Atae
|
Badly hurt she attempts to move out of any more area blasts so that she can cast a 2 action heal on herself at 2nd rank
2d8 + 16 + 2 + 1 ⇒ (1, 7) + 16 + 2 + 1 = 27 +2 from staff +1 level bump
GM Tiger
|
The +1 from the level bump applies to damage. It doesn't apply to healing.
Atae barely escapes alive. She moves to safety and heals herself.
L,Q: 1d2 ⇒ 1
Blue punches Liam twice...
Fist vs Liam AC 31: 1d20 + 20 ⇒ (12) + 20 = 32 for Bludgeoning Damage: 2d6 + 8 ⇒ (2, 3) + 8 = 13
Fist vs Liam AC 31, MAP: 1d20 + 15 ⇒ (11) + 15 = 26 for Bludgeoning Damage: 2d6 + 8 ⇒ (5, 3) + 8 = 16
... and sets him on fire again...
------------------
COMBAT TRACKER
Round: 4-5
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:
Before your Turn:
DC 24 Basic Reflex vs 14 Bludgeoning and 19 Fire: Othello, Crystal, Quinoline
DC 31 Basic Will vs 46 Sonic Damage: Crystal
DC 31 Basic Reflex Save vs 30 Piercing and Void Damage: Othello, Crystal, Quinoline
DC 25 Fort vs Blinding Sulfur: Liam
After your Turn:
DC 15 Flat check vs Persistent Fire (after rolling 1d6 damage): Othello, Liam, Crystal
------------------
Those with ** may go
-5-
**Quinoline Silicate - AC 30 (32 w/shield) 140/140 (AC 32)
**Atae - AC 25 42/97
**Fangor - AC 27 (28 w/shield) 37/69
**Othello Verese - AC 30 60/148 (1d6 Persistent Fire)
-4-
Blue (-94)
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (Panache; 1d6 Persistent Fire)
**Liam Prentiss - AC 29 (31 w/shield) 78/129 (AC 31; 1d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Unaffected
F: Blinded, 1 rd
CF: Blinded, 1 minute
Othello Verese
|
Reflex: 1d20 + 19 ⇒ (13) + 19 = 32
Stride to flank blue.
Strike blue: 1d20 + 19 ⇒ (11) + 19 = 30for: 2d10 + 5 ⇒ (2, 5) + 5 = 12 ghost touch, piercing damage and: 1d6 ⇒ 6 vitality damage (from Disrupting), with 1d6 wounding.
Strike blue: 1d20 + 19 - 5 ⇒ (11) + 19 - 5 = 25for: 2d10 + 5 ⇒ (3, 3) + 5 = 11 ghost touch, piercing damage and: 1d6 ⇒ 5 vitality damage (from Disrupting), with 1d6 wounding.
Persistent fire: 1d6 ⇒ 31d20 ⇒ 20
GM Tiger
|
Othello Reflex vs DC 31: 1d20 + 19 ⇒ (10) + 19 = 29
you can hero point that if you like
Othello flanks Blue and stabs it twice, hitting both times and doing serious damage to Blue. Othello also manages to pat out the flames on his clothes.
------------------
COMBAT TRACKER
Round: 4-5
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:
Before your Turn:
DC 24 Basic Reflex vs 14 Bludgeoning and 19 Fire: Crystal, Quinoline
DC 31 Basic Will vs 46 Sonic Damage: Crystal
DC 31 Basic Reflex Save vs 30 Piercing and Void Damage: Crystal, Quinoline
DC 25 Fort vs Blinding Sulfur: Liam
After your Turn:
DC 15 Flat check vs Persistent Fire (after rolling 1d6 damage): Liam, Crystal
------------------
Those with ** may go
-5-
**Quinoline Silicate - AC 30 (32 w/shield) 140/140 (AC 32)
**Atae - AC 25 42/97
**Fangor - AC 27 (28 w/shield) 37/69
Othello Verese - AC 30 41/148 15 or 30 dmg from the DC 31 Piercing/Void
-4-
Blue (-142; 1d6 persistent bleed)
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (Panache; 1d6 Persistent Fire)
**Liam Prentiss - AC 29 (31 w/shield) 78/129 (AC 31; 1d6 Persistent Fire)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
CS/S: Unaffected
F: Blinded, 1 rd
CF: Blinded, 1 minute
Liam Prentiss
|
↺ Shield Block reduces the damage to 3. 1d6 persistent fire can't overcome Liam's resistance while he's in Overdrive, so it's very unlikely to damage him.
One left. Best to just finish it quickly--though Liam does keep his shield up this time.
"Fire doesn't seem to be working." Not that he can just turn off the jets of flame. Well, fire doesn't seem to be helping them either.
◆ Raise Shield
◆ Strike +1 Striking Astral Cold Iron Flickmace: 1d20 + 19 ⇒ (3) + 19 = 22 for bludgeoning damage: 2d6 + 13 ⇒ (5, 1) + 13 = 19 (I just realized I wasn't adding Overdrive damage...), fire damage: 1d6 ⇒ 3, and spirit damage: 1d6 ⇒ 5.
◆ Strike +1 Striking Astral Cold Iron Flickmace: 1d20 + 19 - 5 ⇒ (5) + 19 - 5 = 19 for bludgeoning damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21, fire damage: 1d6 ⇒ 4, and spirit damage: 1d6 ⇒ 1.
fire damage: 1d6 ⇒ 3 and flat check: 1d20 ⇒ 17 3 damage - resistance 6 = 0.
Quinoline Silicate
|
Reflex 1: 1d20 + 20 ⇒ (9) + 20 = 29 vs DC 24
Reflex 2: 1d20 + 20 ⇒ (10) + 20 = 30 vs DC 31
Quinoline will raise shield, step south to open the flank, and then throw bomb. Can spmeone move my icon?
Greater Ghost Charge: 1d20 + 21 ⇒ (11) + 21 = 32
Vitality: 3d8 ⇒ (2, 8, 8) = 18 plus 13 splash vitality plus enfeebled 2 plus DC 30 Fort vs dazzled
Reflex 3: 1d20 + 20 ⇒ (13) + 20 = 33
Just because its likely to come up :)
Atae
|
In case it is necessary
Seeing the undead creature still up she will try to disrupt its being and finally put it to rest
Disrupt undead 5d6 + 1 ⇒ (6, 5, 5, 1, 1) + 1 = 19 vitality damage
DC 28 Fort.
1d20 + 20 ⇒ (17) + 20 = 37 to figure out what else they have been fighting
Quinoline Silicate
|
I moved Quinoline's token.
GM Tiger
|
Fort DC 28: 1d20 + 19 ⇒ (18) + 19 = 37
Fort DC 30: 1d20 + 19 ⇒ (16) + 19 = 35
Rel: 1d20 + 20 ⇒ (5) + 20 = 25
Bludgeoning and Fire Damage; DC 24 Basic Reflex: 3d10 + 3d10 ⇒ (8, 9, 6) + (9, 10, 8) = 50
Fangor Reflex, DC 24: 1d20 + 20 ⇒ (3) + 20 = 23 50 total, Dying 1
Liam Reflex, DC 24: 1d20 + 17 ⇒ (2) + 17 = 19 Net 44 after Resistance
Liam Fort, DC 25: 1d20 + 18 ⇒ (7) + 18 = 25 Unaffected by sulfur
Crystal Reflex, DC 24 #1: 1d20 + 24 ⇒ (1) + 24 = 25 66 damage
Crystal Reflex, DC 31: 1d20 + 24 ⇒ (18) + 24 = 42 Crit Success, 0 dmg
Crystal Will, DC 31: 1d20 + 20 ⇒ (17) + 20 = 37 23 dmg
Othello Reflex vs DC 24: 1d20 + 19 ⇒ (11) + 19 = 30 9 dmg
Crystal Persistent; Flat: 1d6 ⇒ 21d20 ⇒ 6
Crystal Persistent; Flat: 1d6 ⇒ 11d20 ⇒ 13
Crystal Persistent; Flat: 1d6 ⇒ 61d20 ⇒ 14
Crystal Persistent; Flat: 1d6 ⇒ 21d20 ⇒ 20
11 fire damage total
Both Atae and Quinoline finish off Blue. It's only then that Atae realizes that you were fighting Sulphur Zombies. Apart from regular zombie vulnerabilities (slashing and positive damage) and resistances (mental, poison, unconscious, death effects, paralysis), they are also immune to fire and go boom when killed.
COMBAT OVER
Quinoline Silicate - AC 30 (32 w/shield) 69/140 (AC 32)
Atae - AC 25 42/97
Fangor - AC 27 (28 w/shield) 5/69 (Wounded 1)
Othello Verese - AC 30 2/148
Crystal Schattenauge - AC 29 (31 w/buckler) 51/151 (Panache)
Liam Prentiss - AC 29 (31 w/shield) 34/129 (AC 31)
Fangor goes down after Blue explodes but healers from the orc army come to your aid and patch up some of your wounds.
You can take some time if you wish but we can do all that on the way to Freedom Towm
Fangor The Masked
|
HP Reroll Reflex Save DC24: 1d20 + 20 ⇒ (6) + 20 = 26
Fangor avoids the blast, after almost failing it!
He draws his healing staff, I can help here. he says.
Liam Prentiss
|
Should be +19 to Reflex with Bulwark. Not that it matters there.
"So can I! Once I get this nozzle repaired. It cauterizes while vaporizing some healing herbs. It does work!"
GM Tiger
|
Fangor, keep the HP. You can all put yourselves back together (via Medicine checks, which we can handwave) on the way to Freedom Town.
Mahja insists on hurrying to Freedom Town. The remaining journey takes several hours, with you and the rest of the forces reaching the town shortly after sunset. Freedom Town is active when you arrive, with many of the citizens milling about, preparing to evacuate. Two half-orcs approach you and Mahja Firehair as you arrive in Freedom Town.
"Ah! Excuse me for a moment. I need to debrief with my scouts, Bovar Ashcaller and Namiri Ashcaller."
Mahja steps away and confers with the twins. She returns with a grim look. "Bovar and Namri hope to prepare the the town for the upcoming ambush. They encountered a fair amount of resistance, however, and eventually dedicated their time to assessing the town’s current defenses. However, we need your help. I need to help find shelter for her people, unload supplies, and generally get the Burning Suns ready for the fight so I need you to take charge on preparing Freedom Town’s defenses."
Mahja hands you a brief list of the major tasks required to prepare Freedom Town. The Ashcallers’ latest reconnaissance determined the undead army was relatively close, with their estimates placing the army at Freedom Town by morning. You have six (6) hours to work with, after which most of the Burning Suns and your other allies will stop to rest for the night. While some individuals will stay up to cover watches and work on small tasks throughout the night, the bulk of the work needs to be done during these six hours.
You prepare Freedom Town for the upcoming battle by earning Defense Points (DP) by succeeding at different skill checks:
CS/S/F: +2/+1/0
CF: A major setback such as an accident, injury, destruction of supplies, and so on puts you behind schedule. You don’t lose DP, but you can’t Prepare Freedom Town for 1 round as you work to make up for lost time on your task. You can still Aid on a different character’s check to Prepare Freedom Town in the next round.
You have 3 rounds of skill checks, each check being the equivalent of 2 hours work. Each task can gain up to 3 DP. Once a given task has 3 DP, no further checks for that task can be made, as the task is fully complete and other tasks take priority. Only one character can attempt a check for a given task at a time, though other characters can Aid your check instead of making their attempt to Prepare Freedom Town.
Initial DC for all checks is 28. The DC for a given task increases by 2 for each Defense Point already earned for the task. For example, the DC for a task with 2 DP is DC 30. An initial check for a task covers most of the simple or obvious steps toward completing a task. The increased DC represents the very specific aspects of a task that take more effort to complete.
Creative solutions can earn a success (not a Crit Success) instead of having to roll.
GM Tiger
|
While Freedom Town has a small fort near its center, most of the town is made of wooden dwellings that lack Fort Freedom’s palisades. You can help erect barricades at key locations throughout the town, as well as digging simple trenches or placing smaller barricades outside of the town.
Applicable Skills: Athletics, Crafting, Warfare Lore
Many of Freedom Town’s citizens are still in the town. While many of the citizens are planning to keep out of the way during the attack, they still represent a liability, especially if the fighting spills into the town itself. Mahja prefers that any citizens not willing to fight be evacuated instead. She has set some of her hold’s members aside to serve as escorts for these citizens and lead them toward the safety of Urgir.
Applicable Skills: Deception, Diplomacy, Intimidation, Performance, Society
Expecting much of the ambush and subsequent battle to occur outside of Freedom Town, Mahja asks the PCs to assess the town’s surroundings. The PCs must travel throughout the surrounding wilderness, getting the lay of the land and locating key features of the area. The PCs can invite Bovar and Namiri Ashcaller with them during the scouting attempt. The Ashcallers share what they know of the wilderness and grant the PCs a +2 circumstance bonus to their checks to scout.
Applicable Skills: Athletics, Acrobatics, Perception, Nature, Survival
The Burning Sun hold makes use of several riding drakes as battle mounts. While the Burning Sun orcs typically use only a few drakes at a time, they plan to use all the hold’s drakes for the assault tomorrow. This has left the hold’s wranglers stretched thin as they work to prepare the drakes for combat. Khagrig Daybreak is helping where he can, but even his assistance isn’t enough. You can help by serving as impromptu wranglers for the hold’s younger drakes.
Applicable Skills: Athletics, Diplomacy, Intimidation, Nature, Survival
In addition to any other fortifications, placing snares, pitfalls, and other traps in and around Freedom Town would go a long way to defending the town. Many of the undead marching toward the town are stopped or outright destroyed by simpler traps, so saturating the area with traps is in the town’s best interest.
Applicable Skills: Crafting, Stealth, Survival, Thievery
Many members of the Burning Suns are worshippers of Sarenrae. Using their knowledge of undead and divine magic, the faithful Burning Sun orcs look to create magical wards to repel or weaken the incoming undead. These orcs are led by Uirch, who uses the knowledge he acquired while restoring the Bastion of Light to help fortify the wards. You can offer their magical insight or anatomical knowledge of undead to support in the creation of these wards.
Applicable Skills: Arcana, Medicine, Occultism, Religion
Summary (TL:DR):
* You have 3 rounds to prepare Freedom Town's Defenses
* Each PC can make ONE check per Task per round (though others may aid)
* DC 28/30/32 as you gain DPs
* Max 3 DPs per task
* You don't lose DPs for a Crit Fail but bad things happen!
Quinoline Silicate
|
PCs: Quinoline has Continual Recovery and Ward Medic, so out of combat healing should be covered as long as we have time, and you can save expendables for in-combat.
