Brambleson

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8,620 posts. Alias of Doug Hahn.


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

Akoril fails to knock out the shining child; Chim misses it. But the battle is soon over as the enemies are out of resources. You can dispatch the unconscious creature back to its home plane.

DC 36 Occultism, Arcana, DC 33 Religion:
Residual energies and ley lines denote that something happened here with deific energies that opened a rift to the astral plane and then closed once again, trapping the creatures here. Further, the ghosts in the room over seem to be far more powerful than they are, preventing them from even leaving the roonm as they would attack on sight.

In the room is a bracers of armor type II, a golden lions wondrous figurine, a 6th-level wand of vital beacon made of gold and inscribed with celestial symbols, and 784 gp and 801 sp in old Mzali coins.


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

Shining 2 drops another Sun burst!

Fire, DC 33 ref: 8d10 ⇒ (9, 6, 8, 3, 5, 7, 2, 6) = 46

Then flings a ray a t Kiri:

Fire ray: 1d20 + 25 ⇒ (14) + 25 = 39
Fire: 3d10 + 3 ⇒ (5, 7, 4) + 3 = 19

☀☀☀
The Sunlit Dormitory Round 4

Party Conditions: Inspired
Terrain: Wall of force (6)
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: Dc 33 vs 46 fire
Chimwemwe: Dc 33 vs 46 fire
Akoril: Dc 33 vs 46 fire
Kiri: Dc 33 vs 46 fire
──────────
BOLD IS UP!:
──────────
Wisps (121/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
➤ Chimwemwe (130/164 HP)
➤ Akoril (142/164 HP)
Shining child 2 (-81 HP) │ nonlethal dmg
Kiri (100/138 HP)
Shining child 1 (-124 HP) │ clumsy 1, -10 speed, stup 1


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

Kidi lands a series of decimating blows against the astral being!

Fort: 1d20 ⇒ 8 F

The shining child screams and teleports, appearing behind wisps. S1 falls off.

☀☀☀
The Sunlit Dormitory Round 4

Party Conditions: Inspired
Terrain: Wall of force (6)
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (121/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
Chimwemwe (130/164 HP)
Akoril (142/164 HP)
Shining child 2 (-81 HP) │ nonlethal dmg
Kiri (119/138 HP) │ Shield
Shining child 1 (-116 HP) │ clumsy 1, -10 speed, stup 1

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Wall of force :
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to effects of its rank or lower that attempt to counteract it. The wall is automatically destroyed by a disintegrate spell of any rank.


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

Chim folds space around the wall of force, removing a chain of atoms from existence and unraveling it like a thread.

ESCAPE!!

The other creature hurlks fire at Wisps, who seems to be the only creature succumbing to their attacks:

Fire Ray: 1d20 + 25 ⇒ (13) + 25 = 38
Fire: 3d10 + 3 - 6 ⇒ (9, 2, 2) + 3 - 6 = 10

Then it attempts to unravel Akoril's magic:

Dispel, level 6: 1d20 + 23 ⇒ (14) + 23 = 37 S

☀☀☀
The Sunlit Dormitory Round 3

Party Conditions: Inspired
Terrain: Wall of force (6)
Battlemap

──────────
BOLD IS UP!:
──────────
Wisps (121/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
Chimwemwe (130/164 HP)
Akoril (142/164 HP)
Shining child 2 (-81 HP) │ nonlethal dmg
➤ Kiri (119/138 HP) │ Shield
Shining child 1 (-24 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Wall of force :
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to effects of its rank or lower that attempt to counteract it. The wall is automatically destroyed by a disintegrate spell of any rank.


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

Wisps heals herself to near full, safe behind the wall of force.

The slowed creature steps around and flings a bolt of fire at Kiri:

Fire Bolt: 1d20 + 25 ⇒ (19) + 25 = 44
Fire: 3d10 + 3 ⇒ (6, 1, 9) + 3 = 19

Kiri's shield saves them from being critically hit by the flames.

