I forgot about Hermean potential. That would be a critical hit then and the extra 15 damage will destroy the orange one. I'm removing orange from the map now. So since it would have been destroyed before it got to attack, Henrika also gets her mirror image back. I'll do Henrika's second round actions in a longer post once everyone else posts too. Round 2
Active Spells/Effects
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
LG Human Champion 12 |110/176 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 33 | Fort +22 (Sacred Body), Ref +15 (+18 vs. Damage), Will +20 (Divine Will) | Perc +17 | Focus: 0/1 | Hero Pts 0/3 |
Vitalis frowns at Jisara's words and the response from the skelm. "I'm sorry, but if you've turned into a fiend, there is no restoring you. May whomever you patron deity is welcome you back into their arms when your spirit returns to its home plane." Vitalis will attack and kill the skelm. Do you need me to make an attack roll for this? Athletics DC 40: 1d20 + 24 ⇒ (17) + 24 = 41 Once the skelm is dead, Vitalis grabs the machine and with all his strength, bursts the engine at one of its weak points to prevent anyone from activating it again.
LG Human Champion 12 |110/176 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 33 | Fort +22 (Sacred Body), Ref +15 (+18 vs. Damage), Will +20 (Divine Will) | Perc +17 | Focus: 0/1 | Hero Pts 0/3 |
GM Xavier wrote: You didn’t move your token, so I did it for you. Second attack missed, but… Huh. I thought it did. I guess it was just in my head. Thanks for moving the token. GM Xavier wrote:
Is this a ranged attack? Can I use my greater bracers of missile deflection to block it? I didn't use a reaction for Retributive Strike this round. Halberd, CA: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41
Halberd, CA: 1d20 + 18 + 1 ⇒ (16) + 18 + 1 = 35
Vitalis gets up close and attacks. "I woodn't do that again. You are more than just bark so you leaf me no choice but to cut you down." ◆Stride
I'll assume Henrika keeps her hypnotic stare on him for this. Gul Will DC 16, half-elf, hypnotic stare: 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15 Lucky you. ”The Lotheeds have no intentions towards the Betony Estate. They only care about continuing their control of Meratt County. They pay no mind towards the citizens of the county outside of entertaining nobles and ensuring the peasants pay their taxes. Your actions threaten the Lotheeds control so you must be removed. Another replacement will be found or Tribune Piscum can oversee Stachys again. It does not matter as long as they fall in line.” ”The real power of the Lotheeds is Duke Panivar Lotheed, a long-lived and powerful wizard. However, he is not presently within the palace. In his absence, the primary defense is soldiers like the men I brought with me today. However, a number of constructs are also littered throughout the palace for additional support. Living topiaries in the garden. Caryatid columns in the gallery.” ”But what you should really be concerned about is whatever Duke Panivar left behind. The Duke is a powerful conjurer and unholy and frightening things lurk in the restricted private family chambers. At night, something haunts our dreams, and every now and then a servant will mysteriously vanish. Count Bartleby tries to cover it up. But I am too meticulous for it to escape my notice.”
(Okay. Everyone seems to be at a loss to do here, …so moving on.) Dame Malphene comes storming back down the stairs. ”Trevor! I told you that she had to go! But instead, she’s been here for hours and now you have her cooking for you? Useless man! I’m going to have to handle this myself. We are going to have a lot to talk about afterwards!” Malphene charges over to Duchess Veleto and grabs her by the hair. ”Come here, b!&*+! Homewrecker! Get the f$~* out of my house!” Malphene grabs the duchess by the hair and drags her screaming over to the front door where she throws her unceremoniously to the ground on the porch. Malphene looks at her hand, which is covered in paint rather than hair. ”What the…?” Malphene picks the Veleto up by the collar and shoves her into the carriage still parked outside. She slams the carriage door in the duchess’ face who pounds angrily on the inside. ”Driver, send this woman home. Tell the count we found something he lost.” Malphene smacks the outside of the carriage; the driver nods and drives off into the night. Then Malphene returns inside. She points to Trevor. ”You! Upstairs, now!” Blunk says, ”I think it’s time to make ourselves scarce.” The three domovoi transform into cats and scurry off. Sarenith 1, 4718 (Fireday) (Stachys, County of Meratt, Taldor) Over the next three days, you prepare to make a trip back to Oppara for an overdue visit to your old home. Xallis - Knowledge (Arcana): 1d20 + 10 ⇒ (2) + 10 = 12
Before you leave, you provide your workers with the supplies recovered from Atratus and with Icabhod’s engineering knowledge, you are able to give instructions on a way to efficiently install them in the pump house, reducing the time and cost to complete the construction. Repairing the pump’s full functionality establishes a regular ferry service that helps connect Stachys to the rest of the county via the canal system. You can now travel along the canals to reach your destinations more quickly. (The book doesn’t specify how much more quickly, so for simplicity sake, I’m going to say it reduces travel time by half to locations along the canal’s path. [Most locations except Pensaris and New Towne.].) You also gain 3 Loyalty Points. Rebuilding Jambis (4 out of 5 successes) to (6 out of 5 successes)
Around the same time, a representative from Jambis visits Stachys to announce that initial repairs to the town are complete. The messenger also informs you that as a happy side effect, the returning residents discovered in their cleanup that the webbing from the remaining cat-sized spiders is easily harvested and woven into all sorts of goods. They are able to make masterwork lassos, nets, scorpion whips, slings, whips, padded armor, and hide armor—all fashioned from spider silk—available for 50% of market cost. The man also presents you with 500 feet of spider silk rope in thanks and as a demonstration of the town’s growing new industry. (Plus 1 more Loyalty Point) Finally, Count Bartleby sends a letter to you, thanking you for the return of his aunt. (Although he does not send any reward, returning the duchess does earn a small amount of respect and 1 Loyalty Point.) Sarenith 6, 4718 (Wealday) (Oppara, Taldor) You discreetly return to Oppara. When you return, the metropolis seems to have returned to much like it was before the massacre. There is still an air of uncertainty with palace still on lockdown and no formal leader established, but for the common folk, its business as usual. The visit to Oppara will be largely lead by you. You can decide on any actions you want to take here. I’ll help fill in any interactions if needed.
I'm back from my vacation. The Bahamas were great. I got sunburned immediately though. I'll start posting again tomorrow. Maybe not in the morning like I usually do, because I've got a week of work to catch up on, but definitely at some point. The last gameplay post was one of mine. Did you guys need more from me? Either way, I'll put something together.
Sure, to facilitate this not taking too long, if multiple characters make a skill check, I'll take the best one. I understand it could be difficult to discuss when not at a table. Anyone who wants to respond, go ahead and respond to any or all of the questions. I'll take the best results and then make Gul make an opposed check against it.
