| DM rainzax |
| 1 person marked this as a favorite. |
...the party sneaks up to a Lumber Camp that is... ...deserted?!...
Anchor Post
...Indeed, the Guard Tower was just that, a tower, and with nobody in it, unable to alert anyone to the party's presence. After a few moments, it appears that all activity around camp has simply ceased - including the large Wooden Stakes they had, moments ago, been so intent on burning (and a few of those missing!)!
Taking stock of their situation, as well as the time - Minutes until Dark: 1d6 ⇒ 40+60 = 100 Minutes until Dark - they decide what to make of their new situation.
Oh, and there are three sets of Tracks leaving camp!
➤➤➤
Several humanoids seem to muster briefly just east of the Walls and then head into the woods...
Critical Success?
...ahead, a shallow dirt mound is dug into the ground, and the humanoids seem to spend some time dwelling around it - some kneeling - before the tracks muster once more and head East through the forest...
➤➤
Several humanoids seem to muster briefly near the Guard Tower and then head into the woods...
Critical Success?
...and another set of light tracks, or rather, light streaks, where it looks as though someone was manually dragged in the same direction by this group...
➤
Several humanoids seem to muster briefly near the Log Pile and then head into the woods...
Critical Success?
...some of the logs look to be made into a stretcher of some sorts, and a heavy creature placed upon them and subsequently dragged into the woods...
Options include:
1) Search the Camp (10-30 minutes per building)
2) Follow one of the sets of Tracks
3) Continue with the plan to Burn the Stakes
4) Something else?
| Sigurd Kolphan, Season of Ghost |
Sigurd enters the camp and... nothing? The cage? Ugly Cute? Where are the guards?
Damn, they must have retreated? Three ways?
"How fresh are these tracks?" He looks about. "We should check on the building that had the cage. Then burn these stakes."
| Vekka Tchakon |
Vekka looks around for a full minute, confused that nothing is happening. Each time his beak turns with his eyes to look he re-grips his katana as if the next glance will yield the ambush.
Can anyone tell which set of tracks includes Ugly Cute? not trained in survival.
He follows Sigurd's suggestion into the cage building.
We should do a sweep of the entire encampment before we leave. There must be clues as to what happened.
Search the cage building (Perception): 1d20 + 5 ⇒ (9) + 5 = 14 or is it one roll for the entire camp?
| Ho Lan |
As soon as the camp is determined to be deserted, Lan will advocate splitting up and doing as much permanent damage as possible - he and Auntie Wu can torch the remaining logs, while others search through the houses. The only downside is if we get attacked.
Auntie Wu
|
Is the pile of completed ritual stakes also gone?
"Arrgh! They probably took what they needed for the ritual and fled to a backup location. Kazuki, let's check their tracks. Maybe we can tell how long ago they left and if they laid any false trails."
She's only going to go about a stone's throw from the lumber camp area, just to get a basic idea of what they're dealing with.
Survival vs. Tracks East (Trained Survival DC 10): 1d20 + 9 ⇒ (19) + 9 = 28
Crit Success:
Several humanoids seem to muster briefly just east of the Walls and then head into the woods...
...ahead, a shallow dirt mound is dug into the ground, and the humanoids seem to spend some time dwelling around it - some kneeling - before the tracks muster once more and head East through the forest...
Survival vs. Tracks Northwest (Trained Survival DC 10): 1d20 + 9 ⇒ (2) + 9 = 11
Success:Several humanoids seem to muster briefly near the Guard Tower and then head into the woods...
Survival vs. Tracks Southwest (Trained Survival DC 10): 1d20 + 9 ⇒ (7) + 9 = 16
Success:Several humanoids seem to muster briefly near the Log Pile and then head into the woods...
| DM rainzax |
As the party continues to make sense of the sets of tracks, searching and sabotaging the camp seems to be a popular option…
But the party awaits Kazuki’s analysis of the Northwest and Southwest tracks before committing firmly to any course of action…
The remaining hour and a half of light looming…
While Vekka searches the Warehouse (30 min), what are other folks doing?
| Sigurd Kolphan, Season of Ghost |
Darius joins Vekka in searching the warehouse. Finding the villagers are his top concern.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
"The sun is setting soon... we have to be quick about this."
| Kazuki Sato |
"Deserted!?! No. Freakin'. Way!" Kazuki exclaims, dumbfounded by the discovery.
"Alright, Auntie. Let's see what we can make of these footprints. We need to find the rest of those prisoners."
Kazuki wanders about keeping his focus on the various tracks throughout the camp.
Northwest:
Survival (E) & Terrain Expertise: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
Southwest:
Survival (E) & Terrain Expertise: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Auntie Wu
|
"I'm concerned about setting the logs on fire now that no one's here to put them out. We don't want to start a wildfire, and staying until all of these burn down is out of the question."
@GM rainzax: How realistic do you intend to be about the consequences of unattended fire?
Before the light fades, Auntie Wu decides to begin searching the Treasury.
Perception (Treasury): 1d20 + 11 ⇒ (6) + 11 = 17
| Sigurd Kolphan, Season of Ghost |
Assuming the warehouse has nothing interesting, Sigurd returns with even more questions.
Auntie Wu and Kazuki explain their readings of the tracks.
"Eastward, a mound? Like a prayer mound? They seemed overly fanatical, like a spiritual leader. Maybe that's where the ritual is continuing."
"Northwest, sounds like they may have kidnapped one more person to refill their ranks. Another sacrifice..."
"Southwest tracks? I see... it seems like Ugly Cute was dragged onto a stretcher of some sort. Or maybe its remains." Sigurd frowns. "But if they killed it, they would leave it here, yes? No point wasting time if they decided to evacuate."
He looks up at the setting sun. "It feels like we will only have one chance to move before it gets dark. I would like to go Southwest and see what happened to Ugly Cute. We may have a chance to help it. Willowshore needs its defenses."
| DM rainzax |
Auntie Wu remembers that she had already Searched the Treasury (to recover Vekka's comfiscated armor...) but failed yesterday to Identify what was found...
30 min
□ Guard's Dorm
□ Loading Island
□ Log Piles
□ Perimeter of Wall
□ Worker's Dorm
☑ Warehouse
20 min
□ Guard Tower
□ Guest House
□ Manager's Dorm
□ Kitchen
□ Office
□ Shallow Dirt Mound
□ Storeroom
☑ Treasury
10 min
□ Outhouse (per)
□ Meeting Room
□ Ox Stables
DM will roll secret checks for you...
➤➤➤
Auntie Wu @ Study all 3 Tracks (30 min)
Kazuki @ Study all 3 Tracks (30 min)
Lan @ ???
Sigurd @ Search Warehouse (30 min)
Vekka @ Search Warehouse (30 min)
➤➤➤
No peeking!
Auntie Wu's Perception (E): 1d20 + 11 ⇒ (13) + 11 = 24
Ho Lan's Perception (T): 1d20 + 5 ⇒ (12) + 5 = 17
Sigurd Kolphan's Perception (T): 1d20 + 7 ⇒ (1) + 7 = 8
Kazuki Sato's Perception (E): 1d20 + 9 ⇒ (15) + 9 = 24
Vekka Tchakon's Perception (T): 1d20 + 5 ⇒ (17) + 5 = 22 (low-light vision)
Auntie Wu's Perception (E): 1d20 + 11 ⇒ (6) + 11 = 17
Ho Lan's Perception (T): 1d20 + 5 ⇒ (2) + 5 = 7
Sigurd Kolphan's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19
Kazuki Sato's Perception (E): 1d20 + 9 ⇒ (20) + 9 = 29
Vekka Tchakon's Perception (T): 1d20 + 5 ⇒ (18) + 5 = 23 (low-light vision)
Auntie Wu's Perception (E): 1d20 + 11 ⇒ (11) + 11 = 22
Ho Lan's Perception (T): 1d20 + 5 ⇒ (1) + 5 = 6
Sigurd Kolphan's Perception (T): 1d20 + 7 ⇒ (6) + 7 = 13
Kazuki Sato's Perception (E): 1d20 + 9 ⇒ (15) + 9 = 24
Vekka Tchakon's Perception (T): 1d20 + 5 ⇒ (20) + 5 = 25 (low-light vision)
Auntie Wu's Perception (E): 1d20 + 11 ⇒ (5) + 11 = 16
Ho Lan's Perception (T): 1d20 + 5 ⇒ (5) + 5 = 10
Sigurd Kolphan's Perception (T): 1d20 + 7 ⇒ (19) + 7 = 26
Kazuki Sato's Perception (E): 1d20 + 9 ⇒ (16) + 9 = 25
Vekka Tchakon's Perception (T): 1d20 + 5 ⇒ (4) + 5 = 9 (low-light vision)
Auntie Wu's Perception (E): 1d20 + 11 ⇒ (20) + 11 = 31
Ho Lan's Perception (T): 1d20 + 5 ⇒ (1) + 5 = 6
Sigurd Kolphan's Perception (T): 1d20 + 7 ⇒ (18) + 7 = 25
Kazuki Sato's Perception (E): 1d20 + 9 ⇒ (9) + 9 = 18
Vekka Tchakon's Perception (T): 1d20 + 5 ⇒ (14) + 5 = 19 (low-light vision)
| Ho Lan |
With a limited attention span, Lan will search the Meeting Room and the Ox Stables. After visiting the stables, he's reminded that he, too, has bodily functions, and goes to visit the Outhouse. He looks around while he's doing his business.
| DM rainzax |
Just over an hour of Daylight left...
The party spends the better part of half-an-hour searching different parts of the Deserted Lumber Camp...
➤➤➤
You thoroughly search the Meeting Room, Ox Stables, and the Outhouse nearby.
Aside from having to make a Fortitude save (DC 18 or Enfeebled 10 minutes) due to unkempt outhouse smell, your search turns up nothing of note.
Except a hand crossbow and a payload of bolts in the stables, buried under some hay.
Detect Magic?
Non-magical
You search the Warehouse high and low, finding nothing of note.
Except the keys that were used to open the cage - all six of them - discarded as if left behind.
Detect Magic?
Non-magical
You search the Warehouse high and low.
Buried under the "throne" is a set of thieves tools.
Detect Magic?
Magical!
Arcana or Occult (DC 18) or Thievery (INT) to Identify!
➤➤➤
Auntie Wu @ Study all 3 Tracks (30 min)
Kazuki @ Study all 3 Tracks (30 min)
Lan @ Search Meeting Room, Ox Stables, one Outhouse (30 min total)
Sigurd @ Search Warehouse (30 min)
Vekka @ Search Warehouse (30 min)
Auntie Wu @ ??
Kazuki @ ??
Lan @ ??
Sigurd @ ??
Vekka @ ??
➤➤➤
30 min
□ Guard's Dorm
□ Loading Island
□ Log Piles
□ Perimeter of Wall
□ Worker's Dorm
☑ Warehouse
20 min
□ Guard Tower
□ Guest House
□ Manager's Dorm
□ Kitchen
□ Office
□ Shallow Dirt Mound
□ Storeroom
☑ Treasury
10 min
☑ Outhouse (by Guard Tower)
□ Outhouses (each; by Worker's Dorm)
☑ Meeting Room
☑ Ox Stables
➤➤➤
Now what?
Auntie Wu
|
"Let's check that office next to the treasury." If it's locked, Auntie Wu allows Sigurd to try the keys in the lock.
Perception, Office: 1d20 + 11 ⇒ (16) + 11 = 27
| DM rainzax |
With the outside trails growing cold, the party weighs discovering more forgotten loot to following one of the leads in a timely fashion!
| Vekka Tchakon |
| DM rainzax |
| Ho Lan |
Lan finds a crossbow in the stables. Perhaps it is magical, he considers. Using his primal magical powers, Lan detects magic - and is thrilled to hear the silent hum of an unknown, latent power.
However, the crossbow doesn't seem magical, and Lan can't exactly figure out why it might be magical. Eventually, he realizes that the crossbow isn't magical at all - yet, he's still detecting magic.
He searches his pockets, and narrows down the source of magic to a pearly white stone that he pulled out of his boot a few nights ago. Putting it in back in his pocket, he decides to invest some of his magical energy in it to see what powers it might have.
Will invest in the pearly white aeon stone the next time daily preparations comes around.
Coming back out, Lan returns carrying an old crossbow, and asks, "Does anyone want an old crossbow?"
He'll search the guards' dorm, next.
| Kazuki Sato |
"I don't need a crossbow, however, I would like to replenish my quiver of arrows. Have you seen any around?"
Kazuki will fill his quiver if there are arrows anywhere. Guards' dorm?
| Vekka Tchakon |
Vekka carefully gathers the keymaking tools into his pack, and heads back outside to tell the others of his find!
| Kazuki Sato |
"Onward! Hopefully, we can find my mom and string up the bastards that took her!"
Survival (E) & +1 Terrain Exp.: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Hero Point!
Survival (E) & +1 Terrain Exp.: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Auntie Wu
|
Grimly, Auntie Wu nods and joins Kazuki at the front of the group, helping him spot signs of their quarry's trail as the light fades.
| Hexploration |
Willowshore Hinterlands
Critical Success vs DC 15
CS ➤ You travel one or more hexes in half the standard time, following your quarry
S ➤ You travel one or more hexes in the standard time, following your quarry
F ➤ You travel one or more hexes in twice the standard amount of time, following your quarry - subsequent check increase in DC
CF ➤ You are "lost" for an amount of time determined by GM, and lose your quarry, ending up in a hex determined by GM
Random Encounter (20%): 1d100 ⇒ 5
Chopping his way through the dense underbrush of the forest, Kazuki lead (with Auntie Wu's guidance) makes 2 miles feel like half the distance, and party arrives to make a surprising discovery:
The tracks - presumably all Noppera-Bo - after having travelled in together until this point, seem to gather in another grove, shuffle around and into a "circle" of some sort - then totally scatter into 2d6 ⇒ (4, 6) = 10 different directions...
The party - as the remaining daylight quickly begins to fade - decide how to proceed next with this disturbing turn of events... ...when suddenly...
1) Check out the new Hex Map (Slide #1)!
2) Please roll Initiative - Kazuki and Auntie Wu are "Tracking" for their Exploration Mode - the rest of you can Avoid Notice, Scout, and Defend as usual!
| Kazuki Sato |
Kazuki studies the tracks where they end before scattering for a moment then strokes his scraggly goatee in puzzlement.
"I wonder what made them scatter?
Wait...
What was that?...
Did you all hear something?"
Perception (+2 Inc. Init., +1 Season Boon): 1d20 + 9 + 3 ⇒ (6) + 9 + 3 = 18
Auntie Wu
|
Exploration Mode: Tracking
"It's a trap."
Perception, +1 Season Boon: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
| Ho Lan |
Lan Scouts by default.
Perception, Scouting: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
| Vekka Tchakon |
Before the noise is heard...
Vekka's beak frowns as much as it can, observing how many directions the tracks scatter too.
They may very well think of us trying to track them and attempt to trick us with their paths...
He draws his katana pre-emptively.
--------------------
Now...
Nodding to Aunti Wu, he sighs and remarks Yes, I suspect so as well.
Initiative, Avoid Notice (Stealth): 1d20 + 7 ⇒ (6) + 7 = 13
| DM rainzax |
Strange Aggression...?
Deja Vu overtakes the party as several centipede looking creatures peep out from bushes!
You think they are repeating the mantra "meat… flesh... bones... fingers... hair... skin... eyes…" but it's either a softer whisper or it's... something else!?!
DC 14
Auntie Wu's Will Save (E): 1d20 + 11 ⇒ (12) + 11 = 23
Ho Lan's Will Save (E): 1d20 + 7 ⇒ (2) + 7 = 9
Sigurd Kolphan's Will Save (E): 1d20 + 9 ⇒ (12) + 9 = 21
Kazuki Sato's Will Save (E): 1d20 + 9 ⇒ (5) + 9 = 14
Vekka Tchakon's Will Save (E): 1d20 + 7 ⇒ (15) + 7 = 22
White Centipede to Initiative (Stealth): 1d20 + 6 ⇒ (20) + 6 = 26
Red Centipede to Initiative (Stealth): 1d20 + 6 ⇒ (6) + 6 = 12
Orange Centipede to Initiative (Stealth): 1d20 + 6 ⇒ (11) + 6 = 17
Yellow Centipede to Initiative (Stealth): 1d20 + 6 ⇒ (17) + 6 = 23
Blue Centipede to Initiative (Stealth): 1d20 + 6 ⇒ (8) + 6 = 14
Green Centipede to Initiative (Stealth): 1d20 + 6 ⇒ (10) + 6 = 16
Purple Centipede to Initiative (Stealth): 1d20 + 6 ⇒ (15) + 6 = 21
Black Centipede to Initiative (Stealth): 1d20 + 6 ⇒ (18) + 6 = 24
You feel fine - they are definitely not talking - chill up your spine - they are definitely definitely not talking...
These ones are talking in creepier whispers than the other ones... they are definitely more powerful... and there are more of them!
You feel fine - they are definitely not talking - chill up your spine - they are definitely definitely not talking...
You feel fine - they are definitely not talking - chill up your spine - they are definitely definitely not talking...
You feel fine - they are definitely not talking - chill up your spine - they are definitely definitely not talking...
➤➤➤➤➤➤➤➤➤➤
STRANGE AGGRESSION...?
Reactions: Unready (Ambush)
Dim Lighting: Unless you have Lowlight Vision, all creatures (even allies) are Concealed to you!
Concealed: After expending your ◆s to declare a target but before rolling, you must pass a DC 5 flat check or lose the activity - if you pass, you roll normally
Terrain: Rocks are obstacles, Colored Trees are Difficult Terrain but allow (◆) Take Cover
Take Cover: Centipedes begin encounter benefitting from Cover
Cover: +2 circumstance to AC, Reflex, and Stealth
Monster ID: Hunting Lore, Nature, Survival, Occultism, or Religion (GM will roll Secret Recall checks!)
Auntie Wu 30
White
Yellow
Black
Sigurd 22
Purple
Kazuki 18
Orange
Lan 17
Green
Blue
Vekka 13
Red
Hero Point Initiative?...
➤➤➤➤➤➤➤➤➤➤
Auntie Wu is Up!
Auntie Wu
|
There are so many of them! For a moment, Auntie Wu is on the verge of panic. With a surge of willpower, she stomps it down and declares: "Time to teach your possessor a lesson!" She grabs her torch and holds it in the path of the flames as she casts Ignition at the nearest centipede.
I don't know if that will work to light the torch. If it doesn't, then we can say her experiment didn't work and the torch isn't lit.
Ignition vs. yellow: 1d20 + 9 ⇒ (19) + 9 = 28
Fire damage: 2d4 ⇒ (4, 2) = 6
The target takes double damage and 1d4 persistent fire damage on a crit.
◆ Interact, ◆◆ Cast a spell
| Minions |
Yellow centipede bursts into flame, leaving a brunt crisp behind…
…the crisp remains on the ground, twitches a little, and…
…goes still…
Two more centipedes swarm up onto the party - white and black - the former crawling with crack speed, the latter quickly engaging Sigurd and biting with dripping mandibles!
White
◆◆◆) Skuttle (Stride x3)
Black
◆) Stride
◆◆) Strike x2
Mandibles (P) vs Sigurd (AC 22 / shield): 1d20 + 6 ⇒ (13) + 6 = 191d4 - 1 ⇒ (4) - 1 = 3
Mandibles (P) w/ MAP (-5) vs Sigurd (AC 22 / shield): 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 131d4 - 1 ⇒ (1) - 1 = 0
➤➤➤➤➤➤➤➤➤➤
Auntie Wu (w/ ◆) and Sigurd (w/ ◆◆◆) are Up!
| Sigurd Kolphan, Season of Ghost |
Sigurd's path is clear. "The animals are still frenzied. We have much more to do."
Katana vs Black: 1d20 + 7 ⇒ (16) + 7 = 23
Slashing: 1d6 + 3 ⇒ (5) + 3 = 8
Katana vs Black, MAP: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9
Slashing: 1d6 + 3 ⇒ (4) + 3 = 7
Sigurd Raises his Shield. "Blasted curse. Stop hiding behind the denizens of this land."
◆ Strike Black
◆ Strike Black
◆ Raise Shield for +2 AC
↺ >Shield Block< if hit, Hardness 5
| DM rainzax |
Sigurd’s first slash evicerates the black centipede…
…in two pieces, it squirms upon the ground…
…and then…
…is still…
Auntie Wu (w/ ◆) and Sigurd (w/ ◆ or ◆◆) are Up!
Auntie Wu
|
Second-guessing the choice to grab her torch, Auntie Wu instead casts Guidance on Lan.
◆ Cast a spell
| Sigurd Kolphan, Season of Ghost |
With the centipede defeated, Sigurd runs up to Auntie Wu and Lan and swings quickly at the White-splattered centipede.
Stride and Strike White. Sigurd's shield is not raised, so his AC is 20 and he cannot Shield Block.
| DM rainzax |
Go ahead and roll!
| DM rainzax |
Sigurd's second slash hacks the bush clean off, but fails to connect with it's intended foe.
Purple
◆) Stride
◆◆) Strike x2
Mandibles (P) vs Auntie Wu (AC 18): 1d20 + 6 ⇒ (15) + 6 = 211d4 - 1 ⇒ (2) - 1 = 1
Mandibles (P) w/ MAP (-5) vs Auntie Wu (AC 18): 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 211d4 - 1 ⇒ (4) - 1 = 3
Penetrating her armor and flesh, the Centipede injects foul poison into her bloodstream - two vile doses - she feels the sensation all across her body beginning to dim...
