsword around a couple of times before slamming the guy against the wall again. Then, with a "defend" he snaps up a magical shield.

    Action 1 (◆): Strike (+2 Striking Grievous Greatsword) vs Flat-Footed Green.

    Greatsword Attack: 1d20 + 24 ⇒ (17) + 24 = 41 vs Flat-Footed
    Greatsword Damage: 2d12 + 8 ⇒ (12, 5) + 8 = 25 slashing damage

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

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

    Greatsword Attack: 1d20 + 24 - 5 ⇒ (1) + 24 - 5 = 20 vs Flat-Footed
    Greatsword Damage: 2d12 + 8 ⇒ (3, 1) + 8 = 12 slashing damage

    Shoot! I forgot that Slick was at +5 for Strength, which means that he does 5 hp of bludgeoning damage on a Shove against an object instead of the 4 I've been listing. No big deal; I'll fix it in my template for the future.

    If Failure, or Success & Target <= Huge:
    The target is flat-footed until the end of your current turn.
    If Crit Success:
    The target is flat-footed until the end of your next turn (Grievous).

    The Shove uses the same success criteria as the Strike. If the target has to stop moving because it would hit an object, it takes damage.

    Powerful Shove Against Object:
    Shove Damage: 5 = 5 bludgeoning damage

    Powerful Shove
    You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you. When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.

    Action 3 (◆): Cast a Spell: Shield [L6] - AC 34 (Hardness 15)

    Reaction (↺): Shield Block


    Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

    Roll20 is not showing up for me at the moment, so I will ask someone to please move my token to a location from which I can strike, and apply any range penalties appropriately.

    ♫"Billy best! Billy best! Rah, rah, rah!"♫ Nubnonk responds, feeling marvelously better.

    The goblin lets the fleeing assassin go for now. If they decided to track him down, they can do that after saving Slick. He moves back out from cover, taps his ankh to his guiding star, and throws away!

    ◆ Stride

    ◆ Exploit Vulnerability Esoteric Lore: 1d20 + 22 ⇒ (3) + 22 = 25 vs Standard DC for the creature's level

    ◆ Guiding Star Ranged Strike Green, : 1d20 + 20 ⇒ (14) + 20 = 34
    Piercing Dmg, Personal Antithesis: 2d4 + 6 + 3 + 7 ⇒ (3, 2) + 6 + 3 + 7 = 21

    Range penalties and cover have not been factored in.


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

    With Nubnonk healed-ish, Billy thinks aloud, "I could grant myself the gift of flight." He explains, "Not only would this allow more of my adoring fans to see me, but I could try to follow our rooftop friend."

    Alas, knowing the Grand Bazaar is a labyrinth, Billy thinks the chances of finding the sniper are slim. Instead, he decides to help Slick and Nubnonk finish off the remaining enemy. The bard moves out into the open and sings:

    "Now, just one more guy.
    There used to be a bunch.
    Some rubble in your eye.
    Don't make me late for lunch!"

    Telekinetic Projectile vs Green: 1d20 + 20 ⇒ (18) + 20 = 38
    Bludgeoning Damage: 6d6 + 5 ⇒ (6, 2, 6, 5, 1, 5) + 5 = 30

    ◆ Stride, ◆◆ Telekinetic Projectile


    Between the series of blows Green simply cannot survive. He crumples to the ground and goes very still.

    COMBAT OVER

    What do you do at this point? Blue has fled.

    Status:

    Slick 54/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 80/153
    Billy 71/127, wounded 1


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

    Slick notices Billy in the background twitching his hands and is not surprised to see a hazelnut from a nearby fruit vendor's cart take off like a bullet. It hits one side of the assassin's head and exits almost as quickly from the other, taking much of the man's gray matter with it.

    He then looks around for any more of the enemy but doesn't see any. Slick relaxes for a moment but doesn't think that hanging around for the local guards to show up is the best plan. He kneels down next to what's left of the assassin's corpse and riffles through the man's belongings. He calls out to his friends. "Someone check the other two for anything that might tell us who hired them, but don't take too long about it. We need to get out of here pronto. We can heal up when we get away from here"


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

    Billy says, "That was fun." He quickly adds, "After the wall went up. Nicely done, Dramiil." At Slick's request, Billy helps search the bodies.

