| GM Doug H |
Wolf 3 and 4 split from the pack. They ignore the goblins (who are just now beginning to realize what's going on), and attack the wagons! This is very strange behavior for wolves.
To your dismay, you notice that the wolves' white-hot teeth immediately set the canvas-covered wagons ablaze!
The fire eagerly consumes the sun-bleached canvas, and threatens to spread quickly.
Bite: 1d20 + 9 ⇒ (10) + 9 = 19
Bite: 1d20 + 9 ⇒ (17) + 9 = 26
wagon 1 fire daamage: 1d6 ⇒ 1
wagon 3 fire daamage: 1d6 ⇒ 4
Wagon attack! Round 1: Bold May Act!
Knowledge nature as an action to Recall Lore to learn more about these wolves. Map on SLide 1 is updated. It will cost 2 squares of movement to get on a wagon, and they provide Greater Cover if you want to shoot through them.
A PC who is adjacent to a wagon can spend 1 action and attempt a Reflex save to Interact (1 Action) with the wagon to put out a fire using blankets, water, or some other appropriate tool.
Chalek
Doggo 3
Doggo 4
Wagon 1 -1 HP
Wagon 3 -4 HP
Zanderel
Karando
Doggo 1
Doggo 2
René
Varret
Zarindlara
René Hoyt
|
Chalek:" Wolves! Get the... goblins somewhere safe and...!"
In the back of a wagon, Hoyt's wonderous midday slumber is cut short. "Wha-what?", he blinks and rubs his eyes. "Egads! was that the scream of a damsel in need of rescuing?! I'm coming, my dear!"
Karando Tull
|
Karando draws his machete, moves up to the edge of the wagons and raises his shield.
"Save the wagons!"
If anyone gets damaged within 15 ft. of Karando, he'll use Glimspe of Redemption as a reaction.
Zanderel Elerin
|
Zanderel rushes over to a wagon, takes his waterski, and does what he can to stop the fire.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
He then eyes the wolves, combing through his fragmented memories for useful lore.
Recall Knowledge: 1d20 + 4 ⇒ (5) + 4 = 9
But the stress of the moment is too much for him.
| GM Doug H |
reduced fire damage: 1d6 ⇒ 4
Zanderel knocks out the fire completely! Please note the mechanic that he reduced the damage by 1d6; if a wagon is in bad shape you may not be able to extinguish flames with one action, or even 3…
The remaining wolves set out to light the other two wagons aflame with their fiery teeth. It's strange how purposeful they're acting…
Wolf 2, attack2: 1d20 + 9 ⇒ (3) + 9 = 12
Wagon fire 4 damage: 1d6 ⇒ 6
Wagon fire 2 damage: 1d6 ⇒ 2
Wagon attack! Round 1-2: Bold May Act!
Knowledge nature as an action to Recall Lore to learn more about these wolves. Map on SLide 1 is updated. It will cost 2 squares of movement to get on a wagon, and they provide Greater Cover if you want to shoot through them.
A PC who is adjacent to a wagon can spend 1 action and attempt a Reflex save to Interact (1 Action) with the wagon to put out a fire using blankets, water, or some other appropriate tool.
Chalek
Doggo 3
Doggo 4
Wagon 1 -0 HP, not burning.
Wagon 3 -4 HP
Zanderel
Karando
Doggo 1
Doggo 2
Wagon 2 -2 HP
Wagon 4 -6 HP
René
Varret
Zarindlara
Chalek Grimmerhamner
|
One of the fire wolves stalks by Chalek's position and lights the wagon to his left on fire. Chalek uses his advantageous position to make the wolf sorry that he passed by the dwarf. If he survives.
Action #1: Sneak (secret check by GM). Action #2: attack (I'm assuming that I'm hidden).
Moving cautiously, Chalek positions himself so he can just see the wolf's hind quarters, trusting that he's gone unnoticed. His morningstar swings out silently.
Attack vs Flat-Footed Character, Sneak Attack: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 1d6 ⇒ (6) + (5) = 11
I also apply the critical specialisation effect of my weapon - morningstar - to the creature. That effect would be 10 feet of forced movement directly away from my position. (I provided an arrow on the map).
After sending the nearest wolf off yelping, Chalek surveys the gathering flames on the side of the wagon (#4) and directs his waterskin to soak them into submission.
