"Tch! Knew should've dumped body." Narrakas said huffily as he gave his injured arm a few quick more shakes before staring down the ghoul. A fruitless effort perhaps given the unnatural state of the creature, but all failure would do is rile the goblin up further! "You die now!" He growled out as he swept his club low, aiming to take the creature out from the knees!
Action #1: Intimidating Glare(Demoralize) attempt on Ghoul(#3). Intimidation Attempt: 21 vs Target Will Save DC.
Action #2: Rage Out, reducing AC by 1, but gaining 3 Temp HP(and other things).
Action #3: It's Club'n Time! (Melee, Lethal)Great Club - Attack: 7 Damage: 12 of non-magical bludgeoning.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
The Ghoul 2's second claw connects, leaving a deep scratch on Thune's exposed skin. The moment the ghoul's putrid essence touches the wound, a foul infection takes hold, spreading rapidly through Thune's body.
Almost instantly, the effects of the infection become apparent. Thune's movements slow and his limbs feel heavy, as if weighed down by an invisible force. Paralyzing tendrils of darkness course through his veins, rendering him immobile and helpless against the encroaching danger.
((Thune is paralyzed [and also flat footed]. He can roll Fortitude again at the end of each subsequent turn to shake it - with the DC reducing each subsequent turn))
((Just changed the second set to be from Ghoul 3 - previously it said Ghoul 2 - did not realize that edit would trigger the warning))
((The rolls have changed 3 times now with refresh so I do not think that is a fair/valid roll. So I am going to repost below))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
((WHILE WE SEE WHAT Thune's EURYTERID ROLLS AS FORTITUDE SAVE))
((THIS IS A REPOST OF PREVIOUS DUE TO ISSUE WITH ROLLER SEEMING UNFAIR SO REPOSTING - DISREGARD THE PREVIOUS VERSION OF THIS POST))
Ghoul 2 and Ghoul 3 attack the carriage that Thune and Narrakas are by (and which carries the corpse) from opposite sides:
Ghoul 2 makes a SWIFT LEAP at Thune and then attacks:
Ghoul 3 makes a SWIFT LEAP at Narrakas and attacks:
((DAMAGE PENDING))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Both Ghouls swipe twice with their claws but only hit once:
Ghoul 2 Damage against Thune: 2 slashing
Ghoul 3 Damage against Narrakas: 3 slashing
BOTH Thune and Narrakas must make Fortitude saving throws
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
((GHOUL 1's next action is pending the outcome of the Eurypterid's Fort Save))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
-Narrakas Fort Save: 25.
When you realize you're doing too much: Signature.
Narrakas feels a slight tingling where the ghoul's claws scratched him, but he just slaps the wound and the tingling stops.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
((Botting Eurypterid save))
FOrt save: 26
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The ghoul's (Ghoul 1) first attack has no paralysis effect, so it lashes out with its claws two more times at the Eurypterid:
Ghoul 1 attack 2: 12
Ghoul 1 attack 3: 9
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Both attacks miss the Eurypterid.
ORDER
NEXT: Narrakas -> Lord Foppington -> Guards -> Eldon -> Thune (Pending Fort Save) -> Common Euryptid -> Ghouls
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"Tch! Knew should've dumped body." Narrakas said huffily as he gave his injured arm a few quick more shakes before staring down the ghoul. A fruitless effort perhaps given the unnatural state of the creature, but all failure would do is rile the goblin up further! "You die now!" He growled out as he swept his club low, aiming to take the creature out from the knees!
Action #1: Intimidating Glare(Demoralize) attempt on Ghoul(#3). Intimidation Attempt: 21 vs Target Will Save DC.
Action #2: Rage Out, reducing AC by 1, but gaining 3 Temp HP(and other things).
Action #3: It's Club'n Time!
(Melee, Lethal)Great Club - Attack: 7 Damage: 12 of non-magical bludgeoning.
When you realize you're doing too much: Signature.
Narrakas' sudden glare makes the ghoul pause for a moment. ((Frightened 1 = -1 penalty to all checks and DCs))
As Narrakas works himself to a rage he lashes out with his club, but misses the ghoul.
NEXT: Lord Foppington -> Guards -> Eldon -> Thune (Pending Fort Save) -> Common Euryptid -> Ghoul 1-> Ghoul 2 -> Ghoul 3 ((Frightened 1)) -> Narrakas
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The EURYTERID is dead (no need for save).
That hits Thune.
D&D since 1984
((META INFO FOR GR_Mustang))
Hmm I had the Eurypterid down to 5hp - not dead yet.
I have only one attack hitting Thune, but I need Thune to make a Fortitude saving throw.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"I wager these creatures just want a drink at the inn, well I say thee NAY!"
-Stride into melee with Ghoul 1.
-Bon Mot (Diplomacy 12 vs. Will [-3 on their Perc and will saves, I gain panache]) on ghoul 1.
-Strike with rapier (11 to hit, 5 damage (+2 if I have panache))
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Ghoul 1 is unphased by Lord Foppington's jeer, ((BonMot did not beat Will DC)), and twists aside from the lunging rapier, causing it to miss.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Thune Fortitude Save: 12
D&D since 1984
The Ghoul 2's second claw connects, leaving a deep scratch on Thune's exposed skin. The moment the ghoul's putrid essence touches the wound, a foul infection takes hold, spreading rapidly through Thune's body.
Almost instantly, the effects of the infection become apparent. Thune's movements slow and his limbs feel heavy, as if weighed down by an invisible force. Paralyzing tendrils of darkness course through his veins, rendering him immobile and helpless against the encroaching danger.
((Thune is paralyzed [and also flat footed]. He can roll Fortitude again at the end of each subsequent turn to shake it - with the DC reducing each subsequent turn))
NEXT: Guards -> Eldon -> Thune ((Paralyzed, Flatfooted)) -> Common Euryptid -> Ghoul 1-> Ghoul 2 -> Ghoul 3 ((Frightened 1)) -> Narrakas -> Lord Foppington ->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Seeing the ghouls that are attacking the middle wagon more clearly, the guards attack these:
Guard 1 (against Ghoul 2):
Guard 2 (against Ghoul 3):
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The first guard is clearly loosing his nerves in the horror about him and completely misses his shots
The second guard does better, landing his second bolt for 3 piercing damage.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
NEXT: Eldon -> Thune ((Paralyzed, Flatfooted)) -> Common Euryptid -> Ghoul 1-> Ghoul 2 -> Ghoul 3 ((Frightened 1)) -> Narrakas -> Lord Foppington -> Guards ->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms