Tin Golem

The Clockwork Shadow's page

210 posts. Alias of Celeador.


About The Clockwork Shadow

“Apparently, there’s a few serious adventurers in town right now. One’s a Yerasol Veteran and another is a Skyseer. They may be up for a little paid work.”

The Assistant Chief looked up. His face creased in distaste. The constable shrugged unhappily.

“I know they are some of the hardest people in Lanjyr,” she said slowly. It took some moments for her to turn her mind to the issue. “I don’t trust them, though. They court danger. And they’re quite unscrupulous graverobbers for the most part. Anything for gold and experience.”

Tapping his cane on the side of a nearby desk Assistant Chief Inspector Stover Delft frowned before spitting a wad of tobacco into a spittoon. “Adventures? They are a dying breed. The world has moved on. Civilization has marched forward. Hrm…” he trailed off, considering options. “Run a check on them. If they have potential they might make good candidates for the R.H.C. Let me know what you find.”

Nodding at the dismissal the female constable turned and exited the office.

Standing on the granite floor of the Royal Homeland Constabulary Office were six figures. They were immediately and absolutely recognizable as adventurers; rogues who had wandered the Malice Lands and the Elfaivar and Ber and probably the whole of Lanjyr. They were hardy and dangerous, some were foreigners, some Risuri, but each carried with them at least a shred of allegiance to the nation of Risur. Each of them had lived off their wits, stealing and killing, hiring themselves out to whomever and whatever came. They were inspired by dubious virtues. Some had performed useful services: research, cartography, and the like. Others were nothing but opportunistic tomb raiders. They were scum who died violent deaths, hanging on to a certain cachet among the impressionable through their undeniable bravery and their occasionally impressive exploits.

Assistant Chief Stover eyed them without enthusiasm.

“This,” said Assistant Chief Stover, pointing to them each in turn with his cane, “is a job offer. Each and every one of you has been investigated and passed a background check. Though,” He eyed one adventurer with lanky hair and scruff on his face. “Some of you just barely passed.” Hobbling forward on his cane, the limp in his left leg clearly evident, Inspector Delft gestured to a map of Flint, blanketing the east side of his office. “As a member of the R.H.C. you may be called upon to accomplish dangerous and complex tasks, such as rescue missions, surveillance to catch smugglers and traitors, and even gathering information on behalf of our nation. It is dangerous, but no more so than what you have experienced. One of you fought on behalf of our country. Another was a graduate from an esteemed war academy and the list goes on and on.” Gesturing back to the map Stover smiled, sucking at the tobacco in his teeth, before spitting into a nearby tin pot. “This is a chance to stop living for yourself and instead helping in a real and concrete way. What do you say?”

 
 
 

                          Z E I T G E I S T 
        T H E   G E A R S   O F   R E V O L U T I O N
 
 
 
 

Introduction
 ““The unreal is more powerful than the real. Because nothing is as perfect as you can imagine it. Because it’s only intangibles, ideas, concepts, beliefs, fantasies that last. Stone crumbles. Wood rots. People, well, they die. But things as fragile as a thought, a dream, a legend, they can go on and on.”
–Chuck Palahniuk

Welcome friends to Zeitgeist: The Gears if Revolution. This is an AP designed by ENworld Publishing. In this adventure, your characters serve in the Royal Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within its borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.

Before we get into the details of the campaign, I would like to lay out my expectations. In Zeitgeist you have the chance to play an unusual sort of character. You will play as a group of burgeoning agents in service of Risur -- someone who will rise from being a novice and inexperienced agent into becoming one of the worlds greatest influences and possible saviors of this age.

Here is what I envision from my players: I am looking for a lawful neutral, lawful good, lawful evil, neutral or neutral good characters with an appreciation for order: This is not the campaign for chaotic evil players looking to betray the other players, loners or freespirited vagabonds. Those campaigns exist elsewhere and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about being part of an organization that works in the shadows for the greater good. Think of the James Bonds, Jack Ryans and MacGyvers. This is what I expect. That said, while you are morally neutral, what I am not looking for is a bunch of murderous-lawless types looking to indulge dark fantasies. I am looking for characters with interesting backstories, who would mesh well together. Characters should be three-dimensional with personality, desires, and flaws. Disagreement between characters should be a natural occurrence based on strongly-held beliefs and philosophies, although they shouldn't derail the game. Knowledge of the Zeitgeist setting is assumed and should be worked into the character.

Mechanically, this will be point-buy with 20 points. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification. I also disfavor gimmicky characters. One bonus Theme Feat must be selected at character creation from the Zeitgest Adventure Path Players Guide and does not count against your total number of feats. Considerably more effort should be on the personality, and a character sheet is merely encouraged. Anything legal in Pathfinder Society is allowed, I will also allow the psychic classes (but not races) from Dreamscarred Press. All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed. I will also post an example of ”The Ten Minute Background”. You are not required to use it during submission, but I have found it is exceptionally useful in creating a character with depth and flavor and I would highly recommend it.

This will be my second campaign DM in a pbp and you can see an example of my current campaign here: Hearts of Darkness: Way of the Wicked. I have played D&D/Pathfinder for fourteen years. I am active on the boards with over 2,700 posts and I expect my players to be active as well. Players who make it into this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence.

I expect players to engross themselves in the roleplaying element and contribute interestingly to the story.

I also favor longer posts with detail and emphasis on the growth of the characters. (Example 1) (Example 2) I do not use map tools unless absolutely required. I also travel occasionally, but this rarely affects my posting. I will be taking applications until Sunday, 6/23/13. I have not decided how many players I will be taking, but the total will be between 4 and 6, depending on the exact needs of the party. As a warning, I also tend to select players over the course of the application period. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you but I may ask for a writing sample.

Introduction to Zeitgeist:

Humans and the Great Nations.
Humans rule three of the five great nations of the region. Their ascendance in the past two thousand years toppled a mighty high elf empire and has provoked belief in doomsday millennialism among many dwarves. The campaign begins in Risur (pg 15), and every PC should have a strong loyalty to the nation, even if the character does not hail from there.

High Elves, Aasimar, and the Great Malice.
Five hundred years ago the death of the high elf goddess Srasama caused nearly every high elf woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire. Those interested in high elves should read the section on Elfaivar (pg 23). Mortals present at the death of the high elf goddess have continually reincarnated in the following centuries as aasimar, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality. Those interested in aasimar should read the section on Crisillyir (pg 20 of the Players Guide).

Tieflings, Technology, and Dead Magic.
When the high elf goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack. Those interested in tieflings should read the section on Danor (pg 21 of the Players Guide). If you are interested in utilizing some of the new revolution’s technology for your character, particularly firearms, see the section on Equipment (page 12 of the Players Guide).

Dwarves, Doomsday, and Nihilism.
The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that the dwarves continue to toil in their forges even as they prepare for the world’s end. Those interested in dwarves should read the section on Drakr (pg 22 of the Players Guide).

Savages, Primitives, and Peace.
Freed from the yoke of toppled dragon tyrants, the youngest of the great nations formed from an alliance of several monstrous races which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age. Those interested in playing as a orc, half-orc, goblin, hobgoblin, or other monstrous races should read the section on Ber (pg 19 of the Players Guide).

Piety and the Planes.
The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The high elf people have begun to withdraw into the Dreaming, and the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate to frighten sinners into worship.

The Astral Plane, Limbo, and Far Realm exist only as postulations, and there are countless other theories on the nature of reality. No one in this world has ever traveled to these planes, and the few beings that are summoned through the veil are only visitors, returning as soon as the spell that called them ends. Those interested in the setting’s metaphysics should read the section on The World (pg 24 of the Players Guide).

Heroic Themes.
The Zeitgeist campaign setting presents themes that reinforce the heroic archetypes of the world, such as dockers, gunsmiths, and technologists. Each player should choose one Theme Feat unique to the world of Zeitgeist, this replaces normal Pathfinder Traits.

Example of The Ten Minute Background:

This is an example of a past submission I did for a skull and shackles campaign and I think it's an excellent example of a "Ten Minute Background". While it’s not required to be as long, I appreciate a lot of plot hooks and room for growth as a character.

Five background and concept elements important to John Rawkins.

1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago his ship the Righteous Eagle was led into a trap by the notorious Shackles vessel Carrion's Maw. During the ensuring battle, Petty Officer Rawkins was part of a boarding party, that along with First Lieutenant Steele was lured aboard the Carrion's Maw. Once on board, the trap was revealed and the boarders were surrounded by a full company of mercenaries. Outmatched and cut off from the Righteous Eagle Petty Officer Rawkins was left behind while the Righteous Eagle was forced to retreat, or risk being sunk. During the battle, John took a spear to the side, falling overboard. As he floated in the water, his blood slowly seeped out into the sea, and he was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. In remembrance of his lost friend's and ruined leg, John wears a Jigsaw Shark's tooth on a throng around his neck. It is the very same tooth that that the surgeon dug out of his leg following the battle. Trait: Peg Leg
2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin. Hence the charisma of 8, and his store of grog and Alchemist's kindness
3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him. Trait: Paranoid
5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so. Trait: Freedom Fighter and Trait: Lover of the Law

Two goals that are important to John.

1) I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles.
2) ”I’ll find the shark that took my leg!. Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Carrion's Maw managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard...

Two secrets about John, one that he knows, and one that he not yet aware of.

1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.

Four people that are tied to John, three are friends and one is an enemy.

1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
2) Lord Cornelius Havershaw: Ageing captain of the Righteous Eagle. Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
3) First Lieutenant Iakob Steele: Boarding Officer for the Righteous Eagle. Iakob grew up in the same town as John, Souston, and joined the Andoran Navy several years ahead of him. John later met, and came to work for First Lieutenant Steele upon his assignment to the Righteous Eagle, it was during that time that a friendship came to develop between the two. First Lieutenant Steele was presumably lost at sea following the ruinous battle between the Righteous Eagle and Carron's Maw.
4) Captain Typhus Scalp-Taker: Captain of the Carron's Maw, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Righteous Eagle. During the battle the pirate lord hurled the spear that drove John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.

Three memories, mannerisms or quirks John possess.

1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and he carries the cutlass with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.

Character Creation:

Ability Scores: Ability Scores will be a 20 point buy. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification.

Races: All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed.

Classes: All classes from the PHB, APG, UC and UM are allowed, as well as all Archetypes and the Psionic Classes from Dreamscarred Press. However if you plan to play something extremely unusual such as a Ninja, Samurai or a Psionic character, an amazing backstory should be presented.

All classes are permitted except the Anti-Paladin. A few classes require some special consideration below.

  • The paladin is well suited thematically for this campaign. However due to the dubious nature of divinity in Zeitgeist, rather than dedicating himself to a particular god, the paladin may instead choose to be follower of a particular philosophy or ideal.
  • Barbarians can be a good choice, but since chaotic alignments are not allowed (see below), neutral good or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful followers of nation.
  • Cavaliers are a fine choice for a PC. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Risur (The Order of the Lion) are more common then self-serving orders (for example the Order of the Cockatrice).
  • Few gods have large followings in Risur, but pockets of foreigners or native converts provide a likely source for divine classes Oracles tend to be more common than clerics, since there aren't established churches to train the pious. More rarely a person with strong philosophical ideals can wield divine power through the gestalt will of those who share his beliefs. inquisitors are extremely rare and are more commonly dedicated to an ideal or philosophy rather than a particular god.
  • Druids are well respected among followers of the old faith, and the ties between Druid traditions and the Unseen Court could lead to a deep character storyline.
  • Gunslingers are an excellent choice for this campaign, This adventure path assumes by default that firearms are common however advanced firearms are just now being developed.
  • Monks are permitted, but consider applying a western Archetype to them such as a Martial Artist.
  • Ninja and Samurai are permitted but you must explain how your ninja or samurai ended up in the western nation of Risur.
  • Rangers will find that Humanoid (Human), Outsider (Evil), Undead and Fey are solid choices for their favored enemy. The Urban Ranger Archetype is also excellent for this AP. Generally Rangers are well received within the old faith
  • Sorcerers suffer an equal distribution of bloodline, with aberrant and fiendish bloodlines being far rarer than fey or elemental.
  • Witches tend to follow fey patrons, since the nature of the planes makes it difficult to contact infernal or far realm patrons
  • Psionic classes are relatively new and rare, though many cultures have their own variations of people who seem to be able to see through the veil of reality and forsake the limits of their flesh. In particular, high elf monks are infamous for their unusual fighting techniques, while dwarven philosophers sometimes exhibit all but unknown psionic abilities.

    Skills: No change, however a good balance of skills is recommended and there will be frequent encounters where a good use of skills can affect combat or negate it completely. Also as members of the R.H.C. you will be expected to be able to search crime scenes, gather information, interview witnesses and track suspects. A party with well balanced skills is essential.

    Feats: Each character gains one bonus Theme Feat selected at character creation from the Zeitgest Adventure Path Players Guide. This feat does not count against your total number of feats.

    Equipment: Each character starts with average wealth per level. Unlike adventurers however, one of the perks of being an agent of the R.H.C. is that your character will receive frequent stipends and allowances for material and equipment upgrades. The downside however is that your character will be required to hand over seized evidence obtained during the course of an investigation. PCs who are part of the R.H.C. do not get to keep anything they recover on their missions. They get a salary, and anything they “looted” they can keep if they pay for it from their salary.

    As constables of Risur, your characters have a slightly different relationship with treasure than typical Pathfinder adventurers. At lower ranks (levels 1–8) you receive a combination of salary and official stipend to fulfill your duties, and the Constabulary’s resources and connections let you easily purchase or requisition the tools you need for your missions. Likewise, you can easily trade in items you no longer need, which can be used by other constables or local police. When you recover rare magic, treasure, or other valuables, you are expected to hand it over to higher authorities, who will make proper use of it. If desired, you can use your salary or stipend to acquire these items for yourself, assuming you file the proper paperwork and your request is deemed warranted.

    You can turn in any functioning item to the R.H.C. for its full value. This allows you to keep yourself equipped with the best material available, or at least the best that government bureaucracy thinks you can be trusted with.

    Whenever the party acquires any sort of treasure in the course of a mission, you will be expected to hand it over to your superiors, which should keep you at the expected power for your level. If you recover something you want for yourself, you can spend money to requisition it, though that may take some time. There is always some leeway, and constables are allowed to hold onto loot for a reasonable period of time. If you defeat a foe with a magic sword, and his weapon would aid you in your immediate investigation, you can hold onto it for a few days, but you’re expected to turn it in. An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal.

    Such pecuniary misdeeds are expected of common police, but the R.H.C. is held to higher standards. If you attempt to sell such an item, you cannot take advantage of the R.H.C.’s favorable rates, and must use the normal values (50% of base value). Be careful, though, because prison is not kind to former law officers who turn to crime.

    HP: Max to start. At each level you roll for hit points, however you may use Hero Points and the retrain option will be allowed from Ultimate Campaign

    Hero Points: All PCs start with 1 Hero point and gain 1 Hero Point each time they level up. The maximum number of Hero Points a PC can have at a time is 3. Hero Point feats and spells are allowed.

    You can use 1 Hero Point to do any of the following actions. You can only use 1 Hero Point per turn for these actions.
    1. Gain an extra standard action during your turn.
    2. Gain a +8 bonus to a d20 roll if spent before or a +4 bonus if spent after. This can also be used to effectively increase the DC of a spell by lowering a single target's saving throw in the same manner.
    3. Ready an action at any time. (Must be done before a post is made; no retcons.)
    4. Regain a spell or use of a limited special ability.
    5. Reroll a d20.
    6. Reroll for HP at a new level.
    You can use 2 Hero Points to do the following, regardless of if you have used a Hero Point this turn.
    7. Survive a fatal attack at -10, unconscious, and stable.(2 points)

    Finishing Details: As normal except that chaotic evil, neutral evil, chaotic neutral and chaotic good alignments are not allowed. Every character must be lawful neutral, lawful evil, lawful good, neutral or neutral good. Of those five alignments, lawful neutral is definitely the preferred choice.

    Further, every character must choose a Theme Feat. This feat should be central to your characters development and it is one of the reasons why you were screened by the Royal Homeland Constabulary as possible candidates.

  • Dice for PC's:

    [dice=Init Alastair Rayne]1d20+3[/dice]
    [dice=Init Rhegalion Arbalistre] 1d20[/dice]
    [dice=Init Talyssa Dane]1d20+9[/dice]
    [dice=Init Ifris Lanvaldan]1d20+2[/dice]
    [dice=Init Inspector Reginald Filby]1d20+2[/dice]
    [dice=Init Devinn LeMont]1d20+2[/dice]

    Round:

    A Simple Request - Recap of Round 37 - R.N.S. Coaltongue

    Main Deck

    Second Deck

    Gunnery Deck
    ______________________________
    [spoiler=Initiative]
    Init Alastair Rayne: 1d20 + 3 ⇒ (12) + 3 = 15
    Init Rhegalion Arbalistre: 1d20 ⇒ 20
    Init Talyssa Dane: 1d20 + 9 ⇒ (11) + 9 = 20
    Init Ifris Lanvaldan: 1d20 + 2 ⇒ (13) + 2 = 15
    Init Inspector Reginald Filby: 1d20 + 2 ⇒ (2) + 2 = 4
    Init Devinn LeMont: 1d20 + 2 ⇒ (11) + 3 = 14
    Init Fire Sprites: 1d20 ⇒ 14
    Init Illyan the Butler: 1d20 + 3 ⇒ (18) + 3 = 21
    Init Sorkana: 1d20 + 6 ⇒ (13) + 6 = 19


    NPC Stats:

    Fire Sprites (3) hp 4/4; AC 12/11T/12FF; CMD 9 (17 vs trip) +2F/+0R/+0W; Immune to Fire
    Illyan the Butler
    hp 18/18; AC 14/13T/11FF; CMD 14 +2F/+6R/+0W
    Sorkana
    hp 23/23; AC 16/16T/14FF; CMD 13 +2F/+3R/+4W (+2 vs Enchantment)

    Sorkana:
    Save vs. Grease (DC15) [dice]1d20 + 3[/dice]
    FA: Finished Casting Summon Monster II [dice]1d3[/dice] Fire Sprites.
    SA: Cast Glitterdust vs. AF13, AG13, AF14, AG14 (Hits Filby, Talyssa and Rhegalion)
    Will Save Filby vs DC16: [dice]1d20 + 3[/dice] PASS!
    Will Save Talyssa vs DC16: [dice]1d20 + 2[/dice] PASS!
    Will Save Rhegalion vs DC16: [dice]1d20 + 4[/dice] FAIL! (Blinded!)
    FA: Shift to AH 33

    Illyan the Butler:
    MA: 5' Step to AM-13
    SA: Attack Alastair w/ Short Sword and Flanking [dice]1d20 + 3 + 2[/dice] MISS!

    Firesprites:
    Sprite #1 (AH13)
    MA: Move to AJ13
    SA: Attack Alastair w/ Bite and Flanking [dice]1d20 + 1 + 2[/dice] MISS!

    Sprite #2 (AH14)
    SA: Attack Filby w/ Bite [dice]1d20 + 1[/dice] MISS!

    Sprite #3 (AG24)
    MA: Move to AI24 and begin to remove the fireward.[/spoiler]