Melenia Nightbreeze.
|
Yeah. We had rough rolls with that part of the scenario. Whelp. The dice have spoken.
Melenia raises her shield and attempts to recall knowledge about the looming hazard and the scamps.
◈Raise Shield, ◈Recall Knowledge, ◈Recall Knowledge
GM Tiger
|
Melenia Nightbreeze's Nature (T): 1d20 + 8 ⇒ (13) + 8 = 21 vs Scamps
Melenia Nightbreeze's Nature (T): 1d20 + 8 ⇒ (3) + 8 = 11 vs Hazard
The Scamps are Metal Scamps. You recall that they have fast healing when in contact with metal and don't really bleed. The hazard is unfamiliar to you.
Red moves up to Red Agnes and tries to slash at her with its claws.
Claw vs Agnes AC 19: 1d20 + 9 ⇒ (11) + 9 = 20 for Slashing: 1d6 + 2 ⇒ (3) + 2 = 5
Claw vs Agnes AC 19, MAP: 1d20 + 4 ⇒ (9) + 4 = 13 for Slashing: 1d6 + 2 ⇒ (1) + 2 = 3
Argh. It appears I forgot to indicate how to disable the hazard in the initial tracker.
Creatures are small, btw. The token size is just for visibility
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 0/3
* 2 actions per attempt
Before your Turn:
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
Red
**Blackfeather Jack - AC 18 44/44
**Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42
**Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
Hazard
Blue
Shorti - AC 16 23/23
Red Agnes - AC 19 31/36 (rage: temp hp - 4/4)
White
Yellow
Granny Deadybones
|
Granny waves her hand and sends a hanfull of sharp knitting needles flying at the red foe!
Needle Darts
Attack 1d20 + 10 ⇒ (5) + 10 = 15
Damage 3d4 ⇒ (4, 2, 3) = 9
GM Tiger
|
Red Agnes should be at 35/36 hit points. The remastered barbarian rages when initiative is rolled so she would have had her 4 temp hp immediately after initiative was rolled.
Fixed
Granny's knitting needles hit the foe with a screech of metal on metal.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 0/3
* 2 actions per attempt
Before your Turn:
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
Red (-9)
**Blackfeather Jack - AC 18 44/44
Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42
**Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
Hazard
Blue
Shorti - AC 16 23/23
Red Agnes - AC 19 35/36 (temp hp - 0/4)
White
Yellow
Blackfeather Jack
|
A fire ignites inside Jack’s head, lighting up his eyes and mouth. He opens his arms wide, and a dozen blackened wicker crows with flaming eyes fly out of his sleeves. They circle around him, cawing and wheeling.
”YOUR MAYHEM ENDS TODAY!”, he cries.
One of the crows dive bombs the scamp that attacked Agnes. The fire in its eyes spreads to engulf its entire body.
Jack then heads toward the hazard.
Demoralize Red, Channel Elements (free one-action Elemental Blast vs Red), Stride
Intimidation: 1d20 + 7 ⇒ (17) + 7 = 24
Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d6 ⇒ 4F
GM Tiger
|
Jack puts on a terrifying display at Red, who is clearly rattled by the display. However, as he moves towards the planar instability, a lightning bolt shoots out at him!
Bzzap! DC 18 Basic Reflex: 3d4 ⇒ (3, 2, 2) = 7
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 0/3
* 2 actions per attempt
Before your Turn:
DC 18 Basic Reflex vs 7 Electrical Damage: Blackfeather Jack
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
Red (-13; F1)
Blackfeather Jack - AC 18 44/44
Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42
**Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
Hazard
Blue
Shorti - AC 16 23/23
Red Agnes - AC 19 35/36 (rage: temp hp - 0/4)
White
Yellow
Lioness Lapping Blood
|
After seeing Jack get zapped by the growing electrical storm, Lioness doesn't want to take the chance that he'll get zapped, too. He moves next to the hazard and tries to disperse it.
Arcana: 1d20 + 10 ⇒ (5) + 10 = 15
GM Tiger
|
Jack tries to duck but does get out of the way in time. Lioness moves up and tries to disable the hazard but doesn't quite do so...
Blackfeather Jack, Granny, Lioness, Melenia, Red Agnes, Shorti: 1d6 ⇒ 2
Blackfeather Jack, Lioness, Melenia, Red Agnes, Shorti: 1d5 ⇒ 4
The hazard appears to pulse and a pair of lightning bolts shoot out at Granny and Agnes.
Bzzap! DC 18 Basic Reflex: 3d4 ⇒ (2, 2, 3) = 7
Blue flaps over to the Pathfinders and breathes out a mass of metal shrapnel!
Shrapnel; Slashing Damage; DC 17 Basic Reflex: 2d4 ⇒ (2, 3) = 5 plus 1d4 persistent bleed
Cooldown: 1d4 ⇒ 1
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 0/3
* 2 actions per attempt
Before your Turn:
DC 18 Basic Reflex vs 7 Electrical Damage: Granny, Agnes
DC 17 Basic Reflex vs 5 Slashing Damage: Shorti, Blackfeather Jack, Melenia, Granny
After your Turn:
DC 15 Flat Check vs Persistent Bleed: Shorti, Blackfeather Jack, Melenia, Granny
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22 (1d4 Persistent Bleed)
Red (-13; F1)
Blackfeather Jack - AC 18 37/44 (1d4 Persistent Bleed)
Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42 (1d4 Persistent Bleed)
Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
Hazard
Blue
**Shorti - AC 16 23/23 (1d4 Persistent Bleed)
**Red Agnes - AC 19 35/36 (temp hp - 0/4)
White
Yellow
Shorti aka "Little One"
|
Reflex vs 5 Slashing Damage: 1d20 + 6 ⇒ (7) + 6 = 13
Shocked by the audacity of the little scamps Shorti utters a very high pitched shriek while running towards the little bugger in front of them. The shriek becomes hotter and hotter, until the air coming from their mouth literally catches fire.
Breathe Fire (DC 18): 2d6 + 1 ⇒ (6, 5) + 1 = 12
◈ Stride
◈◈ Breathe Fire
Flat Check vs Persistent Bleed: 1d20 ⇒ 12
Persistent Bleed: 1d4 ⇒ 1
GM Tiger
|
Shorti isn't able to avoid the shards entirely but he charges forward at the other scamps and breathes fire on them!
Red Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
Y Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Red catches the brunt of the flames and flees, screaming. Yellow also catches the worst of the flames but hasn't reached its breaking point yet.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 0/3
* 2 actions per attempt
Before your Turn:
DC 18 Basic Reflex vs 7 Electrical Damage: Granny, Agnes
DC 17 Basic Reflex vs 5 Slashing Damage: Blackfeather Jack, Melenia, Granny
After your Turn:
DC 15 Flat Check vs Persistent Bleed: Shorti, Blackfeather Jack, Melenia, Granny
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22 (1d4 Persistent Bleed)
Red (-13; F1)
Blackfeather Jack - AC 18 37/44 (1d4 Persistent Bleed)
Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42 (1d4 Persistent Bleed)
Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
Hazard
Blue
Shorti - AC 16 17/23 (1d4 Persistent Bleed)
**Red Agnes - AC 19 35/36 (temp hp - 0/4)
White
Yellow (-12)
Red Agnes
|
Agnes grabs the creature next to her and proceeds to beat the crap out of it.
athletics, grapple vs blue: 1d20 + 8 ⇒ (18) + 8 = 26
fist vs blue: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18
damage, bludgeoning, spirit, nonlethal: 1d4 + 4 + 3 ⇒ (4) + 4 + 3 = 11
fist vs blue: 1d20 + 7 - 8 ⇒ (11) + 7 - 8 = 10
damage, bludgeoning, spirit, nonlethal: 1d4 + 4 + 3 ⇒ (1) + 4 + 3 = 8
◆ Grapple, ◆ strike, ◆ strike
GM Tiger
|
Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Agnes fails to avoid the zap, but she grabs Blue and punches it right in the face with her first blow. Her second blow does not connect, however.
White moves up and rakes its claws on Agnes, Shorti: 1d2 ⇒ 1
Claw vs Agnes AC 19, OG: 1d20 + 9 ⇒ (18) + 9 = 27 for Slashing: 1d6 + 2 ⇒ (1) + 2 = 3
Claw vs Agnes AC 19, MAP, OG: 1d20 + 4 ⇒ (14) + 4 = 18 for Slashing: 1d6 + 2 ⇒ (4) + 2 = 6
Yellow moves up and breathes a cone of shrapnel at Blackfeather Jack, Granny and Lioness!
Shrapnel; Slashing Damage; DC 17 Basic Reflex: 2d4 ⇒ (1, 2) = 3 plus 1d4 persistent bleed
Cooldown: 1d4 ⇒ 1
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 0/3
* 2 actions per attempt
Before your Turn:
DC 18 Basic Reflex vs 7 Electrical Damage: Granny
DC 17 Basic Reflex vs 5 Slashing Damage: Blackfeather Jack, Melenia, Granny
DC 17 Basic Reflex vs 3 Slashing Damage: Blackfeather Jack, Granny, Lioness
After your Turn:
DC 15 Flat Check vs Persistent Bleed: Shorti, Blackfeather Jack, Melenia, Granny, Lioness
------------------
Those with ** may go
**Melenia Nightbreeze - AC 17 (19 w/shield) 22/22 (1d4 Persistent Bleed)
**Blackfeather Jack - AC 18 37/44 (1d4 Persistent Bleed)
**Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42 (1d4 Persistent Bleed)
**Lioness Lapping Blood - AC 17 (18 w/shield) 36/36 (1d4 Persistent Bleed)
Hazard
Blue (-11; Grabbed; Immobilized; OG; Breath Cooldown - 1 rd)
Shorti - AC 16 17/23 (1d4 Persistent Bleed)
Red Agnes - AC 19 22/36 (temp hp - 0/4; grabbing Blue)
White
Yellow (-12; Breath cooldown - 1 rd)
Blackfeather Jack
|
Ref save vs 5S: 1d20 + 9 ⇒ (14) + 9 = 23
Ref save vs 3S: 1d20 + 9 ⇒ (17) + 9 = 26
”RUN WHILE YOU STILL CAN!”, Jack shouts at the scamp harrying him, before swinging his woody fist. Then he turns his attention to the hazard.
Elemental Blast [one-action, Wood] vs Yellow, Disable Hazard
Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d8 ⇒ 4B
Disable Hazard: 1d20 + 6 ⇒ (13) + 6 = 19
Flat check: 1d20 ⇒ 2
GM Tiger
|
Bleed: 1d4 ⇒ 4
Blackfeather Jack easily avoids the zaps. He attacks Yellow but doesn't succeed. Fortunately, he does succeed in weakening the hazard.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 1/3
* 2 actions per attempt
Before your Turn:
DC 18 Basic Reflex vs 7 Electrical Damage: Granny
DC 17 Basic Reflex vs 5 Slashing Damage: Blackfeather Jack, Melenia, Granny
DC 17 Basic Reflex vs 3 Slashing Damage: Blackfeather Jack, Granny, Lioness
After your Turn:
DC 15 Flat Check vs Persistent Bleed: Shorti, Blackfeather Jack, Melenia, Granny, Lioness
------------------
Those with ** may go
**Melenia Nightbreeze - AC 17 (19 w/shield) 22/22 (1d4 Persistent Bleed)
Blackfeather Jack - AC 18 30/44 (1d4 Persistent Bleed)
**Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42 (1d4 Persistent Bleed)
**Lioness Lapping Blood - AC 17 (18 w/shield) 36/36 (1d4 Persistent Bleed)
Hazard
Blue (-11; Grabbed; Immobilized; OG; Breath cooldown 1 rd)
Shorti - AC 16 17/23 (1d4 Persistent Bleed)
Red Agnes - AC 19 22/36 (temp hp - 0/4; grabbing Blue)
White
Yellow (-12; Breath cooldown 1 rd)
Granny Deadybones
|
Ref 1d20 + 7 ⇒ (16) + 7 = 23
Ref 1d20 + 7 ⇒ (15) + 7 = 22
Ref 1d20 + 7 ⇒ (8) + 7 = 15
Flat1d20 ⇒ 5
So 3+2+3+Bleed
Granny sends a spray of cold iron knitting needles at Yellow!
