Shanti the Healer
|
Posting ahead
Shanti moves towards the next section and unleashes a pair of strikes on the crowd.
Flurry, Fire Talon vs Crowd: 1d20 + 7 ⇒ (11) + 7 = 18
Flurry, Fire Talon vs Crowd, MAP, Agile: 1d20 + 3 ⇒ (20) + 3 = 23
Fire?: 1d4 + 1 ⇒ (1) + 1 = 2
Fire, Crit: 1d4 + 1 ⇒ (3) + 1 = 4 Doubled to 8
She strikes a third time for good measure (In case the first two don't pacify the section)
Fire Talon vs Crowd, MAP 2+, Agile: 1d20 - 1 ⇒ (17) - 1 = 16
Fire?: 1d4 + 1 ⇒ (4) + 1 = 5
◆ Stride
◆ Flurry
◆ Strike
| GM Frost |
White: DC 17 basic Reflex save, Sickened 1: 1d20 + 8 - 1 ⇒ (6) + 8 - 1 = 13 (Failure, 9 fire damage)
Black: DC 17 basic Reflex save, Sickened 1: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8 (Crit Failure, 18 fire damage)
Brown: DC 17 basic Reflex save, Sickened 1: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11 (Failure, 9 fire damage)
Yellow: DC 17 basic Reflex save, Sickened 1: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19 (Success, 4 fire damage)
Swix moves and tells the gambler a story, burning the gamblers in the process. Most of them do not manage to evade the flaming wrath of the gnome, bringing down Black Gambler.
White attempts to Retch to removed Sickened condition.
DC 15 Fortitude save: 1d20 + 5 ⇒ (5) + 5 = 10
He fails. He tries again.
DC 15 Fortitude save: 1d20 + 5 ⇒ (6) + 5 = 11
He is still really sick.
Shanti continues to knock down the crowd to give way to them to the exit, pacifying them afterward because many of them gets scared of her flames and fires. (Shanti, you have an action left since the crowd gets pacified by your flurry.
❖❖❖❖❖❖❖❖❖❖
WATCHTOWER CHAOS! Round 2
Terrain Features: The only EXIT can be found near the upper left corner of the MAP.
Link: ENCOUNTER MAP
──────────
BEFORE YOUR TURN:
──────────
Bismuth (AC 18): DC 15 Fortitude save or be Dazzled for one round (Blinded on a critical failure)
──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Bismuth (AC 18) (20/26 HP) │ ↺ Fane Reaction (available), Clumsy 1 (-1 to AC)
Black Gambler (-11 HP)
Swix (AC 19) (26/26 HP)
White Gambler (-10 HP) │ Sickened 1, and Slowed 1 while Sickened
➤ Shanti (AC 19, 20 w Stance) (32/32 HP) │ 1 action left
➤ Mokka (AC 18) (19/19 HP) │ Fascinated
Red Gambler (-11 HP)
Yellow Gambler (-7 HP) │ Sickened 1, and Slowed 1 while Sickened
Quarter Orc Bob (AC 18) (16/16 HP) │ ↺ Fane Reaction (available), Successful Overdrive
Studley (AC 17) (16/23 HP) │ ↺ Fane Reaction (available)
Watchtower Bar Fight (- HP) │ DC 22 ◆◆ Intimidation to cow a colored section of crowd or DC 25 ◆◆ Diplomacy to attempt to disperse it, or ◆ Attack.
Brown Gambler (-9 HP) │ Sickened 1
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Shanti the Healer
|
Shanti approaches the next two sections in preparation to clear them as well.
Mokka Knutt
|
"Mesa ganna bug outta hair, un goen ta kaboomer dose buggers."
Mokka moves away from the gamblers and rushes for the crowds. He throws one of his skunk bombs at them.
◆ Stride
◆ Stride
◆ Grab and toss Skunk Bomb
Strike: 1d20 + 6 ⇒ (18) + 6 = 24 targets blue crowd
Skunk Bomb: 1d4 ⇒ 2 +1 splash damage
Fortitude DC is 15
| GM Frost |
Hi GM Frost, wasn't the DC 15? I rolled a 16
My bad, yes, you should not be Fascinated.
Shanti keeps moving to clear the way for them. Mokka, on the other hand, throws another skunk bomb, but this time to the Blue crowd, managing to disperse some of them. Blue crow takes 3 total damage
DC 15 Fortitude save: 1d20 + 10 ⇒ (2) + 10 = 12 (Failure, Sickened 1 and Slowed 1 while Sickened)
Many of them get nauseated by the stinky smell.
Yellow tries to vomit out that keeps him nauseated.
DC 15 Fortitude save: 1d20 + 5 ⇒ (4) + 5 = 9
He tries again.
DC 15 Fortitude save: 1d20 + 5 ⇒ (17) + 5 = 22
No more sick, he then slaps the gnome in the face!
Flurry of Slap Attack vs Swix AC 19: 1d20 + 6 ⇒ (2) + 6 = 8
Flurry of Slap Attack, MAP, Agile vs Swix AC 19: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22 (Crit)
Slap Damage: 1d4 + 1 ⇒ (4) + 1 = 5 bludgeoning damage (x2)
The first slap misses but the second one connects. "Ha! That's for you being noisy!"
❖❖❖❖❖❖❖❖❖❖
WATCHTOWER CHAOS! Round 2
Terrain Features: The only EXIT can be found near the upper left corner of the MAP.
Link: ENCOUNTER MAP
──────────
BEFORE YOUR TURN:
──────────
Bismuth (AC 18): DC 15 Fortitude save or be Dazzled for one round (Blinded on a critical failure)
──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Bismuth (AC 18) (20/26 HP) │ ↺ Fane Reaction (available), Clumsy 1 (-1 to AC)
Black Gambler (-11 HP)
Swix (AC 19) (16/26 HP)
White Gambler (-10 HP) │ Sickened 1, and Slowed 1 while Sickened
Shanti (AC 19, 20 w Stance) (32/32 HP)
Mokka (AC 18) (19/19 HP)
Red Gambler (-11 HP)
Yellow Gambler (-7 HP)
➤ Quarter Orc Bob (AC 18) (16/16 HP) │ ↺ Fane Reaction (available), Successful Overdrive
➤ Studley (AC 17) (16/23 HP) │ ↺ Fane Reaction (available)
Watchtower Bar Fight (- HP) │ DC 22 ◆◆ Intimidation to cow a colored section of crowd or DC 25 ◆◆ Diplomacy to attempt to disperse it, or ◆ Attack.
Brown Gambler (-9 HP) │ Sickened 1
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Studley Brightblade
|
Studley swings at the farthest gamblers and moves clockwise. He finishes with the one next to him.
Glaive: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 4 ⇒ (8) + 4 = 12
Glaive map: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 201d8 + 4 ⇒ (3) + 4 = 7
fist: 1d20 + 7 - 8 ⇒ (11) + 7 - 8 = 101d4 + 4 ⇒ (4) + 4 = 8
| GM Frost |
If you mean starting from farthest gambler then counterclockwise, that would be Yellow and then Brown.
Studley pokes the gamblers to their sides, enough to make them knocked out. Yellow and Brown are eliminated. You can have your Fist attack action back and have one action left.
Quarter Orc Bob's turn. You are left with White to deal with.
Quarter-Orc Bob
|
Quarter Orc Bob spins as quickly as he can to get on the other side, 2 strides and tries to hit the lad with his pick.
Pick: 1d20 + 6 ⇒ (6) + 6 = 12
Damage, Overdrive: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
| GM Frost |
Quarter Orc moves but misses to hit White. Studley moves to join Mokka and Shanti.
The crowd once more continues to rumble and throw bottles and coins! Gaming chips, a money purse, and jewels from a broken necklace scatter across the ground. (DC 15 Will save from Shanti and Mokka or be Fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables.)
❖❖❖❖❖❖❖❖❖❖
WATCHTOWER CHAOS! Round 3
Terrain Features: The only EXIT can be found near the upper left corner of the MAP.
Link: ENCOUNTER MAP
──────────
BEFORE YOUR TURN:
──────────
Bismuth (AC 18): DC 15 Fortitude save or be Dazzled for one round (Blinded on a critical failure)
Shanti (AC 19, 20 w Stance): DC 15 Will save or be Fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables.
Mokka (AC 18): DC 15 Will save or be Fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables.
──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
➤ Bismuth (AC 18) (20/26 HP) │ ↺ Fane Reaction (available), Clumsy 1 (-1 to AC)
Black Gambler (-11 HP)
➤ Swix (AC 19) (16/26 HP)
White Gambler (-10 HP) │ Sickened 1, and Slowed 1 while Sickened
Shanti (AC 19, 20 w Stance) (32/32 HP)
Mokka (AC 18) (19/19 HP)
Red Gambler (-11 HP)
Yellow Gambler (-11 HP)
Quarter Orc Bob (AC 18) (16/16 HP) │ ↺ Fane Reaction (available), Successful Overdrive
Studley (AC 17) (16/23 HP) │ ↺ Fane Reaction (available)
Watchtower Bar Fight (- HP) │ DC 22 ◆◆ Intimidation to cow a colored section of crowd or DC 25 ◆◆ Diplomacy to attempt to disperse it, or ◆ Attack.
Brown Gambler (-11 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Antiquarian Swix Harlequinn
|
Swix walks over and whacks the remaining gambler with his cane!
Cane Pistol (blunt) w/ Implement's Empowerment (+2) vs White Gambler (flanked w/ QO Bob): 1d20 + 7 ⇒ (19) + 7 = 261d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
◆) Stride
◆) Strike (into flank)
◆) Stride
"Fool!"
He then saunters down to the next level of the bar...
Shanti the Healer
|
Posting ahead
Shanti steps north and unleashes two strikes on the orange section, trusting Mokka to finish the other section off.
Flurry, Fire Talon: 1d20 + 7 ⇒ (11) + 7 = 18
Flurry, Fire Talon: 1d20 + 3 ⇒ (16) + 3 = 19
Fire?: 2d4 + 2 ⇒ (2, 3) + 2 = 7
She then strikes at the Purple section for good measure.
Fire Talon, MAP 2+, Agile: 1d20 - 1 ⇒ (7) - 1 = 6
◆ Step
◆ Flurry vs Orange
◆ Strike vs Purple
Bismuth the Barbarian
|
fort: 1d20 + 7 ⇒ (10) + 7 = 17
attack 1: 1d20 + 7 ⇒ (15) + 7 = 22 on white
damage 1: 1d12 + 4 ⇒ (11) + 4 = 15
Double move
Scowling at the ensuing chaos Bismuth lays a sharp blow into the enemy harrying her allies and after scoring a nasty hit moves to catch up with the rest.
| GM Frost |
Swix, without breaking a sweat, knocks out the remaining gambler! He then heads for the exit with others.
Bismuth is unfazed by the bottle that hit him. Since White is already eliminated, I will assume you Stride twice, and have 1 action remaining.
Shanti: DC 15 Will save: 1d20 + 9 ⇒ (16) + 9 = 25 Success
Shanti continues dispersing the rowdy crowd ahead of them to give the others a clear path to exit, showing them her fiery moves. (Orange crowd is dispersed)
❖❖❖❖❖❖❖❖❖❖
WATCHTOWER CHAOS! Round 3
Terrain Features: The only EXIT can be found near the upper left corner of the MAP.
Link: ENCOUNTER MAP
──────────
BEFORE YOUR TURN:
──────────
Mokka (AC 18): DC 15 Will save or be Fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables.
──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
➤ Bismuth (AC 18) (20/26 HP) │ ↺ Fane Reaction (available), Clumsy 1 (-1 to AC), 1 action remaining
Black Gambler (-11 HP)
Swix (AC 19) (16/26 HP)
White Gambler (-11 HP)
Shanti (AC 19, 20 w Stance) (32/32 HP)
➤ Mokka (AC 18) (19/19 HP)
Red Gambler (-11 HP)
Yellow Gambler (-11 HP)
➤ Quarter Orc Bob (AC 18) (16/16 HP) │ ↺ Fane Reaction (available), Successful Overdrive
➤ Studley (AC 17) (16/23 HP) │ ↺ Fane Reaction (available)
Watchtower Bar Fight (- HP) │ DC 22 ◆◆ Intimidation to cow a colored section of crowd or DC 25 ◆◆ Diplomacy to attempt to disperse it, or ◆ Attack.
Brown Gambler (-11 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Shanti the Healer
|
"Mokka, finish off the purple section!" Shanti calls.
Mokka Knutt
|
"Mesa ganna trow mure skunk boomas at theesa poor suckers! Lets get outta hair! Mesa hate dis placen! Dis placen stinka! "
◆ Throws Lesser Skunk Bomb1 towards Purple Section
◆ Throws Lesser Skunk Bomb2 towards Purple Section
◆ Step
Strike: 1d20 + 7 ⇒ (7) + 7 = 14
Skunk Bomb: 1d4 ⇒ 1+1 Splash Damage
Strike: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
Skunk Bomb: 1d4 ⇒ 3+1 Splash Damage
Fortitude DC is 15
Quarter-Orc Bob
|
Bob skids down the stairs and up around the sticky bomb trying to get up to the hooligans in the northeastern section.
"Oi, calm down, you lot," Bob says, waving his pick
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
P Dmg, Overdrive: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
With my speed boost, that's two strides and a strike.
| GM Frost |
Bismuth continues to move toward the exit.
Mokka: DC 15 Will save: 1d20 + 3 ⇒ (13) + 3 = 16 (Success)
Easily resisting the urge to gather game coins, Mokka sends more smelly bombs to disperse the Purple crowd. Purple crowd dispersed.
Quarter Orc continues to Stride (and since Purple is eliminated, I will use your third action to Stride. Let's keep your dice rolls for your next turn.) to reach the last group of rowdy crowd.
The same with Studley, needs to spend two actions to reach Red crowd, and will keep your rolls too on your next turn. Studley also keeps moving.
The remaining crowd blocking their way is as disorderly as possible. More coins and pearls send flying to the group! DC 15 Will save from Shanti, Mokka, and Bismuth or be Fascinated for 1 round
Botting Quarter Orc Bob...
Bob continues moving and somewhat disperse the crowd by knocking some patrons. Studley accomplishes more by swinging his glaive to them. With their way to the exit now clear, the group quickly gets out of the watch tower. Among Shanti, Mokka, and Bismuth might pick up some coins and game chips along the way.
ENCOUNTER OVER! WELL DONE!
Reaching the port, they make their way back to Hlar’s boat, contract in hand. "What? You are already here?" The old diver is upset. "It looks like I have to row you all back out so soon after we just arrived in this town." She navigates them back to the sandbar she originally picked them up at, leaving them with some dried squid and a jar of fresh water.
A day later, another commissioned ship travels by and offers to transport them to Absalom. Venture-Captain Ambrus Valsin meets them. "So how's the mission?"
Mokka Knutt
|
Sorry I forgot to do the Will Save
Mokka's mood right after the bar fight was very cheerful. He appeared to be enjoying his team's escape from the bar. But when asked by Hlar what happened, he quickly turns very sad.
"Mesa nosa can talkie 'bout it. Mesa too upset un bwoken harted. Mesa heart bleedin un is burstin' wit sadness.
Nasty pirates tried ta beat uss-ens up too. Taught dem a lesson. Now theysa stinkypoos!"
Nasty pirates tried to beat us up too. Taught them a lesson. Now they're stinkypoos!
| GM Frost |
"That is true, pirates are really hard to deal with," Ambrus agrees to them.
After hearing their report, they also present Stella Fane’s contract to Venture-Captain Ambrus Valsin, notifying him that she’s agreed to aid the Society with passage through the blockade and that the way to Vidrian is open. In gratitude for their service, Valsin presents them with an archaic wayfinder.
-END OF QUEST-
Antiquarian Swix Harlequinn
|
Seeing the quest over, Swix puts out his lantern, and walks away...