”Whatwouldapriestdowhatwouldapriestdowhatwouldapriestdo oh feck it I don’t fecking know-“
Jao thinks about running behind Anders! He doesn't want to die! Instead, since he also doesn't want to die, he stays where he is and panics.
”Begone, foul flecking’ stinging bobwhites! Behold the power of my faith: (it’s another joke, okay, so get ready) Mrs and no, wait, bugger. Mr and Mrs Pawl, and… and their daughter… Annie! Yeah! By the gods, my wit flows almost literally like an above averagely fast-growing tree now that Earl has placed his blessing upon me.”
Immobilize one of the bee-gits with the Awful Power of my Voice.
DC 12 vs 1d8+1d8+1d20 (1+5+9)=14 (Advantage 1)Jao is totally successful, in what will soon be shown as a completely useless tactic. The bee can't move, but it's otherwise still within range to attack him. Let's hope Anders can lurch to the rescue!
Meanwhile-The Gods watching mutter and shrug, chuckling. Why didn't Jao just attack? They shadow-beings die in one hit! He's so unpredictably wacky, it's hilarious! This show is great!
...
On the upside, Jao feels a burst of healing energy flowing to him...
1d6=2Well, a tiny burst. In addition, Caern's magic is now bolstering him as well. He just has to live long enough to benefit.
What will happen next? Stay tuned after this commercial break!
The Caerns threw their spears with force one after the other, and this time they struck true, eliciting immediate commemoration from the excited men. "HURRAAHHH-" "FEEL THE BURN!" Both illusion and original cheered and roared, though their moment of double triumph was cut short by noticing Wen-Tsu's cry and the dangerous situation Jao was in.
Berserking or not, they quickly sprung into action to help their companions, thrown spears left to be recovered at a later time—preferably after all enemies were taken care of. Noticing his powers seemed to be working, the illusionary Caern tried to provide Jao with some healing while the real half-golem concentrated on trying to free the bunny-person before she could be dragged away.
Illusion Caern:
Move Action: Move to K14.
Major Action: Cast Regeneration 2 on Jao.
Minor Action: Sustain Regeneration 2.
Minor Action: Draw spear.
Caern:
Move Action: Move to K16.
Minor Action: Sustain Regeneration 2.
Minor Action: Draw Spear.
Major Action: Cast Restoration on Wen-Tsu.
Both Caern's finally take a break from throwing spears, to concentrate on throwing spells.
DC 14 vs 1d10+1d20 (8+16)=24DC 14 vs 1d10+1d20 (9+1)=10Oddly, Illusion Caern manages to cast his spell perfectly-perhaps because he's channeling it on a target in Anders close proximity. Normal Caern feels a moment of existential doubt as his own spell fails to materialize and flickers out-as often is the case, many beings have innate resistance to magical alteration, even beneficial magic. Wen-Tsu's aura is particular bright and powerful, and it's difficult to touch due to her very real panic.
She sheds his efforts completely unintentionally, as if she was scratching a moon-flea off her backside.
Moubu was conscious that his time away from his allies would be dangerous for them, their ability to look after themselves was still largely unknown to him, however finally one of the shadow beings did not merely fade away at his touch, but instead stood against him, ready to match it's strength against him! Moubu could not let this challenge go unanswered and so he waded back into combat, a snarl ripping itself from his mouth as he furiously attacked the still forming shadow blob! There would be time to see to his allies once he had shown this monster what a true warrior was!
Minor Action: Upkeep Regeneration
Major Action: Use Might 5 to make a Damaging Attack on this shadowblob that is trying to reform.
Move Action: If the shadowblob is defeated with a single attack and it doesn't spawn new enemies or whatever, move to I18, otherwise no move action/resist banes if I pick one up.
Use Interrupt: Defend using might on any damaging/bane attacks that hits on me or my allies but are below the enemies own armor.
Use Interrupt: Defend using might on any damaging attack that would down an ally so long as reducing the damage by (19-Ally AC) would stop them from being downed.
Use Interrupt: Defend using might on bane attacks that inflict: Blinded, Death, Dominated, Fear, Incapacitated 7 or 9, Stunned, or Stupefied that hit at 19 or lower.
Moubu is wise to chop apart the...leftovers...he more or less just keeps cutting until all the parts stop twitching, keeping it from attempting to reform into a mini-boss monster. It leaves a pool of liquid darkness on the ground that, thankfully, seems inert-it's quickly evaporating before his very eyes leaving no trace.
Satisfied, he trots (perhaps strides, if he prefers it more heroically) back to the battle.
From her vantage point, Emilia immediately notices Wen-Tsu's distress and rushes to the adorable rabbit's aid immediately, flitting nimbly through the treetops. It was strange that her attempt to hasten herself had not succeeded, but it was almost like she was already moving faster than normal and did not need to concentrate to do so... But she did not have the time to think about it.
Pushing such thoughts from her mind, Emilia nimbly lunges forward across the canopy, attempting to strike a powerful and precise blow against one of the shadowy spider figures harassing Wen-Tsu.
Emilia to [H,15], two-handed strike against one of the nearby enemies.
Fan favorite flying fighter Emilia somehow manages to swing on a rope with one hand, while executing a two-handed attack with her sword. She would realize in a moment how this is actually physically possible...
Agility Check: DC 13 vs 2d6+1d20 (3+3+6+1), +1d6=1, =11 (Advantage 1)Missing a crucial vine by mere inches would normally preface a painful face first landing into the cold, unforgiving ground...but, just as Emilia feels the pull of gravity...she feels something else, pulling her upward. In that moment, she realized something about her had changed.
She doesn't gain the normal double speed bonus or the attack bonus, but continues to move normally for the duration of the turn.
Agility Check: DC 16 vs 2d6+1d20 (1+4+6+17), +1d6=6,+1d6=3, =36 (Advantage 1)36 damage!CHOP!Emilia doesn't waste time questioning her abilities-she fearlessly lets go of her handhold, and executes a brilliant two-handed horizontal slices that obliterates the spider entirely, in a brilliant flash of white light. She managed to catch hold of the vine before she can sink any further, as well.
"Aaaahhh!"
Her distress was slightly quieter, now that she was indeed being helped.
She swiftly clawed a few shapes in the earthern floor of the hut, and the plantlife came alive around the spiders - ensnaring them in turn.
Immobile the spiders.
If freed by Caern, scramble backwards to B16
If not, try to get free
Abridged rabbit turn!
Wen-Tsu manages to free herself (16 vs dc10) from the rope and scuttle to the far end of the hut, and she also manages to entangle the shadow-spider in revenge with a trap of thorny branches.
That shadow-thread she shucked off herself, seems a bit lively though...oh no!
The destruction of the Shadow Troll annoyed Anders. He'd been rather curious to see what the continued effects of the shadow drain would do to the creature, rather than a simple explosion. Ah, well, a matter for another time. There was still the matter of keeping Jao alive. The little man provided Anders with a wealth of insight into how other people interacted, and it would be shame to see him eaten here.
Lethal Strike the Bee diagonal to Me
Avoid crushing the fragile spark of Caern's humanity. In fact, see if there's anything with me that resonates with said humanity.
Abridged eldritch things turn!
Anders manages to deal some decent damage-he severs the strand from behind, before delivering a critical hit to the bees main 'body'. It's a lot easier to kill them that way.
? -5 HPAs for the question...he supposes that, by virtue of asking, the answer is yes. He must some humanity within him still, that still feels akin to Caern's own spirit. Otherwise, it would be like trying to imagine the color orange as a blind man-it would literally never occur to him, except as abstract philosophy. He in fact feels if he were to take a portion of Caern he has in hands, it might...change his perspective. A step back, or a step forward? Hard to say. But, probably not good for the incarnation of that spark of his soul, no.
Abridged Shadows Attack!This week, on every Gods favorite mortal divine-o-vision series-
'Jao gonna make me lose my mind!'-
he gets pummeled by bees!It's a ratings winner!
He manages to avoid one sting, before being critted in the face once again. Oh that Jao, always getting into trouble!
-11 HPPoor Jao is really feeling the pain now. How will the boy get out of this pickle!? Tune in next week for more of Jao's exciting adventures in being hurt a whole bunch.
...
The other spider is desperately trapped by branches, unable to escape from the sword-toting angel maniac who chopped down his buddy, but
even more shadows begin to rise up, from those left to reform. Though the one directly facing Jao seems perfectly happen to explode and reform, making his actions well and truly meaningless.
On the roof, a thick two-headed being (seemingly an amorphous combination of two shadow-Halflings) staggers to it's feet, begins to bring it's dual wielded hand-cannons down to bear on the party.
Wen-Tsu notes that the 'rope' she just shucked, has now taken on a life of it's own. It's turned into a perfectly alliterative shadow-snake! Snakes savor the flavor of moon-rabbits!
In the North, two more Shadow-Bees appear near the unbroken pillars (though both pillars seem much fainter, almost near collapse by now due to the constant damage), and they've got a'stinging Halflings on their minds.
Everybody's turn is back up!Initiative checks!Caern (both) 1d20 (19)=19
Moubo 1d8+1d20 (7+10)=17
Emilia 2d6+1d20 (7+7)=14
Wen-Tsu 1d4+1d20 (1+11)=12
Anders 2d6+1d20 (9+3)=12
Shadow Creatures 1d6+1d20=11Jao 1d10+1d20 (1+8)=9
The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.&=Shadow Critters
B=Monkeybees! (if there's any around)
@=Our Heroes
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, 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. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon RangesMelee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of
http://inkarnate.com/It's pretty useful.))
Shadow Monkey-Bee
Love the taste of Gnome
Shadow Spider
Weak and cowardly, uses dark ropes to bind opponents from afar
Shadow Man
Very dangerous assassins, steal life force and have high attack stats
Shadow Troll
Slow, lumbering, and strong, but vulnerable...
Shadow Halfling
Fires fecking artillery from afar, ye gits.
Shadow Pillar
The shadow-critters are connected to the pillars, and the pillars to the greater darkness above...
Hit Points: -37/?
Agility ?
Fortitude ?
Might ?
Perception ?
DEFENSES
Toughness: 16
Evasion: ?
Resolve: ?
SPECIAL ATTACKS
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
Wen-TsuHit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
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
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
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.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
JaoHit Points = 3/22 (+5 HP Bonus, 3 Lethal Damage)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II from Self (1d6), Regeneration II from Caern (1d6)
Active Banes=None
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... (Used)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
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.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
EmiliaHit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
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
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None) (Attack Bonus=1d10)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
MoubuHit Points = 26/26 (+5 HP Bonus, 5 Lethal Damage)
DefensesToughness = 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)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring 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)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
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.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown) (Attack Bonus=2d6)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
AndersHit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice 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.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
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)
Caern (Illusion)Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=Regeneration II on Jao
Active Boons=None
Active Banes=None
Cinematic Effects
Totally not real, or is he?
Big Honking Lightning Sword
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)
Caern (Real)Hit Points = 26/26 (4 lethal damage)
Defenses
Toughness: 15+2+2+5(Large Shield+Natural Defense+Rage)=24
Evasion: 10+2+2+5(Large Shield+Natural Defense+Rage)=19
Resolve: 15+5 (Rage)=20
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally confused right now
Active Effects/Abilities
Ragin'!: +5 to all defense scores, advantage 1 on all attacks (Rage Reserves=3 turns)
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)