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

Game Master Nomadical

In Burning Dawn slides


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Grand Lodge

Enough is Enough slides

Will, Sickened : 1d20 + 14 - 1 ⇒ (3) + 14 - 1 = 16
”They will not!” Strak retorts vehemently even as he hacks and coughs from Dr. Ripfang’s skunk juice and the pain of Delorn’s spell. ”We’ll wipe out these followers of that foreign god and take these lands back for true orcs.” He spits on the ground, but it’s not clear if it’s a reaction to the stench or as an insult aimed at the good folk of Dawn’s Reach.

The archer glances over at his buddy to make sure she’s still good, and takes aim at a new target - the other ranged combatant on the field - W@NullD3R3R.

Attack: 1d20 + 15 ⇒ (20) + 15 = 35
damage: 1d6 + 11 ⇒ (6) + 11 = 17
damage, Hunt prey: 1d8 ⇒ 2
damage, Deadly: 1d10 ⇒ 10

Attack: 1d20 + 15 - 5 ⇒ (4) + 15 - 5 = 14
damage: 1d6 + 11 ⇒ (2) + 11 = 13

The first arrow goes straight through Wan’s thigh and lodges in the android’s skeletal structure, but the second shot misses cleanly.
Flat check vs Persistent: 1d20 ⇒ 11

ROUND 5
Bold May Act
Map: Mountain Defense
Active Conditions: None
Environmental Conditions: Night time, darkness

Strak / Red (-23, Sickened 1, Slowed 1)

Rawiri
Ra’uf (-43, mistform, LARGE)
W@NullD3R3R (-48)

Purple (-94)

Delorn (-18)

Cyan (-10, 1 persistant cold)

Dr. Ripfang
Itka (-5)

Fuse mechanics:
One of the charges (the Red one) has already been lit, and Strak is likely trying to get to the other two (the Orange ones) to light them also. A lit charge’s fuse will burn for 4 rounds before it explodes. Disarming a charge will require someone to spend a 2-action activity disabling the fuse to prevent it from being relit.

Vigilant Seal

F Human (dromaar) witch 9 | HP 80/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 2/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Flipping the bird at Strak, Itka casts Spirit Object on the powder keg again, causing it to run right past him toward a towering rock formation. "Hmp! You will be wiped out," she growls, casting Phantasmal Killer on him with a guttural flourish.

Strak needs to make a DC 25 Will save.

If his save is not a crit success:

Mental damage if his save is a success: 4d6 ⇒ (1, 6, 6, 4) = 17
Add this mental damage if his save is a failure: 4d6 ⇒ (3, 4, 6, 6) = 19
Add this mental damage if his save is a crit failure: 4d6 ⇒ (6, 3, 3, 6) = 18

◆ Cast a spell, ◆◆ Cast a spell

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

Dr Ripfang disarms the lit charge!

Then he chucks a quick skunk bomb at cyan.

skunk bomb at Cyan: 1d20 + 16 ⇒ (10) + 16 = 26
poison damage: 2d4 ⇒ (3, 3) = 6
poison splash: 2 = 2
Fort 17
Critical Success The target is unaffected.
Success The target is sickened 1.
Failure The target is sickened 1 and slowed 1 while sickened.
Critical Failure The target is blinded for 1 round, sickened 2, and slowed 1 while sickened.
(+1 success level if only splashed)

Grand Lodge

Enough is Enough slides

Will, Sickened : 1d20 + 14 - 1 ⇒ (11) + 14 - 1 = 24
Strak’s not having a good day, and it’s starting to show. He watches the powder keg run past him, and as he turns back to Itka, he freezes in his tracks.

Through her spell Itka sees a phantasm of a a creature take shape. Initially it resembles the Whispering Tyrant, Tar-Baphon, but its features continue to morph, becoming more orcish until finally settling on the shape of Overlord Ardax the White-Hair. ”We didn’t think you could win, you old bastard,” Strak mutters to the shape angrily. His left hand drifts up to his temple, and he grimaces as if having a migraine. ”Either way, you condemned us all to die.” He sighs heavily and with a shaking hand draws and throws two bombs right at Itka.

1 fire, 2 acid: 1d2 ⇒ 1
Attack 1, Frightened 2: 1d20 + 19 - 2 ⇒ (16) + 19 - 2 = 33
damage, F: 2d8 ⇒ (7, 2) = 9
Crit = 18 fire Plus 5 splash Plus 4 persistant fire

Attack 2, Frightened 2: 1d20 + 19 - 5 - 2 ⇒ (16) + 19 - 5 - 2 = 28
damage, Acid splash: 5 = 5
Plus 2d6 persistant acid

Both bombs hit the old half-orc, the fire burning her clothes and the acid eating through her skin.

Meanwhile… Dr. Ripfang rips the fuse right out of the barrel and then tosses another of his skunk bombs at the archer.
Fort save: 1d20 + 11 ⇒ (7) + 11 = 18
The archer splutters and coughs as the fumes get up his wide, green nose which starts to run profusely.

ROUND 6
Bold May Act
Map: Mountain Defense
Active Conditions: None
Environmental Conditions: Night time, darkness

Strak / Red (-59, Sickened 1, Frightened 1, Slowed 1)

Rawiri
Ra’uf (-43, mistform, LARGE)
W@NullD3R3R (-48)

Purple (-94)

Delorn (-18)

Cyan (-18, 1 persistant cold, sickened 1)

Dr. Ripfang
Itka (-33, 4 persistent fire, 2d6 persistent acid)

Fuse mechanics:
None of the charges are currently lit. A lit charge’s fuse will burn for 4 rounds before it explodes. Disarming a charge will require someone to spend a 2-action activity disabling the fuse to prevent it from being relit.

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 grimiches in pain....that arrow might have nicked an artery. They realize that they might become combat ineffective soon.

They pull another bullet out of their pouch, and pour even more gunpowder in there...just to give it more power.

◆ Reload

They take aim at the cyan scarfed orc, and hope that their gun doesn't explode....toggles one of the small levers and fires.

◆◆ Megaton Strike activating it as an unstable action. Normal Megaton adds 1 die damage, making it unstable adds 2 dice
+1 Striking Jezail:: 1d20 + 15 ⇒ (16) + 15 = 31
Damage (Concussive): 4d8 + 3 ⇒ (3, 4, 7, 7) + 3 = 24 damage

If a Crit use this damage:
Damage (Concussive): 8d12 + 6 + 1d12 ⇒ (4, 5, 3, 6, 9, 10, 8, 3) + 6 + (5) = 59

Unstable Flat check DC 17: 1d20 ⇒ 1 Crit failure....ugh....I swear the RNG hates me.

The guns back blast comes out one of the small levers that they just manipulates....scorching Wan's arm and neck....and ruins most of the innovations build into their gun.

Wan takes 6 fire damage, can not take any unstable actions until repaired. It can be used as a 'gun' though. From what I read, I can use Megaton still..just can't make it unstable until fixed.

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

"Almost done, everyone! I'll patch you all up once these изгои are back in the dirt where they belong." He grins at the one closest, showing extremely big fangs. "Above it or below, your choice."

Strike

+1 Striking Greataxe: 1d20 + 16 ⇒ (13) + 16 = 29
Slashing Damage: 2d12 + 5 ⇒ (3, 1) + 5 = 9

◆ Strike

+1 Striking Greataxe: 1d20 + 16 - 5 ⇒ (17) + 16 - 5 = 28
Slashing Damage: 2d12 + 5 ⇒ (11, 10) + 5 = 26

◆ Strike

+1 Striking Greataxe: 1d20 + 16 - 10 ⇒ (18) + 16 - 10 = 24
Slashing Damage: 2d12 + 5 ⇒ (8, 12) + 5 = 25

As usual, Strides to get to Cyan if and when Magenta drops.

↺ 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

Enough is Enough slides

Wan’s gun nearly explodes under its own power, but the shot hits the archer anyway punching a clean hole right through his thigh in nearly the same spot that his arrow hit Wan.

The Big Dawg finally gets into his groove. The first swing hits but barely scratches the orc woman. She grins as if expecting that to be all that Ra’uf has. He answers with a powerful backswing that takes her grinning head off of her body and sends it sailing to land at the archer’s feet. Ra’uf follows the head’s path to stand toe-to-toe with the last of the orc scouts.

