Quinoline Silicate |
Reflex, bonus: 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29 vs DC 24
Bah, sad I didn't crit that!
"Incomingggggg!"
Quinoline will target the most damaged, unless there's some way she can tell that 3 splashes alone would kill Red and Blue (in which case she'd target White instead in that case to get the extra damage on White).
Greater Ghost Charge: 1d20 + 21 ⇒ (3) + 21 = 24
Vitality: 3d8 ⇒ (4, 3, 5) = 12 plus 13 splash vitality plus enfeebled 2 (1 round) plus DC 30 vs dazzled (1 round)
Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (5) + 21 - 5 = 21
Vitality: 3d8 ⇒ (3, 5, 5) = 13 plus 13 splash vitality plus enfeebled 2 (1 round) plus DC 30 vs dazzled (1 round)
Greater Ghost Charge, MAP: 1d20 + 21 - 10 ⇒ (2) + 21 - 10 = 13
Vitality: 3d8 ⇒ (7, 5, 6) = 18 plus 13 splash vitality plus enfeebled 2 (1 round) plus DC 30 vs dazzled (1 round)
Blech, that third one might have crit missed. Reminder: splash is 10' and applies to all three on a miss but not a crit miss.
GM Tiger |
Quinoline manages to avoid the worst of the damage and hurls three vials of Ghost Charge at the zombies. Two land nearest Blue but the third flies over their heads and crashes into the roof of a nearby house. (3rd one is indeed a crit miss).
C,O: 1d2 ⇒ 2
Red swings its meaty fist and targets Othello.
Fist vs Othello AC 30, E2: 1d20 + 22 - 2 ⇒ (10) + 22 - 2 = 30 for Bludgeoning Damage, E2: 2d6 + 10 - 2 ⇒ (6, 5) + 10 - 2 = 19
Fist vs Othello AC 30, MAP, E2: 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25 for Bludgeoning Damage: 2d6 + 10 - 2 ⇒ (5, 4) + 10 - 2 = 17
------------------
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
DC 27 Fort vs Blinding Sulfur: Othello x2
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 (-89)
Quinoline Silicate - AC 30 (32 w/shield) 124/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Red (-153; Enfeebled 2)
**Othello Verese - AC 30 95/148 (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 (-162; 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
Quinoline Silicate |
Quinoline points out that the thatched roof of the house she splashed with vitality appears green and sprouting!
Othello Verese |
Fort DC 27, w/freedom town bonus: 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31
◆ +2 Striking Disrupting Wounding Halberd vs Blue: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 2d10 + 5 ⇒ (6, 6) + 5 = 17 slashing plus: 1d6 ⇒ 6 positive vitality and 1d6 bleed.
Othello will continue vs Blue, until it goes down, then will switch to Red, then if Red goes down, will continue with White
◆ +2 Striking Disrupting Wounding Halberd, MAP: 1d20 + 19 - 5 ⇒ (7) + 19 - 5 = 21
Damage: 2d10 + 5 ⇒ (4, 5) + 5 = 14 slashing plus: 1d6 ⇒ 2 vitality and 1d6 bleed.
◆ +2 Striking Disrupting Wounding Halberd, MAP: 1d20 + 19 - 10 ⇒ (16) + 19 - 10 = 25
Damage: 2d10 + 5 ⇒ (9, 8) + 5 = 22 slashing plus: 1d6 ⇒ 1 vitality and 1d6 bleed.
Persistent fire: 1d6 ⇒ 21d20 ⇒ 18
GM Tiger |
Othello shuts his eyes and doesn't get any of the sulfur in them. He then slashes Blue across the neck. The head drops off and Blue collapses on itself before exploding. His subsequent slashes at the other zombies do not connect.
Bludgeoning and Fire Damage; DC 26 Basic Reflex: 3d10 + 2 + 3d10 + 2 ⇒ (7, 9, 3) + 2 + (2, 9, 9) + 2 = 43
White/Red Reflex: 2d20 ⇒ (5, 16) = 21
Fangor Reflex: 1d20 + 20 ⇒ (19) + 20 = 39
Othello Fort #2: 1d20 + 20 ⇒ (9) + 20 = 29
White gets clobbered by bits of Blue's anatomy while Red manages to step out of the way. Fangor hits the deck and emerges unscathed.
------------------
COMBAT TRACKER
Round: 2-3
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
DC 26 Basic Reflex vs 43 Bludgeoning and Fire Damage: Liam, Othello, Atae, Quinoline, Crystal
After your Turn:
DC 15 Flat check vs Persistent Fire:
------------------
Those with ** may go
-3-
**Atae - AC 25 97/97 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-110)
Quinoline Silicate - AC 30 (32 w/shield) 124/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Red (-163; Enfeebled 2)
-2-
Othello Verese - AC 30 91/148 (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)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Liam Prentiss |
Reflex: 1d20 + 19 + 1 ⇒ (9) + 19 + 1 = 29 -6 fire resistance = 10 damage
Reflex: 1d20 + 19 + 1 + 1 ⇒ (5) + 19 + 1 + 1 = 26 -6 fire resistance = 15 damage
The explosions really could be worse.
Liam shifts closer to Othello, preparing to heal him (with more fire and explosions). But first, he slices at the damaged creature.
◆ Raise Shield
◆ Step
◆ Strike White borrowed battle axe: 1d20 + 20 + 1 ⇒ (3) + 20 + 1 = 24 for slashing: 2d8 + 13 ⇒ (1, 4) + 13 = 18, fire: 1d6 ⇒ 3, and vitality damage: 1d6 ⇒ 5
GM Tiger |
Liam avoids the worst of the damage. He slashes at White before moving closer to Othello and raising his shield. Unfortunately, the slash misses.
------------------
COMBAT TRACKER
Round: 2-3
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 26 Basic Reflex vs 21 Bludgeoning and 22 Fire Damage: Othello, Atae, Quinoline, Crystal
After your Turn:
DC 15 Flat check vs Persistent Fire:
------------------
Those with ** may go
-3-
**Atae - AC 25 97/97 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-110)
Quinoline Silicate - AC 30 (32 w/shield) 124/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Red (-163; Enfeebled 2)
-2-
Othello Verese - AC 30 91/148 (Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 104/129 (AC 31; 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)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Crystal Schattenauge |
Crystal parkours off red to hopefully finish it off.
acrobatics: 1d20 + 23 ⇒ (12) + 23 = 35
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (19) + 23 = 42
piercing: 3d6 + 3 ⇒ (2, 3, 2) + 3 = 10
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 4
precision if applied: 4d6 ⇒ (6, 4, 1, 6) = 17
Targetting finisher on the arm - creature is enfeebled 2 if still alive.
Currently one action left but putting in flat check to fire - noting I have 10 fire resistance.
flat: 1d20 ⇒ 12
Depending on if red dies - apply acro check to them (white if red is gone)
second panache attempt: 1d20 + 23 ⇒ (18) + 23 = 41
Atae |
She pulls out a wand and activating it casts a 4th lvl sound burst behind the two grouped up zombies to get them and not her party members
4d10 ⇒ (5, 6, 1, 2) = 14 sonic
DC 28 Fort
GM Tiger |
Crystal avoids the fire and anatomical parts. She parkours off Red and jabs it in the arm. Unfortunately, the rapier point slips into its eye. Red folds and explodes, showering everyone with fire and more body parts.
Bludgeoning and Fire Damage; DC 26 Basic Reflex: 3d10 + 2 + 3d10 + 2 ⇒ (8, 3, 6) + 2 + (1, 4, 4) + 2 = 30
White Ref: 1d20 ⇒ 13
Fangor Ref: 1d20 + 20 ⇒ (4) + 20 = 24
Fangor Ref, HP: 1d20 + 20 ⇒ (8) + 20 = 28 HP are meant to be used! :)
Atae Ref: 1d20 + 15 ⇒ (20) + 15 = 35
Atae Ref: 1d20 + 15 ⇒ (14) + 15 = 29
White Fort: 1d20 ⇒ 14
Atae drops a loud bang behind White and rattles it slightly. (7 damage)
White swings its burning fist at L,O: 1d2 ⇒ 1
Fist vs Liam AC 31: 1d20 + 22 ⇒ (6) + 22 = 28 for Bludgeoning Damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19
Fist vs Liam AC 31, MAP: 1d20 + 17 ⇒ (7) + 17 = 24 for Bludgeoning Damage: 2d6 + 10 ⇒ (2, 2) + 10 = 14
But Liam easily dodges the clumsy attacks.
GM Tiger |
------------------
COMBAT TRACKER
Round: 3-4
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 26 Basic Reflex vs 21 Bludgeoning and 22 Fire Damage: Quinoline
DC 26 Basic Reflex vs 19 Bludgeoning and 11 Fire Damage: Othello, Quinoline, Crystal, Liam
After your Turn:
DC 15 Flat check vs Persistent Fire:
------------------
Those with ** may go
-4-
**Atae - AC 25 82/97 (Freedom Town Bonus: +1 Saves, +5 Speed)
-3-
White (-126)
**Quinoline Silicate - AC 30 (32 w/shield) 124/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Othello Verese - AC 30 91/148 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 29 (31 w/shield) 104/129 (AC 31; 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) 54/69 (Freedom Town Bonus: +1 Saves, +5 Speed)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
GM Tiger |
AGH. I just realized I didn't take Fangor's Rd 2 turn
Retcon
Fangor sends a divine lance at White and moves away to keep from getting showered by debris.
Divine Lance vs white: 1d20 + 16 ⇒ (17) + 16 = 33
Spirit Damage: 6d4 ⇒ (2, 3, 2, 1, 2, 3) = 13
Fangor's divine lance hits White in the chest.
End Retcon
------------------
COMBAT TRACKER
Round: 3-4
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 26 Basic Reflex vs 21 Bludgeoning and 22 Fire Damage: Quinoline
DC 26 Basic Reflex vs 19 Bludgeoning and 11 Fire Damage: Othello, Quinoline, Crystal, Liam
After your Turn:
DC 15 Flat check vs Persistent Fire:
------------------
Those with ** may go
-4-
**Atae - AC 25 82/97 (Freedom Town Bonus: +1 Saves, +5 Speed)
-3-
White (-139)
**Quinoline Silicate - AC 30 (32 w/shield) 124/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Othello Verese - AC 30 91/148 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 29 (31 w/shield) 104/129 (AC 31; 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) 54/69 (Freedom Town Bonus: +1 Saves, +5 Speed)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Othello Verese |
Reflex DC 26 w/bonus: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26
◆ +2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (5) + 19 = 24
Holy damage: 2d10 + 5 ⇒ (10, 7) + 5 = 22 slashing plus: 1d6 ⇒ 6 positive to undead and 1d6 bleed.
◆ +2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 5 ⇒ (16) + 19 - 5 = 30
Holy damage: 2d10 + 5 ⇒ (8, 2) + 5 = 15 slashing plus: 1d6 ⇒ 5 positive to undead and 1d6 bleed.
◆ +2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 10 ⇒ (11) + 19 - 10 = 20
Holy damage: 2d10 + 5 ⇒ (4, 5) + 5 = 14 slashing plus: 1d6 ⇒ 1 positive to undead and 1d6 bleed.
Crystal Schattenauge |
reflex: 1d20 + 24 ⇒ (12) + 24 = 36
Time to dance in the air....yet.....again!
Crystal parkours up the nearest tree.
Quinoline Silicate |
Reflex 1: 1d20 + 20 ⇒ (6) + 20 = 26 vs DC 26
10 bludgeoning plus 11 fire
Reflex 2: 1d20 + 20 ⇒ (14) + 20 = 34 vs DC 26
9 bludgeoning plus 5 fire
I won't post actions until the game is unpaused.
GM Tiger |
Othello barely dives out of the way of the explosion and gets clipped by a wayward zombie arm. Crystal easily avoids the flying debris again by parkouring up a tree. Quinoline hits the deck but a wayward zombie foot dings her.
Othello retaliates on White, slashing its torso open with his halberd. White is in really bad shape but still fights on.
------------------
COMBAT TRACKER
Round: 3-4
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 26 Basic Reflex vs 19 Bludgeoning and 11 Fire Damage: Liam
After your Turn:
DC 15 Flat check vs Persistent Fire:
------------------
Those with ** may go
-4-
**Atae - AC 25 82/97 (Freedom Town Bonus: +1 Saves, +5 Speed)
-3-
White (-173)
**Quinoline Silicate - AC 30 (32 w/shield) 124/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Othello Verese - AC 30 76/148 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 29 (31 w/shield) 104/129 (AC 31; 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) 54/69 (Freedom Town Bonus: +1 Saves, +5 Speed)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Liam Prentiss |
Reflex: 1d20 + 19 + 1 + 1 ⇒ (2) + 19 + 1 + 1 = 23 -6 fire resistance
"This will sting," Liam warns Othello. He presses part of his armor, heated, against one of his injuries. It's hot enough to cauterize the wound, but the armor also vents steam from a small chamber containing medicinal herbs. It's not entirely pleasant, but it is effective.
An important-looking gear is also ejected. "Oh. I can fix that."
Unable to keep healing, Liam turns his attention to the remaining undead.
◆ Raise Shield
◆ Searing Restoration. Othello heals healing: 5d10 ⇒ (8, 7, 3, 8, 2) = 28. And Stability check: 1d20 ⇒ 9. Failure, can't use Unstable actions.
◆ Strike borrowed battleaxe: 1d20 + 20 + 1 ⇒ (6) + 20 + 1 = 27 for slashing: 2d8 + 13 ⇒ (3, 1) + 13 = 17, fire: 1d6 ⇒ 4, and vitality damage: 1d6 ⇒ 3
Quinoline Silicate |
Quinoline will raise her shield and brave the fire. Can circle to the left to avoid going through any fire directly.
She'll spike a ghost charge, this time, using Sticky Bomb.
Greater Ghost Charge: 1d20 + 21 ⇒ (6) + 21 = 27
Vitality: 3d8 ⇒ (2, 8, 2) = 12 plus 13 splash vitality plus enfeebled 2 (1 round) plus 13 persistent vitality
GM Tiger |
Liam doesn't avoid the exploding carnage but his armor keeps him from getting singed. He cauterizes Othello's wound before raising his shield and swinging at White, which unfortunately misses.
Quinoline hurls another ghost charge at White but it accidentally hits Liam's armor and only splatters White with it.
Atae concentrates and blasts out a wave of healing energy in a 30' emanation.
Healing: 5d8 ⇒ (6, 3, 7, 5, 1) = 22
Fort: 1d20 ⇒ 1
White collapses and explodes.
There's a two hour interval between the end of the encounter and the last one so we can handwave the medicine checks and the reflex save for the exploding zombie. Also we can finish Atae's healing font so everyone's back to full hp.
As the last zombie explodes, a local farmer emerges from the house. "Well met! I am Trinn Jovas. I had intended to join the fight but grew apprehensive shortly before the attack began and hid. You have my thanks for saving my life. Take this. It is a gift from a well-off uncle in Caliphas. It's not much but now you have inspired me to join the battle." He hands you a silver necklace.
**This piece of jewelry is a masterpiece necklace, with small sapphires accenting the piece. It's valued at 500 gp.**
One of Mahja's soldiers finds you and hands you a bag. "Mahja thinks you can use these" he says. Inside you find healing potions.
You each get two each of the highest level healing potion you have access to.
Below Lvl 12 - 2 x Moderate (3d8+10)
Lvl 12 - 2 x Greater (6d8+20)
Quinoline Silicate |
Proposed change of strategy.
Every 2.5 minutes, Quinoline is going to create a greater mistform elixir (5 min duration), and hand it to a rotating member of the team. Assuming the GM agrees to this, at any given moment, 2 party members will be under the influence of a mistform elixir. I propose the rotation of Crystal -> Liam -> Othello -> Quinoline, which will mean that one of Crystal or Othello will have it at all times. I will block off 2 versatile vials.
GM Tiger |
No problem here. So just to understand, each round you'll be handing out a mistform elixir? So essentially at the beginning of the final encounter, everyone is concealed?
Quinoline Silicate |
No problem here. So just to understand, each round you'll be handing out a mistform elixir? So essentially at the beginning of the final encounter, everyone is concealed?
Presumably, we don't know when we enter Encounter Mode, so my proposal was only for a random half of us to be misty. But, if you're willing to allow it, Quinoline would give one out to everyone before we enter Encounter Mode, so we'd all be misty.
GM Tiger |
No issues here. So right before we go into initiative you'll all chug your mistform elixirs. Any other change in strategies? :)
Liam Prentiss |
Liam patches his armor, doing a field repair on the broken part.
"They are formidable," Liam says to the farmer, "but that's why we're here. Not everyone is a soldier."
Hopefully inspiring a noncombatant to join a battle isn't a bad thing...
Quinoline Silicate |
Quinoline will give the farmer tips on how to help without putting himself in direct danger. Maybe he can keep civilians out of harm's way if the fight drifts, or put out fires that get started, or something?
Or maybe he's a champion of Erastil with Legendary proficiency with the pitchfork ... ?
GM Tiger |
Damage: 6d6 ⇒ (6, 4, 4, 1, 4, 2) = 21
Later in the battle, you cross paths with some of the powerful undead leading Geir’s army. Geir tasked several powerful wight captains and commanders to lead the charge and face off with the more powerful warriors of Urgir. Various squads of wights move throughout the fight and once such group catches wind of your success as they move through the burning wilderness.
In addition to the burning trees, the massive forest fire threatens to further harm and hamper the combatants. The dangers of the forest fire grow more dire as the combat continues.
Everyone gets a hero point. All PCs are concealed. Good luck!
A pair of wights start making their way forward.
Crystal Schattenauge's Initiative using Avoid Notice: 1d20 + 22 + 2 ⇒ (7) + 22 + 2 = 31
Quinoline Silicate's Initiative using Scout: 1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26
Othello Verese's Initiative using Scout: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Liam Prentiss's Initiative using Defend: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
Y Perception/Init: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 26
P Perception/Init: 1d20 + 16 - 2 ⇒ (19) + 16 - 2 = 33
G Perception/Init: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28
B Perception/Init: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18
Red Perception: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36
White Perception: 1d20 + 19 - 2 ⇒ (3) + 19 - 2 = 20
Burning Tree Damage: 4d6 ⇒ (4, 3, 1, 6) = 14
End of Round Damage: 2d6 ⇒ (3, 5) = 8
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* The heat of the forest fire causes all creatures on the battlefield to take 8 fire damage at the end of each of their turns.
Terrain:
* Steps are difficult terrain
------------------
Those with ** may go
Red (-21; Clumsy 1; Enfeebled 2)
Pink (-21; Clumsy 1; Enfeebled 2)
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Othello Verese - AC 30 148/148 (Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-21; Clumsy 1; Enfeebled 2)
Yellow (-21; Clumsy 1; Enfeebled 2)
Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 129/129 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-21; Clumsy 1; Enfeebled 2)
Blue (-21; Clumsy 1; Enfeebled 2)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Othello Verese |
Othello will cast Fly, and will fly diagonally up. Currently, 15 feet above where he started and 15 feet southwest. Please let me know if he has cleared the rocks.
GM Tiger |
Othello will cast Fly, and will fly diagonally up. Currently, 15 feet above where he started and 15 feet southwest. Please let me know if he has cleared the rocks.
Othello takes to the air and hovers over the battlefield.
Safe to say that you're over the rocks
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* The heat of the forest fire causes all creatures on the battlefield to take 8 fire damage at the end of each of their turns.
Terrain:
* Steps are difficult terrain
------------------
Those with ** may go
Red (-21; Clumsy 1; Enfeebled 2)
Pink (-21; Clumsy 1; Enfeebled 2)
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (Freedom Town Bonus: +1 Saves, +5 Speed)
Othello Verese - AC 30 148/148 (Flying 15' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-21; Clumsy 1; Enfeebled 2)
Yellow (-21; Clumsy 1; Enfeebled 2)
Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 129/129 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-21; Clumsy 1; Enfeebled 2)
Blue (-21; Clumsy 1; Enfeebled 2)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Crystal Schattenauge |
Crystal will have to burn two actions to move and then strike.
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (20) + 23 = 43
piercing: 3d6 + 3 ⇒ (5, 3, 3) + 3 = 14
corrosive: 1d6 ⇒ 4
fire: 1d6 ⇒ 2
GM Tiger |
Crystal rushes Pink and stabs it right in the chest.
Deadly: 1d8 ⇒ 1
More wights rush forward, seeing Crystal as a radiant source of life for them to feed on.
Sigh. I neglected to remove Blue's entry from the tracker to do the 'hidden corpse trick' again... :)
I'll remove the difficult terrain condition for the steps. It will get a bit too difficult I think with it. Trees are still difficult terrain though.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* The heat of the forest fire causes all creatures on the battlefield to take 8 fire damage at the end of each of their turns.
Terrain:
* Trees are difficult terrain
------------------
Those with ** may go
Red (-29; Clumsy 1; Enfeebled 2)
Pink (-70; Clumsy 1; Enfeebled 2)
Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (Freedom Town Bonus: +1 Saves, +5 Speed)
Othello Verese - AC 30 140/148 (Flying 15' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-29; Clumsy 1; Enfeebled 2)
Yellow (-29; Clumsy 1; Enfeebled 2)
**Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 29 (31 w/shield) 129/129 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-21; Clumsy 1; Enfeebled 2)
Blue (-21; Clumsy 1; Enfeebled 2)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Quinoline Silicate |
Quinoline runs up (Sorry, that's as far as I can make it with two Strides) and spikes a bomb at Green (to splash the clustered foes)
Greater Ghost Charge: 1d20 + 21 ⇒ (19) + 21 = 40
Vitality: 3d8 ⇒ (2, 1, 5) = 8 plus 13 splash vitality plus enfeebled 2 (1 round) plus DC 30 Fortitude vs dazzled (1 round)
Note: Splash isn't doubled on a crit.
GM Tiger |
Quinoline charges up and hurls a Ghost Charge bomb at Green, hitting it right in the face and splattering the other undead around it.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* The heat of the forest fire causes all creatures on the battlefield to take 8 fire damage at the end of each of their turns.
Terrain:
* Trees are difficult terrain
------------------
Those with ** may go
Red (-42)
Pink (-70)
Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (Freedom Town Bonus: +1 Saves, +5 Speed)
Othello Verese - AC 30 140/148 (Flying 15' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-58; Enfeebled 2)
Yellow (-42)
Quinoline Silicate - AC 30 (32 w/shield) 132/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 29 (31 w/shield) 129/129 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-21; Clumsy 1; Enfeebled 2)
Blue (-21; Clumsy 1; Enfeebled 2)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Liam Prentiss |
So far...
Liam hurries forward. Seeing one of the undead creatures so badly damaged already, he hopes to finish it off and so presses the attack before working to engage his armor.
◆ Stride
◆ Stride
◆ Strike Pink borrowed battle axe: 1d20 + 19 ⇒ (13) + 19 = 32 for slashing damage: 2d8 + 6 ⇒ (5, 6) + 6 = 17, fire damage: 1d6 ⇒ 2, and vitality damage: 1d6 ⇒ 3 (and it's enfeebled on a crit, but that seems redundant)
Since he's not in OverDrive, Liam only has resist 4 to the fire damage.
EDIT: Whoops, I never removed the level bump. Corrected the numbers in this posts, will get statblock corrected ASAP.
EDIT2: Done.
GM Tiger |
White and Blue close to within striking range, with White raising his shield. Pink lashes out at C,L,Q: 1d3 ⇒ 1
Claw vs Crystal AC 29: 1d20 + 16 ⇒ (9) + 16 = 25 for Slashing Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Claw vs Crystal AC 29, MAP, Agile: 1d20 + 12 ⇒ (12) + 12 = 24 for Slashing Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Claw vs Crystal AC 29, MAP 2+, Agile: 1d20 + 8 ⇒ (10) + 8 = 18 for Slashing Damage: 1d8 + 9 ⇒ (4) + 9 = 13
L,Q: 1d2 ⇒ 2
Red moves up, takes a swipe at Quinoline with its longsword and raises its shield.
Flat Check: 1d20 ⇒ 17
Longsword vs Quinoline AC 30: 1d20 + 24 ⇒ (3) + 24 = 27 for Slashing Damage: 2d8 + 11 ⇒ (2, 5) + 11 = 18 Crit doubled to 36
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* Smoke begins to spread throughout the battlefield, causing all creatures in the combat to become concealed. As noted in the undead’s statistics, they can all see through the smoke and ignore the concealment.
Terrain:
* Trees are difficult terrain
Before your Turn:
DC 26 Fort Save vs Drain Life: Quinoline
DC 5 Flat Check vs concealed: Everyone not undead
------------------
Those with ** may go
Red (-42; temp hp - 10/10; Shield up)
Pink (-92)
**Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Othello Verese - AC 30 140/148 (Flying 15' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-58; Enfeebled 2)
Yellow (-42)
Quinoline Silicate - AC 30 (32 w/shield) 96/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 125/129 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-29; Shield up)
Blue (-29)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Quinoline Silicate |
I'm guessing you inserted the flat check afterward and the nat 17 to crit Quinoline became a nat 3. :)
Othello Verese |
Othello will fly 35 feet. He is now ten feet off the ground. (That means he is ten feet away from the people on the ground. There is a five foot gap between them.)
Flat 5: 1d20 ⇒ 2
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (20) + 19 = 39
Holy damage: 2d10 + 5 ⇒ (6, 2) + 5 = 13 slashing plus: 1d6 ⇒ 2 positive to undead and 1d6 bleed.
Flat 5: 1d20 ⇒ 18
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 5 ⇒ (5) + 19 - 5 = 19
Holy damage: 2d10 + 5 ⇒ (10, 6) + 5 = 21 slashing plus: 1d6 ⇒ 2 positive to undead and 1d6 bleed.
Quinoline Silicate |
I don't think you need to make flat checks, Othello. The party is concealed (from Quinoline's misform elixirs) and the enemies need a DC 5 flat check to target us.
GM Tiger |
I don't think you need to make flat checks, Othello. The party is concealed (from Quinoline's misform elixirs) and the enemies need a DC 5 flat check to target us.
Everything's concealed due to the smoke. See the tracker
GM Tiger |
Othello will fly 35 feet. He is now ten feet off the ground. (That means he is ten feet away from the people on the ground. There is a five foot gap between them.)
[dice=Flat 5]1d20
[dice=+2 Holy Striking Disrupting Wounding Halberd]1d20 + 19
[dice=Holy damage]2d10 + 5 slashing [dice=plus]1d6 positive to undead and 1d6 bleed
You want to HP the flat check and not waste the Nat 20?
GM Tiger |
I'm guessing you inserted the flat check afterward and the nat 17 to crit Quinoline became a nat 3. :)
ARGH! Yep... I forgot that you're all concealed because of the Mistform elixir. So the crit doesn't hit either way.
GM Tiger |
Red swings at Quinoline with a mighty blow that would have done grievous damage. However, Red's blow hits a branch of a nearby tree, severing it.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* Smoke begins to spread throughout the battlefield, causing all creatures in the combat to become concealed. As noted in the undead’s statistics, they can all see through the smoke and ignore the concealment.
Terrain:
* Trees are difficult terrain
Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
------------------
Those with ** may go
Red (-42; temp hp - 10/10; Shield up)
Pink (-92)
**Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Othello Verese - AC 30 140/148 (Flying 15' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-58; Enfeebled 2)
Yellow (-42)
Quinoline Silicate - AC 30 (32 w/shield) 132/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 125/129 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-29; Shield up)
Blue (-29)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Othello Verese |
Othello Verese wrote:You want to HP the flat check and not waste the Nat 20?Othello will fly 35 feet. He is now ten feet off the ground. (That means he is ten feet away from the people on the ground. There is a five foot gap between them.)
[dice=Flat 5]1d20
[dice=+2 Holy Striking Disrupting Wounding Halberd]1d20 + 19
[dice=Holy damage]2d10 + 5 slashing [dice=plus]1d6 positive to undead and 1d6 bleed
Nope. I tend to save Hero Points for nat 1's on saves.
We've got time <<grin>>
Quinoline Silicate |
Quinoline Silicate wrote:I don't think you need to make flat checks, Othello. The party is concealed (from Quinoline's misform elixirs) and the enemies need a DC 5 flat check to target us.Everything's concealed due to the smoke. See the tracker
My bad! I missed the bolded line. :(
Crystal Schattenauge |
Crystal will try to tumble through red.
acrobatics: 1d20 + 23 ⇒ (15) + 23 = 38
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (8) + 23 = 31
piercing: 3d6 + 3 ⇒ (1, 6, 4) + 3 = 14
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 5
Will raise shield after this
GM Tiger |
Crystal Flat: 1d20 ⇒ 7
Crystal parkours off Red and stabs it. Red blocks the strike with its shield and appears unharmed.
Othello flies in close and stabs at Pink. His first stab should have hit its mark but unfortunately, the smoke causes him to hit the place where Pink was. He manages to see through the smoke the second time but his stab doesn't connect.
Green raises its bow and sends three arrows at Othello
Flat: 3d20 ⇒ (12, 20, 12) = 44
Composite Longbow vs Othello AC 30, Volley, E2: 1d20 + 18 - 4 ⇒ (6) + 18 - 4 = 20 for Piercing Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Composite Longbow vs Othello AC 30, Volley, E2, MAP: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11 for Piercing Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Composite Longbow vs Othello AC 30, Volley, E2, MAP 2+: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 for Piercing Damage: 1d8 + 7 ⇒ (1) + 7 = 8
All three arrows go become kindling for the forest fire.
Yellow moves up and joins the fray, swiping at Othello.
Flat: 2d20 ⇒ (16, 2) = 18
Claw vs Othello AC 30, OG: 1d20 + 17 ⇒ (3) + 17 = 20 for Slashing Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Claw vs Othello AC 30, OG, MAP, Agile: 1d20 + 13 ⇒ (13) + 13 = 26 for Slashing Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Yellow's claws catch nothing but air.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* Smoke begins to spread throughout the battlefield, causing all creatures in the combat to become concealed. As noted in the undead’s statistics, they can all see through the smoke and ignore the concealment.
Terrain:
* Trees are difficult terrain
Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
------------------
Those with ** may go
Red (-42; Shield up)
Pink (-92)
Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed)
Othello Verese - AC 30 140/148 (Flying 15' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-58; Enfeebled 2)
Yellow (-42)
**Quinoline Silicate - AC 30 (32 w/shield) 132/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 29 (31 w/shield) 125/129 (Freedom Town Bonus: +1 Saves, +5 Speed)
White (-29; Shield up)
Blue (-29)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Liam Prentiss |
Oh good. Everyone's all bunched up now.
...too bad these things don't seem to care much about fire.
First, Liam tries to get his armor and other gizmos working in concert. Mostly successfully. Then he swipes at both of the creatures he can reach.
◆ OverDrive Craft: 1d20 + 20 ⇒ (12) + 20 = 32 Success
◆ Strike Pink Concealed: 1d20 ⇒ 5 and borrowed battle axe: 1d20 + 19 ⇒ (2) + 19 = 21 for slashing: 2d8 + 10 ⇒ (5, 3) + 10 = 18, fire: 1d6 ⇒ 6, and vitality damage: 1d6 ⇒ 5
◆ Strike Blue Concealed: 1d20 ⇒ 7 and borrowed battle axe (sweep): 1d20 + 19 - 5 + 1 ⇒ (8) + 19 - 5 + 1 = 23 for slashing: 2d8 + 10 ⇒ (8, 3) + 10 = 21, fire: 1d6 ⇒ 5, and vitality damage: 1d6 ⇒ 6
Liam's fire resistance increases to 6 in Overdrive, so he only takes 2 from the ambient heat.
I have a spare Hero Point, I'll reroll that 2: Hero Point vs Pink: 1d20 + 19 ⇒ (12) + 19 = 31
GM Tiger |
Blue Ref: 1d20 + 19 ⇒ (16) + 19 = 35
Yellow Ref: 1d20 + 17 ⇒ (18) + 17 = 35
Red Ref: 1d20 + 16 ⇒ (15) + 16 = 31
Bone Slivers; DC 25 Basic Reflex Save: 4d8 ⇒ (1, 6, 1, 8) = 16
Liam manages to get his armor and other items working in concert. He then swings at Pink and Blue. He misses the latter but slices Pink's head clean off. As Pink collapses, however, slivers of bone shoot out from its carcass at everything around it!
You don't take fire damage this round
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* Smoke begins to spread throughout the battlefield, causing all creatures in the combat to become concealed. As noted in the undead’s statistics, they can all see through the smoke and ignore the concealment.
Terrain:
* Trees are difficult terrain
Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 25 Basic Reflex vs 16 Piercing Damage: Quinoline, Liam, Othello, Crystal
------------------
Those with ** may go
Red (-50; Shield up)
Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed)
Othello Verese - AC 30 140/148 (Flying 15' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-58; Enfeebled 2)
Yellow (-42)
**Quinoline Silicate - AC 30 (32 w/shield) 132/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 125/129 (Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-29; Shield up)
Blue (-29)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves