Part 1: No Business Like Show Business
Rolls
Will - (1d20+22)
(1) + 22 = 23
Athletics (Str) (Grapple) - (1d20+19)
(10) + 19 = 29
Athletics (Str) - (1d20+14)
(10) + 14 = 24
With a brief thought, the creature dismisses his illusory disguise, revealing his hairy, porcine form to all! A ripple of shock and fear goes through the crowd as the creature growls menacingly! He bites wildly at Yarth before dashing off to the side of the room, trying to avoid being surrounded.
Rolls
Jaws - (d20+26)
(1) + 26 = 27
A2 + 3: Yarth Strikes.
Rolls
Yarth Claws - Atk/Dam - (1d20+22, 3d8+6+6)
1d20+22 : (20) + 22 = 42
3d8+6+6 : (488) + 12 = 32
Yarth Bite - Atk/Dam - (1d20+22-4, 3d6+6+6)
1d20+22-4 : (1) + 18 = 19
3d6+6+6 : (163) + 12 = 22
You create a sticky web in the area that impedes creatures' movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws.
Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web.
Critical Success The creature is unaffected, and it doesn't need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Success The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Failure The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.
Critical Failure The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.
Action 2 - Attack 1 GT Rapier
Action 3 - Attack 2 GT Rapier
Rolls
1. Attack Rapier - (1d20+19, 1d6+1)
1d20+19 : (6) + 19 = 25
1d6+1 : (5) + 1 = 6
2. Attack Rapier - (1d20+14, 1d6+1)
1d20+14 : (2) + 14 = 16
1d6+1 : (3) + 1 = 4
Action 2: Intimidating Glare (w/ Intimidating Prowess)
Action 3: Manipulate (Draw Weapon)
Rolls
Esoteric Lore (Cha) - (1d20+22)
(14) + 22 = 36
Intimidation (Cha) - (1d20+24)
(8) + 24 = 32
The thaumaturge's glare demoralizes the azarpal. Aurelia misses with her attacks, but Yarth scores a critical hit, sinking his teeth into the fey's side! Bekassine conjures sticky webs to ensure the creature stays put.
Squealing with pain and rage, the fey bites Yarth back! He tries to slap the dragon with his tail, too, to no avail!
Rolls
Jaws, Tail vs Yarth - (d20+26, d20+22, d20+18)
d20+26 : (13) + 26 = 39
d20+22 : (2) + 22 = 24
d20+18 : (1) + 18 = 19
Damage - (3d12+12)
(882) + 12 = 30
Free: Implement Adept - Tome (Recall Knowledge - if successful, +1 to attack on next attack roll)
Action 1: Intensify Vulnerability (d20 to be used if desired for an attack)
Action 2: Strike
Action 3: Strike
Aura: Allies within 15ft gain +3 Status Bonus to Damage Rolls
Rolls
Esoteric Lore (Cha) - (1d20+22)
(20) + 22 = 42
Intensify Vulnerability d20 - (1d20)
(1) = 1
+2 Greater Flame-Striking Longsword - Atk/Dam - (1d20+23, 3d8+7+9, 1d6)
1d20+23 : (3) + 23 = 26
3d8+7+9 : (766) + 16 = 35
1d6 : (5) = 5
+2 Greater Flame-Striking Longsword - Atk/Dam - (1d20+18, 3d8+7+9, 1d6)
1d20+18 : (19) + 18 = 37
3d8+7+9 : (243) + 16 = 25
1d6 : (2) = 2
A3: Strike
Defense Will
You force the target to see a vision of its own death. It takes 8d6 mental damage with a Will save. If the target is reduced to 0 HP by this spell, its vision becomes reality and kills it instantly.
Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1.
Failure The target takes full damage and is frightened 2.
Critical Failure The target takes double damage, is frightened 4, and is fleeing for as long as it's frightened.
Rolls
Vision of Death - (8d6)
(11615145) = 24
Yarth Claws - Atk/Dam - (1d20+22, 3d8+6)
1d20+22 : (8) + 22 = 30
3d8+6 : (578) + 6 = 26
Yarth Bite - Atk/Dam - (1d20+22-4, 3d6+6)
1d20+22-4 : (15) + 18 = 33
3d6+6 : (326) + 6 = 17
Please ignore the roll. It isn't needed. Forgot to delete it
Due to the distraction, the target must succeed at a DC 5 flat check each time it uses a concentrate action, or the action fails and is wasted.
The target's difficulty processing visual input makes all creatures and objects concealed from it.
The creature has trouble moving, making it clumsy 3 and giving it a –10-foot status penalty to its Speeds.
Critical Success The target is unaffected.
Success The target is affected for 1 round.
Failure The target is affected for 1 minute.
Critical Failure As failure, and the target is stunned 2 as it attempts to process the sensory shifts.
Rolls
1d20+18
(4) + 18 = 22
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute
Ice and bone-deep cold assail the target, freezing it from the inside out. The frosty assault deals 10d6 cold damage, subject to the target's Fortitude save. After the effects are resolved, the target is temporarily immune for 1 day.
Critical Success The target is unaffected.
Success The target takes half damage and is slowed 1 for 1 round. The spell ends.
Failure The target takes full damage, is slowed 1, and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition increases by 1 (or 2 on a critical failure), to a maximum of slowed 4. On a success, the slowed condition decreases by 1. If at any point the slowed condition is reduced to 0, the spell ends.
Once a creature's actions are reduced to 0 by this slowed condition, the creature is completely encased in ice. It continues making saves against glacial heart, possibly allowing it to reduce its slowed condition enough that it can act. This ice has Hardness 4 and 8 Hit Points, and its DC to Force Open is your spell DC. Breaking the ice frees the creature and ends the spell. If someone other than the target breaks the ice from outside, the target is stunned 1 and takes any damage dealt by the breaking effect in excess of the ice's Hit Points.
Critical Failure As failure, but the target takes double damage and is initially slowed 2.
Still, the hoglike creature is now badly wounded, scared, stumbling about, and enshrouded by sticky webs! He squeals and snorts, but eventually raises his arms above his head. "Fine! I yield! I yield!" The bruised and bewildered creature offers no further resistance as you bind him, the crowd applauding your efforts.
Zachrin Vest comes over to personally congratulate you, gesturing for the guards to take the fey into custody. "An azarpal. I shouldn't be surprised. These fey have become a slowly increasing threat in Ravounel, although this event is the first time one has dared make so public a scene in Kintargo. I suspect that Cheliax might be behind these increased fey actions—and that using a non-diabolic element here marks an attempt to keep a distance from the events in case they’re found out. Whatever the case, I am grateful for your intervention."
Rolls
Will vs Vision of Death - (d20+20)
(5) + 20 = 25
Will vs Synesthesia - (d20+20-2)
(12) + 18 = 30
Fortitude vs Glacial Heat - (d20+24-2)
(10) + 22 = 32
Half Cold Damage - (10d6)
(5341335445) = 37
Rolls
Deception (Cha) - (1d20+21)
(3) + 21 = 24
Rolls
Diplomacy (Impress Delmonia) - (1d20+13)
(3) + 13 = 16
Meanwhile, Ramank tries to chat up Motman Primm. Motman has wild but short hair, half-moon spectacles, and permanent paint stains on his fingers and face; he dresses in fine clothes that are only two generations out of style. The gnome is good-natured but something of a walking minor disaster, constantly causing drinks to spill or committing faux pas of one embarrassing kind or another. He seems too distracted by his own bumbling for Ramank to make much of an impression on him.
At the same time, Horace approaches Abigail Tottlescoff. The hellspawn nephilim knows she’s distracting. Her combination of good looks, sharp horns, and orange-hued skin—once something that made her a second-class citizen while Cheliax was in charge—are now features she uses to her full advantage. She wears a scandalous outfit that might’ve been better suited for a private occasion, rather than a public one.
Once the dance ends, Zachrin invites the attendees to relocate upstairs to the balcony, where he’s had the seats temporarily rearranged around tables and turned the area into a feast hall. During this first half hour, the feast consists of appetizers and drinks (a combination of fruits, slices of cheese, olives, pickles, and a selection of fruit juices and ciders), while the second half hour consists of the main course: silver salmon with dill, garlic-roasted boar, and various grilled vegetable dishes. Dessert—a collection of sugary pastries and small glasses of sweet wine—is served at the end of the hour with the guests expected to relocate with their treats and drinks back to the main auditorium for the fourth hour’s auction.
Frequency Each PC can attempt to Offer a Toast only once during the feast.
A PC can spend time during the half hour coming up with a toast to offer, then stand up during the meal to deliver it. When they do so, they must offer the toast toward Zachrin or to one of the noteworthy guests, complimenting their target before drinking to their good health and success. The PC can either attempt a humorous toast by attempting a Deception check against the target’s Perception DC or an honest toast against the target’s Will DC, earning Fete Points with the check’s result.
The PC focuses on proper etiquette during the feast in an attempt to impress the other guests by attempting a DC 25 Lore check about any type of food or drink or a DC 30 Society check to earn Fete Points.
"I promised Zachrin to only say positive things, so I have said all I can say," he starts, then begins to sit again. But only for a moment before he stands again. "I am of course joking. I want to thank for taking us in and feeding us. I mean, I have a dragon that never seems to become full. Even got in a little excercise with the fey. And so many beautiful works of art, almost rivaling the opera we will set up."
Rolls
Deception (Cha) - (1d20+21)
(3) + 21 = 24