ROUND 6
Bold May Act
Map: Mountain Defense
Active Conditions: None
Environmental Conditions: Night time, darkness

Strak / Red (-59, Sickened 1, Frightened 1, Slowed 1)

Rawiri
Ra’uf (-43, mistform, LARGE)
W@NullD3R3R (-54)
Delorn (-18)

Cyan (-42, 1 persistant cold, sickened 1)

Dr. Ripfang
Itka (-33, 4 persistent fire, 2d6 persistent acid)

Fuse mechanics:
None of the charges are currently lit. A lit charge’s fuse will burn for 4 rounds before it explodes. Disarming a charge will require someone to spend a 2-action activity disabling the fuse to prevent it from being relit.

Grand Archive

N Male Human (Versatile) Sorceror 7 | HP 57 | AC 23/24 | F +10 R +12 W +13 | Perc +12 | Stealth +12 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:4 4:3 | Active Conditions: ---

Delorn glances over his shoulder at Ra’uf decapitating the orc, then looks at Strak.

”True orcs aren’t as pathetic as you!”, he says sardonically. ”Flailing weakly against your own kind. You could have been stronger together, if you weren’t so cowardly”

Bon Mot, Cast crisis of faith

Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29

Will save DC 22: 6d6 ⇒ (3, 4, 1, 2, 6, 5) = 21M

Verdant Wheel

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

Rawiri moves closer and sends another blast of flames at the orc

"Come on! Don't escape from the flames! I will share its warm with you"

Produce a flame@cyan: 1d20 + 15 ⇒ (12) + 15 = 27
Daamge, fire: 4d4 + 4 ⇒ (2, 4, 4, 2) + 4 = 16

Grand Lodge

Enough is Enough slides

Delorn’s words get under Strak’s skin, and the seeds of doubt just take hold when the sorcerer tries to crush the orc’s mind, too.

Will DC 22, Bon Motted : 1d20 + 14 - 2 ⇒ (9) + 14 - 2 = 21
He reaches up again with his free hand to rub at his temples as the migraine gets worse, but it doesn’t seem to help any.

Across the battlefield, Rawiri pours fire on the orc archer, blistering his skin and setting his hair smoking.

Said archer, though, drops his bow to draw his sword and attacks the biggest, closest target.
Attack, sickened: 1d20 + 15 - 1 ⇒ (10) + 15 - 1 = 24
Damage: 1d6 + 11 ⇒ (1) + 11 = 12
Hunt prey damage: 1d8 ⇒ 4
Flat check vs Concealment: 1d20 ⇒ 13
Flat check vs Persistent: 1d20 ⇒ 20

The sword bites into Ra’uf’s fur at his elbow, leaving another bloody gash just as the chilling cold lifts from the orc, perhaps aided by Rawiri’s dousing of fire.
Release, Draw, hunt Prey (Ra’uf), Strike

ROUND 6
Bold May Act
Map: Mountain Defense
Active Conditions: None
Environmental Conditions: Night time, darkness

Strak / Red (-80, Sickened 1, Frightened 1, Slowed 1, Bon Mot 2 (Will & Perc))

Rawiri
Ra’uf (-59, mistform, LARGE)
W@NullD3R3R (-54)
Delorn (-18)

Cyan (-59, sickened 1)

Dr. Ripfang
Itka (-33, 4 persistent fire, 2d6 persistent acid)

Fuse mechanics:
None of the charges are currently lit. A lit charge’s fuse will burn for 4 rounds before it explodes. Disarming a charge will require someone to spend a 2-action activity disabling the fuse to prevent it from being relit.

Vigilant Seal

F Human (dromaar) witch 9 | HP 80/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 2/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Very much in pain, with her hair on fire and acid eating through her clothes, Itka quickly conjures chicken legs on the powder keg and sends it running farther away from Strak. She then dashes away from him before flipping her cape over herself and patting vigorously to smother the flames. It doesn't help with the acid, though.

Persistent Acid damage: 2d6 ⇒ (6, 5) = 11

"OW! HMP!"

◆ Cast a spell, ◆ Stride, ◆ Interact (put out flames)

Next round she intends to grab her waterskin and pour it over herself, as long as she feels safe enough to do that.

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

Ripfang takes advantage of his silvery speed as he leaves the blurry Ra'uf to finish off Cyan as he hurries back to help Itka.

battle medicine DC 20 for Itka: 1d20 + 18 ⇒ (17) + 18 = 35
healing: 2d8 + 15 ⇒ (7, 7) + 15 = 29

Ripfang's familiar then pulls out the final Soothing Tonic and feeds it to Itka.