    As the group prepares to leave, Billy hears Nubnonk suggesting disguises. "Interesting. The assassins seemed to know me. Not a surprise, really. But perhaps a disguise is in order." He retrieves his Disguise Kit from his Bag of Holding.

    Deception: 1d20 + 18 ⇒ (15) + 18 = 33
    Billy will either work on his own, or Aid Nubnonk with a crit-success.

    [Later, when it's safe to spend some time healing...]

    When it's time to heal up, Billy asks everyone to be patient while he unpacks his healers tools. "You first, Slick."
    Continual Recovery allows TW every 10mins. Note: Even a nat-1 is only a normal failure with a +20 mod.

    Medicine-Treat Wounds DC 20: 1d20 + 20 ⇒ (14) + 20 = 34
    Damage Healed: 2d8 + 10 + 5 ⇒ (8, 8) + 10 + 5 = 31
    Crit Damage Healed: 2d8 ⇒ (2, 1) = 3
    Slick healed for 34hp.

    Rinse and repeat. Presumably Slick will supplement with Lay on Hands every 10 mins as well.


    The group quickly rifle through the dead mercenaries. A quick check of the bodies reveals little of relevance apart from a small tattoo of a blackened iron dagger on the back of the wrist of each of them.

    DC20 Society Check:

    The tattoo marks them as part of the Blakcscale Blades, a mercenary band based in Absalom under the command of a former Chelish aristocrat by the name of Lord Emilano Doreset.

    Quickly pilfering their bodies of anything useful you decamp to an out of the way location nearby before overly nosy local Guards turn up and start asking awkward questions about murder, death and mayhem in the streets.

    Finding an empty shop a few streets away you manage to patch yourselves up and sort through the various items.

    You can handwave the healing at the moment. That wont always be the case.

    Loot:

    I am not going to go through the rigmarole of getting you to roll to identify this stuff. I may do so with more unusual items but these are all very basic.

    Each of the three assassins has:
    +1 composite shortbow, +1 leather armor, +1 striking rapier

    You can sell it off for half price.

    One thing does crop up that is a little more unusual. In a poorly hidden pocket of his leather armour one of the men has a piece of folded parchment. The note reads as follow:

    Murder Note wrote:

    Meddlers were seen at Three Moves Ahead, one was recognised as that god awful crooner Billy. We cannot afford any interference. Eliminate them with extreme prejudice. No survivors. If they have any Harrow cards recover them and bring them to me. Otherwise you can retain anything of value they have. Once you have dispatched them find Dieral. This has our highest priority. He MUST be found. We know from Clemeth that he is probably hiding out at some sort of abandoned forge. I will contact you for an update soon. You had better have made progress.

    V.

    Anyone who wants to can give me a Society or Absalom Lore check to see if you can identify the location with the three clue you have. You can go and visit Clemeth if you want to but the note gives you the information she has. You can get access to the stuff she sells but given its mostly vehicles you aren't really missing out on anything.


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

    Loot sheet updated. I've tweaked it slightly to indicate which of us is carrying (and thus has use of the item) until we either sell it or decide to keep it permanently. I gave Billy all the scrolls to carry, but that was just for convenience. Since we just picked up 9 Bulk of armor and weapons none of us wants, we need to know who will be carrying them. Slick can just barely carry it all on his own, but he will be encumbered. We should sell them off as soon as possible to relieve him of the weight. Good thing we're in the middle of the Grand Bazaar.

    Slick strips the bodies of their armor and weapons and bundles them up efficiently for transportation. He spots the small tattoo on each of their wrists...

    Society vs DC 20: 1d20 + 11 ⇒ (18) + 11 = 29

    ...and recognizes them as the mark of the Blackscale Blades, a mercenary band based in Absalom under the command of a former Chelish aristocrat by the name of Lord Emilano Doreset. "Hey! Turns out these guys are from the Blackscale Blades. I wonder who hired them. Maybe we'll go ask them after we track down Dieral."

    When he finds the slip of paper, he gives it a quick read and snickers. Handing it to Billy, he says, "Not exactly one of your greatest fans Billy, but his review of your singing seems spot on. Seems they were looking for Dieral and our Harrow cards". He ponders the new clue that the location is a forge and tries to recall if he knows of any such forges in Eastgate.

    Society vs DC 20: 1d20 + 11 ⇒ (17) + 11 = 28

    Quickly fashioning a makeshift mustache...

    Activity: Impersonate

    Deception (Impersonate): 1d20 + 19 ⇒ (4) + 19 = 23

    ...he completely changes his appearance and blends in with the crowd :). He picks up the bundle of armor and weapons with a grunt, and heads into the bazaar looking for the nearest arms merchant to take them off his hands.

    I'd rather not have Slick encumbered like that, so let me know what Slick can get for the weapons and armor in the bazaar on short notice. At 50% of retail, they're worth 442.5gp


    You are in Absalom, you can easily sell stuff for the regular 50%

    Wracking his brains it occurs to Slick that there is in fact an old abandoned forge in Eastgate called Stirrup and Barding which has a stylised rearing horse on its sign. It was part stable, part blacksmiths and has been empty for months since its previous owner, Abreth Myrnese, went missing.

    What do you do?


    Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

    Blackened Iron Dagger, Esoteric Lore, Diverse Lore, Tome Initiate Benefit: 1d20 + 22 - 2 + 1 ⇒ (12) + 22 - 2 + 1 = 33

    Huh, based on the description I thought that they might be followers of Thamir Gixx. I mean, just look at that unholy symbol.

    Stirrup and Barding, Esoteric Lore, Diverse Lore, Tome Initiate Benefit: 1d20 + 22 - 2 + 1 ⇒ (13) + 22 - 2 + 1 = 34

    Nubnonk concurs with Slick about the two pieces of information that he has uncovered, spitting a sticky glob of saliva mixed with blood onto the floor at the name of Lord Emilano Doreset. Noble longshanks were the meanest kind, thinking they were better than everyone else.

    "Last assassin got away," the goblin recounts. "Might flee for failing, might go back to tell Doreset. We move quick, though, yes?"

    Impersonate secret check +25 or Deception DC 35, as appropriate

    But if you want a check:
    Deception: 1d20 + 25 ⇒ (12) + 25 = 37

    Nubnonk quickly begins putting on some makeup, and his skin quickly turns from its almost-sallow gray-green into something more light brown. He pops some lenses into his eyes that immediately make them look brown instead of beady red and places a shaggy wig of auburn hair on his head. The final piece is a set of false teeth that look straight instead of sharp, which leads to a fresh round of spitting as the not-looking-so-much-like-a-goblin tries to get used to having something strange in his mouth. Looking in the mirror, he looks almost like he could be a distant, non-celestial cousin of Billy.

    "Not...ahem. Call me Norbert," he announces, his entire manner of speaking and behavior changed along with his appearance. "I am but a humble traveling merchant of the esoteric." He bows his head, realizes that his wig is slipping, and then draws a few pins out to secure the wig more effectively to the wiry hair on his scalp.

    "Norbert n...I am not a tracker." Speaking "properly" took effort. "But we can go to Eastgate. We should be ready for a fight. We should sell our new gains on the way, and acquire Sleeves of Storage. Perhaps we can get a new knapsack for...the halflings among us. Like me. Totally a halfling."

    Let's sell stuff, purchase anything that we think might be useful, and then go to the Stirrup and Barding.


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

    I'm assuming here that none of us is interested in of the +1 Weapon/Armor Potency or Striking runes we just picked up. If that's not the case, then we can have the blacksmith transfer the runes to whatever armor/weapons you like before we sell off the rest.

    Slick slips into The Unscathed Blade and drops the weapons and armor they just collected onto the counter. "Abiah! Are you there Abiah!" The noise of hammering from the back goes on for a few moments before stopping. Soon after, a large human man appears wiping his hands on a cloth that only appears to be getting the cleaner for it. The big man looks at Slick with a puzzled frown. Slick realizing the problem, quickly pulls off his fake mustache. Abiah's eyebrows rise in recognition. "Slick! My boy. I didn't recognize you under that impenetrable disguise. What can I do for you today?"

    Slick points to the loot he dropped onto the counter. "Just found this stuff laying about on the street and through you might be able to find a use for it... at the usual price, of course." Abiah looks over the items and tut-tuts at the blood and acid stains. After some back and forth, they agree of a price. Slick collects the agreed-upon gold, and tipping an imaginary hat to the blacksmith, says, "Always a pleasure to do business with you Abiah. I'm sure we'll be seeing each other again soon."

    I calculate that at 50% all that stuff was worth 442.5gp

    Once outside, with his fake mustache back in place and the bag of gold tucked away, Slick turns to the others. "I was thinking about that note we found. I think the place is the old abandoned forge in Eastgate called the Stirrup and Barding which has a stylized rearing horse on its sign. It was part stable, part smithey and has been empty for months since its previous owner, Abreth Myrnese, went missing. Seems like the perfect place to hide out. Shall we go see if Dieral is there?"


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

    When Slick reveals the the sniper's tattoo, Billy considers where he's seen it...
    Society - Iron Dagger Tattoo: 1d20 + 20 ⇒ (6) + 20 = 26

    And he ponders the clues about the rearing horse ...
    Society - Stirrup and Barding: 1d20 + 20 ⇒ (7) + 20 = 27

    As Billy is about to share his worldly wisdom on these leads, Slick (and Nubnonk) beat him to the punch. "I'm impressed, Slick. You're not just another pretty face. Despite all the rumors to the contrary!" Billy grins.

    After everyone is healed up, Billy notices Slick sorting the gear. The halfling retrieves a small pouch from his waist. He holds it open so Slick (and anyone else) can store whatever they wish. (This is a Bag of Holding, Type II, 50 bulk max.)

    Billy stows his pouch and asks Slick, "May I see that letter?" He explains with an air of confidence, "While this 'V' may feel I'm the worst crooner he's ever heard of, I'd like to point out that he has heard of me!" Smiling proudly, Billy studies the note and wonders aloud,

    "Someone wrote this letter.
    Who doesn't like my song.
    To find him would be better.
    Convince him that he's wrong!"

    Billy casts Object Reading.

    Ever the optimist, Billy casts a spell to get any more clues about the author of the note, where it was written, etc. He shares any information with the group and prepares to head to Stirrup and Barding.


    The group make their various preparations, selling off gear, healing up and generally getting ready for the next phase of their quest to find Dieral.

    Billy sits down and focuses on the note you found. He opens his mind and it is filled with a vision.

    Object Reading Vision wrote:

    A tall, powerfully built tiefling man wearing half plate armour and carrying a battle axe is talking to a stern looking Chelish man. "No-one must know of our involvement in Absalom. The cards must be ours, well, mine he says with a malicious grin. Arodeth will never know what hit her.

    I assume that you head over to Eastgate.

    Finding the Stirrup and Barding is not difficult. Its a large smithy with attached covered shed. A quick reconnoitre of the building reveals three entrances, the main double doors into the building, a small side door and a large gate into the covered yard. The windows are barred and shuttered. The place has the air of being abandoned.

    What do you do? At this point also feel free to choose exploration activities.


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

    After Billy fills them in with the results of his vision, Slick says, "So this V is a tiefling, eh? Seems the devilish connection runs deep. If that note we found is anything to go by, I expect the devil worshippers will be here soon... assuming they aren't already inside. Better be prepared when we go in".

    Slick pulls out his greatsword and once everyone is ready, he advances to the main double doors into the building. Not letting go of his sword, he slowly leans on them, applying more and more pressure until...

    Action: Force Open - Master in Athletics

    Athletics (Force Open) vs DC ??: 1d20 + 23 ⇒ (16) + 23 = 39

    ... I assume, that he feels a crack as the lock and jamb give way and he pushes open the doors.

    Do we get a map?


    Stats:
    AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
    Skills:
    Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

    Dramiil picks up the 'dead' leopard and places it back with the 'living' one once both have reverted to small bismuth figurines. He marks the 'dead' one with a dot of wax to remind himself not to use poor Leopard #2 for a week.

    Along the way he casts Blood Vendetta on Slick. "Just to punish anyone who dares strike you, and I am sure they will," he says as an aside to the hearty half-elf.

    Blood Vendetta
    Will DC30 save.

    He also gives Nub a small spell gift, casting for a while as they walk. "In case there are scary devils in there," he says.

    Mind of Menace

    GM, do we have time for Dram to regain a focus point? or two? :)

    Sighing, Dramiil rolls up his sleeves. "I'll, ah, be in the back."


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

    Billy shares his vision with the group. He nods when Slick suggests "V" is the tiefling. "Sounds right, my friend. Has anyone heard of this Arodeth?" He shrugs.

    Any chance of us trying a Society check to see if we've heard of Arodeth? If so, Society +20.

    Before Slick pounds open the door, Billy holds up a hand. He listens carefully at the door.
    Perception: 1d20 + 21 ⇒ (3) + 21 = 24

    Billy steps back and confidently states, "All clear. I don't hear anything at all." Cradling his lute, he follows the others inside.


    No need for a map here. You dont yet have enough information to work out who Arodeth might be.

    The group heads over to Eastgate and scouts out the building. Traffic here is fairly light and what few people who are around pass by quickly, their heads down. It seems that taking too much notice of heavily armed strangers might be a dangerous occupation.

    Seeing nothing out of the ordinary Slicks forces the door into the smithy. The interior is dim and drafty. Several supplies are stacked in one corner, near a cold fireplace with an enormous anvil next to it. A few blacksmith’s tools hang on the wall. A large wheelbarrow sits near a door to an interior room. Its lower half is a complex clockwork-like contraption with a single large metal wheel and a pair of handles affixed with leather straps, and its upper half appears to be a colourful miniature shop with its walls and roof line set with dozens of hinges and latches.


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

    Once Slick determines the coast is clear, Billy follows him inside. Looking around, he confirms, "See, I told you I didn't hear anything."

    The bard is immediately drawn to the colorful, wheelbarrow contraption. Before Slick forces open the inner door, Billy says, "This device is interesting. Can we examine it first ... I mean, before brawnily bursting into the next room?" He grins at Slick, and then peers through the miniature shop windows atop the wheelbarrow.

    Can he make a Crafting check? If appropriate, Crafting +17.


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

    Slick looks about the room and his eyes fall on the wheelbarrow full of junk. He smiles broadly. "It seems we've come to the right place if the wheelbarrow's anything to go by. I suspect this is the famous Harrow Barrow. If I'm right, Dieral can't be too far away.

    Seeing it sitting next to the entrance to an interior room, Slick slides over to the door. "Feel free to look over the barrow, Billy. I'll check to see if Dieral is in." He knocks on the door. "Mister Dieral? Are you in there? Could we have a word? We're here to help."

    Assuming that there is no response within say 5 seconds...

    "Stand aside. Coming through." He kicks the door open.

    Action: Force Open - Master in Athletics

    Athletics (Force Open) vs DC ??: 1d20 + 23 ⇒ (13) + 23 = 36


    Billy examines the infamous Harrow Barrow (No check required to do so). It is a cunningly crafted object with the "shop" built on top of the barrow. The upper section is covered in multiple beautifully carved mages, 54 in total, one for each of the cards of your traditional Harrow deck. Each seems to be a cabinet, drawer or similar but all of them are locked in some way which is not easy to determine.

    As he is examining the Barrow, Slick kicks in the door to the interior room, hearing no reply to his hail. Inside the room is lined with shelves containing scraps of metal and various tools. Some of the shelves have been cleared to make room for a few piles of clothes, some food and wine bottles, and several stacks of harrow cards. Cowering in the corner is a terrified looking elf who shrieks in alarm as the door in kicked in.

    Please, please dont kill me, I'll give you anything you want, take the Barrow, take everything I've got! He begins shovelling piles of dishevelled clothes in your direction. Outside several passers by hurry away from the sounds of the man screaming in terror.


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

    Slick looks down at the whimpering elf tossing clothes at him. "Whoa there my good elf! We aren't here to hurt you nor to steal your stuff." He looks at the clothes piling up at his feet. "I don't think they'd fit me anyways." Looking back up he asks, "Are you Dieral? You are, aren't you? And that's your Harrow Barrow out there, right? Good thing we got to you first, cause there are a bunch of really bad guys out there looking for you and if we managed to find you, then they can't be far behind."

    Reaching into his armor, Slick pulls out The Brass Dwarf. "Recognize this? Well, we've got an inkling that you can tell us something about it."

    Activity: Make an Impression vs Dieral

    Diplomacy (Make an Impression): 1d20 + 17 ⇒ (15) + 17 = 32 vs Dieral Will DC


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

    Hearing the frightened screams, Billy rushes in beside Slick with his hands up, in a defensive manner. "Please don't be afraid. We mean you no harm." Strumming a soft calming chord, the halfling continues, "I'm Billy Bardy. I'm a well-known performer here in town. Perhaps you've heard of me ... everyone else has. It's a blessing ... and a curse." Indicating Slick, Billy explains, "My friend here can seem intimidating at first, but he grows on you."

    Billy smiles, straightens his cloak, and pulls out his jug. "Care to join me for some honey mead?" He pours drinks and says, "Assuming you're Dieral, we believe you're in grave danger. We're here to help." He offers the elf a mug of mead.

    Diplomacy - Make an Impression +Jug +Cloak: 1d20 + 22 + 1 + 2 ⇒ (17) + 22 + 1 + 2 = 42


    Stats:
    AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
    Skills:
    Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

    "...And you can help us by telling us who is after you," says Dramiil, without introducing himself.

    He eyes the Barrow. "That can't be easy to move unobtrusively. We need concealment and another safe location. Billy, I'm not sure we should have this conversation here. Dieral, shall we exit? As our intimidating friend says, enemies aren't far behind."

    Dramiil continues to scan for magic...especially near the doorway.

    He also looks at the Barrow from time to time, seeing if there are any secrets to glean from it.

    Occultism: 1d20 + 20 ⇒ (8) + 20 = 28


    As the group starts to calm down Dieral his panic subsides. It is clear that he has been operating on very little sleep, something has him very scared and he is decidedly whiffy.

    Oh gods, he gasps, You aren't here to kill me?. He takes a large gulp from Billy's jug. I thought you were them. Ever since this card came into my possession I have been sure they would catch up to me he says drawing an elaborate Harrow card from inside of his jacket.

    Meanwhile, outside, Draamil is looking over the Harrow Barrow. It appears to be an entirely ordinary, if well put together cart. The panels each house an intricate lock with no sign of any key. As he is also keeping an eye on the door he is in an excellent position to see it explode inwards, showering the room with wooden splinters as an enormous armoured tiefling demolishes it with an axe. Simultaneously a group of dark cloaked figures drop from the rafters and a strange multi armed creature simply materialises beyond the small southern door (Image on roll20).

    Yes, its another ambush! At least everyone is on the ground this time. Billy and Slick were diplomacising Dieral so that's your exploration activity this time around. Lets see how initiative pans out! Slick cannot see anyone to Battle Cry but Nubnonk can. I am going to assume you do the weird multi armed thing as it looks most interesting. His 29 fails.

    Initiative
    Dramiil : 1d20 + 18 ⇒ (11) + 18 = 29
    Slick : 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
    Billy : 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29
    Nubnonk : 1d20 + 19 + 2 ⇒ (14) + 19 + 2 = 35
    Nubnonk Battle Cry: 1d20 + 26 ⇒ (3) + 26 = 29

    The strange, multi armed creature glides forward into the middle of the room. Glancing over into the small room where Dieral is hiding it grins evilly, exposing a mouth full of small teeth. With a clearer view now you can see that it has four arms, each hand holds a wickedly curved dagger. However, it chooses not to put its weapons to use, instead spitting out the words to a spell. As it completes the spell it throws back its head and lets out a blood curdling scream of abject terror and despair which washes over the group.

    Unfortunately it has chosen the wrong group to open up with such a tactic as most of you are entirely unaffected, with one exception...

    I am going to pause here to see if Slick wants to reroll his regular fail or not. The rest of you crit pass due to resolve.

    Dieral screams, They've found me! and promptly faints.

    He wont be taking part in the encounter.

    Comabat rolls:

    Will Saves
    Dramiil : 1d20 + 20 ⇒ (13) + 20 = 33, Walls of Will
    Slick : 1d20 + 18 ⇒ (5) + 18 = 23, Bravery
    Billy : 1d20 + 22 ⇒ (14) + 22 = 36, Resolve
    Nubnonk : 1d20 + 20 ⇒ (10) + 20 = 30, Resolve

    Combat Status:
    Round 1
    Turn Order

    Havzzi
    -------------------
    Nubnok
    -------------------
    Orange
    -------------------
    Slick
    Draamil
    Billy
    -------------------
    Blue
    Green
    Vharnev

    Bold to act. Awaiting Slicks reroll decision.

    Combat status

    Slick 173/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 153/153
    Billy 127/127


    CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed
    GMAndrewW wrote:
    I am going to pause here to see if Slick wants to reroll his regular fail or not. The rest of you crit pass due to resolve.

    Sigh! Why do I have the feeling that it would not be good to let this one go. Okay, fine... I'll use my solitary Hero Point to reroll.

    Slick turns at all the ruckus and looking out the door spots the strange multi armed creature just before it emits a blood curdling scream of abject terror and despair. He manages to say, "What the..." before the terror and despair start worming their way into his brain. "Uh oh!" He shakes his head violently to clear it...

    Will Save vs DC ?? with Inspiring Aura: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29

    ...and ???

    If 30 was good enough, then maybe 29 is too? Fingers crossed. At least he won't be wasting time drawing his weapon.


    Fortunately a 29 is a pass, just.

    Slick manages to resist the enchantment with the help of Nubnonks stern reminder.

    Combat Status:
    Round 1
    Turn Order

    Havzzi
    -------------------
    Nubnok
    -------------------
    Orange
    -------------------
    Slick
    Draamil
    Billy
    -------------------
    Blue
    Green
    Vharnev

    Bold to act. Awaiting Slicks reroll decision.

    Combat status

    Slick 173/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 153/153
    Billy 127/127

    Nubnonk is up


    Male Unbreakable Goblin Thaumaturge 12 | HP 166/166 | AC 32 | Fort +21 Ref +21 Will +21 (Resolve) | Speed 30 ft | Darkvision; Perception [M] +20 | Active: None | Exploration: Investigate | Tome Skills: Stealth, Survival | Harrow (Fort +4, Reflex +4, Will +0, Other +0, Skill -4; 3/5)

    "Be strong!" "Norbert the halfling" exhorts as he slams his scepter of rulership on the ground, encouraging his fellows in the face of crushing despair. "We protect fellow friendly harrowers here!"

    With that said, he unhooks his boomerang from its resting spot at his hip, rummages around in his bag to find something that the multi-armed creature won't like very much. He almost always has something. Pressing that into his boomerang, he lets the aerodynamic club fly, willing it to spin closer to the enemy at the last moment.

    ◆ Draw weapon

    ◆ Exploit Vulnerability Esoteric Lore, Havzzi: 1d20 + 22 ⇒ (10) + 22 = 32 vs Standard DC for the creature's level

    Diverse Lore wrote:
    When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.

    And Dubious Knowledge, if applicable.

    ◆ +2 Striking Returning Boomerang Ranged Strike Havvzi: 1d20 + 21 ⇒ (3) + 21 = 24
    Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (5, 3) + 6 + 3 = 17

    Activating Mortal Weakness if possible, else probably Breached Defenses. Activating highest weakness or bypassing one resistance. If none exist, personal antithesis = +7 dmg improvised weakness.

    ◆ HP Reroll, +2 Striking Returning Boomerang Ranged Strike Havvzi: 1d20 + 21 ⇒ (14) + 21 = 35
    Bludgeoning Dmg: 2d6 + 6 + 3 ⇒ (4, 5) + 6 + 3 = 18


    Nubnonk examines the creature carefully, noting its many arms, sharp teeth and curved, serrated edged knives. Cogitating on the fact that it teleported into the room he realises that it is some sort of fiend, in fact, yet another devil! He realises that it possesses powerful spellcasting abilities and can, in fact, infuse those spells with further power and render the targets frightened.

    Reading Breached Defences I think you get that piece of info as well as the info you get from Exploit and then decide which you want to use. At the moment, for you, it wont mater which you use as you realise that it is weak to good damage and that it resists physical damage except that provided by silver weapons. Whichever you pick will simply cancel out the other.

    Nubnonk then sends his boomerang whirling at the thing and it cracks it in the side of the head with a thwack!.

    Havvzi takes 17 damage, just to note when you reroll your attack roll you dont reroll the damage

    Seeing the little goblin as a potential danger orange dashes forward and tries to trip him up and then stab him but gets tangled up in some old junk lying around and just looks embarrassed.

    Combat rolls:

    Orange moves, trips, stabs

    Trip: 1d20 ⇒ 3
    Stab: 1d20 ⇒ 7

    Combat Status:
    Round 1
    Turn Order

    Havzzi
    -------------------
    Nubnok
    -------------------
    Orange
    -------------------
    Slick
    Draamil
    Billy

    -------------------
    Blue
    Green
    Vharnev

    Bold to act.

    Combat status

    Slick 173/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 153/153
    Billy 127/127

    Havvzi 17 damage

    Rest of the party is up


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

    As the party crashers interrupt ... again, Billy seems surprisingly unfazed. "Eventually, my friends, you'll get used to all the attention." He shrugs off the enemy's spell, strums his lute, and sings some inspiration:

    "Dieral, the frightened old elf.
    He fainted right under that shelf.
    .....The bad guys don't scare us!
    .....I'll sing and prepare us.
    Sublime, if I say so myself!"

    Performance - Lingering Composition +Virt Perfomer +Lute DC 28: 1d20 + 22 + 2 + 1 ⇒ (3) + 22 + 2 + 1 = 28
    Success: Inspire Courage lasts 3 rounds. (Cost: 1 focus point).
    All allies within 60' have +1 status bonus to attacks/damage and fear saves.

    Then, focusing on the dangerous devil (Roll20 is showing clear line of sight from Billy's current position to Havvzi), the bard chants and casts Chromatic Ray:

    "My acting: quite appealing.
    Performing in a play.
    One more time: With feeling.
    Add color with this ray!"

    Chromatic Ray (4th) +IC vs Havvzi: 1d20 + 20 + 1 ⇒ (20) + 20 + 1 = 41
    Random color
    1:Red (30 fire dmg), 2:Orange (40 acid dmg), 3:Yellow (50 elec dmg), 4:Green (25 poison dmg + enfeebled): 1d4 ⇒ 3
    Electricity Damage + Dangerous Sorcery: (50) + 4 = 54
    If crit, double damage.

    ◆ Inspire Courage, ◆◆ Chromatic Ray


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

    Barely shaking off the effects of the creature's blood curdling scream with the calming influence of Nubnonk's inspiring aura, Slick draws out his greatsword and after listening for Billy's sweet sweet words of encouragement, charges the multi-armed fiend.

    Action 1 (◆): Interact - Take +2 Striking Grievous Greatsword in hands

    Actions 2 & 3 (◆◆): Scout's Charge
    - Action: Stride (45 feet)
    - Action: Feint vs Havzzi
    - Action: Strike (+2 Striking Grievous Greatsword) with Inspire Courage and Inspiring Aura vs Flat-Footed? Havzzi.

    Deception (Feint): 1d20 + 19 ⇒ (11) + 19 = 30 vs Havzzi Perception DC

    Greatsword Attack: 1d20 + 24 + 1 ⇒ (12) + 24 + 1 = 37 vs Flat-Footed?
    Greatsword Damage: 2d12 + 8 + 3 ⇒ (10, 4) + 8 + 3 = 25 slashing damage

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


    Billy inspires his allies and then lights up the strange, four armed creatures entire body. Its multi-jointed skeleton is briefly illuminated by a massive jolt of electrical energy before Slick slams into it and hacks a chunk away from one of its arms.

    That's a crit chromatic ray for 108 electrical damage followed by 15 from Slick after DR. The feint does not succeed. Draamil to act. Havvzi is clearly seriously wounded.

    Combat Status:
    Round 1
    Turn Order

    Havzzi
    -------------------
    Nubnok
    -------------------
    Orange
    -------------------
    Slick
    Draamil
    Billy
    -------------------
    Blue
    Green
    Vharnev

    Bold to act.

    Combat status

    Slick 173/173
    Dramiil 107/107, Unwell (No current effect)
    Nubnonk 153/153
    Billy 127/127

    Havvzi 140 damage


    Stats:
    AC 28; Fort +19, Ref +20, Will +21; HP 116/116; Focus 3/3
    Skills:
    Acrobatics +20, Arcana +21, Athletics +14, Crafting +19, Diplomacy +14, Intimidation +14, Lore: Planar Rift +19, Lore: Fortune-Telling +19, Nature +17, Occultism +21, Religion +19, Society +21, Stealth +18

    Dramiil arches an eyebrow at the assassins and the devil. "No need to keep them alive. The tiefling, yes..."

    He gestures at the annoying multi-armed infernal thing and the nearby assassin.

    Electric Arc, IC: 6d4 + 5 + 1 ⇒ (2, 3, 4, 4, 1, 2) + 5 + 1 = 22

    DC 30 Basic Reflex

    He then eyes Slick. "A little pick-me-up for you, friend."

    Amplified Guidance

    +2 for save, skill check, attack, etc.

    "Billy, I was rather enjoying my 'retirement,'" he says mildly. "Far fewer unexpected assassins, although, fewer unexpected assignations. That devil looked like a good hugger."

    2 actions for Eeeelectric Arc, and 1 for Guidance. 1 Focus Point used!

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