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Seeing that blue is flanking her party members she concentrates and holds out her right fist. On her ring finger is a ring that has the shape of a ram's head. As she concentrates the head of the ram emits a spectral ram head that slams into blue
per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.
She will try to push the wight towards the east side of the bridge.
3 action 6d6 ⇒ (1, 4, 4, 5, 5, 6) = 25 force

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Energy from Atae's ring slams into Blue but it manages to brace its feet and move only half the distance. It does, however, slam into the bridge's railing, hard enough to rattle its teeth (or what's left of them).
Fangor continues to snipe at the wights with his holy light...
Divine Lance vs Blue, Bless: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23 for Spirit Damage: 5d4 ⇒ (2, 2, 1, 2, 4) = 11
... with no success. Sighing, he puts his bow away and draws his rapier.
------------------
COMBAT TRACKER
Round: 5
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 25 Fort Save vs Drain Life:
DC 5 Flat Check vs Concealed (Only if the hostile is not in bright light): Liam
------------------
Those with ** may go
Fangor - AC 27 (28 w/shield) 69/69
**Crystal Schattenauge - AC 29 (31 w/buckler) 104/139 (Panache; Drained 1)
Atae - AC 25 97/97
Yellow (-76; 1d6 Persistent Bleed)
Quinoline Silicate - AC 30 (32 w/shield; Lesser Sturdy Shield - HP 69/80, H10, BT 40) 115/140
Liam Prentiss - AC 29 (31 w/Shield) 91/129 (AC 31; Lesser Sturdy Shield - HP 70/80, H10, BT 40)
Blue (-3)
Othello Verese - AC 30 148/148
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

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Crystal first strikes blue, will try to panache against blue (or yellow if blue is dead) and then will raise shield.
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (7) + 23 = 30
piercing: 3d6 + 3 ⇒ (3, 4, 3) + 3 = 13
corrosive: 1d6 ⇒ 5
fire: 1d6 ⇒ 2
precision if applied: 4d6 ⇒ (5, 4, 4, 5) = 18
Targetting finisher on the arm - creature is enfeebled 2.
Acrobatics: 1d20 + 23 ⇒ (12) + 23 = 35

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It appears my post was eaten. Sigh...
Crystal pokes Blue, then parkours off the wight before raising her buckler.
O,Q: 1d2 ⇒ 2
Yellow lashes out at Quinoline.
Claw vs Quinoline AC 30: 1d20 + 19 ⇒ (16) + 19 = 35 for Slashing Damage: 1d8 + 12 ⇒ (6) + 12 = 18 Net 6 after GoR
Claw vs Quinoline AC 30, MAP, Agile, E2: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30 for Slashing Damage: 1d8 + 12 - 2 ⇒ (8) + 12 - 2 = 18
Claw vs Quinoline AC 30, MAP 2+, Agile, E2: 1d20 + 11 - 2 ⇒ (11) + 11 - 2 = 20 for Slashing Damage: 1d8 + 12 - 2 ⇒ (3) + 12 - 2 = 13
Bleed; Flat: 1d6 ⇒ 61d20 ⇒ 8
Othello's god rebukes Yellow and weakens it. Yellow apparently also takes damage from the god's rebuke.
10 damage total to Yellow after Bleed and Relentless Reaction
------------------
COMBAT TRACKER
Round: 5
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 25 Fort Save vs Drain Life: Quinoline x2
DC 5 Flat Check vs Concealed (Only if the hostile is not in bright light): Liam
------------------
Those with ** may go
Fangor - AC 27 (28 w/shield) 69/69
Crystal Schattenauge - AC 29 (31 w/buckler) 104/139 (AC 31; Panache; Drained 1)
Atae - AC 25 97/97
Yellow (-75; temp hp - 9/9; 1d6 Persistent Bleed; Enfeebled 2)
**Quinoline Silicate - AC 30 (32 w/shield; Lesser Sturdy Shield - HP 69/80, H10, BT 40) 91/140
**Liam Prentiss - AC 29 (31 w/Shield) 91/129 (AC 31; Lesser Sturdy Shield - HP 70/80, H10, BT 40)
Blue (-34; Enfeebled 2)
Othello Verese - AC 30 148/148 (Reaction used)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
F: Drained 1 (value increases by 1 on each subsequent save up to 4)

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Fortitude: 1d20 + 21 ⇒ (17) + 21 = 38 vs DC 25
Fortitude: 1d20 + 21 ⇒ (14) + 21 = 35 vs DC 25
"Pssh. You think that's all it takes to drain me? Obviously, you never used hexamethylphosphordiamide before it was commonly replaced with dimethylsulfoxide!"
Quinoline raises her shield and pulls out a prepared vial. She lobs it at Blue. Note: not the one she's adjacent to. The idea is to make the other off-guard.
Greater Bottled Lightning: 1d20 + 21 ⇒ (3) + 21 = 24
Electricity: 3d6 ⇒ (1, 4, 3) = 8 plus 13 splash electricity plus off-guard
No additional effect because this was created via Advanced Alchemy.
BAH! Used up all my good rolls.
Quinoline's pendant of the occult flashes, and she casts Guidance on Crystal.

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Quinoline shrugs off the cold of the grave and chucks a bottle of lightning at Blue. The vial just misses and breaks against the side of the bridge. Some of it still splashes on the wight, causing sparks on its clothes.
Liam flicks his flickmace (HA!) at Yellow and Blue before raising his shield.
Flickmace vs Yellow, OG: 1d20 + 19 ⇒ (10) + 19 = 29 for Bludgeoning, Fire, Spirit: 2d6 + 7 + 1d6 + 1d6 ⇒ (1, 1) + 7 + (3) + (2) = 14
Flickmace vs Blue, MAP, Sweep: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18 for Bludgeoning, Fire, Spirit: 2d6 + 7 + 1d6 + 1d6 ⇒ (1, 4) + 7 + (6) + (2) = 20
Blue reaches out and touches Crystal
Claw vs Crystal AC 31: 1d20 + 20 ⇒ (10) + 20 = 30 for Slashing Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Claw vs Crystal AC 31, MAP, Agile: 1d20 + 13 ⇒ (11) + 13 = 24 for Slashing Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Claw vs Crystal AC 31, MAP 2+, Agile: 1d20 + 9 ⇒ (15) + 9 = 24 for Slashing Damage: 1d8 + 7 ⇒ (5) + 7 = 12
But doesn't do much other than put scratches on her buckler...
------------------
COMBAT TRACKER
Round: 5-6
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): Liam
------------------
Those with ** may go
-6-
**Fangor - AC 27 (28 w/shield) 69/69
**Crystal Schattenauge - AC 29 (31 w/buckler) 104/139 (AC 31; Panache; Drained 1)
**Atae - AC 25 97/97
Yellow (-80; 1d6 Persistent Bleed; Enfeebled 2)
Quinoline Silicate - AC 30 (32 w/shield; Lesser Sturdy Shield - HP 69/80, H10, BT 40) 89/140
Liam Prentiss - AC 29 (31 w/Shield) 91/129 (AC 31; Lesser Sturdy Shield - HP 70/80, H10, BT 40)
-5-
Blue (-47; Enfeebled 2)
**Othello Verese - AC 30 148/148 (Reaction used)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

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Crystal first strikes blue, will try to panache against blue and then will raise shield. Rinse and repeat.
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (5) + 23 = 28
piercing: 3d6 + 3 ⇒ (2, 2, 6) + 3 = 13
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 4
precision if applied: 4d6 ⇒ (3, 2, 3, 4) = 12
Targetting finisher on the arm - creature is enfeebled 2.
Acrobatics: 1d20 + 23 ⇒ (11) + 23 = 34

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Crystal continues to confound Blue with her acrobatics, landing a poke on its arm to keep it weakened before raising her shield.
------------------
COMBAT TRACKER
Round: 5-6
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 25 Fort Save vs Drain Life:
DC 5 Flat Check vs Concealed (Only if the hostile is not in bright light): Liam
------------------
Those with ** may go
-6-
**Fangor - AC 27 (28 w/shield) 69/69
Crystal Schattenauge - AC 29 (31 w/buckler) 104/139 (AC 31; Panache; Drained 1)
**Atae - AC 25 97/97
Yellow (-80; 1d6 Persistent Bleed; Enfeebled 2)
Quinoline Silicate - AC 30 (32 w/shield; Lesser Sturdy Shield - HP 69/80, H10, BT 40) 89/140
Liam Prentiss - AC 29 (31 w/Shield) 91/129 (AC 31; Lesser Sturdy Shield - HP 70/80, H10, BT 40)
-5-
Blue (-77; Enfeebled 2)
**Othello Verese - AC 30 148/148 (Reaction used)

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She will move up once, extend her bless and attempt to create a distraction against yellow
1d20 + 16 ⇒ (12) + 16 = 28 deception

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Atae moves up and apparently disappears from Yellow.
Othello pokes Yellow
+2 Striking Halberd vs Yellow, OG: 1d20 + 19 ⇒ (20) + 19 = 39 for Piercing, Disrupting: 2d10 + 5 + 1d6 ⇒ (9, 4) + 5 + (5) = 23 Crit doubled to 46
+2 Striking Halberd vs Yellow, OG, MAP: 1d20 + 14 ⇒ (18) + 14 = 32 for Piercing, Disrupting: 2d10 + 5 + 1d6 ⇒ (1, 7) + 5 + (6) = 19
+2 Striking Halberd vs Yellow, OG, MAP 2+: 1d20 + 9 ⇒ (12) + 9 = 21 for Piercing, Disrupting: 2d10 + 5 + 1d6 ⇒ (2, 5) + 5 + (3) = 15
Fangor moves up and sends a bzzap at Blue and Yellow.
Electric Arc, DC 25 Reflex: 6d4 ⇒ (3, 1, 1, 3, 4, 3) = 15
Blue Ref: 1d20 + 20 ⇒ (14) + 20 = 34
Yellow Ref: 1d20 + 20 ⇒ (7) + 20 = 27
Although both wights get out of the way in time, Yellow suddenly explodes, sending bone shards into Quinoline and Othello.
Bone Slivers; DC 25 Basic Reflex Save: 4d8 ⇒ (5, 2, 6, 8) = 21
Othello Reflex: 1d20 + 19 ⇒ (20) + 19 = 39
Othello easily gets out of the way.

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------------------
COMBAT TRACKER
Round: 6
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 25 Fort Save vs Drain Life:
DC 25 Basic Reflex Save vs 21 Piercing (Bone Fragments): Quinoline
DC 5 Flat Check vs Concealed (Only if the hostile is not in bright light): Liam
------------------
Those with ** may go
Fangor - AC 27 (28 w/shield) 69/69
Crystal Schattenauge - AC 29 (31 w/buckler) 104/139 (AC 31; Panache; Drained 1)
Atae - AC 25 97/97
**Quinoline Silicate - AC 30 (32 w/shield; Lesser Sturdy Shield - HP 69/80, H10, BT 40) 89/140
**Liam Prentiss - AC 29 (31 w/Shield) 91/129 (AC 31; Lesser Sturdy Shield - HP 70/80, H10, BT 40)
Blue (-84; Enfeebled 2)
Othello Verese - AC 30 148/148

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Reflex: 1d20 + 20 ⇒ (14) + 20 = 34 vs DC 25
"Gah!"
Quinoline will raise her shield, move up, and try to scare the undead.
"Boo!"
Demoralize (Intimidation): 1d20 + 13 ⇒ (19) + 13 = 32 -4 if they don't speak Common

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Liam opts to continue attacking from a step away, with his shield between them, given the explosive tendencies.
◆ Raise Shield
◆ Strike Flickmace: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 36 for bludgeoning damage: 2d6 + 13 ⇒ (4, 2) + 13 = 19, fire damage: 1d6 ⇒ 2, and spirit damage: 1d6 ⇒ 5
◆ Strike Flickmace: 1d20 + 19 + 1 - 5 ⇒ (18) + 19 + 1 - 5 = 33 for bludgeoning damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20, fire damage: 1d6 ⇒ 2, and spirit damage: 1d6 ⇒ 3

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Quinoline avoids the worst of the damage. She raises her shield and yells at Blue, startling it.
Liam thwacks Blue twice and raises his shield to avoid possible explosions.
C,Q: 1d2 ⇒ 2
Blue attempts to scratch Quinoline...
Claw vs Quinoline AC 32, E2: 1d20 + 20 - 2 ⇒ (12) + 20 - 2 = 30 for Slashing Damage: 1d8 + 7 - 2 ⇒ (6) + 7 - 2 = 11
Claw vs Quinoline AC 32, MAP, Agile, E2: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30 for Slashing Damage: 1d8 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Claw vs Quinoline AC 32, MAP 2+, Agile, E2: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 for Slashing Damage: 1d8 + 7 - 2 ⇒ (4) + 7 - 2 = 9
... and causes you all to wince at the sound of nails on a chalkboard as its claws only scrape Quinoline's shield.
------------------
COMBAT TRACKER
Round: 6-7
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 25 Fort Save vs Drain Life:
DC 25 Basic Reflex Save vs 21 Piercing (Bone Fragments): Quinoline
DC 5 Flat Check vs Concealed (Only if the hostile is not in bright light): Liam
------------------
Those with ** may go
-7-
**Fangor - AC 27 (28 w/shield) 69/69
**Crystal Schattenauge - AC 29 (31 w/buckler) 104/139 (AC 31; Panache; Drained 1)
**Atae - AC 25 97/97
**Quinoline Silicate - AC 30 (32 w/shield) 79/140 (AC 32; Lesser Sturdy Shield - HP 69/80, H10, BT 40)
**Liam Prentiss - AC 29 (31 w/Shield) 91/129 (AC 31; Lesser Sturdy Shield - HP 70/80, H10, BT 40)
-6-
Blue (-135; Enfeebled 2; Frightened 1)
**Othello Verese - AC 30 148/148

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+2 Striking Halberd vs Yellow, OG: 1d20 + 19 ⇒ (20) + 19 = 39for Piercing, Disrupting: 2d10 + 5 + 1d6 ⇒ (2, 6) + 5 + (5) = 18 doubled for crit
+2 Striking Halberd vs Yellow, OG: 1d20 + 19 - 5 ⇒ (5) + 19 - 5 = 19for Piercing, Disrupting: 2d10 + 5 + 1d6 ⇒ (7, 7) + 5 + (2) = 21
+2 Striking Halberd vs Yellow, OG: 1d20 + 19 - 10 ⇒ (3) + 19 - 10 = 12for Piercing, Disrupting: 2d10 + 5 + 1d6 ⇒ (8, 8) + 5 + (1) = 22

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Othello pokes Blue and stabs it right in the eye. In its death throes, it reaches out and touches C,Q: 1d2 ⇒ 2 as a final spite.
Final Spite, Claw vs Quinoline AC 32, E2, F1: 1d20 + 20 - 3 ⇒ (20) + 20 - 3 = 37 for Slashing Damage: 1d8 + 7 - 2 ⇒ (6) + 7 - 2 = 11 Crit Doubled to 22; Net 0 damage after Othello's GoR and Shield Block
Othello rebukes the wight in its last moments and reduces the force of the blow that Quinoline's shield holds.
COMBAT OVER
You return to Freedom Town and have enough time to complete another round of Defense Preparations.
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
Many members of the Burning Suns are worshipers 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
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)
DCs for all checks are now 32. Only one person can make a check per skill but others may aid.

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Quinoline will work on the wards.
Arcana: 1d20 + 24 ⇒ (9) + 24 = 33
GM, for tracking purposes, can you say how much time has elapsed since the end of combat? Quinoline gets 2 versatile vials back every 10 min.

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Diplomacy: 1d20 + 19 ⇒ (10) + 19 = 29
Othello will try to help with the evacuation, but, unfortunately, falls short.

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Can we repeat the actions we did in the first round of these activities?
yes. the DC's higher though.

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Quinoline will work on the wards.
[dice=Arcana]1d20+24
GM, for tracking purposes, can you say how much time has elapsed since the end of combat? Quinoline gets 2 versatile vials back every 10 min.
It's somewhat irrelevant at this stage since you'll all get an overnight rest. The task itself is 2 hours long so you should get them all back

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"Tending... drakes? Well, I don't know how much help I'll be, but I'd like to learn."
Athletics: 1d20 + 21 ⇒ (3) + 21 = 24

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Since Quinoline already hit the DC, I'm going to redirect Atae's Aid to Nature (+16) and use the aid for Scouting.
Fangor Acrobatics, Scouting DC 32 w/ Aid: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
Crystal tries to keep the evacuation moving but somehow falls short. Fortunately, Othello is there to keep order Success w/ Aid
Fangor attempts to better know the terrain around Freedom Town. He almost gets lost but luckily remembers Atae's briefings about the woods. Success w/ Aid
Liam tries wrangling the drakes but they prove too much for him.
Round 3 Progress:
Barricades - N/A
Scouting - Fangor, Success w/Aid DONE
Wards - Quinoline, Success DONE
Evacuation - Crystal, Success w/Aid DONE
Tending - Liam, Failure; 2 DP
Traps - N/A
You have an overnight rest. Any changes to your daily prep, make them now. It's about to get ugly... :)

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You are able to get some rest after preparing Freedom Town's defenses. It seems inadequate for a battle of this scale, but it will have to do.
The next day, Mahja wakes Freedom Town with a loud note from a horn shortly before sunrise. Most of her fellow Burning Suns are quick to prepare for battle. You have enough time to make your daily preparations while Freedom Town readies itself. During this time Mahja takes some time to give a speech ahead of the day’s battle.
Mahja Firehair makes her way to the center of Freedom Town. There is electricity in the air as warriors of all kinds stretch and prepare for the battle ahead. A wave of murmurs grows into a sea of stomps, rattling of weapons, and loud growls and yelling. Once Mahja reaches the center of the crowd, she jumps onto a wagon and raises a closed fist, which immediately silences the town.
"Brothers, sisters, family, and friends. We don’t know why the dead have chosen to rise and enter our lands once more, but I know that we will respond. Belkzen is our home and we have proven before that any undead that dare tread in our home will only meet destruction. Be they a mass of bones or the Tyrant himself, we will stand together, and we will tear them down!"
A cheer erupts from the crowd. Mahja pauses long enough to allow the moment of levity before motioning for silence and continuing, "I can’t say for sure if all of us are enough to stop the armies of the dead on this day. However, I can say we will give them Hell! Whoever these undead are, or whoever sent them, all will learn that we are more dangerous than they’ve ever imagined. We will fight! Dawnflower, guide us! If I must give my life to protect Belkzen, I am ready to do so! Let’s show these shamblers that even death can’t protect them from the might of an orc!" Battle cries echo throughout Freedom Town and out through the valley as Mahja leads the march out to the wilderness around town.

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Retcon
One of the evacuees steps up to you and hands you an axe. "I think you'll need this more than I." She winks at you and adds, "I stole it long ago but never got around to fencing it."
The item is a +2 Striking Disrupting Battle Axe
Also the evacuees pool their knowledge of the surrounding wilderness and give you a bonus to initiative.
Traps Effect: 6d6 ⇒ (6, 6, 5, 6, 4, 5) = 32

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Quinoline will modify her daily preparations to be ghost charge-heavy: 4x greater ghost charge, 2x greater bottled lightning, 1x greater mistform elixir, 1x greater darkvision elixir, 1x moderate elixir of life.
As usual, she'll drink the greater darkvision elixir as part of a power breakfast, so she'll have darkvision for the day.

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Liam examines the axe. "Anyone good with axes? We do know we'll be facing undead..."
Do "retcon" and "evacuees" mean we received the axe the night before, so before doing daily prep?

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Liam examines the axe. "Anyone good with axes? We do know we'll be facing undead..."
Do "retcon" and "evacuees" mean we received the axe the night before, so before doing daily prep?
Yes. I also goofed on running the previous encounter but you all got through it quite well

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Shortly after Mahja finishes her speech, several explosions beyond Freedom Town signal the arrival of Geir’s forces. As dozens of zombies detonate throughout the wilderness, the nearby fields and forests catch fire, filling the sky with the light of a burning sunrise. You hear a large explosion and cries of help from a farmhouse on the eastern edge of town. Although the rest of Freedom Town’s forces are focused on undead elsewhere, you hear these cries and rush over to help.
The fire has already spread to the nearby trees and poses a serious risk. Creatures that end their turn adjacent to the burning trees take 4d6 fire damage. Creatures that enter these squares take the same amount of damage and must attempt a DC 25 Reflex save. On a failed save, the creature catches on fire, taking 2d6 persistent fire damage.
Fangor the Masqued's Initiative using Avoid Notice: 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27
Crystal Schattenauge's Initiative using Avoid Notice: 1d20 + 22 + 2 ⇒ (1) + 22 + 2 = 25
Quinoline Silicate's Initiative using Scout: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31
Othello Verese's Initiative using Scout: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
Atae's Initiative using Detect Magic: 1d20 + 20 + 2 ⇒ (20) + 20 + 2 = 42
Liam Prentiss's Initiative using Defend: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
R Perception/Init: 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 29
W Perception/Init: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35
B Perception/Init: 1d20 + 17 - 2 ⇒ (4) + 17 - 2 = 19
P Perception/Init: 1d20 + 17 - 2 ⇒ (14) + 17 - 2 = 29
Fire Damage: 4d6 ⇒ (6, 2, 3, 6) = 17
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 17 Fire Damage
* Enter a square with fire: 17 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
Active Conditions:
------------------
Those with ** may go
**Atae - AC 25 97/97
White (-32; Clumsy 1; Enfeebled 2)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-32; Clumsy 1; Enfeebled 2)
Pink (-32; Clumsy 1; Enfeebled 2)
Othello Verese - AC 30 148/148
Liam Prentiss - AC 29 (31 w/shield) 129/129
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Fangor - AC 27 (28 w/shield) 69/69
Blue (-32; Clumsy 1; Enfeebled 2)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

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Even though the elven cleric is hot, she does not want to burn so she moves up, with the extra speed from their success, seeing a pink zombie ahead of her, she begins to invoke Calistria to strike it down
1d20 + 18 ⇒ (18) + 18 = 36 divine lance
5d4 + 1 ⇒ (2, 3, 2, 1, 3) + 1 = 12 spirit

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Atae shoots Pink with a holy lance from her deity and hits it right between the eyes. Crit
White trundles up to Atae.
Ignore the burning tree if you're beside one for the start of combat. There are only so many spaces in the "PCs START HERE" box that one of you will invariable be beside a burning tree. If you don't move from that spot, however, you will take the fire damage! :)
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COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 17 Fire Damage
* Enter a square with fire: 17 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
Active Conditions:
------------------
Those with ** may go
Atae - AC 25 97/97
White (-32)
**Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-32; Clumsy 1; Enfeebled 2)
Pink (-56; Clumsy 1; Enfeebled 2)
Othello Verese - AC 30 148/148
Liam Prentiss - AC 29 (31 w/shield) 129/129
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Fangor - AC 27 (28 w/shield) 69/69
Blue (-32; Clumsy 1; Enfeebled 2)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

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Quinoline moves up and heaves two bombs at Blue. Expanded Splash gets both Red and Pink.
Greater Ghost Charge, 2nd range increment: 1d20 + 21 - 2 ⇒ (3) + 21 - 2 = 22
Vitality: 3d8 ⇒ (1, 8, 1) = 10 plus 13 splash vitality plus enfeebled 2 (1 round) plus DC 30 vs dazzled (1 round)
Greater Ghost Charge, 2nd range increment, MAP: 1d20 + 21 - 2 - 5 ⇒ (18) + 21 - 2 - 5 = 32
Vitality: 3d8 ⇒ (4, 3, 5) = 12 plus 13 splash vitality plus enfeebled 2 (1 round) plus DC 30 vs dazzled (1 round)
13 splash vitality to Red, Pink, and Blue unless it's a CF.

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Quinoline steps up and hurls a pair of ghost charge bombs at Blue. Her first bomb falls slightly short but the second connects. Red, Pink and Blue are covered in positive energy, which burns them more than the fire would ever...
Red and Pink shamble up to Atae...
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COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 17 Fire Damage
* Enter a square with fire: 17 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
Active Conditions:
------------------
Those with ** may go
Atae - AC 25 97/97
White (-32)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-72)
Pink (-96)
**Othello Verese - AC 30 148/148
**Liam Prentiss - AC 29 (31 w/shield) 129/129
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
**Fangor - AC 27 (28 w/shield) 69/69
Blue (-84; Clumsy 1; Enfeebled 2; Dazzled)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

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Liam moves forward while activating his armor.
He has to get closer than he'd prefer to the monsters, Atae, and the fire. The borrowed axe feels a little awkward in his hand, but he does feel the difference in the way the magic guides his strike.
◆ Overdrive Crafting: 1d20 + 21 ⇒ (15) + 21 = 36 A critical success! Liam enters critical Overdrive
◆ Stride
◆ Strike Pink borrowed battle axe: 1d20 + 20 ⇒ (16) + 20 = 36 for slashing damage: 2d8 + 7 + 6 ⇒ (7, 8) + 7 + 6 = 28, fire damage: 1d6 ⇒ 3, and vitality damage: 1d6 ⇒ 1

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Othello will stride twice to get into the front line (also getting allies and foes within his holy aura).
Then he will strike Pink
+2 Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (20) + 19 = 39
Damage: 2d10 + 5 ⇒ (10, 5) + 5 = 20 slashing plus: 1d6 ⇒ 5 positive and 1d6 bleed.

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Red Reflex: 1d20 + 15 ⇒ (17) + 15 = 32
White Reflex: 1d20 + 15 ⇒ (4) + 15 = 19
Blue Reflex: 1d20 + 15 ⇒ (3) + 15 = 18
Liam and Othello gang up on Pink, Othello's halberd enters Pink's eye while Liam's axe slices off Pink's head. Pink collapses like a burning house and explodes, showering everything within 30' with flames and body parts. Red avoids most of the damage but the other two zombies get pelted by Pink's body parts.
Bludgeoning and Fire Damage; DC 24 Basic Reflex: 3d10 + 3d10 ⇒ (6, 7, 4) + (7, 2, 7) = 33
Fangor Reflex: 1d20 + 20 ⇒ (18) + 20 = 38 Crit, no damage
Fangor easily rolls aside. He moves up and shoots a pair of arrows at Blue.
+2 Striking Shortbow vs Blue: 1d20 + 18 ⇒ (14) + 18 = 32 for Piercing: 2d6 + 2 ⇒ (6, 4) + 2 = 12 plus Sneak: 2d6 ⇒ (5, 4) = 9
+2 Striking Shortbow vs Blue, MAP: 1d20 + 13 ⇒ (6) + 13 = 19 for Piercing: 2d6 + 2 ⇒ (4, 2) + 2 = 8 plus Sneak: 2d6 ⇒ (2, 5) = 7
One arrow sticks in Blue's chest but the other goes wide.
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COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 17 Fire Damage
* Enter a square with fire: 17 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
Before your Turn:
DC 24 Basic Reflex vs 33 Bludgeoning and Fire Damage: Liam, Othello, Atae, Quinoline, Crystal
------------------
Those with ** may go
Atae - AC 25 97/97
White (-49)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-80)
Othello Verese - AC 30 148/148
Liam Prentiss - AC 29 (31 w/shield) 129/129
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Fangor - AC 27 (28 w/shield) 69/69
Blue (-122; Clumsy 1; Enfeebled 2; Dazzled)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

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Othello hits the deck and all the body parts and flames wash over him.
Don't forget, you all have a +1 to saves
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 17 Fire Damage
* Enter a square with fire: 17 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
Before your Turn:
DC 24 Basic Reflex vs 33 Bludgeoning and Fire Damage: Liam, Atae, Quinoline, Crystal
------------------
Those with ** may go
Atae - AC 25 97/97
White (-49)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-80)
Othello Verese - AC 30 148/148
Liam Prentiss - AC 29 (31 w/shield) 129/129
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Fangor - AC 27 (28 w/shield) 69/69
Blue (-122; Clumsy 1; Enfeebled 2; Dazzled)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

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Crystal needs to move first and then moves to tumble through red, before striking.
acrobatics: 1d20 + 23 ⇒ (6) + 23 = 29
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (9) + 23 = 32
piercing: 3d6 + 3 ⇒ (5, 2, 1) + 3 = 11
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 6
precision if applied: 4d6 ⇒ (5, 6, 6, 4) = 21
Targetting finisher on the arm - creature is enfeebled 2.

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Crystal Ref: 1d20 + 24 ⇒ (11) + 24 = 35
Crystal also easily avoids the fire and body parts and parkours off Red before jabbing it in the arm with her rapier.
Blue shambles up to the party front line...
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COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 17 Fire Damage
* Enter a square with fire: 17 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
Before your Turn:
DC 24 Basic Reflex vs 33 Bludgeoning and Fire Damage: Liam, Atae, Quinoline
------------------
Those with ** may go
**Atae - AC 25 97/97
White (-49)
Quinoline Silicate - AC 30 (32 w/shield) 140/140
Red (-113; Enfeebled 2)
Othello Verese - AC 30 148/148
Liam Prentiss - AC 29 (31 w/shield) 129/129
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151
Fangor - AC 27 (28 w/shield) 69/69
Blue (-122; Enfeebled 2; Dazzled)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

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Seeing that the inventor had come to her aid, the Calistrian kisses him gently on the cheek for a thanks Go and bring down Calistria's vengeance as she casts heroism on him
You unlock the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
She then tries to move out of the way of any more blowing things up,

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Seeing that the inventor had come to her aid, the Calistrian kisses him gently on the cheek for a thanks Go and bring down Calistria's vengeance as she casts heroism on him
You unlock the target's inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
She then tries to move out of the way of any more blowing things up,
Can you position yourself correctly inside a square please

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Atae easily avoids the flaming debris, pecks Liam on the cheek and gets out of the way.
White attempts to attack L,O: 1d2 ⇒ 2
Fist vs Othello AC 30: 1d20 + 22 ⇒ (9) + 22 = 31 for Bludgeoning Damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17
Fist vs Othello AC 30, MAP: 1d20 + 17 ⇒ (13) + 17 = 30 for Bludgeoning Damage: 2d6 + 10 ⇒ (6, 1) + 10 = 17
Othello's clothes also catch fire and bits of sulfur fly into his face.
Liam, the +1 to saves from the Heroism will stack with the Freedom Town bonus.
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COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 17 Fire Damage
* Enter a square with fire: 17 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
Before your Turn:
DC 24 Basic Reflex vs 33 Bludgeoning and Fire Damage: Liam, Quinoline
DC 27 Fort vs Blinding Sulfur: Othello
After your Turn:
DC 20 Flat check vs Persistent Fire: Othello
------------------
Those with ** may go
Atae - AC 25 97/97 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-49)
**Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Red (-113; Enfeebled 2)
Othello Verese - AC 30 148/148 (1d6 Persistent Fire; Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 129/129 (Freedom Town Bonus: +1 Saves, +5 Speed; Heroism: +1 Perc/Atk/Skill/Saves)
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (Freedom Town Bonus: +1 Saves, +5 Speed)
Fangor - AC 27 (28 w/shield) 69/69 (Freedom Town Bonus: +1 Saves, +5 Speed)
Blue (-122; Enfeebled 2; Dazzled)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
CS/S: Unaffected
F: Blinded, 1 rd
CF: Blinded, 1 minute