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Seeing that Drasil was still gravely injured, Brazi soothed him with some healing. Then, in case the bad guys joined them, he brought up a shield.

OOC

Action 1 & 2: Soothe Drasil (heightened to 4th)

Soothe (4th)

Action 3: Shield

AC 28, instead of AC 27.

Reaction:

Stat Block

Braz'i the BeaterBard 9


N, Small, Halfling, Wildwood Halfling, Humanoid

Perception +16;
Languages Common, Halfling
Skills Acrobatics +15, Athletics +0, Diplomacy +19, Lore: Warfare +11, Medicine +14, Occultism +11, Performance +19, Stealth +15, Survival +14
Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4
Items +1 Resilient Leather, Folding Drums, Mentalist's Staff, Pendant of the Occult, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spellbook (Blank), Healing Potion (Lesser), Darkvision Elixir (Moderate), Flask of Fellowship, Scroll of Object Reading, Scroll of Pocket Library, Scroll of Comprehend Language


AC 27; Fort +15, Ref +18, Will +19; Resolve
HP 96


Speed 30 feet
Melee +1 Fighting Stick +12 (Uncommon, Backswing, Halfling, Nonlethal, Shove, Magical), Damage 1d6 B
Ranged +1 Striking Shortbow +16 (Deadly d10, Magical), Damage 2d6 P
Halfling Luck action_free.png
Bon Mot action_single.png
Folding Drums action_single.png
Occult Known Spells DC 27, attack +17; 5th Synesthesia, Shadow Siphon (2 slots); 4th Silence (H+2), Resist Energy (H+2), Restoration (H+2) (2/3 slots); 3rd Slow ☆, Invisibility Sphere, Fear (H+2) (2/3 slots); 2nd Telekinetic Maneuver, Dispel Magic ☆, Hideous Laughter (3 slots); 1st Summon Fey, Phantom Pain, Schadenfreude, Soothe ☆ (3 slots); Cantrips Daze, Shield, Haunting Hymn, Telekinetic Projectile, Bullhorn
Focus Spells (3 points) Counter Performance action_reaction.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Lingering Composition action_free.pngYou add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Dirge of Doom action_single.pngArea 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area.
Inspire Heroics action_free.pngYou call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
Additional Feats Adopted Ancestry, Assurance, Battle Cry, Cat Fall, Dirge of Doom, Esoteric Polymath, Guiding Luck, Inspire Heroics, Lingering Composition, Multifarious Muse, Nimble Elf, Toughness, Versatile Performance, Virtuosic Performer, Wildwood Halfling
Additional Specials Adopted Ancestry (Elf), Assurance (Medicine), Great Fortitude, Keen Eyes, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells

 

Name
Soothe (4th)
39
4d10+16 5,7,5,6
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With Kyros safely disabling the trap, Garion moves into the main room where he can see the two remaining enemies. He chants "shock the flunkeys" and sends a lightning bolt at the torturers in the back room.

Actions

Action 1: Stride

Action 2 & 3: Lightning Bolt (heightened to 4th) vs Yellow & Blue

Lightning Bolt + Dang Sorcery

Basic Reflex Save: DC 27

 

Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/3/2/2

Edited by ScottGell (see edit history)
Name
Lightning Bolt + Dang Sorcery
40
5d12+4 9,10,6,4,7
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Drasil staggers, wide eyed from the rush of endorphins - or the elven equivalent that pumps through him. Thanks to the aid of his companions, he has gone from Pharasma's doorstep to near perfect health in seconds. He nods to them in thanks, but his still set snarl and bulging eyes make the gesture ghoulish.

He swivels his attention back to the action. The waiwright might still be alive.

With a Sudden Charge Drasil dashes through the room, weaving between the thugs with elven speed.

Timeline Split:
If the wainwright is still alive, or not obviously already dead Drasil runs up to him and presses a traditional poultice into the humans wounds.
Battle Medicine DC 15
Heal

-------

If The wainwright is obviously dead, Drasil howls in anguish. He disarmed himself earlier, but his fists will do the job well enough. He punches and claws at Blue like a wildman, clinging to him and grabbing at his throat and eyes.

