Val'halla
|
Valhalla may lead despite she is feels it overnatural here in Kyonin.
As far as group find she first watch from afar and comes closer only to comment:
-I am not here to stand against someones free will. If it is your decision to leave Society or something, and you calculate your survival chances good - who am to judge? But you can not call us lapdogs so I ask for politeness only one time.
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
Eando Kline calls out to the caravan, “We’re almost there! If I squint, I can see some lights up ahead.”
Venture Captain Ciobanu chimes in. “I do as well! Pathfinders, you have made far better time than I would have thought we could.”
Table GMs, we are now approaching the town of Folien. Encounters in Part 2 are now available, and the Expedient Travel condition is in effect.
| GM Hawthwile |
Jaware's eloquent words seem to strike a chord with the huddled deserters. One looks ready to take the offered hand, but pulls it back. A circumstance bonus for excellent roleplay turns that into a success!
Val's request is met with the same casual blasphemy orangutans show to the gods, which, gentle readers, I will not repeat here. One agent even goes so far as to make a rude gesture with two fingers and his thumb.
Filentsa, Val, and Vans to roll!
What do you do?
Filentsa
|
Filentsa, for the first time any of you have seen, takes off her hat, and the hair with it, revealing a startling sight: a second brain inexpertly stitched to the top of her head.
”No one can force you to join this fight, least of all me, but if you’re going to leave the Society, do it properly. Get back to the main camp and resign. What you’re doing now is putting the rest of us at risk looking for you. But mind, if you do resign, that unstoppable demon armies can have a way of bringing the war to you whether you like it or not.”
Intimidation: 1d20 + 5 ⇒ (16) + 5 = 21
| GM Hawthwile |
The scowls on the deserters' faces freeze as Filentsa speaks, eyes fixed on her. One by one, their gazes drop. Slowly they collect their belongings and wade across the river to join their colleagues, faces hung low in shame.
Excellent work agents!
The sun is just starting to set as the Pathfinders coalesce onto a large patch of land behind a squat stone house. Venture-Captain Ciobanu takes in the sights and a deep breath before addressing the group. "For many years, I haven’t been sure I would ever see this place again. It was my home for a very long time, and one I loved dearly. No matter, you have done well getting us here, and now we should sleep. Tomorrow dawns a new day, one where we can start to get to the bottom of what is going on here."
We rest overnight - heal yourselves back to full if necessary, complete daily preparations, etc.
The morning brings a bowl of rye porridge for each agent in the camp - and new lists of work needing doing posted above each bubbling cauldron.
Available Missions:
1. Speak with Locals [investigation, diplomacy]
2. Investigate Unnerving Omens [combat]
3. Secure Sanctuaries [investigation, skill]
4. Patrol [combat]
As before, I'll move us to the first option that gets two votes.
What do you do?
Val'halla
|
Intimidate: 1d20 + 8 ⇒ (11) + 8 = 19
---
Valhalla finally finds some joy in being here among many Pathfinders and elves. She feels safe and slept almost good.
Another day as we are moving further with caravan - she'd like to Speak with locals or Investigate omens.
Jaware Sahat Alttajir
|
My vote is to continue to work down the list in order. Let's Speak with Locals
Jaware tends to the wounds of the group using means mundane and divine. "Val, please hold still for me."
Cast Heal on Val. The minimum roll gets her back to full. I think we're all healed up
He then gets some rest, borrowing an extra blanket so that he can sleep with the warmth he's used to.
Vans Pullman
|
Vans Pullman digs into thw porridge with gusto. "Thish ish shooooo good!"
I'm a simple monk, punching is what I do. I'd be happy to watch you guys interrogate locals, but I'm afraid my simple ways might offend them. If that's a risk you're willing to take, then I am too!"
Vans Pullman is fine to do the locals thing.
Filentsa
|
Filentsa seems a little nervous around her teammates after revealing her true nature, but the next morning, she is her usual cheerful self.
"The porridge is good! I wonder if we can get a little dried fruit to go with it..."
She winds up Dickory for the day and casts mage armor on herself.
Speak with Locals sounds good, as does continuing down the list in order.
| GM Hawthwile |
Then it is decided.
Fola Barun comes over for her own bowl of porridge, a contemplative look on her face. "As outsiders here, we don’t know much about this village," she says thoughtfully. "The queen was able to tell us only that her informants said this town is the center of some plot, and Viore, while he knows some information about the layout, hasn’t been here in over a decade - things tend to change in that amount of time. I’d like you to talk to some of the townsfolk. Try to find out what you can about what’s been happening from them."
Folien is not a large town, so it takes very little time for the Pathfinders to identify persons of interest and locations where folks gather - though they also identify that the locals are both surprised and slightly on-edge with so many visitors all of a sudden.
We have several locations available to us to investigate. Each person may attempt two (2) checks from any location(s) - two checks total per character, not two per location per character. The locations and the applicable skills for each are:
- Apothecary: Arcana, Crafting, Medicine, Nature, Occultism, Religion, or any appropriate Lore skill, such as Herbalism Lore or Midwifery Lore
- Constabulary and Town Lockup: Athletics, Society, Stealth, Thievery, or any appropriate Lore skill, such as Legal Lore or Underworld Lore
- Dockhouse: Acrobatics, Athletics, Nature, Survival, or any appropriate Lore skill, such as Fishing Lore or Sailing Lore
- Farmer’s Market: Crafting, Medicine, Society, Thievery, or any appropriate Lore skill, such as Farming Lore or Mercantile Lore
- Farrier: Athletics, Crafting, Medicine, Nature, Survival, or any appropriate Lore skill, such as Horse Lore or Stabling Lore
- Inn: Crafting, Performance, Religion, Society, or any appropriate Lore skill, such as Cooking Lore or Games Lore
Additionally, Deception, Diplomacy, and Intimidation are options at any location.
What do you do?
Vans Pullman
|
The first place Vans Pullman chooses to go is the Dockhouse. After observing the workers making repairs to rigging and sails on the docked vessels, he jumps up and tries to help out.
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Not completely satisfied with that effort, Vans Pullman decides to try something quieter. He attempts to sneak into the Town Lockup and ask around with any small-time local thugs.
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
This seems to have borne more fruit, perhaps these people have something to tell!
Val'halla
|
Folien. I remember once been her. When it was, 89 years ago or 90? Not much changed here - thinks Valhalla proceeding through.
- Mates, I am going to the Inn and to town Lockup thereafter. Any company to expect? I see you all have oddities like body of wood or additional brains. If you brave enough to work and spend time good - follow.
The elven warrior maiden cozily walks across the town as if being almost home. She touch trees and sometimes stop to better feel a smell or listen for distant sounds.
Intimidate in Inn: 1d20 + 8 ⇒ (14) + 8 = 22
Thievery in Town Lockup: 1d20 + 8 ⇒ (7) + 8 = 15
First Val spends time good and in her strict manner make. Some pressure at locals. But then depart to another place to hopefully take something what lays without attention...
Filentsa
|
Filentsa first goes to the apothecary, delighted at the selection of concoctions.
Filentsa's Herbalism Lore (T): 1d20 + 8 ⇒ (6) + 8 = 14
She makes small talk with the shopkeeper, discussing various preparations to treat specific ailments.
She then goes to the farmer's market to seek some additional ingredients to add to her purchases.
Filentsa's Crafting (T): 1d20 + 8 ⇒ (18) + 8 = 26
Fortunately, the produce available in Kyonin this time of year is similar to Thassilon and Filentsa finds exactly what she was looking for.
Jaware Sahat Alttajir
|
Jaware joins Filentsa at the apothecary, exorably drawn to all things mercantile.
Religion: 1d20 + 7 ⇒ (2) + 7 = 9
When she expresses a desire in continuing on to the farmers market, he grins. "I wonder if it will measure up to the market in Sothis."
Medicine: 1d20 + 5 ⇒ (2) + 5 = 7
But the experience is disappointing for him.
