Brambleson

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8,591 posts. Alias of Doug Hahn.


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SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Kiri slashes the creature twice, shredding a little less than they normally do against the thousands-of-year-old undead hide. Akoril's arrow sinks into the creature's shoulder.

Failing to escape, through watery eyes Chim feels the dead Councilperson's claws slip from his arm… the creature grins, chanting evil words in ancient Mzunu… growing brighter and brigher with the light of the sun…

BOOM!: 12d8 ⇒ (3, 5, 6, 8, 7, 2, 2, 5, 1, 7, 4, 6) = 56

GM screen:
1d4 ⇒ 2

☀☀☀
Sanctum Round 6

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 34 basic fort vs 56 fire
Kiri: DC 34 basic fort vs 56 fire
Akoril: DC 34 basic fort vs 56 fire
──────────
BOLD IS UP!:
──────────
➤ Chimwemwe (104/164 HP)
➤ Kiri (71/138 HP)
Shining Corpse 1 (-98 HP)
➤ Akoril (57/164 HP) │ Wounded 1
➤ Wisps (89/140 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Fort vs Heal: 1d20 ⇒ 3 Success

The dead councilmember creature takes some damage from the positive energy that washes over it, but it resists some of it and, to boot, doesn't see weak.

Chim, flanking, misses. When he tries to grab it the light dazzles his eyes and the creature grapples him back! crit miss

It claws at the inventor:

Claw vs FF: 1d20 + 29 ⇒ (5) + 29 = 34
S: 3d6 + 13 ⇒ (1, 4, 6) + 13 = 24
F, resist: 2d8 - 8 ⇒ (1, 7) - 8 = 0

Claw vs FF: 1d20 + 29 ⇒ (10) + 29 = 39
S: 3d6 + 13 ⇒ (5, 2, 6) + 13 = 26
F, resist: 2d8 - 8 ⇒ (5, 1) - 8 = -2

Constrict, B, DC 34 fort: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Constrict, F, same DC 34 fort: 2d8 ⇒ (6, 7) = 13

☀☀☀
Sanctum Round 5

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 34 foirt vsd 12B+13F (before resist)
──────────
BOLD IS UP!:
──────────
➤ Chimwemwe (43/164 HP) │ Grabbed
➤ Kiri (71/138 HP)
Shining Corpse 1 (-43 HP)
➤ Akoril (57/164 HP) │ Wounded 1
➤ Wisps (89/140 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Wisps: 1d20 + 19 ⇒ (6) + 19 = 25

Kiri, Chim, and Akoril barely manage to take down the screaming undead, but Wisps too suffers in the inferno.

#2 flings Sunfire at Akoril:

Sunfire, increment 1: 1d20 + 25 ⇒ (18) + 25 = 43
Fire: 7d6 ⇒ (2, 4, 3, 5, 1, 3, 4) = 22

Downing the gnoll, it it Steps over to Kiri…

Claw: 1d20 + 25 - 4 ⇒ (11) + 25 - 4 = 32

but the claw only catches air…

☀☀☀
Sanctum Round 4

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Chimwemwe (93/164 HP)
➤ Kiri (71/138 HP)
Shining Corpse 1 (-34 HP)
Akoril (21/164 HP) │ Dying 2
➤ Wisps (89/140 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Save for Bonekeeper: 1d20 ⇒ 7 S

Akoril slips free, but is wobbly from the flames and his meteor soars over the creature's shoulder. Both missed

☀☀☀
Sanctum Round 3

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 34 fort vs 51 fire
Kiri: DC 34 fort vs 51 fire
Wisps: DC 34 fort vs 51 fire
──────────
BOLD IS UP!:
──────────
Akoril (21/164 HP)
➤ Chimwemwe (164/164 HP)
➤ Kiri (96/138 HP)
Shining Corpse 1 (-34 HP)
Wisps (140/140 HP)
Shining Corpse 2 (-149 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

2d20 ⇒ (4, 7) = 11 F, f

The undead roils with energy, getting brighter and brighter until itt explodes in a supernova of flame —

Fire,DC 34 basic Fort: 12d8 ⇒ (2, 6, 5, 3, 1, 3, 5, 3, 5, 7, 4, 7) = 51 20' emanation

GM Screen:
1d4 ⇒ 1

☀☀☀
Sanctum Round 3

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Akoril: DC 24 vs 13 B, 10 fire, then DC 34 fort vs 51 fire
Chimwemwe: DC 34 fort vs 51 fire
Kiri: DC 34 fort vs 51 fire
Wisps: DC 34 fort vs 51 fire
──────────
BOLD IS UP!:
──────────
➤ Akoril (95/164 HP) │ Grabbed
➤ Chimwemwe (164/164 HP)
➤ Kiri (96/138 HP)
Shining Corpse 1 (-34 HP)
Wisps (140/140 HP)
Shining Corpse 2 (-149 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

After Akoril buffs the group and lances an arrow into the corpse Kiri strikes, ignoring the creatures' natural concealment. Chim sends his gear into overdrive before clobbering the corpse as well!

#1 rushes in and attacks the gnoll, who's buffing and dishing out lots of damage.

Claw: 1d20 + 29 ⇒ (13) + 29 = 42
S: 3d6 + 13 ⇒ (2, 4, 5) + 13 = 24
Fire: 2d8 ⇒ (4, 8) = 12 Ignoring the rider since True strike is active

Grab: 1d20 + 23 ⇒ (9) + 23 = 32

Grabbing ahold of the gnoll, it then squeezes hi neck.

DC 34 fort: 2d6 + 6 ⇒ (5, 2) + 6 = 13 and fire: 2d8 ⇒ (7, 3) = 10

☀☀☀
Sanctum Round 2

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Akoril: DC 24 vs 13 B, 10 fire
──────────
BOLD IS UP!:
──────────
Akoril (95/164 HP) │ Grabbed
Chimwemwe (164/164 HP)
Kiri (96/138 HP)
Shining Corpse 1 (-18 HP)
➤ Wisps (140/140 HP)
Shining Corpse 2 (-133 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Wisps' arrow strikes home, sinking into the thick flesh.

Warlords and heroes alike often fell their enemies and leave the corpses behind, exposed to elements or strange energies. Undead tend to rise in the dark of night and shun the cleansing rays of the sun, but this isn’t the rule for all undead. The corpse of a particularly evil individual left exposed to the constant beating of the sun or deific powers of the sun might arise as a Sunburst Corpse.

These undead radiate light and wield sunlight as a weapon. Sunburst corpses initially seek revenge for their deaths but thereafter wander with undirected rage.

They are called "Sunburst" because they can unleash a burning blast of energy. 20' emanation fire damage, basic ref

These creatures are also fast. The other undead rushes straight at your group.

Alphabetical order: 1d3 ⇒ 1

It claws at Akoril:

Claw: 1d20 + 29 ⇒ (7) + 29 = 36
S: 3d6 + 13 ⇒ (5, 6, 1) + 13 = 25
Fire: 2d8 ⇒ (7, 1) = 8
Grab: 1d20 + 23 ⇒ (2) + 23 = 25
And a DC 34 fort save, if you fail you are dazzled.

The claws slash the gnoll's hide. Rumbling dark curses in a Mwangi dialect that is thousands of years old the creature tries to claw again…

Claw: 1d20 + 29 - 4 ⇒ (1) + 29 - 4 = 26

☀☀☀
Sanctum Round 2

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Akoril: 34 Fortitude save vs dazzle
──────────
BOLD IS UP!:
──────────
➤ Akoril (131/164 HP)
➤ Chimwemwe (164/164 HP)
➤ Kiri (96/138 HP)
Shining Corpse 1 (-18 HP) │ Concealed
Wisps (140/140 HP)
Shining Corpse 2 (-25 HP) │ Concealed


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

As you attack you still have trouble seeing these radiant undead in the bright light. [ooc[concealed[/ooc]

Akoril misses, but his missiles strike trie and ignore concealment.

Chim conceal: 1d20 ⇒ 15
Fort: 1d20 ⇒ 3 Success

Kiri conceal 1: 1d20 ⇒ 3
Kiri conceal 2: 1d20 ⇒ 2

The undead powers through the vitality damage; it doesn't seem to affect it more than usual. Success on save not weak to vit

Kiri misses both attacks in the light.

______

The shining creature steps at Kiri before darting a claw at them:

Claw: 1d20 + 29 ⇒ (8) + 29 = 37
S: 3d6 + 13 ⇒ (4, 5, 5) + 13 = 27
Fire: 2d8 ⇒ (8, 7) = 15

The claws leave a residual light that flickers in their eyes: DC 34 fort save:

Fort save:
If you fail you are Dazzled until end of next turn, crit fail longer; you can use an action to wick the light away[/ooc]

It also tries to grab them…

Grab, Athletics: 1d20 + 23 ⇒ (1) + 23 = 24

Kiri knocks it down. It stands. Step strike+grab, stand

☀☀☀
Sanctum Round 1

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
Akoril (164/164 HP)
Chimwemwe (164/164 HP)
Kiri (96/138 HP)
Shining Corpse 1 (-18 HP) │ Concealed
➤ Wisps (140/140 HP)
Shining Corpse 2 (-13 HP) │ Concealed


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Chim's mase of lenses and mirrors takes a while to set up, but once he does he proves his throet correct; aiming the beam at the sun-marked door, it slides open. Exposed is a long hallway straight ahead, and the beam hits that too and opens it.

GM screen:
Akoril's Initiative Using Avoid Notice: 1d20 + 21 ⇒ (19) + 21 = 40
Kiri's Initiative Using Avoid Notice, Battle Cry (Intim. +20): 1d20 + 25 ⇒ (6) + 25 = 31
Wisps's Initiative Using Search: 1d20 + 23 ⇒ (3) + 23 = 26
Chimwemwe's Initiative Using Defend: 1d20 + 19 ⇒ (17) + 19 = 36
Kiri's Intimidation (M): 1d20 + 20 ⇒ (4) + 20 = 24

2d20 ⇒ (6, 1) = 7

You move into a collapsed chamber. Countless bones litter the floor.

Two bloated corpses, orifices exploding with radiant light, rise up and rush at you. The light is blinding. Kiri tries to intimidate them one of them, but they are too caught off-guard by the sensory assault to do much more than gasp in surprise. Intimidation fail

2 60' auras. whole map. All please make a 2 DC 31 fort saves. (aura, evocation, incapacitation, light, occult, visual)

Spoiler:
success=immune for 24 hours, fail = blinded for 1 minute, cf = ??

☀☀☀
Sanctum Round 1

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Akoril: 2 DC 31 fort
Chimwemwe: 2 DC 31 fort
Kiri: 2 DC 31 fort
Wisps: 2 DC 31 fort
──────────
BOLD IS UP!:
──────────
➤ Akoril (164/164 HP)
➤ Chimwemwe (164/164 HP)
➤ Kiri (138/138 HP)
Shining Corpse 1 (-0 HP)
Wisps (140/140 HP)

counteract:
1d20 + 25 ⇒ (14) + 25 = 39
1d20 + 25 ⇒ (18) + 25 = 43


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

gm screen:

Akoril's Arcana (M): 1d20 + 23 ⇒ (12) + 23 = 35
Kiri's Nature (M): 1d20 + 20 ⇒ (4) + 20 = 24
Wisps's Bardic (T): 1d20 + 15 ⇒ (1) + 15 = 16
[/dice]

You are unable to confirm with your learnings how to open the doors. [ooc]the ap pits a high dc on this but you may be able to try different theories or trick them open. There may also be keys elsewhere.[/opc]


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

gm screen:
1d20 ⇒ 6

The doors look similar to the ones up top, where the sun doors were open and the moon doors were closed. reminder: “ The entrance to the temple is a large, open archway that leads into a small room. The ceiling is glass, letting sunlight cascade in.”

