| Akoril |
Perception Motive Sensing: 1d20 + 15 ⇒ (6) + 15 = 21
| Chimwemwe |
Perception: 1d20 + 18 ⇒ (8) + 18 = 26
| Curling-Wisps-of-Smoke Reliava |
Perception: 1d20 + 22 ⇒ (19) + 22 = 41
"I think Worknesh is trying to figure out how difficult we would be to kill. I'm not sure whether it's to our advantage or not to participate."
| Akoril |
Akoril ponders "They may have more to learn than we do. What if we suggested a contest between some of our students and a more junior group of theirs?"
| GM Doug H |
Sure, make a dimpolmacy or warfare lore check to pitch it back at Worknesh
| Chimwemwe |
"Devious. However, I am not certain we should submit our students to Worknesh and their machinations," Chimwemwe says. "What we gain by the opportunity to impress him is what we should measure against his learning how best to kill us. Again, if we must come to blows with the Jackal Guards outside of an exhibition match, we have failed our mission. I am confident I have more tricks than Worknesh can see in a short match with his guards."
| Akoril |
Akoril nods "Their cruelty does seem problematic in that front. Although I imagine the diplomatic gaffe of causing any sort of lasting harm to the junior members of our delegation would help stay their worst bits. Lets ask them what they think."
Gathering the students, "Worknesh has proposed a show match between his elite guards and us. We are considering among other options suggesting a match instead between new recruits and a quartet of you. Before we go further and propose such a match, we wanted to gauge your interest. Know that they are cruel, and while any such match will be extremely unlikely to result in permanent harm, their cruelty will make any such match painful and unpleasant in ways that are hard to predict."
| GM Doug H |
Ignaci scoffs at the idea of combat. Am I here for my muscle or mind?
Jumimo nods, wondering what this will teach him. Who will take notes?
Onyije is all for it. She pounds the table! I'll crush those patheric losers!
Esi is happy to fight, as she looks up to her mother so much.
Anchor runs out ot the room. Ummmm… people will be WATCHING us!? WaaaahhhH!!!… Lucky bones squaks and dashes out behind her.
______
With only two students all for it, you are left with doing the bout on your own.
However to prepare, perhaps you can have the students help you throw the match so Worknesh doesn't get a good idea of your abilities. They are all willing to help!
Ignaci can make one alchemical poison to weaken your mind for a short duration, but needs help finding ingredients for a poison (brewing poisons is totally not allowed at school by the way, but he just "happens" to have some unique recipes on hand…) Nature or insect lore to identify the correct poisonous caterpillar in the marketplace — Stupefies for 10 minutes
Jumimo can help one person research the kinds of combat Mzali fighting styles are designed to overcome. Society or Academia lore, reduces your athletics/acrobatics DC against Jackal Guards
Onyije can help one person get overhyped so much the'll see red — the pounding blood and stress will make it harder to attack accurately. Intimidation or Warfare lore to get all jacked up… in all the wrong ways!
Esi Can help one person figure out how to reverse Impeccable Flow making it into a Defective Flounder!. Arcana or Magic warrior lore to give the opposite efect of the spell for 10 minutes
Anchor has a panic attack coming on just thinking about this combat event but one person can try to help her feel better. In doing so Anchor will tell you all about her worst fears of failing in front of everyone while they're watching and all eyes are on her and of course she'll probably trip and fall or fart really loud or something else and they'll all laugh and remember forever oh my gods this is terrible why did we come here buck buck buck Diplomacy or therapy lore to make Anchor feel better, but in so doing you will absorb some of her anxiety and worst fears, making you clumsy
These checks are DC 30/28 (lore) and will use the crit success/fail system.
| Akoril |
Akoril nods to Jumimo, "Let me tell you what I've learned so far about where to find the Jackal guards, and see what you can find out for them for me."
Society: 1d20 + 20 ⇒ (16) + 20 = 36
| Chimwemwe |
Lore (insect) (E): 1d20 + 20 ⇒ (18) + 20 = 38 (unmistakable lore)
Chimwemwe spends the next few days searching the shadowed nooks and crannies around the apartments. It is not so different as looking for crickets for Mmodzi and Mwiri.
| Alrinkiri |
Kiri spends a few minutes with Onyije, sparring and telling stories of battles past.
Warfare Lore (Unmistakable Lore): 1d20 + 22 ⇒ (18) + 22 = 40
| Curling-Wisps-of-Smoke Reliava |
"It's okay, Anchor. It was just a thought, but you don't need to fight in front of everyone. I've failed plenty of times before!"
Wisps's Diplomacy (M): 1d20 + 24 ⇒ (20) + 24 = 44
| GM Doug H |
| 1 person marked this as a favorite. |
Akoril
Jumimo and Akoril discover an old propaganda pamphlet called "Order-072" about a group of special operations soldiers sent by the God-King behind Chelaxian lines to complete the eponymous order: first, exterminate a chelaxian general's administrative staff, and second, retrieve the spy codenamed "Butterfly viper." The documnent contains a training regiment in its appendix about the best way citizens can fight Chelaxians in hand-to-hand combat.
Jumimo and Akoril give it a try, and the noodle-armed scholar knocks the gnoll off his feet!
S: By leaving yourself open, you can take a -1 circumstance penalty to Athletics/acrobatics for the encounter
______
Chim
Chim locates the arthropod Ignaci needs… the Blue Ring Centipede, named for the painful marks that appear around the bite. This preceeds painful swelling followed by numbness. They carefully extract the venom from the creature's forcipules using a capillary tube that Ignaci also happens to have for other experiments that 100% totally do not involve poison-making because that, again, would be strictly against the rules.
After several hours, Ignaci produces a small vial. The peptides in this venom will numb your mind for a short while. Drink it just before the fight. It might even feel a little pleasant. Hmmmm… The alchemist wanders off, lost in thought. S; Stupefies 1.
______
Kiri
Kiri and Onyije spar and trade stories, Onyije gets Kiri so hyped up they can't even see straight! Their core fluctuates irregularly, and a vision rises in their mind's eye: desert dunes trempling as a colossal, mammoth-like thing with a stone castle growing out of its back emits an unearthly trumpeting from its tentacled mouth. It thunders across the dunes, kicking up clouds of sand. Ahead, a black sandstorm glittering with fiendish yellow eyes towers thousands of feet into the air, consuming the blue sky. An electric lash sizzles across their back, and Kiri darts ahead on all fours, heading toward that storm of annihilation. They see other automatons at their side… CS, -2 to attacks for the bout if you get hyped with ancient memories of terrible battles beforehand
______
Wisps
Wisps spends several hours with Anchor, exploring her worst fears. Tripping over Lucky Bones and injuring her, injuring herself, accidentally injuring others, getting found out that she's actually totally incompetent and getting tossed out of the Magaambya…
By the time it's all over Anchor feels better, but Wisps feels a little anxiety too! She keeps looking down to see if there's a banana peel to slip on and that her shoes are tied… CS, Clumsy 2!
| GM Doug H |
Kiri's Initiative Using Avoid Notice, Battle Cry: 1d20 + 24 ⇒ (16) + 24 = 40
Wisps's Initiative Using Search: 1d20 + 22 ⇒ (6) + 22 = 28
Chimwemwe's Initiative Using Defend: 1d20 + 18 ⇒ (12) + 18 = 30
4d20 ⇒ (4, 5, 3, 3) = 15
The day arrives. Worknesh leads you to a new area at the manot, another sandy pit, this one replicating temple ruins. There are collapsed columns and muddy sand littering the space.
Four Jackal guards line up on the opposite side of you, wearing golden armor, shield, and spear. See art on Slide 9
Worknesh paces along the sidelines, appraising both you and the guards.
Unlike the bout against the MEGA LESHIES there is no protecive magic here. Combatants need to yield or die. Perhaps it was, after all, wise not to include the students.
Worknesh paces up and down the lines liek a tiger, observing not only you but her own guards.
This fight has a specxial mechanic called "Combat Ruse." It uses a Victory point system. Your goal is to get as many successes as you can.
Combat Ruse is an 1-Action Activity you can use once per round. You can use any combat-related skill check. Because Worknesh is distracted by observing her own troops performance as well as yours, the DC to fool her is only 33.
Since you used the students' help, the DC is reduced to 32 for Chim if he uses an ability or action affected by Stupefied; it is reduced to 32 for Akoril if he uses acrobatics or athletics; by it is reduced to 31 for Kiri if they use an action with the Attack trait; and to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery. See below for the full rules.
Worknesh twirls her golden spear. Ready… FIGHT!
