Liam Prentiss |
Reflex (Bulwark): 1d20 + 17 ⇒ (14) + 17 = 31 8 damage
Why does everything always explode? This one wasn't even Liam's fault, mostly.
Quinoline Silicate |
Seeing everyone clustered together, Quinoline throws three bottles from her pouch at the center one. Yellow, I think. The color is a little ambiguous. Splash is 10' so everyone gets splashed.
Will reroll any missed flat checks and crit misses, because splash is going to be epic.
Concealed: 1d20 ⇒ 13 vs DC 5
Greater Ghost Charge: 1d20 + 21 ⇒ (13) + 21 = 34
Vitality: 3d8 ⇒ (5, 7, 8) = 20 plus 13 splash vitality plus enfeebled 2 (1 round)
Concealed: 1d20 ⇒ 13 vs DC 5
Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (7) + 21 - 5 = 23
Vitality: 3d8 ⇒ (5, 3, 5) = 13 plus 13 splash vitality plus enfeebled 2 (1 round)
Concealed: 1d20 ⇒ 11 vs DC 5
Greater Ghost Charge, MAP: 1d20 + 21 - 10 ⇒ (3) + 21 - 10 = 14
Vitality: 3d8 ⇒ (7, 4, 3) = 14 plus 13 splash vitality plus enfeebled 2 (1 round)
Hero Point Reroll if that last attack was a CF: 1d20 + 21 - 10 ⇒ (6) + 21 - 10 = 17
Othello Verese |
DC 25 Basic Reflex vs 16 Piercing Damage: 1d20 + 19 ⇒ (19) + 19 = 38
Quinoline Silicate |
Missed the Reflex save.
Reflex: 1d20 + 20 ⇒ (12) + 20 = 32 vs DC 25
GM Tiger |
Othello manages to rise a few feet and avoid the bone shards entirely. Both Quinoline and Liam manage to duck and avoid the worst of the damage.
You do take the 2d6 fire damage at the end of your turn. But since it's going to increase next round I'll let this one slide (evil GM grin)
Quinoline chucks another Ghost Charge bottle at Yellow and it smashes on its head, splattering all of the other wights in a 10' radius with positive energy, causing them to smoke more than what the fire is doing to them.
Rd 3 Fire Damage: 4d6 ⇒ (1, 1, 3, 4) = 9
White moves through Yellow's space and attacks C,L,Q: 1d3 ⇒ 3 before raising his shield.
Flat: 1d20 ⇒ 19
Longsword vs Quinoline AC 30: 1d20 + 24 ⇒ (15) + 24 = 39 for Slashing Damage: 2d8 + 11 ⇒ (2, 4) + 11 = 17
Blue takes advantage of the flank set up by his captain and moves into position against Liam.
Flat: 2d20 ⇒ (15, 13) = 28
Claw vs Liam AC 29: 1d20 + 19 ⇒ (18) + 19 = 37 for Slashing Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Claw vs Liam AC 29, MAP, Agile: 1d20 + 15 ⇒ (8) + 15 = 23 for Slashing Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Sneak: 2d6 ⇒ (5, 2) = 7
You suddenly hear a flapping wings. From above, the drakes you took care of appear and strafe the wights with their fiery breaths!
Fire Damage: 6d6 ⇒ (6, 6, 3, 2, 3, 3) = 23
Green is incinerated by the fiery breath and is no longer a threat.
Red bellows something in common. "Remember your training, fools! We are trained warriors!" Its allies seem to remember something. What it is, you have no idea. Red meanwhile decides to attack C,Q: 1d2 ⇒ 1...
Longsword vs Crystal AC 31: 1d20 + 31 ⇒ (1) + 31 = 32 for Slashing Damage: 2d8 + 11 ⇒ (3, 5) + 11 = 19
... and overbalances, nearly falling over.
whew...
