| GM Bret |
Although Clover is no help pointing out the trapped area, some of the bats are calmed by her tree. They go over and hang from the branches of it.
Khiari attempts to follow Clover’s directions and does find a trap as it snaps shut. DC 18 Reflex save please to determine if it snaps shut on her hoof or not. She stepped in the spot that Clover had thought was trapped.
After that, she is able to yank open one of the windows.
Fran can’t see any traps through the swarm of remaining bats.
Need another success to resolve this. It is timed in rounds, so Clover or Bella/Khiari resolving it means it went into the second round.
| Khiari Sidare, eidolon |
| 1 person marked this as a favorite. |
Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
"So is the trap over..." She yanks her hoof back. "Here? Hehe..."
Stitch Steeltoe
|
"Traps you say Lassie Meat Wagon?" Maybe he's reading the odd smoke patterns from its exhaust, hard tellin' not knowin'.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
"Not sure, whole place could come down at any moment!" He backs Meat Wagon's exhaust up to the open window, drops it into neutral and floors it. Smoke pours into the building. "Smoke calms bees right? Bats are like big bees sorta.."
Survival Untrained: 1d20 + 3 ⇒ (3) + 3 = 6
Hero Point to avoid Crit Fail: Survival Untrained: 1d20 + 3 ⇒ (11) + 3 = 14
Roark Thunderbird
|
Roark can only gape as the bats stream out the windows and into a tree that seemingly appeared out of nowhere.
Nicole Flames
|
Athletics: 1d20 + 5 ⇒ (14) + 5 = 19
"It seems they need more space," she tells them as she yanks open one of the windows.
DC 20 Perception: 1d20 + 6 ⇒ (17) + 6 = 23
"Over there! There are some traps. No wonder there are holes there. But why?" she points out specific locations of the traps when she looks inside through the window she just opened after the bats escaped.
| GM Bret |
Nicole goes in and opens another window. That allows the last of the panicked bats to escape.
With the bats out of the building, Nicole is able to determine the Khiari found the only active foot pincher trap.
Without the bats, the house is easy to search. Though most objects are just ruined accoutrement, your group finds a half-burned roll of parchment in the fireplace. It shows detailed instructions for making foot traps and concealing them with rugs or debris, including a note that says if they have questions, ask Pellas for help.
Evidently the person was able to follow the instructions. Good thing Khiari is so spry on her hooves.
As you finish searching, the last of the bats find a branch to claim on the tree. They seem satisfied with the new place.
| Khiari Sidare, eidolon |
"Well, sounds like Pelleas was also good at constructing traps." Khiari leafs through the book.
She watches the bats come to rest, clearly enjoying their new home. "That was quick thinking, Clover. At least the bats can enjoy this home."
She trots outside, Bella keeping quiet but checking Khiari for injuries. "Looks like there is one remaining building to inspect." The duo move towards building 3.
Stitch Steeltoe
|
"Was worth a try at least." Once the bats are clear Stitch hops down and helps search the house for clues.
"Trap making instructions? Who'd burn such detailed formulae?" He shakes his head in annoyance, keeping it just the same.
Mounting back up he prepares to ride to the final building on the map. "Better we find the last bit we need here else we'll be rummaging around the whole town looking."
| GM Bret |
Please update your positions on the map.
Stitch, Investigate: 1d20 + 9 ⇒ (9) + 9 = 18
Bella Sidare, Scout: 1d20 + 8 ⇒ (3) + 8 = 11
Nicole Flames, Avoid Notice: 1d20 + 8 ⇒ (8) + 8 = 16
Fran, Investigate: 1d20 + 7 ⇒ (4) + 7 = 11
Roark, Avoid Notice: 1d20 + 9 ⇒ (16) + 9 = 25
Clover Nettlesoup, Search: 1d20 + 7 ⇒ (20) + 7 = 27
Meat Wagon, Search: 1d20 + 7 ⇒ (11) + 7 = 18
Khiari, Avoid Notice: 1d20 + 9 ⇒ (1) + 9 = 10
Mister Midnight, Avoid Notice: 1d20 + 8 ⇒ (19) + 8 = 27
This building has quite a bit of damage. Inside you can see papers hastily arranged on the walls and tables of the main room. There is a drawing board with quite a few papers as well. From the doorway neither Clover nor Meatwagon see any active traps.
Roark Thunderbird
|
Roark joins Bella and Khiari outside.
"If I were a deed, where would I be?" Roark mutters to himself.
Stitch Steeltoe
|
| 2 people marked this as a favorite. |
Meat Wagon putters past the graveyard with not a care in the world, perhaps even hoping a zombie or a skeleton pops up for a bit of fun. Stitch however keeps a watchful eye in that direction, pistol in hand. "I know what your thinking Meat, we ain't doing any donuts in the graveyard, its disrespectful!"
Bella Sidare
|
Bella and Khiari step into the building, looking for traps.
+7 Perception for both.
If nothing is amiss, Bella and Khiari will begin searching.
+5 Society bonus. If this is a skill check I can only roll once.
Roark Thunderbird
|
Roark joins the search.
Perc +8
Fran Rosemont
|
"U-um, Stitch? In what world are bats the same as bees?" Fran asks as the group makes its way over to the last building. She looks genuinely curious as to the dwarf's thought processes on the matter.
As Bella and Roark step into the house to begin looking around, Fran opts to stay outside both to keep watch and to also keep from being in the way. "Maybe it's under a loose floorboard or something," she suggests. "That's usually where people hide things in stories, I mean. Or maybe behind a loose brick if there's a brick wall or fireplace..."
Stitch Steeltoe
|
To be fair I though I left nature untrained on Stitch, looking at it now that is not the case, +8! I should have made a recall before my attempt... either way, a house full of exhaust WOULD snuff the bats out...
"Well, they both fly right! And I know if I sit around with fumes too long I get sleepy too so.." He tries to rationalize, but not too hard, shrugging his shoulders and searching around the perimeter of the home first. If that, and the others don't provide anything useful, he dismounts and joins them inside for a good looksey.
Clover Nettlesoup
|
After seeing the bats settled in their new home, Clover joins everyone in front of the next house. "I'm ready now."
| GM Bret |
Stitch's Perception (T): 1d20 + 9 ⇒ (8) + 9 = 17
Bella Sidare's Perception (E): 1d20 + 8 ⇒ (16) + 8 = 24
Nicole Flames's Perception (T): 1d20 + 8 ⇒ (8) + 8 = 16
Fran's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19
Roark's Perception (E): 1d20 + 9 ⇒ (2) + 9 = 11
Clover Nettlesoup's Perception (T): 1d20 + 7 ⇒ (10) + 7 = 17
Meat Wagon's Perception (T): 1d20 + 7 ⇒ (9) + 7 = 16
Khiari's Perception (T): 1d20 + 9 ⇒ (16) + 9 = 25
Mister Midnight's Perception (T): 1d20 + 8 ⇒ (8) + 8 = 16
No one finds any signs of traps or other hazards in the building.
Trap schematics litter the inside of this home, along with hastily written instructions on how to install them. Much like his brother, Pellas had a knack for engineering, though whereas Castor focused on architecture, Pellas enjoyed intricate mechanics.
Bella finds an intricate lockbox in Pellas' bedroom, under the bed.
| Khiari Sidare, eidolon |
Bella notices the lockbox and gingerly kneels down. "A skilled trapper like Pellas would certainly protect his most valuable possessions."
Khiari quickly hops up and kneels down. "Okay sis, you keep watch. I'll pick the lock." She practically bumps Bella aside. "For your own safety. Keep watch outside, okay?" She grins and gives Roark a sideways glance. With a sigh, Bella takes the cue and steps aside.
With a slightly twitchy hand, Khiari gets to work. Tap the horns for good luck, first.
1d20 + 8 ⇒ (6) + 8 = 14
1d20 + 8 ⇒ (3) + 8 = 11
1d20 + 8 ⇒ (11) + 8 = 19
1d20 + 8 ⇒ (3) + 8 = 11
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 8 ⇒ (1) + 8 = 9
1d20 + 8 ⇒ (17) + 8 = 25
1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 8 ⇒ (17) + 8 = 25
1d20 + 8 ⇒ (1) + 8 = 9
| GM Bret |
Khiari gets out her tools and starts trying to open the lock of the lockbox with no luck. She narrowly avoids breaking a pick. This is interrupted when a mournful howling erupts from the northwest.
Stitch, Investigate: 1d20 + 9 ⇒ (20) + 9 = 29
Bella Sidare, Scout: 1d20 + 8 ⇒ (8) + 8 = 16
Nicole Flames, Avoid Notice: 1d20 + 8 ⇒ (1) + 8 = 9
Fran, Investigate: 1d20 + 7 ⇒ (5) + 7 = 12
Roark, Avoid Notice: 1d20 + 9 ⇒ (3) + 9 = 12
Clover Nettlesoup, Search: 1d20 + 7 ⇒ (3) + 7 = 10
Red Flaming: 1d20 + 9 ⇒ (18) + 9 = 27
Yellow Flaming: 1d20 + 9 ⇒ (10) + 9 = 19
Blue Flaming: 1d20 + 9 ⇒ (6) + 9 = 15
Red Skull: 1d20 + 6 ⇒ (20) + 6 = 26
Yellow Skull: 1d20 + 6 ⇒ (10) + 6 = 16
Blue Skull: 1d20 + 6 ⇒ (12) + 6 = 18
Round 1:
Bolded may act
Religion to identify
They are all tiny floating skulls, some of them with flames
Stitch
Meatwagon
Red Flaming
White Skull
Yellow Flaming
Black Skull
Green Skull
Bella & Khiari
Blue Flaming
Fran
Roark
Clover
Nicole
Stitch Steeltoe
|
Stitch cups his hand over his ear as the weird moaning sounds echo down from the courtyard "Back up Meat, something's up there I gotta get eyes on." His trusty steed rolls backwards, somehow avoiding flattening Franny.
Recall Religion +8
"Best get ready for trouble folks, just in case!" He drags out his patented can of WD4999 and lubes his his trigger finger and Meat Wagon's machinery.
Overdrive ◆: Overdrive: Standard Craft Check, DC18?: 1d20 + 12 ⇒ (11) + 12 = 23
*Success: +3 damage to personal and construct damage rolls for 1 minute.
Command (Meat only uses 1 action to stride), ID, Overdrive.
Stitch Steeltoe
|
Are you asking to identify the Flaming or the non-flaming skulls? They are different
Oh ok, was thinking it was a haunt situation. Let's go with flaming.
| GM Bret |
Stitch recognizes the flaming ones as Flaming Skulls, a tiny, mindless undead that is known for exploding in a burst of fire and bone fragments when destroyed.
Flaming Skulls
NE TINY MINDLESS UNDEAD
Fiery Explosion When destroyed, a flaming skull explodes in a blast of fire and bone that deals piercing damage plus fire damage to each adjacent creature (basic Reflex save).
Have an in person game today. Will move this forward after that.
| Khiari Sidare, eidolon |
| 3 people marked this as a favorite. |
So nervous. Gah, why isn't it working? Oh no, did it snap? Ahh, Roark's going to ask what happened and Bella's already giving me that "do not flirt with the common folk" glare she always does and Roark will be annoyed and he
Khiari pops up as she hears a strange howl. "Wh-what was that? I... uh can't concentrate with that noise."
| GM Bret |
The flaming red skull flies directly at Stitches, slamming into him hard and setting him on fire!
forehead: 1d20 + 10 ⇒ (20) + 10 = 30
Bludgeoning damage: 1d6 + 3 ⇒ (1) + 3 = 4
Fire damage: 1d6 ⇒ 4
White Skull flies at Stitch as well, then tries to bite them! It misses. It doesn’t fly as fast as the flaming skulls,
jaws: 1d20 + 6 ⇒ (8) + 6 = 14
Piercing damage: 1d4 + 1 ⇒ (3) + 1 = 4
Yellow Flaming skull flies straight south and then around the corner. Finding something, it spits fire at Roark. It burns him!
1 Clover 2 Roark 3 Nicole: 1d3 ⇒ 2
Spitfire: 1d20 + 10 ⇒ (18) + 10 = 28
Fire damage: 1d12 + 2 ⇒ (3) + 2 = 5
Black follows Yellow Flaming and barely manages to get up next to Clover.
Green flies up to Meatwagon and tries to bite it. It fails.
jaws: 1d20 + 6 ⇒ (2) + 6 = 8
Piercing damage: 1d4 + 1 ⇒ (4) + 1 = 5
Round 1:
Bolded may act
Religion to identify
They are all tiny floating skulls, some of them with flames
Stitch 16 damage d4 persistent fire
Meatwagon
Red Flaming
White Skull
Yellow Flaming
Black Skull
Green Skull
Bella & Khiari
Blue Flaming
Fran
Roark 5 damage
Clover
Nicole
Bella Sidare
|
The skulls move in and breathe flame. Bella twists to turn at the skull wrapped in Green flame. She puts her hands on her hips and bobs back and forth.
Fascinating Performance. Using Assurance (Performance) to roll a 17 vs its Will DC.
Whether or not she caught the skull's attention, she moves ahead to the Black-tinted skull.
Shortsword: 1d20 + 8 ⇒ (16) + 8 = 24
Piercing Damage: 1d6 + 2 ⇒ (4) + 2 = 6 If I got Panache, add +2 damage
"Everyone, fall back. Destroy them from afar if you can."
◆ >Fascinating Performance< vs Green. If a Performance check of 17 beats the Will DC, I get Panache.
◆ Bella Strides with 30 ft speed (+5 with Panache)
◆ Bella Strikes Black Skull
| GM Bret |
You are in combat and a 17 is not a critical success.
You do get panache
Bella does a little dance and then moves over to black and strikes it. That is enough to destroy the black skull.
The Blue Flaming skull flies up 20’ and forward. From there it lobs two globs of flaming spit down at Khiari through the destroyed section of the roof. Only the first hits her.
Spitfire: 1d20 + 10 ⇒ (10) + 10 = 20
Fire damage: 1d12 + 2 ⇒ (2) + 2 = 4
Spitfire: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
Fire damage: 1d12 + 2 ⇒ (6) + 2 = 8
Round 1:
Bolded may act
Religion to identify
They are all tiny floating skulls, some of them with flames
Red Flaming
White Skull
Yellow Flaming
Black Skull 8 damage
Green Skull
Bella & Khiari 4 damage
Blue Flaming 20’ above ground
Fran
Roark 5 damage
Clover
Nicole
Round 2:
Stitch 16 damage d4 persistent fire
Meatwagon
Clover Nettlesoup
|
Clover moves runs closer to the injured Stitch, who is beset on all sides by floating skulls. A pool of healing flame, out of which dance many flaming phoenixes, erupts from her hands. The pool soothes Stitch and injures any enemies who are not immune to fire.
◈◈ Rejuvenating Flames (15 or 20 ft Cone, Reflex DC 19 for foes): 2d4 + 2 + 1 ⇒ (4, 2) + 2 + 1 = 9
The flames include white, green, red, Stitch and Meatwagon.
Uncommon Fire Healing Necromancy Sorcerer
Source Pathfinder #168: King of the Mountain pg. 74
Bloodline phoenix
Cast somatic, verbal
Area 15-foot cone
Saving Throw basic ReflexYou create a gout of flame that both heals and burns. You restore 1d4 HP to all allies in the area, and those allies gain a +1 status bonus to Fortitude saves for 1 minute. Enemies in the area take 1d4 fire damage with a basic Reflex save.
Heightened (+1) You restore an additional 1d4 HP to your allies and deal an additional 1d4 fire damage to enemies.
| GM Bret |
Flaming Red: 1d20 + 10 ⇒ (12) + 10 = 22
White: 1d20 + 6 ⇒ (7) + 6 = 13
Green: 1d20 + 6 ⇒ (17) + 6 = 23
Flames wash over Stitch, Meatwagon, and the three skulls. Some of the damage Stitch had taken is healed. The Flaming Skull takes no damage. White is destroyed while Green is badly damaged.
Round 1:
Bolded may act
Religion to identify
They are all tiny floating skulls, some of them with flames
Red Flaming
White Skull 9 damage
Yellow Flaming
Black Skull 8 damage
Green Skull 4 damage
Bella & Khiari 4 damage
Blue Flaming 20’ above ground
Fran
Roark 5 damage
Clover
Nicole
Round 2:
Stitch 7 damage d4 persistent fire
Meatwagon
Roark Thunderbird
|
Roark squawks in pain and charges at the Yellow flaming ... thing, attempting to tumble through its space.
Acrobatics, Tumble Through: 1d20 + 8 ⇒ (6) + 8 = 14
That probably doesn't work, though I'm not entirely sure whether it's possible to tumble through a tiny creature's space.
"I don't think I'm going to like this much!" Roark mutters, before shutting his eyes and slamming his head at the skull.
Beak: 1d20 + 9 ⇒ (10) + 9 = 19
Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Deadly?: 1d8 ⇒ 8
He raises his buckler.
◆ Stride/Tumble Through
◆ Beak
◆ Raise Buckler (+2 AC)
Stitch Steeltoe
|
So reading through the size and movement rules.. Meat Wagon can freely move through a tiny creature's space since it is large vs tiny.. 3 sizes different?
Stitch's face grimaces as the flame skull bounces off his head, catching his already sad sack of a beard on fire. He turns to see Cover blasting a spout of MORE fire at him, he closes his eyes and expects the end. Instead he feels a solid bit better! "Warn me next time.. but thanks."
He hollers out commands to Meat Wagon: "Smash and slice that white skull then back me the heck outta here!"
Once Meat Wagon makes its attacks and backs away, Stitch fires off his pistol at the red flaming skull, now hopefully clear of a blast radius.
Ranged: Overdrive: +1 Clan Pistol: 1d20 + 7 ⇒ (14) + 7 = 21
Damage (P)(Fatal D10): 1d6 + 3 ⇒ (2) + 3 = 5
Persistent Fire Damage; Does it go out? Fire Savvy: Flat DC10: 1d4 ⇒ 11d20 ⇒ 8
Command x2, Ranged Strike vs Red
| Meat Wagon |
Finally, play time!
Meat lurches ahead, trying to ram, then slice the green skull before backing up as far as possible because apparently the loud angry one doesn't like being on fire.
Melee (Overdrive): Bumper Ram: 1d20 + 8 ⇒ (7) + 8 = 15
Damage (B): 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Melee (Overdrive): Mower Blade (Agile)(Finesse): 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 Damage (S): 1d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9
Strike, strike, stride
Bella Sidare
|
Bella feels intense heat and hears Khiari squeal. Even as the skull shatters against her blade she realizes there is more danger.
She stares at the remaining skull, preparing herself to take advantage of any opening that comes forth.
Bella will spend her reaction on >Opportune Riposte< to Strike the first enemy that Critical Misses her.
Shortsword: 1d20 + 8 ⇒ (11) + 8 = 19
Piercing Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Roark Thunderbird
|
Ack! That's right. Roark has the same response for a crit miss
Beak: 1d20 + 9 ⇒ (11) + 9 = 20
Piercing?: 1d6 + 1 ⇒ (2) + 1 = 3
Deadly if Crit: 1d8 ⇒ 7
| GM Bret |
Roark does make it past the Flaming Yellow skull, but only because the creature is so small. No panache, it was a failure Still, he manages to hit with his beak and damage it.
Meat Wagon rams the green skull, smashing it apart. It then spins its wheels before accelerating away, Shouldn’t Meat Wagon only have two actions? Why did it take three?
Then Stitch fires his pistol at the Red Flaming Skull, hitting it and doing some damage.
Round 1:
Bolded may act
Religion to identify
They are all tiny floating skulls, some of them with flames
Red Flaming 5 damage
White Skull 9 damage
Yellow Flaming 5 damage
Black Skull 8 damage
Green Skull 4 damage
Bella & Khiari 4 damage
Blue Flaming 20’ above ground
Fran
Roark 5 damage
Clover
Nicole
Round 2:
Stitch 8 damage d4 persistent fire
Meatwagon
Stitch Steeltoe
|
Construct Innovation Important bit: You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2).
"HEHHEE, take that!" The old Dwarf squeals with delight, while Meat Wagon celebrates with some thick black smoke, staining the rotting shingles along the side of the house.
"Light 'em up Ladies!" His still smoldering beard seems like just another day at the office.
Fran Rosemont
|
Fran's head whips back and forth as she takes in the sight of the skulls flying all around. "I knew there had to be gh-gh-ghosts!"
Taking a risk, she stands in place and focuses her power to conjure forth three small darts of energy that zip in multiple directions, slamming into Red, Blue, and Yellow.
Magic Missile vs. Red: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile vs. Blue: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile vs. Yellow: 1d4 + 1 ⇒ (3) + 1 = 4
______________
◆◆◆ Magic Missile~
Nicole Flames
|
Nicole can't choose who to help, Roark and Bella, or Khiari and their new friend Clover? Either way, she quickly brews from her infused reagent a [i]lesser ghost charge and throws it to the one fighting Bella and Roark.
Bomb Attack vs Yellow: 1d20 + 6 ⇒ (14) + 6 = 20
Lesser Ghost Charge: 1d8 ⇒ 2 positive damage plus 1 splash damage, and the target is enfeebled 1 until the start of your next turn
She also draws her hand crossbow.
◆ Quick Alchemy
◆ Strike
◆ Interact to draw weapon
| GM Bret |
@Fran You can’t see Yellow from where you are. There are two walls in the way. Blue is flying high enough that you can probably see it, but the building is in the way of you seeing Yellow.
I also somehow lost the green skull. It was damaged but still active.
I hope you don’t mind my redirecting the last missile to green, which kills it.
Fran’s missiles hit their targets, destroying Green and damaging the other two.
Nicole lobs a bomb at Yellow Flaming. It does more damage than expected.
Red Skull spits at Fran before pursuing Stitch in order to head butt him again. The spit misses, but evidently it has a thing for head butting Stitch. He is badly burned by the attack.
Spitfire: 1d20 + 10 ⇒ (3) + 10 = 13
Fire damage: 1d12 + 2 ⇒ (6) + 2 = 8
forehead, MAP: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25
Bludgeoning damage: 1d6 + 3 ⇒ (6) + 3 = 9
Fire damage: 1d6 ⇒ 5
Yellow Flaming decides to knock heads with Roark since he is right there. Only the first one hits.
forehead: 1d20 + 10 ⇒ (16) + 10 = 26
Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6
Fire damage: 1d6 ⇒ 1
forehead, MAP: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
Bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7
Fire damage: 1d6 ⇒ 4
forehead, MAP: 1d20 + 10 - 10 ⇒ (18) + 10 - 10 = 18
Bludgeoning damage: 1d6 + 3 ⇒ (2) + 3 = 5
Fire damage: 1d6 ⇒ 6
Round 2:
Bolded may act
Religion to identify
They are all tiny floating skulls, some of them with flames
Red Flaming 10 damage
White Skull 9 damage
Yellow Flaming 11 damage
Black Skull 8 damage
Green Skull 8 damage
Bella & Khiari 4 damage
Blue Flaming 5 damage 20’ above ground
Fran
Roark 12 damage riposte
Clover
Nicole
Round 3:
Stitch 36 damage d4 persistent fire
Meatwagon
Bella Sidare
|
Bella moves to roll around the tiny skull wrapped in Yellow flames.
Acrobatics to Tumble Through: 1d20 + 8 ⇒ (13) + 8 = 21
1d20 ⇒ 17
Shortsword vs Yellow with Flanking: 17 + 8 = 25
Piercing Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Vaulting off Roark's shoulders and tumbling underneath, Bella slices through the skull and calls to Khiari. "Seek cover!"
Khiari doesn't need to be told twice, and quickly runs out of the house (to the faded icon)
It's too crowded. Bella backs up to her original position, draws a light hammer, and tosses it at the Yellow Flames.
Light Hammer vs Yellow: 17 + 7 = 24
Bludgeoning Damage: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Khiari doesn't have enough time to retreat and stays put (please delete the faded icon and the arrow)
| GM Bret |
These creatures are tiny. Any of you can move through them without having to tumble through. I know that swashbucklers like to do it for Panache, but I believe that Bella already had panache.
In case I was wrong about the panache, the Tumble Through check was a success
Bella tumbles past the flaming skull and strikes it. Then she calls out to her sister Khiari “Seek cover!”
Khiari runs out of the building and takes up position between Clover and Nicole.
The Blue Flaming Skull moves over so it can clearly see between the buildings.
Then it spits twice, first at Fran and then Clover. Both of the attacks hit, the one against Fran causes her to catch on fire! Crit
Spitfire: 1d20 + 10 ⇒ (18) + 10 = 28
Fire damage: 1d12 + 2 ⇒ (5) + 2 = 7
Spitfire, MAP: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22
Fire damage: 1d12 + 2 ⇒ (9) + 2 = 11
Round 2:
Bolded may act
Religion to identify
They are all tiny flaming floating skulls
Red Flaming 10 damage
White Skull 9 damage
Yellow Flaming 21 damage
Black Skull 8 damage
Green Skull 8 damage
Bella & Khiari 4 damage riposte
Blue Flaming 5 damage 20’ above ground
Fran 14 damage 1d4 persistent fire
Roark 12 damage
Clover 11 damage
Nicole
Round 3:
Stitch 36 damage d4 persistent fire
Meatwagon
Roark Thunderbird
|
Roark simply dances for Yellow, trying to get its attention.
Dance, Virtuosic: 1d20 + 11 ⇒ (7) + 11 = 18
Again shutting his eyes, he beaks Yellow.
Beak vs Yellow: 1d20 + 9 ⇒ (11) + 9 = 20
Piercing, Precision: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Deadly if Crit: 1d8 ⇒ 1
If he didn't get Panache, remove the +2 from damage
Roark backpedals, getting out of reach of Yellow.
◆ Dance
◆ Beak
◆ Stride
Stitch Steeltoe
|
Stitch's snicker quickly stops with another face full of flaming skull "Why do they always attack the best looking one first! Meat get me outta here!"
Before they take off Stitch tries to patch himself up, applying the salves, ointments, and pain killing liquor quickly before he's completely engulfed in flames.
Battle Medicine vs DC15: 1d20 + 10 ⇒ (20) + 10 = 304d8 ⇒ (3, 5, 3, 2) = 13
It goes so well he does it for a second time "Woo there's more where that came from!"
Medic Dedication: Battle Medicine vs DC15: 1d20 + 10 ⇒ (3) + 10 = 132d8 ⇒ (7, 6) = 13 Or not...
Battle medicine, Medic Dedication 1x/day, Command x1
Once per day, you can use Battle Medicine on a creature that's temporarily immune.
Persistent Fire Damage, Flat Check DC10: 1d4 ⇒ 21d20 ⇒ 17
At least the wind blowing through his beard snuffs the flames out finally.
| Meat Wagon |
No way I'm not bumping this thing on the way by...
Meat Wagon accidentally sideswipes the red flaming skull on the way by.
Melee (Overdrive): Bumper Ram: 1d20 + 8 ⇒ (11) + 8 = 19
Damage (B): 1d8 + 3 + 3 ⇒ (2) + 3 + 3 = 8
Strike, stride
Fran Rosemont
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@GM - All good!
"Ow ow ow ow ow!" Fran shrieks, having eaten a blast of fire to the face. She focuses her magic, first to shift fate in Roark's favor and then to fling a piece of old timber at Blue.
Telekinetic Projectile vs. Blue: 1d20 + 9 ⇒ (3) + 9 = 12
Telekinetic Projectile vs. Blue (Hero Point Edition): 1d20 + 9 ⇒ (1) + 9 = 10
Damage (B): 1d6 + 4 ⇒ (3) + 4 = 7
The first bit of magic is no problem but being on fire really messes with her aim and the piece of wood simply flies straight up in the air, almost hitting her as it falls back to the earth.
FIRE: 1d4 ⇒ 2
Flat Check: 1d20 ⇒ 6
______________
◆ Nudge Fate on Roark
◆◆ Telekinetic Projectile
Clover Nettlesoup
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◈ Stride
◈◈ Heal: 2d8 + 16 ⇒ (5, 7) + 16 = 28
Clover heals the injured Stitch again. "But don't worry, this time I'm not using fire!"
Stitch Steeltoe
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Clover heals the injured Stitch again. "But don't worry, this time I'm not using fire!"
Stitch sits up and puffs his scrawny chest out after Clover removes all his wounds like a pro "This is great! She cooks, she heals.. how are you with brakes and tires?"
Being our first foray together, should Stitch focus more on attacking and let Clover do more of the healing? Inquiring PC handlers want to know...
| GM Bret |
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Roark does a little dance move, his step getting lighter as he enters the zone. Success, so you have panache
He follows it up with a hit on Yellow then a couple of quick steps back. It looks like one more strike will take Yellow down.
Stitch quickly treats his burns and directs Meat Wagon to get him out of the area. At least the movement is enough to put the fire out.
Meat Wagon smashes its bumper into Red on the way out.
Fran is so frantic from being set aflame that she misses Blue with the board side of the house. Guess next time she should try that with a barn. Doesn’t help that the fire continues burning.
Clover goes over to Stitch end finishes healing him.
Round 2:
Bolded may act
Religion to identify
They are all tiny flaming floating skulls
Red Flaming 18 damage
White Skull 9 damage
Yellow Flaming 28 damage
Black Skull 8 damage
Green Skull 8 damage
Bella & Khiari 4 damage riposte
Blue Flaming 5 damage 20’ above ground
Fran 16 damage 1d4 persistent fire
Roark 12 damage
Clover 11 damage
Nicole
Round 3:
Stitch 0 damage and not even on fire!
Meat Wagon