fine_young_misanthrope
|
Checking in! otherwise we move to the next night and day.
| Ragathien |
Off to the boss! You head back to base and there is the boss. She awaits your retelling. [ooc]Assuming you tell here everything, ill move forward.[/b]
She thanks you all profusely! And then she says, I have one more list... NOT TASKS! She says the last thing with a smile [/b]Here is an ingredient list. Are you allergic to anything on this list? and I have a surprise for you![b/]
She hand each of you a list. The list is of local fish, spices, and herbs. Nothing is extremely worrying, but the other thing she hands you is a small bag. Each bag has 25gp, so each of you get 25 gold!
I want to thank you! This is the remainder of my grant. I was able to get things a bit cheapper, so I feel I should pass this on to each of you. Tomorrow I will make a big feast and we can set out the day after morning.
You can all rest up, and you get a full day off to shop and do anything else you want. What do you want to do or say?
"What a princely gift! All this for taking a few deep breaths and trying to be patient with the locals!? Thank you milady, thank you so much!"
Ragathien is beside himself, and wishes he could commission some armor in this little town.
fine_young_misanthrope
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| 1 person marked this as a favorite. |
Ill let you. If you have a simple request, go for it. Nothing too crazy so you are not buying level 20 SKULL CRUSHER OF INFINATE DESTRUCTION ARMOR! But if you want to hunt down a weapon potency rune because you got some money left, go for it. Aside from that, Im going to advance time a bit. If anyone has a bit they want to do as they might be traveling due to the holiday, you absolutely can do that.
After your day off, Inizkar presents you with a home cooked meal: grilled fish rubbed with spices and topped with a spicy fruit relish, a vegetable salad made with a savory purple urchin ink dressing, a refreshing citrus drink mixed with edible flower petals, and a local treat made of layered fruit slices bound together with a mildly bitter paste made from local plant roots.
She thanks you each for all of their hard work and makes a toast to an exciting and fruitful expedition, before reminding the party to take an early bedtime as they all have a big day ahead.
The next morning, Inizkar asks the PCs to help with the final bit of loading and preparations, then notes she’s heading off to the chapel. She plans to pray to Gozreh for favorable weather on the expedition and
extends the invitation all or any of you who wish to join her.
She notes that she’ll be taking the cart and looking to set off from the chapel, so anyone who doesn’t join her can meet her in an hour.
Once the time comes to set off, Inizkar and the PCs should all gather outside of the chapel.
As you gather outside the chaple, Inizkar looks over her journal, declares that everything is in order, and closes it with a smile. I think we’re ready to set off! As she begins to walk forward, a disquieting thrum begins to resonate throughout the air over Talmandor’s Bounty. Most of the townspeople slowly stop what they’re
doing and look about, confused by the strange noise. Suddenly, a loud roar rings out in the sky to the northwest. A thin column of shadow begins to rise from the horizon at an intense speed. As if hitting some invisible ceiling, the cloud begins to spread across the sky and rapidly
approaches Ancorato.
As the cloud of shadow spreads across the sky over Talmandor’s Bounty, townspeople begin to scream and some run into their homes. The shadow cover eventually stops moving, its edges covering just beyond the island.
The thrum grows louder for a moment before being silenced with a wet pop. Almost instantly, it begins to rain over the island. This rain is made of spots of shadow, rather than water. The raining shadows collide with Talmandor’s Bounty. In most places, the shadows crash against the ground or buildings or trees, exploding with a massive splash before dissipating, burned away by what sunlight hits the town from the east. Where these shadows crash, buildings and trees begin to crumble
away, as if the shadows carried the weight of massive chunks of hail.
In other places, the shadows pool, forming dark puddles that ripple and roil and writhe, as if the shadows were trying to move on their own. Panic fully sets in throughout the town as some of these shadows animate, forming strange creatures the size of large insects that begin to crawl in every direction.
