Ari Atilise
|
Upon being attacked and seeing that the foes are so close by, Ari's divine spark shifts from her wreath to her blade. It hums with power at a menacing frequency.
Ari chooses not to Stride for free so she could cover all of us - including Nhorri earlier who should have benefitted from the +1 to hit - with Victor's Wreath.
"Thank you Nhorri, but we had better close rank. It's not as if these creatures could attack multiple of us at once - ack!"
Unfortunately, the birds are not dissuaded by this display of power and peck at Ari relentlessly.
Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
"Tch...Foolish birds! Return to the grave from which you came!" Raising her sword into the sky, she tries to blast them back to the Boneyard with spiritual slashes of light.
FSS Strike 1 vs Blue AC: 1d20 + 7 ⇒ (13) + 7 = 20
Spirit, +2 from Blade: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
FSS Strike 2, -2 to hit vs Blue AC: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Spirit, +2 from Blade: 1d10 + 4 + 2 ⇒ (10) + 4 + 2 = 16
She moves forward to make some space and to cover any fighters closing the gap with her newly sparked Victor's Wreath.
◇ Shift Immanence (Blade),◆◆Transcend (Flowing Spirit Strike), ◇ Shift Immanence (Wreath), ◆ Stride
Note: All allies within 15 feet of me get +1 to attack rolls.
GM Tiger
|
Ari doesn't quite get out from under the pecking birds. But she does manage to blast the lot back to the Boneyard.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Terrain:
* Trees are difficult terrain
* Rimesnap's throne is 5' up
Special Conditions:
* Rimesnap is tiny. Token is enlarged for visibility
Before your Turn:
DC 17 Basic Reflex vs 5 Piercing: Dendri
------------------
Those with ** may go
Nhorri - AC 18 32/32
Rimesnap (16 < AC)
Dendri - AC 17 20/20
**Landon - AC 18 (20 w/shield) 17/17
**Vamir Zylven - AC 19 (21 w/shield) 38/38
**Blackfeather Jack - AC 18 33/33
Ari Atilise - AC 18 14/19
Yellow
Pink (AC <= 16)
Blackfeather Jack
|
”Oh my, they brought birds of their own!”, Jack remarks.
He heads toward the woods, where King Rimesnap vanished.
”Oh your hiiiiighneeeess!”, he calls out in a singsong voice.
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.
”COME OUT, COME OUT, WHEREVER YOU ARE!”
Two of the crows fly toward the flock north of him.
Stride, Channel Elements, Elemental Blast vs Yellow [free action], Elemental Blast vs Yellow
Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d8 ⇒ 8B
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 ⇒ 2B
Vamir Zylven
|
Vamir draws weapon and tinkers it into Overdrive.
◆ Interact to draw weapon.
◆ Expert Overdrive (inventor, manipulate)
DC 18 (Level 3) Crafting to Expert Overdrive: 1d20 + 11 ⇒ (16) + 11 = 27
Success: Strikes deal 3 additional damage for 1 minute
"You bring this to yourself! But I won't hurt you, of course!" Vamir tells the fey, but the fey have already escaped from their throne and moves to the wooods.
"Hey, you're not going anywhere!" he follows Red by striking the ground with his weapon that causes him to leap towards they fey.
◆ Explosive Leap (fire, inventor, move, unstable) – jump 30 ft in any direction w weapon innovation
DC 15 Flat Check vs Unstable: 1d20 ⇒ 6
Failure: Vamir can’t use weapon for further unstable actions
"Oh, come on!" his weapon is acting up again.
Landon_220629
|
"Well, we tried. Let's get this over with," Landon says, drawing his sword (one action).
He moves into a flanking position with Vamir against Rimesnap (One action gets him part way, and Nhorri's winds carry him the rest of the way. Could somebody please move my token to the space beside Rimesnap opposite Vamir? I'm on mobile this weekend).
Once he reaches Rimesnap, he attempts to strike the monarch down (third action).
Longsword strike: 1d20 + 9 ⇒ (7) + 9 = 16
Damage, slashing: 1d8 + 4 ⇒ (4) + 4 = 8
GM Tiger
|
Jack calls to King Rimesnap like they're playing hide and seek. He blasts the Yellow swarm twice but only hits once.
Vamir and Landon go after Rimesnap, flanking him. Landon swings at Rimesnap and hits.
Yellow sets its sights on Nhorri and dive in after her, cawing and trying to peck at her.
Swarming Pecks, Piercing; DC 17 Basic Reflex Save: 1d8 ⇒ 1
Pink does the same but goes after Ari instead.
Swarming Pecks, Piercing; DC 16 Basic Reflex Save: 1d6 ⇒ 1
Sheesh... my dice really went cold
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Trees are difficult terrain
* Rimesnap's throne is 5' up
Special Conditions:
* Rimesnap is tiny. Token is enlarged for visibility
Before your Turn:
DC 17 Basic Reflex vs 5 Piercing: Dendri
DC 17 Basic Reflex vs 1 Piercing: Nhorri
DC 16 Basic Reflex vs 1 Piercing: Ari
------------------
Those with ** may go
**Nhorri - AC 18 32/32
Rimesnap (-8; 16 < AC <= 18)
Dendri - AC 17 20/20
Landon - AC 18 (20 w/shield) 17/17
Vamir Zylven - AC 19 (21 w/shield) 38/38
Blackfeather Jack - AC 18 33/33
Ari Atilise - AC 18 14/19
Yellow (-8; 9 < AC <= 16)
Pink
Nhorri Ephema
|
DC 17 Basic Reflex Save vs. 1 damage: 1d20 + 9 ⇒ (17) + 9 = 26
Success, so round down to 0?
"Aack! Dang birds!" Nhorri yelps, stepping over to line up the swarms and send an [url]https://2e.aonprd.com/Feats.aspx?ID=4206]Aerial Boomerang[/url] through both of them. Impulse Juction allows a half stride before or after this action. "Watch out! That's coming back!" She warns her team.
Slashing damage: 2d4 ⇒ (1, 1) = 2
DC 18 reflex
She follows it up with another Elemental Blast against the swarm that's swarming her.
Elemental Blast vs. Yellow swarm: 1d20 + 8 ⇒ (14) + 8 = 22
Electric damage: 1d6 ⇒ 2
◇ Half Stride, ◆◆ Aerial Boomerang, ◆ Elemental Blast
GM Tiger
|
Actually, unless it's a crit success (or if your abilities allow you to upgrade, like high level rogues), I always give minimum 1 damage.
Nhorri gets away with a scratch from one of the crows and unleashes her aerial boomerang at the swarms.
Pink doesn't get away in time but Yellow does. Chucking another lightning bolt at Yellow also drops a few more birds.
Rimesnap slashes at Landon before unleashing a spray of frozen Pine needles.
Claw vs Landon AC 17: 1d20 + 9 ⇒ (4) + 9 = 13 for Slashing: 1d8 + 2 ⇒ (6) + 2 = 8
Pine Spray; Cold and Piercing; DC 18 Basic Reflex: 2d6 ⇒ (3, 1) = 4
Pine Spray Cooldown: 1d4 ⇒ 3
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Trees are difficult terrain
* Rimesnap's throne is 5' up
Special Conditions:
* Rimesnap is tiny. Token is enlarged for visibility
Before your Turn:
DC 17 Basic Reflex vs 5 Piercing: Dendri
DC 16 Basic Reflex vs 1 Piercing: Ari
DC 18 Reflex vs 3 Piercing and 1 Cold: Nhorri, Landon, Jack
------------------
Those with ** may go
Nhorri - AC 18 32/32
Rimesnap (-8; 16 < AC <= 18; Pinespray Cooldown: 0/3)
**Dendri - AC 17 20/20
**Landon - AC 18 (20 w/shield) 17/17
**Vamir Zylven - AC 19 (21 w/shield) 38/38
**Blackfeather Jack - AC 18 33/33
**Ari Atilise - AC 18 14/19
Yellow (-18; 9 < AC <= 16)
Pink (-2)
Vamir Zylven
|
"Hey!" Vamir calls the fey's attention after attacking Landon, recalling what could be the fey's weakness. He then attacks, hitting only to knock the fey down before raising his shield.
+1 Low-Grade Cold Iron Longsword (versatile P, magical) Attack w Dynamic Weighting (two-hand d10, versatile B), Overdrive, NL: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17 vs Rimesnap, OG
Success Expert Overdrive: Damage: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14 nonlethal S damage, plus weakness to cold iron
◆ Recall Knowledge Rimesnap's weakness (Arcana +9, Crafting +11, Scouting Lore +9, Forest Lore +9, Nature +5, Occultism +9, Society +9)
◆ Strike
◆ Raise a Low-Grade Cold Iron Shield (+2 circumstance bonus to AC)
↺ Shield Block (Hardness 5, HP(BT) 20(10))
GM Tiger
|
Vamir Zylven's Nature (T): 1d20 + 5 ⇒ (6) + 5 = 11
Vamir smacks Rimesnap with the flat of his blade, connecting and making Rimesnap see stars.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Trees are difficult terrain
* Rimesnap's throne is 5' up
Special Conditions:
* Rimesnap is tiny. Token is enlarged for visibility
Before your Turn:
DC 17 Basic Reflex vs 5 Piercing: Dendri
DC 16 Basic Reflex vs 1 Piercing: Ari
DC 18 Reflex vs 3 Piercing and 1 Cold: Nhorri, Landon, Jack
------------------
Those with ** may go
Nhorri - AC 18 32/32
Rimesnap (-22; 16 < AC <= 18; Pinespray Cooldown: 0/3)
**Dendri - AC 17 20/20
**Landon - AC 18 (20 w/shield) 17/17
Vamir Zylven - AC 19 (21 w/shield) 38/38 (AC 21; Shield - H5, 20/20)
**Blackfeather Jack - AC 18 33/33
**Ari Atilise - AC 18 14/19
Yellow (-18; 9 < AC <= 16)
Pink (-2)
Ari Atilise
|
Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
Smoothly dodging her way past the birds, Ari trudges her way out of the swarm of Pink birds and Strides into flanking with Jack on the other side of the Yellow swarm. With her Wreath empowering her and everyone else within 15 feet, she slashes at the Yellow Swarm twice.
