PF2E Stolen Fate

Game Master andreww

Book 1 Roll20 Table
Book 2 Roll20 Table

Loot List
Character Stats

◆ 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+25 [/dice], Master
[dice=Billy ] 1d20+ 27[/dice], Master, +2 visual and hearing
[dice=Pinebrush]1d20 + 26 [/dice], Legendary, +1 visual
[dice=Sigourney]1d20+27[/dice], Expert, +2 visual

Initiative
[dice=Slick ] 1d20+27 [/dice]
[dice=Slick Battle Cry]1d20+34[/dice]
[dice=Billy ] 1d20+27 [/dice], +2 item visual/hearing, +2 circ scout
[dice=Pinebrush, Stealth]1d20 + 34 [/dice], Perception +26, +1 circ if visual, +2 circ scout
[dice=Sigourney]1d20+27[/dice], +2 circ scout, +2 item visual

Fort Saves
[dice=Slick ] 1d20+29 [/dice], Juggernaut, +1 vs magic
[dice=Billy ] 1d20+ 26[/dice], +1 vs magic
[dice=Pinebrush]1d20 + 27 [/dice], pass becomes crit, +1 vs magic
[dice=Sigourney] 1d20+27[/dice], +1 vs magic, bump vs disease
[dice=Reginald ] 1d20+27[/dice]

Reflex Saves
[dice=Slick ] 1d20+27[/dice], Bulwark +1, Evasion, +1 vs magic
[dice=Billy ] 1d20+29 [/dice], +1 vs magic
[dice=Pinebrush]1d20 + 33 [/dice], Improved Evasion, +1 vs magic
[dice=Sigourney] 1d20+28[/dice], +1 vs magic, agile mind
[dice=Reginald ] 1d20+28[/dice], probably evasion

Will Saves
[dice=Slick ] 1d20+ 27[/dice], Bravery, +1 vs magic
[dice=Billy ] 1d20+31[/dice], Greater Resolve, +1 vs magic
[dice=Pinebrush]1d20 +26 [/dice], +1 vs magic
[dice=Sigourney] 1d20+29[/dice], +1 vs magic, resolve
[dice=Reginald ] 1d20+29[/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


2,001 to 2,050 of 2,353 << first < prev | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | next > last >>

CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

After bravely standing next to the abomination long enough to provide Slick some flanking, Billy backs away and tries to recall what he knows about such creatures. He relays what he knows to the group.
Billy attempts a RK check on the enemy in hallway. If he gets a question, lowest save please.

Staring at the (Green) creature in front of him, Billy activates his Shadow Signet and sings to cast Chromatic Ray at his target.
"In this theater of burlesque, with horrors so dramatic.
They're really quite grotesque. My ray is most chromatic!"

Chromatic Ray (6th rank) + CA vs Green: 1d20 + 27 + 1 ⇒ (16) + 27 + 1 = 44 (vs lowest of AC, Fort DC, or Ref DC, courtesy of Shadow Signet)
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 ⇒ 3
Electricity Damage + Dangerous Sorcery: (60) + 6 = 66
If crit, double damage.

Will vs Green +Antimagic: 1d20 + 28 + 1 ⇒ (14) + 28 + 1 = 43 (with Resolve)

◆ Stride (hasted), ◆ Recall Knowledge, ◇ Activate Shadow Signet, ◆◆ Chromatic Ray


Slick rushes around in all directions striking wildly as he goes. He manages to shrug off the strange sensation of broken bones from the horrible monsters.

I applied the extra electrical damage to Orange and Blue

Pine fades from view and lashes out at Orange, cutting badly into its flesh. The wound opens revealing a rotting mass, no blood oozes from it...

He then starts to feel like all of his bones are breaking!

That is a crit for 68 damage, sadly they dont bleed.

Billy backs off from the horror that he recognises is an undead monstrosity called a Tormented. He realises that they are fast, but relatively fragile (Fort is their weakest save).

He then blasts green with a mass of electricity.

Thats a crit for 132 damage.

As he does so, he sees the wounds of the monster begin to stitch themselves back together!

The two horrors flanking Pine focus on him, thinking they are flanking (they are not!). Sadly for Pine they seem to know exactly where he is, despite his invisibility. They land a pair of blows and Pine feels his mind being torn apart by pain.

Red moves to attack Slick who finds his mind under assault, despite his magical protections. Seeing him weakened, Green tries to finish him off! He fails.

Rolls:

Pine duration: 1d4 ⇒ 3

Orange vs Pine
Attack 1: 1d20 ⇒ 15, Miss due to Demon Lantern, it doesnt care about Daze
Attack 2: 1d20 - 4 ⇒ (19) - 4 = 15, hit
Attack 3: 1d20 - 8 ⇒ (10) - 8 = 2, miss

Damage: 4d6 + 14 ⇒ (1, 6, 5, 5) + 14 = 31 mental +2d6 persistent mental

Blue vs Pine
Attack 1: 1d20 ⇒ 6, miss
Attack 2: 1d20 - 4 ⇒ (16) - 4 = 12, hit
Attack 3: 1d20 - 8 ⇒ (5) - 8 = -3, miss

Damage: 4d6 + 14 ⇒ (2, 2, 2, 5) + 14 = 25 mental +2d6 persistent mental

Red vs Slick

Attack 1: 1d20 ⇒ 20, crit
Attack 2: 1d20 - 4 ⇒ (8) - 4 = 4, miss

Damage: 4d6 + 14 ⇒ (3, 4, 3, 1) + 14 = 25 *2 for 50 mental -16 resist +4d6 persistent mental

Green vs Slick
Attack 1: 1d20 ⇒ 10, hit
Attack 2: 1d20 - 4 ⇒ (9) - 4 = 5, miss
Attack 3: 1d20 - 8 ⇒ (16) - 8 = 8, miss

Damage: 4d6 + 14 ⇒ (3, 5, 2, 1) + 14 = 25 mental -16 resist

Red persistent fire: 2d10 ⇒ (7, 10) = 17
Recovery: 1d20 ⇒ 17

Combat Status:
Round 3

Haste 3/10
Inspire 3/4

Turn Order

Pine
Billy
Slick
Sigourney

--------------------------------------
Red
Green
Blue
Yellow

Bold to act.

Combat status

Slick [248], 153 damage, sickened 1, 2d6 bleed, 4d6 mental
Billy [198], 10 THP, see invisibile,
Pinebrush [214], 157 damage, sickened 1, 2d6 persistent mental, [clumsy 2, slowed 1, 1/3]
Sigourney [200], 42 damage, [clumsy 2 and slowed 1, 1/2]
Reginald [112], 0HP, stable, sickened 1

Marzalee, dead

Orange, 112 damage
Red, 107 damage
Blue, 35 damage
Green, 158 damage


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Delay for Slick...
After Slick attacks, Billy moves further back. (Out of Red's aura, but still within 60' of Pinebrush for CA. Or he instead moves closer if Slick took out both Green/Red.)
He calls out, "They're undead creatures called Tormented. They're fragile-ish."

Assuming Slick left one of the nearby horrors alive, Billy chants, "I'm game to aim" casting Sure Strike. Knowing they're undead, the bard activates his Shadow Signet and sings out,
"The last act of this show. It's Billy's time to shine.
This horror, it must go. With fire that's divine."

