Question on order of operations. I opted for an AoO over shield block. In hindsight, should I give an alogrthim for "If this, then AoO" If that, then Shield block"?
REF:1d20 + 3 ⇒ (2) + 3 = 5Awwwww crap. Is this a basic save? If so, I'm at dying 2.
HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4
"Kelvin, We have to get those folks to safety! We can then deal with these fire things!"
Escorts two more townspeople to the exits. He's hearted to hear the locales are organizing outside in some way. There is too much to do to find out exactly what as he rushes back into the building.
The second route may work better for PbP. "If this, then AoO" If that, then Shield block"?
Seeing Ðakaþos collapse near the fire Cabaguil leaps across the fallen and upturned benches to come to the man's aid. Dori helps a few more of the locals as the dwarf flips a bench off of them. Grabbing a small gnome in his hands Dori rushes for the southern door getting them to safety.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 6
Round 2
Ðakaþos (0/17; Dying 2)
----------------------------------------------------
Fire Mephits (Green -8)
----------------------------------------------------
Cabaguil
Cuthberwyn
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (12/17)
Moving across a few more of the benches Cuthberwyn and kelvin help even more citizens, though a few more trapped remain.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
The fire spreads, and as it does the chambers northern door flies open as flames burst through.
The town council ducks as they file more people out of the southern door. "Out this way, hurry, single file."
Total Spectators saved: 12
Round 2 Ðakaþos (0/17; Dying 2)
----------------------------------------------------
Fire Mephits (Green -8)
----------------------------------------------------
Cabaguil
Cuthberwyn
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (12/17)
Rasp recoils from the burning nip from the fiery creature. That pained face soon turns to euphoric rapture and he smiles.
I bleed for you.
Out of the corners of his eyes, Raspar watches with horror as the elf who bravely attacked the fire creatures to protect the townspeople and spectators sinks to the ground. Within just a few moments, the situation has turned deadly serious. He feels an overwhelming urge to help the elf, but also realizes that the only way to save more lives is to extinguish the fire and defeat the creatures who seem intent on spreading it.
Drawing his starknife, he engages the fiery monster in front of him.
1d20 + 6 ⇒ (11) + 6 = 17 to hit;
1d4 + 3 ⇒ (4) + 3 = 7 damage.
Ðakaþos opens his eyes. The flame is gone. The heat is gone. The pain is gone. He looks down upon his hands. The skin is callosed, but unburnt. He looks up to see two otherworldy figures who were not there in the Call. The first is a looming black skeleton wraped in the wings of a giant black raven, and a vulture-like mask of polished ceramic gazes balefully from where its skull should be. It stands silently, holding secrets beyond mortal ken.
"Thoot doesn't talk. I talk. I talk well in fact. You SHOULD be here. The last round of people we saw should NOT be here, which is entirely NOT normal...."
With a flutter it lands, albeit awkwardly, at Ðakaþos's feet."You have a choice young elf, because you're only mostly dead. You can continue on the Road to the Boneyard, or you can run the risk of returning. I warn you. You might not feel the flames now, but if you return, you'll feel them plenty, and such pain is not something mortals can survive easily."
The one named Thoot summons a scythe to hand with a thought. "Choose wisely" the bird adds....
Spending a hero point to fight off death one more time...
Ðakaþos gives a breath through burned lungs. He's out, but the fire looms...
Raspar draws his starknife and twirls it at the fire mephit in front of him. He is able to draw quite a bit of 'blood' from the elemental as the weapon cuts across the wings and backside.
Ðakaþos staves off death's door as he talks the pair of psychopomps into releasing him from the Graveyard. Unfortunately he is still in a precarious position.
Ðakaþos Fire Damage:1d6 ⇒ 4DC 17 for half.
If you pass the save you are at Dying 1. Critically fail and back at Dying 2
With Ðakaþos on the ground the fire mephit launches itself at it's next threat, while Raspar defends himself.
Bite vs Cabaguil AC 14:1d20 + 9 ⇒ (12) + 9 = 21 Damage (Piercing):1d6 ⇒ 4 Fire Damage:1d4 ⇒ 2
Bite vs Cabaguil AC 14:1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
Bite vs Raspar AC 18:1d20 + 9 ⇒ (17) + 9 = 26 Damage (Piercing):1d6 ⇒ 2 Fire Damage:1d4 ⇒ 2
Bite vs Raspar AC 18:1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16 Bite vs Raspar AC 18:1d20 + 9 - 10 ⇒ (1) + 9 - 10 = 0
Both feel the burning sting as they are bitten. The crackling foes seem to revel in the chaotic delight.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 12
Round 2
Ðakaþos (0/17; Dying ?)
----------------------------------------------------
Fire Mephits (Green -6)(Red -7)
----------------------------------------------------
Cabaguil (8/14)
Cuthberwyn
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (8/17)
Cabaguil had planned to drag the poor man out of harms way, but that was not to be. He draws his dagger (•>) and casts Heal on Ðakaþos (•>>), praying under his breath that his opponent is not fast on his feet… (Provokes if he’s got AoOs)
Heal Ðakaþos:1d8 + 8 ⇒ (6) + 8 = 14
He cries, looking for assistance, ”Anybody got a blade? We’ve a rampant, uh, demon-thing over here in need of smiting! I am not good at this!” he hods his dagger weakly.
REF:1d20 + 7 ⇒ (4) + 7 = 11Back to dying 1. The flame consumes him once more. Only then does the healing power of Cabaguil reach his burned body. The healing does wonders, and suddenly the elf is awake and ready for action..
HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4
Dori Shepards the last of the townsfolk from the western side of the building. The firefighting efforts are getting more organized by the sounds of the shouts and command coming from the other side of the door.
Thanks to Dori between the survivors that the Council has helped save and what you have save you have enough to begin a bucket brigade via the fountain circle pumps if you desire. Not trying to lead you in any direction, but merely give a reminder as there are a ton of options in this encounter.
Ðakaþos eyes flutter open once more as the psychopomps push his soul back into his mortal body, thanks to the help of Cabaguil.
Dori is able to save the last of the spectators from the eastern end of the building as he helps escort the old and young.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 14
Round 2
Ðakaþos (14/17; Wounded 1)
----------------------------------------------------
Fire Mephits (Green -6)(Red -7)
----------------------------------------------------
Cabaguil (8/14)
Cuthberwyn
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (8/17)
Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0
Step out! Cuthberwyn shouts above the cacophony, perhaps a bit harsher than he might like. There's no need to be burned or to face the winged things! The gnome tries hard to encourage the townsfolk to vacate the premises, but spies the dwarves on the other side. Little help here, friends! You might be better equipped to face these things than either I or the tall one there!
Kelvin is eager to take out the mephits while Cuthberwyn helps guide a few more survivors outside.
Once outside therre looks to be enough survivors as several rush back behind the town hall building to the fountain pumps. Greta from the town council is shouting a few orders. "Make a line, let's get buckets! Get water in here quick, we need to hurry!"
Water from the pumps will be ready at the southern door starting round 5.
Though will it be soon enough? The fire continues to grow. The flames begin to engulf the wooden benches and desks up on the podium.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 16
Round 3 Ðakaþos (14/17; Wounded 1)
----------------------------------------------------
Fire Mephits (Green -6)(Red -7)
----------------------------------------------------
Cabaguil (8/14)
Cuthberwyn
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (8/17)
Rasp recoils again from the burning nip from the fiery creature wishing he had thought to bring his shield to a town hall meeting like a normal person. He hopes others are getting out and tries to bear down on taking out the fiery foe so he can also escape.
Raspar's attacks are barely dodged as the mephit scuttles out of his way, though with the smallest breathing room Raspar heals his more immediate wounds.
Ðakaþos rolls back to his feet and rushes to safety, away from the fire.
The mephit on Cabaguil leaps on him, biting across his neck, severing something vital as the man collapses to the floor, just in time for Ðakaþos to make his retreat. Though turning around Ðakaþos sees the mephit is snapping right on his heels.
Bite vs Raspar AC 18:1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16 Bite vs Raspar AC 18:1d20 + 9 - 10 ⇒ (18) + 9 - 10 = 17
Raspar watches as the mephit's descend on them like mountain cats, leaping from one foe to another, with no rhyme or reason.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 16
Round 3
Ðakaþos (14/17; Wounded 1)
----------------------------------------------------
Fire Mephits (Green -6)(Red -7)
----------------------------------------------------
Cabaguil (0/14; Dying 2)
Cuthberwyn
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (8/17)
Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0
Cuthberwyn clambers over the benches while shouting behind him — Please disperse! Nothing to see here! — and then fans his fingers out with his thumbs crossed, as a rainbow erupts from them and sprays over the flying creatures!
Move, somatic and verbal components. DC 16 Will vs. color spray. If Kelvin is caught, sorry, but I didn't have enough movement to get to where he wouldn't be.
(Boy PF2 really is deadly isn’t it? Autoconfirming crits on a 15? Not sure I'm going to like this system.)
No longer confirm crits with this one. It is all based on Nat 20 (which doesn't even mean a crit anymore, just increases you success one stage) or if you roll 10 or more over their target's AC which becomes a critical success, doubling the damage.
Cabaguil Fire Damage:1d6 ⇒ 1DC 17 for half.
Cabaguil staves off death. The Psychopomps have their work cut out for them today. Seeing the entire building in trouble Cuthberwyn leaps over the benches, a prismatic aura of swirling colors cascades over both mephits. Would not affect Kelvin as he was not in that space when you would have casted since his init is after yours.
Red Will Save DC 16:1d20 + 7 ⇒ (16) + 7 = 23 Green Will Save DC 16:1d20 + 7 ⇒ (5) + 7 = 12
Picking up the bottom of his pants Dori sprints across the aisle. Triple stride. He makes it just in time to watch as Kelvin's morningstar completely brains one of the mephits.
Even with one of the Mephits down the fire spreads, smoke begins to fill the chamber, choking everyone within. Those trapped begin to cough.
@All- From here on out at the end of each of your turns you take 1d6 nonlethal from smoke inhalation. You can use 1 action to tie a wet rag around your mouth to halve this damage.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
[
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 16
Round 4 Ðakaþos (14/17; Wounded 1)
----------------------------------------------------
Fire Mephits (Red -7; dazzled 1 rnd)
----------------------------------------------------
Cabaguil (0/14)
Cuthberwyn
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (8/17)
HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing
Reaction: You're Next
His morningstar slick with mephit ichor, Kelvin turns to the last remaining monster. With a voice full of malice, he growls. "You're next." Intimidation (Demoralize):1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Ðakaþos quickly tears and ties a rag around his face as he hopes the others can finish off the mephit. Stide is 30. I'm looking to stride, then drag Cabaguil out.
Raspar slices across the mephit's face, with a screech the mephit claws at the injury on its face. Looking for an end to this Raspar plans for the long haul, soaking his sleeve in his blood Raspar holds it around his mouth.
Raspar smoke Inhalation (Nonlethal):1d6 ⇒ 21 for half.
Kelvin yells at the second mephit in an attempt to frighten it off. Unfortunately the mephit doesn't understand his language which creates a confusing barrier. Not speaking the same language caused a -4 penaly which made it just barely fail.
Ðakaþos wraps a rag around his face to fend of the smoke as he rushes the flames once again. Reaching down the elf grabs ahold of the man's sleeves and gives a good tug, slowly dragging him across the floor and away from the fire at half speed.
Ðakaþos smoke Inhalation (Nonlethal):1d6 ⇒ 52 for half.
Bite vs Raspar AC 18:1d20 + 9 ⇒ (8) + 9 = 17 Dazzled DC 5:1d20 ⇒ 6
Bite vs Raspar AC 18:1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20 Dazzled DC 5:1d20 ⇒ 20 Damage (piercing):1d6 ⇒ 3 + Fire damage:1d4 ⇒ 3
Bite vs Raspar AC 18:1d20 + 9 - 10 ⇒ (11) + 9 - 10 = 10 Dazzled DC 5:1d20 ⇒ 5
Raspar pushes back on the near-blind mephit, avoid a near fatal injury himself as the mephit bites and claws at his body.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 16
Round 4
Ðakaþos (12/17; Wounded 1; filtered)
----------------------------------------------------
Fire Mephits (Red -11; dazzled 1 rnd)
----------------------------------------------------
Cabaguil (0/14)
Cuthberwyn
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (1/17; filtered)
Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0
Stride, somatic and verbal.
Cuthberwyn moves to get a better angle splays his hand out. Tendrils of darkness curl out from his fingertips in a line. DC 16 Fort save vs. grim tendrils for negative:2d4 ⇒ (4, 3) = 7 plus 1 persistent bleed.
HP 250/250| AC 39 (41 with raised shield)| Fort +26, Refl +23, Will +27 | Perc +24 (+26 int) (darkvision) |Resist: 7 fire, 4 slashing Acid 4, Cold 4, Elec 4, poison 4
Satisfied that the bucket line is organizing well, Dori turns his attention to the fire beings. He draws is axe and moves to take rightful place on the battle line.
the mephit dives low to the ground and avoids most of the darkness as the dark tendrils wrap around it's wings, binding it. Dori works his way to the battle lines while
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 16
Round 4
Ðakaþos (12/17; Wounded 1; filtered)
----------------------------------------------------
Fire Mephits (Red -14; dazzled 1 rnd)
----------------------------------------------------
Cabaguil (0/14)
Cuthberwyn (Breath held 1)
Dori
Kelvin
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (1/17; filtered)
HP 310/310 | AC 44 (43 with Rage)| Fort +31, Refl +34, Will +29 | Perc +29 (+31 vs traps) (darkvision, true seeing) | Stealth +32| Default Exploration: [url=Search (Constant Avoid Notice)| Speed 25 | Hero Points 1/3 | Active conditions: Deny Advantage, Improved Evasion, Resist Fire 10, Resist Force 10, Resist B/P/S 5, Trap Spotter, True Seeing
Action 1: Step
Action 2: Strike
Action 3: Stride
"Wrong way, Dori! Get the people out of here!"
Kelvin follows this by stepping up to the remaining mephit, positioning himself opposite Cuthberwyn, and swinging his morningstar.
Strike vs Flat-footed:1d20 + 7 ⇒ (16) + 7 = 23 Damage (B/P):1d6 + 4 + 1d6 ⇒ (6) + 4 + (6) = 16
Confident in his handiwork, Kelvin moves to grab Cabaguil.
Cabaguil begins to gasp in the smoke while the fire spreads around his unconscious form.
Greta yells in through the door as smoke billows out. Water sloshes out of a bucket as they begin to line the door. "If anyone is still in there we have water, plenty coming to help fight the fire!"
The bucket brigade is now ready, you have to reach the southern door to grab the bucket, then reach the fire. Each bucket puts out a 10 foot section of flames.
The smoke becomes too much for the remainder of townsfolk trapped in the chamber. With weak cries they fall unconscious one by one. If not freed and saved soon, they will surely perish in the fire.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 16
Round 5 Ðakaþos (12/17; Wounded 1; filtered)
----------------------------------------------------
Fire Mephits (Red -14; dazzled 1 rnd)
----------------------------------------------------
Cabaguil (0/14; unconscious)
Cuthberwyn (Breath held 1)
Dori (20/23)
Kelvin (17/20)
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (1/17; filtered)
Action 1: Strike...? No, Look around.
Action 2: Move.
Action 3: Filter air.
Rasp elates as the mephit's head explodes in a fiery, morningstarried blast, taking a deep breath of relief...before remembering all the smoke and fire in the room. Choking more, he looks around to be sure that others seem safe, heedless of his own severe wounding.
Covering his mouth with his bloody, sweaty sleeve, he makes his way to the door...
1d6 ⇒ 2 smoke damage Halved to 1.
...only to collapse on the way. Raspar begins to turn true blue, choking on bad air and loss of blood and because no good deed goes unpunished...and because no one can escape the pain of life. His favorite starknife tinkles to the ground, his tiny, lifeless hand unable to hold things that it holds dear.
Rasparations:
AC: 18 +2 with shield action.
Fort/Ref/Will: 6/6/6
HP: 0/17
Ðakaþos, already started continues to drag the unconscious man towards the door! Triple stride while dragging Cabaguil. FORT v. Smoke FOT:1d20 + 5 ⇒ (17) + 5 = 22. sorry for the short post!
Raspar stumbles, one step then two. The halfling collapses to the ground face first as the smoke begins to get to him.
Dakapos Smoke Inhalation Damage (Nonlethal):1d6 ⇒ 3Half for 1 damage
Dakapos continues to drag the unconscious Cabaguil towards the exit.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 16
Round 5
Ðakaþos (11/17; Wounded 1; filtered)
Cabaguil (0/14; unconscious)
Cuthberwyn (Breath held 1)
Dori (20/23)
Kelvin (17/20)
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (0/17; Unconscious; filtered)
Cabaguil seems to relax, though his body chokes and shudders on occasion for cleaner air. His features become more placid, and his frame looser as he begins to settle into his unconscious nap. Clothes singed with fire, covered in his own blood, and reeking of smoke drape over his body.
His cat, well away from the bucket brigade sloshing water everywhere, is cleaning herself of a mote of dust or ash near the door. She seems disinterested, but close by.
Male Gnome HP 83/268| AC 42 | Fort +33 (M), Refl +31 (E), Will +35 (L, greater resolve) | Perc +30 (M) (darkvision) | Speed 25 | Active conditions resist fire 15 20, resist acid 10 | Default Exploration: Search | Hero points: 0
Someone stronger than me grab that halfling! Cuthberwyn shouts, as he turns his attention to the last remaining spectator townsfolk. Show's over, folks! If you choose to stay you'll be cooked alive!
No longer holding breath, three actions on last of spectators, nonlethal:1d6 ⇒ 5
Cabaguil awakens, coughing, from some sort of nice dream, the details of which elude him as he stares up the nostrils of Dori. "*cough* Thank you sir! Seems like we're still in the fire!"
He takes stock of his surroundings and prepares to get up. (I assume as Dori comes after me in initiative, I'm done for the round, but if that's not the case he'll stand (•>) and retreat (•>>).)
Unable to hold his breath any longer Cuthberwyn moves to the back of the room, grabs ahold of one of the unconscious townsfolk and drags him with both hands to the exit.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 17
Round 5
Ðakaþos (11/17; Wounded 1; filtered)
Cabaguil (4/14)
Cuthberwyn (13/18)
Dori (14/23)
Kelvin (17/20)
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (0/17; Unconscious; filtered)
Kelvin rushes past the flames, leaping from bench to bench to get to the remaining survivors as the flames close in around his original position.
Special Actions during this encounter:
Disable the fire: Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn’t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a frost vial typically puts out 1 square of fire, and ray of frost is ineffective.
Fountain Circle Pumps: located outside town hall, has several working water pumps. These are far enough away that it’s impractical for you to bring water back and forth. However, you might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber’s southern entrance at the beginning of each of your turn. Members of a bucket brigade are lined up outside the chamber, and don’t take damage from smoke inhalation. If you does want to carry the water, it’s 150 feet from the chamber’s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.
Rescuing Spectators: You can each help two spectators at a time out of the room’s southern door. Once you are on the correct side of the room, rescuing spectators requires 3 actions, which includes locating the spectators, calming them, and escorting them to the exit. This doesn’t necessarily require moving adjacent to the spectators; you need only to be on the same side of the room as the spectators. More than one of you can work together to help groups of spectators who are clustered together. Two of you working together can help up to six spectators at a time, as long as you and the spectators you're helping are all on the same side of the room. If spectators begin passing out, you can each instead help only one spectator at a time out of the room, since this now requires picking up or dragging the unconscious spectator, and you will need to track you movement toward the unconscious spectators. Two of you can work together to help four unconscious spectators at a time.
Total Spectators saved: 17
Round 6 Ðakaþos (11/17; Wounded 1; filtered)
Cabaguil (4/14)
Cuthberwyn (13/18)
Dori (14/23)
Kelvin (15/20)
----------------------------------------------------
Town Hall Fire
----------------------------------------------------
Raspar (0/17; Unconscious; filtered)
Knowing that he can no longer ignore the smoke, Kelvin tears a strip of cloth from his tunic to make a makeshift filter. He then hustles to one of the unconscious people.
Smoke Inhalation:1d6 ⇒ 1 (Halved. 1 still, I guess?)
Unable to survive the smoke, Cabaguil escapes the hall (•>) as he takes out his healer’s tools (•>) and begins to triage the wounded (•>) trying to determine who is going to need immediate care.
Medicine:1d20 + 5 ⇒ (10) + 5 = 15
A cat, calmly watching from a safe distance, approaches, and rubs against Cabaguil’s leg. He looks down and smiles, ”You need a bath little one.”