Action #3: treat flames (interact)
Reflex Save: 1d20 + 6 ⇒ (9) + 6 = 15
Zarindlara Aviar
|
Zarindlara darts over between Wagons 3&4 to put them out! If Chalek extinguished Wagon 4, she instead moves between 2&3.
She pulls down blankets and the canvas covering itself to put out the flames!
Reflex save 1, on Wagon 4: 1d20 + 10 ⇒ (10) + 10 = 20
Reflex save 2, on Wagon 4 if it's still on fire or Wagon 3: 1d20 + 10 ⇒ (9) + 10 = 19
| GM Doug H |
Chalek cannot hit the wolf! He puts out 1d6 ⇒ 3 points of fire on wagon 4! Zarindlara then moves to the wagon, extinguishing 1d6 ⇒ 3 points of fire, putting the wagon out! She then helps pat out flames on wagon 3, knocking out 1d6 ⇒ 5 points of flame!
Wagon attack! Round 1: Bold May Act!
Knowledge nature as an action to Recall Lore to learn more about these wolves. Map on SLide 1 is updated. It will cost 2 squares of movement to get on a wagon, and they provide Greater Cover if you want to shoot through them.
A PC who is adjacent to a wagon can spend 1 action and attempt a Reflex save to Interact (1 Action) with the wagon to put out a fire using blankets, water, or some other appropriate tool.
Chalek
Doggo 3
Doggo 4
Wagon 1 -0 HP, not burning.
Wagon 3 -0 HP, not burning
Zanderel
Karando
Doggo 1
Doggo 2
Wagon 2 -2 HP
Wagon 4 -0 HP, not burning
René
Varret
Zarindlara
René Hoyt
|
Hoyt stands up, eyes the burning wagon, whips out his old worn blanket and uses it to put out the nearby flames.
"My is this hot!"
Reflex vs. Wagon 2: 1d20 + 5 ⇒ (15) + 5 = 20
"Is everyone all right?!", he yells before having a coughing fit.
(Stand up, Interact/retrieve blanket from backpack, Interact/put out fire)
| GM Doug H |
Please see the OOC discussion, Chalek. Let's try to keep the gameplay thread clean!
René puts out 1d6 ⇒ 2 points of fire! Wagon 2 is extinguished!
Wagon attack! Round 1: Bold May Act!
Knowledge nature as an action to Recall Lore to learn more about these wolves. Map on SLide 1 is updated. It will cost 2 squares of movement to get on a wagon, and they provide Greater Cover if you want to shoot through them.
A PC who is adjacent to a wagon can spend 1 action and attempt a Reflex save to Interact (1 Action) with the wagon to put out a fire using blankets, water, or some other appropriate tool.
Chalek
Doggo 3
Doggo 4
Wagon 1 -0 HP, not burning.
Wagon 3 -0 HP, not burning.
Zanderel
Karando
Doggo 1 -9 HP
Doggo 2
Wagon 2 -0 HP, not burning.
Wagon 4 -0 HP, not burning.
René
Varret
Zarindlara
Varret Aalloissa
|
Varret moves around the wagon, draws his bow, and takes careful aim at the trailing wolf. Stride, interact to draw bow, hunt prey.
| GM Doug H |
Number 3 moves around to Karando and tries to bit him once, then light the wagon afire again!
Jaw Strike 2: 1d20 + 9 - 5 ⇒ (2) + 9 - 5 = 6
fire damage to wagon 3: 1d6 ⇒ 2
The beast misses Karando but succeeds at lighting the wagon aflame again! Next, wolf four runs around to Zandarel and does likewise.
Jaw Strike 2: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
fire damage to wagon 1: 1d6 ⇒ 1
As before, the wolf cannot connect with a living creature but manages to hit the wagon and rekindle the flames. These wolves are acting with a strange intelligence.
Wagon attack! Round 1: Bold May Act!
Knowledge nature as an action to Recall Lore to learn more about these wolves. It will cost 2 squares of movement to get on a wagon, and they provide Greater Cover if you want to shoot through them.
A PC who is adjacent to a wagon can spend 1 action and attempt a Reflex save to Interact (1 Action) with the wagon to put out a fire using blankets, water, or some other appropriate tool.
Chalek
Doggo 3
Doggo 4
Wagon 1 -1 HP, burning
Wagon 3 -2 HP, burning
Zanderel
Karando
Doggo 1
Doggo 2
Wagon 2 -2 HP
Wagon 4 -6 HP
René
Varret
Zarindlara
Karando Tull
|
Karando swings twice on the number 3, then raises his shield.
machete: 1d20 + 8 ⇒ (9) + 8 = 17 for slashing: 1d6 + 4 ⇒ (4) + 4 = 8
machete: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20 for slashing: 1d6 + 4 ⇒ (5) + 4 = 9
Glimpse of Redemption for my reaction if anyone with 15 ft. is hit.
| GM Doug H |
Karando hits twice!
Updated block:
Wagon attack! Round 1: Bold May Act!
Knowledge nature as an action to Recall Lore to learn more about these wolves. It will cost 2 squares of movement to get on a wagon, and they provide Greater Cover if you want to shoot through them.
A PC who is adjacent to a wagon can spend 1 action and attempt a Reflex save to Interact (1 Action) with the wagon to put out a fire using blankets, water, or some other appropriate tool.
Chalek
Doggo 3 -17 HP
Doggo 4
Wagon 1 -1 HP, burning
Wagon 3 -2 HP, burning
Zanderel
Karando, shield raised
Doggo 1 -9 HP
Doggo 2
Wagon 2 -2 HP
Wagon 4 -6 HP
René
Varret
Zarindlara
Zanderel Elerin
|
"I could use some help." the wizard calls out, weaving a spell to protect himself.
Cast Shield
He then does what he can to extinguish the fire again.
Reflex on Wagon 1: 1d20 + 6 ⇒ (15) + 6 = 21
And then he gets some distance, hoping that he can bring his magic to bear uninterrupted.
Stride
| GM Doug H |
Zanderel puts out 1d6 ⇒ 6 points of fire on wagon 1.
Bite, strike 2: 1d20 + 9 - 5 ⇒ (3) + 9 - 5 = 7
Bite, strike 3: 1d20 + 9 - 10 ⇒ (3) + 9 - 10 = 2
Fire to wagon 4: 1d6 ⇒ 1
Wolf one bites the wagon, then attempts to bite Chalek twice. missing!
Wolf 2 takes a Guarded Step toward Karando — missing — then re-ignites the second wagon!
Bite, strike 2: 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21
Fire to wagon 2: 1d6 ⇒ 1
Bunch of flailing, all told.
Wagon attack! Round 2-3
Chalek
Doggo 3 -17 HP
Doggo 4
Wagon 1 -0 HP, not burning
Wagon 3 -2 HP, burning
Zanderel
Karando, shield raised
Doggo 1 -9 HP
Doggo 2
Wagon 2 -1 HP, burning
Wagon 4 -1 HP, burning
René
Varret
Zarindlara
Zarindlara Aviar
|
Zarindlara continues to work on keeping the wagons extinguished.
Starting with 4 and moving to 3 once 4 is extinguished
Extinguish!: 1d20 + 10 ⇒ (3) + 10 = 13
Extinguish!: 1d20 + 10 ⇒ (11) + 10 = 21
Extinguish!: 1d20 + 10 ⇒ (6) + 10 = 16
| GM Doug H |
Zarindlara extinguishes 1d6 ⇒ 5 points of fire on her second attempt at Wagon 4, and 1d6 ⇒ 2 at wagon 3! Both wagons are extinguished!
Wagon attack! Round 2-3
Chalek
Doggo 3 -17 HP
Doggo 4
Wagon 1 -0 HP, not burning
Wagon 3 -0 HP, not burning
Zanderel
Karando, shield raised
Doggo 1 -9 HP
Doggo 2
Wagon 2 -1 HP, burning
Wagon 4 -0 HP, not burning
René
Varret
Zarindlara
Varret Aalloissa
|
"Putting out fires is great, but if we don't kill these things they're just going to keep igniting them!" Varret stalks his prey as it moves, sliding over to the far side of the wagon and letting loose two quick arrows (if both hit, combine damage for purposes of resistance, etc).
+1 Composite shortbow (1st) vs. wolf 4: 1d20 + 9 ⇒ (15) + 9 = 24
Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
+1 Composite shortbow (2nd) vs. wolf 4: 1d20 + 6 ⇒ (16) + 6 = 22
Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
He then does what he can to extinguish the fire next to him.
Reflex to extinguish wagon 1: 1d20 + 10 ⇒ (12) + 10 = 22
Actions: Stride, hunted shot, extinguish.
| GM Doug H |
Varret hits wolf 4 twice — it yelps with surprise!
Wagon 1 was extinguished by Zanderel earlier this morning. You can take another action! It does not look like you're close enough to 2 to put it out, which is the only wagon on fire right now. I'll add fire emojis to the map to designate which is lit, as well.
Wagon attack! Round 2-3
Chalek
Doggo 3 -17 HP
Doggo 4 -6 HP
Wagon 1 -0 HP, not burning
Wagon 3 -0 HP, not burning
Zanderel
Karando, shield raised
Doggo 1 -9 HP
Doggo 2
Wagon 2 -1 HP, burning
Wagon 4 -0 HP, not burning
René
Varret, 1 action remaining
Zarindlara
René Hoyt
|
"Not again!", Hoyt thinks as new flames lick the wagon. He keeps trying to soffocate the fire with his blanket. "And this one has been with me since my army days. *sigh*"
Reflex vs. Wagon 2 Fire: 1d20 + 5 ⇒ (5) + 5 = 10
"Stand fast, my friends! For Cayden favors the bold!"
(Interact/Put out fire - Bless, 2 actions)
| GM Doug H |
Hoyt cannot quite douse the fire! Good news? His army-days blanket is unharmed. Bad news? The fire continues to burn.
He includes Zanderel in his bless! Marked on the map.
Wagon attack! Round 2-3
Bless: 1 status bonus to attack rolls, Hoyt can spend an action to concentrate next round to increase the 5-foot emanation to 10'.
Chalek
Doggo 3 -17 HP
Doggo 4 -6 HP
Wagon 1 -0 HP, not burning
Wagon 3 -0 HP, not burning
Zanderel, blessed
Karando, shield raised
Doggo 1 -9 HP
Doggo 2
Wagon 2 -1 HP, burning
Wagon 4 -0 HP, not burning
Hoyt, blessed
Varret, 1 action remaining
Zarindlara
Varret Aalloissa
|
Sorry! I think I just misread which wagon was on fire on the initiative block. Varret will fire a third arrow, instead:
+1 Composite shortbow (3rd) vs. wolf 4: 1d20 + 3 ⇒ (15) + 3 = 18
Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
| GM Doug H |
Varret takes a third shot and hits! The wolf is now looking more like a porcupine…
Wagon attack! Round 3
Bless: 1 status bonus to attack rolls, Hoyt can spend an action to concentrate next round to increase the 5-foot emanation to 10'.
Chalek
Doggo 3 -17 HP
Doggo 4 -11 HP
Wagon 1 -0 HP, not burning
Wagon 3 -0 HP, not burning
Zanderel, blessed
Karando, shield raised
Doggo 1 -9 HP
Doggo 2
Wagon 2 -1 HP, burning
Wagon 4 -0 HP, not burning
Hoyt, blessed
Varret, 1 action remaining
Zarindlara
Chalek Grimmerhamner
|
Chalek fends off the feckless bites, then cracks the knuckles on his off-hand, clenches up on his morningstar, and unleashes three quick strikes at the wolf.
Melee Attack #1: 1d20 + 6 ⇒ (10) + 6 = 16
Damage #1: 1d6 + 3 ⇒ (1) + 3 = 4
His second attack and third attacks both come from his spiked gauntlet!
Melee Attack #2 (agile): 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
Damage #2: 1d4 + 3 ⇒ (4) + 3 = 7
Melee Attack #3 (agile): 1d20 + 6 - 8 ⇒ (15) + 6 - 8 = 13
Damage #3: 1d4 + 3 ⇒ (2) + 3 = 5
| GM Doug H |
Chalek hits twice — at the end, the wolf looks rather woozy on its feet… but it's still standing! Wolf 1 took 11 damage and is at -20 HP.
Wolf One yelps, fleeing off into the desert! Assuming you let it go, but if you have a Reaction available feel free. Otherwise, it is removed from initiative order and the map as it would have moved 105 feet with a triple move.
Wolf Four moves up the Varrett and attacks!
Strike 2, jaws: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8
Piecing: 1d6 + 3 ⇒ (5) + 3 = 8 + 1 fire 9 total doubled to 18
It takes a chunk out of Varret's thigh — but the archer manages to stay standing.
Wagon attack! Round 3
Bless: 1 status bonus to attack rolls, Hoyt can spend an action to concentrate next round to increase the 5-foot emanation to 10'.
Chalek
Doggo 3 -17 HP
Doggo 4 -11 HP
Wagon 1 -0 HP, not burning
Wagon 3 -0 HP, not burning
Zanderel, blessed
Karando, shield raised
Doggo 2
Wagon 2 -1 HP, burning
Wagon 4 -0 HP, not burning
Hoyt, blessed
Varret, -18 HP
Zarindlara
Karando Tull
|
Karando strikes out at the wolves. 3, then 2 if 3 goes down.
machete: 1d20 + 8 ⇒ (3) + 8 = 11 for slashing: 1d6 + 4 ⇒ (2) + 4 = 6
machete: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14 for slashing: 1d6 + 4 ⇒ (2) + 4 = 6
He then raises his shield.
Zanderel Elerin
|
With Varret face to face with a wolf, Zanderel uses that moment to focus his arcane energy into a single, potent spell. Speaking an incantation, he gestures at the wolf and sends three magical missiles of pure force at the beast!
Magic Missile vs Wolf 4: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8
| GM Doug H |
Karando is focused on defense and cannot quite manage to connect. The second attack misses by a hair's breadth.
Zandarel's magic missile blasts the wolf; you smell ozone and singed fur as it darts away into the hazy desert! Wolf 4 runs away, and is at -19 HP. It is be removed from the initiative block unless someone can prevent it from running (and wants to).
The second wold snarks at Karando, and attacks!
Strike 2: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8
Strike 3: 1d20 + 9 - 10 ⇒ (8) + 9 - 10 = 7
Somehow, the unhurt wolf doesn't even come close to damaging the Champion.
However, the conflagration on wagon two spreads! The goblins look on in fear and horror. Fire: 2d6 ⇒ (2, 2) = 4 Yes, the damage increases every round until the fire damage is reduced to 0. Theoretically, this can get out of control fast.
Wagon attack! Round 3-4
Bless: 1 status bonus to attack rolls, Hoyt can spend an action to concentrate next round to increase the 5-foot emanation to 10'.
Chalek
Doggo 3 -17 HP
Wagon 1 -0 HP, not burning
Wagon 3 -0 HP, not burning
Zanderel, blessed
Karando, shield raised
Doggo 2
Wagon 2 -5 HP, burning
Wagon 4 -0 HP, not burning
Hoyt, blessed
Varret, -18 HP
Zarindlara
René Hoyt
|
Hoyt calls out to Varret, "Friend Varret, freedom does not come cheap."
He thrusts his hand out and focuses on the ranger. His concentration faltering as the flames rise higher on the wagon. "May The Lucky God aid you!", he mutters between gritted teeth.
Heal Varret, 2 actions: 1d8 + 8 ⇒ (2) + 8 = 10
He focuses back on the flames of the wagon and keep trying to put them out.
Reflex vs Wagon 2 Fire: 1d20 + 5 ⇒ (4) + 5 = 9
"Might need a little help here!", he says between coughs.
Varret Aalloissa
|
Varret lets out a cry as the wolf bites down, hard. As the Lucky Drunk's magic begins to knit his wounds back together, he calls out his thanks and moves to the far side of the wagon, taking aim at the nearest wolf. The growing flames distract him, though, and he decides putting out the wagon is the higher priority.
Reflex save: 1d20 + 10 ⇒ (7) + 10 = 17
Reflex save: 1d20 + 10 ⇒ (7) + 10 = 17
Not sure what the DC is. If the first one of those put the fire out, then he'll use his third action to hunt prey on wolf 2.
| GM Doug H |
Hoyt's army blanket remains unscathed, and his spell lingers as he focuses his energy on healing Varret!
Varret, bolstered by the Lucky Drunk's energy, pats out 1d6 ⇒ 5 points of fire on the wagon. Dince Varret put out all the fire on his first attempt, you have another action. I can also just bot in an attack on the hunted prey if you want.
Wagon attack! Round 3-4
Bless: 1 status bonus to attack rolls, Hoyt can spend an action to concentrate next round to increase the 5-foot emanation to 10'.
Chalek
Doggo 3 -17 HP
Wagon 1 -0 HP, not burning
Wagon 3 -0 HP, not burning
Zanderel,
Karando, shield raised
Doggo 2
Wagon 2 -0 HP, not burning
Wagon 4 -0 HP, not burning
Hoyt
Varret, -8 HP, has 1 action left
Zarindlara
Zarindlara Aviar
|
Zarindlara nods approvingly at all the wagon fires being put out. She draws her longbow, hoists it up oddly to account for shooting close opponents, and lets loose an arrow at Wolf #2 (who may have cover form the wagon).
Draw weapon, Point Blank Shot stance, Strike
+1 Composite Longbow Attack: 1d20 + 11 ⇒ (14) + 11 = 25
ouch!: 1d8 ⇒ 1
deadly if a crit: 1d10 ⇒ 4
Chalek Grimmerhamner
|
Chalek thinks about going for the wolf arrowed by the female elf Zarindlara, then thinks better of getting in between a target and her bow. Instead, the dwarf moves out into the open sands and spies a wolf to come up behind and cudgel with his morningstar.
Actions #1-2: two separate moves to come in around Wolf #3 for a flank with Karando. Action #3: attack (with sneak attack damage).
Melee Attack, Flanking: 1d20 + 6 ⇒ (6) + 6 = 12
Sneak Attack Damage: 1d6 + 1d6 + 3 ⇒ (2) + (2) + 3 = 7
| GM Doug H |
Zarindlara crits the wolf! 6 damage total, #2 is at -6 HP.
Chalek barely misses the flat-footed wolf. You missed by 1. Sorry :(
Wolf 3 attacks Chalek!
Strike 2: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
Strike 3: 1d20 + 9 - 10 ⇒ (16) + 9 - 10 = 15
Piercing Damage, strike 1: 1d6 + 3 ⇒ (1) + 3 = 4 +1 fire
Piercing Damage 2: 1d6 + 3 ⇒ (2) + 3 = 5 +1 fire
The wolf hits twice. 9 piercing over 2 hits and 2 fire. Karando's retributive strike hits the wolf will run away instead of attacking twice more.
Wagon attack! Round 4
Bless: +1 status bonus to attack rolls, Hoyt can spend an action to concentrate next round to increase the 5-foot emanation to 10'.
Chalek, -5 HP or -11HP
Doggo 3 -17 HP
Wagon 1 -0 HP, not burning
Wagon 3 -0 HP, not burning
Zanderel
Karando, shield raised, retributive strike available vs. #3 before turn
Doggo 2, -6 HP
Wagon 2 -0 HP, not burning
Wagon 4 -0 HP, not burning
Hoyt
Varret, -8 HP, has 1 action left
Zarindlara
Karando Tull
|
| 2 people marked this as a favorite. |
I have Glimpse of Redemption, not retributive strike.
Glimpse of Redemption
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
1) The ally is unharmed by the triggering damage.
2) The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.
Karando will attack 3 twice, then raise his shield.
machete: 1d20 + 8 ⇒ (9) + 8 = 17 for slashing: 1d6 + 4 ⇒ (4) + 4 = 8
machete: 1d20 + 8 ⇒ (14) + 8 = 22 for slashing: 1d6 + 4 ⇒ (5) + 4 = 9
| GM Doug H |
| 3 people marked this as a favorite. |
The wolf will choose to have Chalek unharmed by the first attack, meaning the dwarf is only at -6.
Karando takes down the wolf!
The last wolf sees its companions either falling or running away, and will flee. 3-action move to run away.
We are out of combat.
All the goblins cheer at your prowess! You feel like losing any wagons to fire would have been disheartening, but you saved all the bridge supplies. Great work!
You move on to the bridge site, which is mere hours away.
Karando can heal with lay on hands and refocus on the way, meaning we can effectively handwave healing. I will update us on the bridge camp tomorrow morning. Great work!
René Hoyt
|
"You know", Hoyt puts his arm around Varret, his army blanket slung over his shoulder, "We make a great team. Join me for a drink?"
"I wonder where that young lady (Chalek) in distress went. I hope she is alright", he ponders.
| GM Doug H |
When you arrive at the camp, you find it bustling with activity. Goblin engineers do their best to guide goblin workers as they build the decking and assemble the piers; the bridge appears simple, but sturdy and is approximately half complete by this point. You are 100% healed from the earlier encounter. Map on Slide 1 updated!
As the wagons are unloaded, Muckmuck shows you to Zig, leader of the bridge camp, which is surrounded by a 6-foot tall wooden fence.
While many of the goblins at the work camp are covered in dirt and sweat, Zig stands tall and straight among them. He pours over maps of the surrounding area before speaking. Art on Slide 2.
Is good to see you. They call me Zig. I’m glad father asked you to help.
We have been building a very important bridge. Every night, big cats attack our camp. We leave out meat for them, but they ignore it. They seem bent on filling their bellies with goblin. If we move camp across the river, they cross over it. If we light fires around the camp to scare them, goblin workers burn themselves in the flames. A lose-lose situation.
Every couple nights, the cats come. Everyone is terrified. That’s bad for business. We’re all too scared to finish our work. If someone doesn’t take these furballs out, the bridge isn’t ever gonna get built.
These kitties not natural. Whatever you need, you got it. I give you workers to build fences. I can give workers to dig ditches. But fences aren’t going to be enough. Either the cats go, or this bridge is history. The only other answer is death for goblins.
As you walk around, you are given a tour of the small camp. There are two areas where the goblins sleep (labeled "Tents" on the map), a command post with the money and plans, a hospital for injured goblins (there are several in there now), and a supply depot with bridge supplies that the workers should be able to easily access. All the structures in the camp look rather flimsy — a cat could simply reach through any structure to kill a goblin. This is how the scenario is written. I understand some of the structures on the map look like they are made out of wood, but just imagine that they have large gaps and such.
Patrol the camp and kill the cats. You can have the lumber from the carts you saved. Use it to build more fence if you want. Questions?
| GM Doug H |
CAMP DEFENSE OVERVIEW
You will be patrolling the camp tonight, trying to prevent enemies from entering and killing goblin workers. You get the feeling that these workers are weak and can be killed outright with 1 attack (e.g. 1 Action). Goblins sleep in both tent areas and the infirmary (labeled on the map, but let me know if you have a difficult time reading the labels and I will adjust).
Before you patrol, you can undertake some activities:
You can build more fencing: You can place 16 pieces of fence. Each section of fencing fills a 5-foot square, is 6 feet high, and is made of wood (10 Hardness, 40 HP, Broken Threshold 20). You can place these segments of fence wherever they wish and can move the fences on subsequent days. The 16 pieces of fencing are on the slide for you to move around.
In addition to building the fence, you may each undertake one of the following optional activities:
Daytime Activities: You cannot perform certain Exploration and Downtime activities such as Crafting Items for yourself or Conducting Research, but you can perform some other Exploration and Downtime activities such as putting time towards training a Bonded Animal, Learning a Spell that takes more than 4 hours to learn, or Treating a Disease. However, doing these Activities will make you fatigued during any events that take place that night.
Track the Felines: A PC can attempt a (non-secret) Survival check to Track the felines to their lair.
Build More Defenses: A PC might wish to dig a pit, or otherwise alter the terrain. Altering the terrain in a 5-foot square takes a PC 1 day.
Please ask Zig any questions or throw any interesting ideas you have at me. When all PCs agree on a plan here and have placed a fence and undertaken an optional daytime activity, we will move on to the next scene.
| GM Doug H |
"Zig, have you tried to determine where the cats are coming from?"
Zig shakes his head. No time. Workers are too scared to go look anyway. And not good at tracking. They would get lost and die of thirst.
Karando Tull
|
"Once we have the camp secured, we should check it out. I would rather find their lair with the sun out, but if we must, we could also follow any survivors of an attack."
Varret Aalloissa
|
Leaving the construction planning to those more skilled in such things, Varret quietly patrols the exterior of the compound, searching for tracks.
Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Chalek Grimmerhamner
|
Chalek immediately moves to the sections of fence and stars erecting them around the hospital and the command tent. (I've started placing them on the slide.)
Once completed, Chalek then starts unloading lumber from the carts, intent upon constructing some new sections of fence. He catches the eyes of his companions, miming hammering and pointing at some of the goblins with which they've traveled.
Athletics Check: 1d20 + 6 ⇒ (19) + 6 = 25
If no one picks up his hints after an hour or two, Chalek sighs deeply, then seeks out Zig.