| GM Frost |
Inhin finally fixes what's wrong from previous attempt to power up Bakal, and the same companion manages to escape from the choker's grasp. Meanwhile, Esskele misses to hit the second time.
The Choker goes for Miel and smacks with long arm but hits solid ground instead.
Arm: 1d20 + 11 ⇒ (6) + 11 = 17
Arm - MAP: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16
⬤ ENTRY CHAMBER ENCOUNTER Round 2 and 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2-4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The interior of the ruins has a ceiling 15 feet high. The walls, floors, and ceiling are made of stone. There’s no light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
➤ Wimsy (AC 18) (17/17 HP)
➤ Seven Coppers (AC 18) (16/16 HP)
➤ Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (1/18 HP) | Small; DV, Imprecise Tremorsense
➤ Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Red Elite Choker (-16 HP)
➤ Esskele (AC 18) (22/22 HP)
➤ Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
REFERENCES
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Esskele: 0☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins
|
Yaeger Studies (◆) the choker carefully, and makes a single ranged Strike (◆).
Harmona Gun, Guidance: 1d20 + 7 - 2 + 1 ⇒ (5) + 7 - 2 + 1 = 11, for 1d10 + 1d6 + 1 + 1 ⇒ (5) + (5) + 1 + 1 = 12 Bludgeoning.
He then Reloads (◆).
Inhin Yero
|
Inhin hurries to Bakal and kneels beside it. He opens his tool kit and starts tightening loose parts.
“Hold still, you did good,” he says, fixing a bent plate and reconnecting a loose wire.
Haphazard Repair vs DC 15: 1d20 + 7 ⇒ (16) + 7 = 23
Success = 10 HP restored to Bakal
Unstable Action (Haphazard Repair) vs DC 15: 1d20 ⇒ 7
Failure = The innovation malfunctions in a spectacular (though harmless) fashion and it becomes incapable of being used for further unstable actions.
Bakal stays quiet, lights dimming as the repairs finish. The repair worked though Bakal immediately belched out a puff of smoke.
Inhin pats his construct. "There. Still standing, that’s what matters." Bakal straightens, energy humming through its frame, ready to fight again.
Inhin:
◆◆Stride
◆Haphazard Repair to Bakal
Esskele
|
Esskele calls oit, "Where do you think you're going? I'm not done with you yets.", while striking at the creature twice....
Greatsword vs, Red: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
possible Slashing damage vs. Red: 1d12 + 3 + 3 + 1 ⇒ (9) + 3 + 3 + 1 = 16
Greatsword vs. Red (Part Deux): 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
possible Slashing Damage vs. Red: 1d12 + 3 + 3 ⇒ (7) + 3 + 3 = 13
...he the3n growls and hisses as he stares into the creature's eyes.
Demoralize vs. Red: 1d20 + 3 ⇒ (5) + 3 = 8
Attack (1 action); Attack (1 action); Demoralize (1 action).
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
| GM Frost |
Yaeger keeps missing to hit, he continues to reload.
Inhin quickly goes to repair his construct.
Through his rage, Esskele slices the choker, first by gutting it then finally cutting off its head on the second strike.
COMBAT OVER! WELL DONE!
Seven Coppers (16/16 HP) [2☘️]
Inhin Yero (19/19 HP) [1☘️]
Bakal (11/18 HP)
Yaeger Ignatius Thomas Hawkins (19/19 HP) [3☘️]
Esskele (22/22 HP) [1☘️]
Miel Archembault (21/21 HP) [2☘️]
Hero point to Esskele and Inhin!
What will you do next before we proceed? And declare if you want to change Exploration Activity.
Inhin Yero
|
Repair vs DC 15: 1d20 + 7 ⇒ (5) + 7 = 12
Repair vs DC 15: 1d20 + 7 ⇒ (15) + 7 = 22
Inhin spends 20 minutes repairing the damage to his construct, then another 10 minutes fine-tuning its components, restoring full functionality and allowing Bakal to use its unstable actions once again. He wipes his hands on his coat and says, “Alright Bakal, back to being dangerously functional.”
I'll change Inhin's exploration activity to Investigate to try to recall additional knowledge about the ruins and find helpful clues, if there are.
Esskele
|
Esskele takes the time to clean and sharpen his blade as repairs are being made/
When it is time to proceed, he then starts to Search as they go.
Wimsy
|
Wimsy returns Rain's torch. Nobody else is injured, so she assists Inhin in repairing Bakal.
Not that it matters since both of his rolls are pretty decisively in the middle of the failure/success range, but:
Crafting to Aid: 1d20 + 7 ⇒ (2) + 7 = 9
Crafting to Aid: 1d20 + 7 ⇒ (10) + 7 = 17
Miel Archembault.
|
Miel approaches Inhin and gestures to his shield. "Monsieur Inhin, could you spare a moment of your time to check and repair my shield, s'il te plait?"
Wimsy
|
While Inhin works on that, Wimsy focuses on preparing the group for more defensive tactics, since it doesn't seem like water is going to come up again.
Swapping Naval Training for Protective Screen.
Seven Coppers
|
"Rain, why don't you let me hold the torch?" Seven Coppers suggests to the fugus leshy. "That way you won't need to stand so close to dangers like this."
Inhin Yero
|
Inhin looks surprised, then smiles at Wimsy. “Oh, thanks! That helps a lot,” he says, making space for the commander.
Bakal tilts its head and holds still, optics flickering as if curious. Inhin chuckles. “I guess Bakal approves.”
Then upon hearing Miel's request, Inhin’s eyes flick to the shield and light up.
“Oh, yes! absolutely!" he tells the guardian as he inspects the shield. "Ahhh yesss. Steel. Now this I understand,” he says with a grin as he takes it, giving it a firm tap. He runs his hand along the surface, already checking for dents and stress marks.
Repair vs DC 15: 1d20 + 7 ⇒ (6) + 7 = 13
Repair vs DC 15: 1d20 + 7 ⇒ (3) + 7 = 10
Repair vs DC 15: 1d20 + 7 ⇒ (19) + 7 = 26
“Give me a moment,” he adds, reaching for his tools. "A few taps here, a twist there, and there you go! Perfection!"
Bakal spends 3 minutes repairing Miel's shield, restoring 20 HP. Btw, on my previous post, Inhin spends only 2 minutes repairing Bakal and it restores 10 HP to Bakal and additional 10 HP from Wimsy's aid. I forgot that Inhin has the quick repair skill feat from his background.
| GM Frost |
Inhin patches Bakal with the help of Wimsy to fix the companion's gears to full function.
We'll retcon Repairing Miel shield, I'll move the group to next part.
Rain receives the torch from Wimsy, but when Seven offers to hold it for him, he happily obliges. "I think we should go other way." he is a bit scared after the encounter. He looks around and goes over the rubble that blocks an entrance. Their other option is going to the entrance in the northwest that might lead somewhere.
As they enter that is led by Rain, long hallway moves from south to north. Exits lead off from the southeast and northeast points of the hall, while a branching hall to the north is covered from floor to ceiling with debris. A single stone door is sealed near the southern end of the hall.
Yaeger Ignatius Thomas Hawkins's Perception (E): 1d20 + 5 ⇒ (19) + 5 = 24 (w Darkvision)
Yaeger Ignatius Thomas Hawkins
|
Yaeger puts up a restraining hand.
"Careful! There is a spear-launcher trap on the path ahead - three of them, if I am any judge. We need to disable it."
He then moves to do just that.
Thievery: 1d20 + 6 ⇒ (19) + 6 = 25.
| GM Frost |
Yaeger motions for everyone to halt, warning them of a concealed spear launcher. He disables one of the mechanisms, allowing the group to pass safely, but two more still lie ahead.
One spear launcher has been disabled. Two more still need to be dealt with.
Yaeger Ignatius Thomas Hawkins
|
Oh! Sorry.
Yaeger keeps working...
Thievery: 1d20 + 6 ⇒ (8) + 6 = 14.
Thievery: 1d20 + 6 ⇒ (18) + 6 = 24.
...and working...
Thievery: 1d20 + 6 ⇒ (10) + 6 = 16.
Thievery: 1d20 + 6 ⇒ (10) + 6 = 16.
Thievery: 1d20 + 6 ⇒ (13) + 6 = 19.
...finally managing to finish the job!
| GM Frost |
Yaeger persistently works on disabling the spear launcher mechanisms, ensuring the group can safely pass through.
"Well done, Sir Yaeger! We couldn’t have done it without you." Rain says, giving the investigator an approving tap on the shoulder.
"Let’s keep moving. I can feel that what we’re looking for is at the end of this tunnel." They press on, and near the edge of the halls they find several stored items from smugglers who once entered the area: a lesser darkvision elixir, two minor healing potions, and a +1 shortsword.
"Oh, loot! Who wants them?" Rain asks the Pathfinders.
Wimsy
|
Wimsy defers to those who prefer to go into melee, but if nobody takes the shortsword she will.
Inhin Yero
|
Inhin’s eyes light up, clearly impressed by the dragonkin’s skillful work. "Ha! Three launchers down? Beautiful work Yaeger! Clean and efficient!"
He declines the loot, deciding his allies would benefit from it more than he would.
| GM Frost |
Rain shrugs and picks the loot, just in case they need them later. He then continues to lead them deeper until they arrive into a spacious circular chamber.
A massive stone column ten feet wide rises from the tiled floor of this circular chamber. Strange glyphs dance along the column, pulsing with dull green light, though many of the glyphs wink in and out of existence as though malfunctioning. The ceiling here ascends twenty feet from the floor. Collapsed stone debris prevents the use of two connecting halls to the west and southwest, while breaks in the eastern walls open the area to an adjacent network of caves. A single five-foot-wide hall exits to the north (and that's where they come from).
Yaeger Ignatius Thomas Hawkins's Perception (E): 1d20 + 5 ⇒ (15) + 5 = 20 (w Darkvision)
There are scripts on the column written in Azlanti.
| GM Frost |
Rain in Cloudy is overwhelmed by the sight before him, his excitement growing as he imagines what else might be hidden within the circular chamber. Spotting the central column etched with scripts in a language he recognizes, he quickly grabs the everburning torch from Wimsy and approaches the column without hesitation and begins to read.
"The script here mentions about pleas for salvation from the darkened sky..."
Unfortunately, he triggers something.
The chamber’s dim light starts to pulse, slow at first, then faster and faster. From the flickering glow emerge two creatures similar to those they encountered at the entrance. At the same time, a low, pitiful moan echoes through the room, coming from another presence concealed behind the pillar.
Miel Archembault's Initiative using Defend: 1d20 + 4 ⇒ (18) + 4 = 22
Seven Coppers's Initiative using Scout: 1d20 + 6 ⇒ (10) + 6 = 16
Esskele's Initiative using Search: 1d20 + 8 ⇒ (20) + 8 = 28
Yaeger Ignatius Thomas Hawkins's Initiative using Search: 1d20 + 6 ⇒ (8) + 6 = 14
Inhin Yero's Initiative using Investigate: 1d20 + 8 ⇒ (13) + 8 = 21
Red: 1d20 + 5 ⇒ (18) + 5 = 23
Blue: 1d20 + 5 ⇒ (17) + 5 = 22
White: 1d20 + 5 ⇒ (17) + 5 = 22
⬤ CENTRAL CHAMBER ENCOUNTER Round 1 ⬤
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
➤ Esskele (AC 18) (22/22 HP)
Red Grothlut (- HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (- HP) | DV
White Weak Choker (- HP) | at Dim Light (Concealed) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
REFERENCES
Miel Archembault: 2☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Esskele
|
Kept trying to plot my route with the map but the swirly thing makes it impossible. If you need my route for possible AoO let me know.
Esskele's Fury Instinct kicks in as he roars and suddenly charges forward. "There is a new type of enemy for me to try!", Esskele yells as he moves across the battlefield over to Red. Esskele them tries to attack twice...
(Sudden Charge) Greatsword vs. Red: 1d20 + 6 ⇒ (6) + 6 = 12
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Concealed check vs. Red: 1d20 ⇒ 12
(Standard Attack) Greatsword vs. Red: 1d20 + 1 ⇒ (17) + 1 = 18
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (12) + 3 + 3 = 18
Concealed check vs. Red: 1d20 ⇒ 13
Sudden Charge (2 actions); Standard Attack (1 action).
NOTE: Not sure if not sure if Spirit Coffin takes effect or not.
Instinct Ability—Unstoppable FrenzyIncrease the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat.
Specialization Ability 7thIncrease the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13.
Raging Resistance 9thYou resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Access: bakuwa lizardfolk heritage or Tian Xia origin
A hump forms on your back that allows you to attack and trap spirits. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they’re already magical, they instead gain the effects of a ghost touch rune.
Special If you have access to this feat but aren’t a bakuwa lizardfolk, your body doesn’t change when you take this feat. You must instead wear a physical coffin, which is a small wooden chest of light Bulk that you specially anoint during your daily preparations. If your chest is missing or destroyed, you lose the benefits of spirit coffin until you’ve replaced and re-anointed it.
| GM Frost |
Esskele goes to the creature with a pitiful moan. He swings twice, but the enemy is agile against his assaults.
I should have done this on initiative, but here it goes.
The pitiful moan that they have been hearing must be bad for everyone's hearing, because it is louder this time. DC 17 Will save or become sickened 1 (sickened 2 on a critical failure), then becomes temporarily immune for 1 min
Blue: DC 17 Will save: 1d20 + 5 ⇒ (11) + 5 = 16 vs Pitiful Moan (Fail, Sickened 1)
White: DC 17 Will save: 1d20 + 5 ⇒ (13) + 5 = 18 vs Pitiful Moan (Success, immune)
Rain: DC 17 Will save: 1d20 + 5 ⇒ (10) + 5 = 15 vs Pitiful Moan (Fail, Sickened 1)
The Red Grothlut raises its claws and slices Esskele.
Claws: 1d20 + 11 ⇒ (1) + 11 = 12 miss
Claws (agile) - MAP: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 hit
Damage: 1d10 + 8 ⇒ (5) + 8 = 13 S damage
⬤ CENTRAL CHAMBER ENCOUNTER Round 1 ⬤
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
⚠️ BEFORE YOUR TURN ⚠️
❗ Esskele: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Miel Archembault: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Inhin Yero: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Bakal: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Seven Coppers: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Yaeger Ignatius Thomas Hawkins: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Wimsy: DC 17 Will save vs Piteous Moan (see below) ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (9/22 HP)
Red Grothlut (- HP) | at Dim Light (Concealed) | DV
➤ Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (- HP) | Sickened 1 | DV
White Weak Choker (- HP) | at Dim Light (Concealed) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC ) (0/ HP) | Sickened 1
REFERENCES
Miel Archembault: 2☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
| GM Frost |
Yes, your target is not incorporeal, so nothing happens. That's a nice feat though.
Wimsy
|
Wimsy may not be quick to react this time, but she is at least unfazed by the creature's moan.
Will: 1d20 + 6 ⇒ (13) + 6 = 19
Miel Archembault.
|
Will Save: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Miel suddenly became ill due to the effects of the wailing he heard. He taunts the Blue creature nearby and raises his shield. After raising his shield, he retches to try to keep it together.
Fortitude (Sickened): 1d20 + 5 ⇒ (7) + 5 = 12
◈Taunt, ◈Raise Shield, ◈Retch. Active condition: sickened 1
| GM Frost |
Miel taunts Blue Choker and raises a shield. He remains sick after retching. The same goes for Esskele and Seven, while Wimsy seems unaffected.
Blue Choker gets closer to Miel and extends its alien arm to grab him but misses.
Arm (reach 10 ft) - Sickened 1: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10 miss
Arm (reach 10 ft) - Sickened 1 - MAP: 1d20 + 9 - 1 - 5 ⇒ (15) + 9 - 1 - 5 = 18 miss
White Choker goes to Yaeger and reaches to grab him but catches air.
Arm (reach 10 ft): 1d20 + 9 ⇒ (3) + 9 = 12 miss
Arm (reach 10 ft) - MAP: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11 miss
⬤ CENTRAL CHAMBER ENCOUNTER Round 1 and 2 ⬤
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
⚠️ BEFORE YOUR TURN ⚠️
❗ Inhin Yero: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Bakal: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Yaeger Ignatius Thomas Hawkins: DC 17 Will save vs Piteous Moan (see below) ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Round 2
➤ Esskele (AC 18) (9/22 HP) | Sickened 1
Red Grothlut (- HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (- HP) | Sickened 1 | DV
White Weak Choker (- HP) | DV
Round 1
➤ Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
➤ Seven Coppers (AC 18) (16/16 HP) | Sickened 1
➤ Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
➤ Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Rain in Cloudy Day (AC ) (0/ HP) | Sickened 1
REFERENCES
Miel Archembault: 2☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Seven Coppers
|
"There once was a soul quite hungover,
From choices made bold the night over.
With a head like a drum,
And a vow “never rum,”
They endured till the pain finally clovered."
Seven Coppers manages to sound optimistic despite the pounding in his head.
He holds out a handful of coins and hums a ditty. Needles form from the metal, zipping toward the nearest choker before returning to Seven Coppers and resuming their form as coins.
◇ Lingering Compostion (♬): Performance (T) vs. DC 15, Sickened: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
F: No Focus Point Lost, S: Compositions lasts 3 Rounds, CS: Composition lasts 4 rounds
◆ Cast (c) Courageous Anthem (♪)
◆◆ Cast (c/m) Needle Darts (✨) @ White Choker: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Piercing: 3d4 ⇒ (4, 3, 3) = 10
You have +1 to attacks, +1 to damage, and +1 to saves vs. fear
Inhin Yero
|
Inhin:
DC 17 Will save vs Piteous Moan: 1d20 + 5 ⇒ (2) + 5 = 7
HP:DC 17 Will save vs Piteous Moan: 1d20 + 5 ⇒ (18) + 5 = 23
Bakal:
DC 17 Will save vs Piteous Moan: 1d20 + 4 ⇒ (18) + 4 = 22
Inhin and Bakal remain unaffected by the pitiful moan echoing through the ruins.
Inhin recognizes the danger his team is facing and immediately pushes Bakal into overdrive mode.
Overdrive vs DC 15: 1d20 + 7 ⇒ (8) + 7 = 15
Success = Bakal gains +2 Damage
“Alright Bakal, threat confirmed!” he snaps. “Target the creature on the other side of the column. Hit it hard!”
He points toward the red, concealed enemy visible through their darkvision. The energized construct surges forward, flanking the creature and drives a heavy punch.
Fist+CA: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage+Overdrive+CA: 1d8 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11 Bludgeoning
Inhin:
◆Overdrive
◆◆Command Construct
Bakal:
◆◆Stride
◆Strike Red
| GM Frost |
Seven drowns the pitiful moan with his song, encouraging his allies. CA 3 rds He then sticks needles to White Choker. hit, 10 P damage
Unbothered by the moan, Inhin and Bakal work together. Bakal lands a solid punch on Red. hit, 11 B damage
⬤ CENTRAL CHAMBER ENCOUNTER Round 1 and 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
⚠️ BEFORE YOUR TURN ⚠️
❗ Yaeger Ignatius Thomas Hawkins: DC 17 Will save vs Piteous Moan (see below) ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Round 2
➤ Esskele (AC 18) (9/22 HP) | Sickened 1
Red Grothlut (-11 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (- HP) | Sickened 1 | DV
White Weak Choker (-10 HP) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP) | Sickened 1
Round 1
➤ Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
➤ Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Rain in Cloudy Day (AC ) (0/ HP) | Sickened 1
REFERENCES
Miel Archembault: 2☘️
Inhin Yero: 0☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Yaeger Ignatius Thomas Hawkins
|
| 1 person marked this as a favorite. |
Will: 1d20 + 5 ⇒ (1) + 5 = 6.
Yaeger Strides (◆), and then vomits profusely (◆)(◆).
Fort: 1d20 + 4 ⇒ (1) + 4 = 5.
Fort: 1d20 + 4 ⇒ (1) + 4 = 5.
Huh. So, statistically improbable, but I guess that means I am Sickened 6 right now :-P I'll just sit this combat out!
Yaeger collapses to the ground in a pile of foul-smelling bile, insensate.
Esskele
|
see spoiler please.
Because it’s a construct, your construct companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, and void. It does not need to eat or breathe. Because the construct isn’t a living creature, effects that heal living creatures can’t help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures.
Esskele
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Esskele's mouth opens wide and his tongue stretches out, reverses, and briefly goes down his throat causing him to vomit...
Fortitude vs. Sickness: 1d20 + 7 ⇒ (20) + 7 = 27
...he then strikes at Red once.....
Greatsword vs. Red: 1d20 + 6 ⇒ (10) + 6 = 16
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Did NOT adjust for Sickness/Bardic Influence or Flanking. Pleasse adjust accordingly.
...he then Draws his Minor Healing potion gained from Provisions.
Wretch (1 action); Attack (1 action); Retrieve an Item (1 action).
Wimsy
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Failing to retch doesn't make you worse, it just doesn't make you better.
Wimsy surveys the battlefield. The current positioning is remarkably poor for her prepared tactics, with Esskele and Bakal so far away from her and Miel not in range to attack. Well, no plan survives contact with the enemy, as they say.
She fires her bow at the enemy to which she has a clear line of fire, trying to clear a new position for herself so she can reassess from a new perspective.
That doesn't work either, so she focuses on assessing how these creatures fight.
◆ Strike White Shortbow: 1d20 + 6 ⇒ (8) + 6 = 14 for piercing damage: 1d6 ⇒ 3
◆ Strike White Shortbow: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2 for piercing damage: 1d6 ⇒ 1
◆ Recall Knowledge about chokers, Occultism +4
| GM Frost |
Yaeger remains sick despite retching.
Esskele easily overcomes his sickness before launching another assault to Red. hit, 10 S damage
Wimsy looses two shots, but both go wide. Still, he recognizes this choker as a weaker version than the one they faced before. That doesn’t make it harmless, once it strangles its fingers around a victim’s throat, it won’t let go, steadily choking the life from them while yanking its prey about as a living shield against further attacks.
Yank [reaction] (manipulate) Trigger An enemy targets the choker with an attack; Effect The choker tries to pull a creature it has grabbed or restrained into the path of the attack. The choker attempts an Athletics check, including its bonus to Grapple. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC.
Rain helps them fighting the enemies by launching some spore pods at Blue Choker.
Spore Pod - Sickened 1: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8 miss
Spore Pod - Sickened 1 - MAP: 1d20 + 8 - 1 - 5 ⇒ (19) + 8 - 1 - 5 = 21 hit
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 B damage plus Spores
Spore Pod - Sickened 1 - MAP: 1d20 + 8 - 1 - 10 ⇒ (7) + 8 - 1 - 10 = 4 miss
Blue: DC 16 Fortitude save: 1d20 + 5 ⇒ (7) + 5 = 12 vs Spores (Fail, 1 persistent poison damage)
The choker is afflicted by the mushroom spores.
Meanwhile, Red Grothlut fights back to Bakal and Esskele with claws!
Claws: 1d20 + 11 ⇒ (1) + 11 = 12 vs Bakal miss
Claws (agile) - MAP: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 vs Esskele crit
Damage: 1d10 + 8 ⇒ (1) + 8 = 9 S damage x2
The attack knocks Esskele down. Red Grothlut then spews acid at Bakal.
Digestive Spew - MAP2: 1d20 + 7 - 9 ⇒ (17) + 7 - 9 = 15 miss
⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-21 HP) | at Dim Light (Concealed) | DV
➤ Miel Archembault (AC 18) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-4 HP) | Sickened 1 | DV
White Weak Choker (-10 HP) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP) | Sickened 1
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1
⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗
REFERENCES
Miel Archembault: 2☘️
Inhin Yero: 0☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Miel Archembault.
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Miel continues to taunt Blue and raise his shield. He retches one more time to steady himself.
DC 17 Fortitude: 1d20 + 5 ⇒ (8) + 5 = 13
◈Taunt (Blue), ◈Raise Shield, ◈Retch
| GM Frost |
Miel calls the attention of Blue Choker while continuing to raise shield. Retching doesn't help him feel better this time.
Blue Choker keeps reaching for Miel to strangle him.
Arm (reach 10 ft) - Sickened 1: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26 hit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 B damage plus Strangling Fingers
Strangling Fingers: Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.
The choker then chokes him! DC 17-1 basic Fortitude save vs 1d6 + 3 ⇒ (5) + 3 = 8 B damage
The choker then smacks him with its other arm.
Arm (reach 10 ft) - Sickened 1 - MAP: 1d20 + 9 - 1 - 5 ⇒ (5) + 9 - 1 - 5 = 8
Blue: DC 15 flat check: 1d20 ⇒ 11 vs 1 persistent poison damage (Fail)
White choker advances and reaches to strangle Seven!
Arm (reach 10 ft): 1d20 + 9 ⇒ (20) + 9 = 29 crit hit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 B damage x2 plus Strangling Fingers
It then chokes him, too. DC 17 basic Fortitude save vs 1d6 + 3 ⇒ (2) + 3 = 5 B damage
⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
⚠️ BEFORE YOUR TURN ⚠️
❗ Miel Archembault: DC 17-1 basic Fortitude save vs 8 B damage ❗
❗ Seven Coppers: DC 17 basic Fortitude save vs 5 B damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (16/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-6 HP) | Sickened 1 | DV
White Weak Choker (-10 HP) | DV
➤ Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
➤ Seven Coppers (AC 18) (6/16 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers
➤ Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
➤ Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1
⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗
REFERENCES
Miel Archembault: 2☘️
Inhin Yero: 0☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Inhin Yero
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see spoiler please.
Thank you for this. For a second, I actually wondered how a construct would even get sick. It's all clear to me now. And yeah, I just wasted a good dice roll for Bakal's Will save.
Inhin glances at Yaeger, and gives some words of encouragement. “Hey, that moan’s awful, I know,” he says calmly. “But you’re still standing, and that’s what matters. If you focus enough, you'll hear Seven's voice instead of the moaning. It shall make you more courageous and help us win this fight!”
Inhin decides to help deal damage, quickly reloading his clan pistol and preparing to fire in the next round. Noticing the backline under threat, he snaps an order to Bakal.
“Bakal, switch targets! White one, now!”
The construct sees Eskelle’s critical condition and gives a firm nod, as if silently assuring the lizardfolk that it will return for him.
Nevertheless, the construct provides reinforcement on the backlines and strikes the white choker.
Fist+CA: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage+Overdrive+CA: 1d8 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14
Inhin:
◆Reload
◆◆Command Construct
Bakal:
◆◆Stride
◆Strike White
| GM Frost |
Resolving Fort save of Seven first...
DC 17 basic Fortitude save: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17 Success, 2 B damage
Bakal leaves Red enemy and goes to attack White Choker. White yanks Seven closer to be its meat shield.
Athletics to Yank: 1d20 + 9 ⇒ (16) + 9 = 25 vs Seven's Fort DC 15-1 Crit Success
Yank [reaction] (manipulate) Trigger An enemy targets the choker with an attack; Effect The choker tries to pull a creature it has grabbed or restrained into the path of the attack. The choker attempts an Athletics check, including its bonus to Grapple. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC. The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker's reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can't use this ability to make the attacker target itself, even if it's grabbing or restraining the attacker.
Seven is easily yanked closer to the White Choker and receives the blow from Bakal. hit, 14 B damage; becomes Dying 1 (Unconscious, Prone)
Yaeger, and Wimsy are up! Don't forget that Esskele is currently Dying 2, while Seven is Dying 1.
| GM Frost |
⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
⚠️ BEFORE YOUR TURN ⚠️
❗ Miel Archembault: DC 17-1 basic Fortitude save vs 8 B damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (16/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of Blue | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-6 HP) | Sickened 1 | DV
White Weak Choker (-10 HP) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
➤ Seven Coppers (AC 18) (0/16 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of White; Dying 1 (Unconscious, Prone)
➤ Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
➤ Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1
⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗
REFERENCES
Miel Archembault: 2☘️
Inhin Yero: 0☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️
Inhin Yero
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“Bakal, stop! That’s a friend!”, Inhin yells.
Bakal attempts to stop its attack but it's too late. Bakal's fist hit the Seven.
Inhin apologizes as he realizes the disaster that happened. "That’s on me. Seven, I hope you're okay. This was not my intention.”
Wimsy
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Wimsy quickly patches Seven up. "Well, now there's an opening anyway. Bakal, NOW!"
◆ Battle Medicine Seven Medicine: 1d20 + 7 ⇒ (12) + 7 = 19 Success for Healing: 2d8 ⇒ (8, 4) = 12
◆◆ Strike Hard!, granting Bakal a Reaction to use it with Bakal's Fist: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for bludgeoning damage: 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8
| GM Frost |
Wimsy brings Seven back from the brink of death, then she snaps an order to Bakal. The blow lands true, and the choker’s grip on Seven's neck loosens, releasing him as the creature crashes onto the solid ground. White out
⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP
⚠️ BEFORE YOUR TURN ⚠️
❗ Miel Archembault: DC 17-1 basic Fortitude save vs 8 B damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (16/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of Blue | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-6 HP) | Sickened 1 | DV
➤ Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
➤ Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1
⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗
REFERENCES
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️