Imrijka

Pirate GM's page

6,875 posts. Alias of Pirate Rob.


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Star

There is no recruitment for this game, I already have my players.


Star

Game is played here.


Star

Discussion here.


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Star

Chronicle Sheets.

I've also hit the submit to HQ button so things should be reported within a few days.


Star

If you're planning on GMing this or like peeking behind the curtain, I've got some potentially useful notes below, but if you just plan on playing this again and don't want any spoilers you might prefer to skip.

Notes:

The gremlin encounter was run on "Harder". I don't think it's a challenging encounter for virtually any party.

I ran the Pillar encounter on Easier. They are super deadly on Normal, attacking everybody within their 10ft reach with no MAP with +11 1d8+4. (You had the easier stats)

There's also a question about do you need to just just get to the Break threshold, or fully destroy them.

Hazard wrote:
If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired
Broken Condition wrote:
A broken object can't be used for its normal function, nor does it grant bonuses

However the Warp Pillar stat block says

"Disable DC 18 Arcana, Crafting, Occultism, or Thievery; three
successes deactivates a pillar, as does destroying it.
Hardness 8; HP 32 (BT 16); Immunities critical hits, object
immunities, precision damage"

Does this override the normal rules about break threshold?

Could easily rule either way. Last time I ran this, was on Normal, and I required the full threshold and nearly murdered the whole party, and would of if not for Retail Incentive boons.

I decided to go with the friendlier ruling of only needing to hit the break threshold, but I'm not 100% convinced I was right and will think about my choices next time I run this.


Star

Gojiro punches the remaining pillar until it breaks!

With the pillars deactivated and no longer fighting back, it's easy enough to disable or destroy them at which point the dome disappears and Star groggily rises to their feet. You can see a shaft leading below where Star was but Star shakes their head.

"Thank you for freeing me from that trap, I think exploring the lower levels should wait for another time, these pillars were dangerous enough."

The statue to the south nods slowly and glides into the wall disappearing for now. It/they? are not present at either of the locations you encountered them before.

Star gives their thanks again. "Lets go back to came, I'm sure Katydid must be worried sick."

Even with some of you stuck walking, Star's presence likely keeps any predators or other dangers away as you make the several hour trek back to camp. There Katydid stammers and laughs with delight to see her friend again, and Wulessa thanks the you for recovering Star.

Both commit to exploring the temple in more detail— and to discovering more about the strange statue you encountered within it— once they can commit appropriate resources to the task.

- FIN

Primary and secondary conditions completed, all 10 treasure bundles acquired. Feel free to engage in dénouement; chat with each other/STAR/Wulessa/Katydid etc.


Star

We're (hopefully) getting to the end of this soon. So please make sure your RPG chronicles sheet is properly filled in.


Star

Nyzos slowly bashes a pillar and taunts it, getting some damage past hardness. while Demper heals Amarynthine and shields themself.

The remaining pillar slides around to where it can reach everybody before lashing out with its temporal attack.
I think attacking everybody makes the taunt not help.

Time Drain vs Nyzos: 1d20 + 9 ⇒ (10) + 9 = 19
Time Drain vs Demper: 1d20 + 9 ⇒ (8) + 9 = 17
Time Drain vs Amarynthine w/Lesser Cover: 1d20 + 9 ⇒ (2) + 9 = 11
Time Drain vs FRE w/Lesser Cover: 1d20 + 9 ⇒ (12) + 9 = 21
Time Drain vs Gojiro: 1d20 + 9 ⇒ (14) + 9 = 23

Force damage vs FRE: 1d8 + 1 ⇒ (1) + 1 = 2
Gojiro: 1d8 + 1 ⇒ (1) + 1 = 2

FRE and Gojiro are only minorly injured but are both slowed.

Amarynthine retains some lingering slow from the initial blast.

Initiative:
Nyzos 22/38 <SLOWED 1>
Red Dashed Pillar -15 BROKEN
Demper 23/28 Bless(25ft)
Blue Dotted Pillar -10 <1 DISABLE>
Amarynthine 19/19 <SLOWED 1>
FRE 16/30 <SLOWED 1>
Gojiro 2THP <SLOWED 1>

???

Amarynthine, FRE and Gojiro are up!
And all slowed 1


Star

FRE's efforts are not quite good enough to make progress on the pillar.

Amarynthine very slowly shields themself.

Did Star's time bubble flicker? Hard to be sure.

Initiative:
Nyzos 22/38 <SLOWED 1>
Red Dashed Pillar -15 BROKEN
Demper 23/28 Bless(25ft)
Blue Dotted Pillar -5 <1 DISABLE>
Amarynthine 8/19 <SLOWED 1>
FRE 18/30
Gojiro
???

Nyzos & Demper are up! (Slowed 1)


Star

Gojiro moves over and hits the pillar twice, the force of his 2 strikes cracking and breaking the pillar, causing it to stop moving.

Red Broken, and currently non-functional (but not destroyed)


Star

Demper shares another guidance and improves their bless.

The Blue pillar then lashes out with its attacks.

Time Drain vs Nyzos: 1d20 + 9 ⇒ (19) + 9 = 28
Time Drain vs Demper: 1d20 + 9 ⇒ (3) + 9 = 12
Time Drain vs Amarynthine OG: 1d20 + 9 ⇒ (19) + 9 = 28
Time Drain vs FRE: 1d20 + 9 ⇒ (17) + 9 = 26

Force damage vs Nyzos: 1d8 + 1 ⇒ (8) + 1 = 9
Force crit vs Amarynthine: 1d8 + 1 ⇒ (3) + 1 = 4
Force damage vs FRE: 1d8 + 1 ⇒ (1) + 1 = 2

The pillar's Time Drain hits Nyzos and FRE, and crits Amarynthine.
Slowed 1 on hit, slowed 2 on crit.

Amarynthine continues to take the worst of it, getting slower and slower.

Initiative:
Nyzos 22/38 <SLOWED 1>
Red Dashed Pillar -8
Demper 23/28 Bless(25ft)
Blue Dotted Pillar -5 <1 DISABLE>
Amarynthine 8/19 <SLOWED 2>
FRE 18/30 <SLOWED 1>
Gojiro

???

Amarynthine, FRE and Gojiro are up!
Don't forget about slow.


Star

Nyzos can't figure out the disable, but does manages a devastating shield bash. At least it would have been devastating if it didn't have hardness 6 and was immune to critical hits.

The red pillar then slides around into position to attack as many of you as possible as it once again pulses with time rays.

Time Drain vs Nyzos: 1d20 + 9 ⇒ (5) + 9 = 14
Time Drain vs Demper: 1d20 + 9 ⇒ (13) + 9 = 22
Time Drain vs Amarynthine OG: 1d20 + 9 ⇒ (11) + 9 = 20
Time Drain vs FRE: 1d20 + 9 ⇒ (7) + 9 = 16

force damage vs Demper: 1d8 + 1 ⇒ (4) + 1 = 5
force damage vs Amarynthine : 1d8 + 1 ⇒ (2) + 1 = 3

Demper and Amarynthine are both hit and being to slow (doesn't get any worse for Amarynthine at least), but the party comes out relatively okay

Initiative:
Nyzos 31/38 <Shield Raised>
Red Dashed Pillar -8
Demper 23/28 <SLOWED 1>
Blue Dotted Pillar -5 <1 DISABLE>
Amarynthine 16/19 <SLOWED 1>
FRE 20/30
Gojiro
???

Demper is up! (Slowed 1)


Star

Thanks everybody for your patience, am now home safe. Going to fully summarize this initiative block here.

Gojiro suddnly charges around and gets the red pillar twice.

Amarynthine feels time slow down, or is it speed up?
Slowed 1 until further notice.

FRE is extremely slowed and only manages a single strike against blue, but it does manage a bit of damage.

Anarynthine works on the blue pillar, starting to disable it. FRE and Nyzos shake off their slows, but Amarynthine's lingers.