______
☀☀☀
Worknesh's Challenge Round 1
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Kiri (128/128 HP) │ -2 to attacks
➤ Wisps (140/140 HP) │ Clumsy 2
Jackal Guard 2 (-0 HP)
Chimwemwe (152/152 HP) │ Stupefied 1
Akoril (152/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-0 HP)
Jackal Guard 3 (-0 HP)
Jackal Guard 4 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Curling-Wisps-of-Smoke Reliava |
"Don't worry; we've got this!"
Wisps fires once from her shortbow at #4, then goes behind a pillar.
Shortbow, second range increment, clumsy 2: 1d20 + 21 + 1 - 2 - 2 ⇒ (13) + 21 + 1 - 2 - 2 = 31
ouch!: 2d6 + 1 ⇒ (4, 5) + 1 = 10
deadly, if a crit: 1d10 ⇒ 2
Inspire, Strike, Step
| Alrinkiri |
Kiri weaves a defensive spell, then tumbles behind the nearest pillar. They try to kick up more dust than they normally would, as if doing a poor job of being stealthy.
Cast shield, Stride, Combat Ruse
Acrobatics DC 33: 1d20 + 24 ⇒ (7) + 24 = 31
| GM Doug H |
Wisps and Kiri fail to trick Worknesh, but not sop badly it's noted.
The Jackal guard raises his shield and strides forward, then throws his spear at Chim…
Throw Spear, 2nd increment: 1d20 + 22 - 2 ⇒ (19) + 22 - 2 = 39\
P: 2d8 + 13 ⇒ (3, 5) + 13 = 21
First blood: the Jackals! Worknesh smiles.
☀☀☀
Worknesh's Challenge Round 1
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
Kiri (128/128 HP) │ -2 to attacks
Wisps (140/140 HP) │ Clumsy 2
Jackal Guard 2 (-0 HP) │ Shield raised
➤ Chimwemwe (131/152 HP) │ Stupefied 1
➤ Akoril (152/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-0 HP)
Jackal Guard 3 (-0 HP)
Jackal Guard 4 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Chimwemwe |
Chimwemwe begins to speak the eldritch arithmetic and traces diagrams in the air to endure the coming onslaught and stay alive.
Flat Stupefied 1, DC 6: 1d20 ⇒ 5
◆◆ (fail to) Cast (M/C): mirror image
Unfortunately, his diagram is thrown off as his finger traces a hallucinatory line, and nothing manifests except several glimmering fragments of light that tumble away. He tries to cover his losing control of the magic by passing it off as part of the process while mumming at activating his armor's energy lines.
Fake Overdrive: Crafting, Stupefied 1: 1d20 + 23 - 1 ⇒ (3) + 23 - 1 = 25
| GM Doug H |
Worknesh sees Chim's magic splutter out.
Hah! Nervous? Worknesh chuckles. You should breathe deeply. Consider yoga or breathing exercises before an important bout.
1 Ruse point
| Akoril |
Akoril takes a shot at #2 before moving to take cover behind a pillar.
Bow vs #2: 1d20 + 22 ⇒ (6) + 22 = 28
piercing: 3d8 + 4 ⇒ (4, 1, 4) + 4 = 13
Akoril shouts "Maneuver Red! Maneuver Red!"
Warfare Lore: 1d20 + 20 ⇒ (5) + 20 = 25
| GM Doug H |
The arrow bounces off the guard's shield.
Worknesh's eyes dart over to Akoril as he fails to bluff, he then glide back to her crew.
Hurt them.
The guards comply moving in. triple move x3
kiri and wisps are up
| Alrinkiri |
Kiri darts toward the nearest opponent, skidding to a stop in a flashy but unnecessary way as they slash at the guard.
Stride, Strike vs. #3, Combat Ruse
claw (+2 striking, ghost touch, grievous) vs. off-guard #3: 1d20 + 23 ⇒ (18) + 23 = 41
Slashing: 2d4 + 6 ⇒ (4, 1) + 6 = 11
Sneak Attack: 3d6 ⇒ (3, 6, 2) = 11
Enfeebled 1 on hit, DC 31 Fort vs. slowed on crit
Combat Ruse w/ Acrobatics, DC 31: 1d20 + 24 ⇒ (16) + 24 = 40
| GM Doug H |
1d20 ⇒ 7
The guard takes an aoo but misses.
may be a crit. Need to check when home. Now you know they have reactio
| Curling-Wisps-of-Smoke Reliava |
Wisps steps away, making a big show of avoiding their reaction.
