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![]() Yeah, sorry to leave you hanging. I have been dragging my heels a lot, and piled on with other distractions/holidays over the past month, I haven't gotten back to posting. Sadly, I think its time to align with reality and call it. =( All of my other pbp games, GMd and player, are shut down. Its a shame, but I no longer have the investment that this format requires. Checking back, we've only had about 100 posts in the last year, and pbp requires momentum above all else. Play-by-post has been an awesome RPG outlet for me the past 10-15 years, and I will remember these games fondly, but its time to move on. Thank you, everyone, for your time and really cool characters. In another universe, we'd have confronted Queen Ileosa and liberated Korvosa. Hopefully, Segang, Melianthe, Seren and Jarha will have a chance to live on in another campaign. I'd also like to toast our wayward companions, Dimitri, Rosa, Cherias, and Absinthe! On a personal note, I hope everyone stays safe and healthy, and has a relaxing holiday season! ![]()
![]() Melianthe's totem damage: 3d6 ⇒ (4, 5, 6) = 15
Melianthe and Seren both succumb to the exhaustion. Unable to keep the totems upright, they topple and take some more damage. The afternoon passes into night as the sun mercifully sinks below the horizon. Knowing you only have a few hours remaining, you buckle down and try to persist until the dawn. Last chance checks/actions for Melianthe and Seren. You will need one to get the totems back upright, and another Str check to sustain until morning. ![]()
![]() You return to your places and re-raise the totems. Absinthe sheathes her blade and silently resumes her vigil in the shade below the mesa. A few minutes after the adrenaline surge of combat passes, the sapping fatigue sets in twice as hard as before. The relative peace of the desert returns, leaving you alone with the constant dry wind and burning sun. Fortitude saves please! ![]()
![]() Fort Save: 1d20 + 11 ⇒ (15) + 11 = 26 The landshark roars and shrugs off the icy hex, but before it can tear into Melianthe, Segang takes it down with a pair of powerful spear strikes. The remaining two beasts catch scent of their dead packmates and realize something is amiss. They break away from the illusory meal and dive into the sand, retreating away to the east. End of Combat! ![]()
![]() Melianthe Ssulissien wrote: My hex was my Round 4 thing, right? Yeah, and that bulette is dead. I can assume you'll target the incoming one? @Segang: yes, ready is a standard action. Jarha blasts the landshark and retreats. Seren sees he is exposed and makes his way back slowly, maintaining concentration. Orange Acro DC 20: 1d20 + 17 ⇒ (5) + 17 = 22 The landshark roars and charges across the sandy ground. Halfway to Bolt Rock, it makes a soaring leap and lands atop the plateau with a heavy thud. As it comes down, it swipes claws at Melianthe, Seren, and Segang (all within reach). Claw vs Melianthe: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23; Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Actions? ![]()
![]() @Mel: do you have Augment Summons or anything that boosts the rhino's hp? I think it might be down from damage (AoO and 2 hits = 49 damage). They only have 42 hp, which is kinda laughable, right? Round Three: Absinthe, Seren, Melianthe, Segang, Jarha Bulettes Absinthe continues to dance around with her quarry, taking a glancing claw wound but giving it a few stabs in return. The three beasts to the south continue feasting, or attempting to, on the illusory worm. Seren concentrates to maintain the deception. Melianthe casts flying magic on Segang via her familiar, while the summoned rhino disappears. Segang rams his spear through the landshark's armor in an exposed point at the joint of its shoulder. It howls and falls away, crashing to the desert floor with a reverberating thud. Jarha nods and changes targets, releasing two powerful electric blasts into Absinthe's foe. It jerks twice from the shock, then slides down the rock face to the ground, unmoving. The third landshark charges forward then leaps, an awesome sight given the beast's mass. It clears the second ledge and lands on the mesa right besides Jarha and Seren. It snaps at Jarha with is sharklike jaws! Purple Jump (DC 20): 1d20 + 17 ⇒ (7) + 17 = 24
Actions for R4? ![]()
![]() Was waiting for Absinthe's post, but I'll press on. Round Two: Absinthe, Seren, Melianthe, Segang, Jarha Bulettes Absinthe fences off against the landshark attacking her. (can fill in depending on posts) Seren concentrates on the illusion distracting the other beasts. (is it a save per round/interaction, or one-and-done? Melianthe completes her summoning and a rhinoceros appears on the lower mesa. It immediately charges, slamming its horn deep into the landshark there, though it bites back in retaliation. Purple AoO: 1d20 + 13 ⇒ (13) + 13 = 26; Damage: 2d8 + 9 ⇒ (2, 4) + 9 = 15 Segang stabs the near landshark as it climbs over the edge, and then stabs it again, wounding it severely. With a grace born of years in combat, he also manages to set his totem down safely. Jarha follows suit while charging energy. The wounded landshark bites and claws at Segang, while the others on the lower mesa tear into Absinthe and the summoned rhino. Red bite vs Segang: 1d20 + 13 ⇒ (2) + 13 = 15; Damage: 2d8 + 9 ⇒ (3, 8) + 9 = 20
Yellow bite vs Absinthe: 1d20 + 13 ⇒ (3) + 13 = 16;Damage: 2d8 + 9 ⇒ (7, 2) + 9 = 18
Purple bite vs Rhino: 1d20 + 13 ⇒ (11) + 13 = 24;Damage: 2d8 + 9 ⇒ (5, 7) + 9 = 21
Actions for R3 (and anything for Abs in R2)? ![]()
![]() Round One: Absinthe, Segang, Seren, Jarha, Melianthe, Bulettes Absinthe retreats up the stone ramp onto the first plateau of Bolt Rock. Segang ponders his options (see below). Seren continues to concentrate to maintain her illusion, keeping the beasts occupied. Jarha unleashes two electric bolts into the landshark clawing up the rocks below Segang. It roars but does not slow down in the slightest. Melianthe holds onto her totem and completes a summoning spell. (please mark the location for next round) The nearest landshark shrugs its way through the tentacles. They grasp and nearly take hold of its plates, but the brute proves too strong. It races up the rock face using its steel-like claws like pitons. It comes within reach of Segang while still hanging and snaps at him with its shark-like maw. Red bite vs Segang: 1d20 + 13 ⇒ (1) + 13 = 14; Damage: 2d8 + 9 ⇒ (4, 8) + 9 = 21 As it extends its head to attack, one claw slips and it slides back a couple feet. The jaws snap harmlessly a foot away from Segang. Another landshark leaps up from the sand and latches onto the mesa close to Absinthe. It bites at her from the rocky edge, but she rolls out of the way. Yellow bite vs Absinthe: 1d20 + 13 ⇒ (7) + 13 = 20; Damage: 2d8 + 9 ⇒ (2, 4) + 9 = 15 The third landshark circles around and climbs up the rock on the south face. The other beasts spring from the sands, biting away large chunks of the illusory worm. You count three of them there. Actions from everyone! @Segang: Per the rules of the challenge, you need to have the totem standing at the dawn of the third day. Whether setting the totem down for short periods is against the spirit of the trial, that's up to you. ![]()
![]() Absinthe shields up and stands guard at the base of the lower ramp. Segang readies a javelin. Melianthe conjures a field of grasping tentacles in the sand at the base of Bolt Rock. The landsharks swim around it, not taking much notice. Jarha reduces himself and then vaults up atop the totem. Seren casts an illusion of a dead giant worm n the rocks to the south. A few of the landsharks peel off the circling to check it out. One massive angular head pops from the sand to bite a chunk of illusory flesh. Will save: 1d20 + 5 ⇒ (14) + 5 = 19
The other three finally burst up from the sand and start to scramble up the sides of bolt rock. One edges past the field of tentacles. Segang hurls his javelin at it, clipping a soft spot between its heavy armor plates. Melianthe roll for the tentacles? Please roll initiative and post actions if you beat 1d20 + 6 ⇒ (1) + 6 = 7. ![]()
![]() I realize I'm lagging, but I'm still here. I'll answer a few questions real quick and then post more (hopefully) tomorrow! Tactical map is up on Roll20, by the way. @Segang/Jarha: unless you've braced the totems somehow, they will fall. With the assumption that they're balanced when you let go, it will take a round before they topple completely. In game terms, they will lean on the first round when you let go, and fall over the round following. Depending on when you return to the totem will determine the DC of the check. @Jarha: unless you can find something in the book, I'd assume you cannot split-task psychic abilities (there used to be a cool, high-level psionic power that did that). ![]()
![]() Melisenn frowns bitterly but complies after a moment. Answers in no particular order... "I was Count Lowls's assistant -- I was hired to handle is daily affairs, but the job grew in responsibility as he shed more and more concern for the day-to-day tasks of his office and household. When he left, he essentially handed me keys to the estate. I believe he hand no expectation to return." When she speaks of her plans, her eyes burn with fanaticism. "The Star Stelae are the ends of a bridge, one that spans space and time and connects to Carcosa. When they are fully activated, the two will be connected -- Thrushmoor will be my offering to the King in Yellow!" She sneers mentioning Lowls. "I do not know where he is. He booked passage south to meet with his 'friend' Miaknian Munn after he discovered something in the dreams... the ones he induced you lot to join, and left you without memories. He believes he can release Xhamen-Dor onto Golarion, but he is a buffoon. All he will finds is his own painful demise. You can possibly glean details of his plans from the pile of notes and books he left behind, if you can stomach the libelous and inept nonsense." "You were brought to Count Lowls by Weiralai. I assume you remember her? I was not here yet when you arrived, I don't really know anything of your backgrounds, nor do I particularly care to. Lowls needed tools, you were such; when he no longer needed you, you were discarded." To Aenian, she replies. "Risi Nairgon and her companions. Asa and Dalene. The kurus guarding the grounds, unless you killed them." "Weiralai brought me the kuru, and put me in contact with the he deep ones of Lake Encarthan. I brought them here to replace the magistrate's men in Fort Hailcourse, offering them free reign to slaughter the people of Thrushmoor when my plans are complete." ![]()
![]() The map is up on Roll20. The mesa you are on (eastern) is 40 feet above the ground level (where Absinthe and the landsharks are). The western mesa is 30 feet high. Maintaining the totems, or not, is up to you. You can try to fight with a single-handed weapon and hold the totem with the other hand, cast spells, etc. Let me know if you're doing anything, or just standing and waiting... ![]()
![]() The sun reaches its zenith in the wide blue sky. Even the wind seems to be working against you, as it quits to barely a zephyr, enhancing the lack of any shade and cover from the brutal sun. Fatigue, heat, thirst become your worlds. Then, the ground shudders, ever so slightly at first but growing steadily more persistent. From the ground level at the base of Bolt Rock, Absinthe spots a plume of sand and a brown dorsal fin arches above the surface a hundred or so feet away. Another trails behind it, and then another. They approach Bolt Rock and start to circle it, closing in slowly. Those of you on the upper mesa see the ring of sandsharks. You count six separate fins. Actions? ![]()
![]() Not especially. Everyone is fatigued, and she appears just the same. Melianthe:
As the light hits you, you squint, dazzled. There's a sound of approaching steps, and you crack one eye to see mantis-shaped shadows approaching.
With a start, you snap to with a shout... realizing it was just a hallucination! Melianthe snaps to with a little shout! ![]()
![]() Peet chuckles, "Yah, we got goblins. They're mostly harmless, as long as ya don't leave your dogs alone around 'em." He points across the stream to your right. "That there's the Briarwarren, where Gralsk and his Brambleclaws live. Next to it is the Goblin Bazaar, where they peddle whatever small valuables they 'find'. That might be a place to check on your sword, or pick up a lead. If you lose something in town, its a good bet it'll end up there eventually." You also had another lead from upthread... Peet takes the first bridge crossing the Echo Stream and circles the town to the south, pointing out landmarks as you go. "The town green is more-or-less the heart of Thornkeep." It is a wide patch of open ground (not particularly green) at the foot of the road leading up Brokenhelm Hill to the castle. It is surrounded by the densest cluster of buildings, including most of the oldest and reputable businesses in town. The largest building is the Greenforest Inn, a respectable inn and taphouse. "Probably the poshest place to stay in town," Peet explains. Opposite the inn is a new-looking fieldstone building, the headquarters and barracks for the Blue Basilisk mercenary company. Several other shops include a bindery, trading post, tailor, provisions, weaponsmith, armorer, and saddler. Peet points to a stone building on the south side of the green. "That's Torra Stoneframer's place, your mason," he says to the Keg. "She's as sour as month old milk, that one." Through a copse north of the green, in a clearing on the shore of a large pond, is a small round tower four floors tall, adjacent to a comfortable and well-built stone house. "That there is Goldenfire Tower, where you'll find Miss Starcloak, pro'ly the 'lady wizard' you met." He leads you back to a large, rough wooden building a stone's throw from the Goblin Bazaar. A broken sign hanging above the door depicts an cartoonish ogre greedily drinking something red. Fortunately, the source of the liquid is smashed to oblivion. "The Thirsty Ogre. If Jeck's here, I'm sure the first rounds on him." Updating the map with labels. Let me know if you have any questions for the tour guide, or anything you want to do along the way. ![]()
![]() Is Trillis excluding Melisenn? Melisenn wears and carries several magic items: 5 divine scrolls (cure serious wounds, dismissal, restoration (2) and sending), +1 chain shirt, +1 rapier, headband of inspired wisdom +2, and ring of protection +1. She also has a pouch of powerdered diamond dust and a silver unholy symbol of Hastur. Assumed you will have the opportunity to identify them in the near future. ![]()
![]() Krojun starts at Absinthe's sudden appearance, but plays it off quickly. "Indeed. And you must beware not to interfere, either way." Krojun nods to those of you on Bolt Rock and turns to go. Time melts away like a slow-burning candle as the sun makes its lazy ascent into the open sky. Exhaustion from the endless hours, constant strain and rising heat begin to affect each of you. Even Segang and Jarha, the hardiest among you, find maintaining their balance on the totems increasingly difficult as the hours press on. All of you manage to keep the totems up, but Melianthe and Seren are both on the very edge of losing control. Melianthe: When the thrice damned sun is at its highest and most oppressive point, you notice waves of heat rising from the stone around you. The shimmers cloud your vision, and you see a crystal-clear pool of water has seeped into an empty totem depression. You realize that if you are quick, perhaps you can steal a drink from the pool before returning to your totem.
You dash for the quenching water, and stop when you see the face of a horned aurochs staring back at you from the pool. After the shock, you realize you are the aurochs -- primal and proud. No sooner do you appreciate this new sense of self when you catch the scent of your natural enemies: the beasts with claws are near! Although you cannot see them, you sense they are moving in unison, seeking to surround you. Yet as your pulse begins to race and you are sure the unseen enemies close in, the sun beams down upon you. As its light hits you... You can attempt a Wis check... ![]()
![]() You hustle across the rest of the clearing and feel immediate relief upon reentering the cover of the forest. As eerie and disconcerting as it is, the forest feels positively welcoming compared to the unnatural still of the wide open Spire glade. You press a few hundred yards into the woods for good measure before setting up camp for the night. Peet and the others help make and break camp, becoming more active and garrulous as the reality of their freedom sinks in. Varun watches all with a hint of quiet bemusement. Otherwise, the night passes without incident. The next day you complete the remaining three miles to Thornkeep, trudging through the thick undergrowth and navigating the steep ridges. As you get closer to Thornkeep, Peet picks up the lead and guides you along familiar paths. Around mid-day, Varun begins singing acapella; the song lifts your spirits and lightens your feet, and even the echoing trees around you seem to enjoy it as low branches and undergrowth give way to clearer paths. Tomorrow will take us away, far from home
In the late afternoon, you break from the trees onto a wide packed-dirt road. A cool, running stream parallels the track. "This'll be the Mosswater Road," Peet explains. "Runs up from the Mosswater ruins, through Alejia's Crossing and the Wood and to Thornkeep. We're close." He leads you up the road, heading eastward. A short time later, you wander into the town of Thornkeep. Completely enveloped and run through by the surrounding woods, its difficult to tell you are actually in the town before you come upon small clearings and farm plots along the road, and eventually some disorganized clusters of homes, shops and buildings. At the center of it all, a squat keep of bramble-covered stones sits atop a bald hill. Sprawling, open, planless -- it is the diametric opposite of Fort Inevitable. "Welcome to Thornkeep! I can give you the penny tour, if you like. Anything you're looking for? I'm going to look for Jeck... he could be at home, but is probably headed to the Thirsty Ogre for a pint." Map added to Roll20. I'll put up some labels as you explore and/or get the tour. You're entering from the west side road along the stream. ![]()
![]() Melisenn peels away, flying for cover but is too late. The archon burns her with a light beam and then Ven's next flurry of force missiles hits her in the back. "Nooo!" she cries and crashes to the floor next to Aenian. "It was to be mine. The glory. Have I been... forsaken?" she gasps before passing out. Blood from her many wounds spreads across the floor. End of Combat! ![]()
![]() Save for Ven? Ven and his archons continue battering Melisenn with light beams and spells, and Trillis hits her with a thrown dagger. Collectively, the many wounds and bleeding are taking a significant toll. Screaming in rage and pain, Melisenn channels another burst of negative energy! Channel: 4d6 ⇒ (5, 3, 6, 2) = 16
Actions? ![]()
![]() Peet and the others rejoin you, awed looks on their faces. "Ye fought off devils!" he says, shaking his head. Varun smiles at your greetings. "Your stogies are safe from me," he laughs at Ben. Varun takes Keg's wine with a smile and explains, "An azata, yes. Elysium is my home, though only in a general sense... we tend to wander." He glances around again, taking in the green-stoned ruins. "What a curious place this is. It verily tingles with latent magic. What is it?" Conversation aside, are you continuing on to camp after the Spire glade? ![]()
![]() For what its worth, mending would count as modifying the totems. Through careful coordination, using spells and sinewy muscle, you drag the totems up the narrow rocky path to the high plateau. The dry wind gusts through your exposed position atop Bolt Rock as you set your totems into the new set of notches. The sun makes its slow, steady climb into the hazy sky. An hour or so after dawn, you see a figure approach from the Sklar-Quah village. As it gets close, you recognize the tall, broad features of Krojun. He walks up the path and stands at the edge of the plateau. He gives an impressed nod, especially towards Melianthe, whose totem is dinged up by still intact. "You are lucky to have one another as nahlharests." Still need a roll or Take 10 from Mel and Jarha (Con) for this period. ![]()
![]() The Keg realizes Varun is not actually an elf, but rather a bralani, an outsider of the azata celestial race. His wounds are partially healed, no longer bleeding. Varun laughs and nods in understanding. "Ah, I've come to Golarion then. That portal must have drawn us here in the midst of the fray. If random, it was certainly fortuitous, for otherwise I'd have met my certain doom." To Rodi, he laughs: "The Cerulean Void, perhaps you know of it as the Maelstrom, or Limbo. It is the... place between places, among the planes. [b]"It seems I am in your debt, as well as stranded here until I can find means to return to Elysium. May I travel in your company?" ![]()
![]() I would allow Jarha to Take 10 on the check; it falls in line with the other checks. You struggle to keep awake through the long, uneventful hours. Jarha maintains a steady concentration, plumbing the depths of his inherent endurance. Segang settles into a solid braced position that leverages his strength over the long period. Seren keeps their totem balanced, though it is at the edge of their capabilities. Sadly, Melianthe nods off at a critical moment... When she snaps her eyes open a few seconds later, her totem is already toppling! Damage: 3d6 ⇒ (5, 1, 6) = 12 The sun breaks the horizon, and the second day of the trial begins. You recall that you now have to ascend to the higher mesa. Rolls or Take 10s please! ![]()
![]() The area channel stops Rodi's bleeding. With some timely ministrations, the Keg takes care of Ben, finally getting the other dwarf's wounds to stop. "The Spire?" the elf responds, confused. He looks around the strange clearing and nearby ruin. "No, my companions and I were traversing the Cerulean Void on patrol, and were ambushed by these barbazu." Again, you note the elf speaking a foreign tongue, yet you understand it clearly. "My friends were overcome, and before I met my own doom, I appeared in this field. Thank you for your aid against the devils!" "My name is Varun," he adds, standing and holding out a hand. You see he is not quite standing on his feet, but rather flying an inch above the ground. "If you can pardon my confusion: where am I? What is this place?" Religion, Arcana or Occultism check? ![]()
![]() Any healing that brings you above 0 hit points removes the Dying condition (you gain a Wounded condition, 1 initially). So you are healed to 6hp, then 21hp, but take 3 bleeding damage. With the bonus from both the Keg and elf's heals, your flat check succeeds. The Keg channels, staunching his own bleeding wounds. The elf stumbles over to Mikos and lays a healing hand over his most grievous wound. Combined with the Keg's channel, this brings him back to consciousness and stops the bleeding. Heal to Mikos: 1d8 + 8 ⇒ (7) + 8 = 15 Rolls for Ben and Rodi? ![]()
![]() Alright, with the magical support (aid bonus to your check) and a Take 10, Melianthe keeps the totem upright for the next few hours. You each get settled in on a plan to keep your totems in place and standing through the long hours of the night. The moon and stars make a lazy track across the sky, the only mark of time passing. Without sleep or any break from your task, fatigue starts to set in in the wee hours. You are all fatigued. Factor that in to your next round of checks... ![]()
![]() Was waiting for the Keg, but... Ben refocuses on the biggest threat and sends an arrow straight into the devil's eye. It screams in pain and rage and then explodes in a cloud of greasy sulfurous smoke. End of Combat! Still need flat checks from everyone, including Mikos, but in case you fail... Bleeds: Ben: 1d6 ⇒ 4, Rodi: 1d6 ⇒ 5, The Keg: 1d6 ⇒ 6, Mikos: 1d6 ⇒ 3 Actions? ![]()
![]() Bleeds: Ben: 1d6 ⇒ 2, Rodi: 1d6 ⇒ 2; Keg: 1d6 ⇒ 2 Mikos's bleeding stops with the Keg's assistance. Mikos attacks and connects, but his glancing blow fails to cut through the devil's skin. Rodi stabs the fiend twice to good effect. The devil spits and grunts in pain, its beard wriggling fiercely. Ben takes several moments to try and staunch his bleeding, but the wounds are inflicted with a fiendish taint and resist care. The Keg channels healing to Rodi, stopping the gnome's bleeding. His own wounds persist. He attacks feebly and misses. The elf closes, setting up a flanking position for Mikos. He attacks with his scimitar, landing one good hit. Hindered by fatigue, his follow through just misses. Scimitar: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28; Damage: 1d6 + 8 - 2 ⇒ (4) + 8 - 2 = 10 plus Electricity: 2d6 ⇒ (6, 6) = 12 and Good: 1d6 ⇒ 3
Grievously wounded, the devil continues fighting to the end in a vicious rage. It spins and lashes out at Mikos with its glaive, claws at the elf, and rakes Rodi with its beard. Glaive vs Mikos: 1d20 + 15 ⇒ (18) + 15 = 33 Crit!; Damage: 2d8 + 14 ⇒ (7, 8) + 14 = 29 plus Evil: 2d6 ⇒ (3, 1) = 4 and more bleeding!
Actions? ![]()
![]() For some reason I was thinking Take 10 on the Fly check, but that's not do-able. She'll have to fly half-speed and provoke the AoO... As for the reach, she's up at the ceiling, so your 15 ft reach is just enough to hit her from below or within one square. I did miss her concentration check though... 1d20 + 11 ⇒ (4) + 11 = 15 vs DC 15. Aenian drops a darkness upon himself after getting cursed, and Vaustin remains stuck in place. Ven hits Melisenn with another volley of missiles, while Trillis blesses herself and moves up. Melisenn laughs at Aenian's plight and flies around the room. She passes just above Trillis and sketches a pattern in the air with her unholy symbol. A burst of negative energy hits you all! Channel Negative Energy: 4d6 ⇒ (4, 6, 3, 2) = 15
Actions? ![]()
![]() You're allowed to Take 10 on the check. You can get the circumstance bonus from the horses/ropes on the 2nd check before they go. Segang and Jarha keep their totems up as night descends. Meliathe has a good thing going but becomes a little distracted in her success -- a wind gust starts the totem leaning and her elemental is not quick enough to react. The totem crashes down. Taking 3d6 ⇒ (6, 6, 3) = 15 damage! Roll for Seren or Taking 10? The wind picks slightly up as the sun sets and the desert transitions from day to night, and the air grows noticeably cooler. About an hour after sunset, the only lights are those of the innumerable stars overhead and the fires from nearby Flameford. Rolls, Take 10s, or additional actions for the early evening? ![]()
![]() Yup! I read that a few weeks ago when I started the encounter, and since completely reverted to PF1. As you said, Ben and Mikos can attempt a flat 1d20 check to see if the bleeding stops before they take the damage. Otherwise, it continues next round. Using a number of actions will decrease the DC for the round. NOTE: the DC for the devil's infernal wounds are higher than the standard 15! The Keg didn't make it with the 16. Mikos and Rodi close and attack the remaining devil. It parries Mikos's attacks but Rodi is able to circle around and stab it from the flank. Ben attempts to bandage his bleeding wounds (flat check, as above), while the Keg aids Mikos in the melee (check also). The elf turns around wearily and starts towards the devil. He swoons and stumbles, but catches his balance in time. He takes a breath and concentrates, then extends an open hand towards the fiend. A howling cyclone of scouring wind shoots out and strikes the devil. Ref save: 1d20 + 11 ⇒ (9) + 11 = 20
The devil recovers from the wind blast, spitting a curse at the elf. It shifts position (AoO from Mikos?), spinning its glaive around as it strikes at Rodi and the elf. Glaive vs Rodi: 1d20 + 15 ⇒ (8) + 15 = 23; Damage: 1d8 + 7 ⇒ (5) + 7 = 12 plus Evil: 2d6 ⇒ (6, 1) = 7 and bleed!
Actions? I'll resolve the bleed damage once we get the flat checks above. ![]()
![]() Rodi stabs the devil again and again, landing a vital strike to finish it off. The fiend howls and disappears in a puff of greasy smoke. Ben and the Keg shift to the next devil. Ben clips it but misses with his next shot. The Keg rushes over, leading with his shield, swings and misses. The elf spins back and slashes at the devil chasing him, cutting it across the chest. It pops away in smoke. Scimitar: 1d20 + 16 ⇒ (6) + 16 = 22; Damage: 1d6 + 8 ⇒ (1) + 8 = 9 plus Electricity: 2d6 ⇒ (4, 3) = 7 and Good: 1d6 ⇒ 1 The remaining devil curses and steps away from the Keg, slashing at him with its glaive. Glaive vs the Keg: 1d20 + 15 ⇒ (6) + 15 = 21; Damage: 1d8 + 7 ⇒ (8) + 7 = 15 plus Evil: 2d6 ⇒ (3, 3) = 6 and bleed!
Ben bleeding: 1d6 ⇒ 6
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