While you may have theories Chim can’t confirm any particular way they function, however.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1d20 ⇒ 19 S

The last automaton fights on, but is soon bested. <30hp left.

You investigate the oom with the statues.

The statues are all broken; the Old Sun Gods channeled power through the statues but the old stone could no longer handle the energy; these foci are now broken.

The doors in this chamber, marked with a sun and moon., have no handles. Kiri finds they are not pickable. These doors are made of magically reinforced stone (Hardness > 40) and have no discernible handle or way to open them. Each side of the double doors are marked with a moon and one with a sun.

In the chamber you came here in, 2 stairwells head further down. I forgot to mention these, you can see them on the battle map. :)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

2d20 ⇒ (10, 11) = 21

Once more, acide melts the golem beyond repair!

quick post, 3 is gone!


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1d20 + 19 ⇒ (19) + 19 = 38

Battered and smoking, Golem three remains standing… barely.

Golem 2 moves forward and smashes its fist at Chim:

1d20 + 28 ⇒ (12) + 28 = 40
B, block: 3d10 + 12 - 13 ⇒ (8, 8, 3) + 12 - 13 = 18
1d20 + 28 - 5 ⇒ (14) + 28 - 5 = 37

=The other one does likewise…

1d20 + 28 ⇒ (18) + 28 = 46
B, block: 3d10 + 12 ⇒ (3, 5, 4) + 12 = 24
1d20 + 28 - 5 ⇒ (20) + 28 - 5 = 43
B, block: 3d10 + 12 ⇒ (6, 4, 8) + 12 = 30

flat: 1d20 ⇒ 8

Battered himself, the inventor comes out on the other side still standing against two iron golems…

Then it raises its own shield!

The Old Sun Gods are now silent.

☀☀☀
Shrine of the Gods Round 5

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (102/140 HP)
➤ Kiri (138/138 HP)
➤ Akoril (164/164 HP)
Iron automaton 2 (-86 HP)
Iron automaton 3 (-185 HP) │ 3 pers acid
➤ Chimwemwe (48/164 HP) │ Shield raised, overdrive, haste, shield -3, block used


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

ref: 1d20 ⇒ 3 F
ref: 1d20 ⇒ 10 F

Chim blasts the creatures yet again, corroding the ancient iron… but whiffs on his attack.

Luhar's stone diadem turns into diamonds and glitters like a storm at dusk — exploding with elextricity

Lightning: 8d12 - 15 ⇒ (2, 6, 6, 8, 11, 4, 9, 8) - 15 = 39

The golem resists some of the spell, but it's enough to finally melt its joints into slag, disabling the thing for good.

The statue then cracks in half.

Kiri glances around. The statues of the gods are all shattered. They cannot channel the energies of the divine any longer. Each of the old gods has intervened as best they could… the rest is up to you.

☀☀☀
Shrine of the Gods Round 4

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (102/140 HP)
➤ Kiri (138/138 HP)
➤ Akoril (164/164 HP)
Iron automaton 2 (-86 HP)
Iron automaton 3 (-138 HP) │ 3 pers acid
Chimwemwe (150/164 HP) │ Shield raised, overdrive, haste, shield -3, block used


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Wisps heals herself!

The golem chases the backpedaling humanoid, completely ignoring the non-humanoid shredding it.

flat: 1d20 ⇒ 20

The acid sizzles out.

Seeing the path forward blocked the construct tries to move around.

Shove vs Kiri: 1d20 + 30 ⇒ (1) + 30 = 31 I believe this succeeds against Kiri's 29 DC but reduces to only a F

Shove: 1d20 + 30 - 5 ⇒ (8) + 30 - 5 = 33

The golem gently pushes the non-humanoid automaton out of the way. However, it is out of movement.

Flat: 1d20 ⇒ 1
Persistent: 3 = 3

Automaton 3 tries to wallop CHim…

Fist: 1d20 + 28 ⇒ (10) + 28 = 38
B: 3d10 + 12 ⇒ (2, 1, 1) + 12 = 16 Block? How much?

Then it trundles forward twice…

Either you are pushed back or make a DC 37 fort save each time, you will take damage as if by the fist unless you crit succeed. Given this, I will assume Chim allows himself to be shoved, but if you would like to attempt a save, please do so

Flat: 1d20 ⇒ 12
Persistent: 3 = 3

Damage:

B: 3d10 + 12 ⇒ (4, 4, 4) + 12 = 24
B: 3d10 + 12 ⇒ (4, 7, 9) + 12 = 32

☀☀☀
Shrine of the Gods Round 3

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
Wisps (102/140 HP)
Kiri (138/138 HP)
Akoril (164/164 HP)
Iron automaton 2 (-86 HP)
Iron automaton 1 (-137 HP) │ 3 pers acid,
Iron automaton 3 (-104 HP) │ 3 pers acid
➤ Chimwemwe (137/164 HP) │ Shield raised, overdrive, haste


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1d20 ⇒ 2 CF

Kiri blasts the golem's body with acid, grievously corroding it. Then they slash agt their other target, buckling its mnetal legs. crit!

1d20 ⇒ 13 S

☀☀☀
Shrine of the Gods Round 3

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (50/140 HP)
Kiri (138/138 HP)
Akoril (164/164 HP)
Iron automaton 2 (-86 HP) │ 3d6 pers acid
Iron automaton 1 (-134 HP) │ 3 pers acid
Iron automaton 3 (-101 HP) │ 3 pers acid
Chimwemwe (153/164 HP) │ Shield raised, overdrive, haste


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

ref: 2d20 ⇒ (8, 6) = 14 F, F

1d2 ⇒ 1

The statue of Tlehar's hand shimmers with a golden hue as the goddess reaches out through the stone, grasping the golem and rusting its body.

14d6 ⇒ (4, 4, 2, 2, 2, 4, 6, 3, 3, 2, 4, 3, 4, 1) = 44
Enemies of Forgotten Gods auto fail saves: 10 = 10

The golden arm then turns back to stone and shatters, falling to the ground, another statue broken.

