| Sigurd Kolphan, Season of Ghost |
Sigurd runs into the rain, hoping to smother the flames.
Persistent Fire: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Flat Check: 1d20 ⇒ 20
It is enough.
"Is everyone alright? Yeri, the coast is clear- Yeri?" He keeps his katana and shield at the ready, looking for her.
| Vekka Tchakon |
can we all just walk through Auntie Wu’s aqueous orb car wash style?
| Kazuki Sato |
can we all just walk through Auntie Wu’s aqueous orb car wash style?
Lol!
| Vekka Tchakon |
One final avian yelp is heard as Vekka sprints into the aqueous orb. Coming out of the other side, steam rises off of him and he shakes the water out of his feathers.
Brutal…
| Kazuki Sato |
"Thank goodness we put those people to rest. Is everyone okay?..."
"Hey! Where did Yeri go?"
"I'll try to track her. She's light on her feet, hopefully she left decent tracks in this muddy ground."
Kazuki hunts for Yeri...
Survival (E), +2 hunt prey, +1 terrain expertise: 1d20 + 12 + 2 + 1 ⇒ (15) + 12 + 2 + 1 = 30
| DM rainzax |
Auntie Wu hoses her allies off, and Kazuki joins Yami in looking for Yeri, meanwhile everyone else…
is Up!
| Kazuki Sato |
Auntie Wu hoses her allies off, and Kazuki joins Yami in looking for Yeri, meanwhile everyone else…
is Up!
Kazuki probably found the tracks, right? He'll wait until everyone is ready to follow him.
| Vekka Tchakon |
After collecting himself after the pains of burning Vekka will follow Kazuki on the trail. He won’t likely help much with tracking, but extra blades never hurt to have around.
| Sigurd Kolphan, Season of Ghost |
Sigurd holds his breath and enters the watery orb. He's soaking wet but not on fire.
"We must find Yeri." He Raises his Shield, heeding Yami's warning. "Did you find her, Kazuki?"
Auntie Wu
|
Once all the flames are out, including on the cottage, Auntie Wu joins in searching for Yeri. "All she had to do was stay put while we handled it. Why did she run off?"
| DM rainzax |
Yeri to Trick Party about Fake Running Away to Retain their Trust: 1d20 + 14 ⇒ (15) + 14 = 29
Kazuki quickly catches up with Yeri - she had run off perhaps 100 feet and hid herself behind another tree. Exasperated still as the ranger comes upon her, she gasps ”No! It was You who killed my Sister! She is Dead! I know it! It was You! Why would those ghosts attack you otherwise? Are you here to kill Me too?”
Cowering weakly before him…
| Sigurd Kolphan, Season of Ghost |
Sigurd hears yelling and comes rushing to help, only to realize he should put his weapons away.
"Yeri. This is a dangerous place. Beasts and phantoms inhabit the area. It was inevitable we would be under attack. Please, calm yourself."
He looks to Auntie Wu and especially to Lan. Lan has +13 Diplomacy, Auntie Wu and I are tied at +9. I'll certainly Aid.
Auntie Wu
|
She's like a child, still not fully awake from a nightmare, Auntie Wu realizes. She approaches slowly, full of gentleness and caring. "Yeri, those things were in the building when it burned. We didn't set that fire. We've never been here before. Something else is going on, and we're trying to find out what it is so we can keep everyone safe, including you."
| Ho Lan |
Gonna roll first, and then roleplay the result. Will reroll a nat 1, but not a nat 2.
Diplomacy, Sigurd Aid: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
"We didn't kill anyone. Those are spirits of the dead, they would have lashed out at anyone who entered the house, even you."
Lan cringes when he hears the words come out of his mouth. That might not have helped the situation. But it's true, and maybe pointing out that we're all in the same boat will help.
Probably not, though.
| Kazuki Sato |
"Wait. Is she trying to shift the blame on us? Did she kill her sister?" Kazuki wonders.
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
| DM rainzax |
Lan calms her… sort of.
