Jakoby & Ro
|
Jakoby strikes furiously at the claws.
Spiritbreaker Katana (S, deadly d8, vesatile P) w/ Astral (1d6 spirit) vs Claw: 1d20 + 20 ⇒ (20) + 20 = 402d10 + 6 ⇒ (4, 3) + 6 = 131d6 ⇒ 41d8 ⇒ 2
Spiritbreaker Katana (S, deadly d8, vesatile P) w/ Astral (1d6 spirit) w/ MAP (-5) vs Claw: 1d20 + 20 - 5 ⇒ (16) + 20 - 5 = 312d10 + 6 ⇒ (9, 8) + 6 = 231d6 ⇒ 31d8 ⇒ 2
◆◆) Strike x2
◆) Command Ro
Ro & Jakoby
|
Ro follows his master's example.
◆◆) Strike x2
Jaw (P, magic) vs Claw: 1d20 + 18 ⇒ (10) + 18 = 282d6 + 6 ⇒ (6, 4) + 6 = 16
Talon (S, agile, magic) w/ MAP (-4) vs Claw: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 342d4 + 6 ⇒ (2, 3) + 6 = 11
| GM chadius |
Jakoby slashes the claw as it reaches into her. If only it had a critical weakpoint, but alas. It is extremely resilient to her strikes, but she and Ro are able to leave some scratches. Hardness 12
The claws renew their efforts against Jakoby and BakBat, reaching into their bodies to pull their souls and drag them into the onyx crystalline walls for the rest of time. They take mental damage as the claws wrestle for their essence.
Jakoby: 2d10 + 13 ⇒ (7, 3) + 13 = 23
BakBat: 2d10 + 13 ⇒ (10, 5) + 13 = 28
Itka can hear Lumna's thoughts. "I will help... uh..."
Even is Jakoby: 1d2 ⇒ 2
"Jakoby!" The key hums as Jakoby feels Lumna blunting the claw's impact. 8 Charges remain
Round 2
Trap
- Claw for Jakoby (16 damage)
- Claw for BakBat
Jakoby (Basic Will Save DC 30 for 23 damage, Resist 10, see below)
BakBat (Basic Will Save DC 30 for 28 damage, see below)
Isaku
Doc Bloodshanks (20 damage)
Round 3
Argoni
Itka
The claw grabs onto your soul and holds tight. You can Escape, DC 28 to break free of the grab.
If you were already grabbed and you failed, open the below spoiler.
The claw pulls your soul from the body. You fall unconscious immediately, but your spirit fights on. You can spend 3 actions to make an Intimidation, Occultism, or Survival check to fortify your spirit and try to regain consciousness.
If you're targeting a claw, tell me which one.
Lumna sends a burst of mental energy to remind >you what you can do with the key.<
The trap has one facet for each of you. Disable them all to disable the trap. There are ways to disable each:
- Thievery or Crafting checks (Expert proficiency required) to disable a facet
- Counterspelling with Dispel Magic or a similar spell
- Damage (the facets have Hardness and are immune to precision damage and critical hits)
Doc Bloodshanks
|
Doc goes to disable BakBat's claw.
◆◆ Disable Device: Claw for BakBat
Crafting(master): 1d20 + 19 ⇒ (12) + 19 = 31
He then dashes down one of his versatile vials.
◆ Interact: Drink versatile vial
Healing: 2d6 ⇒ (5, 3) = 8 +4 temp HP
Jakoby & Ro
|
Will vs 23 mental (DC 30) w/ Resist 10: 1d20 + 19 ⇒ (4) + 19 = 23 @ 13 mental
Steeled with resolve despite difficulty, Jakoby keeps good formed swordplay
Spiritbreaker Katana (S, deadly d8, vesatile P) w/ Astral (1d6 spirit) vs Claw: 1d20 + 20 ⇒ (14) + 20 = 342d10 + 6 ⇒ (4, 7) + 6 = 171d6 ⇒ 41d8 ⇒ 5
Spiritbreaker Katana (S, deadly d8, vesatile P) w/ Astral (1d6 spirit) w/ MAP (-5) vs Claw: 1d20 + 20 - 5 ⇒ (4) + 20 - 5 = 192d10 + 6 ⇒ (5, 6) + 6 = 171d6 ⇒ 51d8 ⇒ 2
◆◆) Strike x2
◆) Command Ro
Ro & Jakoby
|
Ro keeps up his end as well, digging now his beak and tearing at what he can find purchase upon.
◆◆) Strike x2
Jaw (P, magic) vs Claw: 1d20 + 18 ⇒ (3) + 18 = 212d6 + 6 ⇒ (1, 6) + 6 = 13
Jaw (P, magic) w/ MAP (-5) vs Claw: 1d20 + 18 - 5 ⇒ (4) + 18 - 5 = 172d6 + 6 ⇒ (2, 5) + 6 = 13
Itka Biklest
|
"Hmp. Lumna, quit draining the key. I know you want to help, but we're just getting started, and we're well equipped to handle it." Itka lectures, trying again to work her dagger and sling bullet into the crystalline structure.
Crafting: 1d20 + 15 ⇒ (8) + 15 = 23
"Hmmmp!" She growls, then casts Guidance on BakBat to help him break free.
◆◆ Fail to disable trap, ◆ Cast a spell
Isaku Beru
|
Isaku heads over to help Bakbat break free of the claw holding him.
Crafting(M): 1d20 + 20 ⇒ (16) + 20 = 36
| GM chadius |
With a few quick slices, Jakoby bisects the claw harassing her. A crystal panel shatters in response.
BakBat's Will DC 30: 1d20 + 14 ⇒ (14) + 14 = 28
As BakBat struggles with the keeps the claw held down, his companions are able to quickly dismantle it.
"Sorry, I don't want to see you hurt..." Lumna's thoughts trail through Itka's mind.
Combat Over
Jakoby (3 damage)
BakBat (28 damage)
Doc Bloodshanks (16 damage)
A minute after the chaos dies down, a door opens in one of the walls, revealing
>Narcela.< She's out of breath after racing to find everyone."Come on, I'll get you to a safer location. This room will restore the facets within minutes."
Already you can see the crystal shards returning to the wall, forging together and claw-shaped crystals growing from them.
Argoni Slate
|
Argoni nods and rushes through the door, saying to Narcela, "Nice to finally meet you. I'm Argoni. What happened? Does this mean your mother knows we're here?"
Itka Biklest
|
"Sorry, I don't want to see you hurt..." Lumna's thoughts trail through Itka's mind.
"Hmp," Itka replies to Lumna. "We don't want to see you get hurt, either," she adds gruffly.
Argoni nods and rushes through the door, saying to Narcela, "Nice to finally meet you. I'm Argoni. What happened? Does this mean your mother knows we're here?"
"Hmp. It's a good bet." Itka grumbles. "Hmp. Healing will have to wait, folks. Time to move!" And with that, she starts limping after Narcela.
| GM chadius |
A stone spiral staircase leads down to the floor of this spacious chamber. The multicolored glow of arcane runes fills the area, creating an eerie kaleidoscope of reds, purples, and greens.
Narcela leads you to a room deep under the castle that she prepared with arcane protections against Aslynn's magic. "As long as Aslynn remains outside the castle, she won't be able to find this area. If you rescue anyone you can keep them here while you continue searching."
"Aslynn must have somehow knew you were coming... dammit." Narcela huffs. "If she knows you were coming, then she knows I'm helping you. No wonder she wouldn't let me get close to the jail cells." She paces a bit. "Aslynn's expedition took her far enough it would take her 4 hours to return here. That's the good news. The bad news is that if you're still here when she returns, she can directly activate the castles defenses. It would overwhelm all of you immediately. You need to leave before the 4 hours are up."
The key shines and Lumna's thoughts projects into your minds. "Something interfered with my ability to transport. I cannot bring you home unless you remove the interferenece. I am sorry. Oh! I do have good news. I sensed a power source of some kind that I can consume to recharge my abilities."
Narcela thinks. "Do you mean the lighting tower? I can lead you there. I can also lead you to the Ardis Scholars who are imprisoned. Aslynn's seneschal is here, they may have notes about intercepting your trip."
Time starts counting now. The Pathfinders have 4 hours before Aslynn returns!
Each location in the castle takes about 20 minutes to reach.
- Safe Space (You are here)
- Lightning Tower (To recharge Lumna)
- Prison Cells (To free the Ardis Scholars)
- Seneschal's Study (To shut down the interplanar interference)
Each location takes an average of 20 minutes to reach and explore. When 2 of you agree on a location, the team will travel there. At least 1 of you must use the Explore the Electric Castle exploration activity. The rest of you can use this activity or Follow the Expert. Your results will adjust how long it takes to complete the location, somewhere between 15 minutes and 1 hour.
Doc Bloodshanks
|
Doc hands BakBat a versatile vial. "Here, drink this quickly ... I'll heal you more when we get a chance to rest."
BakBat healing: 2d6 ⇒ (2, 2) = 4
He frowns and mumbles, "Lackluster results. That divine healing must be interfering with the restorative properties ..."
He listens to Narcela's explanation and nods. "My instinct is to remove the interference first, but if we do that now there's a chance it could get back up ... so I'd say it's wiser to get the prisoners free first."
Assuming it took at least 10 minutes to get here, he drinks another versatile vial and gives another one to BakBat.
Doc's healing: 2d6 ⇒ (6, 2) = 8
BakBat's healing: 2d6 ⇒ (1, 6) = 7
BakBat
|
BakBat drinks the healing elixirs greedily. "Thanks. Yes, let's get the prisoners free first."
Jakoby & Ro
|
”More bodies, more help” Jakoby agrees. She searches for tracks that would lead to the Prison Cell area.
◆) Hunt Prey
Isaku Beru
|
Isaku pulls a baton out of his pouch and activates it. He then proceeds to patch BakBat up.
Battle Medicine DC 30: 1d20 + 19 ⇒ (11) + 19 = 30
Healing, DC 30: 2d8 + 30 ⇒ (2, 3) + 30 = 35
Bakbat is immune to Isaku's Battle Med for 1 hour instead of 1 day (Battle Medic's Baton)
If there's time, Isaku will do a treat wounds on Doc.
Battle Medicine, DC 20, Assurance: 2d8 + 10 ⇒ (5, 3) + 10 = 18
Agreed. Let's get the prisoners
| GM chadius |
The team quickly heals and makes their way to the prison cells.
Jakoby (3 damage)
BakBat (10 min coagulant, 60 min Battle Medicine)
Doc Bloodshanks (60 min Battle Medicine)
There will be more time to heal after you enter the cells, I'll keep the rolls and assume you try to heal Jakoby.
Narcela leads the way to the prison cells, and halts when she sees some guards outside the entrance. "Aslynn said I'm not allowed in, and they'll ask questions about you." Narcela looks. "Maybe you could sneak in, I know a few side paths. Or just... lie to the guards, say you're cleaning the cells. Once you're in I'll make sure the guards don't bother you on the way out."
Explore the Electric Castle: The team must choose one of two approaches: through sealed areas of the castle (using Athletics or Thievery) or bluffing and sneaking past guards (using Deception or Stealth).
BakBat
|
"BakBat suggests finding alternative paths. BakBat can lie, but not so effectively."
Itka Biklest
|
"Hmp. Time is not on our side, and there may be unexpected complications on the other routes. Let's take the shortest path here." Itka's also concerned that her bad hip might hold up the group if extra traversing is involved, but she doesn't mention that. No use grousing when nothing can be done.
Itka has Athletics +0 & Thievery +3 for the sealed areas of the castle vs. Deception +11 & Stealth +15 for getting past the guards.
Argoni Slate
|
| 1 person marked this as a favorite. |
Argoni shrugs. "I can do either, but if you want to slip past them, you can follow me."
Argoni can go both routes, but he does have Quiet Allies if that applies to others performing Follow the Expert.
Doc Bloodshanks
|
Doc nods to Isaku pleasantly, declining his offer of medical aid. "I appreciate the sentiment, but I'm down to just a couple of bruises ... so it's more useful to keep the healing option open should it be needed."
Only down 4 HP right now, and don't want to lose access to Battle Medicine if it's needed during an encounter
Doc Bloodshanks
|
Doc listens to the discussions of routes. "I am in somewhat the same situation as BakBat, I'm afraid. If someone skilled wants to take the lead, though, I'm happy to follow."
I'd be better at the Athletics/Thievery route. Not trained in either Deception or Stealth. I can mix up an elixir to help with it, though, if I'm following the expert.
Isaku Beru
|
+18 Thievery, +17 Stealth, +14 Athletics, no Deception
| GM chadius |
The team decides to bypass the guards entirely by using Stealth and Deception to throw off suspicion.
"What's wrong, Narcela? Looking a bit tired?"[/]b One of the guards scoffs. [b]"Something tells me you'll be dancing with the coven soon. If you still remember me afterwards, don't eat my dreams, okay?"
"I'm not... wait, do you think I would eat YOUR dreams? All you dream about is baking bread. Or eating bread." Narcela eggs on the guards to take their full attention away from you.
Make those rolls, folks. I'll move us along in 8ish hours or so.
Doc Bloodshanks
|
Doc uses one of his versatile vials to mix up a quicksilver mutagen and downs it, looking a bit weakened as he does so but more spry. He offers to make one for anyone else.
He moves behind Argoni, carefully trying to duplicate his moves and technique.
As I said in the OOC thread, since we are accumulating successes, I think it makes sense for Argoni and I to roll separately, rather than both having to rely on my roll.
Follow the Expert (Stealth) w/ mutagen bonus: 1d20 + 7 + 2 + 2 + 2 + 1 ⇒ (12) + 7 + 2 + 2 + 2 + 1 = 26
Doc competently follows the halfling investigator's lead, sticking to the shadows and doing his best to avoid detection ... assuming the guards are not too good at their jobs.
Jakoby & Ro
|
Stealth (E) to Bypass Guards: 1d20 + 19 ⇒ (19) + 19 = 38
Like a falling snow that creeps up on the first morning of winter, our ulfen hero and her companion move soundlessly.
BakBat
|
Stealth or Deception: 1d20 + 13 ⇒ (14) + 13 = 27
Itka Biklest
|
Wadding up some cloth, Itka ties it to the bottom of her cane and slips as silently as possible past the guards. Hopefully her bad hips won't act up on her for a bit.
Stealth: 1d20 + 15 ⇒ (8) + 15 = 23
Argoni Slate
|
| 1 person marked this as a favorite. |
Argoni nods at Doc and motions for him to tuck into a shadow a bit more. Then he holds him until the guard starts to scratch himself before he motions to move.
| GM chadius |
| 1 person marked this as a favorite. |
I'll move us along now. Quiet Allies is in effect, so you effectively rolled a 12 if you haven't rolled already.
Argoni: 12 + 16 = 28
Isaku: 12 + 17 = 29
It takes about 20 minutes for you to find an opening and a way through without alerting the guards.
A long hallway leads to a series of locked doors. Each cell contains a smattering of straw on the floor, a thin blanket and a bucket. The smell of filth and misery fills the air. Narcela keeps chatting with the guards outside, trying to convince them to take a quick break. Meanwhile, you find two Ardis Scholars are quite talkative.
One is a genial, absent-minded human. "Did you know my name is Venruth Zserle?" He introduces himself. "This is quite unexpected! Do you know Dinetrie's being punished for trying to escape, right? You've found where the workshop is? Where Cetezar's working?"
The other one, a male Aiuvarin, interrupts the man. "Of course they don't know that!"—and interrupts you to give his opinion. And he has an opinion on everything. He hates everything. Aslynn. These cells. The Ardis Scholar's poor defenses. Your taste in clothing. The "miniscule" rescue squad sent to rescue someone of his status.
Venruth tells you one of the Ardis Scholars was taken to the workshop to create weapons for Aslynn, while another is being punished for trying to escape. "One is still working in the Workshop, while the other is imprisoned in the Onerium. Which one should be freed first?"
"Who cares." Bremix grumbles. "You're helping me first, right? Where's the extraction point? We'll wait there for the real rescue squad to arrive."
Time Elapsed: 20 minutes
You have 2 more potential locations to visit.
- Workshop (Ardis Scholars are forced to work here)
- Oneirium (Ardis Scholar is imprisoned here)
- Lightning Tower (To recharge Lumna)
- Prison Cells (To free the Ardis Scholars)
- Seneschal's Study (To shut down the interplanar interference)
Jakoby & Ro
|
"Should we just leave this one in the cell, boy?"
Jakoby is facing Ro when she speaks, but her rhetorical question - which she actually considers for a moment(!) - is for the second prisoner to hear "Or is the reward for an extra prisoner rescued just too good to pass up?"
She corrals them, gently, and suggests "I think we should get a look at what the Witch is having them build in the Workshop"
Itka Biklest
|
"Hmp. Yes, but they're rather likely to check in on someone in a workshop. Hmmmp... I know a spell that could Replicate whoever we rescue. Leaving the Replica there to pretend to work would buy us some time if anyone peeked in. Unfortunately, I don't have it prepared today, and I'd need to sustain the spell even if I did." Itka looks at the Hallajin Key, wondering if it's worth using five charges to switch out her spell selections.
@GM: Would Cetezar and Dinetrie be level 8 or lower? If not, Replicate won't work.
| GM chadius |
Itka suspects she could Replicate some of the prisoners. Bremix talks a big game, but he's not as remotely strong as he claims. Itka assumes the others are around his strength.
Finally, the door to the hallway opens again and Narcela enters. "I convinced the guards to leave their shift a bit early. We have some time before they come back, they won't be cleaning the cell for hours-"
Narcela suddenly shudders and hunches over in pain. Her extremities ripple, the skin on her forearms turning to a dark gray as her fingers stretch, nails lengthening into claws. After a few moments, the strange attack passes, and her limbs return to normal. Taking in deep breaths of air to calm herself, she straightens, and wipes sweat from her brow.
Bremix looks at Narcela with revulsion. "Lamashtu's get!" he swears. "She's got some sickness. Is this going to spread to the rest of us?!"
Jakoby & Ro
|
Hireling Religion (M) vs DC 26: 1d20 + 16 ⇒ (2) + 16 = 18
"Deadeye's bow!"
Jakoby can only stare.
Itka Biklest
|
Religion DC 26: 1d20 + 15 ⇒ (2) + 15 = 17
"Hmp! Narcela, are you okay? What was that?" Itka's brow is furrowed with concern, albeit tinged with irritation. Hmp. Of *course* there would be complications.
Argoni Slate
|
Society: 1d20 + 16 ⇒ (2) + 16 = 18
"Whoa! Hopefully this isn't some sort of curse Aslynn has put on all of us! We should watch each other for signs!"
Doc Bloodshanks
|
Crafting (in place of Medicine) DC 29: 1d20 + 18 ⇒ (12) + 18 = 30
"It isn't a sickness, but this is the malevolent sorcery of the hags. Aslynn has begun a ritual to force Narcela to transition into a hag. We are safe from contamination, but must figure out a way to stop this ... Perhaps a dispel magic spell would disrupt the ritual? But that is frankly just a guess. Lumna, do you have any ideas or knowledge related to this?" He begins looking through his vials, anxious for a way to counter the effect.
| GM chadius |
"I'm... alright now..." Narcela catches her breath and smiles at Itka. "We have to focus on rescuing the other scholars, even if they don't fully appreciate our efforts." She glowers at Bremix, who keeps his distance from her. "If I lose myself you have permission to stop me by any means necessary. I will not die a monster."
You leave Bremix and Venruth in the region. Venruth waves a polite "Goodbye! If you find any tea and biscuits feel free to bring them here." While Bremix grumbles "Call for reinforcements already!"
You all prepare to visit the Workshop.
| GM chadius |
This strange room contains an assortment of work spaces and odd technological devices in all its nooks and crannies. A table in the center of the room contains straps and discarded surgical tools alongside several gears, wires, and other mechanical parts.
A portly human with a wild shock of gray hair and a clockwork prosthetic arm is busy designing augmentations. Three humanoid creatures, seemingly without flesh guard him. "Intruders!" One of the creatures hisses.
"Oh my!" The human ducks under the table. "Did you come to rescue me? Thank the gods!" He grabs some wires and continues tweaking them.
Doc Bloodshanks: 1d20 + 12 ⇒ (2) + 12 = 14
BakBat: 1d20 + 12 ⇒ (1) + 12 = 13
Itka: 1d20 + 15 ⇒ (18) + 15 = 33
Isaku: 1d20 + 15 ⇒ (14) + 15 = 29
Argoni: 1d20 + 16 ⇒ (14) + 16 = 30
Jakoby: 1d20 + 21 ⇒ (11) + 21 = 32
White: 1d20 + 20 ⇒ (13) + 20 = 33
Red: 1d20 + 20 ⇒ (17) + 20 = 37
Green: 1d20 + 20 ⇒ (6) + 20 = 26
The guard in Green is slow to react, but her teammates are quick on the draw.
Itka, if you have a way to break initiative ties you will beat White.
I'm about to board a train, so I'll update this once I get moving.
>Workshop Map<
| GM chadius |
"More meat for the grinder!" The creature in Red pulls out his warhammer and closes in on Jakoby.
Bonk: 1d20 + 19 ⇒ (3) + 19 = 22
Bludgeoning: 2d8 + 9 ⇒ (4, 7) + 9 = 20
The one in White keeps their distance and focuses. A robed figure emerges from a cloud of smoke, tentacles snaking in and out of him. "What is your bidding? Ah, Fireball formation! Speak no further."
Fireball: 6d6 ⇒ (6, 5, 1, 1, 4, 2) = 19
Flames erupt around everyone. Basic Reflex Save DC 22
| GM chadius |
Round 1
Red
White
White Robed Figure
Itka (Reflex DC 22 vs 19 Fire)
Jakoby (Reflex DC 22 vs 19 Fire)
- Ro (Reflex DC 22 vs 19 Fire)
Argoni (Reflex DC 22 vs 19 Fire)
Isaku (Reflex DC 22 vs 19 Fire)
Green
Doc Bloodshanks (Reflex DC 22 vs 19 Fire)
BakBat (Reflex DC 22 vs 19 Fire)
Jakoby & Ro
|
Jakoby Basic Reflex (M) vs 19 fire w/ Evasion (DC 22): 1d20 + 22 ⇒ (9) + 22 = 31 @ 0 damage
Ro Basic Reflex (E) vs 19 fire (DC 22): 1d20 + 20 ⇒ (3) + 20 = 23 @ 9 damage Ro
Jakoby easily rolls - if fact, she somersaults forward, and races at the white mage "Thought I smelled a magic-user in here" and landing just before him, she whistles shrilly, calling her hunting companion her way, who attacks his eyes while she slashes downward near his exposed guard.
~) Prey: White Mage (AC 29 vs him)
◇) Stride w/ Swift Tracker
◆) Magic Hide
◆) Command Ro to Support (White Mage bleeds for 2d4 and is Dazzled while bleeding if next Strike hits)
◆) Strike
Astral Katana (S, 2h; deadly d8, two-handed d10, versatile P) w/ Astral (1d6 spirit) vs White Mage: 1d20 + 20 ⇒ (10) + 20 = 302d10 + 6 ⇒ (3, 2) + 6 = 111d6 ⇒ 51d8 ⇒ 2
Ro & Jakoby
|
Imbued by his master's magic, Ro's feathered "beard" sprouts once more, and he harries the magic-using foe ahead of him.
~) Magic Hide (AC 29)
~) Prey: White Mage (AC 30 vs him)
◆) Fly
◆) Support
Doc Bloodshanks
|
DC 22 Reflex save w/ quicksilver mutagen: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Itka Biklest
|
No way to beat initiative ties, so I go after White.
Reflex DC 22 vs 19 Fire: 1d20 + 16 ⇒ (13) + 16 = 29
Success for 9 damage
"Hmp." Itka limps into the workshop in an effort to make future fireballs less effective. With a crude gesture, she casts Malicious Shadow on the guard in white that seemed to summon the white robed figure who cast fireball. The target's shadow suddenly writhes, splitting into tentacles that pummel them from all directions.
Malicious Shadow vs. White: 1d20 + 17 ⇒ (2) + 17 = 19
Bludgeoning damage: 1d10 ⇒ 3
◆ Stride, ◆◆ Cast a spell
Argoni Slate
|
Despite it being a bit obvious now, I think 'Where in the fortress are the Ardis Scholars being held?' applies to these guards.
Reflex Save (DC22): 1d20 + 16 ⇒ (19) + 16 = 35
Stratagem on White: 1d20 ⇒ 5 +free RK on White
Argoni ducks the fireball completely. "Hey! Where did he come from?!" With avoiding the flames, the halfling can't see a good angle to get on the mage, so he turns to the one who has charged in and hurls a lightning bomb at him while he slips to the side. Finally, the halfling touches his wayfinder and a pale green shimmer snaps up in front of him.
Attack vs Red: 1d20 + 17 ⇒ (13) + 17 = 30
Electricity damage: 2d6 ⇒ (2, 3) = 5
◇ Stratagem on White (+free RK on White; Arcana +15, Occultism +15, Society +16)
◆ Move
◆ Quick Bomber on Red (Draw, Strike)
◆ Cast Shield from Wayfinder (+1AC)
| GM chadius |
Jakoby springs into action and comes down with a critical slash on the robed man. A tentacle slips forth from his arm. "Spiritual in nature." He mumbles.
Itka moves out of fireball formation and summons a shadow to flail at the White fleshless creature in the back.
Argoni takes a good look at the creature in Red. She must be a ghoul of some kind, able to walk into walls and sink through floors. Beware of her unearthly shriek and her paralyzing bites. He zaps her and then raises a magical barrier.
Round 1
Red (5 damage, Off guard)
White (Malicious Shadow from Itka)
White Robed Figure (37 damage)
Itka (9 damage, Malicious Shadow on White)
Jakoby
- Ro (9 damage)
Argoni (Shield)
Isaku (Reflex DC 22 vs 19 Fire)
Green
Doc Bloodshanks (9 Damage)
BakBat (Reflex DC 22 vs 19 Fire)
BakBat
|
Reflex vs fire: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25
Charhide Goblin -> Fire resistance 4