| GM chadius |
Round 1
Mandoo
Bunnies!
Nakgu
Mork (Next attack vs wolf is Off Guard)
Isaku (4 damage, Frightened 1)
Wolf (49 damage)
Emdi
Tao
Anyone within 30 feet of the bunny swarms must make a DC 22 Will Save. Regardless of the result, you are immune to both auras 1 minute.
Frightened 1. Frightened 2 on a Critical Failure.
You cannot reduce the Frightened condition while within the aura.
Mandoo
|
[Um, dearest?]
{Yes}
[Now that you're done with the wolf, perhaps you might find yourself free to return]
{Problems with the demonic animals?}
[You could say that]
{I will be there momentarily}
[Thanks]
Mandoo doesn't like the look of these bunny swarms at all...
Mandoo Will Save vs DC 22: 1d20 + 14 ⇒ (14) + 14 = 28
...but how frightening can a bunch of bunnies really be? Not very, apparently.
Mork the Orc
|
Will DC 22: 1d20 + 12 ⇒ (16) + 12 = 28
Mork manages to stand bravely in the face of the rabbits with big pointy teeth. He comments, "Rabbits here are different than those living in forest near Mork's tribe. These are ... pink-er." He studies the nearest enemy to Exploit Vulnerability.
Esoteric Lore: 1d20 + 11 ⇒ (2) + 11 = 13
If this is a crit-fail, he uses his new hero point to avoid being offguard...
Esoteric Lore: 1d20 + 11 ⇒ (7) + 11 = 18
Darn ... probably still a fail. But at least he gets personal antithesis, and no offguard.
The orc moves into a flanking position with Tau, shakes his wind chimes, and stabs with his trident.
+1 Returning Trident vs Red: 1d20 + 15 ⇒ (15) + 15 = 30 (vs flatfoot due to flanking)
Piercing Damage (+Implement +Personal): 2d8 + 4 + 4 + 5 ⇒ (5, 1) + 4 + 4 + 5 = 19
◆ Exploit Vulnerability, ◇ Esoteric Lore, ◇ Implement Empowerment (shaking wind chimes), ◆ Stride, ◆ Strike
Note: Mork will use Amulet's Abeyance to give Resistance 8 to the first ally (or himself) that his exploited rabbit attacks.
Nakgu 'Stag Lord' Xoknath
|
Will DC 22: 1d20 + 12 ⇒ (10) + 12 = 22
Nakgu's horns grow nearly as large as the bunnies horns as he rakes them through their group. Scooping up a dozen bunnies he tosses them high in the air over his shoulder.
Antlers: 1d20 + 15 ⇒ (20) + 15 = 35
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (3, 1) + 4 + 2 = 10
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
Antlers: 1d20 + 15 - 5 ⇒ (4) + 15 - 5 = 14
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (10, 6) + 4 + 2 = 22
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
◆ Rage (+9 Temp HP | +2 Damage | -1 AC)
◆ Strike
◆ Strike
HP 98/98 (Raging +9 Temp HP) (Drained 1 92/92)
AC 24 (Raging 23)
Hero Points 2/3
| GM chadius |
Nakgu is incensed by the demonic desecration, and cuts a critical path through several rabbits. He even manages to slow the lot of them.
Fort Save: 1d20 + 13 ⇒ (4) + 13 = 17
Mork scoops another critical pile of rabid rabbits and tosses them aside. He's certain they are rabbits but... from Hell, maybe?
The remaining wolf is bleeding, badly. An abyssal impetus urges it on towards Tao, but its wounds are too much to mount a proper offense.
1 is Tao, 2 is Isaku, 3 is Nakgu: 1d3 ⇒ 1
Bite: 1d20 + 12 ⇒ (2) + 12 = 14
Another herd of bunnies emerge from the southern edge of the clearing, heeding the call for violence.
| GM chadius |
Oops. I forgot to ask for DC 21 Reflex Saves from everyone except Libitina.
Round 1
Pink Bunnies! (48 damage, 1d4 Persistent Bleed, Slowed 1)
Gray Bunnies!
Nakgu
Mork
Isaku (4 damage, Frightened 1)
Wolf (49 damage)
White Bunnies!
Emdi
Tao
Round 2
Mandoo
Please make a Basic DC 21 Reflex Save. Failure means you are Clumsy 1 for 1 round. Critical Failure means you also have 1d6 Persistent Bleed damage.
Isaku, Tao, Mandoo: 9 damage
Nakgu, Emdi, Mork: 10 damage
Anyone within 30 feet of the bunny swarms must make a DC 22 Will Save. Regardless of the result, you are immune to both auras 1 minute.
Frightened 1. Frightened 2 on a Critical Failure.
You cannot reduce the Frightened condition while within the aura.
Emdi Emmay
|
Reflex: 1d20 + 12 ⇒ (18) + 12 = 30 vs DC 21
Will: 1d20 + 10 ⇒ (16) + 10 = 26 vs DC 22
-5 damage, not Frightened.
Emdi has an Aura of Courage about him! Not sure how that interacts with the "cannot reduce" clause. Text: You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn when you would reduce your frightened condition value by 1, you also reduce the value by 1 for all allies within 15 feet.
"Bunnies from Hell? That means they're evil!"
◆ Smite Evil
Emdi fires into the swarm that surrounds him.
◆ Shortbow: 1d20 + 15 ⇒ (7) + 15 = 22
Piercing: 2d6 + 1 ⇒ (4, 1) + 1 = 6 plus 4 good
Crit?: 1d10 ⇒ 2 plus immobilized
"Spread out so the bunnies can't attack us at the same time ... but stay within 15' of me!"
◆ Stride
↺ (first opportunity to use it)
Shortbow: 1d20 + 15 ⇒ (20) + 15 = 35
Piercing: 2d6 + 1 ⇒ (6, 2) + 1 = 9 plus 4 good
Crit?: 1d10 ⇒ 3 plus immobilized
Isaku Beru
|
Why is Isaku Frightened 1 when the Will Save was successful?
Reflex, DC 21: 1d20 + 13 ⇒ (2) + 13 = 15
Clumsy 1
Mandoo
|
Having fended off the horror of a pile of pink bunnies descending on him, he now has to dodge their nibbles...
Mandoo Basic Reflex Save vs DC 21: 1d20 + 10 ⇒ (20) + 10 = 30
...and he manages to completely avoid their sharp pointed teeth of death.
That's a crit, so presumably he takes no damage.
[The bunnies are attempting to nibble me to death here, Tina]
{I'm coming}
As Tina returns to deal with the bunnies, Mandoo continues to cast spells ("ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର" and "ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ") to help her out.
Action 1 (◆): Act Together
- Mandoo Action (◇): Cast a Spell: Extend Boost
- Mandoo Action 1 (◆): Cast a Spell: Boost Eidolon vs Libitina
- Libitina Action 1: Stride (35 feet)
As Libitina gets closer, the horror of a pile of pink bunnies becomes apparent to her and...
Libitina Will Save vs DC 22: 1d20 + 11 ⇒ (14) + 11 = 25
...has no impact on her whatsoever.
Religion (Extend Boost) vs DC 22?: 1d20 + 14 ⇒ (19) + 14 = 33
Critical success means that Boost Eidolon spell lasts 4 rounds
Not sure if Libitina is flanking with Tao and/or Nakgu, so perhaps they're not flat-footed to her.
Libitina Action 2 (◆): Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Flat-Footed? Pink Bunnies (or Gray Bunnies if Pink is down)
Libitina Scythe Attack: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34 vs Flat-Footed?
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (1) + (7) + 4 + 4 = 16 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
Libitina Action 3 (◆): Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon, Spirit Touch and MAP1 vs Flat-Footed? Pink Bunnies (or Gray Bunnies if Pink is down)
Libitina Scythe Attack: 1d20 + 14 + 1 - 5 ⇒ (15) + 14 + 1 - 5 = 25 vs Flat-Footed?
