| Strong Jaw |
Will(E) DC18: 1d20 + 5 ⇒ (2) + 5 = 7
Strongjaw drops his cards, as the alluring look of the effigy steals the goblin's heart!
Fascinated by its charm and structure, the Witchjust stares at it longingly....
The White Rabbit and Tanngrisnir seem to be pointing and laughing at the newly made puddle underneath the goblin's position.
| Kadosh |
You're surrounded by a marshal's aura in a 10-foot emanation. Your aura has the emotion, mental, and visual traits and grants you and allies within the aura a +1 status bonus to saving throws against fear. So that affects no one, since you all stayed away from me. :D
Will (expert), +1 vs. fear: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Frightened 1
HP 28/28
AC 18
Fort +8, Ref +5, Will +6
Hero points: 0
Effects: Frightened 1
Using his bell to ward his weapon, Kadosh batters at the rusty blade attacking him to little effect, his gaze constantly straying back toward the effigy.
Recall Knowledge, Strike x2
Lore (esoteric) (trained) to Recall Knowledge (but NOT Exploit Vulnerability) vs. animated object: 1d20 + 8 ⇒ (4) + 8 = 12
Battleaxe: 1d20 + 6 ⇒ (5) + 6 = 11
Slashing, with implement empowerment: 1d8 + 4 ⇒ (5) + 4 = 9
Battleaxe: 1d20 + 6 - 5 ⇒ (18) + 6 - 5 = 19
Slashing, with implement empowerment: 1d8 + 4 ⇒ (8) + 4 = 12
Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 17 That's still the effigy.
| Hakata |
Will: 1d20 + 10 ⇒ (4) + 10 = 14
Hakana's eyes are glued to the effigy. His resolve is shaken, but he continues his attack.
Sustain, Cast ignition on the effigy
fire: 1d4 + 1 ⇒ (3) + 1 = 4 and bludgeoning: 1d4 ⇒ 4 and 1 persistent 1 DC 16 Reflex
ignition: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20 for fire: 2d4 + 1 ⇒ (2, 3) + 1 = 6
Frightened 1
| Valda |
Will: 1d20 + 7 ⇒ (4) + 7 = 11
Valda cries out in fear as her blade cuts naught but empty air.
Mirror Strike: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 151d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Strike: 1d20 - 1 - 2 ⇒ (15) - 1 - 2 = 12
| Veshka. |
So Red died and Yellow got hurt, ja?
Veshka continues scourging the area with lightning, as Catamoch tries to stiffen his resolve by killing the wounded.
Veshka Will: 1d20 + 8 ⇒ (18) + 8 = 26
Catamoch Will: 1d20 + 5 ⇒ (14) + 5 = 19
Catamoch Fort: 1d20 + 9 ⇒ (8) + 9 = 17
Electric Arc @Blue and Yellow (who I think is hurt): 1d4 + 4 ⇒ (3) + 4 = 7 DC 18 17 Basic Reflex
| Catamoch |
With no organs to root out or blood to leak out, Catamoch swings his tusks wide, tearing and cutting rather than burrowing them deep.
Tusks: 1d20 + 8 ⇒ (14) + 8 = 22
Slashing: 1d6 + 4 ⇒ (4) + 4 = 8
Decision Tree for Catamoch's turn:
If Yellow's up, Strike Yellow, then Veshka Battle Meds herself. If not, Stride then strike blue. If Blue's down too, Stride and strike the effigy
Healing: 2d8 ⇒ (7, 1) = 8
| GM ShadowLord |
Kadosh fails to remember anything about the animated weapon in front of him. His second strike smashes the rusty blade down to the ground.
Valda swings at the effigy, but continues to miss her target.
Hakata's fire continues to burn away at the effigy, compounded by the new fire spell he just cast.
Veshka's spell takes down the remaining animated weapons, allowing Catamoch to charge ahead and strike the effigy. Though he injures it, his attacks are not as effective as Hakata's fire is and is partially resisted.
The effigy steps forward and moves up north of Valda some, leaving Hakata's lava behind it. Once it place, it strikes Valda twice.
Valda Damage S: 2d6 + 7 ⇒ (1, 1) + 7 = 9 Mental: 1d6 ⇒ 3
Valda Damage S: 2d6 + 7 ⇒ (4, 3) + 7 = 14 Mental: 1d6 ⇒ 4
Unless you crit succeed on the DC18 aura will save, you need to continue to make it each turn. You can Avert Gaze as an action for a bonus.
Party up!
Dc16R: 1d20 + 8 ⇒ (19) + 8 = 27
Dc17R: 1d20 + 7 ⇒ (3) + 7 = 10
Attack: 1d20 + 13 ⇒ (8) + 13 = 21
Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Dc17W: 1d20 + 11 ⇒ (10) + 11 = 21
29
| Valda |
Will: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Valda continues to shudder with fear as she slashes and slashes and slashes, screaming in impotent fury! Bloody wounds adorn her body.
Mirror Strike: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 131d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Strike: 1d20 - 1 - 1 ⇒ (10) - 1 - 1 = 8
| Hakata |
Will: 1d20 + 10 - 1 ⇒ (5) + 10 - 1 = 14
"Fall to earth, spirit!" Hakata repeats his effective tactics.
Sustain, Cast ignition on the effigy
fire: 1d4 + 1 ⇒ (2) + 1 = 3 and bludgeoning: 1d4 ⇒ 4 and 1 persistent fire DC 16 Reflex
ignition: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13 for fire: 2d4 + 1 ⇒ (3, 3) + 1 = 7
Frightened 1
| Kadosh |
Will (expert), +1 vs. fear: 1d20 + 6 + 1 - 1 ⇒ (19) + 6 + 1 - 1 = 25 Ugh; I can only crit succeed on a natural 20.
HP 28/28
AC 18
Fort +8, Ref +5, Will +6
Hero points: 0
Effects: Frightened 1
Kadosh moves past the effigy to help Valda and the rest of his fellow scouts, holding up a quick talisman to ward off fear, as he swings his ax at the effigy. He's so focused on his companions though that his blade simply bounces off the effigy.
Stride, Strike x2 (with fear)
Battleaxe: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
Battleaxe: 1d20 + 6 - 1 - 5 ⇒ (11) + 6 - 1 - 5 = 11
Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 17
Anyone within 10 feet of me gets a +1 to their Will save vs. fear.
| Veshka. |
Veshka chokes down her fear, trying to drown it with the rage that floods her bond with Catamoch. Boost Eidolon
Veshka Will: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
Catamoch Will: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
| Catamoch |
Catamoch pursues his fleeing prey, and since the slashes of his tusks were blunted by the effigy, this time he drives them deep instead.
Stride
Tusks: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8 flankturn[/ooc]
Hoof: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14 flank
| Strong Jaw |
With all the ruckus being caused by the Effigy, the Goblin's Fascination seems to be....
Will(E) DC18: 1d20 + 5 ⇒ (10) + 5 = 15
Well endowed by the evidence of drool dripping down the Witch's chinny chin chin!
Source Core Rulebook pg. 619 4.0
You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can't use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies.
Not certain he actually loses Actions?
Edit!
The White Rabbit shakes the starring stupidly Goblin!
It wants you to hug it with ice!
Strongjaw nods stupidly performing all the proper gestures, verbiage, and magics!
Clinging Ice Hex Reflex DC 18: 1d4 ⇒ 3
Ray of Frost: 1d20 + 8 ⇒ (9) + 8 = 171d4 + 4 ⇒ (4) + 4 = 8
| GM ShadowLord |
I do not think you lose all your actions. You are however frightened 2, lowering your DC16, and you take a penalty on that ray of frost.
The fear from the effigy begins to creep into the minds of some of the scouts, causing them to lose focus. Their actions all come up short and the effigy looks ready to capitalize on this...
... only it doesn't for some reason! (Because it rolls as poorly as you do.)
Attacking Valda three times, the creature cannot connect with the exemplar!
Party up!
R DC16: 1d20 + 8 ⇒ (9) + 8 = 17
Attack: 1d20 + 13 ⇒ (4) + 13 = 17
Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
| Valda |
Will: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Valda finally overcomes her fear as she strikes the effigy!
Mirror Strike: 1d20 + 9 ⇒ (14) + 9 = 231d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d12 + 6 ⇒ (6) + 6 = 121d12 + 6 ⇒ (3) + 6 = 9
| Hakata |
Will: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29
Hakata also overcomes his fear.
He coats his hand in fire and slaps at the creature.
ignition: 1d20 + 8 ⇒ (2) + 8 = 10 for fire: 2d6 + 1 ⇒ (4, 1) + 1 = 6
He continues to blow up some ground, safely away from his allies.
Ignition (Melee), Sustain
| Strong Jaw |
Will(E) DC18: 1d20 + 5 ⇒ (7) + 5 = 12
Frightened 2
Well endowed by the evidence of drool dripping down the Witch's chinny chin again!
The White Rabbit shakes the starring stupidly Goblin!
Damn it, man! You're a Winter Witch not a drooling teenager!
Strongjaw nods stupidly performing all the proper gestures, verbiage, and magics!
Clinging Ice Hex Reflex DC 16: 1d4 ⇒ 1
Ray of Frost: 1d20 + 6 ⇒ (15) + 6 = 211d4 + 4 ⇒ (4) + 4 = 8
Frightened 1
| Veshka. |
Trusting to others to bring the fire, Veshka keeps pouring rage into Catamoch Extend Boost as she stays clear of the fray.
Religion: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14 Extend Boost fails, I keep the Focus
**EDIT**
Forgot the Will saves
Veshka Will: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16 Well, good thing Catamoch's taking the turn
Catamoch Will: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
| Catamoch |
Catamoch though is completely stymied by the effigy's defenses and trots off to make way for more fire.
All vs. Flank
Tusk: 1d20 + 8 - 1 ⇒ (2) + 8 - 1 = 9
Hoof: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4
| Kadosh |
Will (expert), +1 vs. fear: 1d20 + 6 + 1 - 1 ⇒ (14) + 6 + 1 - 1 = 20 Success again
HP 28/28
AC 18
Fort +8, Ref +5, Will +6
Hero points: 0
Effects: Frightened 1
Kadosh chops again at the effigy with his axe before moving to a new position. He looks away, trying to avoid meeting its eyes as he continues to suffer the results of its unnerving stare.
Strike (while I have flanking), Step, Avert Gaze
Battleaxe: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21
Slashing, with implement empowerment, personal antithesis: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13
Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 17
| GM ShadowLord |
United in purpose, the scouts converge on the effigy with a relentless barrage. Strongjaw, his eyes ablaze with determination, finds his mark with his ray of frost. Valda, undeterred by her earlier misses, whirls with a warrior’s grace, her weapon meeting the effigy with a resonant clang. Kadosh, with the precision of a seasoned fighter, delivers a decisive blow with his battleaxe. Together, their concerted efforts culminate in victory; the effigy's structure buckles and shatters, its ominous presence dissipating as it crumbles. The encounter is over, the effigy defeated, and a sense of accomplishment washes over the scouts as they stand triumphant.
The shield atop the battle standards is a low-grade cold iron shield, but perhaps it isn’t the greatest treasure here. Kadosh learns that if they spend the rest of the day studying the apaku, it's possible to learn an animation ritual (Animate Object Ritual.)
| Valda |
"Very well. Truth be told, I am far too injured to do much walking at the moment," Valda says. She groans and finds a large rock to sit on, breathing heavily and poking out the bloody furrows the effigy's claws left in her skin.
| Veshka. |
Veshka nods eagerly. "I only hope the god of that effigy is not too injured, and not too angry to talk."
Her expression sours when she sees how badly Valda is hurt. "I guess I have to put you back together again first. Don't worry, O Shining One, I'm sure none of this will even scar. So tell me, is it a geas upon you to shed blood for every victory? Does the god inside you just want to be free that badly? Or do you think that just because you're a god you can't really be hurt?"
Medicine: 1d20 + 6 ⇒ (13) + 6 = 19
Healing: 2d8 ⇒ (5, 8) = 13 Spending the hour to double
| Valda |
Valda chuckles as Veshka tends to her wounds. "My power gives me strength and endurance, but I know I am mortal yet. My immanence has not reached its full potential yet. I must foster my legend and earn my name-deeds before I can ascend fully to godhood. But I know I cannot do it alone. That is why I am glad you are here to heal me after a fierce fight! I would not be here without your support, and that of our fellow scouts."
| Veshka. |
Veshka scowls, eyes flat. "An answer lifted from the tales, and creaking with overuse. Faith matters for gods, O Shining One. Try to say words that you at least have belief in."
| Strong Jaw |
Blinking back real tears of loss, the weeping Goblin is seen being consoled by The White Rabbit (who is also seen giggling behind the poor goblin's back), but being totally ignored by Tanngrisnir, who is seen chewing yet another tuft of grass.
| Hakata |
Hakata examines the area as they wait, having already connected to the spirits of earth and fire.
"You want to be teased into inanimate objects?" He listens carefully to the spirits at the convergence.
| GM ShadowLord |
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As the dust settles from their confrontation with the effigy, Kadosh's keen intellect cannot be swayed from the mysteries that linger in the atmosphere of the ancient battlefield. With an insatiable curiosity driving him, he asserts the importance of harnessing the arcane energies that dance on the fringes of perception. Giving in to the magnetic pull of the apaku, he plants himself amidst the remnants of rusted weapons and fragmented relics, each piece a silent testament to the battles once waged.
Kadosh's study is methodical, a process of deep meditation and scholarly rigor. He runs his fingers over the runes, his lips moving silently as he deciphers ancient inscriptions. Hours pass like minutes as he cross-references the symbols with memorie slowly transforming the unknown into knowledge. He meticulously performs small, controlled gestures, imitating the flows of energy he suspects are needed to coax life into the inanimate. As twilight approaches, the first signs of success flicker into being: a slight tremor in a blade's rusted edge, a whisper of movement in a discarded shield. It's subtle, yet undeniable—the beginnings of a ritual that might one day breathe motion into the motionless.
Meanwhile, Hakata stands in stark contrast to the intense focus of Kadosh. He reaches out to the spirits of earth and fire, his presence a quiet invitation for communion. The spirits of the old battlefield are restless echoes, memories etched into the very soil and the air, their whispers like the crackling of a long-dead fire. They are wary, vestiges of a tumultuous past, but Hakata's patience is an open channel.
As the sun dips below the horizon, painting the sky in hues of burning orange and fading purple, Hakata's connection deepens. The spirits begin to confide in him, sharing fragmented tales of valor and destruction, each account a thread in the fabric of the place's storied history. In the sigh of the wind, he hears the battle cries of the fallen, in the warmth of the earth, the lingering lifeblood of ancient warriors.
These spirits do not reveal secrets lightly, but to Hakata's respectful entreaty, they offer up wisps of understanding—insights into the animating forces that once bound them to the physical realm, and how those forces might be channeled once again. With every revelation, Hakata's knowledge grows, blending with his innate powers, shaping the foundation of a deeper mastery over the elemental forces at his command.
Together, yet in their own realms of exploration, Kadosh and Hakata weave new threads into the tapestry of their skills, their discoveries on this day promising to echo in their future endeavors.
Hakata and Kadosh gain a hero point!
| Valda |
Valda gives Veshka a pointed look. "Hmph," she grunts, then looks down at the ground. "Very well. I suppose I have been a bit reckless of late. It's just that, after the Burning Mammonths' attack and Grandfather Eiwa's passing, the following has been demoralized. I am trying my best to be the inspiration that everybody expects me to be. But it seems I have been coming up short in that regard. Sometimes I feel like the spark of divinity that dwells within my soul is more of a burden than a gift."
| Veshka. |
Veshka laughs. It's ugly and dry, like the skin on her calves that wasn't quite scaly enough to go. She laughs. Tears leak out of the eye that's finished twisting into its new shape; she's shaking, her body not big enough to contain what Valda has drawn out. She laughs. Her needle falls to the ground; a roll of bandages tumbles after it into the dirt. She doesn't rage over the waste, over the time it will take to drive out the spirits of pestilence from her tools. She laughs. Her lungs empty so she drags in a wheezing breath that immediately becomes a racking cough until she's finally still, one hand clenched around a horn that's just grown long enough to saw.
"Sorry about your 'curse.'"
| Valda |
Valda's cheeks flush as Veshka laughs. "Perhaps... it may have been a poor choice of words," she says, ashamed. "I did not mean to belittle your own condition."
| GM ShadowLord |
Packing up and moving on, you continue to scout and lead the way for the following as quickly as they will move. The next few days pass without incident. On the third day you find yourselves arriving at your destination - Gleaming Sun Lake.
Small waves at the center of this large lake reflect the sun and clouds, resulting in a bright mosaic of rippling light. In calmer times, the following would camp for several weeks on the shore, fishing and collecting useful reeds. This time, the Broken Tusks don’t expect to stop here for more than a day before continuing their flight.
When the party arrives at the shore of the lake, they see a wiry Kellid man chest-deep in the water about 30 feet from the shore, fighting against something beneath the surface and crying out for help. Taking note of you he calls out, “Come! Help! Quickly!”
Between him and the shore, the lake is about 4 feet deep; to traverse the water, Small characters must succeed at a DC 10 Athletics check to Swim, while Medium and larger characters can choose to Swim or treat the water as greater rugged terrain while Striding through it.
| Valda |
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
"Help is on the way!" Valda shouts, rushing forward into the water to assist the man unless somebody stops her!
| Strong Jaw |
When the party arrives at the shore of the lake, they see a wiry Kellid man chest-deep in the water about 30 feet from the shore, fighting against something beneath the surface and crying out for help. Taking note of you he calls out, “Come! Help! Quickly!”
Tanngrisnir stops at the water line, as Strongjaw and the White Rabbit look suspiciously at the drowning, or in dire mortal struggle against overwhelming odds in an awful terrain fellow.
It's a trap.
Shrugging their collective shoulders, as his clans folk decide to go for a dip, the Witch decides to Hex the whatever man!
Life Boost
The giggling Goblin then decides to help Valda!
Rousing Splash
Temp hp: 1d4 ⇒ 3
| GM ShadowLord |
Despite Strongjaw's suspicions that the scene unfolding at the shore might be a trap, his warnings go unheard as Valda, Kadosh, Hakata, and Veshka, driven by urgency and concern, rush toward the lake to aid the wiry Kellid man seemingly struggling in the water.
As they near the shoreline, the man in the water exerts a subtle, magical influence. Valda, in particular, finds herself inexplicably drawn to the figure. To her, the creature is no longer a stranger in distress but an alluring presence, an almost hypnotic entity. The world around her fades into a blur, her senses captivated by this mysterious individual.
Critical Success The creature is unaffected and is temporarily immune to Captivating Lure for 24 hours.
Success The creature is stupefied 1 for 1 round and is then temporarily immune to Captivating Lure for 24 hours.
