GM Xavier Kahlvet's Prey for Death

Game Master KingTreyIII

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Hero Points
Ajoran: 2 | Janna: 1 | Suryo: 1 | Yujin: 1


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Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8
GM Xavier Kahlvet wrote:
Unfortunately ... tesseract tunnel ... still need[s] line of sight and effect to the destination ...

OOF. That was the part I was most excited about. We'll have to retcon the addition I made to the opening assassination.

As Dragomir prepares to jump, Janna smiles cruelly and worms her way into the minds of the Gorumites below. She draws on their most primal fears, pulling at them until they're at the forefont of their minds, and giving Dragomir the aspects that they each fear most.

◆◆ Cast Fear (3rd rank) on the Gorumites below

Then with a glance over her shoulder to make sure the Roc hasn't been disturbed, she stalks along the edge and drops down behind Dragomir
◆ Stride and drop


| Strange Aeons | Prey for Death | ◆◇↻

Hero Points reset in a week

Janna attempts to frighten the Gorumites!

Will Saves:
Red; Gorum’s Bravery: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
Yellow; Gorum’s Bravery: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32
Orange: 1d20 + 24 ⇒ (4) + 24 = 28

Dragomir then descends and marks Orange for death!

Orange Fort; frightened 2: 1d20 + 22 - 2 ⇒ (19) + 22 - 2 = 39

All four Gorumite veterans Interact to draw their greatswords, as they were busy manning the springalds. Red shouts ”Our blades will bathe in your blood as an offering to Our Lord in Iron!” Demoralizing both ◆ Dragomir and ◆ Janna.

Red Intimidation vs. Dragomir Will DC; frightened 1: 1d20 + 20 - 1 ⇒ (9) + 20 - 1 = 28
Red Intimidation vs. Janna Will DC; frightened 1: 1d20 + 20 - 1 ⇒ (18) + 20 - 1 = 37

Yellow then makes a ◆◆ Vicious Swing against Dragomir! A Strike that deals an extra two dice of damage.

Yellow vs Dragomir; frightened 2: 1d20 + 26 - 2 ⇒ (19) + 26 - 2 = 43 Thank your psychic for saving you from the crit.
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (9, 7, 7, 7) + 11 = 41 plus 1d6 persistent bleed

Dragomir then begins to cast enduring might, but Yellow attempts to stop him with a follow-up attack! Since that spell has the manipulate trait.

↻ Yellow Reactive Strike vs. Dragomir; frightened 2: 1d20 + 26 - 2 ⇒ (20) + 26 - 2 = 44
Slashing Damage (doubled from crit): 2d12 + 11 ⇒ (8, 2) + 11 = 21 plus 1d6 2d6 persistent bleed

So Dragomir loses the Focus Point and does NOT gain resistance against the first Strike.

Purple Strides forward and Demoralizes Suryo!

Purple Intimidation vs. Suryo Will DC: 1d20 + 20 ⇒ (12) + 20 = 32

Green then Strides forward and swings at Suryo! Suryo then uses Nimble Dodge.

◆ Green vs Suryo w/frightened 1 & Nimble Dodge; heroism: 1d20 + 26 + 2 ⇒ (13) + 26 + 2 = 41
Slashing Damage: 2d12 + 11 ⇒ (4, 9) + 11 = 24 plus 1d6 persistent bleed

End of the round: DC 11 flat check to avoid 1 Awareness (A failure means y’all gain the Awareness)

DC 11 flat to avoid Awareness: 1d20 ⇒ 15

Death from Above
Round 2
==============
Yujin {Incendiary Aura: Round 1 of 10}
Suryo (-24) {1d6 persistent bleed; frightened 1}

Gorumite Warpriest <Orange> {frightened 2; weakness 5 to Dragomir’s next Strike}
Gorumite Warpriest <Blue>
Janna {frightened 1}
Dragomir (-83) {2d6 persistent bleed; Hunted Prey: Orange}
Gorumite Veteran <Red>
Gorumite Veteran <Yellow> {frightened 1}
Gorumite Veteran <Green> {Heroism +2}
Gorumite Veteran <Purple>
==============


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |
GM Xavier wrote:
End of the round: DC 11 flat check to avoid 1 Awareness (A failure means y’all gain the Awareness)

Ooh. Have to end the fight quick.

Yujin glances behind herself at the barrier of swords then looks back at the caster. ”Cute. But I’m not trapped in here with you. You’re trapped in here with me.”

Yujin activates her majestic presence. It is a 20-ft. radius so it’ll hit the two Gorumite Veterans. Will DC 33.

Next she calls forth columns of flames to engulf all three enemies, casting whirling flames. (Two 5-ft. radius bursts. (The orange circles on the map.) I can do up to 4, but they can’t overlap, so two gets everyone I can reach. Do you think the damage should be rolled once and be the same for each burst? Or separate for each burst? I'm thinking separate for each burst, but let me know what you think.)

Burst 1 Fire Damage: 11d6 ⇒ (4, 2, 2, 3, 5, 2, 4, 6, 6, 2, 5) = 41 Reflex DC 33
Burst 2 Fire Damage: 11d6 ⇒ (1, 6, 4, 5, 4, 2, 3, 2, 6, 1, 6) = 40

The two Gorumite Veterans are within the incendiary aura so they automatically catch fire and will take 5d4 persistent fire damage.

Lastly, she points at the priest. ”Step a little closer. My flames are reaching out to you, calling you chicken.”

◆ Majestic Presence
◆◆ Whirling Flames


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Suryo respects the demoralization attempt. Messing with the minds of one's foes is a choice tactic. He'll likely use it himself before this battle ends.

Very good, but I think your Lord in Iron will remain hungry due to your inability to secure proper offerings!

Instant Opening (auditory) GREEN is now off-guard

Reference:
Instant Opening wrote:
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.

Two quick swipes of his sabre flash out from within the darkness of his cloak.

Zealous Inevitability GREEN
Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse) (frightened 1), slashing damage, precision damage: 1d20 + 27 - 1 ⇒ (10) + 27 - 1 = 363d6 + 3 ⇒ (2, 4, 3) + 3 = 123d6 ⇒ (6, 6, 6) = 18
Debilitating Strike: enfeebled 1

Zealous Inevitability GREEN
Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse) (frightened 1), slashing damage, precision damage: 1d20 + 27 - 4 - 1 ⇒ (6) + 27 - 4 - 1 = 283d6 + 3 ⇒ (1, 1, 5) + 3 = 103d6 ⇒ (1, 5, 1) = 7
Debilitating Strike: –10-foot status penalty to Speeds

Reference:
Zealous Inevitability wrote:

You channel your zeal through a sacred weapon, bringing a foe closer to their demise. Strike a target with the required weapon. On a success, the target becomes doomed 1 or increases the value of their doomed condition by 1 (most living creatures die when they’ve reached doomed 4). Creatures doomed in this way take a status penalty to their saving throws against divine spells equal to their doomed value.

A creature that would become doomed 4 by this Strike can attempt a Will saving throw against your class DC to avoid increasing the value of their doomed condition. When this occurs, this ability gains the incapacitation trait.

Reference:
Debilitating Strike wrote:

You apply one of the following debilitations, which lasts until the end of your next turn.

Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.

DC15 Flat check vs bleeding: 1d20 ⇒ 3


| Strange Aeons | Prey for Death | ◆◇↻

Yujin presents herself in her full draconic glory…

Will Saves; Gorum’s Bravery:
Green; heroism: 1d20 + 19 + 2 + 2 ⇒ (17) + 19 + 2 + 2 = 40
Purple: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23

…then engulfs the Gorumites in flames!

Huang Yujin wrote:
Do you think the damage should be rolled once and be the same for each burst? Or separate for each burst? I'm thinking separate for each burst, but let me know what you think.)

For simplicity, I’d say it’s one damage roll, so I’ll take that first 41.

Basic Reflex:
Blue: 1d20 + 20 ⇒ (17) + 20 = 37
Green; heroism, frightened 1: 1d20 + 21 + 2 - 1 ⇒ (8) + 21 + 2 - 1 = 30
Purple; frightened 2: 1d20 + 21 - 2 ⇒ (6) + 21 - 2 = 25

Suryo makes a distracting statement then attacks Green!

MASSIVE point of order: Zealous Inevitability has the flourish trait, so it’s only once per round. First Strike hit, second one missed. FYI, don’t forget about the bonus damage from the twin trait

Persistent Bleed to Suryo: 1d6 ⇒ 2

Blue sees the damage caused by Yujin’s aura and intones ”Lord, shatter this war criminal’s magic to bring about fair combat!” ◆◆ Casting 5th-rank dispel magic

Counteract Check; Rank 5 | DC 33: 1d20 + 22 ⇒ (10) + 22 = 32

Because it’s not rank 4 or lower, the counteracting fails.

Blue then casts shield.

Orange Strides away from Dragomir then ◆◆ casts a 6th-rank heroism on Red!

Death from Above
Round 2
==============
Yujin {Incendiary Aura: Round 1 of 10}
Suryo (-26) {1d6 persistent bleed; frightened 1}
Gorumite Warpriest <Orange> {frightened 2; weakness 5 to Dragomir’s next Strike}
Gorumite Warpriest <Blue> (-20)
Janna {frightened 1}
Dragomir (-83) {2d6 persistent bleed; Hunted Prey: Orange}

Gorumite Veteran <Red> {Heroism +2}
Gorumite Veteran <Yellow> {frightened 1}
Gorumite Veteran <Green> (-71) {5d4 persistent fire; frightened 1; enfeebled 1: Round 0 of 1; Heroism +2; doomed 1 & penalty vs. divine}
Gorumite Veteran <Purple> (-41) {5d4 persistent fire; frightened 2}
==============


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

With Dragomir injured, and the sound of combat threatening to alert the rest of the fortress, Janna stops holding back the torrent of psychic energy. Magical forces start to scream around her and her eyes glow with a piercing red flame.

◇ Unleash Psyche

Can she move past Dragomir and yellow by running along the crenelations? If not she can amp a warp step to get where she's going, but I'll assume so for now

She hops up and runs lightly along the crenelations, her footsteps barely making cracking the soft layer of snow and ice until the psychic energy smashes into them like a winter storm.

◆ Stride

As she drops down between the war-priest and his frightened ally, she motions down with both of her arms and two ghostly sawtooth sabres appear in the air like extensions of body, and slice down into the gorumites.

◇ Activate Shadow Signet to target Reflex DC
◆◆ Amped Imaginary Weapon

Spell Attack vs. Orange Reflex DC, Frightened: 1d20 + 23 - 1 ⇒ (3) + 23 - 1 = 25
Dammit. Hero point!
Spell Attack vs. Orange Reflex DC, Frightened: 1d20 + 23 - 1 ⇒ (12) + 23 - 1 = 34
Slashing, Unleash: 14d8 + 14 ⇒ (3, 4, 8, 3, 1, 8, 3, 1, 2, 5, 1, 5, 1, 7) + 14 = 66

Spell Attack vs. Yellow Reflex DC, Frightened: 1d20 + 23 - 1 ⇒ (6) + 23 - 1 = 28
Slashing, Unleash: 14d8 + 14 ⇒ (8, 3, 2, 7, 1, 5, 4, 4, 8, 5, 2, 8, 3, 2) + 14 = 76

If she gets attacked she'd use Dodge Away to go away from her attacker, but only if they have more actions left


| Strange Aeons | Prey for Death | ◆◇↻

I am officially pausing Gameplay and putting the game on a temporary hiatus; see Discussion.


| Strange Aeons | Prey for Death | ◆◇↻

Alright, gonna do a full retcon of this combat, and start it all over from the beginning. Since y’all got the jump on them, I’ll allow enough time for Ajoran to Exploit Vulnerability before initiative is rolled.

Ajoran Exploit Vulnerability: 1d20 + 25 ⇒ (17) + 25 = 42

If Ajoran exploited a Veteran (Red, Yellow, Green, or Purple):
No resistances or weaknesses besides Personal Antithesis

You also know that their weakest defense, ironically, is Will, as they have a tendency to fight first and think later, which makes them resilient against fear effects. They also seem to be extremely protective of the warpriests, trying to go out of their way to ensure the warpriest doesn’t get killed.

If Ajoran exploited a Warpriest (Orange or Blue):
No resistances or weaknesses besides Personal Antithesis.

The warpriest’s’ weakest defense is Reflex. The warpriests seem to embody Gorum’s domain of might and strength, and while they tend to take a backline, support role, they are still able to hold their own in combat. Particularly because they can utter a fervent prayer to Gorum once per day to quicken casts in one fewer actions any of their spells, but that’s spell can only affect the warpriest themself.

Initiative:
Ajoran Steslth: 1d20 + 25 ⇒ (4) + 25 = 29
Janna Stealth: 1d20 + 26 ⇒ (7) + 26 = 33
Suryo Stealth: 1d20 + 27 ⇒ (12) + 27 = 39
Yujin Stealth: 1d20 + 25 ⇒ (7) + 25 = 32

Gorumite Veterans; distracted: 1d20 + 21 - 2 ⇒ (11) + 21 - 2 = 30
Gorumite Warpriests; distracted: 1d20 + 23 - 2 ⇒ (1) + 23 - 2 = 22

I’m gonna Delay the Veterans until after Ajoran, just so things can be smoother.

EDIT: Reminder that the map for this combat is on Slide 3 of the Maps.

Death from Above
Round 1
==============
Suryo [20’ above ground]
Janna [20’ above ground]
Yujin [20’ above ground]
Ajoran [20’ above ground]

Gorumite Veteran <Red>
Gorumite Veteran <Yellow>
Gorumite Veteran <Green>
Gorumite Veteran <Purple>
Gorumite Warpriest <Orange>
Gorumite Warpriest <Blue>
==============


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

The combat went the way I wanted this first time, so not to be repetitive but I'm going to probably do the same actions the first 1 or 2 rounds again.

Yujin leaps off the edge of the fortress with weapons drawn. She thrusts her sabers into the stone wall and they scrape gashes all the way down until she safely reaches the ground.

With Cat Fall, Yujin can drop safely up to 50 ft.

On the ground, she activates her incendiary aura. An invisible combustible gas emanates from Yujin's body, threatening to ignite at a smallest spark.

She calls out to the enemies with a murderous smile. "Ho! Gorumites! I've come for your lives. Let's see if you can keep me from taking them."

◆Stride (and drop off the edge)
◆◆Incendiary Aura (25-ft. emanation)

This time, I'm going to try to get everyone in the aura.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Perhaps also boring, but same :)

Suryo’s shoes sprout wins!

◆ ◆ winged sandals (fly 30 for 10m)

And floats down towards Yujin.

◆ fly

Turning to their foes he brandishes his blade from under his dark cloak.


AC 36 | HP 0/216 | Fort +27M (juggernaut), Ref +25E, Will +26L (greater resolve) | Perception +24M darkvision | Exploration: avoid notice (+28) | Conditions: +2 heroism

Before the fight, Ajoran examines the divine spellcaster directly beneath him. He retrieves a small trinket from inside of his armor: a tiny wooden greatsword, embedded with humanoid teeth.

As battle begins, Ajoran rolls his shoulders and flexes his back. Two naked, pink wings protrude from his body like knives through greasy film. The flex once, suddenly covered in snow-white feathers. With a safe landing assured, the fleshwarped assassin drops down directly in front of the warpriest. A sawtooth saber is held tightly in each hand, with the little trinket hanging from a string wrapped around his pinky.

"Battle me." he says softly.

Using Divine Wings for an easy landing and planting myself in front of the warpriest. Ready for a reaction if he runs away or tries one of his pesky spells. Also, Esoteric Reaction in case he also tries a second risky trick.

Implement's Interruption ↻:
+2 keen greater striking sawtooth saber vs Orange: 1d20 + 26 ⇒ (15) + 26 = 41 damage: 3d6 + 7 + 9 ⇒ (5, 2, 6) + 7 + 9 = 29

Esoteric Reflexes: Implement's Interruption ↻:
+2 keen greater striking sawtooth saber vs Orange: 1d20 + 26 ⇒ (17) + 26 = 43 damage: 3d6 + 7 + 9 ⇒ (2, 2, 3) + 7 + 9 = 23


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

I will also repeat my actions, but this time I can get closer as there's not a large bear in the way!

Janna stares down at the assembled Gorumites, listening to their thoughts and picking out the things they fear the most, tugging at them, and weaving Ajoran and herself amongst them.