Wisps's Combat RuseDeception (M): 1d20 + 23 ⇒ (13) + 23 = 36
I figure it's kind of like a feint?
"We'll beat them, friends!"
Step, Combat Ruse, Inspire
| GM Doug H |
Fort: 1d20 ⇒ 8 S1
Kiri slashed across the guard's throat before pretending to stumble in the dirt. Don;t get toon excited! chuckles Worknesh. Wisps makes a big show, eliciting a smile as she steps away with exaggerated caution. 3 ruse points so far
Guard 2 strides in, then uses the butt of his spear to vault over Chim's head! The move leaves the inventor flat-footed…
Lunging strike: 1d20 + 22 ⇒ (14) + 22 = 36
P: 2d8 + 13 ⇒ (3, 5) + 13 = 21
☀☀☀
Worknesh's Challenge Round 2
Party Conditions: 3 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
Kiri (128/128 HP) │ -2 to attacks
Wisps (140/140 HP) │ Clumsy 2
Jackal Guard 2 (-0 HP) │ Shield raised
➤ Chimwemwe (110/152 HP) │ Stupefied 1
➤ Akoril (152/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-0 HP)
Jackal Guard 3 (-44 HP) │ Slow 1, enf 1
Jackal Guard 4 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Chimwemwe |
Chimwemwe works to activate his invisible tattoos to protect himself as he lets the warriors surround him. The blue ring centipede venom is working a little too well, and it takes him another try.
He then makes a mock shove at the warrior who just arrived, trying to hide his true strength.
◆ Overdrive (manipulate), Stupefied 1 vs. DC 30: 1d20 + 23 - 1 ⇒ (4) + 23 - 1 = 26
◆ Overdrive (manipulate) vs. DC 30: 1d20 + 23 ⇒ (8) + 23 = 31
◆ Combat Ruse: Athletics (M), Armbands of Athleticism (Fake Shove vs. #2): 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40
| Akoril |
Akoril does a little leap and kicks off the nearby pillar to get away from #3. Barely keeping their balance as they land just out of reach.
acrobatics ruse: 1d20 + 20 - 1 ⇒ (20) + 20 - 1 = 39
and then fires an arrow back at the guard he just escaped from.
longbow - volley at #3: 1d20 + 22 - 2 ⇒ (9) + 22 - 2 = 29
pirecing: 3d8 + 4 ⇒ (8, 8, 8) + 4 = 28
Ruse, Step, Fire
| GM Doug H |
Chim pretends to shove the guard while Akoril blasts the already-wounded guard with an arrow. +2 points Lucky mnutters Worknesh…
______
Guard 1
After stumbling back, the Guard lunges forward and delivers a piercing blow, impaling the inventor's shoulder!
2-action activity that lets them Step and strike
Impaling strike: 1d20 + 22 ⇒ (18) + 22 = 40
P: 2d8 + 13 ⇒ (7, 1) + 13 = 21 and Persistent bleed: 1d6 ⇒ 5
Too late, you realize the spear has tiny barbs in it. 1d6 Pers. bleed
He tears the spear free and tries again:
strike: 1d20 + 22 - 5 ⇒ (4) + 22 - 5 = 21
______
Guard 3
The Jackal guard twirls the spear in the air and vaults over Kiri's head, leaving them flat-footed! He then strikes…
Strike vs FF: 1d20 + 22 ⇒ (14) + 22 = 36
P: 2d8 + 13 ⇒ (8, 5) + 13 = 26
______
Guard 4
The last guard also pole vaults over Wisp's head then attacks with his spear:
Strike vs FF: 1d20 + 22 - 5 ⇒ (15) + 22 - 5 = 32
P: 2d8 + 13 ⇒ (8, 3) + 13 = 24
☀☀☀
Worknesh's Challenge Round 2
Party Conditions: 5 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Kiri (102/128 HP) │ -2 to attacks
➤ Wisps (116/140 HP) │ Clumsy 2
Jackal Guard 2 (-0 HP) │ Shield raised
Chimwemwe (110/152 HP) │ Stupefied 1, 1d6 pers bleed
Akoril (152/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-0 HP)
Jackal Guard 3 (-72 HP) │ Slow 1, enf 1
Jackal Guard 4 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Alrinkiri |
Kiri snarls as the guard's spear strikes home, their eyes glowing a fierce red as they leap at the guard, flipping back after their strike in a showy, if inefficient, manner.