☀☀☀
The Sunlit Dormitory Round 3

Party Conditions: Inspired
Terrain: Wall of force (6)
Battlemap

──────────
BOLD IS UP!:
──────────
Wisps (131/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
➤ Chimwemwe (130/164 HP)
➤ Akoril (142/164 HP)
Shining child 2 (-81 HP) │ nonlethal dmg
Kiri (119/138 HP) │ Shield
Shining child 1 (-24 HP)

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Wall of force :
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to effects of its rank or lower that attempt to counteract it. The wall is automatically destroyed by a disintegrate spell of any rank.


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

Kiri slips by and slashes…

the other astral creature conjures up a wall of force. TRAP AND KILL.

Wall o' force:
You form an invisible wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it's immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it's made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible).

Wall of force is immune to effects of its rank or lower that attempt to counteract it. The wall is automatically destroyed by a disintegrate spell of any rank.

☀☀☀
The Sunlit Dormitory Round 2

Party Conditions: Inspired
Terrain: Wall of force (6)
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 33 vs 42 fire
Shining child 2: DC 33 vs 38 fire, DC 33 vs 42 fire
──────────
BOLD IS UP!:
──────────
➤ Wisps (107/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
Chimwemwe (130/164 HP)
Akoril (142/164 HP)
Shining child 2 (-81 HP) │ nonlethal dmg
Kiri (138/138 HP) │ Shield
Shining child 1 (-24 HP)


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

The harried astral being steps through the aether, translocating to the other corner of the room!

Fire ray: 1d20 ⇒ 1

It flings a fire ray at Wisps, but the flames flocker on the stone at her feet.

☀☀☀
The Sunlit Dormitory Round 2

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 33 vs 42 fire
Shining child 2: DC 33 vs 38 fire, DC 33 vs 42 fire
──────────
BOLD IS UP!:
──────────
Wisps (107/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
Chimwemwe (130/164 HP)
Akoril (142/164 HP)
Shining child 2 (-81 HP) │ nonlethal dmg
➤ Kiri (138/138 HP)
Shining child 1 (-0 HP)


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

Wisps burns… then heals herself.

I. Must. ESCAPE. says the Shining creature… as it drops another Sunburst.

DC 33 basic ref: 8d10 ⇒ (4, 9, 3, 5, 9, 3, 6, 3) = 42

☀☀☀
The Sunlit Dormitory Round 2

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 33 vs 42 fire
Chimwemwe: DC 33 vs 38 fire, DC 33 vs 42 fire
Shining child 2: DC 33 vs 38 fire, DC 33 vs 42 fire
──────────
BOLD IS UP!:
──────────
Wisps (107/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
➤ Chimwemwe (150/164 HP)
➤ Akoril (142/164 HP)
Shining child 2 (-46 HP) │ nonlethal dmg
Kiri (138/138 HP)
Shining child 1 (-0 HP)


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

fort: 1d20 ⇒ 16 S vs Slow 1

Kiri dances, slashes… catching the creature along a main artery.

The slowed creature skitters back then punches at Kiri:

1d20 ⇒ 5

— feebly. Stup 1 falls off

☀☀☀
The Sunlit Dormitory Round 2

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 32 ref vs 44 fire, DC 33 vs 38 fire
Chimwemwe: DC 33 vs 38 fire
Shining child 2: DC 33 vs 38 fire
──────────
BOLD IS UP!:
──────────
➤ Wisps (140/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
Chimwemwe (150/164 HP)
Akoril (142/164 HP)
Shining child 2 (-46 HP) │ nonlethal dmg
Kiri (138/138 HP)
Shining child 1 (-0 HP)


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

Fire swirls but thus far you avoid the worst of the blast.

Akoril's arrow misses by a mere sliver of light. Chim strikes the creature but finds it's immune to fire.

The other creature, slow or perhaps lacking creativity, drops a sunburst upon itself too, thriving in the flames!

DC 33 ref: 8d10 ⇒ (2, 8, 10, 4, 2, 5, 3, 4) = 38

Flalmes whoosh, howl, and roil while the dining ghosts chatter happily away in the room behind. How bizarre.

☀☀☀
The Sunlit Dormitory Round 1

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 32 ref vs 44 fire, DC 33 vs 38 fire
Chimwemwe: DC 33 vs 38 fire
Shining child 2: DC 33 vs 38 fire
Kiri: DC 32 ref vs 44 fire, DC 33 vs 38 fire
──────────
BOLD IS UP!:
──────────
Wisps (140/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
Chimwemwe (150/164 HP)
Akoril (142/164 HP)
Shining child 2 (-14 HP) │ Slow 1 1 rnd, nonlethal dmg
➤ Kiri (138/138 HP)
Shining child 1 (-0 HP) │ Slow 1 1 rnd


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

3d20 ⇒ (9, 12, 11) = 32 F [fright 1], S, S

Shining child 3 is slow and frightened; it drops a burst of pure suinlight right onto itself — and you!

DC 33-1 ref: 8d10 ⇒ (4, 1, 8, 4, 10, 9, 7, 1) = 44

Save recults:
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes full damage and becomes blinded permanently. If the globe overlaps with an area of magical darkness, sunburst attempts to counteract the darkness effect.

☀☀☀
The Sunlit Dormitory Round 1

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 32 ref vs 44 fire
Chimwemwe: DC 32 ref vs 44 fire
Akoril: DC 32 ref vs 44 fire
Kiri: DC 32 ref vs 44 fire
──────────
BOLD IS UP!:
──────────
Wisps (140/140 HP)
Shining Child 3 (-0 HP) │ Slow 1 1 min
➤ Chimwemwe (164/164 HP)
➤ Akoril (164/164 HP)
Shining child 2 (-0 HP) │ Slow 1 1 rnd
Kiri (138/138 HP)
Shining child 1 (-0 HP) │ Slow 1 1 rnd


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

LIES!

Your calls for rational action seem to only trigger the strange creatures more. They move to attack — to get out or die trying. Kiri yowls, frightening their nearest target.

Spoiler:
Akoril's Initiative Using Avoid Notice: 1d20 + 21 ⇒ (10) + 21 = 31
Kiri's Initiative Using Avoid Notice, Battle Cry (Intim. +20): 1d20 + 25 ⇒ (1) + 25 = 26
Wisps's Initiative Using Search: 1d20 + 23 ⇒ (16) + 23 = 39
Chimwemwe's Initiative Using Defend: 1d20 + 19 ⇒ (13) + 19 = 32
3d20 ⇒ (1, 5, 14) = 20
Kiri's Intimidation (M): 1d20 + 20 ⇒ (10) + 20 = 30

☀☀☀
The Sunlit Dormitory Round 1

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Wisps (140/140 HP)
Shining Child 3 (-0 HP) │ Fright 1
Chimwemwe (164/164 HP)
Akoril (164/164 HP)
Shining child 2 (-0 HP)
Kiri (138/138 HP)
Shining child 1 (-0 HP)


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

Based on their mad please to let them out, they seem to have been trapped in by the ghosts behind you and want to leave.


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

You open the door; blinding light dazzles you and voices scream in your minds: LET US OUT SO LONG TRAPPED SO LONG THE GHOSTS WON'T LET US OUT NO MORE THINGS TO LEARN HERE HUNGRY FOR LEARNING SO HUNGRY TRAPPED SO LONG CAN THEY TEACH US WHATS UNDER THEIR SKIN AND SKULLS THESE ARE NO GHOSTS CAN THEY BE HURT RIPPED APART BURNT WE CAN LEARN WE CAN MAKE THEM LET US OUT LET US OUT LET US OUT LET US OUT

dc 29 fort save (arcane, aura, incapacitation [counts:
, light)]If you fail, blinded for 1 minute, and if you critically fails, it's permanently blinded. A creature that succeeds at its save is temporarily immune to this effect for 24 hours.

If you make the save:
You see three gaunt creatures shining with brilliant light, speaking telepathically at you. With their abnormally gaunt frames, long white hair, and unnerving, four-fingered hands, these creatures are both strangely familiar and otherworldly in appearance, though they are barely visible within the shroud of blinding light they continually emit. Their faces are truly horrible, however, as their overlarge eyes and distended, gaping mouths reveal their heads to be voids filled with unnatural light.

If you make the save, Recall Knowledge - Astral (Occultism): DC 30:
These are shining children, enigmatic creatures that roam remote planes and untraveled corners of the universe in search of esoteric lore. Shining children use this light as a weapon, weaving illusions and focusing beams of fiery brilliance.

You have a but beat in time before the mad creatures attack, unless you can somehow reason with them.

Map updated with creature art


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

The ghosts pass friendly greetings to you when they see you with the lantern. You can pass through the ancient dining hall without further trouble.

where to next? See map, which is updated. You are on Floor 2.


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

You move through the broken doors.

This large room contains several rotted bed frames and footlockers. The room is in disarray, with many of the bed frames turned over and footlockers strewn about. The walls feature an elaborate engraved night sky motif.

You find two greater potions of fire resistance, goggles of night, and old Mzali coins worth about 2000 gp.

On the floor is an elegant hooded lantern is made from onyx-black metal. Flecks of white metal speckled within the lantern’s housing resemble stars in a night sky. There is enough oil left in the lantern for a few hours.

DC 32 ID Magic:
This is a Greater Twilight lantern, when lit any light generated is magical moonlight.

Activate [one-action] envision; Effect You concentrate on the lantern’s light and reduce or increase its radius. The light can have a minimum radius of 5 feet and a maximum radius equal to triple the light’s standard radius. I guess this is the standard radius of a lantern

Activate [two-actions] envision, Interact; Frequency once per day; Effect You raise the lantern and unleash a beam of powerful moonlight, targeting a darkness effect within 60 feet. The lantern attempts to counteract the effect with a counteract modifier of +21.


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

GM Screen:
Kiri's Stealth (M): 1d20 + 25 ⇒ (16) + 25 = 41 Swift Sneak, Sneak Adept

You move through carefully, Wisps makes the wrong gestures but Chim's medallion distracts the ghosts enough for you to pass on. The ghosts pray and eat, anxiously whispering about Dajermube and hoping they stay hidden long enough that the Council won't find them — they whisper rumors that the Council is here in the area…

To the right are broken sun- and moon-keyed doors, to your left are locked sun- and moon-keyed doors, and head is a hallway.

Map updated — which way?


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

Make a deception/disguise check and a religion check, etc. let's codify this with some rolls, perhaps one check from each PC, you choose the skill and how to do it.


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

Kiri blinks out of view, almost stumbling on a serving tray loaded with dishes, but then remembering it's incorporeal. They glide smoothly though it. Hero point used, confirmed via PM

GM Screen:
Kiri's Stealth (M): 1d20 + 25 ⇒ (8) + 25 = 33 Swift Sneak, Sneak Adept

Kiri's Stealth (M): 1d20 + 25 ⇒ (16) + 25 = 41 Swift Sneak, Sneak Adept

The sound of slaughter above fades as the ghosts relive a more pleasant memory, now that they feel safe from an intruder who is not of their flock.

The priest intones… "Soon, the sun will eclipse. This moment will be the dawn of the Daughter of Chohar…"

Kiri reports what they have seen. The ghosts are incorporeal creatures who linger here.

GM screen:
Wisps's Religion (T): 1d20 + 19 ⇒ (17) + 19 = 36
Chimwemwe's Religion (M): 1d20 + 21 ⇒ (15) + 21 = 36

While you are unable to identify exactly what kind of creatures these are, they exhibit traits similar to like troops of incorporeal spirits.

Perhaps there is a way to calm them, or to slip through among as one of them, without fighting them. They seem to have forgotten Kiri was even there, and are enjoying their feast at the moment, reliving a far more pleasant communal memory than their brutal slaughter at the hands of the Old Council.

Out of combat


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

GM Screen:
Kiri's Stealth (M): 1d20 + 25 ⇒ (7) + 25 = 32 Swift Sneak, Sneak Adept

Kiri pads forward, they see a dining hall laid lout with ghostly foodstuff — the spirits of the temple's faithful are gathered around a table, ready to relive a moment in time when they gathered over a communal meal of cooked vegetables. Most of them look like peasants or normal working folk, albeit marked with religious symbology.

Half of the spirits feature tattoos that glimmer with silvery moonlight, casting a silvery pall upon the ectoplasmic repast. The other half have markings that glow with the light of the sun, flickering like flames across the ancient stone benches.

A sun-marked priest intones a blessing over the meal: "Soon, the sun will eclipse. This moment will be the dawn of the Daughter of Chohar, and the eclipse of the Council of Mwanyisa.

A moon-marked priestess continues: Peace and blessings be upon us. We gather for Her bounty, and pray for her Strength, exalting in Dajermube's upcoming moment of apotheosis.

Together the two finish the incantation: "The sun and the moon do not eclipse for death or life. They they are two signs amongst the signs of Her apotheosis. A darkness in which meditate, to gather power… and the blinding flames that burn the wicked. In this very hour, She ascends to free the people of Mzali-Jimbuani from Tyranny of the Council. A new ——"

It's suddenly dead quiet. Then, in the temple above someone screams… the echoes of a terrible slaughter from the past ring through the old temple: iron footsteps pounding down the stairs, a mad councilman laughing as temple goers scream in fear and pain. Clashing weapons. BOOM! BOOM! The feet of the iron golems step closer… down the stairs…

The ghosts look up in fear, seeing Kiri… unable to distinguish their eternal past from a present they do not undersatand. Failed stealth check

My friends, weeps the sun-lit priest. The council's found us. They're here. He points at Kiri.

We may delay them long enough, even with our bare hands… our bodies… says the silver-glowing priestess. She stands and stares balefully at Kiri.

Be brave, for Dajermube, they say together as dozens of spirits rise up and rush forward.

GM screen:

Akoril's Initiative Using Avoid Notice: 1d20 + 21 ⇒ (7) + 21 = 28
Kiri's Initiative Using Avoid Notice, Battle Cry (Intim. +20): 1d20 + 25 ⇒ (17) + 25 = 42
Wisps's Initiative Using Search: 1d20 + 23 ⇒ (6) + 23 = 29
Chimwemwe's Initiative Using Defend: 1d20 + 19 ⇒ (13) + 19 = 32

2d20 ⇒ (6, 8) = 14

☀☀☀
The Gathering Round 1

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Kiri (138/138 HP)
➤ Chimwemwe (164/164 HP)
Ghost Troop (sun) (-0 HP)
Ghost Troop (moon) (-0 HP)
Wisps (140/140 HP)
Akoril (164/164 HP)


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

You head down the stairs to the lower level, This area of the temple seems less finished, rough stone appears in places on the walls, and the sun-keyed and moon-keyed double door frame ahead is unfinished. Map slide updated

GM Screen:
Akoril's Perception (E): 1d20 + 16 ⇒ (5) + 16 = 21 Low-Light, Scent(30)
Kiri's Perception (L): 1d20 + 22 ⇒ (16) + 22 = 38 Darkvision
Wisps's Perception (M): 1d20 + 23 ⇒ (15) + 23 = 38 Spiritsight
Chimwemwe's Perception (E): 1d20 + 19 ⇒ (5) + 19 = 24 darkvision, see invisible

Kiri:
Ahead, dim moonlight and sunlight twinkle in the shadows, and you can hear the sound of quiet voices, the tinkle of silverware.


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

You use the prisms to open the door.

A squat stone oven is built into the northern wall of this spacious but malodorous kitchen. Several stone shelves line the wall to the south and a hefty stone preparation table stands in the center of the room. A pair of doors in the western wall lead into this room, and an open archway connects with a smaller room to the east — a pantry that might have once held dried meat, spices, and fruit that long since rotted away.

Detecting magic, you note that the oven is magical, and would give no smoke were it to be lighted again. Whoever used this temple was trying to stay hidden.

Left on a hook here is a magical cloak.

DC 31 identify magic:
Greater cloak of elvenkind

In the pantry is a misplaced healer's kit, which contains two greater healer's gels.


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

Produce flame makes the light brighter, but it's keyed to sunlight, not firelight!