◆◆ Cast Fear (3rd rank) on the Gorumites below

She follows up with a swift Leap down to the parapet below, landing gracefully. She flicks her hair up and gives the warrior in front of her a wink.

◆ Leap

I'd like to be adjacent to two for next turn so she won't use Dodge Away if targeted, instead she'd use Blood Vendetta at 7th Rank from her Boon


| Strange Aeons | Prey for Death | ◆◇↻

Suryo jumps down into the fray.

Janna comes down and uses her magic on the Gorumites! I’m just gonna use the results from the last post, reprinted below.

Will Saves:
Quote:
Red; Gorum’s Bravery: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
Quote:
Yellow; Gorum’s Bravery: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32
Quote:
Orange: 1d20 + 24 ⇒ (4) + 24 = 28

Yujin descends down and activates her aura.

Ajoran grows wings and descends down to threaten Orange.

The veterans Delay until after the warpriests; they know to wait for the buffs.

Orange begins ◆◆ casting a 6th-rank heroism, but is swiftly cut into by Ajoran! Crit because of the frightened, which disrupts the spell. Orange then attempts to Cast a Spell to reduce the incoming damage! Which ALSO gets disrupted because that is also a crit. Meaning a total of 122 damage (including Personal Antithesis) since you forgot the very important +6 damage bonus from Implement’s Empowerment (you are wielding an implement in one hand, so the Strike with said implement counts).

Realizing her error, Orange Strides away.

Blue, however, knows the pain this will cause and ◆◆ casts a 6th-rank heroism on Green, then Interacts to draw her greatsword.

All four Gorumite veterans Interact to draw their greatswords! Purple and Green then Stride forward and attack their respective targets!

Quote:

◆ Green vs Suryo w/frightened 1 & Nimble Dodge; heroism: 1d20 + 26 + 2 ⇒ (13) + 26 + 2 = 41

Slashing Damage: 2d12 + 11 ⇒ (4, 9) + 11 = 24 plus 1d6 persistent bleed

◆ Purple vs Yujin: 1d20 + 26 ⇒ (1) + 26 = 27

Slashing Damage: 2d12 + 11 ⇒ (12, 2) + 11 = 25 plus 1d6 persistent bleed

Red Steps over and swings at the clear threat: Ajoran!

◆ Red vs. Ajoran; frightened 1: 1d20 + 26 - 1 ⇒ (14) + 26 - 1 = 39
Slashing Damage: 2d12 + 11 ⇒ (7, 7) + 11 = 25 plus 1d6 persistent bleed

Yellow, on the other hand, makes a ◆◆ Vicious Swing at Ajoran!

Quote:

Yellow vs Dragomir Ajoran; frightened 2: 1d20 + 26 - 2 ⇒ (19) + 26 - 2 = 43 Thank your psychic for saving you from the crit.

Slashing Damage (doubled from crit); Vicious Swing: 4d12 + 11 ⇒ (9, 7, 7, 7) + 11 = 41 plus 1d6 2d6 persistent bleed
Quote:

End of the round: DC 11 flat check to avoid 1 Awareness (A failure means y’all gain the Awareness)

DC 11 flat to avoid Awareness: 1d20 ⇒ 15

GM Screen:
1d20 ⇒ 12

◇ Ajoran Tome Recall (I’m assuming you’re choosing Red:
Read the “If Ajoran exploited a Veteran” spoiler. You gain the +1 circumstance bonus to your next attack roll against Red (from tome adept benefit). We’ll also need to figure out a way to communicate which creature you’d want to Recall against in the next round, since it’s gonna affect a LOT of stuff moving forward.

Death from Above
Round 2
==============
Suryo (-24) {1d6 persistent bleed}
Janna
Yujin {Incendiary Aura: Round 1 of 10}
Ajoran (-107) {2d6 persistent bleed; Exploiting Orange; Divine Wings}

Gorumite Warpriest <Orange> (-118) {frightened 1; off-guard: until Ajoran’s turn}
Gorumite Warpriest <Blue>
Gorumite Veteran <Red>
Gorumite Veteran <Yellow> {frightened 1}
Gorumite Veteran <Green> {+2 heroism}
Gorumite Veteran <Purple>
==============


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

Yujin dodges the veteran's sword then ticks her pointer finger back and forth. "Uh uh uh. You can look, but you can't touch. When you get too close to the sun, you BURN!"

Yujin activates majestic presence. Will DC 33 that affects all three enemies near her.

Then she calls forth two columns of fire with whirling flames to engulfs the enemies before her. (Orange circles). Basic Reflex DC 33.

Whirling Flames Fire Damage: 11d6 ⇒ (2, 2, 4, 6, 1, 1, 2, 2, 6, 3, 1) = 30 That's alot of 1s and 2s. =(

Any enemy taking fire damage from the whirling flames catches fire from the incendiary aura and gains 5d4 persistent fire damage.

If Suryo attacks one of the veterans with a melee attack, Yujin will use her ↻ Opportune Backstab reaction against him.

Opportune Backstab:

Sawtooth Saber: 1d20 + 24 ⇒ (15) + 24 = 39
Damage: 3d6 + 6 ⇒ (3, 4, 1) + 6 = 14

◆Majestic Presence
◆◆Whirling Flames


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

Janna is taken aback by the ferocity of the exchange of blows between Ajoran and the Gorumites. Faced with two martial opponents and a fleeing, gravely wounded priest, she changes her plans.

I might be cheating here a bit because I know from last time that the veterans have Reactive Strike. To be fair I had guessed last time that the veterans would and the warpriest wouldn't, that's why I risked the Imaginary Weapon. This time I don't want to eat two Reactive Strikes. I'd also really like to heal Ajoran who is gravely wounded, but I'm hoping he can retreat and they can wail on Janna instead for a bit if she makes herself a threat (her healing options are all fairly weak)

She lets the mounting psychic energy explode out of her, wreathing her in a flame of anxiety and rage.

◇ Unleash Psyche

"Watch your form!" She barks at Ajoran as she steps back and summons her enraged mantra.

Your blood to me. Your life to me. Your blood to me. Your ...

The Gorumites start to bleed from their eyes and noses and the blood streams float toward Janna, who looks completely unhinged.

◆ Step
◆◆ Cast 7th Rank Vampiric Exanguination
Void, Unleashed: 14d6 + 14 ⇒ (5, 2, 4, 1, 2, 2, 6, 4, 2, 4, 5, 5, 5, 1) + 14 = 62


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Suryo joins Yujin in the demoralization of their foes.

Hmm, that's not going to hurt for long. But this... might last longer!

Instant Opening GREEN is now off-guard

Reference:
Instant Opening wrote:
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.

Debilitating Strike: enfeebled 1

Reference:
Debilitating Strike wrote:

You apply one of the following debilitations, which lasts until the end of your next turn.

Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.

His sabre slashes out from under his cloak at his aggressor...

Zealous Inevitability (DC33) GREEN
Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 ⇒ (19) + 27 = 46
slashing damage: 3d6 + 3 ⇒ (1, 2, 6) + 3 = 12
sneak attack precision damage: 3d6 ⇒ (6, 6, 6) = 18

Reference:
Zealous Inevitability wrote:

You channel your zeal through a sacred weapon, bringing a foe closer to their demise. Strike a target with the required weapon. On a success, the target becomes doomed 1 or increases the value of their doomed condition by 1 (most living creatures die when they’ve reached doomed 4). Creatures doomed in this way take a status penalty to their saving throws against divine spells equal to their doomed value.

A creature that would become doomed 4 by this Strike can attempt a Will saving throw against your class DC to avoid increasing the value of their doomed condition. When this occurs, this ability gains the incapacitation trait.

and just as quickly he turns the blade while his arm is straight out and rakes it back across the Gorumite...

Debilitating Strike: –10-foot status penalty to its Speeds

Zealous Inevitability (DC33) GREEN
Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 - 4 ⇒ (2) + 27 - 4 = 25
slashing damage: 3d6 + 3 ⇒ (5, 2, 6) + 3 = 16
sneak attack precision damage: 3d6 ⇒ (5, 3, 2) = 10

The cloak conceals him gritting his teeth against the bleed.

Never show the pain...

persistent bleed: 1d6 ⇒ 6
DC15 flat check: 1d20 ⇒ 18


AC 36 | HP 0/216 | Fort +27M (juggernaut), Ref +25E, Will +26L (greater resolve) | Perception +24M darkvision | Exploration: avoid notice (+28) | Conditions: +2 heroism

Ajoran nearly vomits from the sudden pain of having blades slicing through his insides. Were it not for Janna's interference, he may be face down in a pool of his own blood!

Speaking of blood, his eyes flicker down to see how much he's still losing. 'Can't hide.' he thinks, knowing his invisibility magic wouldn't work if a continual trail of his glittery-gold blood was giving him away.

Though the prospect of being put on the backfoot is highly undesirable, Ajoran puts his trust in Janna's magic to turn the tide in his stead. He takes a cautious step back and treats himself with emergency healing magic.

5th rank heal: 5d8 + 40 ⇒ (2, 6, 4, 3, 5) + 40 = 60

persistent bleed: 2d6 ⇒ (1, 6) = 7
DC 15 check to remove bleed: 1d20 ⇒ 13

Next round: Tome Adept roll vs Yellow:
esoteric lore: 1d20 + 25 + 1 ⇒ (6) + 25 + 1 = 32


| Strange Aeons | Prey for Death | ◆◇↻

Suryo attacks Green! Note: Yujin has Gang Up, so the Instant Opening isn’t needed here, so I’ll just have you make another Strike. Crit on the Zealous Inevitability.

Suryo vs. Green OG; 3rd, ahile: 1d20 + 27 - 8 ⇒ (6) + 27 - 8 = 25
Slashing Damage; Sneak Attack: 3d6 + 3 + 3d6 ⇒ (1, 4, 3) + 3 + (6, 1, 4) = 22

Yujin engulfs the Gorumites in her Draconic majesty!

Will Saves:
Blue: 1d20 + 24 ⇒ (9) + 24 = 33
Quote:

Green; heroism, Gorum’s Bravery: 1d20 + 19 + 2 + 2 ⇒ (17) + 19 + 2 + 2 = 40

Purple; Gorum’s Bravery: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23

Then engulfs them in flame! I’m gonna invalidate that 30 damage you rolled and use the 41 from the first iteration of this combat.

Basic Reflex:
Quote:

Blue; frightened 1: 1d20 + 20 - 1 ⇒ (17) + 20 - 1 = 37 36

Green; heroism, frightened 1: 1d20 + 21 + 2 - 1 ⇒ (8) + 21 + 2 - 1 = 30
Purple; frightened 2 4: 1d20 + 21 - 2 4 ⇒ (6) + 21 - 2 4 = 25 23

And Blue Casts a Spell as her own strength cuts through the fire! Blue reduces the damage by 16.

Janna unleashes her emotions and attempts to drain the Gorumites of their blood!

Basic Fort:
Orange; frightened 1: 1d20 + 22 - 1 ⇒ (7) + 22 - 1 = 28
Red: 1d20 + 23 ⇒ (14) + 23 = 37
Yellow; frightened 1: 1d20 + 23 - 1 ⇒ (12) + 23 - 1 = 34

Ajoran steps away and heals himself. You didn’t actually move your token, so I moved it for you.

Blue casts shield then incants ”Lord Gorum, protect this faithful servant with mine own vital energy!” Suddenly a silvery, ephemeral cord connects Blue with Purple. ◆◆ Cast a Spell. I will just let the cat out of the bag and tell you it’s a share life.

Orange is suddenly infused with divine vigor as she shouts ”Blood, not rust!” ↻ Fervent Casting: the warpriest’s next spell takes one fewer action to cast (minimum 1 action), but the spell can only affect the warpriest; no one else. She then ◆ casts a “two”-action, 6th-rank heal on herself.

Healing: 6d8 + 48 ⇒ (8, 2, 6, 3, 2, 5) + 48 = 74

”Will you fight?!” ◆◆ Cast a Spell: bless.

Red and Yellow Step forward as Purple and Green attempt to Demoralize Yujin and Suryo.

◆ Green Intimidation vs Suryo; heroism, frightened 1: 1d20 + 20 + 2 - 1 ⇒ (8) + 20 + 2 - 1 = 29

◆ Purple Intimidation vs Yujin; frightened 4: 1d20 + 20 - 4 ⇒ (9) + 20 - 4 = 25

Then all the veterans make a ◆◆ Vicious Swing!

Red vs Ajoran; bless: 1d20 + 26 + 1 ⇒ (3) + 26 + 1 = 30
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (2, 9, 6, 11) + 11 = 39 plus 1d6 persistent bleed

Yellow vs Ajoran; bless, frightened 1: 1d20 + 26 + 1 - 1 ⇒ (16) + 26 + 1 - 1 = 42
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (7, 6, 10, 2) + 11 = 36 plus 1d6 persistent bleed

Green vs Suryo; heroism, frightened 1: 1d20 + 26 + 2 - 1 ⇒ (8) + 26 + 2 - 1 = 35
Slashing Damage; Vicious Swing, enfeebled 1: 4d12 + 11 - 1 ⇒ (1, 10, 7, 7) + 11 - 1 = 35 plus 1d6 persistent bleed

Purple vs Yujin; frightened 4: 1d20 + 26 - 4 ⇒ (4) + 26 - 4 = 26
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (3, 4, 9, 9) + 11 = 36 plus 1d6 persistent bleed

Persistent Damage:
Green Fire: 5d4 ⇒ (4, 1, 4, 1, 4) = 14
DC 15 flat: 1d20 ⇒ 4

Blue Fire: 5d4 ⇒ (3, 2, 3, 2, 1) = 11
DC 15 flat: 1d20 ⇒ 8

Purple Fire (halved from Share Life): 5d4 ⇒ (3, 2, 1, 3, 3) = 12
DC 15 flat: 1d20 ⇒ 3

◇ Ajoran Tome:
The veterans can either pin you with a well-thrown javelin, or can cast divine focus spells related to Gorum’s domain of zeal. Technically the Recsll Knoeledge is a secret check, but since you get a benefit whenever you succeed at the one from the tome then it…kinda makes it moot. Anyway, regular failure, so no circumstance bonus to attack.

DC 11 flat to avoid gaining Awareness: 1d20 ⇒ 2

Anyone can spend a Hero Point to reroll that, but for now I'm marking it that the party gained 1 Awareness.

Death from Above
Round 3
==============
Suryo (-65) {1d6 persistent bleed}
Janna (+31)
Yujin {Incendiary Aura: Round 2 of 10}
Ajoran (-90) {2d6 persistent bleed; Exploiting Orange; Divine Wings}

Gorumite Warpriest <Orange> (-180) {Bless 15’: Round 0 of 10}
Gorumite Warpriest <Blue> (-21) {5d4 persistent fire; Share Life: Purple}
Gorumite Veteran <Red> (-31)
Gorumite Veteran <Yellow> (-31)
Gorumite Veteran <Green> (-115) {5d4 persistent fire; +2 heroism; doomed 1 & penalty vs divine}
Gorumite Veteran <Purple> (-88) {5d4 persistent fire; frightened 3; Share Life: Blue}
==============


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |
GM Xaver wrote:
Anyone can spend a Hero Point to reroll that, but for now I'm marking it that the party gained 1 Awareness

I have hero points to use. I'll reroll that.

Flat DC 11: 1d20 ⇒ 1 Well crap.

Yujin sees the warpriest resist some of her fire and retorts. "Fancy trick. Let's see if you can do the same with the divine flames of heaven! Soon you will all be nothing but ash and bone!"

Yujin steps back and casts divine immolation (Level 6). Reflex DC 33. (White circle) White hot divine flames scour the entire eastern crenellation.

Fire or Spirit Damage: 7d6 ⇒ (4, 3, 2, 4, 4, 1, 4) = 22

On a failure, they also take 3d6 persistent spirit damage or 6d6 on a critical failure. My spells are divine for green's penalty vs. divine.

◆Step
◆◆Divine Immolation

If Yujin can't step on that diagonal space, she can step behind Suryo instead.

Since Suryo goes before Yujin, she might be able to get another ↻ opportune backstab reaction in before she steps out of melee range. If she does...

Opportune Backstab:
Sawtooth Saber: 1d20 + 24 ⇒ (15) + 24 = 39
Damage: 3d6 + 6 ⇒ (1, 5, 2) + 6 = 14


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

Flush with stolen blood, Janna tempts her opponents attention away from Ajoran with the judicious application of medicine...

◆ Battle Medicine DC 30 since I've got a hero point
Medicine, item: 1d20 + 23 + 1 ⇒ (5) + 23 + 1 = 29

I shouldn't have mentioned the hero point. I'm not sure of the ordering, but if I got crit here I'd prefer not to spend the hero point obviously. Either way she'd use her Achaekek moderate boon against an attacker

Medicine, item: 1d20 + 23 + 1 ⇒ (3) + 23 + 1 = 27
Sigh. Sorry Ajoran!

She then screams with pain and fury and brings her arms down towards both Gorumites, and psychic sabres coalesce and attack them both!

◇ Activate Shadow Signet to target Reflex DC
◆◆ Amped Imaginary Weapon

Spell Attack vs. Red Reflex DC: 1d20 + 23 ⇒ (16) + 23 = 39
Slashing, Unleash: 14d8 + 14 ⇒ (4, 3, 3, 6, 4, 6, 1, 1, 1, 5, 3, 6, 4, 3) + 14 = 64

Spell Attack vs. Yellow Reflex DC: 1d20 + 23 ⇒ (6) + 23 = 29
Slashing, Unleash: 14d8 + 14 ⇒ (2, 1, 5, 3, 3, 1, 4, 7, 5, 1, 5, 8, 7, 7) + 14 = 73

If that's a miss:

other hero point!
Spell Attack vs. Yellow Reflex DC: 1d20 + 23 ⇒ (3) + 23 = 26
Gah!

If she gets attacked she'd use Dodge Away to go away from her attacker if she can


AC 36 | HP 0/216 | Fort +27M (juggernaut), Ref +25E, Will +26L (greater resolve) | Perception +24M darkvision | Exploration: avoid notice (+28) | Conditions: +2 heroism

The aasimar grits his teeth after seeing the warpriest's wounds begin to mend. Divine casters are always the most tenacious ones. With a trained soldier in his face, Ajoran doesn't have the personal space to go searching for a useful implement. Instead, He raises his blades while locking eyes with his opponent and attempts to project his killing intent through his unblinking stare alone.

Intimidate to demoralize Red: 1d20 + 25 ⇒ (3) + 25 = 28

Then, he brings his blades down in hopes of shredding his opponent right away.

+2 keen greater striking sawtooth saber vs Red (twin feint): 1d20 + 26 ⇒ (8) + 26 = 34 damage: 3d6 + 7 ⇒ (1, 6, 4) + 7 = 18
+2 keen greater striking sawtooth saber vs Red (twin feint, twin, vs off-guard): 1d20 + 26 ⇒ (18) + 26 = 44 damage: 3d6 + 7 + 3 ⇒ (6, 6, 4) + 7 + 3 = 26

Demoralize
◆◆ Twin Feint

But the assassin still bleeds...
Persistent bleed: 2d6 ⇒ (1, 6) = 7
DC 15 Flat Check to end bleed: 1d20 ⇒ 6

And in case it comes up....

↻ Opportune Backstab:
+2 keen greater striking sawtooth saber vs ???: 1d20 + 26 ⇒ (2) + 26 = 28 damage: 3d6 + 7 ⇒ (3, 1, 2) + 7 = 13

Tome Adept roll vs Red:
Ajoran searches his tome, attempting to cross reference the opponent's fighting style even as he attempts to dodge his blows...
esoteric lore: 1d20 + 25 + 1 ⇒ (9) + 25 + 1 = 35


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Since Yujin backed away, I take it Gang-up doesn't apply anymore?

Your doom will soon deepen! It quickens the approach of your irreversible death!

Instant Opening GREEN is now off-guard

Reference:
Instant Opening wrote:
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.

On cue, his spindly arm thrusts the blade forward again

Zealous Inevitability (DC33) GREEN
Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 ⇒ (20) + 27 = 47
slashing damage: 3d6 + 3 ⇒ (4, 5, 1) + 3 = 13
sneak attack precision damage: 3d6 ⇒ (1, 3, 4) = 8

Debilitating Strike: enfeebled 1

Reference:
Debilitating Strike wrote:

You apply one of the following debilitations, which lasts until the end of your next turn.

Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.

◆ Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 - 4 ⇒ (19) + 27 - 4 = 42
slashing damage: 3d6 + 3 ⇒ (4, 3, 1) + 3 = 11
sneak attack precision damage: 3d6 ⇒ (5, 4, 6) = 15

Debilitating Strike: –10-foot status penalty to its Speeds

Suryo made the flat check last round. I *think* persistent bleed should be gone?


| Strange Aeons | Prey for Death | ◆◇↻

Oh jeez, COMPLETELY forgot to heal Orange with that heal last turn.

Huang Yujin wrote:
I have hero points to use. I'll reroll that.

Good news, I’ll give the Hero Point right back since it didn’t really change anything.

Suryo Lestari wrote:
Suryo made the flat check last round. I *think* persistent bleed should be gone?

Except you got hit again, so the bleed got re-applied.

Also, as Yujin said, you’re going first, so the Gang Up still applies. So an extra Strike, I suppose.

Suryo vs Green OG; 3rd, agile: 1d20 + 27 - 8 ⇒ (17) + 27 - 8 = 36
Slashing Damage; Sneak Attack: 3d6 + 3 + 3d6 ⇒ (6, 4, 2) + 3 + (4, 4, 4) = 27

Suryo swings three times and damages Green each time! First is obviously a crit, second only crits because of keen, and third is a solid hit. Yet, Green is still standing! However, it is enough of an oppening for Yujin to make an Opportune Backstab! Technically the Opportune Backstab triggers from the first Strike.

Tangents:
And it is at this point that I am going to explain that, for NPCs, it’s basically assumed that they die when they hit 0 HP, as opposed to going through the death and dying rules, because it’s just easier that way. There miiiight be exceptions for specific NPCs, but for now that’s what the standing rule is going to be.

Also, funny aside, Opportune Backstab technically triggers at a successful Strike, so it actually resolves before damage is rolled on the triggering Strike.

EDIT: I resolved turns out of order; I resolved Yujin’s turn before Janna’s. They had minimal impact with each other, so it’s a moot point, but just putting this here so I don’t hae to rework all of the d20 rolls.

Huang Yujin wrote:
If Yujin can't step on that diagonal space, she can step behind Suryo instead.

Yeah, I’m gonna go with no.

Yujin moves back and brings divine fire upon the Gorumites!

Basic Reflex:
Blue: 1d20 + 20 ⇒ (7) + 20 = 27
Purple; frightened 3: 1d20 + 21 - 3 ⇒ (13) + 21 - 3 = 31

Blue Shield Blocks the spell which shield CAN do; reduces it by 15 then is burned with spiritual energy from herself and Purple! Techincally, the way divine immolation is written means that she takes the 3d6 persistent damage as spirit damage, which will stack with the 5d4 persistent fire.

NOW resolving Janna’s turn

Janna attempts to patch up Ajoran, which triggers a response from the veterans!

↻ Red RS vs Janna; bless: 1d20 + 26 + 1 ⇒ (17) + 26 + 1 = 44
Slashing Damage (doubled from crit): 2d12 + 11 ⇒ (5, 3) + 11 = 19 plus 1d6 2d6 persistent bleed

But the psychic then retaliates with the blessing of Achaekek! ↻ 7th-rankBlood Vendetta

Red basic Will: 1d20 + 19 ⇒ (4) + 19 = 23 Oh. Oh no.

And blood erupts from Red’s body! I’m not gonna bother keeping track of the weakness 1 to slashing/piercing, because it doesn’t scale and it’s just one-too-many-things to keep track of. Plus it’s just 1 damage here and there. Anyway, 12d6 persistent bleed damage.

↻ Yellow RS vs Janna; bless: 1d20 + 26 + 1 ⇒ (5) + 26 + 1 = 32
Slashing Damage: 2d12 + 11 ⇒ (8, 6) + 11 = 25 plus 1d6 persistent bleed

Janna then manifests psychic sabers and attacks the veterans! Reroll failed, so I’m giving the Hero Point back.

Janna Persistent Bleed: 2d6 ⇒ (4, 2) = 6
DC 15 flat: 1d20 ⇒ 10

Suryo Persistent Bleed (because I forgot earlier): 1d6 ⇒ 5
DC 15 flat: 1d20 ⇒ 15

Ajoran’s attempts to frighten prove futile, but he nevertheless slices into the veteran! First one hits, second one crits. Once again, you forgot the +6 to damage from Implement’s Empowerment.

Blue growls as he points his sword. ”Feel Elysium’s wrath!” ◆◆ Cast a Spell: 4th-rank divine wrath

Fort Saves:
Spirit Damage: 4d10 ⇒ (9, 7, 6, 1) = 23
Suryo; Avenger Dedication: 1d20 + 20 + 1 ⇒ (11) + 20 + 1 = 32 Success Only because of the +1
Yujin: 1d20 + 21 ⇒ (16) + 21 = 37 Success

Yujin then retaliates by casting blinding fury!

Blue Will: 1d20 + 24 ⇒ (2) + 24 = 26 Failure

Blue then casts a heal on herself.

Healing: 6d8 ⇒ (1, 1, 1, 7, 3, 4) = 17

Orange sees the profuse bleeding coming from Red and shouts ”Blood, not rust!” ◆◆ Cast a Spell: 6th-rank heal.

Healing: 6d8 + 48 ⇒ (5, 3, 6, 8, 6, 3) + 48 = 79

She then Sustains the bless to increase its radius.

Purple Steps over and attacks Yujin!

◆◆ Purple Vicious Swing vs. Yujin; frightened 3: 1d20 + 26 - 3 ⇒ (12) + 26 - 3 = 35
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (3, 4, 11, 5) + 11 = 34 plus 1d6 persistent bleed

Red and Yellow each attempt to Demoralize the person in front of them…

◆ Red Intimidation vs. Ajoran Will DC: 1d20 + 20 ⇒ (13) + 20 = 33

◆ Yellow Intimidation vs. Janna Will DC: 1d20 + 20 ⇒ (12) + 20 = 32

Then both swing at Ajoran!

◆◆ Red Vicious Swing vs. Ajoran w/frightened 1; bless: 1d20 + 26 + 1 ⇒ (1) + 26 + 1 = 28
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (12, 6, 5, 11) + 11 = 45

◆◆ Yellow Vicious Swing vs. Ajoran w/frightened 1; bless: 1d20 + 26 + 1 ⇒ (4) + 26 + 1 = 31
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (4, 9, 4, 8) + 11 = 36

A BUNCH of persistent damage:
Blue Fire: 5d4 ⇒ (1, 2, 4, 4, 4) = 15
DC 15 flat: 1d20 ⇒ 5

Blue Spirit: 3d6 ⇒ (3, 5, 6) = 14
DC 15 flat: 1d20 ⇒ 7

Red Bleed: 12d6 ⇒ (6, 5, 3, 2, 5, 5, 2, 6, 3, 6, 3, 5) = 51
DC 15 flat: 1d20 ⇒ 8

Purple Fire (halved from share life): 5d4 ⇒ (2, 2, 4, 2, 3) = 13
DC 15 flat: 1d20 ⇒ 5

Purple Spirit (halved from share life): 3d6 ⇒ (1, 3, 4) = 8
DC 15 flat: 1d20 ⇒ 1

DC 11 flat to not gain Awareness: 1d20 ⇒ 6 Once again, someone can use a Hero Point to reroll, but for now I’m gonna assume that y’all don’t.

◇ Ajoran Tome Recall:
I’m just gonna say you don’t remember anything, because I’m too lazy to come up with something since y’all have basically seen the extent of what these guys can do. Also, you can now no longer attempt checks to Recall Knowledge about the veterans.

Death from Above
Round 4
==============
Suryo (-81)
Janna (-13) {2d6 persistent bleed}
Yujin (-34) {1d6 persistent bleed; Incendiary Aura: Round 3 of 10}
Ajoran (-97) {frightened 1; 2d6 persistent bleed; Exploiting Orange; Divine Wings}

Gorumite Warpriest <Orange> (-106) {Bless 25’: Round 1 of 10}
Gorumite Warpriest <Blue> (-59) {5d4 persistent fire; 3d6 persistent spirit; Share Life: Purple; blinding fury vs Yujin: Round 0 of 10}
Gorumite Veteran <Red> (-155) {12d6 persistent bleed; off-guard until Ajoran’s turn}
Gorumite Veteran <Yellow> (-31)
Gorumite Veteran <Purple> (-108) {5d4 persistent fire; 3d6 persistent spirit; frightened 2; Share Life: Blue}
==============


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |
GM Xavier wrote:
Yujin then retaliates by casting ↻ blinding fury!

I'd rather save my reaction for another Opportune Backstab against Purple if Suryo triggers it, please. I don't know if blinding fury will be that beneficial against a spellcaster. Against a fighter like the Veteran, yes, because it can potentially attack multiple times. Against the warpriest, no. Since the hidden effect only lasts until the end of the enemy's turn, the warpriest will be able to see Yujin again on its next turn and will probably only cast one spell. Also, it's a Level 6 spell, and I might need those.

If triggered...

↻ Opportune Backstab:
Sawtooth Saber: 1d20 + 24 ⇒ (9) + 24 = 33
Damage: 3d6 + 6 ⇒ (5, 4, 1) + 6 = 16

I'll try to reroll the Awareness check again.

Flat DC 11: 1d20 ⇒ 15

Gorumite Warpriest wrote:
Blue growls as he points his sword. ”Feel Elysium’s wrath!”

"Elysium's wrath cannot compare to the wrath that burns inside me!"

Yujin charges at the Warpriest. As she charges, her saber and arm morph into a mantis' raptorial foreleg and rakes the warpriest.

Yujin strides and casts gouging claw targeting warpriest (blue).

Gouging Claw: 1d20 + 23 ⇒ (20) + 23 = 43
Slashing Damage: 8d6 ⇒ (6, 6, 3, 3, 2, 4, 4, 6) = 34 Critical hit! 68 damage plus 16 persistent bleed.

If the Veteran is still alive, this will probably trigger the Veteran's reaction strike. I'll risk it.

◆Stride
◆◆Gouging Claw (Warpriest [blue])

I know Suryo is getting low on hp. I'll heal next round if he needs but I think prioritizing killing the enemies as fast as possible is important to not rack up awareness points.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
Huang Yujin wrote:
I know Suryo is getting low on hp. I'll heal next round if he needs but I think prioritizing killing the enemies as fast as possible is important to not rack up awareness points.

Yeah, I think that makes sense for now.

Suryo smiles through the hits, continuing to menace his foes.

Okie, this time I don't believe Gang Up applies as Yujin has moved away.

One down! his raspy voice declares.

Instant Opening PURPLE is now off-guard

Reference:
Instant Opening wrote:
You distract your opponent with a few choice words or a rude gesture. Choose a target within 30 feet. It’s off-guard against your attacks until the end of your next turn. Depending on the way you describe your distraction, this action gains either the auditory or visual trait.

The MO for this round is take out Purple and quickly move to blue to recover gang-up and opportune backstabs.

◆ Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 ⇒ (16) + 27 = 43
slashing damage: 3d6 + 3 ⇒ (4, 1, 4) + 3 = 12
sneak attack precision damage: 3d6 ⇒ (2, 3, 6) = 11

IFF PURPLE is NOT down:

◆ Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 - 4 ⇒ (11) + 27 - 4 = 34
slashing damage: 3d6 + 3 ⇒ (4, 5, 5) + 3 = 17
sneak attack precision damage: 3d6 ⇒ (1, 3, 3) = 7

ELSE IFF PURPLE IS down, ◆Stride to N of Yujin (and I suppose the spoiler'd roll could be used for possible opportune backstab).


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

IF Yujin was still nearby when Suryo took his attacks:
…and no Instant Opening was needed, and purple was still not down after two attacks (so no stride)

Else use the previous attack.

◆ Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 - 8 ⇒ (16) + 27 - 8 = 35
slashing damage: 3d6 + 3 ⇒ (4, 6, 5) + 3 = 18
sneak attack precision damage: 3d6 ⇒ (5, 4, 3) = 12


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

In order to avoid delaying things as Ajoran and I wait for each other's responds, I'll post both possibilities and Ajoran can decide if he wants to get teleported

The cuts and sudden flashes of psychic energy drain Janna's mental resources, and the swirling vortex of unchained emotions collapse into her.

For a second her eyes go wild, darting around her. All she hears is the pounding of her heart and her ragged breath, but she's been here a hundred times before and she quickly collects herself.

She steps back and speaks to Ajoran, her voice pitched perfectly to be audible over the combat, but no more.

"Shall we kill that priest?"

◆ Step

If he agrees:

DC 6 Flat: 1d20 ⇒ 14
◆◆ Cast Collective Transposition targetting herself and Ajoran.

She grabs hold of Ajoran's shoulder with one hand, and with her other jams her staff into the air, except it seems to catch. With a sudden twist both of them shatter into tesselating kaleidoscope reflections at the same time as a thousand other such reflections appear and begin rotating near the priest. In a second, only the latter remain, and their geometric nature becomes instantly forgotten as they perfectly align again to form Janna and Ajoran

If he declines:

With her head pounding, she doesn't want to risk a spell, so she plunges her hand into one of her alchemy pouches to grab a pinch of activator, dips it into another, and then offers the resulting concotion up to Ajoran's lips without a word of explanation.

◆ Quick Alchemy a Greater Numbing Tonic
◆ Interact to give it to Ajoran

Edit: I forgot about the awareness, let's spend a hero point to reroll that

1d20 ⇒ 12


| Strange Aeons | Prey for Death | ◆◇↻

So, since Yujin has 3 Hero Points, I’m going to take theirs for the reroll to avoid Awareness.

Suryo attacks Purple! Gonna assume that you did Zealous Inevitibility on the first attack. First attack is a crit, but again, share life. Second and third attacks also hit. Gonna assume you do Debilitating Strike when you can, so he’s enfeebled 1 and -10 feet to Speed.

As Suryo attacks, Yujin makes an Opportune Backstab that Suryo follows up with an Opportune Backstab of his own! Which does still take MAP. The exact placement of the Opportune Backstab from Suryo is kinda irrelevant, as it’s basically just “a fourth Strike.”

↻ Suryo Opportune Backstab vs Purple w/frightened 2; 3rd, agile: 1d20 + 27 - 8 ⇒ (20) + 27 - 8 = 39
Slashing Damage (doubled from crit); Sneak Attack: 3d6 + 3 + 3d6 ⇒ (6, 3, 3) + 3 + (1, 5, 2) = 23

And despite being utterly sliced into by both Suryo and Yujin, Purple STILL remains standing thanks to Blue’s magic!

Janna Ravanos wrote:
"Shall we kill that priest?"

Botting Ajoran: Ajoran flips through his tome, not liking what he’s reading, and says ”Target the healer.”

Janna nods and teleports herself and Ajoran to the priest!

Yujin moves over toward Blue, causing a Reactive Strike from Purple!

↻ Purple RS vs Yujin; frightened 2: 1d20 + 26 - 2 ⇒ (6) + 26 - 2 = 30
Slashing Damage; enfeebled 1: 2d12 + 11 - 1 ⇒ (11, 10) + 11 - 1 = 31 plus 1d6 persistent bleed

Then Yujin slices into Blue, but by some miracle, she is still standing!

ACTUALLY botting Ajoran now: Ajoran flips through his tome to find some key information that would help him! ◆ Intensify Vulnerability: Tome

Basically Devise a Stratagem: 1d20 ⇒ 12

He quickly retrieves his implement saber and attacks Orange!

◆ Ajoran vs Orange OG; frightened 1: 1d20 + 26 - 1 ⇒ (20) + 26 - 1 = 45
Slashing Damage (doubled from crit); Implement’s Empowerment: 3d6 + 7 + 6 ⇒ (2, 1, 5) + 7 + 6 = 21 plus 9 Personal Antithesis (NOT doubled)

Then he uses the knowledge from his tome against the warpriest! Substitutes that 12 for his d20 roll on this attack.

◆ Ajoran vs. Orange OG; 2nd, agile, frightened 1: 12 + 26 - 4 - 1 = 33
Slashing Damage; Implement’s Empowerment, twin: 3d6 + 7 + 6 + 3 ⇒ (3, 2, 5) + 7 + 6 + 3 = 26 plus 9 Personal Antithesis

PC Persistent Damage:
Janna Bleed: 2d6 ⇒ (2, 3) = 5
DC 15 flat: 1d20 ⇒ 17

Yujin Bleed: 1d6 ⇒ 1
DC 15 flat: 1d20 ⇒ 3

Ajoran Bleed: 2d6 ⇒ (2, 5) = 7
DC 15 flat: 1d20 ⇒ 11

Blue has the wind knocked out of her, but she screams in prayer ”Blood, not rust!” ↻ Fervent Casting followed by a ◆ “two” action heal.

Healing: 6d8 + 48 ⇒ (1, 7, 7, 6, 3, 1) + 48 = 73

She then slams a hand against Yujin’s chest as she casts a 6th-rank harm!

Void Damage: 6d8 ⇒ (4, 2, 1, 7, 6, 5) = 25

Yujin basic Fort: 1d20 + 21 ⇒ (16) + 21 = 37

She then swings her greatsword at Yujin!

◆ Blue vs. Yujin: 1d20 + 23 ⇒ (13) + 23 = 36
Slashing Damage: 2d12 + 7 ⇒ (3, 5) + 7 = 15

Orange, however, is in a much stickier predicament. She decides to attempt to cast shield

↻ Ajoran Implement’s Interruption vs Orange OG: 1d20 + 26 ⇒ (14) + 26 = 40
Slashing Damage (doubled from crit); Implement’s Empowerment: 3d6 + 7 + 6 ⇒ (6, 1, 3) + 7 + 6 = 23 plus 9 Personal Antithesis (NOT doubled)

And this proves to be Orange’s downfall, as she is cut down in her attempt to protect herself!

Purple decides to ignore Suryo in favor of punishing the person who attacked the healer! He Strides, then attacks Yujin!

◆◆ Purple Vicious Swing vs Yujin; frightened 2: 1d20 + 26 - 2 ⇒ (3) + 26 - 2 = 27
Slashing Damage; Vicious Swing, enfeebled 1: 4d12 + 11 - 1 ⇒ (4, 9, 3, 11) + 11 - 1 = 37 plus 1d6 persistent bleed

Red and Yellow both Stride forward toward their respective targets and attack!

◆◆ Red Vicious Swing vs Ajoran: 1d20 + 26 ⇒ (5) + 26 = 31
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (7, 12, 2, 8) + 11 = 40 plus 1d6 persistent bleed

But Janna attempts to Dodge Away!

◆◆ Yellow Vicious Swing vs Janna w/Dodge Away: 1d20 + 26 ⇒ (17) + 26 = 43
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (12, 1, 8, 2) + 11 = 34 plus 1d6 persistent bleed

Enemy Persistent Damage:
16 bleed to Blue
DC 15 flat: 1d20 ⇒ 4

Blue Fire: 5d4 ⇒ (1, 1, 3, 4, 3) = 12
DC 15 flat: 1d20 ⇒ 17

Blue Spirit: 3d6 ⇒ (6, 1, 1) = 8
DC 15 flat: 1d20 ⇒ 6

Red Bleed: 12d6 ⇒ (6, 4, 1, 1, 6, 2, 2, 6, 6, 2, 2, 3) = 41
DC 15 flat: 1d20 ⇒ 6

Purple Fire (halved from share life): 5d4 ⇒ (4, 1, 3, 3, 2) = 13
DC 15 flat: 1d20 ⇒ 16

Purple Spirit (halved from share life): 3d6 ⇒ (4, 6, 1) = 11
DC 15 flat: 1d20 ⇒ 1

Death from Above
Round 5
==============
Suryo (-81)
Janna (-52) {1d6 persistent bleed; stupefied 1: round 1 of 2}
Yujin (-62) {1d6 persistent bleed; Incendiary Aura: Round 4 of 10}
Ajoran (-104) {2d6 persistent bleed; Divine Wings}

Gorumite Warpriest <Blue> (-180) {16 persistent bleed; 3d6 persistent spirit; Share Life: Purple}
Gorumite Veteran <Red> (-196) {12d6 persistent bleed}
Gorumite Veteran <Yellow> (-31)
Gorumite Veteran <Purple> (-200) {5d4 persistent fire; 3d6 persistent spirit; frightened 1; doomed 1 & penalty vs divine; Share Life: Blue}
==============


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Suryo swathes himself in a veil of red mist.

Crimson Shroud

Fast healing 7 for 1 minute

Also Suryo partially fades from reality.

Reference:
Fading wrote:
The attacker must attempt a DC 11 flat check; on a failure, the attack passes harmlessly through the image of your body that remains behind. An instant later you return to reality, and your Crimson Shroud ends.

He then ◆ Steps to follow his foe and...

Zealous Inevitability (DC33) PURPLE
Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 ⇒ (16) + 27 = 43
slashing damage: 3d6 + 3 ⇒ (6, 6, 4) + 3 = 19
sneak attack precision damage: 3d6 ⇒ (1, 5, 6) = 12

Reference:
Zealous Inevitability wrote:

You channel your zeal through a sacred weapon, bringing a foe closer to their demise. Strike a target with the required weapon. On a success, the target becomes doomed 1 or increases the value of their doomed condition by 1 (most living creatures die when they’ve reached doomed 4). Creatures doomed in this way take a status penalty to their saving throws against divine spells equal to their doomed value.

A creature that would become doomed 4 by this Strike can attempt a Will saving throw against your class DC to avoid increasing the value of their doomed condition. When this occurs, this ability gains the incapacitation trait.


AC 36 | HP 0/216 | Fort +27M (juggernaut), Ref +25E, Will +26L (greater resolve) | Perception +24M darkvision | Exploration: avoid notice (+28) | Conditions: +2 heroism

With bloodied blades and momentum on his side, Ajoran positions himself to have both foes in reach.

◆ Step

Again, no time for fancy tricks, so he attempts to finish off the wounded foe!

◆◆ Twin Feint
+2 keen gr. striking saber vs Red: 1d20 + 26 ⇒ (2) + 26 = 28 damage: 3d6 + 7 ⇒ (2, 1, 5) + 7 = 15
+2 keen gr. striking saber vs Red (vs off-guard, agile, twin: 1d20 + 26 - 4 ⇒ (5) + 26 - 4 = 27 damage: 3d6 + 7 + 3 ⇒ (5, 4, 2) + 7 + 3 = 21

Persistent bleed: 2d6 ⇒ (5, 3) = 8
DC 15 remove bleed: 1d20 ⇒ 20

↻ Opportune Backstab:
+2 keen gr. striking saber vs ???: 1d20 + 26 ⇒ (15) + 26 = 41 damage: 3d6 + 7 ⇒ (5, 4, 4) + 7 = 20


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

↻ Opportune Backstab: 1d20 + 24 ⇒ (17) + 24 = 41
Damage: 3d6 + 6 ⇒ (3, 3, 4) + 6 = 16

Yujin will take another opportune backstab after Suryo attacks the veteran.

Okay, so now there are some conditionals depending on the status of the enemies after Suryo's turn.

I think 1 or both might be dead thanks to the share damage spell and Suryo activated his Crimson Shroud to heal. If so Yujin will cast translocate to move herself to the left side. (She can move up to 120 feet.) From her new position, her Gang Up feat will give flanking to Yujin, Adoran, and Janna.

She'll make a strike against Yellow.

Sawtooth Saber: 1d20 + 24 ⇒ (8) + 24 = 32
Damage: 3d6 + 6 ⇒ (3, 3, 3) + 6 = 15

But if both enemies on the right are still alive, she'll make the above strike against the warpriest and cast a two-action (level 3) Heal of Suryo instead.

Heal: 3d8 + 24 ⇒ (5, 5, 4) + 24 = 38

◆◆Translocate
◆Strike (Yellow)

or

◆Strike (Blue)
◆◆Heal (Suryo)


| Strange Aeons | Prey for Death | ◆◇↻

DC 11 flat check to avoid Awareness (because I forgot about it in my previous post): 1d20 ⇒ 8

Something something “can use a Hero Point to reroll.”


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

Janna also has Gang Up if it becomes relevant

With a flick of her neck, Janna becomes enshrouded with red mist.

She will choose to have her body dissolve because it's metal

Then with an effort of will, and bracing herself against the inevitable attack, she conjures a psychic bolt to attack the bleeding veteran.

Crimson Shroud

DC 6 Flat: 1d20 ⇒ 9
◇ Activate Shadow Signet to target Reflex DC
◆◆ Phase Bolt at red

Spell Attack ignoring 2 cover: 1d20 + 23 ⇒ (3) + 23 = 26
Hero Point!
Spell Attack ignoring 2 cover: 1d20 + 23 ⇒ (9) + 23 = 32
Piercing: 9d4 ⇒ (2, 3, 4, 3, 1, 2, 1, 3, 2) = 21

If attacked by Yellow she'll retaliate with a 5th rank Blood Vendetta and save Fading for later


| Strange Aeons | Prey for Death | ◆◇↻

Rerolling the Awareness check based on what Yujin said.

Reroll: 1d20 ⇒ 20

Suryo shrouds himself in red mist as he moves forward and attacks Purple! Crit. Half damage due to share life. Also assuming you do Debilitating Strike.

Tangent:
Okay, I’m officially saying that Opportune Backstab resolves after damage, rather than after a successful attack, because I think it’s a bit icky to have this chain of reactions triggering and not all of them may go off due to the creature dying partway through.

Yujin then takes the opportunity to stab Purple in the back! Crit on the Opportune Backstab And due to the nature of Blue’s magic, both Blue and Purple fall at the exact same time!

Janna activates her shroud and sends a psychic bolt at Red, causing Yellow to retaliate!

↻ Yellow RS vs Janna: 1d20 + 26 ⇒ (8) + 26 = 34
Slashing Damage: 2d12 + 11 ⇒ (11, 8) + 11 = 30 plus 1d6 persistent bleed

But Janna then retaliates with a curse!

DC 6 flat to Cast blood vendetta: 1d20 ⇒ 3

It also didn’t HAVE to be 5th-rank; a 4th-rank one would’ve had the same effect.

But then the psychic bolt flies and hits Red!

Yujin teleports to the other side of the ramparts and hits Yellow.

Ajoran steps over and swings at Red, but does not connect.

PC Persistent Damage:
Janna Bleed: 1d6 ⇒ 6
DC 15 flat: 1d20 ⇒ 17

Yujin Bleed: 1d6 ⇒ 3
DC 15 flat: 1d20 ⇒ 8

Red notices Yujin suddenly appear, and decides it good to Stride over to flank her, then attacks!

◆◆ Red Vicious Swing vs. Yujin OG: 1d20 + 26 ⇒ (19) + 26 = 45
Slashing Damage (doubled from crit); Vicious Swing: 4d12 + 11 ⇒ (6, 10, 11, 2) + 11 = 40 plus 1d6 persistent bleed

Yellow then attempts to Demoralize Yujin before going for his own attack!

◆ Yellow Intimidation vs. Yujin: 1d20 + 20 ⇒ (20) + 20 = 40

◆◆ Yellow Vicious Swing vs. Yujin OG w/frightened 2: 1d20 + 26 ⇒ (15) + 26 = 41
Slashing Damage (doubled from crit); Vicious Swing: 4d12 + 11 ⇒ (5, 2, 5, 8) + 11 = 31 plus 1d6 persistent bleed

And these two attacks knock Yujin to the ground!

Red Bleed: 12d6 ⇒ (6, 2, 5, 2, 4, 2, 1, 5, 5, 3, 3, 3) = 41
DC 15 flat: 1d20 ⇒ 3

And Red finally succumbs to his wounds and bleeds out! EDIT: Which means that Yellow actually did NOT crit, since there was no flanking. But it was still solidly enough to knock out Yujin.

DC 11 flat to not gain Awareness: 1d20 ⇒ 14

At the start of their respective turns, Suryo and Janna each heal 7 HP.

If someone (most likely Janna) heals Yujin, she can take her turn.

Death from Above
Round 6
==============
Suryo (-74) {Fast Healing 7: Round 1 of 10}
Janna (-81) {Fast Healing 7: Round 1 of 10}
Ajoran (-112) {Divine Wings}

Yujin (-162) {2d6 persistent bleed; frightened 2; Incendiary Aura: Round 5 of 10; prone; unconscious; dying 1}
Gorumite Veteran <Yellow> (-46)
==============


AC 36 | HP 0/216 | Fort +27M (juggernaut), Ref +25E, Will +26L (greater resolve) | Perception +24M darkvision | Exploration: avoid notice (+28) | Conditions: +2 heroism

If Yellow is still up by his turn...:
Ajoran peers into his enemy's eyes, a low, eerily musical whisper leaving his lips. "Death..."