With Sure Strike (best of 2 attack rolls, no circ penalties for cover), Billy casts Holy Light (5th rank). Target order: Green (if alive), else Red. Note: If both are dead, he'll instead move closer to doorway and target Orange.

Holy Light +CA, vs green/red/orange: 1d20 + 27 + 1 ⇒ (2) + 27 + 1 = 30 (vs Fort DC)
or
Holy Light +CA, vs green/red/orange: 1d20 + 27 + 1 ⇒ (10) + 27 + 1 = 38 (vs Fort DC)
Fire Damage: 9d6 ⇒ (2, 6, 1, 4, 5, 1, 5, 6, 2) = 32
Spirit Damage +Dangerous Sorcery: 9d6 + 5 ⇒ (5, 1, 1, 4, 4, 5, 5, 4, 4) + 5 = 38

Will vs Green, +antimagic: 1d20 + 28 + 1 ⇒ (19) + 28 + 1 = 48 (w/ Resolve)

◇ Delay for Slick, ◆ Stride (hasted), ◆ Sure Strike, ◇ Activate Shadow Signet, ◆◆ Holy Light


Male Half-Elf Fighter 17 | ♥️ 295/280 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+30M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly □□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick grits his teeth and ignores all the damage he's taking. He leaps straight up to give himself some room and comes down slicing repeatedly left then right before once again trying to shrug off his continued bleeding and newly acquired migraine.

Actions 1 & 2 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 6 feet vertically.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem vs Green (or Red if Green is down).
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem vs Green (or Red if Green is down).

Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (20) + 29 + 3 + 1 = 53
Greatsword Damage: 3d12 + 13 + 1 ⇒ (12, 10, 8) + 13 + 1 = 44 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 6 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 4 fire damage - no resistance

A crit! The following apply.

Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

Electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target (Shock).

Target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure) (Thundering).

Target takes an additional 2d10 persistent fire damage (Greater Flaming).

Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (2) + 29 + 3 + 1 = 35
Greatsword Damage: 3d12 + 13 + 1 ⇒ (10, 2, 12) + 13 + 1 = 38 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 1 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance

Action 3 (◆): Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem and MAP2 vs Green (or Red if Green is down).

Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (1) + 29 + 3 + 1 - 10 = 24
Greatsword Damage: 3d12 + 13 + 1 ⇒ (6, 12, 2) + 13 + 1 = 34 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 2 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 2 fire damage - no resistance

Action 4 (◆): Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem, Haste and MAP2 vs Green (or Red if Green is down).

Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (13) + 29 + 3 + 1 - 10 = 36
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 4, 10) + 13 + 1 = 33 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 4 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance

Pretty sure that Green is down after that flurry of destruction, but Red might still be up. Here are three Will saves; feel free to ignore the last one if Red also went down.

Basic Will Save with Sickness 1 vs DC ??: 1d20 + 24 - 1 ⇒ (15) + 24 - 1 = 38, Bravery, +1 vs magic
Basic Will Save with Sickness 1 vs DC ??: 1d20 + 24 - 1 ⇒ (1) + 24 - 1 = 24, Bravery, +1 vs magic

Ugh! Rerolling with my Harrow Ritual result: Stars (★): - Success (+: reroll a Will saving throw)

Basic Will Save with Sickness 1 vs DC ??: 1d20 + 24 - 1 ⇒ (5) + 24 - 1 = 28, Bravery, +1 vs magic
Basic Will Save with Sickness 1 vs DC ??: 1d20 + 24 - 1 ⇒ (5) + 24 - 1 = 28, Bravery, +1 vs magic

If any of those are Failures, Slick will trigger his Paladin card to bump the level up to a Success.

Reaction (↺): Activate an Item: The Paladin - Adjust the result of your saving throw up by one degree of success.

Persistent Bleed Damage: 2d6 ⇒ (1, 3) = 4
Persistent Damage Recovery Flat Check vs DC 15: 1d20 ⇒ 20

Persistent Mental Damage with Resistance 16: 4d6 - 16 ⇒ (5, 3, 4, 2) - 16 = -2
Persistent Damage Recovery Flat Check vs DC 15: 1d20 ⇒ 19

Available Reactions:

Reactive Strike (↺) (extra reaction from Tactical Reflexes)
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 (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem

Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (1) + 29 + 3 + 1 = 34
Greatsword Damage: 3d12 + 13 + 1 ⇒ (2, 8, 1) + 13 + 1 = 25 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 4 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 3 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 4 fire damage - no resistance

If Crit Success, Target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

If Crit Success, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target (Shock).

If Crit Success, target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure) (Thundering).

If Crit Success, target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

If Crit Success, you can use a reaction to Demoralize your foe (Battle Cry)

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.


Slick leaps into the air. As he lands he cuts down green, who crumples to the ground. He then hacks into Red a couple of times but he does not go down. He then starts feeling decidedly unwell.

Both of those are fails. Slick is affected for 1d4 ⇒ 3 rounds.

Billy then blasts Red, who also crumples to the ground.

Combat Status:
Round 3

Haste 3/10
Inspire 3/4

Turn Order

Pine
Billy
Slick
Sigourney
--------------------------------------
Red
Green
Blue
Yellow

Bold to act.

Combat status

Slick [248], 157 damage, sickened 1, [clumsy 2 and slowed 1, 3 rounds]
Billy [198], 10 THP, see invisibile,
Pinebrush [214], 157 damage, sickened 1, 2d6 persistent mental, [clumsy 2, slowed 1, 1/3]
Sigourney [200], 42 damage, [clumsy 2 and slowed 1, 1/2]
Reginald [112], 0HP, stable, sickened 1

Marzalee, dead

Orange, 112 damage
Red, dead
Blue, 35 damage
Green, dead


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

Sigourney doubles over with pain as she finishes casting Holy Light. As she sees Slick runs back into the corridor, she yells "Careful not to step on Reginald!"
to him.

While Sigourney's body is wracked with pain, her mind is still sharp. She effortlessly tries to think to herself what weaknesses the Tormented have.

Using Assured Knowledge to, as a free action, Recall Knowledge with Assurance on Tormented if I can do so with my Academia Lore (34), Arcana (34), Society (32), Nature (32), Crafting (32), Lore (Loremaster) (30) - which applies to everything vs Unspecific lore DC, Occultism (28), Religion (28).

Her movement is inhibited by her newly wracked bones. Using her staff as a walking stick, she slowly hobbles over to Slick's side. Trusting that Slick will protect her, she begins to Cast a Spell.

She sees the tiny form of Pine in the room, flanked by the undead. While his heat signature registers a blazing hot red compared to the cold living dead, she doesn't think that he can last much longer on his own. With her newly acquired Staff of Healing, she expends 7 charges from it and tries to Heal Pine's wounds.

7th Rank Heal, 2 actions, True Staff of Healing: 7d8 + 56 + 4 ⇒ (1, 2, 7, 1, 4, 1, 5) + 56 + 4 = 81

◇ Assured Knowledge (Recall Knowledge), ◆ Stride (hasted), ◆◆ Heal

Will save 1, antimagic: 1d20 + 26 + 1 ⇒ (8) + 26 + 1 = 35

Will save 2, antimagic: 1d20 + 26 + 1 ⇒ (18) + 26 + 1 = 45

Reactions:

Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.

Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.

Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.[

Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.

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

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.


| HP 244/244 | AC 38 | F+27 s->cs R+33 cf->f, f->1/2 damage, s->cs W+26 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 8 | weakness cold iron 5 | Perc +26 (+27 if involving sight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +34), Scout while in favored terrain (forests), and Search | Active Conditions: Enfeebled 1, spider climb (10 minutes)

"Oog. You can still see me. That's cheating. I think I have to--oh!" Sigourney's magic revitalizes Pine, but he's still hurting. He lurches to one side to attack one of the remaining tormented, then suddenly moves the other way and quickly circles the other one, stinging it as he goes.

But even with Billy's spell, he can only move so fast. "You need to stop it, or we're going to make you!"

◆ Feint Orange Deception (Sickened): 1d20 + 29 - 1 ⇒ (2) + 29 - 1 = 30 vs Perception DC
Harrowed reroll Deception: 1d20 + 29 + 4 - 1 ⇒ (5) + 29 + 4 - 1 = 37. If successful, target is Off-Guard to all of Pine's melee attacks until the end of his next turn, or all of anyone's melee attacks on a critical success. It also takes a -2 circumstance penalty to Perception and Reflex.
◇ Step, per Scoundrel
◆ Either:
- If the first Feint was a failure, try again Deception: 1d20 + 29 - 1 ⇒ (12) + 29 - 1 = 40
- If the first Feint was a success, Strike Rapier: 1d20 + 30 + 1 - 2 ⇒ (10) + 30 + 1 - 2 = 39 for piercing: 3d6 + 6 + 1 ⇒ (2, 6, 5) + 6 + 1 = 20, precision: 3d6 ⇒ (5, 3, 2) = 10, spirit: 1d6 ⇒ 3, and cold (ignores resistance) damage: 1d6 ⇒ 3 (total 36)
◆ Either
-If he still hasn't successfully Feinted or if Orange is down, cast shield
- Strike; if he didn't Strike the first time, this uses his rapier instead and doesn't have MAP. Shortsword: 1d20 + 30 + 1 - 2 - 4 ⇒ (9) + 30 + 1 - 2 - 4 = 34 for slashing: 3d6 + 6 + 1 ⇒ (1, 6, 1) + 6 + 1 = 15, precision: 3d6 ⇒ (2, 6, 3) = 11, spirit: 1d6 ⇒ 4, and cold (ignores resistance) damage: 1d6 ⇒ 6 (total 36)
◇ If at least one attack hit, Debilitating Strikes. Enfeebled 1 and can't flank or contribute to flanking
Will vs Blue Aura: 1d20 + 23 + 1 - 1 ⇒ (5) + 23 + 1 - 1 = 28
Will vs Orange Aura: 1d20 + 23 + 1 - 1 ⇒ (9) + 23 + 1 - 1 = 32
persistent damage: 2d6 ⇒ (6, 4) = 10 Persists?: 1d20 ⇒ 10


Regrettably Sigourney recognises nothing about these things. She does managed to bring some relief to Pine.

Pine manages to feint out orange and stabs it in the chest. It does not react. He then stabs it in the knee. He then writhes in pain as his bones keep breaking!

There is no additional effect but the duration resets.

Orange lashes out wildly at Pine as does Blue but neither can lay a claw on the nimble little sprite.

However, then the eyes of red flip open and they scream!

Before I roll any saves does Billy want to Counter Perform?

Rolls:

Duration: 2d4 ⇒ (3, 3) = 6

Orange attacks
Attack 1: 1d20 - 1 ⇒ (1) - 1 = 0
Attack 2: 1d20 - 1 ⇒ (8) - 1 = 7
Attack 3: 1d20 - 1 ⇒ (16) - 1 = 15

Blue attacks
Attack 2: 1d20 ⇒ 3
Attack 3: 1d20 ⇒ 7


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy hears one of them scream ... again. And sees the red one moving. "Wait! Wasn't he dead?" This time sounds different. With his current inspiration ending soon, he cheers louder to drown out the new sound.

"My name's Billy and I couldn't be prouder.
It's time I sing a little bit louder."

Counter Performance +VirtPerf +Mask +Music: 1d20 + 29 + 2 + 2 + 1 ⇒ (10) + 29 + 2 + 2 + 1 = 44
He casts Counter Performance.
For your upcoming save, each ally in his 60' aura can use the better result of the above Performance check (44) and your normal saving throw. Cost: 1 focus point and CA ends.


I assume everyone uses Billy's 44 as it is a crit pass. By my reading you use the result of the roll and so stuff like sickened does not reduce it.

Billy's quip negates the shout so Red tries to swipe at Slick. It sinks its long fingers into his leg.

Greens eyes then also flick open and it screams as well!

Pausing to check for rerolls

Rolls:

Attack: 1d20 - 2 ⇒ (17) - 2 = 15

Damage: 4d6 + 14 ⇒ (5, 1, 6, 4) + 14 = 30 mental, -16 resist, +2d6 persistent which cannot get through the resist

Will Saves
Slick : 1d20 + 24 - 1 ⇒ (19) + 24 - 1 = 42, Bravery, +1 vs magic, pass
Billy : 1d20 + 28 ⇒ (4) + 28 = 32, Resolve, +1 vs magic, fail
Pinebrush: 1d20 + 23 - 1 ⇒ (9) + 23 - 1 = 31, +1 vs magic, fail
Sigourney: 1d20 + 26 ⇒ (8) + 26 = 34, +1 vs magic, pass
Reginald : 1d20 + 26 - 1 ⇒ (19) + 26 - 1 = 44, crit pass


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy feels himself start to succumb to the screeching, so he quickly draws a harrow card (Chaotic Destiny) in an attempt to avoid any lasting effects.

Will Save (Chaotic Destiny) +antimagic: 1d20 + 28 + 1 ⇒ (15) + 28 + 1 = 44 (w/ Resolve)


Billy holds himself together. Green also lashes out at Slick, clawing at his legs. He then crumples back into inertness from the fire damage.

Rolls:

Damage: 14d6 ⇒ (3, 2, 6, 3, 3, 4, 5, 4, 2, 5, 2, 6, 5, 3) = 53 mental

Attack: 1d20 ⇒ 10, hit
Damage: 4d6 + 14 ⇒ (3, 5, 3, 1) + 14 = 26 mental -16 resist

Fire: 2d10 ⇒ (10, 6) = 16
Recovery: 1d20 ⇒ 12

Combat Status:
Round 4

Haste 4/10
Inspire 4/4

Turn Order

Pine
Billy
Slick
Sigourney
--------------------------------------
Red
Green
Blue
Yellow

Bold to act.

Combat status

Slick [248], 191 damage, sickened 1, [clumsy 2 and slowed 1, 3 rounds]
Billy [198], 10 THP, see invisibile,
Pinebrush [214], 112 damage, sickened 1, 2d6 persistent mental, [clumsy 2, slowed 1, 0/3]
Sigourney [200], 60 damage, [clumsy 2 and slowed 1, 1/2]
Reginald [112], 0HP, stable, sickened 1

Marzalee, dead

Orange, 174 damage, -2 per and ref, enfeebled 1, cannot flank
Red, 240 damage, prone,
Blue, 25 damage
Green, 0HP, prone, 2d10 persistent fire


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

Sigourney's ears are still ringing from the sonic blasts. She considers rescuing Reginald, but reconsiders after remembering he'll come back even if killed.

She looks into the room and sees that the Blue Tormented is still relatively unharmed. Knowing that they have weak Fortitude, she decides to try something fun.

Pointing at the undead monstrosity, she says "I hope your next life is less painful than your current one." The Blue Tormented slowly transforms into a small, harmless creature.

Casting 8th rank Cursed Metamorphosis on Blue Tormented. This spell has the Incapacitation trait and has the following effects:

Critical Success The target is unaffected.
Success The target's body gains minor features of the harmless animal. Its insides churn as they partially transform, causing it to be sickened 1. When it recovers from the sickened condition, its features revert to normal.
Failure The target transforms for 1 minute but keeps its mind. If it spends all its actions on its turn concentrating on its original form, it can attempt a Will save to end the effect immediately.
Critical Failure The target is transformed into the chosen harmless animal, body and mind, for an unlimited duration.

She then turns her mind to starting the trial and error process of finding out the Tormented's weakness. Slick suddenly hears Sigourney's voice in his head.

"I need you to kick the Tormented in front of you right now."

Using 8th rank Amped Message on Slick to give him a Strike.

◆◆ Cursed Metamorphosis, ◆ Amped Message

Reactions:

Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.

Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.

Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.

Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.

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

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.


Male Half-Elf Fighter 17 | ♥️ 295/280 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+30M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly □□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

When the two presumably dead dead undead turn out to be not quite so dead dead, Slick looks down at their prone bodies. "Oh, ho! Looks like these fellows have a little regeneration up their sleeves. Let's see if we can find a way to finish them off properly."

Just as he's about to try a different approach to killing these creatures, he receives a message from Sigourney and immediately feels the urge to kick the creature lying prone before him. Seeing no reason to fight the urge, he slams a well-aimed dawnsilvered boot into the tormented's ribs.

Green is Unconscious and so takes a -4 status penalty to AC. It is also Prone which means it is Off-Guard for another –2 circumstance penalty to AC and thus a net -6 to AC.

Reaction (↺): Amp Heightened Message (↺)
- Action: Strike (+2 Greater Striking Wounding Handwraps of Mighty Blows) with Martial Artist Dedication and Sickened 1 vs Prone and Unconscious Green.

Fist Attack: 1d20 + 27 + 2 - 1 ⇒ (8) + 27 + 2 - 1 = 36 vs Unconscious
Fist Damage: 3d6 + 11 ⇒ (1, 5, 6) + 11 = 23 bludgeoning damage

Target takes an additional 1d6 persistent bleed damage (Wounding).

I'll wait for the results of the kick to decide what to do for Slick's full turn.


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Still in view of two of the enemies, Billy takes a moment to recall more information about them.
Recall Knowledge, please. And apparently with the benefit of Loremaster's Etude from Sigourney (see her for details). If successful, he'd like to know how to deal with their regeneration.

The bard then moves forward and sings a soothing spell for Slick.
"Slick may look sick and tired. He could use a little healing.
Yet his strikes should be admired. Again, this time with feeling!"

Soothe (6th rank) for Slick: 6d10 + 24 ⇒ (2, 8, 9, 3, 5, 4) + 24 = 55

◆RK, ◆ Stride (hasted), ◆◆ Soothe


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

Sigourney expends the last of her Focus to grant Billy some additional inspiration.

Casting Loremaster's Etude on Billy as a Free action.

"Come on Billy...You need to pull through." She desperately thinks to herself.


Slick kicks Green, it remains unconscious and inert. Whether its regen has been deactivated you cannot tell unless it gets back up on its turn.

Billy recognises that these things are in fact stopped by bludgeoning damage while Sigourney transforms one of them into a squirrel. It is very confused.

At this point I am going to call this battle. You have worked out the secret means of beating the puzzle monsters and Marzalee is defeated, I dont really want to spend a week tidying up her minions. You can easily recover from your various conditions and HP loss.

COMBAT OVER

Rolls:

Fort: 1d20 ⇒ 12, fail and too low level to beenfit from incapacitation.

As you finish off the last of the minions Molly pokes her head around the door, Err, is it over? she asks in a quavering voice...

Assuming you search the room, you find a small leather pouch hanging by a cord around Marzalee's neck. Inside is a long slender tongue and several dozen sharp fangs—most of these obviously belong to Bernaditi. However, one of the teeth is a much larger fang that’s been scrimshawed. You easily identify it as a speed runestone (Quickstrike in the remastered version).


Male Half-Elf Fighter 17 | ♥️ 295/280 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+30M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly □□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick looks at the inert form of the tormented he'd just kicked and is unimpressed by the results. "Billy? You sure beating them up is the way to go?" He shrugs, then adds to himself, "It's not like we've got anything better to try." He then proceeds to stomp the remaining creatures into pulpy messes from which there is no coming back. "There we go. That should take care of business."

When Molly appears and inquires as to the state of affairs, Slick nods. "Yes. It is indeed over Molly dear. Marzalee died quickly and her creatures not long after." He lets Billy deal with the woman while he searches the room, occasionally glancing at the smashed remains of the tormented to make sure they aren't magically reforming themselves. Once they find Bernaditi's missing mouth parts, Slick says, "I hope what that Bernaditi fellow has to tell us is worth all this." He indicates the bodies and general destruction in the room.

Once they find the extra runed tooth mixed in with Bernaditi's own teeth, Slick is impressed. "I've heard about these runes, but I've never seen one in person." He purses his lips in thought. "With Billy around to speed us up on the regular, I'm not sure its worth keeping it though." He tucks it away with the rest of the loot for a later decision.

I'm assuming that we have enough time to let conditions lapse or be retched away, and for everyone to be healed to full hp with the laying on of hands or by other medical means.

Once everyone is all healed up and they're satisfied there's nothing more in the room of interest, Slick heads for the other door leading into the room. "I guess we better check the rest of this place for dangers before bidding our goodbyes of Molly." He opens the door and pokes his head through to see what's there.


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy chills out, strategically in the hallway with Molly, while Slick finishes punching and kicking the bad guys. Calling out to Sigourney, "Thanks for the assist with the information recall. Looks like it helped." He adds, "I'll just wait here and keep Molly company, while you finish up. No sense getting these golden locks mussed up." He combs his hair, even though it doesn't need it.

Turning to Molly, the bard says sadly, "Yes, I'm afraid we had to take down Marzalee. As you suspected, she gave us little choice." He frowns and asks her, "What shall you do now?"

After chatting about her future, Billy shares, "It seems we found Bernaditi's ... body parts. Would you happen to know how we might re-attach them to the poor fellow? Or maybe you'd wanna help?" When Slick talks about exploring other rooms, Billy also asks Molly, "Are there any other surprises in this place that we should know about before my determined friend stumbles into something new?"


| HP 244/244 | AC 38 | F+27 s->cs R+33 cf->f, f->1/2 damage, s->cs W+26 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 8 | weakness cold iron 5 | Perc +26 (+27 if involving sight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +34), Scout while in favored terrain (forests), and Search | Active Conditions: Enfeebled 1, spider climb (10 minutes)

"Um, okay."

Pinebrush isn't especially good at smashing things, but since Sigourney defeated the last one that didn't just need finishing off, it shouldn't take much. He gives one a quick stomp.

He's glad to recover quickly from the assorted afflictions. "Those things are... unpleasant. It doesn't sound very fun to be them, either, judging from the name."

Pine takes out his medical tools to get to work tending injuries.


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

Sigourney pumps her fist in celebration as she finally manages to transmute something into an animal.

"Yes! I did it!" She non-mechanically cackles with glee.

Suddenly, she remembers that her familiar is lying motionlessly on the ground. She runs for her familiar, picking him up and desperately moving him to Pine. She waits for Pine to tell her if he made it through that experience. With nothing she can do in the meantime, she Refocuses for forty minutes, casting Life Boost on Reginald at the soonest possibility.


Male Familiar of Freezing Rime 17 | HP 119/119| AC 38| F+7, R+28, W+29| 25 feet speed | Spells DC 39 | ✋ ✋ | Perc +21, Low-light vision, 30 feet Cond:

Reginald splutters as he is revived by Pine's medicinal remedies and Sigourney's magic. He looks around the room, aghast at the carnage the party has rought. As soon as he regains his footing, he runs into Sigourney's sleeve and stays there, unwilling to come out for now.


Molly looks over the body parts. Oh, you should probably just give them back to him. I am sure he will be able to sort himself out. As for me, I dont really know. This is my home. I should stay and keep up with the work. Maybe in time I can fix Marzalee and re turn her to her former state. I am not really sure though...

Checking through the rest of the house you find a range of new and more inventive horrors as well as several cannibalistic haunts which you generally avoid or disable. The place is a House of Horrors, each corridor worse than the previous one but in terms of interesting features or information relevant to your goals there is nothing more here. What is left is to return to Bernaditti or, perhaps, explore one of the other locations before going back to him.

What do you do?


Male Half-Elf Fighter 17 | ♥️ 295/280 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+30M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly □□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Once Slick is satisfied that there's nothing more to be gained from the little house of horrors that is Molly's home, he bows to the lady of the house and says, "I believe our work here is done, Molly. We will leave you to deal with the aftermath of our short visit. I hope some good comes from what we had to do here today and I wish you all the luck with whatever you decide needs be done with Marzalee."

He then turns to the others. "Let's repair back to the Circus and reunite Benaditi with his wayward tongue and teeth. Perhaps the fellow will then prove more communicative, assuming he still wishes to be freed from his wrought iron restraints."


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy looks sadly at Molly. "Thank you for your help." After a short pause, he adds, "If there's anything we can do return the favor, please ask. Otherwise, looks like we'll head to the circus and have our long-awaited chat with Benaditi."

After healing up and praying to Desna as he refocus, Billy stows his belongings, "Good luck with everything, Molly." The bard is most sincere as he follows the group back to the big top.


Molly waves you all off, calling out, Don't worry about me dears, I am sure I will be just fine. Here in this big, spooky house. All on my lonesome. Except for the horrible cannibalistic haunts of course but we get on fine....

You quickly return to Harrowheart and, from the stain, reach the ruined circus. Benaditti is where you left him. Handing him his teeth and tongue he gobbles them down. there is a strange churning noise before he opens his mouth wide revealing a very toothy grin.

Well now, that is so very much better he says. He gestures towards his other arm which remains trapped. Could you free my other arm please?


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Returning to the circus, Billy offers Benaditti some celebratory honey mead from his jug. "It really is the finest in Absalom." He hands over a mug of mead and takes a sip from his own.

When the ringmaster asks to be freed, Billy shrugs helplessly, "I would help if I could, but while my talents are many, manual labor isn't one of them." Billy makes an obvious gesture towards Slick and continues, "I already like you, but my friend here is probably gonna need you to tell us about this place so we know we can trust you. What happened to the circus and what happened to you?"


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

"You know, I've never seen a creature recovery from such an horrific injury without magical help." Sigourney muses to herself. "What are you?" She curiously asks the Ringmaster.

I would like to use my Biographical Eye on Benaditti.


Male Half-Elf Fighter 17 | ♥️ 295/280 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+30M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly □□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick nods at Billy and Sigourney's inquiries. "Yes. I too am interested to learn what manner of creature you are. Not all of us can so cavalierly revitalize our mouth parts after being separated from them for so long. I'm also quite interested to hear about how it is that you got caught up in this..." He waves his hands to indicate the wrought iron cage, "... predicament."

Once Bernaditi answers these questions...

"Very well. Previously you said you might be able to help us in our exploration of this realm if we restored your tongue and teeth. Perhaps now would be a good time to share such information with us. If I am satisfied with what you tell us, then I will free you. How's that for a deal?"


Bernaditi grins at you all, Clearly you are all very wise. He gratefully takes a swig of the mead, I am, as all of us are here, a harrowkin, a creation of the Harrow deck. Surely you are familiar with such manifestations, after all you control a similar realm do you not? As for how I arrived in this state, when Sonnorae returned to take over the Realm she took vengeance on all of us who had overthrown her. She was a tyrant then and, now she is a velstrac, she is most assuredly a tyrant now. I took her tongue when we killed her, she took mine and my teeth in revenge. Can't say I can really blame her.

He pauses and takes another swing. As for how things are now, well Sonnorae returned somehow and took over the Realm with the aid of a bunch of velstracs. Then, several weeks ago, the whole place was struck by storms and earthquakes. I've no idea what caused that but it reduced the already very neglected circus to its current state. If you are here though, I assume you are probably going to deal with Sonnorae in some way. If thats the case then I would visit her garden first. She is very partial to the bloody pears that grow there. Taking one as an offering would stand you in good stead. Is that good enough to earn me my release?

Sigourney recognises that he is what he appears to be, a harrowkin creature much like the simulacra that inhabit your own realm but much older and more powerful..


Male Half-Elf Fighter 17 | ♥️ 295/280 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+30M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly □□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick frowns and raises an eyebrow. "Ah! So the infamous Sonnorae is to blame for your imprisonment and defanging. Seems that her return is to blame for much that has gone wrong in the Harrowed Realm. I can well imagine her being less than happy towards those that plotted to overthrow her."

After mulling things over, Slick continues. "As you say, it seems almost inevitable that we'll run into Sonnorae at some point in our explorations. Based on what you and others have told us about her, she doesn't sound like someone with whom we're likely to have a civil dialogue. The last velstrac we ran into attacked us on sight. So, we will take your advice and collect some of these bloody pears you spoke of; if nothing else, perhaps they will distract her and give us some sort of edge in the ensuing battle."

Satisfied, Slick grabs onto the wrought iron imprisoning Bernaditi and with the help of his handy crowbar, once again tries bending it out of the way and freeing the ringmaster.

Here are multiple rolls for multiple attempts, if that’s what it takes.

Athletics (Force Open) with Armbands of Athleticism vs DC ??: 1d20 + 27 + 2 ⇒ (18) + 27 + 2 = 47

Athletics (Force Open) with Armbands of Athleticism vs DC ??: 1d20 + 27 + 2 ⇒ (17) + 27 + 2 = 46

Athletics (Force Open) with Armbands of Athleticism vs DC ??: 1d20 + 27 + 2 ⇒ (14) + 27 + 2 = 43

Athletics (Force Open) with Armbands of Athleticism vs DC ??: 1d20 + 27 + 2 ⇒ (18) + 27 + 2 = 47


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy continues sharing his mead with Benaditti. As Slick is freeing the poor man, Billy says, "Thanks for the tip on harvesting some pears for our inevitable visit."

The bard looks confused for a moment and asks, "Forgive me, but I don't understand. Sonorae was the ruler here at one time. But was she always a tyrant? If you and the others overthrew her, she must have felt it was a terrible betrayal. How many more of you were involved? Perhaps they're equally incapacitated. Can you describe your colleagues?"


| HP 244/244 | AC 38 | F+27 s->cs R+33 cf->f, f->1/2 damage, s->cs W+26 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 8 | weakness cold iron 5 | Perc +26 (+27 if involving sight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +34), Scout while in favored terrain (forests), and Search | Active Conditions: Enfeebled 1, spider climb (10 minutes)

Pine only has one question. "Why are they called bloody pears?"

Given the other things they've seen, he's concerned that it may be literal.


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

"He's telling the truth," Sigourney informs the others. "About being a harrowkin, at least. Not sure about the rest."

She stares deep into the ringmaster's eyes. "And if you betrayed your creator, what prevents you from betraying us? You won't stab us in the back, right?" She earnestly asks.

Fumbling around with her hands, she finally remembers to stow the crystal ball which she was lugging around the whole time.


Apologies for the delay, I have been unwell.

Slick easily pries open the bars. Bernaditti stretches his arm with a contented sigh, Thank you my burly friend, that is very much better. You were wise not to trust a crocodile, I sense you will go far.

Turning to Billy he says, There were many of us who worked together to overthrow her. I am afraid I do not know what has happened to my confederates but I fear Sonnorae has disposed of all of them. Marzalee was one such and you have seen what she did to her...

As for the pears, a single tree bears them, you will find them in her garden. They used to be delicious but the change brought about by the velstraacs is likely to have changed them. I cannot say how as I have been trapped here for a long time.

At Sigourneys suggestion that he would betray them he grins a toothy grin, Certainly such things are possible but what would be the benefit for me? You are here for some reason although you havent said what. Its likely you will confront Sonnorae. If she learns that I have escaped she is likely to try and capture me and do something even worse. Its in my interests that you dispatch her. In any event, I plan to keep a low profile until such time as you are done. I've no desire to fall into her hands again. Good luck to you!

With that he casts a fly spell, leaps into the air, gives you all a wave and vanishes into the thickets.

Which option next?


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

After Bernaditti leaves, Billy turns to the group, "Are we certain that Sonnorae is our enemy? It sounds like our ringmaster and seamstress were part of a group who betrayed her." The little halfling frowns and considers, "Maybe Bernaditti deserved the same fate as Marzalee...."

In any event, he stows his jug, grips his staff, and resumes his Musical Accompaniment. Ready to continue, he asks, "Shall we search for more of these betrayers before heading after Sonnorae?"

Can our GM (or anyone else) remind me what other areas are available, beside The Garden to find Sonnorae?


You know that Sonnorae is at the Fallen Fortress in the Dearth, the blasted area that rings the realm. None of your cards take you there. The six locations you can access are:

• The Big Sky leads to Ticktock Peak.
• The Carnival connects to the Shadow Circus. (This is where you are)
• The Demon’s Lantern connects to Demon’s Bog.
• The Empty Throne leads to the Garden of Grief. (Where the pears are)
• The Tangled Briar leads to the Blood Briars.
• The Vision leads to the Fleshworks. (This is where Marzalee was).


| HP 244/244 | AC 38 | F+27 s->cs R+33 cf->f, f->1/2 damage, s->cs W+26 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 8 | weakness cold iron 5 | Perc +26 (+27 if involving sight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +34), Scout while in favored terrain (forests), and Search | Active Conditions: Enfeebled 1, spider climb (10 minutes)

"I think people who make velstracs are probably bad. I think you gotta be pretty bad for the harrowkin to turn on you. This place is... different."


Male Half-Elf Fighter 17 | ♥️ 295/280 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+30M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly □□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Slick shrugs. "At present, Sonnorae is not our enemy. But given what we've know of her and the velstracs, I suspect we will not be given a pleasant welcome when we finally meet."

He turns to the rest. "It might be best if we were to delay this inevitable confrontation with Sonnorae until we've collected more information about the situation in this demiplane." He pauses to consider the options. "How about we visit TickTok Peak? A little fresh air might do us good."


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy nods to Pinebrush. "That's a fair point about velstracs being evil. Do we know if she was always a velstrac?" After a pause, he adds, "Still, if they betrayed her..." The normally far-too-trusting halfling doesn't know what to think.

At Slick's suggestion to go to TickTock Peak, "As long as visitors aren't banned, sure, let's go there."


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

"Visitors aren't banned here, I think. Because they don't need to. They have never received any until now." Sigourney muses to herself.

"I would much rather retrieve the pears before anything happens to them and take a rest to prepare more Holy spells. But sure, let's press our advantage before Marzalee regenerates and sounds the alarm." Sigourney is not a fan of continuing and Slick's destination, but would rather get it over with now rather than later.

Remembering the Velstrac vulnerability to silver, she draws her silver chunk in her free-hand. Thumbing it slowly, she readies herself to shoot Needle Darts first and ask questions second.


You know that Sonnorae was not always a velstraac. She was a very famous human harrower who created the Deck of Harrowed Tales and this realm. She was betrayed and killed by the local storykin but has since returned as a velstraac.

The group return to Harrowheart and prepare for their trip to the local volcano in the Harrowed Realm. Activating the strange stain, the world swirls around you and you find yourselves in the dormant caldera of the volcano. It shelters a worksite with a disorganized array of tools, materials, anvils, stools, and tables. A stone structure, its walls adorned with dozens of metal pipes, sits at the centre of the caldera.

The sound of venting steam, piped water, and operating machinery issues from within the structure. A giant-sized door in the southern face of the building has a broken bone painted on it, with a pool of blood between the broken ends. The east half of the caldera is sheltered by a tall stone wall that’s also festooned with pipes, many of which extend upward to spew smoke and steam into the air, while to the south, a break in the caldera’s wall allows a flight of steps to descend and affords a majestic view of the entire realm below.

A group of grey skinned giants working in the area react to your appearance with alarm, and violence!

Initiative
Slick : 1d20 + 26 ⇒ (18) + 26 = 44
Slick Battle Cry: 1d20 + 32 ⇒ (14) + 32 = 46
Billy : 1d20 + 26 ⇒ (4) + 26 = 30, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 31 ⇒ (2) + 31 = 33, Perception +25, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 24 ⇒ (7) + 24 = 31, +2 circ scout, +2 item visual

Combat Status:
Round 1

Turn Order

Slick
------------------------------
Red
------------------------------
Pine
Sigourney
Billy
------------------------------
Blue
Green
Orange

Bold to act.

Combat status

Slick [248]
Billy [198], see invisibile, 10 THP
Pinebrush [214]
Sigourney [200]
Reginald [112]


Red roars a challenge and wraps shadows around himself. He then pitches a couple of rocks at Slick. One of them catches Slick on the shoulder, nearly spinning him around!

Red has the benefit of Blur, please roll your miss chance if you are affected.

Rolls:

Rock: 1d20 ⇒ 11, hit
Rock: 1d20 ⇒ 11, miss

Damage: 2d8 + 18 ⇒ (2, 6) + 18 = 26

Combat Status:
Round 1

Turn Order

Red
------------------------------
Slick
Pine
Sigourney
Billy
------------------------------
Blue
Green
Orange

Bold to act.

Combat status

Slick [248], 26 damage
Billy [198], see invisibile, 10 THP
Pinebrush [214]
Sigourney [200]
Reginald [112]

Red, Blur


Male Half-Elf Fighter 17 | ♥️ 295/280 | ➕ slash 4, mental 16, fiend spells/magic 2 | AC 41 | Speed 55' | Scout (Init +27) | Antimagic: F+30M (Battle Hard.) R+27M (Bulwark, Temp. Ref.) W+27M (Bravery) | Perc+25M (Darkvision) | Fly □□ | Focus □□ | Spells DC 33; Slots: 1□ 2□ 3□ | Hero 1, ◫++⚿+•★+| ✋ +3 GS Greatsword | Status:

Given that we're facing 4 of these creatures, odds are that they're a lower level than us. As such, I'm going to take this opportunity to try Slick's new feat to see how well it works and whether it was worth taking.

When Slick arrives on Ticktock Peak, he's a little disappointed. He was expecting to see beautiful vistas from the top of a mountain, but instead he finds himself in a grungy volcanic caldera being attacked by a bunch of angry ashen giants. "Fine," he thinks to himself. "If these guys think they can scare us, they've got another thing coming."

I'm going to delay on Billy and Sigourney to make sure they get a chance to cast any spells they might want to fire off before Slick throws himself into the fray. I will assume that Slick is the beneficiary of Billy's Courageous Anthem and Haste spells.

Action (◇): Delay: Until the end of Billy and Sigourney's turns.

Slick is a little surprised when the giant choses to toss a rock at him. The first one bounces off his plated shoulder leaving a slight bruise and he easily dodges the second. "If all these giants are going to do is throw rocks at us, this'll be over a lot faster than I thought."

Striding forward just far enough to get all the giants within range of his voice, Slick stops and points his flaming, sparking and thundering greatsword straight up above his head for them to see. As his face darkens behind his mask, he sucks in a big breath and directs three piercing deep-throated roars at the giants.

Action 1 (◆): Stride with Haste (55 feet)

Action 2 (◆): Scare to Death with Mask of the Banshee vs Blue

Intimidation (Scare to Death): 1d20 + 28 + 2 ⇒ (14) + 28 + 2 = 44 vs Blue Will DC

Action 3 (◆): Scare to Death with Mask of the Banshee vs Orange

Intimidation (Scare to Death): 1d20 + 28 + 2 ⇒ (14) + 28 + 2 = 44 vs Orange Will DC

Action 4 (◆): Scare to Death with Mask of the Banshee vs Green

Intimidation (Scare to Death): 1d20 + 28 + 2 ⇒ (14) + 28 + 2 = 44 vs Green Will DC

Scare to Death Results:
Critical Success The target must attempt a Fortitude save against your Intimidation DC (40 in Slick's case). On a critical failure, it dies. On any other result, it becomes frightened 2 and is fleeing for 1 round. The critical failure effect has the death trait.
Success The target becomes frightened 2.
Failure The target becomes frightened 1.
Critical Failure The target is unaffected.

Available Reactions:

Reactive Strike (↺) (extra reaction from Tactical Reflexes)
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 (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem

Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (18) + 29 + 3 + 1 = 51
Greatsword Damage: 3d12 + 13 + 1 ⇒ (9, 6, 7) + 13 + 1 = 36 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 3 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 4 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 3 fire damage - no resistance

If Crit Success, target is Off-Guard until the start of your next turn (Fighter Weapon Mastery of Swords).

If Crit Success, electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target (Shock).

If Crit Success, target must succeed at a DC 24 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure) (Thundering).

If Crit Success, target takes an additional 2d10 persistent fire damage - no resistance (Greater Flaming).

If Crit Success, you can use a reaction to Demoralize your foe (Battle Cry)

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.


CG Aasimar Halfling Bard 17 | HP 210/210 | AC 38 | Spd 45' | F+26, R+29, W+31 (Gr. Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +27 (+2 visual, +1 haunts/spirits) | Init: +29 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 39. Slots: 1□□□, 2□□□, 3□□□, 4□□□, 5□□□, 6□□□, 7□□□, 8□□□, 9□□, Focus□□□ | Sorc Spells 1□, 2□, 3□, 4□, 5□, 6□ | Staff Charges 9/9 | Harrow Omen: Crowns (Other)| Cond: resist 10 energy

Billy sees the really really big giants, and the tiny halfling sings out,

"On top of old Ticktock we find
Some giants that don't look too kind.
.....T'would be nice if it ends
.....With all of us friends.
But if needed, we'll fight. We don't mind."

Lingering Performance +VirtPerf +Mask +Music, DC 34: 1d20 + 28 + 2 + 2 + 1 ⇒ (20) + 28 + 2 + 2 + 1 = 53
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.

He then belts out another ditty to cast his usual follow-up spell.
"These giants are so large. They look so very strong.
It's time that we take charge. It shouldn't take us long."

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

◇ Ling Comp, ◆ CA, ◆◆ Haste


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

A rock goes flying past Sigourney's head. Whipping her head around, she sees another projectile strike Slick. Sadly, she gets her bearings too slowly to react to the first volley. She silently promises herself that that will not happen again.

She hastily Strides up to get a better view of the enemies. Seeing four identical grey giants, she starts reasoning rapidly as to what these creatures are. She tries to Recall Knowledge 5 times about what she overheard at any point in time about the Giants. She wants to know, in descending order of importance: 1.Lowest save, 2. Weaknesses, 3. What they are, 4. Best known feature, 5.Favourite food.

She looks past the giants and sees nothing but the worksite stretching on and on. Smiling to herself, she realises that there is space enough for a Sunburst.

"You want to toss things at us? My projectile is bigger - and brighter! Fire Sign - Sunburst!"

Fire, DC 37 Reflex, CA: 8d10 + 1 ⇒ (7, 5, 10, 5, 4, 8, 1, 7) + 1 = 48

Vitality, DC 37 Reflex: 8d10 ⇒ (4, 3, 4, 5, 5, 4, 2, 5) = 32

It's a basic reflex save except that on a crit fail, damage is not doubled but the enemy is permanently blind. This should hit all the giants. I went before Slick so he isn't affected.

◆ Stride (Hasted), ◆ True Hypercognition, ◆◆ Sunburst

Reactions - Saving my reaction for a projectile which I will use Cloud Dragon's Cloak on:

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.

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.

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.


| HP 244/244 | AC 38 | F+27 s->cs R+33 cf->f, f->1/2 damage, s->cs W+26 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 8 | weakness cold iron 5 | Perc +26 (+27 if involving sight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +34), Scout while in favored terrain (forests), and Search | Active Conditions: Enfeebled 1, spider climb (10 minutes)

Pine reveals himself as he zips forward, taking flight to get over the [obstacle] (not quite sure what that is.. but it doesn't really matter, I could have just gone around it for the same number of moves) before alighting and taking the last bit on foot.

"We'll defend ourselves," he says conversationally as he jabs at the distracted giant, "but we weren't attacking you. If you stand down, so will we."

◆ Fly
◆ Fly
◆ Stride
◆ Strike Blue (Off-Guard due to Surprise Attack) Rapier: 1d20 + 30 + 1 ⇒ (4) + 30 + 1 = 35 for piercing: 3d6 + 6 + 1 ⇒ (3, 2, 4) + 6 + 1 = 16, precision: 3d6 ⇒ (1, 2, 3) = 6, spirit: 1d6 ⇒ 5, and cold damage: 1d6 ⇒ 3. On crit, double damage, add deadly damage: 2d8 ⇒ (1, 7) = 8, Off-Guard for one round, and DC 34 Fort vs Slowed 1. No. Cold resistance is ignored. Total of 30.
◇ If that actually hit, Debilitating Strikes. If it used a RS, block reactions, otherwise Enfeebled 1. Either way 3d6 persistent bleed.


Billy does Billy things and the group starts to move more quickly and with greater confidence.

Sigourney also advances and reasons rapidly. She recognises these as Shadow Giants (you get this for free). They are clumsy (reflex lowest), have no weaknesses, generally possess opportunity attack and greatly prefer dwarf flesh. She unleashes burning flames at them and they scream in pain, with two clutching at their eyes.

Slick rushes forward, seeking to terrify the enemy into submission. (All three attempts are critical successes). One giant keels over, stone dead. The other two appear deathly afraid.

Pine zips over to the unfortunately blind Blue and stabs him in the toe.

Blue and Green blindly stumble away from the terrifying Slick. Red however, still has his wits about him. He hurls a rock at the door and yells something in Jotun.

You speak Jotun:

Boss, we've got company

Before advancing on Slick and striking at him with his spiked chain.

Rolls:

Red, Blue, Orange, Green
Reflex: 1d20 ⇒ 10, fail
Reflex: 1d20 ⇒ 2, crit fail
Reflex: 1d20 ⇒ 8, fail
Reflex: 1d20 ⇒ 4, crit fail

Blue, Orange, Green
Fortitude: 1d20 ⇒ 8, fail
Fortitude: 1d20 ⇒ 2, crit fail
Fortitude: 1d20 ⇒ 7, fail

Blue bleed: 3d6 ⇒ (3, 4, 3) = 10
Recovery: 1d20 ⇒ 6

Red strike: 1d20 ⇒ 12
Damage: 3d8 + 18 ⇒ (8, 5, 1) + 18 = 32
Slick fortitude: 1d20 ⇒ 3, pass

Combat Status:
Round 2

Haste 2/10
Inspire 2/4

Turn Order

Red
------------------------------
Slick
Pine
Sigourney
Billy
------------------------------
Blue
Green

Party to act

Combat status

Slick [248], 58 damage
Billy [198], see invisibile, 10 THP
Pinebrush [214]
Sigourney [200]
Reginald [112]

Red, Blur, 48 damage
Blue, 88 damage, blind, frightened 1, no reactions, 3d6 bleed
Orange, dead
Green, 48 damage, blind, frightened 1


| HP 244/244 | AC 38 | F+27 s->cs R+33 cf->f, f->1/2 damage, s->cs W+26 s->cs; +1 status vs magic| resist fire 10 | resist environmental damage 8 | weakness cold iron 5 | Perc +26 (+27 if involving sight) | Speed 35 ft | Hero Points 1 | Exploration: Avoid Notice (Stealth +34), Scout while in favored terrain (forests), and Search | Active Conditions: Enfeebled 1, spider climb (10 minutes)

Oh. They speak Jotun. Duh.

It's probably too late to matter now that one of them has been killed, but Pine repeats his offer to let the giants cease hostilities--this time in Jotun.

A little wary of approaching, given the giants' size and spiked chains, and Sigourney's warning about their reaction times, he decides to distract the one near her and Slick by striking from a distance.

He jabs his rapier at him from across the room, before moving closer to follow up with his short sword.

◆◆ Extending Strike vs Red Rapier: 1d20 + 30 + 1 ⇒ (3) + 30 + 1 = 34 for piercing damage: 3d6 + 6 + 2 + 1 ⇒ (6, 3, 5) + 6 + 2 + 1 = 23, precision damage: 3d6 ⇒ (1, 2, 3) = 6, cold damage (ignores resistance): 1d6 ⇒ 6, and spirit damage: 1d6 ⇒ 1. On crit, double damage and add deadly damage: 2d8 ⇒ (6, 8) = 14, Off-Guard until the start of Pine's next turn, and DC 34 Fort or Slowed 1 one round. Total of 36 if that hit.
◇ Debilitating Strike to prevent reactions and persistent bleed 3d6
◆ Stride
◆ Strike shortsword: 1d20 + 30 + 1 - 4 ⇒ (9) + 30 + 1 - 4 = 36 for slashing damage: 3d6 + 6 + 2 + 1 ⇒ (3, 4, 1) + 6 + 2 + 1 = 17, precision damage: 3d6 ⇒ (5, 2, 3) = 10, cold damage (ignores resistance): 1d6 ⇒ 5, and spirit damage: 1d6 ⇒ 3. Total of 35 if hat hit.
◇ Debilitating Strike to prevent reactions and persistent bleed 3d6

↺ if an enemy in Pine's reach is hit by a melee attack:
Minty Toothpick: 1d20 + 30 + 1 ⇒ (19) + 30 + 1 = 50 for piercing: 3d6 + 2 + 1 ⇒ (3, 3, 2) + 2 + 1 = 11, precision: 3d6 ⇒ (4, 1, 4) = 9, cold (ignores resistance): 1d6 ⇒ 4, and spirit damage: 1d6 ⇒ 1. Total 25 on hit.
On crit, add deadly damage: 2d8 ⇒ (1, 6) = 7, Off-Guard until the start of Pine's turn, DC 34 Fort or Slowed 1 until the end of Pine's turn, and target triggers Reactive Strike from Slick. Total 57 on crit.


Cond: | Female, Resistance 8 mental, 5 Poison, Acid, Cold, electricity, fire, force, sonic, void, vitality| N Skilled Human Silence in Snow Witch 17 | HP 212/212| AC 38| F+27, R+28, W+29 (S>CS), (+1 saves vs magical effects)| Speed 40 ft |Perc(M) +27 (+2 visual)| Init +29 (+2 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 39. Slots: 1☑□□, 2□□□, 3□□□, 4□□□, 5☑□□, 6□□□, 7□□□, 8□□□, 9□□, Focus☑☑□| Staff Charges: 9+5 (14 net)| KnifeWand Uses: □☑|Focus recharges □| Magic Hat Summon □| ✋ ✋✋ | Quicken Spell □|

Sigourney smirks as she sees the results of the Sunburst. "Of course, Shadow Giants would react badly to sunlight!" she thinks to herself.

As the blurry giant comes up to her, she realises that she had better move away. She hastily hikes away from the giant while he's distracted.

With her next action, she Commands Reginald to do his thing and stop the giant from following her.

Summoning a bunch of rocks from the nearby debris, she creates a Scatter Scree to further hinder the Giant's movement and get around the concealment.

"You're between a rock and a hard place, giant. Earth Sign - Scatter Scree!" She yells in Jotun.

DC 37 Reflex, Bludgeoning, CA: 9d4 + 1 ⇒ (1, 3, 3, 1, 1, 3, 1, 4, 2) + 1 = 20

◆ Stride (Hasted), ◆ Command, ◆◆ Scatter Scree

Reactions:

Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.

Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.

Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.

Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.

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

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.

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