Doug's Enmity Cycle (Inactive)

Game Master Doug Hahn

Maps & Reference | Macros | Hero Points | Loot

Core Preview Reference


351 to 400 of 836 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

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

Barker heals Zephrena. Eleanor hurts her a bit. As Zephrena approaches within 10 feet the ghost reacts, attacking again:

Telekinetic strike: 1d20 + 15 ⇒ (1) + 15 = 16

Rhys lets fly plasma at the ghost, but finds it difficult to overcome its incorporporeal resistances. 3 damage

telekinetic object vs Barker AC 20: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22
B: 2d12 + 2 ⇒ (5, 9) + 2 = 16

telekinetic object vs Eleanor AC 17: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
B: 2d12 + 2 ⇒ (9, 12) + 2 = 23

telekinetic object vs Holly AC 20: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
B: 2d12 + 2 ⇒ (12, 8) + 2 = 22

telekinetic object vs Rhys AC 21: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30
B: 2d12 + 2 ⇒ (5, 3) + 2 = 10

telekinetic object vs Zephrena AC 23: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 26
B: 2d12 + 2 ⇒ (8, 4) + 2 = 14 Assunming you block otherwise you will be lower on hit points

After battering and bruising the lot of you, the ghost moves into your midst.

☀☀☀
The Frightener Round 4

Party Conditions: Barker has a torch, Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
??? (-23 HP) │ Concealed (DC 5 flat before you target)
➤ Rhys (28/58 HP) │ Immune to frightened
➤ Zephrena (13/58 HP) │ Shield up, shield -6HP
➤ Eleanor (21/56 HP)
⠀⠀➤ Holly (21/56 HP) │ Back1
➤ Barker (13/48 HP) │ Immune to frightened

possible crit on the eiodolon — is Holly back or on the stairs?

Grand Archive

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

"Oh no, you can stay the hell away." Rhys backs away slightly, before dashing through the spirit as another bolt of lightning!

Lightning Dash: 2d12 ⇒ (4, 10) = 14 DC19


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 ran away for 2 turns, and only had a single stride to come back so still a ways away yet.


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

1d20 + 16 ⇒ (17) + 16 = 33

The poltergeist splits in twain, and Rhys passes through without spilling a drop of ectoplasm.


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

Round 4
While a little on the ropes, the gnome hangs in there. She does her best to stand strong. Her dance steps are a little wobbly as she moves closer. She keeps her shield up and attacks.

* Stride
* Shield
* Attack

Flat check 1d20 ⇒ 13

Melee attack 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Flickmace 2d8 + 3 + 1 ⇒ (1, 7) + 3 + 1 = 12


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 staff of healing glows with a brilliant radiance, and a warm, soothing light spreads throughout the room. The injured and battered individuals within the room begin to feel the effects of her powerful magic as their wounds start to mend, and their pain subsides.

Moans of relief fill the air as the light from Eleanor's staff envelops each person, knitting their injuries and restoring their vitality. The room is gradually filled with an aura of tranquility and renewal.

Eleanor continues to focus her energy, making sure that every person within the room is touched by her healing magic, mending their injuries and revitalizing their strength. As the last person's wounds are healed, Eleanor's staff of healing gradually returns to its normal state, and she looks around to ensure that everyone is now safe and well.

Heal: 1d8 ⇒ 7

◆◆◆ Heal

Status:

HP 28/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2

Holly
HP 28/56
AC 20 (21 w/ Reinforce Eidolon)


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

As zeph approaches the ghost it again lashes out. while you said shield after steide, typically you want to do this before striding so as to have the AC and reactioavailable. In this case you will need it to not be knocked out

telekinetic strike reaction: 1d20 + 15 ⇒ (13) + 15 = 28
Bludgeoning -block: 2d12 + 2 - 7 ⇒ (7, 10) + 2 - 7 = 12

-12 hp to shirld, 1 hp left before eleanor channels[:ooc{

fort: 1d20 ⇒ 5 [oic]Fail, regular fail. Total of 15 damage between zeph and Eleanor .


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 shreding on his mandolin, he feels the space with lively music motivating everyone to do violence. Then he tries to hit the ghost with debris

Concealed, DC5: 1d20 ⇒ 1
Concealed, DC5, hero point: 1d20 ⇒ 15
Telekinetic projectile@ghost, ic: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Damage, ic: 2d6 + 4 + 1 ⇒ (6, 1) + 4 + 1 = 12

Ic + Telekinetic projectile


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

Zeph is almost knocked out but saved by her shield. She flicks away some of the ectoplasm. Eleanor heals, while Barker flings ancient debris through the creature. It looks wounded now, but still powerful (around halfway there).

The spirit flings Zeph back again.

Telekinetic Maneuver vs Fort DC: 1d20 + 15 ⇒ (17) + 15 = 32

Then it tries to send an ancient piece of pottery through barker's skull—

TK: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12

—missing at last.

☀☀☀
The Frightener Round 5

Party Conditions: Barker has a torch, Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
??? (-44 HP) │ Concealed (DC 5 flat before you target)
➤ Rhys (28/58 HP) │ Immune to frightened
➤ Zephrena (9/58 HP) │ Shield up, shield -18HP (BT 20)
➤ Eleanor (28/56 HP)
⠀⠀➤ Holly (21/56 HP) │ Back
➤ Barker (13/48 HP) │ Immune to frightened


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 pulls a scroll from her pocket. Using the oil from the seeds she activates the magic within as it heals Zephrena.

Heal: 2d8 + 16 ⇒ (1, 7) + 16 = 24

◆ Draw Scroll of Heal (2nd)
◆◆ Heal (Zephrena)

Status:

HP 28/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 1/2

Holly
HP 28/56
AC 20 (21 w/ Reinforce Eidolon)


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

Zephrena feels some lovely healing magic flow into her from Eleanor. She can't help but smile. She keeps her shield raised. She moves over to the stairs and gives an attack toward the spirit. She yells to her comrades Is this a tactical retreat? The champion doesn't want to run away, but she is a team player.

*Shield
*Stride
*Attack

flat check to hit 1d20 ⇒ 16

Melee attack 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
flickmace 2d8 + 3 + 1 ⇒ (7, 3) + 3 + 1 = 14


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: --

"Run! Run!!!" yells barker as he hits his mandolin tripple time - +10 ft speed

Then he shields himself and runs up the stairs Provokes if hit he would shield block

Grand Archive

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

Once Barker is clear, Rhys dashes through the specter once more, letting the momentum push him towards the stairs on the currents.

Lightning Dash Electricity Damage: 2d12 ⇒ (1, 4) = 5


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

You make your escape.

GM screen:
Eleanor's Religion (U): 1d20 + 5 ⇒ (19) + 5 = 24
Iksha's Religion (U): 1d20 + 0 ⇒ (14) + 0 = 14
Zephrena's Religion (T): 1d20 + 6 ⇒ (17) + 6 = 23
Barker's Bardic Lore (T): 1d20 + 7 ⇒ (7) + 7 = 14

With a moment to rest, Zephrena recalls that even if you bested the poltergeist it would just reform in a few days.

Eleanor, thinking about how the spirit was dressed, pieces together that the haunting is likely the residiual energy of a worshiper of Sarenrae who was killed here aeons ago under false priests. Perhaps there is a way to right this wrong.

After you spend an hour or so healing up, you hear shouting outside. It's the villagers. It sounds like an angry mob.

Where are those heathens?

They come to kill our holy priests!

The dawnflower won't stand for it!


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

Zephrena looks at the others. Sounds like we have an angry mob to talk down. Im happy to get things started. But please back me up.

