Good-News Bee |
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"That's amazing!" Bee marvels as Qen reinforces the ceiling with ease. "Have you always had a talent for making and working with your hands or did it take lots of studying? Or was it a little of both?"
GM Super Zero |
With Qen's repair, the ceiling looks much more stable. Whatever's up there will stay there for now, and the Pathfinders can safely enter the room.
The statue looks a little damaged, as though they're was some fighting in this room, but the dust has long settled. It's certainly still a valuable relic of the school.
Good-News Bee |
Bee takes one more cautious look up at the ceiling - more out of reflex than anything - and moves into the room to have a better look at the statue.
Perception If Needed: 1d20 + 4 ⇒ (14) + 4 = 18
GM Super Zero |
In the southeastern corner of the room rests a large stone statue depicting a chariot wheel wreathed in flame. Good-News-Bee recognizes that the odd design is meaningful in the faith of Iomedae. She notes the similarity to the sign of the Flaming Wheel tavern.
It's damaged, but still in good enough shape that it would certainly count as a relic of the school--and a particularly impressive one. Though it would be quite difficult to carry, and the Pathfinders already have a collection of relics... Of course, the challenge is getting it outside. Quadennillia is confident her repaired wagon can hold it, and with Larraz rescued commanding Desert Wind to pull the wagon is a non-issue.
16 Bulk, but up to six creatures can work together to carry it. It's damaged, but is currently above the broken threshold. If multiple people are carrying the statue and need to put it down, they must coordinate (Ready actions to put it down when the last person does) or drop it and risk damaging it further.
The statue counts as two relics, but you already have five and weren't expected to recover everything.
Macondi Missani |
Macondi finishes checking out the gloves and comes up behind Bee. "I think we should make an attempt at it. If we can't get it out, we won't have lost anything more than if we don't try."
"Does anyone want these gloves more than I do? I can heal reasonably well on my own. Though I am half-way out of energy for it today." He looks at the wheel statue again. "Would it take all six of us to carry it? Or could we keep a couple of people at the ready for protection?"
Heather Brightflower |
Heather will help carry it
Quadennillia |
"Just don't ask me to hold it from below."
GM Super Zero |
The Pathfinders maneuver the heavy statue from the dean's room to the stairs. Larraz directs them towards the side staircases.
"The spiral staircase in the middle looks pretty, but its got those tight turns, and I'm pretty sure the other ones are wider anyway."
As they start to descend, though, they hear another voice from down below.
"If they're.. upstairs.." a man's voice, out of breath, "have to go through... just wait and ambush them here..."
He quickly comes into sight, a human, clad in dark robes and wearing a black scarf around his neck, a seemingly permanent sneer plastered across his face. He has a morningstar in his right hand, and a loaded hand crossbow in his left.
"Pathfinders!" he crows, "I've *cough* caught up to you at last!"
He's clearly winded, as though he hustled over a great distance and still barely made it in time to catch the Pathfinders as they finish their explorations. He’s huffing and puffing when he meets them, trying to maintain an intimidating air but failing.
The two skeletons positioned defensively in front of him, wearing chain mail and carrying steel shields and longswords that are all in surprisingly good condition, may be a bit more threatening.
"Destroy them!"
Barak Blue's Initiative Using Search: 1d20 + 6 ⇒ (15) + 6 = 21
Aztryx's Initiative Using Detect Magic: 1d20 + 4 ⇒ (17) + 4 = 21
Heather Brightflower's Initiative Using Scout: 1d20 + 8 ⇒ (12) + 8 = 20
Quadennillia's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (8) + 8 = 16
Good-News Bee's Initiative Using Defend: 1d20 + 4 ⇒ (20) + 4 = 24
Larraz: 1d20 + 8 ⇒ (13) + 8 = 21
Ralthis: 1d20 + 10 ⇒ (14) + 10 = 24
Red Skeleton: 1d20 + 8 ⇒ (7) + 8 = 15
Orange Skeleton: 1d20 + 8 ⇒ (20) + 8 = 28
The skeleton in the orange helmet steps up to Barak and swings its sword. It fights as a semblance of a skilled warrior, keeping its shield up--though the skill is not visible in its offensive form.
* Stride, * Strike longsword: 1d20 + 11 ⇒ (1) + 11 = 12
The necromancer points his crossbow at Barak. Just before he fires, he whispers something. Barak can't quite make it out, but... something about the "fear of Urgathoa"? And then he fires. He curses as the bolt deflects off of the pillar he failed to shoot around.
** Cast fear, DC 21 Will save, * Strike hand crossbow (cover): 1d20 + 9 ⇒ (8) + 9 = 17; even if you critically fail the Will save, the cover bonus means that won't hit.
Good-News-Bee, Barak, Aztryx, Heather, and Quadennillia's turns.
Initiative:
Orange Skeleton (Shield Raised)
Grey Necromancer Ralthis (Fatigued)
Good-News-Bee (20/20, Shield Raised)
Barak (30/30)
Aztryx (13/13)
Larraz (24/24)
Heather (32/32)
>- Scout (18/18)
Quadennillia (46/46)
Red Skeleton
Macondi (17/17)
Aztryx |
Aztryx shouts words of power "Acus Spicula!" and multiple slivers of metal fly from his hand and strike the closest skeleton [orange]. Then he casts a defensive Shield cantrip.
◆◆Spell Attack: 1d20 + 7 ⇒ (13) + 7 = 20 Needle Darts: 3d4 ⇒ (2, 2, 1) = 5
◆ Shield
↺ Raise Shield
Quadennillia |
"You folks handle the skeleton. I have the fleshy."
◇ Bend Time
◆ Stride
◆ Interact to draw Black Adder Venom
◆ Interact to apply Black Adder Venom
◆ Strike vs. Grey
+1 Blowgun: 1d20 + 10 ⇒ (14) + 10 = 24
Piercing Damage: 1d1 ⇒ 1 plus
Poison Damage: 1d8 ⇒ 3 (DC 20 Fort negates)
Heather Brightflower |
Heather charges down the steps and marks the necromancer as prey. She then has Scout go after the Orange skeleton.
"Get the orange one, Scouty! Help Barak!"
◆ Stride
◆ Hunt Prey (vs Necromancer)
◆ Command Scout
ScoutTheTiger |
"ROWR!"
Scout steps forward at Barak's side and attempts to bite the Orange pile of bones.
Jaws: 1d20 + 7 ⇒ (7) + 7 = 14
Piercing?: 1d6 + 2 ⇒ (6) + 2 = 8
◆ Step
◆ Chomp?
Macondi Missani |
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"If they're.. upstairs.." a man's voice, out of breath, "have to go through... just wait and ambush them here..."
"Huh," Macondi mumbles to himself. "I've never been good at ambushing people, but I thought you had to be quiet in order to do it."
Good-News Bee |
"You know, it's not very nice to try and kill someone without at least giving your name," Bee frowns as she trundles past Barak and takes a swing at Orange Skeleton.
Strike vs. Orange (Scimitar): 1d20 + 6 ⇒ (7) + 6 = 13
Damage (P): 1d6 + 3 ⇒ (2) + 3 = 5
She then raises her shield and readies to defend herself and her allies.
______________
◆ Stride
◆ Strike
◆ Raise Shield
↺ Glimpse of Redemption (if ally attacked; priority)
↺ Shield Block (if attacked; secondary)
Barak Blue |
Will (T): 1d20 + 4 ⇒ (14) + 4 = 18
"Yikes!" Barak is a little frightened of the creepy necromancer!
◈ Gnome Flickmace (reach, sweep, frightened 2): 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Bludgeoning Damage: 1d6 + 4 ⇒ (2) + 4 = 6
◈ Gnome Flickmace 2 (reach, sweep, frightened 2): 1d20 + 10 - 5 - 2 ⇒ (19) + 10 - 5 - 2 = 22
Bludgeoning Damage: 1d6 + 4 ⇒ (2) + 4 = 6
◈ Barak bashes the skeletal goon in front of him twice, then casts shield with his free hand.
"Are you sure you want to take on the necromancer by yourself? Because right now, I'd love to deal with him as well."
Barak is now Frightened 1 and has the AoO reaction.
GM Super Zero |
The needle darts bounce harmlessly off of the skeleton's shield.
Miss
Qen's dart hits, though the poison doesn't seem to have any immediate effect..
Fort (Fatigued): 1d20 + 7 ⇒ (17) + 7 = 24
The skeleton swings at Scout as he passes it! Its sword cuts into him, which throws off his own attack. Bee is able to protect him a little, though her own attack doesn't connect either. "Ralthis!" the necromancer answers, "I am Ralthis of the Whispering Way! I've been coming for you since one of our scouts reported your arrival!" He seems to be telling the truth; he looks like the trip took a lot out of him.
