Act III: Coalescence

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Charon
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Re: Act III: Coalescence

Post by Charon »

For the record, failing the Dismount just means the dismount is a move action instead of free so the spell stands.

As mentioned in Discord, the smartest move for people going forward is to dismount at the start of combat, with or without a check.
Ok, I'm gonna go prep the map and move this on. XD
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Charon
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Re: Act III: Coalescence

Post by Charon »

OK, so.

S1 moves to S17.

S2 moves to J19 and activates its venom spray hitting Gortig. (I'll generously assume the horses skedaddle when dismounted.)
Make a Fortitude Save.

Nirili is up.
Spoiler
Image
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

Nirili dismounts, (N24) then fires another arrow at S1.

Attack:
[3]+9 = 12
1d20+9:  [
3
] +9 = 12

Damage:
[6]+3 = 9
1d8+3:  [
6
] +3 = 9


Edit: added stat block spoiler:
Spoiler
Speed: 30
Hit Points: 49
Armor Class: 21
CMD: 21
CMB: +6
Effects in effect: none
Last edited by Grodech on Tue Apr 21, 2026 6:27 pm, edited 1 time in total.
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Charon
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Re: Act III: Coalescence

Post by Charon »

I'm afraid that's a miss.

G2 will attack Dethmir.
Acid Splash 15 vs Touch AC.
2 acid damage.

G1 is on fire.
It fails its save and takes damage. It will Ray of Frost at Dethmir.
7 vs Touch AC.

Dethmir is up.

(still waiting on Fort save from Gortig)
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Re: Act III: Coalescence

Post by Gimble »

[12]+4 = 16
1d20+4 (Fort save):  [
12
] +4 = 16
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Charon
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Re: Act III: Coalescence

Post by Charon »

Note that Gortig is blinded for one round due to the venom.
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Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Cmdr Maxwell
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

Dethmir goes on the offensive. 5ft stepping to N19, he'll swift cast a Sacred Weapon enhancement of Keen and attack with the Kukri, and attack G1.(Note: the effect lasts for one round per use, which I'll note in the spoiler; TR is 15-20)

Attack:
[15]+8 = 23
1d20+8:  [
15
] +8 = 23
(should be 1 less, sorry. So hard to keep track of everything)
Damage:
[1]+8 = 9
1d8+8:  [
1
] +8 = 9


Confirmation roll:
[9]+7 = 16
1d20+7:  [
9
] +7 = 16

Damage:
[2]+8 = 10
1d8+8:  [
2
] +8 = 10


Spoiler
HP: 38/41
AC: 22 (10 base, 9 armour, 1 shield, 0 dex, 1 natural, 1 other)
Active effects/spells: Protection blessing (9 rounds), Sacred Weapon enhancement: Keen (this round))

Blessings/day: 5 base, additional 2 from racial bonus but only for armour (4/7 left today)
Sacred Weapon (enhancement): 5 rounds/day, can be non-consecutive (4/5 left today)
Fervor/day: 4 base (4/4 left today)
Channel Energy: 2 Fervor uses. (see above)
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Charon
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Re: Act III: Coalescence

Post by Charon »

My apologies. It's been a hell of a week and I notice I missed out Gortig who should act just before Dethmir, but after G1.

I will accept Gortig's turn before processing Dethmir's.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
Gimble
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Re: Act III: Coalescence

Post by Gimble »

His vision gone form the acid, Gortig starts to panic a little. Last thing he saw was one of the flying snakes swooping closer. He'll move as far away from the creature as he can manage, aiming south, while attempting to wipe the acid from his face. He curses in orcish "Kroz-gaar! Zha-hor dush!"

OOC: Not sure how far I can move while blinded. The condition itself doesn't mention anything about movement, but I vaguely remember movement speed being halved while visually impaired. In any case, I'd like Gortig to use his full turn to move south, while trying to prevent stumbling and falling. I'll let the DM decide which square he gets to.
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Re: Act III: Coalescence

Post by Charon »

Almost identical to 3.5e but with a viable check for movement.

"The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them."

I'll go ahead and assume a 30ft double move.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Charon
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Re: Act III: Coalescence

Post by Charon »

As Gortig stumbles backwards, thankfully along clear sands, Dethmir steps in to finish off one of the gem scarabs with his kukri.

Sailsnake 1 swoops into range of Dethmir and spits its venom. Fort save please.

Sailsnake 2 will wait to see if you're blinded as that will affect its action.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Cmdr Maxwell
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

Fort save:
[13]+10 = 23
1d20+10:  [
13
] +10 = 23


(Reduce by 2 if its not a poison)
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-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
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Charon
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Re: Act III: Coalescence

Post by Charon »

Cmdr Maxwell wrote: Fri Apr 24, 2026 10:39 am Fort save:
[13]+10 = 23
1d20+10:  [
13
] +10 = 23


(Reduce by 2 if its not a poison)
Is venom poison...

Well, in Pathfinder, yes, so you get the +2. XD But let it be known there is a distinction irl.

Dethmir is blind for 1 round.

Gortig's blindness ends.

With Gortig out of the way, Snake 2 glides down towards Dethmir.
23 to hit with its fangs (you have a -2 from the blind and lose any dex component).
8 piercing damage, as you feel the snake fangs latch into the exposed flesh of your neck. You manage to quickly twist away, whipping the snake free, but your vision is too blurry from the venom to see where it is.

Nirili is up.
Spoiler
Image
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

Nirili takes aim again at S1.

Attack:
[8]+1 = 9
1d20+1:  [
8
] +1 = 9

Damage:
[6]+3 = 9
1d8+3:  [
6
] +3 = 9
Spoiler
Speed: 30
Hit Points: 49
Armor Class: 21
CMD: 21
CMB: +6
Effects in effect: none
:oops:
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Charon
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Re: Act III: Coalescence

Post by Charon »

G2 will attack Dethmir.

That's a miss.

Gortig is up.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Re: Act III: Coalescence

Post by Gimble »

With the venom out of his eyes Gortig will move back to within 30ft of S2 (M25). He focuses his burning gaze on the creature, intending to set it on fire.

If any of the damage goes through, Gortig will heal 1 point of damage.

Gortig Firehand
Gortig | HP 27/29 | AC 18 (T12/F17) | Saves Fort +4/Refl +4/Will +6
Active Effects:
Iceplant (+2 AC, Endure Elements)
Mage Armor (+4 AC)
Burning Gaze using Burning Amplification (3/5 rounds)
Rook
Rook | HP 14/14 | AC 24 (T17/F19) | Fort +2/Refl +5/Will +7 | Evasion
Active Effects:
Iceplant (+2 AC, Endure Elements)
Hex Ward (+2 AC, +2 Saves - until hit)
Dice rolls
[3] = 3
1d6 (fire damage - DC 16 Fort Save to Negate):  [
3
] = 3
[1] = 1
1d6 (fire damage - Refl save DC 16 to negate and prevent catching on fire):  [
1
] = 1
[5] = 5
1d6 (fire damage - in the next round - Refl save DC 16 to negate and put out the fire):  [
5
] = 5
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Charon
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Re: Act III: Coalescence

Post by Charon »

S2 fails both its saves.
Both snakes are currently on fire.

Dethmir is up (still Blind remember)
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

He'll curse loudly, the language used too profane to write out. Raising the buckler over his head, he'll cast Aid on himself and attempt to move to the large rock outcropping that's nearby with a 5ft step; DM to confirm if he does successfully.

AID:
[7] = 7
1d8:  [
7
] = 7
(forgot to add the +5)
Spoiler
HP: 30 (+12)/41
AC: 22 (10 base, 9 armour, 1 shield, 0 dex, 1 natural, 1 other)
Active effects/spells: Protection blessing (8 rounds), Sacred Weapon enhancement: N/A, Aid (5 minutes)).
+1 morale bonus to attack rolls and fear saves

Blessings/day: 5 base, additional 2 from racial bonus but only for armour (4/7 left today)
Sacred Weapon (enhancement): 5 rounds/day, can be non-consecutive (4/5 left today)
Fervor/day: 4 base (4/4 left today)
Channel Energy: 2 Fervor uses. (see above)
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
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Charon
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Re: Act III: Coalescence

Post by Charon »

S2 will take an AOO.
That's a miss.

S1 remains on fire.
S1 will swoop down to try get a bite of Dethmir.
Natural 1.

Jesus, I need better dice.

Dethmir is no longer blind.

S2 is no longer on fire.
S2 will try to bite him anyway.
15 will miss.

Dethmir essentially scrambles to the rocks, pursued by snakes hissing and biting at him as he aids himself. He gets the venom from his eyes just to see S2's fangs slam shut inches from his face.

Nirili is up.
Spoiler
Image
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

Nirili launches another arrow at S1.

Attack:
[18]+9 = 27
1d20+9:  [
18
] +9 = 27

Damage:
[8]+3 = 11
1d8+3:  [
8
] +3 = 11


ooc- are the snakes still in the air?
Spoiler
Speed: 30
Hit Points: 49
Armor Class: 21, Touch: 16, Flat Footed: 15
CMD: 21
CMB: +6
Effects in effect: none
Last edited by Grodech on Wed May 06, 2026 2:29 pm, edited 1 time in total.
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Charon
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Re: Act III: Coalescence

Post by Charon »

G2 will direct its acid splash towards Nirili.

9 vs touch AC. I presume that misses.

Gortig is up.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Re: Act III: Coalescence

Post by Gimble »

Gortig moves 10 feet north (to M23), and aims his burning gaze at the acid spewing scarab (G2), perhaps that will deter it.
Gortig Firehand
Gortig | HP 28/29 | AC 18 (T12/F17) | Saves Fort +4/Refl +4/Will +6
Active Effects:
Iceplant (+2 AC, Endure Elements)
Mage Armor (+4 AC)
Burning Gaze using Burning Amplification (1 round remaining)
Rook
Rook | HP 14/14 | AC 24 (T17/F19) | Fort +2/Refl +5/Will +7 | Evasion
Active Effects:
Iceplant (+2 AC, Endure Elements)
Hex Ward (+2 AC, +2 Saves - until hit)
Dice rolls
[3] = 3
1d6 (fire damage - DC 16 Fort Save to Negate):  [
3
] = 3
[3] = 3
1d6 (fire damage - Refl save DC 16 to negate and prevent catching on fire):  [
3
] = 3
[6] = 6
1d6 (fire damage - in the next round - Refl save DC 16 to negate and put out the fire):  [
6
] = 6
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Grodech
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Re: Act III: Coalescence

Post by Grodech »

Charon wrote: Wed May 06, 2026 1:53 pm G2 will direct its acid splash towards Nirili.

9 vs touch AC. I presume that misses.
Correct. I've added Touch and Flat Footed AC values to her spoiler.
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Charon
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Re: Act III: Coalescence

Post by Charon »

It passes its save and takes no damage! :O

Dethmir is up.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.

Inside me there are two Gremlins, and they both Gigi Murin. And they are screaming. At the same time.
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Re: Act III: Coalescence

Post by Cmdr Maxwell »

"Try an' take another chunk outta me, an' ah'll bash yer teeth out, yer flyin' fucks!" He taunts, lowering his head and bracing himself to headbutt the next one to attack. He'll also mutter another prayer to Justitia, enhancing his helm to +1.
Spoiler
HP: 30 (+12)/41
AC: 22 (10 base, 9 armour, 1 shield, 0 dex, 1 natural, 1 other)
Active effects/spells: Protection blessing (7 rounds), Sacred Weapon enhancement: +1 helm, Aid (5 minutes)).
+1 morale bonus to attack rolls and fear saves.

Blessings/day: 5 base, additional 2 from racial bonus but only for armour (4/7 left today)
Sacred Weapon (enhancement): 5 rounds/day, can be non-consecutive (3/5 left today)
Fervor/day: 4 base (4/4 left today)
Channel Energy: 2 Fervor uses. (see above)
Last edited by Cmdr Maxwell on Mon May 11, 2026 11:18 am, edited 1 time in total.
"It ain't a gun if it don't weigh at least one hundred pounds." Gunner, Deep Rock Galactic

-----

"There is a way out of every box, a solution to every puzzle; it’s just a matter of finding it." - Captain Picard.
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