"Ha! Yer gert big shadowy eejits! Yer can't touch Garl's Glamourous Jao, yer feckwizzles! Have this! Avast!"
Immobilise the shadowgit attacking Anders with the voice of poetry (+1 due to voice). Continue to float around distractingly towards K9
"I tell you shadows you can't touch me!
I'm here but also there and you know you can't touch me!
Look in my eyes - ewww, actually don't -
You know let me declaim my wonderful poetry because you can't touch me!
Eejits!"
Once arrived nearer Anders warn him:
"I can't hold them off forever, young Anders - I've left behind a cheeseboard in distress... I do likes a bit of cheese... and damsels."
Jao finally decides to use the abilities he has had all along!
DC 12 vs 1d8+1d8+1d20 (7+7+5)=13 (Advantage 1)The sheer power of his magical compulsion freezes the shadowgit to the ground!
Then he floats Southwards, gladly taking the attack of opportunity-because immaterial, duh.
Those Celestial Badgers are getting closer, though...if they catch him, he'll get thrown back in the real world! Which would really be disappointing.
...
Both Caerns were frustrated with how easily their opponent dodged their hits, but only became truly pissed off at having their souls called corrupted. "You're the monster here! I'll make you swallow those words and my fists along with 'em!!" he roared before Moubu came to his rescue.
"Thanks!" It was good he was one for short thanks, because there wasn't enough time to say or do much before he and the orc were bombarded with darkness. The half-golem's attempts to avoid the onslaught were far from graceful and ended up with him hurting and on the ground. He was still pumped up, though, as was his illusionary copy. "Come down here too and get some of this!" "No time to lay down and rest! Back up!"
Illusion Caern:
Focus Action: Superior Action: Cast Restoration on Caern.
Caern:
Minor Action: Sustain Regeneration 2.
Move Action: Try to shrug off Knockdown in case I haven't been freed from it already.
Major Action: MIGHT THROW spear at Shadow Halfling.
In case Illusion Caern can't actually cast restoration, he instead superior action throws a spear at Shadow Halfling while Caern uses his Move Action to shrug Knockdown off. In case it works, he throws a spear at Shadow Halfling with his Major Action, and in case it doesn't, he casts Restoration on himself instead.
Illusion Caern's magic doesn't seem to work like it's should...he feels he could cast if 'master' Anders channeled power to him.
Shrugging, he tosses his spear at the Shadow Halfling.
DC 16 vs 1d10+1d10+1d20 (5+9+6)=15 (Advantage 1)The little being manages to barely duck the first missile!
...
Meanwhile, real Caern trips forward in a panic to avoid the shadow explosives...
Random Direction: 1d8=8
Round up/down: 1d2=2Caern saves from 3 lethal damageAnd, promptly smacks his face into the side of a building, stunned.
Shake Off Bane vs Dc10: 1d20=5A deep exhaustion battles with his fury, a calling to rise and fight...
DC 16 vs 1d10+1d20 (1+11)=12 (Advantage 1/Disadvantage 1)His own wildly thrown spear ricochets off the side of the building. Disappointing!
Caern has a choice to make!
Will he call upon his reserves of strength?
In exchange for burning his daily use of Resilient, Caern can choose to remove his bane automatically on the next turn, without costing any action. Otherwise, he will automatically succeed standing up, still at the cost of a movement action.
...
Moubu grunted in frustration as the shadowman popped into shadowstuff as he struck at it. His frustration turned in a growl of anger and pain as the as the shadowy explosions rocked around him! He stood his ground against the deadly attack, stumbling out of the dust coughing and bleeding from multiple wounds. "Whatever these things are, I'm not sure that we're actually making progress! Pop one and it skitters away, who knows if we're even really damaging these things, but they sure as hell are doing damage to us!" Moubu shouted to his allies as he stumbled forward. "I'm going to go see what happens if we break one of those pillars!"
Move action: Move to M22
Minor Action: Sustain Regeneration
Major action: N/A
Moubu gets rocked by explosives, but he sprints closer to the pillar all the same.
As he notes Emilias and Wens attack against the other pillar in the next action, this one seem to notice the parties intent-it begins to firmly link itself to the ground, growing armor-plates of darkness around the pillar, to protect it...
...
Wen-Tsu called out to the others with a surprising volume for such a little rabbit-girl, sticking her head out the window.
"Oh, oh! Cut the threads that connect the shadows to the pillars! Then attack the pillars! Otherwise, they'll keep coming!"
Coincidentally, she called out pretty much at the same time as Moubu, and nodded to herself. She snapped her fingers. Looking back towards the woman demolishing the wall, she could just see the edge of the pillar through a different window. She pulled herself back inside and clapped once.
Two blades of mud, sharp rocks held like the teeth of a saw in the mud, formed scissors and closed onto the pillar at B23
Urgh!
Emilia didn't like insects very much, but the heat of battle kept her relatively calm.
"Wen Tsu! I'll go for the pillar!" she cries, agilely twisting through the hole she had formed before dashing south and slicing at the strange tentacle-like object with all she could muster.
Emilia to 22-C, attack nearby Shadowy Pillar.
Emilia and Wen-Tsu combo attack the pillar-Emilia giving a mighty slice and Wen-Tsu attempting to snip it like a moon-flower stalk.
It seems to work, at least partially.
? -5 HPAs soon as the tentacle takes damage from the attacks, it quickly begins to retract itself into the sky. They manage to cut off quite a few of the shadowy appendages, before it escapes back into it's 'body'. That's one pillar down!
...
There was a part of Anders that wished he had enough concentration free to attempt to touch one of the Shadow things, and see what he could wrest from those bizarre threads. The advice of his mother would doubtless have been helpful in this moment, but, well, he had chosen a very different path.
The arrival of the peculiar Jao afforded Anders something of an opportunity, a moment to strike at the filaments that seemed to feed the Troll. He didn't understand exactly that cheeseboard Jao had left behind, and Anders hadn't recalled seeing any Damsels, but, well, there was no sense in delay.
Persistent Damage II, target the bundle of black threads currently tethering adjacent Shadow Troll
Maintain Illusory Caern
Anders aims carefully at the strands connecting the Troll...
DC 12 vs 2d6+1d20 (6+4+4+14)=24 (Advantage 1 Weapon)His knife manages to slice, yet not separate, the cord. Perfect.
...
Shadows Turn!Shadow-Troll 1 frozen to the ground and unable to strike the taunting Halfling, promptly implodes. Well, that's one way to clear a bane.
Shadow-Troll 2 aims a heavy two handed blow down on the annoying insect stinging him...
Anders Agility/DC 17 vs Shadow Entropy 2d6+1d20 (7+1)=8But, only strikes the ground. The Shadow-Troll also doesn't seem to notice, as pure darkness begins to leak out of his strand behind him, like blood from an artery.
? -2 HP
Shadow-Halfling seems hesitant to fire when his enemies don't politely clump up for him.
Sneering, he aims a shadowy shotgun shell of darkness at the proned real Caern!
Caern Evasion/DC 19 vs Entropy 2d6+1d20 (2+6+3+18)=23 (Disdvantage 1, Prone)Caern is blasted by black buckshot! Brutality! Boom!
Caern -4 HPInterestingly, the destruction of the shadow pillar in the Southwest corner causes
Shadow-Spider and
Shadow-Spider 3 to panic-they
double move toward the same roof the Halfling is on, clinging above the parties heads, before leaping into the pillar in the Southest corner, and reconnecting themselves. Afterwards, they join the halfling on the roof.
And a few seconds later, another
shadow Halfling appears beside them!
Meanwhile, the Shadow-Troll who vanished in the North is replaced by three
Shadow-Monkey Bees!...
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
Everybody, your actions are up! (Even Jao)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
Shadow Spider
Weak and cowardly, uses dark ropes to bind opponents from afarShadow Man
Very dangerous assassins, steal life force and have high attack statsShadow 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: -18/?
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 = 25/25 (+5 HP Bonus)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II (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)
Garls Glamourous Gala: Jao has been invited into a higher, Godly realm for an afterlife party. He gains the ability to pass freely through all physical barriers as if they were unoccupied spaces. In addition, he gains the ability to freely move in any direction in both the horizontal and vertical planes at his normal non-magical speed. Jao is immune to all attacks that target either Evasion or Toughness, however, he also cannot deliver any attacks that target Evasion or Toughness. He's only invited as long as they want him there, however-If the spell is cancelled solid structure, then he is forcibly transported to...somewhere else...
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)=None
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 = 22/26 (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=Knockdown (Caern has disadvantage 1 on all attacks he makes. Melee and area attacks against him characters gain advantage 1. Projectile attacks against him suffer disadvantage 1.)
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 hisToughness and Evasion defenses.
Equipped Weapon: Battleaxe (Attack Bonus=1d10)
Equipped Armor: Large Shield (Toughness/Evasion +2)