Yeri soba and sobs and sobs for what seems like an eternity…
…PCs can recover 1 Focus Point during this time…
…before finally coming to. She avoids eye contact altogether, but rises, one foot in front of the other, ready to return to the exploration of the burnt cottage.
You believe her.
You also notice that she looks at you while you look at her suspiciously.
To Do:
1) Short rest - time?
2) Rearrange your Tokens on the Map where you are Exploring
3) Exploration Modes?
4) Begin thinking about Daily Preparations for tomorrow!
| Ho Lan |
Lan will be Scouting, and I assume Auntie Wu and Lan can use cornucopeia/flames to heal up hit points. Is anyone down a significant amount? Last tracker shows everyone almost full.
| Vekka Tchakon |
Vekka @ 40/51 HPs, Wounded 1 @ Persistent Fire 2d6+4
Persistent Fire: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Heal, 2nd rank, 3 actions: 2d8 + 2 ⇒ (5, 6) + 2 = 13
I think that heal applied to all of us? After which Vekka walked into the aqeous Orb. So Vekka should be at 42/51.
| Vekka Tchakon |
Vekka peeks around the back of the building.
Is there anything we missed in there? C3d
Exploration Modes?
Vekka avoids notice for now.
| Kazuki Sato |
I'm 23 points down. If we're searching the shrine area, Kazuki will Search for Explore mode. No daily prep here. Just making primitive arrows for his bow during free time.
Kazuki searches all of the buildings for anything worth keeping.
| Sigurd Kolphan, Season of Ghost |
"Can someone help Vekka with his burn wounds?" We should Treat Wounds to get rid of his Wounded condition.
Once the team is ready, Sigurd keeps his Shield ready and approaches C3d. "I'll open the door once we're ready." Exploration Activity: Defend
"If this room is clear, we should repair the roof, I'll have it ready in an hour."
| DM rainzax |
Sigurd find the supplies to apply repairs to the roof of the cottage in the shed. No further excitement seems to be present in the unexplored places of this shrine.
A Group Aided DC 18 Crafting check bypasses the need for anyone sleeping here to roll a Fortitude save in the morning vs Fatigue!
Indeed, he also uncovers some still-dry incense with a lavender smell, and noticed six stone incense lanterns - which he and Lan agree will help activate the shrine’s divine power, as well as stimulate light hunger.
Does the party light the incense lanterns?
Either way - repairs completed correctly or incorrectly, and lanterns lit or unlit - the party prepares to bed down for the night…
Keep attacking the To Do List - and #4 is now “due”!
| Kazuki Sato |
"This beam can be used to support that sagging beam over there..."
"I found some good planks to patch that hole in the wall there..."
"Hold this support beam tightly, Sigurd. I can wrap it with this old rope to strengthen it..."
Crafting (T): 1d20 + 9 ⇒ (20) + 9 = 29
Kazuki sleeps closest to the campfire and works at tending it throughout the night. He also keeps a watchful eye on the girl and the talking cat. He doesn't trust either one very much. Something seems "off" about them.
Auntie Wu
|
"Let me see those burns, Vekka. Then I'll patch you up, too, Kazuki."
Assurance with Medicine yields a result of 19 vs. DC 15 Treat Wounds.
Vekka's healing via Treat Wounds: 2d8 ⇒ (3, 7) = 10
Vekka should be at full HP.
Rolling for Kazuki, since he needs more healing.
Treat Wounds vs. Kazuki, Expert DC 20: 1d20 + 13 ⇒ (20) + 13 = 33
Kazuki's Crit Healing: 4d8 + 10 ⇒ (5, 3, 2, 8) + 10 = 28
Kazuki should be at full HP.
That took 20 minutes.
While the others fix the roof, Auntie Wu inspects the shrine (C3d).
Exploration Activity: Search (Perception +13 w/ normal vision; she will cast Light if needed)
When it's time to bed down for the night, Auntie Wu tries to subtly choose a spot as far away from Yami and Yeri as possible. She doesn't trust Yami, and it seems Yeri doesn't fully trust her. Maybe the woman would appreciate some space.
Cantrips (level 2): Caustic Blast, Detect Magic, Guidance, Light, Vitality Lash
1st: Chilling Spray, Exploding Earth, Horizon Thunder Sphere
2nd: Floating Flame, Heal, Splinter Volley
3rd: Aqueous Orb, Slow
| Vekka Tchakon |
Vekka frowns. I guess there's not much more back here.
He sheathes his katana and returns to the front when Auntie Wu offers to patch him up further.
I think my feathers are going to be extra dark for a few days. Better than having bald spots I guess.
After he joins Kazuki to help with repairs.
Aid another (Crafting): 1d20 + 7 ⇒ (10) + 7 = 17
--------------------
Vekka feels the incense lanterns are meant to be lit. Maybe the spirits will be more calm that way? Following that instinct, he lights them as they settle down to rest. He certainly doesn't sleep anywhere near Yami or Yeri.
4) Begin thinking about Daily Preparations for tomorrow!
The next morning, after the burning episode, he takes particular care to lay out his spell feathers and make sure they're intact and that the runes are still legible. He also has to replace some of the leather stretched over his spell drums. Preparations are a little different this morning.
Preparations: 3rd haste, vampiric touch 2nd invisibility, thunderstrike Cantrips (3rd) caustic blast, frostbite, light, shield, void warp
| Sigurd Kolphan, Season of Ghost |
Sigurd agrees the lanterns should be lit. Incense fills the air.
Kazuki is a fine craftsman and makes solid work on patching the roof.
Where will he sleep? He will stay near Yami, he did volunteer to keep the feline busy for the entire week, after all.
The feel of distrust hangs in the air. Yeri is suffering from trauma. Yami's warning put the team at odds. He removes his heavy armor and prepares to rest for the night...
Sigurd looks up at the sun and smiles. Holding his katana steady, he performs his morning katas. It feels awkward to sheathe it away and draw the short sword, but the runes are potent and the silver finish will come in handy. He looks ahead to reforging his katana when they return home.
If they return home...
Cantrips
- >Light<
- >Shield<
- >Vitality Lash<
- >Stabilize<
- >Message<
Rank 1
- (Signature spell) Harm >Harm<
- >Runic Weapon<
- >Enfeeble<
- >Benediction<
Rank 2
- (Signature spell) Harm >Harm<
- >Cleanse Affliction<
- >Clear Mind<
- >Sound Body<
Rank 3
- (Signature spell) Harm >Harm<
- >Holy Light<
- >Show the Way<
When the party is ready, Sigurd casts >Show the Way< to reduce the burden of terrain. He doesn't want another torrential downpour slowing their travel speed again.
| Ho Lan |
Lan also concurs with lighting the lanterns.
Lanterns seem to be a positive thing in this world.
He'll sleep in the spot which is most comfortable, regardless of who's around him.
I as a player don't trust Yeri, either, but Lan does, having rolled Perception earlier and deciding he trusts her.
Lan has no daily preparations other than cracking his knuckles and investing in the things he's already wearing.
| DM rainzax |
Nobody, at all, sees it coming. But once the entire party falls asleep, without enacting a watch, together - except maybe Yami! - she - it? - makes the move. Her move. It's move. And tries to murder Auntie Wu, Kazuki, Lan, Sigurd, or Vekka?: 1d10 ⇒ 7 Sigurd!
Stealth vs Party Perception (21, 20, 17, 22, 17) but w/ Sleep penalty (+4): 1d20 + 14 + 4 ⇒ (3) + 14 + 4 = 21
...but just before her long, proboscis tongue wraps around Sigurd's supple neck - she let's out a gasp of joy, possibly waking up the entire party before murdering them in their sleep - and at the last moment, Sigurd "feels" his impending murder, and awakes!
To Do:
0) No new spells - this interrupts Full Rest - spellslots as before sleeping
1) Roll a Perception check vs her Stealth DC 24
2) This roll is both your Initiative and your Wake Up check (add init bonuses separately)
3) If you Wake Up (beating DC 24), you may immediately act before her! (But: prone, unarmored, unarmed)
4) Anyone who is Awake may Interact (◆) while adjacent to Wake Up an Ally, who, if their earlier check beat Yeri's initiative (17), may immediately act! (No roll to Wake Up)
☠☠☠ ☠☠☠ ☠☠☠
Sigurd is Already Awake - just needs to beat Initiative 17 to Immediately Act!
Auntie Wu
|
Good thing I didn't update the spells on my character sheet earlier!
Perception vs. Stealth DC 24 to Awaken: 1d20 + 13 ⇒ (12) + 13 = 25
Initiative gets +2 on top of that.
Bleary-eyed, Auntie Wu pokes her head up. "Wha--AAAAAAA! Everyone! Wake up!" She grabs Lan's and Vekka's shoulders, shaking vigorously, then casts Guidance on Kazuki. "Kazuki! Wake up!"
◆ Interact, ◆ Interact, ◆ Cast a spell
| Kazuki Sato |
*snort*
*snore*
*snore*
*nose whistle*
*snore*...
Perception vs Stealth DC 24: 1d20 + 12 ⇒ (18) + 12 = 30
Kazuki, suddenly alerted, awakes from a deep sleep.
"Whaaat? What izzit!?"
| Sigurd Kolphan, Season of Ghost |
Sigurd walks through a swamp alongside Kolphanir. She looms over him, gently nudging him onto safe paths using her wings. The path is long, but it is peaceful.
"Do you trust them?"
"Of course. We survived the Reenactment Festival. We all strive for Willowshore's survival."
"Do you trust Lan?"
Sigurd resists the urge to snort. "One of Shizuru's most faithful? He always attends ceremony first and leaves first. He has saved us from so many situations. Did you see him urge me to go forward with the heart while the darkness enveloped him?"
Kolphanir chuckles but keeps quiet.
More walking.
Do you trust Yeri?
Sigurd looks up to answer, only to see a snake wrap around his throat and tear off his armor.
Without his armor, Sigurd's AC is 19. I will adjust this in my header.
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Sigurd realizes Kolphanir is warning him from places unknown. His eyes open just in time to see Yeri's tongue.
"Hmpf!" He takes his shield, stands up, and raises it. With Kazuki already awake, he focuses on keeping Yeri distracted.
AC is currently 21 after Raising his Shield. Sigurd will Shield Block. He has hardness 8.
| Ho Lan |
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
"Zzz ... Just five more minutes, ma ..."
| DM rainzax |
Sigurd rises to defend himself like a crack of lightning!
Auntie Wu awakes at the stirring, and smacks some sense into Lan and Vekka. For Kazuki, she gives a short yell, which seems to do the trick as well.
Kazuki is Up!
Vekka, if he beats her initiative, might also be Up!
| Kazuki Sato |
"Gah!!! I knew the girl was not to be trusted!"
Kaz grabs his katana next to him, marks the fiendish girl as his prey, and attempts to stab her.
+1 Striking Wakizashi, Agile, Deadly d8, Finesse, Vers. S: 1d20 + 14 ⇒ (5) + 14 = 19
piercing: 2d4 + 2 ⇒ (1, 1) + 2 = 41d8 ⇒ 2
◆ interact to grab weapon
◆ hunt prey
◆ stabby-stab
| Vekka Tchakon |
0) No new spells - this interrupts Full Rest - spellslots as before sleeping.
Doh! Then vekka is back to: haste is expended and has: vampiric touch, invisibility, and acid grip prepared. NOTE His unarmored AC is 20.
1) Roll a Perception check vs her Stealth DC 24
2) This roll is both your Initiative and your Wake Up check (add init bonuses separately)
3) If you Wake Up (beating DC 24), you may immediately act before her! (But: prone, unarmored, unarmed)
Initiative (Perception vs. DC24 Stealth): 1d20 + 7 ⇒ (14) + 7 = 21
4) Anyone who is Awake may Interact (◆) while adjacent to Wake Up an Ally, who, if their earlier check beat Yeri's initiative (17), may immediately act! (No roll to Wake Up)
But then...!!
Vekka awakes with a violent start to feel Auntie Wu tugging at his shoulder. Looking around frantically he begins feeling under his bedroll for his katana. Looking up his sight settles on Yeri and the compromised position she has Sigurd in.
◆ Interact: draw weapon (grip 2-handed)
He stands...
◆ Stand up
and evaporates into the air appearing behind their assailant with his katana already slashing at her!
◆ Cast a spell: Dimensional Assault
Strike: +1 striking katana attack: 1d20 + 14 ⇒ (19) + 14 = 33
slashing damage (two-handed): 2d10 + 4 ⇒ (4, 2) + 4 = 10
deadly: 1d8 ⇒ 5
| DM rainzax |
The Girl in the Tree
Tearing from her neck, Yeri's head lifts to pull it's own spinal cord and attached organs from her body, which slumps to the ground like a discarded sheathe - she makes to insert her proboscis tongue into Sigurd, before he immediately rises to defend himself, unarmored, interposing his shield before his attacker.
Meanwhile, from inside of his sleeping bag (Prone), Kazuki rakes the floor with his wakizashi, only managing to slash the discarded headless (and gutless!) husk that was once Yeri's body.
But Vekka teleports through an orthogonal dimension and catches the... Thing... completely unawares, severing one of it's dangling lungs entirely - which splatters in a disgusting spray of caustic bile! (Critical Hit, and...)
Sigurd, Kazuki, Vekka to Basic Fortitude (DC 19) vs Poison Bile Spray: 2d10 ⇒ (9, 7) = 16
Yeri whirls on Vekka at once "I know it was You!" and turning her attention from Sigurd, focuses her entire body - beating heart, single remaining lung, stomach, additional entrails, and all - on the dimensional magus, wrapping him in them!
◆) Strike
◆) Grab
◆) Constrict
Entrails (blunt) w/ Grab vs Vekka (AC 20 / unarmored): 1d20 + 14 ⇒ (10) + 14 = 242d4 + 5 ⇒ (3, 4) + 5 = 12
Grab vs Vekka (Fortitude DC 20): 1d20 + 12 ⇒ (11) + 12 = 23
Constrict (Basic Fortitude DC 21) vs Blunt: 2d4 + 3 ⇒ (2, 1) + 3 = 6
☠☠☠ ☠☠☠ ☠☠☠
Occultism to ID (Secret Check - please Spoiler w/ Q)
☠☠☠ ☠☠☠ ☠☠☠
R2
Kazuki @ Prone, Unarmored (AC ??), w/ Waki, w/ 1x Pending Save
Sigurd @ Unarmored (AC 19), Unarmed, w/ Shield, w/ 1x Pending Save
Auntie Wu @ Prone, Unarmored (AC ??), Unarmed
Vekka @ Unarmored (AC 20) @ -12 HPs @ Grabbed w/ 2x Pending Saves
Yeri @ -25 slash
R1
Yami @ Asleep, Prone
Lan @ Prone, Unarmored (AC 21?), Unarmed
☠☠☠ ☠☠☠ ☠☠☠
The Party is Up!
Auntie Wu
|
Hmm. All my available spells are either 5 ft bursts or Vitality damage. Or Fireball. Should I cast Fireball? ;)
Auntie Wu's eyes bug out at the reveal of exactly what Yeri is. Quickly she casts Guidance on Vekka to help him escape the thing's grasp. Thrashing out of her bedroll, she stands and gropes around for her shield.
Guidance has been cast on Vekka & Kazuki.
◆ Cast a spell, ◆ Stand, ◆ Interact
| Kazuki Sato |
Kazuki gets sprayed with disgusting, caustic bodily fluids...
"Ewww! Gross!!!"