What the hell, dice??
| GM Hawthwile |
Vans's assistance at the docks is met with a cool response - he helps an old woman adjust her rigging, but she only wants to tell him about her cats rather than answer his questions (Failure). Val applies pressure on the innkeeper, who admits that she's been hearing stories from recent visitors about "strange glowing lines in the forest" (Success). Filentsa and Jaware try to strike up a conversation with the apothecary, but she only gives single-word answers and makes it very clear she's waiting for them to finish their shopping (Failure and Failure).
But when Vans and Val meet up at the local jail, it's a different story. Both notice a pair of townsfolk staying out of direct eyesight of the prison while still being within earshot of anything happening inside, and both are willing to discuss how their pal is unjustly imprisoned because "those crystals outside aren't anyone's property, you know" (Success and Success). At the market square, Filentsa and Jaware find a woman complaining loudly to a merchant that she doesn't have any of the right herbs in stock anymore and how could this happen and she thought this was a respectable business and she has half a mind to report this extortion to the authorities. The merchant, for her part, pinches the bridge of her nose and explains repeatedly that "the woods are dangerous, the animals are much more destructive than usual, supply and demand..." (Success and Failure).
The Pathfinders report back to Fola, who frowns thoughtfully and makes several notes on a slate before directing the group to Eando Kline for their next mission.
Wohoo! Mission Successful!
Eando looks up as the group of agents approach, then sighs in frustration and slams his clenched fist - and the paperwork crumpled within it - onto the table in front of him. "I don’t like this one bit." His voice is even more serious than usual. "Reports of unknown crystals, changes in the weather, water tasting funny, strange animals, and who knows what else. All of this has to have a source, we just need to pinpoint what it is. In the meantime, go poke around the edge of town and see if you can find evidence to support any of these reports - or better yet, a way to contain it."
The Pathfinders head out and start looking for clues. This is an open-ended skill challenge. Some intuitive options would be Arcana/Nature/Occultism/Religion to search for magical effects, Survival to find tracks, Perception to Search, etc. Each character may make one (1) check.
What do you do?
Val'halla
|
Herbs are a good clue, thats unfortunate Valhalla understand nothing about 'em. But all this things feels occult. Utilising that she maty Detect Magic, Val tries to find magical disturbanse...
Occultism: 1d20 + 5 ⇒ (2) + 5 = 7
Maybe thats time to Heroic rerol
Occultism, Hero Point: 1d20 + 5 ⇒ (16) + 5 = 21
Vans Pullman
|
Vans Pullman leans on his training in the divine arts to try to suss out the nature of what is happening in the area.
Religion: 1d20 + 5 ⇒ (3) + 5 = 8
This is unlike anything he knows, unfortunately.
Filentsa
|
”Hmmmmm. Something is strange about the crystals. Could it be something magic?”
Occultism: 1d20 + 8 ⇒ (1) + 8 = 9
ugggggh, hero point
Occultism: 1d20 + 8 ⇒ (18) + 8 = 26
Jaware Sahat Alttajir
|
Religion: 1d20 + 7 ⇒ (8) + 7 = 15
Jaware has a passable understanding of magic, particularly how it interacts with the divine, and uses that knowledge to ferret out... well, whatever he can.
| GM Hawthwile |
Filentsa and Val both find strange energies emanating from patches of glowing purple crystals a short ways into the woods. What's odder is that there are also clear signs of wolves and rabbits living together, rather than as predator and prey. But as the two look over at their companions to let them know, they see countless red eyes glaring maliciously at them from the underbrush. Horned rabbits with glowing eyes pour into the clearing, accompanied by a wolf - all hunting the Pathfinders!
Vans Pullman's Initiative (): 1d20 + 5 ⇒ (16) + 5 = 21
Filentsa's Initiative (): 1d20 + 4 ⇒ (14) + 4 = 18
Val'halla's Initiative (): 1d20 + 7 ⇒ (8) + 7 = 15
Red: 1d20 + 9 ⇒ (17) + 9 = 26
Blue: 1d20 + 7 ⇒ (8) + 7 = 15
Just the sight alone of the rabbits is enough to cause a quiver of fear in the bravest of hearts...
Jaware's Will (E): 1d20 + 9 ⇒ (8) + 9 = 17
Vans Pullman's Will (E): 1d20 + 7 ⇒ (19) + 7 = 26
Filentsa's Will (E): 1d20 + 6 ⇒ (17) + 6 = 23
Val'halla's Will (E): 1d20 + 7 ⇒ (11) + 7 = 18
...and Jaware and Val find themselves shaken by the experience. You two are Frightened 1, but the condition does not decrease while you are within 30 ft of the swarm. The rabid rabbits swarm over Filentsa and Val, biting at their ankles and kicking with clawed feet!
Piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7
Filentsa's Reflex (T): 1d20 + 6 ⇒ (7) + 6 = 13
Val'halla's Reflex (E), Frightened: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 19
Val instinctively dances, keeping her feet at least partially away from the swarming creatures. Filentsa is slower to react, taking several nasty chomps to her toes.
Remember that you can take reactions/hero points/etc at the start of your next post and they'll be retconned in. And don't forget to recommend someone to get a hero point in the Discussion thread!
Death Awaits With Big Nasty Pointy Teeth
Round 1! Bold may act!
Red
Jaware (Frightened 1)
Vans
Filentsa (-7)
Blue
Val (-3, Frightened 1)
What do you do?
Val'halla
|
Valhalla really surprised by situation so much that she forgot about being sneak and safe distance not remained.
-What those ccreatures are ?
she crys out in fear and disgust.
-FORZARE!
shouts elven warrior almost impossible sound frequency
Haunting Hymn - 2 Sound dmg, Basic Fort 16. Probably this is swarm with weakness to splash effects
Val falls back to underbrush to find safer spot after this.
Jaware Sahat Alttajir
|
Jaware whispers a quiet prayer to Pharasma as he gathers his thoughts, trying to identify just what is before them.
GM - Recall Knowledge on the swarm, using Scholarly Recollection to roll twice and take the better number. I know it's a secret roll so Nature/Religion are +7, Society is +5, and the rest is +2.
He then moves back and whispers another prayer, this time erecting a magical shield. Stride, cast Shield
Vans Pullman
|
Conveniently, it looks like Vans Pullman doesn't need to move in order to start, you guessed it, punching bunnies.
Tiger Stance
Flurry of Blows (two hits would add damage together before considering DR)
Strike
flurry 1: 1d20 + 7 ⇒ (8) + 7 = 15 S damage: 1d8 + 2 ⇒ (3) + 2 = 5
flurry 2: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19 S damage: 1d8 + 2 ⇒ (6) + 2 = 8
strike: 1d20 + 7 - 8 ⇒ (7) + 7 - 8 = 6 S damage: 1d8 + 2 ⇒ (6) + 2 = 8
Filentsa
|
Filentsa gets away from the terrible bunnies as quickly as she can!
She sends a ray of cold energy at the cluster.
Ray of Frost: 1d20 + 8 ⇒ (4) + 8 = 12
brrrr!: 1d4 + 4 ⇒ (1) + 4 = 5
| GM Hawthwile |
@Val, it's not quite your turn yet, so I'll hold onto those actions for the moment.
Jaware isn't quite sure what's going on with the rabbits, but he recognizes that that many creatures clumped together would be difficult to harm individually, but easier with bursting effects. (Resistance to Physical damage (except Bludgeoning), Weakness to Area Effects and Splash damage. @Vans, let me know if you'd want to change those to regular 1d6 Bludgeoning strikes and I'll adjust.) Vans leans down low and swipes at the rabbits, though as Jaware predicted they are tough to cut down individually (one hit, resistance applies). Filentsa likewise has difficulty picking out one bunny to hit and only freezes the ground.
The wolf moves in to pin Vans in place, snapping at the monk's heels.
