GM Nomadical's #2-10: In Burning Dawn (GD-XII) (Inactive)

Game Master Nomadical

In Burning Dawn slides


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Grand Lodge

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You find yourself already gathered and on the trail in Belkzen. Your instructions from Fola Barun were quite clear: enter the Hold of Belkzen and begin your search for Uirch and the Burning Sun hold orcs.

You also carry sealed diplomatic papers meant for Mahja Firehair, inviting the Burning Sun to formally ally with the Pathfinder Society and allow its agents into Belkzen to trade and work with its citizens.

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

Coming up to ‘another’ slight rise in the land, the large brimmed hat flies as far off as the looped string around the figure's neck allows. The dusty coat--that they insist is called a 'duster' billows aa bit as their right hand lightly covered in slight blue lines puts the hat back on their head. As always, the left arm currently carries a ‘firearm’ they called a jezail crooked in the elbow. Once the hat is firmly back on their head, they turn to the rest of you.

”So far nothing again to report. I would hope that eventually we will be able to state definitely that we are in Belkzen…though considering we have yet to see any other traveler, the seems to be enough ancillary data to confirm we have entered into Overlords Ardax’s lands. Which means we all should be on high alert. No offence to some of us, but we do not know if all of Ardax’s ‘vassals’ would be willing to discuss with us first before attacking.”

The eyes seem to have almost a weird focal scoping of them, and are definitely not natural…with more of those blue lines running across their face definitely marks them as what is being called an ‘android’. They hold up a old, battered Wayfinder, and looks at the compass.

”My Wayfinder shows we are still going the right direction…..so shall we continue heading that way, or should we all take a few minutes rest to get some water and maybe rest our legs?”

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 | Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | ◆◇↺ | Active Conditions: none

"Hmp. These hips could always use a rest," grouses a stooped, grayish half-orc woman with thin streaks of gray in her stringy black hair. She groans a bit as she eases herself onto a boulder to sit for a spell, leaning her heavy cane beside her. A white rat pokes its head out of her pocket, grabs a crumb from her opposite hand, and ducks back into the folds of her clothes. "Hmp."

@W@NullD3R3R: Presumably your PC would've informed us how to pronouce their name. Should we just copy/paste it as is when we speak to you?

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

'Agreed....we might as well stop here, and wait for the rest to climb this hill. A quick rest for all of us would be benificial."

With that, Wan walks over to an area that has a dead log laying on its side. Leaning their gun on it, they sit down on the log carefully. Facing the way they are going, their hand dips into a fold in their coat and pulls out a dented old spyglass. Using it they scan the area that they will be going towards.

"Minus some interesting critters--and the fact that magic works here--this land looks quite a bit like Alkenstar." They say almost half wistfully.

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

Behind Itka and Wan walks another figure, a short sturdy figures thumps on the ground. Among his ancestors he clearly had dwarves but also some other ancestries, his skin has more silver coloring and his hair are red like flames. Next to him walks a constantly burning leopard that usually stays close to Rawiri. Only in the evenings when they burn fire the leopard lies in the flames.

"Why wouldn't magic work in Alkenstar? Sometimes I found the flames not to be so easy to reach, but always available if you reach strong enough"

Grand Archive

N Male Human (Versatile) Sorceror 6 | HP 50 | AC 22/23 | F +9 R +11 W +11 | Perc +9 | Stealth +11 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:3| Active Conditions: ---

A male human, with short black hair and a goatee, also finds a seat. He wears fine clothing in black and burgundy with gold trim, covered with a traveler’s cloak. A tiny green snake is draped over his shoulders.

He takes out a waterskin for a long drink, then looks distastefully at the road dust he has accumulated. Making brushing motions in the air with the back of his hand, he cleans up his ensemble as best he can. Casting prestidigitation

Looking a bit alarmed at Rawiri’s comment, he says, ”Well I certainly hope so. I doubt that my legal acumen would give any hostile natives pause”

He turns to the android. ”What else do you know of the area, Wanderer?”

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

Looking over to the gentleman asking the question..."My own memories...not much, as I awoke in Alkenstar, and have been there before I joined. My...progenitor did travel a little around here, though he was mostly in Numeria. What I have read in his journal, pretty much not much is here. We seem to be here during the part of the time that it isn't raining. Which is a good thing. I think that dusty trail below would likely acting like a river if it was."

Making an assumption that all low lying land during the rains might make a small 'Flood Road' that happens in the Hold of Belkzen....I figure that his 'father' would have written about that.

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 | Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | ◆◇↺ | Active Conditions: none

Itka's jaw works as if she's chewing cud. "Hmp. Rain's miserable. ... Hmp. I haven't read much about Alkenstar yet. Why doesn't magic work there?"

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

Wan finishes a quick check to see if anything is coming their way, and deciding it is okay to take a few minutes break, turns back to their companions.

"It isn't Alkenstar itself that has issues with magic....though it can oftentimes be prone to have magic issues. Long and short of the story, Nex to the north, and Geb to the south have used the 'no-man's land' between as sort of a constant war of magic for so long, that magic no longer works right....or at all. There is a reason that it is called the Mana Wastes. The people that lived there have came up with creative ways to stay alive...alchemical items instead of magic to heal...weapons that use what some alchemists are calling 'chemistry' to propel bullets from guns," they pat their custom gun next to them," and so forth. I even have made my own version of a cauterizing item to help with bleeding. All do not require magic."

Thinking a bit, "I have heard that sometimes the Mana Wastes do allow magic to work, but sometimes twists it, or making it cause some kind of primal issue...things like shattered glass storms, lightning, and such. So, I guess I should have said, Magic has 'issues' working correctly there."

Thinking on the Mana Wastes, and looking around they smile slightly. "So...this place just reminds me of there a bit. Haven't been back to there in 4 years. It was where I awoke, and some of the people who know my father, told me that he really didn't want me to come north....as androids are very uncommon, and in Numeria we are still considered by some....objects to own. But he also left me his Wayfinder, and his chronicles. How can you expect that leaving those items to your offspring, and not expect them to be fascinated with the tales of the Pathfinders their adventures? "

Radiant Oath

Male CG Shoony (Bloodhound) Champion (Liberator) 6 | HP 78/78 | AC 25 | Fortitude (+12), Reflex (+9), Will (+12) | Perception (+10) | Speed 20 | Low-Light Vision | Default Exploration: Search +10 (+2 Init.) | Spells 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 3 | Provisions: Moderate Healing Potion 1/1 | Active Conditions: Anitos' Guidance, Ghost Touch Axe | ◆◇↺

A small canine humanoid clad in plate mail in a traveler's chair with a rose emblazoned on the spiked wheels moves toward the other Pathfinders. A large axe that glows faintly is strapped to the back of the chair. He waits for a break in the conversation to introduce himself, then cheerfully offers a paw to each of the others and says, "Hello, I'm Ra'uf. Got a friend who's dealt with the Burning Sun before and thought it's be worth my time to get to know them. In any case, I can provide some extra muscle and patch people up if things get rough."

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 | Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | ◆◇↺ | Active Conditions: none

The half-orc woman shakes Ra'uf's hand with a wiry grip. "Hmp. Ra-uf. Name's Itka. Hopefully things won't get too rough, since this is supposed to be a diplomatic mission. But Society jobs have a tendency to surprise you. Hmp."

Grand Archive

N Male Human (Versatile) Sorceror 6 | HP 50 | AC 22/23 | F +9 R +11 W +11 | Perc +9 | Stealth +11 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:3| Active Conditions: ---

He gives Ra’uf a firm handshake, looking him in the eyes. “Delorn Malix, Esquire. Sorceror by birth, barrister by trade. I have a silver tongue, a steel-trap mind, and the fires of Hell at my command”

Envoy's Alliance

M Goblin Quack 7 | HP 73/73*| AC 25 | F+14 R+16 W +11 | Perception +9 Darkvision | Default Exploration: Avoid Notice (+15))

A goblin with an oversized white lab coat smiles "Ahh greeting fellow Pathfinders! Belkzen you say... hmmm license not revoked here so that make me Dr. Ripfang Muk Muk. If you have any dental needs happy to cake care of them for small fee.""

A small stuffed monkey peeks out of Dr. Ripfang's bag before hiding back inside.

A seemingly mute muscular man follows behind, with an ill-fitting labcoat and a hefty shovel.

Ripfang looks up again "Oh ya, almost forgot to introduce uhh, dental assistant." says Dr. Ripfang pointing at the man who looks more like a gravedigger than anything else.

"Hey Delorn, 'been having some trouble with lisencining board in Absalom. Maybe after mission you can look over case and give second opinion?"

Envoy's Alliance

M Goblin Quack 7 | HP 73/73*| AC 25 | F+14 R+16 W +11 | Perception +9 Darkvision | Default Exploration: Avoid Notice (+15))

Dr Ripfang also hands out vials made out of broken glass to his allies.

"Remember to drink these and be careful what you eat.

Dr. Ripfang downs one.

Dr Ripfang has Perpetual Infusions (Antidote) and can basically craft a limitless number each day. Each lasts 6 hours and provides a +2 item bonus to poison saves. I recommend drinking

Grand Archive

N Male Human (Versatile) Sorceror 6 | HP 50 | AC 22/23 | F +9 R +11 W +11 | Perc +9 | Stealth +11 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:3| Active Conditions: ---

”Of course, Doctor”, Delorn replies smoothly. ”The more documentation you can provide, the better”

Downtime secured!

He eyes the broken vial suspiciously. ”Looks…crunchy”, he says. ”What, exactly, should we be careful of eating?”