Fortitude vs poison spray DC 19, guidance: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Well that was nice. No damage?
AC is 21 without leather armor.
Kaz grabs his bow and jumps to his feet. He pulls back towards the far corner of the room, hoping to not get sprayed again.
◆ interact to grab bow
◆ stand from prone
◆ stride 25'
Question: I have bow in one hand, and sword in the other. I want to switch to kusarigama next round. Is it an action to sheathe the sword, then another action to switch from Bow to kusarigama?
| Sigurd Kolphan, Season of Ghost |
"I see. I wonder if Yeri is still alive, or this is merely a curse."
Fort Save: 1d20 + 11 ⇒ (9) + 11 = 20 Bile spills all over him yet he is unsaved.
He takes a moment to identify the creature. Occultism +7 to Recall Knowledge. What is her weakest saving throw?
He takes the chance to pick up the silver short sword and slashes the abomination in front of him.
+1 Silver Short Sword: 1d20 + 12 ⇒ (13) + 12 = 25
Slashing: 2d6 + 3 ⇒ (4, 4) + 3 = 11
"Unhand him."
| Vekka Tchakon |
Ugh
Vekka scowls as the spraying bile hits him.
I just cleaned off all of these feathers!
Basic Fortitude (DC 19): 1d20 + 10 ⇒ (14) + 10 = 24
Constrict (Basic Fortitude DC 21) vs Blunt 6: 1d20 + 10 ⇒ (2) + 10 = 12
He grits his beak as the pain keeps coming, and lets the latent energy of his last spell rest on his form.
◆ Enter stance: Arcane Cascade
In anger he imbues his blade and slashes down at Yeri again. It gushes flames as it comes down on her.
◆◆ Spellstrike
Cast a spell Ignition
Strike: +1 striking katana attack: 1d20 + 14 ⇒ (14) + 14 = 28
slashing damage (arcane cascade, two-handed): 2d10 + 4 + 1 ⇒ (4, 5) + 4 + 1 = 14
Fire damage: 4d6 ⇒ (4, 2, 5, 1) = 12
On Critical Success The target takes double damage and 3d6 persistent fire damage.
deadly IFF crit: 1d8 ⇒ 4
| Ho Lan |
"Zzz ... just 5 more-WHAAAA!"
Lan blinks awake and tries to process what's in front of him.
◆ Recall Knowledge: Occultism +9
Lan screeches in terror, and a Protector Tree rises out of the ground between him and his nightmare.
◆◆ Protector Tree (2nd)
Lan's unarmored AC is 21.
| DM rainzax |
Sigurd to Recall w/ Occultism: 1d20 + 7 ⇒ (19) + 7 = 26
Lan to Recall w/ Occultism: 1d20 + 9 ⇒ (11) + 9 = 20
Dislodged from its host body, this aberration - the dreaded Penanggalan! - is renown for its wily speed which compensates for its exposed vulnerable bits, which flail about used to confuse, disgust, and distract. Though cunning in its own way, too, it isn’t particularly resolved: more of a free-wheeling agent of grotesque play and destruction!
Fortitude < Will << High Relfex
Your nightmare (within a nightmare’s nightmare?!?) dislodged it’s tongue / proboscis, and grasped you from afar with it, lapping you in bile!
Melee [one-action] proboscis tongue +14 [+9/+4] (finesse), Damage 2d6+5 piercing plus penanggalan bile
Elongate Tongue [one-action] The penanggalan's tongue extends, the membrane stretching and becoming translucent. Until the end of the turn, the penanggalan's proboscis tongue Strikes have a 10-foot reach, and any target is flat-footed against the Strike unless it has a Perception DC of 22 or higher or the ability to precisely sense invisible things.