Trevor The locals are shocked to here what happened to Baron Telus and even more amazed that Trevor was able to restore him. A pair of Cayden Cailean worshipers request to join Trevor and learn from him. Trevor’s Sacrifice Rank increases to 4 and gains 2 more agents. He gains more admirers. He was already able to influence artists, merchants, and nobles for his 4 ranks in Charm. He can now also influence clergy of good deities, healers, and philanthropists. Trevor has had the most success with increasing Facet Ranks and currently has 9 total ranks. So I will mention as a reminder that you can only have up to twice your current level in facet ranks. So at level 5, you can have a max of 10 ranks. (Once you hit 6th level, you can go up to 12, etc.) Trevor wrote: It is there the cleric will ask around about where the nearest jeweler might be, and where he might swap his minor crown of blasting for a circlet of persuasion. I’ll allow trading items on a case-by-case basis. I’ll let Trevor make this trade. (We can even say Trevor makes use of his Admirers ability and makes the jeweler’s attitude shift from indifferent to friendly). A villager informs Trevor that there is a jewelers’ shop in Lotheedar that could serve his needs. Trevor can make a trip to the jeweler during the downtime and trade the minor crown of blasting. The minor crown of blasting is worth 6,480 gp. A circlet of persuasion is worth 4,500 gp. So Trevor gets the circlet and 1,980 gp. The jeweler can also make the 3 amethysts that Trevor kept into a piece of jewelry for him if he wants. Trevor can pay any amount he wants and the resulting value of the jewelry will be the value of the gems (150 gp) plus whatever else he spends. Xallis Xallis’ party is a success and two merchants from Jambis agree to join your cause. They whisper to Xallis in confidence that the craftsmen in Jambis are working on crafting all the spider silk covering the town into a special material that should be ready for market once the restoration of Jambis is complete. Xallis’s Charm Rank increases to 4 and gains 2 more agents. Xallis gains admirers. His persona has earned him fans and sympathetic souls. Once per persona phase, he can leverage his reputation to improve the starting attitude of one NPC with an attitude of indifferent or friendly. He can increase the NPC’s attitude by one step as long as she has at least 4 Ranks in a facet related to that NPC. For Charm, Xallis can influence artists, merchants, and nobles. Henrika Henrika goes big for her performance. Perhaps too big. Those who attend are all thoroughly entertained. Unfortunately, no additional followers join her, fearing that Henrika’s adventures are too spectacular for them to live up to. Henrika unfortunately does not increase her rank in Heroism. Tychus Tychus also tells tales of the parties adventures. While similar to Henrika’s attempt, Tychus’ work in the fields made him more approachable and two farmers who were retired adventurers decide to take up their swords again and join the cause. Tychus’ Heroism rank increases to 2. He gains 2 agents. And he can perform operations with the Heroism tag. Side note: I’m going to adjust the persona cards slightly. I had left a big space for persistent operations but that space doesn’t seem to be getting much use. I’m going to take it off and put some of your bonuses over there in bigger font. If someone takes a persistent operation at some point, I’ll put it somewhere else. I’m thinking, probably in the pbp header under the hero points so everyone can see it. This is my first time running this campaign, so I’m seeing what works and doesn’t as I go along. Icabhod and Liraela can take their Persona Phase actions.
LG Human Champion 12 |110/176 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 33 | Fort +22 (Sacred Body), Ref +15 (+18 vs. Damage), Will +20 (Divine Will) | Perc +17 | Focus: 0/1 | Hero Pts 0/3 |
GM Xavier wrote: Forgot you had that! So you’ll reduce damage by an additional 2 (since I was already calculating Unexpected Shift), and give Chance a free Escape. Yeah. I think this is the first time I actually used it since usually Retributive Strike is the better choice.
Liraela wrote: Speaking of, did we ever get a description of all the rooms from our estate? Did we even explore everything? I'm curious on a few of the rooms we have, mainly the conservatory and the tower. This is everything I have on the Betony Estate. The rest is up to you to make up. It really just gives the bare bones and the players can make it their home however they like. The Betony Estate stands atop a low hill overlooking the nearby hamlet of Stachys. A cobblestone road that switchbacks down the hill connects the estate to the settlement. Atop this low hill stands a fine, if faded, estate. Brambles and thick undergrowth crowd the gardens, while ivy creeps up the two-story marble facade. The building’s windows are shuttered, and its main doorway barred and gripped by a great iron padlock. A tower—clearly far older than the main house—rises from the structure. The palace is mapped, but its chambers are only named as the rooms are all generally empty. Fine features such as frescoes and statues in remarkably good shape adorn each room. Even after a decade sitting empty, the manor’s roof doesn’t leak, the interior paint hasn’t peeled, and even the remaining furniture is fairly dust-free thanks to being draped in canvas. The iron padlock is average quality. The documents Martella provided include a key, and Onora Piscum carries a spare so she can inspect the house once every month or so to watch for looters or squatters. The three domovoi, Blunk, Nodd, and Wink, dwell in a secret room under the tower, accessible by a hidden door in the cellar. The trio wander the estate looking like three mangy old cats. BETONY ESTATE KEY
Henrika wrote: "I had heard the Lotheeds were renowned for their mastery of arcane magic. How poor must your talents be, that they put you here on a horse with a stick?" I'll have Titus respond in a post later. But he doesn't even have any magic. He's a straight fighter. He's a cousin by marriage. Someone down the line on the Lotheed side had magic, but not him. He's just a mooch. Bartleby doesn't like him either.
