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Crowd: 1d20 ⇒ 13
Lorqinor easily leaps over the wrecked stands without missing a beat. The crowd of angry merchants decides that the wreckage of their stalls is the lesser evil than the fearsome half-orc bellowing at them to "GET OUTTA DA WAY!!".
TWISTY ALLEYWAYS
Description: Stacks of crates and barrels have fallen over, blocking the twisted alleyways.
DC 19 Acrobatics to squeeze through the debris
DC 21 Athletics to shove through the debris
DC 17 Thievery to deftly move debris aside without further collapse.
------------------
CHASE TRACKER
Round: 2
Location of Crowd: 2 obstacles back
Party Location: TWISTY ALLEYWAYS
Chase Points (Current Obstacle):
------------------
Those with ** need to make a check
**Cirri Merryweather
**Kosh Bracken
**Ovidivo
**Loquinor Brightcoral
**Achurius
**Ulfgar Ironhead

Ovidivo |

Thievery (E): 1d20 + 11 ⇒ (9) + 11 = 20
Ovidivo nudges a crate over here and there as he squeezes down the alleyway.

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Achurius just stares at the wreckage, seeing no way to circumvent the piles. In a panic he unleashes a cry of destruction to clear a way and attempts to bolt through the path it makes.
sonic damage: 2d8 ⇒ (8, 5) = 13

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Kosh lowers his shoulder charges the crates... and bounces off a crate which turned out to be larger than he first thought. He staggers back, swearing. Ovidivo nudges a crate and clears a path. Achurius simply screams at the crates and demolishes them.
You see the end of the alleyway and charge for the exit. You see the back of the cart disappearing over the top of a hill towards the docks. You run out and are immediately blocked by
CHILDREN PLAYING BASILISK
Description: Children playing basilisk block the way.
DC 19 Acrobatics/Athletics to dodge through the game
DC 21 Diplomacy or Intimidation to ask the children to halt their game
DC 17 Performance to make your way through the game without disrupting it.
------------------
CHASE TRACKER
Round: 2
Location of Crowd: 2 obstacles back
Party Location: CHILDREN PLAYING BASILISK
Chase Points (Current Obstacle):
------------------
Those with ** need to make a check
**Cirri Merryweather
Kosh Bracken
Ovidivo
**Loquinor Brightcoral
Achurius
**Ulfgar Ironhead

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diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
"Young humans, be so good as to move aside for a moment. A silver piece if you do."
Sooo many unreasonable humans.

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Cirri scoots through the alleyway and the smashed crates.
And then she sees kids playing Basilisk.
GM, can I apply >Acrobatic Performer<?
Acrobatics: 1d20 + 6 ⇒ (2) + 6 = 8
And then she trips and faceplants right into the playspace.
"Oops! Sorry! Sorry! Um... lemme fix it. This piece is over here, right? And this was over here? And..." Cirri spends a lot of time trying to fix the mess she made.

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Achurius, I'll hold your roll for the next round if it gets to that. Though with Cirri faceplanting in the play area, you'll probably need a third round!

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Ulfgar puts his legs to use, dodging and weaving through the kids, doing his best not to impact them or letting them impact him.
Athletics: 1d20 + 10 ⇒ (14) + 10 = 24

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Crowd: 1d20 ⇒ 15
Appears Ulfgar and Cirri canceled each other out!
You can hear the angry cries of the crowd as they gain ground on you. In the distance, you can see the cart pulling ahead.
Cirri - yes, you may use Acrobatic Performer
------------------
CHASE TRACKER
Round: 3
Location of Crowd: 1 obstacle back
Party Location: CHILDREN PLAYING BASILISK
Chase Points (Current Obstacle): 0/2
------------------
Those with ** need to make a check
**Cirri Merryweather
**Kosh Bracken
**Ovidivo
**Loquinor Brightcoral
**Achurius
**Ulfgar Ironhead

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”Go long!”, Kosh shouts at the players, as he cuts across the field. ”Dat elf kid’s open! Watch yer left! C’mon, my gramma runs faster’n dat!”
Performance: 1d20 + 7 ⇒ (7) + 7 = 14
Hero Point
Performance: 1d20 + 7 ⇒ (1) + 7 = 8

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Performance (using Acrobatics): 1d20 + 6 ⇒ (18) + 6 = 24
"Okay. I think I did it. Now. Let's try this dance. It's fun, it's exciting, and it's also distracting and very catchy."

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diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10
"Here. Take it. Run off and buy a new ball or something. Maybe some candy?"
Completely ignoring the social fubar of him being a stranger offering candy to children.

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Ulfgar squints and growls as what he thought was an open path suddenly closes up with kids shifting unpredictably. His fists ball up with the stymied desire to grab one and shake it.
Instead, he just keeps moving forward.
Athletics: 1d20 + 10 ⇒ (9) + 10 = 19

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Ovidivo jukes through the kids' game but Kosh's instructions confuses the kids and they clump up again, negating all progress. Finally Cirri manages to distract them with a new dance while Lorqinor manages to move the kids to the side.
You manage to catch up to the cart and escort it to the docks. The crowd sees that the cart now has armed escorts and lose interest. With the ship in sight, what appears to be two entire squads of mercenaries, with equipment similar to those from earlier, blocks the road to the ship. One yells, "Give us the elixir, and nobody needs to get hurt!"
You can respond though you probably know where this is going. I'll post the tracker as soon as you respond...
Cirri Merryweather's Initiative using Scout: 1d20 + 5 ⇒ (8) + 5 = 13
Kosh Bracken 's Initiative using Repeat a Spell: 1d20 + 11 ⇒ (6) + 11 = 17
Ovidivo's Initiative using Search: 1d20 + 10 ⇒ (16) + 10 = 26
Loquinor Brightcoral's Initiative using Defend: 1d20 + 9 ⇒ (10) + 9 = 19
Achurius's Initiative using Detect Magic: 1d20 + 18 ⇒ (3) + 18 = 21
Ulfgar Ironhead's Initiative using Search: 1d20 + 10 ⇒ (17) + 10 = 27
Blue Init: 1d20 + 14 ⇒ (16) + 14 = 30
Red Init: 1d20 + 14 ⇒ (5) + 14 = 19

Ovidivo |
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Ovidivo's pistol and sword are in his hand as soon as he senses danger. "Ask the last fool who got hurt," he growls.

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Ovidivo's pistol and sword are in his hand as soon as he senses danger. "Ask the last fool who got hurt," he growls.
” ‘E dint last long”, Kosh adds. ”Don’t fink you lot will either”

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Cirri waves to the children. "Bye! We gotta go."
"So. Maybe we don't have to break out into violence? You really should let us just pass. Besides how could an article cause your team to lose?" She tilts her head to the side.

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"Wait," says Achurius suspiciously.
"You think we have the elixir?"
Turning to face their charge, he gives him a look while he calls out to the guards. "Please feel free to search for the elixir. Or better yet, call the guard and have them search."
Or am I mistaken and these ARE the cities guards? We can always RP it that Achurius does not know the uniform of the city guards if so.

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These are definitely not city guards... :)
"Roight then, we'll jus' 'ave ta take it! Onward, lads!"
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
**Ulfgar Ironhead - AC 21 (23 w/twin parry), 62/62
**Ovidivo - AC 20, 35/35
**Achurius - AC 16, 39/39
Blue Squad
Red Squad
Loquinor Brightcoral - AC 17, 32/32
Kosh Bracken - AC 17 (18 w/shield), 28/28
Cirri Merryweather - AC 18, 29/32

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"Wouldn't the Elixir have more guards? And protection? And-" Cirri squirms as the ruffians get moving. "Dad says stupid people think with their heart instead of their head. And I usually disagree. BUT-"

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Ahurius hurries over next to Ovidivo and asks, "Which weapon would you like me to enhance?" and casts a runic weapon on whichever one he chooses.
If he does not reply in time, before the mercs charge, he will cast it on his Chain Sword.

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Just to be clear, you're essentially fighting two swarms. The squads get smaller as they take damage but they're basically swarms that act like Roman legions! :)

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Ulfgar shrugs and nods as their opponents make their decision. He marches straight up to them and whips out his dwarven waraxe at the last second to hack at the nearest ruffian.
Stride, Stride, Quickdraw
Dwarven Waraxe: 1d20 + 10 ⇒ (10) + 10 = 20
Slashing: 2d12 + 3 ⇒ (6, 4) + 3 = 13

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Ulfgar marches up to the Red squad and takes a mighty swing at the closest ruffian. Unfortunately, the ruffian ducks and Ulfgar barely misses him.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
------------------
Those with ** may go
Ulfgar Ironhead - AC 21 (23 w/twin parry), 62/62
**Ovidivo - AC 20, 35/35 (Runic Weapon)
Achurius - AC 16, 39/39
Blue Squad
Red Squad
Loquinor Brightcoral - AC 17, 32/32
Kosh Bracken - AC 17 (18 w/shield), 28/28
Cirri Merryweather - AC 18, 29/32

Ovidivo |

Sorry. Take 2 on actually hitting the Submit button. Takes place before runic weapon.
Ovidivo strides to where he can get a clear shot at the first (red) gang of mercenaries. His pistol roars. He reloads another cartridge and fires again.
◇ Stride
+1 Dueling Pistol (E): 1d20 + 12 ⇒ (9) + 12 = 21
Magic, Piercing (concussive): 1d6 + 1 ⇒ (3) + 1 = 4
◆ Reload
+1 Dueling Pistol (E): 1d20 + 12 - 5 ⇒ (8) + 12 - 5 = 15
Magic, Piercing (concussive): 1d6 + 1 ⇒ (5) + 1 = 6

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Ovidivo's pistol roars twice and some of the goons from the Red Squad topple over.
The Blue squad forms up and moves towards Ulfgar. "Get 'em!" one of the ruffians roars and, as one, a multitude of clubs rain down on the solitary dwarf.
Mass Attack, Bludgeoning Damage; DC 18 Basic Reflex: 1d8 ⇒ 7
"Draw and shoot!" someone from the Red Squad shouts. As one, they draw their crossbows, load them, and shoot the rest of the party.
Crossbow Attack, Piercing Damage; DC 18 Basic Reflex: 2d8 ⇒ (4, 2) = 6
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
Before Your Turn:
DC 18 Basic Reflex vs 7 Bludgeoning: Ulfgar
DC 18 Basic Reflex vs 6 Piercing: Everyone except Lorqinor and Ulfgar
------------------
Those with ** may go
-2-
**Ulfgar Ironhead - AC 21 (23 w/twin parry), 62/62
**Ovidivo - AC 20, 35/35 (Runic Weapon)
**Achurius - AC 16, 39/39
Blue Squad
Red Squad (-10)
-1-
**Loquinor Brightcoral - AC 17, 32/32
**Kosh Bracken - AC 17 (18 w/shield), 28/28
**Cirri Merryweather - AC 18, 29/32

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"That's a lot of crossbow bolts..."
Reflex: 1d20 + 8 ⇒ (18) + 8 = 26 Cirri hops and sidesteps a lot of them. 3 damage
Cirri raises her Kinetic Aura as a gust of wind tries to batter the Red Ruffians!
Wind Blast: 1d20 + 8 ⇒ (7) + 8 = 15
Bludgeoning Damage: 1d6 + 2 ⇒ (6) + 2 = 8
"Four Winds, guide my friends to victory!"
The very air seems to push Cirri and her allies around. Which way will they go?
◆ Raise Kinetic Aura
◇ Elemental Blast (Air) vs Red
◆◆ >Four Winds<. RIGHT NOW, Cirri, Ovidivo, Loquinor Brightcoral and Kosh Bracken can Stride half their movement speed.
◇ Cirri Strides 10 feet

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Achurius unloads a barrage of magic missiles into the northern force.
damage: 3d4 + 3 ⇒ (2, 1, 2) + 3 = 8
◆◆◆ cast magic missile