Stage One: 1d6 poison
Stage Two: 1d8 poison + Offguard
Stage Three: 1d12 poison + Offguard + Clumsy 1
Maximum Duration: unknown!
➤➤➤➤➤➤➤➤➤➤
STRANGE AGGRESSION...?
Reactions: Unready (Ambush)
Dim Lighting: Unless you have Lowlight Vision, all creatures (even allies) are Concealed to you!
Concealed: After expending your ◆s to declare a target but before rolling, you must pass a DC 5 flat check or lose the activity - if you pass, you roll normally
Terrain: Rocks are obstacles, Colored Trees are Difficult Terrain but allow (◆) Take Cover
Take Cover: Centipedes begin encounter benefitting from Cover
Cover: +2 circumstance to AC, Reflex, and Stealth
Monster ID: Hunting Lore, Nature, Survival, Occultism, or Religion (GM will roll Secret Recall checks!)
Auntie Wu @ -7 damage plus 2x Fortitude (DC 14)
White
Sigurd
Purple
Kazuki
Orange w/ Take Cover (+2 AC)
Lan
Green w/ Take Cover (+2 AC)
Blue w/ Take Cover (+2 AC)
Vekka
Red w/ Take Cover (+2 AC)
➤➤➤➤➤➤➤➤➤➤
Kazuki is Up!
| Kazuki Sato |
Kazuki pulls back from the fray and raises his bow. He marks the blue tinted bug as his prey and sends two arrows in quick succession right at it...
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10) vs Blue: 1d20 + 10 ⇒ (8) + 10 = 181d8 ⇒ 21d10 ⇒ 5
Potent Longbow (P, 100-ft, ignore 1st increment, deadly d10) w/ MAP (-3) vs Blue: 1d20 + 10 - 3 ⇒ (14) + 10 - 3 = 211d8 ⇒ 31d10 ⇒ 3
◆ stride.
◆ hunt prey (blue).
◆ hunted shot.
Auntie Wu
|
I'm seeing -4 damage, but the tracker shows -7. What am I missing?
Fortitude DC 14: 1d20 + 9 ⇒ (6) + 9 = 15
Success
Fortitude DC 14: 1d20 + 9 ⇒ (17) + 9 = 26
Crit Success
| DM rainzax |
Two of Kazuki's arrows shonk into Blue Centipede (5 damage) - but it remains standing on 1000 legs!
Orange Centipede springs from the bush and surrounds Sigurd!
Orange
◆) Stride
◆◆) Strike x2
Mandibles (P) vs Sigurd (AC 18 / flanked): 1d20 + 6 ⇒ (1) + 6 = 71d4 - 1 ⇒ (4) - 1 = 3
Mandibles (P) w/ MAP (-5) vs Sigurd (AC 18 / flanked): 1d20 + 6 - 5 ⇒ (14) + 6 - 5 = 151d4 - 1 ⇒ (1) - 1 = 0
➤➤➤➤➤➤➤➤➤➤
STRANGE AGGRESSION...?
Reactions: Unready (Ambush)
Dim Lighting: Unless you have Lowlight Vision, all creatures (even allies) are Concealed to you!
Concealed: After expending your ◆s to declare a target but before rolling, you must pass a DC 5 flat check or lose the activity - if you pass, you roll normally
Terrain: Rocks are obstacles, Colored Trees are Difficult Terrain but allow (◆) Take Cover
Take Cover: Centipedes begin encounter benefitting from Cover
Cover: +2 circumstance to AC, Reflex, and Stealth
Monster ID: Hunting Lore, Nature, Survival, Occultism, or Religion (GM will roll Secret Recall checks!)
Auntie Wu @ -7 damage
White
Sigurd
Purple
Kazuki
Orange w/ Take Cover
Lan
Green w/ Take Cover (+2 AC)
Blue w/ Take Cover (+2 AC) @ -5 shot
Vekka
Red w/ Take Cover (+2 AC)
➤➤➤➤➤➤➤➤➤➤
Lan is Up!
| Ho Lan |
Lan walks away from the creatures closing in, but casts a spell and an electric arc jumps between White and Purple.
White Conceal: 1d20 ⇒ 8 vs DC 5
Purple Conceal: 1d20 ⇒ 20 vs DC 5
Electricity: 3d4 ⇒ (1, 1, 3) = 5
DC 19 basic Reflex save
| Minions |
White Reflex vs 5 electric (DC 19): 1d20 + 6 ⇒ (19) + 6 = 25 @ 2 damage
Purple Reflex vs 5 electric (DC 19): 1d20 + 6 ⇒ (5) + 6 = 11 @ 5 damage
White and purple squirm with shock as Alan’s bolt arcs through them!
| DM rainzax |
Green and Blue suddenly descend upon Vekka!
Green
◆) Stride
◆◆) Strike x2
Mandibles (P) vs Vekka (AC 19): 1d20 + 6 ⇒ (6) + 6 = 121d4 - 1 ⇒ (1) - 1 = 0
Mandibles (P) w/ MAP (-5) vs Vekka (AC 19): 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 21d4 - 1 ⇒ (4) - 1 = 3
Blue
◆) Stride
◆◆) Strike x2
Mandibles (P) vs Vekka (AC 19): 1d20 + 6 ⇒ (10) + 6 = 161d4 - 1 ⇒ (1) - 1 = 0
Mandibles (P) w/ MAP (-5) vs Vekka (AC 19): 1d20 + 6 - 5 ⇒ (4) + 6 - 5 = 51d4 - 1 ⇒ (3) - 1 = 2
The cagey magus evades all attacks!
➤➤➤➤➤➤➤➤➤➤
STRANGE AGGRESSION...?
Reactions: Unready (Ambush)
Dim Lighting: Unless you have Lowlight Vision, all creatures (even allies) are Concealed to you!
Concealed: After expending your ◆s to declare a target but before rolling, you must pass a DC 5 flat check or lose the activity - if you pass, you roll normally
Terrain: Rocks are obstacles, Colored Trees are Difficult Terrain but allow (◆) Take Cover
Take Cover: Centipedes begin encounter benefitting from Cover
Cover: +2 circumstance to AC, Reflex, and Stealth
Monster ID: Hunting Lore, Nature, Survival, Occultism, or Religion (GM will roll Secret Recall checks!)
Auntie Wu @ -7 damage
White @ -2 shock
Sigurd
Purple @ -5 shock
Kazuki
Orange w/ Take Cover (+2 AC)
Lan
Green
Blue
Vekka
Red w/ Take Cover (+2 AC)
➤➤➤➤➤➤➤➤➤➤
Vekka is Up!
Auntie Wu
|
There are so many of them! For a moment, Auntie Wu is on the verge of panic. With a surge of willpower, she stomps it down and declares: "Time to teach your possessor a lesson!" She grabs her torch and holds it in the path of the flames as she casts Ignition at the nearest centipede.
I don't know if that will work to light the torch. If it doesn't, then we can say her experiment didn't work and the torch isn't lit.
Ignition vs. yellow: 1d20 + 9 ⇒ (19) + 9 = 28
Fire damage: 2d4 ⇒ (4, 2) = 6
The target takes double damage and 1d4 persistent fire damage on a crit.◆ Interact, ◆◆ Cast a spell
Concealment DC 5: 1d20 ⇒ 18
| Kazuki Sato |
DC 5 flat check vs Concealment (1st shot): 1d20 ⇒ 13
DC 5 flat check vs Concealment (2nd shot): 1d20 ⇒ 7
| Vekka Tchakon |
Come and get it, vermin...
Vekka snarls at the creatures. With the beat of a spell drum at his back, he makes a show of strengthening his blade, and imbuing his form with the residual arcane energy.
◆◆ Cast a spell: runic weapon
◆ Stance: Arcane cascade
| Minions |
Vekka’s katana glows with runic power!
Red hops out from cover and scuttles towards Sigurd!
Red
◆◆) Stride x2
◆) Strike
Mandibles (P) vs Sigurd (AC 20): 1d20 + 6 ⇒ (6) + 6 = 121d4 - 1 ⇒ (1) - 1 = 0
~~~
Auntie Wu is Up!
Auntie Wu
|
Stepping back to put her back against Lan, Auntie Wu sends an arc of electrical energy at the purple and white centipedes. "Hang in there, Sigurd!"
Electric Arc vs. Purple and White: 2d4 ⇒ (1, 3) = 4
DC 19 Reflex save
◆ Step, ◆◆ Cast a spell