Failure The creature is fascinated, and it must spend each of its actions to move closer to the kelpie as expediently as possible while avoiding obvious dangers. If a captivated creature is adjacent to the kelpie, it either attempts to mount the kelpie (if the kelpie is in equine form) or stays still and doesn't act. If the creature is attacked by the kelpie, or if it can't breathe water and enters an area of water, the creature is freed from captivation at the end of the kelpie's turn.
Critical Failure As failure, but the target doesn't consider water a danger and will enter an area of water even if it can't swim or breathe water. If it is attacked by the kelpie or starts to drown, it can attempt a new save at the start of its next turn, but it isn't freed automatically.
In a startling and fluid motion, the figure in the water undergoes a dramatic transformation. The wiry Kellid man's form shimmers and warps, his human guise melting away like a mirage. The man's limbs elongate and fuse, morphing into the powerful, sleek body of a horse. His skin takes on a shimmering, greenish hue, reminiscent of seaweed and murky depths. The mane and tail seem to be made of flowing water, constantly moving and rippling as if underwater, even in the open air. Its eyes, once human, are now large and deep, glowing with an eerie, otherworldly light.
The creature's size increases during the transformation, growing to the stature of a large horse, yet its movements are graceful and fluid, betraying a supernatural agility. Where once there were hands, now there are hooves that splash and stir the lake's surface, sending ripples across the water.
As the creature completes its transformation, it lets out a sound that is part neigh, part siren's call, a haunting melody that resonates with the mysterious and dangerous allure of the fey. Now fully revealed in its natural form, the creature stands as a formidable figure, an embodiment of the deceptive and treacherous nature of the fey creatures that dwell in watery realms.
Party is up!
Kelpie: 1d20 + 11 ⇒ (18) + 11 = 29
Valda: 1d20 + 4 ⇒ (19) + 4 = 23
Hakata: 1d20 + 7 ⇒ (12) + 7 = 19
Strong Jaw: 1d20 + 2 ⇒ (4) + 2 = 6
Veshka: 1d20 + 5 ⇒ (12) + 5 = 17
Kadosh: 1d20 + 5 ⇒ (14) + 5 = 19
| Valda |
Will: 1d20 + 7 ⇒ (10) + 7 = 17
”What a magnificent steed! It must be mine!” Valda declares. She splashes over to the water horse and tries to climb on its back, her wreath blooming with white light.
Allies within 15 feet have a +1 Status bonus on Attacks.
| Strong Jaw |
Strongjaw weeps!
The White Rabbit is seen shaking his cute furry head.
Tanngrisnir is seen chewing some nicely display seed weed that washed ashore (probably from the Large seahorse dude to waylay folks).
The Witch decides to experiment!
Clinging Ice Hex Reflex DC 18: 1d4 ⇒ 3
Clinging Ice
And zap!
Ray of Frost: 1d20 + 8 ⇒ (18) + 8 = 261d4 + 4 ⇒ (1) + 4 = 5
| Hakata |
"Valda, stop!"
Hakata recalls what he can about the creature, then flings darts of magic at it, hoping to scare it away from the entranced scout.
Recall Knowledge, Cast needle darts
Recall Knowledge (Nature?): 1d20 + 8 ⇒ (8) + 8 = 16
needle darts: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 for piercing: 3d4 ⇒ (4, 3, 3) = 10
| Kadosh |
HP 28/28
AC 18
Fort +8, Ref +5, Will +6
Hero points: 1
Effects:
As if he were frozen by Strong Jaw's magic, Kadosh hesitates before realizing the danger.
"Valda!" he shouts, trying to size up the thing in front of him, but too distracted.
He steps forward, and drives his axe home into the evil spirt.
Exploit Vulnerability, Step, Strike
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 8 ⇒ (2) + 8 = 10
Battleaxe: 1d20 + 6 ⇒ (20) + 6 = 26
Slashing, with implement empowerment, personal antithesis: 1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 17
| Veshka. |
Boost Eidolon: 1d20 + 6 ⇒ (7) + 6 = 13 Focus refunded
Veshka lets go of Catamoch's flank and the demon boar rushes forward to crash into the strange fey.
| Catamoch |
Squealing with a hungry joy, Catamoch buries his face in the strange horses flank, trying to trample straight over it, but stopped by its bulk.
Tusks: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Piercing: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Crit Damage?: 2d10 + 8 + 4 ⇒ (7, 6) + 8 + 4 = 25 Probably not
Hoof: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Bludgeoning: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12
| GM ShadowLord |
No Crit Moch, sorry!
Enchanted by the creature's enticing lure, Valda approaches and mounts it with surprising fluidity as if compelled by a force beyond her control.
Strongjaw, realizing the gravity of the situation, quickly conjures a spell. Freezing sleet and heavy snow accumulate around the creature's feet and legs, attempting to hinder its movements. It appears to injure the creature but not hinder it as he had hoped.
Hakata, struggling to identify the nature of this fey creature, decides to take action regardless. He launches needle darts towards the kelpie, but the risk of injuring Valda, who is perilously close to the creature, throws off his aim, causing him to miss the target.
Kadosh, equally puzzled by the creature's true nature, doesn't let his uncertainty stop him. He swings his battleaxe ferociously, landing a critical blow on the creature, his weapon cutting deep into its flesh.
Catamoch charges towards the steed with unbridled vigor. His tusks sink into the equine form of the creature, adding to the injuries inflicted by Kadosh's axe.
The creature seems to focus on keeping Valda captivated and out of the way while it turns its attention to the battleaxe-wielding half-orc who just critically struck it. With tremendous force, its forward legs kick out and embed its hoof critically in Kadosh's chest, cracking ribs and crushing his body. Kadosh damage: 4d6 + 14 ⇒ (4, 5, 6, 5) + 14 = 34 (Ouch.)
As Kadosh collapses to the ground in the surf, it turns its attention to Catamoch and attacks twice but misses both times.
With such violent action against her companions, Valda is freed from the enchantment!
Party up!
R DC18: 1d20 + 12 ⇒ (8) + 12 = 20
Attack Kadosh: 1d20 + 13 ⇒ (17) + 13 = 30
Attack Kadosh: 1d20 + 8 ⇒ (5) + 8 = 13
Attack Kadosh: 1d20 + 3 ⇒ (9) + 3 = 12
Ring Bell DC17: 1d20 + 14 ⇒ (15) + 14 = 29
35
| Valda |
Snapping back to reality, Valda dismounts the monster and attacks!
Strikes: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 111d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 1d12 + 4 ⇒ (10) + 4 = 14
| Veshka. |
Veshka pulls herself out of Catamoch's fury, using her will as a sieve to feed Kadosh the boar god's vitality, without his corruption.
Heal: 1d8 + 8 ⇒ (5) + 8 = 13
| Strong Jaw |
Strongjaw shrieks at the bloody and violent chompping done by the sea horse upon poor minced meat, shredded lettuce, mashed po-ta-toes Kadosh!
Half-orc down!
The White Rabbit taps the goblin on his shoulder.
That's you in this particular situation, asshat.
The Witch calls upon his magics!
Heal(1st), Kadosh: 1d8 + 8 ⇒ (3) + 8 = 11
Strongjaw then Sustains his Clinging Ice Hex!
Clinging Ice Ref DC 18: 1d4 ⇒ 2
Vald has Temp hp 3 and Sea horse has Fast Healing 2 for 3 more Rounds...oops!
| Catamoch |
Catamoch's power is lessened by Veshka's distraction, but freed from any semblance of control, he's still an engine of destruction all his own.
Tusk: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Piercing: 1d6 + 4 ⇒ (2) + 4 = 6
Hoof: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Bludgeoning: 1d6 + 4 ⇒ (1) + 4 = 5