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Achurius Ref: 1d20 + 6 ⇒ (6) + 6 = 12
Cirri ducks and weaves and only gets grazed by the crossbow bolts. Achurius isn't as lucky and takes one to the arm (You can HP the reflex save if you like). He shrugs off the pain and unleashes three magic missiles at the Red Squad, dropping a few more ruffians. Cirri, meanwhile, lets the wind help her allies.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions:
Before Your Turn:
DC 18 Basic Reflex vs 7 Bludgeoning: Ulfgar
DC 18 Basic Reflex vs 6 Piercing: Ovidivo, Kosh
------------------
Those with ** may go
-2-
**Ulfgar Ironhead - AC 21 (23 w/twin parry), 62/62
**Ovidivo - AC 20, 35/35 (Runic Weapon)
Achurius - AC 16, 33/39
Blue Squad
Red Squad (-18)
-1-
**Loquinor Brightcoral - AC 17, 32/32
**Kosh Bracken - AC 17 (18 w/shield), 28/28
Cirri Merryweather - AC 18, 26/32

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” ‘At’s it! Rip off dere heads, an’ spit down dere necks!”, Kosh shouts. He draws his sword, and heads toward the fray.
Cast courageous anthem, lingering composition, Interact, Stride
Perform: 1d20 + 7 ⇒ (3) + 7 = 10

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◆◆ >Four Winds<. RIGHT NOW, Ovidivo, Loquinor Brightcoral and Kosh Bracken can Stride half their movement speed.
"Don't neglect the wind!" Cirri shouts out.

Ovidivo |

Reflex DC 18: 1d20 + 11 ⇒ (11) + 11 = 22
Ovidivo rides the wind across the bridge. As he lands, he strides toward mercenaries bludgeoning at Ulfgar.
He lashes out with his sword; the segmented blade extends into the ranks. While the whip-like sword retracts, he flips a cartridge with his thumb and loads his pistol. Then he fires the gun into the troop.
◇ Four Winds: Half-Stride
◆ Stride
◆ Reloading Strike: +1 Chain Sword (T): 1d20 + 10 ⇒ (13) + 10 = 23
Magic, Slashing: 1d6 + 3 ⇒ (6) + 3 = 9 (and off-guard to gun strike)
◆ Strike: +1 Dueling Pistol (E): 1d20 + 12 - 5 ⇒ (12) + 12 - 5 = 19
Magic, Piercing (concussive): 2d6 + 1 ⇒ (6, 2) + 1 = 9

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Refl: 1d20 + 9 ⇒ (19) + 9 = 28
Ulfgar manages to somehow dodge all of the blows thrown his way. The ruffians must swing high as he ducks low.
Or perhaps they don't expect him to be able to leap over a few of those low swung blows.
He whips out his clan dagger and stabs the nearest hooligan. Quickdraw
+1 Striking Clan Dagger: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Piercing: 2d4 + 3 + 1 ⇒ (2, 3) + 3 + 1 = 9
Then, he contemplates this herd of humanoids as though they were Prey to be Hunted.
Before taking a swing with both dagger and axe.
Twin Takedown
Dwarven Waraxe: 1d20 + 10 - 3 + 1 ⇒ (10) + 10 - 3 + 1 = 18
Slashing: 2d8 + 3 + 1 ⇒ (3, 6) + 3 + 1 = 13
+1 Striking Clan Dagger: 1d20 + 10 - 4 + 1 ⇒ (14) + 10 - 4 + 1 = 21
Piercing: 2d4 + 3 + 1 ⇒ (4, 4) + 3 + 1 = 12

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Lorqinor, Four Winds doesn't allow you to move vertically unless you already had a fly speed. So it's not lifting you :)
Kosh calls words of encouragement to the party and moves up to engage.
Ulfgar miraculously dodges everything thrown his way. He pulls a knife and stabs one. He then marks the squad as prey before going at them with axe and knife. The axe barely misses but the knife draws blood.
Lorqinor shoots a stream of acid at the red squad and does damage. Ovidivo strikes and reloads his gun before firing it into the crowd of ruffians, leaving blood and guts in his wake.
You notice that the Red Squad is considerably smaller than it was. In fact, they're quite close to breaking.
"Form up and get 'im! Only two of 'em!" the presumed leader of the Red squad yells. The squad forms up and moves into press on Ovidivo and Ulfgar.
Bludgeoning Damage; DC 18 Basic Reflex: 1d8 ⇒ 4
Kosh Reflex (vs Crossbow Bolts): 1d20 + 5 ⇒ (7) + 5 = 12
The Blue squad notices that Kosh and Ulfgar are closeby and begin swinging their clubs at the pair.
Bludgeoning Damage; DC 18 Basic Reflex: 1d8 + 9 ⇒ (1) + 9 = 10
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem (1 rd)
Before Your Turn:
DC 18 Basic Reflex vs 4 Bludgeoning: Ulfgar, Ovidivo
DC 18 Basic Reflex vs 10 Bludgeoning: Kosh, Ulfgar
------------------
Those with ** may go
-3-
**Ulfgar Ironhead - AC 21 (23 w/twin parry), 62/62
**Ovidivo - AC 20, 32/35 (Runic Weapon)
**Achurius - AC 16, 33/39
Blue Squad
Red Squad (-69)
-2-
**Loquinor Brightcoral - AC 17, 32/32
**Kosh Bracken - AC 17 (18 w/shield), 22/28
**Cirri Merryweather - AC 18, 26/32

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Seeing that the northern squad is about done for, Achurius aims a second barrage of missiles at the southern (blue) squad.
magic missile (Force Barrage) damage: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12

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Cirri forms a ball of water in her hands. "Ka...me...ha... um, how did the rest of it go? Oh well!" and she hurls it at the Blue Bullies!
Blast, Courage: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Damage: 1d8 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10
◇ >Weapon Infusion< Cirri's ranged attack has the Thrown trait.
◆◆ Kinetic Blast vs Blue
◆ Stride

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Refl: 1d20 + 9 ⇒ (8) + 9 = 17
Refl: 1d20 + 9 ⇒ (9) + 9 = 18
Ulfgar loses whatever mojo was protecting him from the bludgeoning bullies the first time. He takes several blows from the first onslaught but manages to avoid some from the second.
A little bruising and battering isn't going to stop an Ironhead, though and he lashes out at his enemies, putting his dagger to serious work.
Twin Takedown
Dwarven Waraxe: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Slashing: 2d8 + 3 + 1 ⇒ (5, 3) + 3 + 1 = 12
+1 Striking Clan Dagger: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25
Piercing: 2d4 + 3 + 1 ⇒ (3, 1) + 3 + 1 = 8
Dagger Strike, Dagger Strike
+1 Striking Clan Dagger: 1d20 + 10 - 4 + 1 ⇒ (6) + 10 - 4 + 1 = 13
Piercing: 2d4 + 3 + 1 ⇒ (2, 3) + 3 + 1 = 9
+1 Striking Clan Dagger: 1d20 + 10 - 4 + 1 ⇒ (6) + 10 - 4 + 1 = 13
Piercing: 2d4 + 3 + 1 ⇒ (2, 2) + 3 + 1 = 8

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[dice=Refl]1d20 + 9
[dice=Refl]1d20 + 9
Ulfgar loses whatever mojo was protecting him from the bludgeoning bullies the first time. He takes several blows from the first onslaught but manages to avoid some from the second.
A little bruising and battering isn't going to stop an Ironhead, though and he lashes out at his enemies, putting his dagger to serious work.
Twin Takedown
[dice=Dwarven Waraxe]1d20 + 10 + 1
[dice=Slashing]2d8 + 3 + 1[dice=+1 Striking Clan Dagger]1d20 + 10 - 2 + 1
[dice=Piercing]2d4 + 3 + 1Dagger Strike, Dagger Strike
[dice=+1 Striking Clan Dagger]1d20 + 10 - 4 + 1
[dice=Piercing]2d4 + 3 + 1[dice=+1 Striking Clan Dagger]1d20 + 10 - 4 + 1
[dice=Piercing]2d4 + 3 + 1
Which one did you clobber? You're between 2 of them! :)

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”Roight, finish ‘em!”, Kosh shouts.
He turns to the mob before him. ”Here comes da pain!”, he cries, as he swings his sword.
Cast courageous anthem, lingering composition, Demoralize Blue, Strike Blue
Performance: 1d20 + 7 ⇒ (17) + 7 = 24
Intimidation: 1d20 + 7 ⇒ (14) + 7 = 21
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 3 ⇒ (7) + 3 = 10