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (2) + (5) + 4 + 4 = 15 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
| GM chadius |
Isaku: Sorry about that, I forgot to roll something after I had rolled your Will Save and that changed the results.
Emdi: I'd say your Aura of Courage trumps the Cute But Deadly ability, as it's a class feature you had to take.
Emdi opens fire. While the arrow does little to pierce the rabbits, the blessings of radiant deities wreaks havoc, revealing a weakness from within.
Botting Tao
Tao's Reflex: 1d20 + 8 ⇒ (14) + 8 = 22
Tao unleashes a >Haunting Hymn< across both groups of bunnies, as well as the wolf.
Pink Fort: 1d20 + 13 ⇒ (13) + 13 = 26
Gray Fort: 1d20 + 13 ⇒ (20) + 13 = 33
Wolf Fort: 1d20 + 11 ⇒ (17) + 11 = 28
Sonic Damage: 1d6 + 4 ⇒ (5) + 4 = 9
The bunnies take more damage from the area effect blast, but the Gray furred ones are quite resilient and ignore the effect entirely. The wolf is blown away.
Libitina returns and scatters the Pink-furred rabbits with a critical strike. She then turns towards the gray crowd and continues cleaving.
The flock of Gray furred bunnies continue their rampage, moving
Even is Down, Odd is Down Right: 1d2 ⇒ 2
down and crawling all over Isaku and Mandoo.
Gray Bite: 5d4 ⇒ (3, 3, 3, 2, 2) = 13
Gray Bite: 5d4 ⇒ (4, 1, 3, 1, 4) = 13
| GM chadius |
Round 2
Mandoo (2 Reflex Saves)
Gray Bunnies! (11 damage)
Nakgu (Reflex Save DC 21)
Mork (Reflex Save DC 21)
Isaku (4 damage, 2 Reflex Saves)
White Bunnies!
Emdi (5 damage)
Tao (4 damage)
Nakgu, Mork, Isaku, Mandoo: Please make a Basic DC 21 Reflex Save. Failure means you are Clumsy 1 for 1 round. Critical Failure means you also have 1d6 Persistent Bleed damage.
Nakgu, Mork: 10 damage
Isaku, Mandoo: 13 damage, 13 damage (make 2 Reflex Saves. Tao will use her reaction to prevent 8 damage.)
Isaku Beru
|
Reflex 1, Clumsy: 1d20 + 13 - 1 ⇒ (13) + 13 - 1 = 25
Reflex 2, Clumsy: 1d20 + 13 - 1 ⇒ (17) + 13 - 1 = 29
Isaku manages to avoid the worst of the bites. He staggers back from the bunnies. He concentrates and launches a small fireball at the swarm.
Produce Flame vs Gray Bunnies: 1d20 + 12 ⇒ (13) + 12 = 25
Fire: 3d4 + 4 ⇒ (2, 2, 1) + 4 = 9
Crit: Double Damage + 3d4 Persistent
◆ Stride
◆◆ Produce Flame
Tao Lavinia Heron
|
Bladed Scarf of Ghost Striking (reach, ghost touch, slash): 1d20 + 13 ⇒ (2) + 13 = 152d6 + 4 ⇒ (2, 5) + 4 = 11
Staying towards the center of the group, the whirling dervish of Tao’s dangerous blades mark errant bunnies and wolves for death!
Mork the Orc
|
Reflex DC 21: 1d20 + 12 ⇒ (5) + 12 = 17
Mork tries to fend off the swarm of bunny teeth ... unsuccessfully.
Clumsy 1 + damage. @GM: Since the swarm attacking Mork was the subject of his Exploit, can Mork use Amulet's Abeyance for Resistance 8 to the damage?
A little unsteady, Mork studies a different swarm (white) to Exploit Vulnerability.
