"Oh, oh! That looked like it hurt! Are you alright?" Wen-Tsu blinked as her ally was half-brained by a oversized nut. "Don't worry! I can fix that right up, with the lovingly kiss of the moon!"
She took a few steps and lifted a hand, before poking Anders on the forehead.
"You'll be good as new!"
Get noble companion in the way of further missiles by moving to E12, then autosucceed at casting regeneration on him due to feat
Wen-Tsu gives Anders a moon-poke that bathes him in silvery glittering illumination. He's much prettier now!
Effects:Anders gains Regeneration I!
Anders gains Moon Sparkles!...
Debt, Anders thought, was a funny thing. With money, property, and value, he understood the concept perfectly. Here... He wasn't so sure. This was probably a good thing.
Also, Ow. Apparently that had been an attack, not the delivery of a delicious meal as Anders had initially suspected.
Move to K8
Lethal Strike the Vespine-Langur grappling Emilia
+3 HP-1 HPIn retrospect, the combination of the Moon-Feys healing magic, and the constant drain on his life force from the spells creates an interesting struggle of duality. He seems to be gaining and losing his life simultaneously, both alive and dead, dying, and yet immortal-sleeping and waking, dying-yet dreaming. An interesting, indeed, natural state he might think...he breaks into a sprint pondering imponderables, his hasted speed giving him the momentum he needs to reach his target...
[Time to run. (Advantage 1 from Haste)
DC 20 vs Agility 1d6+1d6+1d6+1d20 (2+4+2+19)=25],Ascension! He manages to sprint across the field with a blur of inhuman movement, his body briefly warping to the outsiders view-becoming hunched and misshapen, like an eel or some sort of serpent...he clears the jump nearly flawlessly, landing with boneless pounce beside the Monkeywasp who is trying to strangle Emilia.
[Ruin. (Advantage 1 from Lethal Strikes)
DC 13 vs Agility 1d6+1d6+1d6+1d20 (2+1+3+17)=21]Monkeybee takes 8 damage!The beast is well skewered by his dagger, shrieking in pain. Musical!
Carefully holding her breath to avoid its wretched smell, Emilia twists in the grip of the Monkeybee. Whipping the dagger in her right hand around and attempting to bury it to the hilt in the foul creature's head, she attempts to kill it instantly. Or at least cause its hold to slacken enough to escape.
She was also a bit curious about the flapping sound, but the things trying to kill and eat her were probably more important.
Attack grappling enemy with one dagger. If the attack does at least 1 damage, leave it stuck inside the monkeybee.
Resist grapple.
Emilia doesn't hear or see the blur behind her, though she sees the agony as a dagger plunges into the monkeywasps vulnerable wing juncture. The beast begins thrashing wildly!
[Dagger Strike!)
DC 13 vs Agility 2d6+1d20 (5+7)=12], Miss![Escape Grapple!)
DC 10 vs 1d20=20], Success!(Emilia can move 15ft as a minor action on this turn for escaping a grapple)
She is unable to reach her dagger to strike it into the creature-it takes both her hands to force the creature away from her face, and send it hurling away from her with an impressive display of strength. Of course, it sends her hurling too! Emilia manages to grab a vine, however-she'll be able to use her momentum if she needs to.
Skelebro continues his previous action.
Balecar immobilizes one of the bees (preferably one that is flying quite high) so that it will fall to the ground and take damage (and be in-range of the melee-focused members of the group).
Skelebro continues to slug through the swamp, with the occasional small teleport. The frog-being, reacting in terror, tries to paddle away. Both of them are still steadily sinking.
Are you sure it was smart to send the skeletal horror to rescue the native?
...
Atath meanwhile, aims his magic at the waspape who is heavily wounded.
[Bring him down!)
DC 13 vs Entropy 2d6+1d20 (6+4)=10], Miss!Since he didn't describe his actions very well, I can't really explain how he failed, just that he did.
...
Fix the stupid bow and make a mental note to have words with its vendor when I return. Then shoot the immobilised apebee, maybe it won't go as wrong.
"If the damn thing can talk... Looks like an eejit, to me," Jao mumbled to himself.
Jao patently remembers the merchant who sold him the bow. It was a shady looking Desert Elf, and his brutish hammer wielding bodyguard...
"This bow is being, one of the finest qualities of weaponry, my diminutive friend." He said. "A truth I speak, for it has the lifetime of the guarantees-if you should fail, and somehow you are on who will still be the living, come back! And this one will make sure you are...repaid...in full."
He had tried to haggle, but they were having none of it.
"You buy now, zhen leave." The bodyguard had said, raising her hammer menacingly. The Merchant had merely pretended to inspect his fingernails.
...
"Excellent purchasing, little friend! A good business to be done with you-but, might a man interest you in some arrows? Being the ones, that are very cheap!"He promises not to get mixed up with those two again.
[Arrow Shot!)
DC 13 vs Agility 1d8+1d20 (2+4)=6], Miss!His shoddy black market arrow corkscrews into a nearby tree.
...
((I know my turn not for like, a billion initiative changes, but I figure it's notabeely unlikely that my action would change, so I'll post one now.))
Moubu pushed himself past the dizziness and starvation for the shipwreck, here, now, in combat, there was no time to bow to the weakness of the flesh! He felt the rush of energy all over his body the numerous scraps and bruises from the crash faded and disappear! He was just readying himself for a defiant shout at his adversaries when they crushed into him, smashing his body to the ground and driving the air from his lungs! He didn't lay down on the ground for long though! A snarl ripped itself from his mouth as he struggled to push himself upward and forward at the bee that had knocked him down! Eschewing any fancy techniques he simply launched himself at the beast, trying to crush it though pure weight and strength alone!
Accept regeneration at cost of fatigue.
Move action: Resist Banes.
Major action: Use Might 4 to attack Monkeybee that knocked Moubu down.
Minor action: Sustain Regeneration.
[Get off the ground, you clown!)
DC 10 vs 1d20=15], Success!Moubu rises from the dirt, an inspiration to meatshields everywhere.
[Moubu Smash!)
DC 13 vs Might 1d10+1d20 (5+17)=22], hit!Monkeybee takes 9 damage!He then proceeds to cave in the horrible monkeywasps head with a satisfying crunch!
Monkeybees turnThree Waspapes attempts to swarm Moubu from three different sides! Including the little scared one.
[Monkeybee Claw attack!
Moubu Toughness 22 vs MB Might 1d8+1d20 (7+4)=11, evade!]
[Monkeybee Claw attack! (Disadvantage 1)
Moubu Toughness 22 vs MB Might 1d8+1d8+1d20 (7+7+11)=18, evade!]
[Monkeybee Claw attack!
Moubu Toughness 22 vs MB Might 1d8+1d20 (1+11)=2, evade!]Though the monkey-claws strike from all sides, his heavy armor and natural instincts, long trained from his years at war finally kick in. He manages to fend them all off without so much as a scratch!
The badly injured grappling apebee has had quite enough of all this, thank you very much. In an act of petty vengeance, he tries to flee the map and deny the heroes EXP from killing him! (is there EXP in this game?)
Unfortunately, the triggers attacks of opportunity from both Emilia and Anders.
[More Ruin! (Advantage 1 from Lethal Strikes)
DC 13 vs Agility 1d6+1d6+1d6+1d20 (3+6+6+20, +1d6=5, +1d6=1, +1d20=5)=43?!]Monkeybee takes 43 damage!The reaction is...somewhat disturbing. Anders quite
literally deletes the thing from existence, blasting the monkeywasp to pieces. Steaming monkeychunks EVERYWHERE.
Most of them land on Emilia.
...
The remaining two monkeybees want no more of that-they screech wildly, in absolute terror, and begin winging North at max speed, crashing off trees and knocking into things. They'll escape in one turn unless stopped.
Turns up!
The land before you is pretty swampy, but it shouldn't affect your balance much. Unless you fall in that huge quicksand pit. You notice only a few trees and large smooth boulders about, including one jutting of the muck, and another wedged between two trees-the greenery above is heavily festooned with jungle vines and branches.
B=Monkeybees!
@=Our Heroes ((For the first turn, give me a map position of one of the '@' marks, and also a color not red/blue/green. That'll be your character from now on. Which means you can choose your starting position.))
k=Poor Frog Kid
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Boulders. Requires no check to ascend, but does cost all your ground movement to enter a boulder square initially-as long as you have any movement left in a round, you can ascend and arrive on the next turn.
Brown/Leafy: Jungle trees. Easy to climb, but takes all your movement in a round to ascend one-as above. You might take damage if you attempt to jump or fall out of them, tho, depending on the ground you land on.
Dark Brown: Quicksand. Entering from ground level immediately stops any movement, and you can only move 5ft every turn afterwards. Spending more than 3 rounds in Quicksand, and you have to make a might or agility check-if you fail, you become immobile and begin to sink. 3 rounds after that, you DIE.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level via one of the boulders or by climbing the trees, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
Monkey Beesx3Monkey Bee AIntimidated!Monkey B (Get it?)3/12 HP
...
35ft speed, flying, climbing
Hit Points: 12/12
Agility 3
Fortitude 3
Might 3
Perception 5
DEFENSES
Toughness: 13
Evasion: 13
Resolve: 10
ATTACKS
1.
2.
3.
4.
((Quick Sheets. I'll do the other stuff when I can, this is good for now.))
Wen-TsuHit Points = 26/26
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=Solidify Mud
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
JaoHit Points = 20/20
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=None
Active Boons=None
Active Banes=Delayed (Initiative set to 0, unable to remove normally)
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Available)
Passives
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
EmiliaHit Points = 28/28
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=Angelic Forcefield
Active Boons=Angelic Forcefield (+3 Defense vs finesse attacks)
Active Banes=
Cinematic Effects
Covered in Monkeyjuice: Eww.
Swinging high in the sky: Watch out for that tree!
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
None
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
MoubuHit Points = 26/26
Defenses
Toughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor), Hungry (Suffering 1 level of exhaustion until he eats, kicks in after battle)
Cinematic Effects
Literally Coated in Mud: Liberally and literally. Filthy Orc!
Active Effects/Abilities
Inspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
Passives
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
AndersHit Points = 10/14
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak: Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature. (Available)
Passives
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
BalecarHit Points = 14/14
Defenses
Toughness: 10+2(Leather armor)=12
Evasion: 10+2(Leather armor)=12
Resolve: 12
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
None
Passives
Pure-hearted: Any good-aligned creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you’ve taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Skeleton MonkHit Points = 12/12
Defenses
Toughness: 11
Evasion: 12
Resolve: 10
Active Boons=
Active Banes=
Active Effects/Abilities
None
Passives
None
Equipped Weapon:
Equipped Armor: