GM Tiger |
Please dot (add a post) in here and then delete your post to add yourself to this campaign.
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Atae |
he elven priestess enters into the room. Her hair is red as fire and her eyes are green as the spring grass. She is dressed in robes which are black and yellow in the stylized fashion of a wasp. The wasp seems to be a rune of somesort. On one hip she carries a a rolled up scorpion whip. Around her neck is the symbol of Calistria and on her shoulders a white cloak, with a volmnuious hood, made in an elven fashion and elven designs In her hand she carries a magical staff. She wears boots of soft leather in an elven design, which seem to match her cloak.
I am Atae of emissary from Kyonin and a devotee of the Savored Sting she says to the party.
Quinoline Silicate |
"Hi, Atae. I'm Quinoline."
Quinoline's a shy, nerdy-looking human. She's dressed fairly plainly, with no visible weapons, although a series of clear vials tucked into every possible pocket suggests she's not unarmed.
Fangor The Masked |
Fangor is clearly a cleric of Razmir, his silver mask hides his feature and transforms his voice. Heavy gray robes masks his frame so it's difficult to clearly distinguish his height or build. Nevertheless, his voice seems to be quite aged, almost a murmur, but very melodious and entertaining. Only his pointy ears that appears from time to time betray is elven heritage.
His immaculate white gloved hands are clearly delicate and manipulate with ease the wayfinder he have in one hand, engraved with an intricate F.
With his smooth and melodious voice, like a whisper he says May the blessing of the Living God be upon us. I'm Fangor, His humble servant.
Othello Verese |
A Taldan man, with a pronounced widow's peak, bows formally to already assembled pathfinders.
"May all who seek redemption find it through our actions. We should be blessed with wealth and the rule of law. I am Othello Verese, Redeemer of Abadar. I see Fangor and Atae, you also have blessed gloves. Perhaps this mission will require less of my healing skills."
GM Tiger |
Your adventure begins early in the afternoon at a Burning Sun camp about 25 miles southeast of Urgir. You and dozens of other Pathfinders arrived in Urgir with the help of the Maze of the Open Road, a magical hedge maze filled with portals that connect numerous locations across the world, and were told to quickly make their way to the camp. Though they’re all experienced, you are the most skilled Pathfinders present and the others look to youfor instructions and guidance as the group makes their way to camp. The camp is brimming with a chaotic energy as warriors gather their armaments, riders ready their mounts, and others dismantle tents or prepare supplies. The Burning Suns are preparing for war, and they seem eager to do so. As you and your fellow Pathfinders arrive at the camp, Mahja Firehair offers a quick greeting and shouts for the Pathfinders to find a place to rest for a moment while she tends to other matters. You have an opportunity to take in the sights of scrambling orcs and their allies. One of the other orcs points you to a relatively clear area where stakes mark a recently dismantled tent, so you’re out of the way.
Please introduce yourselves here if you haven't already
Crystal Schattenauge |
You see a catfolk strolling in with confidence.
"Greetings everyone, my name's Crystal, and I'm from Cheliax, born and raised. Don't worry, I'm not a devil in disguise but I am all too familiar with them! I am an expert in clandestine operations, but it looks that it may not be that in store today!"
Liam Prentiss |
"Good. I always seem to have to deal with devils and demons. Although I'm well-prepared for it now."
The man is a human whose armor seems to have been assembled in pieces, and has more than the usual number of buttons, knobs, and vents that occasionally issue steam.
He carries an unusual weapon of his own design. The fact that it resembles a traditional gnome weapon is purely coincidental, and he was somewhat annoyed when he first learned of it--though he admits he gnomes' name for the design was better than his own "extendable snap-club."
"Liam Prentiss. My mother was a Pathfinder warrior. I learned a little from her, but I didn't quite have her talent. My gadgets help me make up for it. And I've taken up alchemy recently. I also know a lot about magic from helping my brother learn to control his sorcerous powers, though I'm not a spell caster myself."
Atae |
The Calistrian looks over the assembled party. Her eyes stop when they get to Fangor. She looks at him and his dress. She gives the elf a look as she recognizes who he represents. She gets a slight frown.
The blessings of the elven protectors especially the Savored Sting. she tells Fangor in elven.
Her eyes continue on. She sees Liam and her frown turns upside down. She gives him a crooked smile. A question, Liam, if I may? What do you wear under that armor?
GM Tiger |
After a few minutes, Mahja finishes helping load a cart with supplies and rushes over to meet you. Mahja appears a bit flustered with the various goings-on but also seems in high spirits. She calls you over to one of the remaining tents and takes a moment to catch her breath before explaining the situation.
"Ah, Pathfinders, I thank you for coming on such short notice. Two of my scouts encountered a massive undead army in the Itran River Valley in southwestern Ustalav. The army was marching southwest out of the valley toward Ustalav’s border. That alone was concerning enough for me to reach out to Ardax the White-Hair in Urgir in case he saw it fit to gather defenses. During that meeting, I received a second report that the army was now traveling northwest along the Aren River and in the direction of Urgir. That’s when I reached out to the Society." She pauses, taking a seat on a cushion set on the ground, and motions for those gathered to do the same, waiting just a moment before continuing.
"The undead being only a few days’ march away, coupled with the fact that they can march endlessly without growing tired, made us realize that we had little time to gather any sort of defenses. I volunteered my hold to intercept this army with the hope that we could slow it down or even take it out entirely, but I knew that we wouldn’t be able to do so alone. I figured that I could call in my favor with the Pathfinders and get some help. While this is probably not what you would expect with a typical assignment, I know you Pathfinders are more than capable as warriors." She smiles warmly as she continues.
"According to my scouts, most of the forces are simple undead like skeletons and zombies. However, they number in the thousands and even though they aren’t difficult to fight, that many undead is still an overwhelming number. Additionally, my scouts reported zombies that glow with amber light and emit noxious gases, plus several other undead, like wights, wearing armor and carrying weapons. This suggests to me that many of the forces are intelligent enough to pose greater problems."
"Since we have very little time, the plan is to make our way over to the small settlement of Freedom Town which sits on the Aren River, not too far from Ustalav’s border. Freedom Town’s position is favorable as a place to stage an ambush and hopefully hold against a siege for several days. The town is about a day’s march away and not ready for an assault of any kind at present. We will need to prepare the town’s defenses when we get there. We have little time to do much more, but I think we can ready Freedom Town enough to buy Urgir the time it needs against the rest of the undead forces. We set out within the hour, so ready yourselves. If you have any questions or reservations, let me know now."
GM Tiger |
Sulfur
Fangor the Masqued's Religion (E): 1d20 + 14 ⇒ (7) + 14 = 21
Crystal Schattenauge's Religion (U): 1d20 + 14 ⇒ (19) + 14 = 33 (Untrained Improvisation (3))
Quinoline Silicate's Religion (T): 1d20 + 16 ⇒ (5) + 16 = 21
Othello Verese's Religion (T): 1d20 + 14 ⇒ (2) + 14 = 16
Atae's Religion (M): 1d20 + 19 ⇒ (7) + 19 = 26
Liam Prentiss's Religion (U): 1d20 + 10 ⇒ (4) + 10 = 14 (Clever Improviser)
Wight
Fangor the Masqued's Religion (E): 1d20 + 14 ⇒ (20) + 14 = 34
Crystal Schattenauge's Religion (U): 1d20 + 14 ⇒ (18) + 14 = 32 (Untrained Improvisation (3))
Quinoline Silicate's Religion (T): 1d20 + 16 ⇒ (2) + 16 = 18
Othello Verese's Religion (T): 1d20 + 14 ⇒ (2) + 14 = 16
Atae's Religion (M): 1d20 + 19 ⇒ (20) + 19 = 39
Liam Prentiss's Religion (U): 1d20 + 10 ⇒ (2) + 10 = 12 (Clever Improviser)
Freedom Town
Fangor the Masqued's Society (T): 1d20 + 14 ⇒ (1) + 14 = 15
Crystal Schattenauge's Society (U): 1d20 + 11 ⇒ (9) + 11 = 20 (Untrained Improvisation (3))
Quinoline Silicate's Society (T): 1d20 + 19 ⇒ (9) + 19 = 28
Othello Verese's Society (T): 1d20 + 13 ⇒ (11) + 13 = 24
Atae's Society (T): 1d20 + 13 ⇒ (10) + 13 = 23
Liam Prentiss's Society (T): 1d20 + 16 ⇒ (3) + 16 = 19 (Streetwise)
Liam Prentiss |
"A layer of padding designed to insulate against heat transfer."
Fangor The Masked |
Fangor slightly bows to Atae and smiles behind his mask.
The Living God's force are already fighting the undead force of the whispering tyrant. He will give me the strength to help you in this battle.
If I may, I would like to suggest that we kill these wight from afar as they can get their vengeance as they die a second time.
Quinoline Silicate |
"Wights? We should watch out, they're intelligent undead that drain the life energy from anyone they attack. Plus, anyone slain by a wight have a chance to rise as a wight themselves."
"I've heard of Freedom Town. It was established about three decades ago by criminals and outlaws. It sits in an area of rich farmland and has become a somewhat prosperous farming settlement."
Did Quinoline roll high enough on any checks to know whether any of the creatures have weakness to vitality energy? If so, and we're allowed to make purchases, Quinoline will spend 70 gp to pick up the formula for greater ghost charge. She'll also revise her daily preparations to include 2 greater ghost charges instead of 2 greater acid flasks.
Edit: to be clear, I'm talking about weakness, not vulnerability. I'm pretty sure (and I think Quinoline would be sure) they're vulnerable to vitality. But if they're not weak, Quinoline will just stick with acid bombs.
Liam Prentiss |
"Undead armies, huh? That's a new one." Liam nods at Quinoline. "I know you're a more practiced alchemist than I am, Quinoline, but I think I'll do the same. I'm not as good a shot as you are, so bombs that can't hurt friendlies is a plus."
Remaster Crafting rules say you only need one version of a formula, higher-level versions of the same thing are just something you can make as you get better. So Liam will pick up a lesser ghost charge formula.
Quinoline can just use her Bomber specialization to avoid hitting allies, but for Liam a damage type that won't hurt anyone else is a plus even without a weakness.
Atae |
She smiles at the inventor, Perhaps you might need help putting your padded suit on...or taking it off
1d20 + 20 ⇒ (12) + 20 = 32 religion check to see what she knows about wights
GM Tiger |
She smiles at the inventor, Perhaps you might need help putting your padded suit on...or taking it off
1d20+20 religion check to see what she knows about wights
Checks were rolled for you in this post
Liam Prentiss |
Liam arches an eyebrow. [b]"As we're heading into a warzone I'm going to keep it on as much as I can, and I won't be removing more than the outer layer. It's a lot less effective without it, so I'd prefer to avoid doing even that, really."[/ooc]
GM Tiger |
With your questions answered, Mahja urges you to prepare to travel. The trip to Freedom Town is expected to take most of the remaining day and Mahja is insistent on avoiding delays. Most of the encampment is ready to set off. The dried, cracked earth of Belkzen begins to rumble and clatter as multiple pack animals, dozens of carts, and hundreds of warriors begin the journey toward Freedom Town. The trip takes several hours, and you have the opportunity to speak with key members of the Burning Sun hold during this time.
Mahja Firehair: Mahja is the stern, but caring leader of the Burning Sun orcs. When speaking with others, she listens intently and makes sure that every person has equal say in a conversation. While she takes the task at hand seriously, she also seems eager or excited for the battle that awaits. When discussing combat, she makes use of more over-the-top language to describe attacks or strategy, which clashes with her overall reserved personality.
Uirch: While Uirch claims membership among the Burning Sun hold, he has been away from his people for some time. Uirch has lately been spending time restoring the Bastion of Light, a temple of Sarenrae located in the Gravelands. Although he has the appearance of an intimidating warrior, Uirch is surprisingly easygoing. He is casual with others, even strangers, and carries an air of levity about him. Uirch is quick to focus and take a matter seriously when it’s called for. He is also happy to share advice to anyone who asks for it.
Khagrig Daybreak: Another orc born into the Burning Suns hold, Khagrig is now a member of the Knights of Lastwall. His focus is on the training and care of mounts for the Knights. He specifically favors large and unusual mounts, as much of his experience came with his time dealing with the beasts of Belkzen. While Khagrig is typically stoic, he opens up more when discussing the mounts he trains. Khagrig has plenty of experience dealing with undead directly and offers numerous combat strategies focused on exploiting the weaknesses of undead.
You don't necessarily have to chat with them... :)
Fangor The Masked |
Fangor is quite happy to have some times with the Burning Sun orcs. After all, if he's able to convince certain to follow Razmir rather than Sarenrae, it will be a great victory!
Nevertheless, he also discuss with the lowest members of the tribe, distributing pamphlet in orcish about the Living God.
Have you heard of Razmir the Living God? In times like these, many people are looking for hope and reassurance. Have you ever wondered whether we can find true peace and happiness in this world? I’d like to share a comforting thought from the Book of the 31 Steps 21:4, which says, "He will wipe every tear from their eyes, and death will be no more, neither will mourning nor outcry nor pain be anymore. The former things have passed away." Isn’t that a wonderful promise?
We believe that the Living God’s Kingdom will bring about these changes, and we'd love to share more about how this can give us hope today. Do you have a moment to talk about it?
Performance: 1d20 + 20 + 2 ⇒ (18) + 20 + 2 = 40
To the leaders, Fangor talks to each of them, both trying to convince them to hear about Razmir as well as to better know them in hopes to better coordinate with them for the incoming battle.
Diplomacy: 1d20 + 16 ⇒ (12) + 16 = 28
GM Tiger |
Although the orcs listen intently, they don't appear to show any interest in Razmir. As for coordinating for the upcoming battle, Mahja considers. "We could use some help in strengthening Freedom Town's defenses. I will coordinate with my scouts when we get there."
Liam Prentiss |
"I can help build some fortification."
Liam looks over the layout of the city to determine how best to do that. "Probably. Timeline's a factor..."
Quinoline Silicate |
"I can help Craft some fortifications as well."
Quinoline will ask many questions to Uirch about rebuilding the temple of Sarenrae. Though she is not religious herself, there are many in Thuvia who follow the Dawnflower.
Crystal Schattenauge |
Crystal will both try to inspire our contacts and help with coordination and strategy. Dancing and singing are my forte, but I can get involved in other parts of strategy. Like....infiltrating the backline!
Looks like we don't need to roll yet...
GM Tiger |
As you discuss fortifications with Mahja, a sudden commotion gets her attention. Apparently the army just encountered a large number of undead and is getting ready to repel them. Although both sides are surprised, the orcs recover quickly and have battle lines drawn out.
"We'll continue this discussion later, " Mahja tell you. There's a small group of undead to the west! Handle those while we take care of the rest!
Fangor the Masqued's Initiative using Avoid Notice: 1d20 + 21 ⇒ (12) + 21 = 33
Crystal Schattenauge's Initiative using Avoid Notice: 1d20 + 22 ⇒ (6) + 22 = 28
Quinoline Silicate's Initiative using Scout: 1d20 + 19 ⇒ (19) + 19 = 38
Othello Verese's Initiative using Scout: 1d20 + 15 ⇒ (15) + 15 = 30
Atae's Initiative using Detect Magic: 1d20 + 19 ⇒ (15) + 19 = 34
Liam Prentiss's Initiative using Defend: 1d20 + 14 ⇒ (6) + 14 = 20
R Perception/Init: 1d20 + 15 ⇒ (19) + 15 = 34
W Perception/Init: 1d20 + 15 ⇒ (15) + 15 = 30
B Perception/Init: 1d20 + 15 ⇒ (14) + 15 = 29
Y Perception/Init: 1d20 + 15 ⇒ (12) + 15 = 27
Pink Perception/Init: 1d20 + 20 ⇒ (2) + 20 = 22
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COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Rock walls are short enough that moving to the upper level doesn't require a climb check but moving through them is difficult terrain
------------------
Those with ** may go
**Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red
Atae - AC 24 87/87
Fengor - AC 27 (28 w/shield) 69/69
White
Othello Verese - AC 30 148/148
Blue
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Yellow
Pink
Liam Prentiss - AC 29 (31 w/shield) 129/129
Quinoline Silicate |
"Incoming!" Quinoline yells.
◆ Recall Knowledge on the Large creature, resistances and weaknesses. Quinoline would prefer to use Arcana +24 or Occultism +22, but will still attempt with Religion +16 if needed.
Her fingers a blur, Quinoline grabs an empty vial, spits in it, and hurls it at Red. New Quick Bomber feat allows Quick Alchemy plus Strike in one action. Far Lobber feat makes range increment 30'. Expanded Splash will be 10' radius (splash hits on all but Critical Failure). Debilitating Bomb will add dazzled.
◆ Greater Ghost Charge, 2nd range increment: 1d20 + 21 - 2 ⇒ (1) + 21 - 2 = 20
Vitality: 3d8 ⇒ (2, 8, 3) = 13 plus 13 splash vitality plus enfeebled 2 plus DC 30 Fortitude save vs dazzled until Quinoline's next turn
lol, I'll just let that one go
◆ Greater Ghost Charge, 2nd range increment, MAP: 1d20 + 21 - 2 - 5 ⇒ (2) + 21 - 2 - 5 = 16
Vitality: 3d8 ⇒ (8, 2, 8) = 18 plus 13 splash vitality plus enfeebled 2 plus DC 30 Fortitude save vs dazzled until Quinoline's next turn
lmao!
GM Tiger |
RK vs Pink: 1d20 + 16 ⇒ (15) + 16 = 31
Pink is a clacking skull swarm. Clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls' onslaught drives their prey to distraction even while they try to flee in terror. They can make fearsome sonic attacks.
Apart from standard undead immunities, they are resistant to cold, electricity, fire, piercing, slashing damage. They are less resistant to bludgeoning damage. They have standard swarm weaknesses (area/splash damage)
Quinoline hurls a pair of alchemical bombs at the nearby rocks to get her arm warmed up. Red shambles up to the party...
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COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Rock walls are short enough that moving to the upper level doesn't require a climb check but moving through them is difficult terrain
------------------
Those with ** may go
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red
**Atae - AC 24 87/87
**Fengor - AC 27 (28 w/shield) 69/69
White
Othello Verese - AC 30 148/148
Blue
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Yellow
Pink
Liam Prentiss - AC 29 (31 w/shield) 129/129
Quinoline Silicate |
Were both Critical Misses? If the second one was just a regular Miss, both Red and White should have been splashed.
"That's a clacking skull swarm. They arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls' onslaught drives their prey to distraction even while they try to flee in terror. They can make fearsome sonic attacks.
Apart from standard undead immunities, they are resistant to cold, electricity, fire, piercing, slashing damage. They are less resistant to bludgeoning damage. They have standard swarm weaknesses (area/splash damage)."
Atae |
Hearing the warning about the undead, and using sonic spells herself, the cleric of Calistria moves away from the group and grabbing her holy symbol invokes her goddess to strike down her foes and destroy these mockeries of life as a beam in the shape of 3 daggers erupts from her hand
1d20 + 18 ⇒ (14) + 18 = 32 divine lance
6d4 ⇒ (4, 4, 4, 3, 3, 2) = 20 spirit damage
Fangor The Masked |
Fangor moves next to Atae and calls his god's power to punish the undead that attack them.
May the Living's God power punishes you!
Divine Lance vs White OG AC: 1d20 + 16 ⇒ (3) + 16 = 19
Damages, spirit: 6d4 + 2d6 ⇒ (1, 3, 1, 2, 2, 2) + (1, 3) = 15
But his aim is off.
GM Tiger |
Quinoline - yes, both were crit misses
Atae - The level bump gives you extra damage (+1), not 1 extra die of damage.
Atae and Fangor both send divine energy at Red and White respectively. Atae hits but Fangor doesn't.
White gets into the gap between the party...
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COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Rock walls are short enough that moving to the upper level doesn't require a climb check but moving through them is difficult terrain
------------------
Those with ** may go
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-21)
Atae - AC 25 97/97
Fengor - AC 27 (28 w/shield) 69/69
White
**Othello Verese - AC 30 148/148
Blue
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Yellow
Pink
Liam Prentiss - AC 29 (31 w/shield) 129/129
Othello Verese |
Othello will get out his halberd.
"The only redemption for the undead is destruction."
Strike vs Red: 1d20 + 19 ⇒ (1) + 19 = 20for: 2d10 + 5 ⇒ (1, 1) + 5 = 7 piercing damage and: 1d6 ⇒ 5 holy damage vs undead and 1d6 persistent bleed.
All that work for a nat 1
Strike vs Red: 1d20 + 19 - 5 ⇒ (7) + 19 - 5 = 21for: 2d10 + 5 ⇒ (10, 10) + 5 = 25 piercing damage and: 1d6 ⇒ 1 holy damage vs undead and 1d6 persistent bleed.
GM Tiger |
Othello pulls out his halberd. He warms up by whirling the blade over Red's head. He then tries to poke Red but misses.
Blue begins moving towards the party...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Rock walls are short enough that moving to the upper level doesn't require a climb check but moving through them is difficult terrain
------------------
Those with ** may go
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-21)
Atae - AC 25 97/97
Fengor - AC 27 (28 w/shield) 69/69
White
Othello Verese - AC 30 148/148
Blue
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Yellow
Pink
Liam Prentiss - AC 29 (31 w/shield) 129/129
Crystal Schattenauge |
Crystal parkours off white (tumble through)
acro: 1d20 + 23 ⇒ (2) + 23 = 25
Assumed failure, will attempt again, and then finisher or regular attack with flank.
acro: 1d20 + 23 ⇒ (2) + 23 = 25
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (20) + 23 = 43
piercing: 3d6 + 3 ⇒ (3, 5, 3) + 3 = 14
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 1
precision if applied: 4d6 ⇒ (3, 1, 1, 4) = 9
(crit spec, white is off guard until next turn)
In the unlikely event finisher applied, targetting finisher would make this enfeebled 2.
GM Tiger |
Crystal parkours off White. She stabs it where the kidneys would have been before tumbling through its space again, regaining Panache.
Your first tumble through succeeded, actually. I just used the 2nd to get Panache back!
The skull swarm moves up to the party and begins chattering its teeth.
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COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain:
* Rock walls are short enough that moving to the upper level doesn't require a climb check but moving through them is difficult terrain
Before your Turn:
DC 31 Will Save vs Chattering Teeth: Everyone
------------------
Those with ** may go
-2-
**Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-21)
Atae - AC 25 97/97
Fengor - AC 27 (28 w/shield) 69/69
White (-48; Enfeebled 2; OG)
Othello Verese - AC 30 148/148
Blue
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (Panache)
-1-
Yellow
Pink
**Liam Prentiss - AC 29 (31 w/shield) 129/129
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Immune 24h
F: Confused, 1 rd
Liam Prentiss |
Will: 1d20 + 16 ⇒ (15) + 16 = 31
Liam analyzes the situation. But, well, the first thing he does in a fight is always the same--get his armor fully up and running, along with his other enhancing gadgets.
Keeping his shield up, he snaps his mace at the undead creature that's helpfully come close.
He does most of these things very well!
◆ Overdrive. Crafting DC 26: 1d20 + 21 ⇒ (16) + 21 = 37. Critical Success! Liam's fire and cold resistance increase, and his Strikes deal 6 additional damage.
◆ Raise Shield
◆ Strike +1 Striking Astral Cold Iron Flickmace: 1d20 + 19 ⇒ (1) + 19 = 20 for bludgeoning: 2d6 + 13 ⇒ (3, 3) + 13 = 19, fire: 1d6 ⇒ 2, and spirit damage: 1d6 ⇒ 4
GM Tiger |
Liam powers up his armor then limbers up his arm, flicking his mace experimentally at Red. He misses Red by a mile but then again, those are just warm up strikes, right?
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Rock walls are short enough that moving to the upper level doesn't require a climb check but moving through them is difficult terrain
Active Conditions:
* Immune to Chattering Teeth: Liam
Before your Turn:
DC 31 Will Save vs Chattering Teeth: Everyone except Liam
------------------
Those with ** may go
**Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-21)
Atae - AC 25 97/97
Fengor - AC 27 (28 w/shield) 69/69
White (-48; Enfeebled 2; OG)
Othello Verese - AC 30 148/148
Blue
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (Panache)
Yellow
Pink
Liam Prentiss - AC 29 (31 w/shield) 129/129 (AC 31)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Immune 24h
F: Confused, 1 rd
Quinoline Silicate |
Will: 1d20 + 19 ⇒ (14) + 19 = 33 vs DC 31
Quinoline ignores the chattering teeth, and then unloads a ghost charge on Yellow, splashing the bones.
◆ Greater Ghost Charge, 1st range increment: 1d20 + 21 ⇒ (13) + 21 = 34
Vitality: 3d8 ⇒ (8, 8, 2) = 18 plus 13 splash vitality plus plus enfeebled 2 plus DC 30 Fortitude save vs dazzled until Quinoline's next turn
Quinoline will throw a second bomb.
I'm going to presume that doesn't Critically Fail, in which case both Yellow and the bones will take the splash vitality. What happens next depends on whether the zombie-things or the skull swarm are weak or vulnerable to vitality (and/or splash). Quinoline will try to trigger the most weaknesses (vitality or splash damage) - so if both are weak, Quinoline will target Yellow to splash the skull swarm. If only the zombie-things are weak, Quinoline will target White and splash Red; if only the skull swarm is weak, Quinoline will target the skull swarm (even at 2nd range increment). If neither are weak, Quinoline will target White with a bottled lightning.
◆ Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (7) + 21 - 5 = 23 -2 if targeting the skull swarm due to 2nd range increment
Vitality: 3d8 ⇒ (7, 3, 8) = 18 plus 13 splash vitality plus plus enfeebled 2 plus DC 30 Fortitude save vs dazzled until Quinoline's next turn
◆ Quinoline will raise her shield.
Atae |
wILL SAVE 1d20 + 20 ⇒ (17) + 20 = 37
She will need to know if they took more damage from vitality sources as it will impact what she does.
GM Tiger |
Quinoline hurls a Ghost Charge at Yellow, hitting it squarely in the chest. Yellow appears to be more injured than what would be expected, indicating a weakness to Vitality (Positive) damage. Quinoline hurls a second vial but it hits the ground behind Yellow and does no damage.
Red takes a pair of swings at Othello.
Fist vs Othello AC 30: 1d20 + 20 ⇒ (20) + 20 = 40 for Bludgeoning Damage: 2d6 + 8 ⇒ (6, 1) + 8 = 15 Doubled to 30
Fist vs Othello AC 30, MAP: 1d20 + 15 ⇒ (3) + 15 = 18 for Bludgeoning Damage: 2d6 + 8 ⇒ (2, 6) + 8 = 16
The first punch hits Othello in the face with a meaty SMACK! Immediately his hair catches fire!
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COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Rock walls are short enough that moving to the upper level doesn't require a climb check but moving through them is difficult terrain
Active Conditions:
* Immune to Chattering Teeth: Liam, Atae, Quinoline
Before your Turn:
DC 31 Will Save vs Chattering Teeth: Othello, Crystal, Fengor
DC 25 Fort Save vs Blinding Sulfur: Othello
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Those with ** may go
Quinoline Silicate - AC 30 (32 w/shield) 140/140 (AC 32)
Red (-21)
**Atae - AC 25 97/97
**Fengor - AC 27 (28 w/shield) 69/69
White (-48; Enfeebled 2; OG)
Othello Verese - AC 30 118/148 (1d6 Persistent Fire)
Blue
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (Panache)
Yellow (-38; Dazzled; Enfeebled 2)
Pink
Liam Prentiss - AC 29 (31 w/shield) 129/129 (AC 31)
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CONDITIONS AND EFFECTS REFERENCE
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CS/S: Immune 24h
F: Confused, 1 rd
CS/S: Unaffected
F: Blinded, 1 rd
CF: Blinded, 1 minute
Quinoline Silicate |
The skull swarm should have taken splash damage from the first bomb (and the second bomb, if not Critical Failure) - did it have weakness to vitality? Or was it not affected by vitality?
GM Tiger |
The skull swarm should have taken splash damage from the first bomb (and the second bomb, if not Critical Failure) - did it have weakness to vitality? Or was it not affected by vitality?
I thought bomber restricts splash to the target? Who are you targetting with the 2nd bomb?
Quinoline Silicate |
Bomber can restrict splash to the target, but doesn't need to.
Field Benefit When throwing an alchemical bomb with the splash trait, you can choose to deal splash damage to only your primary target instead of the usual splash area.
In this case (since nobody in the party is hurt by splash vitality, and nobody in the party is within 10'), Quinoline chooses not to.
If the sulfur zombies are weak to positive and the skull swarm is weak to vitality or splash, Quinoline will target Yellow (splashing Yellow and the skull swarm and triggering both weaknesses).
If the sulfur zombies are weak to positive and the skull swarm is vulnerable (but not weak) to vitality or splash, Quinoline will target White, splashing Red (to trigger both White and Red's weaknesses).