| Zephrena |
The Champion will try to use her reaction to protect her comrades
Round 1
Zephrena moves forward while hefting her shield. She stands next to her comrades strange plant creature, Holly. She snaps out her flickmace at monk1. Throw down your weapons, we can stop this before anyone dies. The gnome's strike was less than perfect and fell short of her target. She tries to play it off. That was just a fient. The next will hit you right between the eyes!
*Shield
*Move
*Attack
melee attack 1d20 + 10 ⇒ (3) + 10 = 13
flickmace 2d8 + 3 ⇒ (2, 2) + 3 = 7
| GM Doug H |
Monk 3 frantically shoves fresh gooey camel excrement into the fire with his bare hands. The fiery elemental greedily consumes it, puffing out greasy smoke. Feed the fire! The whole world is dung!
3 action activity; Smoke grants concealment.
The fire trundles forward and lances a ray through Holly, Rhys, Barker, and Iksha.
Fire, DC 21 Basic Reflex: 3d6 ⇒ (2, 6, 5) = 13
Champion can protect Holly or Rhys. Needs to make a concealment check before striking
Champ concealment: 1d20 ⇒ 17
______
Zephrena tries to strike, but misses. Using turn above
☀☀☀
Holy Heat Stroke Round 1-2
Party Conditions: Zeph can choose to protect Rhys or Holly
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Holly: DC 21 Basic Ref vs 13 Fire
Rhys: DC 21 Basic Ref vs 13 Fire
Iksha: DC 21 Basic Ref vs 13 Fire
Barker: DC 21 Basic Ref vs 13 Fire
──────────
BOLD IS UP!:
──────────
➤ Eleanor (56/56 HP)
⠀⠀➤ Holly (47/56 HP) │ Boosted 1/3 rnds
"Monk" 1 (-33 HP) │ Scorp. Whip drawn
Rhys (58/58 HP) │ Tale-Spun
"Monk" 2 (-5 HP)
Iksha (44/44 HP)
"Monk" 3 (-0 HP) │ Poop hands
Filthy Fire (-0 HP) │ Enf 2
Zephrena (58/58 HP)
➤ Barker (48/48 HP)
| Eleanor Sage |
Reflex DC 21: 1d20 + 8 ⇒ (1) + 8 = 9
The wounded Holly goes ham as the pant wildly lashes everything within reach. The whomping vines smash and crack the air.
Tendril Strike vs #1: 1d20 + 11 ⇒ (2) + 11 = 13
Damage (Sonic): 2d8 + 4 ⇒ (1, 2) + 4 = 7
Vine Slash vs #1: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16
Damage (Slashing): 2d6 + 4 ⇒ (2, 6) + 4 = 12
Vine Slash vs #1: 1d20 + 11 - 8 ⇒ (9) + 11 - 8 = 12
Damage (Slashing): 2d6 + 4 ⇒ (2, 3) + 4 = 9
◆ Holly Tendril Strike
◆ Holly Tendril Strike
◆ Holly Tendril Strike
HP 21/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Holly
HP 21/56
AC 20 (21 w/ Reinforce Eidolon)
| GM Doug H |
| 2 people marked this as a favorite. |
26 fire -6 = 20
Zephrena uses her reaction to protect Eleanor. The plant, however, flails about. Think I'd need concealment checks next time too
☀☀☀
Holy Heat Stroke Round 1-2
Party Conditions: Zeph can choose to protect Rhys or Holly
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Rhys: DC 21 Basic Ref vs 13 Fire
Iksha: DC 21 Basic Ref vs 13 Fire
Barker: DC 21 Basic Ref vs 13 Fire
──────────
BOLD IS UP!:
──────────
Eleanor (27/56 HP)
⠀⠀Holly (27/56 HP) │ Boosted 1/3 rnds
"Monk" 1 (-33 HP) │ Scorp. Whip drawn
Rhys (58/58 HP) │ Tale-Spun
"Monk" 2 (-5 HP)
Iksha (44/44 HP)
"Monk" 3 (-0 HP) │ Poop hands
Filthy Fire (-0 HP) │ Enf 2
Zephrena (58/58 HP)
➤ Barker (48/48 HP)
| Barker_ |
Reflex save: 1d20 + 10 ⇒ (10) + 10 = 20
Barker is burned, he hits his strings to inspire the others then he sends a piece of debris at one of the monks
Telekinetic projectile, ic: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Damage, b: 2d6 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14
| GM Doug H |
Monk 1 slashes at Zeph with his whip. All art should burn!
Scorp Whip Conceal: 1d20 ⇒ 3
Scorp Whi[: 1d20 + 10 ⇒ (17) + 10 = 27
@: 1d4 + 5 ⇒ (4) + 5 = 9
Scorp Whip Conceal: 1d20 ⇒ 19
Scorp Whi: 1d20 + 10 ⇒ (8) + 10 = 18
Slashing once, he then steps back.assuming save reaction for to help allies
☀☀☀
Holy Heat Stroke Round 1-2
Party Conditions: Zeph can choose to protect Rhys or Holly
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Rhys: DC 21 Basic Ref vs 13 Fire
Iksha: DC 21 Basic Ref vs 13 Fire
──────────
BOLD IS UP!:
──────────
Eleanor (27/56 HP)
⠀⠀Holly (27/56 HP) │ Boosted 1/3 rnds
"Monk" 1 (-33 HP) │ Scorp. Whip drawn
➤ Rhys (58/58 HP) │ Tale-Spun
"Monk" 2 (-5 HP)
Iksha (44/44 HP)
"Monk" 3 (-0 HP) │ Poop hands
Filthy Fire (-0 HP) │ Enf 2
Zephrena (49/58 HP)
Barker (42/48 HP)
Rhys Xanthan
|
Reflex Save: 1d20 + 11 ⇒ (3) + 11 = 14
Catching a face full of heat, Rhys lets the winds glide him into the fray, before surrendering to the lightning once more and dashing through the monks.
Lightning Dash Damage to Monk 1&3: 2d12 ⇒ (9, 8) = 17 DC19
Landing on the far side of the smoke, he reaches out to send an arc of the fading electricity at his nearest foe.
Elemental Blast on 3: 1d20 + 9 ⇒ (3) + 9 = 12
Electricity Damage: 1d6 ⇒ 2
Half Stride prior to Lightning Dash impulse, 1 action Elemental Blast.
| GM Doug H |
Rhys burned, but pays back in kind. don’t forget your flat checks for concealment on these attack rolls
2d20 ⇒ (11, 2) = 13
Monk one avoids much of the blast but still drops dead. Monk 3 cries in pain as his eyebrows are seared off.
Monk 2 draws his scorpion whip…
flat dc 5: 1d20 ⇒ 16
whip: 1d20 + 10 ⇒ (5) + 10 = 15
flat dc 5: 1d20 ⇒ 5
whip: 1d20 + 10 ⇒ (7) + 10 = 17
… and flails,
"☀☀☀
Holy Heat Stroke Round 2-3
Party Conditions: Zeph can choose to protect Rhys or Holly
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Iksha: DC 21 Basic Ref vs 13 Fire
──────────
BOLD IS UP!:
──────────
Eleanor (27/56 HP)
⠀⠀Holly (27/56 HP) │ Boosted 1/3 rnds
Rhys (45/58 HP) │ Tale-Spun
""Monk"" 2 (-5 HP)
➤ Iksha (44/44 HP)
""Monk"" 3 (-17 HP) │ Poop hands
Filthy Fire (-0 HP) │ Enf 2
Zephrena (49/58 HP)
Barker (42/48 HP)
"
| Iksha the Lorekeeper |
Reflex: 1d20 + 11 ⇒ (6) + 11 = 17
Iksha instinctively throws her hands in front of her face but it does little to stop the flames. Her quills bristle defensively as the skin beneath them singes. Coughing, she eyes the monk feeding the fire before deciding against trying to attack him. The smoke is too thick for her to get off a good shot.
Instead she runs off to one side so the elemental won't be able to cleave through all of them quite so effectively. Her voice rises over the roar of the fire. "Lightning crackled as Rhys dashed through his enemies, preparing for a vital strike!"
◆ Devise a Stratagem vs Monk 3: 1d20 ⇒ 4
◆ Stride
◆ Spin Tale - Rhys gains a +1 status bonus to attack rolls and saving throws against the Fire
AC: 21
Saves: Fort: +7 Ref: +11 Will: +8
Versatile Vials: 3/5
Conditions: None
| GM Doug H |
Iksha burns, then takes a look around and thinks better of striking monk 3. She spins a tale around Rhys!
Blargh! Monk 3 flings poop at Rhys. Then he draws a scorpoin whip!
Whip it: 1d20 + 10 ⇒ (5) + 10 = 15
Blargh!
The filthy fire spins in the air… sliding slightly back before flinging gouts of flame at Rhys and Holly! Does not need to make concealment checks
Ember Ball vs Rhys: 1d20 + 13 ⇒ (9) + 13 = 22
Fire: 1d6 + 3 ⇒ (6) + 3 = 9 and Persistent fire: 1d6 ⇒ 3
Ember Ball vs Holly: 1d20 + 13 - 5 ⇒ (11) + 13 - 5 = 19
☀☀☀
Holy Heat Stroke Round 3-4
Party Conditions: Zeph can choose to protect Rhys or Holly
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Eleanor (27/56 HP)
⠀⠀➤ Holly (27/56 HP) │ Boosted 2/3 rnds
➤ Rhys (45/58 HP) │ Tale-Spun
"Monk" 2 (-5 HP)
Iksha (31/44 HP)
"Monk" 3 (-17 HP) │ Poop hands
Filthy Fire (-0 HP) │ Enf 2
➤ Zephrena (49/58 HP)
➤ Barker (42/48 HP)
──────────
AFTER YOUR TURN:
──────────
Rhys: DC 15 Flat vs 3 P. Fire
| Zephrena |
The champion uses her reaction to protect Rhys
Round 3
Zephrena moves over to the other side of Holly and faces off against Monk2. She keeps her shield up and uses her flickmace to attack. Let us end this fight swiftly my Lady Sheylin! . She whirls it once over her head and flicks it out from the side.
*Move
*Shield
*Attack
Melee attack 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Flickmace 2d8 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9
| GM Doug H |
She is out of range of Rhys, who's on the other side of the map! She was also out of range to protect Holly.
Zeph moves around the crumbling pillar and staggers the "monk" with a blow to the head! Crit! The man is staggered… but still standing.
☀☀☀
Holy Heat Stroke Round 3-4
Party Conditions: Zeph can choose to protect Rhys or Holly
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Eleanor (27/56 HP)
⠀⠀➤ Holly (27/56 HP) │ Boosted 1/3 rnds
➤ Rhys (45/58 HP) │ Tale-Spun
"Monk" 2 (-23 HP)
Iksha (31/44 HP)
"Monk" 3 (-17 HP) │ Poop hands
Filthy Fire (-0 HP) │ Enf 2
Zephrena (49/58 HP)
➤ Barker (42/48 HP)
──────────
AFTER YOUR TURN:
──────────
Rhys: DC 15 Flat vs 3 P. Fire
| Eleanor Sage |
Holly heads into the thick smoke as the sounds of the vines cracking can be heard within.
Tendril Strike vs Filthy Fire: 1d20 + 11 ⇒ (14) + 11 = 25
Concealment: 1d20 ⇒ 11
Damage (Sonic): 2d8 + 4 ⇒ (8, 3) + 4 = 15
Vine Slash vs Filthy Fire: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Concealment: 1d20 ⇒ 12
Damage (Slashing): 2d6 + 4 ⇒ (1, 2) + 4 = 7
◆ Holly Tendril Stride
◆ Holly Tendril Strike
◆ Holly Tendril Strike
HP 21/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Holly
HP 21/56
AC 20 (21 w/ Reinforce Eidolon)
Rhys Xanthan
|
"Urrugh..." Rhys swats at the flames in pained disgust, gliding to the side to line up another dash. Hopefully the flames can't stick to lightning.
Lightning Dash Damage to Monk 3 and Filthy Fire: 2d12 ⇒ (10, 10) = 20 DC19
Reforming on the opposite side, he steps to the side of the crumbling pillar for what protection it can offer.
Flat Check against Persist: 1d20 ⇒ 3
| GM Doug H |
Holly lashes the filthy fire once!
2d20 ⇒ (18, 10) = 28
Monk 3 leaps out of the way, only catching a bit of plasma across the arm. The filthy fire does likewise.
☀☀☀
Holy Heat Stroke Round 3-4
Party Conditions: Zeph can choose to protect Rhys or Holly
Battlemap
──────────
BOLD IS UP!:
──────────
Eleanor (27/56 HP)
⠀⠀Holly (27/56 HP) │ Boosted 3/3 rnds
Rhys (42/58 HP) │ Tale-Spun, 1d6 persistent fire
"Monk" 2 (-23 HP)
Iksha (31/44 HP)
"Monk" 3 (-27 HP) │ Poop hands
Filthy Fire (-25 HP) │ Enf 2
Zephrena (49/58 HP)
➤ Barker (42/48 HP)
| Barker_ |
Barker keeps on playing to inspire others, and then he sends some soothing magic towards Eleanor
Soothe, lvl 2: 2d10 + 8 ⇒ (1, 4) + 8 = 13 Casting Soothe +2 to saves vs mental effects for 1 minute
| GM Doug H |
flat: 1d20 ⇒ 9
Whip: 1d20 + 10 ⇒ (13) + 10 = 23
S: 1d4 + 5 ⇒ (4) + 5 = 9
flat: 1d20 ⇒ 13
Whip: 1d20 + 10 - 5 ⇒ (12) + 10 - 5 = 17
The monk steps back and slashes Holly once!
☀☀☀
Holy Heat Stroke Round 4
Party Conditions: Inspired
Battlemap
──────────
BOLD IS UP!:
──────────
Eleanor (31/56 HP)
⠀⠀Holly (31/56 HP) │ Boosted 3/3 rnds
Rhys (42/58 HP) │ Tale-Spun, 1d6 persistent fire
"Monk" 2 (-23 HP)
➤ Iksha (31/44 HP)
"Monk" 3 (-27 HP) │ Poop hands
Filthy Fire (-25 HP) │ Enf 2
Zephrena (49/58 HP)
Barker (42/48 HP)
| Zephrena |
Will try to protect Holly, since she is right next
Round 4
Zeph keeps her shield her. She screams and snarls at Monk2 then snaps her flickmace at him low, then whirls it around high.
*Shield
*Attack!
*attack
Melee Attack 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Flickmace 2d8 + 3 + 1 ⇒ (1, 3) + 3 + 1 = 8
Melee Attack 1d20 + 10 + 1 - 5 ⇒ (4) + 10 + 1 - 5 = 10
sad trombone…
| Iksha the Lorekeeper |
With one of the monks stepping out of the smoke Iksha takes advantage of the opportunity to fire an arrow at him. "The fire leaps to try and avoid its fate, but lightning follows faster than it can flee."
◆ Devise a Stratagem vs Monk 2: 1d20 ⇒ 13
◆ +1 Striking Shortbow, DAS vs Monk 2: 13 + 11 + 1 = 25
Piercing: 2d6 + 1 ⇒ (3, 6) + 1 = 10
Precision Damage: 1d6 ⇒ 3
Deadly?: 1d10 ⇒ 10
◆ Spin Tale - Rhys gains a +1 status bonus to attack rolls and saving throws against the Fire
AC: 21
Saves: Fort: +7 Ref: +11 Will: +8
Versatile Vials: 3/5
Conditions: None
| GM Doug H |
Zeph protects Holly.
Iksha drops her target woith an arrow theought the eye, continuing to inspire Rhys!
Monk 3 moves fowards…
Whip vs Rhys: 1d20 + 10 ⇒ (16) + 10 = 26
S: 1d6 + 5 ⇒ (6) + 5 = 11
Whip vs Rhys: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23
S: 1d6 + 5 ⇒ (6) + 5 = 11
The filthy fire rolls forward… and belches a 15-foot cone of toxic smoke! Zeph, Rhys, and holly breath in the vile smoke.
Filth Cloud, DC 21 Basic fort: 2d6 ⇒ (5, 3) = 8 ON failure, Sick 1
----
Zephrena's Fortitude (E): 1d20 + 10 ⇒ (8) + 10 = 18
Zephrena inhales a luncful of toxix fumes but manages to smack the filth fire once with her flickmace, keeping her shield up.
☀☀☀
Holy Heat Stroke Round 4-5
Party Conditions: Inspired
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Holly: DC 21 basic fort vs 8 poison
Rhys: DC 21 basic fort vs 8 poison
──────────
BOLD IS UP!:
──────────
➤ Eleanor (37/56 HP)
⠀⠀➤ Holly (37/56 HP) │ Boosted 3/3 rnds
➤ Rhys (20/58 HP) │ Tale-Spun, 1d6 persistent fire
Iksha (31/44 HP)
"Monk" 3 (-27 HP)
Filthy Fire (-33 HP) │ Enf 2
Zephrena (41/58 HP) │ Shield, Sick 1
➤ Barker (42/48 HP)
| Barker_ |
Barker keeps playing as he tries to look into the future
Telekinetic projectile + true strike@filthy fire: 1d20 + 10 ⇒ (11) + 10 = 21
Telekinetic projectile + true strike@filthy fire: 1d20 + 10 ⇒ (11) + 10 = 21
Damage, b: 2d6 + 4 ⇒ (2, 2) + 4 = 8
Barker curses as he could not see anything but flames. What a waste of True Strike! :D
| Eleanor Sage |
Holly's vines whomp and slap into the flames sending embers high into the sky!
Tendril Strike vs Filthy Fire: 1d20 + 11 ⇒ (19) + 11 = 30
Concealment: 1d20 ⇒ 6
Damage (Sonic): 2d8 + 4 ⇒ (8, 2) + 4 = 14
Vine Slash vs Filthy Fire: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Concealment: 1d20 ⇒ 7
Damage (Slashing): 2d6 + 4[/dice]
Vine Slash vs Filthy Fire: 1d20 + 11 - 8 ⇒ (15) + 11 - 8 = 18
Concealment: 1d20 ⇒ 6
Damage (Slashing): 2d6 + 4[/dice]
◆ Holly Tendril Strike
◆ Holly Tendril Strike
◆ Holly Tendril Strike
HP 21/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Holly
HP 21/56
AC 20 (21 w/ Reinforce Eidolon)
| GM Doug H |
Eleanor's Fortitude (E): 1d20 + 9 ⇒ (4) + 9 = 13 Golly and eleanor succumb to a bit of poison. Zeph uses her reaction to mitigate the worst.
Barker is pleased to see his projectile knock away some of the flame!
Holly strikes once.
Character Turn Emulation Drone
|
Rhys's Fortitude (E): 1d20 + 11 ⇒ (6) + 11 = 17
Rhys moves to line up his foes.
Flat: 1d20 ⇒ 11
Attack: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Electricity: 1d6 + 4 ⇒ (4) + 4 = 8
DC 15 Flat vs Persistent: 1d20 ⇒ 9
Poison: 1d6 ⇒ 6
He drops the cultist but he is very badly burnt, with persistent fire eating away at his flesh.
| GM Doug H |
The smog around the filth fire evaporates. No longer concealed
It slaps back at holly!
Burning Lash: 1d20 + 13 ⇒ (20) + 13 = 33
B: 2d6 + 3 ⇒ (2, 5) + 3 = 10 and Persistent Fire: 1d6 ⇒ 1
Burning Lash: 1d20 + 13 - 5 ⇒ (10) + 13 - 5 = 18
Burning Lash: 1d20 + 13 - 10 ⇒ (10) + 13 - 10 = 13
The fire slaps back hard… luckily, only once. Two of you are badly hurt with persistent damage danger zone! but there only one enemy left in the area…
☀☀☀
Holy Heat Stroke Round 5-6
Party Conditions: Inspired
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Eleanor (15/56 HP) │ 1d6 persistent fire
⠀⠀➤ Holly (15/56 HP) │ Boosted 3/3 rnds
➤ Rhys (6/58 HP) │ Tale-Spun, 1d6 persistent fire
➤ Iksha (31/44 HP)
Filthy Fire (-33 HP) │ Enf 2
➤ Zephrena (41/58 HP) │ Shield, Sick 1
➤ Barker (42/48 HP)
──────────
AFTER YOUR TURN:
──────────
Eleanor: DC 15 flat vs 1 pers. fire
RHys: DC 15 flat vs 1d6 pers. fire
| Barker_ |
Barker keeps on inspiring and sends some healing magic towards Rhys
Soothe, lvl2: 2d10 + 8 ⇒ (1, 4) + 8 = 13
"Hold on Rhys!"
Rhys Xanthan
|
With only one foe left, Rhys pulls as much cold air as he can and directs it into the greasy elemental.
2-Action Elemental Blast: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Cold Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
1-Action Elemental Blast: 1d20 + 9 + 1 - 5 ⇒ (14) + 9 + 1 - 5 = 19
Cold Damage: 1d6 + 1 ⇒ (6) + 1 = 7
| Eleanor Sage |
Holly smacks the flames down further and further with her vines as she scatters the logs.
Tendril Strike vs Filthy Fire: 1d20 + 11 ⇒ (15) + 11 = 26
Concealment: 1d20 ⇒ 6
Damage (Sonic): 2d8 + 4 ⇒ (5, 6) + 4 = 15
Vine Slash vs Filthy Fire: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26
Concealment: 1d20 ⇒ 1
Damage (Slashing): 2d6 + 4 ⇒ (3, 5) + 4 = 12
Vine Slash vs Filthy Fire: 1d20 + 11 - 8 ⇒ (7) + 11 - 8 = 10
Concealment: 1d20 ⇒ 20
Damage (Slashing): 2d6 + 4 ⇒ (1, 6) + 4 = 11
Persistent Fire Damage: 1d6 ⇒ 6
Flat Check: 1d20 ⇒ 1
◆ Holly Tendril Strike
◆ Holly Tendril Strike
◆ Holly Tendril Strike
HP 9/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Holly
HP 9/56
AC 20 (21 w/ Reinforce Eidolon)
| GM Doug H |
Rhys blasts the fire, fressing away the flames and leaving it little but embers; holly's vines slap it out for good.
Out of combat!
After a few rounds, your persistent damage fizzles out. [ooc]With the healing, I don't think we need to run out the clock here.
While you heal, you might search this part of the ruins.
Critical success on Perception:
DC 19 Religion or Sarenrae Lore on symbols:
These symbols appear to be of Sarenrae but have incorrect proportions
Critical success on the Religion or Sarenrae Lore:
hidden symbols associated with the worship of Ahriman have been incorporated into the depiction of Sarenrae’s wings.
Crit success
Crit success
| Eleanor Sage |
Perception 1: 1d20 + 11 ⇒ (2) + 11 = 13
Perception 2: 1d20 + 11 ⇒ (11) + 11 = 22
"These statues seem to be facing the sunrise and sunset. Much as Sarenrae would like." Eleanor smiles.
| Barker_ |
Perc: 1d20 + 8 ⇒ (15) + 8 = 23
Perc: 1d20 + 8 ⇒ (8) + 8 = 16
"I see crudely-made symbols carved on the tiles of the walkway."
Bardic lore instead of religion?: 1d20 + 7 ⇒ (15) + 7 = 22
Pls open the spoiler, there is a religion check that can be made
| GM Doug H |
Barker knows the symbols APPEAR to be of Sarenrae but have incorrect proportions.
Having uncovered all there is you can, where to next? 3 bubildings to explore here.
| Barker_ |
Barker looks at the buildings "How about we try with those small ones, they smell a bit better"
| Eleanor Sage |
Eleanor follows close behind as she munches on some of the sweet berries, as they make her feel better. "Sounds good. We can go clockwise from there."
| GM Doug H |
The sandstone blocks that form this building are pitted and wind-worn. One of the double doors hangs tenuously by a single hinge, while the other has fallen completely off the frame. Inside are several sleeping pallets. Several large pieces of cloth form a roof. Likely tghis is where the cultists you just dispatched slept.
Crit success:
You find a moderate eagle-eye elixir under one of the pallets.
| Zephrena |
Perception 1d20 + 10 ⇒ (11) + 10 = 21
Religion 1d20 + 6 ⇒ (8) + 6 = 14
The gnome pokes around. Hey guys! She whispers WAY too loudly. I think there are old weapon racks embedded in the walls. The champion of Sheylin pries a bit more at them.
Are there weapons still in the racks? Or other loot?
| Barker_ |
Perc: 1d20 + 8 ⇒ (10) + 8 = 18
Bardic lore: 1d20 + 7 ⇒ (5) + 7 = 12
Barker moves after the others and tries to look for the clues but he sees nothing new
| GM Doug H |
No weapons, sadly.
The next area is a storehouse.
This sandstone building has a palm-frond roof shielding it from the sun. A sheet of frayed dark cloth serves as a door.
Inside you find a few more scorpion whips. There is ancient art that has ben painted over. It looks like a sun blazing down on a landscape, but it's too faded to tell exactly what.
I'll move you to the last building later today
| GM Doug H |
You enter the large structure.
This tall, marble structure stands high above the rest of the temple, its walls decorated with geometric shapes that suggest a sun motif. A pair of bronze-clad double doors still appear functional. The interior of the building is ornately carved with images of a blazing, lion-faced sun shining down upon armies as they march into battle. At the north end of the room is a giant marble throne on a raised dais.
Sitting on the throne is a dessicated corpse. At his belt is a rusted, now useless scimitar. A desecrated symbol of Sarenrae on its hilt. In his left hand is a scepter carved from dry, yellowed bone. He stands.
At his side is a halfling. Help! Our holy temple is desecrated! The false priest's deception is easily seen through, because he's grinning wickedly.
Iksha's Initiative Using Investigating: 1d20 + 8 ⇒ (9) + 8 = 17
Barker's Initiative Using Search: 1d20 + 8 ⇒ (17) + 8 = 25
Rhys's Initiative Using Searching: 1d20 + 7 ⇒ (9) + 7 = 16
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (15) + 6 = 21
Deception: 1d20 + 12 ⇒ (1) + 12 = 13
Perception: 1d20 + 16 ⇒ (7) + 16 = 23
☀☀☀
The Unholy Temple Round 1
Party Conditions: Inspired
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Eleanor (56/56 HP)
⠀⠀➤ Holly (56/56 HP)
➤ Barker (42/48 HP)
Corpse (-0 HP)
Zephrena (41/58 HP) │ Shield, Sick 1
Iksha (44/44 HP)
Rhys (58/58 HP)
False Priest (- HP)
| Barker_ |
Barker looks at the priests
"Liar liar pants on fire!" Blistering invective DC 20
Than he plays on the mandolin inspiring others to commit violence! Inspire Courage
| GM Doug H |
1d20 ⇒ 7
The priest's pants do indeed light on fire, and he seems shaken to the core by having been found out!
| Eleanor Sage |
"Sorry we already dealt with some of you false priests outside near the fire." She snaps her fingers, giving the pair of priests a decent shock to teach them a lesson.
Electric Arc: 2d4 + 4 ⇒ (1, 1) + 4 = 6 DC 20 Basic Reflex
◆ Step
◆◆ Electric Arc
HP 56/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Holly
HP 56/56
AC 20 (21 w/ Reinforce Eidolon)
| Zephrena |
Round 1
Zeph gasps at the sight of the undead. An abomination to her Goddess. The gnome hefts her heart shaped shield and marches forward. She takes a position to fight either opponent with her flickmace and she is ready to defend her comrades with her special blessing. But for now she targets the skeleton. Her mace whirls once around her head and then flicks out!
* Shield
* Move
* Attack
Melee attack 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Flickmace 2d8 + 3 + 1 ⇒ (7, 6) + 3 + 1 = 17
| GM Doug H |
See Slack; Zeph you went out of turn but let's go with it this time. 1d20 - 1 ⇒ (19) - 1 = 18
1d20 ⇒ 4
The faithless priest slips past the worst of the arc, but the corpse takes it full on.
Zephrena lands a solid hit, bruising mummified flesh [ooc]Not a crit. In case the description is not clear the creature is not a skeleton; looks more like a mummy.
The sun will go dark!
The corrupted undead gathers negative energy, healing himself. harm: 3d8 ⇒ (8, 2, 4) = 14
He darts off the throne and out of sight to those of you outside. He reaches out to touch the Shelynite. Nothing will be left.
Harm, DC 24 Basic fort: 3d8 ⇒ (3, 8, 7) = 18
☀☀☀
The Unholy Temple Round 1
Party Conditions: Inspired
Battlemap
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BEFORE YOUR TURN:
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Zephrena: DC 24 Fort vs 18 Negarive
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BOLD IS UP!:
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Eleanor (56/56 HP)
⠀⠀Holly (56/56 HP)
Barker (48/48 HP)
Zephrena (58/58 HP)
Corpse (-9 HP)
➤ Iksha (44/44 HP)
➤ Rhys (58/58 HP)
False Priest (-3 HP) │ Pants on fire (fright 1, 2d6 p. fire)