Esoteric Lore: 1d20 + 11 ⇒ (18) + 11 = 29
If success, learn highest weakness. If crit success, all weaknesses/resistances.
With Diverse Lore, in addition to learning the above info, Esoteric Lore functions as a RK check for purposes of learning further info.
Note: With Sympathetic Vulnerabilities, Mork applies either mortal or personal weakness to all bunny swarms.
Feeling that he recalled an interesting tidbit, the thaumaturge calls out, "Mork remembers now ... bunnies are not actually from hell." He explains as he steps into battle, rattles his wind chimes and strikes.
+1 Returning Trident vs Gray: 1d20 + 15 ⇒ (2) + 15 = 17
Piercing Damage (+Implement +Personal): 2d8 + 4 + 4 + 5 ⇒ (7, 5) + 4 + 4 + 5 = 25
Personal Antithesis weakness +5 has been added. If bunnies have actual weakness, please subtract 5 from damage and use highest weakness instead.
◆ Exploit Vulnerability, ◇ Esoteric Lore, ◇ Implement Empowerment (shaking wind chimes), ◆ Step, ◆ Strike
Emdi Emmay
|
Emdi's reaction should have triggered as well.
| GM chadius |
Isaku begins to stumble out of the bunny barrage. Tao protects him against the first bite, but her scarf flings wide. Emdi protects him against the second bite and critically retaliates. The holy protections of his shortbow burn the bunny batch.
Now clear of the patch, Isaku counters with a fiery blast and sees his flames encounter no resistance, unlike his piercing bullets.
Mork almost trips on the rabbits gnawing away, but he reacts and uses his amulet to resist some of the teeth. He knows not all rabbits are from Hell. Technically these are under Abyssal, not Hellish influence. But Bunnies from the Abyss isn't as catchy.
He knows these rabbits have weaknesses to area damage, cold iron, good, and splash damage attacks. They are also weak against his trident, and he scatters almost all of them with a single toss. He knows the White Rabbits are late (they always are) but he prepares himself for their arrival.
| GM chadius |
Round 2
Mandoo (2 Reflex Saves)
Gray Bunnies! (74 damage)
Nakgu (Reflex Save DC 21)
Mork (2 damage)
Isaku (4 damage)
White Bunnies!
Emdi (5 damage, Reaction used)
Tao (4 damage, Reaction used)
Nakgu, Mork, Isaku, Mandoo: Please make a Basic DC 21 Reflex Save. Failure means you are Clumsy 1 for 1 round. Critical Failure means you also have 1d6 Persistent Bleed damage.
Nakgu: 10 damage
Mandoo: 13 damage, 13 damage (make 2 Reflex Saves. Tao will use her reaction to prevent 8 damage.)
Mandoo
|
[Argh! Thanks for that, my dear]
{I have no control over their direction}
[Get them off me!]
{Working on it}
Mandoo Basic Reflex Save vs DC 21: 1d20 + 10 ⇒ (5) + 10 = 15
Mandoo Basic Reflex Save vs DC 21: 1d20 + 10 ⇒ (20) + 10 = 30
One failure for 5hp (13-8. Thanks, Tao) of damage and Clumsy 1. One crit success to avoid additional damage.
Nakgu 'Stag Lord' Xoknath
|
Reflex DC 21: 1d20 + 11 ⇒ (4) + 11 = 15
Getting caught off guard by the bunnies cuteness and numbers Nakgu stumbles into a precarious position as be pokes his thick antlers into the wolf.
Antlers: 1d20 + 15 ⇒ (16) + 15 = 31
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (3, 9) + 4 + 2 = 18
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
Antlers: 1d20 + 15 - 5 ⇒ (9) + 15 - 5 = 19
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (10, 3) + 4 + 2 = 19
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
◆ Stride
◆ Strike
◆ Strike
HP 98/98 (Raging +9 Temp HP) (Drained 1 92/92)
AC 24 (Raging 23)
Hero Points 2/3
| GM chadius |
Oops, I forgot to actually remove the wolf from the map, but it died already. I'll redirect Nakgu's action against the swarm.
Nakgu scatters the gray bunny swarm.
One more swarm approaches from afar... if only you had a holy hand grenade to beat them from afar!
| GM chadius |
Round 2
Mandoo (13 damage, clumsy 1)
Nakgu (10 damage, 1 action remaining)
Mork (2 damage)
Isaku (4 damage)
White Bunnies!
Emdi (5 damage, Reaction used)
Tao (4 damage, Reaction used)
When bitten by the bunnies, Please make a Basic DC 21 Reflex Save. Failure means you are Clumsy 1 for 1 round. Critical Failure means you also have 1d6 Persistent Bleed damage.
Mork the Orc
|
Knowing all about these abyssal bunnies, Mork strides as fast as he can to the remaining swarm. While shaking his wind chimes, the thaumaturge calls out, "My frrriends ... bunnies have weakness to cold iron, good, and area damage." He coats his trident with some mist of holy water and flings it from distance.
+1 Returning Trident +Range Penalty, vs White: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
Piercing Damage (+Implement +Weakness to Good): 2d8 + 4 + 4 ⇒ (3, 4) + 4 + 4 = 15
Mortal Weakness has not been added. Please add Good weakness to the above damage roll.
◆◆ Stride x2, ◆ Strike
Isaku Beru
|
Isaku reloads his pistol, runs up to Mork and shoots the swarm.
+1 Striking Dueling Pistol, 60' range, Reload 1: 1d20 + 14 ⇒ (12) + 14 = 26 for Concussive Damage: 2d6 ⇒ (1, 4) = 5
◆ Reload
◆ Stride
◆ BANG!
Nakgu 'Stag Lord' Xoknath
|
Nakgu does as much damage to these horrible bunnies as he can.
Antlers: 1d20 + 15 - 10 ⇒ (1) + 15 - 10 = 6
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (5, 6) + 4 + 2 = 17
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
| GM chadius |
Mork's trident burns the rabbits. Isaku unloads for a solid hit, but realizes the rabbits resisted his shot entirely.
The rabbits retaliate and advance on the duo.
Bites: 5d4 ⇒ (3, 2, 4, 1, 2) = 12
Round 2
White Bunnies! (20 damage)
Emdi (5 damage, Reaction used)
Tao (4 damage, Reaction used)
Round 3
Mandoo (13 damage)
Nakgu (10 damage)
Mork (2 damage)
Isaku (4 damage)
When bitten by the bunnies, Please make a Basic DC 21 Reflex Save. Failure means you are Clumsy 1 for 1 round. Critical Failure means you also have 1d6 Persistent Bleed damage.
Mork, Isaku: 12 damage
Mork the Orc
|
Reflex DC 21: 1d20 + 12 ⇒ (10) + 12 = 22
As the bunnies swarm, Mork violently shakes his wind chimes to activate his Amulet's Abeyance.
Success for half damage (6). Amulet's Abeyance provides Resistance 8.
Mork calls out, "Who wants to approach so Mork can benefit from flank?" (Mork delays.) After waiting for an ally to move in and attack, Mork steps out of the swarm into a flanking position and yells, "Time for bunnies to go back to abyss!" Sprinkling more mist of holy water on his trident, the orc rattles his wind chimes and jabs twice in succession.
+1 Striking Returning Trident: 1d20 + 15 ⇒ (16) + 15 = 31 (vs flatfoot from flanking?)
Piercing Damage (+Imp): 2d8 + 4 + 4 ⇒ (3, 7) + 4 + 4 = 18
Please add Weakness to Good to above damage.
+1 Striking Returning Trident +MAP: 1d20 + 15 - 5 ⇒ (11) + 15 - 5 = 21 (vs flatfoot from flanking?)
Piercing Damage (+Imp): 2d8 + 4 + 4 ⇒ (2, 3) + 4 + 4 = 13
Please add Weakness to Good to above damage.
