IC 004 - Water Never Sleeps

sulldawga
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Marullus
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Re: IC 004 - Water Never Sleeps

#101 Post by Marullus »

Gars' matte-black blade shatters one skeleton, then he reaches out his hand towards the other, curling his fingers slowly into a fist. The same liquid black darkness pours out of the skeletal form like blood until the animated form collapses into inert bones.

Seeing Lavin momentarily frozen in terror, Gars steps to defend her, interposing himself and his shield between her and her attackers. He brings his blade down again against them.
Accursed Blade (1-hand): [1d20+6]=14+6=20, [1d8+6]=7+6=13, Shock: 8/AC 15
Weeping Wounds [1d6]=6
Move action: Screen an Ally. (with Magic-2, I can screen both skeletons)
Main Action: Attack with 1-handed sword
Instant Action: Invoke weeping wounds if someone else injures a skeleton without killing it.

Also, you don't need to open the other book - I have the full text of each ability on my character sheet. (I hate opening the books on my lunch break!) :)

Screen an Ally Move Action
The PC moves up to their normal Move rate towards an
ally and then physically blocks opponents from attacking
them, provided they remain within ten feet. Until the
PC’s next turn, enemies who wish to make a melee or
ranged attack against the screened ally must succeed in
a successful Str or Dex-based opposed skill check against
the PC using the combat skill applicable to their weapon;
on a failure, the attack roll is automatically directed
toward the screening PC.
A PC can screen against a number of attackers in
one round equal to their combat skill; thus, Stab-2 lets
them block the attacks of two different attackers. PCs
with level-0 or worse combat skills can’t effectively screen.
Multiple PCs can try to screen the same ally; in such
a case, the attacker’s skill check is compared against all
blockers and the lowest-rolling successful blocker is attacked.
PCs can only screen against foes and attacks they
could plausibly physically parry or block with a shield.
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Rex
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Re: IC 004 - Water Never Sleeps

#102 Post by Rex »

Ciarra

Ciarra attacks skeleton #6.

War hammer [1d20+3]=7+3=10 to hit [1d8+3]=1+3=4 damage, shock 3/AC 20

Edited to change #1 to #6. If not allowed ignore it.
Last edited by Rex on Thu Aug 24, 2023 3:09 pm, edited 1 time in total.
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Marullus
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Re: IC 004 - Water Never Sleeps

#103 Post by Marullus »

Ciarra is still engaged by #6, so would prompt a free melee attack going to #1 without the "Make a Fighting Withdrawal" main action.

...if she attacks #6 and her shock doesn't kill it, then that's a good opportunityfor my instant action to use Weeping Wounds.
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Re: IC 004 - Water Never Sleeps

#104 Post by The_Wanderer »

Sleepy gawks at Gars' impact on the skeletons. "I'll stay behind you Gars. Sound good?" While he talks he slides his axe into a belt loop and grabs his bow, nocking an arrow and trying to take down one of the skeletons on top of Lavin (vs. Skeleton 1).

Large Bow / Short Range to hit: [1d20+2]=2+2=4, damage: [1d8+1]=3+1=4

He cringes at the result and mutters, "Slow down , Sleepy. They're just a bunch of bones."


Actions:
His bow is a readied item so that can be drawn as part of the attack
What kind of action is stowing a readied item like his handaxe?
Main Action: Shoot
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Re: IC 004 - Water Never Sleeps

#105 Post by Enoch »

Lavin moves to intercept the skeletons, dropping into a crouch and bringing her weapon around in a wide, sweeping arc that threatens them all before bringing it down at another.

Given the description I'm assuming they're all within 10' of the front of the pit (25' diameter, including Lavin's square).

On-Turn: Whirlwind Assault 1: Once per scene, as an On Turn action, apply your Shock damage to all foes within melee range (7 Shock)
Action: Attack: Halberd strike: [1d20+6]=7+6=13, damage [1d10+5]=8+5=13
Move: Screen an Ally (Sleepy, assuming I don't have to move to get into position) Screen an Ally: [1d20+6]=9+6=15

If I successfully screen and the deflected strike hits me, I'll use Veteran's Luck to turn it into a miss.
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Re: IC 004 - Water Never Sleeps

#106 Post by Rex »

Ciarra

Edited previous post.
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sulldawga
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Re: IC 004 - Water Never Sleeps

#107 Post by sulldawga »

Round 2, continued

Gars steps up next to Lavin and obliterates another skeleton.
Ciarra damages the one remaining in front of her, and Gars' Weeping Wounds finishes the job.
Sleepy's arrow misses but Lavin snaps out of her reverie and crushes the final enemy with her halbard.

As the ringing of steel upon bone fades from your ears, the Ruin returns to silence.

Doing things with Readied items are generally On Turn actions. So Sleepy's actions would look like:
On turn action - Hook axe to belt
Move action - Draw and nock arrow (essentially "loading the bow")
Main action - Loose arrow at skeleton

Once you get Shoot-1, you can Reload a Bow with an On Turn action instead of a Move action.
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Re: IC 004 - Water Never Sleeps

#108 Post by sulldawga »

The battle is over, with the party more or less none the worse for wear.

It is evident that the skeletons possess nothing of value.

What are your next moves?
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Re: IC 004 - Water Never Sleeps

#109 Post by Rex »

Ciarra

Ciarra will take a look with her lantern at where they came from.
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Re: IC 004 - Water Never Sleeps

#110 Post by Enoch »

Lavin creeps to the doorway, looking to see if the standing skeletons are still in the outer room.
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Re: IC 004 - Water Never Sleeps

#111 Post by sulldawga »

Since no one was watching the door, no one is sure where the skeletons came from.

Lavin notes the skeletons the party first passed by are still there, unmoving as ever.

I have no idea if you should use Wis/Survival or Wis/Notice to figure out where the skeletons came from, so I will allow either to work. Make a check and beat DC 8
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Re: IC 004 - Water Never Sleeps

#112 Post by Rex »

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Re: IC 004 - Water Never Sleeps

#113 Post by The_Wanderer »

Sleepy kneels down and separates a few of the bones of the nearest skeleton. "It's weird how these knit together and act in unison...almost like it is alive. Disturbing...Also how strange is it to have that chair here...something from civilization, all worn out but it probably used to cost a fortune to an average person...and those drains? Obviously this place was built for a purpose."

He stands and says to Ciarra, "What do you see?"
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Re: IC 004 - Water Never Sleeps

#114 Post by sulldawga »

Ciarra can tell that the skeletons came from the "east". Whatever lies to the right of the main entrance chamber where the party found the inanimate skeletons.
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Re: IC 004 - Water Never Sleeps

#115 Post by Rex »

Ciarra

"Looks like they came from the east, do we want to check that direction out first?"
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Re: IC 004 - Water Never Sleeps

#116 Post by Rex »

Ciarra

Ciarra leads the way east, "Lets do this."
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Re: IC 004 - Water Never Sleeps

#117 Post by Marullus »

Gars looks back again, contemplating the drain. It must drain to somewhere... But his investigation so far was fruitless and this is more immediate.

He nods in agreement to Ciarra and, sword still manifest, goes into the darkness ahead.
(or follows right behind, if she opts to go first with the light.)
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Re: IC 004 - Water Never Sleeps

#118 Post by The_Wanderer »

Sleepy follows, bringing up the rear and keeping his eyes open.
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Re: IC 004 - Water Never Sleeps

#119 Post by sulldawga »

Giving Lavin/Enoch one more day to post
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Re: IC 004 - Water Never Sleeps

#120 Post by Enoch »

Lavin clutches her glaive, following after Gars.
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