For Knowledge (nature), Icabhod has +3 or Tychus has +5.
Domovoi Lore
Sorry to hear you are sick. Hope you feel better soon.
I added the County of Meratt to your Maps. Map Link: Here You can see Meratt is north of Oppara and east of Cassomir. In addition, I put the settlement information for Stachys and Lotheedar. As you can see, they are much smaller than the metropolis of Oppara that you are used to. Purchase limits are a lot smaller. In Stachys:
Lotheedar has a slightly higher limit:
Also, instead of rolling random magic items available to you, I would like to make it slightly easier for you to purchase what you are looking for. Each town has a number of minor, medium, or major magic items available. Instead of rolling random items, I'll let you get a number of magic items of your choice. For example, Lotheedar says it has 3d4 minor items available. You or I could roll the 3d4.
Minor Items will be between 0 and 7,999 gp.
The cost of the items can exceed the town's base value. So if you purchased a minor item from Lotheedar, it could be up to 7,999 gp even though the base value is only 1,100 gp. But if you wanted to purchase beyond the first 7 items available, any other items would only be up to 1,100 gp and only have a 75% chance of being available. Item availability will reset each in game week. There are also other settlements in Meratt to visit and I will update the maps with their information as you travel to them.
Henrika wrote:
Yes, Henrika can use Bluff. And yes, Henrika can use her reroll.
Xallis wrote: I would like to say that some 2-point evolutions are rather strong on a character, though. Most notably the Fly evolution that will be available at level 5. Sure, but usually the issue with Fly is overcoming obstacles that walking characters couldn't overcome. But if Navia is able to fly, I don't think her passing the ability to Xallis makes much difference. Either way, you have a humanoid who can fly. I'll let you try it and see how it goes. I also don't think this campaign has many physical obstacles that fly would be an issue anyway.
This is not really related to anything, but Book 2 has a section called "10 Things to Know About Taldans". I'll share it. Maybe it will give you some inspiration. TEN THINGS TO KNOW ABOUT TALDANS As citizens of one of the oldest nations in Avistan, whose bravery and martial prowess forged an empire and whose canny wit helped them establish trade networks around the globe, Taldans are complex and multifaceted. While the amusing illusion of stuffed-shirted wealthy elites harrumphing as they look down their noses at downtrodden peasants makes for an easy laugh, a campaign in Taldor means much more frequent contact with a vast array of citizens. To diversify your view of Taldor, here are 10 interesting aspects of the Taldan people. 10. Taldans Love Wordplay. As originators of the Taldane language, Taldans understand a considerable breadth and depth of the Common tongue that even their former colonies don’t share, and fast-paced banter and clever linguistic choices are proud parts of their heritage. Even the flintiest of farmers love insightful plays on words, and a cleverly timed, crass pun can delight even the stodgiest of nobles. 9. Taldans Love Board Games. Every Taldan fancies herself a general, and so board games, strategy games, and war games are popular pastimes for everyone from gong farmers to emperors. While gambling can be fun, it leaves victory in the hands of fate—something few Taldans can stomach—and they prefer diversions that offer at least the illusion of control. While many board games—the equivalents on Golarion of agon, backgammon, chess, Parcheesi, and rithmomachy—were either invented or adopted by Taldor, just as popular are war games played out with wooden miniatures using elaborate rules. 