◇ Delay (for flanking), ◆ Step, ◆ Strike x2
Isaku Beru
|
Reflex: 1d20 + 13 ⇒ (19) + 13 = 32
Isaku manages to dance a mad jig and avoid the bunny bites entirely. He gets away from the Bunnies from Hell. ◆ Stride
He quickly whips up a vial of alchemical lightning and hurls it at the bunny swarm.
Lesser Bottled Lightning vs Bunnies: 1d20 + 13 ⇒ (6) + 13 = 19 for Electricity Damage: 1d6 ⇒ 1 plus Splash: 1 = 1 FF on hit
◆ Quick Tincture ◆ Strike
Isaku concentrates and sends another fireball at the rabbits.
Produce Flame, Ranged: 1d20 + 12 ⇒ (8) + 12 = 20 for Fire Damage: 3d4 + 4 ⇒ (4, 1, 4) + 4 = 13 Critical Hit: Double damage + 3d4 Persistent Fire
◆◆ Produce Flame
Emdi Emmay
|
Emdi moves up ◆, firing arrows as he goes.
◆Shortbow: 1d20 + 15 ⇒ (15) + 15 = 30
Piercing: 2d6 + 1 ⇒ (1, 2) + 1 = 4 plus 4 good
Crit?: 1d10 ⇒ 9
◆Shortbow, MAP: 1d20 + 15 - 5 ⇒ (13) + 15 - 5 = 23
Piercing: 2d6 + 1 ⇒ (2, 3) + 1 = 6 plus 4 good
Crit?: 1d10 ⇒ 10
↺
Shortbow: 1d20 + 15 ⇒ (9) + 15 = 24
Piercing: 2d6 + 1 ⇒ (5, 4) + 1 = 10 plus 4 good
Crit?: 1d10 ⇒ 8
Mandoo
|
Did Tao not absorb 8hp of the 13hp that Mandoo suffered?
[Phew! Nagku got rid of the bunnies. I feel better now, if a bit clumsy]
{More of the animals remain. I will help in their eradication}
[Shouldn't take a lot of work with everyone beating up on them]
Mandoo casts a protective spell on Libitina ("ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ") while she advances and strikes at the bunnie swarm.
Action 1 (◆): Act Together
- Mandoo Action 1: Cast a Spell: Protect Companion [L3] vs Libitina - she's now at AC 25
- Libitina Action 1: Stride (35 feet)
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 20, but you lose 10 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
Libitina Action 2 (◆): Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Flat-Footed White Bunnies
Libitina Scythe Attack: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (7) + (1) + 4 + 4 = 16 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
Libitina Action 3 (◆): Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon, Spirit Touch and MAP1 vs White Bunnies
Libitina Scythe Attack: 1d20 + 14 + 1 - 5 ⇒ (13) + 14 + 1 - 5 = 23 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (7) + (2) + 4 + 4 = 17 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
| GM chadius |
Tao used her reaction to reduce Isaku's damage last round, so there were no remaining reactions to help Mandoo.
Mork's wind chimes shake off the bunnies as he critically shreds more of them. Not many remain, and Emdi's blessed bow clears the rest.
No more bunnies bouncing and bothering the bunch of you.
Combat Over . Damage totals:
Emdi (5 damage), Tao (4 damage), Mandoo (13 damage), Nakgu (10 damage), Mork (2 damage), Isaku (4 damage)
Eando Kline sends off a patrol to the north, and then looks up. “We know there are forces converging on this town, but we don’t know what. I need you to go out and support the patrols, find someone who shouldn’t be here and get information from them.”
You move towards the southern edge of town. The town guard turns to you. "We've seen some odd tracks, recently. Especially along the river bank. Maybe you can track them better than we can, our top priority is protecting the gates."
At the river bank, you start to scan for any strange activity.
Please make a DC 20 Perception or Survival check.
If you critically succeeded, you get a +1 bonus to Initiative checks.
Emdi Emmay
|
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Emdi can use Lay on Hands on anyone, but it'd be overkill (18 hp) and he'd need to Refocus. Does someone have a more elegant solution, or do we have time to rest?
Mork the Orc
|
Re damage summary, did Mork take any splash damage from Isaku, or was combat over first?
When the bunnies with nasty big pointy teeth are finally slaughtered, Mork cleans off his trident. Then, in the blink of an eye, he's somehow holding his chalice instead of his wind chimes. "Who needs drink from Mork's magic cup?" Sensing Mandoo is the most wounded, Mork offers the summoner his chalice. "Mandoo, my frrriend, magic water will heal you. Drink up."
Drink from Chalice (a 1-action activity) heals 18 hp and automatically refills in 10 minutes.
When Mandoo returns the chalice, once again, the implement seems to magically disappear and get replaced with his trademark wind chimes. Arriving at the river, Mork looks around.
Perception DC 20: 1d20 + 13 ⇒ (8) + 13 = 21
The orc points urgently and utters in hushed tones, "My frrriends, over there. Sneaking around river."
Was it about 10 min to get to the river? If so, chalice is refilled.
Isaku Beru
|
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Isaku has a pearly white spindle aeon stone.
| GM chadius |
There is no time specified, but it is assumed you go back to camp to get your next assessment. So let's assume 10 minutes passed. There was no splash damage, as other people killed off the swarm.
Mandoo drinks from the chalice... mmmhmm! That's good soup!
Tao Lavinia Heron
|
Tao’s pearly white spindle soothes her own wounds as the party walks back to camp (+10 HPs). She lays her hands on the most wounded companion (+18 hps) and casts a rank two healing spell to help the rest.
Heal r2: 2d8 ⇒ (7, 1) = 8
Initial Ancestors: 1d4 ⇒ 4 Choice = Magical
Mandoo
|
With time on their hands (right?), Mandoo helps Tao patch his own and everyone else's relatively minor wounds.
With Assurance in Medicine, Ward Medic, Continual Recovery and Treat Condition, Mandoo can quickly get everyone back to full hp, so I'm assuming that we're all up to full strength for the next phase.
Once they reach the river, Mandoo starts looking around for tracks or any other signs of something unusual having passed recently...
Mandoo Perception vs DC 20: 1d20 + 14 ⇒ (16) + 14 = 30
...and finds some. "Mork's quite correct. See there? Definitely looks like sneaky spy tracks to me. Remain vigilant."
Nakgu 'Stag Lord' Xoknath
|
Nakgu sits down for a short rest. "Hopefully they don't hurt as bad as those rabbits did."
Treat Wounds (Natural Medicine DC 15: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d8 ⇒ 7
Nakgu's sharp claw cuts across his leg hurting him further as he grimaces in pain.
| GM chadius |
Looking at the river, you find two elves sneaking across the river towards town.
"No witnesses!" The scout draws a blade and hisses.
Nakgu: 1d20 + 12 ⇒ (16) + 12 = 28
Tao: 1d20 + 9 ⇒ (14) + 9 = 23
Mandoo: 1d20 + 14 ⇒ (18) + 14 = 32
Mork: 1d20 + 13 ⇒ (1) + 13 = 14
Isaku: 1d20 + 10 ⇒ (4) + 10 = 14
Emdi: 1d20 + 8 ⇒ (13) + 8 = 21
Red: 1d20 + 13 ⇒ (10) + 13 = 23
Blue: 1d20 + 13 ⇒ (7) + 13 = 20
| GM chadius |
Nakgu 'Stag Lord' Xoknath
|
Nakgu goes low and charges through the brushline as his antlers grow just as quick as his rage does. "Your wish."
Antlers: 1d20 + 15 ⇒ (7) + 15 = 22
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (1, 3) + 4 + 2 = 10
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
◆ Rage (+9 Temp HP | +2 Damage | -1 AC)
◆◆ Sudden Charge
HP 81/98 (Raging +9 Temp HP) (Drained 1 75/92)
AC 24 (Raging 23)
Hero Points 2/3
Mandoo
|
{I believe those elves ahead are the spies we are looking for}
[They are being sneaky and behaving very suspiciously]
{The drawing of weapons does not bode well for an amicable resolution to this encounter}
[Indeed not. We should perhaps show them the error of their ways]
{Yes. It appears that they wish us ill. It would be best to expedite their passage to the Boneyard before they do the same to us}
[Very well. Let's prepare to engage]
Mandoo and Libitina advance into position and Mandoo prepares her for battle ("ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର" and "ହାଡକୁ ହାର୍ଡେନ କରନ୍ତୁ").
Action 1 (◆): Act Together
- Mandoo Action 1 (◆): Stride (25 feet)
- Libitina Action 1: Stride (35 feet)
Mandoo Action (◇): Cast a Spell: Extend Boost
Mandoo Action 2 (◆): Cast a Spell: Boost Eidolon vs Libitina
Religion (Extend Boost) vs DC 22?: 1d20 + 14 ⇒ (8) + 14 = 22
Success means that Boost Eidolon spell lasts 3 rounds
Mandoo Action 3 (◆): Cast a Spell: Protect Companion [L3] vs Libitina - she's now at AC 25
Life Block (↺) Trigger The spell's target would take damage; Effect Reduce the triggering damage by 20, but you lose 10 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
| GM chadius |
Nakgu takes the lead and charges into the fray, but the scout's Blue hide armor easily absorbs the blow without damage.
"Finally, a REAL challenge." Her teammate tries to surround Nakgu, only to further provoke his wrath. This movement provokes a Reactive Strike/Attack of Opportunity
"Blood for our master!" The Red armor compliments her skin as it turns pitch black with red veins and she gives into an unknown source of rage.
Greataxe: 1d20 + 15 ⇒ (11) + 15 = 26
Slashing: 1d20 + 8 + 8 ⇒ (2) + 8 + 8 = 18
Mandoo takes an axe to the flank as the Red scout's fury overwhelms his defense.
| GM chadius |
Tao Lavinia Heron
|
Initiative Transition: 1d4 ⇒ 2 Skilled Ancestor
Tao moves into striking range of both scouts, and attempts to tangle the Blue scout with her bladed scarf!
Trip (Athletics, Expert, Bladed Scarf) vs Blue (Reflex DC): 1d20 + 15 ⇒ (11) + 15 = 26
End of Turn @ Ancestral Meddling (Martial, Skillful, Magical, or Choice?): 1d4 ⇒ 2 Skilled Ancestor
Skilled Ancestor Interference (Flat DC 4): 1d20 ⇒ 14
Ghost Touch Bladed Scarf (2h, reach, slashing) w/ Non-lethal (-2) vs Foe: 1d20 + 13 - 2 ⇒ (6) + 13 - 2 = 172d6 + 4 ⇒ (4, 5) + 4 = 13
Emdi Emmay
|
Emdi moves up as well, climbing up onto a rock which I've treated as difficult terrain ◆◆.
◆ Shortbow, Nonlethal: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
Nonlethal: 2d6 + 1 ⇒ (2, 6) + 1 = 9
Crit?: 1d10 ⇒ 5 plus immobilized
↺
Shortbow, Nonlethal: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31
Nonlethal: 2d6 + 1 ⇒ (5, 2) + 1 = 8
Crit?: 1d10 ⇒ 8 plus immobilized
| GM chadius |
Emdi climbs up a rock and shoots Didn't specify a target... I'll assume Blue based on the "also". It catches her Off Guard. Tao also follows up and wraps her scarf around the woman's leg, knocking her Prone.
She stands back up, holds her axe and seems to turn a pale blue as she swings into Nakgu.
Greataxe: 1d20 + 15 ⇒ (5) + 15 = 20
I forgot to factor in Nakgu's 9 Temp HP when he was first hit. 18 - 9 = 9 damage total.
| GM chadius |