GM Valen |
Bastian, Perception w/scout: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Jiki, Performance w/scout: 1d20 + 19 + 1 ⇒ (13) + 19 + 1 = 33
Karando, Perception w/scout: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Marta, Stealth w/scout: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24
Nina, Deception w/scout: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
Ukh, Stealth w/scout: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
A (red), Stealth: 1d20 + 20 ⇒ (4) + 20 = 24
A (blue), Stealth: 1d20 + 18 ⇒ (15) + 18 = 33
A (yellow), Stealth: 1d20 + 18 ⇒ (4) + 18 = 22
Suddenly, a creature emerges near the portal from beneath the sand! It's features are humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features.
Slowed 1
Spotting Bastian first, the creature gazes his way.
I need a Will save from Bastian
TRAP SITE! TRAP FIGHT! - Round One Begins!
PCs in bold may act
Creature (blue)
Jiki
Nina
Uhk
?
Karando
Marta
?
Bastian (Will save required)
Jiki, the Flatulist |
Marta is invisible from pre-fight prep.
"♪ Aslynn sent some minions to play with us here.
"♪ I suppose Pathfinders give even hags fear!"
◇ Cast a Spell
"♪ Notes linger on, a spectral grace,
♪ Echoes of music, time can't erase.
Lingering Performance!"
Performance, DC 26: 1d20 + 19 ⇒ (5) + 19 = 24
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Inspire Courage!"
Allies get +1 to attack, damage and saves vs. fear for 1 round.
"Now let's see what this pawn is made of."
◆◆ Cast a Spell (Signature - 3rd Level)
"♪ Sorrow's song, the heartstrings tear,
♪ Despair's grip, in shadows wear.
Agonizing Despair!"
Mental Damage vs. Blue: 4d6 ⇒ (6, 3, 4, 4) = 17
Will DC 27
Nina Jaribu |
"Protect the chalice!" Nina shouts. The Pathfinders should know this is a ruse - we were instructed to bait Aslynn into taking it. Nina is just trying to make it sound more valuable than it is.
Nina casts globe of invulnerability (Uncommon spell, access via Chronicle Boon), putting down an anti-magic field that encompasses the chalice, but not the chirper.
Then, she activates her angelic halo.
Ukh |
Delay
GM Valen |
Will Save
Success.
The most fearsome creature imaginable to the half elf appears and charges at him. As it races forth to attack, Bastian can see the vague shape of the illusion, lessening the impact of the creature's assault, but still leaving the Pathfinder reeling from the experience.
Mental Damage to Bastian + frightened 1: 4d6 ⇒ (5, 4, 5, 6) = 20
The creature targeted by the goblin spell is harmed, but not overwhelmed.
Creature (blue), Will: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Otherwise, the sands are uncomfortably silent.
TRAP SITE! TRAP FIGHT! - Round One Cont'!
PCs in bold may act
Creature (blue) -8 HP (frightened 1)
Jiki
Nina
Uhk (Delay)
? (Delay)
Karando
Marta
?
Bastian -20 HP (frightened 1)
Karando Tull |
A deeply suspicious Karando casts see invisibility.
I'll hold my third action until I see if I see anything. If I don't, I'll Raise Shield.
GM Valen |
A deeply suspicious Karando casts see invisibility.
I'll hold my third action until I see if I see anything. If I don't, I'll Raise Shield.
Karando does not spy any invisible creatures.
Marta readily identifies the creature that has appeared as an animate dream, a creature coalesced from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams and common minions of Aslynn.
She knows that an animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.
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 victims falls asleep and can’t be awakened as long as they remain at this stage (1 day)
Resistances all 5 (except force, ghost touch, or negative; double resistance vs. non-magical)
Marta Sanz |
"These creatures are fragments of nightmares given form. Thye looklike they are undead, but they are not, though they resist damage due to the lack of a physical body."
Seeing the creature so close, Marta decides to engage one of her protections. She rubs the mirror hanging from her bracers. Her reflection is pulled out of the mirror, and again, and again. Her view in the mirror catches a glimpse of Uhk as well.
◆◆ Cast a spell (mirror image) from her enigma mirror. Since this spellheart is attached to her bracers of armor, Uhk gains a single mirror image that lasts until the end of Marta's next turn.
↺ Amped guidance - You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance (+1) would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check. Marta's guidance spell has a range of 120 feet.
GM Valen |
Another animate dream (yellow) emerges from the sands near the portal.
Slowed 1
Spotting Jiki first, the creature gazes his way.
I need a Will save from Jiki.
Next, emerging from the sands near the chalice, is another creature, her eyes glowing, her teeth sharp, and her curved horns stretching forth from her brow! The form is clearly that of Aslynn! A chain appears wrapped around her torso. One end of the chain is attached to an iron cauldron sitting in the sand at Aslynn’s feet, the other is held tightly in one of her clawed hands.
Slowed 1
The hag (red) rushes urgently toward the chalice. The clockwork chirper immediately raises the alarm.
Once the chalice is in her hand, Aslynn drinks deeply from it, then begins to cackle. She calls out victoriously over the noise of the clockwork chirper as she brandishes the jeweled chalice. “Boundless wonder now rests soundly within my clawed hand! Very soon, to fruition, shall come all I have planned. A realm of endless nightmares shall be mine to command. Within my way, not one Pathfinder shall I let stand!”
Nina, Counteract check: 1d20 + 17 ⇒ (20) + 17 = 37
However, having entered the globe of invulnerability, "Aslynn" is revealed to be someone--or something else--entirely. The illusion of the hag is shed, revealing another animate dream (red). This one, however, has grown metaphysically fat on fear and likely more powerful!
The fake Aslynn, assuming the illusion as she leaves the presence of Nina and with chalice in hand, takes the chalice over to the portal, then seems to pause.
Bastian and Uhk may act
Karando Tull |
Karando will take an attack of opportunity against the dream with the cup.
+1 Striking Ghost Touch Machete: 1d20 + 18 ⇒ (19) + 18 = 37 for slashing: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Bastian Sunbright |
"You don't get to take it so easily."
Bastian ◆ strides to the red dream and brings his War Flail to bear.
◆ +1 Striking Cold Iron Ghost Touch War Flail: 1d20 + 17 ⇒ (14) + 17 = 312d10 + 7 ⇒ (10, 1) + 7 = 18
He ◆ raises a runic magical shield.
Jiki, the Flatulist |
Will Save: 1d20 + 15 ⇒ (3) + 15 = 18
Resolve: When you roll a success at a Will save, you get a critical success instead.
That was not a success, critical or otherwise.
Will Save, Hero Point, Promotional Vestments: 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35
That hopefully was.
GM Valen |
Alerted to “Aslynn’s” presence by the activated clockwork chirper, the Ardis Scholars stationed within a blind outside of the trap initiate power to the Stasian coil array. Instantly, a containment field appaers and closes the trap!
The containment field surrounding the trap site is an enclosed rectangular prism of energy, the bottom of which lies 5 feel below ground and the sides of which run 40 feet high alongside all four edges of the map.
Karando will take an attack of opportunity against the dream with the cup.
A crit!
Karando strikes swiftly and deep.
"You don't get to take it so easily."
Bastian also brings the pain.
Jiki is unaffected by the animated dreams antics.
Something has changed in the demeanor of the wicked animated dream (red)
Requires spending an action to use Perception to Sense Motive, to find out more about the change. If the Perception check meets or exceeds the DC below, you may open the spoiler.
Something else seems to be amiss.
Requires spending an action to use Arcana or Occultism check to Recall Knowledge to figure out what is amiss. If the check meets or exceeds the DC below, you may open the spoiler.
One of the animated dreams (blue) flies to flank and assist the injured cup bearer.
Fly
Strike x2
Melee nightmare tendril (agile, finesse): 1d20 + 20 - 1 ⇒ (5) + 20 - 1 = 24
Damage, negative plus endless nightmare: 4d8 ⇒ (5, 8, 5, 4) = 22
Melee nightmare tendril (agile, finesse): 1d20 + 20 - 4 - 1 ⇒ (5) + 20 - 4 - 1 = 20
Damage, negative plus endless nightmare: 4d8 ⇒ (6, 4, 4, 4) = 18
TRAP SITE! TRAP FIGHT! - Round Two Cont'!
PCs in bold may act
Animated Dream (blue) -8 HP
Jiki
Nina
Uhk (Delay)
Karando
Marta
Animated Dream (yellow)
Wicked Animated Dream (red) -44 HP
Bastian -20 HP
Ukh |
The goblin rushes to be able to see the red one, marks them as his prey and fires a bolt towards his prey.
+1 striking flaming alchemical crossbow: 1d20 + 18 ⇒ (3) + 18 = 21
Damage, flaming, alchemical acid, crossbow ace: 2d10 + 2 + 1d6 + 1d6 ⇒ (7, 4) + 2 + (3) + (4) = 20
It was typed during the GM type and was intended before the end of the round.
Marta Sanz |
◆ Recall Knowledge
Arcana: 1d20 + 17 ⇒ (19) + 17 = 36
"Someone closed the portal from the other side," rings out a voice from behind the rocks just before she launches a spell at the dream she can see.
◆◆ Cast a Spell (Phantasmal Killer level 4) - Yellow
DC 27 Will
Critical Success The target is unaffected.
Success The target takes 4d6 mental damage and is frightened 1.
Failure The target takes 8d6 mental damage and is frightened 2.
Critical Failure The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait.
Damage
Success Mental: 4d6 ⇒ (1, 5, 2, 3) = 11
Failure Mental: 4d6 + 11 ⇒ (4, 5, 3, 6) + 11 = 29
Critical Failure Mental: 4d6 + 29 ⇒ (3, 4, 5, 4) + 29 = 45
Nina Jaribu |
Nina moves out of the globe, so that her halo encompasses Bastian, and then unleashes a jolt of primal electricity at Red and Blue.
Electric Arc: 5d4 + 3 ⇒ (2, 4, 3, 1, 1) + 3 = 14
DC 24 basic Reflex save
Jiki, the Flatulist |
"This is where a plan B would have come in handy," the goblin mumbles before trying to stop the dream from leaving with the cup.
◇ Cast a Spell
"♪ Notes linger on, a spectral grace,
♪ Echoes of music, time can't erase.
Lingering Performance!"
Performance vs. level-based DC: 1d20 + 19 ⇒ (3) + 19 = 22
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Inspire Courage!"
Allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects for 1 round.
◆◆ Cast a Spell
"♪ Time's grip tightens, movement wanes,
♪ Sluggish steps, as minutes drain.
Slow!"
Fortitude DC 27
Karando Tull |
Karando trudges over to the blue creature, swings away, and raises his shield.
Stride, Strike, Raise Shield
+1 Striking Ghost Touch Machete: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38 for slashing: 2d6 + 6 + 1 ⇒ (2, 4) + 6 + 1 = 13
-Shield Block if I'm attacked (Martyr's Shield (Hardness 12, HP 120, BT 60))
-Shield Block if an adjacent ally is attacked
-Glimpse of Redemption if someone within 15 ft. is attacked
-AoO if Something provokes and I have a reaction left
GM Valen |
The goblin rushes to be able to see the red one, marks them as his prey and fires a bolt towards his prey
It was typed during the GM type and was intended before the end of the round.
That is fine.
The goblin's shot misses.
"Someone closed the portal from the other side," rings out a voice from behind the rocks just before she launches a spell at the dream she can see.
Animated dream (yellow), Will: 1d20 + 14 + 1 ⇒ (6) + 14 + 1 = 21
Nina moves out of the globe, so that her halo encompasses Bastian, and then unleashes a jolt of primal electricity at Red and Blue.
Wicked animated dream (red), Reflex: 1d20 + 20 + 1 ⇒ (4) + 20 + 1 = 25
Animated dream (blue), Reflex: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33Karando trudges over to the blue creature, swings away, and raises his shield.
Crit!
Who is Jiki targeting with the slow spell?
?,Fort: 1d20 ⇒ 20
Hmmm, I guess it doesn't matter.
One of the animated dreams (yellow) rushes for Jiki.
Fly
Strike x2
Melee nightmare tendril (agile, finesse), frightened 2: 1d20 + 20 - 2 ⇒ (1) + 20 - 2 = 19
Damage, negative plus endless nightmare: 4d8 ⇒ (7, 5, 5, 1) = 18
Melee nightmare tendril (agile, finesse), frightened 2: 1d20 + 20 - 4 - 2 ⇒ (5) + 20 - 4 - 2 = 19
Damage, negative plus endless nightmare: 4d8 ⇒ (3, 3, 5, 3) = 14
The other holding the chalice (red), turns its full attention toward Bastion!
Strike x3
Melee nightmare tendril (agile, finesse): 1d20 + 22 ⇒ (13) + 22 = 35
Damage, negative plus endless nightmare: 4d8 + 2 ⇒ (1, 4, 2, 7) + 2 = 16
Melee nightmare tendril (agile, finesse): 1d20 + 22 - 4 ⇒ (3) + 22 - 4 = 21
Damage, negative plus endless nightmare: 4d8 + 2 ⇒ (7, 3, 7, 8) + 2 = 27
Melee nightmare tendril (agile, finesse): 1d20 + 22 - 8 ⇒ (20) + 22 - 8 = 34
Damage, negative plus endless nightmare: 4d8 + 2 ⇒ (4, 2, 4, 6) + 2 = 18
TRAP SITE! TRAP FIGHT! - Round Two Cont'!
PCs in bold may act
Animated Dream (blue) -41 HP
Jiki
Nina
Karando
Marta
Animated Dream (yellow) -29 HP (frightened 1)
Wicked Animated Dream (red) -51 HP
Bastian -68 HP (Need two Fort saves v. endless nightmare)
Uhk
Jiki, the Flatulist |
The one with the cup. Should have put it somewhere further down the post.
Karando Tull |
My shield will block the first hit against Bastion, reducing the damage to 4. I'll use Glimpse of Redemption on the second hit, so either it deals no damage or reduce the damage by 11 and the attacker is enfeebled 2 until the end of its next turn.
GM Valen |
My shield will block the first hit against Bastion, reducing the damage to 4. I'll use Glimpse of Redemption on the second hit, so either it deals no damage or reduce the damage by 11 and the attacker is enfeebled 2 until the end of its next turn.
Corrected
TRAP SITE! TRAP FIGHT! - Round Two Cont'!
PCs in bold may act
Animated Dream (blue) -41 HP
Jiki
Nina
Karando
Marta
Animated Dream (yellow) -29 HP (frightened 1)
Wicked Animated Dream (red) -51 HP (enfeebled 2)
Bastian -45 HP (Need two Fort saves v. endless nightmare)
Uhk
Ukh |
I moved my token where I said he moved last round.
The goblin reloads his crossbow and fires another bolt towards his prey.
+1 striking flaming alchemical crossbow: 1d20 + 18 ⇒ (11) + 18 = 29
Damage, flaming, alchemical acid, crossbow ace: 2d10 + 2 + 1d6 + 1d6 ⇒ (10, 9) + 2 + (4) + (5) = 30
Then he reloads again.
Bastian Sunbright |
Fort Save: 1d20 + 13 ⇒ (2) + 13 = 15
Fort Save: 1d20 + 13 ⇒ (13) + 13 = 26
Hero Point first Save
Fort Save: 1d20 + 13 ⇒ (8) + 13 = 21
GM Valen |
The goblin reloads his crossbow and fires another bolt towards his prey.
The bolt burns the animated dream, though a portion passes through it incorporeal form.
Victim of an animate dream’s touch, Bastian's mind fills with terrifying visions.
Fatigued
Seeking to induce more fear, one of the animated dreams (blue) tries to take down Karando!
Strike x3
Melee nightmare tendril (agile, finesse): 1d20 + 20 ⇒ (8) + 20 = 28
Damage, negative plus endless nightmare: 4d8 ⇒ (4, 2, 5, 2) = 13
Melee nightmare tendril (agile, finesse): 1d20 + 20 - 4 ⇒ (20) + 20 - 4 = 36
Damage, negative plus endless nightmare: 4d8 ⇒ (3, 2, 1, 4) = 10
Melee nightmare tendril (agile, finesse):: 1d20 + 20 - 8 ⇒ (9) + 20 - 8 = 21
Damage, negative plus endless nightmare: 4d8 ⇒ (3, 2, 8, 6) = 19
TRAP SITE! TRAP FIGHT! - Round Three Begins!
PCs in bold may act
Animated Dream (blue) -41 HP
Jiki
Nina
Karando -20 HP (DC 26 Fort save v. fatigued)
Marta
Animated Dream (yellow) -29 HP (frightened 1)
Wicked Animated Dream (red) -76 HP (enfeebled 2)
Bastian -45 HP (Fatigued)
Uhk
Marta Sanz |
Marta puts her staff down in the sand and moves to where she can get a better shot. Stretching out both hands, she fires concentrated blasts of air at two of the dreams.
◇ Drop Staff
◆ Stride
◆◆ Cast a Spell (Slashing Gust)
Attack (red): 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27
Slashing: 6d4 + 1 ⇒ (2, 4, 2, 3, 1, 1) + 1 = 14
Attack (blue): 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35
Slashing: 6d4 + 1 ⇒ (2, 4, 3, 1, 3, 2) + 1 = 16
On a crit, double damage and 5d4 bleed
↺ Amped guidance - You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance (+1) would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check. Marta's guidance spell has a range of 120 feet.
Nina Jaribu |
Nina casts a 3rd level Heal spell on Bastian.
Heal (3rd), Angelic Halo: 3d8 + 24 + 6 ⇒ (4, 7, 8) + 24 + 6 = 49
Then, she shields herself.
Jiki, the Flatulist |
Jiki keeps trying to inspire his team, but now has to defend himself.
◇ Cast a Spell
"♪ Notes linger on, a spectral grace,
♪ Echoes of music, time can't erase.
Lingering Performance!"
Performance vs. level-based DC: 1d20 + 19 ⇒ (14) + 19 = 33
◆ Cast a Spell
"♪ Anthem of valor, hearts ignite,
♪ With melody's fire, we rise to fight.
Inspire Courage!"
Allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects for 3 rounds.
◆◆ Cast a Spell
"♪ Reflections dance, illusions weave,
♪ Images mask, deceiving reprieve.
Mirror Image!"
Karando Tull |
Fortitude (Juggernaut): 1d20 + 18 ⇒ (11) + 18 = 29
Karando steels himself against the nightmares. Intent on securing the chalice, he raises his shield, steps up to the red nightmare and attacks.
+1 Striking Ghost Touch Machete: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37 for slashing: 2d6 + 6 + 1 ⇒ (4, 3) + 6 + 1 = 14
(I have Quick Shield Block, so I get an extra reaction to Shield Block. My shield also has its own reaction that it uses to block damage to adjacent allies. Sorry!)
-Shield Block if I'm attacked (Martyr's Shield (Hardness 12, HP 116/120, BT 60))
-Shield Block if an adjacent ally is attacked
-Glimpse of Redemption if someone within 15 ft. is attacked
-AoO if Something provokes and I have a reaction left
If red happens to go down before my turn, I'll Step to flank blue and attack.
Bastian Sunbright |
Round Two
Bastian lashes out at red with the terror.
vs Red, +1 Striking Cold Iron Ghost Touch War Flail: 1d20 + 17 ⇒ (16) + 17 = 332d10 + 7 ⇒ (10, 1) + 7 = 18
vs Red, +1 Striking Cold Iron Ghost Touch War Flail, MAP: 1d20 + 12 ⇒ (20) + 12 = 322d10 + 7 ⇒ (5, 4) + 7 = 16
And he raises a magical shield.
GM Valen |
Bastian beats the wicked animated dream, repeatedly!
Marta finishes it off with a breeze! The onslaught of the Pathfinders swiftly brings down the animated dream with the chalice (red) . The draught of dreams plops onto the desert sands as the gust slices through another animated dream (blue), causing it to bleed.
Karando moves in to flank another the bleeding animated dream (blue), striking it hard!
Another animated (yellow) flies over to scoop up the chalice, then strikes at Karando.
Fly
Interact to pick up chalice
Melee, nightmare tendril (agile, finesse) w/frightened 1: 1d20 - 1 ⇒ (7) - 1 = 6
Damage, negative plus endless nightmare: 4d8 ⇒ (2, 2, 6, 6) = 16
TRAP SITE! TRAP FIGHT! - Round Three Cont'd!
PCs in bold may act
Animated Dream (blue) -73 HP (bleed)
Jiki
Nina
Karando -20 HP
Marta
Animated Dream (yellow) -29 HP
Wicked Animated Dream (red)
Bastian (Fatigued)
Uhk
Bastian Sunbright |
Bastian turns to blue, flanking it with Karando, "I will free you from this tortured existence!"
+1 Striking Cold Iron Ghost Touch War Flail: 1d20 + 17 ⇒ (13) + 17 = 302d10 + 7 ⇒ (3, 4) + 7 = 14
+1 Striking Cold Iron Ghost Touch War Flail MAP: 1d20 + 12 ⇒ (8) + 12 = 202d10 + 7 ⇒ (10, 5) + 7 = 22
Ukh |
The goblin marks the blue one as his new prey and fires a bolt towards this prey.
+1 striking flaming alchemical crossbow: 1d20 + 18 ⇒ (5) + 18 = 23
Damage, flaming, alchemical acid, crossbow ace: 2d10 + 2 + 1d6 + 1d6 ⇒ (9, 5) + 2 + (5) + (3) = 24
Then he reloads again.
GM Valen |
Bastian lands a blow. The goblin just misses his mark.
Another animated (blue) strikes repeatedly at Bastian before moving.
Strike x2
Melee, nightmare tendril (agile, finesse): 1d20 + 20 ⇒ (4) + 20 = 24
Damage, negative plus endless nightmare: 4d8 ⇒ (3, 7, 1, 8) = 19
Melee, nightmare tendril (agile, finesse): 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
Damage, negative plus endless nightmare: 4d8 ⇒ (5, 3, 7, 5) = 20
Step
Dream ichor then oozes from its wounds.
Bleed: 5d4 ⇒ (2, 3, 2, 3, 2) = 12
Flat check: 1d20 ⇒ 12
TRAP SITE! TRAP FIGHT! - Round Four Begins!
PCs in bold may act
Animated Dream (blue) -99 HP (bleed)
Jiki
Nina
Karando -20 HP
Marta
Animated Dream (yellow) -29 HP
Bastian (Fatigued)
Uhk
Jiki, the Flatulist |
Inspire Courage round 2/3
Jiki creates a blast of horribly out of tune music in the vicinity of the animated dream.
◆◆ Cast a Spell
"♪ Echoes surge, sonic wave,
♪ Sound explodes, the brave shall save.
Sound Burst!"
Sonic Damage: 2d10 ⇒ (9, 5) = 14
Fortitude DC 27
He then snaps off a quick shot against the blue-tinted foe (unless it is dead, in which case the yellowish one).
◆ Strike
+1 Striking Shortbow: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Piercing Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8
Deadly: 1d10 ⇒ 9
Karando Tull |
Karando raises his shield, advances on yellow, and slices at the dream.
Raise Shield, Stride, Strike
+1 Striking Ghost Touch Machete: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21 for slashing: 2d6 + 6 + 1 ⇒ (1, 2) + 6 + 1 = 10
(I have Quick Shield Block, so I get an extra reaction to Shield Block. My shield also has its own reaction that it uses to block damage to adjacent allies. Sorry!)
-Shield Block if I'm attacked (Martyr's Shield (Hardness 12, HP 116/120, BT 60))
-Shield Block if an adjacent ally is attacked
-Glimpse of Redemption if someone within 15 ft. is attacked
-AoO if Something provokes and I have a reaction left
Nina Jaribu |
Nina casts Electric Arc, and then shields herself.
Electricity: 5d4 + 3 ⇒ (2, 3, 1, 3, 2) + 3 = 14
DC 24 basic Reflex save.
GM Valen |
Jiki creates a blast of horribly out of tune music in the vicinity of the animated dream.
Animated dream (blue), Fortitude: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
Animated dream (yellow), Fortitude: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18He then snaps off a quick shot against the blue-tinted foe.
The shot finishes it off.
Karando misses his mark.
Nina zaps the remaining one.
Animated dream (yellow), Reflex: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19
TRAP SITE! TRAP FIGHT! - Round Four Cont'd!
PCs in bold may act
Animated Dream (blue)
Jiki
Nina
Karando -20 HP
Marta
Animated Dream (yellow) -47 HP (deafened for 1 round)
Bastian (Fatigued)
Uhk
Marta Sanz |
Marta calls a bigger jolt down upon the remaining creature and then moves back to her staff.
◆◆ Cast a Spell (Sudden Bolt)
Electricity: 4d12 + 1 ⇒ (6, 6, 11, 4) + 1 = 28 DC 27 basic Reflex
◆ Stride
↺ Amped guidance - You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance (+1) would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check. Marta's guidance spell has a range of 120 feet.
GM Valen |
Animated dream (yellow): 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Struck by electricity, the remaining animated dream flies back cautiously.
Step
It then unleashes a spell on Karando. A phantasmal image of a fearsome creature rushes toward the champion!
Karando, Will save: 1d20 + 17 ⇒ (11) + 17 = 28
Mental mental damage and frightened: 4d6 ⇒ (3, 3, 2, 4) = 12
TRAP SITE! TRAP FIGHT! - Round Four Cont'd/Round Five Begins!
PCs in bold may act
Animated Dream (yellow) -70 HP
Bastian (Fatigued)
Uhk
Round Five
Jiki
Nina
Karando -32 HP (frightened 1)
Marta
Bastian Sunbright |
Bastian ◆ Lay on Hands, to give himself 24HP back, then he ◆ steps to yellow and continues to ◆ +1 Striking Cold Iron Ghost Touch War Flail: 1d20 + 17 ⇒ (7) + 17 = 242d10 + 7 ⇒ (1, 7) + 7 = 15
Nina Jaribu |
Nina shields herself and then extends a hand towards Bastian for some minor healing.
Heal (2nd), Angelic Halo: 2d8 + 16 + 4 ⇒ (6, 2) + 16 + 4 = 28
Karando Tull |
Karando raises his shield, steps up to the yellow dream, and attacks, despite his fright.
Raise Shield, Step, Strike
+1 Striking Ghost Touch Machete: 1d20 + 18 + 1 - 1 ⇒ (9) + 18 + 1 - 1 = 27 for slashing: 2d6 + 6 + 1 ⇒ (3, 1) + 6 + 1 = 11
(I have Quick Shield Block, so I get an extra reaction to Shield Block. My shield also has its own reaction that it uses to block damage to adjacent allies. Sorry!)
-Shield Block if I'm attacked (Martyr's Shield (Hardness 12, HP 116/120, BT 60))
-Shield Block if an adjacent ally is attacked
-Glimpse of Redemption if someone within 15 ft. is attacked
-AoO if Something provokes and I have a reaction left
Jiki, the Flatulist |
Inspire Courage round 3/3
Seeing that things are mostly under control, Jiki ponders using his new toy on the remaining dream, but notes with dismay that his allies are too close to take the risk. He continues his archery practice and composes a nasty message for Aslynn in his head.
◆ Strike
+1 Striking Shortbow: 1d20 + 15 ⇒ (10) + 15 = 25
Piercing Damage: 2d6 ⇒ (3, 1) = 4
Deadly: 1d10 ⇒ 9
◆ Strike
+1 Striking Shortbow: 1d20 + 15 - 5 ⇒ (14) + 15 - 5 = 24
Piercing Damage: 2d6 ⇒ (6, 5) = 11
Deadly: 1d10 ⇒ 1
◆ Interact to pick up chalk
Nina Jaribu |
My bad. Nina's actions should have read Karando, the damaged one, not Bastian.
Ukh |
The goblin moves, marks the yellow one as his new prey and fires a bolt towards this prey.
+1 striking flaming alchemical crossbow: 1d20 + 18 ⇒ (2) + 18 = 20
Damage, flaming, alchemical acid, crossbow ace: 2d10 + 2 + 1d6 + 1d6 ⇒ (1, 6) + 2 + (2) + (4) = 15
Well a nice roll again...