Needle Darts
Attack 1d20 + 10 ⇒ (9) + 10 = 19
Damage 4d4 ⇒ (1, 4, 3, 4) = 12 Cold Iron
Then sends Hungry in to deal with the snake.
◆◆ Cast - Needledarts
◆ Command animal
Hungry lurches forward into the fray and bites at Blue!
Attack 1d20 + 10 ⇒ (18) + 10 = 28
Damage 2d8 + 3 ⇒ (2, 8) + 3 = 13
◆ Stride
◆ Strike
GM Tiger
|
Granny's knitting needles smack into Yellow, who immediately flees the scene. Hungry charges Blue and is about to bite its head off when it screams "Stop! STOP! I surrender! I was only trying to help!!"
Granny Bleed: 1d4 ⇒ 4
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 1/3
* 2 actions per attempt
Before your Turn:
DC 17 Basic Reflex vs 5 Slashing Damage: Melenia
DC 17 Basic Reflex vs 3 Slashing Damage: Lioness
After your Turn:
DC 15 Flat Check vs Persistent Bleed: Shorti, Blackfeather Jack, Melenia, Granny, Lioness
------------------
Those with ** may go
**Melenia Nightbreeze - AC 17 (19 w/shield) 22/22 (1d4 Persistent Bleed)
Blackfeather Jack - AC 18 30/44 (1d4 Persistent Bleed)
Granny Deadybones - AC 18 22/34; Hungry AC 22 42/42 (1d4 Persistent Bleed)
**Lioness Lapping Blood - AC 17 (18 w/shield) 36/36 (1d4 Persistent Bleed)
Hazard
Blue (-11; Grabbed; Immobilized; OG; Breath cooldown 1 rd)
Shorti - AC 16 17/23 (1d4 Persistent Bleed)
Red Agnes - AC 19 22/36 (temp hp - 0/4; grabbing Blue)
White
Yellow (-12; Breath cooldown 1 rd)
Melenia Nightbreeze.
|
Reflex Save: 1d20 + 5 ⇒ (20) + 5 = 25
Melenia nimbly dodges the shrapnel coming her way as she runs towards the hazard. She attempts to disable it.
Nature: 1d20 + 8 ⇒ (16) + 8 = 24
◈Stride, ◈◈Disable Hazard (Nature)
GM Tiger
|
Melenia easily avoids the shrapnel and runs at the hazard. She manages to weaken it further.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Disable the Hazard:
* DC 18 Arcana/Nature/Thievery (at least Trained)
* Successes: 2/3
* 2 actions per attempt
Before your Turn:
DC 17 Basic Reflex vs 3 Slashing Damage: Lioness
After your Turn:
DC 15 Flat Check vs Persistent Bleed: Shorti, Blackfeather Jack, Granny, Lioness
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
Blackfeather Jack - AC 18 30/44 (1d4 Persistent Bleed)
Granny Deadybones - AC 18 22/34; Hungry AC 22 42/42 (1d4 Persistent Bleed)
**Lioness Lapping Blood - AC 17 (18 w/shield) 36/36 (1d4 Persistent Bleed)
Hazard
Shorti - AC 16 17/23 (1d4 Persistent Bleed)
Red Agnes - AC 19 22/36 (temp hp - 0/4; grabbing Blue)
White
Lioness Lapping Blood
|
Refl: 1d20 + 7 ⇒ (4) + 7 = 11
"I am BUSY!" Lioness declares as he is peppered with metal shrapnel.
He puts up a field of occult energy to protect himself from any other assaults then tries again to calm the micro lightning storm.
Arcana: 1d20 + 10 ⇒ (20) + 10 = 30
GM Tiger
|
Lioness Bleed; Flat Check: 1d4 ⇒ 41d20 ⇒ 6
Lioness simply absorbs the damage but manages to dispel the lightning storm altogether.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your Turn:
After your Turn:
DC 15 Flat Check vs 1d4 Persistent Bleed: Shorti, Blackfeather Jack, Granny, Lioness
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
Blackfeather Jack - AC 18 30/44 (1d4 Persistent Bleed)
Granny Deadybones - AC 18 22/34; Hungry AC 22 42/42 (1d4 Persistent Bleed)
Lioness Lapping Blood - AC 17 (18 w/shield) 29/36 (1d4 Persistent Bleed)
**Shorti - AC 16 17/23 (1d4 Persistent Bleed)
**Red Agnes - AC 19 22/36 (temp hp - 0/4)
White
Red Agnes
|
athletics-grapple vs white: 1d20 + 8 ⇒ (17) + 8 = 25
Agnes grabs the remaining scamp and pummels them.
fist vs white, nonlethal, OG: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
damage bludgeoning, spirit, nonlethal: 1d4 + 4 + 3 ⇒ (4) + 4 + 3 = 11
fist vs white, nonlethal, OG: 1d20 + 8 - 8 ⇒ (2) + 8 - 8 = 2
damage bludgeoning, spirit, nonlethal: 1d4 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Shorti aka "Little One"
|
Shorti releases another high-pitched cry toward the last monster standing, then grabs their trusty frying pan in case their screams aren't enough to teach it a lesson.
Breathe Fire (DC 18): 2d6 + 1 ⇒ (4, 1) + 1 = 6
◈◈ Breathe Fire
◈ Interact
Flat Check vs Persistent Bleed: 1d20 ⇒ 10
Persistent Bleed: 1d4 ⇒ 2
GM Tiger
|
Reflex: 1d20 ⇒ 20
White easily avoids Shorti's fire but Agnes easily grabs it and punches it in the face. White screeches but can't escape.
"All right! All right already! I give up! We were just trying to help!"
combat is over but we need to resolve the persistent bleed damage. Easiest way to stop the bleeding is to be healed to full or, obviously, make the DC 15 flat check. Succeeding at a medicine check to administer first aid will allow an instant flat check to stop the bleeding.
GM Tiger
|
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
After your Turn:
DC 15 Flat Check vs 1d4 Persistent Bleed: Shorti, Blackfeather Jack, Granny, Lioness
------------------
Those with ** may go
**Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
**Blackfeather Jack - AC 18 30/44 (1d4 Persistent Bleed)
**Granny Deadybones - AC 18 22/34; Hungry AC 22 42/42 (1d4 Persistent Bleed)
**Lioness Lapping Blood - AC 17 (18 w/shield) 29/36 (1d4 Persistent Bleed)
**Shorti - AC 16 17/23 (1d4 Persistent Bleed)
**Red Agnes - AC 19 22/36 (temp hp - 0/4; grabbing Blue)
Melenia Nightbreeze.
|
Melenia urges everyone to gather round. "I may not be able to stop the bleeding but I can at least aid in your quick recovery."
◈◈◈Heal: 1d8 ⇒ 5
Granny Deadybones
|
Granny steps away from the healing wave, then tends to her wound, prying the pieces of shrapnel that are causing her life-energy to wane.
Battle Medicine + Stitch Flesh + Godless Healing
Medicine 1d20 + 11 ⇒ (7) + 11 = 18 vs DC15
Regain 2d8 + 5 ⇒ (3, 6) + 5 = 14 Hp.
Should be back to full HP with that
GM Tiger
|
Melenia blasts healing energy to her friends, Lioness heals himself totally and stops the bleeding. Granny does the same.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
After your Turn:
DC 15 Flat Check vs 1d4 Persistent Bleed: Shorti, Blackfeather Jack
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
**Blackfeather Jack - AC 18 35/44 (1d4 Persistent Bleed)
Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42
Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
**Shorti - AC 16 22/23 (1d4 Persistent Bleed)
**Red Agnes - AC 19 27/36 (temp hp - 0/4; grabbing Blue)
Red Agnes
|
| 1 person marked this as a favorite. |
medicine, battle medicine vs Shorti: 1d20 + 4 ⇒ (19) + 4 = 23
healing: 2d8 ⇒ (2, 7) = 9
medicine, battle medicine vs Blackfeather Jack: 1d20 + 4 ⇒ (2) + 4 = 6
healing: 2d8 ⇒ (4, 2) = 6
Agnes quickly patches up Shorti and moves to treat Blackfeather Jack. Unfortunately she she's more doctor than gardener and fails to assuage the leshy's wounds.
GM Tiger
|
[dice=medicine, battle medicine vs Shorti]1d20+4
[dice=healing]2d8[dice=medicine, battle medicine vs Blackfeather Jack]1d20+4
[dice=healing]2d8Agnes quickly patches up Shorti and moves to treat Blackfeather Jack. Unfortunately she she's more doctor than gardener and fails to assuage the leshy's wounds.
Last encounter isn't combat - do you want to just hp the battle med?
Red Agnes
|
Battle medicine was to save time and heal to full immediately and stop the bleeding since I could battle medicine, move and battle medicine a second time. Since it looks like Blackfeather Jack might still be bleeding I'll try a check next round to stop the bleeding if necessary. Once the bleeding is under control we can use treat wounds to top everyone off.
GM Tiger
|
Agnes patches up Shorti and stops the bleeding. She tries to slap another battle dressing on Jack but the bandage slips off.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
After your Turn:
DC 15 Flat Check vs 1d4 Persistent Bleed: Blackfeather Jack
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
**Blackfeather Jack - AC 18 35/44 (1d4 Persistent Bleed)
Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42
Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
**Shorti - AC 16 23/23
Red Agnes - AC 19 27/36
Blackfeather Jack
|
A caramel apple on a stick grows in each of Jack’s hands. He hands one to Agnes.
”TASTY TREATS FOR ALL!”, he cries, as he chomps on the other one.
Fresh Produce: A creature can eat it with an Interact action to regain 1d4 + 1 HP; this is a healing vitality effect. The creature feels full for 10 minutes, during which it has resistance 2 to void damage and can’t eat another piece of produce. Produce not consumed by the start of your next turn withers away.
Healing: 1d4 + 1 ⇒ (2) + 1 = 3
Flat check: 1d20 ⇒ 7
Lioness Lapping Blood
|
| 1 person marked this as a favorite. |
Lioness pulls out a wand and aims it at Blackfeather Jack.
"You'll be ok. It's just a little blood...er...sap," Lioness says to Soothe: 1d10 + 4 ⇒ (4) + 4 = 8 Jack, sealing up his wounds
Shorti aka "Little One"
|
Shorti tries to slash the scamp repeatedly with their sickle (I thought I gave them a frying pan, sorry), all the while screaming various unpleasant utterances.
Sickle vs Scamp: 1d20 + 5 ⇒ (7) + 5 = 12 Damage (S): 1d4 ⇒ 2
Sickle vs Scamp: 1d20 + 1 ⇒ (8) + 1 = 9 Damage (S): 1d4 ⇒ 2
Sickle vs Scamp: 1d20 - 3 ⇒ (1) - 3 = -2 Damage (S): 1d4 ⇒ 4
Flat Check vs Bleed (DC 15): 1d20 ⇒ 10 Damage: 1d4 ⇒ 1
GM Tiger
|
Shorti, combat is over. The scamp has surrendered. We just need to resolve the persistent bleed damage.
Jack Bleed: 1d4 ⇒ 2
Jack - 33/44
Shorti - if you have a way to stop bleeding or heal, go ahead and use your turn to try to heal Blackfeather Jack.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
After your Turn:
DC 15 Flat Check vs 1d4 Persistent Bleed: Blackfeather Jack
------------------
Those with ** may go
Melenia Nightbreeze - AC 17 (19 w/shield) 22/22
Blackfeather Jack - AC 18 33/44 (1d4 Persistent Bleed)
Granny Deadybones - AC 18 34/34; Hungry AC 22 42/42
Lioness Lapping Blood - AC 17 (18 w/shield) 36/36
**Shorti - AC 16 23/23
Red Agnes - AC 19 27/36
GM Tiger
|
No worries. :)
Blackfeather Jack chomps on some fresh fruit. Lioness closes his remaining wounds.
ENCOUNTER OVER
After catching your breath and watching the scamps reluctantly pick up their caltrops (much to the relief of the iruxi), another scamp suddenly heads up the pyramid. This one appears to be made of dirt. He starts posturing atop the pyramid, as if he's guarding the fan. The scamp bellows out a challenge.
The earth scamp bellows, "I am Smolrok, king of the pyramid and protector of the fan!" The scamp points a wing at the gathered Pathfinders. "Come prove to me you are worthy allies who can assist the iruxi in protecting their fan."
Kazuuk performs what appears to be the iruxi version of a facepalm. "NOT AGAIN!" he groans.
Each PC has 2 checks to try to 'unseat' the scamp on top.
DC 18 Athletics, Acrobatics, Stealth, Intimidation.
As always, please RP your actions
Blackfeather Jack
|
The fire in Jack’s head dies out, as the crows crumble to ash in midair.
He tries to sneak up behind the scamp, before popping out with a ”DOOM TO THE PRETENDER!”
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
Intimidation: 1d20 + 7 ⇒ (14) + 7 = 21
Granny Deadybones
|
Intimidate 1d20 + 10 ⇒ (2) + 10 = 12
Intimidate 1d20 + 10 ⇒ (8) + 10 = 18
"Get down from there RIGHT NOW!" Granny adminishes the scamp like a school headmistress admonishing a wayward child, clearly having none of this silly business.
Red Agnes
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athletics, climb: 1d20 + 8 ⇒ (19) + 8 = 27
athletics, shove: 1d20 + 8 ⇒ (2) + 8 = 10
HP reroll
athletics, shove: 1d20 + 8 ⇒ (12) + 8 = 20
Red Agnes rolls her eyes and sighs. "You heard her. Get down." She climbs up the dirt pyramid and casually shoves the scamp off of his perch.
Lioness Lapping Blood
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Lioness also tries to sneak up on the little earth creature.
Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Then tries to dance around it to distract it and try to make it slip up and fall.
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
Shorti aka "Little One"
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"Hi pebble I'm Shorti I'm good with fire so good I once melted a mountain was it your gramps oh well nevermind I'm going to set you on fire if you don't get down from there you shmuckus I'm going to eat you then fry you no wait the other way around anyway are you getting down or not you pebble"
Shorti produces some candle-sized flames on their fingertips while rambling at the scamp. At her side Caw sighs heavily.
Intimidation (DC 18): 1d20 + 6 ⇒ (19) + 6 = 25
Intimidation (DC 18): 1d20 + 6 ⇒ (10) + 6 = 16
Melenia Nightbreeze.
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Melenia taps into her druidic order and transforms into a cat. She nimbly runs up the pyramid to try to 'unseat' the scamp. (Pest Form)
Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21
Once she reaches the top, she transforms back into her elven form and attempts to push the scamp off the pyramid. (Dismiss Pest Form)
Athletics: 1d20 + 8 ⇒ (19) + 8 = 27
GM Tiger
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Melenia transforms into a cat and traipses up the pyramid. At the top, she transforms and gives the scamp a shove that shocks it. 2 successes
Shorti threatens to set the scamp on fire if they don't come down. The scamp laughs at Shorti until a burst of fire brushes past the scamp, who appears frightened. 1 success
Lioness manages to sneak up to the top of the pyramid. However, his acrobatic routine fails to impress. 1 success
Agnes climbs the pyramid and give the scamp a shove that sends it cartwheeling through the air. 2 successes
Granny scolds the scamp but the scamp laughs at her. It's only after Granny threatens to ground it for life that it appears rattled. 1 success
Jack tries to sneak up on the scamp but it sees him. His proclamation of doom rattles its nerve, however 1 success
The scamp sighs. "All right. You are strong and worthy" It relinquishes control of the fan to you.
In the end, the scamps agree to listen to you. This allows the scamps and the iruxi enclave to form an alliance. Venture Captain Lolly Adafish and Chief Thakkik both agree that you did a good job.
FIN
Thanks for playing all!
Granny Deadybones
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That was an interesting scenario! Thank you for running GM!
Thank you also team for bringing the fun and merriment - Granny will see you all again soon:)