Eldon finally notices what has happened, drops the book he was rummaging for back in his pack, and he quickly casts a spell- shooting an arc of lightning from his hand at one of the ghouls that jumps over to hit the other one as well.
basic reflex DC 17 or take 8 for first and 5 for second. (Half damage on success)
[roll] 1d20+6[roll] knowledge religion
he then casts sheild, raising a protective barrier of transparent force between himself and the ghouls
Drawing upon the arcane forces at his command, Eldon focuses his will and conjures a spell with lightning as its conduit. Power crackles and surges through his hand as an arc of electrifying energy shoots forth, aimed directly at the ghoul that has attacked Thune.
The bolt of lightning streaks through the air with blinding speed, crashing into the ghoul with a resounding crack. The electric energy courses through the creature's decaying form, searing its flesh and momentarily stunning it. But Eldon's spell does not stop there.
The lightning's residual energy leaps and arcs, extending its reach to strike at the ghoul menacing Narrakas as well. The second ghoul is caught off guard as the electricity surges through its body, momentarily disrupting its assault and inflicting a jolt of pain.
Narrakas resists the ghoul's poison at first, but is overwhelmed by it on the second and is paralyzed. ((But you can roll immediately as you have the next turn to see if you can shake it - that will be your turn))
Thune avoids paralysis.
((Still need a roll for the Eurypterid then as I misapplied))
Eldon finally notices what has happened, drops the book he was rummaging for back in his pack, and he quickly casts a spell- shooting an arc of lightning from his hand at one of the ghouls that jumps over to hit the other one as well.
basic reflex DC 17 or take 8 for first and 5 for second. (Half damage on success)
[roll] 1d20+6[roll] knowledge religion
he then casts sheild, raising a protective barrier of transparent force between himself and the ghouls
7 religion check
(Intimidated, he doesn’t recognize the horrors in his distracted state!)
Ghoul 2 Reflex check: 18
Ghoul 3 (Frightened 1) Reflex check: 12
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Drawing upon the arcane forces at his command, Eldon focuses his will and conjures a spell with lightning as its conduit. Power crackles and surges through his hand as an arc of electrifying energy shoots forth, aimed directly at the ghoul that has attacked Thune.
The bolt of lightning streaks through the air with blinding speed, crashing into the ghoul with a resounding crack. The electric energy courses through the creature's decaying form, searing its flesh and momentarily stunning it. But Eldon's spell does not stop there.
The lightning's residual energy leaps and arcs, extending its reach to strike at the ghoul menacing Narrakas as well. The second ghoul is caught off guard as the electricity surges through its body, momentarily disrupting its assault and inflicting a jolt of pain.
NEXT: Thune ((Paralyzed, Flatfooted)) -> Common Euryptid -> Ghoul 1-> Ghoul 2 -> Ghoul 3 ((Frightened 1)) -> Narrakas -> Lord Foppington -> Guards -> Eldon ->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
((Botting Thune and Euryptud))
Thune: Fort save to break from ghoul paralysis: 19
Common Euryptid:
Action 1: Strikes at ghoul with pincers (trying to grab): 26
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Common Euryptid:
Action 1: miss
Action 2: Strike with stinger: 8
Action 3: strike with pincers: -2
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Thune shakes off the paralysis!
The Common Euryptid clicks its pincers and lashes its tail to no avail.
NEXT: Ghoul 1-> Ghoul 2 -> Ghoul 3 ((Frightened 1)) -> Narrakas -> Lord Foppington -> Guards -> Eldon -> Thune -> Common Euryptid ->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The ghouls retort:
Ghoul 1: focuses on the Euryptid first, and will redirect atack to Lord Foppington if Euryterid goes down:
Ghoul 2 continues attack the reanimate Thune:
Ghoul 3 continues to attack Narrakas:
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Ghoul 1 lands one claw strike upon the Eurypterid:
Ghoul 2 lands a critical claw strike on Thune:
Ghoul 3 lands two claw strikes on Narrakas:
Ghoul 3 is no longer frightened.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Euryptid, Thune and Narrakas must all make Fortitude saving throws.
NEXT: Narrakas -> Lord Foppington -> Guards -> Eldon -> Thune -> Common Euryptid -> Ghoul 1-> Ghoul 2 -> Ghoul 3 ->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Fort Save #1: 23.
Fort Save #2: 14.
When you realize you're doing too much: Signature.
((I'll take those in the order of initiative))
Thune is still up, Eurypterid is paralyzed.
NEXT: Narrakas -> Lord Foppington -> Guards -> Eldon -> Thune -> Common Euryptid ((Paralyzed, Flat footed)) -> Ghoul 1-> Ghoul 2 -> Ghoul 3 ->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Thune
Fort Save: 18
Thune will attack with his spear: Attack: 11 Damage: 3
D&D since 1984
((Oops! Misapplied - sorry Narrakas)
Narrakas resists the ghoul's poison at first, but is overwhelmed by it on the second and is paralyzed. ((But you can roll immediately as you have the next turn to see if you can shake it - that will be your turn))
Thune avoids paralysis.
((Still need a roll for the Eurypterid then as I misapplied))
NEXT: Narrakas ((Paralyzed, Flat footed)) -> Lord Foppington -> Guards -> Eldon -> Thune -> Common Euryptid ((pending??)) -> Ghoul 1-> Ghoul 2 -> Ghoul 3 ->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(@Cyber: Yea, I was wondering! xD)
Fort Save vs Paralysis(DC 15+): 16.
When you realize you're doing too much: Signature.
"Too afraid of a REAL opponent I see!" says Fop to the ghoul, taunting it.
--Bon Mot (DIplomacy 17 Vs. Ghoul 1 Will)
--Strike Rapier on Ghoul 1 14 6 (+2 panache)
--Strike Main-Gauche on Ghoul 1 10 6 (+2 panache)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Narrakas shakes the paralysis.
The ghoul's glowing eyes, filled with malevolence and hunger just moments before, seem to flicker with a hint of confusion and annoyance.
((Panache achieved))
Despite the effect of Fop's witty banter, he is not able to land his strikes.
NEXT: Guards -> Eldon -> Thune -> Common Euryptid ((pending??)) -> Ghoul 1((penalty to Will & Perception))-> Ghoul 2 -> Ghoul 3 -> Narrakas -> Lord Foppington ((w/Panache))->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
The guards raise their crossbows. "Oi, help that gnome out!" cries one to the other.
Both focus their attack on the ghoul attacking Thune.
Guard 1:
Guard 2:
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Two bolts pincushion the ghoul as the guards hastily reload. The ghoul is looking critically wounded.
NEXT: Eldon -> Thune -> Common Euryptid ((pending??)) -> Ghoul 1((penalty to Will & Perception))-> Ghoul 2 -> Ghoul 3 -> Narrakas -> Lord Foppington ((w/Panache)) -> Guards
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms