I am the tool of the GM
I have been told that Big Katsu ate Boris's post, so here's a bot. Boris snarls and swings at the prone Big Katsu. "SEAGULL!" ◆ Strike: Morningstar (T): 1d20 + 7 ⇒ (13) + 7 = 20
◆ Strike: Morningstar (T): 1d20 + 7 - 5 ⇒ (8) + 7 - 5 = 10
◆ Raise a Shield (no shield block)
I am the tool of the GM
The Story of Tsukiyo and Fumeiyoshi Fumeiyoshi, the god of the night, was jealous of the attention that his younger brother, the moon god Tsukiyo, got from the sun goddess Shizuru. In a fit of jealous rage, Fumeiyoshi used his naginata to slay Tsukiyo. Shizuru resurrected Tsukiyo and then stripped Fumeiyoshi of all his prior dominions, leaving him to only be a god of graves and envy.
I am the tool of the GM
Captain Conziva and her crew members are too angry to listen to reason immediately, so you will need to soften them up with a fight first. The Appeal to Surrender action from Handout #2 can be used in this battle to cause any pirate to surrender. ◈◈ APPEAL TO SURRENDER
Requirements A pirate is visibly shaken, such as being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to convince them to surrender. Depending upon your strategy, attempt a Deception, Diplomacy or Intimidation check against the foe's will DC to make your case for the foe's surrender. Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Surrender for one minute.
I am the tool of the GM
With your provisions in hand, you take off in a longboat towards the unfinished Eaglet. As you pull up to the ship, your first challenge is boarding. The first PC to attempt to the climb needs to succeed at a DC 15 Athletics check to make it on to the deck. If they can make it up there, they can drop a rope for one action, allowing other PCs to climb up with DC 10 Athletics. (Though with this party, I think this particular obstacle won't be much of a challenge!)
I am the tool of the GM
This was incorrect on my part. The text on Battlecry p. 23 actually reads, "While you can use multiple tactic actions in a round, a character cannot respond to more than one tactic per round, regardless of source." And now I have reread your post and realized that you did not use two commands in one turn anyway, but gave me an either / or flow chart. So... Never mind!
I am the tool of the GM
rainzax wrote:
The whistle of space time being twisted echoes through the air. Doo-doo doo-doo doodility-doo LET'S DO THE TIME WARP AGAIN!!!! It's RetCon time.
I am the tool of the GM
The Appeal to Surrender action is now available for the Green Gorilla. ◈◈ APPEAL TO SURRENDER
Requirements A pirate is visibly shaken, such as being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to convince them to surrender. Depending upon your strategy, attempt a Deception, Diplomacy or Intimidation check against the foe's will DC to make your case for the foe's surrender. Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Appeal to Surrender for one minute.
I am the tool of the GM
As we're rolling you into combat, I'd like to call your attention to the Player handout on Slide 7. It has a number of different options that you can perform on your turn, from using an action to Save the Shipyard (and preventing those poor dockworkers from dying or losing their livelihoods to having the shipyard burn up) to using two actions to Call for Surrender (and I will let you know when that option becomes available for a creature. As a note, the Gorillas are particularly well-trained and they can be asked to surrender just like the goblins.) One of you each round can also flank with Olad. He's a feisty halfling, and can move anywhere you can. It's his shipyard. He knows how to get around!
I am the tool of the GM
GM Screen: Artemios the Radiant's Initiative Using Perception w/Scout: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Red & Yellow Goblin Riggers: 1d20 + 5 ⇒ (8) + 5 = 13
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Stitch Steeltoe wrote: "Ya, Aspis, like I said. They pay well but are kinda iffy on their morals..." The pot tells the kettle as he rolls back behind the curtain on Meat Wagon. CLANG-CLANG-CLANGITY-CLANG-CLANG! Mr. Potbelly stares at Meat Wagon. Don't look at me. I don't gossip. I'm just here to bring the coffee.
I am the tool of the GM
The grappled and battered Poracha has reached the point where you can reason with them! You may use this special action in combat: CALL TO REASON (two-actions)] UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL Requirements An enraged nature spirit is visibly shaken by being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to call them back to themselves and shake of any malign influence affecting their behavior and actions. Depending upon your strategy, attempt a Deception, Diplomacy, Intimidation, or Nature check against the foe's will DC to make your case for the foe's surrender. Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Call to Reason for one minute. Success The foe takes your words to heart and surrenders to you immediately. Failure The foe brushes off your attempt and continues to fight. Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a -1 circumstance penalty to checks to Call to Reason for one minute.