Fast healing 3 for 1 minute for Itka.

Ripfang says "This should help enough that you can fight now and fix problems later."

Stride<35>, Doctor's Visitation(Stride<35>/Battle Medicine), Command Familiar(Draw/Feed Elixir)

Grand Lodge

Enough is Enough slides

Itka retreats to tend to her wounds, but still sends the powder keg running further out of Strak’s reach. The Doctor helps her out quite a bit with her burns, and she does manage to get the fire out. The acid keeps eating away at both clothing and skin.

@Itka, I think you still get a Flat Check vs the acid to see if it just happens to run its course.

Strak is unamused and just fed up with how poorly his plan is going. With only one target in range of his bombs, he chucks two at Delorn.

1 Acid, 2 Fire: 1d2 ⇒ 1
Attack, sickened: 1d20 + 19 - 1 ⇒ (7) + 19 - 1 = 25
Damage, A: 5 = 5

1 Acid, 2 Fire: 1d2 ⇒ 2
Attack, sickened: 1d20 + 19 - 1 - 5 ⇒ (11) + 19 - 1 - 5 = 24
Damage: 2d8 + 5 ⇒ (4, 1) + 5 = 10

Again both hit, though just barely, setting Delorn’s clothes and skin on fire and soaking them in acid.

ROUND 7
Bold May Act
Map: Mountain Defense
Active Conditions: None
Environmental Conditions: Night time, darkness

Strak / Red (-80, Sickened 1, Slowed 1, Bon Mot 2 (Will & Perc))

Rawiri
Ra’uf (-59, mistform, LARGE)
W@NullD3R3R (-54)
Delorn (-33, 2d6 persistent acid, 2 persistent fire)

Cyan (-59, sickened 1)

Dr. Ripfang
Itka (-15, 2d6 persistent acid, fast healing 3)

Fuse mechanics:
None of the charges are currently lit. A lit charge’s fuse will burn for 4 rounds before it explodes. Disarming a charge will require someone to spend a 2-action activity disabling the fuse to prevent it from being relit.

Verdant Wheel

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

Rawiri walks forwards tossing one fire missiles after another

Produce a flame@cyan: 1d20 + 15 ⇒ (1) + 15 = 16
Daamge, fire: 4d4 + 4 ⇒ (1, 2, 3, 1) + 4 = 11

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

"The best time to give up was when we got here. The second best time is now."

◆ Strike

+1 Striking Greataxe: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
Slashing Damage: 2d12 + 5 ⇒ (6, 4) + 5 = 15

◆ Strike

+1 Striking Greataxe: 1d20 + 16 - 5 + 2 ⇒ (15) + 16 - 5 + 2 = 28
Slashing Damage: 2d12 + 5 ⇒ (2, 4) + 5 = 11

◆ Strike

+1 Striking Greataxe: 1d20 + 16 - 10 + 2 ⇒ (15) + 16 - 10 + 2 = 23
Slashing Damage: 2d12 + 5 ⇒ (6, 8) + 5 = 19

Ra'uf invents "take 15" for this round of attacks.

↺ 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.

Vigilant Seal

F Human (dromaar) witch 9 | HP 80/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 2/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Flat check vs. persistent acid: 1d20 ⇒ 7

Looks like Itka's going to need to buy some more clothes at the Blazing Sun Hold market after this fight.

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 to see the big dawg after the archer...so they turn back towards Strak...seeing that Delorn is slightly in their way.
"Delorn...lean right!" Wan says sharply.

They quickly pull another bullet out of their left pouch, knowing this is the one they want as it has a very slight electrical charge in it.

◆ Reload

◆ Interact (to activate bullet)

Hoping they can thread the needle between Delorn and the rock outcropping, Wan does their best....

◆Strike
+1 Striking Jezail: 1d20 + 15 ⇒ (14) + 15 = 29
Damage (Concussive): 2d8 + 3 + 1 ⇒ (5, 1) + 3 + 1 = 10 total points damage..... 9 piercing, 1 pt persistent electrical, and 1 pt electrical splash

Grand Archive

N Male Human (Versatile) Sorceror 7 | HP 57 | AC 23/24 | F +10 R +12 W +13 | Perc +12 | Stealth +12 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:4 4:3 | Active Conditions: ---

Delorn cries out, covering his face as the fire and acid hit him. When he lowers his hands, his skin has taken on a reddish hue, and a pair of horns curl out from his forehead.