Bile (disease) Rest doesn't decrease the drained value from penanggalan bile; Saving Throw DC 19 Fortitude; Stage 1 drained 1 (1 week); Stage 2 drained 2 (1 week); Stage 3 drained 3 (1 week); Stage 4 dead
| DM rainzax |
From within the creatures entrailed grasp, Vekka reaches for his drum and possibly loses his nerve…
Vekka, please make your check for being Grabbed
Meanwhile, Auntie Wu and Kazuki finish getting into position, Sigurd gathers and uses his sword to good effect (16 damage after weakness), and Lan reflexively conjures a… tree?
☠☠☠ ☠☠☠ ☠☠☠
Occultism to ID (Secret Check - please Spoiler w/ Q)
☠☠☠ ☠☠☠ ☠☠☠
R2
Kazuki @ Unarmored (AC 21), w/ Waki and bow
Sigurd @ Unarmored (AC 19) @ -8 HPs, Unarmed, w/ Shield and sword
Auntie Wu @ Unarmored (AC 20), Unarmed
Vekka @ Unarmored (AC 20) @ -26 HPs @ Grabbed w/ 1x Pending Manipulate Check
Yeri @ -41 HPs w/ weakness 5 slashing
R1
Yami @ Asleep, Prone
Lan @ Prone, Unarmored (AC 21?), Unarmed
☠☠☠ ☠☠☠ ☠☠☠
Awaiting Vekka’s check!
| Vekka Tchakon |
Can he keep his concentration while constricted?
Grabbed DC5 flat check: 1d20 ⇒ 13
| DM rainzax |
Vekka’s flamestrike carves more errant organs which fly off the Penanggalan’s independent spinal column (31 damage w/ weakness) - it reprises by wrapping tighter around him with its remaining guts, squeezing the life out of him!
◆◆◆) Constrict x3
Constrict (Basic Fortitude DC 21) vs Blunt Constriction: 2d4 + 3 ⇒ (3, 3) + 3 = 9
Constrict (Basic Fortitude DC 21) vs Blunt Constriction: 2d4 + 3 ⇒ (3, 2) + 3 = 8
Constrict (Basic Fortitude DC 21) vs Blunt Constriction: 2d4 + 3 ⇒ (4, 1) + 3 = 8
(Please declare outcome of each result as you roll!)
It then releases him, be our feathered hero dead or alive!
☠☠☠ ☠☠☠ ☠☠☠
Occultism to ID (Secret Check - please Spoiler w/ Q)
☠☠☠ ☠☠☠ ☠☠☠
R3
Kazuki @ Unarmored (AC 21), w/ Waki and bow
Sigurd @ Unarmored (AC 19) @ -8 HPs, Unarmed, w/ Shield and sword
Auntie Wu @ Unarmored (AC 20), w/ Shield
Vekka @ Unarmored (AC 20) @ -26 HPs @ 3x dangerous pending saves!
Yeri @ -72 HPs w/ weakness 5 slashing @ Released Vekka
R2
Yami @ Asleep, Prone
Lan @ Prone, Unarmored (AC 21), Unarmed
☠☠☠ ☠☠☠ ☠☠☠
The Party is Up!
| Sigurd Kolphan, Season of Ghost |
"Focus on the Penanggalan's Fortitude! Don't test its Reflexes!" Sigurd yells to his teammates.
He focuses his magic on healing Vekka. Shizuru provides again.
Heal: 3d8 + 24 ⇒ (6, 6, 7) + 24 = 43
"I wonder if Yeri was ever real..." He swings again.
+1 Silver Short Sword: 1d20 + 12 ⇒ (8) + 12 = 20
Slashing: 2d6 + 3 ⇒ (2, 4) + 3 = 9
| DM rainzax |
Prior to Yeri’s last turn, proc’d by Slashing damage
Sigurd and Vekka to Basic Fortitude (DC 19) vs Poison Bile Spray: 2d10 ⇒ (2, 4) = 6
The wounds of the katanas cut deep, unleashing more bile on nearby allies!
Sigurd slashes, but the wily aberration ducks. (miss)
Creatures adjacent to Yeri to Basic Fortitude (DC 19) vs Poison Bile Spray: 2d10 ⇒ (10, 2) = 12