The gnome walks outside to meet the people. For once she sets her shield down. She looks to Barker for a little music, even just a beat tapped on the back of his instrument. Zephrena looks at the people and begins to move in a shuffling step. Her hips begin to subtly keep time and soon its a full body dance. She moves in meditation to her Goddess, she dances for strength and a glib tongue. Her dance slows back to a shuffling step and a shaking hip. She calls out to the mob.
Good people. My name is Zephrena, Im a champion of Sheylin. Sheylin, the sister of the Dawnflower. Let me tell you, these priests here were no followers of Sarenrae. They were deceivers who twisted the beautiful dedications of the DawnFlower into evil acts. They were a cult of corruption.

Performance Dance 1d20 + 8 ⇒ (9) + 8 = 17

Diplomacy 1d20 + 8 ⇒ (7) + 8 = 15


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 mob and spots Zephrena giving him gentle hints, he grabs his mandolin and plays a tune, really not being an accompaniment.

First casting Read the air to get better sense of what is happening

Seeing that Zeph can't really use that tune he starts to play more soothing sounds, to try to calm the crowd and help Zephrena in her deeds

Musical Accompaniment

The music flows through his strings as he tries to aid the champion

"Yes, we found some undead and fire demons present at the head of the cult."


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

Outside you do indeed find a mob.

A group of frowning, grim-faced villagers stands in a line. A few hold simple farm tools in a threatening way, but most of the crowd is unarmed. Zephrena's words and dance begin to sway them, but then one of them steps forward and angrily says, “Oh yeah? How do we know you aren;t making this all up? What proof do you have?”


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)

"They attempted to burn us with an evil eleental kown as a Filth Fire under the guise of a ritual before attacking us." Eleanor explains worried for the damage this may cause. "As we fought for our lives they called out the name Ahriman if that means anything to you all?"


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: --

Diplomacy, read air bonus?: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28

"Look folks, I see that it can be confusing, but take a look here. The priests organizing events that are about getting your skin burned from the sun. Undead creature being a high ranked member, symbols not aligned with dawnflower."


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

Barker and Eleanor finally manage to convince the villagers. They tour the ruins, astounded at their folly. Nizar Wassim al-Ilhiini, the village elder, performs a rite o re-sanctify the temple. As he does so, you hear a sigh on the wind as the poltergeist in the crypts, likely an ancient Sarenrite who was corrupted here, is finally able to rest. Among the remnants in the tomb below, now cleansed, is an ancient icon of the Dawnflower worth 25 gp, an invisibility potion, and a potion of leaping.

Nizar looks o you. Where will you go next, strangers? Hint

Please level up!


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

The champion is very pleased to have laid the spirit to rest. Zeph doesnt feel right taking the icon of the DawnFlower. She is happy for that to stay with the temple.

The gnome does take some time to fix her battered shield.

Level up!!


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)

All Leveled

"Perhaps it is time we pay a visit to this Arihman, lord of the Divs and see why he wishes to kidnap the Poet." Eleanor suggests.


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: --

leveled up

"Yeah, lord of the Divs should know where is our Poet"


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

All leveled up!

Lets go find this tinker. His house has a windmill, should be easy to find.

Grand Archive

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

"An extraplanar lord is out of our league. Let's stick with the locals."

Leveled up!


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

You head back to town.

Reentering Lamasara is simple enough. The guards at the city gates are mostly there to keep traffic moving, and many travelers enter the city by boat on the Junira. The main thoroughfares are crowded with performers putting on small shows, musicians trying out new compositions, and a small army of municipal workers tending plants, painting buildings, and cleaning trash.

While you are here, you visit Tahar for your promised reward of 80 GP.

The drawf hands it over. He is fascinated with the mechanical head's new verses. This is Valls' work! I know it. He must be working on a new epic… perhaps his greatest yet! Please, unlock more. And if you can find the poet, I will gice you 200 more gold.

Unfortunately Tahar doesn't know about a tinkerer next to a windmill. You'll have to ask around.

You can make these checks yourself; DC 20 Gather info. Feel free to sub in another skill.

While you gather info, it may be a good time to go shopping…Review the loot!


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

The gnome is happy to hit the streets and talk to some people. She buys herself some sort of sweet icy drink and is pretty free with buying drinks for others.

diplomacy 1d20 + 10 ⇒ (12) + 10 = 22


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: --

Diplomacy, DC20: 1d20 + 13 ⇒ (11) + 13 = 24

Barker leaves with his mandolin to look for friends, singing a song here, playing some cards there and despite being a bit tipsy he learned a thing or two


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)

Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21

Eleanor spends the next couple of hours asking around and come to find out all she had to do was look for a Windmill in town.


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

GM Screen:
Eleanor's Perception (E): 1d20 + 11 ⇒ (17) + 11 = 28
Iksha's Perception (E): 1d20 + 8 ⇒ (7) + 8 = 15
Barker's Perception (E): 1d20 + 8 ⇒ (18) + 8 = 26
Rhys's Perception (T): 1d20 + 7 ⇒ (6) + 7 = 13
Zephrena's Perception (T): 1d20 + 6 ⇒ (2) + 6 = 8 Darkvision

Eleanor and barker, as they go around the city, notice a strange red posters with five black lines forming a pentagon above the word “Amity.” Art on slide 2

Most residents theorize it's some sort of guerrilla art project.

______

You hear of a tinkerer named "Dhia of Duwwor" who recently moved to the city and has a windmill atop her residence.

You head that way.

From the outside, the building looks a bit simpler than standars Lamasara fare. Instead of the curves, pillars, and archways so common here, the building is more practical. There are plenty of windows, they are 15 feet above the ground and lined with steel bars. The most distinct feature is a large windmill mounted to the roof. It features a series of pulleys, ropes, belts, and chains that probably run down into the building interior.

The severed head croaks…

Dhia's hand, with genius softly wrought,
Forged my essence, so tenderly ensnared.
A gift to Valls, the poet draped in thought,
Where words and rhyme in dance are deftly paired.

They whispered of new art, efforts to convene,
Where I, a humble servant shaped from code,
Could rise beyond the realm of mere machine
And assist their work, in this windmill'd abode.

I was not wrought for curtains or for cheers,
Or songs 'neath spotlight's piercing gaze.
Yet some part I had to play among these gears
But what that was, remains in mystery haze.

______

You're at the door. What will you do?


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)

"This appears to be the house of a gnome." Eleanor looks around at all the moving parts and pulleys. "Be careful. A tinkering gnome can be just as dangerous as a whole band of goblins." She knocks on the door with the head of her staff.


Female Gnome Champion 6, HP87, AC 24/26, Perception +8, Fort+13, Refl+10, Will+10
Eleanor Sage wrote:
"This appears to be the house of a gnome." Eleanor looks around at all the moving parts and pulleys. "Be careful. A tinkering gnome can be just as dangerous as a whole band of goblins." She knocks on the door with the head of her staff.

Zeph sticks her tongue out at the old woman. I think it sounds like fun.


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

Minor retcon, Zeph purchases/upgrades to a Minor Sturdy Shield. Now has Hardness 10, HP/BT 96/48

The gnome is now carrying a bright shiny new shield. She is already planning on how she wants to paint, bedazzle, and decorate her new shield!


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

Shield noted. Updating loot sheet. You guys can edit that yourself, by the way!

You knock and knock… no one answers. You push the door open and find yourselves facing a hallway. It's cool in here. The area is undecorated and sparse, save for two impressive woolen rugs embroidered with beautiful geometric patterns.

GM Screen:
Eleanor's Perception (E): 1d20 + 11 ⇒ (20) + 11 = 31
Barker's Perception (E): 1d20 + 8 ⇒ (4) + 8 = 12

Eleanor knows all the tricks, the old "hazard-un-the-rug" is a timeless classic. She spots dozens of thin wires embedded with steel barbs, attached to a pressure plate on the floor.

DC 24 Thievery (expert) to disable. Or some creative solution.

Map updated


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

The gnome looks at it for a bit. Engineering Lore 1d20 + 8 ⇒ (15) + 8 = 23

Is this enough to give her some creative idea?

Zeph speaks to the others for a moment. She brings up several engineering concepts and brainstorms.

Perhaps her best thought is something simple, like tossing a heavy object onto the pressure plate and setting it off.

Is there a rainbarrel outside? Or can she easily take the front door off the hinges?


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

Zeph tosses a flowerpot into the hall, which shatters. Blades whizz and wires twang.

As the razor-sharp objects ricochet about the hallway the door to the right bangs open. Four hunchback creatures come rushing out. They each have three glowing blue eues and oily hair covering their misshapen backs. They swish sharp claws about in the air.

GM Screen:

Eleanor's Initiative Using Searching: 1d20 + 11 ⇒ (5) + 11 = 16
Barker's Initiative Using Search: 1d20 + 8 ⇒ (18) + 8 = 26
Rhys's Initiative Using Searching: 1d20 + 7 ⇒ (12) + 7 = 19
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (7) + 6 = 13
4d20 ⇒ (8, 8, 13, 18) = 47

☀☀☀
Barrels and Wires Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Barker (63/63 HP)
3-eyes 4 (-0 HP)
3-eyes 3 (-0 HP)
Rhys (75/75 HP)
Eleanor (73/73 HP)
⠀⠀Holly (73/73 HP)
3-eyes 1 (-0 HP)
3-eyes 2 (-0 HP)
Zephrena (73/73 HP) │ Shield up


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 creature

"Well hello there! We are looking for the master of the house, would you be a lamb and called them for us?"

Barker asks

Diplomacy?/Bluff: 1d20 + 13 ⇒ (16) + 13 = 29

But then he plays a tune that inspires other to great deeds. Inspire courage + question

He tries to get better understanding on what those creatures are

Bardic Lore +9 to recall knowledge with Loremaster's Etude


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

GM Screen:
2d20 ⇒ (15, 1) = 16

Barker knows these creatures are Nuglubs, evil fey who like to kneecap their enemies! Kneecapper [reaction] Trigger A Medium creature within the nuglub's reach leaves a square during its move action; Effect The nuglub lashes out at the triggering creature's knees and tries to knock them prone. The nuglub makes an Acrobatics check against the creature's Reflex DC. On a success, the target falls and lands prone.

One of them rushes forward and tears at the champion:

Bite: 1d20 + 13 ⇒ (4) + 13 = 17

Claw: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10

— Ineffectively.

The other one rushes into the room and climbs up the wall, ending just above Barker's head. It says something in a weoird language before choming at the gnolle:

Undercommon:
DIE DIE DIE HEHEHEHE!

gnaw gnoll: 1d20 + 13 ⇒ (5) + 13 = 18

Also not super effective.

☀☀☀
Barrels and Wires Round 1

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
Barker (63/63 HP)
Nuglub 4 (-0 HP)
Nuglub 3 (-0 HP) │ Climbing, +5
➤ Rhys (75/75 HP)
➤ Eleanor (73/73 HP)
⠀⠀➤ Holly (73/73 HP)
Nuglub 1 (-0 HP)
Nuglub 2 (-0 HP)
Zephrena (73/73 HP) │ Shield up


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)

Busy room!

"I have bad knees. Keep those vile fey away from me!" Eleanor coaxes Holly along as the plant begins whipping and slapping. Eleanor quickly tries shock the pair closest to her.

Extend Boost (Nature) DC 20: 1d20 + 11 ⇒ (19) + 11 = 30 Reinforce Eidolon lasts 3 rounds.

