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Character Turn Emulation Drone's page
374 posts. Alias of Doug Hahn.
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Chimwemwe's Crafting (M): 1d20 + 25 ⇒ (13) + 25 = 38 Crafter’s Appraisal
Chim id's the club as a deflecting branch
Kiri's Nature (M): 1d20 + 20 ⇒ (16) + 20 = 36
Chimwemwe's Nature (E): 1d20 + 19 ⇒ (11) + 19 = 30
None of you can ID these strange blue worms, though they seem like fearsome foes indeed.
Chimwemwe's Religion (M): 1d20 + 21 ⇒ (15) + 21 = 36
Chim id's the undead as drenchdead. When great heroes or other powerful individuals encounter misfortune and die at sea or to other water-related accidents, the anguished soul sometimes clings to its corpse, creating a drenchdead. Drenchdead prefer to lurk in water and attack from ambush, giving victims the same deadly surprise that led to their own deaths. They can grapple and drag you down as forced movement. They want to drown victims and this is a tactic they will use mercilessly and bolster with magical abilities.
Kyrie attempts o escape.
Escape using unarmed mod: 1d20 + 29 ⇒ (13) + 29 = 42 Hoping this succeeds…
She then Steps and strikes at the arm holding Humble.
Longsword: 1d20 + 29 - 5 ⇒ (16) + 29 - 5 = 40
Slashing Damage: 3d8 + 12 ⇒ (3, 7, 1) + 12 = 23
Kiri flats: 2d20 ⇒ (6, 17) = 23
Akoril, soothed by his bard friend, snaps up his bow and scoots away, leery of another explosion.
Kiri 2nd true strike: 1d20 ⇒ 3
RK: 1d20 + 25 ⇒ (14) + 25 = 39
These are Iron Golems Or, Iron wardens as in new edition
They are immune to an array of things like many golems, including bleed, death effects, disease, doomed, drained, fatigued, fire, healing, mental, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void. They resist physiocal and magic 15 unless you have something tougher than iron, such as metals forged from ore found in meteors from the sky. adamantine There may be magics that the metallic creatures do not resist.
☀☀☀
Shrine of the Gods Round 1
Party Conditions: Inspired
Battlemap
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BOLD IS UP!:
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Wisps (50/140 HP)
Kiri (138/138 HP)
Akoril (164/164 HP)
Iron automaton 2 (-6 HP) │ Shield raised
Iron automaton 1 (-0 HP)
Iron automaton 3 (-19 HP)
➤ Chimwemwe (164/164 HP) │ 2 actions
Wisps's Bardic (T): 1d20 + 15 ⇒ (5) + 15 = 20 to aid
Using her bardic knowledge and Chim's astronomy lore, the two come to the conclusion that the strong religious iconography throughout this temple merges both the sun and the moon. They theorize that ancient and lost faith must have unified both light and dark.
Wisps's Religion (T): 1d20 + 19 ⇒ (2) + 19 = 21
2d20 ⇒ (1, 1) = 2
Kyrie steikes qnd steikes, but ger footing is uncertain. She raises her shield…
Wisps' ref: 1d20 + 21 - 1 ⇒ (20) + 21 - 1 = 40
Kiri haste bzzzt: 1d20 ⇒ 5
Kyrie continues to wallop her flanked target…
Shield Strike: 1d20 + 25 ⇒ (4) + 25 = 29
Shield Damage: 3d8 + 9 ⇒ (8, 8, 2) + 9 = 27
Everstand Strike(map): 1d20 + 25 - 5 ⇒ (18) + 25 - 5 = 38
Everstand Damage: 3d8 + 9 ⇒ (1, 4, 3) + 9 = 17
Shield Strike: 1d20 + 25 - 10 ⇒ (4) + 25 - 10 = 19
Shield Damage: 3d8 + 9 ⇒ (6, 1, 7) + 9 = 23
Eleanor's Religion (T): 1d20 + 12 ⇒ (19) + 12 = 31
Zephrena's Religion (T): 1d20 + 6 ⇒ (18) + 6 = 24
Eleanor notes that several sets of old vestments that are black with silver highlights.
These are almost certainly the vestments that one of Ahriman’s faithful would wear for a ritual or service back when this was a temple instead of a theater.
bot flat checks for players: 2d20 ⇒ (1, 6) = 7
Zeph raises her trusty shield, Strides forward and flicks the mace at the huge janni.
trip Holly: 1d20 + 10 ⇒ (16) + 10 = 26
B: 2d8 + 4 ⇒ (4, 4) + 4 = 12
Clonk.
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Performance: 1d20 + 13 ⇒ (19) + 13 = 32
Zeph not only concurs but lets you know these musical notations have the stylistic markings of the well-known composer Sefalia.
Basic Fortitude Save: 1d20 + 27 ⇒ (11) + 27 = 38 Juggernaut
Kyrie Steps forward.
Strike with Shield Boss: 1d20 + 25 ⇒ (13) + 25 = 38
Strike Damage: 3d8 + 9 ⇒ (7, 6, 2) + 9 = 24
Everstand Strike with Shield Boss: 1d20 + 25 ⇒ (19) + 25 = 44
Strike Damage: 3d8 + 9 ⇒ (6, 4, 1) + 9 = 20
Zeph raises her shield. She strides and strikes at the plant.
1d20 + 15 ⇒ (2) + 15 = 17
The leaves quiver… ready to last out but they don't. Clever players may know the creature's AC now.
Need to bot as this will affect my turn
Zephrena's Fortitude (E): 1d20 + 10 ⇒ (11) + 10 = 21 Believe this should be +12 F
Zephrena fails to resist the damage, but is still standing… barely…
Akoril's Reflex (E): 1d20 + 18 ⇒ (15) + 18 = 33
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Barker Inspires and then moves in for a better look, pushing through the difficult terrain then Leaping atop some barrels in the corner.
Don't forget your DC 5 flat check before rolling to Strike, Zephrena.
Zephrena Flat: 1d20 + 15 ⇒ (13) + 15 = 28
Iksha moves forward and tries to identify the undead, levaraging ancient folktales of the desert.
Folktales Lore (T): 1d20 + 10 ⇒ (13) + 10 = 23
She knows this is a Faithless Ecclesiarch, once a powerful religious Sarenrite in life who was personally blessed by the dawnflower and now corrupted in undeath… and working to corrupt others of the faith!
They can cast divine spells with focus points liek a cleric, and if you fail a saving throw against a spell cast by the faithless ecclesiarch they can refill their focus pool and stupify the target!
She spind a tale for the Champion: images of Shelyn overcoming the corruption of her lover's pious follower.
Song moves forward and plonks an arrow at the grey xulgath. I forgot what the yellow template is move back 1 if it's bad stuff, which is 2nd increment (-2)
Short bow+I.C.: 1d20 + 12 + 1 + 1 ⇒ (9) + 12 + 1 + 1 = 23
Piercing damage: 2d6 + 1 ⇒ (4, 6) + 1 = 11
Deadly?: 1d10 ⇒ 5
Iksha's Perception (E): 1d20 + 8 ⇒ (6) + 8 = 14
Iksha's Folktales Lore (T): 1d20 + 10 ⇒ (8) + 10 = 18 Can be used for any Recall Knowledge, Dubious Knowledge Feat applies
Iksha knows the tented roof of the building is relatively new and is a strange choice for supposed worshippers of a sun god.
Kyrie launches a three-hit combo at her foe again.
Shield Boss Strike 1: 1d20 + 25 ⇒ (11) + 25 = 36
Shield Boss Damage 1: 3d8 + 9 ⇒ (4, 5, 8) + 9 = 26
Everstand Strike (map): 1d20 + 25 - 5 ⇒ (5) + 25 - 5 = 25
Everstand Damage: 3d8 + 9 ⇒ (2, 1, 4) + 9 = 16
Shield Boss Strike 2 (map3): 1d20 + 25 - 10 ⇒ (12) + 25 - 10 = 27
Shield Boss Damage 2: 3d8 + 9 ⇒ (4, 6, 5) + 9 = 24
Rhys's Fortitude (E): 1d20 + 11 ⇒ (6) + 11 = 17
Rhys moves to line up his foes.
Flat: 1d20 ⇒ 11
Attack: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Electricity: 1d6 + 4 ⇒ (4) + 4 = 8
DC 15 Flat vs Persistent: 1d20 ⇒ 9
Poison: 1d6 ⇒ 6
He drops the cultist but he is very badly burnt, with persistent fire eating away at his flesh.
Soomdevi moves for a clear shot and flings a teapot at the bawling fetchling's head:
Telekinetic Projectile: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23
Missing. Blinks moves in…
Kyrie strides into a flank with Kioko.
