Luz Lumino |
Luz snorts at the discussion of goodberries. "Yes, I have seen the bad berries sell for thrice as many gold as good ones."
Swayaah Maeleranti |
"You could make a killing in the... illicit market with those things." Swayaah's honest but she's also using a double entendre.
GM Tiger |
The next morning, Urwal leads you to a cliff with sculptured reliefs depicting images of Jadirahx’s long lineage and the dragons who preceded her
A cliff wall soars upward some sixty feet, featuring sculpted, rotating cylindrical sections of stone that display carved images of constellation scenes of dragons. Along the edges of the cliff-face artwork, carved dragon heads loom, all in poses of gnashing teeth. Near the cliff’s top, some forty feet above, lies the entrance to what appears to be an enormous cave, its arched mouth similarly etched in decorative stone, though sealed behind a portcullis shaped like stony teeth. Still in a trance, Urwal begins to climb.
Urwal nearly reaches the upper portion of the cliff and gets stuck.
DC 20 Athletics to climb. But since you have the Greater Rope of Climbing Urwal gave you earlier, all you need to do is find an anchor point with a DC 20 Perception check. One check per PC.
Hancock the Angry |
perception: 1d20 + 9 ⇒ (2) + 9 = 11
Not seeing anything to anchor the rope. Hancock will attempt the climb unless someone else does.
athletics: 1d20 + 9 ⇒ (20) + 9 = 29
Well, that works is nobody can spot an anchor point. Gotta love rolling a 20.
Swayaah Maeleranti |
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
"Uh... hmm. Well, maybe we can-"
Hancock is a man of few words, but also a man of clear solutions. He shoots up the cliff like a rocket.
"Yeah, that was my plan."
Athletics if it's still time to climb: 1d20 + 8 ⇒ (1) + 8 = 9
"Of course, there's the execution part..."
Farnguy |
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
hero point: 1d20 + 12 ⇒ (3) + 12 = 15
"I see a good spot there..." the leshy says. They try to throw the rope up but it fails to connect.
not going to try athletics since I have +0
Luz Lumino |
Luz looks at the cliff and shakes his head.
"I shall wait for the climbing rope to be secured."
Do we have to roll to use the Rope of Climbing if we tell it to knot itself?
GM Tiger |
Correction: Urwal is about 20 feet up before he gets stuck. The entrance to what appears to be a cave is 40 feet up.
Rukbat and Radim manage to find an anchor point for the Greater Rope of Climbing. You secure the rope.
From 20 to 35 feet up the rock face is a section of wall adorned with rotating stone cylinders, each of which is decorated with constellations. Each cylinder turns to reveal different images: blank faces, single stars, or clusters of stars in patterns.
At this point you can simply hand Urwal the rope and he'll climb to the cave entrance. You can also attempt to open the cave by matching a pattern (i.e. the cylinders).
Unlock the cylinders:
If you're only holding onto the wall, need a DC 20 Athletics check to not fall 20 feet. No need to make a check if you're holding onto the Rope of Climbing or have a climb speed.
Hancock, I'll let you keep that Natural 20 if you can make it fit somehow! Be a shame to waste it! :)
Farnguy |
"Well it seems you've found what you're looking for Urwal..." Farnguy says.
Survival: 1d20 + 10 ⇒ (18) + 10 = 28
"I believe those scenes depict various constellations and they match the Cosmic Caravan zodiac. Dear Urwal mentioned the Stargazer and the Stranger constellations. Think he drew the Forest Dragon as well?" Farnguy says.
Swayaah Maeleranti |
"Forest Dragon, yes." Swayaah clutches the rope and takes a look.
Occultism: 1d20 + 9 ⇒ (18) + 9 = 27
"Let's match that one with Stargazer and Stranger. Then we see what happens afterward."
Hancock the Angry |
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Just using the roll to make sure he does not fall as he clings to the wall around the cave entrance.
Hancock climbs up the rope and finds a perch that seems almost as if made for a dwarf to the side and observes the machinations of the others as they discuss ways of getting into the cave. Though he wonders if they let Urwal climb up he would know how and open it. It WOULD be better if they could enter first, though, so as to prevent the semi-conscious wanderer from walking in danger.
