Blackfeather Jack
|
Jack roars at the impact of the phantom blade, and glowers at the driving rain pelting them. He turns to the spirit swarm.
”BY THE FULL MOON’S HAUNTING POWER
RISING AT THE WITCHING HOUR,
TAKE YOUR LEAVE AND GO THEE HENCE!
EXEUNT FROM YOUR AUDIENCE!”
Occult: 1d20 + 6 ⇒ (12) + 6 = 18
| GM Zoomba |
The piercing blinding red rain is very much a magical effect.
As failing that save causes Fran to be temporarily Blinded
Flat check to hit: 1d20 ⇒ 10
Scoured by and blinded by the rain, Fran fires at the phantom but narrowly misses Unless you want to Hero Point that Flat Check, or if I'm missing something.
Lindevailë sends a burst of healing that mends much of the party's wounds And the minor wound so far on the phantom unfortunately
Jack tries to get the spirits to pass on through sheer occult will. But the congelaed mass of multiple pained souls resist his efforts. Trying to Disable the haunt is Two actions (◆◆) so you still have your 3rd if you want
Initiative
Red apparition
Glowing phantom
Eddie, need Reflex save
Lindevailë, elemental motion (fly)'d
Fran, panached, buckler, need Reflex save
Briney 69/70 HP, clumsy 1
Jack 39/56 HP, 1 action left
Nanoc clumsy 1, blinded
The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion, but will require multiple successes) or a complicated communion with the spirits’ lingering consciousnesses (Occultism, slightly harder but a single check will succeed)
FieryFran
|
Reflex(E): 1d20 + 13 ⇒ (12) + 13 = 25
Fran lets fly at Green
+1 Hatchet: 1d20 + 13 ⇒ (1) + 13 = 14 for Slashing Damage: 1d6 + 2 ⇒ (4) + 2 = 6 plus Precision: 3 = 3
She releases too late and hurls the axe into the water. She pulls out another axe and tries again.
+1 Hatchet, MAP, Agile: 1d20 + 9 ⇒ (6) + 9 = 15 for Slashing Damage: 1d6 + 2 ⇒ (1) + 2 = 3 plus Confident Finisher: 3d6 ⇒ (5, 1, 5) = 11
◈ Hurl axe into the water
◈ Interact to draw
◈ Whiff
Eddie 'Bo' Leetus
|
Reflex DC21: 1d20 + 12 ⇒ (6) + 12 = 18
"Sharp rain in my eyes!" Eddie cries out.
They fling a bolt of cold fungal energy at the aggressor before ◆ shuffling back away from the water.
Blind Flat Check: 1d20 ⇒ 17
◆◆ Frostbite, 60' Range, Cold, Basic Fort Save DC21: 4d4 ⇒ (4, 4, 4, 2) = 14
I wish I could help with the rain effects but I'm untrained in both religion and occultism.
| GM Zoomba |
Fort: 1d20 + 11 ⇒ (18) + 11 = 29
Eddie also gets hurt and blinded for the moment from the rain though as the rain damage came on ts turn Lindevailë's heal patches you back up but manages to accurately throw a biting bolt of frost at the phantom based on where it was. Those of you who have full eyes on it notice the phantom appears to shake off the worst of the cold, but the spell shows some effect.
Initiative
Red apparition
Glowing phantom 3 damage
Eddie, blinded
Lindevailë, elemental motion (fly)'d
Fran, panached, buckler
Briney 69/70 HP, clumsy 1
Jack 39/56 HP, 1 action left
Nanoc clumsy 1, blinded
The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion, but will require multiple successes) or a complicated communion with the spirits’ lingering consciousnesses (Occultism, slightly harder but a single check will succeed)
Briney
|
"No wait... Is a Ghost!"
Devise a Strategy vs Definitely a Ghost: 1d20 ⇒ 4
No good. Briney, who doesn't even believe in ghosts, tries to banish it with his mind!
"Go away!" Trying to use his screetchy voice to mindmeld it. Somehow.
◇) Devise a Strategfy vs Definitely a Ghost
◆) Stride
◆◆) Disable w/ Occultism
Occultism (U) w/ +2 Skill Stratagem: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.
| GM Zoomba |
Briney advances. Quickly analyzing that the moment's circumstances don't favor focusing on the phantom he too tries to appease the raging spirits.
Unforutnately just like Jack his quick argument falls on deafd ears. And they moan again, and the blood rain falls in piercing sting again!
Another DC21 Basic Reflex save vs Piercing: 4d6 ⇒ (3, 1, 1, 2) = 7. Failure also Blinds you for the round
The pahntom meanwhile turns their gaze onto Fran as it avoids the hatchets hurled at it.
you are so eager to toss your metal into the water. fetch it then.
Telekinetic Maneuver to Shove: 1d20 + 17 ⇒ (2) + 17 = 19
Fran feels a blast of occult force trying to shove her westward into off the pier and into the harbor, but stands fast. A hint of annoyance fleetingly plays across the phantom's face as it then flies further backwards over the water.
Initiative
Red apparition
Glowing phantom 3 damage
Eddie, need Reflex save
Lindevailë, elemental motion (fly)'d, need Reflex save
Fran, panached, need Reflex save
Briney 69/70 HP, clumsy 1, need Reflex save
Jack 39/56 HP, 1 action left, need Reflex save
Nanoc clumsy 1, blinded, need Reflex save
The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion, but will require multiple successes) or a complicated communion with the spirits’ lingering consciousnesses (Occultism, slightly harder but a single check will succeed)
| GM Zoomba |
Whoops! Forgot the Bell effect!
Fort: 1d20 + 11 ⇒ (16) + 11 = 27
So saves against Nanoc's bell and isn't stupefied. Luckily its actual Shove roll made it fail anyway - perhaps the bad dice luck is spreading? knock on wood and pray to Desna
Nanoc Evitceted
|
Nanoc, though blinded, instinctively gives his cowbell a firm ring. The sound echoes through the chaos, but for now, it seems to have no effect.
DC 21 basic Reflex save: 1d20 + 11 ⇒ (2) + 11 = 13
Fail, takes 7 P damage and is Blinded (1 round).
The crimson rain makes things worse. Disoriented, he staggers toward the source of the moaning voices, until he bumps into an ally. Raising his voice in prayer, he calls out to the restless dead.
Religion to Disable Haunt: 1d20 + 7 ⇒ (3) + 7 = 10
"Please... find your way to the Boneyard. Be at peace." he pleads, his tone a mix of compassion and desperation.
◆ Stride
◆◆ Disable Haunt
Blackfeather Jack
|
Jack sees Briney and Nanoc trying to deal with the spirits, each in their own way. Something familiar about…
”BRINEY!”, he cries. ”USE OUR COMBINED MIGHT AGAINST OUR FOES!”
He then turns to the spirits.
”AWAY WITH YOU! DARKEN OUR DOORSTEP NO MORE!”
Occultism: 1d20 + 6 ⇒ (4) + 6 = 10
Briney
|
"Briney Small but Mighty!"
Basic Reflex vs 7 Piercing (DC 21) and Blind: 1d20 + 10 ⇒ (5) + 10 = 15 @ 7 damage, blind
And really, his might is his well-connected brain, for Briney, moment by moment, can remember his Entire Life. But. Can he remember where the Phantom was?
Flat Check to Target Phantom (DC 11): 1d20 ⇒ 12
Devise a Strategy vs Phantom: 1d20 ⇒ 7
◇) Devise a Strategfy vs Definitely a Ghost
◆◆) Disable w/ Occultism
◆) Prepare to Aid Next PC (if one action - GM adjudication)
↺) Aid
"BRINEY SAYS GO AWAY AWAY!!!"
Flat Check to Target Phantom (DC 11): 1d20 ⇒ 12
Occultism (U) w/ +2 Skill Stratagem: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
To Next PC "I don't think he listen to Briney. Tell him he stupid too!"
Occultism (U) w/ +2 Skill Stratagem: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Lindevaile Tindome
|
Reflex: 1d20 + 11 ⇒ (20) + 11 = 31
Lindevailë Tindómë feels the current winds and dances to avoid the rain.
She tries to connect to the spirits, as before in the streets. "Tell me your troubles, let me take the burden and bring you peace."
◆◆ Disable Occultism: 1d20 + 10 ⇒ (3) + 10 = 13
She finishes with a dance routine consisting of a collection of occultist gestures around the world that are used to banish evil spirits, directed toward the phantom.
◆ Demoralize Green Versatile Performance (Dance): 1d20 + 17 ⇒ (3) + 17 = 20
Blackfeather Jack
|
| 1 person marked this as a favorite. |
Jack sees Briney and Nanoc trying to deal with the spirits, each in their own way. Something familiar about…
”BRINEY!”, he cries. ”USE OUR COMBINED MIGHT AGAINST OUR FOES!”
He then turns to the spirits.
”AWAY WITH YOU! DARKEN OUR DOORSTEP NO MORE!”
Oh look, I have another Hero Point!
Occultism: 1d20 + 6 ⇒ (19) + 6 = 25
FieryFran
|
Reflex: 1d20 + 13 ⇒ (17) + 13 = 30
Fran has no Panache as she used Confident Finisher earlier
Fran pulls out an axe and hurls it at the Green ghost before raising her buckler
+1 Hatchet, Range: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16 for Slashing Damage: 1d6 + 2 ⇒ (6) + 2 = 8
◈ Interact to Draw
◈ Whiff
◈ Buckler
Eddie 'Bo' Leetus
|
Reflex DC21: 1d20 + 12 ⇒ (8) + 12 = 20
More sharp rain blinds the mushroom. "This is the worst rain I've ever felt." Eddie sobs a bit and fires off another bolt of frost.
Blind Flat Check: 1d20 ⇒ 6
◆◆ Frostbite, 60' Range, Cold, Basic Fort Save DC21: 4d4 ⇒ (1, 1, 3, 4) = 9
I would think this attack is an auto miss as the phantom moved since my last round and I've been blinded now this and last round?
Eddie's mushroom minion Toady whispers some useful ◆ guidance to them.
Briney
|
◆◆) ☘️ to Disable w/ Occultism
(☘️ ☑□□)
☘️Occultism (U) w/ +2 Skill Stratagem: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
"GO AWAY! GO AWAY!! GO AWAY!!!"
Briney musters as much courage as can fit into his tiny goblin body (mostly in his head). But. It's not enough...
| GM Zoomba |
Keep that Hero Point Briney (based on your party's luck, you'll need it still)
The rain pelts down, blinding many of you even as it slices. Fran draws and throws another hatcher at the phantom, but it too *plunks* into the water. Eddie tries to summon a freezing orb around it, but the red rain coating his eyes makes the leshy's aim wildly off.
The rest of you attempt to once more quell the raging apparitions in the water. And once more your pleas seem unheeded. But Jack digs deep, calling up deep reserves within himself to channel his force of personality and mystic might as strongly as he can against the roil of pained souls. He forms a connection with the lost spiirts, and finally gets through to them to convince them to pass on. The Occultism DC was 22 - which is a lot easier to meet when you finally roll a double-digit!
With the haunting locus dispersed, the rain continues but only at a drizzle. But the phantom remains, floating to the east and hurling another dagger at Jack as it moans
i was killed here. so may of us were killed here. you will NOT trick me into forbearing my revenge with mere soft words.
Knife throw!: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27 for Spirit: 2d4 + 10 ⇒ (1, 3) + 10 = 14
It then launches another quickly-formed weapon out back at Fran as her hatchet flies by it, before floating to the east.
Throw v Fran: 1d20 + 17 - 2 - 4 ⇒ (10) + 17 - 2 - 4 = 21 for Spirit: 2d4 + 10 ⇒ (3, 2) + 10 = 15
Initiative
Red apparition
Glowing phantom 3 damage
Eddie 56/63 HP
Lindevailë, elemental motion (fly)'d
Fran 7073 HP
Briney 62/70 HP, clumsy 1
Jack 25/56 HP
Nanoc 39/46 HP clumsy 1
The water is 10 feet deep, though pretty calm looking.
That whirling pool of spirits seems more a haunt than a true individual creature. It might be able to be banished with repeated prayer (Religion, but will require multiple successes) or a complicated communion with the spirits’ lingering consciousnesses (Occultism, slightly harder but a single check will succeed)
Blackfeather Jack
|
Jack takes a moment to recover, from his mystical effort as well as his injury. He slumps a bit, the fire in his head dwindling somewhat. The crow on his shoulder actually looks at him with something like concern.
Then he straightens up, the fire roaring back to life.
”YOUR REVENGE WILL BE EXTINGUISHED WITH YOU!”, he cries. Two more crows beeline toward the spectre.
2-action Elemental Blast vs Green
1-action Elemental Blast vs Green
Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d8 + 4 ⇒ (5) + 4 = 9B
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 ⇒ 8B
Lindevaile Tindome
|
| 1 person marked this as a favorite. |
Lindevailë Tindómë looks at Jack with a worried expression: "That must have hurt, you can't take many of those". She gestures as if gathering some air and throwing it toward Jack with the call: "Envinyata!"", and a glowing wind does indeed flow between them, mending Jack's wounds.
She then dances with wide high arcs of her long legs and flowing skirt, trying to catch the phantom's attention.
◆◆ Cast Heal rank 2, 2 actions on Jack Heal: 2d8 + 16 + 2 ⇒ (7, 7) + 16 + 2 = 32
◆ Create a Diversion, Distracting Performance, at phantom to hide Jack. Perform(dance): 1d20 + 17 ⇒ (19) + 17 = 36 If successful, Jack hidden until end of his next turn unless he breaks it.
Nanoc Evitceted
|
"If you are going to hurt us, better get back to where you come from." Nanoc then shoots the Glowing Floaty Thing
◆ Strike
+1 Striking Ghost Touch Jezail Attack, Clumsy 1: 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27 vs Glowing Floaty Thing
Damage, Implement's Empowerment: 2d8 + 4 ⇒ (7, 5) + 4 = 16 P/B damage
Additional Damage: Highest weakness (fr Mortal Weakness) or custom weakness 4 (fr Personal Antithesis)
He reloads again and shoots another.
◆ Interact to Reload Weapon
◆ Strike
+1 Striking Ghost Touch Jezail Attack, Clumsy 1, MAP: 1d20 + 10 - 1 - 5 ⇒ (3) + 10 - 1 - 5 = 7 vs Glowing Floaty Thing
Damage, Implement's Empowerment: 2d8 + 4 ⇒ (2, 1) + 4 = 7 P/B damage
Additional Damage: Highest weakness (fr Mortal Weakness) or custom weakness 4 (fr Personal Antithesis)
↺ Ring Bell - Trigger: The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.
Distracting Cacophony: The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a DC 20 Fortitude save or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a DC 20 Will save or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
| GM Zoomba |
Focus now firmly fixated on the phantom, Jack and Nanoc fling a fusillade at it. Two of the three shots connect Jack's first missed, and while the phantom's incorporeality seems to absorb some of the strikes they do solid damage to the creature.
Lindevailë then mends Jack's recent damage and puts on a distracting show to hide the oft-targeted leshy from retaliation for a moment.
Initiative
Glowing phantom 23 damage (AC is btw 23 and 25)
Eddie 56/63 HP
Lindevailë, elemental motion (fly)'d
Fran 70/73 HP
Briney 62/70 HP, clumsy 1
Jack, Hidden
Nanoc 39/46 HP clumsy 1
The water is 10 feet deep, though pretty calm looking.
Eddie 'Bo' Leetus
|
Eddie blinks their eyes a few times "I can see! The spirits listened to you, good work." They turn their attention to the culprit: that green floating creature.
"Take this!" They sling a blast of water at it.
◆◆ Hydraulic Push, 60' Range, Water, Guidance: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Damage (B) 5' Knock Back: 3d6 ⇒ (4, 2, 3) = 9
Toady then whispers some extra ◆ guidance to Fran, it could be helpful.
Briney
|
"Briney hurt Ghost with Ghost Bolt!"
Devise a Strategy vs Hittable Phantom: 1d20 ⇒ 16
Alchemical Crossbow (P, 30-ft) w/ Strategic Strike (2d6) w/ Ghost Charge (1d6 vitality) vs Hittable Phantom: 16 + 14 = 302d8 + 2d6 ⇒ (7, 1) + (4, 4) = 161d6 ⇒ 6 (Does Strategic Strike count as Vitality damage?)
LINK
"When you hit with an ability that grants you precision damage, you increase the attack's listed damage, using the same damage type, rather than tracking a separate pool of damage"
So his attack is one part Piercing (2d8), one part Vitality (1d6), plus added Precision Damage (2d6) from Strategic Strike...
◇) Devise a Stratagem
◆) Strike w/ Ghost Charge loaded Alchemical Crossbow (☑□□)
◆) Reload
◆) Eye for Numbers (GM adjudicates if "countable" - later Briney may Diversion using Society, once)
Our hero's mind in overdrive (as always), he counts the blue floating flames around it - each mote! - studying it for his next hijinx, as wanting to preserve the bomb's spiritual energy for well-aimed shots seems a provision worth doing.
FieryFran
|
Fran again dances for the phantom.
Dance (Performance vs Will DC): 1d20 + 14 ⇒ (7) + 14 = 21
She then runs around to the other side to get into range.
◈ Dance
◈◈ Stride x2
| GM Zoomba |
(Does Strategic Strike count as Vitality damage?)
It does: Precision damage counts as/adds to the damage type of the strike. Which is unfortunate in this case as...
Brix runs the numbers and fires a well-aimed shot with his crossbow at the phantom. And the bolt strikes it! ...but the creature seems unharmed by the vitality-damaging bolt itself. The goblins does count around 20 sparking motes generated by the impact though. Again: the phantom here is NOT an undead nor vulnerable to vitality damage
Fran dances at the phantom once more as she moves, though it seems less distracted by the swashbuckler this time.
Eddie tries to push the foe with some water himself. But it manages to dodge the wet attack.
The now somewhat damaged spirit floats a bit closer towards the mass of you on the pier. It's gaze passes over the spot Jack and his flaming/bludgeoning birds came from, but the flowing air currents from Lindevailë's dance obscure the leshy. Instead, the creature throws a pair of daggers at Nanoc.
Will v Bell: 1d20 + 16 ⇒ (17) + 16 = 33
Strike v Nanoc: 1d20 + 17 ⇒ (2) + 17 = 19 for Spirit: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Strike v Nanoc: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 32 for Spirit: 2d4 + 10 ⇒ (3, 1) + 10 = 14
Once more the poppet's bell doesn't seem strong enough to overcome the spirit, but Nanoc manages to dodge the first blade. The second it another matter - it pierces the poppet right to its core.
Initiative
Glowing phantom 23 damage (AC is btw 23 and 25)
Eddie 56/63 HP
Lindevailë, elemental motion (fly)'d
Fran 70/73 HP
Briney 62/70 HP, clumsy 1
Jack
Nanoc 11/46 HP clumsy 1
The water is 10 feet deep, though pretty calm looking.
FieryFran
|
"Stand still!" Fran yells at the phantom irritably. She pulls out another axe and hurls it at Green.
+1 Hatchet, Range: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26 for Slashing Damage: 1d6 + 2 ⇒ (3) + 2 = 5
She pulls out another but runs out of time.
◈ Interact to draw
◈ Strike
◈ Interact to Draw
Somehow I don't trust your 'pretty calm looking' :)
Nanoc Evitceted
|
"Ack!" Nanoc snaps as the second blade finds his fluffy chest because he couldn't dodge it. "You'll pay for that scar!" the poppet snarls, then begins reloading.
◆ Interact to reload weapon
He keeps shooting the Glowing Floaty Thing.
◆ Strike
+1 Striking Ghost Touch Jezail Attack, Clumsy 1: 1d20 + 10 - 1 ⇒ (20) + 10 - 1 = 29 vs Glowing Floaty Thing crit
Damage, Implement's Empowerment: 2d8 + 4 ⇒ (1, 6) + 4 = 11 P/B damage x2
Additional Damage: Highest weakness (fr Mortal Weakness) or custom weakness 4 (fr Personal Antithesis)
He reloads again. "That's what you deserve!"
◆ Interact to Reload Weapon
↺ Ring Bell - Trigger: The target of your Exploit Vulnerability makes a Strike or Casts a Spell that would affect you or one of your allies.
Distracting Cacophony: The trigger is a spell. You create a musical crash of sonic energy that assails the target and breaks its concentration. The target must succeed at a DC 20 Fortitude save or become stupefied 1 until the end of your next turn (stupefied 2 on a critical failure). The target doesn't have to attempt a flat check to avoid losing the triggering spell, but the discordant ring does lower the spell attack roll or spell DC of the triggering spell from stupefied.
Disrupting Harmony The trigger is a Strike. You create a strangely discordant harmony that sinks into your foe's mind and throws its movements off. The target must succeed at a DC 20 Will save or become your choice of enfeebled 1 or clumsy 1 until the end of your next turn (enfeebled 2 or clumsy 2 on a critical failure).
| GM Zoomba |
Fran's latest hatchet finally lands on its target! The phantom takes only a scratch, but whirls at the swashbuckler in rage.
you would dare to cut me?!? then meet my fate: bleeding out in the alley
It's baleful gaze stays on Fran as it intones occult magic. Nanoc's bell tries to break the phantom's concentration, but Fran begins to feel prickly sesnatioons across her skin in long lines...
Fort: 1d20 + 11 ⇒ (18) + 11 = 29
Fran, I need a DC 25 Will save
Nanoc's bell may not have defended their allies as well as he hoped, but going on the offense his shot is perfectly aimed and sends the spirit roaring in anger. It's starting to look much more tattered.
Initiative
Glowing phantom 50 damage (AC is btw 23 and 25)
Eddie 56/63 HP
Lindevailë, elemental motion (fly)'d
Fran 70/73 HP
Briney 62/70 HP, clumsy 1
Jack
Nanoc 11/46 HP clumsy 1
The water is 10 feet deep, though pretty calm looking.
Blackfeather Jack
|
A caramel apple grows in Jack’s outstretched hand. A crow swoops in to take it in its claws, and deliver it to Nanoc.
A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can’t eat another piece of produce.
Another crow makes a kamikaze run on the distracted phantom.
Fresh Produce
2-action Elemental Blast vs Green (hidden)
Attack: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d8 + 4 ⇒ (6) + 4 = 10B
FieryFran
|
Will(E): 1d20 + 9 ⇒ (6) + 9 = 15
Will(E), HP, Vestments: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Briney
|
"Hmm" Briney opens one eye and stares down the barrel of his gun "Is working" and points again.
Devise a Strategy vs Hittable Phantom: 1d20 ⇒ 15
Alchemical Crossbow (P, 30-ft) w/ Strategic Strike (2d6) w/ Ghost Charge (vitality damage left out) vs Hittable Phantom: 15 + 14 = 292d8 + 2d6 ⇒ (7, 6) + (1, 5) = 19
◇) Devise a Stratagem
◆) Strike w/ Ghost Charge loaded Alchemical Crossbow (☑□□)
◆) Reload
◆) Stride to the end of the dock
Lindevaile Tindome
|
Lindevailë Tindómë sees Nanoc getting hit, and repeats her routine, this time for Nanoc:: "Envinyata!"", and the glowing wind heals Nanoc, followed by Lindevailë Tindómë's distracting dance toward the phantom.
◆◆ Cast Heal rank 3, 2 actions on Nanoc Heal: 3d8 + 24 + 3 ⇒ (7, 6, 6) + 24 + 3 = 46
◆ Create a Diversion, Distracting Performance, at phantom to hide Nanoc. Perform(dance): 1d20 + 17 ⇒ (11) + 17 = 28 Phantom gets +4 to perception to avoid being distracted, as it was target of it before.
If successful, Nanoc is hidden until end of his next turn unless he breaks it.
| GM Zoomba |
Briney wrote:(Does Strategic Strike count as Vitality damage?)It does: Precision damage counts as/adds to the damage type of the strike. Which is unfortunate in this case as...
Brix runs the numbers and fires a well-aimed shot with his crossbow at the phantom. And the bolt strikes it!
...but the creature seems unharmed by the vitality-damaging bolt itself.AND THE PHANTOM IS INJURED BY THE WELL_AIMED BOLT AS IT PRECISELY PIERCES IT
as noted in the discussion thread I misinterpreted the Alchemical Crossbow's function. Briney's last shot would have damaged the phantom - 12 damage specifically after its resistances
Fran tries to fight off the phantom's retaliatory magic but to minimal avail. Bleeding wounds begin appearing all over the dancer's body. 3d6 Bleed worth of wounds specifically
Lindevailë tries to distract the phantom from Nanoc as she heals the poppet. The enemy spirit seems less fooled this time, but Nanoc's injuries fully mend nonetheless.
Briney and Jack continue to rain shots up at the floating phantom. Another bird and another bolt strike its breast. The raging spirit jolts at the impacts which tear through its ectoplasmic form leaving gaping holes in its body. It looks up at you, moaning i am just the latest. there are so many more who cry for justi.... before it dissolves in front of your eyes and fades into the aether.
COMBAT OVER!!!!
Eddie 56/63 HP
Fran 70/73 HP
Briney 62/70 HP
As you lick your wounds and recover after a minute or so the red misty congealing spirits along the more distant waterfront fade as well. And Nanoc and Briney's limbs feel looser and fresher again clumsy condition will soon fade The rain begins to subside and you notice the alarm bells have stopped ringing.
Blackfeather Jack
|
The fire in Jack’s head subsides, as the crows crumble to ash in midair.
Looking around, he gasps and runs toward the corner of a nearby alley. A woman - looking remarkably like the phantom who had just been assaulting us and the nearby carnivalgoers - lies dead. She seems to have been stabbed multiple times, and from the state of the body likely was killed here earlier this morning and dumped to be left to rot.
He turns to the others with a pained expression. ”Who could have done this!?”
FieryFran
|
Perc: 1d20 + 9 ⇒ (15) + 9 = 24
Fran gasps involuntarily at the savagery of the attack. She's seen death in the arena before but never this bad!
btw, what happened to the 3d6 bleed on Fran? Though she just needs to be healed to 100% and it goes away...
| GM Zoomba |
As the fight ended immediately afterwards I'm hand-waving the bleeding. You all have plenty of ways/skills to stop it before you would bleed out
After you recover enough the six of you can make your way back north to the fairgrounds. Watcher-Lord Ulthun is leading an evacuation of the carnival site and is directing people to set up aid tents for those who require it. You notice Zarta and Khione nearby, speaking with some of the rescue-workers. Eando Kline seems to have made it over to the carnival after all and is currently helping check injuries at an impromptu medical station. Nearby that a pair of medics are tending to Lady Embersplitter, who seems to still be unconscious.
Briney
|
Briney stands by, still not trusting Lady Embersplitter.
But with curiosity, he waits to see if she wakes up...
FieryFran
|
Fran joins the group hovering about Lady Embersplitter...
Eddie 'Bo' Leetus
|
Eddie looks down at the murdered woman and sighs "People are very mean, she needs to be composted." Eddie looks to some of the larger members of the crew to help carry the woman to the city's nearest compost facility.
"Yes, maybe Zarta knows." Eddie's head bobs in agreement as they carry the woman's soggy, stiff feet, nose twitching back and forth.
"This woman's spirit attacked us, and the party. Its angry and should be calmed and composted." They look down at the still unconscious Embersplitter "Why is she still down? Have you tried berries? Or other magic?" Eddie relaxes their grip on the feet, which land in a thud.
"Should I try my magic?"
Lindevaile Tindome
|
Lindevailë Tindómë joins the others beside Lady Embersplitter. She lays her hands on the lady, and tries to feel what is wrong: "The night has passed, return to us. Where has your spirit gone? Hear my voice, touch my heart, come to me" she tries to get the lady back to her senses.
Occultism skill, Heal and Cleanse Affliction spells are what she has that might do something. Probably not much, though.
Briney
|
| 1 person marked this as a favorite. |
Curioser still, and while the longshanks dither, Briney goes over and kicks her with his bare foot.
"Hey Lady Fake Nice Party - you awake?"
Nanoc Evitceted
|
"Hope she is alright." Nanoc tells the medic. His suit, drenched with red rain, needs some cleaning though.
| GM Zoomba |
| 1 person marked this as a favorite. |
"I'm not certain" Zarta answers Eddie after taking in the leshy's report of your party's actions. "Lady Embersplitter has no clear signs of injury, but many were affected by the rain in strange ways."
Closer to Hesla, several of you see for yourselves that Hesla's clothes appear ruffled but otherwise in fine health - just seemingly asleep. The few medics treating her intervene to stop Briney from kicking or poking the noble, while Lindevailë can cast Cleanse Affliction. The magic does not seem to have any direct effect, but there is something unusual about her condition.
Suddenly Hesla's eyes snap open. The medics treating her start before trying to keep her still, but the lady insists she's all right. Getting to her feet and looking around to take in the assembled crowd she speaks out:
"I am glad to see so many of you are safe and all right. Today was meant to be a day of gratitude and joy, but it seems it also is a sharp reminder of the dangers we face." She gestures to the corpses of the recently-defeated undead still lying around awaiting disposal. "Look upon them! Look at the destructive potential of the undead! These angry spirits were but a taste of what we might face if Tar-Baphon were to strike! These were the angry spirits of ordinary people—not trained undead soldiers, armed to the teeth! Thank you all for your heroism today, whether you fought against the undead, or donated to the cause. Every gold piece will be used to battle the Whispering Way!”
With that, Hesla steps down and asks Ulthun to escort her home — she’s still not feeling that well. As they depart Zarta and Eando sidle over to you. "Well, it seems the day's events certainly haven't thrown her." Zarta muses wryly aloud. "I'm glad today isn't filled with even more death, but someone had better keep an eye on Miss Embersplitter. I still believe there must be more motive here beyond merely combating Tar-Baphon.”
Khione raises her hand to volunteer. “Ooo! Oooo! I’ll keep an eye on her! After all, I’m very good at finding things out and reporting on them. I can-” Zarta cuts her off with a curt nod, and Eando agrees before Khione can begin listing off her full resume.
Both then look to you/ "you've had quite the day of it. Head back to the Lodge at your leisure. Full reports of your perspectives will be needed of course, but they can wait until tomorrow. And I suppose we can try to find you another light mission in the future for a half-day off that may not devolve into calamity...."
Briney
|
| 1 person marked this as a favorite. |
Briney gravitates towards Khione, finding agreement in his suspicion of Lady Hesla Embersplitter.
Redirected to the rest station, he pulls out his crayons and starts doodling his report...