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1,201 posts. Alias of Tom G.


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Colin_Mercer wrote:
I would like to play EotT, but unfortunately I only have a 32xp paladin at the moment......and there isn't any 7-11 game in SVOP that I can level her up quick in the upcoming month :(

I could run a live game via Roll20 next week if you want? I don't know if there's still a community of 1E players playing live games, but we could give it a try!


roll4initiative wrote:
phaeton_nz wrote:

I've played Eyes of the Ten including GMing the 4th part. If I GMed the first three then play the fourth - would that work?

I'm totally down for this! I could GM part 4, I guess, if none of the other players will.

Darn. After checking my PCs, all of the ones that could have done this ended up doing seeker level PFS sanctioned modules. I have a wizard (Arcturus) that just needs one more scenario for his 33rd chronicle.

I just need to GM the final scenario in the Cult of Lissala arc (#4–26: The Waking Rune). I was working on that for a while several years ago. GM'd the entire Arc except for Waking Rune.

I would love to play Eyes of the Ten! I have a Shaman that's been on 33XP for years just in case. I'd be happy to run something if it would help get folks to 33XP.


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Night of the Gray Death

In the days and weeks that follow, you travel around Galt and systematically dismantle the final blades. As the tale of your deeds preceedes you, you find your welcome growing in each town. By the end children can be seen dressed up, wielding pairs of wooden "hand-crossbows", dressed in Pharasman cassocks, or laughing faces painted incongruously with dark streaming tears.

The festivities in each town are more lavish than the last, and there is an unspoken awareness that all present are witnessing history. The slightest of your comments or actions are weaved into legend, and at the next town you visit you can overhear embelleshed stories made from them, Turrey's songs already being sung by the time you arrive.

By the time of Félicité's inaugural music festival a year later, most of you have moved on, but the effects of your deeds will echo throughout Galt's history. Camilia Drannoch has made quick strides to restore order after the collapse of the Gray Gardener leadership, helped in no small part by your association with her. Keznin's small shop in Litran has become overwhelmed with visitors when it becomes known that he aided you, and the quiet Tengu is delighted that his alchemical remedies have become fashionable throughout the country, even if he is a little uncomfortable with his new-found celebrity.

In the turmoil though, crime flourishes. Just when people begin to wonder if Camillia's new regime will be able to survive, there are sightings of Gray Gardeners again. Purse snatchers and cut-throats turn up in front of guard-huts, bound but not hurt. Are these new Gardeners survivors of the old regime, or just citizens moved to put a stop to injustice? Either way, without the rotten core at the heart of the organisation, there is hope for Galt in its new age.

Thanks once again for playing everyone! I hope those of you who are intending to use your boon have fun with your new Gardener characters, I'll mark this as inactive in a few days


Night of the Gray Death

By all means, and if you'd like to sum it up and make a final post of the adventure (after Kaldren) then be my guest!


Night of the Gray Death

Yes I think so. After Kaldren has posted something I'll do some sort of small wrap up


Night of the Gray Death

I've now reported this session and put the chronicles online here

I've only filled in the bare minimum, feel free to roll any downtime checks or what-not here, or on your own table at home or whatever you like. Let me know if there are any mistakes, but all I did was click go on RPGChronicles this time!


Night of the Gray Death

It's not completely clear from the ability text, but based on the more verbose text of the creature from 1E I am treating it like it gets just one chance, a successful save kills it.

I'm very glad you enjoyed it, I did too, and I hope everyone else did as well. It took rather longer than I expected, and several times I felt like I didn't quite have the free time I wanted to be able to do it justice. I did appreciate the effort you put into Gregoth's posts, every one was dripping with gothic misery :)

In fact everyone did a great job inhabiting their characters. I will never forget Félicité's actual piano accompaniment to Turrey's dance-off. Amazing!

I'll give Kaldren and Turrey a bit longer to fill in the sign-in sheet if they want PFS credit, and maybe do a final wrap-up in gameplay after your epilogues, if necessary.

Thanks again for playing everyone.


Night of the Gray Death

As Turrey calls out for Shelyn to protect him, the room flashes and he finds himself alone with the body of the worm, except that its injuries don't seem nearly as severe as a moment ago. He watches in horror as it rises, lifting its body until it fills the vast chamber. It seems even larger than before, undeniably magnificent.

"TURREY BUTTERHILL!" it booms psychically into Turrey's mind, and he feels his whole body go rigid.

"You brought peace to Qadira and held off the undead hordes in Lastwall, but your greatest feat is at hand. Your Apotheosis! You will invite me in to your mind and body, and you will gladly die to allow my magnificence to be reborn. I can feel your excitement at the prospect."

Despite the horror of the situation, Turrey can feel a sense of excitement at the prospect. Surely there isn't anything as pure or perfect at the glistening God before him?

In the distance, at the end of the passage up, Turrey can just hear the sound of a concertina playing. It gets louder, and it's joined by the sound of laughter and approval. A few bad notes stop the performance and replace it with youthful tears, but a loving voice consoles the artist. [b]"Oh Turrey. Shelyn doesn't love you because you're talented, and she'd never withhold that love for a few mistakes. Shelyn loves you because you try. Because you're earnest, and want to create rather than destroy"

The voice gets louder and louder, just as the worm seems to shrink in stature. Turrey finds that he can move again, and a song fills his heart. The worm's voice enters his mind again, but this time it's shrill and reedy, hard to hear. It seems to have shrunk to no bigger than an earthworm now, having to look up at the halfling.

"I am ruin! I am entropy! When all the world's cities crumbl-"

SQUELCH

Turrey wipes the stain off his boot, and opens his eyes.

To the others, Turrey stood rigid with his eyes closed and moving rapidly for a few seconds after the worm died. It wasn't until he opened them again that the psychic pressure vanished in an instant.

I'd forgotten the shield other on Félicité, so she's even less injured than it seemed, and Kaldren slightly more

Looking around the chamber, you find an Impressive Crown hidden in the base of the toppled statue, but the contents of the workspace to the south are much more interesting. Several tables are filled with notes and arcane scribblings, and under each table are guillotine blades.

Félicité Arcana (L): 1d20 + 32 ⇒ (7) + 32 = 39
Turrey Occultism (M): 1d20 + 28 ⇒ (14) + 28 = 42
Kaldren Occultism (T): 1d20 + 22 ⇒ (4) + 22 = 26

Félicité and Turrey look at each other in wonder as they both understand what they're looking at. Detailed instructions for the creation and destruction of the final blades. Although the worm wanted to destroy the blades in a way that would unleash the Gray Deaths lurking within, it's clear from these notes that with the right ritual they could be destroyed safely, in a way that would allow the spirits within to move on to their afterlives correctly.

You learn the Blunt the Final Blade ritual. There are reagents here stockpiled for creation of final blades, but they will work just as well for the destruction ritual.

In the days that follow it becomes clear that neither Keznin nor Turrey have been infected by the worm's telepathic escape. The Gray Gardeners have been broken, rendered leaderless, their Sahkils routed and their stronghold taken. Without the malevolent worm at its heart, Galt has a chance at genuine change, the first in a long time. Camelia Drannoch leads the charge to bring stability back, and she holds you up as figureheads, the heroes who have ushered in a new age. She proposes that five new public holidays are created, one to honour each of the heroes who saved her country.

I'd love to hear what your characters do next. Do you want to take the spotlight? Will you stay in Galt or move on? Will Turrey sing songs across Golarion of the heroes of Galt? Do you want to dismantly the final blades? I think we can narrate the ritual as succeeding if that's what you'd like to do. This is the end of the adventure so it doesn't really matter, but you would level up to 19 at this point too


Night of the Gray Death
Marie-Félicité-Denise Pleyel wrote:

She clearly had a lot to contribute to the final encounter.

She kept Gregoth alive! I had rolled my attacks in preparation, a crit followed by two hits, enough to take him to dying 1 and then eat him, but I'd forgotten about your healing.

A perfect time for a natural 20 Turrey. Tonight is game night for me so I won't have time to post, but have a think about your epilogues and I'll do a wrap up / invite you to make your final posts on Thursday.


Night of the Gray Death
Bellaluna wrote:
Um...I think the initiative bolding was a mistake...

I sneakily edited my post before the hour was up

Gregoth wrote:
Did the worm get Kaldren’s persistent Good damage? I think I recall it being weak to that?

No I forgot that, and it is indeed weak to it

Gregoth strikes at the worm, but before the sword even lands he can see the angle is wrong. His spirits give everything they have to divert the point at the last second and he just manages to cut in deep.

His next strike is just him and the worm. He can see it's nearly done, and he sinks the blade in deep. The worm shudders and convulses, and with his last strength Gregoth drags the blade along the huge worm, gutting it and allowing a burning Félicité to flop onto the floor.

That keen-rune crit took it to -560, and it had 552. Well done! The base creature has 460HP, but I gave it another 20% for the 5 player adjustment. I didn't want to adjust any of its other stats as it was already a very tough opponent

As it dies, Turrey feels a staggering needle of pain in his mind.

This is the big one Turrey. Please make a DC 48 will save against an enchantment, mental, occult, and possession effect. You have a +1 status from inspire defence, but a -1 status penalty from the stupefied condition, and a hero point. There's another room to describe but I'll pause to see how Turrey does


Night of the Gray Death

Great thanks, I can proceed with eating you out of spite :)


Night of the Gray Death

GM Screen:

Félicité Occultism (M): 1d20 + 30 ⇒ (11) + 30 = 41
Félicité Occultism (M): 1d20 + 30 ⇒ (7) + 30 = 37

Félicité:
You don't recall anything more about the worm now you're looking at it

Félicité rushes back into the room and fixes up Gregoth's wounds with astounding speed and efficacy, before succumbing to its power and grovelling before it.

A sense of annoyance rolls off the worm in waves as Félicité undoes its work, so it bites at her.

I had its attack bonus wrong earlier

◆ Strike
Bite vs. AC with cover 41: 1d20 + 39 ⇒ (17) + 39 = 56
4d10 + 18 + 2d6 ⇒ (8, 7, 3, 9) + 18 + (2, 1) = 48 doubled due to crit

↺ Glimpse of Redemption
96 73 damage to Félicité!

◇ Improved Grab
↺ Fast Swallow
Athletics, MAP vs. DC 42, enfeebled: 1d20 + 39 - 5 - 2 ⇒ (19) + 39 - 5 - 2 = 51
Bludgeoning, acid: 4d10 + 10 + 2d6 ⇒ (5, 9, 2, 3) + 10 + (5, 5) = 39

39 35 damage to Félicité!

It gobbles her up easily, and then twists its head to belch burning acid over Kaldren and Turrey.

◆◆ Breath Weapon
acid: 14d10 ⇒ (8, 5, 7, 10, 1, 3, 2, 2, 7, 3, 3, 7, 6, 9) = 73

Turrey Reflex (E): 1d20 + 28 + 1 ⇒ (3) + 28 + 1 = 32
Critical Fail => double damage
Kaldren Reflex (E): 1d20 + 26 + 2 ⇒ (12) + 26 + 2 = 40
Fail => regular damage

146 damage to Turrey, 74 damage to Kaldren!

Turrey gets sprayed especially badly, and Kaldren takes a nasty glob of the stuff too.

GM Screen:
1d4 ⇒ 4

Despite the pain, Turrey continues to worship the worm while covered in searing acid, before finally breaking free and shooting it

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Zealous Conviction: Everyone +2 status bonus to will saves against mental effects
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 5)

Round 4

...
Turrey 68/204 0/12 Temp HP Heroism(+1), Stupefied 1, Foresight Source, 3/3 images 3/6 tributes paid
Gregoth 295/315 0/(22) Temp HP Heroism(+2), Foresight Target
Kaldren 216/278 +0/12 Temp HP Heroism(+2)
Bellaluna +12/12 Temp HP Heroism(+2) 3/6 tributes paid

Round 5

Félicité 146/242 +0/12 Temp HP Heroism(+1) 2/6 tributes paid Swallowed (Grabbed, Slowed 1, Suffocating 9/9 rounds of air remaining)
The Conqueror Worm -430 Enfeebled 2 until end of turn on round 5
...

Gregoth, Kaldren, Bellaluna and Félicité are up!


Night of the Gray Death

I've written a long post out (they really do take quite a while at this level!), and realised right at the end that it may be invalid.

Félicité you can't attack the worm until you've done the 6 tribute actions. Would you have used your quickened action to stride away instead? Or stayed up close and let it go to waste?


Night of the Gray Death

There are no spoilers on the chronicle sheet.

Bellaluna is right though it unlocks the boon "Retired Gardener", which I think is access to the Gray Gardener archetype. There are spoilers on that page for this module, but only for things you already know (I think everything there has been touched on in the module already, but I'll be summarising everything in the wrap-up so maybe you'd want to wait until then before reading it. There's no rush on the chronicle information)

The only thing on the sheet other than that is access to the rare item Nosoi Charm.


Night of the Gray Death

That makes sense, I missed the switch to piercing in your damage block so that'll be two more weaknesses triggered!

We're getting pretty close to the end of this module now after that huge round. I've put a sign-in sheet here for those of you who would like PFS credit, please put your details in there and I'll be able to get chronicles out promptly.


Night of the Gray Death
Gregoth Paalus wrote:

Dang, the 47 with flank missed? Also, hero point on that Will save!

No sorry that's a hit, thanks for pointing it out. I'd forgotten Foresight on my first draft of that, so re-jigged it and didn't notice it changed the roll. Doh

Slashing damage, Negative damage, Fire damage: 3d8 + 11 + 13 + 1d6 ⇒ (7, 4, 6) + 11 + 13 + (2) = 43

Turrey sings a song of supplication to the worm.

Unfortunately you can't take hostile actions toward the worm until you've done your six tributes. You could do things like cast beneficial spells on your allies (with a flat check), move, skill actions etc. Or just try to get the tribues over quicker

Gregoth slashes at the worm in a flurry, and one of his strikes tears a large gash in the worm, spilling ichor everywhere. Likewise Kaldren manages a couple of more powerful blows, and the holy energy from his flail seems to burn the worm intensely. After the sudden flurry of blows from the two warriors, the worm is starting to look quite injured.

Only the first of Gregoth's strikes was a hit there, but with the flank both of Kaldren's hit, for a lot of damage thanks to a weakness to good damage

Meanwhile Bellaluna's mind continues to be invaded as she is unable to stop prostrating herself before the worm.

It occurs to me that because Félicité is quickened she actually has two actions remaining from the previous round (Round 3 was correct, she used 4 strides). Now Turrey has got 1+a quickened one I'll stop here until we resolved all those

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Zealous Conviction: Everyone +2 status bonus to will saves against mental effects
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 5)

Round 3

Félicité +12/12 Temp HP Heroism(+1) <2 actions remaining>
The Conqueror Worm -353
Turrey +12/12 Temp HP Heroism(+1), Stupefied 1, Foresight Source, 3/3 images 2/6 tributes paid <1+1Q actions remaining>
Gregoth 160/315 0/(22) Temp HP Heroism(+2), Foresight Target
Kaldren +12/12 Temp HP Heroism(+2)
Bellaluna +12/12 Temp HP Heroism(+2) 3/6 tributes paid

Round 4

Félicité Heroism(+1) 0/6 tributes paid
...

Turrey and Félicité are up!


Night of the Gray Death

You can roll the counteracts yourself Turrey, I've just been doing them because you didn't :)

Turrey Counteract re-roll DC 42: 1d20 + 29 ⇒ (19) + 29 = 48

Slight retcon - Félicité spends round 2&3 running back instead of round 3&4, in fact she ends up in the room after two strides in round 3 so she has an action left

Tangent:

RE: the carpet. Obviously this is an item I made myself shortly after the game came out so it's a bit weird. It has the minion trait, meaning it gets two actions when you command it, but only once per turn. I had in mind the carpet from Aladdin that was intelligent and did what its riders wanted, and I thought it was a fun way to evoke that. It does mean it can only possibly stride twice per turn though, making it slower than I had intended. I'm going to on-the-fly update it to give it a special two action "Sustain an Activation" action that gives it 3 actions to use. This makes no practical difference to your turn Turrey because you only moved 100 feet which is within the 120 it can move for two of your actions

Turrey flies back into the room and sings his song of defence, before planting one of his arrows directly into the eyes of the worm!

I think your bow damage is 3d6+3 piercing and 1d6 sonic. That's important because the piercing is more effective than you thought

You all feel the telepathic wave of pain pulse out from the worm and a pinprick in your eye; that clearly hurt it. As it's writing a hand emerges from its jaw and holds it open as Gregoth heroically climbs out of its jaw Thanks to the +2 from Heroism!, spinning in the air and landing on his feet. Covered in dark mucus he manages to get his shield up, but his sword swing is too slow and fails to pierce the huge worm.

Zealous Conviction's bonus to will saves does not stack with Heroism Kaldren (they are both status bonuses), but it will help Turrey and Félicité since they have just +1 from Heroism. And the Temp HP (which I had missed) is helpful

Kaldren moves in to flank the worm and slams it with his flail, but without sufficient force the head just bounces off the tough hide.

Bellaluna The 39 reroll was not a critical fail, so I believe you've confirmed that its save DC is 48. That means you did get the stubborn save which was a fail, and then you succeed at the end of the turn save (thanks to Heroism)

Bellaluna fires a barrage of bolts at Gregoth, one of which he manages to block with the shield, but the two others sink into his flesh.

60 damage to Gregoth!

Awareness then returns to her eyes as Bellaluna shakes off the worm's spell

At this point Félicité has one action to take, I'm hoping it's not going to be tremendously game-changing and we can retcon it in

The worm bites down at Gregoth again, this time trying to make sure he's dead before it swallows.

↺ Foresight
2d20 ⇒ (13, 5) = 18
Bite vs. AC 41: 5 + 38 = 43
Piercing, acid: 4d10 + 18 + 2d6 ⇒ (4, 4, 7, 5) + 18 + (1, 6) = 45
45 41 damage to Gregoth! Foresight avoided a crit again

It then undulates and you hear its song in your minds as it casts a spell.

↺ Attack of Opportunity
Longsword, Heroism: 1d20 + 32 + 2 ⇒ (13) + 32 + 2 = 47

Gregoth slashes at it as it does but can't get through its skin once again.

Will saves:

Gregoth Will (M), status, circumstance: 1d20 + 30 + 2 + 2 ⇒ (6) + 30 + 2 + 2 = 40
Gregoth: Failure
Bellaluna Will (E), status: 1d20 + 28 + 2 ⇒ (7) + 28 + 2 = 37
Bellaluna: Critical Failure
Félicité Will (L), status: 1d20 + 32 + 2 ⇒ (4) + 32 + 2 = 38
Félicité: Critical Failure => Failure
Turrey Will (M), status: 1d20 + 31 + 2 ⇒ (12) + 31 + 2 = 45
Turrey: Failure
Kaldren Will (M), status: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
Kaldren: Success => Critical Success

↺ Mental Invader
Turrey Will (M), status: 1d20 + 31 + 2 ⇒ (10) + 31 + 2 = 43

Kaldren feels the dark oily presence of its psychic influence trying to infect his mind, but his faith in Pharasma helps him overcome it. The rest of you feel as if you are in the presence of divinity, and must pay respect to its majesty.

Kaldren critically succeeded and is unaffected. Bellaluna critically failed, and Gregoth, Turrey and Félicité get the results of failure (Félicité actually critically failed but her Greater Resolve gave her failure instead). This was Overwhelming Presence, meaning Bellaluna must spend all her actions (where possible, she can't use the quickened action to do it) paying tribute, and Gregoth, Bellaluna and Turrey must use at least one per turn doing so. Until you've discharged all your tribute actions you cannot take hostile actions against the worm. Note that you're not fascinated in this case because the Worm used a hostile action after casting the spell

Turrey also feels an sudden piercing pain in his head, like a needle being inserted into his eye socket and through his brain.

You are Stupefied 1 Turrey. Notably the DC for casting spells while Stupefied 1 is 7 rather than 6 due to the Psychic Pressure

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only
Zealous Conviction: Everyone +2 status bonus to will saves against mental effects
Inspire Defence: Everyone has +1 status bonus to AC and saves, and resistance 4 to physical damage (until Turrey's turn on round 5)

Round 3

Félicité +12/12 Temp HP Heroism(+1) <1 action remaining>
The Conqueror Worm -141
Turrey +12/12 Temp HP Heroism(+1), Stupefied 1, Foresight Source, 3/3 images 0/6 tributes paid
Gregoth 160/315 0/(22) Temp HP Heroism(+2), Foresight Target 0/6 tributes paid
Kaldren +12/12 Temp HP Heroism(+2)
Bellaluna +12/12 Temp HP Heroism(+2) 0/6 tributes paid

Round 4

Félicité Heroism(+1) 0/6 tributes paid
...

Everyone is up! It's worth noting that without Turrey's buffs Gregoth would still be in the worm and Bellaluna would be still be dominated, so Hero Point to Turrey!


Night of the Gray Death

I agree there's nothing (that I know of) in the rules to prevent it. I also know that PF2 is not a simulationist game, and generally we're better off following the rules to get a balanced game and doing our best to build the fiction around them rather than the other way around. I also hate to deny players their class features.

That said, I just can't come up with an narrative explanation for getting an attack of opportunity whilst inside a creature; it's already as completely defenceless as it can get. It's not as if it's actively steeling its guts against attack except for when it's focusing on casting a spell or moving around. It feels especially absurd to be unable to move lest it opens itself up to further attacks from its digesting meal.

I hope this decision isn't influenced by the absolute mockery my players made of the Agents of Edgewatch finale last night, but I'm sticking with no AoO.

I also forgot to put Slowed 1 in your initiative card, and the damage taken. I think you're at 261/315 0/22 Temp HP, I'll put that in the next one.


Night of the Gray Death

Turrey launches an arrow that is squarely on target, but fails to pierce the worms tough skin, before flying off after Félicité.

Counteract: 1d20 + 29 ⇒ (12) + 29 = 41

I tried to find a rules loophole here that would let you use your thematically appropriate performance skill for this check rather than your spell attack modifier, but the counteract rules seem pretty clear: "For spells, the counteract check modifier is your spellcasting ability modifier plus your spellcasting proficiency bonus, plus any bonuses and penalties that specifically apply to counteract checks". If you have any such bonuses do say, because the DC was 42. It's a level 10 effect and your spell is level 9 so you needed a success there

He sings loud and clear, but while Félicité spares him a look over her shoulder as she climbs, she ignores him and keeps on running.

Gregoth charges at the worm, and slices through its tough skin with a devastating strike from his sword. The wound burns and the worm looks stunned.

Critical hit so double damage, 2d10 persistent fire, and flat-footed for a round

Kaldren moves and protects his allies from mental manipulation, and Bellaluna tries her trademark grim swagger. The worm though, is unmoved. It doesn't even deign to respond, but she feels its emotions like music through a paper thing wall. Derision.

No effect on the Grim Swagger

The worm moves, slowly, but with inexorable and astounding force. Gregoth gets a glimpse of foresight, but it just shows him where to stand to avoid being completely crushed.

↺ Foresight
2d20 ⇒ (18, 6) = 24
Bite vs. AC 40: 6 + 38 = 44
Piercing, acid: 4d10 + 18 + 2d6 ⇒ (2, 2, 7, 7) + 18 + (2, 4) = 42
◇ Improved Grab
↺ Fast Swallow
Athletics, MAP vs. DC 40: 1d20 + 39 - 5 ⇒ (11) + 39 - 5 = 45
Bludgeoning, acid: 4d10 + 10 + 2d6 ⇒ (6, 1, 7, 2) + 10 + (5, 2) = 33

75 damage to Gregoth! Foresight avoided a crit

The huge maw of the worm descends on Gregoth, and then when it rises up again, he's nowhere to be seen, only the peristaltic wave of muscles giving any clue to his having been swallowed!

Magic then gathers around the worm as it focuses on Bellaluna

I think technically it triggers an AoO from Gregoth, but I'm going to house-rule that it doesn't because that seems silly to me. i.e Gregoth has the worm's insides within reach, which is a legally distinct entity from its outsides, which are the ones that take manipulate and move actions. I will hear any counter-arguments in the discussion thread :)

Bellaluna Will (E), status: 1d20 + 28 + 4 ⇒ (15) + 28 + 4 = 47
Bellaluna: Controlled:(Fail => second save start of turn)

Bellaluna hears the impossibly loud voice of the worm inside her head telling her to "Slay your allies". She is about to retort, but finds her body rushing to obey.

This is a 10th level dominate, so incapacitation doesn't apply. It does trigger your stubborn class feature so you'd get another save at the start of your turn (with just a +2 status from heroism), and your unwavering mien would reduce the duration to 9 rounds instead of 10. If I've missed anything let me know. If you do end up taking your turn while controlled please use all your actions to kill the other members of your party as expediently as possible, then you get another save at the end of each of your turns

Fire: 2d10 ⇒ (9, 2) = 11
DC 15 Flat: 1d20 ⇒ 20

Félicité continues to frantically flee, but then comes back to herself.

The steep incline has really helped you here Félicité as it's difficult terrain to ascend but not descend. You need to move 85 feet to get to the position you're shown on the map, then can move normally after that. Likewise Turrey you need 20 feet to get to the position you're shown on the map

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only

Round 2

Félicité Heroism(+1) Frightened 1, Fleeing
The Conqueror Worm -89 FF until start Gregoth round 2
Turrey Heroism(+1), Foresight Source, 3/3 images
Gregoth Heroism(+2), Foresight Target, Swallowed, suffocating 9/9 rounds of air
Kaldren Heroism(+2)
Bellaluna Heroism(+2) Controlled last round 10

Round 3

Félicité Heroism(+1)
...

Everyone is up!


Night of the Gray Death
Bellaluna wrote:
Well...I guess I'm here to make it more awkward: foresight isn't a reroll ability, it's a "roll twice" ability. So the reaction has to be used before a roll is made.

That's a good point thanks, we can just say it's used the first time it's applicable. The only wrinkle is that Turrey might prefer to save it for a save rather than an attack, in which case he can post that and I'll try to honour it (I have a terrible memory as I'm sure you've all noticed). In some cases it will be obvious too (i.e there's no point saving it for a spell if the worm is attacking with its last action etc)

Turrey Foresight only works when Gregoth is defending, i.e if he is attacked or needs to make a save. So there's no need to delay and use it on his attacks. If you could just make a note on your turn if you'd like to use it on your first opportunity or save it for a specific circumstance (i.e only use it on the second attack if he's already hit, or ignore attacks and wait for a spell, or whatever).