...Nothing else happens. Did Star's bubble flicker? Maybe just your imagination...

Initiative:
Nyzos 31/38 <Shield Raised>
Red Dashed Pillar -7
Demper
Blue Dotted Pillar -5 <1 DISABLE>
Amarynthine <SLOWED 1>
FRE 20/30
Gojiro
???

Nyzos is up!


Star

My apologies for the delay, need an extra day here to finish travelling to get my next big post up.


Star

FRE punches the blue pillar in what should be a weak spot, barely bypassing its hardness and geting a bit of damage.

Crit but immune, 1 damage after hardness.

Amarynthine still up (slowed 1)


Star

I'm unsure what you're asking, but it has an AC and an HP total as per my description and several of your companions striking it already.


Star

FRE you are currently slowed 2, and disable is a 2 action activity.


Star

As a head's up, I'm on the road today and am unlikely to get in an update before late.


Star

Thanks to a flank Gojiro hits both times, and even manages to squeak a bit of damage past its hardness

Hardness 6, so 3+4 = 7 damage.


Star

Demper provides a powerful blessing and guidance right before the blue pillar slides a step forward and catches the whole party in its Time Drain.

Attacks each of you within reach with no MAP, enjoy.

Time Drain vs Nyzos: 1d20 + 9 ⇒ (6) + 9 = 15
Time Drain vs Demper w/ Light Cover: 1d20 + 9 ⇒ (2) + 9 = 11
Time Drain vs Amarynthine: 1d20 + 9 ⇒ (10) + 9 = 19
Time Drain vs FRE: 1d20 + 9 ⇒ (20) + 9 = 29

It misses Nyzos and Demper. Amarynthine's shield barely protects them while FRE gets critically smacked.

Force damage vs FRE: 1d8 + 1 ⇒ (4) + 1 = 5
5 doubled to 10. Also slowed 2.

The Pillar critically hits FRE, who begins glitching and repeating their actions, as though they were being caught in some sort of temporal trap like Star.

I think guardian intercept requires physical damage, and these do force which I don't think counts :( . Please correct me if I'm wrong.

Initiative:
Nyzos 31/38 <Shield Raised> Slowed 1
Red Dashed Pillar
Demper
Blue Dotted Pillar -4
Amarynthine (Shield)(Fort DC 18)
FRE 20/30 <SLOWED 2>
Gojiro

Amarynthine, Fre and Gojiro are up! (FRE is slowed 2)
Still fort DC 18 for Amarynthine before acting.
Going to hold off on cycling to Nyzos for reasons.


Star

Nyzos is slowed but still gets a great hit, although it's less than half as effective as one would hope. The slowing effect on them seems to quickly fade, unlike whatever temporal effect holds Star.

28 is high enough to crit (so on crit effects still trigger, but it is immune to critical hits so no double damage, and has hardness 6.

The red dashed pillar quickly zooms across the ground. It has trouble maneuvering around Nyzos and lets out a smaller burst of energy, targeting everybody within 10 feet. (Just Nyzos))

Time Drain vs Nyzos: 1d20 + 9 ⇒ (17) + 9 = 26
Force damage: 1d8 + 1 ⇒ (6) + 1 = 7
7 force damage to Nyzos and slowed 1 for a round. I don't think your DR or shield block will help, but please let me know if I've missed something.

Initiative:
Nyzos 31/38 <Shield Raised> Slowed 1
Red Dashed Pillar
Demper
Blue Dotted Pillar -4
Amarynthine (Shield)(Fort DC 18)
FRE
Gojiro

Demper up!
Still Fort DC 18 for Amarynthine(see above post for details)


Star

Lets give Demper a hero point.

This is pretty clearly Star, and they seem caught in some sort of temporal trap. Also, there is magic here.

Unfortunately as Amarynthine steps up to investigate the pillars animate pulse with energy and begin sliding towards you.