Envoy's Alliance

M Goblin Quack 7 | HP 73/73*| AC 25 | F+14 R+16 W +11 | Perception +9 Darkvision | Default Exploration: Avoid Notice (+15))

Dr. Ripfang shrugged.

"Absalom dental consortium require me to advise you not to eat things that too pointy or crunchy. Maybe avoid toffees and black puddings too."

Grand Archive

N Male Human (Versatile) Sorceror 6 | HP 50 | AC 22/23 | F +9 R +11 W +11 | Perc +9 | Stealth +11 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:3| Active Conditions: ---

”Ah, so that was just general dental advice, unrelated to your concoction”, says Delorn. He raises his vial in a toast, and carefully sips it, trying not to get cut on the glass.

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 | Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | ◆◇↺ | Active Conditions: none

Itka eyes the broken glass suspiciously, but a part of her is amused by the audacity. She uses part of her voluminous sleeve as a strainer between the vial and her mouth to catch any stray glass fragments and downs the elixir. "Hmp. I have an old scroll of Soothe if it bites on the way down. Thanks, Doc."

Radiant Oath

Male CG Shoony (Bloodhound) Champion (Liberator) 6 | HP 78/78 | AC 25 | Fortitude (+12), Reflex (+9), Will (+12) | Perception (+10) | Speed 20 | Low-Light Vision | Default Exploration: Search +10 (+2 Init.) | Spells 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 3 | Provisions: Moderate Healing Potion 1/1 | Active Conditions: Anitos' Guidance, Ghost Touch Axe | ◆◇↺

Ra'uf has close friends who are a goblin, an alchemist and a dentist at the lodge. Though they happen to be three different people, which suddenly seems a great comfort. He takes one of the vials with a dubious look. "Ever consider buying new equipment?" he asks as he mentally considers miming drinking it and instead throwing it over his shoulder, but decided the hazards to anyone whose feet touch the ground is too great.

Envoy's Alliance

M Goblin Quack 7 | HP 73/73*| AC 25 | F+14 R+16 W +11 | Perception +9 Darkvision | Default Exploration: Avoid Notice (+15))

Dr. Ripfang gasps "Do you know how expensive new glass is? Anyway, I listen to Urwal lecture on recycling and took it to heart. Gotta care about planet."

Despite his protests, saving a few coins seems the obvious motivator.

Dr. Ripfang has Junk Tinker. Technically it doesn't apply to these alchemical goodies, but it keeps his motif consistent.

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

Wan looks at the small goblin handing out....cracked vials. They look down and see that small pieces of glass seems have fallen into the solution.

They open the vial carefully...almost certain that the vial itself will shatter in their hands...and lightly sips the....antitoxin?

"Thank you Dr. Muk Muk. Though I would recommend looking to get new vials soon....the ones you have are obviously falling into pieces."

Grand Lodge

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Tome of Righteous Repose slides | Battlecry! Playtest slides 

Secret checks:
Society : 6d20 ⇒ (2, 9, 3, 12, 3, 20) = 49

Upon reviewing your mission briefing while chewing on a nice snack of broken glass washed down with a strange alchemical brew, most of you seem unfamiliar with the Burning Sun hold and where it might be found. Ra’uf however recalls that the Burning Suns are primarily nomadic, but he’s unfamiliar with the hold’s migratory patterns. He is, however, knowledgeable regarding the game the Burning Sun hold would likely be hunting for this season, which can help with tracking them indirectly.

Wan consults his vast memory and knows without doubt that though nomadic, the Burning Sun hold maintains regular migratory patterns. They know roughly the area the hold would be settled during this season.

The party gets a +2 circumstance bonus to the following checks related to finding the Burning Sun hold.

One Character can take the lead to try to track down the Burning Sun hold with a Survival check to Track. Other PCs can attempt to Aid the Survival check, of course. In addition, all PCs can attempt a DC 20 Nature check to Recall Knowledge to assist with noticing things in the Natural world that might be out of place.

Envoy's Alliance

M Goblin Quack 7 | HP 73/73*| AC 25 | F+14 R+16 W +11 | Perception +9 Darkvision | Default Exploration: Avoid Notice (+15))

Dr Ripfang brews up a Bloodhound mask(Moderate) for our best tracker (which I suspect is Ra'uf).

1 hour of Imprecise Sent, and +2 item bonus to track via scent/survival.

Will not aid with nature.

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 | Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | ◆◇↺ | Active Conditions: none

Itka's Nature and Survival are both +2, so she'll do the favor of not "helping".

Itka remains firmly planted on her boulder until the group starts to move. There's no point in wearing out her hips sooner by standing around. "Hmp. Where do you think they'd be, then?"

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

"Let's go find some game trails...that might at least give us a better chance of finding some hunters from the Burning Suns." When the Doctor offeres his 'brew' to help, Wan quickly mentions, "While I am a good tracker, I defer to our fine shoony's skill."

