Harsk

Olnik Shadowstone's page

375 posts. Organized Play character for azjauthor.


RSS

1 to 50 of 375 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Looks good to me! Thanks so much for running.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

"Shayla, stay right there, okay?" He motions the others over into a huddle to discuss things so the demon can't hear.

"It seems like this demon is likely to possess humans. If either Charlies or Meadow get close to Shayla, the demon will probably jump out and try to take control of you. I could cast soothe on you both, then one of you could 'accidentally' get hear her. The demon would then try to hop into you ... but I believe the protective power of the soothe would help against the attempt. And, to be honest, you both are likely much more mentally resilient than the rogue. Alternately, we could just take her back to the lodge, and try to keep you both at a distance until then."

He shrugs. "Those are all the ideas I have, at least."

Given that the GM is giving us a suggestion to just go back to the lodge, I'm fine with taking it, but figured I'd go ahead and offer up an in-character plan to get at the demon. But since soothe gives an extra +2 vs. mental effects I figured it might be a way to help avoid the possession.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

As his courageous anthem draws to a close, Olnik bangs the drum, causing his shimmering magical warhammer to swing at the red fanatic.

◆ Sustain a Spell: spiritual weapon
spiritual weapon attack on red: 1d20 + 12 ⇒ (1) + 12 = 13
spiritual weapon damage (bludgeoning): 1d8 + 4 ⇒ (8) + 4 = 12

He then casts another spell, this one with a more soothing song, on himself.

◆◆ Cast a Spell: soothe
soothe healing: 1d10 + 4 ⇒ (1) + 4 = 5
In the midst of battle, though, the song isn't as soothing as it could be.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Unless any of the other casters have dispel magic or something similar, it looks like getting that out of you may be tricky. I have one other holy water, but wouldn't want to use it now given how little effect it seemed to have. That is, unless the holy water coursing through your body is maybe giving at least persistent good damage, which might chase him out.

If no one else can get it out and the demon doesn't leave your body before then, I can cast dispel magic ... but not until after resting and regaining 3rd level spells.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik frowns as he sees the reaction, or lack of reaction, from the demon. "Expected something more impressive than that ..." Clealry, though, his distraction and fascination costs him, as he is severely stabbed by the red fanatic.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

I'll go ahead and jump in, since the baddie between Bulak and me in initiative is out of commission. Third and final round of courageous anthem.

Olnik continues banging the drum, and the warhammer spins in the air to strike at the yellow fanatic.

◆ Sustain a Spell: spiritual weapon
spiritual weapon attack on yellow: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
spiritual weapon damage (force) on yellow: 1d8 + 4 ⇒ (4) + 4 = 8

Continuing to bang the drum, he walks toward Shayla and holds out a flask toward her in the hand that isn't banging his clan dagger's hilt into the drum.

◆ Stride
◆ Interact: Draw holy water

"Drink this," he says. "It'll mess the demon up something proper, but you should be fine..." He sounds a little less confident than you'd hope about this last bit, but it's at least a plan.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

↺ Recognize Spell
Occultism w/ Oddity Identification: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26

Can I tell the duration of the spell?

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Round 2 of 3 courageous anthem

Olnik flourishes his banging on the drums, and the magical warhammer flies toward the white demon and whacks at him.

Hopefully that doesn't trigger a reaction from the demon ...

◆ Sustain a Spell: spiritual weapon
spiritual weapon attack: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
spiritual weapon damage (force): 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

He then casts a soothe spell on Charlies.

◆◆ Cast a Spell: soothe
Heal on Charlies: 2d10 + 8 ⇒ (5, 6) + 8 = 19

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

I do still have a haste scroll I can cast on someone if anyone will find it useful.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

My Recognize Spell feat gives me a reaction when I see a spell being cast ...

Religion: 1d20 + 12 ⇒ (6) + 12 = 18
So ... probably don't get a +1 to my will save

Will save: 1d20 + 14 ⇒ (10) + 14 = 24
So close. Taking 21 spirit damage, then

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik plays a rousing beat to inspire his allies to greater valor.

◇ Cast a Spell: lingering composition
◈ Cast a Spell: courageous anthem

Performance: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
+1 to attack, damage, & fear saves for 3 rounds. 1 focus point spent.

As he continues to play, the sound from his drum manifests as a shimmering image of light, spirit, and sound vibrations, manifesting near the demon in the form of a warhammer, which swings at the foul beast.

◈◈ Cast a Spell: spiritual weapon
spiritual weapon attack on white demon w/ courageous anthem bonus: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
spiritual weapon damage (force) w/ courageous anthem bonus: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik casts a quick detect magic to make sure they aren't missing anything on that front, and then assists with the searching.

Perception: 1d20 + 14 ⇒ (5) + 14 = 19

Once everyone has had time to search the area, he motions toward the remaining area and heads in that direction.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik shakes his head down at the body of the demonologist. "I don't normally mock or disrespect the dead, but ... that was just embarrassing."[b]

He motions toward the high-traffic area. [b]"Let's go clear that out, then? Anyone want to put some coin on whether we find Hesla there?"

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

I have that haste scroll. Charlie, I don't actually know that well how the Summoner works. Since you share actions with your eidolon, would it make sense to cast it on you?

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Do the names Hesla and Deskari ring any bells? Those names were said before we went into initiative, so not sure if we'd get knowledge checks on it without spending actions.

Olnik bangs his drum menacingly.

◇ Cast: Lingering Composition
Performance: 1d20 + 16 ⇒ (11) + 16 = 27
◈ Cast: Courageous Anthem

That should be a success, so courageous anthem will last for 3 rounds. The earlier rallying anthem would be well expired by now. Everyone gets +1 attack/damage/fear saves

◈◈ Cast: Sound Burst
Resonating with the anthem he's playing, he bangs on the drum again and a pulse of sound blasts across the room, slamming into the wall near the demonologist.
It is a 10 foot burst, I believe I can place it so that it will hit the demonologist and the black, purple, & blue demons, as well, without hitting any allies. DC 22 Fort save. In addition to adjusting damage, deafened on a failure and deafened/stunned on crit failure.
sound burst damage (sonic) w/ courageous anthem: 2d10 + 1 ⇒ (7, 8) + 1 = 16

That's the last of my Level 3 spells...

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

I don't think we were told in character there were cultists here. That was from the scenario description. We were told there was weird stuff, and then we came to investigate without any real idea what to expect, and have run into some fairly random stuff since getting here ... the evil mirror and its guards, the weird dreamscape maze, the locust knight.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Religion: 1d20 + 12 ⇒ (3) + 12 = 15

Olnik tries to offer some useful information about demons, but really spirits are more of his thing, "So, demons, eh? Evil little buggers, ain't they?"

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

"That bug knight out there wasn't all that conversational, so it's a nice change of pace." Olnik eyes the demon warily.

Recall Knowledge/Identify Creature(Religion): 1d20 + 12 ⇒ (15) + 12 = 27

Lowest/highest save, special defenses/attack

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik tries to figure out how Shayla disabled the sphere from rotating without walking within 10 feet of it, but shrugs. Such is the way of rogues. Not called Quickfingers for nothing!

With the trap disabled, he looks over the sphere to try to figure out its function, if it has any.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Is there some way to find out what kind of sensor it is? Is it a trigger to a trap, or a scrying sensor of some kind? I'll try an Occultism check to identify magic. I don't imagine Oddity Identification applies here, but I do have that modifier if needed ...

Occultism: 1d20 + 11 ⇒ (5) + 11 = 16

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik frowns. "Magical sensor, I assume? I could try to dispel it. Might set it off, but might give us an element of surprise if it works."

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Perception: 1d20 + 14 ⇒ (3) + 14 = 17

Olnik glances around but notices nothing of interest besides the obvious.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

While resting up, Olnik investigates the corpse of the locust knight, to see if he can figure out anything about the being ... or to find useful salvage among his loot.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik is gracious as he accepts Charlies' healing while Shayla is healing Bulak, and is impressed by the human's healing skills. "Very nice," he mutters as he flexes the wounded arms and legs.

He then also rests for a bit to refocus.

So ... 20 minute rest total, unless anyone needs longer than that?

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

I need 39 points of healing myself, it looks like. I have some healing spells I can burn, but if someone wants to Treat Wounds while Shayla is working on Bulak, I'll be able to save some spells.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik bolts across the room and bangs his drum again, blasting a sonic burst at the feet of the knight, again catching both the knight and the swarm in it.

◆ Stride
◆◆ Cast a Spell: level 3 sound burst
sound burst damage (sonic, area): 3d10 ⇒ (9, 1, 10) = 20 DC 22 Fortitude save

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Reflex save w/ rallying anthem: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12

Spending Hero Point on that
Reflex save re-roll w/ rallying anthem: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27

Reflex save w/ rallying anthem: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27

10 damage total. Will post more when on computer instead of phone.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

What skill to do a Recall Knowledge on the Black Knight? I have +12 on Society, Religion, and Nature, and assume it would be one of those ...

Olnik tries to consider any tales he may have heard about a creature such as this.

◆ Recall Knowledge: 1d20 + 12 ⇒ (1) + 12 = 13

Well, nevermind that ...

Confused by whatever odd information he gleans from his stories, he decides to go with something that can hardly fail. He bangs his drum, and two blasts of force fly out, targetting the knight.

◆◆ Cast a Spell: Level 1 magic missile from drums of war (-1 charge)
magic missile damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Reflex save w/ rallying anthem: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Well, at least I missed a critical failure ... Don't forget the +1 to saves and resistance 1 versus physical damage

What is the white cone we're standing in on the map? Is that an effect that's in place?

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

The range on my sound burst is 30 feet, so I don't think there's a place I can get green & knight without also hitting Estes. I do think, though, I can target red & knight without hitting Estes, so I'll do that instead ... assuming Sparkin' doesn't run up there.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik says, "We'll need to be using area damage and magic against the swarm, so be sure to leave some space for us to target without hitting you melee folks. Stick by the red swarm if you can." He then begins playing a lingering composition that rallies the troops, the beats giving you all warning of danger as it approaches.

◇ Cast: Lingering Composition
Performance vs DC 22: 1d20 + 16 ⇒ (10) + 16 = 26
Spend 1 focus point to last for 3 rounds
◆ Cast: rallying anthem: +1 status bonus to AC/saving throws, and resistance to physical damage ... Does it round up? If so, it's resistance 2. Rounding down is resistance 1.

He then bangs the drum again, sending a blast out that explodes in a burst that captures both the insect knight and the green swarm.

◆◆ Cast: sound burst (rank 3) - DC 22 Fortitude save vs. sonic damage: 3d10 ⇒ (2, 4, 7) = 13

If it gets too crowded in there that it's impossible to avoid allies by the time it gets to my turn, I can try something else.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik's normal approach to locked doors is to just shoulder them open, but force doesn't seem to work in this place, so he instead tries to dismantle the handle.

Crafting: 1d20 + 10 ⇒ (20) + 10 = 30

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Nature: 1d20 + 12 ⇒ (10) + 12 = 22

Olnik bangs his drum, trying to use the sound to frighten and steer the cicadas out of the way of their group.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

"Must go faster," Olnik mutters as he climbs, also making use of the helpful steps offered by the cleric if possible.

Athletics (Expert): 1d20 + 12 ⇒ (10) + 12 = 22

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Assuming that Spirit Lore will be a better DC here ... And if I can cast guidance first to get an extra +1 (not included in the roll below)

Spirit Lore: 1d20 + 10 ⇒ (17) + 10 = 27
28 if the guidance is an option.

Olnik uses his knowledge of the spirit world to try to parlay with the ghost.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Occultism: 1d20 + 11 ⇒ (3) + 11 = 14

If it has mental, fortune/misfortune, or detection/prediction/revelation/scrying traits, I recognize that immediately from Oddity Identification ... but the +2 from that feat doesn't help me with that roll.

Also, if it this confusion and disorienting magic includes the "visual" trait, I can use Counter Performance when we have to roll a saving throw.

"Torag's nosehairs!" Olnik swears. "Can anyone find a way past this madness? Or should I try to dispel it, like I did the mirror?"

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Also, has my bleeding fully stopped?

Seeing his reflection in the mirror, Olnik performs a few castings of prestidigitation on himself and anyone else needed to make them presentable.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik investigates the mirror to be sure it's disabled sufficiently that it won't cause problems as they explore the room.

Since I know the effects have the mental trait, I believe Oddity Identification means I can use Occultism with +2 bonus, for a total of +13 to Identify Magic on it. I do have +10 Spirit Lore, though, in case that specific lore would be better to apply.