Initiative+s:

1d5 ⇒ 4
Nyzos: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Demper: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Gojiro: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
FRE: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Amarynthine: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Red: 1d20 + 8 ⇒ (19) + 8 = 27
Blue: 1d20 + 8 ⇒ (13) + 8 = 21

Initiative:
Nyzos (Fort DC 18)
Red Dashed Pillar
Demper
Blue Dotted Pillar
Amarynthine (Shield)(Fort DC 18)
FRE
Gojiro

Nyzos is up!
Fort DC 18 saves for Nyzos and Amarynthine from the pulsing pillars as initiative is rolled.

Fort Results:
CS: Nothing
S: Slowed 1
F: Slowed 1
CF: Slowed 2

The pillars are hazards and looks extremely dangerous (after all they did catch Star.) They look potentially breakable, although obsidian and bronze are likely fairly hard. If one was adjacent, Arcana, Crafting, Occultism, Thievery or an easier Jistkan Lore could be used to Disable a pillar, although it's likely a Complex process.


Star

GM Dice:
4d20 ⇒ (2, 14, 16, 4) = 36

Heading north your passage opens up into a larger chamber. There you see that the The walls of this enormous round chamber are streaked with rust and grime of ages.

The same statue with the amber eyes now stands at the south edge of the its gaze holding a faint, unblinking light. It holds its right hand slightly palm down, as though to indicate being silent or careful.

Violet energy forms a shimmering dome in the room’s center, twenty feet across. A hulking automaton shaped like a snapping turtle is within the dome, performing a frantic, repeated motion: They reach out toward one of the pillars, grasping desperately with intense focus, only to be snapped back to repeat the motion, repeating the same few seconds of action over and over.

Two pillars of obsidian and bronze stand just outside the dome, to the east and west. They hum and crackle with violet energy, appearing to be connected to the dome that has imprisoned the automaton.


Star

Taking the scoop and pouring it slowly and carefully, F.R.E turns out to have a careful hand as the brass cylinder balances perfectly onto the wire stand.

It then heats in a sudden flash and fuses the sand into an etched lense. (Crafter's eyepiece)

In addition the gears blocking the passages ratchet aside opening up the way to the north as the statue rotates at its base to point at the now open passage.


Star

Crafting would not help to carefully pour, but would potentially be useful for a different approach, say getting a precise measurement of both containers to fill correctly rather than doing the physical pour carefully.


Star

For a slow careful pour, thievery makes sense to pour carefully, also any Lore skill that deals with precise measuring, such as Cooking Lore, Herbalism Lore, or Mercantile Lore would work well. A harder perception check might be able to eyeball it if nobody possess any particular talents.


Star

There is magic here as well.

Demper sees a bronze scoop mostly buried within the sand. Looking at the brass cylinder balanced on the wire stand you would guess that if you got just the right amount of weight in it you could balance it nicely.


Star

I can at least reassure you that you aren't missing out on anything here.

Here's the extent of the relevant text

"The scratches indicate Star’s passage and lead directly to the stairs leading downward to the lower temple. Close examination of the metal inlay reveals tiny writing etched on the metal. The characters look like Jistkan but are in a complex code. Interpreting the text is a task for experts requiring many months."


Star

It may take some effort but the party eventually gets Amarynthine to move on from the fascinating Jistkan text.

Following the scratches to the west curves around a bit before having some stairs lead down leading to larger (20ft ceilings) but still unlit chambers. The stairs open in a wide room. Part of the wall to the east has collapsed, opening to a natural cavern. A stone door near the collapse sits ajar, revealing an empty storage room. Two other passages lead out of this room to the north and west, but each is blocked by dozens of interlocking gears after only a few feet. A human-sized bronze statue inlaid with dark crystal stands in the northwest corner of the room, between the two gear-filled passages. The amber eyes in its obsidian mask gleam. A low hum emanates from the statue. Its left hand is palm out toward the blocked north passage while its right hand points to something on the floor.

The statue here looks identical to the statue above and is pointing to a pit of sand about 2 feet across. A wire stand rises from the sand and supports a cylindrical brass container. The container is partially filled with sand and sits off kilter on the wire stand.