Blue Bite vs Vans AC 19: 1d20 + 9 ⇒ (16) + 9 = 25
Piercing damage: 1d6 + 2 ⇒ (5) + 2 = 7
As its jaws clamp down, it pulls back and knocks Vans off his feet (Knockdown).
Now resolving Val's actions
Red Fortitude vs DC 16: 1d20 + 9 ⇒ (7) + 9 = 16
The rabbits resist Val's sonic blast, but still find several of their members tumbling away. The remaining ones swivel their heads towards their attacker and hop after her. When they reach her ankles, they bite!
Piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4
Val'halla's Reflex (E), Frightened: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21
Piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
Val'halla's Reflex (E), Frightened: 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20
Val avoids some, but not all of the nibbles (two successes).
Death Awaits With Big Nasty Pointy Teeth
Round 2! Bold may act!
Red (-9)
Jaware (Frightened 1)
Vans (-7, Prone)
Filentsa (-7)
Blue
Val (-9, Frightened 1)
What do you do?
Jaware Sahat Alttajir
|
Jaware draws a spiral symbol in the air as he prays to Pharasma. A glowing hand appears next to the wolf and touches it briefly before winking out of existence.
Chill Touch w/Reach Spell vs Blue, DC 16 Fort save: 1d4 + 4 ⇒ (1) + 4 = 5
Vans Pullman
|
Oh, look. Something easier to punch!
Vans Pullman leaps to his feet and starts punching at the wolfie.
Stand
Flurry
Strike
Flurry 1: 1d20 + 7 ⇒ (8) + 7 = 15 S damage: 1d8 + 2 ⇒ (8) + 2 = 10
Flurry 2: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9 S damage: 1d8 + 2 ⇒ (4) + 2 = 6
Strike: 1d20 + 7 - 8 ⇒ (10) + 7 - 8 = 9 S damage: 1d8 + 2 ⇒ (1) + 2 = 3
Unhappily, Vans Pullman whips out his last Hero Point for Flurry 1
Flurry 1 HP: 1d20 + 7 ⇒ (15) + 7 = 22 S damage: 1d8 + 2 ⇒ (7) + 2 = 9
Ok THAT one felt a lot better.
| GM Hawthwile |
@Vans, Flurry #1 was a hit before the hero point. I'm resolving now as if you didn't use it, but let me know if you want to reroll one of the other attacks with that result and we'll retcon.
Blue Fortitude vs DC 16: 1d20 + 6 ⇒ (12) + 6 = 18
Red Reflex vs DC 18: 1d20 + 11 ⇒ (18) + 11 = 29
Blue Reflex vs DC 18: 1d20 + 9 ⇒ (19) + 9 = 28
The beasts resist the magic thrown at them, but Vans lands a mighty blow against the wolf that felled him. It snarls in response and bites at him again...
Blue Jaws vs Vans AC 19: 1d20 + 9 ⇒ (12) + 9 = 21
Piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
...and again drags him down to the ground! But instead of going for his throat, the beast instead runs after Filentsa, ears back, teeth bared, low growl - just like a shepherd's dog herding an unruly sheep.
@Jaware, you are now no longer Frightened because the swarm is more than 30 ft away from you. Yay! But if you get within 30 ft of it, you'll need to make the save against being frightened again.
Death Awaits With Big Nasty Pointy Teeth
Round 2! Bold may act!
Red (-9)
Jaware
Vans (-15)
Filentsa (-7)
Blue (-12)
Val (-9, Frightened 1)
What do you do?
Val'halla
|
Valhalla continue screaming in fear and anger with a unnatural high tone.
Haunting Hymn - 2 Sound dmg, Basic Fort 16. Again.
Then she jumps away deeper to the forest. She asks mates aloud:
-I got this! Shout when you finish with wolf?
| GM Hawthwile |
@Val, don't forget that Frightened also affects your spell DC.
Red Fortitude vs DC 15: 1d20 + 9 ⇒ (2) + 9 = 11
The rabbits seem to realize that Val is only going to keep shouting at them - and with some noticeable patches in the crowd, perhaps it's better to focus on easier prey. Like a coordinated army executing a pincer maneuver, they close in on Filentsa.
Piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
Filentsa's Reflex (T): 1d20 + 4 ⇒ (15) + 4 = 19
Piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4
Filentsa's Reflex (T): 1d20 + 4 ⇒ (14) + 4 = 18
The witch is ready this time and uses her clothing to her advantage, blocking some of the fearsome incisors.
Death Awaits With Big Nasty Pointy Teeth
Round 3! Bold may act!
Red (-14)
Jaware
Vans (-15, Prone)
Filentsa (-13)
Blue (-12)
Val (-9, Frightened 1)
What do you do?
Vans Pullman
|
Bravely ignoring his wounds, Vans Pullman rushes down to flank the wolf.
"I've seen bigger wolves than you. My nickname back at the monastery was 'Wolf Bait'."
Stand
Stride
Flurry
Flurry 1 off-guard: 1d20 + 7 ⇒ (20) + 7 = 27 S damage: 1d8 + 2 ⇒ (6) + 2 = 8
Flurry 2 off-guard: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 S damage: 1d8 + 2 ⇒ (6) + 2 = 8
"Ha! You bite the halfling, you take the punches."
| GM Hawthwile |
Tiger beats wolf this time as the beast howls in pain and collapses.
Death Awaits With Big Nasty Pointy Teeth
Round 3! Bold may act!
Red (-14)
Jaware
Vans (-15)
Filentsa (-13)
Blue (-28)
Val (-9, Frightened 1)
What do you do?
Jaware Sahat Alttajir
|
Seeing the trouble the wolf is giving Vans, the cleric calls upon his goddess for aid. "Lady of Graves, show use your grace and weigh his soul. There are many great deeds left in Vans, so help see that future!"
Heal (2-action) on Vans: 1d8 + 8 ⇒ (6) + 8 = 14
He then attempts to identify the wolf, as there seems to be something different about it...
GM - Recall Knowledge on the wolf. Nature/Religion are +7, Society is +5, and the rest is +2.
| GM Hawthwile |
@Filentsa, I think the persistent damage is only on a crit?
Spells fly through the air, eliciting screams of pain from the rabbits and cries of joy from Vans. As one, the remaining critters turn their red eyes to Filentsa. Jaware can't see the wolf's corpse well, but it doesn't seem to be any different from a normal wolf - there's no horns and he doesn't recall seeing glowing eyes like the rabbits'. (From all appearances, just a normal wolf.)
Death Awaits With Big Nasty Pointy Teeth
Round 3! Bold may act!
Red (-23)
Jaware
Vans (-1)
Filentsa (-13)
Blue (-28)
Val (-9, Frightened 1)
What do you do?
Val'halla
|
Val jumps out from bushes seeing scary rabbits not following. She continue screaming and approach the beast as sound waves of Haunting Hymn seems effective
Same actions and dmg as last turn...
| GM Hawthwile |
Red Fortitude vs DC 15: 1d20 + 9 ⇒ (16) + 9 = 25
The rabbits are spread too thin now for Val's blast to catch any with her sonic blast. They pursue Filentsa with single-minded focus, nipping at her feet with blood-stained incisors.
Piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
Filentsa's Reflex (T): 1d20 + 6 ⇒ (3) + 6 = 9
Piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6
Filentsa's Reflex (T): 1d20 + 6 ⇒ (7) + 6 = 13
@Filentsa, that would be enough to drop you unconscious. I'm resolving things as if no Hero Point was used, but I would be more than happy to retcon it - just make the roll at the start of your next post.
Jaware also finds his breath catching as the rabbits get nearer...
Jaware's Will (E): 1d20 + 9 ⇒ (7) + 9 = 16
...and seeing all those fangs does nothing to ease the fear that grips him once again!
Death Awaits With Big Nasty Pointy Teeth
Round 4! Bold may act!
Red (-23)
Jaware (Frightened 1)
Vans (-1)
Filentsa (-27, Prone, Unconscious, Dying 1)
Blue (-28)
Val (-9, Frightened 1)
What do you do?
Vans Pullman
|
Vans Pullman runs after the bunnies and..... PUNCHES!
Stride
Flurry
Strike
Flurry 1: 1d20 + 7 ⇒ (2) + 7 = 9 S damage: 1d8 + 2 ⇒ (1) + 2 = 3
Flurry 2: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5 S damage: 1d8 + 2 ⇒ (4) + 2 = 6
Strike: 1d20 + 7 - 8 ⇒ (10) + 7 - 8 = 9 S damage: 1d8 + 2 ⇒ (8) + 2 = 10
But... the bunnies are so cute! How could he punch a bunny?
Filentsa
|
Filentsa runs out of the swarm of bunnies, having seen visions of her own death, and tries to protect herself, casting both shield and life boost. (Fast healing 2 for 4 rounds)
Jaware Sahat Alttajir
|
Jaware repeats his prayer, this time beseeching Pharasma to heal Filentsa.
Heal (2 action) w/Reach Spell on Filentsa: 1d8 + 8 ⇒ (8) + 8 = 16
Val'halla
|
I believe the rabbit has persistent incoming damage. Right?
Val tries to move unpredictably but she approach the foe nevertheless to continue screaming Haunting Hymns with fear.
| GM Hawthwile |
Awesome reroll Filentsa!
Red Fortitude vs DC 15: 1d20 + 9 ⇒ (5) + 9 = 14
The persistent damage would only have been on a critical hit - there was confusion between the spell acid splash and an acid flask.
Filentsa appears to disappear beneath the swarm of bunnies - but it was a clever trick! As she moves away and wards herself, Jaware's magic closes almost all of her many many bites. Val knocks another swath of rabbits to the ground with her scream, leaving Vans with nothing nearby to punch. (That's just flavor on Vans's attacks - Red is still conscious.)
The few rabbits that remain turn their red eyes on Val.
Piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
Val'halla's Reflex (E), Frightened: 1d20 + 10 - 1 ⇒ (17) + 10 - 1 = 26
Piercing damage: 1d6 + 2 ⇒ (2) + 2 = 4
Val'halla's Reflex (E), Frightened: 1d20 + 10 - 1 ⇒ (2) + 10 - 1 = 11
Val's quick feet avoid them at first, but she can't keep up the pace and gets a few chomps on her ankles.
Death Awaits With Big Nasty Pointy Teeth
Round 5! Bold may act!
Red (-28)
Jaware (Frightened 1)
Vans (-1)
Filentsa (-1, Fast Healing 2 1/4)
Blue (-28)
Val (-13, Frightened 1)
What do you do?
Jaware Sahat Alttajir
|
Jaware once more asks Pharasma for a boon. "Lady of Graves, guide Val'halla so that they might journey to you at the appropriate time."
Cast Guidance on Val with Reach Spell
He then murmurs a protective prayer that erects a shield of protection.
Cast Shield
Vans Pullman
|
"You bunnies don't know this, but my nickname at the monastery was 'Never Giver Upper'. You're gonna get punched!"
Stride
Flurry
Strike
Flurry 1: 1d20 + 7 ⇒ (17) + 7 = 24
S damage: 1d8 + 2 ⇒ (7) + 2 = 9
Flurry 2: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
S damage: 1d8 + 2 ⇒ (2) + 2 = 4
Strike: 1d20 + 7 - 8 ⇒ (8) + 7 - 8 = 7
S damage: 1d8 + 2 ⇒ (7) + 2 = 9
"Ha ha! Take that you stupid cuties!"
Val'halla
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Not sure how Guidance workse with what I do. But I am gonna change tactics. Not sure this thng may be flanked though...
Valhalla makes few steps to flank the rabbit with Vans, she unleash her spear and with a grasful move swing and strike at foe
Attack, Guidance, Frightened: 1d20 + 8 - 1 + 1 ⇒ (6) + 8 - 1 + 1 = 14
damage, P, Sneak?: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (6) = 11
Jaware Sahat Alttajir
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You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.