PCs and GM: Since this is my first time playing a Remastered alchemist, I'll over-narrate to make sure I'm doing everything correctly: Quinoline regains 2 versatile vials per 10 minute block (regardless of exploration activity). In this case, I don't think time is a problem, but in the future, if we don't have 40 minutes between combats, Quinoline may not start with a full array.
Quinoline will help craft Barricades and Traps, but she can also help with Wards. (Crafting +24, Arcana +24) She's happy to choose after others have picked (I'll spoiler results and let the GM make the final decisions after everyone else has posted, and for transparency, Quinoline will reroll any CFs), since she probably has more options than most in terms of skills.
Round 1: 1d20 + 24 ⇒ (15) + 24 = 39
Round 2: 1d20 + 24 ⇒ (18) + 24 = 42
Round 3: 1d20 + 24 ⇒ (10) + 24 = 34
If needed ...
Hero Point Reroll: 1d20 + 24 ⇒ (8) + 24 = 32
Othello Verese
|
Othello can Treat Wounds up to four individuals every ten minutes.
Medicine with assurance, Expert.
Quinoline: 2d8 + 10 ⇒ (2, 3) + 10 = 15 now 84/140
Atae: 2d8 + 10 ⇒ (5, 3) + 10 = 18 now 60/97
Fangor: 2d8 + 10 ⇒ (4, 1) + 10 = 15 now 20/69
Othello: 2d8 + 10 ⇒ (2, 7) + 10 = 19 now 21/148
Risky Surgery, Expert. Guaranteed success on any non-1
Quinoline: 1d20 ⇒ 6-1d8 + 4d8 + 10 ⇒ -(4) + (1, 1, 4, 5) + 10 = 17 now 101/140
Atae: 1d20 ⇒ 18-1d8 + 4d8 + 10 ⇒ -(3) + (5, 4, 8, 4) + 10 = 28 now 88/97
Fangor: 1d20 ⇒ 15-1d8 + 4d8 + 10 ⇒ -(2) + (2, 1, 1, 8) + 10 = 20 now 40/69
Othello: 1d20 ⇒ 18-1d8 + 4d8 + 10 ⇒ -(5) + (2, 3, 3, 6) + 10 = 19 now 40/148
Risky Surgery, Expert. Guaranteed success on any non-1
Quinoline: 1d20 ⇒ 1-1d8 ⇒ -(2) = -2 now 99/140
Atae: 1d20 ⇒ 20-1d8 + 4d8 + 10 ⇒ -(3) + (1, 6, 2, 3) + 10 = 19 now 97/97
Fangor: 1d20 ⇒ 14-1d8 + 4d8 + 10 ⇒ -(5) + (3, 3, 2, 3) + 10 = 16 now 56/69
Othello: 1d20 ⇒ 4-1d8 + 4d8 + 10 ⇒ -(4) + (5, 7, 2, 5) + 10 = 25 now 65/148
Risky Surgery, Expert. Guaranteed success on any non-1
Quinoline: 1d20 ⇒ 17-1d8 + 4d8 + 10 ⇒ -(7) + (4, 6, 6, 2) + 10 = 21 now 120/140
Fangor: 1d20 ⇒ 14-1d8 + 4d8 + 10 ⇒ -(6) + (6, 4, 4, 1) + 10 = 19 now 75/69
Othello: 1d20 ⇒ 15-1d8 + 4d8 + 10 ⇒ -(3) + (8, 6, 8, 4) + 10 = 33 now 98/148
Crystal: 1d20 ⇒ 4-1d8 + 4d8 + 10 ⇒ -(6) + (4, 6, 5, 6) + 10 = 25 now 76/151
Risky Surgery, Expert. Guaranteed success on any non-1
Quinoline: 1d20 ⇒ 16-1d8 + 4d8 + 10 ⇒ -(2) + (7, 8, 5, 1) + 10 = 29 now 140/140
Othello: 1d20 ⇒ 19-1d8 + 4d8 + 10 ⇒ -(2) + (1, 5, 5, 3) + 10 = 22 now 120/148
Crystal: 1d20 ⇒ 5-1d8 + 4d8 + 10 ⇒ -(5) + (8, 4, 2, 7) + 10 = 26 now 102/151
Liam : 1d20 ⇒ 14-1d8 + 4d8 + 10 ⇒ -(7) + (1, 2, 1, 5) + 10 = 12 now 56/129
Risky Surgery, Expert. Guaranteed success on any non-1
Othello: 1d20 ⇒ 7-1d8 + 4d8 + 10 ⇒ -(5) + (5, 6, 4, 1) + 10 = 21 now 141/148
Crystal: 1d20 ⇒ 13-1d8 + 4d8 + 10 ⇒ -(6) + (6, 6, 8, 6) + 10 = 30 now 132/151
Liam : 1d20 ⇒ 18-1d8 + 4d8 + 10 ⇒ -(8) + (6, 6, 2, 5) + 10 = 21 now 77/129
Risky Surgery, Expert. Guaranteed success on any non-1
Othello: 1d20 ⇒ 16-1d8 + 4d8 + 10 ⇒ -(8) + (2, 2, 7, 3) + 10 = 16 now 148/148
Crystal: 1d20 ⇒ 17-1d8 + 4d8 + 10 ⇒ -(2) + (4, 5, 4, 2) + 10 = 23 now 151/151
Liam : 1d20 ⇒ 17-1d8 + 4d8 + 10 ⇒ -(4) + (1, 8, 2, 7) + 10 = 24 now 81/129
Risky Surgery, Expert. Guaranteed success on any non-1
Liam : 1d20 ⇒ 13-1d8 + 4d8 + 10 ⇒ -(8) + (4, 7, 4, 4) + 10 = 21 now 102/129
Lay on Hands for another 30 to Liam.
I probably could have been more efficient with this...
Round 1: Medicine to improve the wards: 1d20 + 19 ⇒ (13) + 19 = 32
Atae
|
Round 1 Religion to increase wards ]1d20 + 20 ⇒ (12) + 20 = 32
Round 2 Evacuation 1d20 + 17 ⇒ (16) + 17 = 33 Deception
She will wait to see where she might be able to help others for Round 3.
Crystal Schattenauge
|
Crystal will assist with tending and evacuation...
acrobatics: 1d20 + 23 ⇒ (13) + 23 = 36
diplomacy: 1d20 + 23 ⇒ (15) + 23 = 38
Liam Prentiss
|
Barricades were what Liam had offered to help with in the first place, but if people are constructing traps... he'll work on that first.
Best skills Crafting and Athletics. But between those that's most of them.
Liam will start working on traps, then take a look at how barricade-building is going next.
Crafting (Traps): 1d20 + 21 ⇒ (16) + 21 = 37
Crafting (Barricades): 1d20 + 21 ⇒ (11) + 21 = 32
Athletics (Scouting): 1d20 + 21 ⇒ (18) + 21 = 39
Fangor The Masked
|
Fangor starts to help with the evacuation.
Performance: 1d20 + 20 + 2 ⇒ (3) + 20 + 2 = 25
Performance HP Reroll: 1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41
Then, helps to put traps around the place
Stealth: 1d20 + 21 ⇒ (14) + 21 = 35
Othello Verese
|
In the second round, Othello will agilely Scout (Acrobatics): 1d20 + 18 ⇒ (15) + 18 = 33
Evacuation will be finished in the second round.
Barricade still needs 2
Scouting still needs 1
Tending still needs 1
Traps still needs 2
Wards still needs 1
GM Tiger
|
I took the checks in order of posting. So what I have is:
Wards - Othello, 1 DP
Evacuation - Atae, 1 DP
Tending - Crystal, 1 DP
Traps - Liam, 1 DP
Scouting - either Fangor or Quinoline
Barricades - either Fangor or Quinoline
Fangor, if you can make something fit for either Scouting or Barricades, I'd love to keep that crit!
Quinoline Silicate
|
Of those two, Fangor should do Scouting because his Performance +20 is better than anything Quinoline can put together for Scouting (Perception +18), but Quinoline's best modifier for Barricades (Crafting +24) is higher than his Performance. Quinoline's first roll for Barricades was (15)+24 = 39, which is a CS vs DC 28.
GM Tiger
|
GAH! I completely missed Quinoline's rolls -- I saw it earlier then forgot about it
Revised Progress List:
Barricades - Quinoline, Crit Success 2 DP
Scouting - Fangor, Success, 1 DP
Wards - Othello, 1 DP
Evacuation - Atae, 1 DP
Tending - Crystal, 1 DP
Traps - Liam, 1 DP
Round 2 Progress:
Barricades - Liam, Success, 3 DP Total (DONE)
Scouting - Othello, Acrobatics, 2 DP Total
Wards - Atae, Religion, 2 DP Total
Evacuation - Crystal, Diplomacy, 2 DP Total
Tending - Fangor, Intimidation, 2 DP Total
Traps - Quinoline, Crit Success, 3 DP Total (DONE)
You make considerable progress after two hours. Most of Freedom Town's defenses are nearly complete. Just then, one of Mahja's scouts runs up to you and informs you that undead were spotted on the outskirts of Freedom Town. As you're the closest to the place they were spotted, you're being sent to meet them.
Assumption is that weapons are out
Fangor the Masqued's Initiative using Avoid Notice: 1d20 + 21 ⇒ (19) + 21 = 40
Crystal Schattenauge's Initiative using Avoid Notice: 1d20 + 22 ⇒ (17) + 22 = 39
Quinoline Silicate's Initiative using Scout: 1d20 + 19 ⇒ (16) + 19 = 35
Othello Verese's Initiative using Scout: 1d20 + 15 ⇒ (8) + 15 = 23
Atae's Initiative using Detect Magic: 1d20 + 20 ⇒ (16) + 20 = 36
Liam Prentiss's Initiative using Defend: 1d20 + 14 ⇒ (20) + 14 = 34
Yellow Perception/Init: 1d20 + 19 ⇒ (16) + 19 = 35
Pink Perception/Init: 1d20 + 19 ⇒ (11) + 19 = 30
R Perception/Init: 1d20 + 18 ⇒ (15) + 18 = 33
W Perception/Init: 1d20 + 18 ⇒ (17) + 18 = 35
B Perception/Init: 1d20 + 18 ⇒ (13) + 18 = 31
You arrive at the bridge. You see a lone bipedal humanoid creature with glowing red eyes. You also see several corpses on the bridge...
On the opposite bank, you also see two pairs of glowing red eyes...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain/Lighting:
* Water is difficult terrain (no check to swim needed)
* Moonlight (Dim Light; DC 5 Flat Check vs concealed unless you have Low-Light/Darkvision)
Active Conditions:
------------------
Those with ** may go
**Fangor - AC 27 (28 w/shield) 69/69
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
**Atae - AC 25 97/97
Yellow
White
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Liam Prentiss - AC 29 (31 w/shield) 129/129
Pink
Othello Verese - AC 30 148/148
GM Tiger
|
My first roll was for warda
s.
I went based on order received. Othello posted before you so I used his roll first. Since it's only 1 check per task, I used your second roll.
Atae
|
[ooc] Okay, I guess why give us 3 rounds then? It soundes like thongs would get harder per success but rhat we could still try to do things]/ooc]
Crystal Schattenauge
|
Crystal has just enough movement to move up to white, tumble through and finisher.
Acrobatics: 1d20 + 23 ⇒ (9) + 23 = 32
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (5) + 23 = 28
piercing: 3d6 + 3 ⇒ (3, 1, 3) + 3 = 10
corrosive: 1d6 ⇒ 5
fire: 1d6 ⇒ 1
precision if applied: 4d6 ⇒ (1, 4, 3, 1) = 9
Targetting finisher on the arm - creature is enfeebled 2.
Atae
|
Religion check to identify what they are fighting 1d20 + 20 ⇒ (20) + 20 = 40
She will then cast divine lance at the creature Kitty is fighting
1d20 + 18 ⇒ (10) + 18 = 28
5d4 + 1 ⇒ (2, 3, 3, 4, 2) + 1 = 15 spirit damage
[ooc] She will share what she knows with the group when it is revealed [/ooc[]
GM Tiger
|
Okay, I guess why give us 3 rounds then? It soundes like thongs would get harder per success but rhat we could still try to do things]
Because that's how the scenario is written. Luis Loza wrote the scenario, ask him why you get 3 rds... I can't change the script because Society scenarios are meant to be run as written.
GM Tiger
|
Atae recognizes White as a Prowler Wight. They're similar to regular wights except that they can see through smoke, and are a bit stronger than the regular wight.
A successful strike drains the life force of the target and transfers it to the wight. Before it's destroyed, the wight will make a final strike at the closest target.
Immunities: as undead (death effects, disease, paralyzed, poison, unconscious)
She then sends a lance of divine goodness at White, hitting it and causing a scorch mark to appear on its rotting tunic. Crystal again parkours off the undead monster before stabbing it in the arm, weakening it.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain/Lighting:
* Water is difficult terrain (no check to swim needed)
* Moonlight (Dim Light; DC 5 Flat Check vs concealed unless you have Low-Light/Darkvision)
Active Conditions:
------------------
Those with ** may go
**Fangor - AC 27 (28 w/shield) 69/69
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Atae - AC 25 97/97
Yellow
White (-40; Enfeebled 2)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Liam Prentiss - AC 29 (31 w/shield) 129/129
Pink
Othello Verese - AC 30 148/148
Fangor The Masked
|
Fangor concentrates and calls his god's power to destroy the white Wight.
Accept the Living God's blessing!
Divine Lance vs White OG AC: 1d20 + 16 ⇒ (14) + 16 = 30
Damages, Spirit: 5d4 + 1 + 2d6 ⇒ (4, 1, 3, 3, 3) + 1 + (6, 2) = 23
Then, shoots at it.
+1 Striking Shortbow: 1d20 + 18 - 5 ⇒ (1) + 18 - 5 = 14
Damages, P: 2d6 + 2 + 2d6 ⇒ (4, 1) + 2 + (1, 5) = 13
◆◆ Cast A Spell
◆ Ranged Strike
GM Tiger
|
Fangor sends some divine goodness at the white wight (that had me giggling) but misses with his bow. The White wight pulls out a dagger. It then stabs at Crystal before slashing at her as a follow up attack.
Dagger vs Crystal AC 29, E2: 1d20 + 21 - 2 ⇒ (9) + 21 - 2 = 28 for Slashing Damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14
Dagger vs Crystal AC 29, MAP, Agile, E2: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27 for Slashing Damage: 2d4 + 7 ⇒ (4, 3) + 7 = 14
Fortunately for Crystal, neither strike connects due to the wight's weakened condition. From the darkness, a pair of arrows come flying at Crystal.
Composite Longbow vs Crystal AC 29: 1d20 + 21 ⇒ (2) + 21 = 23 for Piercing Damage: 1d8 + 10 ⇒ (7) + 10 = 17
Composite Longbow vs Crystal AC 29, MAP: 1d20 + 16 ⇒ (14) + 16 = 30 for Piercing Damage: 1d8 + 10 ⇒ (6) + 10 = 16
One connects but the other misses wide.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain/Lighting:
* Water is difficult terrain (no check to swim needed)
* Moonlight (Dim Light; DC 5 Flat Check vs concealed unless you have Low-Light/Darkvision)
Active Conditions:
Before your Turn:
------------------
Those with ** may go
Fangor - AC 27 (28 w/shield) 69/69
Crystal Schattenauge - AC 29 (31 w/buckler) 135/151
Atae - AC 25 97/97
Yellow
White (-63; Enfeebled 2)
**Quinoline Silicate - AC 30 (32 w/shield) 140/140
**Liam Prentiss - AC 29 (31 w/shield) 129/129
Pink
Othello Verese - AC 30 148/148
Liam Prentiss
|
It's just a bit too far away! Liam catches up with Crystal and snaps his mace towards the wight. He'll need a moment to really get going.
◆ Stride
◆ Step
◆ Strike White Wight. +1 Striking Astral Cold Iron Flickmace: 1d20 + 19 ⇒ (11) + 19 = 30 for bludgeoning: 2d6 + 7 ⇒ (1, 6) + 7 = 14, spirit: 1d6 ⇒ 2, and fire damage: 1d6 ⇒ 1. Total of 17.
GM Tiger
|
Did we see where the arrows came from?
Anyone with DV/LL will see a pair of bipedal figures across the bridge. Those without will see a 4 glowing red eyes across the bridge
GM Tiger
|
Liam Flat: 1d20 ⇒ 1
Liam, you can HP the flat check if you like
Liam moves up and takes a swing at the White Wight (that's starting to get catchy!).
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain/Lighting:
* Water is difficult terrain (no check to swim needed)
* Moonlight (Dim Light; DC 5 Flat Check vs concealed unless you have Low-Light/Darkvision)
Active Conditions:
Before your Turn:
DC 5 Flat Check vs Concealed (Dim Light): Quinoline, Liam, Othello
------------------
Those with ** may go
Fangor - AC 27 (28 w/shield) 69/69
Crystal Schattenauge - AC 29 (31 w/buckler) 135/151
Atae - AC 25 97/97
Yellow
White (-63; Enfeebled 2)
**Quinoline Silicate - AC 30 (32 w/shield) 140/140
**Liam Prentiss - AC 29 (31 w/shield) 129/129 (pending HP of DC 5 flat check)
Pink
Othello Verese - AC 30 148/148
Quinoline Silicate
|
Quinoline has darkvision (she makes and drinks a greater elixir of darkvision with one of her Advanced Alchemy items).
Quinoline ignores the lack of light, instead, she moves up and a little to the right, and throws some might at the White wight.
Greater Ghost Charge: 1d20 + 21 ⇒ (14) + 21 = 35
Vitality: 3d8 ⇒ (7, 3, 5) = 15 plus 13 splash vitality plus enfeebled 2 plus DC 30 Fortitude vs dazzled
Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (16) + 21 - 5 = 32
Vitality: 3d8 ⇒ (8, 8, 8) = 24 plus 13 splash vitality plus enfeebled 2 plus DC 30 Fortitude vs dazzled
Liam Prentiss
|
Liam has a light source--wayfinder.
Keeping his shield up, Liam kicks his equipment into gear. His armor issues some steam. Aha! Everything working perfectly again.
He snaps his mace towards the evasive wight once more.
◆ Overdrive Crafting: 1d20 + 21 ⇒ (15) + 21 = 36. Critical success!
◆ Raise Shield
◆ Strike Concealment: 1d20 ⇒ 6 +1 Striking Astral Cold Iron Flickmace: 1d20 + 19 ⇒ (11) + 19 = 30 for bludgeoning: 2d6 + 13 ⇒ (1, 4) + 13 = 18, fire: 1d6 ⇒ 6, and spirit damage: 1d6 ⇒ 4; total of 28
GM Tiger
|
Liam has a light source--wayfinder.
Keeping his shield up, Liam kicks his equipment into gear. His armor issues some steam. Aha! Everything working perfectly again.
He snaps his mace towards the evasive wight once more.
◆ Overdrive [dice=Crafting]1d20+21. Critical success!
◆ Raise Shield
◆ Strike [dice=Concealment]1d20 [dice=+1 Striking Astral Cold Iron Flickmace]1d20+19 for [dice=bludgeoning]2d6+13, [dice=fire]1d6, and [dice=spirit damage]1d6; total of 28
Wait! Hold on! You took your turn previously but failed the flat check for dim light. You need to spend an action to light your wayfinder so you're still in dim light. I can keep this set of actions for the next turn if you like. Did you want to HP the DC 5 flat check was what I was asking.
GM Tiger
|
Quinoline moves up and hurls a pair of ghost charge bombs at the White wight. Both hit, enveloping the wight in spirit energy.