8. First Emperor Taldaris Is the Man. Taldans are a people suffused in patriotism and a love of history, but until we published Pathfinder Campaign Setting: Taldor, The First Empire, they lacked the sort of founding myth typical of large (and especially old) nations. When we updated their history, we fleshed out their origins as a series of city-states united by a great leader: First Emperor Taldaris, Taldor’s own Romulus or George Washington. Like similar figures, he’s often invoked and exploited by residents: politicians insist they know what his vision for Taldor really was; tutors place him in all sorts of parables for bravery, honesty, and other virtues; and inns and estates advertise that “Taldaris slept here” to impress travelers—even though few, if any, structures in modern Taldor have survived since the First Emperor’s day. 7. Taldan Hair Is a Big Deal. Even poor households invest in quality brushes, sheers, and oils from the tea tree and argan tree to keep themselves looking and smelling good, and every family has its own secret recipe for shiny, healthy hair. Many outsiders consider this yet another example of Taldan vanity, but the truth is more complex. Taldans’ world travels have brought a wide array of parasites home over the centuries; clean hair is a simple comfort that also promotes health. 6. Taldans Will Eat Anything. You can’t be a refugee or a soldier on the march and still be a picky eater. Since the founding of their nation, Taldans have embraced a philosophy of “whatever doesn’t kill me makes me stronger,” and that very much extends to their embracing of unusual and exotic foods. For nobles, this translates to eating almost anything that walks, crawls, flies, slithers, or swims, while for commoners it more often means making a meal out of whatever parts the rich won’t eat. 5. Taldans Are Creative. Shelyn began as a Taldan god, and Taldor still reveres the arts in every form. “Anything worth doing is worth doing with a flourish,” the Taldan saying goes, and almost every citizen of the empire pursues an art in her spare time, especially music and dance. Most families have a long tradition associated with a particular skill they may turn into a business—such as painting, weaving, or woodcarving—but just as many are farmers who pluck away at their lyres after work or sing reprises from their favorite operas to make the harvest pass more quickly. Illustrated or illuminated books are especially popular, and many families record their history in books passed down and doodled in over generations. 4. Taldans Love Dogs. Taldor claims it domesticated the first dog, but then again, Taldans claim to be the first to do a lot of things. Realistically, while dogs were rare in Azlanti society, they were common among the Kellid and Garundi societies that early Taldans filtered themselves through, and dogs became companions and workers in a culture hard up for extra hands. In those first unstable centuries, Taldor bred a hundred specialty dog breeds to assist with herding, pest control, physical labor, warfare, and even kitchen work, and as the Taldans’ fortunes rose, they also bred dogs to serve purely as companions. 3. Taldans Love Pie. Since before the first Army of Exploration, Taldans have been sealing their tastiest treasures—and especially leftovers—inside pie shells to help preserve them, and that trend continues to this day. Sweet pies are the traditional breakfast, while farmers and laborers carry a savory hand pie or two with them for a midday snack. Taldans particularly love blending the sweet and the savory into pies, creating treats such as jubilee pie, a rich mix of currants, cherries, and fowl served at almost every major event. 2. Taldans Are Very Polite—Until They’re Not. Taldans live by their politics and succeed through cooperation. Sometimes that means smiling politely and shaking the hand of the man who tried to kill you last week. Rudeness isn’t just unseemly... It’s un-Taldan! They instead couch insults in careful language, usually as unhelpful critiques and backhanded compliments, most notably the cold Taldan “Well, aren’t you a treasure.” Once Taldans decide to stop being polite, they take their outrage and insults up to 11, insulting, scolding, threatening, and yelling in tirades that usually end in duels. 1. Taldans Never Quit. While most of Azlant sank, the ancestors of modern Taldor dragged themselves onto a foreign shore and pulled their lives back together. Orcs attacked and they rebuilt. Kellids plundered them and they rebuilt. They founded a kingdom and ran into one natural barrier after another—from rivers to forests to deserts to more orcs—and every time they pushed forward again. Taldor’s glories stem from bravery and skill, to be sure, but more than anything they come from the fact that Taldans never look at a challenge and say “maybe not this time.”
I'm hesitant to go down the Leadership feat route, just because we already have a large party. If you took Falchion Jack as a cohort, Trevor might want Malphene Trant as a cohort, and someone else might want one, and soon we'll have a lot of people on the map. But...I'm not saying no. If you, or Trevor, or anyone can convince me that it'll be manageable, maybe we can do it. Regardless of whether we go the cohort route or not though, we can definitely keep all the favorite characters around in one form or another. The rest of it, the part about Jack getting arrested and the gang becoming recruits all sounds great. I'll work that in.
Ok, so after selling your treasure, the party receives 15,596.3 gold. (I made a new tab on the treasure sheet for Sold items, just in case you want to still make any revisions.) Not including the belt of dexterity +2, Tychus had more treasure so I gave the belt to Liraela for now. (Feel free to change if you wish to do differently). Since it seems like the party wants to try to distribute the gold and treasure evenly, I calculated the following: Afterwards, excluding relics and consumables, the six of you had the following treasure (calculated with the sell value). Henrika = 1,157.5 gold
Then I gave each of you gold to add up to the highest person’s total (Liraela at 3,826 gold)
After that, you had 4,655.8 gold remaining. I divided that amount by 7 (since you also seemed to want to start to establish a party fund), which is 655.11 gold. I gave each of you this amount plus put this amount into a Party Fund as well. The final amount you each would receive is:
Does this sound fair to everyone?
I think Liraela also said she was giving up the hat of disguise when she took the envoy ring because they have similar abilities. I don't think anyone else claimed it though. Anything in the party treasure pool can be assumed stored somewhere safe. As long as it isn't abused, I'm not going to make a big deal about where they actually are or when you can access them. Anything you don't want to carry but may use later, you can keep it in the party treasure for as long as you want. Some groups I've played with also established a party pool of a small amount of gold that can be used benefits for the whole party or for costly components for spells like restoration or resurrection. Its up to the group if you want to do that also. Another way to mitigate group expenses that I tried recently that is working relatively well is, spending group money on "credit". For example, if the party spent 1,000 gold for a restoration spell, I could add a line to the treasure sheet for -1,000 gp. And then the next time that treasure is sold, I could subtract the total credited amount out of the total sales amount before dividing it between the players.
Round 2 Navia’s first claw is blocked by the magical shield protecting the cultist. Then her second claw smashes through the shield and sinks into the cultist’s flesh and doesn’t let go. The cultist screams and beats against her scaly foot with his fist to no avail. Navia hits Silent Cultist (Blue) once for 7 damage and grabs him. Henrika wrote: "A group of assassins called the Brotherhood of Silence, and yet you certainly do talk a great deal. "Yes, well, that's why they sent assassins after me in the first place. I wasn't quiet enough and a little too stab happy for their liking. We all have our faults." Henrika Will save: 1d20 + 5 ⇒ (4) + 5 = 9 Spellcraft DC 17:
Hold Person Spiritual Weapon vs. Liraela’s AC 17: 1d20 + 8 ⇒ (14) + 8 = 22
Wyssilka takes a step back and casts a spell on Henrika. The spell mentally paralyzes Henrika and she is completely unable to move. "Please hold." Then Wyssilka directs her spiritual dagger to attack Liraela. Henrika is paralyzed for 5 rounds. Each round, as a full-round action, Henrika can attempt another Will save DC 15 to end the effect. Liraela is hit by the spiritual weapon for 8 damage. Round 2
Round 3
*Active Spells:
Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. Paralyzed:
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through. Tychus, Icabhod, Liraela, and Henrika go.
