| GM Hmm |
Chirrit feels his solution slide into place, and the door cre-ea-eaks open slowly.
It's time to quickly explore the inside of the temple!
Can I have a hard Stealth check as you sneak in?
| GM Hmm |
It is indeed dark, and Jig stubs his toe!
No real damage, just a miss. Does anyone else want to try?
| GM Hmm |
Chrirrit is able to map the temple!
(See map on Slide 23.)
| GM Hmm |
ISLE MISSION 4: THE ISLAND REMEMBERS
Calisro clicks her pen against table as she reads a map. “I think there's a second entrance to the temple. It's underwater, of course, but you wouldn't be on a ship if you couldn't swim. Take a look in there and see what you find in that passage. With any luck, we can use it for a tactical advantage.”
You are tasked with exploring the flooded passageway into the temple. The side of the temple with this entrance has sunk into the sandy ground. It's visible through a pool of clear water.
How do you proceed?
Schek Nek
|
Schek wanders around while the skilled ones on demonic matters work through to open the temple's door. Thankfully, the group manages to open it and allows them to explore it!
---
Seeing the entrance is underwater, Schek takes out his swim fins and wears them. "We be swimming underwater to enter down there, aye?"
| Bot Buddy 2000 |
Ample Preparations:
The Snapdragon's quartermaster has collected the cold iron on the ship, melted it down, and worked it into supplies. Each of you gains a low-grade alloy orb.
| GM Hmm |
Schek Nek gets his swim fins ready for a trip underwater.
What are the rest of you doing?
Chirrit
|
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Yeah, that makes sense. Just make sure to take a deep breath. Chirrit agrees. And be careful: from what I saw in there the place is pretty big but there was what might be, I don't know, some old blood smears.
Chirrit has a Swim speed (and a solid Athletics on top of that) so is happy to swim through. We should probably get a rope line going to - tie it off to a tree here and have the lead swimming carry it with them in case that entrance is a bit more tunnel-y or longer than expected.
GM: has the whole entry doorway/archway sunk below the water level? Or is there a small air gap?
Either way: Chirrit would dip his head underwater in the pool first second and stare down to see if he can spot anything inside.
First He'll grab a branch or stick or something and poke the water - all this take of demons and acid pollution ones at that have made him more nervous about toxic water :P
Coracle Jibbs
|
Coracle is expert in Athletics, if Follow thee Expert would be helpful getting inside.
| GM Hmm |
Chirrit tests the waters for acid and other pollution, and only finds normal saltwater.
| GM Hmm |
Holding on to the ropes and each other, you make your way into the temple entrance under the waves. Worn Cyclopean writing dating from the Ghol-Ghan Empire graces the walls as you swim into the submerged chamber.
Then the floor rumbles as the sounds of a ghostly battle echo through the waters around you. It's the sounds of a last stand, with defenders screaming shouts of defiance in Cyclopean. Pebbles rattle along the floor, then form into a hand the size of an ox, which reaches to crush anyone in the water.
★ --- ★ --- ★ --- ★
Disable: DC 22 Thievery (trained) to pick apart the pebbles, or DC 18 Warfare Lore to recognize and recreate the battle. You can also give me an Athletics check to swim the heck out of the way if you have none of these skills.
★ --- ★ --- ★ --- ★
Jig Perception Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Schek Nek Stealth Initiative: 1d20 + 9 ⇒ (19) + 9 = 28
Gnimish Perception Initiative: 1d20 + 7 ⇒ (13) + 7 = 20
Keriassa Perception Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Chirrit Stealth Initiative: 1d20 + 10 ⇒ (12) + 10 = 22
Coracle Jibbs Stealth Initiative (Pilgrim Token): 1d20 + 9 ⇒ (15) + 9 = 24
Crushing Hand: 18 = 18
★ --- ★ --- ★ --- ★
Schek Nek
Keriassa
Coracle Jibbs
Chirrit
Jig
Gnimish
Crushing Hand
Chirrit
|
Chirrit's eyes widen as the very stones seem to animate against them. Swimming towards the pebbels, he does his best to see if any of the small stones are 'load bearing' for whatever sorts of trap magic this is.
Thievery (Trained): 1d20 + 10 ⇒ (14) + 10 = 24
| bigrin42 |
**HOUSE GM ANNOUNCEMENT**
The Eye of Abendego suddenly quiets as it forms a storm wall around the island. The constant breaking of waves and the pattering rain dies out. At the base of the storm wall, an amber glow collects like sunrise, but its rays burn with malice instead of daylight.
Table GMs, you have 1 day to resolve your encounter. The Seal Breaking condition is in effect
| GM Hmm |
Chirrit pulls the pebbles apart and the stones making up the hand fall back to the floor, and the ghosts of dozens of murdered cyclops appear briefly, drop their weapons and fade away.
Whew!
As they clear away, you find a tunnel leading upwards, and another door. As you open it, water washes into the main tunnel, creating puddles on the floor.
You have ten minutes to heal / refocus / roleplay while we wait for the House GM to move us on!
Coracle Jibbs
|
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The catfolk pirate is definitely more tiger than housecat, a strong swimmer who doesn't seem to mind the water. As the Pathfinders swim through the tunnels, Coracle helps to speed along the less experienced swimmers, and gives them a satisfied grin when they emerge into air again.
"Sharp work there, Chirret. That could've gotten nasty real quick," he says quietly as he looks around.
Gnimishmeijinomu
|
"Glub!"
Gnimish has a new friend!
| bigrin42 |
**HOUSE GM ANNOUNCEMENT**
As Enava appears inside the temple with a snap of magic, the ever-existing hurricane fall silent. Outside, a calm descends on the island. An eye forms around it, though the new storm walls roil with malicious energy. A thick amber light illuminates the island and spills into the temple.
The Chthonic temple has been worn clean through years of exposure to the elements. In its center, a sanctuary sinks into the ground. At its nadir, Enava and Sharkskin lay out ritual implements like they’re preparing for surgery. Next to them, a wooden table serves as a replacement for an altar. Beneath the table lays an intricate carving of a Chthonic seal.
Enava’s face tips upward, and an expression of disdain follows. “Ah, guests,” she says. “No time like the present, then.”
“I won’t do this,” Sharkskin says as Enava reaches for her selected dagger. “I have—”
Enava pushes Sharkskin toward the table, cutting off xir statement. A stab of the dagger follows, aimed at xir heart. Xe turns away, xir arm hitting the weapon and causing it to clatter to the ground. Even with the worst of the blow prevented, the strike’s force cuts through armor. Blood wells from the wound. The first drop falls on the ground below.
The water rises.
Table GMs, begin the Final Encounter
The Unwilling Sacrifice condition is in effect.
| GM Hmm |
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The floor of this vast temple steadily slopes downward. At its center, an inverted pyramid drops down another 10 feet. Four columns enclose a square, where a makeshift altar has been constructed out of a table. Under the altar, a seal craved into the rock cracks open, revealing the core of the island. The same sickly amber that rings the hurricane shines from within. Water spills out of it, flooding this chamber.
At the moment, the water in this temple is just starting to seep from the altar while Enava clashes with some of the higher-level agents that have started to charge her in the deep water.
in other words, your group is not fighting Enava herself.
★ --- ★ --- ★ --- ★
As the chthonic seal breaks, a horde of demons come with it. They seem to bloom from the blood as it spills on the stone, and they appear to be under Enava's control. They eagerly lumber towards you, calling, "Yarrrr! Fresh me-e-eat!"
Unfortunately, they are water demons with a terrible land speed so their movement is closer to a jiggly, sloppy waddle.
Shh-SPLORT! Shh-SPLORT! Shh-SPLORT!
Blue and White triple move! Red and Green double move as they come forward to attack!
Red Tail Slap vs Schek Nek: 1d20 + 8 ⇒ (19) + 8 = 27
Bludgeoning Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Green Tail Slap vs Coracle Jibbs: 1d20 + 8 ⇒ (8) + 8 = 16
Bludgeoning Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Schek Nek is slapped, but Coracle Jibbs dodges out of the way.
In addition, these demons have a terrifying Doom Aura! If you end your turn within 30 feet of any of them, you must roll a DC 18 Will Save!
Jig Perception Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Schek Nek Stealth Initiative: 1d20 + 9 ⇒ (6) + 9 = 15
Gnimish Perception Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Keriassa Perception Initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Chirrit Stealth Initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Coracle Jibbs Stealth Initiative (Pilgrim Token): 1d20 + 9 ⇒ (3) + 9 = 12
Elegecide Demons Group 1: 1d20 + 10 ⇒ (9) + 10 = 19
Elegecide Demons Group 2: 1d20 + 10 ⇒ (11) + 10 = 21
★ --- ★ --- ★ --- ★
Elegecides Group 1
White
Blue
Green
Red
Coracle Jibs
Jig
Chirrit
Schek Nek (-3)
Keriassa
Elegecides Group 2
Pink
Orange
Purple
Gnimish
Don't forget the DC 18 will save at the end of your turn!
Coracle Jibbs
|
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We had a condition giving a successful Treat Wounds between missions, so presumably we got that before the start of this Part?
Treat Wounds: 2d8 ⇒ (4, 4) = 8 That brings Coracle to full (was only down 5.)
"So many fishies, but all of them smell rotten," Coracle growls as the demons approach. He takes up his usual fighting posture, and starts slicing at the nearest demon.
◆ Tiger Stance
◆ Flurry of Blows vs. Green (if both hit, apply resistances/weaknesses only once):
+1 tiger claw: 1d20 + 10 ⇒ (14) + 10 = 24, Damage (S): 1d8 + 2 ⇒ (2) + 2 = 4
+1 tiger claw, MAP: 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14, Damage (S): 1d8 + 2 ⇒ (2) + 2 = 4
◆ Strike vs. Green: +1 tiger claw, MAP: 1d20 + 10 - 8 ⇒ (13) + 10 - 8 = 15, Damage (S): 1d8 + 2 ⇒ (5) + 2 = 7
End of turn, vs. aura: Will: 1d20 + 7 ⇒ (5) + 7 = 12 Coracle is frightened 1.
Keriassa 2ed
|
Set with the task of demonic influences, Keri begins her tale of valiant deeds during the closing of the Worldwound.
Courageous Anthem! Performance check to linger: 1d20 + 9 ⇒ (10) + 9 = 19 Three rounds!
She targets the closest fiend with a pair of arrows.
Comp Shortbow (piercing) vs red: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 131d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 Deadly: 1d10 ⇒ 9
Comp Shortbow (piercing) vs red: 1d20 + 9 - 5 + 1 ⇒ (18) + 9 - 5 + 1 = 231d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 Deadly: 1d10 ⇒ 10
So the Anthem lasts four rounds now (assuming a 23 hits)...
will save vs doom: 1d20 + 8 ⇒ (1) + 8 = 9
| GM Hmm |
Coracle Jibbs hits with his first claw attack, but the other two attacks miss! Despite his bravado, he finds the creepiness of the lumbering water demons a bit scary.
Keriassa begins a courageous anthem, and then shoots two arrows at the red fiend. The first one misses but the second one makes its mark! Then she notices the doom feeling surrounding the demons, and gets really, really frightened!
★ --- ★ --- ★ --- ★
Conditions: Courageous Anthem 4/4 rounds!
Elegecides Group 1
White
Blue
Green (-4)
Red (-6)
Coracle Jibs (Frightened 1)
Jig
Chirrit
Schek Nek (-3)
Keriassa (Frightened 2)
Elegecides Group 2
Pink
Orange
Purple
Gnimish
Don't forget the DC 18 will save at the end of your turn!
Jig Gnasher
|
Jig strategically repositions himself, then lets fly a magical arrow at the green demon.
Stride, Spellstrike (ignition)
bowstaff: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 for piercing: 1d6 + 1 ⇒ (3) + 1 = 4 and fire: 3d4 ⇒ (2, 2, 1) = 5
Will: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Chirrit
|
Chirrit moves along and tries to make the Red fish demon-thing scared itself.
◈Stride, ◈Demoralize
Demoralize v Red, Intimidating Glare: 1d20 + 9 ⇒ (16) + 9 = 25
The kobold then hurls his hammer at it, inspired by Keriassa's words.
◈Strike
Strike v Red: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14 for Bludgeoning: 2d6 + 3 + 1 ⇒ (4, 2) + 3 + 1 = 10
Will: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
If attacked in melee and the strike critically misses, Chirrit will Opportune Riposte as a Reaction
Schek Nek
|
Schek is surprised to be slapped by the fish. He assigns Red as his prey and growls at the enemy!
Intimidation to Demoralize Prey: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 vs Prey’s Will DC
He then hacks the same with his grapnel.
Combat Grapnel Attack, CA: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 vs Prey
Damage, CA: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 P damage
◆ Hunt Prey Red (+1 to AC vs Prey's Attacks)
◆ Demoralize
◆ Strike
↺ Cringe (In case a creature he is aware of critically succeeds on a Strike against him and would deal damage to him, he cowers into a pitiful posture, the attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to his level (3) + 2 that applies after doubling the damage for a critical hit. The attacker then is immune to his Cringe for 24 hours.
DC 18 Will save: 1d20 + 7 ⇒ (14) + 7 = 21 vs Doom Aura
Gnimishmeijinomu
|
Are those walls or coffins? Basically does Gnimish have LoS to everyone or are Green/Red in cover (well, around the corner)?
Schek Nek
|
I think those rectangular things are pews.
| GM Hmm |
The rectangles are pews, the circles are columns.
★ --- ★ --- ★ --- ★
Jig hits the green demon for 9 damage of fire and piercing, and also shows that he can be unafraid in the face of danger!
Chirrit terrifies Red, fails to hit, and then critically succeeds on his will save.
Schek Nek crit fails his demoralize vs Red, and this shockingly stuns the demon for a round.
Note: This is a monster special that you just found!
Then his attack hits critically on the terrified Red!
★ --- ★ --- ★ --- ★
It is time for the second group of elegecide demons to waddle forward.
Shh-SPLORT! Shh-SPLORT! Shh-SPLORT!
All three lumber forward, saying "Meat treats, meet your dooooom!" They're smacking their lips as they slo-o-owly approach.
★ --- ★ --- ★ --- ★
Conditions: Courageous Anthem 4/4 rounds!
Elegecides Group 1
White
Blue
Green (-13)
Red (-14 Frightened 2, stunned 1)
Coracle Jibs (Frightened 1)
Jig
Chirrit
Schek Nek (-3)
Keriassa (Frightened 2)
Elegecides Group 2
Pink
Orange
Purple
Gnimish
Don't forget the DC 18 will save at the end of your turn!
Gnimishmeijinomu
|
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Gnimish sees the demons waddling forward. He focuses for an instant and unleashes hellfire.
Blazing Bolt, 60' range vs Blue: 1d20 + 10 ⇒ (12) + 10 = 22 for Fire Damage: 4d6 ⇒ (2, 4, 6, 4) = 16 Crit: Double Damage
Blazing Bolt, 60' range vs White: 1d20 + 10 ⇒ (7) + 10 = 17 for Fire Damage: 4d6 ⇒ (2, 1, 1, 1) = 5 Crit: Double Damage
Blazing Bolt, 60' range vs Orange: 1d20 + 10 ⇒ (16) + 10 = 26 for Fire Damage: 4d6 ⇒ (4, 3, 6, 6) = 19 Crit: Double Damage
Will DC 18: 1d20 + 9 ⇒ (20) + 9 = 29
"HA! I scorn your aura of doom!" Gnimish says. (though ask him in a little while and we'll see)
◆◆◆ Blazing Bolt
| GM Hmm |
Gnimish's Blazing Bolt takes out Orange completely, and almost kills White as well. It even does a little ding on Blue! Gnimish also scorns the aura of doom, at least until next round!
★ ---- ★ ---- ★ ---- ★
The flood waters rise as Enava says, "Yes! Drown them! Drown them all!" More water seeps out from the altar at the top of the map!
SLOSH!
★ ---- ★ ---- ★ ---- ★
It is time for team Elegecide, group 1!
◈ Blue moves forward to his tormenter, Gnimish!
Which is only fair, since Gnimish left the demon only one hit point!
◈◈ Blue gives Gnimish a Dorsal Lash, lashing out with its trailing dorsal fins giving Gnimish a rather disgusting slimy hug that is just plain creepy!
Dorsal Lash (DC 18 Reflex Save): 1d4 + 2 ⇒ (3) + 2 = 5
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and is grabbed by the elegecide.
Critical Failure The target takes double damage and is restrained by the elegecide.
★ ---- ★ ---- ★ ---- ★
◈◈ White double-moves to Jig!
Shh-SPLORT! Shh-SPLORT!
◈ Then the demon whips his tail at Jig!
White tail: 1d20 + 8 ⇒ (10) + 8 = 18
Bludgeoning damage: 1d6 + 2 ⇒ (1) + 2 = 3
But the demon misses!
★ ---- ★ ---- ★ ---- ★
Poor Red is frightened and stunned this round!
◈◈ Red gives Schek Nek a Dorsal Lash, his slimy fins reaching out to give a big hug!
Frightened 2 Dorsal Lash (DC 16 Reflex Save): 1d4 + 2 ⇒ (2) + 2 = 4
★ ---- ★ ---- ★ ---- ★
Green attacks Coracle Jibbs with both a Dorsal Lash and tail slap!
Green tail: 1d20 + 8 ⇒ (7) + 8 = 15
Bludgeoning damage: 1d6 + 2 ⇒ (2) + 2 = 4
Dorsal Lash (DC 18 Reflex Save): 1d4 + 2 ⇒ (1) + 2 = 3
★ ---- ★ ---- ★ ---- ★
Conditions: Courageous Anthem 3/4 rounds!
Elegecides Group 1
White (-6)
Blue (-17)
Green (-13)
Red (-14 Frightened 1)
Coracle Jibs (Frightened 1, DC 18 Reflex)
Jig
Chirrit
Schek Nek (-3, DC 16 Reflex)
Keriassa (Frightened 2)
Elegecides Group 2
Pink
Orange (DEAD)
Purple
Gnimish (DC 18 Reflex)
Don't forget the DC 18 will save at the end of your turn!
Gnimishmeijinomu
|
"Eeew! Disgusting slime!" Gnimish yelps. "Try this on for size fishface!" he yells back, before breathing fire in Blue's face!
Breathe Fire (15' cone); Fire; DC 20 Basic Reflex: 2d6 ⇒ (2, 1) = 3
He then pulls out a block of cold iron.
Reflex DC 18: 1d20 + 7 ⇒ (5) + 7 = 12 Eeep!
◈◈ Breathe Fire (formerly Burning Hands)
◈ Interact to draw
Coracle Jibbs
|
Ref: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
Coracle dodges the tail slap, but walks right into the dorsal lash! (-6 hp, restrained) Yowling in both terror and rage, he tries to claw himself free of the demon.
◆ Escape (+1 tiger claw, frightened 1): 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15
Hero Point to reroll that. (BTW, should we have received more Hero Points by now? I don't think we've been given any since the game started.)
Escape (+1 tiger claw, frightened 1): 1d20 + 10 - 1 ⇒ (14) + 10 - 1 = 23 Free!
He steps sideways so that he can reach two wounded demons, and tries his best to take one or both of them out.
◆ Step
◆ Flurry of Blows vs. Green (then Red if Green falls). If both hit the same target), apply resistances/weaknesses only once.
+1 tiger claw, MAP, frightened 1: 1d20 + 10 - 4 - 1 ⇒ (15) + 10 - 4 - 1 = 20, Damage (S): 1d8 + 2 ⇒ (8) + 2 = 10
+1 tiger claw, MAP, frightened 1: 1d20 + 10 - 8 - 1 ⇒ (5) + 10 - 8 - 1 = 6, Damage (S): 1d8 + 2 ⇒ (4) + 2 = 6
At end of turn, vs. aura of doom: Will: 1d20 + 7 ⇒ (8) + 7 = 15 (fail, remains frightened 1)
Gnimishmeijinomu
|
Will DC 18: 1d20 + 9 ⇒ (5) + 9 = 14
Frightened 1
Breathe Fire should also get Purple
Coracle Jibbs
|
I just realized that I could have used Cat's Luck on that Reflex save instead of the Hero Point to escape. But it would be far too complicated to fix that now (for starters, it would throw off ALL the die rolls for the rest of my turn), so I'll save it for something that might hurt more later.
Chirrit
|
Great shots! Chirrit calls out as he hurls his hammer at Red
Strike v Frightened Red: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 for Bludgeoning: 2d6 + 3 + 1 ⇒ (2, 6) + 3 + 1 = 12
Then moving to back up the bard, the swashbuckler throws his hammer again at point blank range possibly Provoking at White.
Strike v White: 1d20 + 11 + 1 - 5 ⇒ (9) + 11 + 1 - 5 = 16 for Bludgeoning: 2d6 + 3 + 1 ⇒ (1, 2) + 3 + 1 = 7
Will: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Thank you Courage!
The kobold then looks enticing at the nearby demons.
if they crit-fail a strike on him, Opportune Riposte
Keriassa 2ed
|
Keri moves and fires off a weak shot after a magical flourish of her bow to help turn the tide.
Comp Shortbow (piercing) vs red: 1d20 + 9 - 2 + 1 ⇒ (2) + 9 - 2 + 1 = 101d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 Deadly: 1d10 ⇒ 7
Will Save vs doom: 1d20 + 8 - 2 + 1 ⇒ (9) + 8 - 2 + 1 = 16
◆◆ Loose Time's Arrow (All my allies (and me) within 30 feet are quickened. They can use the extra action only to Step or Stride).
◆ Stride
◆ Strike
Coracle Jibbs
|
I think I forgot to add the frightened 1 OR Courageous Anthem to my Will save, but they cancel out, so it's all good.
Schek Nek
|
DC 16 Reflex save: 1d20 + 11 ⇒ (19) + 11 = 30 vs Dorsal Lash (Crit Success)
"What ye even be hittin'?!" Schek exclaims in satisfaction after easily evading the attack.
He continues to attack Red.
Combat Grapnel Attack, CA: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 vs Prey
Damage, CA: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 P damage
Combat Grapnel Attack, CA, MAP: 1d20 + 10 + 1 - 5 ⇒ (14) + 10 + 1 - 5 = 20 vs Prey
Damage, CA: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8 P damage
He then retreats.
◆ Strike
◆ Strike
◆ Stride
↺ Command (from Triangular Teeth tattoo) - Frequency once per day; Trigger You would be hit by an attack against your AC; Effect You gain a +1 circumstance bonus to AC against the attack, or a +2 circumstance bonus if the attacker is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, you gain a +2 status bonus to damage with the next Strike you make against the attacker before the end of your next turn. or ↺ Cringe - (In case a creature he is aware of critically succeeds on a Strike against him and would deal damage to him, he cowers into a pitiful posture, the attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to his level (3) + 2 that applies after doubling the damage for a critical hit. The attacker then is immune to his Cringe for 24 hours.
DC 18 Will save: 1d20 + 7 ⇒ (6) + 7 = 13 vs Doom Aura
| GM Hmm |
(BTW, should we have received more Hero Points by now? I don't think we've been given any since the game started.)
THE GM DROPS HERO POINTS FROM THE SKY
Everyone gets a Hero Point!
Jig Gnasher
|
Jig recharges his spellstrike and makes a spark jump between the blue and red (or whomever is still alive!) demons.
Recharge, Cast electric arc
electricity: 2d4 ⇒ (1, 3) = 4 (DC 18 Reflex)
| GM Hmm |
Coracle Jibbs frees himself then knocks out Green! The slimy demons falls.
Squish
★ ---- ★ ---- ★ ---- ★
Chirrit takes out RED.
★ ---- ★ ---- ★ ---- ★
Keri misses a demon with her bow, and then gives all her allies a free stride action by loosening time's arrow.
★ ---- ★ ---- ★ ---- ★
Schek Nek evades the grab slays White!
Squish
★ ---- ★ ---- ★ ---- ★
Gnimish, I have your actions, and will save them for after the Elegicides Group 2 go.
★ ---- ★ ---- ★ ---- ★
Conditions: Courageous Anthem 3/4 rounds, and an extra stride action this round!
Elegecides Group 1
White (DEAD)
Blue (-17)
Green (DEAD)
Red (DEAD)
Coracle Jibs (Frightened 1)
Jig
Chirrit
Schek Nek (-3)
Keriassa (Frightened 2)
Elegecides Group 2
Pink
Orange (DEAD)
Purple
Gnimish (Frightened 1, Grabbed)
Don't forget the DC 18 will save at the end of your turn!