If the mirror will reset soon, he will see if there's some way to neutralize it by removing it from the wall and turning it around or covering it with a blanket.

Once that is done, he checks around on health situation. "We got any medics here? I can expend some healing magics, if needed, but this seems a dark business, and I'd like to hold that up if we can." He will then commence on helping to search the room.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Not feeling that much lingering will be needed, Olnik goes ahead and casts courageous anthem again without adding any flourishes. or spending Focus Points

◆ Cast: courageous anthem - +1 attack/damage & saves vs. fear for 1 round

◆◆ Cast: telekinetic projectile
He then hurls a nearby rock at the nearest guard, trying to clear the way to enter the room.

telekinetic projectile attack w/ courageous anthem vs. Purple: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14
telekinetic projectile damage (bludgeoning) w/ courageous anthem: 4d6 + 1 ⇒ (4, 3, 2, 5) + 1 = 15

Spending a Hero Point to re-roll that attack
telekinetic projectile attack w/ courageous anthem & reroll vestments bonus vs. Purple: 1d20 + 12 + 1 + 1 ⇒ (8) + 12 + 1 + 1 = 22

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Don't forget the +1 to hit and damage from courageous anthem

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

◆◆ Cast a Spell: dispel magic to Disable
Counteract check vs. DC 22: 1d20 + 12 ⇒ (10) + 12 = 22

Wincing against the pain and nausea as the blood gurgles out of his mouth, Olnik bangs on his drum and sends a blast of sound toward the mirror ... a resonating tune that shatters not the physical mirror, but it's magical effect.

With that dealt with, he begins playing his drums to rally the troops.

◇ Cast: Lingering composition
◆ Cast: Courageous Anthem
Performance: 1d20 + 16 ⇒ (2) + 16 = 18
+1 to attacks, damage, and saves vs. fear (for 1 round, but no FP cost)

Though clearly thrown off his rhythm by the wet blood still dribbling from his faceholes, Olnik's tune still inspires you in the battle at hand.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

DC 23 Fortitude save: 1d20 + 9 ⇒ (7) + 9 = 16 Blah, even if we got cover bonuses for being in another room, it wouldn't apply here ... Do I have the bleeding condition, then?

Olnik coughs, spitting up blood that begins to erupt from his nose and mouth. He positions awkwardly, twisting his body and next in an effort to keep the blood from drenching his precious drum!

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik blinks at Meadow's quick action, still trying to get his bearings. Hope these guys standing around are bad guys...

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

May need to check the macro. My Perception is +14 and it rolled me at a +14 so it didn't include it on my roll.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Since I'm scouting, everyone gets a +1 to their initiative. Both Shayla and Sparkin would have 25's, so if either have the Pilgrim's token feat they'd be able to go before Green. Doesn't help me, though, because I think both yellow and purple win our tie at 19.

Olnik, ironically, is so busy carefully scouting and offering hand signals to the others indicating the guard positions that he isn't able to quickly act.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Since he is running around with an angel, Olnik suspects that Charlies might be a bit more steeped in religious lore than he is. "You care to take lead on this, lad? I'll help you if I can ..."

Religion (Aid): 1d20 + 12 ⇒ (6) + 12 = 18

I do have dispel magic, but with Charlies having a +13 I figure we can hit that DC 20 without burning a spell

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Caught up on everything for Olnik.

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Bulak's Perception and Nature modifiers are the same, so we can we say he made a Perception success instead of a second success on the one Shayla already succeeded at?

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik picks up a 3rd level scroll of haste as his provision and then sets out with the group.

As you approach, he looks around to see what he can identify.

Religion: 1d20 + 12 ⇒ (18) + 12 = 30

Envoy's Alliance

male NG dwarf bard (maestro) 6 | HP 17/64, Hero Points: 0 | AC 21 | Fort +9; Ref +10; Will +14 | Perc: +14, darkvision | Expendables: none| | Magic: 1st: 2/3, 2nd: 0/3, 3rd: 0/3, Focus: 1/2 | Exploration: Scout | Active Conditions: None

Olnik frowns. "Sounds like maybe some swarm activity. Does anyone have spells that work against them? I can hit them with sound burst which can cause some problems. If not, maybe we should get some bombs or scrolls that will be effective. Stabbin' 'em with daggers doesn't work all that well."