☀☀☀
Shrine of the Gods Round 1

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 33 fort vs poison
──────────
BOLD IS UP!:
──────────
➤ Wisps (50/140 HP)
➤ Kiri (138/138 HP)
➤ Akoril (164/164 HP)
Iron automaton 2 (-49 HP) │ 3d6 pers acid
Iron automaton 1 (-104 HP) │ 3 pers acid,
Iron automaton 3 (-101 HP) │ 3 pers acid
Chimwemwe (153/164 HP) │ Shield raised, overdrive


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Akoril's arrow barely scratches his target. 1 damage

2d20 ⇒ (7, 1) = 8

Kiri's acid blob fares better, damaging one badly.

Shove Kiri: 1d20 + 30 ⇒ (7) + 30 = 37

The golem gently shoves the automaton out of the way and follows the humanoids down the corridor. Diff terrain

Flat: 1d20 ⇒ 3
Acid: 3d6 ⇒ (6, 4, 1) = 11

#1 moves in and tries to blows poison gas into the hallway, filling Chim;'s space!:
DC 33 fort vs poison

GM Screen:
1d4[/dice]

[spoiler=DC 33 fort results]Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round)

The final golem marches inexorably past its ally, through the gas, and into the hallway…

He tries to stop the movement:
Fort: 1d20 + 22 ⇒ (6) + 22 = 28

As he fails he's pushed back and stomped by the inexorable feet:
3d10 + 12 ⇒ (6, 8, 8) + 12 = 34

You can also choose to be pushed aside willingly to avoid damage, but I thought Chim would at least try?

It pished forward again; this time Chim lets it move him back rather than face another blow.

Flat: 1d20 ⇒ 9
Acid: 3 = 3

Where we at with thisld block?

☀☀☀
Shrine of the Gods Round 1

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 33 fort vs poison
──────────
BOLD IS UP!:
──────────
Wisps (50/140 HP)
Kiri (138/138 HP)
Akoril (164/164 HP)
Iron automaton 2 (-49 HP) │ 3d6 pers acid
Iron automaton 1 (-21 HP) │ 3 pers acid
Iron automaton 3 (-62 HP) │ 3 pers acid
➤ Chimwemwe (130/164 HP) │ Shield raised, overdrive


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1d3 ⇒ 1
1d3 ⇒ 2

The eyes of the old grey lion statue open. Vivacious, golden, aware… and angry.

The right paw lifts. The statue roars as it blasts golem 2 with seething acid.

Gods auto hit: 35 = 35
Acid: 7d8 ⇒ (6, 4, 6, 7, 1, 2, 6) = 32
3d6 acid

The golem sizzles, acid eating away at it without encountering any resistance.

The ancient sculpture cracks in half.

☀☀☀
Shrine of the Gods Round 1

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (50/140 HP)
➤ Kiri (138/138 HP)
➤ Akoril (164/164 HP)
Iron automaton 2 (-38 HP) │ Shield raised, 3d6 pers acid
Iron automaton 1 (-0 HP)
Iron automaton 3 (-19 HP)
Chimwemwe (164/164 HP) │ Shield raised overdrive


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1d20 ⇒ 3

The creature is suddenly shrouded in a sphere of force!

#2 turns to Wisps and slams her with its fist. 10' reach

Fist: 1d20 + 28 ⇒ (18) + 28 = 46
B: 3d10 + 12 ⇒ (8, 5, 3) + 12 = 28 Doubled
Fist: 1d20 + 28 - 5 ⇒ (15) + 28 - 5 = 38
B: 3d10 + 12 ⇒ (7, 5, 10) + 12 = 34

After bludgeoning the bard, Then it raises its arm, upon which a shield is welded.

Raise shield

#1 bludgeons the sphere… enf 1 incl.

1d20 + 28 - 1 ⇒ (6) + 28 - 1 = 33
B: 3d10 + 12 - 10 - 1 ⇒ (6, 3, 8) + 12 - 10 - 1 = 18

1d20 + 28 - 5 ⇒ (15) + 28 - 5 = 38
B: 3d10 + 12 - 10 - 1 ⇒ (7, 3, 8) + 12 - 10 - 1 = 19

1d20 + 28 - 10 - 1 ⇒ (18) + 28 - 10 - 1 = 35
B: 3d10 + 12 - 10 - 1 ⇒ (1, 7, 5) + 12 - 10 - 1 = 14

Sphere broken

#3 moves forward…

Escape unarmed attack: 1d20 + 28 ⇒ (18) + 28 = 46 CS

The creature snaps free from Akoril's spell and steps forward 5 feet.

It then moves forward and tries to slam Chim:

Fist: 1d20 + 28 - 5 ⇒ (2) + 28 - 5 = 25

Missing.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Kiri's first attack scratches the iron skin, resisted by the tough iron. The second skitters harmlessly across a metal thigh.

☀☀☀
Shrine of the Gods Round 1

Party Conditions: ID: (Arcana, Crafting): DC 33
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (140/140 HP)
Kiri (138/138 HP)
Akoril (164/164 HP)
Iron automaton 2 (-6 HP) │ Enf 1
Iron automaton 1 (-0 HP)
Iron automaton 3 (-19 HP) │ Immobilized
Chimwemwe (164/164 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1d20 ⇒ 5 F]

The arrow glances off the iron skin causing no damage, and the creature resists almost half the damage of the spell though it's stuck to the ground, at least for the moment.

☀☀☀
Shrine of the Gods Round 1

Party Conditions: ID: (Arcana, Crafting): DC 33
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (140/140 HP)
➤ Kiri (138/138 HP)
Akoril (164/164 HP)
Iron automaton 2 (-0 HP)
Iron automaton 1 (-0 HP)
Iron automaton 3 (-19 HP) │ Immobilized
Chimwemwe (164/164 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

You move ahead, knowing each path is safe as this religion venberaqted both sun and moon. Indeed, the next chamber features a large eclipse symbol is carved into the floor in the room’s center. The doors leading out of this room are shut tight, locked with day and moonlight symbols.

Here stands a trio of statues: a large, powerful lion, a jet-black lioness with the head of a woman and bright eyes, and a woman with golden skin and the head of a lioness. Chohar, the sun god, Luhar, the goddess of dusk, and Tlehar, the goddess of the dawn. These are ancient statues, carved with artistry and care.

Standing in contrast are three other statues, made of iron and built with brutal, mathematical precision. Clearly, they were not made by the same hands who lovingly carved the statues of dawn, dusk, and day.

No… these are killing machines.

Their heavy footfalls shake the temple with bone-jarring force as they move into action afer being dormant for thousands of years, still primed to slaughter. Kiri's battle cry has no effect on the creatures.

GM Screen:
Akoril's Initiative Using Avoid Notice: 1d20 + 20 ⇒ (11) + 20 = 31
Kiri's Initiative Using Avoid Notice, Battle Cry (Intim. +20): 1d20 + 25 ⇒ (10) + 25 = 35
Wisps's Initiative Using Search: 1d20 + 23 ⇒ (17) + 23 = 40
Chimwemwe's Initiative Using Defend: 1d20 + 19 ⇒ (2) + 19 = 21
1: 1d20 + 21 ⇒ (4) + 21 = 25
2: 1d20 + 21 ⇒ (9) + 21 = 30
3: 1d20 + 21 ⇒ (4) + 21 = 25

☀☀☀
Shrine of the Gods Round 1

Party Conditions: ID: (Arcana, Crafting): DC 33
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (140/140 HP)
➤ Kiri (138/138 HP)
➤ Akoril (164/164 HP)
Iron automaton 2 (-0 HP)
Iron automaton 1 (-0 HP)
Iron automaton 3 (-0 HP)
Chimwemwe (164/164 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

______

Heading downstairs, you find it dark. Assuming you cast light etc

At the foot of the stairs is a cool largbe chamber. its floor contains a large symbol carved into its floor, which depicts the moon crossing in front of the sun as part of an eclipse. A pair of hallways leads out of the room to the south, one with a moon symbol over its opening and the other with a sun symbol.

DC 27 Religion, DC 25 Art lore or similar:
The strong religious iconography merges both the sun and the moon. This ancient and lost faith must have unified both.

Maps updated


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Binji help!

She moves to the Sun door and pushes it shut tight, then places her Immovable Broom of Wonder handle-first against the frame. She clicks a button on the handle, and turns away. The broom hovers in in the air, its rod-like handle magically fixed in placed. Nothing can get in unless Binji allows it.

She drops her bindle bag, out tumble healing potions and scrolls that say PROPERTY OF THE MAGAAMBYA C/O KORIDE ULAWA

Eeek! She frantically kicks them back into the sack, then pulls out Traveler's Any Tool, forms it into a bristled brush, busies herself scrubbing the baseboards. Binji help! There is a lot to clean here, the gremlin will be busy for quite a while.

Indeed, the wise grimple has a point. With her Immovable Broom of Wonder holding the door shut, and the healing supplies, and soon-to-be clean sheets this is a safe place to retreat, rest, and recoup — should you be gravely wounded or need a respite from your explorations. It's also a place to leave Binji where she won't get into much trouble. However, you may want to use the "requisitioned" resources only if desperately needed as they should be returned to the university.

Will move you downstairs tonight


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

1d20 ⇒ 14

Akoril finds the food is fresh but more bitter, earthy, and less sweet. In agriculture class he learned that modern techniques over thr last several thousands of years have made vegetables taste better through selective breeding, as well as even magically enhanced and grown in bulk.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

A voice chimes:

And blessings to you. May the Daughter of light ascend. Her apotheosis shall nourish us on our paths to enlightenment, through shadow and fire.

As Chim says the command word the old fountains bubble with clean water, and the cabinets fill with fresh vegetarian food.

Still have the higher dc check above


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The bottommost side chambers each contain a large stone table and pair of stone benches placed on either side. Likely, they were used for serving food at celebrations.

The topmost chambers are more interesting. They house beds, and magical fountains and cabinets. map updated

DC 25 arcana on cabinets:
The fountains and cabinets produce fresh food and water. The command phrase, "Blessings of the Sun's daughter" still works.

DC 31 religion, DC 29 history or similar lore, DC 35 Perception:
The rooms likely belonged to the priests of the temple, but otherwise kept quite spare, and devoid of religious markings. Historically something done to prevent authorities from catching on.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Secret doors in a temple? What were they hiding?

Beyond, you see stairs going down.

Map updated, place the token on where you want to explore next… finish up up here or dexsend below?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The mystery of the prayer beads remains unsolved, but they look pretty great, greater than other prayer beads you've seen…

Binji busies herself cleaning cobwebs and needs to be rounded up before continuing on.

The next room is the center of this floor was once a sanctuary.

A huge golden altar stands at the northern end of this large room. A pair of stone leonine statues lie toppled over on either side of the altar. Gold flecks and harsh chipping suggest the statues were once covered in gold but have since lost this precious outer layer to thieves. Rows of broken stone benches mark this room as a place of communal worship.

Sun-and-moon double doors lead east and west, the sun sides open and the moons closed. Behind the statues are two open door frames, the remains of their stone doors now lying in broken heaps near the statues.

DC 31 crafting, DC 29 stonemason or similar lore, DC 25 Perception:
The broken doors do not have sun or moon iconography. They look like they were secret doors designed to blend into the masonry. Now, they lie shattered and open.

Map slide updated


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The rooms to the left and right are identical.

They contain several stone benches. A number of engravings and symbols are carved into the walls, most of them pertaining to the sun or moon. A set of stone doors lead in and out of the far ends of this room.

GM Screen:

Akoril's Perception (E): 1d20 + 15 ⇒ (8) + 15 = 23 Low-Light, Scent(30)
Kiri's Perception (L): 1d20 + 22 ⇒ (17) + 22 = 39 Darkvision
Wisps's Perception (M): 1d20 + 23 ⇒ (20) + 23 = 43 Spiritsight
Chimwemwe's Perception (E): 1d20 + 19 ⇒ (18) + 19 = 37 darkvision, see invisible

You spot magical prayer beads under a bench that's now covered with dust and cobwebs.

