| GM Nightmare Knight |
@Ethyl, to notice that while both claws managed to hit Mr Tatters, not all the damage went through. @Nyarai, what is your spell's trigger if you're holding?
The Tatterman, finally taking some damage, turns on Ethyl and swings his war razor at the doctor. "Quite the pretty sight you make under the influence." He drones as Ethyl barely manages to avoid the horridly maintained weapon.
Razor: 1d20 + 9 ⇒ (15) + 9 = 24
The droning lullaby begins to fade away as members of the party close in on the creature, similar to the doppelgangers they've encountered before but the differences including the magical powers and influence over dreams.
Round 4. Party's turn
| Iosif Formicidescu |
Iosif clears the jam as quickly as possible, grumbling and hoping for massive amounts of damage.
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
PCs Like Low Numbers: 1d20 ⇒ 3
Damage: 1d12 ⇒ 9
| Enoch the Wanderer |
Enoch attempts to take advantage of Ethyl's distraction!
Melee +2 shortsword, flank: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 311d6 + 6 ⇒ (3) + 6 = 9 P 19-20 x2
Archaic Confirmation! Melee +2 shortsword, flank: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 241d6 + 6 ⇒ (6) + 6 = 12 P 19-20 x2
Possibly 21 damage!
The Paladin of Pharasma prayers are answered!
| Nуarai |
The bead of sweat on Nyarai's palm stop emitting a hue, and she instead reaches for something in her clothing. Pulling out a handful of sand, she "blows a kiss" towards the western wall, sending particles of shiny pocket sand at Tatterman and Alvar's summoned creature. They both get coated in the particles.
Standard - Glitterdust Will DC 17 vs blind (unfortunately, I will also hit the summoned dog), Move - Move
| Alvar the Wayfarer |
Dog Will vs. DC 17: 1d20 + 1 ⇒ (18) + 1 = 19 Oh, hey, it didn't get blinded!
The burst of golden light shimmers around the celestial hound, but it isn't struck blind, instead simply shaking off the bright light as it lunges to distract the Tatterman again.
Aid Another, Ethyl Attack: 1d20 + 2 ⇒ (7) + 2 = 9 Not this time.
Alvar, for their part, scrambles around the rubble to circle to a new position. Drawing upon the power of their amulet, they unleash a spell at the gold-limned doppelgänger - specifically, his weapon.
Using Arcane Bond to cast burning disarm on his war razor. Reflex DC 16 to drop it before it starts burning, otherwise he takes Fire Damage: 3d4 ⇒ (3, 2, 1) = 6.
| Dr. Ethyl "Doc" Ermengarde |
Seeing she was unable to harm the Tatterman with her claws she steps back from him, pulling a flask of volatiles into her hand. She threw it aiming for the head.
She commented, "That should teach you to leer."
Ranged touch: 1d20 + 9 ⇒ (13) + 9 = 22
Fire: 1d6 ⇒ 2
Damage if not extinguished: 1d6 ⇒ 5
Location if miss: 1d8 ⇒ 5 Behind
Dog and Enoch need to make a reflex 15 to avoid 1 damage if it hit directly, if misses dog and Tatterman need to make those saves
| GM Nightmare Knight |
Fort v Dust: 1d20 + 7 ⇒ (18) + 7 = 25
Fort v Burn: 1d20 + 9 ⇒ (7) + 9 = 16
The Tatterman does not seem to be affected by the magical dust, but his outline is clear - a glittery silhouette in the amber mist. As Iosif's bullet misses He lets out the first note of a cackle before Enoch's blade, Ethyl's flame, and Alvar's spell strike him, changing the noise to one of pain.
"Curse you!" The Tatterman does not waste time extinguishing the flames but he does drop his razor. Taking a 5ft step he flexes his claws and swings twice at Ethyl. Thankfully, the flames and glittering dust signal his attacks and the half-elf dodges the enraged strikes.
Handsy: 2d20 + 3 ⇒ (15, 10) + 3 = 28
Round 5, party's turns
| Nуarai |
Glitterdist lasts for 3 rounds, so make the best of it.
Nyarai wipes the sweat from her brow once again, she focuses, and the droplet starts shimmering. She quickly tears off a tiny piece of her shawl, and sends the thing flying on the wind. It heads in Tatterman's direction...
Touch of Fatigue, Ranged Touch, into melee: 1d20 + 3 + 1 - 4 ⇒ (20) + 3 + 1 - 4 = 20
DC 15 Fort negates, otherwise fatigued (if the creature can be) for 3 turns
| Iosif Formicidescu |
"That should have hit." Iosif says as he fires once again. He doesn't know if the Tatterman has negative energy affinity or not, so it's a bad idea to convert his cure to an inflict.
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d12 ⇒ 9
| Enoch the Wanderer |
Enoch simply steps next to the Tatterman and...
Melee +2 shortsword, flank: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 181d6 + 6 ⇒ (3) + 6 = 9 P 19-20 x2
You do something new with your makeup? Quite glittery.
| Dr. Ethyl "Doc" Ermengarde |
I moved Enoch to flank with me since that was the only way he could get a flank bonus. Also I'm dying to know if Ethyl set Enoch on fire or not.
With Enoch distracting the Tatterman and Nyarai glittering in the fog Ethyl goes for his possible vitals, informed by her recent study of doppelganger anatomy. The only thing holding her back was the primal fear of the creature.
Claw 1, defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (1) + 9 - 1 - 2 + 2 = 9
S/B: 1d6 + 1 ⇒ (1) + 1 = 2
Plus sneak: 2d6 ⇒ (5, 5) = 10
Claw 2 defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (12) + 9 - 1 - 2 + 2 = 20
S/B: 1d6 + 1 ⇒ (1) + 1 = 2
Plus sneak: 2d6 ⇒ (4, 3) = 7
Bite, defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (3) + 9 - 1 - 2 + 2 = 11
S/P/B: 1d8 + 1 ⇒ (2) + 1 = 3
Plus sneak: 2d6 ⇒ (2, 2) = 4
AC 25
| Enoch the Wanderer |
Apologies! And thanks!
Enoch (being surprisingly spry) dodges out of the way!
Ref DC 15: 1d20 + 2 ⇒ (18) + 2 = 20
| Alvar the Wayfarer |
The celestial hound vanishes in a burst of song, having accomplished very little in its time on the Material Plane. No more significant spells. Alvar realizes. Then it's time to protect them.
They invoke the protective magics that they have long since mastered, sending out a wave of defensive power to surround their allies.
Using Protective Ward. For 5 rounds, Alvar and allies within 10' of them get +1 deflection to AC.
| Enoch the Wanderer |
The Paladin salutes the Tatterman just before cutting off his head!
Melee +2 shortsword, flank: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 281d6 + 6 ⇒ (2) + 6 = 8 P 19-20 x2
Or just slicing it mostly off...
| Dr. Ethyl "Doc" Ermengarde |
Ethyl snarls in return clearly growing frustrated herself. Doubt begins to creeps into her mind.
Claw 1, defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (6) + 9 - 1 - 2 + 2 = 14
S/B: 1d6 + 1 ⇒ (2) + 1 = 3
Plus sneak: 2d6 ⇒ (2, 6) = 8
Claw 2 defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (9) + 9 - 1 - 2 + 2 = 17
S/B: 1d6 + 1 ⇒ (2) + 1 = 3
Plus sneak: 2d6 ⇒ (6, 3) = 9
Bite, defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (5) + 9 - 1 - 2 + 2 = 13
S/P/B: 1d8 + 1 ⇒ (5) + 1 = 6
Plus sneak: 2d6 ⇒ (5, 6) = 11
AC 26, ah we seem to have a stalemate.
| Nуarai |
Nyarai starts bending the fates once more. Protective runes appear around Alvar this time as she mumbles under her breath.
Standard - Protective Luck, Move - Cackle
Protective Luck on Alvar.
| Alvar the Wayfarer |
Alvar nods their gratitude to Nyarai, lifting their crossbow and firing at the shimmering doppelgänger. The bolt goes wide, and they mutter an annoyed curse, hesitating a moment before reloading. I can't get close enough to touch either of them without risking him getting his claws into me.
Crossbow vs. Tatterman: 1d20 + 4 ⇒ (9) + 4 = 13 I'm going to go out on a limb and say that misses.
If only they'd bothered to prepare mage hand, they could possibly pull the razor away from where it's lying on the floor! It wouldn't necessarily help, but it wouldn't be awful, either!
| GM Nightmare Knight |
@Iosif, I realize your first bullet should have hit, so I added the damage, reduced as it was.
Enoch and Iosif manage to strike the Tatterman, while despite the party's efforts to keep the doppelganger in sight the bogeyman is proving a hard target to hit. Tatters swings his claws at Enoch, the paladin having managed to strike him. While Enoch was able to deflect the first, the second catches his arm, dealing 8 points of damage.
Claws: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (16) + 3 = 191d8 + 1 ⇒ (6) + 1 = 71d8 + 1 ⇒ (7) + 1 = 8
1 round of glitterdust remains. Round 7, party's turns
| Enoch the Wanderer |
I believe Protective Luck for the win? AC 19 normally without any buffs, so...
Feeling the luck of the Irish, the Paladin smiles at Nyarai before resuming his neck slicing exercises...
Melee +2 shortsword, flank: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 281d6 + 6 ⇒ (1) + 6 = 7 P 19-20 x2
I feel like he's really close...are you? Close that is? It's so difficult to tell with undead.
| Dr. Ethyl "Doc" Ermengarde |
When the Tatterman turns its back to her Ethyl leaps to the attack, in desperation ignoring the prospect of eating the flesh of this horrid creature.
When she pulls back she says, bewildered, "Close? Its on top of you!"
Claw 1, defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (1) + 9 - 1 - 2 + 2 = 9
S/B: 1d6 + 1 ⇒ (3) + 1 = 4
Plus sneak: 2d6 ⇒ (3, 1) = 4
Claw 2 defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (5) + 9 - 1 - 2 + 2 = 13
S/B: 1d6 + 1 ⇒ (6) + 1 = 7
Plus sneak: 2d6 ⇒ (1, 3) = 4
Bite, defensive, shaken, flank: 1d20 + 9 - 1 - 2 + 2 ⇒ (19) + 9 - 1 - 2 + 2 = 27
S/P/B: 1d8 + 1 ⇒ (8) + 1 = 9
Plus sneak: 2d6 ⇒ (5, 6) = 11
AC 26
| Alvar the Wayfarer |
Alvar's Protective Ward should give Enoch +1 deflection to AC, which would bring his AC to 20, unless he's already got a deflection bonus... which he does if the Tatterman's the smite target, actually.
"My thanks, Nyarai." Alvar says, lifting their crossbow again to fire at the Tatterman. They utter a short curse in Infernal. "I am no warrior." Would that we had waited to deal with Zandalus.
Crossbow vs. the Tatterman, Precise Shot: 1d20 + 4 ⇒ (5) + 4 = 9 They can't all be winners.
Bolt Recovery, 1 is yes: 1d2 ⇒ 1 Well, there's that, at least.
| Nуarai |
Nyarai continues working on her wards. This time, the sigils appear around Enoch.
Standard - Protective Luck, Move - Cackle
Protective Luck on Alvar and Enoch
| GM Nightmare Knight |
Alvar gets a hero point for me forgetting their warding, and Enoch doesn't take 8 damage as Alvar spared him that.
The glittering dust fades away, and as it does the Tatterman rushes Nyarai, risking Ethyl and Enoch's attacks. Ethyl's claw misses, but Enoch's Red Destiny strikes true. Reaching Nyarai, the Tatterman rakes at her with his claws.
AoO: 1d20 + 8 ⇒ (8) + 8 = 161d20 + 11 ⇒ (13) + 11 = 241d6 + 1 ⇒ (2) + 1 = 31d6 + 6 ⇒ (5) + 6 = 11
Claws: 1d20 + 8 ⇒ (10) + 8 = 181d20 + 8 ⇒ (20) + 8 = 281d8 + 1 ⇒ (8) + 1 = 91d8 + 1 ⇒ (3) + 1 = 41d8 + 1 ⇒ (1) + 1 = 2
Confirm?: 1d20 + 8 ⇒ (11) + 8 = 19
Nyarai takes 15 points of slashing, Tatterman took some of Enoch's damage.
"Is it still funny, witch?!" The Tatterman's voice takes on a childlike aspect, tickling Nyarai's mind like she should know it from somewhere.
Round 8, Party's turns
| Enoch the Wanderer |
Smite is already used prior to this encounter, so Alvar for the win!
Enoch simply follows the Tatterman and....
Melee +2 shortsword: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 6 ⇒ (5) + 6 = 11 P 19-20 x2
Ethyl, I saved you a spot!
AC 20 plus Protective Luck
| Nуarai |
Struck hard, Nyarai grunts and stumbles back. When the creature speaks, she looks at it and tilts her head in confusion. It takes a second, but the sylph's face shifts into an expression of terror as she frantically looks around the room. "Shush and hide, or we all burn!" She shouts at the Tatterman and clutches her scarf. The thing frays into pieces that envelop her before exploding into the air, leaving nothing but the fog, threads of her red scarf, and sobs echoing in the room.
Standard - Cackle, Move - Ghost Walk and 5ft step
Protective Luck is on Alvar and Enoch
Stealth if you need it: 1d20 + 10 + 20 ⇒ (3) + 10 + 20 = 33
| Iosif Formicidescu |
Attack Again: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d12 ⇒ 11
Iosif fires at the Tatterman once again, finally nailing a decent hit this time, though the very bullet itself seems... tainted, somehow, especially to Enoch whose powers are granted by Pharasma, the antithesis of Abaddon.
| Dr. Ethyl "Doc" Ermengarde |
Ethyl thinks out loud, "It must have a weakness. It is something from nightmares and opposed to Desna. So something symbolizing Desna will be an anathema, perhaps. I don’t know why but silver in many alchemist's texts, including my own, is Desna's."
She pulls out a silver dagger and thrusts it at the Tatterman.
Silver dagger, shaken, risky: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Miss: 1d100 ⇒ 73
Piercing, silver, risky: 1d4 + 1 - 1 + 2 ⇒ (1) + 1 - 1 + 2 = 3
| Alvar the Wayfarer |
Alvar winces as Nyarai is struck by the Tatterman, stepping out from behind their cover as they reload their crossbow and fire again.
They hiss as the bolt flies across the room.
Crossbow vs. Tatterman: 1d20 + 4 ⇒ (16) + 4 = 20 That might hit!
Damage, gravity bow: 1d8 ⇒ 2
Miss Chance, low hits: 1d100 ⇒ 23
| GM Nightmare Knight |
Hero point to Ethyl for that leap of logic that worked in her favor.
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
The Tatterman's lamprey mouth widens as a chorus of shrieking voices erupts from its throat. A parade of faces twist in and out of view beneath the yellow linens as the doppelganger turns northward to those he can perceive. Activating an ability I think should have been going since the start of the fight, lol. Need the party to make DC 17 Will saves vs a fear effect or become panicked. Except Enoch, cause I didn't negate his immunity to fear in the Recruitment thread, lol. Seeing - or rather not seeing - Nyarai escape, the doppelganger takes the silver and half the bullet's damage - the bolt didn't overcome - and turns his claws back on Enoch. Even hexed, his left claw scrapes past the paladin's defenses, dealing 3 points of damage.
Claws: 1d20 + 3 ⇒ (16) + 3 = 191d20 + 3 ⇒ (18) + 3 = 211d8 + 1 ⇒ (4) + 1 = 51d8 + 1 ⇒ (2) + 1 = 3
Hexed: 1d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (20) + 3 = 23
"Desna is a flighty whore!" The Tatterman snarls, his wound from Ethyl's dagger hissing from its effectiveness.
Round 9, Party's on
| Alvar the Wayfarer |
Will vs. DC 17: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 Well, they aren't afraid.
Alvar pauses for a moment, fascinated by the doppelgänger's strange power, but swiftly lifts their crossbow again, scowling. "More games?" They ask sardonically. "Very well." They circle around to Enoch's side, chanting a quick spell and laying a hand on their fellow planestouched.
Casting their final blur on Enoch.
| Iosif Formicidescu |
Man I Miss Inspiration Already (Will Save): 1d20 + 5 ⇒ (19) + 5 = 24
"Hm. Perhaps you might be useful to elucidate my memory if you are so keen on insulting those with deific capabilities."
Iosif says as he fires, hoping to NOT miss this time.
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d12 ⇒ 7
Low = Hit: 1d100 ⇒ 80 GOD F~++ING DAMN IT.
| Dr. Ethyl "Doc" Ermengarde |
Will vs fear aura, shaken, hero point: 1d20 + 2 - 2 + 8 ⇒ (12) + 2 - 2 + 8 = 20
Ethyl grits her teeth as fear begins to overwhelm her but her rational mind asserts itself, ”No, I know your weakness and you are not so quick and nimble as you think you are. You’re the one who needs to be afraid.”
She yells, ”Enoch, Iosif! Use the silversheen now!” One vial covers one melee weapon or 20 ammunition, making them count as silver for DR reduction. It's a standard to use.
She tried to thrust the silver dagger at the Tatter man again.
Dagger, shaken, risky: 1d20 + 9 - 2 - 1 ⇒ (10) + 9 - 2 - 1 = 16
Miss, Ethyl likes being high: 1d100 ⇒ 60
Piercing, silver, risky: 1d4 + 1 - 1 + 2 ⇒ (4) + 1 - 1 + 2 = 6
| Nуarai |
Will: 1d20 + 5 ⇒ (18) + 5 = 23
While Nyarai is nowhere to be seen, her sobs (cackle) reverberate through the room as more rusty brown runes appear, this time on Ethyl.
Standard - Protective Luck, Move - Cackle, Free - 5ft step
rotective Luck on Alvar, Enoch, and Ethyl
| Enoch the Wanderer |
Enoch simply smiles as he reaches in his pockets to produce the silversheen and applies it to his magical shortsword.
Hold please....
AC 20 plus Blur plus Protective Luck
| Alvar the Wayfarer |
Oh, good, now he's got Nyarai's trick. Alvar grimaces, trying to keep their senses honed for any sign that the doppelgänger is close by. Hopefully my magic holds out. They keep half an eye on the razor on the floor, aware that the Tatterman might go for it as well. Taking a quick breath, they ready their crossbow to fire when the Tatterman returns to visibility.
Readied Attack: 1d20 + 4 ⇒ (1) + 4 = 5 Ha, nope.
Recover Bolt? 1 is yes: 1d2 ⇒ 2
| Enoch the Wanderer |
The Paladin sighs.
Pharasma has blessed/cursed me with many gifts. Seeing or neutralizing invisibility is not one of them.
Enoch decides two can play that game!
He steps further away into the fog himself.
Stealth (Dex): 1d20 + 5 ⇒ (15) + 5 = 20
| Dr. Ethyl "Doc" Ermengarde |
Ethyl steps to where she saw the Tatterman disappear and thrusts her dagger at him, relying on her keen sense of hearing to hear his breathing, footsteps, or possibly fabric on flesh. Should be to pin him down since he shouldn’t be able to move after 5ft stepping.
Perception if needed, however, shaken: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
Dagger, risky: 1d20 + 9 - 2 - 1 ⇒ (20) + 9 - 2 - 1 = 26
Miss, Ethyl likes it high: 1d100 ⇒ 44
| Iosif Formicidescu |
Not Again Chief: 1d100 ⇒ 27
Readied Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d12 ⇒ 6
Iosif levels his musket, ready to fire at a moment's notice.
| Nуarai |
As the sobs echo once again, runes continue to appear around the party members. This time, on Iosif.
Standard - Protective Luck, Move - Cackle
That would be protecive luck on everyone in the party. Except Nyarai, that is.
| GM Nightmare Knight |
Ethyl stabs into the space the Tatterman previously occupied, but she strikes not but air. As the party prepares for the return of their adversary, he reappears five feet north of his previous place and takes hexed slashes at Enoch. One claw misses, but the other just manages to strike. Hitting Enoch's FF, dealing 9 points of damage
Hexed Claw 1: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (8) + 3 = 11
Hexed Claw 2: 1d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (18) + 3 = 211d8 + 3 ⇒ (6) + 3 = 9
While Alvar's bolt misses, Iosif's bullet does not.
Round 11, Party's turns
| Enoch the Wanderer |
At the vicious slice by the devilishly deceptive Tatterman, the Paladin shrugs and returns service!
Melee +2 shortsword: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 6 ⇒ (6) + 6 = 12 P 19-20 x2
I can do this all day.
He calls upon Pharasma to heal himself.
Lay On Hands (Su): swift, 6/2: 1d6 ⇒ 1
Or once more anyway.
AC 20 plus Protective Luck
| Dr. Ethyl "Doc" Ermengarde |
Dagger, shaken, risky, flank: 1d20 + 9 - 2 - 1 + 2 ⇒ (4) + 9 - 2 - 1 + 2 = 12
Miss, Ethyl likes it high: 1d100 ⇒ 85
Ethyl can also do this all day.
| Nуarai |
Nyarai appears momentarily, not incredibly far from where she originally disappeared. Once she sees eyes on her, she offers a half-smile to the rest of the patiente before disappearing in tatters of cloth once more.
Standard - Cackle / Move - Ghostwalk
I'm just keeping up Protective luck and keeping out of sight. Don't mind me.
| Alvar the Wayfarer |
Alvar feels their warding magics fading, and with a snap decision decides that their companions would be best served by those magics' renewal. With one hand, they summon another wave of protective magic that whirls out to embrace their closest allies.
As the magic flares, they circle around the combat again, allowing the magical aura to protect Ethyl and Enoch both.
Protective Ward and move.