GM Tiger |
------------------
COMBAT TRACKER
Round: 3
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
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
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: Crystal
DC 26 Fort Save vs Drain Life: Quinoline
DC 24 Fort Save vs Drain Life: Liam
After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
Red (-121)
**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 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Yellow (-98; Enfeebled 2)
Quinoline Silicate - AC 30 (32 w/shield) 107/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 110/129 (Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-68; temp hp - 10/10; Shield up)
Blue (-68; temp hp - 7/7)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Liam Prentiss |
Liam's stats are a little lower, since I removed the level bump. Although that first attack was a crit either way since he was Off-Guard.
Fort: 1d20 + 16 ⇒ (20) + 16 = 36
"Ungh." A deep cut, but Liam doesn't even notice the life-draining properties.
Othello Verese |
Othello will respond with a Glimpse of Redemption to the longsword attack vs Quinoline making the attacker either do no damage or do 12 less damage and be enfeebled 2 until the end of its next turn.
Othello will attack red, then yellow if red drops.
Flat 5: 1d20 ⇒ 12
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (14) + 19 = 33
Holy damage: 2d10 + 5 ⇒ (8, 4) + 5 = 17 slashing plus: 1d6 ⇒ 2 positive to undead and 1d6 bleed.
Flat 5: 1d20 ⇒ 9
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 5 ⇒ (11) + 19 - 5 = 25
Holy damage: 2d10 + 5 ⇒ (5, 8) + 5 = 18 slashing plus: 1d6 ⇒ 1 positive to undead and 1d6 bleed.
Flat 5: 1d20 ⇒ 7
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 10 ⇒ (13) + 19 - 10 = 22
Holy damage: 2d10 + 5 ⇒ (8, 8) + 5 = 21 slashing plus: 1d6 ⇒ 3 positive to undead and 1d6 bleed.
Crystal Schattenauge |
Crystal will try to tumble through red.
acrobatics: 1d20 + 23 ⇒ (19) + 23 = 42
flat: 1d20 ⇒ 6
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (2) + 23 = 25
piercing: 3d6 + 3 ⇒ (6, 6, 6) + 3 = 21
corrosive: 1d6 ⇒ 2
fire: 1d6 ⇒ 1
Will raise shield after this again.
Against piercing
reflex: 1d20 + 24 ⇒ (11) + 24 = 35
Crystal has fire resist 10.
Quinoline Silicate |
Fortitude: 1d20 + 21 ⇒ (16) + 21 = 37 vs DC 26
GM Tiger |
Crystal easily avoids the bone shards and parkours off Red. She succeeds but her strike misses. Othello slashes at Red thrice but only his first strike hits.
Yellow moves up and goes after Liam.
Claw vs Liam AC 28: 1d20 + 17 ⇒ (8) + 17 = 25 for Slashing Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Claw vs Liam AC 28, MAP, Agile: 1d20 + 13 ⇒ (18) + 13 = 31 for Slashing Damage: 1d8 + 4 ⇒ (6) + 4 = 10
------------------
COMBAT TRACKER
Round: 3
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
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
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:
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
DC 22 Fort Save vs Drain Life: Liam
After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
Red (-140; 1d6 Persistent Bleed)
Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache)
Othello Verese - AC 30 131/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Yellow (-107; temp hp - 7/7)
**Quinoline Silicate - AC 30 (32 w/shield) 107/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 28 (30 w/shield) 67/107 (Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-68; temp hp - 10/10; Shield up)
Blue (-68; temp hp - 7/7)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Quinoline Silicate |
Quinoline raises her shield and throws her last two ghost charges at Yellow. If Yellow goes down, then White. Either way, all the enemies get splashed on a non-CF, and I'll use a Hero Point to reroll any CF or failed concealment checks.
GM, on my last turn, did the last throw initially CF? Did I consume a Hero Point? If so, I have the Radiant Oath Hero Point boon ...
Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain 4d6 Hit Points. This healing also affects dying allies, even if they cannot see you due to being unconscious.