◆Demoralize, ◆Strike, ◆Combat Ruse.
Intimidation to Demoralize: 1d20 + 19 ⇒ (13) + 19 = 32
claw (+2 striking, ghost touch, grievous) vs. FF if intimidation successful: 1d20 + 23 - 2 ⇒ (3) + 23 - 2 = 24
Slashing: 2d4 + 6 ⇒ (1, 3) + 6 = 10
Sneak Attack (if applicable): 3d6 ⇒ (2, 3, 1) = 6
Acrobatics to Combat Ruse, DC 31: 1d20 + 24 ⇒ (6) + 24 = 30
| Curling-Wisps-of-Smoke Reliava |
Wisps tries to look more injured than she really is.
Wisps's Deception (M), Combat Ruse: 1d20 + 23 ⇒ (9) + 23 = 32
She then steps away from her opponent.
"We can still beat them! Have no fear!"
Combat Ruse, Step, Inspire
| GM Doug H |
Kiri frightens the Jackal guard, but fails to connect.
Worknesh laughs at Wisps. But can you? Success
The guard near chim propels himself over the inventor's head and strikes!
Strike vs FF: 1d20 + 22 ⇒ (9) + 22 = 31
Strike vs FF: 1d20 + 22 - 5 ⇒ (18) + 22 - 5 = 35
P: 2d8 + 13 - 3 ⇒ (3, 3) + 13 - 3 = 16
The first thrust skitters off his armor but the second slices into his arm.
☀☀☀
Worknesh's Challenge Round 3
Party Conditions: 6 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
Kiri (102/128 HP) │ -2 to attacks
Wisps (116/140 HP) │ Clumsy 2
Jackal Guard 2 (-0 HP) │ Shield raised
➤ Chimwemwe (82/152 HP) │ Stupefied 1, bleed d6
➤ Akoril (152/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-0 HP)
Jackal Guard 3 (-72 HP) │ Slow 1, enf 1
Jackal Guard 4 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Akoril |
Akoril casts haste on Kiri and then fires a arrow at #3.
arrow vs #3 - volley: 1d20 + 22 - 2 ⇒ (9) + 22 - 2 = 29
Piercing: 3d8 + 4 ⇒ (3, 1, 5) + 4 = 13
| GM Doug H |
The arrow grazes the jackal guard as Kiri speeds up.
Kiri is up!
| Chimwemwe |
Bleed Damage @ Self: 1d6 ⇒ 3
Chimwemwe traces a different pattern on his tattoos. They shift to a deep red glow for a moment. Steam rises from his skin and the bleeding stops. He looks a little surprised for a brief moment before he raises his shield and steps away from the guards.
◆ Searing Restoration: Healing @ Self: 6d10 ⇒ (4, 4, 5, 4, 8, 1) = 26
End Bleed DC 10: 1d20 ⇒ 19
Unstable DC 17: 1d20 ⇒ 17
◆ Raise a Shield
◆ Step
↺ Shield Block 13
| GM Doug H |
Chim heals himself and stops bleeding. Scared yet? Worknessh grins…
______
Guard 1 moves in and tries to trip Chim… sweeping hios spear in a wide arc that could very well get multiple foes:
Knocking Sweep: 1d20 + 23 ⇒ (15) + 23 = 38
B: 1d6 ⇒ 2
______
Guard 3 slowly steps and strikes…
Impaling strike: 1d20 + 22 - 1 ⇒ (2) + 22 - 1 = 23
______
Guard 4 steps and then vaults over the magus's head…
Speak Vault vs FF: 1d20 + 22 ⇒ (6) + 22 = 28
Whiff.
WHat are you doping!? Make them bleed! Worknesh shouts…
☀☀☀
Worknesh's Challenge Round 3
Party Conditions: 6 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Kiri (102/128 HP) │ -2 to attacks
➤ Wisps (116/140 HP) │ Clumsy 2
Jackal Guard 2 (-0 HP) │ Shield raised
Chimwemwe (103/152 HP) │ Stupefied 1, prone
Akoril (152/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-0 HP)
Jackal Guard 3 (-72 HP)
Jackal Guard 4 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Curling-Wisps-of-Smoke Reliava |
Wisps cheers for her friends.
She fires at the nearest enemy (#2), making a show out of aiming.
Inspire, Strike, Combat Ruse
Shortbow: 1d20 + 21 + 1 - 2 ⇒ (5) + 21 + 1 - 2 = 25
ouch!: 2d6 + 1 ⇒ (4, 4) + 1 = 9
deadly, if a crit: 1d10 ⇒ 10
Wisps's Combat Ruse Deception (M): 1d20 + 23 ⇒ (9) + 23 = 32
| Alrinkiri |
Kiri takes a sudden, darting step toward the foe attacking Chim, tumbling unnecessarily before slashing at them.
◆Step, ◆Strike, ◆Combat Ruse
claw (+2 striking, ghost touch, grievous), IC/CA: 1d20 + 23 + 1 - 2 ⇒ (8) + 23 + 1 - 2 = 30
Slashing, IC/CA: 2d4 + 6 + 1 ⇒ (4, 4) + 6 + 1 = 15
Sneak Attack: 3d6 ⇒ (6, 5, 3) = 14
Combat Ruse (Acrobatics), DC 31: 1d20 + 24 ⇒ (2) + 24 = 26
| GM Doug H |
Wisps inspires yet again and then sends an arrow wide. She falls just short of fooling Worknesh.
Kiri slashes their enemy, and troes to look like they stumble but to no avail…
the guard steps toward Wisps then darts his spear out…
Impaling strike: 1d20 + 22 ⇒ (16) + 22 = 38
P: 2d8 + 13 ⇒ (7, 2) + 13 = 22
And 1d6 bleed
Strike: 1d20 + 22 - 5 ⇒ (6) + 22 - 5 = 23
☀☀☀
Worknesh's Challenge Round 4
Party Conditions: 6 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
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BOLD IS UP!:
──────────
Kiri (102/128 HP) │ -2 to attacks
Wisps (94/140 HP) │ Clumsy 2
Jackal Guard 2 (-0 HP) │ Shield raised
➤ Chimwemwe (103/152 HP) │ Stupefied 1, prone
➤ Akoril (152/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-29 HP) │ Enf 1
Jackal Guard 3 (-72 HP)
Jackal Guard 4 (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Akoril |
Akoril steps into flak with Kiri and then unleashes a Crushing Despair.
Will DC 30 for 1,3,4 & Kiri
Critical Success: The creature is unaffected.
Success For 1 round: the creature can't use reactions and must attempt another save at the start of its turn; on a failure, it is slowed 1 for that turn as it sobs uncontrollably.
Failure: As success, but the duration is 1 minute.
Critical Failure: As failure, and the creature is automatically slowed 1 for 1 minute.
| Alrinkiri |
Forgot haste. Adding a second strike to my turn:
claw (+2 striking, ghost touch, grievous), IC/CA, agile 2nd: 1d20 + 23 + 1 - 2 - 4 ⇒ (12) + 23 + 1 - 2 - 4 = 30
Slashing, IC/CA: 2d4 + 6 + 1 ⇒ (1, 1) + 6 + 1 = 9
Sneak Attack: 3d6 ⇒ (5, 4, 6) = 15
| Alrinkiri |
Will vs. Crushing Despair, ↺Resist Magic: 1d20 + 18 ⇒ (14) + 18 = 32
| Chimwemwe |
Chimwemwe rolls away from the guard looming over him. He manipulates several runes on his armor as he does so. Several charged rods extend from his armor, and the arena flashes with lightning. Improbably, his bioelectric capacitors continue to hold their charge.
◆ Crawl
◆◆ Explode (electricity, manipulate, unstable), Basic Reflex DC 30, 10 ft emination: 12d6 ⇒ (1, 2, 5, 6, 3, 4, 2, 2, 6, 5, 4, 4) = 44
Unstable DC 17: 1d20 ⇒ 17
Still prone
| GM Doug H |
Worknesh snorts when Akoril includes his ally in Crushing despair. Amaterus!
Hero point for Akoril, ruse point awarded (7 total)
Crushing Despair Saves 1, 3, 4: 3d20 ⇒ (18, 7, 12) = 37 S,F, S
______
The guards wipe tears from their eyes as Chim crawls away, leaving him save from the attack of opportunity he has seen the guard use before.
Reflex 1, 2: 2d20 ⇒ (8, 11) = 19 F, F
The guards skin sizzles, their golden armor glowing white hot!
OWWWa
______
Guard 1 will dc 30: 1d20 ⇒ 19 S
The Jackal guard Steps toward Chim then jabs his spear down at the inventor:
Impaling Strike, enf 1: 1d20 + 23 - 1 ⇒ (14) + 23 - 1 = 36
P, resist, enf 1: 2d8 + 13 - 3 ⇒ (8, 2) + 13 - 3 = 20 And 1d6 persistent bleed, re-upping that.
Then he stabs again:
Strike 2 enf 1: 1d20 + 23 - 5 - 1 ⇒ (15) + 23 - 5 - 1 = 32
The spear tip grazes Chim's ear, thrown off a smidgeon by Kiri's enfeebling strikes.
______
Guard 3 will dc 30: 1d20 ⇒ 14 S
The guard delays, nodding at his ally.
______
Guard 4 will dc 30: 1d20 ⇒ 19 S
Guard 4 twirls his spear, swinging it in a sweeping spin — he knocks the rogue off his feet but only knocks the haft of the spear against the gnoll's shins.
Athletics to trip vs Kiri, enf 1: 1d20 + 23 - 1 ⇒ (4) + 23 - 1 = 26 F
Athletics to trip vs Akoril, enf 1: 1d20 + 23 - 1 ⇒ (19) + 23 - 1 = 41 CS
B: 1d6 ⇒ 5
He then stabs down at Akoril…
Strike, enf 1: 1d20 + 23 - 1 - 10 ⇒ (1) + 23 - 1 - 10 = 13
… badly.
______
Guard 3 moves in, spear vaulting ove Kiri and leaving them flat-footed.
Stab vs FF: 1d20 + 23 ⇒ (13) + 23 = 36
P: 2d8 + 13 ⇒ (8, 6) + 13 = 27
Stab vs FF: 1d20 + 23 - 5 ⇒ (7) + 23 - 5 = 25
He tries his luck again but to no avail.
☀☀☀
Worknesh's Challenge Round 5
Party Conditions: 7 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
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BEFORE YOUR TURN:
──────────
Kiri: Will save start of turn vs Despair, 1d6 bleed
Akoril: prone
Jackal Guard 3: Despaired (DC 30 will @ start of turn or sl. 1; no react), shield up
──────────
BOLD IS UP!:
──────────
⠀⠀➤ Kiri (75/128 HP) │ -2 to attacks
⠀⠀➤ Wisps (94/140 HP) │ Clumsy 2
Jackal Guard 2 (-44 HP) │ Shield raised
Chimwemwe (59/152 HP) │ Stupefied 1, prone, 1d6 P. Bleed
Akoril (147/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-73 HP) │ Enf 1
Jackal Guard 4 (- HP) │ Enf 1
Jackal Guard 3 (-72 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Alrinkiri |
Will save (vs. slowed) vs. crushing despair: 1d20 + 18 ⇒ (5) + 18 = 23 Slowed 1 for this turn, then crushing despair ends.
Kiri kips up quickly, flinching away from Akoril as they slash at the flanked jackal, trying their best to be impressive.
◇Kip Up, ◆Strike, ◆Combat Ruse
claw vs. #4 (+2 striking, ghost touch, grievous): 1d20 + 23 - 2 ⇒ (20) + 23 - 2 = 41
Slashing: 2d4 + 6 ⇒ (2, 3) + 6 = 11
Sneak Attack: 3d6 ⇒ (5, 5, 2) = 12
Enfeebled 1 plus DC 31 Fort vs. Slowed 1 with a -4 penalty to the save from grievous.
Acrobatics (DC 31) to Combat Ruse: 1d20 + 24 ⇒ (5) + 24 = 29
Beginning to think I'm cursed on these Combat Ruse attempts.
| GM Doug H |
Fort: 1d20 - 4 ⇒ (13) - 4 = 9
Kiri rips Jackal Guard flesh! The guard howls, slowed by the wound.
☀☀☀
Worknesh's Challenge Round 4
Party Conditions: 7 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Akoril: prone
Jackal Guard 3: Despaired (DC 30 will @ start of turn or sl. 1; no react), shield up
──────────
BOLD IS UP!:
──────────
Kiri (75/128 HP) │ -2 to attacks
➤ Wisps (94/140 HP) │ Clumsy 2
Jackal Guard 2 (-44 HP) │ Shield raised
Chimwemwe (59/152 HP) │ Stupefied 1, prone, 1d6 P. Bleed
Akoril (147/152 HP) │ -1 to athletics/acrobatics DCs
Jackal Guard 1 (-73 HP) │ Enf 1
Jackal Guard 4 (-70 HP) │ Enf 1, Slow 1
Jackal Guard 3 (-72 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Curling-Wisps-of-Smoke Reliava |
Wisps steps away, trying to look more injured than she actually is.
Deception Combat Ruse: 1d20 + 23 ⇒ (4) + 23 = 27
"We'll show them what the Magaambya can do!"
Step, Combat Ruse, Inspire
| GM Doug H |
Guard 2 steps then vaults over Wisp's head:
Spear vs FF: 1d20 + 23 ⇒ (1) + 23 = 24
He hesitates because she seems so hurt. Worknesh howls: Destroy! Can;t you see she's faking her injury, fool?
☀☀☀
Worknesh's Challenge Round 5
Party Conditions: 7 ruse points
Terrain: Water is difficult terrain. Can take cover behind pillars.
Battlemap
──────────
BOLD IS UP!:
──────────
Kiri (75/128 HP) │ -2 to attacks
Wisps (94/140 HP) │ Clumsy 2
Jackal Guard 2 (-44 HP) │ Shield raised
➤ Chimwemwe (59/152 HP) │ Stupefied 1, prone, 1d6 P. Bleed
➤ Akoril (147/152 HP) │ -1 to athletics/acrobatics DCs, prone
Jackal Guard 1 (-73 HP) │ Enf 1
Jackal Guard 4 (-70 HP) │ Enf 1, Slow 1
Jackal Guard 3 (-72 HP) │ Despaired (DC 30 will @ start of turn or sl. 1; no react), shield up
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
You attempt to obfuscate your full combat potential or even intentionally perform a mediocre action to fool others into thinking you’re a poor combatant. Attempt a skill check related to your combat style. This is likely an Athletics or Acrobatics check for physical combat, or an Arcana, Nature, Occultism, or Religion check for your spellcasting tradition; you can instead use Deception, Performance, or an applicable Lore skill to bluff about your abilities. The GM might allow you to use another skill to create a suitable ruse. The DC is the Will DC of the creature you’re trying to fool (in this case, Worknesh is distracted by watching her own troops, reducing the DC from 38 to 33).
Critical Success: Your ruse is exceptional! You gain 2 Ruse Points.
Success: You pull off the ruse. You gain 1 Ruse Point.
Critical Failure: Your attempt is not only a failure, but an obvious one. You lose 1 Ruse Point.
The DC is reduced by to 32 for Chim if he uses an ability or action affected by Stupefied.
The DC is reduced to 32 for Akoril if he uses acrobatics or athletics
The DC is reduced to 31 for Kiri if they use an action with the Attack trait
The DC is reduced to 31 for Wisps if she uses dexterity, acrobatics, stealth, or theivery.
| Chimwemwe |
Bleed: 1d6 ⇒ 3
Chimwemwe pushes himself from the ground and stands. He hastily traces a series of glowing tattoos in a different order. The blue-white glow shifts to red, and steam rises from his skin again. His cuts sear closed.
He begins to chant the arcane arithmetic to electrify the nearest Jackal Guard. He tries to cover that he is intentionally garbling the math.
◆ Stand
◆ Searing Restoration vs. Self: 6d10 ⇒ (7, 10, 8, 5, 7, 1) = 38
Flat DC 10 End Bleed: 1d20 ⇒ 13
Flat DC 17 Unstable: 1d20 ⇒ 8
◆ Combat Ruse: Fake Spell Failure, Stupefied 1: 1d20 + 23 - 1 ⇒ (16) + 23 - 1 = 38
| Akoril |
Akoril scrambles to their feet, taking awhile to get there.
Acrobatics Ruse vs DC 31: 1d20 + 20 - 1 ⇒ (18) + 20 - 1 = 37
Once on their feet, Akoril snaps off a shot at #1.
Inspired Arrow - Volley at #1: 1d20 + 22 + 1 - 2 ⇒ (11) + 22 + 1 - 2 = 32
Inspired piercing: 3d8 + 4 + 1 ⇒ (5, 8, 4) + 4 + 1 = 22
Ruse, Stand, Strike