As the word is carried away by the wind, his blades come down on his foe!

◆ Demoralize
◆◆ Twin Feint

Intimidate vs Yellow: 1d20 + 25 ⇒ (2) + 25 = 27

+2 keen gr. striking saber vs Yellow: 1d20 + 26 ⇒ (10) + 26 = 36 damage: 3d6 + 7 ⇒ (5, 3, 3) + 7 = 18
+2 keen gr. striking saber vs Yellow (vs off-guard, agile, twin: 1d20 + 26 - 4 ⇒ (4) + 26 - 4 = 26 damage: 3d6 + 7 + 3 ⇒ (4, 4, 5) + 7 + 3 = 23

If Yellow is down...:
Ajoran immedietly lets one of his blades fall to the floor at his side. A shameful display under most circumstances, but Yujin's lifeblood pooling at his feet is one such exception. Time is a factor.

◇ Drop implement swords
◆ Step
◆◆ Administer First Aid (stop bleeding)

Medicine (plus expanded toolkit): 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

Ah I'd been thinking Blood Vendetta had heighten +1 when I picked rank 5, I'll mark off a rank 4 instead if that's OK

Janna's facial expression changes from a grimace to a snarl as she recovers from her psychic backlash and watches Yujin fall. She first dashes to her aid,

◆ Stride

then calls upon Achaekek to bring a sacred assassin back into the fight.

◆◆ Cast 3rd rank Heal on Yujin
Healing: 3d8 + 24 ⇒ (2, 5, 3) + 24 = 34

Reaction wise she'd try the Fading this time


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

Yujin opens her eyes and rubs her head angrily. She grumbles "Those bastards really had it out for me."

She nods to Janna as a silent thanks for the recovery.

Since Janna's stride probably provokes the veteran's reactive strike, I'm hoping it is safe to cast a spell on the ground.

Rather than get up, Yujin weaves a powerful heal spell that radiates outward and closes the wounds of all those around her.

Yujin casts a 3-action (level 5) heal. It heals everyone within 30 ft. If Suryo manages to get within range on his turn, he'd also be included.

Heal: 5d8 + 40 ⇒ (3, 2, 2, 4, 5) + 40 = 56

◆◆◆Heal (56 hp in a 30-ft. emanation)

I realize this probably will heal the veteran too which is unfortunate, but the next round, we'll have this guy surrounded, so we should be able to finish him off.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Hey guys wait for meeeeEeeeeE :P

Satisfied at the synchronized drop of their two foes on this end, Suryo briskly jogs over to the other side to surround the last one.

◆ Stride◆ Stride◆ Stride


| Strange Aeons | Prey for Death | ◆◇↻

Suryo moves over to the other side of the ramparts.

Janna moves over… I’m going to say she DOESN’T use Fading yet; it causes the Crimson Shroud to end prematurely, and I don’t think this is dire enough to justify that yet.

↻ Yellow RS vs. Janna: 1d20 + 26 ⇒ (13) + 26 = 39
Slashing Damage: 2d12 + 11 ⇒ (8, 12) + 11 = 31 plus 1d6 persistent bleed

…and heals Yujin.

Ajoran attacks Yellow! And once again, you forgot Implement’s Empowerment. I’m going to modify your turn slightly to say that you do Exploit Vulnerability instead of Demoralize, since Yellow already used his reaction. Switching the Demoralize to an Exploit Vulnerability means that that nat 2 is a normal failure, so you can apply your personal antithesis. Only the first attack hit.

Yujin Kips Up then heals everyone (including Yellow) for 16 HP.

Yellow swings at Ajoran!

Janna Persistent Bleed: 1d6 ⇒ 1
DC 15 flat: 1d20 ⇒ 4

Yujin Persistent Bleed: 2d6 ⇒ (2, 1) = 3
DC 15 flat: 1d20 ⇒ 19

◆◆ Yellow Vicious Swing vs. Ajoran: 1d20 + 26 ⇒ (14) + 26 = 40
Slashing Damage; Vicious Swing: 4d12 + 11 ⇒ (10, 11, 9, 5) + 11 = 46 plus 1d6 persistent bleed

◆ Yellow vs. Ajoran; 3rd: 1d20 + 26 - 10 ⇒ (14) + 26 - 10 = 30
Slashing Damage: 2d12 + 11 ⇒ (7, 6) + 11 = 24 plus 1d6 persistent bleed

DC 11 flat to avoid Awareness: 1d20 ⇒ 10

Once again, someone can spend a Hero Point to reroll that.

At the start of their turns, Suryo and Janna heal 7 HP.

Death from Above
Round 7
==============
Suryo (-51) {Fast Healing 7: Round 2 of 10}
Janna (-59) {1d6 persistent bleed; Fast Healing 7: Round 2 of 10}
Ajoran (-144) {1d6 persistent bleed; Divine Wings; Exploiting Yellow}
Yujin (-115) {frightened 1; Incendiary Aura: Round 6 of 10; wounded 1}

Gorumite Veteran <Yellow> (-69)
==============


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

"Let's finish this!"

Yujin scoops up a weapon to strike at her foe in a singular motion.

Quick Draw, frightened 1: 1d20 + 24 - 1 ⇒ (3) + 24 - 1 = 26
Damage: 3d6 + 6 ⇒ (1, 6, 3) + 6 = 16

Then she morphs her arm into a claw to slash again, using gouging claw.

Gouging Claw: 1d20 + 19 - 1 ⇒ (16) + 19 - 1 = 34
Damage: 8d6 ⇒ (1, 6, 3, 1, 4, 5, 6, 4) = 30 plus 8 bleed if it is still alive.

◆Quick Draw
◆◆Gouging Claw

If the enemy is defeated (here's hoping) and people are still bleeding, Yujin will use cauterize wounds to help end the effects.


AC 36 | HP 0/216 | Fort +27M (juggernaut), Ref +25E, Will +26L (greater resolve) | Perception +24M darkvision | Exploration: avoid notice (+28) | Conditions: +2 heroism

Hero point to reroll Awareness check DC 11: 1d20 ⇒ 2

Every step, every slash, every groan and grunt of pain is another ear perked up in acknowledgement of their presence. The amalgam assassin focuses to cast a silent prayer to the mantis god to guide his blade to his foe's heart.

◆ Intensify Vulnerability (+2 status bonus to attack rolls against the target of Exploit Vulnerability)
◆◆ Twin Feint

+2 keen gr. striking saber vs Yellow (intensify vulnerability): 1d20 + 26 + 2 ⇒ (15) + 26 + 2 = 43 damage (exploit vulnerability, implement's empowerment): 3d6 + 7 + 9 + 6 ⇒ (3, 2, 6) + 7 + 9 + 6 = 33
+2 keen gr. striking saber vs Yellow (intensify vulnerability, vs off-target, agile): 1d20 + 26 + 2 - 4 ⇒ (17) + 26 + 2 - 4 = 41 damage (exploit vulnerability, implement's empowerment, twin): 3d6 + 7 + 9 + 6 + 3 ⇒ (4, 3, 3) + 7 + 9 + 6 + 3 = 35

↻ Implement's Interruption/Opportune Backstab:
+2 keen gr. striking saber vs Yellow (intensify vulnerability): 1d20 + 26 + 2 ⇒ (10) + 26 + 2 = 38 damage (exploit vulnerability, implement's empowerment): 3d6 + 7 + 9 + 6 ⇒ (1, 6, 1) + 7 + 9 + 6 = 30

↻ Escoteric Reflexes (Implement's Interruption only):
+2 keen gr. striking saber vs Yellow (intensify vulnerability): 1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40 damage (exploit vulnerability, implement's empowerment): 3d6 + 7 + 9 + 6 ⇒ (3, 5, 4) + 7 + 9 + 6 = 34

Persistent Bleed: 1d6 ⇒ 1
DC 15 to remove bleed: 1d20 ⇒ 12


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

I'm going to assume Suryo can fit in the corner of the platform there.

Suryo, enveloped in his crimson shroud, glides around the trebuchet until he is within striking distance of the gorumite.

◆ Stride

It seems all of your friends are gone?

Zealous Inevitability (DC33) YELLOW
Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 ⇒ (2) + 27 = 29
slashing damage: 3d6 + 3 ⇒ (1, 5, 5) + 3 = 14
sneak attack precision damage: 3d6 ⇒ (2, 4, 5) = 11

Reference:
Zealous Inevitability wrote:

You channel your zeal through a sacred weapon, bringing a foe closer to their demise. Strike a target with the required weapon. On a success, the target becomes doomed 1 or increases the value of their doomed condition by 1 (most living creatures die when they’ve reached doomed 4). Creatures doomed in this way take a status penalty to their saving throws against divine spells equal to their doomed value.

A creature that would become doomed 4 by this Strike can attempt a Will saving throw against your class DC to avoid increasing the value of their doomed condition. When this occurs, this ability gains the incapacitation trait.

Debilitating Strike: enfeebled 1

Reference:
Debilitating Strike wrote:

You apply one of the following debilitations, which lasts until the end of your next turn.

Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.

◆ Strike: +2 keen greater striking sawtooth saber (magical, twin, agile, finesse): 1d20 + 27 - 4 ⇒ (3) + 27 - 4 = 26
slashing damage: 3d6 + 3 ⇒ (3, 2, 3) + 3 = 11
sneak attack precision damage: 3d6 ⇒ (1, 6, 1) = 8

Debilitating Strike: –10-foot status penalty to its Speeds

Two quick slashes seem to find the air next to the gorumite.

Hrm, yeah the rolls are not cooperating this round


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8
GM Xavier Kahlvet wrote:

Janna moves over… I’m going to say she DOESN’T use Fading yet; it causes the Crimson Shroud to end prematurely, and I don’t think this is dire enough to justify that yet.

I hadn't noticed that it ended the shroud so I agree with that plan

Janna once again becomes surrounded by a whirling vortex of emotion and magic as she lifts slightly onto her tiptoes and tips her head forward, looking up at the unfortunate Gorumite.

◇ Unleash Psyche

Some of the energy swirling around her focuses into a small sharp blade in front of her, which then teleports into the Gorumites chest!

◇ Activate Shadow Signet to target Reflex DC
◆◆ Amped Phase Bolt

Spell Attack vs. Reflex DC: 1d20 + 23 ⇒ (8) + 23 = 31
That ignores 2 Circumstance. If that's a miss she'd use a hero point:
Spell Attack vs. Reflex DC: 1d20 + 23 ⇒ (3) + 23 = 26
Piercing, Unleash: 15d4 + 14 ⇒ (3, 2, 3, 3, 3, 2, 3, 2, 2, 1, 3, 2, 3, 3, 2) + 14 = 51
That ignores

Then with her eyes glowing, she intones "Death is the balance of holding on and letting go"

Recall the Teachings - [ooc]Psyche

That counts as preparing aid for everyone within 30 feet. I suppose she'd then react to use the aid at the first opportunity, which would be Ajoran's first attack roll

↻ Aid
Occultistm, Cooperative Nature: 1d20 + 27 + 4 ⇒ (7) + 27 + 4 = 38


| Strange Aeons | Prey for Death | ◆◇↻

And per my personal way of GMing, I’m giving that Hero Point back to Ajoran, since it didn’t change anything.

Suryo swings and misses Yellow.

Janna sends a psychic bolt at Yellow! No reroll needed.

Janna Bleed: 1d6 ⇒ 3
DC 15 flat: 1d20 ⇒ 4

Ajoran, with the assistance of his implement and Janna’s axiom, slices deep into Yellow twice! Two crits, but Yellow is still standing!

Yujin picks up her saber…

Yellow RS vs Yujin OG w/frightened 1: 1d20 + 26 ⇒ (1) + 26 = 27
Slashing Damage: 2d12 + 11 ⇒ (9, 4) + 11 = 24 plus 1d6 persistent bleed

And she follows up with turning her hand into a mantis claw and cleaving Yellow in two!

Taking Care of Bleeding:
Ajoran Administers First Aid to himself just gonna use the roll you made before, which succeeds.
DC 10 flat: 1d20 ⇒ 18

Janna Medicine to Administer First Aid of herself: 1d20 + 23 + 1 ⇒ (10) + 23 + 1 = 34
DC 10 flat: 1d20 ⇒ 4

Bleed Damage: 1d6 ⇒ 6
DC 10 flat: 1d20 ⇒ 11

And over the course of the remainder of their Crimson Shrouds, Janna and Suryo heal 56 HP.

Defeating the patrols manning the springalds, the party earns 3 Infiltration Points.

The assassins are beaten and bloodied, but they must find some kind of balancing act—for they must heal themselves while also quickly disposing of these bodies, and do so in a way that ensures they still have the resources to assassinate Ordulf.

Complication: Hide Bodies:
The assassins’ actions leave bodies in their wake, and if they don’t, heightened security is sure to follow. For each body, a PC must artempt a DC 30 Athletics check (to quickly and efficiently haul the bodies away to an obscure location) or DC 27 Stealth (to clean up and obscure evidence). These DCs increase by 2 if the body being hidden is Large, and by 10 if the body is Huge. Gargantuan bodies are impossible to hide outside of extenuating circumstances (like using powerful magic). If any bodies remain, they are found 10 minutes later, increasing Awareness by 1 (regardless of how many bodies are found)
Critical Success You hide the body, plus one additional body of the same size or smaller.
Success You hide the body.
Failure You fail to hide the body.

Stealth Checks:
Ajoran: 1d20 + 25 ⇒ (9) + 25 = 34
Janna: 1d20 + 26 ⇒ (6) + 26 = 32
Suryo: 1d20 + 27 ⇒ (18) + 27 = 45
Yujin: 1d20 + 25 ⇒ (11) + 25 = 36

Janna Hero Point: 1d20 + 26 ⇒ (16) + 26 = 42

Just as the group finishes Hiding the Bodies, a door opens, revealing an Unexpected Patrol consisting of another warpriest and two veterans! And the assassins certainly do not have the ability to take on such a combat at this juncture!

Stealth Checks:
Ajoran: 1d20 + 25 ⇒ (15) + 25 = 40
Janna: 1d20 + 26 ⇒ (4) + 26 = 30
Suryo: 1d20 + 27 ⇒ (10) + 27 = 37
Yujin: 1d20 + 25 ⇒ (16) + 25 = 41

Having had the patrol move past them (Grumble grumble “…shirking their duties…”), the assassin’s descend off the side to the first floor—their goal is still the basement vault, after all. And with some people being particularly hurt, some Treating of Wounds is necessary.

Janna Medicine | DC 30: 1d20 + 23 + 1 ⇒ (8) + 23 + 1 = 32
Healing to everyone: 2d8 + 30 ⇒ (3, 7) + 30 = 40

”Insubordinate cowards!”

A man’s booming voice echoes from atop the ramparts holding the springalds, his deep voice being so loud that it feels as if it could cause an avalanche.

”Do you mean to tell me that the soldiers manning the springalds have abandoned their post?!”

“Yes, General Ordulf, sir!”

While the assassins are safe from being seen on the side of Crownhold, the name being spoken certainly piques their interest—an opportunity to finally get a look at their target. Taking this opportunity, Yujin uses Ordulf’s loud voice as cover to cast helpful steps to allow them to spy on their target.

Stealth Checks:
Ajoran: 1d20 + 25 ⇒ (2) + 25 = 27
Janna: 1d20 + 26 ⇒ (15) + 26 = 41
Suryo: 1d20 + 27 ⇒ (7) + 27 = 34
Yujin: 1d20 + 25 ⇒ (4) + 25 = 29

The DC was lowered due to the obvious distraction, so that’s enough successes to do it.

As the assassins look up at the second floor, they find a patrol of Gorumites (the same one whom the assassins avoided the notice of earlier) standing before an imposing man whose entire physique is almost an Ulfen stereotype. He sports a massive head of blonde hair—so thoroughly thick that his beard connects wholly with the hair on his head. He sports a clearly-magical breastplate engraved with the symbol of Gorum, a necklace with a pendant likewise sporting Gorum’s symbol hangs around his neck. He is surprisingly less covered in furs than the other Gorumites, and yet he seems less affected by the cold nonetheless.

On his back he sports two massive weapons: a greatsword whose blade is practically a single, long icicle, and a greataxe—it seem’s Vatum’s intel wasn’t quite correct on what kind of axe Ordulf had. Character Profiles Updated

”Those insubordinates were probably also the ones who took my tackling equipment as well! Bah!”

“Sir, do you wish for us to pick up their slack at the springalds?!”

Ordulf thinks for a moment, then says ”No, stay on your patrol, soldiers! Too many events have been happening in quick succession for it to be coincidence.”

“Sir, yessir!”

The Gorumites all exit the ramparts from the westernmost door, and disappear back inside Crownhold.

GM Screen:
vs armor | DC 32: 1d20 + 23 ⇒ (18) + 23 = 41
vs axe | DC 31: 1d20 + 23 ⇒ (12) + 23 = 35
vs sword | DC 34: 1d20 + 23 ⇒ (20) + 23 = 43
Bad on a 1: 1d5 ⇒ 3

As the group reconvenes and Yujin Dismisses the stairs, Suryo explains that he got a good enough view to be able to quickly determine the properties of Ordulf’s magical armaments.

Ordulf’s Armaments:
+2 greater resilient greater cold-resistant breastplate
+2 greater striking animated wounding greataxe
+2 greater striking greater frost greatsword

With little else to do, the group continues treating their wounds.

Janna Medicine | DC 30: 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39
Healing to everyone: 2d8 + 30 ⇒ (6, 4) + 30 = 40

Janna Medicine | DC 30: 1d20 + 23 + 1 ⇒ (1) + 23 + 1 = 25
Damage to everyone: 1d8 ⇒ 8

Janna Medicine | DC 30: 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39
Healing to everyone: 2d8 + 30 ⇒ (4, 3) + 30 = 37

Janna Medicine | DC 30: 1d20 + 23 + 1 ⇒ (20) + 23 + 1 = 44
Healing to everyone: 4d8 + 30 ⇒ (6, 8, 8, 8) + 30 = 60

Now that they’re properly treated—and with a skeleton key to the fortress—the group moves to find a way to the basement from the first floor.

1 is west, 2 is east: 1d2 ⇒ 1

Through the western door

Vertical wooden beams line the walls of this vast open chamber, and the smell of wet fur permeates the air. Huge double doors stand to the south, while smaller double doors lead east. Steep stairs against the north wall lead down into what must be a basement level.

Most notably, though is the loud sound of snoring that the assassins inexplicably did not hear prior to opening the door. The source of the snoring is a pair of elephant-sized, ten-legged polar bears—kokogiaks—that are in a deep sleep in this room!

This is an Unexpected Patrol, but y’all gain a +2 circumstance bonus to your checks because, y’know, asleep.

Stealth Checks:
Ajoran: 1d20 + 25 + 2 ⇒ (10) + 25 + 2 = 37
Janna: 1d20 + 26 + 2 ⇒ (7) + 26 + 2 = 35
Suryo: 1d20 + 27 + 2 ⇒ (1) + 27 + 2 = 30
Yujin: 1d20 + 25 + 2 ⇒ (1) + 25 + 2 = 28

Suryo spends an LP to succeed at that check You may flavor how your preparations helped you here in your next post.

Down the Stairs

This room simply seems to be a storage space. As the assassins make their way to the eastern door, they find the doorknob uncomfortably hot. Think “seatbelt in a hot car;” not enough to cause fire damage.

Through the eastern door

A massive furnace stands along the northern wall of this rectangular chamber. Copper pipes along the walls connect to the furnace and lead up into the ceiling. The furnace itself features huge access doors on its east, south, and west sides. On either side of the furnace’s southern door, two gemstones embedded into metal frames glow with a reddish orange light. Double stone doors lead out from this chamber to the east, south, and west, with the southern doors appearing particularly well-locked. This door very obviously leads to the vault. Maps Updated

And for the record, this room is HOT. About 110º F (43º C). It’s not hot enough to cause damage unless you stay in here for an hour, but you get the idea.

GM Screen:
3d20 ⇒ (13, 8, 5) = 26

The assassins peer through the gemstones in the door—which double as windows—they see a pair of blobs of lava that seem to be stuck inside the furnace, their bodies used to heat up the entirety of Crownhold.

Ajoran realizes that these gems seem to be binding these elementals into the furnace, and if the gems are removed, it would force the elemental back into its gem.

Alright, I’ve been talking enough here. Removing a gem requires a DC 30 Thievery check or a DC 34 Crafting check. Each attempt at the check requires taking 6d6 fire damage (no save) from the heat of the furnace.

If you successfully remove a gem:
As one of the blobs of lava gets sucked into the gem, you hear a voice in your mind, speaking a language you do not know but somehow understand.

You…you are not one of the dwarves that trapped me. Please, free me from this fragment; I wish for my revenge on those who cast my autonomy aside for their own comfort!”

You or another PC can free the elemental by either using dispel magic (counteract rank 7, counteract DC 32) or by spending 10 minutes performing a bespoke ritual and succeeding at a DC 34 Arcana or Nature check. Alternatively, you can choose to keep the elemental within, and later use the gem as a very-powerful elemental fragment.

What do you do?


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

"I'm no where near as skilled at thievery as Suryo but I haven't meet a flame I couldn't master. Let me handle this."

Thievery DC 30: 1d20 + 17 ⇒ (6) + 17 = 23
Fire Damage: 6d6 - 10 ⇒ (5, 2, 2, 5, 3, 5) - 10 = 12

Thievery DC 30: 1d20 + 17 ⇒ (5) + 17 = 22
Fire Damage: 6d6 - 10 ⇒ (5, 5, 1, 4, 4, 3) - 10 = 12

Thievery DC 30: 1d20 + 17 ⇒ (7) + 17 = 24
Fire Damage: 6d6 - 10 ⇒ (1, 1, 1, 1, 4, 1) - 10 = -1

Thievery DC 30: 1d20 + 17 ⇒ (15) + 17 = 32
Fire Damage: 6d6 - 10 ⇒ (3, 6, 6, 4, 1, 5) - 10 = 15

Heal (Level 3): 3d8 + 24 ⇒ (8, 5, 6) + 24 = 43

Yujin grips the gem with both hands. The heat blisters her skin and cooks her flesh but she refuses to let go. After nearly a minute of excruciating pain, the gem finally pops free. Yujin grins with smug satisfaction. Then she channels healing magic into her hands to restore them like new.

With her resist fire 10, Yujin takes 39 fire damage. Then heal for 43 hp, restores all the damage.

Yujin relays the message the elemental imparts to her. "If none of you are opposed, I will attempt to release this elemental. It will not harm us. It yearns for freedom and vengeance. It will serve as an excellent distraction while we loot the vault."

As long as no one opposes, Yujin will attempt a counteract with a Rank 6 Dispel Magic.

Dispel Magic (Rank 6) Counteract DC 32: 1d20 + 23 ⇒ (15) + 23 = 38

Used a Level 3 spell, heal and a Level 6 spell, dispel magic. I'll mark them off.


AC 36 | HP 0/216 | Fort +27M (juggernaut), Ref +25E, Will +26L (greater resolve) | Perception +24M darkvision | Exploration: avoid notice (+28) | Conditions: +2 heroism

As Yujin works on the searing gems, Ajoran examines the forge and shakes his head with disgust. "Lazy. Brutish. Sloppy."

He nods in response to Yujin's suggestion. "Release them. They will waste time trying to recapture their prize. The fire will not be so merciful."


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Suryo whispers to his companions about the armaments on Ordulf.

"General", eh?

He allows himself a small chuckle.

--------------------

Then they come to pass the nook with the oversized, ten-legged snoring bear-rugs.

An errant slip on a loose stone... Suryo's shadow on the ground seems more surprised than he is by the slip-up. It coaxes the shadows of the bears to softly cup the ears of the actual bears. Unconsciously comforted, the bears remain asleep.

We've got to get some wayang shadow lore involved :)

--------------------

Horrified as his friend grasps at the gem amidst the heat...

Yujin wait!

but it's too late.

IFF Yujin would let Suryo intercede:

and save some hit points
DC30 Thievery(M): 1d20 + 25 ⇒ (13) + 25 = 38


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

Could we have squeezed a refocus into that healing time? Or maybe Janna's interest in anatomy means her time doing Treat Wounds could double as refocus?

As Yujin and Suryo work on the gems, Janna offers "aid" in the form of overbearing advice.

"Steady the gem with one hand Yujin, you're losing tension on your tools when it moves like that"

Thievery to Aid Yujin, Cooperative Nature: 1d20 + 20 + 4 ⇒ (8) + 20 + 4 = 32

"Brace the gem with three rods Suryo, can't you see it's got three facets touching the housing?"

Thievery to Aid, Cooperative Nature: 1d20 + 20 + 4 ⇒ (12) + 20 + 4 = 36

These are mostly flavour but I like the idea that her cooperative feats reflect how bossy and annoying she is

When Suryo pops his gem out, Janna ponders aloud in the quiet voice she affects on a mission.

"If Yujin releases her's for the chaos, we should keep this one for the next combat".

She doesn't phrase it as a question because of the way she is, but it is merely a suggestion. Our alternatives are another spell slot of Yujin's (a big cost given we've already got a distraction) or 10 minutes and a roll that's more likely to fail than not; none of us are great at Arcana or Nature


| Strange Aeons | Prey for Death | ◆◇↻
Janna Ravanos wrote:
Could we have squeezed a refocus into that healing time? Or maybe Janna's interest in anatomy means her time doing Treat Wounds could double as refocus?

My bad; you definitely could’ve squeezed in a Refocus during that time.

Yujin and Suryo pop out each of the gems, sucking in the elementals and causing the furnace to immediately cease working. It will take some time for the natural hand of thermodynamics to make its way throughout Crownhold, but the absence of the elementals will certainly hasten this inevitable conclusion.

For deactivating the furnace, the party immediately gains 2 Infiltration Points. In 30 minutes the cold will move throughout Crownhold enough to become noticeable, increasing Awareness by 1 at that time. I’ll just put that Awareness in now before I forget.

Yujin then uses her magic on the gem, causing it to shatter and the fire elemental—a vaguely humanoid form made of pure lava—to become freed. The Huge elemental nods in thanks at the oracle, then turns around and rushes to the greater part of Crownhold, causing clear chaos in its wake.

The elemental’s chaos causes the party’s Awareness to immediately reduce by 2, as it throws the Gorumites’ off of your trail for some time. If you wish to release the other elemental, it will likewise reduce your Awareness by another 2. If not, though, the gem is a variant fire elemental fragment. It is a level 18 item, worth 5,000 gp, and can be used to cast a 9th-rank summon elemental to summon a living magma (it cannot be used to cast elemental form).

To the Vault

The door to the vault is extremely well-locked. But, thankfully, the assassins have the key.

The eastern wall of this room is decorated with a large mural of a mountain, into which a very real greatsword has been embedded—a clear homage to the religious symbol of Gorum. A weapon rack stands against the southern wall, and four large stone chests sit near the western wall.

The weapon racks hold clear magical items, while the chests hold a staggering number of coins! Unfortunately, now is not the time to sit down and count out coins. Fortunately, the assassins have spacious pouches that they can put these in to count later.

Three of the chests are filled exclusively with copper coins, while the last one is filled with a mix of silver, gold, and platinum coins. As the group begins pouring copper pieces into Suryo’s spacious pouch—which still holds the stolen equipment from the sleeping Gorumites—the assassins suddenly find that the last vestiges of the third chest of copper coins start overflowing! No joke, Suryo’s type II spacious pouch is legitimately not enough! It is at this point that they determine that it’s almost certainly not worth it to take the copper pieces, as their weight is far from worth their purchasing power.

GM Screen:
Suryo vs sword | DC 30: 1d20 + 23 ⇒ (7) + 23 = 30
Suryo vs. bow | DC 27: 1d20 + 23 ⇒ (16) + 23 = 39
Suryo vs shield | DC 31: 1d20 + 23 ⇒ (14) + 23 = 37

4d20 ⇒ (1, 14, 2, 20) = 37

Loot:
While you can’t count it at this moment, I’m gonna inform y’all nonetheless: 26,000 cp (which you didn’t take, because 26 Bulk for 260 gp isn’t worth it), 3,900 sp, 1,000 gp, 120 pp.
A +2 greater striking greatsword
A +2 striking composite longbow
A greater sturdy shield

Janna, as a master in Crafting, immediately recognizes that the sword stuck in the mountain mural is made of standard-grade adamantine, but is otherwise nonmagical. But before they procure it, it’s at this point that the group realizes that there is a distinct lack of a golden-bladed rapier.

As they search around the room, Yujin notices something amiss about the wall in which the sword is embedded—specifically that it hides a secret door. Yujin has a bit of a harebrained idea, and calls Ajoran over and asks him to push the greatsword deeper into the wall.

Ajoran Athletics: 1d20 + 24 ⇒ (19) + 24 = 43

Ajoran pushes the sword into the wall—up to the hilt—and when he finally does, a notable click indicates the opening of the secret door.

The party earns 1 Infiltration Point for opening this secret door.

Ajoran Athletics to remove the adamantine greatsword: 1d20 + 24 ⇒ (7) + 24 = 31 Success

Through the Secret Door

A pair of stone chests sit near the northern wall of this room, above which hangs a still sharp rapier with a magnificant golden blade.

GM Screen:
Suryo vs rapier | DC 32: 1d20 + 23 ⇒ (19) + 23 = 42

As Suryo takes down the rapier to examine closely, it starts sending small sparks of electricity out from its guard. Suryo immediately recognizes this as a storm flash. Ordulf had some reason to avoid destroying this blade—perhaps using it in combat against him would prove worthwhile.

Each of the stone chests contain several hundred unsorted coins and pouches of gemstones, which the group throws into the spacious pouch. Worth a combined total of 6,448 gp.

The group additionally finds a small, bloodstained book, its contents completely handwritten in Skald—a language none of the assassins know. Nevertheless, it seems to be some kind of prayer book written by Ordulf himself. Such an opportunity could prove to be a useful way to profile the man. Thus, the assassins shut themselves into the secret vault (which can be opened from the inside) as Janna casts translate from her staff and hunkers down for the next hour.

As the translate’s effects wear off, Janna has a much better understanding of the depths of Ordulf’s arrogance in combat. Y’all learn of Ordulf’s Battle Arrogance, which you already learned of. Janna also realizes that Ordulf is very proud of his abilities as a fisherman, and has spent a…disturbing amount of money cultivating and purchasing the most sought-after fishing equipment in the Inner Sea, and if he were to see this equipment destroyed, it would likely throw him into a distraction-fueled rage!

Hero Point to Yujin for explicitly saying that she took the fishing equipment so y’all didn’t have to make another trek back to Ordulf’s room.

A PC with Ordulf’s tackling equipment and a free hand can attempt a DC 15 Athletics check as an Interact action to thoroughly destroy the fishing equipment in Ordulf’s presence, which will have its own effects when y’all choose to finally assassinate him.

Finally, taking the prayerbook with you earns the party 1 Infiltration Point.

Out of the vault, to the east of the furnace

Another storage room; this one for foodstuffs.

To the South

This basement storage area has been converted into a barracks. Each of the four sets of double-high bunks carry a foul stink of body odor to them.

In this room are eight more Gorumites, and of the eight of them…

1d4 + 4 ⇒ (4) + 4 = 8

…all eight are asleep! So, the group decides to do what they did before and purloin the group’s equipment into the spacious pouch and lock them inside.

GM Screen:
Suryo vs. armor | DC 24: 1d20 + 23 ⇒ (2) + 23 = 25
Suryo vs. spears | DC 19: 1d20 + 23 ⇒ (12) + 23 = 35

Loot:
8 +1 resilient cold-resistant studded leather armors.
8 +1 striking returning spears.

Inventory Updated

However, y’all WILL have to deal with an Unexpected Patrol as you are doing this.

Stealth Checks:
Ajoran: 1d20 + 25 ⇒ (12) + 25 = 37
Janna: 1d20 + 26 ⇒ (9) + 26 = 35
Suryo: 1d20 + 27 ⇒ (19) + 27 = 46
Yujin: 1d20 + 25 ⇒ (3) + 25 = 28

You’re fine.

And the group locks the door, neutralizing another threat. This earns the party 1 Infiltration Point.

Also, y’all have officially hit your Bulk limit for the spacious pouches, so anything else you find you’ll have to carry on your person. I know Yujin has at least a spare 5 Bulk she can carry.

To the North, up the stairs

This large room feels cramped thanks to the multiple three-tiered bunks filling most of the space, creating a maze. Each bunk has three built-in locked drawers below the bottom bunk with a ladder leading to the upper bunks. Compact weapon racks hang within easy reach of anyone sleeping in the beds. The entire area is littered with burning and scorched bodies of several dozen Gorumites. The fire elemental did indeed come this way, and it seems to have completely slaughtered the Gorumite troop that was resting here. The elemental had an AoE damaging aura and are effectively slowed 1 on the first round of combat due to needing to prepare for combat on short notice; the troop didn’t stand a chance. The bodies of the troop did not increase y’all’s Awareness because…the Gorumites were WELL aware of what caused that.

The troop’s death (even if unintentional) earns the party 1 Infiltration Point.

To the West

This large room has a smooth, hewn stone floor. Double stone doors open to the east and west, with steep stairs leading up into the fortress in the northwest and northeast corners. Doors to two latrines stand on the north wall. Along the southern wall, four archery slits open to tundra, but each is closed with wooden shutters to keep the cold from creeping in. The southwest corner has a large steel lever, and the southeast corner has a large hand-crank wheel attached to a massive chain that disappears into the floor.

If only out of sheer curiosity, the assassins pull the steel lever, and when they do it causes an entire chunk of the southern wall to fall into the floor, opening up to the very front of Crownhold—an ambush entrance, to catch would-be attackers off-guard. Turning the hand-crank wheel for 1 minute allows this chunk of wall to be put back in place. Map Updated

Finding this secret ambush-spot earns the party 1 Infiltration Point. And 14 is the magic number.


| Strange Aeons | Prey for Death | ◆◇↻

Through their efforts, Jakalyn’s favored assassins have managed to disrupt the defenses of Crownhold. Enough so that their knowledge of the fortress, and the neutralization of its soldiers, has made it an ideal cage within which to trap and eliminate Ordulf Bladecaller!

By earning 14 Infiltration Points, y’all now have enough of a hold on Crownhold to be able to perform your assassination without trouble. Now is the time where you don your full Red Mantis attire and make it clear just who it is that is killing the warlord Ordulf.

At this moment, you can choose any area within Crownhold that you have already explored, and ambush Ordulf in that area. You may make any preparations, pre-buffs, etc. that you wish, with no fear of being accosted by anyone while you do so. Once you have finished preparations and have begun lying in wait, Ordulf will enter your chosen area in 1d10 minutes. You also have enough time immediately prior to combat to Exploit Vulnerability, Hunt Prey, or any other non-obvious action (spellcasting is an obvious action).

Reminder of what you know about Ordulf in-combat:
Link

Gorum’s Major Boon wrote:
Gorum feeds you the zeal of his Aesir, allowing you to draw upon your own life force to fight on and on without falling. Whenever you would be reduced to 0 Hit Points, you are instead healed to half your maximum Hit Points and become doomed 1 (or increase your doomed condition by 1).

*

Link

Battle Arrogance wrote:
Ordulf hasn’t met a significant combat challenge in ages, and even when facing deadly foes his arrogance can be used against him. If Ordulf is successfully Disarmed, Feinted, frightened, Tripped, or subjected a similar effect (at GM's discretion), his arrogance gets the better of him and he grows sloppy in his tactics, taking a -4 (untyped) penalty to AC until the start of his next turn. A creature can also attempt to issue a more debilitating insult to Ordulf by using the Insult Ordulf activity (see below).

Insult Ordulf ◆◆ (Auditory, Concentrate, Linguistic, Mental): You spend several seconds issuing insults and taunts to Ordulf, then attempt a DC 38 Deception, Intimidation, or Performance check. If the insults include challenges to Ordulf’s bravery, compare him to a troll or a chicken, insult his skill at fishing, or liken him to a witch or national of Irrisen, this becomes a DC 33 check.

Critical Success You strike a nerve. Not only does Ordulf become sickened 2 with anger, he is also stunned 1 from the shock of your words.
Success Your insults cause Ordulf to become sickened 2 with anger.
Failure Your insult only has a brief effect, causing Ordulf to become sickened 1. He automatically recovers from this sickened condition at the end of his next turn.
Critical Failure Your attempt to insult Ordulf fails so spectacularly that he becomes temporarily immune to Insult Ordulf activities from you for 24 hours.

*

Link

Ordulf’s Armaments wrote:

+2 greater resilient greater cold-resistant breastplate

+2 greater striking animated wounding greataxe
+2 greater striking greater frost greatsword

*

Link

Beloved Fishing Equipment wrote:
Ordulf is very proud of his abilities as a fisherman, and has spent a…disturbing amount of money cultivating and purchasing the most sought-after fishing equipment in the Inner Sea, and if he were to see this equipment destroyed, it would likely throw him into a distraction-fueled rage!...A PC with Ordulf’s tackling equipment and a free hand can attempt a DC 15 Athletics check as an Interact action to thoroughly destroy the fishing equipment in Ordulf’s presence, which will have its own effects when y’all choose to finally assassinate him.

Now then, folks: Let’s prepare for an assassination!

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Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

Okay, for the assassination complete, I'm going to take some ideas from the Second Darkness Adventure Path.

We were hired by a wealthy crime boss to take out a rival owner of a gambling den in Riddleport. We left dozens of dead bodyguards in our wake before ultimately beheading the target and leaving his severed head impaled on the center of a roulette wheel. The rest of his body was disposed of into the sea and fed to hungry jigsaw sharks.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
GM Xavier Kahlvet wrote:
Also, pulling back the curtain a bit: if someone could please take Quick Identification if they can fit it into their skill feats; it’ll save us some headaches.

Given that my character has so many skill feats, I can make it work.

Huang Yujin wrote:
I'll see if anyone else can fit in Quick Identification before I try to. Religion skill isn't my strong point anyway.

It operates off of any and all of the magic tradition skills. Suryo has Occultism +23, Religion +18. So, I suspect it would be beneficial if someone with Arcana and/or Nature could take it too.


| Strange Aeons | Prey for Death | ◆◇↻
Huang Yujin wrote:

Okay, for the assassination complete, I'm going to take some ideas from the Second Darkness Adventure Path.

We were hired by a wealthy crime boss to take out a rival owner of a gambling den in Riddleport. We left dozens of dead bodyguards in our wake before ultimately beheading the target and leaving his severed head impaled on the center of a roulette wheel. The rest of his body was disposed of into the sea and fed to hungry jigsaw sharks.

Blink Blink Dear lord.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
Huang Yujin wrote:
Wayangs are weird. But I can see how their abilities would be useful as an assassin. It looks like they have ties to Tian Xia where my character originates from, so there could be some commonality there.

Yes, let me think on this some more and see what it could be.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

One 13th-level item: Moderate Clarity Goggles
Two 12th-level items: +2 Greater Striking Rune, Greater Cloak of Illusions
One 11th-level item, +2 Resilient Rune
Two 10th-level items, Winged sandals, Greater Invisibility Rune

I'll be finishing out the rest of the sections of his profile tomorrow, which include background, Otherworldly Mission specifics, and Favored by the Blood Mistress.


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

I can swap Assurance Medicine for Quick Identification. She's only trained in Medicine so the assurance isn't really doing much for her, she only fails to Treat Wounds on a 1.

Now I've said that, should we be concerned that none of us can do assurance/continual recovery/ward medic for fast resourceless healing?

The crimson shroud can heal 70 once per hour (if we haven't used it in combat), quick alchemy a soothing tonic can do 50 at the expense of a versatile vial/advanced alchemy slot, we have various spells between us, will that be enough?

I'm a bit loathe to rejig my skills but thematically having the nerd be the healer would fit, and studying anatomy alongside alchemy makes sense.


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

I guess we'll find out with the healing.

There isn't any way I can fit the medicine skill tree into my character and Wis is my lowest stat.


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

OK I've tweaked things a little (actually a lot) I've gone to Master in Medicine and taken Ward Medic and Continual Recovery, that ought to allow fairly rapid healing for the whole group after an encounter without spending any resources.

I've had to change her Background to reflect her time as a foundling more than her time before that in order to not waste a skill feat, and I can't fit Quick Identification in now. I think it will be ok with just Suryo since most identification can be done equally well with any of the skills.

I also put Teleport in as a rank 7 known spell, even if that doesn't end up being useful in the scenario it would be too obviously useful for a Red Mantis assassin to pass up (and too on-theme for the Unbound Step Conscious Mind). I went with Psi Catastrophe as the level 14 feat; with all her movement options I'd hope she can avoid targetting allies with that

For our Riddleport assassination I'd like to propose that after we slew the bodyguards we found the owner had retreated into a secure panic room. Janna used her Tesseract Tunnel to allow us to walk in to collect him, and leave again with his corpse seconds later.


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |
Janna wrote:
OK I've tweaked things a little (actually a lot) I've gone to Master in Medicine and taken Ward Medic and Continual Recovery, that ought to allow fairly rapid healing for the whole group after an encounter without spending any resources.

Great.

Janna wrote:
For our Riddleport assassination I'd like to propose that after we slew the bodyguards we found the owner had retreated into a secure panic room. Janna used her Tesseract Tunnel to allow us to walk in to collect him, and leave again with his corpse seconds later.

I'm fine with that. Anyone else can through in ideas if they want too. GM just asked me to put together a little something. I don't think it is really going to be very important once the story starts.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

I toyed with getting Suryo all of the tradition skills and it can work for him. The tradeoff is that he won't have medicine.

How are we on healing in general?


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
Huang Yujin wrote:

Okay, for the assassination complete, I'm going to take some ideas from the Second Darkness Adventure Path.

We were hired by a wealthy crime boss to take out a rival owner of a gambling den in Riddleport. We left dozens of dead bodyguards in our wake before ultimately beheading the target and leaving his severed head impaled on the center of a roulette wheel. The rest of his body was disposed of into the sea and fed to hungry jigsaw sharks.

Huang Yujin wrote:
Janna wrote:
For our Riddleport assassination I'd like to propose that after we slew the bodyguards we found the owner had retreated into a secure panic room. Janna used her Tesseract Tunnel to allow us to walk in to collect him, and leave again with his corpse seconds later.
I'm fine with that. Anyone else can through in ideas if they want too. GM just asked me to put together a little something. I don't think it is really going to be very important once the story starts.

Thoughts: I would expect we are "leave no trace" kinds of assassins (or at least Suryo will endeavor to be, shadowy as he is).

So, "dozens of dead bodyguards" would be more for the purpose of "leaving no witnesses behind" rather than cutting a swath of destruction (as I think this over I'm updating his roleplaying notes around this).


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
Suryo Lestari wrote:
Two 10th-level items, Winged sandals, Greater Invisibility Rune

Strike that, I guess explorer's clothing doesn't meet the requirement for invisibility rune which states "light armor"


| Strange Aeons | Prey for Death | ◆◇↻

Oh, I guess I should explicitly say that I’ve posted in Gameplay to get things underway. Whoops XD


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |
Suryo wrote:
So, "dozens of dead bodyguards" would be more for the purpose of "leaving no witnesses behind" rather than cutting a swath of destruction (as I think this over I'm updating his roleplaying notes around this).

Sure, we can clean that up so it was more subtle.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
Suryo Lestari wrote:
Huang Yujin wrote:
Wayangs are weird. But I can see how their abilities would be useful as an assassin. It looks like they have ties to Tian Xia where my character originates from, so there could be some commonality there.
Yes, let me think on this some more and see what it could be.

Suryo spent less time in Tian Xia in passing, and used that time to learn about Achaekek before he sought out the island of the Red Mantis Assassins.

Perhaps along the way he spent time on the pirate ship she resided on, sharing what he'd learned of Achaekek, which perhaps provided a bit of the inspiration for her pivotal act. Being reunited on Mediogalti island as they start their formal training could be an interesting friendship hook.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Okay, his profile is almost completely filled out including Favored by the Blood Mistress (Impressive Student) and Otherworldly Mission which leaves his ultimately purpose a bit mysterious. Will work with the GM to figure that out.


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

Yujin was never really residing on a pirate ship. She was sold off to a pirate on Mediogalti Island and worked as a servant from the ages of 6 to 10. She worked on the island and not on a ship, mostly doing maid work, cooking, cleaning, etc.

Perhaps Suryo happened to be on the ship Yujin rode on from Lingshen to Mediogalti when she was 6 and befriended her. The boat ride probably took weeks to months to complete, so they'd have some time to get to know each other. Yujin was much kinder and innocent at the time before her life took a darker turn and Suryo may be one of the only people who knows that side of her. At that time, neither knew she would one day become a Red Mantis Assassin. But maybe she did learn a few skills from Suryo that she utilized to one day kill her master.

Then a few years later, the two could have met again after Yujin began Red Mantis Assassin training. As an assassin, Yujin transformed into a cold and ambitious killer, a far cry from the little girl on the boat.

Yujin avoids physical contact, friendship, and love, but she might let Suryo get a little closer than others.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Ah, I see. My imagination must've filled in "some time on boats" as I read the background.

I like this idea. Perhaps he became comfortable enough to share his strange dreams of a Mantis entity with her and they searched for the meaning together. He similarly didn't know what the Red Mantis Assassins rightly were before he'd done just enough research to understand "something" was going on, on this island.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

GM

Otherwordly Mission - Ask For Orders (Once per adventure) wrote:
you can ask the voice you believe to be a deity for orders and get some kind of instruction—you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn’t always safe, but it’s usually interesting.

What does "once per adventure" mean in the context of PfD? Probably once for our entire time together?


| Strange Aeons | Prey for Death | ◆◇↻

Once during the duration of Prey for Death.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

Something we should compare notes on soon: Skills

Acrobatics +25, Arcana +19, Assassin Lore +21, Athletics +16, Deception +24, Intimidation +26, Nature +18, Occultism +23, Religion +18, Society +21, Stealth +27, Thievery +25

His specializations (increased proficiency) are: acrobatics, deception, intimidation, occultism, stealth, thievery. So, not an entire "face", but definitely a "social combatant" in addition to the usual rogue expertise.


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

Sure, my skills are:

Acrobatics +23, Athletics +22, Deception +21, Intimidation +27, Lore (Achaekek) +17, Lore (Assassin) +17, Lore (Labor) +17, Religion +17, Society +17, and Stealth +25

I'm Master proficiency in Acrobatics, Intimidation, and Stealth. And Expert in Athletics.

I'm strongest in the physical skills and Intimidation. The Int and Wis skills, not so much.

I'm not trained in Diplomacy but I still have a +19 with Untrained Improvisation and a high Cha modifier.


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

I threw all of our skills in a spreadsheet, feel free to update it if you spot any mistakes.

The lowest of our "best-skills" (i.e the highest modifier between us for a given skill) is +19 on Diplomacy (Yujin's Untrained), Nature (Janna's Trained), Performance (Yujin's Untrained) and Survival (Janna's Trained).

The highest of our "worst-skills" (i.e the lowest modifier between us for a given skill) is +20 on Stealth. I think it makes sense that a group of assassins would all be pretty good at Stealth.

Janna is the only one without Untrained Improvisation so she's truly dreadful (+0) at Intimidation and Performance.


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Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8
GM Xavier Kahlvet wrote:


What the PCs know about Glacier’s Rest:

FYI That spoiler is not working for me.


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

That's a great spreadsheet Janna.

I find it funny that my untrained diplomacy is the highest.


2 people marked this as a favorite.
Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

Thoughts on Glacier's Rest:

Crownhold Warehouse: As merchants come into town, they deposit goods bound for Crownhold here under the care of Kranold Buergon (male dwarf prospector 5). Kranold lost his fortune searching for adamantine in the Stormspear Mountains and now acts as warehouse custodian until he saves enough for another expedition into the unforgiving north. He makes deliveries to Crownhold once a week, after the merchant caravans have gone.

We can look into sneaking aboard one of these deliveries to get into Crownhold.

Frosty Stein: The friendliest innkeeper in town, Gundar Icebreaker (male human innkeeper 4) caters to the merchants who arrive about once a week. He earned his surname after a demonstration where he punched through a solid block of ice, a demonstration he still performs on request. Prices for meals and lodging here are standard, although no extravagant suites or fine dining options are available.

This would be a good place to set up for our stay since it seems like it has private rooms at least. Maybe we can butter up the innkeeper by requesting his ice punching demonstration or challenging him to an ice breaking competition.

Gunilla’s Goods: Locals use this small market for their everyday goods, while merchants give Gunilla Crowfriend (female human witch 5) a huge boost in business to resupply their caravans or purchase tools to fix their wagons. Common magic items (other than weapons or armor) of level 5 or lower can be purchased here.

Vatum wrote:
Ordulf earned the byname ‘Bladecaller’ for his intimidating nature: he had a noteworthy tendency to win conflicts through insults alone even before drawing a blade—his words, many say, cut as deep as any sword or axe.

If Ordulf has auditory abilities, I'm going to see if I can purchase some earplugs from here.

Hatchet and Barrel: This was once a high-class hunting lodge and tavern called the Golden Barrel built by one Vid the Wise (male human hunter 5). Vid wanted to become a king and planned on hunting linnorms from this lodge, but he never so much as looked one in the eye. Now he is the proprietor of this run-down, shady inn. The rowdiest patrons give this tavern their custom, with brawls breaking out weekly as evidenced by a hatchet thrown clear through the barrel sign hanging outside. Only poor meals can be purchased here, and the only lodging is floor space or one of the many filthy beds along the walls of the common room.

This would not be a good place to stay because it has no privacy. We need a place to discuss our objectives and change our outfits discretely and we won't be able to here. But if the proprietor has information on hunting linnorms, we should question him about the possibility of Ordulf slaying one.

Massive Arms: Tholl the Thrice-Burned (male human smith 5) runs the most successful smithy in town. He provides Crownhold with all of their basic weapons and armor, specializing in heavy armor and two-handed weapons. When he’s not forging another implement of war, he crafts iron sculptures from scrap metal. Common metal armor, metal shields, and weapons of up to level 5 can be purchased here.

I might pick up a greatsword here for Gorum's strength bonus to diplomacy and such.

Sensible Science: The local apothecary also doubles as an alchemist’s shop run by Einn Snowspeaker (female rimesoul undine alchemist 5). While the locals and visiting Ulfen alike are suspicious she might be a Jadwiga spy, they still go to her when they need healing supplies. Common alchemical elixirs and tools of level 5 or lower can be purchased here.

Vatum wrote:
Ordulf wields a frost greatsword

A lesser potion of cold resistance is within the purchase range of this shop. I actually don't have the 45 gp remaining to purchase one but maybe we'll get some money along the way.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
Huang Yujin wrote:

That's a great spreadsheet Janna.

I find it funny that my untrained diplomacy is the highest.

Our concentration of Master on stealth makes sense. I'm pondering which others that Suryo has in common with others can be moved around. He's got Master in thievery and deception, which I'd say are more core to how he operates.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
Huang Yujin wrote:
Thoughts on Glacier's Rest:

Agreed with these thoughts.

Huang Yujin wrote:
Hatchet and Barrel: This was once a high-class hunting lodge and tavern called the Golden Barrel built by one Vid the Wise (male human...

I would add that in addition to speaking with the owner this might still be a good place to soak up gossip (especially if Ordulf has an inner circle that could have weak points).


Male awakened bear ranger (vindicator) 14 | Perception (M) +26 (+28 if Natural Senses); scent (imprecise) 30' | Skills (M): Achaekek Lore +20, Athletics +27, Intimidation +23 (+25 Intim. Prow.), Religion +24 | HP 178 | AC 34 | F +23 (success=crit) R +22 (success=crit) W+23 (+1 vs demoralized in last 24 hrs) | Focus Points 2/3, Focus Spells DC 32, Atk +22; RM Spells DC 31, Atk +21 | Speed 30’, Climb 25’ | +2 fearsome greater striking wounding sawtooth saber +27, 3d6+8 S +1d6 pers bleed (+frightened 1 on crit), Twin Takedown

Apologies for my absence the last few days. Dragomir’s profile is up and I will finish his taglines in the morning and get a post up in gameplay.


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

I'm interested to hear Dragomir's backstory for how a Large Bear became an assassin.


Male awakened bear ranger (vindicator) 14 | Perception (M) +26 (+28 if Natural Senses); scent (imprecise) 30' | Skills (M): Achaekek Lore +20, Athletics +27, Intimidation +23 (+25 Intim. Prow.), Religion +24 | HP 178 | AC 34 | F +23 (success=crit) R +22 (success=crit) W+23 (+1 vs demoralized in last 24 hrs) | Focus Points 2/3, Focus Spells DC 32, Atk +22; RM Spells DC 31, Atk +21 | Speed 30’, Climb 25’ | +2 fearsome greater striking wounding sawtooth saber +27, 3d6+8 S +1d6 pers bleed (+frightened 1 on crit), Twin Takedown

"Maybe you have asked question backwards and this one am assassin who became large bear! No, I kid. Definitely was large bear first, then assassin. Was born first as I am, yes? And the other is what I was taught and learned for myself. Is very interesting story. I could tell you, of course, but then I must kill you. Which would be shame, because Boss will not pay for killing member in good standing." Dragomir leans forward to peer at you, pushing his glasses up on his snout, before giving you an exploratory sniff.

"You are in good standing with Boss, yes?"


| Strange Aeons | Prey for Death | ◆◇↻
Huang Yujin wrote:
Is there a common way that the Red Mantis leave evidence that they performed an assassination? Do they leave a calling card or turn all the faucets on or something? Achaekek Lore or Assassin Lore +17.

It’s mostly left to individual assassins to determine. The Red Mantis is a business, and they’re don’t want their “satisfaction guaranteed” to be attributed to anyone else. Leaving the body with a sawtooth saber in the back, making the symbol of Achaekek in the victim’s blood on a nearby wall, and so forth. It’s pretty much up to you. It just needs to make it unequivocally certain of who did the killing.


| Strange Aeons | Prey for Death | ◆◇↻
Yujin wrote:
The caravan is headed to Crownhold next.

Point of order: The caravan isn’t stopping here then moving to Crownhold in 2 days; they are here and several members of the caravan are making short trips to Crownhold to deliver things in chunks. In 2 days the caravan will be finished offloading to Crownhold and moving on to Turvik.


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |
GM Xavier wrote:
It’s mostly left to individual assassins to determine. The Red Mantis is a business, and they’re don’t want their “satisfaction guaranteed” to be attributed to anyone else. Leaving the body with a sawtooth saber in the back, making the symbol of Achaekek in the victim’s blood on a nearby wall, and so forth. It’s pretty much up to you. It just needs to make it unequivocally certain of who did the killing.

I think taking a tiny flag depicting Achaekek's holy symbol and jabbing it up the deceased's butth0le like we've achieved the next moon landing would suffice.


| Strange Aeons | Prey for Death | ◆◇↻

One quick note to Janna: Be sure to note which of your non-spell abilities have the psyche trait, since those can only be used while your Psyche is Unleashed (it's also annoying because it blends in since it's so similar to the psychic trait, which is an indication of what class you are).

Not saying you did anything wrong, just mentioning an easy-to-miss thing when playing as a psychic.


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8
GM Xavier Kahlvet wrote:

One quick note to Janna: Be sure to note which of your non-spell abilities have the psyche trait, since those can only be used while your Psyche is Unleashed (it's also annoying because it blends in since it's so similar to the psychic trait, which is an indication of what class you are).

Not saying you did anything wrong, just mentioning an easy-to-miss thing when playing as a psychic.

Done!


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Male awakened bear ranger (vindicator) 14 | Perception (M) +26 (+28 if Natural Senses); scent (imprecise) 30' | Skills (M): Achaekek Lore +20, Athletics +27, Intimidation +23 (+25 Intim. Prow.), Religion +24 | HP 178 | AC 34 | F +23 (success=crit) R +22 (success=crit) W+23 (+1 vs demoralized in last 24 hrs) | Focus Points 2/3, Focus Spells DC 32, Atk +22; RM Spells DC 31, Atk +21 | Speed 30’, Climb 25’ | +2 fearsome greater striking wounding sawtooth saber +27, 3d6+8 S +1d6 pers bleed (+frightened 1 on crit), Twin Takedown
Huang Yujin wrote:
Is there a common way that the Red Mantis leave evidence that they performed an assassination? Do they leave a calling card or turn all the faucets on or something? Achaekek Lore or Assassin Lore +17.

It took me a few days to remember it, but I understood that reference.


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Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |

"Harry, it's our calling card! All the great ones leave their mark. We're the wet bandits!"


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8

A quick question, have we exhausted Discover Ordulf’s Secrets now? I'm not sure whether to interpret "There are two bits of secret information: one from a regular success and one from a critical success" to mean two pieces of information at all, or like two levels of information for each piece.


| Strange Aeons | Prey for Death | ◆◇↻

Two total. Discover Ordulf’s Secrets has been exhausted of information; there is no reason to continue taking that activity.


Male awakened bear ranger (vindicator) 14 | Perception (M) +26 (+28 if Natural Senses); scent (imprecise) 30' | Skills (M): Achaekek Lore +20, Athletics +27, Intimidation +23 (+25 Intim. Prow.), Religion +24 | HP 178 | AC 34 | F +23 (success=crit) R +22 (success=crit) W+23 (+1 vs demoralized in last 24 hrs) | Focus Points 2/3, Focus Spells DC 32, Atk +22; RM Spells DC 31, Atk +21 | Speed 30’, Climb 25’ | +2 fearsome greater striking wounding sawtooth saber +27, 3d6+8 S +1d6 pers bleed (+frightened 1 on crit), Twin Takedown
GM Xavier Kahlvet wrote:

** spoiler omitted **

FYI, Dragomir, your Intimidation as far as I can see is +23, with an additional +1 from Intimidating Prowess.

Intimidating Prowess wrote:
...If your Strength modifier is +5 or higher and you are a master in Intimidation, this bonus increases to +2.

Dragomir meets both qualifications for +2.


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| Strange Aeons | Prey for Death | ◆◇↻

Alright, who added that line when I wasn't looking?!

Seriously, though, COMPLETELY missed that that was a thing in that feat XD


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none

The dice have been good to Suryo so far. I wonder what the punishment will be later :P


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8
Huang Yujin wrote:

When the polar bear patrol comes close to discovering her, Yujin curses herself for getting overconfident. She searches for a crevasse in the in the mountainside for privacy and strikes herself until tears streak her face and the ground turns red. ”I have to do better. I was not given this power to squander it on mistakes.” she tells herself.

I love this scene. It tells us a lot about Yujin in very few words.


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| Strange Aeons | Prey for Death | ◆◇↻
Janna Ravanos wrote:
Huang Yujin wrote:

When the polar bear patrol comes close to discovering her, Yujin curses herself for getting overconfident. She searches for a crevasse in the in the mountainside for privacy and strikes herself until tears streak her face and the ground turns red. ”I have to do better. I was not given this power to squander it on mistakes.” she tells herself.

I love this scene. It tells us a lot about Yujin in very few words.

Agreed. In fact: Hero Point to Yujin!


| Strange Aeons | Prey for Death | ◆◇↻

I would like to establish a Standard Dungeoncrawl Procedure (SDP) for what each PC does as you move throughout Crownhold. Unfortunately, no one is legendary in Stealth, so it is not as simple as saying “Everyone is Avoiding Notice,” because y’all will likely need to, say, Treat Wounds, or search through a room, or whatever.


Male awakened bear ranger (vindicator) 14 | Perception (M) +26 (+28 if Natural Senses); scent (imprecise) 30' | Skills (M): Achaekek Lore +20, Athletics +27, Intimidation +23 (+25 Intim. Prow.), Religion +24 | HP 178 | AC 34 | F +23 (success=crit) R +22 (success=crit) W+23 (+1 vs demoralized in last 24 hrs) | Focus Points 2/3, Focus Spells DC 32, Atk +22; RM Spells DC 31, Atk +21 | Speed 30’, Climb 25’ | +2 fearsome greater striking wounding sawtooth saber +27, 3d6+8 S +1d6 pers bleed (+frightened 1 on crit), Twin Takedown

Sorry - I was working on a post for Dragomir to Discover Crownhold's Secrets but took too long. At least Dragomirbot was successful.


Dragonblood Human Oracle 16 |122/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 2/3 | Cursebound: 0/3 | Hero Pts 2/3 |
GM Xavier wrote:
Agreed. In fact: Hero Point to Yujin!

Thank you.

GM Xavier wrote:

Biggest questions to discuss:

1. When is the party wanting to spend a Leverage Point (to turn a failure or crit fail into a success) vs using a Hero Point vs just accepting the failure?
2. What is the party’s priority regarding its plan of attack? Go straight for Ordulf (not recommended until you get enough Infiltration Points)? Take out the various guards within Crownhold? Make a beeline for the vault or wherever you think Ordulf’s bedroom (and thus the altar at the center of the consecrate) is? Something else?
3. How do you wish to enter Crownhold? Through the front door? Climb to one of the higher floors?
4. Determine a Standard Dungeoncrawl Procedure (see Discussion)

1. I don't know what all the options are but probably to turn failed stealth attempts into successes.

2. Since we have a key to the vault, maybe go there and see what we discover along the way. Take out guards when we can. Save Ordulf until we have cleared most of the fortress.

3. Dragomir wanted to go to a higher level. That works for me too. I don't really know anything about the different levels to make an informed decision on which one to start with. I'd guess the vault is probably near the bottom, but I have no idea if that's true.

4. For SDP, I think we should stealth as much as possible. But if we have the opportunity to take out a patrol without alerting others, I think we should take it. Definitely search each room. I can't disable traps but I can heal as needed in downtime.

Spells and abilities the Yujin has that can help:
◆She can go invisible 3 times per day and greater invisible once per day.
◆With her mask of the mantis, she can get either darkvision or see the unseen which will last most of the day.
◆To get up to another level, she has helpful steps which can make a ladder or staircase up to 40 ft. tall. The ladder can be dismissed to not leave evidence.
◆She can use illusory disguise to impersonate a guard.
◆She can translocate to teleport up to 120 ft.


male wayang rogue (avenger) 16 | ♥ 168 | ⛨(E)37 | F(E)+24, R(L)+31 (S=CS, CF=F, 1/2 dmg on F), W(E)+25; +1 vs foe Suryo demoralized last 24h; +1 vs divine spells & spirit damage | Perc(L) +29; darkvision | Stealth(M) +31 | Speed 30ft | spells 3 ☐paralyze (DC35); spells 2 ☐invisibility; spells 1 ☐☐sure strike | focus☐☐ | ☐inscribe shadow pamor | ☐ancestral recollection | ☑greater cloak of illusions | ☐clarity goggles| ☐winged sandals | Exploration: Avoid Notice | ⚕none
GM Xavier Kahlvet wrote:

Biggest questions to discuss:

1. When is the party wanting to spend a Leverage Point (to turn a failure or crit fail into a success) vs using a Hero Point vs just accepting the failure?
2. What is the party’s priority regarding its plan of attack? Go straight for Ordulf (not recommended until you get enough Infiltration Points)? Take out the various guards within Crownhold? Make a beeline for the vault or wherever you think Ordulf’s bedroom (and thus the altar at the center of the consecrate) is? Something else?
3. How do you wish to enter Crownhold? Through the front door? Climb to one of the higher floors?
4. Determine a Standard Dungeoncrawl Procedure (see Discussion)

1. I believe all of Suryo's rolls were successes or better. Others can or should certainly use the points.

2. Sneak to the vault. Suryo would suggest we actually minimize taking out guards when possible.
3. Definitely higher level. Suryo has Winged Sandals that grant flight shortly.
4. Stealth and invisibility (Suryo has a 2nd-rank one prepared, and gets a 4th-rank usage from greater cloak of illusions). He can also help with traps.

He has darkvision and can activate greater darkvision for 1 hour. He is always automatically taking precautions against special senses (foil senses). 1/day he can see through illusions within 60ft with the clarity goggles. That may come in useful near or in the vault.


Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 16 (She/Her) | HP 184 (Resist: Mental 8 (16 while unleashed), Fire 5, Electricity 5 | AC 37 (38 with shield) | F +26 R +27 W +28[Walls of Will] | Perc +26 (+27 for init) | Speed 30ft | Spells 1st: 2/2 2nd: 2/2 3rd: 2/2 4th: 2/2 5th: 2/2 6th: 1/2 7th 2/2 8th 1/2| Spell DC 37 | Focus Points: 2/3 | Staff: 8/8
GM Xavier Kahlvet wrote:
I will tell you that that is a failure. I will allow you to use a Hero Point to reroll that, if you wish. If you decide to, I’ll retcon something in in a future post.

I'm not going to be able to post properly until tomorrow, but yes please to the Hero Assassin Point!

I'd like to propose on finding the bedroom first. Having built a psychic based around teleportation, not being able to do it (easily) sucks. -1 to everything sucks too. That said I don't know how to break such an effect, Dispel Magic?

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