”Hell is waiting for you, Strak”, he declares, ”and I will drag you there!”

Cast embrace the pit, crisis of faith

Will save DC 22: 6d6 ⇒ (4, 1, 2, 6, 1, 4) = 18M

Grand Lodge

Enough is Enough slides

Rawiri throws more fire, just like Strak, but the dwarf’s missile of fire goes wildly astray merely managing to set a small nearby bush aflame.

The great big axe of the great big dog of war chops into the orc three times in a row. Blood gushes from multiple wounds, running down the archer’s leg and pooling in the dirt at his feet. It looks like he can barely stand and could maybe only take one more hit from that axe.

Wan slots a bullet into the gun with a small electrical pop sound as he does. The sharpshooter lines up the shot past Delorn’s head and plugs his target in the shoulder.

Just as the bullet goes whizzing by his head, Delorn raises his devilish eyes to Strak. The fire that was burning his skin goes out light a match brought under water, though the acid continues to eat away at his skin. Strak meets those eyes and

Will DC 22, Bon Mot 2: 1d20 + 14 - 2 ⇒ (7) + 14 - 2 = 19
His migraine gets much worse

Delorn’s Persistent Acid: 2d6 ⇒ (6, 3) = 9

@Delorn, the fire resistance cancels out the persistent fire damage, but you get a Flat Check to see if the acid ended.

The last scout is nothing if not persistent, too, and keeps trying to bring the big dog down.

Attack, sickened: 1d20 + 15 - 1 ⇒ (17) + 15 - 1 = 31
Concealment: 1d20 ⇒ 6
Damage: 1d6 + 11 ⇒ (1) + 11 = 12

Attack, sickened: 1d20 + 15 - 1 - 4 ⇒ (10) + 15 - 1 - 4 = 20
Damage: 2d6 + 11 ⇒ (5, 5) + 11 = 21

Attack, sickened: 1d20 + 15 - 1 - 8 ⇒ (14) + 15 - 1 - 8 = 20
Damage: 2d6 + 11 ⇒ (4, 3) + 11 = 18

Hunt Prey damage: 1d8 ⇒ 1

Only one of his wild swings hits the Big Dog, but even so, the Dog of War looks like he’s about to drop, too.

ROUND 7
Bold May Act
Map: Mountain Defense
Active Conditions: None
Environmental Conditions: Night time, darkness

Strak / Red (-108, Sickened 1, Slowed 1, Bon Mot 2 (Will & Perc))

Rawiri
Ra’uf (-72, mistform, LARGE)
W@NullD3R3R (-54)
Delorn (-41, 2d6 persistent acid, Pit Embraced)

Cyan (-104, sickened 1)

Dr. Ripfang
Itka (-15, 2d6 persistent acid, fast healing 3)

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

Dr Ripfang hustles up to Delorn, trying to heal him.

battle medicine DC 20: 1d20 + 18 ⇒ (11) + 18 = 29
healing: 2d8 + 15 ⇒ (4, 7) + 15 = 26

Dr Ripfang then hustles back to the south west.

Doctor's Visitation(Stride, Battle Medicine), Stride, Stride.

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Panting with exertion, the shoony growls, "I'm worth two of you, and even I pale in comparison to the Burning Sun!"

Still got focus and hero points, so not truly in danger here.

Grand Archive

N Male Human (Versatile) Sorceror 7 | HP 57 | AC 23/24 | F +10 R +12 W +13 | Perc +12 | Stealth +12 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:4 4:3 | Active Conditions: ---

Flat check: 1d20 ⇒ 10

Vigilant Seal

F Human (dromaar) witch 9 | HP 80/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 2/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Quickly, Itka shrugs out of her acid-soaked tunic (everyone gets an eyeful of her scarred, scrawny-yet-saggy, skivvy-wearing self) while simultaneously grabbing her waterskin. She pours water over the spots where acid is eating away at her flesh.

Assisted Recovery flat check vs Persistent Acid, DC 15?: 1d20 ⇒ 12

"Hmp!" She's out of water, and options. For now, she casts Spirit Object on the powder keg again, moving it even farther out of Strak's reach.

Flat check vs. Persistent Acid, DC 15?: 1d20 ⇒ 14

Persistent Acid: 2d6 ⇒ (2, 2) = 4

◆◆ Interact to remove acid, ◆ Spirit Object

Grand Lodge

Enough is Enough slides

The goblin doctor races around the battlefield patching up Delorn and zipping back out of range of Strak’s bombs, ready to assist whoever else needs it next. Ra’uf barks his defiance at the remaining scout who seems nonplussed. Itka gives everyone a show as she tries unsuccessfully to squelch the acid. She also keeps moving the powder keg further from Strak, who growls under his breath as he sees his plan continue to unravel.

A wracking cough reminds him of the lingering skunk-juice effects. In an effort to neutralize it, he runs into the cover of a large boulder and forces himself to retch - perhaps thinking of Itka in even less clothing than she already has.

Fort DC 17, sickened 1: 1d20 + 16 - 1 ⇒ (17) + 16 - 1 = 32

The villainous orc manages to get the big glob of Dr. Ripfang’s concoction out of his throat and feels like a new man!

ROUND 8
Bold May Act
Map: Mountain Defense
Active Conditions: None
Environmental Conditions: Night time, darkness

Strak / Red (-108, Bon Mot 2 (Will & Perc))

Rawiri
Ra’uf (-72, mistform, LARGE)
W@NullD3R3R (-54)
Delorn (-15, 2d6 persistent acid, Pit Embraced)

Cyan (-104, sickened 1)

Dr. Ripfang
Itka (-16, 2d6 persistent acid, fast healing 3)

Verdant Wheel

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

Rawiri moves behind the enemy and casts a spell, in his hand shows an ax made of flames that he brings down
Produce a flame@cyan ff: 1d20 + 15 ⇒ (8) + 15 = 23 Produce flame can be used to attack from melee => ff enemy due to flanking
Daamge, fire: 4d4 + 4 ⇒ (2, 1, 3, 4) + 4 = 14

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Ra'uf takes a moment to catch his breath.

◆ Lay on Hands

+18 HP

He then gets to work making sure Cyan breathes his last.

◆ Strike

+1 Striking Greataxe: 1d20 + 16 + 2 ⇒ (12) + 16 + 2 = 30
Slashing Damage: 2d12 + 5 ⇒ (8, 2) + 5 = 15

◆ Strike

+1 Striking Greataxe: 1d20 + 16 + 2 - 5 ⇒ (14) + 16 + 2 - 5 = 27
Slashing Damage: 2d12 + 5 ⇒ (1, 5) + 5 = 11

(If the first hit is a KO, Stride toward Strak for the third action.)

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

Just FYI....Strak needed a DC 15 check or else take 1 pt electrical persistent...unless he is resistant to it

Seeing Strak go behind the boulder a little....Wan takes a normal bullet out and loads it.

◆ Reload

They take a moment to allow the slight bifocalling of their eyes...to make it easier for them to hit Strak

◆ Cast True Strike 1/day, roll 2x, take the better

Aiming between the side of the mountain, and the boulder, they fire...

◆Strike

+1 Striking Jezail: 1d20 + 15 ⇒ (8) + 15 = 23
+1 Striking Jezail: 1d20 + 15 ⇒ (20) + 15 = 35

Okay....dice hate then loved me....hope that is actually a crit ;-) Rolling crit damage in spoiler

Damage (Concussive): 2d8 + 3 ⇒ (8, 5) + 3 = 16 total points damage.

Crit damage:
Damage (Concussive): 4d12 + 6 + 1d12 ⇒ (2, 8, 9, 8) + 6 + (3) = 36 total points damage.

Grand Lodge

Enough is Enough slides

Rawiri swings into the flank with Ra’uf, and the two of them team up to drop the archer. From across the field, a shot rings out and a {thump} is heard from behind the boulder where Strak had taken refuge. The silence stretches out until it becomes obvious that Strak is not moving any longer.