Hancock is ready to pounce on any trouble once the door is opened.
GM Tiger |
Making the most of the rope Urwal gave you, you manage to form the Forest Dragon constellation out of the spinning columns, with Hancock single-handedly stopping one column while holding onto the rock wall. The rocky "teeth" portcullis grates open and you all make it into the "mouth".
The cavern near the top of the cliff spirals down underground. Urwal staggers out of his trance as you all head into the cavern. He indicates that you’ve arrived at their destination and that he’s completely exhausted from the trance. He still accompanies you inside but still takes a secondary role. He lets you take the lead, that Urwal wants you to take credit for the accomplishments on this mission. A subterranean pool lies inside, with a simple wooden boat that you can use to go further into the lair.
Urwal paddles the boat towards a structure at the far end of the pool. An immense draconic form in dark green scales hunches in an immense stone entry chamber that opens up onto a rocky shore. Fungal blooms dot the massive form, while tears on the scales weep with a sickly violet liquid.
"You were almost too late." The wounded dragon wheezes, barely able to raise her head. She sits on her legs, attempting to display some sense of majesty, despite her vicious wounds. "I am Jadirahx, last of the guardians of the Finadar Forest, and I will not live much longer. I have required your presence so that I may impart my last wisdom onto you, and to ask a favor. I need protection for my forest after I pass."
"For generations, my family has guarded this forest, but a rotting sickness has caught hold in recent centuries. To protect the Finadar, I took most of the blight into myself. It has prevented me from combating the other evils that now assail my realm. You may call me evil for how vigorously I’ve defended this forest from outsiders," Jadirahx admits. "However, your kind has been as much a plague on this land as the rot that now twists in my veins. I seek only to protect this forest, and I think you and your Society do too. The Finadar needs help." The dragon coughs. "I will not leave my forest unguarded. I have watched you explore Min-Khadaim, and seen you disrupt the demon worshippers there. Will your Society care for the Finadar when I am gone? I hold precious information about the recent events happening in the Finadar Forest, as well as the cyclops city of Min- Khadaim. Imparting this information will be my last act, taking all the strength I have."
Urwal clears his throat before speaking softly. "I know of a ritual, one I learned in the Sodden Lands, that might manifest the corruption out of Jadirahx, but it brings great personal risk. If I perform it, you will need to slay the manifested corruptions that emerge… or be slain by them. This will be in no way an easy battle, and you could easily lose your lives. In fact, I would be unable to assist you during such a struggle. I offer you a choice: do you choose to hear Jadirahx’s last words? Or do you want to take a deadly risk to save her?"
Hancock the Angry |
Hancock lifts his maul menacingly and shouts "Wft!". Well, more of a loud rumble than a shout.
Farnguy |
"Such a mighty creature. And these fungal growths. How strange and unique. I would vote to save her." Farnguy says.
They shout to the dragon. "Whatever the outcome, we will protect the forest, great one!"
Farnguy pats Urwal on the head for a job well done.
Swayaah Maeleranti |
It isn't often you come face to face with a dragon.
Demon Lords, Mom has plenty of stories about them. Some tower over Houses. Some are impossibly attractive, to a haunting degree. Some are more of an idea than a person, given life by believers and the faithful.
But dragons? Now we're talking. Swayaah pulls her eyes away for just a moment, long enough to see Fae tugging on her coat.
"We- we should save her. The same way you saved me."
Swayaah exhales. "I didn't have much of a choice, kid."
Fae stomps her feet. "Yes. You. Did."
Finally touched a nerve. Fae has never left Swayaah's side ever since Swyaah's imagination ran wild and conjured her. Still, she has a point. No good deed goes unpunished, right?
"Okay, we'll help you out, try to purge the... whatever is in you." She looks back to the dragon and loads her crossbow. "My dad always said, never pass judgement until you hear the full story."
Setting the evil within as my lead. Let's kill some corruption.