Tendril Strike vs #4: 1d20 + 4 ⇒ (4) + 4 = 8
Damage (Sonic): 2d8 + 4 ⇒ (1, 4) + 4 = 9

Electric Arc vs #3 and #4: 3d4 + 4 ⇒ (1, 2, 1) + 4 = 8 DC 21 Basic Reflex

◆ Act as One (Reinforce Eidolon +1 AC/Saves, Resist all damage 1)
◇ Extend Boost (Reinforce Eidolon)
◆ Act as One (Holly Strike)
◆◆ Electric Arc

Status:

HP 56/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 1/2

Holly
HP 56/56
AC 20 (21 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

"Nothing but nasty faces wherever we go. Typical." Rhys takes a moment to summon the winds and shroud his companions, before focusing a bolt of lightning at the fey on the wall.

2-Action Elemental Blast, Inspired vs #3: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Electricity Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13


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

The gnome takes a moment to breath while she keeps her shield up and politely waits for her turn.


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

2d20 ⇒ (19, 20) = 39

Holly slaps the wall. Both creatures completely avoid any damage from the arc of plasma.

Rhys blasts his target rather more effectively, however!

The next next nuglub attacks Holly!

Bite: 1d20 + 13 ⇒ (19) + 13 = 32
P: 1d8 + 3 - 7 ⇒ (8) + 3 - 7 = 4

Grab: 1d20 + 13 - 4 - 2 ⇒ (16) + 13 - 4 - 2 = 23
S: 1d6 + 3 ⇒ (3) + 3 = 6

Zeph reacts, saving Eleanot and the plant some damage and enfeebling her target.

The last nuglub runs in, climbs the wall, and bites at Eleanor!

Bite: 1d20 + 13 ⇒ (8) + 13 = 21

☀☀☀
Barrels and Wires Round 1-2

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Barker (63/63 HP)
Nuglub 4 (-0 HP)
Nuglub 3 (-13 HP) │ Climbing, +5
Rhys (75/75 HP)
Eleanor (63/73 HP)
⠀⠀Holly (63/73 HP)
Nuglub 1 (-0 HP) │ Enfeebled 2
Nuglub 2 (-0 HP)
➤ Zephrena (73/73 HP) │ Shield up


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 around "Stay strong! Those creatures do not know what they are doing! But I will not be merciful"

Barker keeps playing on the mandoline as he turns towards creature next to him

"Cower before my words, may your teeth never works, I hope your claws will let go wall, feel the pain as your skin burn!"

Casting Blistering invective DC 21 will save

Blistering invective@nuglub 3: 2d6 ⇒ (3, 5) = 8


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

Round 1

The gnome keeps her shield up. She tries to give an intimidating growl and then lashes out at the injured Nubglub on the wall.

*shield
*intimidation
*attack

Intimidation 1d20 + 12 ⇒ (9) + 12 = 21

Melee Attack 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
flickmace 2d8 + 4 + 1 ⇒ (1, 3) + 4 + 1 = 9

Zeph growls more as her angle of attack is a little off...


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

1d20 + 4 ⇒ (7) + 4 = 11

The nuglub cowers in fear as it lights aflame!

Zeph intimidates her target, byt the flcikmace only takes a chunk out of the wall.

Nuglub 4 attacks Zeph…

Bite: 1d20 + 14 ⇒ (16) + 14 = 30
P: 1d8 + 3 - 10 ⇒ (8) + 3 - 10 = 1

The champion blocks the first attack.

Claw: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22

Claw: 1d20 + 14 - 8 ⇒ (10) + 14 - 8 = 16

Nuglub 3 lashes out at Barker…

Bite: 1d20 + 14 - 1 ⇒ (2) + 14 - 1 = 15

Bite: 1d20 + 14 - 5 - 1 ⇒ (18) + 14 - 5 - 1 = 26
P: 1d8 + 3 ⇒ (2) + 3 = 5

Bite: 1d20 + 14 - 10 - 1 ⇒ (11) + 14 - 10 - 1 = 14

The bard bleeds. Just a little. And the nuglub burns!

Flat: 1d20 ⇒ 14

☀☀☀
Barrels and Wires Round 1-2

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
Barker (58/63 HP)
Nuglub 4 (-0 HP)
Nuglub 3 (-21 HP) │ Climbing, +5, Fright 1, 2d6 persistent
➤ Rhys (75/75 HP)
➤ Eleanor (63/73 HP)
⠀⠀➤ Holly (63/73 HP)
Nuglub 1 (-0 HP) │ Enfeebled 2
Nuglub 2 (-0 HP)
Zephrena (73/73 HP) │ Shield up, -1 HP, reaction used


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)

Completely surrounded Eleanor begins to get quite nervous. She puts all she can into shocking the creature next to her as Holly's vines swing wildly about the small chamber.

Tendril Strike vs #2: 1d20 + 14 ⇒ (3) + 14 = 17
Damage (Sonic): 2d8 + 4 ⇒ (7, 6) + 4 = 17

Electric Arc vs #2 and #3: 3d4 + 4 ⇒ (4, 3, 3) + 4 = 14 DC 21 Basic Reflex


◆ Holly Strike
◆◆ Electric Arc

Status:

HP 46/56
AC 17
Hero Points 1/3
Battle Medicine ()
Focus Points 2/3
Spells 1st 2/2 | 2nd 1/2
Scrolls: Heal (1st) 2/2 | (2nd) 1/2

Holly
HP 46/56
AC 20 (21 w/ Reinforce Eidolon)


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

2d20 ⇒ (3, 18) = 21F, S

Eleanor zots the Nuglubs, but holly continues to slap the wall.

☀☀☀
Barrels and Wires Round 1-2

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
Barker (58/63 HP)
Nuglub 4 (-0 HP)
Nuglub 3 (-28 HP) │ Climbing, +5, Fright 1, 8 persistent
➤ Rhys (75/75 HP)
➤ Eleanor (63/73 HP)
⠀⠀Holly (63/73 HP)
Nuglub 1 (-0 HP) │ Enfeebled 2
Nuglub 2 (-14 HP)
Zephrena (73/73 HP) │ Shield up, -1 HP, reaction used

Grand Archive

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

Seeing the entryway overcrowded, Rhys throws more lightning at the creepy crawly fey!

2-Action Elemental Blast, Inspired vs #3: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Electricity Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8
1-Action Elemental Blast, Inspired, MAP vs #1: 1d20 + 11 + 1 - 5 ⇒ (5) + 11 + 1 - 5 = 12
Electricity Damage: 2d6 ⇒ (5, 4) = 9


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

Whys blasts Nuglub 3, who seems to be weakening!

Aieee! Nuglub 1 continues to try and shred plant life:

Bite: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
P: 1d8 + 3 - 2 ⇒ (7) + 3 - 2 = 8

Claw: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16

Claw: 1d20 + 13 - 8 - 2 ⇒ (17) + 13 - 8 - 2 = 20

Nuglub 2 picks on Eleanor…

Bite: 1d20 + 13 ⇒ (11) + 13 = 24
P: 1d8 + 3 ⇒ (3) + 3 = 6

Bite: 1d20 + 13 - 5 ⇒ (8) + 13 - 5 = 16

Bite: 1d20 + 13 - 10 ⇒ (2) + 13 - 10 = 5

It slashed her but once; blood and vines stain the carpet.

☀☀☀
Barrels and Wires Round 3-4

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Barker (58/63 HP)
Nuglub 4 (-0 HP)
Nuglub 3 (-36 HP) │ Climbing, +5, Fright 1, 8 persistent
Rhys (75/75 HP)
Eleanor (56/73 HP)
⠀⠀Holly (56/73 HP)
Nuglub 1 (-0 HP) │ Enfeebled 2
Nuglub 2 (-14 HP)
➤ Zephrena (73/73 HP) │ Shield up, -1 HP, reaction used


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

The gnome keeps her shield up and keeps on the attack. She targets number three.

*shield
*intimidate
*attack

Intimidation 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16

Melee attack 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Flickmace 2d8 + 4 + 1 ⇒ (7, 1) + 4 + 1 = 13

351 to 400 of 836 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Doug's Enmity Cycle All Messageboards

Want to post a reply? Sign in.