Attack of Opportunity: 1d20 + 11 ⇒ (7) + 11 = 18 for slashing damage: 1d8 + 4 ⇒ (5) + 4 = 9
You weren't surprised or anything, so can use your reaction.
Barak's tremor throws him off just enough that the skeleton is able to deflect his first attack with its shield. The second lands with a CRUNCH.
Larraz seems afraid to face the undead, but nonetheless moves down the stairs--and then backs away. He casts a spell that sends a lance of energy into the skeleton.
* Stride, ** cast disrupt undead. Fort: 1d20 + 8 ⇒ (3) + 8 = 11 positive damage: 1d6 + 3 ⇒ (1) + 3 = 4
The second skeleton moves up to Quadennillia and swings its sword at her, or at least waves it menacingly in her direction. It keeps its shield raised.
* Raise Shield, * Stride, * Strike longsword: 1d20 + 11 ⇒ (2) + 11 = 13
Macondi's turn.
Initiative:
Orange Skeleton (-10, Shield Raised, Reaction used, Enfeebled 2)
Grey Necromancer Ralthis (-1, Fatigued, Heather's Prey)
Good-News-Bee (20/20, Shield Raised)
Barak (30/30)
Aztryx (13/13, shield)
Larraz (24/24)
Heather (32/32)
>- Scout (12/18)
Quadennillia (46/46)
Red Skeleton (Shield Raised)
Macondi (17/17)
Macondi Missani |
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Macondi moves to the bottom of the spiral stairs and gives the necromancer an inquisitive look. "Who are you?"
"I am Ralthis of the Whispering Way! I've been coming for you since one of our scouts reported your arrival!"
"OK. My bad. More specific." Macondi stares hard at the necromancer, focuses his magic, and asks, "WHAT IS YOUR PURPOSE HERE?"
◆ Stride, ◆◆ Brain Drain
Mental damage: 1d8 ⇒ 1 Of course.
Brain Drain: 1d8 mental damage with Basic Will save DC 17.
If the target fails, I sift through their surface thoughts. Make one Recall Knowledge check using the target's skill modifier.
I also have Dubious Knowledge if it would be appropriate or interesting.
I also see this as a hook for giving any other non-combat-mechanics scenario lore that would otherwise be missed.
Focus: 1/2
1st: ☑ □
Minor: -4 to initiative rolls
GM Super Zero |
Will (Fatigued): 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22 Oof. Sorry. Half of one.
Macondi picks up images of Ralthis racing down the road to reach Goldenflame before the Pathfinders left... but nothing concrete or useful.
The skeleton finds itself in a target-rich environment. It would be delighted if it had emotions. Although then it might be more concerned about being surrounded...
It slices at Barak, whom Bee is able to protect a little, and at Scout who's cut a little more deeply.
* Raise Shield, * Strike Scout/Barak/Bee: 1d3 ⇒ 2 Longsword (Enfeebled): 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 for slashing damage: 1d8 + 4 - 2 ⇒ (6) + 4 - 2 = 8 but Bee's reaction gives resist 3, * Strike Scout/Barak/Bee: 1d3 ⇒ 1 Longsword (MAP): 1d20 + 11 - 7 ⇒ (16) + 11 - 7 = 20 for slashing damage: 1d8 + 4 - 2 ⇒ (1) + 4 - 2 = 3
Ralthis casts a spell. Its effects aren't immediately obvious. He moves up between his two skeletons, with a superior smirk, and Qen and Scout feel the effect. Being near him is to be filled with doubt.
** Cast bane, * Stride. This brings Qen and Scout into the bane aura. They (and anyone else within five feet of him) must make a DC 20 Will save. On a failure they take a -1 status penalty to attack rolls while in the area.
Bee, Barak, Aztryx, Heather, and Quadennillia's turns.
Initiative:
Orange Skeleton (-10, Shield Raised, Reaction used, Enfeebled 2)
Grey Necromancer Ralthis (-1, Fatigued, Heather's Prey, bane)
Good-News-Bee (20/20, Shield Raised, Reaction used)
Barak (25/30, Frightened 1)
Aztryx (13/13, shield)
Larraz (24/24)
Heather (32/32)
>- Scout (9/18)
Quadennillia (46/46)
Red Skeleton (Shield Raised)
Macondi (17/17)
Quadennillia |
Qen tries a different concoction on the necromancer.
◆ Interact to draw Graveroot
◆ Interact to apply Graveroot
◆ Strike vs. Grey
+1 Blowgun: 1d20 + 10 ⇒ (7) + 10 = 17
Piercing Damage: 1d1 ⇒ 1
Poison Damage: 1d10 ⇒ 3 (DC 20 Fort negates)
Aztryx |
"Telum Magia!" and just like that, three bolts of force fire from Aztryx fingers and strike the necromancer unerringly at his chest.
◆◆◆Magic Missile: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9
Heather Brightflower |
"Scouty!" Heather screams, as Scout takes a hit. Raising her crossbow, she shoots the necromancer.
Crossbow vs Necromancer: 1d20 + 7 ⇒ (18) + 7 = 25
Piercing, Precision: 2d8 ⇒ (3, 1) = 4
She ducks into the corner to reload.
"Scouty! Bite the necromancer then get back here!"
◆ Strike
◆ Step
◆ Command Scout
ScoutTheTiger |
"ROWR!"
Scout attempts to bite the necromancer before returning to Heather's side.
Bite: 1d20 + 7 ⇒ (5) + 7 = 12
◆ Chomp (whiff)
◆ Stride
Quadennillia |
Did I accidentally say 'you get the skeletons' in shirren or something?
Macondi Missani |
Macondi sifts through the few images, sounds, and smells that he gets, while also trying to keep watch of the battle around him.
:The smell of rot and decay as a zombie moves out of the way.:
"Hey Barak," Macondi calls out.
The skeleton slices at Barak, whom Bee is able to protect a little, and at Scout who's cut a little more deeply.
"Hold on a bit. Let me catch up."
:The sun beats down. Panting. Running? Many footsteps.:
Ralthis casts a spell. Its effects aren't immediately obvious. He moves up between his two skeletons, with a superior smirk, and Qen and Scout feel the effect.
"I have a plan. And we can finish this together."
Planning a buff spell on Barak. Which will work better if Barak delays to get the buff.
GM Super Zero |
Qen Will: 1d20 + 7 ⇒ (16) + 7 = 23
Qen's dart hits the necromancer's side and sticks; he doesn't seem to notice. He must have leather armor under his robe. As she focuses on him, the skeleton's sword comes up at her and manages a cut!
Miss. Red's AoO for Ranged Attack: 1d20 + 11 ⇒ (11) + 11 = 22 for slashing damage: 1d8 + 4 ⇒ (7) + 4 = 11
Aztryx accounts for that with magically-accurate darts!
Heather doesn't have any particular compensation, but her shot does land better all the same. Scout isn't as fortunate, though he also isn't hindered by Ralthis's spell.
Scout Will: 1d20 + 6 ⇒ (18) + 6 = 24
Larraz raises his buckler. Staying back from the fight, he casts a healing spell on Quadennillia. "Heather, I can heal Scout!" he calls.
Heal: 1d8 + 8 ⇒ (6) + 8 = 14
Good-News-Bee and Barak's turns.
Initiative:
Orange Skeleton (-10, Shield Raised, Reaction used, Enfeebled 2)
Grey Necromancer Ralthis (-14, Fatigued, Heather's Prey, bane)
[b]Good-News-Bee (20/20, Shield Raised, Reaction used)
[b]Barak (25/30, Frightened 1)
Aztryx (13/13, shield)
Larraz (24/24)
Heather (32/32)
>- Scout (9/18, unaffected by bane)
Quadennillia (46/46, unaffected by bane)
Red Skeleton (Shield Raised, Reaction used)
Macondi (17/17)
GM Super Zero |
Good-News-Bee's turn.
Initiative:
Orange Skeleton (-10, Shield Raised, Reaction used, Enfeebled 2)
Grey Necromancer Ralthis (-14, Fatigued, Heather's Prey, bane)
Good-News-Bee (20/20, Shield Raised)
Aztryx (13/13, shield[/])
Larraz (24/24, buckler raised)
Heather (32/32)
>- Scout (9/18, unaffected by [i]bane)
Quadennillia (46/46, unaffected by bane)
Red Skeleton (Shield Raised, Reaction used)
Macondi (17/17)
Barak (25/30, Frightened 1)
Good-News Bee |
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Seeing an opportunity, Bee takes a step to the side and raises her holy symbol up. "By the light of the Sun!" she cries as there's a bright flash of light that washes over Ralthis and his two skeleton pals.
______________
◆ Step
◆◆ Cast Dazzling Flash (DC 15 Fort)
GM Super Zero |
Red Fort: 1d20 + 8 ⇒ (16) + 8 = 24
Orange Fort: 1d20 + 8 ⇒ (1) + 8 = 9
Ralthis Fort: 1d20 + 7 ⇒ (4) + 7 = 11
"Aaaaugh!" yells Ralthis. The skeletons do not verbally react, but the one with the tattered orange hat seems to have lost track of exactly where its enemies are.
The other one continues slicing at Qen, as she conveniently remains within its reach. Bee's spell doesn't seem to have had much effect, as it manages one slice.
* Raise Shield, * Strike Concealment: 1d20 ⇒ 12 and longsword: 1d20 + 11 ⇒ (19) + 11 = 30 for slashing damage: 1d8 + 4 ⇒ (4) + 4 = 8, * Strike Concealment: 1d20 ⇒ 20 and longsword (MAP): 1d20 + 11 - 5 ⇒ (2) + 11 - 5 = 8
Macondi and Barak's turns.
Initiative:
Orange Skeleton (-10, Shield Raised, Reaction used, Enfeebled 2, blinded 1 round, dazzled 1 hour)
Grey Necromancer Ralthis (-14, Fatigued, Heather's Prey, bane, blinded 1 round, dazzled 1 minute, can Interact to end blinded)
Good-News-Bee (20/20)
Aztryx (13/13, shield)
Larraz (24/24, buckler raised)
Heather (32/32)
>- Scout (9/18, unaffected by bane)
Quadennillia (38/46, unaffected by bane)
Red Skeleton (Shield Raised)
Macondi (17/17)
Barak (25/30, Frightened 1)
Macondi Missani |
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"Oooh. Pretty," Macondi says as the well aimed light display goes off.
He walks over to Barak, making sure to stay out of reach of the skeleton. "Hit and hit and hit and they all fall down." He casts Magic Weapon on Barak's flickmace.
◆ Stride, ◆◆ Magic Weapon
Heather Brightflower |
Heather reloads her crossbow then shoots Ralthis.
Crossbow vs Ralthis: 1d20 + 7 ⇒ (16) + 7 = 23
Piercing, Precision, Crossbow Ace: 1d10 + 1d8 + 2 ⇒ (6) + (3) + 2 = 11
She then reloads her crossbow.
◆ Reload
◆ Strike
◆ Reload
Quadennillia |
Don't know if it's relevant now, but Qen has Subtle Delivery, so her poisons can take effect even if her strike does no damage.
Barak Blue |
◈ Guarded Step
◈ Striking Gnome Flickmace vs Necromancer (reach, sweep): 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Bludgeoning Damage: 2d6 + 4 ⇒ (3, 1) + 4 = 8
◈ Gnome Flickmace 2 vs Skeletal Champion (reach, sweep): 1d20 + 10 - 5 + 1 + 1 ⇒ (18) + 10 - 5 + 1 + 1 = 25
Bludgeoning Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Barak takes a guarded step to where he can reach both the necromancer and the skeletal champion with a loud crunch. He swipes at the Necromancer with the first blow, and then sweeps into the skeletal champion. "Bee, if you want to, you can take a guarded step into flank!"
Striking Gnome Flickmace (reach, sweep): 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Bludgeoning Damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13
GM Super Zero |
Don't know if it's relevant now, but Qen has Subtle Delivery, so her poisons can take effect even if her strike does no damage.
Doesn't help, as they were misses. He's an ordinary human, and it is probably unlikely that he has resistances or weaknesses.
Barak finds that blinded enemies are comparatively easy to hit, as his weapon smashes into both the necromancer and the skeleton. The former is bleeding heavily. The latter is not bleeding at all as it lacks any blood or other gooey stuff.
Two hits, and both are bloodied. Barak does need to save against the bane spell, though his attacks here both hit regardless.
The crumbling skeleton swings its sword wildly! The erratic swinging never comes close to Barak, but bad news! Bee finds it sufficiently unpredictable that a swipe gets through her defenses.
* Raise Shield, * Strike Barak/Bee: 1d2 ⇒ 2 Flat Check (Blinded): 1d20 ⇒ 16 Longsword (enfeebled): 1d20 + 11 ⇒ (13) + 11 = 24 for slashing damage: 1d8 + 3 ⇒ (5) + 3 = 8, * Strike Flat Check: 1d20 ⇒ 11 Longsword (MAP, enfeebled): 1d20 + 11 - 7 ⇒ (1) + 11 - 7 = 5
Ralthis blinks furiously. "Don't have to see you for this!" he snarls. Dropping his crossbow to touch his unholy symbol, he unleashes a wave of dark energy.
Barak wallops him as he does so; he seems very near to collapsing, but then looks slightly better as he finishes his spell. As though he's stealing life energy away from those affected by his curse.
*** Cast harm. All living creatures within 30 feet of Ralthis (everyone) must make a DC 21 basic Fort save against negative damage/healing: 1d8 ⇒ 4. Ralthis heals 1 hp from his Sap Life feature, assuming it damages at least one creature. Barak's AoO hits and... he does not like it at all.
Larraz Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Good-News-Bee, Aztryx, Heather, and Quadennillia's turns.
Initiative:
Orange Skeleton (-18, Shield Raised, dazzled 1 hour)
Grey Necromancer Ralthis (-34, bloodied, Fatigued, Heather's Prey, bane 5 feet, dazzled 1 minute)
Good-News-Bee (12/20, DC 21 Fort vs 4 negative damage)
Aztryx (13/13, shield, DC 21 Fort vs 4 negative damage)
Larraz (20/24, buckler raised)
Heather (32/32, DC 21 Fort vs 4 negative damage)
>- Scout (9/18, unaffected by bane, DC 21 Fort vs 4 negative damage)
Quadennillia (38/46, unaffected by bane, DC 21 Fort vs 4 negative damage)
Red Skeleton (Shield Raised)
Macondi (17/17, DC 21 Fort vs 4 negative damage)
Barak (25/30, DC 21 Fort vs 4 negative damage)
Heather Brightflower |
Heather Fort: 1d20 + 8 ⇒ (6) + 8 = 14
Scout Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Heather takes 4, Scouty takes 2
Macondi Missani |
Fortitude: 1d20 + 4 ⇒ (19) + 4 = 23
Macondi grits his teeth as the wave of energy washes out around them. He doesn't say anything, but is thinking rapidly.
Heather Brightflower |
GM, did THIS post happen already? I don't want to take 2 turns
Quadennillia |
Qen decides to try whipping something else up.
◆ Quick Alchemy to create Leadenleg
◆ Interact to apply Leadenleg
◆ Strike vs. Grey
+1 Blowgun: 1d20 + 10 ⇒ (5) + 10 = 15
Piercing Damage: 1d1 ⇒ 1
Poison Damage: 1d10 ⇒ 9 plus -5 speed (DC 20 Fort negates)
Barak Blue |
Will (T): 1d20 + 4 ⇒ (11) + 4 = 15 Barak is baned
Fortitude (E): 1d20 + 8 ⇒ (1) + 8 = 9
Hero Point: 1d20 + 8 ⇒ (19) + 8 = 27
Barak grits his teeth as multiple ill effects wash over him.
Aztryx |
Fort Save: 1d20 + 4 ⇒ (19) + 4 = 23
Aztryx hates pain, and even a little angers him. He once again shouts words of power "Telum Magia!". Three bolts of pure force fly from his fingers and strike the necromancer squarely on his chest.
◆◆◆ Magic Missile Force: 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13
GM Super Zero |
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Quadennillia is not having a bad day. She's accomplished several things very effectively. But when it's come to fighting, she isn't having a great day. Her specialty isn't useful against the undead, and now that she's facing a human enemy her darts keep missing. The poison should work, but the darts need to hit him first!
Heather's shots prove more accurate, and her bolt strikes a surprised Ralthis in the chest. He crumples like a rag doll.
Retargeting Aztryx's spell...
The magical bolts strike the damaged skeleton. It starts shedding dust from its many cracked bones.
Larraz keeps his buckler raised, but directs some healing energy towards Scout.
* Raise Shield, ** cast heal animal healing: 1d8 + 8 ⇒ (2) + 8 = 10
Good-News-Bee's turn.
Initiative:
Orange Skeleton (-31, bloodied, Shield Raised, dazzled 1 hour)
Good-News-Bee (12/20, DC 21 Fort vs 4 negative damage)
Aztryx (11/13, shield)
Larraz (20/24, buckler raised)
Heather (28/32)
>- Scout (17/18)
Quadennillia (38/46, unaffected by bane, DC 21 Fort vs 4 negative damage)
Red Skeleton (Shield Raised)
Macondi (15/17)
Barak (23/30, affected by bane)
Aztryx |
thanks for the redirect. no idea how many HP that necromancer has
Good-News Bee |
Fort (DC 21): 1d20 + 7 ⇒ (7) + 7 = 14
Bee's foliage withers under the onslaught of negative energy but she's not down yet. Following Barak's lead, she takes a step into flanking position and swings at Orange with her sword.
Strike vs. Orange (Scimitar; Flanking): 1d20 + 6 ⇒ (5) + 6 = 11
Damage (S): 1d6 + 3 ⇒ (2) + 3 = 5
Then she raises her shield, as she can't very well help her friends if she neglects her own safety too much.
______________
◆ Step
◆ Strike
◆ Raise Shield
GM Super Zero |
Even attacked from two sides, the crumbling skeleton manages to parry the attack.
The other one continues striking at the foe within its reach. Or at least in her direction, in any case.
* Raise Shield, * Strike longsword: 1d20 + 11 ⇒ (4) + 11 = 15, * Strike longsword (MAP): 1d20 + 6 ⇒ (10) + 6 = 16
Macondi and Barak's turns.
Initiative:
Orange Skeleton (-31, bloodied, Shield Raised, dazzled 1 hour)
Good-News-Bee (8/20, Shield Raised)
Aztryx (11/13, shield)
Larraz (20/24, buckler raised)
Heather (28/32)
>- Scout (17/18)
Quadennillia (38/46, unaffected by bane, DC 21 Fort vs 4 negative damage)
Red Skeleton (Shield Raised)
Macondi (15/17)
Barak (23/30, affected by bane)
Macondi Missani |
Macondi stares at a pattern in the dirt and grime of the floor while he pulls out the other scroll of Heal that he got when the group set out. "Well, that's not... No?... Oh, 'baned'. Not 'banned'. That makes so much more sense."
Mystery solved, Macondi uses the scroll to cast Heal on Bee.
Heal: 1d8 + 8 ⇒ (8) + 8 = 16
◆ Draw Scroll, ◆◆ Heal
Heather Brightflower |
Posting ahead
Heather smiles briefly with satisfaction as the necromancer collapses. She marks Red as prey and shoots it.
Crossbow vs Red: 1d20 + 7 ⇒ (14) + 7 = 21
Piercing, Precision?: 1d10 + 1d8 + 2 ⇒ (6) + (7) + 2 = 15
She reloads.
"Scouty, stay close to me. We're at a disadvantage here."
◆ Hunt Prey vs Red
◆ Strike
◆ Reload
0-Bot |
Barak steps back out of the spell's area. He flicks his mace towards the damaged skeleton. It blocks his first attack--which leaves it open for the second, which takes its skull off of its shoulders and smashes it against the wall.
◈ Step
◈ Gnome Flickmace (reach, sweep): 1d20 + 11 ⇒ (10) + 11 = 21
Bludgeoning Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
◈ Gnome Flickmace 2 (reach, sweep): 1d20 + 11 - 5 ⇒ (17) + 11 - 5 = 23
Bludgeoning Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Bludgeoning Damage: 1d6 + 4 ⇒ (4) + 4 = 8
GM Super Zero |
↺ Shield Block against Barak's first attack, though a couple points of damage still get through. Second attack defeats Orange.
Heather's attack misses while Red has its shield raised.
Heather's bolt deflects off the edge of the skeleton's shield and doesn't quite hit it. So close!
Good-News-Bee, Aztryx, and Quadennillia's turns.
Initiative:
Good-News-Bee (8/20, Shield Raised)
Aztryx (11/13, shield)
Larraz (20/24, buckler raised)
Heather (28/32)
>- Scout (17/18)
Quadennillia (38/46, unaffected by bane, DC 21 Fort vs 4 negative damage)
Red Skeleton (Shield Raised)
Macondi (15/17)
Barak (23/30, affected by bane)