You can try to dispel again, however I had Félicité's speed wrong last time, I moved her 25 feet per action rather than 30. On the plus side though she has to walk up a steep incline which I'm going to treat as difficult terrain. It's not so steep though that flying will count as difficult terrain.

She moved 60 feet away in the room, then got 30 feet along the passageway. You can move 80 feet by commanding the carpet with a single action, bringing you to 10 feet behind her where you can try the dispel magic. You'd then have a quickened action left which you'd probably want to skip


Night of the Gray Death

I'm back from my trip now and should be able to post daily until we finish this. Galt is counting on you! I suggest listening to some epic battle music for this fight

While the worm is distracted you all prepare for the final conflict, with the lives of Galt's citizens hanging in the balance.

Turrey and Kaldren quietly cast a bevy of preparatory spells while the others watch the worm for any sign of life. It seems entirely focused on the ritual allowing you to charge yourselves with magic power.

Yes it's your reaction to trigger Foresight on Gregoth Turrey. It may be a little awkward in PbP as it may require a bit of retconning, so try to post it sooner rather than later if you'd like to use it. Otherwise you could specify conditions like "the first time in a round that the enemy rolls a natural 20 or Gregoth rolls a 1" for example. Kaldren I'm assuming you want to cast some of your spells before combat starts, let me know which

It's not until the thought of action enters your minds that the worm stirs, some sort of latent psychic protection waking it from its trance. The tendrils of magical energy connecting it to the images on the walls retract and it stands alert.

Initiative:

Gregoth Perception, scout (M), heroism: 1d20 + 28 + 2 + 2 ⇒ (11) + 28 + 2 + 2 = 43
Bellaluna Perception, scout (M), heroism: 1d20 + 28 + 2 + 2 ⇒ (2) + 28 + 2 + 2 = 34
Félicité Perception, scout (L), heroism: 1d20 + 31 + 2 + 1 ⇒ (14) + 31 + 2 + 1 = 48
Turrey Perception, scout (M), heroism: 1d20 + 28 + 2 + 1 ⇒ (13) + 28 + 2 + 1 = 44
Kaldren Perception, scout (E), heroism: 1d20 + 26 + 2 + 2 ⇒ (12) + 26 + 2 + 2 = 42
Conqueror Worm: 1d20 + 37 ⇒ (9) + 37 = 46

Félicité DC 11 Flat: 1d20 ⇒ 6
Well that went about as poorly as it could have done; Félicité goes first and flees. I haven't moved you on the map in case you want to Hero Point that, in which case you can take your turn and pretend the following hasn't happened yet, then take another turn after it happened.

For starting positions I've taken a guess at where you'd have wanted to start, but feel free to adjust before taking your turns (but no closer to the worm please or it would have triggered initiative) The gap next to Bellaluna is 5 feet wide and passable without hindrance to medium and smaller creatures

The gargantuan worm flicks its head about to take you in, and you hear its voice in your head, rolling in overpowering waves.

"Ah, the "heroes". I've been looking forward to this. MY PROPHETS, TO ME!"

Magical energies gather around it, and then sputter away to nothing. The worm looks confused, then impressed.

FYI that was a three-action activity attempting to teleport its worm prophets to it, but you killed them all, buying you a free round. Use it well!

It Writhes!

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Haste: Everyone is quickened until Turrey's turn on round 10, and the extra action can be used for a Strike or a Stride only

Round 1

Félicité Heroism(+1) Frightened 2, Fleeing
The Conqueror Worm
Turrey Heroism(+1), Foresight Source, 3/3 images
Gregoth Heroism(+2), Foresight Target
Kaldren Heroism(+2)
Bellaluna Heroism(+2)

Round 2

Félicité Heroism(+1) Frightened 1, Fleeing
...

Turrey, Gregoth, Kaldren and Bellaluna are up! Félicité is up twice if she hero points and succeeds at the flat check, otherwise she's off the map fleeing. I've put a picture from the module of this fight on the slides


Night of the Gray Death

That's right, it's at least a few days. Mechanically you get a very hard save every day and have to fail 4, but success or critical success doesn't arrest the change.

Yes the token pack is great for making nice tokens, though I do wish all the backgrounds on the provided tokens weren't black. It works great for pale coloured creatures like the worm here, but dark things are really hard to see.

It sounds like most are in agreement to attack immediately (which is very much the correct choice! I had to ask because the module says "If the heroes give the conqueror worm a chance to speak..."), so I'll roll initiative as soon as I get a chance. I'm still traveling and probably very busy until I get back on the 11th, but it's possible I'll get a night or two off before then.


Night of the Gray Death

Ok let's get this moving!

The worm will wait a day, you decide, as you retreat only slightly to make sure your chances of stopping it are the best they can be. You camp at the stairs up, far enough to be out of the psychic pressure, but not so far that the worm could leave unnoticed.

A quick scout by Turrey shows Keznin is helping Nelibet to the citizens of Litran hurt by the Gray Death. Despite being told to rest after his ordeal, he can't stand by with so many in need as is brewing elixirs and concocting poultices as fast as he can.

Félicité's sleep is troubled, her dreams plagued by visions of the Three-Faced Regent. On waking from her nightmare with a start, she hears its voice as clearly as if it were in the room. "I'm coming for you"

That's just a reminder that Félicité is suffering the critical fail effects of the Kimenhul's Eternal Fear Ability:

Eternal Fear:

...
Failure The target becomes frightened 3 and is fleeing as long as it's frightened. Even after recovering from the initial experience, the trauma is lodged in the target's mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 11 flat check or become frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it's frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as wish.
Critical Failure As failure, but the effects are permanent and the target doesn't get to attempt a weekly save to end the effect.

Unless you have a wish in your back pocket that's just something you're going to have to deal with for the worm fight. Everyone is refreshed and healed up

Venturing back into the catacombs, you pass the Amarinthine pillar and head down the deep wide passage into the earth. The psychic pressure reasserts itself, making thinking difficult. After about 100 feet of descent, the passage extends into a deeply vaulted chamber, lit with unseen flicking light. Part of the ceiling has collapsed some time ago, making for a wall of rock just ahead. There is a small gap in the wall through which a well-lit chamber can just be seen beyond.

To your left are a series of three connected shrines, which you recognise as Ng, Brigh and Nethys from earlier. Between flickering braziers and above the altars in each room are large painted depctions of the deity's symbols; the black and white mask of Nethys, the hooded shroud of Ng, and the clockwork mask of Brigh. Seen together in this context it makes you wonder if the Gardener's appearance might have been influenced by this ancient shrine.

Turrey floats silently up to the gap on his carpet and looks beyond, and sees a lofty chmaber whose walls meeted in a vaulted ceiling thirty feet high. Three statues of robed scholars stand at three ends of the room; one is toppled and broken into pieces. Several unusual images swim on the walls: market squares and city plazas throughout Galt, each with a sinister guillotine at its center. Tendrils of shimmering energy connect the images to each other, and to the gargantuan worm at its centre. The worm seems to be deep in concentration, handling the whole grand ritual to detonate the final blades itself and doesn't notice Turrey.

What do you do? Mainly I'm in interested in do you want to give the worm a chance to talk, perhaps answer some questions, or would you prefer to attack immediately while its distracted? The main room is also accessibly from one of the shrines, as shown on the map, you can move yourselves into positions on it


Night of the Gray Death

Yes sorry for the confusion, Gregoth is correct. The "mentally invaded" stage where you are a potential host for the worm cannot be dispelled, you would know that from the ritual (though a wish or miracle may work). It's the "possessed" stage after the worms death that I'm saying could be dispelled.

I've had less time than I thought for posts this week. I anticipate having a bit of time on Sunday, so I'll aim to assume you rest and attack and update things then. In the meantime have a look at the items you've collected so far in case any can be useful (that's not a hint, I have genuinely forgotten everything you've found but there might be something useful)


Night of the Gray Death

Félicité did get a complete list, and she knows Keznin is the only person currently mentally invaded. However getting invaded is as easy as failing a save, so you might expect it to be very hard to finish a fight without at least some of you getting invaded as well (unless you could find a way to give yourself immunity I suppose)

I'm glad you asked about the rooms as I have missed one small thing. Yes exit 5 on slide 5 leads to the pendulum room, and the small door leading downward from this room also leads back there. There is another small alcove at the bottom right of this room that I neglected to describe though...

As the group ponders their next move, and contemplates the grizzly fate that might await them even if they succeed, a strange alcove at the corner of the room draws their eye. Smooth rock walls suggest a natural cave, and they have a strange property of bouncing sounds that make it sound like a susurrus of whispers when standing there. There are some scratches in the floor.

GM Screen:

Félicité Arcana (L): 1d20 + 32 ⇒ (4) + 32 = 36
Turrey Occultism (M): 1d20 + 28 ⇒ (15) + 28 = 43
Kaldren Occultism (T): 1d20 + 22 ⇒ (14) + 22 = 36

On inspection, Félicité, Turrey and Kaldren can all feel the weak border between the material and ethereal planes here, and recognise the scratches on the floor as the results of a Planar Binding ritual. The Gardeners likely use this room to summon and bind all Sahkils due to it's metaphysical properties.

This room grants a +2 to checks required to call creatures from (or send creatures to) the Ethereal plane. And with that you have explored everywhere except the tunnel down. I'll let you continue to deliberate plans (though see the discussion tab RE: dispel magic), and remind you that the worm's nefarious ritual designed to slay most of Galt's population has been delayed by days thanks to your efforts, so you are probably safe to rest if you want


Night of the Gray Death

I'm going to say for our purposes that you know Dispel magic can work, because even then it's going to be difficult to pull off because of the level and DC.


Night of the Gray Death
Turrey Butterhill wrote:
Do I know? If not, can we try to learn it from the pillar?

That's a great question. I'd say the ritual was enough to tell you, but I'm not sure myself! The module doesn't give me a great deal to go on here, perhaps someone else is more knowledgeable.

Here's the relevant text from the ability:

Telepathic escape wrote:

(enchantment, incapacitation, mental, occult, possession)

... This has the same effect as the possession spell with an unlimited duration, except the conqueror worm has wholly foregone its physical body...

...At this point, the host is dead and can’t be restored except by miracle, wish, or similar magic. Before that point, however, this horrid transformation can be ended by any effect that expels the conqueror worm’s possession ...

The only thing I could find that explicitly attempts to expel a possession is the feat Cast Out, which I'm fairly certain no-one has. Would Dispel Magic work? It's not exactly a spell effect, but it does say it has the same effects as Possession which is a spell. Thoughts? Are there any other options I've missed (Other than miracle, wish, or similar magic which I'd say would work)?

Also I've got another trip coming up. I will try to post if I can but I'm expecting to be fairly busy. I'll be leaving on the 28th January and returning on 11th February. It's a bit of a shame as we're right near the end of this now.


Night of the Gray Death

Kaldren instructs the others on the steps required for the ritual, all of whom know a good deal more than him about the steps involved.

With the incense lit in a circle around the pillar, Turrey begins to recite the simple repetitive phrases given by Kaldren. He can't resist putting it to a tune with his violin, which does seem to lend more conviction to his words.

Bellaluna has to feed the ritual with everything she knows about the subject. She has heard very little about conqueror worms, but she knows something of what this one wants, so she speaks instead of times something similar has happened before; when whole societies have fallen into ruin. She speaks an endless litany of Thassilon and Azlant and the Shory and many others.

Félicité's job takes the most concentration. She has to channel the magics Bellaluna and Turrey are evoking by drawing out complex glyphs, and speak her own complex litany at the same time.

The ritual stretches on for over an hour. Kaldren and Gregoth catch significant looks passing between the participants as they recite and sing, draw and recite. Looks that say Shouldn't this have worked by now?, and What did we do wrong?

Eventually Félicité announces "ENOUGH!"

Turrey and Bellaluna both stop performing their parts and Turrey lays his violin down and rubs his shoulder. He makes as if to call out a commiseration, but surprises himself by instead shouting "Death to!"

Bellaluna starts to understand, and replies "sate the conqueror worm", and Félicité continues "would overflow the boneyard". The circle picks up pace as the three tell tales of the conqueror worm forgotten by society.

You learn that conqueror worms are deeply malevolent creatures that treat societies as their playthings. They have the lifespans and patience to enact decades-long plots to destroy whole civilizations, and when they're done they usually leave so little behind that nothing can arise in its place. Other legends speak of their incredible psychic power and how they use it to turn the supposed leaders of a civilization into puppets.

On the few occasions where their plots have been found out and worms have been confronted, sad songs tell of armies melted by powerful jets of acid breath, but of a handful of lance-wielding paladins who fought one to a stand-still.

Other legends speak of their terrifying ability to escape death, for when a worm dies it can telepathically jump into the living body of any whose mind they have invaded, whereafter only a few days is required before the hapless individual bloats up like a worm, forms a cocoon around themself, and eventually bursts forth as the original worm reborn. Only magical eviction of the possessing worm before that happens can prevent the worm from coming back and the host from being permanently destroyed. It is said that any kind of mental communication with the worm can open you to being invaded in this way, but even those who refuse can be invaded by the worm's mental assault.

i.e failing a save against any of its mental spells leaves you open to getting invaded, as does speaking to it telepathically, even replying to it. You got a critical success thanks to the various boosts so you also learn the following:

Félicité gets a mental flash as she's speaking this part of the legend and instinctively knows it's a sequence of images of all the people whose minds the worm has invaded. She sees brief flashes of the now-dead worm prophets, and then one of poor Keznin Nevarmo.

What do you do?


Night of the Gray Death

Gregoth is correct, 2 secondary casters are required but there are no requirements on their skill. If Bellaluna is not convinced by Gregoth's argument and would prefer not to participate, then you could still do the ritual with either Gregoth or Kaldren in the second secondary caster role. They would almost certainly critically fail, but it would allow you to potentially succeed regardless. I'll also let you know that the Conqueror Worm is considered present for this ritual due to its psychic pressure, so you are at +1 degree from the pillar, +1 for the worm being present, and -1 (probably) for Gregoth or Kaldren having no idea what they're doing :). That is still a very strong position, though the -4 circumstance penalty will hurt; the DC of this ritual is different to the standard Legend Lore.


Night of the Gray Death

Turrey, Kaldren and Bellaluna, would you like to try the ritual? If so you can choose your roles and make the checks. It needs two secondary casters doing Society or Performance (it looks like Félicité at +32 Society, Turrey +31 Performance or Bellaluna +25 Society are your options there), and the primary caster to needs to be a master in Occultism, for which your options are Félicité +30 or Turrey +28. Alternatively if you'd prefer to venture down into the worm's lair make your preference known


Night of the Gray Death

Yes there is a chest in this room with exactly the right type of incense. I said it was "filled", however it's actually not quite full as it plainly contained a lot more of this incense. There is enough for 4 or 5 uses of this ritual.


Night of the Gray Death

As Kaldren is examining the pillar, he moves to trace the carvings with a finger, but as soon as he makes contact his eyes roll back in his head and he drops his flail. He stands rigidly with his mouth hanging open, but only for a second before he comes back to his senses.

I've checked with Kaldren's player that he'd share what he learned with you, so I'll reproduce the content of the spoiler above here

The Amaranthine Pillar wrote:


The world freezes as you are assaulted by a barrage of images and information. You feel connected through the deep roots of this pillar, to all the knowledge and understanding that the planet has witnessed. You learn a special form of the Legend Lore ritual that you can conduct around the pillar, with the following alterations:

- It takes one hour instead of one day, but can only be performed once per day
- If one of the casters is an aberration, fiend, celestial or monitor, the degree of success is reduced by one step
- If not, and the target is an aberration, fiend, celestial or monitor, the degree of success is increased by one step

In addition, you see rapid visions of the last user of the pillar, the Kimenhul Three-Faced Regent. You see that it was researching the Conqueror Worm which it claimed to serve, in particular trying to understand its ability to escape death by projecting its consciousness elsewhere. You see in the vision its increasing frustration with its inability to successfully learn this information

What do you do?


Night of the Gray Death

The floor spiral is different to a pharasmin one, it's the wrong chirality for one, but also it appears to have been made to mislead the eye and ruin the serene nature of the previous concentric circles. I'll wait a bit to see if Turrey or Kaldren want to investigate with their fingers, and if not we'll see what Gregoth has won :)


Night of the Gray Death

That's a good idea, I'll roll relevant knowledges for everyone

GM Screen:

Félicité Arcana (L): 1d20 + 32 ⇒ (7) + 32 = 39
Turrey Arcana (U): 1d20 + 20 ⇒ (3) + 20 = 23

Bellaluna Religion (T): 1d20 + 24 ⇒ (9) + 24 = 33
Félicité Religion (M): 1d20 + 30 ⇒ (12) + 30 = 42
Turrey Religion (U): 1d20 + 22 ⇒ (16) + 22 = 38
Kaldren Religion (L): 1d20 + 32 ⇒ (20) + 32 = 52

As the group studies the pillar, all except Gregoth recognise small motifs worked into it and the pillar as iconography sometimes associated with several deities; Nethys, Brigh, and Ng. All except Gregoth also recall that the main area of veneration in common between these deities is knowledge. Kaldren has a sudden feeling of wrongness, that the place he's in was once holy and has been desecrated so thoroughly that its connection to the divine has almost been completely severed.

Félicité also learns some insights into the workings of the pillar. She thinks the pillar is very old, older than the Gray Gardeners. She finds that the spiral carved into the floor actually appears to have once been simple concentric circles, likely to aid in concentration. It has been changed more recently to an uneven spiral that upsets the flow and balance of the room. She believes the pillar is some sort of ancient conduit for or receptacle of knowledge, though the specifics of its workings would need more study to decipher.


Night of the Gray Death
Gregoth wrote:
If Félicité dealt damage to Kaldren, wouldn't he make a Flat Check to possibly end the Confused condition?

Good point!

DC 11 Flat: 1d20 ⇒ 1

Gregoth drops his sword and with a tremendous effort grabs onto the struggling Kaldren, though he can't manage to land a knockout blow.

Félicité heals the worst of Gregoth and her wounds while Kaldren slams his flail into Gregoth, clearly not himself. Turrey's inspiring song helps mitigate the damage somewhat.

fast forwarding this somewhat...

Gregoth unarmed attack AC 41: 1d20 + 29 ⇒ (15) + 29 = 44
Bludgeoning: 1d4 + 11 ⇒ (4) + 11 = 15
DC 11 Flat check: 1d20 ⇒ 13

After some more struggling, one of Gregoth's blows causes Kaldren to come to his senses, and things are finally quiet as you are left alone with the pillar, and a wide passage to the east leading steeply down. It's hard to know how you know, but the psychic pressure feels like its coming from down there.

The Amaranthine Pillar

Final Status

Turrey
Gregoth 91/314, Guidance
Félicité 164/242
Bellaluna 171/222

In the corner of the room is a chest filled with rare and valuable incense, the type which is required for powerful rituals.

Healing I think we can handwave, you have enough that you can easily do it in an hour, and reset the cooldown on Félicité's battle-medicines too. We're into afternoon now

The pillar in the room draws the eye. It feels powerful, and Kaldren can confirm it has an intense magical aura of divination.

If anyone touches the pillar:

The world freezes as you are assaulted by a barrage of images and information. You feel connected through the deep roots of this pillar, to all the knowledge and understanding that the planet has witnessed. You learn a special form of the Legend Lore ritual, with the following alterations:

- It takes one hour instead of one day, but can only be performed once per day
- If one of the casters is an abberation, fiend, celestial or monitor, the degree of success is reduced by one step
- If not, and the target is an abberation, fiend, celestial or monitor, the degree of success is increased by one step

In addition, you see rapid visions of the last user of the pillar, the Kimenhul Three-Faced Regent. You see that it was researching the Conqueror Worm which it claimed to serve, in particular trying to understand its ability to escape death by projecting its consciousness elsewhere. You see in the vision its increasing frustration with its inability to successfully learn this information

What do you do?


Night of the Gray Death

Botting Turrey

Turrey flies into the room, picks up his song of courage, and fires a couple of shots at the terrifying fiend

◆ Command Carpet
◆ Inspire Courage

◆ Strike
Bow: 1d20 + 30 + 1 ⇒ (14) + 30 + 1 = 45
Hits due to inspire
Piercing, sonic: 3d6 + 3 + 1d6 + 1 ⇒ (1, 3, 3) + 3 + (1) + 1 = 12

◆ Strike
Bow: 1d20 + 30 - 5 + 1 ⇒ (9) + 30 - 5 + 1 = 35
Piercing, sonic: 3d6 + 3 + 1d6 + 1 ⇒ (1, 4, 5) + 3 + (3) + 1 = 17

One of his arrows just hits, and the injury, though minor, seems to cause the kimenhul to look worried. It looks to Gregoth as if to siphon his fear to heal its wounds, but Gregoth shrugs the fear off and marches toward it.

Getting rid of the Frightened before its turn means it won't heal, which is huge. I think it will take the AoO here, obviously it wants to get Bellaluna but Gregoth is very injured too

Bite: 1d20 + 38 ⇒ (7) + 38 = 45
Piercing: 4d12 + 18 ⇒ (2, 5, 10, 5) + 18 = 40
40 damage to Gregoth!

One of its heads bites out at him as he moves in, but the wound isn't as severe as some and the old warrior stays on his feet.

Félicité fires a scatter-gun of arrows out into the battlefield, managing to hit both Kaldren (whose regenerating body immediately starts to push out the arrow), and the Three-Faced Regent. It staggers with the impact of the small arrow. Afterwards she seems to gather her senses and realise what's going on.

As mentioned in the discussion, that will do for a successful save so no longer confused

While carefully reloading and backing up, Bellaluna manages a single shot but her bolt bounces off the thick bark-like skin of the kimenhul. Kaldren looks confused but attacks the fiend as well, though without any better luck.

"This fight is beneath me" the central head of the Three-Faced Regent announces as if announcing that dinner is served. "I'll see you in your nightmares".

It then promptly vanishes, leaving you all alone in the room without any enemies. All except for Kaldren that is, who is left with four foul creatures trying to murder him!

I'm tempted to handwave this, but with Kaldren's high AC it may be a challenge to subdue him. I'm not sure, let's play a round out at least

The Amaranthine Pillar

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 6

...
Turrey 12/12 Temp HP

Round 7

Gregoth 80/314 Rage, 0/22 Temp HP Frightened 2
Félicité 96/242 0/12 Temp HP
Bellaluna 171/222 Mobile Shot Stance
Kaldren 56/278 Regeneration 20, Confused
Three Faced Regent -399 Undetected
...

Everyone is up! That said it probably makes sense Kaldren for you to wait until everyone else has gone


Night of the Gray Death
Turrey Butterhill wrote:
Ahhh. Would Dispel Magic potentially free Kaldren?

Yes. Your counteract modifier for it would be your spell attack, and the DC is the same as the spell (42). You'd need to choose your spell slot, recalling that the higher it is the better the chance it has of counteracting the effect.

Critical Success: It counteracts things up to level + 3
Success: It counteracts things up to level + 1
Failure: It counteracts things up to level - 1
Critical Failure: Nothing happens.

So if you cast at level 9 and fail, it would still work against level 8 effects etc. You could recall knowledge with arcana or occultism to try to assess what level you think the spell effect is, or just pick a spell level.

It's also worth noting that taking any damage gives a 50/50 chance of snapping out of it each time, so for example if you had Magic Missile you could pepper him with 1 actions missiles until he was OK.

Oh and Félicité it's not a flat check at the end of your turn it's another save, so that 10 gives you 42 and you're recovered!


Night of the Gray Death

Turrey unleashes a flurry of arrows across the battlefield, only one of which finds its target, Félicité.

You actually rolled a 40 (MAP does not increase beyond double), the corner is providing standard cover (+2 to AC), but Félicité is flat-footed while confused so that would be a hit, and the 20 takes it to a crit. You do get a save at the end of your turn so you're now no longer confused

Yes I forgot the shield as always. I had been thinking Heroic Presence didn't apply to you as it mentions allies, but on second reading that seems to be the flavour sentence and only refers to 10 willing targets, so yes you got a success and therefore a critical success

In a whirl of steel, Gregoth makes a cascade of quick flashing attacks, but the kimenhul is just as fast and only one manages to make it through. It's enough to draw its angry attention though.

Félicité also unleashes a torrent of arrows, but in her panic none are on target. On her last arrow, the kimenhul lashes out.

↺ Attack of Opportunity
Bite vs. FF AC 41: 1d20 + 38 ⇒ (18) + 38 = 56
Piercing: 4d12 + 18 ⇒ (7, 12, 5, 5) + 18 = 47 doubled due to crit
122 damage to Félicité!

Félicité DC 11 Flat: 1d20 ⇒ 9
Félicité will, status, stupefied: 1d20 + 32 + 2 - 3 ⇒ (6) + 32 + 2 - 3 = 37

Bellaluna makes another of her trademark paired-shots, and again one of the bolts finds its way through the creatures hide and burns it horribly.
weakness to good triggered as usual

The kimenhul makes angry faces at both Gregoth and Bellaluna, and unloads on Gregoth with unholy fury.

◆◆ Frightening Flurry
Bite vs. AC 40: 1d20 + 38 ⇒ (17) + 38 = 55
Piercing: 4d12 + 18 ⇒ (2, 11, 2, 6) + 18 = 39 Doubled due to the crit
78 damage to Gregoth!

Claw vs. AC 40: 1d20 + 38 - 4 ⇒ (3) + 38 - 4 = 37

Claw vs. FF AC 38: 1d20 + 38 - 8 ⇒ (11) + 38 - 8 = 41
Slashing: 4d8 + 18 ⇒ (7, 5, 5, 6) + 18 = 41
41 damage to Gregoth! Also Frightened 2

The stalwart warrior remains standing, though injured and shocked by the display. The huge three-headed sahkil also looks badly injured, and it decides to leave Gregoth to deal with his confused allies and to charge toward Bellaluna!

◆ Stride

Gregoth swipes at it as it moves, but shaky arms lack the force necessary.

The Amaranthine Pillar

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 5

...
Turrey 12/12 Temp HP

Round 6

Gregoth 120/314 Rage, 0/22 Temp HP Frightened 2
Félicité 96/242 0/12 Temp HP Confused
Bellaluna 171/222 Mobile Shot Stance
Kaldren 51/278 Regeneration 20, Confused
Three Faced Regent -366
...

Everyone is up!


Night of the Gray Death

Kaldren stands defiantly after Félicité's ministrations, and casts a spell that starts healing his wounds.

Enraged, the kimenhul lashes out at him, then starts to cast another spell.

Bite vs. AC 44: 1d20 + 38 ⇒ (12) + 38 = 50
Piercing, evil: 4d12 + 18 + 3d6 ⇒ (11, 9, 5, 10) + 18 + (4, 4, 2) = 63
63 damage to Kaldren!

Gregoth lashes out as it casts, but it easily evades it and attempts to muddle your minds!

The only corner of the kimenhul that Turrey can (just) see is more than 30 feet from him, but an unseen corner of it is 30 feet from him. I'm going to say they're in range of each other because otherwise he wouldn't have been able to do the Spirit Blast

Saves:

Gregoth Will (M): 1d20 + 30 ⇒ (9) + 30 = 39
Gregoth: Failure
Bellaluna Will (E), status, circumstance: 1d20 + 28 + 2 + 1 ⇒ (18) + 28 + 2 + 1 = 49
Bellaluna: Emotion:(+1 circ and success => critical success)
Félicité Will (L), status, stupefied: 1d20 + 32 + 2 - 3 ⇒ (4) + 32 + 2 - 3 = 35
Félicité: Failure
Turrey Will (M), status: 1d20 + 31 + 2 ⇒ (4) + 31 + 2 = 37
Turrey: Failure
Kaldren Will (M), status: 1d20 + 30 + 2 ⇒ (4) + 30 + 2 = 36
Kaldren: Failure

Bellaluna manages to shake off the invasion into her mind, used as she is to handling overwhelming emotions, but everyone else becomes confused. They all feel as if they're surrounded by enemies and must do their best to stop them!

Yay everyone loves confusion. Kaldren, Turrey, Félicité and Gregoth are Confused for 1 minute. It says the GM determines your targets randomly, I delegate that task to you, as well as how you'd like to attack them. Note that the wording strongly suggests to me that you should be using your best strikes or offensive cantrips, but that you're not compelled to use your high level spell slots. If you had a hero point and wanted to reroll the DC is 42. You also get a new save at the end of your each of your turns (and a flat check if you take damage). Kaldren I'd suggest you'd start by picking your weapon up

The Amaranthine Pillar

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 4

...
Turrey 12/12 Temp HP Confused

Round 5

Gregoth 239/314 Rage, 0/22 Temp HP Confused
Félicité 12/12 Temp HP, Stupefied 3 (last round 5) Confused
Bellaluna 171/222 Mobile Shot Stance
Kaldren 31/278 Regeneration 20, weapon dropped Confused
Three Faced Regent -279
...

Everyone is up!


Night of the Gray Death

Turrey flies back toward the beast, and as soon as he can see it unleashes a well-placed arrow and a spiritual assault on the fiend.

Fort: 1d20 + 33 ⇒ (14) + 33 = 47

Gregoth unleashes a blast of energy at the Three-Faced Regent which it ducks away from, and then rushes to protect Kaldren. The fiend lashes out at him with a root-like claw.

Claw vs. AC 40: 1d20 + 38 ⇒ (5) + 38 = 43
Slashing: 4d8 + 18 ⇒ (4, 2, 7, 2) + 18 = 33
33 damage to Gregoth!

He then turns and rakes the beast with his sword, just managing to connect and sever some of its claws.

Without the inspire that's just a hit

Félicité rushes in and brings Kaldren round with incredible speed

Bellaluna aims a careful shot and sinks another of her bolts that seem to be anathema to it, the small wound it makes burns and sizzles along with the usual light.

The Amaranthine Pillar

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 3

...
Turrey 12/12 Temp HP

Round 4

Gregoth 239/314 Rage, 0/22 Temp HP
Félicité 12/12 Temp HP, Stupefied 3 (last round 5)
Bellaluna 171/222 Mobile Shot Stance
➤Kaldren 74/278 Prone, Wounded 1, weapon dropped
Three Faced Regent -279
...

Kaldren is up!


Night of the Gray Death

That's right, the Frightened and Fleeing has gone (for now), so it would just be one AoO. I'm fine with the delay to get Gregoth to trigger first


Night of the Gray Death

I'm sorry I forgot to update Kaldren and Gregoth's position after my post yesterday to reflect the retcon. I have now done so.

The (now correct) positions present a problem, Félicité will trigger an attack of opportunity moving in to Kaldren's aid. Do you still want to do that?

Similarly I've moved Gregoth back to his starting position (which I said I did in the post but didn't actually do), do you still want to move Gregoth? Sorry for all the confusion.


Night of the Gray Death

That's right Turrey, those were your round 2 actions, and you can use round 3 to could fly back in (40 feet) with one action, then have 2 actions plus the quickened action remaining.

I had also missed the Inspire Courage ending, thanks for pointing that out.


Night of the Gray Death
Gregoth Paalus wrote:

I’m uncertain now if Gregoth was in range for that Glimpse of Redemption, but if he was then the persistent Good damage will sure come in handy!

Dammit that's right, you were 20 feet from Kaldren at the time, my apologies. That's going to be a painful retcon because it means the creature's first claw would have hit Kaldren...

Slashing: 4d8 + 18 + 3d6 ⇒ (4, 2, 1, 7) + 18 + (5, 6, 2) = 45

Sorry Kaldren, you actually went down last round :( Would that have changed your plan Gregoth? Either way Kaldren is dying in the square you moved into so I've put you back for now.

Kaldren Recovery DC 11 or so: 1d20 ⇒ 13

Kaldren crumples to the ground unconscious, but his wounds don't look immediately life-threatening.

Stable at 0 HP, Wounded 1. I'll hold off resolving Gregoth and Bellaluna for now until we see what Félicité and Turrey do.

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 3

...
➤Félicité 12/12 Temp HP, Stupefied 3 (last round 4)
Turrey 12/12 Temp HP
Kaldren 0/278 Unconscious, Wounded 1

Round 4

Gregoth 250/314
Bellaluna 171/222 Mobile Shot Stance
Three Faced Regent -150

Félicité and Turrey are up!


Night of the Gray Death

In case I confused things by pausing for Turrey, Félicité fled on round 2, and then Turrey immediately followed and soothed her. In round 3 Kaldren failed to escape, Gregoth tripped the beast, and Bellaluna got a shot in.

Then it stood up, shredded Kaldren (but stopped grabbing him), and it's back to y'all on Round 3/4!


Night of the Gray Death

We're resolving in initiative order, so Félicité runs, then Turrey runs after her and casts the ballad when he's in range. He was 25 feet behind her when she ran. She runs 100 feet, putting her 75 feet beyond him, and he can stride 50 feet and be within range for his spell, huzzah. It's even better than that because I'd forgotten we'd established he's on the carpet, so he can get there with a single Command action (it only moves 40 feet but the angles mean that's enough)

Turrey rushes after the fleeing Félicité and reaches for her with a soothing melody. Just as she's about to get too far to hear, his music reaches her and snaps her out of her panic.

Stupefied extra rounds: 1d4 ⇒ 2

A hero point to Turrey for helping get Félicité back into the fight, and one for Kaldren for the exact right spell at the right time, even though it ended up not helping anyone's rolls this time

I think your counteract modifier might be +29 rather than +30, but you only needed a 42. Félicité still suffers from the other effects, namely the flat check or become Frightened and Fleeing when stressed, but this clears her current Frightened and Fleeing. I'll call for the flat check when any kind of initiative is rolled, so you can forget about it for this encounter. Turrey as a reminder the carpet works with Command an Animal/Carpet actions, one action commands it to fly 40 feet. That means you can't use your extra hasted action for it

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 4)
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 3

...
Félicité 12/12 Temp HP, Stupefied 3 (last round 4)
<--- Inspire Courage ends here --->
Turrey 12/12 Temp HP
Kaldren 31/278 Frightened 1

Round 4

Gregoth 250/314
Bellaluna 171/222 Mobile Shot Stance
Three Faced Regent -150 1 Claw used for Grabbing, Enfeebled 2

Félicité, Turrey, Gregoth and Bellaluna are up!


Night of the Gray Death

Félicité looks aghast at the display and runs for her life.

@Turrey This particular effect cannot be completely removed with anything short of a wish, but I would say a successful counteract would suppress this instance of fear (and fleeing). However Félicité has run past you so far (thanks to haste!) that you can't currently see her. You could run after her (requiring two strides to get within 30 feet) and cast your soothing ballad, or leave her to flee and move into the room so you can attack the kimenhul. If she runs she'll be out of this fight for a while (she'll run for another two rounds and then need 3 rounds to come back), but if you follow you'll also be out of it for a round. It's not clear what the best choice is, so I won't make it for you

Kaldren struggles against the impossible strength of the kimenhul, and is unable to escape its grasp. He brings his flail down on it with all his might, but it shrugs off his blows.

Gregoth shakes off his fear, and topples the mighty fiend with a feat of immense strength.

I don't think we've established in this game but the errata on combat manoeuvrers not being attack rolls and thus not benefiting from Inspire Courage is strange and we're not using it. Therefore that succeeds exactly

When he picks up his sword, it lashes out from the ground

↺ Attack of Opportunity
Claw, prone vs. AC 41: 1d20 + 38 - 2 ⇒ (18) + 38 - 2 = 54
Slashing: 4d8 + 18 ⇒ (8, 6, 3, 7) + 18 = 42

↺ Glimpse of Redemption
84 64 damage to Gregoth!

The claw slashes him and causes his strike to falter and miss.

Bellaluna heroically forces her fear down, and hits with another of her shots, again causing the monster to sizzle and scream in pain.

I forgot something else last round as well, it should have healed some from Bellaluna's fear. Retcon: that happened, however it doesn't happen this round because no-one around it is afraid, huzzah

The Three-Faced Regent ◆ quickly rights itself, easily avoiding Gregoth's opportune strike. It ignores him and continues to try tearing Kaldren apart.

◆◆ Frightening Flurry
Bite vs. FF AC 42, Enfeebled: 1d20 + 38 - 2 ⇒ (20) + 38 - 2 = 56
Piercing, Enfeebled: 4d12 + 18 + 3d6 - 2 ⇒ (6, 12, 7, 9) + 18 + (6, 1, 1) - 2 = 58

Claw vs. FF AC 42, Enfeebled: 1d20 + 38 - 2 - 4 ⇒ (8) + 38 - 2 - 4 = 40
Miss due to Enfeebled!
Claw vs. FF AC 42, Enfeebled: 1d20 + 38 - 2 - 8 ⇒ (4) + 38 - 2 - 8 = 32

116 damage to Kaldren! Also Frightened 1. No longer Grabbed though
The Amaranthine Pillar

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 4)
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 2

...
Félicité 12/12 Temp HP, Frightened 2, Stupefied 3, Fleeing
Turrey 12/12 Temp HP <clarify actions>
Kaldren -247 Frightened 1

Round 3

Gregoth -64
Bellaluna -51 Mobile Shot Stance
Three Faced Regent -150 1 Claw used for Grabbing, Enfeebled 2

Turrey is up! Just to decide which way to go. We can keep your existing rolls. I've put two tokens of you on the map representing your current position and where you'd need to go to get to Félicité


Night of the Gray Death

@Félicité I rolled a recall knowledge for everyone for free since there was some conversation first, and you failed, so you can't do any more (and learn anything anyway). I suppose I should have given you a chance to use your hero point on that as I did Kaldren, so I'll do that now

GM Screen:

HP reroll: 1d20 + 30 ⇒ (17) + 30 = 47
Recall Knowledge: 1d20 + 30 ⇒ (14) + 30 = 44

Félicité:
At first you recalled that this is a Kimenhul, one of the most powerful Sahkils. It has mastery of fear, and can perform a display that can give long-lasting fear. You then recalled that it can take attacks of opportunity, and it's especially dangerous against frightened opponents. It has an ability to cause fear that makes anyone who fails the save more susceptible to fear for a year (or permanently on a crit-fail). That means they need a flat-check or become Frightened 2 each time they roll initiative. It also has AoO, and can take two strikes if the triggerer is Frightened

Félicité bandages Bellaluna around the corner and moves in to get a closer look at the creature.

Turrey immediately starts to weave magic around the group, boosting speed and attacks in his inimitable way

Kaldren immediately moves to protect his allies from the devastating fear he recalls the Kimenhul can produce.

[ooc]As Kaldren is now hasted, I'm going to assume he'd want to move in to permit Gregoth to flank

He then moves to attack, and the Kimenhul strikes out with a claw

↺ Attack of Opportunity

Bite vs. AC 44: 1d20 + 38 ⇒ (7) + 38 = 45
Piercing, evil: 4d12 + 18 + 3d6 ⇒ (4, 10, 6, 11) + 18 + (3, 6, 1) = 59
59 damage to Kaldren!

Gregoth then advances, taking advantage of its distraction to slip into a flanking position, however one of its heads continues to watch Kaldren while the other follows Gregoth.

i.e. it can't be flanked. It doesn't take a second AoO though. As Félicité just recalled, this thing can sort-of take two AoOs, but it just gets two attacks as part of the reaction against Frightened enemies

Despite being watched Gregoth's first mighty swing stabs deep into the creature's side, though it blocks his second swing with a claw.

It is not affected by the positive damage, but everything else goes through

Bellaluna cautiously moves away from the now engaged creature.

The Kimenhul starts to move strangely. It's oily-bark skin seems to flow and undulate and its faces scream in impossible expressions of terror while you all Except for Turrey who can't currently see it feel an unprecendented psychic assault.

◆◆ Eternal Fear

Kaldren's spell is going to come in handy here, +4 status bonus to this very important save. This doesn't trigger an AoO from Gregoth

Gregoth Will (M), status: 1d20 + 30 + 4 ⇒ (2) + 30 + 4 = 36
Gregoth: Fail.
Bellaluna Will (E), status, circumstance: 1d20 + 28 + 4 + 1 ⇒ (7) + 28 + 4 + 1 = 40
Bellaluna: Fail
Félicité Will (L), status: 1d20 + 32 + 4 ⇒ (2) + 32 + 4 = 38
Félicité: Fail
Kaldren Will (M), status: 1d20 + 30 + 4 ⇒ (20) + 30 + 4 = 54
Kaldren: Critical Success

Yikes. I expect you'll want to use your fresh January 1st Hero Points on those fails (DC 42); The effects are quite debilitating:

Failed Save effect:

The target becomes frightened 3 and is fleeing as long as it's frightened. Even after recovering from the initial experience, the trauma is lodged in the target's mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 11 flat check or become frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it's frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as wish. You also become Stupefied 3 for the duration of the effect and for 1d4 rounds thereafter

Crit failures are the same but the effect is permanent. This does have incapacitation but you have to be level 21 to benefit. It has the divine, emotion, enchantment, fear, incapacitation and mental traits, so I think you all get a crit success if you can roll a success on this

Finally it lashes out at Kaldren who had the temerity to look unperturbed at its display.

Claw vs. AC 44: 1d20 + 38 ⇒ (18) + 38 = 56
Slashing, evil: 4d8 + 18 + 3d6 ⇒ (2, 6, 5, 7) + 18 + (2, 2, 2) = 44 doubled from crit
88 84 damage to Kaldren! (slashing resistance from armour critical specialisation)
◇ Improved Grab

It's claw grabs him round the waist, shredding his armour like paper.

The Amaranthine Pillar

Active Effects:
Psychic Pressure: Recall Knowledge DCs are increased by +2 and Stupefied DC is increased by stupefied value.
Heroic Presence: Everyone has a +2 status bonus to Will saves vs. Mental effects
Inspire Courage: Everyone has +1 status bonus to attack and damage rolls, and to saves against fear effects (until Turrey's turn on round 4)
Haste: Everyone is quickened until Turrey's turn on round 11, and the extra action can be used for a Strike or a Stride only

Round 2

...
Félicité 12/12 Temp HP, Frightened 3, Stupefied 3, Fleeing
Turrey 12/12 Temp HP
Kaldren -131 Grabbed

Round 3

Gregoth Rage, 22/22 Temp HP, Frightened 3, Stupefied 3, Fleeing
Bellaluna -51 Frightened 3, Stupefied 3, Fleeing, Mobile Shot Stance
Three Faced Regent -125 1 Claw used for Grabbing

Everyone is up! Hero Points have also reset


Night of the Gray Death

I saw everything you quoted Turrey, but what sold me was the fact that Improved Grab refers to Grab which has Requirements "The monster's last action was a success with a Strike", and the following line:

CRB wrote:


Using an activity is not the same as using any of its subordinate actions [...] if you used an action that specified, “If the next action you use is a Strike,” an activity that includes a Strike wouldn’t count, because the next thing you are doing is starting an activity, not using the Strike basic action.

The requirements on Grab are that the last action you used is a Strike, which is pretty similar to that example. Now there is a perfectly consistent reading which would cause you to rule that Improved Grab could still be used, that the actions used are as follows:

1) Stride
1) Frightening Flurry
2) --> Subordinate Strike
3) --> Subordinate Strike
4) ----> Improved Grab
2) --> Subordinate Strike

But the other equally plausible reading is that the Subordinate Strikes don't count for clauses like "next action" and "last action" because those subordinate actions are not first-class in some sense, the actions used on that turn are:

1) Stride
2) Frightening Flurry (that happens to include some strikes that don't count in the action order)
3) --> Can't use Improved Grab because the "last action" is Frightening Flurry

If Improved Grab hadn't mentioned Grab, and just said it was a Free action with a trigger of "The monster hits the target" I think it would be fairly clear cut, it's just this "next action / last action" business which makes it a bit ambiguous. I would certainly have no problem if someone ruled the other way, and may do so myself in future, but I tend to err on the side of leniency. I would much rather learn that I'd made a mistake and made it too easy than kill a character just before the end of the module and later learn it was because I was unduly harsh.

Haste instead of the bow makes sense.


Night of the Gray Death

You make a good argument and I'm convinced. Bellaluna isn't grabbed

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