You know from your studies that temples such as this may contain keys or artifacts that can be used as keys by their faithful. There are open stairs going down in the first room beore the the room where you fought the iron golems, and you might also be able to open up the other, closer, sun-keyed doors with refraction.


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

Binji is happy Akoril is proud of her, but then a little sad because she doesn't have any mirrors.

She sets her Immovable Broom of Wonder against the door as you continue on in the morning.

Down the hallway, past the golems and the collapsed room with the undead Council of Mwanyisa members, you shoot a beam of weak sunlight at the last door. It opens into a long hallway with another dun-keyed door at the end, but this one doesn't respond to the light, which is weakened and diffused.

Overview map updated.


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

You head back and rest for the night without incident.

Binji has the room much cleaner than before and has been using her magic to clean the old sheets. Her Akoril, Wisps, Chimwemwe, and Alrinkiri dolls are neatly propped on a pillow; the satchel of potions “borrowed” from Koride’s office sits on the floor. The water is fresh and clean; the food from the magical cabinets is fresh.

The evening passes without incident.

Where to next?


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

About the undead

As you heal you inspect the powerful corpses. They wear ancient symbols of office of the Council of Mwanyisa; these creatures were once some of the region's most powerful individuals after the group took thousands of years ago, before the Walkena's return.

Whatever was happening in this secret shrine threatened the Council's very rule — something potent enough for them to deal with it personally and with powerful forces like iron golems.

--

Ahead is a sun-keyed door, but the light from Chimweme's prisms is growing weak from distance and refractions, and opening more than one more door in this direction might be impossible without the assistance of a spell or magical item that produces more direct sunlight.

1 door forward, or go back to the other doors, or down the stairs


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

Kiri's furious assault leaves gouts of undead flesh sizzling on the floor, but Akoril taps deep into his reserves to finally drop the awful burning thing. It howls as its inner fire is snuffed out, and the room is quiet.


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

The creature takes a beating but still lives. Fail indeed on escape, 1 hit from akoril, immune to fire

It begins to glow again brighter with that inner burst of fire, but it's not lit yet!

Instead it tears at Wisps.

Claw vs FF, E1: 1d20 + 29 - 1 ⇒ (15) + 29 - 1 = 43 Crit
S: 3d6 + 13 ⇒ (6, 2, 5) + 13 = 26
F: 2d8 ⇒ (3, 8) = 11 22-6=17

Claw vs FF, E1: 1d20 + 29 - 4 - 1 ⇒ (1) + 29 - 4 - 1 = 25

Claw vs FF, E1: 1d20 + 29 - 8 - 1 ⇒ (15) + 29 - 8 - 1 = 35
S: 3d6 + 13 ⇒ (5, 1, 3) + 13 = 22
F: 2d8 - 6 ⇒ (4, 2) - 6 = 0

Grab, E1: 1d20 + 23 - 8 - 1 ⇒ (20) + 23 - 8 - 1 = 34 Restrained

☀☀☀
Sanctum Round 8

Party Conditions: Inspired
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Chimwemwe (86/164 HP)
➤ Kiri (71/138 HP)
Shining Corpse 1 (-204 HP)
➤ Akoril (34/164 HP) │ Wounded 1
➤ Wisps (14/140 HP) │ Restrained


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

The undead rushes Wisps — the healer! Believe the mask 1x/day ability was used earlier!

Claw: 1d20 + 29 ⇒ (12) + 29 = 41
S: 3d6 + 13 ⇒ (4, 5, 5) + 13 = 27
F: 2d8 - 7 ⇒ (5, 7) - 7 = 5

Grab: 1d20 + 23 ⇒ (7) + 23 = 30

Constrict, DC 34 fort: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Fire: 2d8 ⇒ (3, 2) = 5

☀☀☀
Sanctum Round 7

Party Conditions: Inspired
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 34 firt vs constrict
──────────
BOLD IS UP!:
──────────
➤ Chimwemwe (86/164 HP)
➤ Kiri (71/138 HP)
Shining Corpse 1 (-136 HP)
➤ Akoril (34/164 HP) │ Wounded 1
➤ Wisps (57/140 HP)


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.