Highwire Sanja
|
I can Treat Wounds, but it looks like Maneki has Field Medic so might have a better healing option that won't take 10 minutes.
"We should go check on Gnethe." Highwire offers. "Zagnut, go by that window so we can find it later."
The purple squirrel leaps out of Highwire's hair, salutes, and then begins scamperinf up the wall to stand sentry at the appropriate spot.
Maneki Pemanah
|
Healing, Assurance: 2d8 ⇒ (2, 7) = 9
Sorry - forgot her assurance doesn't cover DC 20
| GM Blake |
1) I must assume the Healing is Treat Wounds and not Battle Medicine since there was no indication of the lock out for Battle Medicine.
2) We have one vote for each immediately evident option, so I would appreciate a tie breaker or some form of in-character discussion.
Maneki Pemanah
|
Yes, this is treat wounds. I think we're already out of combat when she went to treat Sanja.
"I agree. We should make sure Gnethe is all right."
| GM Blake |
Gnethe lies sprawled on the ground in the middle of the bailey. Maneuvering through the crowd of panicked socialites is easier as guests with more experience with violence are beginning to calm them and guide them to safer corners of the yard. Nobody has touched Gnethe's body, and she lies face down with no obvious wounds.
When you turn her over, her eyes are open and stare blankly at the sky. However, after a moment, you do notice the slightest rise of her chest as she breathes exceptionally slowly.
Meanwhile, Zagnut has climbed the side of the keep to the window where the smoke flew. The squirrel seems to be menaced by something on the other side of the window.
(Stabilize: 10 minutes) Medicine DC ???
The two above actions can be performed simultaneously by different people, if desired.
Or you can chase after the mysterious smoke trail.
Bramblespine
|
Bramblespine investigates. Occultism(E): 1d20 + 11 ⇒ (13) + 11 = 24
Maneki Pemanah
|
Maneki checks Gnethe and gasps at what she discovers. She glances at her companions, powerless to act.
Assurance Medicine 17 vs DC 15
Taking a deep breath, Maneki attempts to stabilize Gnethe to save her life.
Medicine(E): 1d20 + 11 ⇒ (13) + 11 = 24
I hope that's enough!!
Highwire Sanja
|
Religion: 1d20 + 7 ⇒ (7) + 7 = 14
Highwire doesn't know what is going on ... but once Bramblespine shares what they have discovered, "Where is the ritual coming from?" They look around for a way to stop the ritual while Maneki is providing medical aid.
| GM Blake |
Having done what good Maneki can for Gnethe and with Bramblespine's dire warning, you consider where such a foul ritual could be taking place. The only clue you have is the strange trail of smoke made by dispatching the imp earlier, so you hurry toward the keep. On the first floor, you soon make it to the dining hall.
Catering for the fundraiser’s dinner was originally set up on the tables, although the stone table at the northern end of the room has been cleared—spilled vegetables and oil coat the ground nearby.
Please set your Exploration mode
If things go smoothly, it will take you less than a minute (3-5 rounds) to reach the second floor, so also call out any preparations you might be making.
Highwire Sanja
|
Not having time for medical attention, Highwire calls upon a lesson learned from a champion they worked with and is able to cast a lay on hands spell on themself.
Heal 6 points, so I'm still down one. That is one of two uses I have of a boon.
Perian Trilling
|
Exploration activity: Search
Perian hurries his mount along through the hall, aoiding the distraction of the food spread.
"No, do not eat that, Gerri!"
Highwire Sanja
|
Highwire sticks to the shadows as they make their way up to join Zagnut at the window the smoke went through.
Exploration Activity: Avoid Notice (Stealth +11)
Maneki Pemanah
|
Maneki takes point with bow in hand. Scout, Perc +11
Bramblespine
|
Bramblespine will keep their eyes peeled for traps or other hazards as they provide the party with a bless.
Search +10(E)
Sanja if you'd rather use my provisions lesser healing potion for 2d8+5 instead of your boon you're more than welcome to it.
Highwire Sanja
|
Thanks, but I was only down 7, so healing 6 is an an almost-perfect amount. I don't want to waste a lesser healing potion for that little healing.
| GM Blake |
You climb the stairs to the second floor of the keep. There, you can easily hear chanting through the thin wooden doors. You also hear the frantic chittering of a squirrel coming through the arrow slit and the occasional feral hiss.
A moment before Maneki pulls open the door, Perian stops her with a warning. Above you all is a groove on the ceiling that most certainly hides something devilishly painful. There is a trip wire connected to the door, designed to snap if the door is opened.
There are two separate traps here to disable. They each only require Trained proficiency to disable.
Goupour Dune: 1d20 + 6 ⇒ (15) + 6 = 21
Bramblespine: 1d20 + 10 ⇒ (6) + 10 = 16
Perian: 1d20 + 10 ⇒ (16) + 10 = 26
Highwire Sanja
|
The purple squirrel Zagnut scampers down the wall from the arrow slit, pointing at it and making hand and face gestures that make it clear he does not approve of whatever is happening on the other side of the arrow slit.
Highwire glances up at the arrow slit, contemplating if an agile gnome could squeeze through them ... but likely not.
Maneki Pemanah
|
No Thievery
Maneki breathes a sigh of relief that someone had better eyes than she. "My thanks, Perian" she says gratefully.
| GM Blake |
Perian disables one of the deadly blades hidden in the ceiling in such a way that nobody would know he was there or that it was disabled. However, he fails (but does not critically fail) to disable the second blade that was clearly designed to finish off whoever survived the first blade.
One trap remains
Disable Device DC >16, <=29
Sanja recognizes that their head would not fit through the arrow slit.
Highwire Sanja
|
Highwire would have rested and Refocused during the 10 minutes of investigation and medical treatment.
Perian Trilling
|
Thievery: 1d20 + 9 ⇒ (6) + 9 = 15
Thievery: 1d20 + 9 ⇒ (12) + 9 = 21
If the first check is a critical failure, I'll Hero Point. If not, I'll just try again.
| GM Blake |
Depending on Perian's tolerance for risk, he might be sweating as disarming the second blade takes considerably more concentration and time than the first blade. All the while, he can hear the ritualistic chanting through the door, punctuating the imperativeness of speed. However, in the end, the sylph manages to disable the second blade.
Maneki opens the door once given the all clear by Perian. Comfortable couches and side tables create a pleasant lounge for knights to receive various visitors. Unfortunately, the room is also occupied by villains.
Past two clay-like humanoids roughly as tall as Sanja and a growling rat of unusual size, a man in purple robes stands within a ritual circle. He brandishes a dagger crafted in the shape of a locust over one of those small, chain-wearing gray devils you encountered on the tower. The demon writhes in pain as the cultist chants.
A Rite Most Foul! Round 1. Bold may act.
Environment: Furniture is difficult terrain. For 1-action, a piece of furniture can be broken off to use as an improvised weapon.
1-action Recall Knowledge (Arcana, Nature, Occultism, Religion) DC 18 to identify the ritual.
Bramble Spine
Perian
Sanja (-1 hp)
Maneki
Cultist (Society DC 19)
Goupour Dune
J’ndar
Red Solid (Arcana DC 14)
Red Dash (Arcana DC 14)
Giant Rat (Nature DC 13)
Blue Demon (Religion DC 16) (restrained)
Cultist: 1d20 + 8 ⇒ (4) + 8 = 12
Red Solid: 1d20 + 3 ⇒ (1) + 3 = 4
Red Dash: 1d20 + 3 ⇒ (8) + 3 = 11
Rat: 1d20 + 5 ⇒ (1) + 5 = 6
Bramblespine: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Goupour Dune: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Highwire Sanja: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
J'ndar: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Maneki: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Perian: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Highwire Sanja
|
Trying to figure out what they can about the ritual, Highwire is still a gnome of action and darts quickly into the room, zig-zagging around the enemies to get to the far side of the room.
I have 40 feet of movement so can make it. If anyone but the cultist has reactions to moving through threatened squares I'd be triggering them.
◆ Stride
When getting across the room, Highwire goes to sweep the legs of the cultist out from underneath him.
◆ Trip
Athletics vs cultist's Reflex DC: 1d20 + 8 ⇒ (11) + 8 = 19
Maneki Pemanah
|
Maneki drops into a combat stance and immediately lets fly at the ROUS.
Ranged Attack;Longbow: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17 for Piercing Damage: 2d8 ⇒ (4, 3) = 7 Critical Hit: Double Damage + Deadly
Ranged Attack;Longbow, MAP: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5 for Piercing Damage: 2d8 ⇒ (2, 4) = 6 Critical Hit: Double Damage + Deadly
She then takes a step back to give others access to the door.
◆ Monastic Archer Stance
◆ Flurry (-2 for Volley)
◆ Step
| GM Blake |
The cultist completes his chanting as you burst through the doorway. His eyes widen as Sanja dashes past his line of magical defenders, but he proves spry and agile. He skips over Sanja's sweep of the legs. His triumphant smirk is quickly erased as Maneki pegs the giant rat with an arrow. "Squelch!"
Through the immediate tense moments, Sanja intuits that the ritual is designed to kill the devil bound at the center of the eldritch circle. Once the devil is destroyed, whoever is bound to the ritual will also die. The effects must now be automatic and merely a matter of time.
A Rite Most Foul! Round 1. Bold may act.
Environment: Furniture is difficult terrain.
Murder by Proxy Ritual: Counteract DC ?? (posted here in case anyone has Dispel Magic available to them)
Bramble Spine
Perian
Sanja (-1 hp)
Maneki
Cultist (Society DC 19; Ref DC >19)
Goupour Dune
J’ndar
Red Solid (Arcana DC 14)
Red Dash (Arcana DC 14)
Giant Rat (-7 hp; bloodied) (Nature DC 13; AC <=17, >5)
Blue Demon (Religion DC 16) (murder by proxy focus - do not kill)
Highwire Sanja
|
Highwire calls out, "Don't let him kill the demon!" ... and then clarifies, "And that does not mean kill the demon yourself! The demon needs to stay alive!"
Bramblespine
|
Bramblespine heads into the room, stepping up onto the old bench, and staring down the cultist and expanding their bless.
Will DC 19 for the cultist. The target becomes sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target.
Bless is now 25 feet and should easily cover the whole room
| GM Blake |
The cultist's black heart rebuffs Bramblespine's malevolent gaze (success vs. DC 19).
A Rite Most Foul! Round 1. Bold may act.
Environment: Furniture is difficult terrain.
Murder by Proxy Ritual: Counteract DC ?? (posted here in case anyone has Dispel Magic available to them)
Bramble Spine (Bless 25 ft radius: +1 status bonus to attack)
Perian
Sanja (-1 hp)
Maneki
Cultist (Society DC 19; Ref DC >19)
Goupour Dune
J’ndar
Red Solid (Arcana DC 14)
Red Dash (Arcana DC 14)
Giant Rat (-7 hp; bloodied) (Nature DC 13; AC <=17, >5)
Blue Demon (Religion DC 16) (murder by proxy focus - do not kill)
Will: 1d20 ⇒ 10
Perian Trilling
|
Perian urges his mount forward, focuses on the cultist, and unleashes a blast of fire at him:
Command (Stride), Hunt Prey, Strike
luminous spark: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 for fire: 1d4 ⇒ 2
| GM Blake |
Perian's spark flies too much to the left. "Ha!" scoffs the cultist. He looks at one of the one-eyed clay beings and says, "Fight!" He then turns toward Sanja and speaks a crooked, diabolic chant that reaches toward the gnome's heart.
A Rite Most Foul! Round 1. Bold may act.
Environment: Furniture is difficult terrain.
Murder by Proxy Ritual: Counteract DC ?? (posted here in case anyone has Dispel Magic available to them)
Bramble Spine (Bless 25 ft radius: +1 status bonus to attack)
Perian
Sanja (-1 hp) (Basic Fortitude DC 21 vs. 6 void damage)
Maneki
Cultist (Society DC 19; AC >13, Ref DC >19)
Goupour Dune
J’ndar
Red Solid (Arcana DC 14)
Red Dash (+4 hp, Stoked) (Arcana DC 14)
Giant Rat (-7 hp; bloodied) (Nature DC 13; AC <=17, >5)
Blue Demon (Religion DC 16) (murder by proxy focus - do not kill)
Void: 3d4 ⇒ (2, 3, 1) = 6
Highwire Sanja
|
Fortitude: 1d20 + 9 ⇒ (16) + 9 = 25
Highwire's life essence is able to withstand much, but not all, of the cultist's necromantic assault.
J'ndar Issa Soshall Khan Strukt
|
J'ndar begins to sing, then sends some Needle Darts: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 at Red Dash for: 3d4 + 1 ⇒ (2, 2, 4) + 1 = 9 piercing damage.
| GM Blake |
J'ndar conjures needles to pierce the clay-like creature.
A Rite Most Foul! Round 1. Bold may act.
]Environment: Furniture is difficult terrain.
Murder by Proxy Ritual: Counteract DC ?? (posted here in case anyone has Dispel Magic available to them)
+1 status bonus to attack and damage and saves vs. fear
Bramble Spine (Bless 25 ft radius: +1 status bonus to attack)
Perian
Sanja (-1 hp) (Basic Fortitude DC 21 vs. 6 void damage)
Maneki
Cultist (Society DC 19; AC >13, Ref DC >19)
Goupour Dune
J’ndar
Red Solid (Arcana DC 14)
Red Dash (-5 hp, Stoked) (Arcana DC 14; AC <=23)
Giant Rat (-7 hp; bloodied) (Nature DC 13; AC <=17, >5)
Blue Demon (Religion DC 16) (murder by proxy focus - do not kill)
| GM Blake |
The shooney's force darts crack the one-eyed creature's hide.
The creature on the couch waddles back to defend the ritual. It bites Sanja on the leg twice, but it only draws blood once. However, that bite stings. The other one moves to the other side of the rat and bites at Sanja's other leg. This bite hurts more, bolstered by the cultist's dark magic.
The giant rat nips and bites at Sanja, but the gnome proves too nimble for the animal.
Poison: 1d6 ⇒ 6
Enfeebled 1
A Rite Most Foul! Round 2. Bold may act.
]Environment: Furniture is difficult terrain.
Murder by Proxy Ritual: Counteract DC ?? (posted here in case anyone has Dispel Magic available to them)
+1 status bonus to attack and damage and saves vs. fear
Bramble Spine (Bless 25 ft radius: +1 status bonus to attack)
Perian
Sanja (-8 hp) (Fortitude x 2 vs. DC 15 Poison)
Maneki
Cultist (Society DC 19; AC >13, Ref DC >19)
Goupour Dune
J’ndar
Red Solid (Arcana DC 14)
Red Dash (-11 hp; bloodied, Stoked) (Arcana DC 14)
Giant Rat (-7 hp; bloodied) (Nature DC 13; AC <=17, >5)
Blue Demon (Religion DC 16) (murder by proxy focus - do not kill)
Red Solid Bite: 1d20 + 7 ⇒ (17) + 7 = 24
P: 1d4 ⇒ 1
Red Solid Bite: 1d20 + 7 - 5 ⇒ (16) + 7 - 5 = 18
Red Dash Bite: 1d20 + 7 ⇒ (12) + 7 = 19
P: 1d4 + 2 ⇒ (1) + 2 = 3
Red Dash Bite: 1d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
Rat: 3d20 ⇒ (9, 15, 12) = 36
Perian Trilling
|
Perian tries to call down Raginori's displeasure on the cultist, flashing lightning in his eyes before he attacks with a spell!
Cast distracting decoy, cast vindicator's mark
Distracting Decoy: DC 18 Will (He takes a -1 for being my prey.)
Success The creature is unaffected.
Failure The creature is off-guard until the start of your next turn.
Critical Failure As failure, but the creature also takes a –2 circumstance penalty to attacks while it’s off-guard.
spell attack: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 for spirit/holy: 2d4 + 1 ⇒ (2, 1) + 1 = 4
Highwire Sanja
|
Fortitude save DC 15: 1d20 + 9 ⇒ (10) + 9 = 19
Fortitude save DC 15: 1d20 + 9 ⇒ (20) + 9 = 29
Highwire resolutely withstands most of the fiendish poison. Do I take half-damage on the successful save, or avoid damage entirely?
◆ Cast a Spell: inner upheaval
They then get into a combat position, hands glowing to channel their inner power, and let loose with a pair of strikes at the cultist.
◆ Flurry of Blows
I believe inner upheaval & bless both give status bonuses, so I don't get both, right?
Unarmed strike 1 vs cultist (off-guard?) w/ bless: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Unarmed strike 1 damage (bludgeoning): 2d6 + 2 ⇒ (6, 5) + 2 = 13 + force damage: 1d6 ⇒ 1
Unarmed strike 2 vs cultist (off-guard?) w/ bless & MAP: 1d20 + 10 + 1 - 4 ⇒ (9) + 10 + 1 - 4 = 16
Unarmed strike 2 damage (bludgeoning): 2d6 + 2 ⇒ (5, 1) + 2 = 8 + force damage: 1d6 ⇒ 2
After striking at the cultist (and hopefully hitting), they then jump up to grab the cultist's arm.
◆ Grapple: Assurance (Athletics) of 16 vs Fortitude DC
Bramblespine
|
Bramblespine backs up, carefully avoiding Perian, and unleashes a haunting hymn
15ft cone on to red solid, red dash and rat.
sonic damage: 1d8 ⇒ 7
Basic Fort DC 19. Deafened 1 minute on a crit fail.
Maneki Pemanah
|
Maneki drops her bow and switches to another combat stance. She rushes into the room and slashes at the ROUS.
Flashing Spark; 1st Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Flashing Spark; 1st Attack Damage, Slashing: 1d8 + 1 ⇒ (6) + 1 = 7 Critical Hit: Double Damage
Flashing Spark; 2nd Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Flashing Spark; 2nd Attack Damage, Slashing: 1d8 + 2 ⇒ (3) + 2 = 5 Critical Hit: Double Damage
As a free action, she lashes out at the dice bot
I was going to say that if Bramblespine dropped the rat she'd flurry Red but those rolls aren't gonna hit anything!
◆ Stoked Flame Stance
◆ Stride
◆ Flurry of Whiffs
| GM Blake |
The cultist is too canny (or insane) to fall for Perian's ruse (success). However, the sprite is still accurate with his divine strike, which burns a small hole in the cultist's robe and scalds his skin.
Sanja's body counters the venom so quickly that the memory of the sting is soon gone. The first strike lands with a satisfying crunch. However, the cultist is quick to learn and backs out of the way of the second strike.
Bramblespine conjures a sudden, jarring sound. The first clay creature cracks a little as it proves rather solid (success). By some profane intervention, the other clay creature and the rat withstand the hymn no worse than if struck with a faint breeze (critical success x 2).
Maneki drops her bow and moves forward. Too swiftly. The rat skitters out of the way of each strike.
The cultist cackles at the fumbling heroes and seems to grow hardier. He points a finger at J'ndar and speaks in a commanding tone bolstered by dark power, "Be silent!" Then he stabs the wicked locust-themed dagger into Sanja's shoulder. Shallowly.
A Rite Most Foul! Round 2. Bold may act.
Environment: Furniture is difficult terrain.
Murder by Proxy Ritual: Counteract DC ?? (posted here in case anyone has Dispel Magic available to them)
+1 status bonus to attack and damage and saves vs. fear
Bramble Spine (Bless 25 ft radius: +1 status bonus to attack)
Perian
Sanja (-13 hp)
Maneki
Cultist (+4 temp. hp, -18 hp) (Society DC 19; AC >13, Ref DC >19)
Goupour Dune
J’ndar (Will vs. Command (be silent) DC 21)
Red Solid (-3 hp) (Arcana DC 14)
Red Dash (-11 hp; bloodied, Stoked) (Arcana DC 14)
Giant Rat (-7 hp; bloodied) (Nature DC 13; AC <=17, >5)
Blue Demon (Religion DC 16) (murder by proxy focus - do not kill)
Will: 1d20 ⇒ 14
Red Solid Will: 1d20 ⇒ 19
Red Dash Will: 1d20 ⇒ 20
Rat Will: 1d20 ⇒ 20
Well, good for you guys those weren't attack rolls.
Dagger: 1d20 ⇒ 11
P: 2d4 + 2 ⇒ (1, 2) + 2 = 5
J'ndar Issa Soshall Khan Strukt
|
Will save: 1d20 + 6 ⇒ (13) + 6 = 19
J'ndar is thunderstruck! J'ndar has never been silent before!
◆ J'ndar begins trying to talk, but only strangled sounds seem to come out.
◆ J'ndar begins their Courageous Anthem.
◆ J'ndar will raise their shield.
| GM Blake |
J'ndar demonstrates that one does not need to make noise to perform.
Goupour conjures lightning. He strikes the first of the small, earthen creatures with the bolt (fail). The other one flutters somewhat out of the way as the energy arcs toward it (success). The winged dirt devils continue to harass Sanja despite the distracting assault. The one bites Sanja's leg again but fails to chew it further. The other accomplishes the same. Both of the creatures' heads seem to compress and expand like a sheep's stomach balloon in between bites.
The rat continues to hold the line despite all reason, logic, or probability. It furiously bites at Sanja. One of those nips makes it through their clothes and hurts especially much (critical hit). The rat swallows a chunk of gnome before its next, far less effective bite.
A Rite Most Foul! Round 2. Bold may act.
Environment: Furniture is difficult terrain.
Murder by Proxy Ritual: Counteract DC ?? (posted here in case anyone has Dispel Magic available to them)
+1 status bonus to attack and damage and saves vs. fear
Bramble Spine (Bless 25 ft radius: +1 status bonus to attack)
Perian
Sanja (-34 hp) (Fortitude DC 15 x 2, Fortitude DC 14 x 1)
Maneki
Cultist (+4 temp. hp, -18 hp) (Society DC 19; AC >13, Ref DC >19)
Goupour Dune
J’ndar
Red Solid (-14 hp; bloodied) (Arcana DC 14)
Red Dash (-14 hp; bloodied, Stoked) (Arcana DC 14)
Giant Rat (-7 hp; bloodied) (Nature DC 13; AC <=17, >5)
Blue Demon (Religion DC 16) (murder by proxy focus - do not kill)
Poison: 1d6 ⇒ 6 and enfeebled 1
No obvious effect
Reflex: 2d20 ⇒ (2, 16) = 18
Red Bite: 1d20 ⇒ 16
P: 1d4 ⇒ 3
Red Bite: 1d20 ⇒ 16
Dash Bite: 1d20 ⇒ 18
P: 1d4 + 2 ⇒ (2) + 2 = 4
Dash Bite: 1d20 ⇒ 15
Rat: 3d20 ⇒ (1, 20, 5) = 26
P: 1d6 + 1 ⇒ (3) + 1 = 4
Highwire Sanja
|
Fortitude: 1d20 + 9 ⇒ (18) + 9 = 27
Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16
Fortitude: 1d20 + 9 ⇒ (16) + 9 = 25
Highwire withstands (mostly?) the torments that attempt to ravage their body. "Medic?" they ask, somewhat haphazardly. They then go to grab at the cultist again hoping that his Fortitude DC is lower than his Reflex DC.
◆ Grapple cultist
Athletics w/ bless: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Athletics w/ bless, Hero Point: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
◆ Flurry of Blows
Fist attack 1 w/ bless, MAP vs grappled(?) (off-guard?) cultist: 1d20 + 10 + 1 - 4 ⇒ (10) + 10 + 1 - 4 = 17
Fist attack 1 damage (bludgeoning, magic): 2d6 + 2 ⇒ (6, 4) + 2 = 12
Fist attack 2 w/ bless, MAP vs grappled(?) (off-guard?) cultist: 1d20 + 10 + 1 - 8 ⇒ (20) + 10 + 1 - 8 = 23
Fist attack 2 damage (bludgeoning, magic): 2d6 + 2 ⇒ (5, 2) + 2 = 9
Hopefully 30 points, plus ...
◇ Concentrate: Activate predator's claw for brawling critical specialization: The target must succeed at a Fortitude save against your class DC (DC 19) or be slowed 1 until the end of your next turn.
While holding the cultist in a grapple, Highwire flicks their other hand and a shimmering cloud of purple glittering particles spin around themself, protecting the gnome from harm.
◆ Cast a Spell: shield
| GM Blake |
Sanja finally catches hold of the wily cultist. He frowns a moment before they pound him in the side. He lets out a breathless cry of pain as they strike again and break the rib. He looks a little startled that he is still alive, then gives Sanja a delusional smirk.
A Rite Most Foul! Round 2. Bold may act.
Environment: Furniture is difficult terrain.
Murder by Proxy Ritual: Counteract DC ?? (posted here in case anyone has Dispel Magic available to them)
+1 status bonus to attack and damage and saves vs. fear
Bramble Spine (Bless 25 ft radius: +1 status bonus to attack)
Perian
Sanja (-34 hp) (shield)
Maneki
Cultist (-44 hp; bloodied, slow 1) (Society DC 19; AC >13, Ref DC >19)
Goupour Dune
J’ndar
Red Solid (-14 hp; bloodied) (Arcana DC 14)
Red Dash (-14 hp; bloodied, Stoked) (Arcana DC 14)
Giant Rat (-7 hp; bloodied) (Nature DC 13; AC <=17, >5)
Blue Demon (Religion DC 16) (murder by proxy focus - do not kill)
Fortitude: 1d20 ⇒ 7