| TechnoDM A |
Ino notices how the roofs are made and can direct others to avoid loose tiles.
You manage to get across town on the rooftops, but not without drawing some attention. +1 Awareness Point
CUTTING THROUGH
Cutting through the largest trading house in Manaket is the fastest way out of the heart of the city. It’s a risky move, however, as it’s quite crowded even at this hour, but if the party can get in and out quickly enough, no one will even know they were there.
Society or Mercantile Lore (or other relevant Lore) to navigate the open sales floor without drawing undue attention
Deception or Performance to act like you belong there
Perception to spot the most direct path through to the other side.
➤ Elfman
➤ Ino
➤ Zhamie Zhapp
➤ Doc Bloodshanks
➤ Cheerful Screams Over Water
➤ Squish
Squish_
|
Squish holds their cloak tight and tries to find a good way through.
Society: 1d20 + 14 ⇒ (20) + 14 = 34
Doc Bloodshanks
|
Society: 1d20 + 14 ⇒ (5) + 14 = 19
Doc gets distracted by some good sales as he makes his way through the shops.
"Elfman"
|
Elfman gets into the market and start to talk with people, what better to try to blend in, as a merchant than. . being a mercahnt
Mercantile Lore: 1d20 + 14 ⇒ (7) + 14 = 21
Alas it appears that maybe they are not used to elven merchants from Eukijae ascendency
Zhamie Zhapp
|
Perc: 1d20 + 17 ⇒ (16) + 17 = 33
Zhamie points out a possible route.
| TechnoDM A |
Since none of the clothing is cut to fit them, Squish pays attention and points out a good way through.
Doc sees a beautiful waistcoat.
Cheerful Screams Over Water draws the attention of a salesperson, who brings out a cape, made of natural fibers, in colors that match the natural coloration of Cheerful.
Elfman's unusual appearance doesn't seem to impress the floor manager or salespeople.
Zhamie shows a route where there are fewer salespeople to confuse the students or allies.
Ino works on getting themselves and the others to look normal
Squish ✔️✔️
Doc Bloodshanks ❌
Cheerful Screams Over Water ❌❌
Elfman ❌
Zhamie Zhapp ✔️✔️
Ino ✔️
Success!
Now that you've successfully navigated through the garment district, you must choose:
Either cut through a private walled garden just beyond the edge of the market or slip through the unoccupied open-air seating area of a restaurant that has already closed down for the evening.
Doc Bloodshanks
|
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"Let us cut through this seating area ... "
| TechnoDM A |
That's 2 of 6 for the restaurant
| TechnoDM A |
Wild dogs are a common site on the streets of Manaket. Most have long since learned to keep their distance from humanoids for their own safety. One small pack, however, recently had the misfortune to drink from a puddle that had been tainted by the red godsrain. They come upon the party outside the closed restaurant and attack on sight.
Their eyes are ringed with an unnatural crimson and blood-tinged saliva drips from their jowls. They focus first on any injured during the previous combat and fight to the death.
Zhamie, Search: 1d20 + 18 ⇒ (11) + 18 = 29
Squish, Scout: 1d20 + 11 ⇒ (16) + 11 = 27
Cheerful Screams Over Water, Search: 1d20 + 13 ⇒ (10) + 13 = 23
Eramil Elfman Armanatirel, Search: 1d20 + 13 ⇒ (7) + 13 = 20
Ino, Search: 1d20 + 12 ⇒ (8) + 12 = 20
Doc Bloodshanks, Investigate: 1d20 + 19 ⇒ (10) + 19 = 29
, : 1d20 + 15 ⇒ (7) + 15 = 22
, : 1d20 + 15 ⇒ (18) + 15 = 33
, : 1d20 + 15 ⇒ (1) + 15 = 16
, : 1d20 + 14 ⇒ (1) + 14 = 15
, : 1d20 + 14 ⇒ (6) + 14 = 20
Wild Dog B strides twice and bites Squish: 1d20 + 13 ⇒ (8) + 13 = 21for: 2d10 + 6 ⇒ (3, 7) + 6 = 16
❖❖❖❖❖❖❖❖❖❖
Restaurant Dogs, Round 1
Party Conditions: ☘️ = Hero Points
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
Wild Dog B (- HP)
➤ Zhamie Zhapp AC 21 (50/62 HP)
➤ Doc Bloodshanks AC 26 (88/88 HP) │ , low light vision
➤ Squish AC 21 (28/76 HP) │ Darkvision
➤ Cheerful Screams Over Water AC 20 (50/53 HP) │ Shield up (8+3+5+5=21 damage)
Wild Dog A (- HP)
Wild Dog E (- HP)
Elfman AC 26 (74/86 HP) │ , low light vision
Ino AC 25 (42/78 HP) │ Wounded 1,
Wild Dog D (- HP)
Wild Dog C (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Doc Bloodshanks
|
Doc grabs some vials and drinks them.
◆ Quick Alchemy: Craft moderate juggernaut mutagen
◆ Interact: Drink moderate juggernaut mutagen - +10 Temp HP
He then steps up next to the dog. "Down, bad godsrain doggie ... down ..."
◆ Step
Zhamie Zhapp
|
"Sacre Bleu! Vat is zat?!" Zhamie gasps at the large dog.
She immediately tries to get an angle on the one in front of her.
Devise: 1d20 ⇒ 9
Zhamie should be at 68/71. 38/71 after combat
Healing +18 makes 56
Heroic Intervention +12 makes 68.
Finding no shot she simply slaps a battle dressing on Ino before pulling her jezail off her back.
Battle Medicine, Healer's Gloves, DC 20: 1d20 + 18 ⇒ (7) + 18 = 25
Healing, Forensic Medicine Methodology: 2d8 + 7 + 10 ⇒ (6, 2) + 7 + 10 = 25
◆ Devise
◆ Battle Med
◆ Interact to Draw
Cheerful Screams Over Water
|
Cheerful cogitates upon the nature of the dogs...
Esoteric Lore: 1d20 + 8 ⇒ (14) + 8 = 22.
On a critical success, I learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as an oni's bean panic.
Cheerful then starts firing seedpods at B.
Seedpod: 1d20 + 7 ⇒ (11) + 7 = 18, for 1d4 + 2 ⇒ (3) + 2 = 5 Bludgeoning damage + Weakness damage (Personal Vulnerability if there is no weakness).
He then Raises his Shield.
| TechnoDM A |
Doc drinks to forget...
Zhamie heals Ino (and removes their Wounded condition)
Cheerful realizes these are just wild dogs that have been affected by the godsrain. They have no weaknesses.
Cheeful sends some seedpods against one of the dogs, but, they just glance off its hide.
Note corrected health totals
❖❖❖❖❖❖❖❖❖❖
Restaurant Dogs, Round 1
Party Conditions: ☘️ = Hero Points
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
Wild Dog B (- HP)
Zhamie Zhapp AC 21 (62/62 HP)
Doc Bloodshanks AC 26 (88/88 HP) │ , low light vision, 10 THP
➤ Squish AC 21 (76/76 HP) │ Darkvision
Cheerful Screams Over Water AC 20 (53/53 HP) │ Shield up (8+3+5+5=21 damage)
Wild Dog A (- HP)
Wild Dog E (- HP)
Elfman AC 26 (74/86 HP) │ , low light vision
Ino AC 25 (78/78 HP)
Wild Dog D (- HP)
Wild Dog C (- HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Zhamie Zhapp
|
Battle Med does not remove wounded (unless I'm missing something)
"Elfman"
|
Elfman has a white spindle aeon sstone, healing 1 hp per minute, I migth assume that with all this traveling he would be up to full, also would like to have confirmation on the time passed due the merciful balm expediture too... thanks
Squish_
|
Blub
Squish protects themselves with a shield spell and unleashes the power of the ooze on the point blank doggie, flinging a chair at them.
projectile vs B: 1d20 + 12 ⇒ (2) + 12 = 14
B damage: 4d6 ⇒ (1, 2, 4, 6) = 13
AC 22, will block (10)
| TechnoDM A |
Wild Dog A strides then bites Doc Bloodshanks: 1d20 + 13 ⇒ (18) + 13 = 31for: 2d10 + 6 ⇒ (8, 10) + 6 = 24 piercing damage. Then, it gnashes Doc left and right. 2d6 persistent bleed
Wild Dog E smells Doc bleeding. It strides. Then, it bites Doc Bloodshanks: 1d20 + 12 ⇒ (14) + 12 = 26for: 1d10 + 7 + 1d6 ⇒ (7) + 7 + (2) = 16 piercing damage.
It bites Doc Bloodshanks again: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22for: 1d10 + 7 + 1d6 ⇒ (7) + 7 + (4) = 18 piercing damage.
❖❖❖❖❖❖❖❖❖❖
Restaurant Dogs, Round 1
Party Conditions: ☘️ = Hero Points
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
Wild Dog B (- HP)
Zhamie Zhapp AC 21 (62/62 HP)
Doc Bloodshanks AC 26 (40/88 HP) │ , low light vision, 10 THP
Squish AC 21 (76/76 HP) │ Darkvision
Cheerful Screams Over Water AC 20 (53/53 HP) │ Shield up (8+3+5+5=21 damage)
Wild Dog A (- HP)
Wild Dog E (- HP)
➤ Elfman AC 26 (86/86 HP) │ , low light vision
➤ Ino AC 25 (78/78 HP) │ Wounded 1
Wild Dog D (- HP)
Wild Dog C (- HP)
──────────
AFTER YOUR TURN:
──────────
Doc Bloodshanks AC 26: 2d6 persistent bleed
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Doc Bloodshanks
|
It bites Doc Bloodshanks again: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22 for: 1d10 + 7 + 1d6 ⇒ (7) + 7 + (4) = 18 piercing damage.
My AC is 26, so this one would have missed. I should be at 58 HP, I believe, unless I'm overlooking something.
| TechnoDM A |
TechnoDM A wrote:It bites Doc Bloodshanks again: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22 for: 1d10 + 7 + 1d6 ⇒ (7) + 7 + (4) = 18 piercing damage.My AC is 26, so this one would have missed. I should be at 58 HP, I believe, unless I'm overlooking something.
Of course.
"Elfman"
|
The big boned elf pulls out his longspear then rushes past his ally and strike the far end dog in the northern area ( Dog E )
Strike at Dog E, OG: 1d20 + 17 ⇒ (16) + 17 = 332d8 + 4 + 2 + 2d6 ⇒ (4, 4) + 4 + 2 + (3, 5) = 22
If crit, enemy gets clumsy 1
| TechnoDM A |
Elfman skewers Wild Dog E.
Wild Dog D moves behind Elfman, and bites: 1d20 + 12 ⇒ (12) + 12 = 24for: 1d10 + 7 ⇒ (4) + 7 = 11. It gnashes its teeth tearing at Elfman's skin 1d6 persistent bleed damage
Wild Dog C strides into its pack, provoking from Squish and Cheerful, if applicable.
Elfman and Doc: 1d2 ⇒ 1
It tries to bite Elfman: 1d20 + 12 ⇒ (5) + 12 = 17
Failing that, it tries to bite Doc Bloodshanks: 1d20 + 12 - 5 ⇒ (8) + 12 - 5 = 15
Wild Dog B tries to bite Doc Bloodshanks: 1d20 + 12 ⇒ (9) + 12 = 21
Wild Dog B tries to bite Doc Bloodshanks again: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11
Wild Dog B tries to bite Doc Bloodshanks again: 1d20 + 12 - 10 ⇒ (17) + 12 - 10 = 19
❖❖❖❖❖❖❖❖❖❖
Restaurant Dogs, Round 2
Party Conditions: ☘️ = Hero Points
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
Wild Dog B (- HP)
➤ Zhamie Zhapp AC 21 (62/62 HP)
➤ Doc Bloodshanks AC 26 (58/88 HP) │ , low light vision, 10 THP
➤ Squish AC 21 (76/76 HP) │ Darkvision
➤ Cheerful Screams Over Water AC 20 (53/53 HP) │ Shield up (8+3+5+5=21 damage)
Wild Dog A (- HP)
Wild Dog E (-22 HP) │ Clumsy 1
Elfman AC 26 (75/86 HP) │ , low light vision
➤ Ino AC 25 Delay Round 1 (78/78 HP) │ Wounded 1
Wild Dog D (- HP)
Wild Dog C (- HP)
──────────
AFTER YOUR TURN:
──────────
Doc Bloodshanks AC 26: 2d6 persistent bleed
Elfman AC 26: 1d6 persistent bleed
──────────
CONDITIONS & EFFECTS REFERENCE
──────────
Doc Bloodshanks
|
As the dogs charge toward him, Doc chuckles, "Ah, right where I wanted you ..." Then Elfman walks past him, and he glances around. "Okay, well, I suppose I can work with this geometry, as well."
The juggernaut mutagen having done it's job, Doc tenses his muscles, willing his body to metabolize the mutagen for its restorative properties.
◆ Revivifying mutagen - mutagen immediately ends, and I Heal: 4d6 ⇒ (6, 4, 3, 2) = 15 damage to bring me to 73 HP
He then steps away from the dogs, pulling and throwing a moderate acid flask at the nearest dog.
◆ Step
◆ Quick Bomber - With Directional Bombs feat, the splash will be in a 15-foot cone starting at A, so the splash damage will hit A, E, & B
Acid flask attack on dog A: 1d20 + 15 ⇒ (20) + 15 = 35
Okay, so that's a crit ... splash doesn't double, but persistent does ... So:
Dog A takes 2 acid damage, 4d6 persistent acid damage, and 2 acid splash damage
Dog E & Dog B each take 2 acid splash damage
Doc's persistent bleed: 2d6 ⇒ (1, 1) = 2
Current HP: 71
The real Ino
|
Elfman are you okay to make a will save against a fear effect? My item has an 30ft aura effect. Everyone, please stay where you are. I have put a yellow arrow on the map to where Ino will be when she activate her item.
◆Stride
◆quick alchemy (versitile vial)
◆ Interact healing Elfman: 2d6 ⇒ (4, 1) = 5
The owlbear egg in hand, the cook runs to a safe place for her allies. But she doesn't forget to give a healing cream pie at Elfman.
Squish_
|
Blub
Squish unleashes the power of the ooze and rips through reality.
bludgeoning+slashing damage: 2d6 + 2d6 + 6 ⇒ (6, 5) + (3, 3) + 6 = 23
Amped Telekenetic RendBasic Fort DC 22, stunned 1 on crit fail.
Squish also focuses on the now floating ooze to aid his allies.
"Elfman"
|
.
Wild Dog D moves behind Elfman, and [dice=bites]1d20+12[dice=for]1d10+7. It gnashes its teeth tearing at Elfman's skin 1d6 persistent bleed damage
Clarification : Elfman being a rogue has Deny advantage. He doens't get off gaurd by flanking by creatures of his level or lower, in the cas this matters
Also i see the clumsy got applied.. that only applies in the case the hit was a critical hit. isee only the 22 damage on the dog. so should not be clumsy unless somehow it was not affected by the critical hit if it was a crit hit. . thank you