GM Brenael's Q15 In The Footsteps of Horror (Table 1) (Inactive)

Game Master Brenael

RPG Chronicles - Slides - Macros - Area Map

Challenge Points: 17
Tier: Low

Hero Points:
Erven Thistledown - 2
Ironwolf - 2/3
Lioness Lapping Blood - 2
Quinthalas Rath - 2
Rinshu - 2
久紀 Hisaki, Errant Ninja - 1/2


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Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

The Shisk is wondering seeing Hisaki having issues with the door.

Perhaps he wants to show us how not to do before to show us how to proceed.

Once he achieved the task the Shisk raises his spear with feathers.

Yeah, Yeah, Yeah


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Hisaki pushes forward and sets to work on the large door to the south of the room. After a few attempts, he finds the right angles for his picks and the stubborn lock makes an audible 'snick' as it unlocks.

Everyone then readies for action! No sound is audible from beyond the door and it remains closed...

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Archer 3 | ◆◇↺ | Explore: Scout w/ Warfare Expertise
Stats:
AC 20 or 21 buckler (hard 3, HP 6) | ♥️ 32 | Saves @ 5*/10**/8** | Fire Resistance [1] | Perception (**) +8 or +9 w/ Motion-Seeking; Darkvision | Speed 30
☘️ □ | ✋ Hornbow | ⚕ none

"Always mystify, mislead, and surprise the enemy if possible" Hisaki barks.

Stowing his complex hobgoblin bow, he draws an oversized sword with an engraving of the demon lord Fumeiyoshi, and prepares for war!

Envoy's Alliance

NG Halfing Male Rogue (Thief Racket) 1
Stats:
AC 18 | Fort +4, Reflex +9, Will +7 | Perception +7 (+2 circumstance vs concealed/hidden) | Low-Light Vision | Speed 25
HP 15/15, Halfling Luck 1/1, Hero Points 1/1

Erven readies himself behind the bait that is the delusional hobgoblin, and waits to see what is next.

Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

The fighters of the tribe said, always follow the chief. Follow, no precede.

The Shisk prepares his mighty and complex spear with feathers ready behind Hisaki.

Envoy's Alliance

HP 48/48| AC: 19 | F +11 R +9 W +11 | Exploration: Search Male Kholo (Sweetbreath) Witch 5 Perc +9 | 25 feet | Occult Spell DC 21 | Active Conditions: none

Lioness will wait until everyone has readied themselves then will go and push the door open.

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas takes cover behind the martials, and readies himself for possible battle.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

As Lioness pushes open the door, the first feeling that the room beyond gives is the promise of home and light. The second is a palpable wave of dread, as a wave of negative energy flows into the chamber, pouring into the open sarcophagus at its center. Excess energy flows around like a foul wind, smelling faintly of ozone. In the distance, screams echo, or perhaps laughter? It’s impossible to make out. A tattered and rotted body quickly rises from the sarcophagus, garbed in rotted and torn fabrics that may have once been a sign of nobility.

The animated corpse of Alystair Caskwater then booms out “Finally, I can feel that I’m freed from that accursed lich, and I believe I have you to thank. Sadly, the only gratitude I can offer is death. I need your strength to become my strength, so I can repay those who betrayed me!”

From beyond the chamber you hear the splintering of stone as more crypts burst open.

Initiative:

Ironwolf 2e, Defend: 1d20 + 7 ⇒ (1) + 7 = 8
Hisaki, Avoid Notice: 1d20 + 8 ⇒ (18) + 8 = 26
Rinshu, Avoid Notice: 1d20 + 8 ⇒ (8) + 8 = 16
Erven Thistledown, Scout: 1d20 + 8 ⇒ (2) + 8 = 10
Lioness Lapping Blood, Search: 1d20 + 5 ⇒ (17) + 5 = 22
Quinthalas Rath, Search: 1d20 + 4 ⇒ (19) + 4 = 23
Alystair Caskwater, Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Black Skeleton, Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Red and Blue Skeletons, Perception: 1d20 + 4 ⇒ (6) + 4 = 10

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 1
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Hisaki (AC 19, 26/26 HP)
Alystair Caskwater (- HP)
Quinthalas Rath (AC 16, 18/18 HP)
Lioness Lapping Blood (AC 15, 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (- HP)
Rinshu (AC 18, 22/22 HP)
Black skeleton (- HP)
Erven Thistledown (AC 18, 15/15 HP)
Ironwolf 2e (Steel shield 5 hardness/ 20/20 HP) (AC 19 (21 w/shield), 30/32 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Archer 3 | ◆◇↺ | Explore: Scout w/ Warfare Expertise
Stats:
AC 20 or 21 buckler (hard 3, HP 6) | ♥️ 32 | Saves @ 5*/10**/8** | Fire Resistance [1] | Perception (**) +8 or +9 w/ Motion-Seeking; Darkvision | Speed 30
☘️ □ | ✋ Hornbow | ⚕ none

"Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt!" Striding into war, our hobgoblin hero strikes from a distance with his longest sword!

◆) Inspire Courage
◆) Stride
◆) Strike

Naginata (2h, reach, slashing, deadly d8) w/ Inspire Courage (+1/+1) vs Alystair Caskwater: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 261d8 + 2 + 1 ⇒ (5) + 2 + 1 = 81d8 ⇒ 4


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Hikari calls out another boosting adage to the party and then strikes Alystair from a safe distance. The blow is solid but not a critical.

Alystair ◆ strides up to Lioness, Ironwolf and Hisaki, growling "Yes, you will do well! Lend me your strength!" and he swings his greatsword in a ◆◆ sweeping swipe at both Hisaki and Ironwolf that leaves a trail of rancid flesh and rotting seaweed (DC 17 fort save vs Grotesque Gift).

Greatsword swipe vs Ironwolf AC 21: 1d20 + 12 ⇒ (10) + 12 = 22 for 1d10 + 6 ⇒ (7) + 6 = 13 slashing
and the same result against Hisaki AC 19.

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 1
Party Conditions: Hisaki's Inspire Courage: +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Hisaki: DC 17 fort save vs Grotesque Gift
Ironwolf: DC 17 fort save vs Grotesque Gift

──────────
Character in ➤ BOLD can act!
──────────
Hisaki (AC 19, 13/26 HP)
Alystair Caskwater (-8 HP)
➤ Quinthalas Rath (AC 16, 18/18 HP)
➤ Lioness Lapping Blood (AC 15, 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (- HP)
Rinshu (AC 18, 22/22 HP)
Black skeleton (- HP)
Erven Thistledown (AC 18, 15/15 HP)
Ironwolf (Steel shield 5 hardness/ 20/20 HP) (AC 19 (21 w/shield), 17/32 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

Wow, we know now why the fighters of the tribe said to follow the chief and eventually not to precede them...

The ideas come together in Rinshu's mind.

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas steps closer, then touches the weapon of Ironwolf. As he does he speaks in elven "Magor golo!".

◆step
◆◆magic weapon (Ironwolf)

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Archer 3 | ◆◇↺ | Explore: Scout w/ Warfare Expertise
Stats:
AC 20 or 21 buckler (hard 3, HP 6) | ♥️ 32 | Saves @ 5*/10**/8** | Fire Resistance [1] | Perception (**) +8 or +9 w/ Motion-Seeking; Darkvision | Speed 30
☘️ □ | ✋ Hornbow | ⚕ none

Hisaki Fortitude vs Grotesque Gift (DC 17): 1d20 + 5 ⇒ (7) + 5 = 12 @ Sickened 1

Hisaki is caught off-guard by the brutal assault "Attack is the secret of defense; defense is the planning of an attack" he compliments the warrior "Your methods are brutal as they are disheartening - it is an honor to fight you!"

Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

The Shisk is wondering if he would dare to interrupt the chief in such a fight. He seems so pleased to get it. Perhaps it's better to let him finish it alone.

Envoy's Alliance

HP 48/48| AC: 19 | F +11 R +9 W +11 | Exploration: Search Male Kholo (Sweetbreath) Witch 5 Perc +9 | 25 feet | Occult Spell DC 21 | Active Conditions: none

Lioness finds himself far too close to the action. He moves behind some people who are better able to take hits.

He then protects Hisaki from their opponents with a ward created with a bit of his own blood.

Then, protects himself with a shield of magic energy, just in case.

◆ Stride
◆ Blood Ward (Hisaki, Undead) - Hisaki gets a +1 to AC and saves against Undead.
◆ Shield


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Quinthalas moves closer to the fray and boosts Ironwolf's weapon.

Lioness retreats from the front line while boosting his own and Hisaki's defences.

Red ◆ strides out of the side chamber with sharp, jerky movements. It fires its bow at Hisaki, Ironwolf, Rinshu, Quinthalas: 1d4 ⇒ 2 Ironwolf twice. The first arrow hits and deals a nasty wound while the second bounces off Ironwolf's armor.

Shortbow, deadly d10 on Ironwolf AC 21: 1d20 + 8 ⇒ (16) + 8 = 24 for 1d6 + 2 ⇒ (6) + 2 = 8 piercing dmg (+ 1d10 ⇒ 1 on crit)
Shortbow, deadly d10,MAP on Ironwolf AC 21: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15 for 1d6 + 2 ⇒ (1) + 2 = 3 piercing dmg (+ 1d10 ⇒ 9 on crit)

Blue ◆ follows red out of the side chamber, ending in the doorway. It fires its bow at Hisaki, Ironwolf, Rinshu: 1d3 ⇒ 1 Hisaki twice. The first arrow digs deep but the second skitters off the wall to Hisaki's right.

Shortbow, deadly d10 on Hisaki AC 20: 1d20 + 8 ⇒ (14) + 8 = 22 for 1d6 + 2 ⇒ (5) + 2 = 7 piercing dmg (+ 1d10 ⇒ 1 on crit)
Shortbow, deadly d10,MAP on Hisaki AC 20: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4 for 1d6 + 2 ⇒ (1) + 2 = 3 piercing dmg (+ 1d10 ⇒ 2 on crit)

Alystair gloats at Hisaki, "Yes, I see you weakening, your strength will flow to me. Then you will receive the ultimate honor ... of fueling my revenge!"

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 1
Party Conditions: Hisaki's Inspire Courage: +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Ironwolf 2e (Steel shield 5 hardness/ 20/20 HP): DC 17 fort save vs Grotesque Gift

──────────
Character in ➤ BOLD can act!
──────────
Hisaki (AC 19 (20 vs undead), 6/26 HP)Sickened 1
Alystair Caskwater (-8 HP)
Quinthalas Rath (AC 16, 18/18 HP)
Lioness Lapping Blood (AC 15 (16 w/shield), 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (- HP)
➤ Rinshu (AC 18, 22/22 HP)
Black skeleton (- HP)
Erven Thistledown (AC 18, 15/15 HP)
Ironwolf 2e (Steel shield 5 hardness/ 20/20 HP) (AC 19 (21 w/shield), 9/32 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

Oh the chief is suffering… but he’s the chief he knows what he does.

After an hesitation the Shisk casts a spell throwing a bolt towards the blue one.

Phase bolt, amped, inspire courage: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13

Damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7

The target is flat-footed against the attack. Additionally, the bolt ignores an amount of Hardness or resistance to piercing damage equal to half the spell's level. On a critical success, the target can't be affected by teleportation effects until the start of your next turn.

On a success, reduce the target's circumstance bonus to AC (if any) by 1 until the beginning of your next turn.

Then he steps away. on the phone now. I will move my token once back home.

Radiant Oath

2396852-2025 | LG Male Human | Lastwall Survivor | Champion (Paladin) 3 | Hero Points: 1/3 | Marshal Dedication | HP 44/44 | AC 20 | F/R/W 9/6/9 | Perc +7 | 25 feet | Class DC 18 | ◆◇↺ | Exploration Activity: Defend |

I'll shield block that hit.

Fort: 1d20 + 8 ⇒ (6) + 8 = 14
Fort, HP: 1d20 + 8 ⇒ (14) + 8 = 22

Posting ahead

Ironwolf's Actions:

Ironwolf steps into the flank set up by Hisaki and swings at Alystair.

+1 Longsword vs Alystair, FF: 1d20 + 8 ⇒ (4) + 8 = 12 for Slashing Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Critical Hit: Double damage
+1 Longsword vs Alystair, FF, MAP: 1d20 + 3 ⇒ (8) + 3 = 11 for Slashing Damage: 1d8 + 3 ⇒ (3) + 3 = 6 Critical Hit: Double damage

[ooc]◆ Step
◆ Whiff
◆ Whiff
↺ Retributive Strike


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Ironwolf bats aside the worst of the arrow with his shield.

Rinshu fires a flickering bolt that hones in on the blue skeleton but the skeleton easily doges the shot.

The black skeleton moves up to the battle, drawing its sword.

Ironwolf wavers for a second but shrugs off the effects of the horrid gift from Alystair. He repositions, but his dual blows land wide.

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 1
Party Conditions: Hisaki's Inspire Courage: +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Hisaki (AC 19 (20 vs undead), 6/26 HP)Sickened 1
Alystair Caskwater (-8 HP)
Quinthalas Rath (AC 16, 18/18 HP)
Lioness Lapping Blood (AC 15 (16 w/shield), 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (- HP)
Rinshu (AC 18, 22/22 HP)
Black skeleton (- HP)
➤ Erven Thistledown (AC 18, 15/15 HP)
Ironwolf 2e (Steel shield 5 hardness/ 17/20 HP) (AC 19 (21 w/shield), 14/32 HP)magic weapon

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Envoy's Alliance

NG Halfing Male Rogue (Thief Racket) 1
Stats:
AC 18 | Fort +4, Reflex +9, Will +7 | Perception +7 (+2 circumstance vs concealed/hidden) | Low-Light Vision | Speed 25
HP 15/15, Halfling Luck 1/1, Hero Points 1/1

Erven will step into the fray as well, and attack the creature with the most to say.

◆Stride
◆Strike Attack: 1d20 + 7 ⇒ (17) + 7 = 24 Piercing: 1d6 + 4 ⇒ (6) + 4 = 10
◆Strike Attack, MAP: 1d20 + 2 ⇒ (7) + 2 = 9 Piercing: 1d6 + 4 ⇒ (3) + 4 = 7

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Archer 3 | ◆◇↺ | Explore: Scout w/ Warfare Expertise
Stats:
AC 20 or 21 buckler (hard 3, HP 6) | ♥️ 32 | Saves @ 5*/10**/8** | Fire Resistance [1] | Perception (**) +8 or +9 w/ Motion-Seeking; Darkvision | Speed 30
☘️ □ | ✋ Hornbow | ⚕ none

Assuming his "men" would follow him into battle instead of hanging in the back hall like "Cowards!" our hobgoblin hero regrets his decision to take charge - chastises himself for trusting so easily - and sinking himself deeper and deeper into a delusional megalomania, decides against ridiculous odds to remain over-committed to his tactical mistake, willing to die than admit he was wrong!

◆) Courageous Anthem
◆) Strike
◆) Cast Shield (+1 circumstance to AC)
↺) Shield Block (hardness 5)

Naginata (2h, reach, slashing, deadly d8) w/ Sickened (-1) w/ Courageous Anthem (+1/+1) vs Alystair Caskwater (Flanked): 1d20 + 6 - 1 + 1 ⇒ (4) + 6 - 1 + 1 = 101d8 + 2 + 1 ⇒ (8) + 2 + 1 = 111d8 ⇒ 3
Hero Point!
Naginata (2h, reach, slashing, deadly d8) w/ Sickened (-1) w/ Courageous Anthem (+1/+1) vs Alystair Caskwater (Flanked): 1d20 + 6 - 1 + 1 ⇒ (11) + 6 - 1 + 1 = 171d8 + 2 + 1 ⇒ (8) + 2 + 1 = 111d8 ⇒ 2


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Erven bravely steps in to the fray and skewers Alystair with his rapier.

Hisaki continues his motivation, slashes a chunk out of Alystair's torso with an heroic blow and then raises his shield.

Alystair is now looking badly wounded. He glares at those around him "You struggle bravely, but victory will be mine!, ◆◆ takes another massive swipe, this time at Erven and Ironwolf. It smashes both of them, leaving Erven down and Ironwolf barely standing after a swift shield block. Again Aystair's blow leaves a trail of rancid flesh and rotting seaweed (DC 17 fort save vs Grotesque Gift). He then ◆ moves around Ironwolf to be out of the flank with Hisaki.

Greatsword swipe vs Erven AC 18: 1d20 + 12 ⇒ (10) + 12 = 22 for 1d10 + 6 ⇒ (10) + 6 = 16 slashing
and the same result against Ironwolf AC 21.

(I've assumed that Ironwolf will have shield blocked that rather nasty blow!)

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 2
Party Conditions: Hisaki's Courageous Anthem: +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Erven Thistledown: DC 17 fort save vs Grotesque Gift
Ironwolf 2e: DC 17 fort save vs Grotesque Gift

──────────
Character in ➤ BOLD can act!
──────────
Hisaki (AC 19 (21 vs undead with shield), 6/26 HP)Sickened 1
Erven Thistledown (AC 18, 0/15 HP)dying 1
Alystair Caskwater (-29 HP)
➤ Quinthalas Rath (AC 16, 18/18 HP)
➤ Lioness Lapping Blood (AC 15 (16 w/shield), 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (- HP)
Rinshu (AC 18, 22/22 HP)
Black skeleton (- HP)
Ironwolf 2e (Steel shield (broken) 5 hardness/ 6/20 HP) (AC 19 (21 w/shield), 3/32 HP)magic weapon

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas fires three force bolts at Alystair.
◆◆◆Force Barrage: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10

Envoy's Alliance

HP 48/48| AC: 19 | F +11 R +9 W +11 | Exploration: Search Male Kholo (Sweetbreath) Witch 5 Perc +9 | 25 feet | Occult Spell DC 21 | Active Conditions: none

"Oh no!" Lioness cries out when Erven is taken down by the enemy. At least he's looking in bad shape, too. This battle is proving quick and bloody and that feels dangerous.

He flings a loose stone at the creature using the power of the spirits.

◆◆Telekinetic Projectile: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

And he ◆sustains the spell protecting Hisaki from the undead.


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Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Ok, looking back I realised I have missed that Ironwolf did not have his shield raised, and had nominated his retributive strike reaction. I'll rule that, as Alystair's swing started with Erven, the reaction took affect before Ironwolf was damaged.


This results in the following effects:
- Erven gains 4 resistance to the blow, leaving him still up
- Ironwolf has a melee attack on Alystair (don't forget magic weapon and inspire courage/courageous anthem)
- Ironwolf will then be felled by the blow (dying 1).


I'll wait for Ironwolf to resolve the melee attack as combined with Quinthalas' force bolt it may change the situation!

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Archer 3 | ◆◇↺ | Explore: Scout w/ Warfare Expertise
Stats:
AC 20 or 21 buckler (hard 3, HP 6) | ♥️ 32 | Saves @ 5*/10**/8** | Fire Resistance [1] | Perception (**) +8 or +9 w/ Motion-Seeking; Darkvision | Speed 30
☘️ □ | ✋ Hornbow | ⚕ none

"Wake up, soldier - your death is not today!"

Radiant Oath

2396852-2025 | LG Male Human | Lastwall Survivor | Champion (Paladin) 3 | Hero Points: 1/3 | Marshal Dedication | HP 44/44 | AC 20 | F/R/W 9/6/9 | Perc +7 | 25 feet | Class DC 18 | ◆◇↺ | Exploration Activity: Defend |

+1 Longsword: 1d20 + 8 ⇒ (3) + 8 = 11
Slash: 1d8 + 3 ⇒ (2) + 3 = 5

Nothing retributive about that! Sorry. I didn't realize I hadn't rolled for it


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Stepping back to the correct my previous combat summary post

As Alystair's blow slashes across Erven, Ironwolf extends a divine blessing to Erven, damping some of the blow. Even as the greatsword swings to Ironwolf. Ironwolf's own sword strikes out at Alystair, but the force of Alystair's blow knocks Ironwolf's sword off target and fells Ironwolf.

and continuing with the actions since

Quinthalis's missiles slam into Alystair, leaving the tattered body with gaping wounds.
Lioness' stone flies towards Alystair but whooshes past without making contact.

The two stronger skeletons then act...
Red ◆ looses an arrow at Quinthalas before ◇ dropping the bow, ◆ drawing a scimitar and ◆ moving up to Hisaki.

Red shortbow vs Quinthalas AC 16: 1d20 + 8 ⇒ (17) + 8 = 25 for 1d6 + 2 ⇒ (1) + 2 = 3 piercing damage

Blue ◆ advances and ◆ ◆ fires two arrows at Rinshu.

Blue shortbow vs Rinshu AC 18: 1d20 + 8 ⇒ (15) + 8 = 23 for 1d6 + 2 ⇒ (3) + 2 = 5 piercing damage
Blue shortbow,MAP vs Rinshu AC 18: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7 for 1d6 + 2 ⇒ (5) + 2 = 7 piercing damage

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 2
Party Conditions: Hisaki's Courageous Anthem: +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Ironwolf 2e (Steel shield 5 hardness/ 17/20 HP): DC 17 fort save vs Grotesque Gift
Erven Thistledown: DC 17 fort save vs Grotesque Gift

──────────
Character in ➤ BOLD can act!
──────────
Hisaki (AC 19 (21 vs undead with shield), 6/26 HP)Sickened 1
Ironwolf 2e (Steel shield 5 hardness/ 17/20 HP) (AC 19 (21 w/shield), 0/32 HP)magic weapon, dying 1
Alystair Caskwater (-39 HP)
Quinthalas Rath (AC 16, 15/18 HP)
Lioness Lapping Blood (AC 15 (16 w/shield), 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (- HP)
➤ Rinshu (AC 18, 17/22 HP)
Black skeleton (- HP)
Erven Thistledown (AC 18, 3/15 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Envoy's Alliance

NG Halfing Male Rogue (Thief Racket) 1
Stats:
AC 18 | Fort +4, Reflex +9, Will +7 | Perception +7 (+2 circumstance vs concealed/hidden) | Low-Light Vision | Speed 25
HP 15/15, Halfling Luck 1/1, Hero Points 1/1

Just to get it out of the way

Fort: 1d20 + 4 ⇒ (18) + 4 = 22

Radiant Oath

2396852-2025 | LG Male Human | Lastwall Survivor | Champion (Paladin) 3 | Hero Points: 1/3 | Marshal Dedication | HP 44/44 | AC 20 | F/R/W 9/6/9 | Perc +7 | 25 feet | Class DC 18 | ◆◇↺ | Exploration Activity: Defend |

Fort: 1d20 + 8 ⇒ (14) + 8 = 22

Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

A lot of thoughts arrive in the shaman's mind.

Well the situation is desperate... Perhaps the chief hasn't planned so well indeed. Now it's time to take care.

The Shisk casts a spell upon Ironwolf 2e.

So perhaps he will have the possibility to get Ironwolf 3e...

Soothe:1d10 + 4 ⇒ (3) + 4 = 7

Then he moves away.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Both Erven and Ironwolf, made of sterner stuff, easily shrug off the effects of the splattered mess from Alystair's swing.

Rinshu tends to Ironwolf, bringing him back to consciousness and then steps well away.

The weaker black skeleton swings at Hisaki three times, but Hisaki nimbly dodges all three!

scimitar: 1d20 + 8 ⇒ (3) + 8 = 11 at Hisaki AC 21 for 1d6 + 2 ⇒ (4) + 2 = 6 slashing damage.
scimitar,MAP: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11 at Hisaki AC 21 for 1d6 + 2 ⇒ (6) + 2 = 8 slashing damage.
scimitar,MAP: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8 at Hisaki AC 21 for 1d6 + 2 ⇒ (1) + 2 = 3 slashing damage.

(This seems a good time to hand out a hero point. 1 extra hero point to Ironwolf for his selfless sacrifice last round)

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 2/3
Party Conditions: Hisaki's Courageous Anthem: +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Hisaki (AC 19 (21 vs undead with shield), 6/26 HP)Sickened 1
➤ Ironwolf 2e (Steel shield 5 hardness/ 17/20 HP) (AC 19 (21 w/shield), 7/32 HP)magic weapon, wounded 1, prone
Alystair Caskwater (-39 HP)
Quinthalas Rath (AC 16, 15/18 HP)
Lioness Lapping Blood (AC 15 (16 w/shield), 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (- HP)
Rinshu (AC 18, 17/22 HP)
Black skeleton (- HP)
➤ Erven Thistledown (AC 18, 3/15 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Archer 3 | ◆◇↺ | Explore: Scout w/ Warfare Expertise
Stats:
AC 20 or 21 buckler (hard 3, HP 6) | ♥️ 32 | Saves @ 5*/10**/8** | Fire Resistance [1] | Perception (**) +8 or +9 w/ Motion-Seeking; Darkvision | Speed 30
☘️ □ | ✋ Hornbow | ⚕ none

Hisaki dodges with skill and deception “There are not more than five musical notes, yet the combinations of these five give rise to more melodies than can ever be heard” and proceeds to demonstrate these "notes" with his implements of war!

Naginata (2h, reach, slashing, deadly d8) w/ Sickened (-1) w/ Courageous Anthem (+1/+1) vs Alystair Caskwater: 1d20 + 6 - 1 + 1 ⇒ (16) + 6 - 1 + 1 = 221d8 + 2 + 1 ⇒ (7) + 2 + 1 = 101d8 ⇒ 5

◇) Martial Performance to sustain Courageous Anthem!
◆) Strike
◆◆) Soothe

Soothe vs Ironwolf 2e: 1d10 + 4 ⇒ (1) + 4 = 5

"Be reinvigorated soldier!"


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Hisaki uses the full reach of his naginata to brutally slice into Alystair. Looking down at the gaping wound, Alystair crashes to the ground, whispering as he does so "If not revenge, then at least I can finally rest." and then he is still. The elegant blow refreshes Hisaki's earlier inspiring words in your minds! Hisaki then extends a vitality boost to Ironwolf.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 2/3
Party Conditions: Hisaki's Courageous Anthem: +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Hisaki (AC 19 (20 vs undead), 6/26 HP)Sickened 1
➤ Ironwolf 2e (Steel shield 5 hardness/ 17/20 HP) (AC 19 (21 w/shield), 12/32 HP)magic weapon, wounded 1, prone
Alystair Caskwater (-49 HP)
➤ Quinthalas Rath (AC 16, 15/18 HP)
➤ Lioness Lapping Blood (AC 15 (16 w/shield), 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (- HP)
Rinshu (AC 18, 17/22 HP)
Black skeleton (- HP)
➤ Erven Thistledown (AC 18, 3/15 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Radiant Oath

2396852-2025 | LG Male Human | Lastwall Survivor | Champion (Paladin) 3 | Hero Points: 1/3 | Marshal Dedication | HP 44/44 | AC 20 | F/R/W 9/6/9 | Perc +7 | 25 feet | Class DC 18 | ◆◇↺ | Exploration Activity: Defend |

"My thanks, " Ironwolf groans. He takes the time to heal himself Lay on Hands, 6hp +2 bonus to AC for 1 rd before climbing to his feet and punching Black.

Fist, CA: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Bludgeoning, CA: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

◆ Lay on hands
◆ Stand
◆ Punch Black


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Ironwolf heals himself and picks himself up before taking a swing at Black with his fist. The skeleton crumples as Ironwolf's mailed fist hits it square in the jaw. (Black skeleton has been eliminated)

(I've assumed a -2 penalty to make the strike lethal, but it still hits)

Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

Finally the chief is too strong. He let the enemies think they can won to cut them off quickly then. We are happy to know him. Oh yes yes yes we are.

Envoy's Alliance

NG Halfing Male Rogue (Thief Racket) 1
Stats:
AC 18 | Fort +4, Reflex +9, Will +7 | Perception +7 (+2 circumstance vs concealed/hidden) | Low-Light Vision | Speed 25
HP 15/15, Halfling Luck 1/1, Hero Points 1/1

Groaning and certainly in pain Erven will quash a potion, move around red and into flank (hoping they don't have AoO, if so i provoked from red), and try and clear the way some

◆Interact Elixir of Life (minor): 1d6 ⇒ 4
◆Stride
◆Strike Attack, Flank: 1d20 + 7 ⇒ (13) + 7 = 20 for Piercing: 1d6 + 4 ⇒ (1) + 4 = 5 plus Precision: 1d6 ⇒ 1

Envoy's Alliance

HP 48/48| AC: 19 | F +11 R +9 W +11 | Exploration: Search Male Kholo (Sweetbreath) Witch 5 Perc +9 | 25 feet | Occult Spell DC 21 | Active Conditions: none

Lioness adds to the barrage of attacks against Red by hefting a stone and flinging it at the skeleton using the powers of the spirits around them.

◆◆Telekinetic Projectile (Red): 1d20 + 7 ⇒ (7) + 7 = 14
Blunt: 1d6 + 4 ⇒ (5) + 4 = 9

He also ◆sustains the blood ward protecting Hisaki.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Erven throws back a potion and then steps back into the fray. His blade strikes true but the rapier slips through the ribs of the skeleton doing little damage.

Lioness' mystically projected stone skims off to one side of Red without making contact. He renews the ward on Hisaki.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

(Quinthalas can act)

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas fires a trio of force bolts at red.

◆◆◆Force: 3d4 + 3 ⇒ (2, 1, 1) + 3 = 7


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Quinthalas sends a barrage of force bolts into Red.

Red attacks Hisaki twice, the blows sliding off his armour. Then it turns to attack Erven but again the blow is not string enough to get past his defences.

Scimitar: 1d20 + 8 ⇒ (4) + 8 = 12 on Hisaki AC 20 for 1d6 + 4 ⇒ (4) + 4 = 8 slashing dmg
Scimitar,MAP,sweep,forceful: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12 on Hisaki AC 20 for 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7 slashing dmg
Scimitar,MAP,sweep,forceful: 1d20 + 8 - 5 - 5 + 1 ⇒ (15) + 8 - 5 - 5 + 1 = 14 on Erven AC 18 for 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 slashing dmg

Blue drops its bow, draws its scimitar, steps up to Ironwolf and attacks him, with the scimitar finding its mark.

Scimitar: 1d20 + 8 ⇒ (14) + 8 = 22 on Ironwolf AC 19 for 1d6 + 4 ⇒ (2) + 4 = 6 slashing dmg

❖❖❖❖❖❖❖❖❖❖
Ritual Chamber Round 3/4
Party Conditions: Hisaki's Courageous Anthem: +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Hisaki (AC 19 (20 vs undead), 6/26 HP)Sickened 1
➤ Ironwolf 2e (Steel shield 5 hardness/ 17/20 HP) (AC 19 (21 w/shield), 12/32 HP)magic weapon, wounded 1
Alystair Caskwater (-49 HP)
➤ Quinthalas Rath (AC 16, 15/18 HP)
➤ Lioness Lapping Blood (AC 15 (16 w/shield), 26/26 HP)
Blue Skeleton (- HP)
Red Skeleton (-8 HP)
➤ Rinshu (AC 18, 17/22 HP)
Black skeleton (-6 HP)
➤ Erven Thistledown (AC 18, 7/15 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

The Shisk moves back to see the battlefield and casts a spell sending a bolt of energy towards the red one.

Phase bolt: 1d20 + 8 ⇒ (12) + 8 = 20

Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Yeah, we are here to support.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Rinshu's energy bolt phases in at just the right time to smash the red skeleton into a pile of bones. (red eliminated)

Horizon Hunters

Animist 4 / HP 48/48, Perc +10, AC 19, Fort +9 Ref +8 Will +12 / Active conditions: Darkvision, Toughness, Quillcoat shisk, Resist neg 1, +1 hp/min

Do you see? We support.

Envoy's Alliance

HP 48/48| AC: 19 | F +11 R +9 W +11 | Exploration: Search Male Kholo (Sweetbreath) Witch 5 Perc +9 | 25 feet | Occult Spell DC 21 | Active Conditions: none

"A little to the left, I think," Lioness says, adjusting his aim toward Blue.

◆◆Telekinetic Projectile (Blue): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Blunt: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

He continues to ◆sustain the blood ward protecting Hisaki.

Horizon Hunters

LN Hobgoblin (Smokeworker) Hounded Thief Commander / Archer 3 | ◆◇↺ | Explore: Scout w/ Warfare Expertise
Stats:
AC 20 or 21 buckler (hard 3, HP 6) | ♥️ 32 | Saves @ 5*/10**/8** | Fire Resistance [1] | Perception (**) +8 or +9 w/ Motion-Seeking; Darkvision | Speed 30
☘️ □ | ✋ Hornbow | ⚕ none

Standing tall somehow, Hisaki renews the morale of his team, who see him yet again defy mortality itself to emerge unscathed, despite being near death and untended to by his healers who left him to perish at the front line!

"Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win"

Emboldened by fate it would seem, his ego, already overblown, swells now to astronomical size, snuffing out whatever tiny candle of humility remained, for good!

◆) Courageous Anthem
◆) Strike
◇) Martial Performance
◆) Shield

Naginata (2h, reach, slashing, deadly d8) w/ Sickened (-1) w/ Courageous Anthem (+1/+1) vs Final Skeleton: 1d20 + 6 - 1 + 1 ⇒ (15) + 6 - 1 + 1 = 211d8 + 2 + 1 ⇒ (6) + 2 + 1 = 91d8 ⇒ 6

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas sends metal darts flying towards blue skeleton.

◆◆Spell Attack: 1d20 + 8 ⇒ (12) + 8 = 20 Piercing: 3d4 ⇒ (4, 1, 2) = 7
◆Shield ↺Shield Block

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