Doug's Enmity Cycle (Inactive)

Game Master Doug Hahn

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NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Thievery: 1d20 + 13 ⇒ (19) + 13 = 32

Barker waltzes towards the dancers [b]"Why do serious my friends? Let us out a smile on this face"[/dice]

He quickly tries to disable the dancers


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:
Eleanor's Initiative Using Searching: 1d20 + 14 ⇒ (16) + 14 = 30
Barker's Initiative Using Search: 1d20 + 11 ⇒ (13) + 11 = 24
Rhys's Initiative Using Avoid Notice: 1d20 + 14 ⇒ (1) + 14 = 15
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 18 ⇒ (1) + 18 = 19

Barker waltzes around, aided by Eleanor, distracting the dancers while Zeph uses her goddess's divine crafting skill to negate the trap. In moments, the automatons shut down for good.

Xavier mourns for their fellow dancers, beautiful and half-sentient creatures corrupted and twisted by divs:

Siblings 'twined by dance and poetic speech,
Lobotomized by divs, minds lost past reach.
Their silent mouths that that once could sing to souls—
Enmity: you've claimed your silent toll.

______

Behind the stage, stacks of partially disassembled wooden crates fill a large storeroom. A portion of the south wall is crumbled, and the debris is stacked in the collapse five feet high. There are two doorframes in the east walls and one in the north. The clockwork gear in here matches the designs of Xavier and their kin.

As you search, an incorporeal creature coalesces in the room… a twisted, multi-headed- multi-armed, multi-legged, multi-torsoed version of the Zridi you met in the bar so long ago! Her beautiful faces are twisted with rage. Art on slide 2

☀☀☀
The Nightmare Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (86/86 HP)
⠀⠀➤ Holly (86/86 HP)
➤ Barker (74/74 HP)
⠀⠀➤ Xavier (42/42 HP)
➤ Zephrena (87/87 HP)
Incorpooreal creature (-0 HP)
Rhys (88/88 HP)


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker tries to recall what that creature is Loremaster's Etude + Bardic Lore +10 roll twice take higher

Than he plays the haunting song to scare the creature off. Dirge of doom, I think the creature is in 30 ft if I count correctly

Than he shields himself


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:
Barker's Occultism (T): 1d20 + 10 ⇒ (17) + 10 = 27Barker's Occultism (T): 1d20 + 10 ⇒ (3) + 10 = 13

Barker knows this is an animated nightmare… the nightmare of the creative minds destroyed by Zridri over the ages!

Their mere touch can make the victim cursed with terrifying visions, fatigue and mental lethargy. Endless Nightmare (curse, emotion, enchantment, fear, mental, occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day).

☀☀☀
The Nightmare Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (86/86 HP)
⠀⠀➤ Holly (86/86 HP)
Barker (74/74 HP) │ Shield
⠀⠀➤ Xavier (42/42 HP)
➤ Zephrena (87/87 HP)
Animate Nightmare (-0 HP) │ Fright 1
Rhys (88/88 HP)


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

"Try not to get near it then..." Eleanor listens to Barker but it is already too late for Holly as the plant tumbles in to block the threat from reaching Eleanor.

Tendril Strike: 1d20 + 15 ⇒ (19) + 15 = 34
Damage (Sonic): 2d8 + 4 ⇒ (2, 3) + 4 = 9

Tendril Strike: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
Damage (Sonic): 2d8 + 4 ⇒ (4, 3) + 4 = 11

◆ Holly Stride
◆ Holly Strike
◆ Holly Strike

Status:

HP 86/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2

Holly
HP 86/86
AC 23 (24 w/ Reinforce Eidolon)


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

The champion frowns a little bit. She isn't amazing at fighting from a distance. She is going to close distance, she figures everyone can stand behind her. And she is short enough, they should be able to fire over her head. Armored shoulder to woody bark, she stands next to Holly. She takes snaps out her weapon.

* Shield
* Stride
* Wallop

Melee attack 1d20 + 15 ⇒ (5) + 15 = 20
flickmace 2d8 + 4 ⇒ (3, 2) + 4 = 9


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

My bad, Barker went!

Eleanor's holly slaps the Nightmare, slashing a vine actoss one of its throats crit. However, it resists some of the damage. 9x2-5

It slips forward and pashes out against Holly:

Tendril: 1d20 + 20 - 1 ⇒ (14) + 20 - 1 = 33 Not reinfoced., correct? I believe this therefor crits.
Negative: 4d8 ⇒ (1, 6, 8, 1) = 16 Crit for 32-8 block=24
and a dc 25 Fort save vs Endless Nightmare (See effect below)

The creature screams silently as Zeph blocks some of the pain it causes, and lashes at her.

Tendril: 1d20 + 20 - 4 - 1 ⇒ (20) + 20 - 4 - 1 = 35
Negative: 4d8 ⇒ (6, 8, 2, 6) = 22 doubled to 44 and a dc 25 Fort save vs Endless Nightmare (See effect below)

☀☀☀
The Nightmare Round 1-2

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (62/86 HP) │ DC 25 fort vs Nightmare
⠀⠀➤ Holly (62/86 HP)
➤ Barker (74/74 HP) │ Shield
⠀⠀➤ Xavier (42/42 HP)
➤ Zephrena (43/87 HP) │ DC 25 fort vs Nightmare
Animate Nightmare (-13 HP) │ Fright 1, immune to enfeebled
➤ Rhys (88/88 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Endless nightmare :
(curse, emotion, enchantment, fear, mental, occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day).


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Fortitude 1d20 + 13 ⇒ (14) + 13 = 27

Sheylin! she shouts as she fights off the nightmare effect.

She stumbles only a moment and hefts her shield as she regains her center. She rushes forward and moves into flanking position with Holly. She tries a lower line with her flail attack.

* Shield
* Stride
* Attack

Melee attack 1d20 + 15 ⇒ (13) + 15 = 28
Flickmace 2d8 + 4 ⇒ (2, 7) + 4 = 13

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

"That's a nightmare alright..." Rhys floats in, keeping his distance while launching blasts from range.

2 Action Elemental Blast: 1d20 + 12 ⇒ (5) + 12 = 17
Electricity Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
1 Action Elemental Blast: 1d20 + 12 - 5 ⇒ (3) + 12 - 5 = 10
Electricity Damage: 2d6 ⇒ (6, 2) = 8


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Zeph is momentarily plagued with nightmares, but fights them off.

She strides around the incorporeal creature and bashes away dream-stuff. ]resist 5

Rhys's blast flies wide, juddering among the hanging props.

☀☀☀
The Nightmare Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (62/86 HP) │ DC 25 fort vs Nightmare
⠀⠀➤ Holly (62/86 HP)
➤ Barker (74/74 HP) │ Shield
⠀⠀➤ Xavier (42/42 HP)
Zephrena (43/87 HP)
Animate Nightmare (-21 HP) │ Fright 1, immune to enfeebled
Rhys (88/88 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Endless nightmare :
(curse, emotion, enchantment, fear, mental, occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day).


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Not reinforced atm so I crit it is.

Fort DC 25: 1d20 + 14 ⇒ (6) + 14 = 20 Stage 1 Fatigued

Holly slumps a bit as the plant feels tired, though that doesn't slow her barbed vines down at all.

Tendril Strike: 1d20 + 15 ⇒ (14) + 15 = 29
Damage (Sonic): 2d8 + 4 ⇒ (3, 2) + 4 = 9

Tendril Strike: 1d20 + 15 - 5 ⇒ (17) + 15 - 5 = 27
Damage (Sonic): 2d8 + 4 ⇒ (3, 5) + 4 = 12

Tendril Strike: 1d20 + 15 - 10 ⇒ (9) + 15 - 10 = 14
Damage (Sonic): 2d8 + 4 ⇒ (3, 4) + 4 = 11

◆ Holly Strike
◆ Holly Strike
◆ Holly Strike

Status:

HP 62/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2

Holly
HP 62/86 | Fatigued
AC 23 (24 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Holly thwacks the nightmare a couple good times…

☀☀☀
The Nightmare Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Eleanor (62/86 HP) │ Fatigued
➤ Holly (62/86 HP) │ Fatigued
⠀⠀➤ Barker (74/74 HP) │ Shield
⠀⠀➤ Xavier (42/42 HP)
Zephrena (43/87 HP)
Animate Nightmare (-32 HP) │ Fright 1, immune to enfeebled
Rhys (88/88 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Endless nightmare :
(curse, emotion, enchantment, fear, mental, occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day).


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker keeps on shredding and nods at Xavier to attack the Nightmare

Xavier in a dancing walk moves forwards and tries to punch the creature

Fist: 1d20 + 12 ⇒ (11) + 12 = 23
Damage, b: 2d8 + 7 ⇒ (6, 7) + 7 = 20

Then Barker protects himself with a shield


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Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10
Barker_ wrote:


Xavier in a dancing walk moves forwards and tries to punch the creature

Amidst the battle and chaos, Zeph watches Xavier’s sweet dance moves. So strange and alien to her sultry hip moves. But she locks away that memory to work on a new dance she is going to call “The Robot”


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Sorry, been missing the tracker on my own laterly! So many darn minions. I believe I am up.

The dream screams as Xaxier's fist smashes it, but it resists the damage and still seems rather hale. For an incorporeal nightmare…

Four of its heads twist, peering into your souls… dropping with malice. They all scream.

3rd level fear spell, DC 26 will save before your turn

Then it lashes at Holly:

tendril: 1d20 + 20 - 1 ⇒ (6) + 20 - 1 = 25
Negative, champ reaction: 4d8 - 8 ⇒ (6, 1, 5, 5) - 8 = 9

☀☀☀
The Nightmare Round 3

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Eleanor: DC 25 will vs Fear
Holly: DC 25 will vs Fear
Barker: DC 25 will vs Fear
Zephrena: DC 25 will vs Fear
Rhys: DC 25 will vs Fear
──────────
BOLD IS UP!:
──────────
➤ Eleanor (53/86 HP) │ Fatigued
⠀⠀➤ Holly (53/86 HP) │ Fatigued
➤ Barker (74/74 HP) │ Shield
⠀⠀➤ Xavier (42/42 HP)
Zephrena (43/87 HP)
Animate Nightmare (-47 HP) │ Fright 1, immune to enfeebled
Rhys (88/88 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Endless nightmare :
(curse, emotion, enchantment, fear, mental, occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day).

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Will Save: 1d20 + 12 ⇒ (3) + 12 = 15 Whelp.
Hero Point Reroll: 1d20 + 12 ⇒ (9) + 12 = 21


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Will save, DC26: 1d20 + 11 ⇒ (16) + 11 = 27

Barker feels the fear creaping in, but he keeps his head in the game, he keeps on playing to undermine the nightmare

Dirge of doom

Then he nods to Xavier to keep dancing!

Fist: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 2d8 + 7 ⇒ (2, 2) + 7 = 11

Fist: 1d20 + 12 - 5 ⇒ (8) + 12 - 5 = 15
Damage: 2d8 + 7 ⇒ (8, 6) + 7 = 21

While Barker tries to scare the creature

Demoralize, glance: 1d20 + 11 ⇒ (3) + 11 = 14 Crit fish


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Whomp.

☀☀☀
The Nightmare Round 3-4

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Eleanor: DC 25 will vs Fear
Holly: DC 25 will vs Fear
Zephrena: DC 25 will vs Fear
Rhys: DC 25 will vs Fear
──────────
BOLD IS UP!:
──────────
➤ Eleanor (53/86 HP) │ Fatigued
⠀⠀➤ Holly (53/86 HP) │ Fatigued
Barker (74/74 HP) │ Shield, fright 1
⠀⠀Xavier (42/42 HP)
➤ Zephrena (43/87 HP)
Animate Nightmare (-53 HP) │ Fright 1, immune to enfeebled
➤ Rhys (88/88 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Endless nightmare :
(curse, emotion, enchantment, fear, mental, occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day).


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor DC 25 Will (Fear): 1d20 + 14 ⇒ (1) + 14 = 15
Holly DC 25 Will (Fear): 1d20 + 12 ⇒ (18) + 12 = 30

The pain in Eleanor's knees are all but forgotton as an absolutely overwhelming fear suddenly overtakes here. She turns and runs away as quickly as she can. "This is like the demons but worse!" Her voice shakes in fright.

◆◆◆ Eleanor flee

Status:

HP 53/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2

Holly
HP 53/86 | Fatigued
AC 23 (24 w/ Reinforce Eidolon)

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Managing to steel his nerves against the terror, Rhys continues to blast rather than risk harming his allies.

2 Action Elemental Blast, Frightened 1: 1d20 + 12 - 1 ⇒ (3) + 12 - 1 = 14
Electricity Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
1 Action Elemental Blast, Frightened 1: 1d20 + 12 - 5 - 1 ⇒ (11) + 12 - 5 - 1 = 17
Electricity Damage: 2d6 ⇒ (3, 6) = 9


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Will Save 1d20 + 10 ⇒ (7) + 10 = 17

Aura of Courage

Zeph cries out in fear. She turns her cry into sort of strong only slightly wavering shout. Stand strong, it can be defeated! Its tough to tell if she is saying this to herself or to her comrades.
The gnome shoulders her shield and peers over the top. Still flanking with Holly she strikes

* Shield
* Attack
* Attack

Attack 1d20 + 15 - 1 ⇒ (20) + 15 - 1 = 34
flickmace 2d8 + 4 ⇒ (7, 6) + 4 = 17

Attack 1d20 + 15 - 1 - 5 ⇒ (8) + 15 - 1 - 5 = 17
flickmace 2d8 + 4 ⇒ (3, 1) + 4 = 8


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Eleanor flees. Holly remains immobile, confused about what to do.

The apparition lashes out after Zephrena's flickmace takes away a large chunk of its torsos. Crit

It spins and one of its revolting faces stares her in the eyes, deep into her soul, and mutters unholy words in in daemonic. She sees her worst fears rise before her… perhaps her own heart twisted and corrupted away from art and beauty into something vile ugly, both skin and soul-deep.

Phantasmal killer, DC 26 25 will save, mental: 8d6 ⇒ (6, 6, 2, 2, 6, 2, 5, 3) = 32

16 on Success, none on crit success, see below for crit fail

If crit fail:
Another 4d6 ⇒ (1, 2, 1, 4) = 8 and a fort save or die. Fleeing until the end of its next turn, and frightened 4

It then lashes out a tendril at the champion… or, if not her, then the nearest living threat.

Tendril: 1d20 + 20 - 1 ⇒ (2) + 20 - 1 = 21 likely miss

Frightened 1's fell off in aura.

☀☀☀
The Nightmare Round 4

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Zephrena: DC 25 vs Phantasmal Killer
──────────
BOLD IS UP!:
──────────
➤ Eleanor (53/86 HP) │ Fleeing 1 rnd, Frightened 2
⠀⠀➤ Holly (53/86 HP)
➤ Barker (74/74 HP) │ Shield
⠀⠀➤ Xavier (42/42 HP)
➤ Zephrena (43/87 HP)
Animate Nightmare (-82 HP) │ Fright 1, immune to enfeebled
➤ Rhys (88/88 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Endless nightmare :
(curse, emotion, enchantment, fear, mental, occult) An animate dream's touch fills the victim's mind with terrifying visions; Saving Throw DC 26 Fortitude; Stage 1 fatigued (1 day); Stage 2 fatigued and stupefied 1 (1 day); Stage 3 The victim falls asleep and can't be awakened as long as they remain at this stage (1 day).


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor's head clears, though slightly as she quickly realizes the others aren't following her in the same fear. Steeling herself she rushes back to the room as quickly as possible.

◆◆◆ Eleanor Stride

Status:

HP 53/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2

Holly
HP 53/86 | Fatigued
AC 23 (24 w/ Reinforce Eidolon)

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

"Best kill it quick, before this fear does us in!"

2 Action Elemental Blast: 1d20 + 12 ⇒ (11) + 12 = 23
Electricity Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14
1 Action Elemental Blast: 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14
Electricity Damage: 2d6 ⇒ (4, 2) = 6


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker keeps on playing, knowing that keeping the creature scared is essential to bring it down

Dirge of doom

Then he keeps on motivating Xavier to smack the creature

Fist: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d8 + 7 ⇒ (4, 7) + 7 = 18

Fist: 1d20 + 12 - 5 ⇒ (7) + 12 - 5 = 14
Damage: 2d8 + 7 ⇒ (4, 2) + 7 = 13

Finally he shields himself


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Will Save 1d20 + 10 ⇒ (20) + 10 = 30 BOOM!

The champion closes her eyes for a moment and her faith allows the nightmare to wash over her and pass by. Zeph opens her eyes and hefts her shield. She gets to work

* Shield
* Attack
* Attack

Melee 1d20 + 15 ⇒ (3) + 15 = 18
Flickmace 2d8 + 4 ⇒ (4, 8) + 4 = 16

Melee 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12
Flickmace 2d8 + 4 ⇒ (5, 2) + 4 = 11


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

3d20 ⇒ (10, 13, 4) = 27

The animate nightmare lashes out once more, howling silently in frustration as Zeph shrugs off its most powerful magics, but to little avail as you destroy it shortly after.

It had 6 HP left.

In here, you find clockwork gears and other tools and equipment worth 60 gp.

The next area is a dressing room. This room contains racks of costumes for a variety of characters, from commoners to nobles to fanciful creatures. The tables in the room hold jars of pigment, powders, and assorted brushes. Two large mirrors hang on the north and south walls. A door near the mirror on the north wall leads to the scene shop, and a doorframe near the middle of the western wall opens to the backstage supply room.

DC 20 Society or Theater Lore check:
the costumes, makeup, and mirrors are new.

DC 21 Religion check:
several sets of old vestments that are black with silver highlights.

Crit success:

Spoiler:
these are almost certainly the vestments that one of Ahriman’s faithful would wear for a ritual or service back when this was a temple instead of a theater.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Theatre lore: 1d20 + 10 ⇒ (19) + 10 = 29

"Oh wow, the costumes, makeup, and mirrors are new"

Says Barker looking at them impressed.

Dark Archive

Eleanor's Religion (T): 1d20 + 12 ⇒ (19) + 12 = 31
Zephrena's Religion (T): 1d20 + 6 ⇒ (18) + 6 = 24

Eleanor notes that several sets of old vestments that are black with silver highlights.

These are almost certainly the vestments that one of Ahriman’s faithful would wear for a ritual or service back when this was a temple instead of a theater.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

As you investigate spirits rise from the crates; they wear matching wedding rings, their forms are covered in plague sores, they look to have been tortured, and their throats have been cut. The male spirit wears a grinning tragedy mask, and the female spirit wears a weeping tragedy mask.

GM Screen:
Eleanor's Initiative Using Searching: 1d20 + 14 ⇒ (13) + 14 = 27
Barker's Initiative Using Search: 1d20 + 11 ⇒ (8) + 11 = 19
Rhys's Initiative Using Avoid Notice: 1d20 + 14 ⇒ (13) + 14 = 27
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (5) + 6 = 11
2d20 ⇒ (13, 20) = 33

These creatures are surrounded by an aura that triggers extreme emotions within you, both hilarious comedy and terrible tragedy. These are AURAS and you will need 2 DC 20 will saves on the start of EACH turn, every round. Crit success doesn't make you immune. See the spoiler for all effects and traits of these auras. Their range is 30'

Tragedy reaches out and brushes Barker's cheek and weeps.

Adieu, farewell, earth’s bliss;
This world uncertain is;
Fond are life’s lustful joys;
Death proves them all but toys;
None from his darts can fly;
I am dead, must I die?

Please make me a DC 24 will save vs Possession

GM screen:
1d20 ⇒ 14S: 2d4 + 5 ⇒ (3, 1) + 5 = 9

Barker please resolve your saves before we continue: Tragedy Aura, Comedy Aura, Possession. Then, resolve the minion's saves.

☀☀☀
The Scene Shop Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Eleanor: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
Holly: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
Barker: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
Xavier: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
Zephrena: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
Rhys: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
──────────
BOLD IS UP!:
──────────
Tragedy (-0 HP)
Eleanor (86/86 HP)
⠀⠀Holly (86/86 HP)
Comedy (-0 HP) │ Fright 1, immune to enfeebled
Barker (74/74 HP) │ Shield
⠀⠀Xavier (42/42 HP)
Zephrena (87/87 HP)
Rhys (88/88 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Auras :
(aura, emotion, mental, occult): Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. Inside a comedic aura, affected creatures become clumsy 1; inside a tragedy aura affected creatures instead become stupefied 1.


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor Tragedy Will DC 20; Fatigued: 1d20 + 14 - 1 ⇒ (19) + 14 - 1 = 32
Eleanor Comedy Will DC 20; Fatigued: 1d20 + 14 - 1 ⇒ (20) + 14 - 1 = 33

Holly Tragedy Will DC 20; Fatigued: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
Holly Comedy Will DC 20; Fatigued: 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 31

Eleanor's sight isn't the greatest to begin ith and Holly doesn't have the traditional 'eyes' so the strange masks don't have the effect they normally would if she were at her prime.

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

Tragedy Will Save: 1d20 + 12 ⇒ (7) + 12 = 19
Comedy Will Save: 1d20 + 12 ⇒ (7) + 12 = 19

Rhys gets an eyeful of the masks and is instantly thrown off his game.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Tragedy Will Save DC20: 1d20 + 11 ⇒ (4) + 11 = 15
Comedy Will Save DC20: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11

Possesion Will Save, DC24: 1d20 + 11 - 1 ⇒ (10) + 11 - 1 = 20

Xavier Tragedy Will Save DC20: 1d20 + 12 ⇒ (8) + 12 = 20
Xavier Comedy Will Save DC20: 1d20 + 12 ⇒ (2) + 12 = 14


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Tragedy's incorporeal form dissolves into tears and seeps into Barker's body.

The bard begins to weep and recites more verse in a voice that isn;t quite his own.

Beauty is but a flower
Which wrinkles will devour;
Brightness falls from the air;
Queens have died young and fair…

At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.

☀☀☀
The tragicomedy Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Zephrena: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
Rhys: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
──────────
BOLD IS UP!:
──────────
Tragedy (-0 HP)
➤ Eleanor (86/86 HP)
⠀⠀➤ Holly (86/86 HP)
Comedy (-0 HP) │ Fright 1, immune to enfeebled
Barker (74/74 HP) │ Stupefied 1, clumsy 1, possessed by tragedy
⠀⠀Xavier (42/42 HP) │ Clumsy 1
Zephrena (87/87 HP)
Rhys (88/88 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Auras :
(aura, emotion, mental, occult): Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. Inside a comedic aura, affected creatures become clumsy 1; inside a tragedy aura affected creatures instead become stupefied 1.

Possession (Failure) :
You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Holly's vines reach over Zephrena's head as they both come crashing down into the mask. The force of the vines crack the ground and wall all around the strange Comedy.

Tendril Strike: 1d20 + 15 ⇒ (11) + 15 = 26
Damage (Sonic): 2d8 + 4 ⇒ (2, 6) + 4 = 12

Tendril Strike: 1d20 + 15 - 5 ⇒ (3) + 15 - 5 = 13
Damage (Sonic): 2d8 + 4 ⇒ (1, 1) + 4 = 6

Tendril Strike: 1d20 + 15 - 10 ⇒ (2) + 15 - 10 = 7
Damage (Sonic): 2d8 + 4 ⇒ (7, 1) + 4 = 12

Status:

HP 86/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2

Holly
HP 86/86 | Fatigued
AC 23 (24 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Comedey does a little standup, pacing about before lashing out a phantom hand at Zeph.

I didn't want to die. But then again, nobody wants to die. Comedy turns his mask to Zephrena. Hate to tell you, but it's on your schedule. Nobody wants to die. Comedians don't want to die. I didn't want to die. I remember doing a bad act, and I said "I DIED out there… it was like a MORGUE out there."

Of course, when I succeeded, when I made them laugh, I'd say 'I KILLED 'em out there!'"

So you see it's either me or you, friendo.

DC 22 will save for Zephrena, after aura saves

Phantom hand: 1d20 + 14 ⇒ (2) + 14 = 16

☀☀☀
The tragicomedy Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Barker: Will save vs possession to see control effects
Zephrena: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1), DC 22 will vs Hideous Laughete
──────────
BOLD IS UP!:
──────────
Tragedy (-0 HP)
Eleanor (86/86 HP)
⠀⠀Holly (86/86 HP)
Comedy (-0 HP)
➤ Barker (74/74 HP) │ Stupefied 1, clumsy 1, possessed by tragedy
⠀⠀➤ Xavier (42/42 HP) │ Clumsy 1
➤ Zephrena (87/87 HP)
➤ Rhys (88/88 HP) │ Stupefied 1, CLumsy 1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Auras :
(aura, emotion, mental, occult): Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. Inside a comedic aura, affected creatures become clumsy 1; inside a tragedy aura affected creatures instead become stupefied 1.

Possession (Failure) :
You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Will vs tragedy 1d20 + 10 ⇒ (15) + 10 = 25
Will vs comedy 1d20 + 10 ⇒ (7) + 10 = 17
Will vs tasha’s 1d20 + 10 ⇒ (20) + 10 = 30

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

"Losing this fight would be an embarassment." Rhys grumbles, throwing electricty at the unpossessing mask.

2 Action Elemental Blast, Clumsy 1: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
Electricity Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
1 Action Elemental Blast, Clumsy 1: 1d20 + 12 - 5 - 1 ⇒ (19) + 12 - 5 - 1 = 25
Electricity Damage: 2d6 ⇒ (2, 6) = 8


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

The gnome rolls with the spectral punches and mostly comes out okay. Just the tiniest bit shaky on her feet. She calls out to comedy, Yes, it is truth. Momento mori. With that she hefts her shield and gets her flickmace flicking and swinging.

*shield
*attack
*attack

Melee attack 1d20 + 15 - 1 ⇒ (4) + 15 - 1 = 18
Flickmace 2d8 + 4 ⇒ (3, 6) + 4 = 13

Melee attack 1d20 + 15 - 1 - 5 ⇒ (15) + 15 - 1 - 5 = 24
Flickmace 2d8 + 4 ⇒ (5, 3) + 4 = 12


2 people marked this as a favorite.
NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Possesion Will Save, DC24: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28

"Queens have died young and fair…
But blood will flow yet once again
And pick will hit the mandolin strings
As sword cuts through tragedy mask
For all of Thuvia's humanity."

Barker hits the strings filling the air with dread symphony to frighten the sprints then he nods to Xavier

Fist@comedy: 1d20 + 12 ⇒ (20) + 12 = 32
Dmg, b: 2d8 + 7 ⇒ (1, 3) + 7 = 11

Xavier lands a massive blow at the comedy mask

Than Barker raises his shield


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Zephrena shrugs off the comedy, and you all give the Comedy a whallop, but the incorporeal creature is tough to damage.

Tragedy is fought off by Barker, but still inside his mind. No longer has separate turns; around we go

☀☀☀
The tragicomedy Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Tragedy: Possessing Barker
Eleanor: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
Holly: DC 20 will save vs Tragedy aura (Stupefied 1), DC 20 Will vs Comedy aura (Clumsy 1)
Barker: Possessed by Tragedy
──────────
BOLD IS UP!:
──────────
Tragedy (-0 HP)
➤ Eleanor (86/86 HP)
⠀⠀➤ Holly (86/86 HP)
Comedy (-41 HP)
Barker (74/74 HP) │ Stupefied 1, clumsy 1, possessed by tragedy
⠀⠀Xavier (42/42 HP) │ Clumsy 1
Zephrena (87/87 HP) │ Clumsy 1
Rhys (88/88 HP) │ Stupefied 1, CLumsy 1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Auras :
(aura, emotion, mental, occult): Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. Inside a comedic aura, affected creatures become clumsy 1; inside a tragedy aura affected creatures instead become stupefied 1.

Possession (Failure) :
You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Eleanor Tragedy Will DC 20; Fatigued: 1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26
Eleanor Comedy Will DC 20; Fatigued: 1d20 + 14 - 1 ⇒ (1) + 14 - 1 = 14 Clumsy 1

Holly Tragedy Will DC 20; Fatigued: 1d20 + 12 - 1 ⇒ (15) + 12 - 1 = 26
Holly Comedy Will DC 20; Fatigued: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25

Eleanor begins to feel a bit woozy as the room spins on her. Trying to stabilize herself she grabs ahold of the wall while Holly continues to protect.

Tendril Strike: 1d20 + 15 ⇒ (3) + 15 = 18
Damage (Sonic): 2d8 + 4 ⇒ (3, 6) + 4 = 13

Tendril Strike: 1d20 + 15 - 5 ⇒ (17) + 15 - 5 = 27
Damage (Sonic): 2d8 + 4 ⇒ (2, 6) + 4 = 12

Tendril Strike: 1d20 + 15 - 10 ⇒ (9) + 15 - 10 = 14
Damage (Sonic): 2d8 + 4 ⇒ (5, 1) + 4 = 10

Status:

HP 86/86 (Fatigued | Clumsy 1)
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2

Holly
HP 86/86 | Fatigued
AC 23 (24 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Not quite enough

Comedy is almost discorporated, but lingers on, floating through the air…

I was thinking about how people seem to read the holy texts a lot more as they get older… it opccured to me, they're just studying for their final exam.

As the spirit hits the punchline, they rocket your minds with mental energy!

mentasl damage, DC 22 basic will save: 4d8 ⇒ (4, 3, 8, 7) = 22 Aura ends for now.

☀☀☀
The tragicomedy Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Tragedy: Possessing Barker
Eleanor: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
Holly: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
Barker: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
Xavier: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
Zephrena: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
Rhys: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
──────────
BOLD IS UP!:
──────────
Tragedy (-0 HP)
Eleanor (86/86 HP) │ Clumsy 1
⠀⠀Holly (86/86 HP)
Comedy (-48 HP)
➤ Barker (74/74 HP) │ Stupefied 1, clumsy 1, possessed by tragedy
⠀⠀➤ Xavier (42/42 HP) │ Clumsy 1
➤ Zephrena (87/87 HP) │ Clumsy 1
➤ Rhys (88/88 HP) │ Stupefied 1, CLumsy 1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Auras :
(aura, emotion, mental, occult): Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. Inside a comedic aura, affected creatures become clumsy 1; inside a tragedy aura affected creatures instead become stupefied 1.

Possession (Failure) :
You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10

Will 1d20 + 10 ⇒ (18) + 10 = 28
Will 1d20 + 10 ⇒ (14) + 10 = 24
will 1d20 + 10 ⇒ (11) + 10 = 21 fails, move to clumsy2?

The gnome stumbles a little as she shoulders her shield and moves a step closer. Feeling a tiny bit unstable, she does her best to be careful as she flicks her mace at their last foe.

* Shield
* Step
* Attack

Melee attack 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
flickmace 2d8 + 4 ⇒ (2, 5) + 4 = 11


1 person marked this as a favorite.
NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Possesion Will Save, DC24: 1d20 + 11 ⇒ (15) + 11 = 26
Aura Will Save, DC20 vs clumsy: 1d20 + 11 ⇒ (7) + 11 = 18 Since one aura is off, no more stupefied
Damage, will save DC22: 1d20 + 11 ⇒ (1) + 11 = 12 Half of damage would go to tragedy right? If so I will take crit fail

Aura Will Save, DC20 vs clumsy: 1d20 + 12 ⇒ (17) + 12 = 29 Since one aura is off, no more stupefied
Damage, will save DC22: 1d20 + 12 ⇒ (9) + 12 = 21

"I will eat you alive! Come on tragedy, feel the pain!"

He keeps on playing and nods at Xavier to keep on punching

Punch@comedy: 1d20 + 12 ⇒ (2) + 12 = 14
Damage, b: 2d8 + 7 ⇒ (3, 5) + 7 = 15

Then Xavier motivates others with interpretive dance, swinging his arms thorugh Comedy +1 to saves and 10 temp hit points

Barker raises shield


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Comedy dies. Again. Tragedy weeps.

☀☀☀
The tragicomedy Round 2-3

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Holly: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
Xavier: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
Rhys: DC 22 basic will vs 22 mental will save vs possession DC 20 Will vs Comedy aura (Clumsy 1)
──────────
BOLD IS UP!:
──────────
Tragedy (-17 HP) │ Possessing Barker
➤ Eleanor (64/86 HP)
⠀⠀➤ Holly (86/86 HP)
Barker (74/74 HP) │ Stupefied 1, clumsy 1, possessed by tragedy
⠀⠀Xavier (42/42 HP) │ Clumsy 1
Zephrena (87/87 HP) │ Clumsy 1
➤ Rhys (88/88 HP) │ Stupefied 1, CLumsy 1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Auras :
(aura, emotion, mental, occult): Each creature that begins its turn in the aura must attempt a DC 20 Will save; on a failure, the creature is affected as long as it remains within the aura. Inside a comedic aura, affected creatures become clumsy 1; inside a tragedy aura affected creatures instead become stupefied 1.

Possession (Failure) :
You possess the target and take partial control of it. You no longer have a separate turn; instead, you might control the target. At the start of each of the target's turns, it attempts another Will save. If it fails, it's controlled by you on that turn; if it succeeds, it chooses its own actions; and if it critically succeeds, it forces you out and the spell ends.


Human Summoner 6 | HP 86/86 | AC: 20 | F: +12 R: +10, W: +14 | Perception: +14 | Default Exploration: Search (Holly) Plant Eidolon AC 23 (24 w/ reinforcement)

Holly Will Save DC 22: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24

Eleanor thinks and thinks. "Is there a way to safely get that spirit out of Barker?" She holds Holly back a moment from beating her companion into the ground.

Delay to see if someone has a better route.

Status:

HP 75/86 (Fatigued | Clumsy 1)
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2

Holly
HP 75/86 | Fatigued
AC 23 (24 w/ Reinforce Eidolon)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

After some time, you manage to drive the spirit from Barker and destroy it. The death of tragedy.

Stalled out here, and as posted in Slack maybe beating on your friend isn't the most fun way to go.

After healing, you move on to the director's office.

______

A beautiful woman stands up behind the desk. Guarding her are two cowled beings whose faces are obscured in shadow.

Darlings! I remember you from the poetry reading. Save me from these brutes! They're DIVs! She trembles with what might be fear, or perhaps rage as she stares at Barker and Zeph.


NG Male Gnoll Bard 6 | HP 64/74 | AC 24 | F +10 R +13 W +11 | Perc +11 (low-light vision) | Stealth +11 | 25 ft. | Spells 1st: 3/3 2nd: 2/3 3rd: 3/3 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: --

Barker looks at the woman

"Don't you like my cloth dear? Why are you coming to us in this form, we know what you are, and as heroes of old we came to stop you."

Barks Barker

Grand Archive

Half-Orc Kineticist 6 | HP 88 | AC: 24 | F: +14 R: +14 W: +12 | Perception: +10 | Default Exploration: Avoid Notice

”By my reckoning, the Duke of Thunder doesn’t much like divs, much less what you’re doing here. I’ve come to understand why that’s the case. So like he said, we’ll put a stop to it and I’ll be back to following the winds.”

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