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Star

Not that it matters for this adventure, sorting out the text, even with Jistkan being understood is still weeks, if not months of higher level work.

Thoughts:

Note the lack of PFS icon next to Jistkan on AoN.

I don't own the Bestiary 2 but based on the AoN listing I think it just shows up for a couple creatures but without any rules or rarity and AoN just arbitrarily chose to list it as Uncommon. I don't own the Bestiary 2 to confirm though.

It looks like "Jistka" also shows up in Guns & Gears Remastered but as a Rare language.

No objections to being fluent for Jistkan for this adventure but you may want to look into it further, I suspect you got an incorrect answer from the forums unfortunately :(


Star

Just so I'm clear, it's a several week long process just to study the teeny tiny ribbon writing on the wall that's and get it copied into a more readable form. It's in a language that's inaccessible to PFS as far as I can tell (Jistkan seems to only be listed in Bestiary 2). Additionally after that, it's written in code, which is likely several more weeks if not months or years of working with magical translations while code breaking with likely master if not a legendary level of difficulty.

Fortunately Star when squeezing through this hallway took the time to not scratch up the writing, otherwise the task would be actually impossible.


Star

Being trained in Jistkan lore, Amarynthine can additionally tell that the writing doesn't line up with any Jistkan phrases they are familiar with. In addition to lengthy research needed to gather the writing, it's also likely in code.


Star

A closer examination of the space reveals tiny writing etched on the metal inlay. Based on some of the larger carvings, you would assume it's Jistkan. Given its small size it's likely at least several weeks, if not months of study to learn anything from it.

No further clues regarding your mission however.


Star

Star has been missing for days, and things seems quiet after the gremlins, so nothing stopping you from taking some time.


Star

Amarynthine suffers from Bane, but crushes the little Gremlin.

Nyzos save vs Bane: 1d20 + 6 ⇒ (3) + 6 = 9

Nyzos continues to fly around and taunt, also suffers from bane.

Gojiro actually manages to avoid suffering from bane

Purple WIll: 1d20 + 6 ⇒ (16) + 6 = 22

--

Going to call it here

Despite only being minorly frightened The tiny gremlin turns their charge into a runby as they flee out of the temple and into the desert as the mitflits are slaughtered behind them.

Other than a few coins, the only thing of value on the gremlins is a purse made of bloodstained hide that contains a single reasonably nice garnet.

As mentioned before the gremlins attacked, the scratches head to the west and there seems to be some care made into not scratching the fancy inlay of the walls.


Star

I'm not particularly bothered by a relatively simple ready to move into a flank. I'm generally fairly generous on interpreting pbp timing, especially when intent is clearly described. FRE will take the flank on blue and then you'll move to help out with the flank on yellow. Happy to resolve it nicely, no matter what order people actually in up posting in.


Star

With the horrific murder of the remaining Pugwampi, the aura of unluck fades.

FRE only manages to connect once on three attacks but does manage to avoid the effects of Bane.

Nyzos repositions and taunts, flying over the enemies.

The yellow Mitflit screams and expands their bane aura before scrambling into a flank on FRE.

Yellow Dash swords vs FRE: 1d20 + 8 ⇒ (20) + 8 = 28
piercing: 1d6 - 1 ⇒ (2) - 1 = 1

Nyzos however looms over the Gremlin and absorbs the mighty 2 point crit.

The tiny gremlin continues its assault against Gojiro starting with another feint.

feint vs Gojira Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Gojiro guesses wrong on the Zig vs the Zag and gets stabbed at from behind.

sword vs Gojiro OG: 1d20 + 9 ⇒ (11) + 9 = 20
Piercing+sneak attack: 1d6 - 2 + 1d6 ⇒ (3) - 2 + (3) = 4

Gojiro gets stabbed, but certainly his rage will sustain him.
Gojiro: looks like your header has the lizard/falling damage, which I believe was treated.

Frustrated at the lack of stabbing success back here, the tiny purple one charges towards Demper.

Blue dots is distracted by Nyzos' taunt, but a blinding rage builds in their eyes as they retaliate against FRE.

Taunted stab vs FRE OG: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27
angry piercing: 1d6 - 1 + 2 ⇒ (4) - 1 + 2 = 5

The other gremlins cheer, as they finally land a decisive blow.
Crit for 10!

Blue dots blinded by rage just keeps stabbing.

More Taunted stab vs FRE OG: 1d20 + 8 - 1 - 4 ⇒ (12) + 8 - 1 - 4 = 15

Most Taunted stab vs FRE OG: 1d20 + 8 - 1 - 4 ⇒ (13) + 8 - 1 - 4 = 16

But neither of those hits is successful.

Initiative:
Demper
FRE <Stance> 20/30 | Will DC 16
Amarynthine | Will DC 16
Nyzos | Will DC 16
Gojiro <Rage> 24/24 | Will DC 16

Dashed Yellow <Bane Aura>
Mixed Purple -4
Dotted Blue -5 | OG

Party is up again!
Will DC 16 for everyobdy except Dempper vs Bane.


Star

Amarynthine Mercilessly slaughters the knocked out gremlin and then moves forward and past.


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Star

Here's some overly detailed answers with some extra candor to help dispel any confusion.

As described and answered in Gameplay black is unconscious and helpless in the square south of FRE.

Demper critically IDed the Pugwampis and knows all about their unluck aura.

White is dead and thus turns off their aura. Black is unconscious because they were dropped by the non-lethal whip. Is just an amusing side effect that it happens to leave the aura on.

We're not up to Infamy for murdering the unconscious Pugwampi but I wanted to double check before going forward with that plan.

Further note: Since successfully saving against one Pugwampi aura makes you immune to all Pugwami auras for 24 hours, I should have theoretically had those of you that failed, also save against the other aura, and if you failed that be under both auras and remain unlucky etc. However I just flipped a coin and did the auras from black, and with white targeted first it rendered the point moot and saved us a bunch of extra pointless dice rolling.


Star

Oh ha, I didn't even notice I wrote it twice below. I think I wrote it once when I first described the save, and then when I got to the end of my post when, I should add the note about the save. My apologies.

Fixed Nyzos health.

Amarynthine: Black is unconscious and in the square south of FRE. I moved them to the side rather than remove the figure completely. Can you confirm that your plan is to fire energy beams at the unconscious and helpless Pugwampi?

Gojiro punches the annoying little gremlin once.

Purple Fort: 1d20 + 6 ⇒ (10) + 6 = 16

Purple gets chilled. Demper recognizes the small blue ones as Mitflits, another type of Gremlin. Their weakest save is Reflex as they can't get their big heads out of the way.

Initiative:
Demper
FRE <Stance> | Will DC 16[/]
[b]Amarynthine <Unlucky>

Nyzos <Unlucky>
Gojiro <Rage> |
Dashed Yellow <Bane Aura>
Mixed Purple -4
Dotted Blue

FRE and Nyzos still up
Need confirmation from Amarynthine and will DC 16 from FRE vs Bane.


Star

Only single will save needed for Gojiro vs the Bane and no unluck for you. I just like listing the saves on the init block and below.


Star

Okay... funny story on the unluck aura.

The aura is coming from black, but rather than be killed that I believe would shut off the aura, it happens to have been knocked out by the whip, which as far as I can tell doesn't turn off the aura, leaving you all to suffer for now.

I was amused and thought you all might be too.


Star

Nyzos is unlucky, but not unlucky enough to miss black. Taking down the gremlin, as it collapses into an unconscious pile.

The dashed yellow little blue guy casts Bane and draws a shortsword.

The Blue one draws a dart and tosses it at FRE before drawing their shortsword.

dart vs FRE: 1d20 + 8 ⇒ (19) + 8 = 27
piercing: 1d6 - 1 ⇒ (1) - 1 = 0
Minimum 1
Nyzos leans forward and takes the plink instead!

Finally the tiny one in back rushes forward, getting underfoot and trying to confuse Gojiro

Feint vs Gojiro Will DC: 1d20 + 5 ⇒ (8) + 5 = 13
the stabbening vs Gojiro: 1d20 + 9 ⇒ (1) + 9 = 10

Gojiro neither gets confused, nor stabbed.

Initiative:
Demper
FRE <Stance> | Will DC 16
Amarynthine <Unlucky>
Nyzos <Unlucky> 37/38
Gojiro <Rage> | Will DC 16

Dashed Yellow <Bane Aura>
Mixed Purple
Dotted Blue

Party is up again!
Will save DC 16 for FRE and Gojiro vs Bane

Will DC 16 for Gojiro and FRE vs Bane. (No additional saves for those entering)


Star

FRE will save: 1d20 + 7 ⇒ (9) + 7 = 16
FRE will save: 1d20 + 7 ⇒ (18) + 7 = 25

FRE manages to not get unlucky.

Closing with black FRE drops into their stance and hits twice

Initiative:
Demper
FRE <Stance>
Amarynthine <Unlucky>
Nyzos (Defend)
Bojiro <Rage>
Solid Black -10
Dashed Yellow
Mixed Purple
Dotted Blue

Nyzos still up!
See my above posts for potential will saves.


Star

As a note for hero points and other fortune effects while under unlucky effects like this, I find the only way that makes sense, is to use the hero point before rolling to just roll once, since fortune and misfortune effects cancel out.


Star

Wrote my post before FRE, will post again in a bit with their actions.

Amarynthine gets closer and fires a couple beams, managing to hit once, although feels quite unlucky.

Gojiro gets mad and closes, hitting white once with greater force but it still isn't enough to drop the creature.

Gojiro: How much temp HP do you get?

Demper recognizes the front creatures as a type of Gremlin, known as pugwampis. They famously have an aura of unluck, which seems to already be affecting Amarynthine. Their weakest save is fort, and they are weak to cold iron.

Demper then fires off a divine lance which critically hits white and finishes them off.

Initiative:
Demper
FRE
Amarynthine <Unlucky>
Nyzos (Defend)
Bojiro <Rage>
Solid Black
Dashed Yellow
Mixed Purple
Dotted Blue

FRE and Nyzos still up!

If/When you get within 20 feet of their front line:

Will Save DC 16 (Roll this save twice and twice and take the worst).
aura, mental, misfortune, primal.

Results

Spoiler:
On a failure (or worse), you must roll twice and take the worse result on all checks.


Star
rainzax wrote:
The effect has no stated duration...

That's correct.


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Star

Yes, for the will save you need to roll twice and take the worse.


Star

The twisting passages in this area are all smooth stone, covered with dust and inset with metal in repeated geometric patterns. Recent scratches mar some passage walls but avoid the inlay, as though whoever scratched the wall was careful to leave the patterns intact.

Toward the end of the first hall a quartet of small colorful creatures being bullied by a tiny one with a short sword drawn look up in your direction in surprise as the stone door opens.

The tiny one points his sword at y'all and yells in a gutteral tongue as the rest scramble for their weapons.

Sakvroth(Undercommon):

"Kill them!"

They are surprised and suffer -4 to initiative.

Initiative+S:

Nyzos: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Demper: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
FRE: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Amarynthine: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
B: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
W: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Y: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
U: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
P: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11
Gojiro: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Initiative:
Demper
FRE
Amarynthine (Defend)
Nyzos (Defend)
Bojiro

Solid White
Solid Black
Dashed Yellow
Mixed Purple
Dotted Blue

Party is up! I don't think we explicitly discussed, but I have no objections to weapons out, and reactions are certainty available. See slide 4 for map and images.

If/When you get within 20 feet of their front line:

Will Save DC 16 (Roll twice and take the worst).
aura, mental, misfortune, primal.

Results

Spoiler:
On a failure (or worse), you must roll twice and take the worse result on all checks.


Star

The stonework here does not bring back any memories, but perhaps deeper into the temple will bear more fruit.

The Star scarred passageway to the south leads to a heavy stone door. It's no so much stuck, as just really heavy.

Athletics DC 14 to push it open