Shield Boss Strike (blessing): 1d20 + 24 + 3 ⇒ (2) + 24 + 3 = 29
Everstand Strike (blessing, map): 1d20 + 24 + 3 - 5 ⇒ (18) + 24 + 3 - 5 = 40
Everstand Damage: 3d8 + 9 ⇒ (2, 2, 8) + 9 = 21
Iksha's Society (T): 1d20 + 10 ⇒ (13) + 10 = 23
Zephrena's Society (T): 1d20 + 7 ⇒ (15) + 7 = 22
No crits
Song raises a Shield cantrip and moves back. She sends an arrow at the babau:
◈ Short bow+I.C.: 1d20 + 12 + 1 + 1 ⇒ (12) + 12 + 1 + 1 = 26
Piercing damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8
Deadly?: 1d10 ⇒ 8
Aegis presents 3 pieces of gooey, silken tofu. Interact x3
Rhys's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19
Zephrena's Perception (T): 1d20 + 6 ⇒ (13) + 6 = 19 Darkvision
Barker's Bardic Lore (T): 1d20 + 7 ⇒ (16) + 7 = 23
Akoril force missiles #3:
force missile: 3d4 + 3 ⇒ (4, 1, 1) + 3 = 9
Then follows up with a telekinetic arrow:
spellstrike: 1d20 + 17 ⇒ (14) + 17 = 31
piercing+piercing: 2d8 + 3 + 4d6 + 4 ⇒ (7, 2) + 3 + (5, 2, 4, 5) + 4 = 32
Kyrie enters her battle stance and moves to flank against black, who used its AOO.
Shield Boss Strike vs Flanked: 1d20 + 24 ⇒ (18) + 24 = 42
Shield Boss Damage: 3d8 + 9 ⇒ (8, 2, 6) + 9 = 25
Soomdevi's rocks miss by an inch, and so does blinks' jaw by a lot more.
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Wisps's Reflex (E): 1d20 + 17 ⇒ (19) + 17 = 36
Wisps makes her save then inspires then Soothes Akoril. Akoril then moves away. Easier to resolve this way as Akoril is far away now
Soothe level 5: 5d10 + 20 ⇒ (6, 5, 9, 1, 10) + 20 = 51
Odioki reloads and fires then reloads at his exploited target!
Ezgara arcs the two birds and raises his shield.
attack: 1d20 + 7 ⇒ (20) + 7 = 27
Damage, Weakness: 1d6 + 2 + 3 ⇒ (2) + 2 + 3 = 7
Hmmm. no fatal on this weapon? So crit for 14
Oorgatch rushes in and takes advantage of Yan's aura:
Oorg Stab: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
Ghost touch P: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Then he moves back.
Oorgatch doubvle moves boxing the creature in
+1 Ghost Touch Striking 'branch' vs Flank: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
Magic, Ghost Touch: 2d6 + 4 + 3 ⇒ (4, 1) + 4 + 3 = 12
OorgFort: 1d20 + 12 ⇒ (20) + 12 = 32
Oorgatch withstands it. He moves in to strike forgoing the finisher as it's incorporeal:
+1 Ghost Touch Striking 'branch': 1d20 + 16 ⇒ (18) + 16 = 34
Magic, Ghost Touch, Piercing: 2d6 + 4 + 3 ⇒ (1, 1) + 4 + 3 = 9
Then he moves behind a pillar.
None of you are able to ID the forge. Broomzad ID's the cold iron gauntlet as a magical ghost-touch gauntlet that has been singed in flames from the forge.
Sendoski pulls out his scroll of faerie fire and casts it on the Wisp's area.
Odioki reloads and shoots his hand cannon!
Hand Cannon: 1d20 + 7 ⇒ (13) + 7 = 20
Damage and Weak 5: 1d6 + 2 + 3 ⇒ (4) + 2 + 3 = 9
Sendoski Evil eyes the forge master [ooc]DC 25 will[/.ooc] then TK's yet again:
TK: 1d20 + 15 ⇒ (20) + 15 = 35
P/S: 4d6 + 4 ⇒ (6, 5, 1, 4) + 4 = 20
Short Sword: 1d20 + 7 ⇒ (15) + 7 = 22
P: 1d6 + 4 ⇒ (4) + 4 = 8
Short Sword: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Doing a massive 2 damage. He moves away because he can;t really do anything without sneak attack to overcome a more significant portion of teh DR.
Soomdevi's Fortitude (E): 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14
Soomdevi's Will (E): 1d20 + 11 - 1 ⇒ (5) + 11 - 1 = 15
Blinks Fortitude (E): 1d20 + 14 - 1 ⇒ (7) + 14 - 1 = 20
Blinks Will (E): 1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26
Soomdevi chokes I the bog breath. He moves away as he cannot cast spells while suffocating. he then orders Blinks out. His frightened 2 falls to frightened 1 after his turn ands and he's outside the aura. He casts Shied.
Wisps's Performance (T): 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25
1d4 + 4 ⇒ (1) + 4 = 5
Chef electric arcs the last two…
2d20 ⇒ (14, 16) = 30
They both drop! Out of combat!
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