| Dungeon Master S - 2e |
Welome!
| Dungeon Master S - 2e |
Your orders have you on a journey to the village of Pimatsih, in the Sarkoris Scar, which is plenty of time to introduce and get to know each other.
No change in start date, but putting it out here for anything you'd like to post.
| Dungeon Master S - 2e |
We begin not with a briefing, but a pair of blind rolls. This gives us a chance to check in too.
and
Zanderel Elerin
|
A tall, slender elf wearing a carved wooden mask, Zanderel Elerin is a strange elf by most elven standards. He is often seen with his head cocked, listening to silence, and will occasionally stop mid-sentence to do so.
The Mordent Spire mage is known to be one of the most adept spellcasters in the Pathfinder Society, and has proved himself over the past few years. His detailed, well-written chronicles show this, though the dense writing can put off more junior agents at time.
When not out in the field Zanderel will be found seated in a quiet room with the Grand Lodge, a stack of books beside him.
Society is +24 (M). Would use for both those checks
Orin_Thunderstone
|
+19 Religion | +18 Society
Orin grumbles and clanks, the heavily armed and armored dwarf making good speed despite his heavy plate, and an old tattered steel shield with the symbol of Lastwall still barely visible in the center... possibly being held together more by magic than tensile strength at this point.
He certainty looks like punching him could easily hurt you more than him and the impossibly sharp pick hanging from his belt certainty looking more suited for skull busting than mining.
Looking around he grumbles "Orin"
Chulyin the Spirit Talker
|
The Sarkorian man arrived at the staging point before you began the journey to Pimatsih and deeper into Sarkoris with a fading tan to his skin. He walked with a posture of physical strength, though he dressed in leather robes, a leopard-skin cloak, and carried a white staff decorated with a hooded snake coiling toward its top. A massive wolf with distinctive markings heeled behind him.
"Well met," he said when you gathered. "My name is Chulyin." He pauses after introducing himself and looks to Orin. "Good to see you, Orin! We serve together once more."
Religion (E): 1d20 + 19 ⇒ (15) + 19 = 34 +2 more vs. fiends
Society (T): 1d20 + 16 ⇒ (11) + 16 = 27
Orin_Thunderstone
|
Orin nods to Chulyin "Been awhile, glad to see you're still in on piece." as a bit of frown disappears from Orin's face.
Chris Marsh
|
I need everyone to check in so I can calculate CP and therefore DCs.
| Dungeon Master S - 2e |
Zanderel: 1d20 + 24 ⇒ (15) + 24 = 39 CRIT
Zanderel: 1d20 + 24 ⇒ (13) + 24 = 37 Success
Orin: 1d20 + 19 ⇒ (9) + 19 = 28
Orin: 1d20 + 19 ⇒ (18) + 19 = 37
Chulyin: Success
Chulyin: Fail
Still to go:
Dran'Thor
Hopper
Azbjorn Thekla
Dran'Thor
|
+20 Religion | +17 Society
With a long beard as it is the habits for dwarf, he walks with the others on the journey to Pimatsih. An hide armor covers him with some druid's vestment over it as he carries a battleaxe and a wooden shield.
He introduces himself with emphasis: Greetings, my name's Dran'Thor, from Dran'Thil's family and from the clan of Torgin.
Then noticing Orin: Oh you're also on the tracks. Good to see you. Do you remember me, dwarf? We defeated the Thorned Monarch together.
The Mad Hoppper
|
Society +20 Expert, twice
Another figure is small nimble fellow, green skin make it impossible to not know that this is a goblin. Well height adds to that as well, leather armor is full of burns and stains, bandolier full of potions and bombs share this is another of alchemist.
"Hopper, they call me Mad Hopper, but I muse say I am perfectly sane, I am just bold with my experiments and am not try to try some of the potions on myself."
He looks around, half of his head has any hair on it the other is full of very low quality tattoos. On his side he carries a dogslicer.
Chulyin the Spirit Talker
|
"I had returned to the Magaambya after gambling with Nivi," he says to Orin. "I felt a duty to teach--and learn--for a while. When the Society asked me to return for another mission to Sakoris, my heart could not refuse." His expression becomes thoughtful, and he reaches behind himself to scratch the wolf's ears.
Azbjorn Thekla
|
A quiet, tall man enters. He wears a deep green cloak embroidered with gold trim. He pulls back its hood to reveal a full head of hair, a thick beard, and a broad smile. Under his cloak hangs several blades and over his shoulder he carries a bow. Also on his hip is quiver full of green feathered arrows.
"I am Azbjorn Thekla, and I am here to give my assistance on this next mission. Did I hear one of you say that we are going to Sarkoris?"
| Dungeon Master S - 2e |
Dran'Thor: 1d20 + 20 ⇒ (8) + 20 = 28 Success
Dran'Thor: 1d20 + 17 ⇒ (17) + 17 = 34 Success
Mad Hopper: 1d20 + 20 ⇒ (9) + 20 = 29 Success
Mad Hopper: 1d20 + 20 ⇒ (18) + 20 = 38 CRIT
Zanderel: 1d20 + 24 ⇒ (15) + 24 = 39 CRIT
Zanderel: 1d20 + 24 ⇒ (13) + 24 = 37 Success
Orin: 1d20 + 19 ⇒ (9) + 19 = 28
Orin: 1d20 + 19 ⇒ (18) + 19 = 37
Chulyin: Success
Chulyin: Fail
Still to go:
Azbjorn Thekla
| Dungeon Master S - 2e |
Excellent. Rolls noted. There are also a lot of Hero Points to toss around...
After the lengthy journey across the still-shattered wastelands of Sarkoris, even the small settlement of Pimatsih is a welcome sight. Houses and shops huddle behind the shelter of a reasonably-sturdy fieldstone wall, and patrolling guards mingle with people going about their lives. Over a decade since the closure of the Worldwound, it seems that life has finally returned to what passes for normal in the Sarkoris Scar. The orders from Venture-Captain Ambrus Valsin were clear: meet with Kishna Meltcaller, a healer and friend of the Society, to investigate some recent and uncanny tremors that have occurred in the vicinity of the village. Normally this task would be assigned to more junior Pathfinders, but Valsin’s concern was obvious. “After our recent experiences with Hesla Embersplitter, everything in Sarkoris has become much more dangerous. The Ten want our best in place, in the all-too-likely event that this is more than it seems.”
You exchange what you know about the situation. Hesla Embersplitter is a Sarkorian woman who has risen from an orphan in the Worldwound to international prominence, first as a wealthy Absalomian socialite supporting the Knights of Lastwall, and then as a mysterious power with hidden motives. You also know that Hesla’s schemes seem to involve various demons and demonic cults throughout Sarkoris. She is one of those who absorbed a fraction of divine essence during the Godsrain, and recently recovered the artifact Riftcarver, the scythe that the demon lord Deskari wielded when he led his hordes against Golarion. Zanderel adds that Cult of the Screaming Grub, who raised Hesla, did so because they had a prophecy that “the split ember will make the Lord of Locusts walk again.”
| Dungeon Master S - 2e |
Walking toward Pimatsih’s market square, signs of recent and hurried repairs are evident. Piles of debris have been swept to the edges of buildings and into alleys, several buildings show a slight but perceptible slant in their profile, and a blacksmith’s shop near the gate has partially collapsed.
Across the square, a woman garbed in a snow white cassock works with several others to reinforce a building’s wall. She turns and waves in greeting.
| Dungeon Master S - 2e |
Suddenly, a deep bass rumble from somewhere underground is felt more than heard. The earth begins to heave, making building in sight creaks and groans under the strain. The sounds of breaking glass, cracking wood, and stone on stone ring everywhere. For what seems a lifetime the ground buckles like waves on a stormy sea.
| Dungeon Master S - 2e |
EARTHQUAKE
The ground shakes violently. You each take bludgeoning damage: 6d10 ⇒ (7, 1, 10, 6, 2, 5) = 31 with a basic DC 30 Reflex save. Additional effects on a crit fail!
EARTHQUAKE:
[b]Azbjorn(173/173): REF
Dran’Tho(192/192): REF
Chulyin(139/139): REF
The Mad Hopper(138/138): REF
Orin(218/218): REF
Zanderel(136+6/136): REF
—-------------------------
Special Conditions: None
Hero Points:
Azbjorn: 1
Dran’Thor: 1
Chulyin: 1
The Mad Hopper: 1
Orin: 1
Zanderel: 1
Bonus to donate: 13
Orin_Thunderstone
|
We can't get more than 1 hero point each from the glyphs, so we each get 2.
Reflex: 1d20 + 18 + 3 ⇒ (5) + 18 + 3 = 26
Orin gets allshookup.
Chris Marsh
|
Oops, I totally missed that rule somewhere. I miss the days of the old PFS seasonal PDF.
EARTHQUAKE:
Azbjorn(173/173): REF
Dran’Tho(192/192): REF
Chulyin(139/139): REF
The Mad Hopper(138/138): REF
Orin(187/218): Fail
[b]Zanderel(136+6/136): REF
—-------------------------
Special Conditions: None
Hero Points
Chulyin the Spirit Talker
|
Reflex (E): 1d20 + 19 ⇒ (10) + 19 = 29
Chulyin smiles and raises his hand to return the greeting. He opens his mouth to call out when the ground beneath him begins to growl, shake, and then buck.
Azbjorn Thekla
|
Reflex Saving Throw (M): 1d20 + 23 ⇒ (13) + 23 = 36
Natural Reflexes: Reflex Mastery (Success is Crit Success)
You’ve honed your reflexes dodging falling trees and pounding hail. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
| Dungeon Master S - 2e |
[ooc]Bot or Zanderel: 1d20 + 20 ⇒ (9) + 20 = 29
EARTHQUAKE:
Azbjorn(173/173): CRIT
Dran’Tho(161/192): Fail
Chulyin(108/139): Fail
---Wolf (85/116): Fail
The Mad Hopper(138/138): REF
Orin(187/218): Fail
Zanderel(136+6/136): Fail
—-------------------------
Special Conditions: None
Hero Points
The Mad Hoppper
|
Let me know when the briefing ends ;) as then I will decide on the potions, from the flasks that he recovers every 10 mins he would make and drink Bravo's brew +2 to Will save, +3 vs fear and eagle eye elixir Perception +3 / +4 to find secret doors
Reflex, DC30: 1d20 + 20 ⇒ (11) + 20 = 31
Hopper dodges the worst of the earthquake "Wow, is it normal here?" He also has the aeon stone to recover 1 hp/min
| Dungeon Master S - 2e |
After the first quake strikes, Kishna approaches you with a new, noticeable limp. All around, the citizens of Pimatsih pick themselves up, look to the injured, and work to stabilize damaged buildings.
As you dust yourselves off, you can't help but connect some dots. Afterall, Sarkoris is the land once occupied by the Worldwound, a direct gate to the Outer Rifts that allowed a demonic invasion led by Deskari, Demon Lord of Locusts, which spanned more than a hundred years. While the demon lord Deskari was slain and the Worldwound closed, there are still large numbers of demons. Many act independently, reveling in chaos, but there are signs that something is once again beginning to coordinate their attacks.
The earthquake doesn't strike you as coincidence - large earth tremors often presage an invasion by demons using underground tunnels to bypass defenses and undermine city walls.
EARTHQUAKE:
Azbjorn(173/173): CRIT
Dran’Tho(161/192): Fail
Chulyin(108/139): Fail
---Wolf (85/116): Fail
The Mad Hopper(123/138): Success
Orin(187/218): Fail
Zanderel(136+6/136): Fail
—-------------------------
Special Conditions: None
Hero Points
| Dungeon Master S - 2e |
“Pathfinders!” Kishna Meltcaller rushes across the crowded square, a noticeable limp to her movement.
“Welcome to Pimatsih,” she begins. “I wish it were under better circumstances.” She indicates the damaged buildings and wounded citizens on all sides.
“As I told your leaders, we have been seeing an increase in seismic activity here. Strange tremors from beneath the hills have been growing in intensity, as if something is stirring deep below the earth.” Her face grows grim. “Pimatsih is not known for geologic activity. The only time this has happened in the past... the Worldwound was still disgorging demons. When the Wardstones were active, they often used the caves under the land to muster their forces, and even the earth rebels at their touch."
“I had asked you here to investigate the cause of these tremors, but obviously that must wait. If you would earn my gratitude, please aid our citizens as you may. And be wary, there’s usually an aftershock soon after the first tremor.”
As if on cue, the ground begins to tremble, and Kishna’s frown deepens. “Aid my people! And then find me again. Oh, and this letter arrived for you!” She tosses a metal scroll case, then sprints away over the swaying ground to aid the wounded.
Only 1 minute has elapsed. Healing adjusted:
Azbjorn(173/173)
Dran’Tho(161/192)
Chulyin(109/139)
---Wolf (85/116)
The Mad Hopper(124/138)
Orin(187/218)
Zanderel(111/136)
| Dungeon Master S - 2e |
More incoming, but I'm in a 90 minute meeting that starts in 3 minutes!
| Dungeon Master S - 2e |
The chaos spreads, but the people of Pimatsih are not helpless. They're actively engaged treating wounded, digging through rubble, and working to stabilize buildings.
You are some of the Society's absolute best. You've seen it all: invasions, assassinations, other planes, war.... all of it. Your hearts sink a little when you realize that you likely can't help them all.
Each of you looks around and sees what needs to be done.
You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 0 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 0 of 6
A casualty clearing station has been set up in the village square. The walking wounded and those suffering from shock are being treated in one area, while the more gravely wounded lie on blankets or makeshift stretchers in the square.
Skills: Medicine, Performance, Perception, Sruvival, Rank 3+ Heal
Successes: 0 of 6
The citizens and town guard are working together across the village, moving rubble, carrying the injured to casualty clearing stations, rounding up stray animals and crying children, and fighting fires. The only task that is left undone is the usual task of the town guard: watching for enemies at the gate.
Skills: Perception, Diplomacy, Warfare Lore, Effects that can alarm
Successes: 0 of 6
After the second quake, many of the buildings nearby lean at odd angles, with several teetering on the verge of complete collapse. Quick action could reinforce them so they remain upright.
Skills: Crafting, Engineering Lore, Athletics, Survival
Successes: 0 of 6
HELP! (Round 1 of 3)
Azbjorn(173/173): Go!
Dran’Tho(161/192): Go!
Chulyin(109/139): Go!
---Wolf (85/116): Go!
The Mad Hopper(124/138): Go!
Orin(187/218): Go!
Zanderel(111/136): Go!
Chulyin the Spirit Talker
|
"I can see to the wounded," Chulyin says as the smaller rumble subsides. "Dran'Thor, could you and Azbjorn deal with that stampede?" He points down the road where a herd of bison are crossing in a frenzy.
The Sarkorian primalist heads to the area where the worst of the wounded are gathered. It takes some time to coordinate and get everyone into the most efficient position, including bringing others to fill the available gaps. Once the wounded are in place around him, Chulyin raises his snake-headed white staff, concentrates, and then slams the butt into the ground.
A revitalizing wave of energy washes out over the gathered people.
◆◆◆ Heal (3rd Rank), 30 ft radius: 3d8 ⇒ (4, 5, 5) = 14
Chulyin +14 heal +10 for activity = 133/139
Wolf +14 heal = 99/116
Zanderel Elerin
|
I noticed that you factored in my having cast False Vitality, which is helpful. Just note that it provides +10 temp hp (an error in my stat block). Please give Zan 4 more hp.
"These earthquakes presage a demonic arrival," Zanderel says, his voice even and emotionless. He tilts his head, as if listening to something. "Yes, exactly."
Scan for Trouble (Diplomacy): 1d20 + 24 ⇒ (13) + 24 = 37
"You, and you," the mild-mannered elf's voice is made of steel. "I have found a critical task to be done. One that will save many lives. We need you stand in to guard against any potential demonic threat. You will be the first to see, and the first to warn us."
Orin_Thunderstone
|
Orin moves to reinforce the buildings.
Crafting(M)+24 <Quick Reapir>: 1d20 + 24 ⇒ (16) + 24 = 40
| Dungeon Master S - 2e |
The party quickly moves to help, showing their experience and reflexes.
Azbjorn tries and fails to contain the mighty bison. DMG: 4d8 + 8 ⇒ (5, 1, 2, 1) + 8 = 17 Basic REF DC 30
Dran’Thor My bad. A water spell is an auto-aid another unless it's rank 3 in which case it's a success. Rank 5 is a crit. I'll let you redo
Chulyin Does some triage and collects people for healing. It's clear though that there's plenty more. You now know that a rank 5 healing spell will be an auto-crit.
Orin gains shouts of praise and encouragement with his masterful skill. That's a crit, and I really want to see your feat selection get some mileage, so I'll let you make a second roll for this task only.
Zanderel deftly organizes a watch defense and rotation.
As a reminder each TASK can have one PC roll Diplomacy to rally locals and earn more points.
-------------------------------
You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 0 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 0 of 6
A casualty clearing station has been set up in the village square. The walking wounded and those suffering from shock are being treated in one area, while the more gravely wounded lie on blankets or makeshift stretchers in the square.
Skills: Medicine, Performance, Perception, Survival, Rank 3+ Heal
Successes: 1 of 6
The citizens and town guard are working together across the village, moving rubble, carrying the injured to casualty clearing stations, rounding up stray animals and crying children, and fighting fires. The only task that is left undone is the usual task of the town guard: watching for enemies at the gate.
Skills: Perception, Diplomacy, Warfare Lore, Effects that can alarm
Successes: 1 of 6
After the second quake, many of the buildings nearby lean at odd angles, with several teetering on the verge of complete collapse. Quick action could reinforce them so they remain upright.
Skills: Crafting, Engineering Lore, Athletics, Survival
Successes: 2 of 6
HELP! (Round 1 of 3)
Azbjorn(173/173): REF
Dran’Thor(161/192): Go!
Chulyin(133/139): Success
---Wolf (99/116): Go!
The Mad Hopper(124/138): Go!
Orin(187/218): CRIT
Zanderel(115/136): Success
Dran'Thor
|
Survival: 1d20 + 24 ⇒ (14) + 24 = 38
The dwarf participates to the houses reinforcements.
The Mad Hoppper
|
Crafting, master: 1d20 + 23 ⇒ (18) + 23 = 41
"You need to use more fish guts to reinforce that!" says the goblin looking at dwarven work
Zanderel Elerin
|
If you'll allow it, I'd like to Rally the Locals with my previous post
Rally the Locals (Scan for Trouble): 1d20 + 24 ⇒ (20) + 24 = 44
Zanderel will continue to send people to guard the gates as he rushes to the fire at the bakery.
Rally the Locals (Scan for Trouble): 1d20 + 24 ⇒ (15) + 24 = 39
When he arrives at bakery, he immediately begins casting a spell, erecting a massive wall of ice as a frosty bulwark against the inferno.
Cast Wall of Ice (Rank 5)
Azbjorn Thekla
|
Reflex Saving Throw (M): 1d20 + 23 ⇒ (7) + 23 = 30
Natural Reflexes: Reflex Mastery (Success is Crit Success)
You’ve honed your reflexes dodging falling trees and pounding hail. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Chulyin the Spirit Talker
|
Chulyin snaps his fingers and holds out two fingers. "Aht!" he barks when the wolf looks at him. He points to where Zanderel keeps watch. Then he moves his hand in a wide circle over his head and snaps his fingers twice.
| Dungeon Master S - 2e |
Dran'Thor competently aids here, making great progress. The Mad Hopper, moreover, gives a masterclass!
While making his first moves, Zanderel gives a tremendously potent rally speech! The wholf's help is enough to keep a truly keen set of eyes out. Aid turns it to a crit!
Azbjorn may not be a herder, but he comes out completely unscathed.
Each task that you participate in comes with a single opportunity to rally the locals. Zanderel covered it for Scanning. Chulyn can still do it for the triage. Azbjorn can at the stampede. Dran'Thor or the Mad Hopper can do it for the Reinforce.
Zanderel moves quickly to rally more at the fire while using a powerful spell to help quench the flames.
-------------------------------
[ooc]You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 2 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 0 of 6
A casualty clearing station has been set up in the village square. The walking wounded and those suffering from shock are being treated in one area, while the more gravely wounded lie on blankets or makeshift stretchers in the square.
Skills: Medicine, Performance, Perception, Survival, Rank 3+ Heal
Successes: 1 of 6
The citizens and town guard are working together across the village, moving rubble, carrying the injured to casualty clearing stations, rounding up stray animals and crying children, and fighting fires. The only task that is left undone is the usual task of the town guard: watching for enemies at the gate.
Skills: Perception, Diplomacy, Warfare Lore, Effects that can alarm
Successes: 4 of 6
After the second quake, many of the buildings nearby lean at odd angles, with several teetering on the verge of complete collapse. Quick action could reinforce them so they remain upright.
Skills: Crafting, Engineering Lore, Athletics, Survival
Successes: 5 of 6
HELP! (Round 1 of 3)
Azbjorn(173/173): Fail [b]Rally?
Dran’Thor(161/192): Success
Chulyin(133/139): Success Rally?
---Wolf (99/116): Aid
The Mad Hopper(124/138): CRIT
Orin(187/218): CRIT GM bonus roll
Zanderel(115/136): CRIT + CRIT Rally
HELP! (Round 2 of 3)
Azbjorn(173/173): Go
Dran’Thor(161/192): Go
Chulyin(133/139): Go
---Wolf (99/116): Go
The Mad Hopper(124/138): Go
Orin(187/218): Go
Zanderel(115/136): Rally + Crit
| Dungeon Master S - 2e |
Dran'Thor competently aids here, making great progress. The Mad Hopper, moreover, gives a masterclass!
While making his first moves, Zanderel gives a tremendously potent rally speech! The wholf's help is enough to keep a truly keen set of eyes out. Aid turns it to a crit!
Azbjorn may not be a herder, but he comes out completely unscathed.
Each task that you participate in comes with a single opportunity to rally the locals. Zanderel covered it for Scanning. Chulyn can still do it for the triage. Azbjorn can at the stampede. Dran'Thor or the Mad Hopper can do it for the Reinforce.
Zanderel moves quickly to rally more at the fire while using a powerful spell to help quench the flames.
-------------------------------
You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 2 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 0 of 6
A casualty clearing station has been set up in the village square. The walking wounded and those suffering from shock are being treated in one area, while the more gravely wounded lie on blankets or makeshift stretchers in the square.
Skills: Medicine, Performance, Perception, Survival, Rank 3+ Heal
Successes: 1 of 6
The citizens and town guard are working together across the village, moving rubble, carrying the injured to casualty clearing stations, rounding up stray animals and crying children, and fighting fires. The only task that is left undone is the usual task of the town guard: watching for enemies at the gate.
Skills: Perception, Diplomacy, Warfare Lore, Effects that can alarm
Successes: 4 of 6
After the second quake, many of the buildings nearby lean at odd angles, with several teetering on the verge of complete collapse. Quick action could reinforce them so they remain upright.
Skills: Crafting, Engineering Lore, Athletics, Survival
Successes: 5 of 6
HELP! (Round 1 of 3)
Azbjorn(173/173): Fail Rally?
Dran’Thor(161/192): Success Rally?
Chulyin(133/139): Success Rally?
---Wolf (99/116): Aid
The Mad Hopper(124/138): CRIT Rally?
Orin(187/218): CRIT GM bonus roll
Zanderel(115/136): CRIT + CRIT Rally
HELP! (Round 2 of 3)
Azbjorn(173/173): Go
Dran’Thor(161/192): Go
Chulyin(133/139): Go
---Wolf (99/116): Go
The Mad Hopper(124/138): Go
Orin(187/218): Go
Zanderel(115/136): Rally + Crit
Orin_Thunderstone
|
R1: With his ability to Quickly Repair, Orin tries to make more progress.
Crafting: 1d20 + 24 ⇒ (3) + 24 = 27
If that fails or worse, I'll Hero Point.
Hero Point Reroll: 1d20 + 24 ⇒ (16) + 24 = 40
---
With that taken care of Orin moves on to treating casualties, getting his assistant to try and rally the people.
Medicine(M): 1d20 + 25 ⇒ (14) + 25 = 39
Hireling Diplomacy(E): 1d20 + 17 ⇒ (18) + 17 = 35
Dran'Thor
|
Seeing that Orin finished to reinforce the buildings the dwarf moves on to treat the casualities.
Survival: 1d20 + 24 ⇒ (8) + 24 = 32
| Dungeon Master S - 2e |
Definitely using that Hero Point! Orin's quick repairs do wonders for the effort. He then moves to work with his hireling to organize triage and first aid, doing an equal job! Dran'Thor is right on his heels as the team helps as many as possible.
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You have THREE 10 minute "rounds" and SIX tasks. Work together, split the party? I'm ready for both. But you're about to make some hard choices. In each round, ONE of you per task may start off by calling for the locals to rally. That PC can make a Diplomacy check for some automatic successes.
The smell of smoke in the air draws attention to the bakery. Flames caress the building’s roof and spill out of the windows, threatening adjacent structures.
Skills: Athletics, Engineering Lore, Rank 1 or greater Water spell.
Successes: 2 of 6
A low rumble ripples through the ground, but this time it is not an earthquake. A dozen Sarkorian red bison have escaped their pen and stampede through the streets. Panicked citizens leap out of the path of the oncoming animals and scramble to avoid the thundering hooves.
Skills: Athletics, Farming Lore, Nature, Intimidation, Melee/Ranged attack
Successes: 0 of 6
A group of Pimatsih’s citizens frantically remove rubble from a collapsed building. Faint cries can be heard from under the rubble. “A whole family was sheltering in there when it collapsed!” yells one man, blood streaming from his head.
Skills: Athletics, Fortitude Save, Engineering Lore, Thievery, Disable Device, Abilities that grant a Burrow Speed
Successes: 0 of 6
A casualty clearing station has been set up in the village square. The walking wounded and those suffering from shock are being treated in one area, while the more gravely wounded lie on blankets or makeshift stretchers in the square.
Skills: Medicine, Performance, Perception, Survival, Rank 3+ Heal
Successes: 4 of 6
The citizens and town guard are working together across the village, moving rubble, carrying the injured to casualty clearing stations, rounding up stray animals and crying children, and fighting fires. The only task that is left undone is the usual task of the town guard: watching for enemies at the gate.
Skills: Perception, Diplomacy, Warfare Lore, Effects that can alarm
Successes: 4 of 6
After the second quake, many of the buildings nearby lean at odd angles, with several teetering on the verge of complete collapse. Quick action could reinforce them so they remain upright.
Skills: Crafting, Engineering Lore, Athletics, Survival
Successes: 6 of 6
HELP! (Round 1 of 3)
Azbjorn(173/173): Fail Rally?
Dran’Thor(161/192): Success
Chulyin(133/139): Success Rally?
---Wolf (99/116): Aid
The Mad Hopper(124/138): CRIT
Orin(187/218): CRIT + Crit
Zanderel(115/136): CRIT + CRIT Rally
HELP! (Round 2 of 3)
Azbjorn(173/173): Go
Dran’Thor(161/192): Sucess
Chulyin(133/139): Go
---Wolf (99/116): Go
The Mad Hopper(124/138): Go
Orin(187/218): Crit
Zanderel(115/136): Rally + Crit
The Mad Hoppper
|
Hopper pulls out an empty vial and quickly begins to make a mixture, he drinks it and he grows a bit in size, the before lean and agile goblin is more bulky and resilient. He goes to where rubble is and begin to dig with his hands
I would use one of the versatiles vials to make Juggernaut Mutagen giving +3 to Fort save (does nto stack with armor so net +2) to fort
Dig for survivors Fort save, Juggernaut: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36
Chulyin the Spirit Talker
|
I've gleaned that I would need a 20 (or at maybe a 19) to rally. :)
Chulyin nods to the others as they join him among the wounded. Anticipating the foretold aftershock and potentially a demonic assault, he conserves his power. He transitions to more mundane methods of medical care.
Medicine (E): 1d20 + 20 ⇒ (16) + 20 = 36
+10 hp = 139/139