Barker_ |
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
GM Doug H |
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
──────────
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)
Barker_ |
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
GM Doug H |
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
──────────
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)
Eleanor Sage |
"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
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)
Zephrena |
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
GM Doug H |
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
──────────
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
──────────
Zephrena |
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
Rhys Xanthan |
"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
GM Doug H |
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
──────────
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
──────────
Eleanor Sage |
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
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)
GM Doug H |
Holly thwacks the nightmare a couple good times…
☀☀☀
The Nightmare Round 2
──────────
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
──────────
Barker_ |
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
Zephrena |
1 person marked this as a favorite. |
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”
GM Doug H |
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
──────────
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
──────────
Barker_ |
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
GM Doug H |
Whomp.
☀☀☀
The Nightmare Round 3-4
──────────
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
──────────
Eleanor Sage |
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
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)
Rhys Xanthan |
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
Zephrena |
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
GM Doug H |
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
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
──────────
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
──────────
Eleanor Sage |
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
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)
Rhys Xanthan |
"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
Barker_ |
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
Zephrena |
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
GM Doug H |
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.
Crit success:
Barker_ |
Theatre lore: 1d20 + 10 ⇒ (19) + 10 = 29
"Oh wow, the costumes, makeup, and mirrors are new"
Says Barker looking at them impressed.