I am the tool of the GM
The Red Poracha has reached the point where you can reason with them! You may use this special action in combat: CALL TO REASON (two-actions)] UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL Requirements An enraged nature spirit is visibly shaken by being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to call them back to themselves and shake of any malign influence affecting their behavior and actions. Depending upon your strategy, attempt a Deception, Diplomacy, Intimidation, or Nature check against the foe's will DC to make your case for the foe's surrender. Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Call to Reason for one minute. Success The foe takes your words to heart and surrenders to you immediately. Failure The foe brushes off your attempt and continues to fight. Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a -1 circumstance penalty to checks to Call to Reason for one minute.
I am the tool of the GM
Click. Whirr. BOTTING THE VEILED LADY The veiled lady rushes forth to back up poor Eddie! She flanks with Salera, and casts a two-action heal on Eddie. ◈ Stride
★ --- ★ --- ★ --- ★ BOTTING EDDIE ◆◆ Electric Arc, 30' Range: Basic Reflex Save DC20, Electricity: 3d4 ⇒ (4, 4, 4) = 12 ◈ Stride Then Eddie moves away from the Porachas flank formation.
I am the tool of the GM
The GM will let you know when a Poracha reaches the point where you can reason with them, but it is not yet! When it happens, you'll be able to use this special action in combat: CALL TO REASON (two-actions)] UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL Requirements An enraged nature spirit is visibly shaken by being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to call them back to themselves and shake of any malign influence affecting their behavior and actions. Depending upon your strategy, attempt a Deception, Diplomacy, Intimidation, or Nature check against the foe's will DC to make your case for the foe's surrender. Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Call to Reason for one minute. Success The foe takes your words to heart and surrenders to you immediately. Failure The foe brushes off your attempt and continues to fight. Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a -1 circumstance penalty to checks to Call to Reason for one minute.
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Ample Preparations: The Snapdragon's quartermaster has collected the cold iron on the ship, melted it down, and worked it into supplies. Each of you gains a low-grade alloy orb.
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The Red Pusk drops straight into the water as the dolphin drops under him! GLUB, GLUB! Red's Actions: 1d4 ⇒ 3 Red has a normal number of actions, and being underwater, he doesn't try the spell casting. Instead, he attacks Coracle Jibbs. Red jaws (magical, unholy): 1d20 + 10 ⇒ (10) + 10 = 20
Red jaws (magical, unholy): 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
The Red Pusk misses twice, and then decides to swim to shore. Athletics: 1d20 + 8 ⇒ (13) + 8 = 21 I will do the remaining pusks in a bit. I need to rush off to work!
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The Red Pusk rides the Blue Demonic Dolphin into the Island. "Yeeeee Hah!" The demonic dolphin swims forward to ram Chirrit! ◈◈ Ramming Speed Blue snout: 1d20 + 7 ⇒ (12) + 7 = 19
The dolphin blows a disappointed raspberry, and tries to bite at Chirrit with his jaws. Blue jaws: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
It misses a second time! ★ --- ★ --- ★ --- ★ The Red Pusk finds out how many actions it has this turn! Red's Actions: 1d4 ⇒ 4 The Red Pusk finds itself quickened this turn, so it decides to make a frenzy of attacks against Chirrit. ◈◈◈ Frenzied Slashes The pusk makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The pusk's multiple attack penalty doesn't increase until after it has made all three attacks. The pusk gains the clumsy 2 condition until the beginning of its next turn. Red Frenzied Slash 1 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Red Frenzied Slash 2 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Red Frenzied Slash 3 (claw, agile, magical, unholy): 1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
The Pusk hits twice! It then does a final special action, cowering to improve its armor class! ◈ Cower The Clumsy gives it a -2, but the Cower gives it a +4 for a total +2 to its armor class ★ --- ★ --- ★ --- ★ It is the turn of the Pink Pusk! Pink's Actions: 1d4 ⇒ 4 Another Pusk is quickened this round! It uses two of its actions to cast Slow on Schek Nek! DC 16 Basic Fort Save It spends its other 2 actions readying an attack if Schek comes forward! ★ --- ★ --- ★ --- ★ It is the turn of the Green Pusk! Green's Actions: 1d4 ⇒ 2 It is slowed this turn, and so it also readies an attack in case someone comes in range! ★ --- ★ --- ★ --- ★ And finally, the Yellow Pusk acts! Yellow's Actions: 1d4 ⇒ 3 It has a normal turn, so it moves through the woods to get into range of Gnimish, and casts Slow on the little gnome! DC 16 Basic Fort Save
I am the tool of the GM
Land Ahoy! This announcement warns table GMs that there are 5 minutes remaining in Act 3. Quickly resolve your encounter and wait for the House GM to read the announcement that begins Act 4. If you are in a combat encounter, all NPCs and hostile creatures flee at the end of the round.
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