DC 28 religion:
Greater holy prayer beads


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Wisps does not detect any souls nearby.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Chim remembers Council of Mwanyisa, the advisory group to the Walkena himself. The advisory council you were interacting with only days before..

Chim remembers what he learned in history class, and in the city on the diplomatic mission.

Thousands of years ago, before the return of Walkena, the Council of Mwanyisa ruled this region. The council’s shaman-priests sought to erase any sign of the sun gods in hopes of subjugating the people even further: without their old gods to cling to, Mzali’s people would lose hope and become easier to control.

This ancient temple must have been a place for the people to escape. Until it was found out and the Council slaughtered them all.

Of course many years later, the Council bowed to Walkena when he returned. They chose to cling to power and aid him in his mission of totalitarian control, further erasing any trace of the old sun gods. Or, as seen in your meeting with the Walkena himelf, warping what little history remains with propaganda. It's no wonder Walkena would not let you closely inspect the tablets retrieved from this temple. And he is asking you, on this mission, to retrieve more tools for his propaganda machine, erasing the truth of what happened here and twisting it to his own ends.

So, what "What traces remain of those who brought violence to this temple?" One need not look far, as the council still exists today and is conducting its original mission.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Mwanyisa.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

The anticipation of salvation — hope — snatched away by a sharp pain — steel twisting in his gut. The inventor almost stumbles, scuffing his geometric runes, as these sacred halls ring with shrill screams. They're murdering the sun.

Inside a black circle that is inside a white circle that is inscribed in the stone, something waits for Chimwemwe's single question.


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Some days later, you come to the shrine of the eclipse. A simple dirt path leads up to a large stone building with a glass ceiling.

The entrance to the temple is a large, open archway that leads into a small room. The ceiling is glass, letting sunlight cascade in.

Decorating the walls inside are several repeating symbols that resemble a dark circle overlapping a bright circle, forming concentric circles. The bright rings radiate evocation magic Light

Binji help! She points at one of the dark concentric circles. Moon! She points at one if the rings of fire. Sun!

Double doors lead east and west; one door of each pair bears a sun icon while the other bears a moon icon. The doors on each pair with the sub icon are open. The door with the moon icon are closed.

An archway to the north leads to a larger hall.

East, West, or North?


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Umm… help! Waaah! Binji throws the letters on the ground and runs off to nervously sweep up more pieces of daemonic owl, cleaning blood and feathers from the forest glade.

First is a letter to Akoril. It has doodles of gnolls and ley lines scribbles in the margins:

Janatimo's Letter to Akoril wrote:

Glimmering Hyena,

Welcome back to the Maagambya, I am sure your mission to Mzali was a success and I look forward to your report.

As you've no doubt heard, I've left on some travels and do not know when I shall return. Hence, this letter, which I have instructed Binji to leave sealed and give to you as soon as she can, when she sees you next. I trust she listened very carefully to my instructions!

With your blessing, we plan on elevating Binji to the rank of Attendant. This means Binji must partake in her First Masking ceremony.

The ways we learn and teach and grow are manifold here at the Magaambya. While Binji's reading comprehension is a little shaky, as is her analytical skill, her intentions and heart as as large as the best among us.

That said, Binji has been seen skulking about Koride's offices.

At the time of this writing, Koride has still not returned and her whereabouts are unknown, though deliveries still come from time to time — letters, and such. Maagambyan leadership intends to respect Koride's privacy unless she is proven guilty.

However, I suspect Binji is trying to "help" the investigation by rooting through Koride's things. I sincerely hope she has not pilfered any trinkets. Such items may be dangerous. She is, I suspect, impatient. I know it has been a long time since we last heard news on Koride. Mysteries will reveal themselves in due time, have no doubt.

In the meantime I have instructed Binji to begin carving her mask for the Attendant ceremony. She wants to be "helpful hyena," a scavenger that cleans the grasslands.

Of course, we will complete the ritual and infuse the mask with magical power upon her return at a proper Masking Ceremony, and I have instructed her to wait patiently. She should undertake the ritual only with your guidance, and absolutely under no circumstances do it alone.

My best,

Learned One Janatimo

Binji has made her mask magical already, and perhaps took Janatimo's instructions a little too literally…

____

Next, a letter pilfered from Koride's office:

Letter from Lore-Master Ok wrote:

Koride,

Your little "pet" Soomdevi has been pestering our school, interrupting supply lines of repossessed artifacts. Were you not instructed to guide him? Why is he here on the shadow plane disrupting our operations?

He will be disposed of soon enough. Perhaps I'll send you a piece of his shattered mask to remind you that the Shadow-Maagambya is not to be trifled with… or, better yet, send it to Takalu Ot or Learned One Janatimo. Wouldn't they like to know what you've sacrificed to pursue this line of inquiry, hmm? I imagine they have many questions…

In the meantime, we have uncovered rumors of a mythical city of gold located in a hidden ravine nestled on the edge of the Screaming Jungle. I have searched our archives, and I believe the concept of a "golden city" is a mistranslation, rather, the city shines with a "golden light" — not from the sky but from the very breasts of the people therein. It is a place of endless and abundant energy. Imagine if one could find this place and leverage this source of power!

My spies have informed me that a delegation is currently traveling to Mzali, no doubt on some fool's errand to improve the lives of their citizenry or some such nonsense. Join their pathetic delegation, worm into the temples and learn what you can of this Golden City. Do so, and I will consider sparing Soomdevi… or at least not sending pieces of him to the other teachers at your school, exposing you for what you are.

Lore-Master Ok

Clearly the Shadow-Maagambya isn't in the know about where Koride has gone…

____
Finally, a note from someone you do not know, sealed with a sun stamp, addressed to Binji:

Binji's Letter of Reference wrote:

Binji,

The Bright Lions owe you a debt of gratitude for saving our patrol from that terrible froghemoth. We thought we were done for until you appeared underfoot! Never will I forget your battle cry to help.

Sadly, we cannot escort you to the city of Mzali, your destination. We must continue on searching for the lost temple of Chohar's daughter. It is our sacred duty. Just as it is your duty to continue on to Mzali, looking for your teachers.

If you find your way into Mzali, take this letter to the innkeeper who makes the sweetest bread in town, but is humble as a mouse. He will put you in contact with Sihar. She will, in turn, assist you in locating your delegation.

Who knows, your friends might already be in contact. I wouldn't put it past Sihar.

Finally, I leave you with this new broom handle, a rod really, but attach it to your Broom of Wonder to make your force in this world truly immovable.

— May the Light Shine Upon you, Glorious Binji,

Sewell

Quote:


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Quickly, you vanquish the remaning owl-daemon-things. Binj, in her helpful hyena mask, scampers about about collecting daemonic feathers. She rounds up a knot of copper wire — somethingn magical — dropped by one of the own-creatures. She gives to to Kiri. Help! dazing coil

You notice that her Broom of Wonder shines with a new handle: it's now iron-colored and completely nondescript, except for a small button appearing on its surface.

Binji Help! She slows down and gives Akoril a hug; three letters fall out of her pouch at the gnoll'sfeet. All three have been torn open by tiny clawed hands and then sloppily re-sealed.

She frantically tries to pick them up and crumple them back into her tiny pack before anyone can notice, but they don't fit well. Ummm… Binji Help… Help…


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Wisps pings the owl-thing…

Which promptly flies off!

Help!

1d100 ⇒ 27

Fresh green grass springs up all around where the flames had blackened the earth. Yay! Binji claps her hands.

☀☀☀
Help Binji! Round 4

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Akoril (147/164 HP) │ Heroism
➤ Chimwemwe (130/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (77/138 HP)
Owl-thing 3 (-12 HP)
Wisps (140/140 HP)
Binji (-56 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Kiri slashes once across the thing's chest, opening a deep wound. The fiend screeches. Their off-hand claw goes wide. Their wounds heal…

Fort v Slow: 1d20 ⇒ 19 S

----

Looks likie I mixed up 1 and 3 on the mpa. I will have 1 act now but not swap their turns, if that's ok.//oc]

Owl thing one flies toward Chim, hoping for easier prey —

Beak: 1d20 + 24 ⇒ (19) + 24 = 43
P: 2d10 + 16 ⇒ (9, 3) + 16 = 28

GM Screen:
1d20 ⇒ 1

Claw: 1d20 + 24 - 4 ⇒ (11) + 24 - 4 = 31

Its filthy beak comes away with a chunk of flesh.

☀☀☀
Help Binji! Round 3

[ooc]Terrain: All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it.
Battlemap

──────────
BOLD IS UP!:
──────────
Akoril (147/164 HP) │ Heroism
Chimwemwe (127/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (77/138 HP)
Owl-thing 3 (-12 HP)
➤ Wisps (140/140 HP)
Owl-thing 2 (-182 HP)
Binji (-56 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Binji Help!

As the gnoll's force fangs jitter across the field the smoke dissipates.

Hoping to focus fire Owl-thing that belched flame soars over to Kiri…

Beak: 1d20 + 24 ⇒ (12) + 24 = 36
P: 2d10 + 16 ⇒ (2, 1) + 16 = 19

GM screen:
1d20 ⇒ 17

Claw: 1d20 + 24 - 4 ⇒ (3) + 24 - 4 = 23

☀☀☀
Help Binji! Round 3

Terrain: All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it.
Battlemap

──────────
BOLD IS UP!:
──────────
Akoril (147/164 HP) │ Heroism
Chimwemwe (155/164 HP)
Owl-thing 1 (-0 HP) │ On ground
➤ Kiri (47/138 HP)
Owl-thing 3 (-12 HP)
Wisps (140/140 HP)
Owl-thing 2 (-134 HP)
Binji (-56 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Chim cracks he ting's beak as his shield bashes its face in! Crit

☀☀☀
Help Binji! Round 3

Terrain: All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Akoril (147/164 HP) │ Heroism, Restrained (Escape DC 31)
Chimwemwe (155/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (66/138 HP)
Owl-thing 3 (-12 HP) │ -10 speed
Wisps (140/140 HP)
Owl-thing 2 (-121 HP) │ Grabbing Akoril
Binji (-56 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Yaaah! Binji is pulled to safety by Wisps' ephemeral webs!

---

Will vs Bonekeeper: 1d20 ⇒ 15 CS

Owl-thing 2 does not seem affected by he ash cloud's concealment or the magus's Bonekeeper's bane.

Beak vs Magus: 1d20 + 24 ⇒ (8) + 24 = 32 Miss

Talon vs magus: 1d20 + 24 - 5 ⇒ (14) + 24 - 5 = 33
P: 2d8 + 13 ⇒ (6, 2) + 13 = 21
Grab: 1d20 + 21 ⇒ (18) + 21 = 39 CS

The creature claws at Akoril, snatching them up!

--

Binji points her Broom of Wonder at the creature grabbing Akoril…

flat: 1d20 ⇒ 17
1d100 ⇒ 17

A lightning bolt jolts out fron the bristles, arching across #2 and 3!

Electric: 4d12 ⇒ (3, 4, 5, 12) = 24
Ref's: 2d20 ⇒ (9, 8) = 17 S, S

Binji help!

☀☀☀
Help Binji! Round 3

Terrain: All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it.
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Akoril (147/164 HP) │ Heroism, Restrained (Escape DC 31)
➤ Chimwemwe (155/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (66/138 HP)
Owl-thing 3 (-12 HP) │ -10 speed
Wisps (140/140 HP)
Owl-thing 2 (-77 HP) │ Grabbing Akoril
Binji (-56 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

fort: 1d20 ⇒ 13 S

Kiri slashes through these creatures; blood and feathers fly through the flames.

Owl-thing thing three glides in at Kiri and tries to grab them with a talon:

Talon: 1d20 + 24 ⇒ (18) + 24 = 42
P: 2d6 + 13 ⇒ (3, 6) + 13 = 22

Grab: 1d20 + 21 ⇒ (6) + 21 = 27

… they slip away!

☀☀☀
Help Binji! Round 2

Terrain: All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 30 basic reflex bvs 35 fire
──────────
BOLD IS UP!:
──────────
Akoril (147/164 HP) │ Heroism
Chimwemwe (155/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (66/138 HP)
Owl-thing 3 (-0 HP) │ -10 speed
➤ Wisps (140/140 HP) │ Fright 1
Owl-thing 2 (-65 HP)
Binji (-56 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Though not destroyed, the Daemon is badly hurt, It screeches and flies off into the night!

However the other three remain…

#1 mocks binji, trying to demoralize Wisps…

Deception to intimidate: 1d20 + 22 ⇒ (17) + 22 = 39 F1

Then it unleashes a gout of fire and ash:

Burning ash, DC 30 basic reflex: 9d8 ⇒ (4, 1, 1, 1, 1, 4, 8, 8, 7) = 35
Binji save: 1d20 ⇒ 7

The area becomes filled with ash for 1 round. All creatures within the cloud of ash become concealed, and all creatures outside the cloud become concealed to creatures within it. This creature is immune to this effect.

OW! Bingi yelps…

☀☀☀
Help Binji! Round 2

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Akoril: DC 30 basic reflex bvs 35 fire
Chimwemwe: DC 30 basic reflex bvs 35 fire
Wisps: DC 30 basic reflex bvs 35 fire
──────────
BOLD IS UP!:
──────────
Akoril (164/164 HP) │ Heroism
Chimwemwe (162/164 HP)
Owl-thing 1 (-0 HP) │ On ground
➤ Kiri (88/138 HP)
Owl-thing 3 (-0 HP)
Wisps (140/140 HP) │ Fright 1
Owl-thing 2 (-0 HP)
Binji (-56 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

2d20 ⇒ (16, 18) = 34 S, CS :(

The things flutter out of the way, the second daemon avoiding the blast entirely.

☀☀☀
Help Binji! Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-119 HP) │ On ground
➤ Akoril (164/164 HP) │ Heroism, DC 27 Will vs Spoiler effect
Chimwemwe (162/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (88/138 HP) │ Fright 1
Owl-thing 3 (-0 HP) │ 10' up
Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-21 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

GM Screen:
Wisps's Nature (E): 1d20 + 21 ⇒ (8) + 21 = 29
Wisps's Nature (E): 1d20 + 21 ⇒ (7) + 21 = 28

Wisps, even inspired by her muse, cannot identify these strange daemonic creatures. Sorry, two low rolls…

The last owl-thing swoops in at Akoril. Binji help! it laughs and drives a talon into his shadow, beginning to manipulate it like a puppet…

DC 27 Will save for Akoril:
Failure gives the effects of dominate. The creature is lower level than you, so I incapacitaiton counts

====

Binji pulls down her new Lore-speaker mask — an elegantly carved but badly painted little jackal. Yes, the jackal… the lowly scavenger who helps clean the Savannah.

Binji help!

The Helpful Hyena dashes over to Akoril and boops his ankle with her nose, unlocking his inner heroism. Heroism (+1 version)

====

Owl-thing 4 swoops over to flank Akoril:

Beak, F1: 1d20 + 24 - 1 ⇒ (15) + 24 - 1 = 38
P: 2d10 + 16 ⇒ (8, 1) + 16 = 25

Though it finds it can't get a flank the thing's filthy beak still draws blood.

GM Screen:
1d20 ⇒ 14

No longer slow1

☀☀☀
Help Binji! Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-98 HP) │ On ground
➤ Akoril (164/164 HP) │ Heroism, DC 27 Will vs Spoiler effect
➤ Chimwemwe (164/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (88/138 HP) │ Fright 1
Owl-thing 3 (-0 HP) │ 10' up
Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-0 HP)


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

fort vs slow: 1d20 - 1 ⇒ (9) - 1 = 8

Kiri slashed their target again and again, hamstringing it!

One of the other creatures swoops in.

Bibnji hurt! it mocks their friend:

Deception to demoralise Kiri to demoralize: 1d20 + 22 ⇒ (18) + 22 = 40 F1

Beak: 1d20 + 24 ⇒ (15) + 24 = 39
p: 2d10 + 16 ⇒ (1, 8) + 16 = 25

GM Screen:
1d20 ⇒ 14

☀☀☀
Help Binji! Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-98 HP) │ On ground, Fright 1, Slow 1
Akoril (164/164 HP)
Chimwemwe (164/164 HP)
Owl-thing 1 (-0 HP) │ On ground
Kiri (113/138 HP) │ Fright 1
Owl-thing 3 (-0 HP) │ 10' up
➤ Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-0 HP) │ Frightened 1


SoT (Year 4, Sem. 1): Maps & Slides, Handouts, Macros

Akoril's arrow slices across the creature's throat. Criit!

ref: 1d20 ⇒ 18 CS

A spike of stone erups from the ley-line at Binji's feet, but the owl-thing dodges it.

One of the other creatures glides down at Binji. It jabs its talon into her tiny shadow, cast by the flickering flames. It pulls the shadow up over binji, covering her for a moment…

Binji Will: 1d20 + 17 - 1 ⇒ (11) + 17 - 1 = 27

But Binji fights it off — whatever it was.

No! Binji HELP!

☀☀☀
Help Binji! Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
Owl-thing 4 (-58 HP) │ On ground
Akoril (164/164 HP)
Chimwemwe (164/164 HP)
Owl-thing 1 (-0 HP) │ On ground
➤ Kiri (138/138 HP)
Owl-thing 3 (-0 HP) │ 10' up
Wisps (140/140 HP)
Owl-thing 2 (-0 HP) │ 10' up
Binji (-0 HP) │ Frightened 1

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