Fort: 1d20 + 17 ⇒ (3) + 17 = 20
Fort: 1d20 + 17 ⇒ (4) + 17 = 21
White also appears punch drunk from the ghost charge attack.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain/Lighting:
* Water is difficult terrain (no check to swim needed)
* Moonlight (Dim Light; DC 5 Flat Check vs concealed unless you have Low-Light/Darkvision)
Active Conditions:
Before your Turn:
DC 5 Flat Check vs Concealed (Dim Light): Liam, Othello
------------------
Those with ** may go
Fangor - AC 27 (28 w/shield) 69/69
Crystal Schattenauge - AC 29 (31 w/buckler) 135/151
Atae - AC 25 97/97
Yellow
White (-125; Enfeebled 2; Dazzled)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
**Liam Prentiss - AC 29 (31 w/shield) 129/129 (pending HP of DC 5 flat check)
Pink
Othello Verese - AC 30 148/148
Liam Prentiss
|
Whoops, sorry there.
Okay, but... if we were traveling in the dark expecting a fight and had time to ready weapons, he would have lit it already.
Hero Point: 1d20 ⇒ 20
GM Tiger
|
Whoops, sorry there.
Okay, but... if we were traveling in the dark expecting a fight and had time to ready weapons, he would have lit it already.
True. Ok. Keep the HP
In the light of Liam's wayfinder, you notice other corpses strewn around the bridge.
An arrow suddenly comes flying across the bridge and heads for who: 1d6 ⇒ 3
Composite Longbow vs Liam AC 29: 1d20 + 21 ⇒ (10) + 21 = 31 for Piercing Damage: 1d8 + 10 ⇒ (7) + 10 = 17
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain/Lighting:
* Water is difficult terrain (no check to swim needed)
* Moonlight (Dim Light; DC 5 Flat Check vs concealed unless you have Low-Light/Darkvision)
* Bright Light within 20' of a light source (torch, wayfinder, light spell, etc), dim light otherwise
Active Conditions:
Before your Turn:
DC 5 Flat Check vs Concealed (Only if the hostile is not in bright light): Othello, Liam
------------------
Those with ** may go
-2-
**Fangor - AC 27 (28 w/shield) 69/69
**Crystal Schattenauge - AC 29 (31 w/buckler) 135/151
**Atae - AC 25 97/97
Yellow
White (-142; Enfeebled 2; Dazzled)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Liam Prentiss - AC 29 (31 w/shield) 112/129
Pink
-1-
**Othello Verese - AC 30 148/148
Liam Prentiss
|
Liam's shield mostly blocks the shot. Mostly.
↺ Shield Block, 10 hardness
GM Tiger
|
Liam's shield mostly blocks the shot. Mostly.
↺ Shield Block, 10 hardness
The arrow shatters on Liam's shield. He takes some light damage from bits of the arrowhead nicking his face.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Terrain/Lighting:
* Water is difficult terrain (no check to swim needed)
* Moonlight (Dim Light; DC 5 Flat Check vs concealed unless you have Low-Light/Darkvision)
* Bright Light within 20' of a light source (torch, wayfinder, light spell, etc), dim light otherwise
Active Conditions:
Before your Turn:
DC 5 Flat Check vs Concealed (Only if the hostile is not in bright light): Othello, Liam
------------------
Those with ** may go
-2-
**Fangor - AC 27 (28 w/shield) 69/69
**Crystal Schattenauge - AC 29 (31 w/buckler) 135/151
**Atae - AC 25 97/97
Yellow
White (-142; Enfeebled 2; Dazzled)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Liam Prentiss - AC 29 (31 w/Shield) 122/129 (AC 31; Lesser Sturdy Shield - HP 70/80, H10, BT 40)
Pink
-1-
**Othello Verese - AC 30 148/148
Othello Verese
|
◆ Othello puts on his Obsidian Goggles and turns its lenses gaining Darkvision for one hour.
◆ Stride
◆ Strike: 1d20 + 19 ⇒ (6) + 19 = 25for: 2d10 + 5 ⇒ (5, 8) + 5 = 18 ghost touch, piercing damage and: 1d6 ⇒ 1 vitality damage (from Disrupting), with 1d6 wounding.
Atae
|
The cleric moves up and invokes the Goddess, Calistria, guide and protect we who serve to stop these abominations to life and pleasure, and guide our aim and actions.
Casting bless with a 15' emanation for now.
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet. Bless can counteract bane.
Crystal Schattenauge
|
Crystal will parkour off the one in front of her.
Acrobatics: 1d20 + 23 ⇒ (2) + 23 = 25
Assuming the above fails
Acro 2: 1d20 + 23 ⇒ (4) + 23 = 27
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (14) + 23 = 37
piercing: 3d6 + 3 ⇒ (6, 4, 6) + 3 = 19
corrosive: 1d6 ⇒ 3
fire: 1d6 ⇒ 2
precision if applied: 4d6 ⇒ (6, 1, 1, 5) = 13
Targetting finisher on the arm - creature is enfeebled 2.