Sudden Charge Punch
Bludgeoning Damage

Snagging strike (flat footed on a hit)
Bludgeoning Damage
 

Actions

Hide this

2 action Sudden Charge: Stride Stride Strike (strike is wasted is the wainwright seems alive, since Drasil wont be in reach of any targets, if I'm understanding the map right.) 1 action battle medicine or Snagging strike: target is flatfooded on a hit so long as they remain in reach.

Things get a little weird with Drasil either being adjacent to blue, or adjacent to the wainwright depending on how things pan out. Thanks to his Elven speed though, he should be able to get wherever he needs to be.
 

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 85/114 +11 temp| Percep +15 (+17 init) | Speed 35' |

Name
Battle Medicine DC 15
27
1d20+13 14
Heal
6
2d8 2,4
Sudden Charge Punch
35
1d20+17+1 17
Bludgeoning Damage
12
1d4+2+4+1+1 4
Snagging strike (flat footed on a hit)
16
1d20+13+1-4 6
Bludgeoning Damage
9
1d4+2+4+1+1 1
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Posted (edited)

 

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* The lathe trap is tripped. It begins to fling out shrapnel around the room. Drasil gets hit by a fragment.
 
Round 2 Bold May Act
Braz'i
Kuz'Arak
Kyros
Garion
Drasil
Blue -40 hp
Red -17 hp
Yellow -40
 
- Drasil is Bleeding d8
 
* Braz'i heals Drasil before casting a defensive spell.
* Kuz'Arak heals some of Drasil's wounds.
** Bul'Ro bites red, knocking him down.
* Kyros smoothly slides over to dismantle the debris slinging trap.
* Garion casts a Lightning Bolt that blasts through the door and into both yellow and blue.
* Drasil rushes into the storeroom and revives Fadelby. His wounds continue to drain his vitality.
 
Seeing the way this has turned, Yellow makes a run for it. Blue and Red fight to the end, though. The Bravos oblige their preference.
Do you let Yellow escape?
 
 
 
 
 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 81/102 HP 3/3 AP;
Kyros 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;

 

Heuberk -118 hp; bleed 1d8

 



 

 

 

Edited by Dax Thura (see edit history)
Name
Yellow Thug v Lightning Bolt
24
1d20+14 10
Blue Thug Reflex v Lighting Bolt
22
1d20+14 8
Drasil Bleed
4
1d8 4
Drasil Bleed Recover
13
1d20 13
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@Dax -- You said the Bravos oblige Red/Blue (presumably by killing them). Could we have chosen to attack non-lethally to finish them off? Even though no one is bold, we can still take actions?

When the remaining henchman tries to flee, Garion admonishes him, "No so fast, my friend. We have questions." Turning toward the main double doors at the entrance, Garion raises his arms and says, "rock block". Immediately, an illusory rock wall (complete with appropriate earthy smells and sounds of animated rubble falling to the ground) springs up behind Braz'i, blocking the double doors.

Garion turns back to the henchman, "There's nowhere to run. Surrender and you get to live."

Actions

Action 1: Talk

Action 2 & 3: Cast Illusory Object (heightened to level 2 for sound/smell).

 

Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/3/3/2/2

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Posted (edited)

 

Yellow made it outside before Garion or anyone else could act again. He'll make his escape. The other two can be captured alive, though.
 
 
 
 
 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 81/102 HP 3/3 AP;
Kyros 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;

 

Heuberk -118 hp; bleed 1d8

 



 

 

 

Edited by Dax Thura (see edit history)
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With his illusory wall of rock impeding the fleeing thug, Garion steps aside to let Kyros handle the honor or leading him back to the others. Who are hopefully bound and gagged by now. The gnome then runs into the back room to check on Fadelby. Thanks to Drasil's quick thinking, the wainwright is still alive. Garion smiles, "That was close, Mr. Fadelby. Very glad you're still with us." He squeezes Fadelby's hand.

(Garion performs Lay on Hands to restore 24 hp to Fadelby. Cost: 1 focus point)

While the group is searching the bodies, the back room, and the small bedroom, Garion retrieves his Jug of Fond Remembrance, pours drinks, and offers some to the bound prisoners. He then explains "With Heuberk gone, you'll be taking the fall for this. Things will go much easier if you tell us why you tortured an innocent villager. We might even consider freeing the first person who can help us."

Diplomacy (Make an Impression) +Jug

Make an Impression (vs target's Will DC to improve Red's attitude (Note: Red is the one Garion did not injure with the lightning).

Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/3/3/2/2

Name
Diplomacy (Make an Impression) +Jug
41
1d20+20+2 19
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"We don't want your drink. Though, we could be persuaded to speak if allowed to leave rather than be arrested." They all nod their agreement.
 
 
 
 
 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 81/102 HP 3/3 AP;
Kyros 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;

 

Heuberk -118 hp; bleed 1d8

 



 

 

 

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At the suggestion they all go free, Garion's congenial smile slips away as he explains, "All of you tortured a man. And without my friend's quick work, one of you would've committed murder. Unfortunately, that person is not getting away."

(Presumably between Kyros, who raced in the room, and Fadelby himself, we know which of them is the would-be-murderer.)

Garion looks to the others and suggests, "My friends and I are going to conduct a thorough search of this place. We may not need you to talk." Garion adds, "When we're done investigating, we might give one of you a chance to enlighten us further." His smile returns, "Don't go anywhere."

Turning to the Bravos, "Shall we start looking around?" Garion searches Heuberk's body and the prisoners.

Garion | Gnome Sorcerer 9 | AC 24 | HP 99/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/3/3/2/2

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You don't find anything and Fadelby doesn't say anything other than the loss of his appendage is out of order.

 

12 daggers, 4 keys to manacles, 4 leather armor, +1 striking mace, 4 average manacles (marked with a symbol), spellbook, infiltrator’s thieves tools, 3 bloodseeker beak (affixed to rapiers), 3 +1 rapier, 3 thieves’ tools
 
They remain quiet.
 
 
 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 81/102 HP 3/3 AP;
Kyros 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;

 

Heuberk -118 hp; bleed 1d8

 



 

 

 

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Drasil struts agitatedly as the captives are secured, picking up his sword as the adrenaline slowly works its way out of his system. [in the presence of enemies Drasils rage takes a minute to time out]

Once he finally calms down, he grips the doorframe and leans on it heavily. Without the support he feels like he might fall over.

with a weak smile he says "The only way you leave not in our custody is in the arms of one of Pharasma's crows. You people have violated everything I hold sacred. One of your friends has escaped, how fortuitous. we only needed one to send word of your failures. They will send more, and if you don't talk, they will."

Drasil grits his teeth and straightens up from the wall, composure regained. With a moment of thought, he shifts his sword into a massive battle axe, with a crude pattern of jagged teeth down the grip. He holds the weapon out at arms length, testing the balance.

"The only thing you are deciding right now, is what message they deliver. Will they tell your masters of our mercy or..."

He drops the axe, the massive blade imbedding itself in the floor with a THUD. Drasil squats down, reaching eye level with the prisoners.

"... or maybe they will tell your masters of our thoroughness." Drasil is still smiling, but it is a thin thing. "Heuberk tested us. Are you sure you want to as well?" he shrugs, straightening back up. "Hope your gods look kindly upon failures"


Intimidate to Coerce


 

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 8/114 +11 temp| Percep +15 (+17 init) | Speed 35' |

Name
Intimidate to Coerce
10
1d20+9 1
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Posted (edited)

 

The trio remain quiet in the face of all of your threats.

 
 
 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 81/102 HP 3/3 AP;
Kyros 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;

 

 

 



 

 

 

Edited by Dax Thura (see edit history)
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Drasil watches them silently for a moment, before picking up his weapon and shaping it back into a sword. Then he shrugs, smiling jovially.

"Well is was worthwhile trying, shall we call for the guards?"

 

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 8/114 +11 temp| Percep +15 (+17 init) | Speed 35' |

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Kuz'Arak thinks that one might talk if separated from the others.

 
 
 

 

Status

Visibility:
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Bul'Ro 96/96 HP;
Drasil 81/102 HP 3/3 AP;
Kyros 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 99/89 HP 3/3 AP; False Life
Braz'i 96/96 HP 3/3 AP;

 

 

 



 

 

 

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