+10 (trained) here....will roll to assist. I also have a fine spyglass if that will help (it gives +1 item to notice with Perception in the distance. FYI, I just call it dented and old as I state he got it from an old Ex-Pirate Pathfinder (one of my old 1e characters)

Survival to assist: 1d20 + 10 ⇒ (14) + 10 = 24

So, A +1 circumstance to Ra'uf's roll

Radiant Oath

Male CG Shoony (Bloodhound) Champion (Liberator) 6 | HP 78/78 | AC 25 | Fortitude (+12), Reflex (+9), Will (+12) | Perception (+10) | Speed 20 | Low-Light Vision | Default Exploration: Search +10 (+2 Init.) | Spells 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 3 | Provisions: Moderate Healing Potion 1/1 | Active Conditions: Anitos' Guidance, Ghost Touch Axe | ◆◇↺

Also +10, but I can lead if you want.

Ra'uf takes another suspicious-looking liquid from the "doctor", but doesn't even look before downing it. He sets his nose to the ground like a good doggo and starts hunting.

Survival: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32

That stuff's actually good! If I find a rose along the way, I might be able to meet Milani.

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

Rawiri looks around to begin the tracking ... +12 trained here, but i missed the chance ;) Nice 20!

He stands there with his mouth open looking how Ra'uf is nailing it.

"Flames have blessed you with incredible sense of direciton, Ra'uf!"

Nature: 1d20 + 12 ⇒ (1) + 12 = 13 Pff!

Envoy's Alliance

M Goblin Quack 7 | HP 73/73*| AC 25 | F+14 R+16 W +11 | Perception +9 Darkvision | Default Exploration: Avoid Notice (+15))

Dr. Ripfang thinks so himself No side effects this time and it worked really well, I can keep getting that discount paprika instead of the expensive Chelixian stuff.

Sorry Rawiri, I was trying to guess at the best survival without delving through everybody's sheets in detail.

Grand Lodge

Tome of Righteous Repose slides | Battlecry! Playtest slides 

A narrow creek bed lies at the center of a shallow canyon. Loose stones and dry dirt line the ten-foot embankments on either side. Shouted curses and battle cries echo from the far side of the ravine. Rounding the bend and following the Dog of War and his amazing nose, you spot 5 orcs engaged in a fight. One stands atop the bluff and is clearly an archer. Two stand in the water wielding scimitars (Yellow and Orange) and two more stand betwixt you and them wielding shortswords (Red and Blue).

The ravine walls are 10 feet high and made up of loose dirt and rock. The ravine walls are Difficult Terrain.

The archer on the bluff fires at the one in the Yellow tunic, his arrow trailing out a long, thin line.
Tethered Shot: 1d20 + 17 ⇒ (16) + 17 = 33
Tethered damage: 1d8 + 4 ⇒ (7) + 4 = 11
Doubled for Crit plus Deadly: 1d10 ⇒ 3 = 25

The arrow pierces the orc’s shoulder and the line goes taut. Yellow quickly tries to free himself
Reflex save: 1d20 + 14 ⇒ (3) + 14 = 17
But fails.

The sharpshooter follows up with a regular arrow at the same target
Shortbow: 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15
And misses, in spite of the anchoring line.

Who goes first?:

Delorn Initiative (Stealth): 1d20 + 11 ⇒ (17) + 11 = 28
Dr. Ripfang Initiative (Stealth): 1d20 + 15 ⇒ (8) + 15 = 23
Itka Initiative: 1d20 + 13 ⇒ (18) + 13 = 31
Ra’uf Initiative: 1d20 + 13 ⇒ (12) + 13 = 25
Rawiri Initiative: 1d20 + 12 ⇒ (15) + 12 = 27
W@NullD3R3R Initiative: 1d20 + 10 ⇒ (4) + 10 = 14

Yellow Initiative: 1d20 + 13 ⇒ (20) + 13 = 33
Orange Initiative: 1d20 + 13 ⇒ (12) + 13 = 25

Magenta Initiative: 1d20 + 16 ⇒ (13) + 16 = 29
Red Initiative: 1d20 + 16 ⇒ (1) + 16 = 17
Blue Initiative: 1d20 + 16 ⇒ (14) + 16 = 30

Round 1
Bold May Act
Map: Scorched Earth Ambush
Active Conditions: None
Environmental Conditions: Ravine walls are difficult terrain. Water is shallow and not difficult.

Magenta
Ra’uf

Red
Yellow (-25, Clumsy 1)
W@NullD3R3R
Delorn

Orange
Blue

Rawiri
Dr. Ripfang
Itka

Radiant Oath

1 person marked this as a favorite.
Male CG Shoony (Bloodhound) Champion (Liberator) 6 | HP 78/78 | AC 25 | Fortitude (+12), Reflex (+9), Will (+12) | Perception (+10) | Speed 20 | Low-Light Vision | Default Exploration: Search +10 (+2 Init.) | Spells 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 3 | Provisions: Moderate Healing Potion 1/1 | Active Conditions: Anitos' Guidance, Ghost Touch Axe | ◆◇↺

Ra'uf would like to try to identify which if any of the orcs is from the Burning Sun before getting into the fight. Perception +11 and Society or Heraldry Lore +8 are the most likely options.

Grand Lodge

Tome of Righteous Repose slides | Battlecry! Playtest slides 

Heraldry Lore, Scenario bonus : 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Giving you a bonus for having played the related scenario.

Ra'uf's experience with the orcs hereabouts lets him quickly tell friend from foe. The sharpshooter and two closer orcs are from the Scorched Earth clan, and they're attacking the two Burning Sun orcs standing in the water.

For simplicity, I gave the enemies round tokens, and the Allies have square tokens. There is now an index on the sidebar of the map.

Radiant Oath

Male CG Shoony (Bloodhound) Champion (Liberator) 6 | HP 78/78 | AC 25 | Fortitude (+12), Reflex (+9), Will (+12) | Perception (+10) | Speed 20 | Low-Light Vision | Default Exploration: Search +10 (+2 Init.) | Spells 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 3 | Provisions: Moderate Healing Potion 1/1 | Active Conditions: Anitos' Guidance, Ghost Touch Axe | ◆◇↺

Ra'uf quickly tells his allies, "The two in the water are Burning Sun. We must help them!" He then puts deeds to words and charges toward the foe.

◆ Stride

◆ Stride

Not sure if ID'ing them took an action. If not...

"Scorched Earth! Allies of the Burning Sun have arrived. Leave now, and we may spare you." The shoony growls as only a dog who is smaller than his quarry can.

◆ Intimidating Glare vs. Blue

Intimidation (E): 1d20 + 13 ⇒ (5) + 13 = 18

Grand Lodge

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I think it’s supposed to take an action, yes, as a Recall Knowledge. Plus, it saves you from that embarrassing attempt to intimidate them.

Ra’uf rushes in toward the fight, but the two closest orcs don’t seem to pay him any notice. The archer however, seems to have gauged the threat you pose and is watching the newcomers closely.

The one in the Red sash hustles up to the orc with the bad fake tan (Orange) and tries to strike while using an interesting tactic aimed at hampering his foe.
Hamstring Strike: 1d20 + 17 ⇒ (11) + 17 = 28
Damage, S: 1d6 + 8 ⇒ (3) + 8 = 11
Orange Fort Save: 1d20 + 16 ⇒ (6) + 16 = 22
The Scorched Earth Orc grunts in satisfaction as he nips a tendon and Orange stumbles.

Yellow tries to free himself from the tangling arrow,
Escape: 1d20 + 14 ⇒ (15) + 14 = 29

Cutting the line, he snarls as he steps carefully toward Red and swings his scimitar.
Strike, MAP: 1d20 + 14 - 5 ⇒ (17) + 14 - 5 = 26
Damage, S: 1d6 + 15 ⇒ (1) + 15 = 16

Round 1
Bold May Act
Map: Scorched Earth Ambush
Active Conditions: None
Environmental Conditions: Ravine walls are difficult terrain. Water is shallow and not difficult.

Magenta
Ra’uf

Red (-16)
Yellow (-25)
W@NullD3R3R
Delorn

Orange (-11, FF 1)
Blue

Rawiri
Dr. Ripfang
Itka

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

Wan listens to what Ra'uf said, and heads quickly to the ravine walls full of rubble and scree.

◆ Stride

Looks up and does their best to get up this mess....

◆ Stride (difficult terrain-20 out of 25 ft to get up, then 5 ft movement left)
Athletics if needed: 1d20 + 9 ⇒ (12) + 9 = 21

And then gets their hands realigned on their jezail.

◆ Interaction to go from 1 hand to 2 handed.

And while they are not visible to the sniper, they are able to see at least one of the Scorched Earth orcs.

Grand Archive

N Male Human (Versatile) Sorceror 6 | HP 50 | AC 22/23 | F +9 R +11 W +11 | Perc +9 | Stealth +11 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:3| Active Conditions: ---

Delorn approaches the nearest orc. ”Let’s see if anyone’s home”, he says, as he casts a spell.

Daze, Will DC 22, Stunned 1 on crit fail: 2d6 + 4 ⇒ (6, 3) + 4 = 13M

Grand Lodge

Tome of Righteous Repose slides | Battlecry! Playtest slides 

Wan clambers up the rise to get the high ground and a good vantage point. Delorn zaps Blue’s brain with a jolt.

Blue Will save: 1d20 + 12 ⇒ (12) + 12 = 24

The orc shrugs off some of the damage but still has a slight headache, and you’ve certainly gotten his attention.

Orange tries to return to Red as good as he got, but uses different tactics. He just goes all out!
Strike: 1d20 + 15 ⇒ (8) + 15 = 23
Damage, S: 1d6 + 15 ⇒ (6) + 15 = 21

Strike, MAP: 1d20 + 15 ⇒ (12) + 15 = 27
Damage, S, forceful: 1d6 + 15 + 1 ⇒ (2) + 15 + 1 = 18

Strike, MAP: 1d20 + 15 - 10 ⇒ (2) + 15 - 10 = 7
Damage, S, forceful: 1d6 + 15 + 2 ⇒ (2) + 15 + 2 = 19

But only one of his flailing strikes actually connects.

Blue turns his attention from the Burning Suns to the interlopers and the doggo closest. He moves to engage Ra’uf and attacks, using that same unusual cutting tactic that his buddy used.

Hamstring Strike: 1d20 + 17 ⇒ (14) + 17 = 31
Damage, S: 1d6 + 8 ⇒ (4) + 8 = 12
@Ra’uf: Fortitude save DC 23, please.

Save Effect:
Success = You are unaffected.
Failure = You are flat-footed and take a –5 foot status penalty to your movement until the end of your next turn.
Critical Failure = As failure, and you are knocked prone.
===================

The Scorched Earth Orc grunts in satisfaction as he nips a tendon in the Dog of War’s wrist.

Round 1
Bold May Act
Map: Scorched Earth Ambush
Active Conditions: None
Environmental Conditions: Ravine walls are difficult terrain. Water is shallow and not difficult.

Magenta
Ra’uf (-12, pending Fort save)

Red (-34)
Yellow (-25)
W@NullD3R3R
Delorn

Orange (-11)
Blue (-6)

Rawiri
Dr. Ripfang
Itka

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

Rawiri runs forwards catching up with Delorn, he waves his hands and his skin begin to shimmer with heat, his eyes glow with fire. He extends his hand and sends a ray of flames at the orc

Fire ray@blue: 1d20 + 15 ⇒ (8) + 15 = 23
Fire: 8d6 ⇒ (2, 6, 3, 5, 2, 1, 1, 6) = 26

Curse advances to minor: every creature further away than 30 ft is concealed to Rawiri

"Come and bath in the flames!"

Radiant Oath

Male CG Shoony (Bloodhound) Champion (Liberator) 6 | HP 78/78 | AC 25 | Fortitude (+12), Reflex (+9), Will (+12) | Perception (+10) | Speed 20 | Low-Light Vision | Default Exploration: Search +10 (+2 Init.) | Spells 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 3 | Provisions: Moderate Healing Potion 1/1 | Active Conditions: Anitos' Guidance, Ghost Touch Axe | ◆◇↺

Fortitude Save: 1d20 + 12 ⇒ (3) + 12 = 15

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 | Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | ◆◇↺ | Active Conditions: none

"Hmp." Curling her lip contemptuously, Itka conjures greasy black tentacles, which grasp a cantaloupe-sized rock from the ground and hurls it at the blue-clad Scorched Earth orc.

Telekinetic Projectile: 1d20 + 15 ⇒ (6) + 15 = 21
Bludgeoning damage: 4d6 + 4 ⇒ (4, 4, 1, 2) + 4 = 15

◆ Reach Spell, ◆◆ Cast a spell

Envoy's Alliance

M Goblin Quack 7 | HP 73/73*| AC 25 | F+14 R+16 W +11 | Perception +9 Darkvision | Default Exploration: Avoid Notice (+15))

Dr Ripfang's semiclockwork monkey pops up and feeds him a thin silvery liquid.

With enhanced speed Dr. Ripfang hurries along the river bank to help out Ra'uf with a bomb at blue.

jellied bottled lightning vs blue: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
electricity damage: 2d6 ⇒ (3, 2) = 5
On a hit, 2 Persistent electricity and the target becomes flat-footed until the start of your next turn.

Familiar(Draw/Feed Quicksilver Mutagen); Stride(35); QuickBomb(Bottled Lightning w/Persistent instead of Splash.
HP now 73/73* until the mutagen wears off.

Grand Lodge

Tome of Righteous Repose slides | Battlecry! Playtest slides 

Both Rawiri and Itka try some magical attacks, but the orc dodges both. Dr Ripfang rushes forward, chugging mutagens and throwing bombs. His bomb hits Blue, and the orc’s armor and sword crackle and snap with electrical sparks.

Ra’uf gets a nasty cut on his wrist which impairs the use of his hand to drive his chair and distracts him just a bit.
Flat-footed and a -5 foot speed penalty only until the end of his turn.

The Sharpshooter orc moves closer to the new targets and notices that Ra’uf has been injured and seems out of sorts.
Tethering shot: 1d20 + 17 ⇒ (9) + 17 = 26
Damage, P, Sneak attack: 1d8 + 4 + 2d6 ⇒ (8) + 4 + (1, 3) = 16

Ra’uf: Reflex save DC 23:
Success = You are unaffected.
Failure = You are clumsy 1 for 1 minute or until you Escape (DC 20).
Critical Failure = As failure, but you are pulled 5 feet toward the sharpshooter.