Healing: 4d6 ⇒ (3, 2, 4, 6) = 15
Concealed: 1d20 ⇒ 4
Greater Ghost Charge: 1d20 + 21 ⇒ (1) + 21 = 22
Vitality: 3d8 ⇒ (4, 4, 2) = 10 plus 13 splash vitality plus enfeebled 2 (1 round)
Concealed: 1d20 ⇒ 5
Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (15) + 21 - 5 = 31
Vitality: 3d8 ⇒ (3, 6, 7) = 16 plus 13 splash vitality plus enfeebled 2 (1 round)
Ruh roh. I should have previewed in between each roll, now I'm in a meta-pickle. Ignoring all future rolls, I would have rerolled the first concealment check as soon as it came out, which means I definitely would have used a Hero Point.
Concealed, Hero Point Reroll: 1d20 ⇒ 5
Gah, now, having passed the Concealment check, I would have attempted to reroll the nat 1. I'm not sure I even had the Hero Point to do this, but here it is. I'm fine with however you rule to sort out this mess.
Greater Ghost Charge, Hero Point Reroll: 1d20 + 21 ⇒ (10) + 21 = 31
On the plus side, Heroic Intervention definitely triggers now if it didn't before.
GM Tiger |
Yes, the last attack was a CF. HP did apply so everyone gets 15 hp back in healing. I should get that boon as well :)
Claw vs Liam AC 28: 1d20 + 17 ⇒ (15) + 17 = 32 for Slashing Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Flat: 1d20 ⇒ 14
Quinoline hurls a Ghost Charge at Yellow which breaks over its head, splattering it with positive goodness. It goes down but lashes out at Liam one last time and hits.
She chucks her last Ghost Charge at White, who blocks with its shield.
Unfortunately, her missile attack at Yellow and White leave an opening for Red and it also slashes at her.
Red Flat: 1d20 ⇒ 8
Longsword vs Quinoling AC 30, RS: 1d20 + 24 ⇒ (15) + 24 = 39 for Slashing Damage: 2d8 + 11 ⇒ (4, 8) + 11 = 23
------------------
COMBAT TRACKER
Round: 3
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
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
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:
DC 26 Fort Save vs Drain Life: Quinoline
DC 24 Fort Save vs Drain Life:
DC 22 Fort Save vs Drain Life: Liam x2
After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
Red (-140; temp hp - 10/10; 1d6 Persistent Bleed)
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache)
Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Quinoline Silicate - AC 30 (32 w/shield) 90/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 28 (30 w/shield) 75/107 (Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-77; Shield up; Enfeebled 2)
Blue (-68; temp hp - 7/7)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Quinoline Silicate |
Quinoline will Shield Block the hit. 13 damage to both her and the shield
Fortitude: 1d20 + 21 ⇒ (8) + 21 = 29 vs DC 26
Liam Prentiss |
Fortitude: 1d20 + 16 ⇒ (5) + 16 = 21
Fortitude: 1d20 + 16 - 1 ⇒ (12) + 16 - 1 = 27
Is it worth rerolling that? Hm. Okay. Hero Point: 1d20 + 16 ⇒ (5) + 16 = 21. Yeah, okay.
Liam's thoughts return to defense, and this time he keeps his shield up. He slips out from between the undead creatures flanking him, and returns the favor.
◆ Raise Shield
◆ Step
◆ Strike White (flanked) borrowed battleaxe: 1d20 + 19 ⇒ (2) + 19 = 21 for slashing: 2d8 + 10 ⇒ (7, 1) + 10 = 18, fire: 1d6 ⇒ 5, and vitality damage: 1d6 ⇒ 6
GM Tiger |
Liam feels the cold touch of the grave and feels weaker. He raises his shield and swings at White but the axe only bounces off White's shield.
Fixed Quinoline's hp -- I forgot to apply Othello's GoR for the first attack
White swings his sword at C,L,Q: 1d3 ⇒ 2 before raising his shield.
Longsword vs Liam AC 32: 1d20 + 24 ⇒ (2) + 24 = 26 for Slashing Damage: 2d8 + 11 ⇒ (6, 2) + 11 = 19
Longsword vs Liam AC 32, MAP: 1d20 + 19 ⇒ (7) + 19 = 26 for Slashing Damage: 2d8 + 11 ⇒ (7, 1) + 11 = 19
Fortunately neither strike connects.
Blue continues to claw at Liam.
Flat: 3d20 ⇒ (12, 12, 18) = 42
Claw vs Liam AC 32: 1d20 + 19 ⇒ (10) + 19 = 29 for Slashing Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Claw vs Liam AC 32, MAP, Agile: 1d20 + 15 ⇒ (2) + 15 = 17 for Slashing Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Claw vs Liam AC 32, MAP 2+, Agile: 1d20 + 11 ⇒ (6) + 11 = 17 for Slashing Damage: 1d8 + 6 ⇒ (5) + 6 = 11
The first comes close, but still does not connect.
Red grins at C,Q: 1d2 ⇒ 2 and swings its sword at her before raising their shield.
Longsword vs Quinoline AC 32: 1d20 + 24 ⇒ (12) + 24 = 36 for Slashing Damage: 2d8 + 11 ⇒ (8, 7) + 11 = 26
Longsword vs Quinoline AC 32, MAP: 1d20 + 19 ⇒ (1) + 19 = 20 for Slashing Damage: 2d8 + 11 ⇒ (5, 8) + 11 = 24
Flat: 1d20 ⇒ 3
Red strikes at Quinoline but struck at where she was instead of where she is. You see Red take the fire damage but for some reason, it's taking less damage now.
GM Tiger |
------------------
COMBAT TRACKER
Round: 4
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
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.
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:
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
Red (-140; temp hp - 6/10; 1d6 Persistent Bleed; Sickened 1; Shield up)
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10)
**Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
**Quinoline Silicate - AC 30 (32 w/shield) 99/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40)
**Liam Prentiss - AC 28 (30 w/shield) 61/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-87; Shield up; Enfeebled 2; Sickened 1)
Blue (-66; Sickened 1)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
[spoiler=Freedom Town Bonuses]
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
GM Tiger |
Bleed; Flat Check: 1d6 ⇒ 31d20 ⇒ 19
------------------
COMBAT TRACKER
Round: 4
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
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.
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:
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
Red (-140; temp hp - 3/10; Sickened 1; Shield up)
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10)
**Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
**Quinoline Silicate - AC 30 (32 w/shield) 99/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40)
**Liam Prentiss - AC 28 (30 w/shield) 61/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-87; Shield up; Enfeebled 2; Sickened 1)
Blue (-66; Sickened 1)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Othello Verese |
Othello will begin holding his breath. 8 rounds available
Othello will strike at Red, then if Red is down, White.
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (20) + 19 = 39
Holy damage: 2d10 + 5 ⇒ (6, 5) + 5 = 16 slashing plus: 1d6 ⇒ 4 positive to undead and 1d6 bleed.
Because it is critical, Othello will force Red five feet southeast.
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 5 ⇒ (7) + 19 - 5 = 21
Holy damage: 2d10 + 5 ⇒ (10, 9) + 5 = 24 slashing plus: 1d6 ⇒ 4 positive to undead and 1d6 bleed.
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 10 ⇒ (14) + 19 - 10 = 23
Holy damage: 2d10 + 5 ⇒ (6, 5) + 5 = 16 slashing plus: 1d6 ⇒ 6 positive to undead and 1d6 bleed.
Crystal Schattenauge |
Crystal will also hold her breath for now, at least.
She'll tumble through red first and if its down, then white.
acrobatics: 1d20 + 23 ⇒ (15) + 23 = 38
flat: 1d20 ⇒ 9
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (8) + 23 = 31
piercing: 3d6 + 3 ⇒ (5, 1, 3) + 3 = 12
corrosive: 1d6 ⇒ 4
fire: 1d6 ⇒ 2
Will raise shield after this again.
Against piercing
reflex: 1d20 + 24 ⇒ (9) + 24 = 33
Crystal has fire resist 10.
GM Tiger |
Red blocks Othello's strike with his shield but still takes a mighty blow. Red's shield shatters as Othello strikes it.
Crystal strikes Red with her rapier and pokes it right in the eye. As Red starts to disintegrate, he has enough time to blow on a battered old horn.
Bad things: 1d4 ⇒ 3
To your horror, three neighboring corpses suddenly rise and come to the undead soldiers' aid!
Crystal parkours through White and raises her shield.
Cyan Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Pink Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Green Perception: 1d20 + 10 ⇒ (16) + 10 = 26
A wight in a tattered green surcoat walks up to Quinoline and tries to slash her with its claws
Flat: 2d20 ⇒ (9, 4) = 13
Claw vs Quinoline AC 32: 1d20 + 12 ⇒ (15) + 12 = 27 for Slashing Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Claw vs Quinoline AC 32, MAP: 1d20 + 7 ⇒ (7) + 7 = 14 for Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7 Irrelevant as Flat check misses
------------------
COMBAT TRACKER
Round: 4
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
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.
Terrain:
* Trees are difficult terrain
Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10)
Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-4; Sickened 1)
**Quinoline Silicate - AC 30 (32 w/shield) 99/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40)
**Liam Prentiss - AC 28 (30 w/shield) 61/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-87; Shield up; Enfeebled 2; Sickened 1)
Blue (-66; Sickened 1)
Cyan
Pink
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Quinoline Silicate |
Quinoline will raise a shield and then throw a Bottled Lightning at White - splashing only White. Then, she'll throw a Ghost Charge at White, splashing Green and Blue (and the party).
Concealment: 1d20 ⇒ 15 vs DC 5
Greater Bottled Lightning: 1d20 + 21 ⇒ (10) + 21 = 31
Electricity: 3d6 ⇒ (1, 5, 3) = 9 plus 13 splash electricity plus off-guard (1 round)
Concealment: 1d20 ⇒ 7 vs DC 5
Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (10) + 21 - 5 = 26 vs off-guard if the lightning hit
Vitality: 3d8 ⇒ (6, 5, 7) = 18 plus 13 splash vitality plus enfeebled 2 (1 round) plus dazzled (1 round)
GM Tiger |
Quinoline/Liam - You gonna take the sickened 1 or are you holding your breath?
Quinoline Silicate |
Quinoline will hold her breath. She has +3 CON, so 8 units, and I think she spends 2 units because she attacked.
GM Tiger |
Quinoline holds her breath and hurls a bottled lightning at White. He blocks it with his shield but is still shocked. His hair (what's left of it) stands on end. She follows up with another Ghost charge. But unfortunately this one misses, though White gets splashed with the liquid of goodness.
Correct, you spend 2 "breaths" if you attack
------------------
COMBAT TRACKER
Round: 4
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
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.
Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:
After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 2/8)
Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 2/8)
Green (-17; Sickened 1)
Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
**Liam Prentiss - AC 28 (30 w/shield) 61/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-112; Shield up; Enfeebled 2; Sickened 1; OG)
Blue (-89; Sickened 1)
Cyan
Pink
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves
Liam Prentiss |
Wordlessly (since he's trying to hold his breath against the smoke), Liam presses his arm against some of his wounds. His armor heats up and releases a burst of steam. Momentarily unpleasant, but the heat cauterizes and the steam contains vaporized medicinal herbs. His words might be silent, but the loud BANG! isn't. The pressure of the steam overloads a valve, and a necessary component rockets off into the distance. Blast. Well, Liam's armor is still mostly working.
He then slashes at the damaged creature, trying to finish it off so the party can focus on the newcomers.
Hold breath. 7 rounds.
◆ Raise Shield
◆ Searing Restoration (manipulate) on self. Healing: 5d10 ⇒ (1, 6, 8, 9, 7) = 31 Stability: 1d20 ⇒ 7
◆ Strike White Concealment: 1d20 ⇒ 17 borrowed battleaxe: 1d20 + 19 ⇒ (11) + 19 = 30 for slashing damage: 2d8 + 11 ⇒ (1, 7) + 11 = 19, fire: 1d6 ⇒ 5 and spirit damage: 1d6 ⇒ 6
7-2 = 5 rounds of breath
GM Tiger |
Liam heals himself before striking White and raising his shield. The axe causes severe damage to White, who is barely hanging on.
White strikes at Liam before raising his own shield.
Longsword vs Liam AC 30, E2: 1d20 + 24 - 2 ⇒ (8) + 24 - 2 = 30 for Slashing Damage: 2d8 + 11 - 2 ⇒ (4, 3) + 11 - 2 = 16
Longsword vs Liam AC 30, E2, MAP: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26 for Slashing Damage: 2d8 + 11 - 2 ⇒ (7, 6) + 11 - 2 = 22
Flat: 3d20 ⇒ (2, 14, 3) = 19
Claw vs Liam AC 30, S1: 1d20 + 19 ⇒ (17) + 19 = 36 for Slashing Damage: 1d8 + 6 ⇒ (3) + 6 = 9 Irrelevant
Claw vs Liam AC 30, S1, MAP, Agile: 1d20 + 15 - 1 ⇒ (15) + 15 - 1 = 29 for Slashing Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Claw vs Liam AC 30, S1, MAP 2+, Agile: 1d20 + 11 ⇒ (7) + 11 = 18 for Slashing Damage: 1d8 + 6 ⇒ (7) + 6 = 13 Irrelevant
White Flat: 1d20 ⇒ 6
Othello again rebukes White, weakening it and reduces the damage done to Liam. Net 4 damage before Shield Block
Liam, if you shield block White, it will be 0 damage
Liam manages to duck behind his shield and shudders at the 'nails(or claws)-on-a-chalkboard sound'.
Cyan and Pink totter up to the party, both looking greener than normal as they are enveloped by the smoke.
Cyan slashes at Quinoline while Pink goes after Crystal.
Cyan Flat: 2d20 ⇒ (2, 1) = 3
Pink Flat: 2d20 ⇒ (19, 19) = 38
Cyan waves at the air and does nothing but fan Quinoline, relieving some of the heat.
Pink goes after Crystal and...
Claw vs Crystal AC 31, S1: 1d20 + 12 ⇒ (6) + 12 = 18 for Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw vs Crystal AC 31, S1, MAP: 1d20 + 7 ⇒ (2) + 7 = 9 for Slashing Damage: 1d6 + 4 ⇒ (6) + 4 = 10
... overbalances, giving Crystal a wonderful opportunity to get even.
Crystal Flat: 1d20 ⇒ 19
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (3) + 23 = 26
piercing: 3d6 + 3 ⇒ (5, 1, 6) + 3 = 15
corrosive: 1d6 ⇒ 2
fire: 1d6 ⇒ 3
precision if applied: 4d6 ⇒ (6, 3, 5, 3) = 17
If I'm understanding this correctly, the opportune riposte should give Crystal panache?
GM Tiger |
Fire damage: 8d6 ⇒ (3, 1, 5, 1, 3, 4, 6, 4) = 27
------------------
COMBAT TRACKER
Round: 5
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
* All creatures are concealed.
* The heat is nearly unbearable, dealing 8d6 fire damage to all creatures at the end of each of their turns for the remainder of the combat.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.
Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:
After your Turn:
27 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 2/8)
**Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 2/8)
Green (-17; Sickened 1)
Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
Liam Prentiss - AC 28 (30 w/shield) 89/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6; Breath - 5/7)
White (-141; Shield up; Enfeebled 2; Sickened 1; OG) < 25%
Blue (-93; Sickened 1) < 35%
Cyan (-4; S1)
Pink (-38; S1) < 25%
Othello Verese |
Othello will attack White first, then, if White drops, attack Pink.
Flat 5: 1d20 ⇒ 12
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (15) + 19 = 34
Holy damage: 2d10 + 5 ⇒ (7, 6) + 5 = 18 slashing plus: 1d6 ⇒ 4 positive to undead and 1d6 bleed.
Flat 5: 1d20 ⇒ 5
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 5 ⇒ (3) + 19 - 5 = 17
Holy damage: 2d10 + 5 ⇒ (7, 2) + 5 = 14 slashing plus: 1d6 ⇒ 6 positive to undead and 1d6 bleed.
Flat 5: 1d20 ⇒ 5
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 10 ⇒ (20) + 19 - 10 = 29
Holy damage: 2d10 + 5 ⇒ (10, 6) + 5 = 21 slashing plus: 1d6 ⇒ 1 positive to undead and 1d6 bleed.
4 left for holding breath
If White died from the first strike, then the third strike (a Nat 20) will, on the critical, shove Pink to where White was.
GM Tiger |
More bad things: 1d4 ⇒ 3
From his perch 10' above the fray, Othello slashes White twice, his second slash cutting the its corpse in half. White manages a BLAT on his old battered horn before crumbling to dust. Unfortunately, more wights rise to join the fray.
Red Perception: 1d20 + 10 ⇒ (2) + 10 = 12
White Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Blue Perception: 1d20 + 10 ⇒ (9) + 10 = 19
White is a regular wight. I'm just out of tokens for the regular ones
------------------
COMBAT TRACKER
Round: 5
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
* All creatures are concealed.
* The heat is nearly unbearable, dealing 8d6 fire damage to all creatures at the end of each of their turns for the remainder of the combat.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.
Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:
After your Turn:
27 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 2/8)
Othello Verese - AC 30 119/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 4/8)
Green (-17; Sickened 1)
Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
Liam Prentiss - AC 28 (30 w/shield) 89/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6; Breath - 5/7)
Blue2 (S1)
Blue (-93; Sickened 1) < 35%
Cyan (-4; S1)
Pink (-38; S1) < 25%
Red (S1)
White (S1)
Crystal Schattenauge |
Crystal will attack pink again with panache, assuming the OR gave her it, aim for panache (position depends on whether pink is still up) and place a buckler.
Crystal Flat: 1d20 ⇒ 4
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (13) + 23 = 36
piercing: 3d6 + 3 ⇒ (2, 4, 5) + 3 = 14
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 4
precision if applied: 4d6 ⇒ (1, 3, 6, 4) = 14
acro: 1d20 + 23 ⇒ (13) + 23 = 36
In the event Opportune Riposte applies before my next turn - refer to this:
Crystal Flat: 1d20 ⇒ 7
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (4) + 23 = 27
piercing: 3d6 + 3 ⇒ (5, 1, 2) + 3 = 11
corrosive: 1d6 ⇒ 3
fire: 1d6 ⇒ 3
precision if applied: 4d6 ⇒ (4, 5, 1, 3) = 13
I don't believe precision applies here, but...
Using a hero point for first flat
reroll flat not in spoiler: 1d20 ⇒ 14 (see above)
GM Tiger |
Pink Flat: 1d20 ⇒ 12
Claw vs Crystal AC 31: 1d20 + 12 ⇒ (3) + 12 = 15 for Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Crystal stabs Pink deep into its chest. With the remnants of its undeath, it tries to grab Crystal but fails.
Green tries to grab onto to Quinoline...
Flat: 3d20 ⇒ (3, 10, 9) = 22
Claw vs Quinoline AC 32, S1: 1d20 + 12 ⇒ (10) + 12 = 22 for Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw vs Quinoline AC 32, S1, MAP: 1d20 + 7 ⇒ (3) + 7 = 10 for Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Claw vs Quinoline AC 32, S1, MAP 2+: 1d20 + 2 ⇒ (18) + 2 = 20 for Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Not surprisingly, all three attacks miss...
------------------
COMBAT TRACKER
Round: 5
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
* All creatures are concealed.
* The heat is nearly unbearable, dealing 8d6 fire damage to all creatures at the end of each of their turns for the remainder of the combat.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.
Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:
After your Turn:
27 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go
Crystal Schattenauge - AC 29 (31 w/buckler) 134/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 4/8)
Othello Verese - AC 30 119/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 4/8)
Green (-39; Sickened 1)
**Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
**Liam Prentiss - AC 28 (30 w/shield) 89/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6; Breath - 5/7)
Blue2 (S1)
Blue (-93; Sickened 1) < 35%
Cyan (-4; S1)
Red (S1)
White (S1)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves