Angvim Netherreach
|
Looking around in despair a Theo's situation, Angvim loudly curses at his oversight of not buying that cantrip deck he's looked so many times and yet never actually bought. "Just die!" he shouts at the elemental as he throws his weapon with as much force as he can muster.
◇RK on pink from tome: 1d20 + 14 ⇒ (5) + 14 = 19
◆exploit vulnerability: 1d20 + 14 ⇒ (2) + 14 = 16
◆Boomerang on Pink: 1d20 + 14 ⇒ (19) + 14 = 33, bashing damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15+4pv.
◆Cast Shield (From Aeon Stone)
Aldonza Delamorte
|
Ref save: 1d20 + 13 ⇒ (16) + 13 = 29
Aldonza sliiides down the dune toward the last elemental. She makes a show of almost losing her balance at the end, then makes a no-look attack.
Stride, Feint, Strike (Confident Finisher)
Deception: 1d20 + 10 ⇒ (3) + 10 = 13
Attack: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d6 + 2 ⇒ (3, 5) + 2 = 10 + Precise damage: 3d6 ⇒ (3, 1, 2) = 6 Half of this gets through on a miss
| GM Super Zero |
The elemental bursts apart, scattering bits of rock around where it once stood.
Two crits for a total of 66 damage. Which I think is more than eight.
Angvim Netherreach
|
Ehhh... probably, lol
| GM Super Zero |
With the danger past and Theo conscious once again, the area seems largely calm and quiet.There is, though, still an odd hum thrumming through the sand. It's subtle and would have been easy to overlook, but might have been what drew the elementals here. It's clearly coming from the strange metal rods.
Whether they take the time to tend their wound first or head directly to the device, they reach it unhindered from here. With a little digging they determine that the rods are screwed into a spherical device that was just buried under the sand.
The pattern of the vibrations almost seems like a form of music, and could probably be studied from that angle (Performance) more easily than analyzing the magic (Arcana or Occultism)--but either way, studying the pattern could take days and the Pathfinders have already destroyed one of the signals' sources.
It would take far less time to try to figure out how to dismantle it or counteract the signal (Crafting, Thievery, or Survival)--or they could just unscrew the rods, though doing so without understanding the device better risks damaging it.
Oh, and as has been the case so far in this scenario, time is largely measured in days. Feel free to describe what you do to recover from the fight, but don't worry too much about details--you'll all have plenty of time to fully recover before you next need to worry about HP or spell slots.
Murph The Surf
|
Murph got beaten to a pulp by the elementals. He limps toward the source of the sound, but waves off any healing as his Pearly White Spindle Aeon stone slowly heals him.
Seeing Aldonza already trying to understand the odd orb, he will try to assist.
Thievery to assist Aldonza: 1d20 + 13 ⇒ (20) + 13 = 33
And kind of wishes he had rolled his own check, but at least the Critical success to Aid gets us close to the same total. With the +2 from the Crit Aid, seems like we are at 32 total.
I think if we remove this rod and proceed counter-clockwise we can dismantle it safely.
Theo Geisel
|
"But what purpose do they serve? asks Theo, with a new bandage wrapped around his head.
"Surely summoning elementals wasn't their designed function."
Occultism to discover the age-old question of 'what does this do?': 1d20 + 10 ⇒ (1) + 10 = 11
"Because I'm coming up with nothing that works. Only weird ideas."
Angvim Netherreach
|
"Now that's a great question. Hmmm, let's see..." mutters Angvim as he takes a look from all angles and then tries to make sense of the devices purpose. "It could have something to do with the location, or perhaps..."
Recall Knowledge, Esoteric Lore: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13 Duvious Knowledge, Diverse Lore, Unmistakable Lore
He then looks at Theo and nods. "I'm not sure if it's the heat or just fatigue, but I can't really make any sense of this thing."
| cmlobue's pregen α |
Seeing that the thievery angle has been handled, Seelah listens carefully to the music for a bit.
Performance: 1d20 + 4 ⇒ (16) + 4 = 20
Murph The Surf
|
We don't know for sure what this does, but we're darned sure we can make sure it doesn't work.
| GM Super Zero |
Aldonza, Murph, and Aldonza all immediately recognize that if they simply remove some of the rods, the signal will have no outlet and the device will overheat badly. It will destroy itself in short order, maybe a matter of minutes.
But they can wind it down by removing the rods in a particular order. All three almost immediately agree on what that order is.
Seelah realizes she can use musical notation to record the pattern of vibrations. But the pattern doesn't repeat after a minute. Or after several minutes. If it even is a repeating pattern, tracing out the entire thing could take days.
Still, with the contraption carefully dismantled someone might be able to put it back together and do it later once the war machine is dealt with.
Nothing else bothers the Pathfinder team as they make camp, or during the night.
In the morning as they perform their divining ritual, the dagger sweeps in a wide arc. It points to the southeast, as expected, but it also points somewhere new--west southwest.
Murph The Surf
|
If we leave the orb here, we should take a couple of the rods with us to make sure no one puts it back together after we leave.
Should we check the new location or continue to the old? I am inclined to check the newly revealed location to the West Southwest, to see what was revealed.
Angvim Netherreach
|
"I agree. But then, we can just mark up this location and other pathfinders can come later on to study it and/or disable it properly." adds Angvim, unsure if taking the contraption with them will leave it useless for further study from the society.
Snarlfist
|
"New..." growls Snarlfist.
"I wonder if that's the real prize and these were protecting it some how." continues the old scruffy hobgoblin.
| GM Super Zero |
The Pathfinders begin moving towards their next objective. The day passes largely uneventfully as they continue traveling through rocky desert terrain. As they break their camp the next day, their dowsing ritual fits their expectations--a wide arc pointing in nearly opposite directions.
They haven't traveled long, though, when most of the party--Theo, Murph, Aldonza, and Angvim--notice signs of creatures' passage. It's difficult to make out among the sandblasted rocks, but there are some odd scuff marks. Angvi identifies the scuffmarks as being made by a large creature rubbing its chitin against the rock, most likely a giant scorpion. Murph concurs.
This information forewarns the group, putting them on alert when they see a quartet of scorpions the size of horses skittering aggressively towards them.
Two of them look like fairly ordinary scorpions, aside from their size. The other two are a little bit bigger and a little bit... different.
They don't seem to have noticed Angvim yet.
Angvim, Seelah, and Aldonza's turns.
Initiative
Angvim (Stealthy)
Seelah
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue)
Giant Scorpion (Green)
Giant Scorpion (Pink)
Murph (Stealthy)
Theo
Snarlfist
Terrain is a bit uneven, but it's not difficult terrain. The black rocks are all five- to ten-feet tall and must be climbed.
Snarlfist (stealth): 1d20 + 12 ⇒ (1) + 12 = 13
Seelah: 1d20 + 8 ⇒ (20) + 8 = 28
Murph (Stealth): 1d20 + 14 ⇒ (8) + 14 = 22
Aldonza: 1d20 + 10 ⇒ (18) + 10 = 28
Angvim (Stealth): 1d20 + 14 ⇒ (18) + 14 = 32
Giant Pink: 1d20 + 9 ⇒ (14) + 9 = 23
Green Giant: 1d20 + 9 ⇒ (15) + 9 = 24
Mutated Blue: 1d20 + 12 ⇒ (13) + 12 = 25
Yellow Mutant: 1d20 + 12 ⇒ (14) + 12 = 26
Aldonza Delamorte
|
Aldonza’s eyes narrow at one of the mutants, looking for weak points in its chitinous hide.
”Here kitty kitty”, she murmurs. ”I’ve got some lovely treats for you”
Mark for Death (Blue)
| cmlobue's pregen α |
Seelah moves toward the scorpions and tries to stare down Pink.
◆ Stride
◆ Stride
◆ Demoralize (Intimidating Glare)
Intimidation: 1d20 + 13 ⇒ (14) + 13 = 27
Angvim Netherreach
|
| 1 person marked this as a favorite. |
Squinting his eyes at the approaching scorpions, Angvim retrieves his tome and focuses on finding out just where and how to hit these creatures before sending out his first attack.
◆Take out Tome
◆Exploit Vulnerability 1d20 + 13 ⇒ (14) + 13 = 27 If any interesting vulnerabilties or information is found he'll relay them to the group
◆Ranged Attack Pink Boomerang, 60ft: 1d20 + 14 ⇒ (10) + 14 = 24bashing damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13+4pv
Raising an eyebrow at Aldonza's words, he smirks and adds his own as the boomerang hits? the scorpion, "Here kitty kitty, CATCH!
| GM Super Zero |
Seelah's Demoralization is a critical success.
Angvim's Exploitation isn't quite a crit, though he does succeed and learn they have no particular weakness. Although Frightened does reduce "all DCs"... Y'know what, I'll give it to you. He also learns that they have the Attack of Opportunity ability, though only with their stingers.
I count 80 feet, but that attack hits regardless.
The scorpion steps back a bit under Seelah's withering glare, clearly affected.
And then Angvim, who seems to have mistaken the creature for a cat, perhaps affected by the desert heat, takes note of how quick it is to react to anyone dropping their guard even slightly. He also hits it pretty hard with a boomerang.
The big, strange-looking one with yellowish streaks skitters quickly towards Seelah. It snaps its stinger towards her and lashes out with a pincer, but her armor protects her from both blows.
The one with odd blue protrusions on its shell acts similarly, with similar effectiveness.
The slightly smaller one with green eyes does the same--but more effectively, striking with both its stinger and pinching with its claw.
That's 8 piercing and 7 slashing damage, and a DC 18 Fort save. I'll put a spoiler box under the combat tracker with poison details--click it if you fail. Out of actions so no Grab.
The one with some kind of pink goo leeching out of its shell where Angvim cracked it hesitates, but also charges at Seelah. Its first attempt to claw at her is futile, but the second nails the exact spot where she was just stung.
Crit for 22 slashing damage. Huh. Out of actions, so no Grab.
All PCs' turns. Nice of them to group up their Initiative rolls like that.
Initiative
Angvim
Seelah (41/78, DC 22 Fort vs poison)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Giant Scorpion (Pink) (-17, Frightened 1)
Murph (Stealthy)
Theo
Snarlfist
[spoiler=GM Dice]Yellow Attack Seelah: 1d20 + 14 ⇒ (4) + 14 = 18 for piercing damage: 1d6 + 9 ⇒ (3) + 9 = 12
Yellow pincer Seelah (MAP): 1d20 + 10 ⇒ (7) + 10 = 17 for slashing damage: 1d8 + 9 ⇒ (2) + 9 = 11
Blue stinger Seelah: 1d20 + 14 ⇒ (5) + 14 = 19 for piercing damage: 1d6 + 9 ⇒ (4) + 9 = 13
Blue pincer Seelah: 1d20 + 10 ⇒ (4) + 10 = 14 for slashing damage: 1d8 + 9 ⇒ (2) + 9 = 11
Green stinger Seelah: 1d20 + 11 ⇒ (14) + 11 = 25 for piercing damage: 1d6 + 6 ⇒ (2) + 6 = 8
Green pincer Seelah: 1d20 + 7 ⇒ (18) + 7 = 25 for slashing damage: 1d8 + 6 ⇒ (1) + 6 = 7
Pink pincer Seelah: 1d20 + 9 ⇒ (8) + 9 = 17 for slashing damage: 1d8 + 6 ⇒ (2) + 6 = 8
Pink pincer Seelah: 1d20 + 5 ⇒ (20) + 5 = 25 for slashing damage: 1d8 + 6 ⇒ (5) + 6 = 11
Snarlfist
|
Snarlfist moves up next to Seelah and assaults pink with a pair of stabs.
the stabbening(pink) FF: 1d20 + 15 ⇒ (10) + 15 = 25
piercing : 2d8 + 4 + 2d6 ⇒ (7, 1) + 4 + (2, 2) = 16
the stabbening(pink) FF: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12
piercing+ SA: 2d84 + 4 + 2d6 ⇒ (25, 45) + 4 + (1, 3) = 78
Frightened Creatures are Flat Footed to Snarlfist
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1 for a round.
| GM Super Zero |
Snarlfist lands one good hit that punctures the scorpion's exoskeleton. Even so, it manages to hop back out of reach of his next attempt.
Almost a crit, with those AC penalties. And it's bloodied.
Murph, Theo, Angvim, Seelah, and Aldonza's turns.
Initiative
Angvim
Seelah (41/78, DC 22 Fort vs poison)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Giant Scorpion (Pink) (-33, bloodied, Frightened 1)
Murph (Stealthy)
Theo
Snarlfist
Murph The Surf
|
◇ Activate Onyx Panther to stealth at Full speed this turn
◆ Stride with Stealth (Expert +14)
◆ Stride with Stealth (Expert +14)
◆ Strike at Blue, hopefully stealthed but target is still flat-footed if Snarlfist or Seelah is within reach due to Gang Up
Strike with +1 striking shortsword(magical, versatile S, agile, finesse) with Quick Draw: 1d20 + 15 ⇒ (2) + 15 = 17
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (1, 1) + 4 + (6, 2) = 14
All that effort for a 2
Angvim Netherreach
|
Angvim's eyes loose their color for a second as the Tome's power takes effect and then quickly throws a flurry of boomerangs towards the scorpion he hit before.
◇Tome Recall Knowledge, Yellow: 1d20 + 14 ⇒ (4) + 14 = 18
◆Boomerang Attack Pink: 1d20 + 14 ⇒ (19) + 14 = 33 bashing damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16+4pv
◆Boomerang Attack Pink: 1d20 + 9 ⇒ (17) + 9 = 26 bashing damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16+4pv
◆Boomerang Attack Pink: 1d20 + 4 ⇒ (16) + 4 = 20 bashing damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11+4pv
My, those were some nasty to-hit rolls
| GM Super Zero |
Murph manages to sneak closer to the scorpions without eliciting a reaction, but stumbles at the last moment and isn't able to land a hit.
Successful Sneak. Failed Strike.
Theo, Angvim, Seelah, and Aldonza's turns.
Initiative
Angvim
Seelah (41/78, DC 22 Fort vs poison)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Giant Scorpion (Pink) (-33, bloodied, Frightened 1)
Murph
Theo
Snarlfist
Aldonza Delamorte
|
Aldonza unsheathes her sword from her marotte, and advances on the scorpions. She holds the haft sideways before her, as the blade slowly sways from side to side.
”Who wants a shiny toy?”, she asks in a sing-song voice.
Interact, Parry, Stride
Theo Geisel
|
Theo follows the rest of the team, though only to the edge of the gully, where he gets a better view of the scorpions.
Since the focus seems to be on the pink one, Theo ponders how best to contribute to that fight.
Divise a Strategem: 1d20 ⇒ 11
"That could work." he thinks, releasing the arrow.
Strategic Attack: d20(11) + 11 = 22 vs Pink's AC
Strategic damage: 2d6 + 1d6 ⇒ (3, 3) + (5) = 11
| GM Super Zero |
With an arrow now embedded in one of its eyes, the scorpion stumbles. It does not seem long for this world.
Angvim and Seelah's turns.
Initiative
Angvim
Seelah (41/78, DC 22 Fort vs poison)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Giant Scorpion (Pink) (-44, bloodied, Frightened 1)
Murph
Theo
Snarlfist
| cmlobue's pregen α |
Seelah is not a big fan of being poisoned. She is a big fan o fbeing a damage sponge.
◆ Step
◆ Strike vs. Pink
Longsword: 1d20 + 14 ⇒ (6) + 14 = 20
Slashing Damage: 2d8 + 4 ⇒ (1, 1) + 4 = 6
◆ Raise a Shield
↺ Retributive Strike
The next time an adjacent scorpion damages an ally, they get resistance 3 to that damage and the scorpion gets
Longsword: 1d20 + 14 ⇒ (16) + 14 = 30
Slashing Damage: 2d8 + 4 ⇒ (4, 7) + 4 = 15
| GM Super Zero |
Seelah Fort: 1d20 + 12 ⇒ (2) + 12 = 14 Failure, so 9 poison damage and Enfeebled 1, and another save at the end of your turn.
So: Seelah Fort: 1d20 + 12 ⇒ (11) + 12 = 23 Success. Poison Affliction ended.
It's no wonder that Seelah dislikes poison, as she feels it weaken her. It doesn't stop her from burying her sword in the giant scorpion, slicing through its damaged shell into the gooier parts within.
The creature collapses.
Angvim's turn. May Bot after two hours.
Initiative
Angvim
Seelah (32/78)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Murph
Theo
Snarlfist
| 0-Bot |
Angvim realizes that the mutated scorpions have become a little more powerful than a giant scorpion usually is, but otherwise share normal tactics. They like to envenomate foes with their stingers and constrict them with their claws. This group is clearly hungry, wandering from their usual hunting grounds for some reason.
He doesn't know of any particular weakness, but exploits its hunger as he hurls his boomerang directly into the blue one's face.
[free] Recall Knowledge Esoteric Lore: 1d20 + 13 ⇒ (10) + 13 = 23
* Exploit Esoteric Lore: 1d20 + 13 ⇒ (6) + 13 = 19. Failure. Personal Antithesis.
* Attack Boomerang: 1d20 + 14 ⇒ (20) + 14 = 34 for bludgeoning damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14 + weakness
* shield
| GM Super Zero |
The massive scorpion tries to nab Seelah in its claws. She deflects the left, but the right catches her off-guard and pinches her waist.
15 slashing damage (unless you'd like to Shield Block instead of saving your reaction for Retribution?) and Seelah is Grabbed
The blue mutant attempts to sting Murph, who dodges aside--into its pincer, which grabs him as well.
11 slashing damage and Murph is Grabbed.
With those two pinned down, the smaller one scurries around, scampering over its larger companion. It snaps its stinger at Snarlfist, who ducks under it. But he must have blocked Aldonza's view, as the snapping pincer catches her entirely off-guard!
Seelah's magic helps protect her, though, and she punishes the creature with a sickening crunch.
Crit for 16 damage, but this one is adjacent to Seelah and attacking somebody else, so triggers her Retributive Strike which reduces the damage. And she crits it back.
Out of actions, so no Grab this time.
All PCs' turns.
Initiative
Angvim
Seelah (18/78, Grabbed by Yellow)
Aldonza (53/66)
Mutant Scorpion (Yellow, Grabbing Seelah)
Mutant Scorpion (Blue) (-32, Personal Antithesis, Marked for Death, Grabbing Murph)
Giant Scorpion (Green) (-30, bloodied)
Murph (47/58, Grabbed by Blue)
Theo
Snarlfist
Yellow pincer Seelah (MAP): 1d20 + 10 ⇒ (18) + 10 = 28 for slashing damage: 1d8 + 9 ⇒ (5) + 9 = 14
Blue stinger Murph: 1d20 + 14 ⇒ (2) + 14 = 16
Blue pincer Murph: 1d20 + 10 ⇒ (16) + 10 = 26 for slashing damage: 1d8 + 9 ⇒ (2) + 9 = 11
target Aldonza/Snarlfist: 1d2 ⇒ 2
Green Stinger Snarlfist: 1d20 + 11 ⇒ (3) + 11 = 14
Green pincer Aldonza: 1d20 + 7 ⇒ (20) + 7 = 27 for slashing damage: 1d8 + 6 ⇒ (2) + 6 = 8
Theo Geisel
|
It looks like Blue is the most problematic foe so that scorpion draws Theo's attention for a new plan.
new plan, new d20 strategem: 1d20 ⇒ 20
That spot, right there, behind the eye. Release... NOW!
The arrow flies true, striking just the right spot.
Bow shot d20(20) + 11 = 31
arrow critical, with an additional d6 persistent Bleed: 4d6 + 2d6 + 1d10 ⇒ (4, 1, 3, 4) + (2, 6) + (3) = 23
Then Theo turns his attention to Green but with no time for a new plan, the arrow flies ...
arrow vs Green: 1d20 + 10 ⇒ (15) + 10 = 25
(minus 5 - forgot the MAP)
damage vs Green: 2d6 ⇒ (1, 4) = 5
Murph The Surf
|
This is not the date I had in mind for this journey.
I am assuming my allies are in reach so Gang-Up flat foots Blue
◆ He starts to attack, hoping to kill the creature
Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (16) + 15 = 31
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (2, 3) + 4 + (6, 1) = 16
◆ Using Quick draw, he brings his kukri into action with his off hand
Second Strike with +1 striking Kukri(agile, finesse, trip, magical): 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13
Slashing damage plus Slashing Precision damage: 2d6 + 4 + 2d6 ⇒ (1, 3) + 4 + (5, 6) = 19
◆ and he keeps trying to kill the creature instead of trying to get free
Third Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 - 10 ⇒ (9) + 15 - 10 = 14
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (3, 4) + 4 + (2, 3) = 16
Maybe one good hit
| GM Super Zero |
Theo's arrows strike both scorpions, severely injuring the first--which Murph then finishes.
Murph can choose new actions for his service and third.
Initiative
Angvim
Seelah (18/78, Grabbed by Yellow)
Aldonza (53/66)
Mutant Scorpion (Yellow, Grabbing Seelah)
Giant Scorpion (Green) (-35, bloodied)
Murph (47/58, two actions)
Theo
Snarlfist
Murph The Surf
|
Murph's RETCON two actions
◆ Stride toward Green
◆ Using Quick draw, he brings his kukri into action with his off hand, Green is definitely in reach of Murph's allies, so Gang Up makes it flat footed.
Second Strike with +1 striking Kukri(agile, finesse, trip, magical):: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
Slashing damage plus Slashing Precision damage: 2d6 + 4 + 2d6 ⇒ (2, 3) + 4 + (6, 5) = 20
Hey, I got a straight on the damage! 2,3,4,5,6
Super Zero
|
As Murph approaches, the scorpion's singer strikes his shoulder. That doesn't stop him from driving his own blade into the beast, finishing two of them in a matter of seconds.
Hit by attack of opportunity for 9 piercing damage. Murph can also make a DC 18 Fort save against poison--details in the Spoiler box if he fails.
Initiative
[B]Angvim
Seelah (18/78, Grabbed by Yellow)
Aldonza (53/66)
Mutant Scorpion (Yellow, Grabbing Seelah)
Murph (38/58, DC 18 Fort)
Theo
Snarlfist
Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1
round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage
3 2d10 poison damage and enfeebled 2 (1 round)[/dice]
[Spoiler=GM Dice]AoO: 1d20 + 11 ⇒ (16) + 11 = 27 for piercing damage: 1d6 + 6 ⇒ (3) + 6 = 9
Murph The Surf
|
I was afraid it had an AoO. Oh well, I got it down.
Fort Save DC 18 versus poison: 1d20 + 10 ⇒ (1) + 10 = 11
I had thought about using a Hero Point earlier. I'm glad I saved it
Fort Save DC 18 versus poison: 1d20 + 10 ⇒ (13) + 10 = 23
Aldonza Delamorte
|
Her target vanquished, Aldonza settles for the blood of their last foe.
Stride, Tumble, Strike
Acrobatics: 1d20 + 11 ⇒ (4) + 11 = 15
Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 2d6 + 2 ⇒ (2, 1) + 2 = 5
| GM Super Zero |
With your speed, you can move into its space with just one action, so you do have one remaining.
Tumble Through is a failure, although it triggers an AoO which hits for 14 piercing damage and a DC 20 Fort save against poison. Again, I'll include the details in a spoiler box after the Initiative tracker.
And that's another critical hit. Good, I was worried we were going to run out.
The scorpion is too quick for Aldonza to slip past, lashing out with its stinger as she approaches.
Too focused on that, though, it has no defense at all against her attack.
Snarlfist, Angvim, and Seelah's turns.
Initiative
Angvim
Seelah (18/78, Grabbed by Yellow)
Aldonza (39/66, DC 20 Fort, 1 action)
Mutant Scorpion (Yellow, Grabbing Seelah)
Murph (38/58)
Theo
Snarlfist
| cmlobue's pregen α |
Seelah would have used Retributive Strike for Murph. 30 to hit, 15 slashing, -3 damage to Murph.
She then tries to get out of the scorpion's claws.
◆ Escape
Athletics: 1d20 + 11 ⇒ (17) + 11 = 28
I really hope that's enough...
She then repeats her stab, shield, counter combo.
◆ Strike
Longsword: 1d20 + 14 - 5 ⇒ (10) + 14 - 5 = 19
Slashing Damage: 2d8 + 4 ⇒ (5, 2) + 4 = 11
◆ Raise a Shield
↺ Retributive Strike
The next time an adjacent scorpion damages an ally, they get resistance 3 to that damage and the scorpion gets
Longsword: 1d20 + 14 ⇒ (2) + 14 = 16
Slashing Damage: 2d8 + 4 ⇒ (5, 6) + 4 = 15
| GM Super Zero |
Sorry, no. Aldonza still crits, though Enfeebled from the venom applies to her damage.
Seelah breaks free, though she isn't able to land another hit as it still keeps her weapon at bay with its claws.
Snarlfist and Angvim's turns.
Initiative:
Angvim (shield)
Seelah (18/78, shield raised)
Aldonza (26/66, enfeebled 1, state one Mutant venom, 1 action)
Mutant Scorpion (-8)
Murph (38/58)
Theo
Snarlfist
Angvim Netherreach
|
Noticing that the last remaining scorpion has Aldonza injured, Angvim carefully aims his next attack hoping to finally defeat the creature.
◇Tome Recall Knowledge, Yellow: 1d20 + 14 ⇒ (19) + 14 = 33
◆Move towards the creature 25ft
◆Exploit Vulnerability, Yellow: 1d20 + 13 ⇒ (3) + 13 = 16
◆Boomerang Attack, Yellow: 1d20 + 14 ⇒ (9) + 14 = 23 bashing damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17 +weakness
Snarlfist
|
Snarlfist growls at the giant yellow scorpion.
demoralize vs Will DC (no language): 1d20 + 16 ⇒ (5) + 16 = 21
Then he skirmishes forward to stab said scorpion.
stabbing: 1d20 + 15 ⇒ (1) + 15 = 16
piercing+SA?: 2d8 + 4 + 2d6 ⇒ (6, 2) + 4 + (4, 5) = 21
When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you
Snarlfist then takes a hand off their spear to heal Seelah.
BM Assurance DC 20: 20 = 20
Seelah healing: 2d8 + 10 ⇒ (3, 4) + 10 = 17
Demoralize, Skirmish Strike(Step, Strike), Battle Medicine
| GM Super Zero |
Angvim recognizes that these creatures are robust, but perhaps easily mislead or manipulated. Whatever caused its mutation has certainly increased the potency of its venom.
And Angvim's boomerang batters it.
Critical success on Recall Knowledge. Its best save is Fortitude and its worst is Will.
Snarlfist's turn.
Initiative:
Angvim
Seelah (18/78, shield raised)
Aldonza (26/66, enfeebled 1, stage one Mutant venom, 1 action)
Mutant Scorpion (-30)
Murph (38/58)
Theo
Snarlfist