Round 2
Bold May Act
Map: Scorched Earth Ambush
Active Conditions: None
Environmental Conditions: Ravine walls are difficult terrain. Water is shallow and not difficult.

Magenta
Ra’uf (-28, FF, speed reduced 5’, Pending Reflex save)

Red (-34)
Yellow (-25)
W@NullD3R3R
Delorn

Orange (-11)
Blue (-11, FF, 2 persistant elec)

Rawiri
Dr. Ripfang
Itka

Radiant Oath

Male CG Shoony (Bloodhound) Champion (Liberator) 6 | HP 78/78 | AC 25 | Fortitude (+12), Reflex (+9), Will (+12) | Perception (+10) | Speed 20 | Low-Light Vision | Default Exploration: Search +10 (+2 Init.) | Spells 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 3 | Provisions: Moderate Healing Potion 1/1 | Active Conditions: Anitos' Guidance, Ghost Touch Axe | ◆◇↺

Reflex Save: 1d20 + 9 ⇒ (8) + 9 = 17

There is no longer a battlefield. There is only the shoony and his opponent.

◆ Strike

+1 Striking Greataxe: 1d20 + 16 ⇒ (14) + 16 = 30
Slashing Damage: 2d12 + 5 ⇒ (8, 2) + 5 = 15

◆ Strike

+1 Striking Greataxe: 1d20 + 16 - 5 ⇒ (11) + 16 - 5 = 22
Slashing Damage: 2d12 + 5 ⇒ (10, 2) + 5 = 17

◆ Strike

+1 Striking Greataxe: 1d20 + 16 - 10 ⇒ (1) + 16 - 10 = 7
Slashing Damage: 2d12 + 5 ⇒ (11, 4) + 5 = 20

Well, if I'm going to get a 1, may as well do it on the attack with -10 MAP.

He prepares to defend any allies, should they get close enough and are harmed.

↺ Liberating Step:
Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you.

You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Grand Lodge

Tome of Righteous Repose slides | Battlecry! Playtest slides 

Ra’uf’s world focuses down to just the one Blue-clad orc. And his allies - cause you have to protect them, of course. He swings three times, but only the first one hits, and the second misses by a doggie’s whisker.

Red steps around Orange to limit the number of foes and tries again to slice his opponent’s leg.

Hamstring Strike: 1d20 + 17 ⇒ (10) + 17 = 27
Damage, S: 1d6 + 8 ⇒ (2) + 8 = 10

Fort save: 1d20 + 16 ⇒ (15) + 16 = 31
Orange knocks aside the Scorched Earth’s blade at the last second, preventing the worst of the damage.

Yellow has no choice except to follow the dance, and then attacks

Strike: 1d20 + 15 ⇒ (8) + 15 = 23
Damage, S: 1d6 + 15 ⇒ (3) + 15 = 18

Strike, MAP: 1d20 + 15 - 5 ⇒ (17) + 15 - 5 = 27
Damage, S, forceful: 1d6 + 15 + 1 ⇒ (3) + 15 + 1 = 19

His first attempt misses as his foot slips in the mud, but he gets his footing back and his second swing connects.

Round 2
Bold May Act
Map: Scorched Earth Ambush
Active Conditions: None
Environmental Conditions: Ravine walls are difficult terrain. Water is shallow and not difficult.

Magenta
Ra’uf (-28, Clumsy 1*)

Red (-53)
Yellow (-25)
W@NullD3R3R
Delorn

Orange (-21)
Blue (-26, FF, 2 persistant elec)

Rawiri
Dr. Ripfang
Itka

*Clumsy 1 for 1 minute or until you Escape vs DC 23 (yes, there was a typo in the original Spoiler.)

Grand Archive

N Male Human (Versatile) Sorceror 6 | HP 50 | AC 22/23 | F +9 R +11 W +11 | Perc +9 | Stealth +11 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:3| Active Conditions: ---

Delorn looks up at the top of the ravine. ”That one looks entirely too comfortable”, he muses, sending a splitting headache his way as well.

Stride, Cast daze

Will save DC 22: 2d6 + 4 ⇒ (6, 4) + 4 = 14

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

Wan quickly pushes a small lever and overdrives their gun.

◆Manipulate to Expert Overdrive

Crafting check vs DC 22 (lvl based DC): 1d20 + 15 ⇒ (14) + 15 = 29
Success, +3 to damage with the jezail.

They step next to the large boulder using it somewhat for a rest/cover....

◆Step

And fires

◆Strike

+1 Striking Jezail (innovation): 1d20 + 15 ⇒ (13) + 15 = 28
Damage (Piercing(but Concussive): 2d8 + 3 ⇒ (4, 3) + 3 = 10

Note if I ever get a Crit with this weapon the dice damage becomes (2d12+3)x2 +1d12...if you want me to roll those in a spoiler I can from now on...

Grand Lodge

Tome of Righteous Repose slides | Battlecry! Playtest slides 

Delorn zaps the sharpshooter’s brain - the orc sharpshooter, not his buddy the android.
Will save : 1d20 + 12 ⇒ (3) + 12 = 15
The orc winces in pain and glares at Delorn as if to say ‘you’re next.’

The a fore-mentioned android sharpshooter charges up their rifle and shoots their target expertly.
You didn’t say who you were targeting. I assume Magenta as he is closer?

Orange takes two careful steps around Red to try getting a better tactical position,
Strike: 1d20 + 15 ⇒ (1) + 15 = 16
But even that doesn’t help.

Meanwhile, Blue continues to try to get at Ra’uf’s vulnerable spot,
Hamstring Strike: 1d20 + 17 ⇒ (7) + 17 = 24
Damage, S: 1d6 + 8 ⇒ (3) + 8 = 11

It just barely hits, and only because of the tethering line tangled in Ra’ufs chair.
@Ra’uf: another Fortitude save DC 23, please.

Save Effect:
Success = You are unaffected.
Failure = You are flat-footed and take a –5 foot status penalty to your movement until the end of your next turn.
Critical Failure = As failure, and you are knocked prone.
===================

”Go home, pale-skins,” he growls in thickly accented Taldane. ”This is orc-business, and you will die in this dirt for interfering.”
Demoralize: 1d20 + 13 ⇒ (19) + 13 = 32
After all the cuts to tender spots and tangling lines, the Dog of War is starting to rethink their decision to get involved here. Frightened 2, I believe

Flat check vs Persistent: 1d20 ⇒ 12
The crackling electricty continues to light up the orc’s weapon and armor, though he seems to barely notice.

Round 2
Bold May Act
Map: Scorched Earth Ambush
Active Conditions: None
Environmental Conditions: Ravine walls are difficult terrain. Water is shallow and not difficult.

Magenta (-24)
Ra’uf (-39, Clumsy 1*, Frightened 2, Pending Fort save)

Red (-53)
Yellow (-25)
W@NullD3R3R
Delorn

Orange (-21)
Blue (-28, 2 persistant elec)

Rawiri
Dr. Ripfang
Itka

*Clumsy 1 for 1 minute or until you Escape vs DC 23 (yes, there was a typo in the original Spoiler.)

Envoy's Alliance

M Goblin Quack 7 | HP 73/73*| AC 25 | F+14 R+16 W +11 | Perception +9 Darkvision | Default Exploration: Avoid Notice (+15))

Dr. Ripfang continues along the water's edge, getting to Ra’uf and helping them out.

doctor's visitation battle medicine DC 20: 1d20 + 18 ⇒ (14) + 18 = 32
crit healing: 2d8 + 25 ⇒ (6, 2) + 25 = 33

Then Dr Ripfang's monkey pops out and helps Ra’uf out with a Mistform elixir.
Concealment for 1 minute.

Finally Dr Ripfang quick bombs magenta with some fireworks.

bomb-range vs Magenta: 1d20 + 18 - 2 ⇒ (9) + 18 - 2 = 25
fire damage: 2d6 ⇒ (5, 4) = 9
2 Persistent and Fort DC 18 or be dazzled for 1 round.

Doctor's Visitation(Stride+Battle Medicine), Command Familiar(Draw/Apply Elixir), QuickBomb (Draw/Strike with Bomb.

Envoy's Alliance

| HP 14/68 | AC 24 | Fort +12E; Ref +12T; Will +12E | Perception: +10T | Focus Points: 0/0 | Hero Points: 0/3 (one is a Campaign Coin) | LN Agender Android (Artisan) Inventor 6

My fault...yes the orc sniper/magenta one...

Vigilant Seal

F Human (dromaar) witch 8 | HP 80/80 | AC 24 | F +15 R +13 W +14 | Perc +12 (+14 for Initiative) | Stealth +13 | Exploration: Detect Magic | speed 25 | Hero 1/3 | focus 3/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | ◆◇↺ | Active Conditions: none

"Hmp." Itka sends a duo of cold, black darts at the orc with the magenta bandanna (she briefly wonders if he's foppish--not something she appreciates in a person), then begins trudging closer to the action.

2 action Magic Missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7

◆◆ Cast a spell, ◆ Stride

Verdant Wheel

N (he/him) Dwarf Oracle 7 | HP 87/87 | AC 25 | F+11 R+14 W+16 | Perc+12 | Stealth+3 | 25ft | Hero 1 | Active Conditions:

"You can't escape the flames forever!"

Fire ray@blue: 1d20 + 15 ⇒ (7) + 15 = 22
Fire: 8d6 ⇒ (6, 1, 6, 6, 1, 6, 6, 5) = 37

Rawiri skin begin to shimmer and emit smoke, making his posture not that easy to see, just his eyes are burning from within.

Curse advances to moderate: every creature fis concealed to Rawiri and Rawiri is concealed to others

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