| Reginald Rat the First |
Reginald does Reginald things and unwinds himself into threads, hoping to immobilise the giant.
Slashing, DC 37 Reflex, CA: 14d6 + 1 ⇒ (1, 3, 5, 5, 1, 6, 6, 2, 6, 2, 1, 2, 6, 2) + 1 = 49
On failure, target is immobilised.
| Slick Silvertongue |
Wow! That Scare to Death stuff works a peach.
Slick is so amazed at how well his scary act worked on the giants that he momentarily forgot about the last one. A spiked chain to the back of his head reminds him. He turns on the as-yet unterrorized creature with a horrifying glare and a low rumbling starting up in his throat. "You want some of the same, do you? Well then, you asked for it." He turns the low rumbling into another loud roar directed at his determined foe before leaping up into the air and bringing his flaming sword down mercilessly and repeatedly on the creature's head.
Action 1 (◆): Scare to Death with Mask of the Banshee vs Red
Intimidation (Scare to Death): 1d20 + 28 + 2 ⇒ (7) + 28 + 2 = 37 vs Red Will DC
Success The target becomes frightened 2.
Failure The target becomes frightened 1.
Critical Failure The target is unaffected.
Looks like a success, but I suspect not a crit. Will assume the creature is now Frightened 2
Actions 2 & 3 (◆◆): 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 Blind-Fight, Courageous Anthem and Gang Up vs Off-Guard and Frightened 2 Red.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Blind-Fight, Courageous Anthem and Gang Up vs Off-Guard and Frightened 2 Red.
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (9) + 29 + 3 + 1 = 42 vs Off-Guard and Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 12, 4) + 13 + 1 = 35 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 5 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (10) + 29 + 3 + 1 = 43 vs Off-Guard and Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (2, 3, 10) + 13 + 1 = 29 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 6 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
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 - no resistance (Greater Flaming).
Action 4 (◆): Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Blind-Fight, Courageous Anthem, Gang Up, Haste and MAP2 vs Off-Guard and Frightened 2 Red.
Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (10) + 29 + 3 + 1 - 10 = 33 vs Off-Guard and Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 12, 2) + 13 + 1 = 33 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 1 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 4 fire damage - no resistance
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 - no resistance (Greater Flaming).
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 Blind-Fight, Courageous Anthem and Gang Up vs Off-Guard and Frightened 2 Red.
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (12) + 29 + 3 + 1 = 45 vs Off-Guard and Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 12, 4) + 13 + 1 = 38 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 6 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 6 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.
| Billy Bardy |
Assuming Red is down...
With the group taking out the near giant, Billy moves in behind Slick. Then calculating the distance to next closest enemy (Blue), Billy uses some Reach magic to extend his Telekinetic Projectile. Activating his Shadow Signet to target the clumsy giant's reflexes, he sings,
♫"The giants are attacking. Each has a spiky chain.
We'll just keep a-whacking. Till all of them are slain."♫
Telekinetic Projectile +CA, vs Blue: 1d20 + 27 + 1 ⇒ (12) + 27 + 1 = 40 (vs frightened and vs Reflex DC due to Shadow Signet)
Bludgeoning Damage +CA: 9d6 + 1 ⇒ (2, 2, 2, 5, 2, 6, 3, 2, 3) + 1 = 28
◆ Stride (hasted), ◆ Reach Spell, ◇ Shadow Signet, ◆◆ Telekinetic Projectile
| GMAndrewW |
Pine shoots his rapier at red, stabbing him in the knee. He howls in pain. He then swoops in and stabs him again!
Sigourney relocates and then leaves red reeling from her magic and Reginald's weird strand attack. Slick then makes short work of him. Billy sends a bit of detritus flying at blue and clocks him in the face.
Blue and Green both activate their strange shadow magic and stumble back, screaming for help!
Which promptly arrives, as the doors to the main building crash open, revealing more giants! The giant in the doorway hurls a rock at Billy, which crashes into his shoulder. A second giant emerges and hurls a pair of rocks at Billy.
The a strange, multi armed creature, wielding a whip emerges. Interfering fools, I shall enjoy flaying the skin from your bodies and testing each and every one of your nerves. You will make such sweet music.
Reflex, scatter scree: 1d20 ⇒ 4, crit fail
Reflex vs Reginald: 1d20 ⇒ 2, crit fail
Blue bleed: 3d6 ⇒ (3, 2, 4) = 9
Recover: 1d20 ⇒ 6
Rock: 1d20 ⇒ 19, hit
Damage: 2d8 + 18 ⇒ (4, 3) + 18 = 25
Rock: 1d20 ⇒ 2, miss
Rock: 1d20 - 5 ⇒ (20) - 5 = 15, crit
Damage: 2d8 + 18 ⇒ (1, 2) + 18 = 21x2 for 60
Haste 3/10
Inspire 3/4
Turn Order
Orange
Purple
Voricose
------------------------------
Slick
Pine
Sigourney
Billy
------------------------------
Blue
Green
Yellow
Party to act
Combat status
Slick [248], 58 damage
Billy [198], 75 damage, see invisibile
Pinebrush [214]
Sigourney [200]
Reginald [112]
Red, dead
Blue, 153 damage, blind, 3d6 bleed, blur
Orange, dead
Green, 48 damage, blind, blur
| Slick Silvertongue |
Slick takes note of the new arrivals. "Looks like we've got some party crashers here. I'll go take care of one of our old friends before they get within reach of us." Slick then leaps in the direction of the nearest giant and strikes down on them twice as he lands.
Slick is 20 feet from the square directly SE of Blue, so that's where he'll Leap to.
Actions 1 & 2 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 20 feet horizontally.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Blind-Fight and Courageous Anthem vs Blue.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Blind-Fight and Courageous Anthem vs Off-Guard Blue.
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (20) + 29 + 3 + 1 = 53
Greatsword Damage: 3d12 + 13 + 1 ⇒ (9, 1, 4) + 13 + 1 = 28 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 5 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 ⇒ (17) + 29 + 3 + 1 = 50 Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (10, 6, 6) + 13 + 1 = 36 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 6 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 4 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Ouch, another crit! I'm guessing Blue is done after that, but you never know. The following spoilers should cover all the possible options.
Action 3 (◆): Stride with Haste (55 feet)
Action 4 (◆): Cast a Spell: Lay on Hands [L8] on Slick
Slick recovers 48 hit points.
Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (1) + 29 + 3 + 1 - 10 = 24 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (1, 4, 8) + 13 + 1 = 27 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 5 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 4 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 1 fire damage - no resistance
Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (6) + 29 + 3 + 1 - 10 = 29 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (3, 10, 11) + 13 + 1 = 38 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 6 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 6 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 2 fire damage - no resistance
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 ⇒ (3) + 29 + 3 + 1 = 36
Greatsword Damage: 3d12 + 13 + 1 ⇒ (11, 11, 8) + 13 + 1 = 44 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 3 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 6 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 1 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.
| Sigourney Knowledge |
As rocks start flying into Billy, Sigourney reacts quickly and cloaks him in a cloud of mist.
Casting Cloud Dragon's Cloak on Billy as a reaction versus the first rock. For 1 round, Billy is hidden from all ranged attacks (DC 11 flat check to hit).
Upon seeing new foes move in with fresh threats of pain and suffering on their lips, Sigourney quickly moves closer to the party in case they may need healing in the future.
Pointing at the new enemies, she says to them. "I'd much rather you didn't...here's a new trick I have that you can play with first. Water sign - Whirlpool!" As the words leave her, a large swirling vortex of storming waves appears next to Voricose and the giants, crashing against them.
Bludgeoning, DC 37 Reflex Save, CA: 6d10 + 1 ⇒ (9, 1, 7, 2, 5, 9) + 1 = 34
⟳ Cloud Dragon's Cloak on Billy, ◆ Stride (hasted), ◆◆◆ Whirlpool
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.
| Reginald Rat the First |
Reginald Independently helps Sigourney with some item housekeeping that she's normally too busy or too lazy to do herself. He grabs onto the chunk of Silver in her hand, holding onto it in case she needs to use it.
◇ Interact
| Billy Bardy |
Billy winces in pain as more giants join the party and throw rocks at him. But when the boss comes in and bellows something about "making sweet music", Billy looks confused. "But ... I already make sweet music. Have you not had the pleasure?" Billy shrugs.
When Sigourney provides him a magical cloak, Billy smiles gratefully, "Thanks! Those rocks hurt!" The cloaked halfling slides to his right, concentrates to add some Reach to his next spell, and sings in Jotun,
♫"These giants I can't stand. And now they're not alone.
You'll heed this one Command: It's time you all Drop Prone!"♫
Billy Commands all 5 enemies within his 60' range to: Drop Prone (in the middle of Sig's whirlpool for most). Will DC: 37
5th rank Command allows up to 10 targets and Reach Spell extends range from 30' to 60'.
Note: Billy speaks Jotun and uses that language to command them to Drop Prone.
Will DC 37
Success => Unaffected
Failure => Spend 1 action to Drop Prone
Crit Failure => Spend all actions next round: drop prone
Actions: ◆ Stride (hasted), ◆ Reach Spell, ◆◆ Command (5th rank)
| GMAndrewW |
OK, retconning a few things based on Sigoruneys reaction.
Sigourney cloaks Billy in mist. The giant shouts out
Hey, that lady did something weird, get her!
Given Billy is now hidden, the subsequent rocks go at Sigourney instead. Sigourney takes the 60 damage crit instead of Billy.
Slick leaps at Blue (I was looking at your sheet and your speed doesnt seem to include the -5 from plate. You negated 5 of the 10 point penalty, not all of it with sufficient strength unless you have something else affecting it.
Slick crashes into Blue, swiftly cutting him down and then grants himself some much needed healing.
Not sure where you plan to be after your stride. You have enough speed to place yourself where you want but you may want to avoid Sigourneys aoe.
Sigourney creates a massive pool of water from nowhere. Two of the enemy are swept up in it while the other is merely battered. Billy then seeks to command the enemy!
Billy, Command has the linguistic trait, which language are you giving your command in?
Miss chance: 1d20 ⇒ 15, hit
Purple, Orange, Voricose
Reflex: 1d20 ⇒ 9, fail
Reflex: 1d20 ⇒ 1, crit fail
Reflex: 1d20 ⇒ 2, crit fail
Haste 3/10
Inspire 3/4
Turn Order
Orange
Purple
Voricose
------------------------------
Slick
Pine
Sigourney
Billy
------------------------------
Green
Yellow
Resolving Billys actions, Pine yet to act
Combat status
Slick [248], 58 damage
Billy [198], 15 damage, see invisibile
Pinebrush [214]
Sigourney [200], 60 damage
Reginald [112]
Red, dead
Blue, dead
Orange, dead
Green, 48 damage, blind, blur
Purple, 34 damage
Orange, 68 damage
Voricose, 68 damage
| Pinebrush |
Pine chooses not to dive into the whirlpool, and therefore joins Slick in striking at the other giants.
He moves towards and around the other one, who still doesn't seem to be able to see him after Sigourney's light spell. That's cheating, which is fine with him. He stabs and slashes as he circles around.
◆ Stride
◆ Stride
◆ Strike Green Rapier: 1d20 + 30 + 1 ⇒ (11) + 30 + 1 = 42 for piercing: 3d6 + 6 + 1 ⇒ (1, 6, 1) + 6 + 1 = 15, precision: 3d6 ⇒ (2, 2, 6) = 10, cold (ignores resistance): 1d6 ⇒ 6, and spirit damage: 1d6 ⇒ 6. On crit add deadly damage: 2d8 ⇒ (6, 5) = 11, and DC 34 Fort or be Slowed 1 (plus a few other things that are probably irrelevant while it's not within Slick's reach and already blinded). Total of 36, or 83 on a crit.
◆ Strike Green Shortsword: 1d20 + 30 + 1 - 4 ⇒ (12) + 30 + 1 - 4 = 39 for piercing: 3d6 + 6 + 1 ⇒ (2, 2, 6) + 6 + 1 = 17, precision: 3d6 ⇒ (3, 1, 5) = 9, cold (ignores resistance): 1d6 ⇒ 2, and spirit damage: 1d6 ⇒ 6; if Green is already down, Stride 25 feet east instead. On crit, DC 34 Fort or be Slowed 1. Total of 34, or 68 on crit.
◇ Assuming at least one attack hit, Debilitating Strikes. Enfeebled 1 and persistent bleed 3d6
| GMAndrewW |
Billy's words sear into the minds of the giants while Pine zips over and stabs poor, blind, Green. He begins to bleed copious amount of blood and ice covers his limbs.
Green flails wildly at the enemy attacking him but to no effect. Another giant emerges on the far side of the whirlpool and hurls a pair of boulders at Sigourney.
Orange flails about in the water, his mind overwhelmed. Purple wades out and chucks a rock at Sigourney but it goes well wide.
Voricose drops to the ground at Billy's command. He struggles to his feet and wades out of the water, snarling in frustration. Impudent mortals, you will all perish in agony With that he lashes out at Billy with his whip. His wounds also appear to be closing.
Green, Purple, Orange, Voricose
Will: 1d20 ⇒ 18, pass
Will: 1d20 ⇒ 19, pass
Will: 1d20 ⇒ 1, crit fail
Will: 1d20 ⇒ 6, fail
Green fort: 2d20 ⇒ (1, 6) = 7
Miss chances, DC11: 2d20 ⇒ (3, 17) = 20, miss, possible hit
Green attack: 1d20 - 5 ⇒ (3) - 5 = -2
Yellow attack 1: 1d20 ⇒ 1, miss
Yellow attack 2: 1d20 ⇒ 3, miss
Purple attack 1: 1d20 ⇒ 4, miss
Voricose: 1d20 ⇒ 18, crit
Damage: 3d4 + 15 + 1d6 ⇒ (2, 4, 4) + 15 + (6) = 31 x2 for 62
Billy fort: 1d20 ⇒ 20
I missed Greens bleed, rolling it here to avoid messing up rolls.
Bleed: 6d6 ⇒ (1, 5, 2, 6, 2, 3) = 19
Recovery: 1d20 ⇒ 2
Haste 4/10
Inspire 4/4
Turn Order
Orange
Purple
Voricose
------------------------------
Slick
Pine
Sigourney
Billy
------------------------------
Green
Yellow
Party is up
Combat status
Slick [248], 10 damage
Billy [198], 77 damage, see invisibile
Pinebrush [214]
Sigourney [200], 60 damage
Reginald [112]
Red, dead
Blue, dead
Green, 220 damage, blind, blur, 6d6 bleed, enfeebled 1
Purple, 34 damage
Orange, 68 damage, prone
Voricose, 48 damage
| Slick Silvertongue |
Having cut down the nearest giant with a couple of well-placed sword strokes, Slick throws a quick glance at his blurry buddy. Seeing that Pinebrush had the situation under control there, Slick turns to check on what the rest of the bad guys are up to. He is pleased to see the leader of the pack wading out of Sigourney's makeshift swimming pool well within reach of his leaping abilities. He is definitely not happy to see the blackguard preparing to slice Billy open with a precision whip strike.
"Hey bub! Why don't you pick on someone your own size?" Then, with another mind-melting roar at the boss ("Graaaarrrrgh"), he leaps over Billy and slams his sword down repeatedly on the evil creature's head.
Action 1 (◆): Scare to Death with Mask of the Banshee vs Voricose
Intimidation (Scare to Death): 1d20 + 28 + 2 ⇒ (13) + 28 + 2 = 43 vs Voricose Will DC
Success The target becomes frightened 2.
Failure The target becomes frightened 1.
Critical Failure The target is unaffected.
I'm assuming that's at least a Success for Frightened 2.
Actions 2 & 3 (◆◆): Needle in the Gods’ Eyes
- Action: Leap with Greater Boots of Bounding - Up to 20 feet horizontally.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem vs Frightened 2 Voricose.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem vs Frightened 2 Voricose.
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (3) + 29 + 3 + 1 = 36 vs Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 2, 1) + 13 + 1 = 25 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 6 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (12) + 29 + 3 + 1 = 45 vs Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (3, 2, 7) + 13 + 1 = 26 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 2 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 5 fire damage - no resistance
Action 4 (◆): Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem, Haste and MAP2 vs Frightened 2 Voricose.
Greatsword Attack: 1d20 + 29 + 3 + 1 - 10 ⇒ (19) + 29 + 3 + 1 - 10 = 42 vs Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (10, 1, 10) + 13 + 1 = 35 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 1 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance
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 vs Frightened 2 Voricose.
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (19) + 29 + 3 + 1 = 52 vs Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (4, 3, 1) + 13 + 1 = 22 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 4 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 5 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 2 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.
| Sigourney Knowledge |
Sigourney would very much like to pull Voricose back into the vortex, but she knows knowledge is power and that the party lacks information on the fiendish enemy before them. Besides, she already has a victim stuck inside her vortex. Effortlessly, she Sustains the effect of the Whirlpool, giving the giant inside a bad time.
Bludgeoning, CA, DC 37 Reflex Save: 6d10 + 1 ⇒ (7, 8, 1, 7, 10, 3) + 1 = 37
She then tries to Recall Knowledge about what she overheard at any point in time about what kind of creature Voricose is, as well as what the lowest save its creature type would normally have. She wants to know the details (ie how it works) of the lowest save of the type of creature that Voricose is.
She uses her Loremaster Spells (Loremaster's Etude) to boost her cognitive ability.
Moving to another spell, she notices Voricose's regeneration and decides to put a stop to that. Taking advantage of his frightened state, she glares at Voricose and invokes death upon him. "You scared? You should be. Because your life will come to an end very shortly. Curse Sign - Death upon you!"
Casting Curse of Death on Voricose. On any result other than critical success, the target is fatigued. More importantly, this spell has the Death trait so if Voricose dies with this spell active, regeneration or fast healing can't save him.
DC 37 Fort Save, Void, CA, Success and Failure Damage: 7d6 + 1 ⇒ (3, 6, 3, 3, 1, 2, 4) + 1 = 23
DC 37 Fort Save, Void, CA, Critical Failure Damage: 11d6 + 1 ⇒ (2, 3, 3, 4, 2, 1, 2, 4, 3, 4, 6) + 1 = 35
She then hastily moves away from the action and behind the giant anvil.
◇ Effortless Concentration, ◇ Loremaster's Etude, ◆ Recall Knowledge, ◆◆ Curse of Death, ◆ Stride
Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.
Cloud Dragon's Cloak Trigger: You or an ally within 60 feet are targeted by a ranged attack.
Interposing Earth Trigger: You are the target of a Strike or would attempt a Reflex save against a damaging area effect. Duration: 3 rounds.
Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.
Hidebound. A creature within 60 feet is hit with a Strike that deals physical damage.
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.
| Pinebrush |
"Okay, I'm feeling pretty good that these are definitely bad guys!"
That settled, he jabs at the blinded giant again. "Okay, I'll just... do that, then. Did you know that a giant's eyes are super vulnerable to a tiny sword if they can't see?"
◆ Strike Rapier: 1d20 + 30 + 1 ⇒ (17) + 30 + 1 = 48 for piercing: 3d6 + 6 + 1 ⇒ (5, 6, 2) + 6 + 1 = 20, precision: 3d6 ⇒ (3, 5, 5) = 13, spirit: 1d6 ⇒ 3, and cold (ignores resistance) damage: 1d6 ⇒ 6. On crit, add Deadly damage: 2d8 ⇒ (6, 6) = 12 and DC 34 Fort vs Slowed 1. Total of 42 on hit, or 96 on crit.
◆ Strike Shortsword: 1d20 + 30 + 1 - 4 ⇒ (14) + 30 + 1 - 4 = 41 for slashing damage: 3d6 + 6 + 1 ⇒ (1, 4, 4) + 6 + 1 = 16, precision damage: 3d6 ⇒ (1, 3, 2) = 6, spirit damage: 1d6 ⇒ 3, and cold damage (ignores resistance): 1d6 ⇒ 1. On crit, DC 34 Fort vs Slowed 1. Total of 26, or 52 on crit.
◆ Strike Shortsword: 1d20 + 30 + 1 - 8 ⇒ (3) + 30 + 1 - 8 = 26 for slashing damage: 3d6 + 6 + 1 ⇒ (2, 1, 6) + 6 + 1 = 16, precision damage: 3d6 ⇒ (5, 4, 1) = 10, cold damage: 1d6 ⇒ 4, spirit damage: 1d6 ⇒ 6. On crit, DC 34 Fort vs Slowed 1. Total of 36.
◆ Strike Shortsword: 1d20 + 30 + 1 - 8 ⇒ (5) + 30 + 1 - 8 = 28 for slashing damage: 3d6 + 6 + 1 ⇒ (6, 5, 2) + 6 + 1 = 20, precision damage: 3d6 ⇒ (1, 4, 3) = 8, cold damage: 1d6 ⇒ 4, spirit damage: 1d6 ⇒ 6. On crit, DC 34 Fort vs Slowed 1. Total of 38.
◇ If there's a hit there but he's not down, Debilitating Strikes to keep up persistent bleed 3d6 and Enfeebled 1.
If Green is down after Pine's first Strike (looks likely, given the damage he's taken, what I know about his AC, and my rolls there):
◆ Stride
◆ Step adjacent to Purple
◆ Feint Deception: 1d20 + 29 ⇒ (10) + 29 = 39 vs Purple Perception DC. On a success, Off-Guard to Pine's melee Strikes until the end of his next turn (from Scoundrel). On crit, Off-Guard to all melee Strikes until the end of Pine's next turn (also from Scoundrel). He also takes -2 circumstance to Reflex and Perception as long as he's Off-Guard (from Distracting Feint).
◇ Step into Purple's space (from Scoundrel).
If Green is down after Pine's second strike:
◆ Stride 25 East, to 10 away from Purple.
◆ Cast shield (from aeon stone)
| Billy Bardy |
Billy waits for Sigourney to provide intel on the multi-armed boss, who was kind enough to drop prone, but is now uncomfortably close. After the witch shares what's in her large brain, Billy quickly moves away from the monstrosity (towards Sigourney).
Muttering "aim game" to cast Sure Strike and activating his Shadow Signet (to target Reflex or Fort based on RK), he sings,
♫"The boss is getting near. He looks to be in fright.
Billy's role is clear. It's time for Holy Light."♫
Cast Holy Light (5th rank) at Voricose. Range 120' with Sure Strike and targeting Reflex or Fort (if known).
If we know Reflex or Fort is lowest save, target that, else target AC as normal.
Holy Light vs Voricose, +CA: 1d20 + 27 + 1 ⇒ (15) + 27 + 1 = 43 (vs Reflex/Fort DC instead of AC? vs Frightened?
or
Holy Light vs Voricose, +CA: 1d20 + 27 + 1 ⇒ (15) + 27 + 1 = 43 (vs Reflex/Fort DC instead of AC? vs Frightened?
Fire Damage: 9d6 ⇒ (3, 3, 3, 1, 5, 3, 4, 4, 1) = 27
Spirit Damage +Dangerous Sorcery: 9d6 + 5 ⇒ (6, 5, 4, 5, 2, 5, 1, 5, 4) + 5 = 42
◆ Stride (hasted), ◆ Sure Strike, ◇ Activate Shadow Signet, ◆◆ Holy Light
| Billy Bardy |
Oops. Billy's Holy Light should have been 6th rank, not 5th, as he doesn't have a free 5th rank Sorcerer spell slot. Assuming it was a hit, please add the following damage to bring it up to 6th rank.
Additional Fire Damage: 2d6 ⇒ (5, 2) = 7
Additional Spirit Damage +Dangerous Sorcery: 2d6 + 1 ⇒ (6, 2) + 1 = 9
| GMAndrewW |
Voricose seems mildly startled at Slicks roaring.
Thats a pass
However, as Slick leaps at him he tries to cut him out of the air. Sadly that does not save him as Slick pounds him mercilessly.
Two hits and a crit, mostly because of frightened 2. I make that 161 damage. He is still up.
The giant in Sigourneys whirlpool flails around. Regarding Voricose, Sigourney recognises that he is some form of unique Velstraac interlocutor. As a large creature he is somewhat clumsy (Reflex is lowest).
She then tries to curse him but he shrugs off the worst of it.
Just a note on death effects, the death effect has to bring you to 0 to prevent regen, just hitting 0 with a death effect on you wont do it.
Pine stabs Green who crumples under all of the punishment. He then scurries over to purple who is somewhat discombobulated by the little Sprite.
Billy blasts Voricose with divine light. Fearful as he is, the beam strikes him full in the face, burning out his eyes and searing into his brain. His lifeless corpse crumples to the ground.
That is a crit for a lot of damage. His regen is turned off by good or silver (he is a pre-remaster creature). Holy Light has the good trait and so counts as far as I am concerned.
With only a handful of giants left the group quickly dispatch them with little trouble. All goes quiet.
COMBAT OVER
I am not inclined to spend days cleaning up a few low level giants.
What do you do?
OA: 1d20 ⇒ 17, hit
Damage: 3d4 + 15 + 1d6 ⇒ (3, 2, 3) + 15 + (5) = 28, slashing and cold, -4 resist
Slick end of turn save: 1d20 ⇒ 9, pass
Voricose has an aura which you should be able to see. If you end your turn in it you must make a will save. I forgot to mention this. I will roll this save but then leave them to you.
Giant reflex: 1d20 ⇒ 7, crit fail
Fortitude: 1d20 ⇒ 11, success
Combat status
Slick [248], 34 damage
Billy [198], 15 damage, see invisibile
Pinebrush [214]
Sigourney [200], 60 damage
Reginald [112]
| Slick Silvertongue |
After Billy's blast takes the top off Voricose's head, Slick and Pine finish off the last of the giants. Slick searches the bodies, especially Voricose's, hoping to find a Harrow card, or failing that, anything of value. He then pokes his head into the room that Voricose came out of and notes what appears to be a bar and a desk covered in documents. What he doesn't see is any more bad guys in the room and no indication of bad guys coming through the door on the eastern wall of the bar (right?). "Looks like we're clear. I think we've got time to patch ourselves up."
I'm pretty sure we can all get back to full strength in 10 minutes, assuming we're given that much time.
Once everyone is patched up, Slick leads the way in a thorough search of the area and particularly the office/bar room for anything of interest.
| Pinebrush |
"Well then hold still!" says Pine as he stows his weapons and takes out his medical tools.
10 might be pushing it without magic.
Slick is down 34. I'll do Master Risky Surgery. Medicine (DC 30): 1d20 + 25 + 2 ⇒ (19) + 25 + 2 = 46 critical success for Risky damage: 1d8 ⇒ 8 and Healing: 4d8 + 30 ⇒ (6, 2, 7, 1) + 30 = 46. Net 38, fully healed.
Sigourney is down 60. Also Master Risky Surgery. Medicine (DC 30): 1d20 + 25 + 2 ⇒ (14) + 25 + 2 = 41 critical success for Risky damage: 1d8 ⇒ 1 and Healing: 4d8 + 30 ⇒ (2, 5, 1, 6) + 30 = 44. Net 43. (Hey, Risky Surgery actually helped this one!)
Next Round:
Sigourney is still down 17. I'll do Exert Risky Surgery. Medicine (DC 20): 1d20 + 25 + 2 ⇒ (19) + 25 + 2 = 46 critical success for Risky damage: 1d8 ⇒ 6 and Healing: 4d8 + 10 ⇒ (8, 5, 4, 7) + 10 = 34. Net 28, fully healed.
(Mostly healed in 10, fully in 20.)
| Sigourney Knowledge |
Sigourney Refocuses for 20 minutes while waiting for Pine to finish treating her wounds.
After Slick checks for traps and loot for her, she follows him into the next room. She takes an interest in the documents on the desk and starts looking through them.
| Billy Bardy |
Billy's eyes widen as Voricose goes down. "Thanks for the intel, Sig. And having him frightened was a big help, Slick." While Pinebrush tends to his wounds, Billy softly strums his lute to refocus his energy.
Once the group is healed, Billy helps search the bodies and the giant-sized room to the north.
| GMAndrewW |
The group spend a little time patching themselves up and preparing for any further enemies. Peering into the building, it contains a single room that’s been outfitted to serve as a giant-sized tavern. The chamber features one table and three chairs, a bar, and a gigantic barrel that drips red fluid from its tap. The place smells of raw meat as much as it does alcohol. The twenty-foot-high ceiling is supported by a tangled crisscrossing of soot-stained wooden beams reinforced with bronze fittings.
A giant lies sprawled on the table, seemingly insensate. His skull has been sawed open and then the top hurriedly replaced. He appears to be conscious, but immobile. It is unclear just what was being done to the poor creature but, checking the other giants, they all seem to have gone through a similar procedure.
Checking for loot you find a veritable treasure trove! Each giant carries a spiked chain, a bag of 5 rocks (some have been used) and wears a +1 breastplate (size large, which makes no difference to the value but makes them far more bulky).
Voricose does carry an interesting oversized magical whip.
Its a +3, greater striking, greater frost whip
A large, heavy set, door stands to the east leading into the cliff face the building is built against.
There are no documents on the desk, that's just a map artefact.
| Pinebrush |
"I don't think I like this. Oh, oh! Lemme see that!"
Arcana/Occultism: 1d20 + 21 ⇒ (8) + 21 = 29
"I dunno what that is, never mind. It's too big anyway."
Pinebrush instead turns his attention to seeing if he can figure out anything about the unconscious giant.
| Billy Bardy |
Billy peers into the large room. "Wow! This is, quite literally, the largest bar I've ever seen." After a short pause, he admits, "And I've seen a lot of bars."
When he notices the poor giant with half his head missing, he turns gravely serious. "This is horrible. I think he's still alive. Can we save him?" Billy studies the creature.
If appropriate...
Medicine: 1d20 + 25 ⇒ (15) + 25 = 40
In Jotun, Billy says, "I'm Billy. We're here to help. Are you in pain?" Depending on the giant's response, Billy may lay hands on the creature to offer immediate healing.
| Pinebrush |
"Only literally, though. There's only one table."
| Slick Silvertongue |
Slick checks out Voricose's whip.
Activity: Identify Magic
Identify Magic (Religion) vs DC 35: 1d20 + 13 ⇒ (20) + 13 = 33
Holy Smokes! A Nat-20 and I'm still 2 short of the required DC. Good thing it's a crit."
"Nice weapon! Almost as nice as mine, but not quite." He goes onto describe what each of the runes on the whip does. He hands it to Pinebrush. "Looks like you can make the best use of this for the time being."
Loot sheet updated.
When Billy starts healing the recapitated giant on the table, Slick makes a tch tch tch sound with his mouth. "You're wasting your time Billy. Even if you can get the brute back on his feet, we'll probably have to cut him down again like we did with the others."
| Sigourney Knowledge |
Sigourney checks out the whip, surprised that Slick knew what it was and unsure that he managed to identify it.
Arcana, Quick Identification: 1d20 + 31 ⇒ (15) + 31 = 46
With a quick glance, she confirms that it is a large magical whip, exactly as Slick said. She leaves it at that and moves over to the far more interesting thing - the comatose giant.
"How very interesting. Billy, you know more about medicine than I do. Let me know if you need magical healing to keep him up though." She remarks.
| Pinebrush |
Pine looks from Slick, to the whip whose handle is longer than he is tall, then back to Slick. "Um, Minty Toothpick already has all those same runes anyway."
| GMAndrewW |
Checking over the giant, he is entirely insensate. The velstraac seems to have been in the middle of some sort of procedure to render him compliant. Your arrival has interrupted it, leaving him in a comatose state which you could not repair without access to powerful magic. A regenerate spell would likely restore him.
Checking the rest of the room, the barrels clearly contain more of the disgusting bloody beer and then there is the set of large doors to the east. Beyond them you can hear a ticking sound...
| Slick Silvertongue |
Once Billy gives up on trying to revive the comatose giant, Slick looks over at the large eastern doors. "If everyone is done in here, I think we'd better go see what's behind those doors. I'm curious to discover what the source of that ticking sound might be.
He lets Pinebrush examine the doors just in case, then leads the group through.
| Billy Bardy |
After examining the poor creature, Billy decides not to waste energy trying to heal the disfigured giant. Instead, he follows Slick to the eastern doors.
Upon hearing the ticking, the bard mutters, "Note to self: Buy some Clairvoyance scrolls on your next Absalom visit." After Pinebrush checks for traps, Billy grips his staff, starts up his Musical Accompaniment, and waits for Slick to do the honors.
| Pinebrush |
"Well, let's take a look first..."
Pine looks over the door to see if there's any mechanism there that might explain the ticking. If he doesn't find anything, he guesses that the sound is actually coming from the other side and listens carefully to see if he can make anything out.
+1 if sight is helpful.
| Sigourney Knowledge |
Sigourney considers regenerating the giant to bring it back to life, purely so that she can use more magic. However, after seeing how Billy and Slick were at best not keen to do that, she relents...for now. She'll come back later to check this giant out.
She hears Billy muttering to himself about Clairvoyance scrolls. A smile creeps across her face as she pulls out her very expensive Crystal ball.
"There's no need for that, Billy!" She says to the halfling. "Gather around me, we can see through the door with my crystal ball." With the group all looking through the ball, she spends a minute to view the other side of the doors.
Using Clear Quartz Crystal Ball to cast Clairvoyance beyond the large doors, to where the ticking sound comes from.
| GMAndrewW |
The group gathers around Sigourney's crystal ball. Peering into its depths an image slowly forms of a large cavern with countless clockwork machines built into the walls. Some emit steam, constantly or in intervals, whistling as they do. Most of the machinery has been built off the ground, leaving the stony floor clear. On one side of the chamber stands the upper portion of a titanic humanoid skull.
The door does not appear to be trapped or locked and you can see no other exits from the room although there are many nooks and caves in the walls and ceilings of the cavern.
| Billy Bardy |
Billy studies the crystal ball carefully, using his infrared heatvision and ability to see the unseen.
Seeing all the interesting clocks, he says brightly, "Time's a wasting. Let's go in!" He waits for Slick to do the honors and follows him in.
Upon entering, he looks around for any spirts or haunts using his Spirit Sense. (30' emanation)
Seek: +26 Perception, +2 item (goggles), +1 status (spirit sense), +2 circ (halfling keen eyes to notice undetected creatures)
| Slick Silvertongue |
When Slick gets the all-clear from Pinebrush, he pushes open the door, regrips his sword, and steps through into the large cavern beyond. "Hello? Anybody home?"
| Sigourney Knowledge |
Sigourney puts away her crystal ball after everyone is done looking through it. She follows Billy and Slick into the room, continuing to Detect Magic.
| GMAndrewW |
Pushing open the door you enter the large cave. The first thing that strikes you is the heat, then the noise of the machinery and the steam venting from the various devices.
Moving inside, a figure emerges from the mouth of the massive skull to the south. No bigger than a halfling, the creature has had its eyes burned from their sockets and its fingers are a strange amalgam of tools and keys. Despite this, they hold what is unmistakably, a harrow card from the Deck. It cocks its head to one side and the distinct sound of ticking machinery can be clearly heard over the sounds of the machines.
Intruders, it whirrs, You must not be permitted to interrupt the great work...
Initiative
Slick : 1d20 + 26 ⇒ (11) + 26 = 37
Slick Battle Cry: 1d20 + 32 ⇒ (10) + 32 = 42
Billy : 1d20 + 26 ⇒ (12) + 26 = 38, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 31 ⇒ (4) + 31 = 35, Perception +25, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 24 ⇒ (2) + 24 = 26, +2 circ scout, +2 item visual
Before the group can react however, a strange, shadowy, bat like figure with broad wings swoops down from amongst the pipework on the walls. It spreads its wings wide and unleashes a mass of multicoloured light over the group!
Sigourney recognises it as Prismatic Spray.
Then a second swoops down and does the same! Sigourney and Billy are both struck by the green rays and begin to feel unwell.
30 poison damage each and enfeebled 1. I have assumed you wouldnt reroll on such a relatively minor effect but if you want to please make it the first roll when you post.
Sig recognise spell: 1d20 ⇒ 3, not a crit pass so no bonus
Who gets hit by what! Slick, Billy, Pine, Sig, Reg
Beams!: 5d8 ⇒ (1, 2, 6, 1, 4) = 14
Save Slick Ref: 1d20 ⇒ 18, pass
Save Billy Ref: 1d20 ⇒ 13, pass
Save Pine Will: 1d20 ⇒ 17, pass
Save Sig Ref: 1d20 ⇒ 13, pass
Save Reg Fort: 1d20 ⇒ 19, pass
Prismatic Spray has no effect on a save.
Who gets hit by what! Slick, Billy, Pine, Sig, Reg
Beams!: 5d8 ⇒ (5, 4, 1, 4, 4) = 18
Save Slick Fort: 1d20 ⇒ 11, pass
Save Billy Fort: 1d20 ⇒ 4, fail
Save Pine Ref: 1d20 ⇒ 11, pass
Save Sig Fort: 1d20 ⇒ 4, fail
Save Reg Fort: 1d20 ⇒ 9, pass
Turn Order
Billy is up
Combat status
Slick [248],
Billy [198], 30 damage, enfeebled 1, see invisibile
Pinebrush [214]
Sigourney [200], 30 damage, enfeebled 1
Reginald [112]
Tiktoc
Blue, 10' up
Red, 10' up
| Billy Bardy |
After taking a blast from the green ray, Billy is weakened. The non-athletic bard doesn't notice much difference. With his background music aiding him, he belts out some inspiration.
♫"Hearing a lot of tick-tocking.
And now we have bats that are flocking.
.....It's time for a cheer.
.....Let's get into gear!
These enemies need a good clocking."♫
Lingering Performance +VirtPerf +Mask +Music, DC 34: 1d20 + 28 + 2 + 2 + 1 ⇒ (15) + 28 + 2 + 2 + 1 = 48
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.
Not satisfied, he continues. As he usually does.
♫"Here among the clocks. I'm keen to keep on rhyming.
With flowing golden locks. We'll now improve our timing!"♫
Cast Haste (7th rank) for the entire party.
◇ Ling Comp, ◆ CA, ◆◆ Haste
| GMAndrewW |
As ever, Billy gets the party moving. The, a third of the strange shadowy bat things, drops down from the pipes, spreads it wings and unleashes another prismatic spray.
Pausing here to see if anyone wants to reroll
Slick, Billy, Pine, Sig, Reg
Who is hit by what?: 5d8 ⇒ (6, 2, 7, 6, 6) = 27
Save, Will: 1d20 ⇒ 3, fail
Save, Reflex: 1d20 ⇒ 20, pass
Save, Will: 1d20 ⇒ 15, pass
Save, Will: 1d20 ⇒ 8, pass
Save, Will: 1d20 ⇒ 1, crit fail
| Slick Silvertongue |
Slick gets struck by yet another colorful spray from a bat creature, but this time it hits him head on and he starts to feel a little funny. He shakes his head to try and clear it...
Rerolling with my Harrow Ritual result: Stars (★): - Success (+: reroll a Will saving throw)
Will Save vs DC ??: 1d20 + 24 ⇒ (15) + 24 = 39, Bravery, +1 vs Fear effects
Should do the trick.
| GMAndrewW |
Slick manages to hold himself together as Reginald loses it. He begins to squeak and screech and claw uselessly at Sigourney.
Inspire 1/4
Haste 1/10
Turn Order
Blue
Red
-------------------------------
Billy
-------------------------------
Green
-------------------------------
Slick
Pine
-------------------------------
Tiktoc
-------------------------------
Sigourney
Combat status
Slick [248],
Billy [198], 30 damage, enfeebled 1, see invisibile
Pinebrush [214]
Sigourney [200], 30 damage, enfeebled 1
Reginald [112], permanently confused
Tiktoc
Blue, 10' up
Red, 10' up
Gree, 10, up
| Slick Silvertongue |
Having weathered all the spell-generated colorful bursts with no more effect on him than if it were all confetti, Slick turns his focus to the nearest enemy. "You'll pay dearly for what you did to our friend Reginald, bub. Now preprare to die!" And with a load roar to terrify the creature, he leaps up and slashes at it twice before landing.
Action 1 (◆): Scare to Death with Mask of the Banshee vs Blue
Intimidation (Scare to Death): 1d20 + 28 + 2 ⇒ (13) + 28 + 2 = 43 vs Blue Will DC
Success The target becomes frightened 2.
Failure The target becomes frightened 1.
Critical Failure The target is unaffected.
I'm assuming that's at least a Success for Frightened 2.
Actions 2 & 3 (◆◆): 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 Frightened 2 Blue.
- Action: Strike (+3 Greater Striking Shock Thundering Greater Flaming Greatsword) with Courageous Anthem vs Frightened 2 Blue.
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (15) + 29 + 3 + 1 = 48 vs Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (11, 7, 5) + 13 + 1 = 37 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 4 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 3 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance
Greatsword Attack: 1d20 + 29 + 3 + 1 ⇒ (2) + 29 + 3 + 1 = 35 vs Frightened 2
Greatsword Damage: 3d12 + 13 + 1 ⇒ (6, 3, 10) + 13 + 1 = 33 slashing damage
Greatsword Shock Damage: 1d6 ⇒ 3 electricity damage
Greatsword Thundering Damage: 1d6 ⇒ 1 sonic damage
Greatsword Flaming Damage: 1d6 ⇒ 6 fire damage - no resistance
Unfortunately, the Hasted 4th action has to be a Stride or a Strike. Slick doesn't need to Stride and he can't reach to Strike from the ground.
| Pinebrush |
Oh no, Reggie! Pinebrush sees Slick going after the big bat-things, but he's more concerned about the little key guy that seems to be their leader (even if they did hurt Reginald!).
He also doesn't seem to have noticed him, so he might be able to get the drop on him... even if he has to cover a lot of ground to do it. If this turns out to be a bad idea, he can always turn invisible!
Is the little guy too mechanical to bleed?
◆◆◆ Stride
◆ Strike Rapier: 1d20 + 30 ⇒ (14) + 30 = 44 for piercing: 3d6 + 6 ⇒ (3, 4, 2) + 6 = 15, precision: 3d6 ⇒ (5, 3, 5) = 13, spirit: 1d6 ⇒ 5, and cold (ignores resistance) damage: 1d6 ⇒ 5. On crit, add deadly damage: 2d8 ⇒ (5, 3) = 8, Tiktoc is Off-Guard until the start of Pine's turn, and DC 34 Fort or Slowed 1. Total of 37, or 82 on crit.
◇ Debilitating Strike if the attack hit. It takes a -10-foot penalty to Speeds and 3d6 persistent bleed damage
| GMAndrewW |
Slick howls at Blue and leaps at him. He lands two swift blows, leaving the creature reeling.
A success on scare to death. A crit and a hit with the attacks for 143 damage overall.
Pine rushes over towards Tiktok. As he closes on him the eyes of the massive Skull flare brightly.
Pausing here to see if Pine wants to reroll.
Pine, will: 1d20 ⇒ 11, fail
| Pinebrush |
If it's a curse or a disease, I'll attempt to counteract as a reaction using The Locksmith.
Counteract rank 8: 1d20 + 25 ⇒ (8) + 25 = 33 Well that's worse then my Will save, so presumably a failure but it can still counteract if the effect is lower than rank 8.
If that doesn't apply, then I'll reroll with Chaotic Destiny from Crown of Chaos. Will (+1 if magical): 1d20 + 23 ⇒ (12) + 23 = 35 and Harrow Draw: 1d6 + 1d9 ⇒ (4) + (2) = 6 (not Crowns, no additional effect).
| GMAndrewW |
Its not a curse or a disease. The reroll is a fail.
As Pine approaches Tiktok he feels as if his skin is being peeled from his body! He reels in agonising pain. The ticking sound also grows louder. Tiktok jabs at him with his key like fingers as he gets up close and personal, hitting him in a very sore spot. He does manage to land his own blow, although the cold does not seem to bother him. He does bleed at least. The ticking sound is quite distracting though.
If you end your turn within 30' of Tiktok please give me a will save. I have rolled Pines for this turn.
Tiktok turns on Pine. As he does so, Pine sees his wounds already starting to close. Tiktok lashes out, leaving another serious hole in the little sprite before moving, slowly, towards the main group.
Damage to Pine: 16d6 ⇒ (4, 6, 1, 4, 2, 2, 2, 4, 1, 1, 6, 5, 6, 5, 4, 2) = 55 mental and slowed 1 next turn
Reactive strike: 1d20 ⇒ 20, crit
Damage: 3d4 + 14 + 1d6 ⇒ (4, 1, 4) + 14 + (4) = 27, doubled for 50 and 4d6 bleed
Pine will: 1d20 ⇒ 15, pass
Pines bleed: 4d6 ⇒ (5, 3, 1, 5) = 14
Recovery: 1d20 ⇒ 10
Tiktok
Attack: 1d20 ⇒ 17, crit
Attack: 1d20 ⇒ 4, miss
Damage: 3d4 + 14 + 1d6 ⇒ (3, 4, 1) + 14 + (3) = 25, doubled for 54 and 4d6 bleed
Bleed: 3d6 ⇒ (2, 3, 6) = 11
Recovery: 1d20 ⇒ 11
| Sigourney Knowledge |
Sigourney isn't doing so well. Enfeebled and physically ill, she has spent her round fighting off the now maddened and confused Reginald. She had hoped Pine would be able to fend off the weird looking small creature, only to see him bend under 2 hard blows. She rapidly considers her options. The main enemy is immune to Cold and has fast reactions. The flying enemies can cast spells. That's...not a lot to go off. She needs knowledge. Knowledge is power, she reminds herself. And power will let them win.
Using Assured Knowledge to, as a free action, Recall Knowledge with Assurance on Strange Flying Creatures if I can do so with my Fiend/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). She wants to know about their lowest save.
Weighing her options, she realises that she needs to keep Pine in the fight, if not healthy. She leaves Reginald to madly thrash around and hastily Strides towards Pine. Once in range, she Heals Pine, restoring some of his wounds.
7th rank Heal, True Staff of Healing: 8d6 + 56 + 4 ⇒ (6, 6, 1, 1, 2, 3, 2, 6) + 56 + 4 = 87
She then realises that she is too far away from Slick to give him a boost into the air - but not too far away from the enemies to give them a nasty shock. With a quick incantation, she summons a Phantom Orchestra on top of Green and Red.
"You'll regret what you did to Pine! Sound Sign!"
Quickened Phantom Orchestra, DC 37 Fort, Sonic: 8d6 + 1 ⇒ (4, 1, 2, 1, 4, 6, 2, 1) + 1 = 22
As she slows her stride near to the weird creature known as Tiktok, she feels her mind overtaken by a distractingly addictive ticking sound emanating from this horrible deformed being. Drawing on her reserves of willpower, she tries to fight off the brainrot.
Will, add +1 vs magic: 1d20 + 26 ⇒ (10) + 26 = 36 37 if vs magic.
◇ Recall Knowledge (Assured Knowledge), ◆ Stride (Hasted), ◆◆ Heal, ◆ Quickened Phantom Orchestra
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.
| Sigourney Knowledge |
Heal reroll because I messed it up:
7th rank Heal, 2 actions, True Staff of Healing: 7d8 + 56 + 4 ⇒ (7, 8, 7, 5, 1, 1, 4) + 56 + 4 = 93
| GMAndrewW |
Sigourney recognises the flying things as Ankou's, a dangerous type of fey. They are rather fragile (fort lowest save). She brings some much needed healing to Pine before blasting a pair of the creatures, but to limited effect. Moving closer to Tiktok she resists the strange ticking noise.
Blue, badly damaged, breaks off from Slick and dives at Sigourney before soaring back into the air, leaving a bloody slash in its wake. Red, apparently angry at being blasted, does the same!
Fort: 1d20 ⇒ 16, pass
Fort: 1d20 ⇒ 19, pass
Blue
Attack: 1d20 ⇒ 14, hit
Damage: 2d6 + 15 ⇒ (4, 1) + 15 = 20 +2d6 bleed
Red
Attack: 1d20 ⇒ 8, hit
Damage: 3d6 + 15 ⇒ (6, 1, 4) + 15 = 26
Inspire 2/4
Haste 2/10
Turn Order
Blue
Red
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Billy
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Green
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Slick
Pine
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Tiktok
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Sigourney
Combat status
Slick [248]
Billy [198], 30 damage, enfeebled 1, see invisibile
Pinebrush [214], 70 damage, slowed 1, 4d6 bleed
Sigourney [200], 71 damage, enfeebled 1, 2d6 bleed
Reginald [112], permanently confused
Tiktoc
Blue, 143 damage, 40' up, frightened 1
Red, 11 damage, 40' up
Green, 11 damage, 10, up
TikTok, 29 damage, -10 spd, 3d6 bleed