GM Tiger |
Everyone begins the final fight with 2 hero points. You can draw weapons/bombs/etc. Missile weapons (like crossbows, guns) are considered loaded. Good luck :)
As Urwal begins his ritual, strands of energy emerge from Jadirahx, which eventually manifest as physical embodiments of her illness. Some of these creatures are oozes, composed of fungal slime. The manifested dragon forest rot creatures appear as a pulsating mulch pile shaped like a dragon, filled with rotted forest matter and intermixed with draconic organs. Eyeballs, rotting dragon wings, and still-pumping organs are visible within the piles of rotted plant matter, as are dead branches shaped like dragon claws.
At once, an eye-watering stench hits you and you fight the urge to empty your digestive tracts.
Luz Lumino, Investigate: 1d20 + 9 ⇒ (8) + 9 = 17
Rukbat Mnementh, Detect Magic: 1d20 + 8 ⇒ (6) + 8 = 14
Swayaah Maeleranti, Search: 1d20 + 9 ⇒ (19) + 9 = 28
Hancock the Angry, Search: 1d20 + 8 ⇒ (2) + 8 = 10
Farnguy, Search: 1d20 + 12 ⇒ (5) + 12 = 17
Radim Vesperra, Avoid Notice: 1d20 + 11 ⇒ (6) + 11 = 17
Pink: 1d20 + 6 ⇒ (17) + 6 = 23
Yellow: 1d20 + 8 ⇒ (19) + 8 = 27
White: 1d20 + 8 ⇒ (13) + 8 = 21
Blue: 1d20 + 8 ⇒ (13) + 8 = 21
Red: 1d20 + 8 ⇒ (8) + 8 = 16
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions: Redirect Ritual Energy (see below): 2/2 remaining
Before your Turn:
DC 19 Fortitude vs Stench: Farnguy, Swayaah, Radim, Luz, Rukbat, Hancock
------------------
Those with ** may go
**Swayaah Maeleranti - AC 18, 44/44
Yellow
Pink
Radim Vesperra - AC 22, 71/71
Luz Lumino - AC 17, 38/38
Farnguy - AC 18, 52/52
Rukbat Mnementh - AC 16, 35/35
Hancock the Angry - AC 21, 70/70
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS/S: Immune from all Forest Rot Stench, 1 minute
F: Sickened 1
CF: Sickened 1, -5 speed (1 rd)
** -2 Penalty to Saves vs Sickened while within the aura
Farnguy |
Fort save: 1d20 + 11 ⇒ (5) + 11 = 16
Fort save hero point: 1d20 + 11 ⇒ (16) + 11 = 27
"Eww... that smell! Even month old decaying plant matter smells better!" Farnguy says. Leafy, the Leshy's familiar, swaps some of the stench away, and the Leshy feels a bit better.
Swayaah Maeleranti |
Fort Save: 1d20 + 9 ⇒ (14) + 9 = 23
"I've smelled worse... unfortunately." Swayaah eyes the corruption ahead of her. Which one to strike first?
Recall Knowledge on the Slimy Dragon. +7 Religion, +9 Occultism, +6 Abyss Lore via Fae. +7 for Int & +5 for Wis based checks I didn't mention via Keen Recollection. My questions are: Physical Resistances, Worst Saving Throw.
1d20 ⇒ 6
1d20 ⇒ 16
Swayaah tries to look for some kind of edge she can claim over it.
Devise A Strategy: 6 = 6 Free Action because this is one of my leads, right?
Nothing comes to mind, so she just glares angrily.
Intimidating Glare: 16 + 10 = 26
Then she moves to the side.
She pulls out her shortsword and Strides, hoping she can pierce it.
GM Tiger |
Swayaah Maeleranti's Occultism (T): 1d20 + 9 ⇒ (19) + 9 = 28
It's resistant to poison and not very nimble. Btw, what are the 2 d20 rolls for? You can't HP a Devise as it's a fortune effect
Both Farnguy and Swayaah manage to not toss their cookies.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions: Redirect Ritual Energy (see below): 2/2 remaining
Before your Turn:
DC 19 Fortitude vs Stench: Radim, Luz, Rukbat, Hancock
Immune to Stench: Farnguy, Swayaah
------------------
Those with ** may go
**Swayaah Maeleranti - AC 18, 44/44
Yellow
Pink
Radim Vesperra - AC 22, 71/71
Luz Lumino - AC 17, 38/38
Farnguy - AC 18, 52/52
Rukbat Mnementh - AC 16, 35/35
Hancock the Angry - AC 21, 70/70
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS/S: Immune from all Forest Rot Stench, 1 minute
F: Sickened 1
CF: Sickened 1, -5 speed (1 rd)
** -2 Penalty to Saves vs Sickened while within the aura
Swayaah Maeleranti |
When I build these if/else actions, I like to roll the d20s separately so I can't get extra rolls because my else action kicked in. But it turns out my else action didn't need rolls.
"Don't use poison. And they're pretty clumsy, so go after their reflexes."
Swayaah tries to devise a strategy, fails to think of a good one and then glares at the slimy dragon.
◆ Recall Knowledge
◇ Devise A Stratagem (My roll is a 6, Free Action as it's my lead)
◆ Intimidating Glare (My Intimidation check is a 26)
◆ Stride
GM Tiger |
Swayaah attempts to get an angle against Yellow but can't find a correct plan. She discards the idea and glares at Yellow instead. Yellow trembles slightly from Swayaah's glare. She then moves aside.
Yellow immediately steps closer and exhales a cloud of poison, engulfing Farnguy, Radim and Luz.
Poison; DC 19 Basic Fort for half: 5d6 ⇒ (1, 3, 4, 1, 5) = 14
Breath Cooldown: 1d4 ⇒ 1
Pink oozes over to where Swayaah stands and strikes at her with a pseudopod...
Pseudopod vs Swayaah AC 18: 1d20 + 8 ⇒ (1) + 8 = 9
... and misses her by a mile...
Fort: 1d20 + 11 ⇒ (18) + 11 = 29
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Special Conditions:
Redirect Ritual Energy (see below): 2/2 remaining
Immune to Stench: Farnguy, Swayaah
Before your Turn:
DC 19 Fortitude vs Stench: Radim, Luz, Rukbat, Hancock
DC 19 Fortitude vs 14 Poison: Radim, Luz, Farnguy
------------------
Those with ** may go
-2-
**Swayaah Maeleranti - AC 18, 44/44
Yellow
Pink
-1-
**Radim Vesperra - AC 22, 71/71
**Luz Lumino - AC 17, 38/38
**Farnguy - AC 18, 52/52
**Rukbat Mnementh - AC 16, 35/35
**Hancock the Angry - AC 21, 70/70
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS/S: Immune from all Forest Rot Stench, 1 minute
F: Sickened 1
CF: Sickened 1, -5 speed (1 rd)
** -2 Penalty to Saves vs Sickened while within the aura
Farnguy |
Fort save: 1d20 + 11 ⇒ (17) + 11 = 28
Farnguy shakes their head.
"Boy you are kinda.. misshapen..." Farnguy says.
Electric arc on Pink and Yellow: 2d4 + 4 ⇒ (1, 1) + 4 = 6
The Leshy then raises their shield.
◆◆ Electric Arc Pink and Yellow (reflex DC 20)
◆ Raise Shield
Hancock the Angry |
fort st: 1d20 + 11 ⇒ (11) + 11 = 22
Hancock is not bothered by a little BO. The heavens know he has been guilty of that more than a few times himself. With a gleeful shout he flies into a rage (yea, I remembered it takes an action!) and springs into action.
* rage
* move
* attack yellow
GM Tiger |
Pink Ref: 1d20 + 3 ⇒ (14) + 3 = 17
Yellow Reflex: 1d20 + 10 ⇒ (11) + 10 = 21
Pink gets zapped by the lightning while Yellow manages to avoid the worst of the damage.
Redirect vs Yellow: 2d4 + 4 ⇒ (1, 1) + 4 = 6
Hancock roars with rage and flanks Yellow, swinging (and connecting) with a mighty blow with his maul. The slimy dragon creature takes heavy damage but sprays Hancock with spores as a reaction to the strike.
Spores, Piercing; DC 19 Basic Fort: 2d4 + 5 ⇒ (4, 1) + 5 = 10
Rukbat redirects some of the ritual's energy onto yellow before conjuring a shield around himself.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Special Conditions:
Redirect Ritual Energy (see below): 1/2 remaining
Immune to Stench: Farnguy, Swayaah, Rukbat, Hancock,
Before your Turn:
DC 19 Fortitude vs Stench: Radim, Luz
DC 19 Fortitude vs 14 Poison: Radim, Luz
DC 19 Fortitude vs 10 Piercing, Spores: Hancock
------------------
Those with ** may go
-2-
**Swayaah Maeleranti - AC 18, 44/44
Yellow (-57)
Pink (-6)
-1-
**Radim Vesperra - AC 22, 71/71
**Luz Lumino - AC 17, 38/38
Farnguy - AC 18, 45/52
Rukbat Mnementh - AC 16, 35/35 (AC 17)
Hancock the Angry - AC 21, 70/70 (Rage - temp hp: 7/7, AC 20)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS/S: Immune from all Forest Rot Stench, 1 minute
F: Sickened 1
CF: Sickened 1, -5 speed (1 rd)
** -2 Penalty to Saves vs Sickened while within the aura
CS: unaffected
S: Half Damage
F: Full Damage
CF: Double Damage, Weakness to Slashing 5 for 4 rds
Luz Lumino |
Fort v Stench: 1d20 + 6 ⇒ (17) + 6 = 23
Fort v Poison: 1d20 + 6 ⇒ (9) + 6 = 15
Luz starts to feel nauseous as the poison damages him further.
Luz then moves out of the stench filled area and tries to redirect the ritual energy.
Redirect at Yellow Nature wSickened: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18 Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
GM Tiger |
Luz, you succeeded vs the Stench so the sickened penalty for the Nature wasn't necessary.
Luz chokes on the poison from the slimy dragon but manages to hold his meal down from the stench. He redirects the energy from Urwal's ritual to Yellow, injuring it further.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Special Conditions:
Redirect Ritual Energy (see below): 0/2 remaining (rd 1); 2/2 remaining (rd 2)
Immune to Stench: Farnguy, Swayaah, Rukbat, Hancock, Luz
Before your Turn:
DC 19 Fortitude vs Stench: Radim
DC 19 Fortitude vs 14 Poison: Radim
DC 19 Fortitude vs 10 Piercing, Spores: Hancock
------------------
Those with ** may go
-2-
**Swayaah Maeleranti - AC 18, 44/44
Yellow (-67)
Pink (-6)
-1-
**Radim Vesperra - AC 22, 71/71
Luz Lumino - AC 17, 38/38
Farnguy - AC 18, 45/52
Rukbat Mnementh - AC 16, 35/35 (AC 17)
Hancock the Angry - AC 21, 70/70 (Rage - temp hp: 7/7, AC 20)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS/S: Immune from all Forest Rot Stench, 1 minute
F: Sickened 1
CF: Sickened 1, -5 speed (1 rd)
** -2 Penalty to Saves vs Sickened while within the aura
CS: unaffected
S: Half Damage
F: Full Damage
CF: Double Damage, Weakness to Slashing 5 for 4 rds
Swayaah Maeleranti |
The big pile of goo moves up to Swayaah. "Sorry, you're not my type." She tries to analyze a weakpoint.
Devise A Stratagem: 1d20 ⇒ 20
Oh yeah, that's a good one.
Claw, Devise A Strategem: 20 + 10 = 30
Strategic Strike Damage: 2d4 + 1d6 + 2 ⇒ (1, 4) + (4) + 2 = 11 Critical Hit for double dmage
"Hey Luz, strike over here." She digs her claws into the pile.
Then she glares at it. "I don't need no demon mask to scare ya."
Intimidate: 1d20 + 10 ⇒ (16) + 10 = 26
Claw, Multiple Attack, Agile: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Slashing: 2d4 + 2 ⇒ (4, 2) + 2 = 8
◇ Devise A Stratagem vs Big Pile
◆ Strategic Strike vs Big Pile
◇ >Shared Stratagem< for Luz: His next attack vs Big Pile is Flat Footed/Off Guard
◆ >Intimidating Glare<
◆ Strike vs Big Pile
GM Tiger |
Swayaah gets a good angle on Pink and slashes at it. She then glares at it but it doesn't seem to care.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Special Conditions:
Redirect Ritual Energy (see below): 2/2 remaining (rd 2)
Immune to Stench: Farnguy, Swayaah, Rukbat, Hancock, Luz
Before your Turn:
DC 19 Fortitude vs Stench: Radim
DC 19 Fortitude vs 14 Poison: Radim
DC 19 Fortitude vs 10 Piercing, Spores: Hancock
------------------
Those with ** may go
-2-
Swayaah Maeleranti - AC 18, 44/44
Yellow (-67)
Pink (-25; FF to Luz)
-1-
**Radim Vesperra - AC 22, 71/71
Luz Lumino - AC 17, 38/38
Farnguy - AC 18, 45/52
Rukbat Mnementh - AC 16, 35/35 (AC 17)
Hancock the Angry - AC 21, 70/70 (Rage - temp hp: 7/7, AC 20)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS/S: Immune from all Forest Rot Stench, 1 minute
F: Sickened 1
CF: Sickened 1, -5 speed (1 rd)
** -2 Penalty to Saves vs Sickened while within the aura
CS: unaffected
S: Half Damage
F: Full Damage
CF: Double Damage, Weakness to Slashing 5 for 4 rds
Radim Vesperra |
Fort vs Stench: 1d20 + 11 ⇒ (7) + 11 = 18
Fort vs 14 Poison: 1d20 + 11 ⇒ (2) + 11 = 13
The fight has just begun, and Radim is already covered in stink and some kind of slime. Disgusting. He puts two fingers in his mouth and tries to regurgitate something particularly nasty that got into his mouth.
Fort vs Stench: 1d20 + 11 ⇒ (11) + 11 = 22
◆ Recover ◆ Hunt Prey + Monster Hunter (YELLOW) ◆ Strike (YELLOW)
After spitting, he spins his hammer with a habitual movement. Time to clean up everything here!
Flurry: +1 Striking Returning Light Hammer: 1d20 + 14 ⇒ (11) + 14 = 252d6 + 3 ⇒ (1, 4) + 3 = 8
Monster Hunter: You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.
GM Tiger |
Radim Vesperra's Occultism (T): 1d20 + 8 ⇒ (17) + 8 = 25
Yellow Breath Cooldown: 1d4 ⇒ 2
The "slimy dragons" are essentially the effects of the rot on the dragon.
Radim gags from the horrid stench. He manages to clear the sickness and return to the business at hand. He marks Yellow as prey and hurls his hammer, striking it. The creature is severely wounded and seems to be held together by the roots.
Farnguy, Hancock, Rukbat: 3d3 ⇒ (2, 2, 2) = 6
Yellow decides to slash at Hancock thrice.
Claws vs Hancock AC 20: 1d20 + 14 ⇒ (2) + 14 = 16
Claws vs Hancock AC 20, MAP: 1d20 + 9 ⇒ (3) + 9 = 12
Claws vs Hancock AC 20, MAP 2+: 1d20 + 4 ⇒ (1) + 4 = 5
But can't seem to make contact.
Pink oozes forward, sensing more targets to its south. It attempts to clobber Farnguy, Hancock, Swayaah: 2d2 ⇒ (1, 1) = 2
Pseudopod vs Farnguy AC 18: 1d20 + 8 ⇒ (7) + 8 = 15
Pseudopod vs Farnguy AC 18, MAP: 1d20 + 3 ⇒ (17) + 3 = 20
Bludgeoning: 1d8 + 3 ⇒ (4) + 3 = 7
Just then, Jadirahx shudders and a second slime dragon appears. It walks up to Hancock and slashes at him.
Claws vs Hancock AC 20: 1d20 + 14 ⇒ (7) + 14 = 21
Claws vs Hancock AC 20, MAP: 1d20 + 9 ⇒ (2) + 9 = 11
Slashing: 2d8 + 5 ⇒ (3, 4) + 5 = 12
GM Tiger |
We're about 3.5 weeks away from Gameday XII. Let's keep the posting rate up so that we can finish on time. This last fight has a lot of moving parts in it
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions:
Redirect Ritual Energy (see below): 2/2 remaining (rd 2)
Immune to Stench: Farnguy, Swayaah, Rukbat, Hancock, Luz
Before your Turn:
DC 19 Fortitude vs Stench: Radim
DC 19 Fortitude vs 10 Piercing, Spores: Hancock
DC 18 Fortitude vs Slime Rot: Farnguy
------------------
Those with ** may go
-3-
**Swayaah Maeleranti - AC 18, 44/44
Yellow (-75)
Pink (-25; FF to Luz)
White
-2-
**Radim Vesperra - AC 22, 57/71
**Luz Lumino - AC 17, 38/38
**Farnguy - AC 18, 38/52
**Rukbat Mnementh - AC 16, 35/35 (AC 17)
**Hancock the Angry - AC 21, 65/70 (Rage - temp hp: 0/7, AC 20)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS/S: Immune from all Forest Rot Stench, 1 minute
F: Sickened 1
CF: Sickened 1, -5 speed (1 rd)
** -2 Penalty to Saves vs Sickened while within the aura
CS: unaffected
S: Half Damage
F: Full Damage
CF: Double Damage, Weakness to Slashing 5 for 4 rds
Onset: 1d4 Days
Stage 1: Enfeebled 1, Sickened 1 (1 day)
Stage 2: as Stage 1 (1 day)
Stage 3: Drained 1, Enfeebled 2, Sickened 2
Stage 4: as Stage 3
Stage 5: Drained 2, Unconscious (1 day)
Stage 6: Dead; The body erupts to release a new slime mold
GM Tiger |
Redirected Energy: 2d4 + 4 ⇒ (3, 4) + 4 = 11
Rukbat redirects more energy to Yellow and fries the creature.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions:
Redirect Ritual Energy (see below): 1/2 remaining (rd 2); 2/2 remaining (rd 3)
Immune to Stench: Farnguy, Swayaah, Rukbat, Hancock, Luz
Before your Turn:
DC 19 Fortitude vs 10 Piercing, Spores: Hancock
DC 18 Fortitude vs Slime Rot: Farnguy
------------------
Those with ** may go
-3-
**Swayaah Maeleranti - AC 18, 44/44
Pink (-25; FF to Luz)
White
-2-
**Radim Vesperra - AC 22, 57/71
**Luz Lumino - AC 17, 38/38
**Farnguy - AC 18, 38/52
**Rukbat Mnementh - AC 16, 35/35 (1 action)
**Hancock the Angry - AC 21, 65/70 (Rage - temp hp: 0/7, AC 20)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS: unaffected
S: Half Damage
F: Full Damage
CF: Double Damage, Weakness to Slashing 5 for 4 rds
Onset: 1d4 Days
Stage 1: Enfeebled 1, Sickened 1 (1 day)
Stage 2: as Stage 1 (1 day)
Stage 3: Drained 1, Enfeebled 2, Sickened 2
Stage 4: as Stage 3
Stage 5: Drained 2, Unconscious (1 day)
Stage 6: Dead; The body erupts to release a new slime mold
Farnguy |
The shield blocks some of the damage. Farnguy tries to stop the slime rot and then redirect the energy to Purple.
"Those growths are kinda nauseating..." Farnguy says.
Fort save: 1d20 + 11 ⇒ (14) + 11 = 25
Nature: 1d20 + 10 ⇒ (19) + 10 = 29
◆ Guidance
◆◆ Ritual
(30 for ritual w/ guidance)
Radim Vesperra |
VS PINK: ◆ Hunt Prey + Monster Hunter ◆ Strike ◆ Strike
Flurry: +1 Striking Returning Light Hammer: 1d20 + 14 ⇒ (2) + 14 = 162d6 + 3 ⇒ (4, 1) + 3 = 8
Flurry: +1 Striking Returning Light Hammer: 1d20 + 12 ⇒ (15) + 12 = 272d6 + 3 ⇒ (4, 5) + 3 = 12
GM Tiger |
Nature Redirected: 2d4 + 4 ⇒ (3, 2) + 4 = 9
Farnguy manages to rid himself of the slime. He redirects some of Urwal's energy and catches both creatures, dealing damage.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions:
Redirect Ritual Energy (see below): 0/2 remaining (rd 2); 2/2 remaining (rd 3)
Immune to Stench: Farnguy, Swayaah, Rukbat, Hancock, Luz
Before your Turn:
DC 19 Fortitude vs Stench: Radim
DC 19 Fortitude vs 10 Piercing, Spores: Hancock
------------------
Those with ** may go
-3-
**Swayaah Maeleranti - AC 18, 44/44
Pink (-34; FF to Luz)
White (-9)
-2-
**Radim Vesperra - AC 22, 57/71
**Luz Lumino - AC 17, 38/38
Farnguy - AC 18, 38/52
**Rukbat Mnementh - AC 16, 35/35 (1 action)
**Hancock the Angry - AC 21, 65/70 (Rage - temp hp: 0/7, AC 20)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS: unaffected
S: Half Damage
F: Full Damage
CF: Double Damage, Weakness to Slashing 5 for 4 rds
GM Tiger |
Radim Vesperra's Nature (T): 1d20 + 9 ⇒ (17) + 9 = 26
Pink is a slime mold. Apart from the obvious that it has some sort of rotting disease, it is unaffected by mental, visual, precision, unconscious, and critical hits.
Radim marks pink as prey and clobbers it twice with his hammer. Pink looks like it's about to disintegrate.
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Special Conditions:
Redirect Ritual Energy (see below): 2/2 remaining (rd 3)
Immune to Stench: Farnguy, Swayaah, Rukbat, Hancock, Luz
Before your Turn:
DC 19 Fortitude vs 10 Piercing, Spores: Hancock
------------------
Those with ** may go
-3-
**Swayaah Maeleranti - AC 18, 44/44
Pink (-54; FF to Luz)
White (-9)
-2-
Radim Vesperra - AC 22, 57/71
**Luz Lumino - AC 17, 38/38
Farnguy - AC 18, 38/52
Rukbat Mnementh - AC 16, 35/35
**Hancock the Angry - AC 21, 65/70 (Rage - temp hp: 0/7, AC 20)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
On any given turn, up to 2 PCs can elect to use two of their actions to redirect some of the energy from the ritual.
DC 18 Nature / Religion
CS: 2d4+4 Damage to all creatures
S: 2d4+4 Damage to one creature
F: no effect
CF: PC takes half damage
CS: unaffected
S: Half Damage
F: Full Damage
CF: Double Damage, Weakness to Slashing 5 for 4 rds
Hancock the Angry |
fort save from spores: 1d20 + 11 ⇒ (15) + 11 = 26
Lovin' every minute of this, Hanconck continues to pound, this time aiming for the pinkish concoction, then casting a glare at white as if to say, look what you have to look forward to.
to hit Maul: 1d20 + 11 ⇒ (3) + 11 = 14
damage Maul: 2d12 + 4 ⇒ (11, 3) + 4 = 18 bludgeoning damage, +4 additional damage with electrical, arcane, and evocation traits
to hit Maul, iterative1: 1d20 + 11 - 5 ⇒ (5) + 11 - 5 = 11
damage Maul: 2d12 + 4 ⇒ (4, 6) + 4 = 14 bludgeoning damage, +4 additional damage with electrical, arcane, and evocation traits
intimidate: 1d20 + 5 ⇒ (13) + 5 = 18
*attack
*attack
*intimidate
Swayaah Maeleranti |
Swayaah shrugs. "Hey, don't let me hog all the fun against this big pile of goo."
Devise A Stratagem: 1d20 ⇒ 18
"Then again, it's pretty easy to hit, so..."
She takes a Step to line up with Farnguy, hopefully flanking it.
Claw, Devise A Strategem: 18 + 10 = 28
Strategic Strike Damage: 2d4 + 1d6 + 2 ⇒ (1, 4) + (4) + 2 = 11
"Hey Radim, hit it over here."
◆ Devise A Stratagem
◆ Step
◆ Strategic Strike
◇ Shared Stratagem: Radim's first attack against Pink is Flat Footed/Off Guard.