Strike, Victor's Wreath vs Yellow Off-guard AC: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Slashing, Deadly D10: 1d10 + 4 ⇒ (3) + 4 = 7
Strike, Victor's Wreath vs Yellow Off-guard AC, MAP 1: 1d20 + 7 + 1 - 5 ⇒ (20) + 7 + 1 - 5 = 23
Doubled Slashing, Deadly D10: 1d10 + 4 ⇒ (8) + 4 = 12 Deadly D10: 1d10 ⇒ 10 That's 12 doubled to 24 plus another 10 for 32 slashing damage.
Her first strike comically misses as the sword gets stuck in the dirt as she winds up for the swing. Fuming with rage and embarrassment, Ari pulls the sword out of the ground so hard that the resulting upward slash cleaves through the swarm.
"Raahh! Out of my sight, you stupid birds!" She screams as the disturbed snow settles around her.
◆ Stride, ◆ Strike, ◆ Strike. Reminder to everyone within 15 feet to add +1 to your attack rolls.
GM Tiger
|
Ari manages to avoid most of the birds though one of the claws gives her a small nick. She flanks the swarm and swings at it twice. She overextends on the first one, burying the blade in the icy ground. With a yell of frustration she yanks out the blade and slices through the swarm, cutting half of the birds clean in half. The swarm dissipates after that.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Terrain:
* Trees are difficult terrain
* Rimesnap's throne is 5' up
Special Conditions:
* Rimesnap is tiny. Token is enlarged for visibility
Before your Turn:
DC 17 Basic Reflex vs 5 Piercing: Dendri
DC 18 Reflex vs 3 Piercing and 1 Cold: Nhorri, Landon, Jack
------------------
Those with ** may go
Nhorri - AC 18 32/32
Rimesnap (-22; 16 < AC <= 18; Pinespray Cooldown: 0/3)
**Dendri - AC 17 20/20
**Landon - AC 18 (20 w/shield) 17/17
Vamir Zylven - AC 19 (21 w/shield) 38/38 (AC 21; Shield - H5, 20/20)
**Blackfeather Jack - AC 18 33/33
Ari Atilise - AC 18 13/19
Pink (-2)
Blackfeather Jack
|
Jack locks flaming eyes with Rimesnap. ”I SEE YOU!”, he cries.
Half of his crows dive toward the diminutive king. Some start pecking and tearing at him, while others take the pieces and start building…something. It looks like a nest at first, until it takes on the shape of another crow. The eyes ignite, and it joins its brethren in the flock.
Meanwhile, one of the other crows heads on a collision course for the charnel birds.
Demoralize Rimesnap, Extract Element (wood) vs Rimesnap, Elemental Blast vs Pink
Fort save vs DC 19: 2d4 ⇒ (2, 4) = 6
Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 ⇒ 4B
Landon_220629
|
Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Regular failure, 4 damage total
A barrage of pine needles are embedded in Landon's face and forearms. Wary of other tricks, he draws his shield (first action). Then, he attempts two quick strikes at Rimesnap (actions 2 and 3).
Longsword, nonlethal: 1d20 + 7 ⇒ (6) + 7 = 13 (includes nonlethal penalty)
Damage, nonlethal: 1d8 + 4 ⇒ (7) + 4 = 11
Longsword, nonlethal: 1d20 + 2 ⇒ (19) + 2 = 21 (includes nonlethal penalty)
Damage, nonlethal: 1d8 + 4 ⇒ (7) + 4 = 11
GM Tiger
|
Dendri Ref: 1d20 + 4 ⇒ (7) + 4 = 11
Dendri yelps as the swarm pecks at her. She raises her arms and unleashes more fire at them.
Rimesnap Fort: 1d20 + 8 ⇒ (11) + 8 = 19
Dendri's fire incinerates the remaining swarm and most (if not all) of the already-dead birds fall to the ground. Jack shoots wood at Rimesnap but misses. He then tries to extract some of Rimesnap's essence but the 'King' toughs it out.
Jack Ref: 1d20 + 9 ⇒ (14) + 9 = 23
Landon doesn't get out of the way of the pine needles in time. He pulls out his shield and smacks Rimesnap twice, hitting with his second blow and knocking the King out.
COMBAT OVER
Seeing their 'King' unconscious, one of the goblins steps forward. "Wes following you Paffinders! Yous strong! Rimesnap tell us that we's 'playing a game with the longshanks' and stealing train. I's seeing Longshank talking to Rimesnap one week past. But I not know who longshank is because all longshank look alike. We's want go back to big house to aplogize Queen we's not meaning harm!"
Go ahead and RP your responses to the goblins. We can handwave healing as long as it's just damage
Blackfeather Jack
|
The fire in Jack’s head goes out, and the crows crumble to ash.
”Wonderful!”, he replies. ”Perhaps we should bring His Highness as well. He might be able to point out our conspirator”
He pauses for a moment. ”Ooo, conspirator”
Landon_220629
|
Landon sheaths his sword and helps tend to any wounded. He checks Rimesnap as well, just to make sure the fey isn't mortally wounded. As he plucks the frozen pine needles from his flesh, he wonders if he should have bothered.
”Wonderful!”, he replies. ”Perhaps we should bring His Highness as well. He might be able to point out our conspirator”
"Good idea. It could be that somebody really is worried about the ecological implications of this new railway...or maybe they just don't believe their design would win in a fair competition. We should gather the models and check them for signs of sabotage."
GM Tiger
|
You gather the models but find no signs that they've been tampered with.
With the winter goblin leaders in tow, you have an uneventful walk back to Anastasia's estate where masses of servants are already busy repairing the mild damage done by the goblin's raid. Their faces are a mix of exasperation and nervousness upon seeing the group again, but they're persuaded by Calix to go back to their duties. The dromaar aide escorts the party back to the council chamber where Anastasia and the representatives are still assembled. The atmosphere is quieter, though no less charged, with Matriarch Szvetneera standing clearly on one side of the table facing the others.
"The fact remains, Your Majesty," Matriarch Szvetneera continues, her face awash with smug confidence, "your servant and his pet Pathfinders have not returned, and we are unable to proceed with this endeavor. There are obviously traitors among this assembly, and given that the representative from Oprak is both unaffected and known to frequent with goblins, the culprit is apparent."
"I have a name and rank, Matriarch," Lieutenant Surkzin responds. "If you would accuse me of a misdeed, please be kind enough to address me by them." Szvetneera's Ulfen guards snap their hands to their weapons as the tension in the room increases.
GM Tiger
|
As you enter the room with the winter goblin leaders, one of them points to Matriarch Szvetneera, shouting "That's the longshanks that was talkin' with King Rimesnap!"
Amid the gasps from the assembled representatives, Szvetneera lets out a frustrated groan. She spies the unconscious Rimesnap and growls "That useless piece of firewood failed, I see!" She motions to her guards, who spring into action to attack. The rest of the representatives usher Queen Anastasia and Calix out of the room, where they can be heard fighting among more witchguards in the hall.
Vamir Zylven's Initiative using Defend: 1d20 + 6 ⇒ (20) + 6 = 26
Nhorri's Initiative using Search: 1d20 + 6 ⇒ (8) + 6 = 14
Ari Atilise's Initiative using Investigate: 1d20 + 4 ⇒ (9) + 4 = 13
Landon's Initiative using Defend: 1d20 + 7 ⇒ (13) + 7 = 20
Dendri's Initiative using Detect Magic: 1d20 + 6 ⇒ (3) + 6 = 9
Matriarch Szvetneera: 1d20 + 8 ⇒ (3) + 8 = 11
Red: 1d20 + 11 ⇒ (12) + 11 = 23
White: 1d20 + 11 ⇒ (14) + 11 = 25
Blue: 1d20 + 11 ⇒ (16) + 11 = 27
You have weapons out.
Blue moves up with an axe and takes a swing at Landon, Vamir: 1d2 ⇒ 2
Battle Axe vs Vamir AC 19: 1d20 + 11 ⇒ (4) + 11 = 15 for Slashing: 1d8 + 5 ⇒ (6) + 5 = 11
Battle Axe vs Vamir AC 19, MAP, Sweep: 1d20 + 6 ⇒ (12) + 6 = 18 for Slashing: 1d8 + 5 ⇒ (5) + 5 = 10
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions: HELP FROM ALLIES (1-2 actions)
* Ally aid available to: Vamir, Dendri, Ari, Nhorri, Jack, Landon
* Frequency once per minute per PC
* (see below as to what aid is available)
------------------
Those with ** may go
Blue
**Vamir Zylven - AC 19 (21 w/shield) 38/38 (Shield - H5, 20/20)
White
Red
Landon - AC 18 (20 w/shield) 17/17
Nhorri - AC 18 32/32
Ari Atilise - AC 18 19/19
Black Szvetneera
Blackfeather Jack - AC 18 33/33
Dendri - AC 17 20/20
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Danixki [two-actions] Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 (DC 19 for levels 3–4) Will save or be frightened 1, frightened 2 on a critical failure.
Lieutenant Surkzin [two-actions] The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.
Winter Goblins [one-action] A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.
Vamir Zylven
|
"Ah! Now it makes sense! You are jealous of Queen Anastasia! Oh my! I should have known earlier." Vamir bickers the enemy matriarch.
He quickly presses some buttons on his weapon to bring it into overdrive.
◆ Expert Overdrive (inventor, manipulate)
DC 18 (Level 3) Crafting to Expert Overdrive: 1d20 + 11 ⇒ (18) + 11 = 29
Critical Success: Strikes deal 5 additional damage for 1 minute
"Yes!" finally, he brings his weapon to its maximum potential.
"Eyy, goblins! Do you thing! Distract this guy with your singing!" he calls upon the aid of the winter goblins to distract Blue.
◆ Singing Winter Goblins to distract Blue
"Take this!" he hacks Blue with the blade.
◆ Strike
+1 Low-Grade Cold Iron Longsword, Overdrive: 1d20 + 9 ⇒ (10) + 9 = 19 vs Blue, OG
Damage + Crit Overdrive: 1d8 + 3 + 5 ⇒ (3) + 3 + 5 = 11 S damage, plus weakness to cold iron
GM Tiger
|
Vamir calls on the goblins to distract Blue. A goblin rushes in, singing a silly song and generally getting in the way of Blue. Vamir uses the distraction to slash Blue.
White also charges the party's front line. He swings his axe at Landon
Battle Axe vs Landon AC 18: 1d20 + 11 ⇒ (5) + 11 = 16 for Slashing: 1d8 + 5 ⇒ (2) + 5 = 7
Battle Axe vs Landon AC 18, MAP, Sweep: 1d20 + 6 ⇒ (11) + 6 = 17 for Slashing: 1d8 + 5 ⇒ (1) + 5 = 6
Red raises his bow and looses arrows at Who: 1d6 ⇒ 1
Shortbow vs Dendri AC 17, Range 60': 1d20 + 9 ⇒ (13) + 9 = 22 for Piercing: 1d6 + 5 ⇒ (4) + 5 = 9
Shortbow vs Dendri AC 17, Range 60', MAP: 1d20 + 4 ⇒ (20) + 4 = 24 for Piercing: 1d6 + 5 ⇒ (3) + 5 = 8
Shortbow vs Dendri AC 17, Range 60', MAP 2+: 1d20 - 1 ⇒ (17) - 1 = 16 for Piercing: 1d6 + 5 ⇒ (4) + 5 = 9
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions: HELP FROM ALLIES (1-2 actions)
* Ally aid available to: Dendri, Ari, Nhorri, Jack, Landon
* Frequency once per minute per PC
* (see below as to what aid is available)
------------------
Those with ** may go
Blue (-11; AC <= 21; OG)
Vamir Zylven - AC 19 (21 w/shield) 38/38 (Shield - H5, 20/20)
White
Red
**Landon - AC 18 (20 w/shield) 17/17
**Nhorri - AC 18 32/32
**Ari Atilise - AC 18 19/19
Black Szvetneera
Blackfeather Jack - AC 18 33/33
Dendri - AC 17 3/20
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Danixki [two-actions] Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 (DC 19 for levels 3–4) Will save or be frightened 1, frightened 2 on a critical failure.
Lieutenant Surkzin [two-actions] The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.
Winter Goblins [one-action] A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.
Nhorri Ephema
|
You have weapons out.
I assume that means Nhorri has already Channeled Elements and is walking around in her own personal wind tunnel.
"Call us the clean-up crew!" Nhorri calls out, using her Four Winds impulse to give Ari Atilise, Blackfeather Jack, and Dendri a boost. (Each of you can Stride up to half your speed for free.)
Once she's into the room, she sends an elemental blast right at the rump of the guard with the white tabbard.
Elemental Blast vs. White: 1d20 + 8 ⇒ (6) + 8 = 14
Slashing damage: 1d6 + 4 ⇒ (6) + 4 = 10
◆◆ Four Winds, ◆ Elemental Blast
GM Tiger
|
That's fine.
Nhorri appears to walk on air as she channels her element. She gives each of her friends a boost before slashing at White. Unfortunately, all she manages to do is shave off some of his beard, which makes him madder...
Landon steps West to prevent both warriors from attacking him. He slashes at Blue before raising his shield.
Longsword vs Blue: 1d20 + 9 ⇒ (17) + 9 = 26 for Slash: 1d8 + 4 ⇒ (2) + 4 = 6
Crit due to OG
◆ Step
◆ Slash
◆ Raise Shield (AC 20)
↺ Shield Block on a hit
Longsword vs Blue: 1d20 + 9 ⇒ (3) + 9 = 12 for Slash: 1d8 + 4 ⇒ (4) + 4 = 8
GM Tiger
|
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions: HELP FROM ALLIES (1-2 actions)
* Ally aid available to: Dendri, Ari, Nhorri, Jack, Landon
* Frequency once per minute per PC
* (see below as to what aid is available)
------------------
Those with ** may go
Blue (-23; 14 < AC <= 18; OG)
Vamir Zylven - AC 19 (21 w/shield) 38/38 (Shield - H5, 20/20)
White (14 < AC <= 18)
Red (14 < AC <= 18)
Landon - AC 18 (20 w/shield) 17/17 (AC 20)
Nhorri - AC 18 32/32
**Ari Atilise - AC 18 19/19
Black Szvetneera
Blackfeather Jack - AC 18 33/33
Dendri - AC 17 3/20
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Danixki [two-actions] Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 (DC 19 for levels 3–4) Will save or be frightened 1, frightened 2 on a critical failure.
Lieutenant Surkzin [two-actions] The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.
Winter Goblins [one-action] A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.
Ari Atilise
|
Ari moves up to the Blue Guard, bolstered by Nhorri's winds and her own movement.
Moving my spark into my Wreath as a free action.
Noticing that Dendri's looking more like a pincushion than a sorcerer, she signals the Lieutenant. "Lieutenant! I need you to give Dendri there some urgent medical attention!" As the hobgoblin hands her a Oprak medical kit, she activates it and throws it to Dendri, healing her for a bit.
Healing Potion: 2d8 ⇒ (4, 2) = 6
◇ Shift Immanence (Wreath), ◇ Stride 10 feet, ◆◆ Request Help, ◆ Give Medkit to Dendri.
GM Tiger
|
Ari gets help from the Oprak Lt and patches Dendri up.
Matriarch Szvetneera concentrates and seems to bolster White. She then smiles and points to Ari. "Run away my pretty..."
Waves of mind-numbing fear assault Ari's mind.
Moreover, you now feel the biting cold emanating from Matriarch Szvetneera...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions: HELP FROM ALLIES (1-2 actions)
* Ally aid available to: Dendri, Nhorri, Jack, Landon
* Frequency once per minute per PC
* (see below as to what aid is available)
Before your Turn:
DC 18 Will vs Fear: Ari
DC 18 Fortitude vs Winter's Bite: Everyone
------------------
Those with ** may go
Blue (-23; 14 < AC <= 18; OG)
Vamir Zylven - AC 19 (21 w/shield) 38/38 (Shield - H5, 20/20)
White (14 < AC <= 21)
Red (14 < AC <= 21)
Landon - AC 18 (20 w/shield) 17/17
Nhorri - AC 18 32/32
Ari Atilise - AC 18 19/19
Black Szvetneera
**Blackfeather Jack - AC 18 33/33
**Dendri - AC 17 9/20
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Danixki [two-actions] Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 (DC 19 for levels 3–4) Will save or be frightened 1, frightened 2 on a critical failure.
Lieutenant Surkzin [two-actions] The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.
Winter Goblins [one-action] A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.
CS: Unaffected
S: Frightened 1
F: Frightened 2
CF: Frightened 3, Fleeing for 1 rd
CS/S: immune for 1 minute
F/CF: Weakness 3 vs Cold
Blackfeather Jack
|
Jack’s head is aflame, and the crows are circling. He steps away from the melee, and glares at Szvetneera.
”RUN WHILE YOU STILL DRAW BREATH!”, he cries. One of the crows flies toward her, the fires in its eyes spreading to engulf it before impact.
Step, Elemental Blast vs Szvetneera
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 4 ⇒ (4) + 4 = 8F
GM Tiger
|
Jack and Dendri feel the chill in their bones. Both step up and hurl fire at Matriarch Szvetneera. Jack handily hitting.
Matriarch Szvetneera howls in agony as she trips and catches Dendri's flames right in the chest.
Red sees this and bellows at Jack, "Face me, you coward!" he roars.
Demoralize vs Will DC 18: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Unfortunately for him, Jack isn't too impressed by the roar.
Blue turns at Matriarch Szvetneera's scream of pain and sees flame coming from Dendri's mouth.
"Foul sorceress! Face me!" he bellows.
Demoralize vs Will DC 17: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Dendri, too, is less than impressed...
Roaring with fury, Blue steps towards Dendri and swings his axe at her.
Battle Axe vs Dendri AC 17: 1d20 + 11 ⇒ (13) + 11 = 24 for Slashing: 1d8 + 5 ⇒ (2) + 5 = 7
Battle Axe vs Dendri AC 17, MAP, Sweep: 1d20 + 6 ⇒ (10) + 6 = 16 for Slashing: 1d8 + 5 ⇒ (5) + 5 = 10
His first swing connects but Dendri manages to dodge the second swing.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions: HELP FROM ALLIES (1-2 actions)
* Ally aid available to: Dendri, Nhorri, Jack, Landon
* Frequency once per minute per PC
* (see below as to what aid is available)
Before your Turn:
DC 18 Will vs Fear: Ari
DC 18 Fortitude vs Winter's Bite: Ari, Nhorri, Vamir, Landon
------------------
Those with ** may go
Blue (-23; 14 < AC <= 18; OG)
**Vamir Zylven - AC 19 (21 w/shield) 38/38 (Shield - H5, 20/20)
White (14 < AC <= 21)
Red (14 < AC <= 21) ** reaction used
Landon - AC 18 (20 w/shield) 17/17
Nhorri - AC 18 32/32
Ari Atilise - AC 18 19/19
Black Szvetneera (-20; AC <= 20)
Blackfeather Jack - AC 18 33/33 (W3 vs Cold)
Dendri - AC 17 2/20 (W3 vs Cold)
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
Danixki [two-actions] Danixki lets out a vicious howl. Each enemy within 10 feet of the triggering PC must succeed a DC 16 (DC 19 for levels 3–4) Will save or be frightened 1, frightened 2 on a critical failure.
Lieutenant Surkzin [two-actions] The lieutenant tosses the triggering PC an Oprak field medicine kit. This PC can spend one action to use this kit on themselves or a willing ally and restore 2d8 Hit Points.
Winter Goblins [one-action] A pair of overeager winter goblins dash into the room, singing a goblin song and generally getting in the way. A target enemy within 10 feet of the triggering PC is off-guard until the start of the PC's next turn.
CS: Unaffected
S: Frightened 1
F: Frightened 2
CF: Frightened 3, Fleeing for 1 rd
CS/S: immune for 1 minute
F/CF: Weakness 3 vs Cold
Vamir Zylven
|
DC 18 Fortitude save: 1d20 + 8 ⇒ (3) + 8 = 11 vs Winter's Bite (Failure, 3 cold weakness)
"So cold! You stop doing that!" he smashes the ground with his overdriven weapon that causes him to jump next to Black Szvetneera.
◆ Explosive Leap (fire, inventor, move, unstable) – jump 30 ft in any direction w weapon innovation
DC 15 Flat Check vs Unstable: 1d20 ⇒ 6 (Failure: Vamir can’t use weapon for further unstable actions)
He then slices the enemy with his blade.
◆ Strike
+1 Low-Grade Cold Iron Longsword Attack: 1d20 + 9 ⇒ (20) + 9 = 29 vs Black
Damage+Crit Success Overdrive: 1d8 + 3 + 5 ⇒ (5) + 3 + 5 = 13 S damage, plus weakness to cold iron, +1 circumstance bonus to damage vs demons (or +2 from its sin vulnerability)
"Take this too!" he slashes again at her.
◆ Strike
+1 Low-Grade Cold Iron Longsword Attack, MAP: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19 vs Black
Damage+Crit Success Overdrive: 1d8 + 3 + 5 ⇒ (5) + 3 + 5 = 13 S damage, plus weakness to cold iron, +1 circumstance bonus to damage vs demons (or +2 from its sin vulnerability)
GM Tiger
|
Vamir jumps towards Matriarch Szvetneera. As she gasps in shock, Vamir's blade takes her head clean off.
As Matriarch Szvetneera falls, her bodyguards lose the will to fight and surrender.
COMBAT OVER
With Matriarch Szvetneera defeated and her plot revealed by her own admission, the rest of witchguards she enlisted to attack the estate retreat. Anastasia, Calix, and the other representatives enter back into the room, each with some superficial injuries that Calix insists aren’t serious. Queen Anastasia thanks you for your help and asks if you have any suggestions as to which train proposal(s) she should look at more closely.
The remaining tidying up phase is RP. But you as a group need to decide which train models should warrant further study. Also you will also need to decide whether Matriarch Szvetneera's design (the Yaga Express, complete with chicken legs) should be eliminated or not
For reporting purposes, this is the A-B-C-D boxes that need to be checked off so it's kinda important! :)
Nhorri Ephema
|
Late to the party, but what the heck:
DC 18 Fortitude vs Winter's Bite: 1d20 + 10 ⇒ (12) + 10 = 22
"The cold never bothered me anyway!" Nhorri exclaims.
----------------
Nhorri cocks her head at Matriarch Szvetneera's head, lying on the ground all by its lonesome. "Well, that's one way to handle it. I suppose we should gather her up and give her back to her guards so they can bury her, or whatever they do with their dead."
Once the dust (or snow?) has settled, her mind turns back to the train proposals. "So, um... Anyone else think we should disqualify Matriarch Szvetneera's design? I mean, it *did* rely heavily on her coven's magic, so no one else could create or operate it. And the dwarven machinist's one seems kinda unsafe, right? The other ideas seem really interesting, though. For the ones that use sentient beings for their power, I'd say it's fine as long as they're treated respectfully and with proper care and rest and all that."
The models' descriptions are in the following posts: initial, 1, & 2.
My recommendations for further study:
THE GODLESS ARCANIST: yes
THE WITCHWARG PACKMASTER: yes
THE FEY LADY: yes
THE PLANAR ENGINEER: yes
THE DWARVEN MACHINIST: no
THE COVEN MATRIARCH: no
Landon_220629
|
Fort: 1d20 + 6 ⇒ (20) + 6 = 26
As the fight comes to a sudden end, Landon wipes the sweat from his brow and takes stock of the situation. The abandoned weapons need to be collected, and the palace would need to be secured. He sees the head rolling to a stop and winces - not because of the gore, but because he felt the urge to make a bad pun. Zykyryz had been a bad influence on him.
Later:
"I don't know if King Rimesnap was sincere in his protests, or if he was simply making excuses to cover for his partnership with Matriarch Szvetneera. Still, I gave him my word that his protests would be presented to Queen Anastasia and given due consideration. I therefore suggest that the following proposed models be considered for further investigation, as I believe they will be least likely to disrupt the surrounding wilderness."
He then lists the following:
THE GODLESS ARCANIST: no
THE WITCHWARG PACKMASTER: yes
THE FEY LADY: yes
THE PLANAR ENGINEER: no
THE DWARVEN MACHINIST: no
THE COVEN MATRIARCH: yes
"As for Matriarch Szvetneera's model, I see no reason to disqualify it now. Apparently animating objects with dancing chicken legs is a proven technique, and I see no way that Szvetneera can disrupt the project further."
Vamir Zylven
|
"I agree, there is no valid reason to disqualify the matriarch's model. If others can replicate it, I will actually vote for it," Vamir blurts out his thoughts on the train matter. As for the other train models,
THE GODLESS ARCANIST: yes
THE WITCHWARG PACKMASTER: yes
THE FEY LADY: yes
THE PLANAR ENGINEER: yes
THE DWARVEN MACHINIST: yes
THE COVEN MATRIARCH: yes
"Why not build them all? Why bother choosing? Use each train according to the needs of the people. One train might be better for a group of people, but another might be suitable for other people, something like that. What do you think about that idea?"
Ari Atilise
|
"Look, I really did get along with most of the people here...except the Arcanist. Just because he gave me the literal cold shoulder, I'm not going to vote for his. But ultimately, because there can only be one winner, it goes to the Lieutenant's design. Her warning and her help was much appreciated and I'd like to return the favour."
THE GODLESS ARCANIST: No
THE WITCHWARG PACKMASTER: No
THE FEY LADY: No
THE PLANAR ENGINEER: Yes
THE DWARVEN MACHINIST: No
THE COVEN MATRIARCH: No
Blackfeather Jack
|
”Let’s see…the guy who didn’t pack a coat doesn’t bode well. The dwarf’s machine is a little too…boomy for my taste. And the less said about the chicken lady, the better”
Smoke gives a nod at the last bit.
THE GODLESS ARCANIST: No
THE WITCHWARG PACKMASTER: Yes
THE FEY LADY: Yes
THE PLANAR ENGINEER: Yes
THE DWARVEN MACHINIST: No
THE COVEN MATRIARCH: No
GM Tiger
|
Queen Anastasia nods thoughtfully at your suggestions. She commissions a deeper study on Lt Surkzin's offering, the Stone Road Express. She also nods as you decide to disqualify the High Matriarch Szvetneera's design in light of her betrayal. Finally, more to herself than the party, she asks what should be done with winter goblins. Calix jokingly suggests 'winter goblin soup' for dinner, to which there is a clamoring from the goblins to expose their good traits and that they want to help. The dromaar gives a performative sigh and appoints them "consultants" to prevent others from sneaking into the estate.
FIN
Thanks for playing!
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