And with this, people begin to PANIC! It is chaos, how do you want to keep the town from tearing itself apart? You've been in worse, what steps do you want to do? You can choose any skill you feel is appropriate for the situation. Post when you can!
| Karen Langway |
Karen will look for a scroll of Kgalaserke's Axes around town, then use the remaining 13 GP to fund a purchase of a fundamental rune.
She goes to Gog Bloodfist and gives him a dry smile. "It's your lucky day, Gog. I'm willing to invest in you, should you be willing to purchase a Fundamental Rune (+1 Rune). But - you've got to repay me - both by removing many threats and by repaying me the gold I've given you. Do we have a deal?"
fine_young_misanthrope
|
Sounds perfect you two. How about the rest? Its a big post up there!
Also, Merry Christmas. If you don't celebrate, Happy Thursday! Either way have a hero point!
| Ragathien |
Having chosen to attend to Inizkar, and pay his own respects to Gozreh, Ragathien is stunned by the onset of the shadows, and vigilent against the pestilence.
"Lady, I would like for you to get back inside the chapel! Hurry! I will stand here with the cart until this passes."
fine_young_misanthrope
|
checking in on you all! I know the time between end of Dec and early Jan is a liminal space, so completely ok!
Blueberry Peat
|
Peat does some shopping ahead of leaving.
* whip (1 sp)
* crowbar (5 sp)
* basic crafter's book (1 sp)
* chalk (1 cp)
* marvelous miniature, ladder (3 gp)
* holy water (3 gp)
* ghost charge, lesser (3 gp)
* 2x predator's claw (6 gp) (attach to
* jade cat (6 gp) (attach to padded armor)
* darkvision elixir formula (2 gp) (one attached to whip, one to dagger)
* infiltrator's elixir formula (2 gp)
* vaccine formula (1 gp)
* comprehension elixir formula (2 gp)
* soothing tonic formula (2 gp)
* cheetah's elixir formula (1 gp)
Spent: 31 gp, 7 sp, 1 cp
Leftover: 1 sp, 8 cp
As the shadows begin falling, Peat runs around with his repair kit, trying to reinforce the buildings being struck by the hail-shadows to keep them from collapsing.
Crafting: 1d20 + 7 ⇒ (9) + 7 = 16
| Karen Langway |
"Woah!" Karen moves into the safety of the church, but not before casting Light on herself.
"If anyone else needs light to see, let me know..."
She tries to calm people down with a rousing speech.
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
Gog Bloodfist
|
Upon receiving the offer of buying a fundamental rune, Gog will immediately accept the offer saying, "Well gee Karen, thanks for believing in me. I won't let you or this party down!" Gog will then go to town to aquire the rune.
During the next day, Gog thanks Inizkar for the fresh meal and agrees to go to the chapel.
After exiting and and viewing the nightmare unfold before his eyes, Gog will immediately run around the exterior of the chapel grabbing anyone he can and bringing them to safety.
Athletics: 1d20 + 7 ⇒ (9) + 7 = 16
fine_young_misanthrope
|
As the shadows fall, you all spring into action.
Randell attempts to guide people, but it doesn't quite work.
Beorn helps calm others through psalm, and that finds attendies.
Hannet guides the scared and they follow her!
Gog moves enough people through force to get people out of the way!
Karen leads through a calm voice.
Peat builds shelter for those in need.
RP 5
As your efforts pay off, Inizkar yells for you to follow her. Shadows have coalesced and are attacking people! You run toward the sounds and you see a swarm a bats and twig monsters attacking!
Hannet perception: 1d20 + 8 ⇒ (10) + 8 = 18
Peat perception: 1d20 + 6 ⇒ (3) + 6 = 9 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (14) + 6 = 20 Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Beorn perception: 1d20 + 6 ⇒ (19) + 6 = 25
Gog perception: 1d20 + 6 ⇒ (19) + 6 = 25
Evindyll perception: 1d20 + 3 ⇒ (19) + 3 = 22
Randall perception: 1d20 + 3 ⇒ (20) + 3 = 23
bats perception: 1d20 + 10 ⇒ (20) + 10 = 30
twig monster perception: 1d20 + 3 ⇒ (15) + 3 = 18
Map updated! Post when you can!
fine_young_misanthrope
|
| 1 person marked this as a favorite. |
round 1, fight!
bats perception: 1d20 + 10 ⇒ (20) + 10 = 30
Beorn perception: 1d20 + 6 ⇒ (19) + 6 = 25
Gog perception: 1d20 + 6 ⇒ (19) + 6 = 25
Randall perception: 1d20 + 3 ⇒ (20) + 3 = 23
Evindyll perception: 1d20 + 3 ⇒ (19) + 3 = 22
Peat perception: 1d20 + 6 ⇒ (3) + 6 = 9 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (14) + 6 = 20
Hannet perception: 1d20 + 8 ⇒ (10) + 8 = 18
twig monster perception: 1d20 + 3 ⇒ (15) + 3 = 18
Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
The bats surge toward the group! Ive got enough actions to move attack you all, so ill just drop this into the group and you can move from there. Everyone takes bat attack: 1d4 ⇒ 3 piercing damage (DC 16 basic Reflex save) plus 1 void damage. Creatures that fail this save also take 1 persistent bleed damage
You also realize these are creature of the shadow plane. You know you have the following action
DISRUPT SHADOWS [one-action]
CONCENTRATE MANIPULATE
Requirements You are trained in Arcana, Nature, Occultism,
or Religion.
You use your understanding of the magic animating these
shadows and attempt to rend them. Attempt an Arcana,
Nature, Occultism, or Religion check against the Will DC of
a shadow creature within 30 feet.
Critical Success The creature takes 1d6 mental damage
and becomes dazzled for 1 round.
Success The creature takes 1d6 mental damage.
[ooc]Post when you can!
| Beorn the Cleric |
Beorn cries out seeing the bats and does a reflex dash to the side to get away from the bat's attack and get 19+3=23.
First action: DISRUPT SHADOWS religion check 7+6=13
Second Action: Retry on DISRUPT SHADOWS Religion Check 19+6=25
Third action: Move away so as to have large packed group move 4 spaces toward the next closest enemy.
| Hannet Di |
"Get those bats, I'll focus on the twig monster!" True to her word, Hannet gives the foe her attention and blasts at it with spirit energy.
Hunt Prey (twig), Cast vindicator's mark
spell attack: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 for spirit: 2d4 ⇒ (2, 2) = 4
fine_young_misanthrope
|
round 1, fight
bats perception: 1d20 + 10 ⇒ (20) + 10 = 30 swarm attack!
Beorn perception: 1d20 + 6 ⇒ (19) + 6 = 25 disrupt shadows!
Gog perception: 1d20 + 6 ⇒ (19) + 6 = 25
Randall perception: 1d20 + 3 ⇒ (20) + 3 = 23 sword and prayer!
Evindyll perception: 1d20 + 3 ⇒ (19) + 3 = 22
Peat perception: 1d20 + 6 ⇒ (3) + 6 = 9 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (14) + 6 = 20
Hannet perception: 1d20 + 8 ⇒ (10) + 8 = 18 blast!
twig monster perception: 1d20 + 3 ⇒ (15) + 3 = 18
Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Beorn throws religious might at the shadows- the first attempt misses, but the second hits! the bats take mental damage: 1d6 ⇒ 5
and books it away from the bats!
Randall prays at the bats dealing mental damage: 1d6 ⇒ 2 and then slices into the group. The sword doesn't do near as much damage, but it does slice some into ribbons of darkness onto the ground.
Hannet marks her target and shoots a blast hitting the twig shaped darkness. It's still up.
Post when you can!
| Karen Langway |
Reflex save: 1d20 + 6 ⇒ (20) + 6 = 26
"Uh, no. This suit cost more than your filthy hides would sell for." Karen says as she dodges clean out of the way. She leans into the momentum to move further away.
She yells "Chew on this!" before spitting a large glob of acid that immediately detonates, spraying nearby creatures.
Creatures in the area take 1d8 acid damage with a basic Reflex save; on a critical failure, the creature also takes 1 persistent acid damage. For the purposes of triggering swarm weaknesses this is area damage. I have marked out the 5 foot burst on the map in green.
DC 17 Reflex save, Acid: 1d8 ⇒ 7
◆ Stride, ◆◆ Caustic Blast
Gog Bloodfist
|
Reflex Save: 1d20 + 4 ⇒ (7) + 4 = 11
Gog is taken by surprise by the bats as the little pests cut into him. This instantly throws him into a rage!(Quick Tempered/ Spirit Instinct)
Watching Karen and the others attack the bats, Gog faces his rage on the first twig monster that Hannet attacked.
(Sudden Charge) Gog runs up to both twig monsters and swings his greatness with a massive sweep attack.
Attack Roll: 1d20 + 8 ⇒ (11) + 8 = 191d12 + 7 ⇒ (8) + 7 = 15
The axe then sweeps into the next twig monster. (Strike- Third Action)
Attack Roll: 1d20 + 4 ⇒ (20) + 4 = 241d12 + 7 ⇒ (11) + 7 = 18
Note: Gog is a spirit instinct bard. While raging with a spirt instinct, Gog's melee attacks gain the spirit damage type. When choosing the spirit damage type, the greataxe gains the ghost touch rune making it more effective against incorporeal creatures.
Blueberry Peat
|
Reflex save: 1d20 + 7 ⇒ (11) + 7 = 18
It seems like that first roll represented more than a minute, so I would have had time to Pursue a Lead: How best to stop this shadow rain?
◇ Devise a Stratagem related to lead on the swarm of bats
Known Weaknesses recall knowledge (Occultism) w/ Investigation bonus: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Stratagem die: 1d20 ⇒ 14
Not seeing a good pattern of attack on the bat swearm, Peat decides to help disrupt the shadows.
◆ Disrupt Shadows at bat swarm
Occultism w/ Investigation & Stratagem bonus vs bat swarm Will : 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
He then moves to get in range to disrupt one of the twig creatures.
◆ Stride
◆ Disrupt Shadows at twig creature
Occultism w/ Investigation vs twig creature Will : 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Since Disrupt Shadows doesn't appear to have the ATTACK trait, I assume MAP doesn't apply.
fine_young_misanthrope
|
round 1, fight
bats perception: 1d20 + 10 ⇒ (20) + 10 = 30 swarm attack!
Beorn perception: 1d20 + 6 ⇒ (19) + 6 = 25 disrupt shadows!
Gog perception: 1d20 + 6 ⇒ (19) + 6 = 25 slice and dice!
Randall perception: 1d20 + 3 ⇒ (20) + 3 = 23 sword and prayer!
Evindyll perception: 1d20 + 3 ⇒ (19) + 3 = 22
Peat perception: 1d20 + 6 ⇒ (3) + 6 = 9 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (14) + 6 = 20. Disrupt monsters!
Hannet perception: 1d20 + 8 ⇒ (10) + 8 = 18 blast!
twig monster perception: 1d20 + 3 ⇒ (15) + 3 = 18
Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Gog runs into the fight swinging at both monsters. Those are two solid hits!
Peat combines his Occult powers to make the shadows pay!
Under your combined power, the Shadows fall into inky, oily stains. They quiver on the ground.
fine_young_misanthrope
|
You are unsure how long you have, but you have a moment to catch your breath. You can heal or attempt another check to attempt to coordinate the chaos of saving the town.
fine_young_misanthrope
|
You quickly help others get out of the gathering dark. One success.
To all the others, post when you can.
| Karen Langway |
Still glowing from her Light spell, Karen yells "Come with us if you want to live!"
Intimidation: 1d20 + 7 ⇒ (11) + 7 = 18
fine_young_misanthrope
|
Karen attempts to get more to move. They follow because of her sheer authority. Beorn recites religious doctrine to get those to follow. They do.
Gog is a bit winided due to the fight and isn't able to get more to move.
(2 successes)
As you finish your help, you see the shadows reform. Two groups of vampire bats emerge from the oily shadows and two smaller creatures of shadow emerge as well
Hannet perception: 1d20 + 8 ⇒ (15) + 8 = 23
Peat perception: 1d20 + 6 ⇒ (16) + 6 = 22 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (10) + 6 = 16 Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Beorn perception: 1d20 + 6 ⇒ (14) + 6 = 20
Gog perception: 1d20 + 6 ⇒ (11) + 6 = 17
Evindyll perception: 1d20 + 3 ⇒ (7) + 3 = 10
Randall perception: 1d20 + 3 ⇒ (17) + 3 = 20
vampire bats perception: 1d20 + 10 ⇒ (12) + 10 = 22
scamps perception: 1d20 + 2 ⇒ (11) + 2 = 13
Post when you can! Map updated
fine_young_misanthrope
|
Round 1, Fight!
Hannet perception: 1d20 + 8 ⇒ (15) + 8 = 23
vampire bats perception: 1d20 + 10 ⇒ (12) + 10 = 22
Beorn perception: 1d20 + 6 ⇒ (14) + 6 = 20
Randall perception: 1d20 + 3 ⇒ (17) + 3 = 20
Gog perception: 1d20 + 6 ⇒ (11) + 6 = 17
Peat perception: 1d20 + 6 ⇒ (16) + 6 = 22 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (10) + 6 = 16
scamps perception: 1d20 + 2 ⇒ (11) + 2 = 13
Evindyll perception: 1d20 + 3 ⇒ (7) + 3 = 10
Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
| Karen Langway |
Karen Strides over to Randall.
I don't see Randall on the map.
"Randall, we need you out there hacking and slicing. This will help!"
She casts Runic Weapon on one of Randall's weapons of his choice.
◆ Stride, ◆◆ Runic Weapon
| Hannet Di |
Hannet focuses on one of the small creatures and she shoots a ray of divine light at it.
Hunt Prey (Scamp), Cast divine lance
divine lance: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 for spirit/holy: 2d4 ⇒ (3, 1) = 4
Blueberry Peat
|
In the brief downtime, Peat tries to explain to some of the locals how they can use their knowledge of religion or folk magic to counteract the shadow creatures should they appear again.
Occultism: 1d20 + 7 ⇒ (11) + 7 = 18
As the creatures appear again, he says to his companions, "Don't hack at the swarms ... Does anyone have area attack options?"
◇ Devise Stratagem vs. Bat Swarm
Free Recall Knowledge (Occultism) from Know Weaknesses: 1d20 + 7 ⇒ (20) + 7 = 27
Any specific weaknesses or resistances/immunities? Also, any special attacks or anything?
Stratagem roll: 1d20 ⇒ 4
"Everyone, this swarm over here to the west looks like it may be a bit weaker than the other one. Hit it hard!"
Since that is a critical success on the recall knowledge, everyone gets +1 to their next attack (before my next turn) against the bat swarm to the west.
Having identified their weakness, Peat doesn't seem to think their attacks would have much of a success against a swarm, so again tries to disrupt their shadow energy ... but first he has to get a little closer to the swarm.
◆ Stride
◆ Disrupt Shadows vs. bats to the west
Occultism w/ Investigation & Strategic Skill bonus: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
◆ Disrupt Shadows vs. scamp to the east
Occultism w/ Investigation bonus: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Gog Bloodfist
|
Gog will remain calm at the start of this fight. He will Sudden Charge to move and make a strike with the great axe against the first shadow creature.
Attack Roll: 1d20 + 8 ⇒ (1) + 8 = 91d12 + 5 ⇒ (8) + 5 = 13
Use a hero point to retry that attack roll to prevent critical failure.
Attack Roll: 1d20 + 8 ⇒ (8) + 8 = 161d12 + 5 ⇒ (4) + 5 = 9
After swinging the axe, Gog will use his sense of nature to attempt to disrupt shadows on the nearest bat swarm.
Disrupt Shadows: 1d20 + 5 ⇒ (19) + 5 = 241d6 ⇒ 1
fine_young_misanthrope
|
Round 1, Fight!
Hannet perception: 1d20 + 8 ⇒ (15) + 8 = 23 LIGHT!
vampire bats perception: 1d20 + 10 ⇒ (12) + 10 = 22 into the crowd!
Beorn perception: 1d20 + 6 ⇒ (14) + 6 = 20 the power of Beorn compells you!
Randall perception: 1d20 + 3 ⇒ (17) + 3 = 20 power of Randall and this sword he found!
Gog perception: 1d20 + 6 ⇒ (11) + 6 = 17 the power of Gog and god!
Peat perception: 1d20 + 6 ⇒ (16) + 6 = 22 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (10) + 6 = 16 learn!
scamps perception: 1d20 + 2 ⇒ (11) + 2 = 13
Evindyll perception: 1d20 + 3 ⇒ (7) + 3 = 10
Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Hannett studies the little shadow creature, then lights it up with divine energy! It's a solid hit.
The bats run into the group!
shadow bites!: 1d4 ⇒ 1 Everyone two saves as the bats run over the group twice and bite. DC 16 reflex save and bleed 1 on fail.
Beorn throws divine power at the scamp! It shreeks in pain! mental damage: 1d6 ⇒ 6
Randall hits the bats with praryer! mental damage: 1d6 ⇒ 4
Then hits them with his sword. The prayer does damage,b ut the sword, even a solid hit can't find any bat to hit in the swarm!
Gog swings at the bats and hits more than Randall. It's still less as they swarm around him. The prayer hits fully!
Peat learns things! Peat learns the bats Weaknesses area damage 3, splash damage 3; Resistances bludgeoning 6, piercing 6, slashing 3
The bats the the west resist his chants, but the bats to the east are hit fully.
fine_young_misanthrope
|
Checked damage midfight!
Round 1, Fight!
Hannet perception: 1d20 + 8 ⇒ (15) + 8 = 23 LIGHT!
vampire bats perception: 1d20 + 10 ⇒ (12) + 10 = 22 into the crowd!
Beorn perception: 1d20 + 6 ⇒ (14) + 6 = 20 the power of Beorn compells you!
Randall perception: 1d20 + 3 ⇒ (17) + 3 = 20 power of Randall and this sword he found!
Gog perception: 1d20 + 6 ⇒ (11) + 6 = 17 the power of Gog and god!
Peat perception: 1d20 + 6 ⇒ (16) + 6 = 22 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (10) + 6 = 16 learn!
scamps perception: 1d20 + 2 ⇒ (11) + 2 = 13 DARK!
Evindyll perception: 1d20 + 3 ⇒ (7) + 3 = 10
Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 Boost!
One scamp dies from Beorn and Hannet work.
The remaining scamp squeets out a foul cloud and an area of darkness fills the area marked on the map.
Karen helps a friend with their next attack!
Post your second round when you can!
| Karen Langway |
Karen coughs and hacks as the dark gas envelops her.
"Ack! When I said I wanted more smoking, I didn't mean it that way!" She cries out in horror between bouts of frantic exhalation.
The sorceress moves out of the cloud and points an accusatory finger at the scamp.
"You'll pay for that with your hide!" She exclaims as silver from her Religious Symbol of Apsu forms itself into Needle Darts before flying at the scamp.
Silver Needle Darts vs Scamp AC: 1d20 + 7 ⇒ (1) + 7 = 8
While at first it appears to have missed the Scamp by a mile, Karen was actually aiming for a curved surface which ricochets the projectiles towards the Scamp!
Heroic Silver Needle Darts vs Scamp AC: 1d20 + 7 ⇒ (11) + 7 = 18
Piercing: 3d4 ⇒ (4, 1, 4) = 9
◆ Stride out of Darkness, ◆◆ Needle Darts
Blueberry Peat
|
Peat calls out, "If you're using a regular weapon, attack those scamp things ... swords, even magical ones, are kind of useless against the swarms of bats!"
Reflex save DC 16: 1d20 + 7 ⇒ (2) + 7 = 9
Peat begins leaking fruit juice as the bat swarm strikes at them.
◇ Devise Stratagem vs. Bat Swarm
Recall Knowledge (Occultism): 1d20 + 7 ⇒ (3) + 7 = 10
Stratagem roll: 1d20 ⇒ 10
Though gaining no additional insight into how to attack the bats, Peat does recognize they're close enough to continue disrupting their shadows, and focuses on that effort.
◆ Disrupt Shadows on western bat swarm
Occultism w/ Investigation & Stratagem Skill bonus: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
◆ Disrupt Shadows on western bat swarm
Occultism w/ Investigation bonus: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Doesn't look like there's a specific critical fail effect, so I'll just continue trying rather than use a Hero Point.
◆ Disrupt Shadows on western bat swarm
Occultism w/ Investigation bonus: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
| Beorn the Cleric |
Beorn moves away as the bats close in on him.
First action: Move maximum movement away from the bats four spaces so as to put some distance between us and then.
Second action: Religion check DISRUPT SHADOWS 16+6=22 on DISRUPT SHADOWS.
Third action: Another DISRUPT SHADOWS 9-5+6=10. Failure on second DISRUPT SHADOWS.
| Hannet Di |
Hannet goes to the edge of the darkness, hunts the other skamp, and fires off two arrows at it.
Stride, Hunt Prey, Hunted Shot
longbow: 1d20 + 7 ⇒ (11) + 7 = 18 for piercing: 1d8 ⇒ 1
longbow: 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12 for piercing: 1d8 ⇒ 2
fine_young_misanthrope
|
Round 2, Fight!
Hannet perception: 1d20 + 8 ⇒ (15) + 8 = 23 on the hunt!
vampire bats perception: 1d20 + 10 ⇒ (12) + 10 = 22 swarm!
Beorn perception: 1d20 + 6 ⇒ (14) + 6 = 20 run and pray!
Randall perception: 1d20 + 3 ⇒ (17) + 3 = 20 run, slash, pray!
Gog perception: 1d20 + 6 ⇒ (11) + 6 = 17
Peat perception: 1d20 + 6 ⇒ (16) + 6 = 22 / Peat’s initiative (Perception): 1d20 + 6 ⇒ (10) + 6 = 16 pray, pray, PRAY!
scamps perception: 1d20 + 2 ⇒ (11) + 2 = 13
Karen Initiative, Divine Dragonblood: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Hannet hunts the scamp. the first arrow hits, but misses with the second.
the bats swarm those in the red box twice!
same as before, DC16 reflex damage for the first bites: 1d6 ⇒ 2
second bites: 1d6 ⇒ 5
first bites: 1d6 ⇒ 4
second bites: 1d6 ⇒ 3
Beorn runs out of the dark and prays at the bats. It works twice!
pray: 1d6 ⇒ 4
pray: 1d6 ⇒ 3
Randall runs up at the scamp and hits! Its solid, but the scamp is still up the prayer doesnt work either. Randall, i put an R on the map. Send me a character picture and ill put you in there.
Peat chants multiple times, but only the last one hits!
pray: 1d6 ⇒ 6
Post your actions
fine_young_misanthrope
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With all the prayer and chanting the west bats die!
Map updated