COMBAT OVER!
Bold May Act
Map: Mountain Defense
Active Conditions: None
Environmental Conditions: Night time, darkness

Rawiri
Ra’uf (-72, mistform, LARGE)
W@NullD3R3R (-54)
Delorn (-15, 2d6 persistent acid, Pit Embraced)
Dr. Ripfang
Itka (-16, 2d6 persistent acid, fast healing 3)

Grand Archive

N Male Human (Versatile) Sorceror 7 | HP 57 | AC 23/24 | F +10 R +12 W +13 | Perc +12 | Stealth +12 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:4 4:3 | Active Conditions: ---

Delorn takes a moment to grin diabolically, before making a sweeping motion with his hand to get the acid off of himself.

Cast prestidigitation

”Well, that was profoundly satisfying!”

Radiant Oath

Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

(-54: I used Lay on Hands on myself)

"Indeed, friend. Now let's see what these cretins were trying to do, and how to stop them from trying it again."

Ra'uf will look over the terrain to see what these orcs were trying to accomplish.

Warfare Lore?: 1d20 + 8 ⇒ (10) + 8 = 18 No other particularly useful skills, so he'll give it a shot.)

Vigilant Seal

F Human (dromaar) witch 9 | HP 80/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 2/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Upon seeing Delorn cast a spell to remove the acid, Itka feels rather foolish for not doing so herself. Still, her Spirit Object spell did come in quite handy, so her dignity isn't a total loss. "Hmp." Unconcerned that the guys can see her in her skivvies, she takes the time to cast Prestidigitation on herself and her clothes before dressing again.

"Hmp. I propose we bring the kegs to the Burning Sun hold. No point in leaving them here for the next batch of изгои to use." While Ra-uf is poking around, Itka hobbles after him, trying to patch up his wounds. "Hmp. Hold still."

Treat Wounds DC 15 on Ra'uf: 1d20 + 11 ⇒ (16) + 11 = 27
Critical healing: 4d8 ⇒ (7, 6, 8, 7) = 28

"Hmp. Do we have time to linger for an hour or so? I could use more time to work on Ra'uf's wounds." Double his healing if we decide to stay for an hour so Itka can continue to heal him.

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

Dr Ripfange works on W@NullD3R3R.

DC 20 medicine: 1d20 + 18 ⇒ (11) + 18 = 29
healing: 2d8 + 15 ⇒ (7, 6) + 15 = 28

I have continual recovery if we want to spend more than 10 minutes.

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

[/b]"Thanks Dr. Ripfang. I think I will be good for a little bit. Maybe go look to see how Itka or Ra'uf..."[/b]

With that...they limp a little to one of the smaller rocks, and sit down to rest. Pulling out a small healing kit to do some quick medicine on themselves.

Battle medicine
Medicine DC 20: 1d20 + 12 ⇒ (13) + 12 = 25
2d8 + 10 ⇒ (8, 2) + 10 = 20

With my and Dr. Ripfang's healing...that is 48 out of 54...so only down 6 HP

Envoy's Alliance

M Goblin Quack 8 | HP 82/82*| AC 26 | F+14 R+19* W +13 | Perception +10 Darkvision | Default Exploration: Avoid Notice (+18*) & Scouting

I've also got unlimited minor (1d6) elixirs of life, with a 10m coolddown per person.

Vigilant Seal

F Human (dromaar) witch 9 | HP 80/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 2/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Looks like the Fast Healing 3 will take care of all of Itka's injuries, since it lasts a minute.

Grand Lodge

Enough is Enough slides

Ra’uf noses around both the site and the orcs’ gear while the party takes care of their injuries. He cranes his neck to look up the steep side of the cliff above the cave, then looks back and forth between the kegs of black powder and the rock face wall. His knowledge of warfare and sieges leads him to the conclusion that blowing this cliff side out would open a direct pass into the back side of the Burning Suns’ territory; one that the Suns would not be able to defend in addition to their current approaches. Preventing Strak’s charges from going off will likely force the Scorched Earth orcs to retreat back to the Cinderlands, severely hampering their ability to strike at the Burning Sun hold.

The Dog of War finds a melee weapon on Strak’s body which the orc never had a chance to use. The +1 striking orc necksplitter is a formidable weapon, though poorly maintained. Among the bodies of the strike team, he also find a small collection of scrap pieces, gemstones and trinkets worth about 30 gp in his estimation. Most of the Scorched Earths' remaining goods are broken or corroded beyond practical use or salvage.

The Pathfinders to return to Dawn’s Reach and find Uirch at the palisades. He eagerly listens to your report and quickly escorts you to meet with Mahja.

The Warlord is impressed. ”I promised to consider your requests. Based on how well you all did here today, both in my little tests and in your own battles, it would be an honor to accept an alliance with the Pathfinder Society. I will also do my best to put the Society in touch with Overlord Ardax as he seeks aid in his fight with Tar-Baphon.”

She nods to Uirch. ”For now, please get some rest. Hopefully the hunters will return tonight.”

And indeed the hunting party arrives the following night, carrying several massive animals and dragging a cart full of gathered vegetables, roots, and fruit. A feast is held, and the hold gathers to process and preserve the food. One of the animals is dressed, seasoned and placed in a pit lined with red-hot stones, where it is buried for many hours. The Pathfinder guests are asked to assist in digging up and serving the meal to the hold the following evening.

When you leave several days later, Grasak and Durrat escort you to the border. They bid you farewell, with special attention given to Itka, and you are then free to make the long journey to Absalom, where Fola Barun eagerly awaits your report.

Radiant Oath

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Male CG Shoony (Bloodhound) Core Champion (Liberator) 8 | HP 102/102 | AC 29 | Resist slashing 3 | Fortitude +15, Reflex +12, Will +15 | Perception +12 | Speed 25 | Low-Light Vision | Default Exploration: Scout +14 (Battle Cry) | Spells 3rd 1/1 2nd 1/1 1st 1/1 | Focus 2/2 | Hero Points 1 | Provisions: Scroll of Heal (4th rank) 1/1 | Active Conditions: None | ◆◇↺

Ra'uf looks over the axe. "This will be a fine piece once it's restored, but I helped forge mine, so I will leave it for the Burning Sun, may it cleave the necks of many more изгои."

He thanks the tribe for agreeing to ally with the Society and shares tales with them well into the night.

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 goes over to one of the barrels of black powder...and does their best to remove a good portion of the black powder....for making something later.

That said...best that they can do is haul the rest back...maybe the orcs of Dawn's Reach can use the rest.

Wan helps with the cooking--and digging it up for the evening meal. They figure a good ol' barbeque is a good way to end a meeting of new friends.

Vigilant Seal

F Human (dromaar) witch 9 | HP 80/89 | AC 25 | F +16 R +16 W +15 | Perc +13 (+15 for Initiative) | Stealth +14 | Exploration: Detect Magic | speed 25 |◆◇↺| Hero 1/3 | focus 2/3 | spells 1: 3/3 2: 3/3 3: 3/3 | 4: 3/3 | 5: 2/2 | Active Conditions: none

Itka helps carry a powder keg back to the Burning Sun hold, or rather, she makes one walk way too slowly beside her. There's no way her skinny arms (visible through acid-burned holes in her raiment) could heft it for long.

The first thing she does after reporting in is hobble down to the market to buy new clothes. Everyone is relieved when she emerges from her room fully covered once again.

She's not particularly helpful when it comes to digging the pit, she settles herself at the veggie chopping station to make herself useful. There's many a "Hmp" from the hunched witch throughout the evening, but most of them are good-natured. At the children's begging, she makes various objects sprout legs and dash away for them to chase, reenacting her role in the fight in the pass. "Hmp. I didn't do much to kill those изгои, but I made their leader mighty angry with my shenanigans."

Grand Archive

N Male Human (Versatile) Sorceror 7 | HP 57 | AC 23/24 | F +10 R +12 W +13 | Perc +12 | Stealth +12 | speed 25| Hero 1/3 | focus 1/1 | spells 1:4 2:4 3:4 4:3 | Active Conditions: ---
Itka Biklest wrote:
She's not particularly helpful when it comes to digging the pit, she settles herself at the veggie chopping station to make herself useful. There's many a "Hmp" from the hunched witch throughout the evening, but most of them are good-natured. At the children's begging, she makes various objects sprout legs and dash away for them to chase, reenacting her role in the fight in the pass. "Hmp. I didn't do much to kill those изгои, but I made their leader mighty angry with my shenanigans."

”Don’t sell yourself short”, Delorn replies aloud. ”You kept him from blowing open that pass. A worthy effort!”

He joins her on the prep line, since he’s not much for physical labor either, but can make a decent showing in the kitchen. Craft +7

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