I'll do Henrika's turn now because 1) I have time, 2) she's first, and 3) it will free up a space in the hallway for others. Painful Stare: 1d8 ⇒ 7 Henrika uses the smoke to her advantage and the cultist struggles to follow the pathway of her sword. Henrika's sword comes down to split the cultist's head and his sword is way too low to block it. Henrika successfully bluffs Silent Cultist (Purple). She hits him for 17 damage and kills him. Henrika wrote: She swings upward at her mark with her sword, and again spins it away at the last second to bring it crashing down towards the initiate's head. FYI: The previous enemies you encountered were called Initiates. These ones are called Cultists. I don't care what you call them. But for clarity, they are two distinct enemy types. However, the party's successful ambush has given them little opportunity to show off anything the can do. Bad for them. Good for you. Initiative
*Active Spells:
Icabhod, Tychus, Liraela, and Xallis go. Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute. Fog Cloud
LG Human Champion 12 |110/176 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 33 | Fort +22 (Sacred Body), Ref +15 (+18 vs. Damage), Will +20 (Divine Will) | Perc +17 | Focus: 0/1 | Hero Pts 0/3 |
Fear seeps into Vitalis' mind and he begins to doubt the party's ability to defeat this creature. If it weren't for his allies still fighting, perhaps he would have fled, but his resolution to protect his allies is stronger than his fear and he stands his ground. "Why won't you die?!" Vitalis swings his weapon wildly. Halberd, frightened 2: 1d20 + 22 - 2 ⇒ (16) + 22 - 2 = 36
Halberd, frightened 2: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Halberd, frightened 2: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25
◆◆◆Strike x3
Henrika wrote: Two questions: First, can she strike Mr. Smiles with the same action that she uses to smash the glass, since he's within reach? Second, if so, can she feint? I'll put the rolls in spoilers. The boxes are 10' high and the office is 20' high. So there's a 10' difference in height, so the window is not in melee range for Henrika. Only Navia could have reached it because of her size. Otherwise, it needs to be hit with a ranged weapon. However, I'll allow you to climb up into the office with the same DC 10 Climb check instead of feinting. (I'll use the feint roll, so it will be a success.) Then she can attack through the window. As for the question, can you strike Mr. Smiles with the same action as smashing the glass? Yes, you can since the glass is transparent. Per my previous post, just subtract 2 from the damage. Even though, Henrika's attack roll is less than Mr. Smile's AC, the attack will smash the glass and destroy one of his mirror images since an attack roll within 5 of the enemy's AC will still destroy an image. I'll put this in the gameplay now because Henrika goes first it could affect other people's actions in the round.
FYI Tomorrow I took off and will be going out with my family leaving early in the morning. So I'll still try to get a daily post in but it'll likely be much later in the day then usual. Also, don't forget to update your headers when you update your character sheets. They are a useful reference for me. Thanks. GM Peachbottom wrote: The Dignified Repository is likely heavily guarded. I suggest using stealth to avoid being overwhelmed by their numbers. Any Metal Gear Solid fans out there get your cardboard boxes ready.
Yeah, I just finished a post. Ok, so it sounds like most people are interested. It feels weird to add mid-dungeon though, so maybe after you get out of this dungeon, I'll start using them. I'm thinking I'll give out 1 hero point to everyone each in game day provided you have at least one combat or social encounter in between. That way you can't just take a few days off and bank points. And then give out bonus hero points for performing exceptional or cool actions as they come up. And I'll cap them at a max of 3 at a time. Very similar to the 2e rules. But they'll just be for rerolls. I don't think I want to include using them for avoiding death at this time. ...Not that I want to kill any of you or anything.
Tychus wrote: Is the rest of the party in suitable condition? Do we need to do any healing? Liraela is down 1 hp. Everyone else is full. I think you've only expended 1 mage armor and 1 cure light wounds spell so far today. You should be good to go. If you guys are indecisive about directions, I haven't tried this before but I've heard might work. Electing one or two people into the role of exploration leader. And you can trust them to make the direction decisions for the party in a dungeon. Xallis and Lireala seem to have been acting as your door checkers so far. Certainly not required. But a thought I had.
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