Emma gives the Troubadour the evil eye. He freezes in terror long enough for Shumy and Bobcat to pound him into goo.
COMBAT OVER!
A little urchin girl walks up to Vionnia and they record the results of the fight. Vionnia hands you a purse of coins (40 sp to be exact) and accompanies you to your next event. On the way, you can try to find out what you can about her.
VIONNIA AMNAS
Discovery Skills - DC 13 Heraldry Lore, DC 16 Society, DC 18 Perception
Influence Skills -
Resistances -
Weaknesses -
You have 3 rounds to either Discover one of the skills to try to Influence Vionnia or attempt to figure out her resistances or weaknesses. The more influence points you can earn, the more info you'll get on this street fighting event.
Cyra checks the wands and finds one with runes on it. Rain looks amazed and says that it's a Wand of Heal.
Min Su Dao heads to the table and strikes up a conversation with the skull. It pulses and replies, "Call me Zykyryz! No, it isn't my name, but it's shorter than 'all powerful wizard.' That's right, I can do magic! Just wait. Keep me close, and I'll prove it to you."
If you keep the skull with you it will prove useful
Reonnyn heads to the dangerous shelves. He sticks his head into one of the shelves but finds nothing of note.
Prynn manages to unravel the enchantment and the lock clicks open.
Unlike everything else in this temple, there's nothing inside looking to kill you. You begin searching the room...
You immediately find a drawer labeled "Medical Supplies" and find a pair of healing potions and one elixir of life inside.
You find a drawer marked "Spare Keys", which appears to be stuck.
DC 17 Athletics:
You force the drawer open and find a Skeleton Key. The rest of the key drawer has impressions of other keys that were once here, but have since become lost.
DC 16 Perception:
You find a cabinet and open it to find a beautifully carved +1 short sword.
Crit Success
Spoiler:
A drawer that's slightly stuck also holds a scroll of Runic Weapon
Oops. I didn't update their AC range -- but 19 doesn't hit either :)
Sahad recharges his spellstrike and launches an equally clumsy punch at Kar, who doesn't bother avoiding the attempt. "Mek mek mek mek mek!" he says with a wide grin. Sahad probably doesn't need a translator to tell him that the kobold is probably laughing at him...
------------------
COMBAT TRACKER
Round: 1-2 Tactical Map
------------------
Those with ** may go
-2-
Sahad - AC 18 (19 Shield) 18/24
**Archeas - AC 18 (19 Shield) 22/26
Red Rikka (-12; 19 < AC <= 25)
Thomas Howe - AC 20 23/34
Rosamund - AC 17 20/20
Nob Cutton - AC 18 24/24
-1-
Krazy Kar (-1; 19 < AC <= 25)
**Maddegan - AC 19 (18 Raging) 28/28 (temp hp - 4/4)
Thomas takes a swig of liquid courage and takes two clumsy swings at Rikka but doesn't connect. Rosamund zaps the pair but only Rikka appears to get zapped. Even then the kobold doesn't appear to slow down. Nob puts a thrall on the other side of Rikka. It manages to smack the kobold.
Kar shoots Sahad. Then drops the crossbow and pulls a sword for a follow up attack.
Crossbow vs Sahad AC 18, 120', Reload 1:1d20 + 9 ⇒ (13) + 9 = 22 for Piercing:1d8 + 4 ⇒ (2) + 4 = 6
Shortsword vs Sahad AC 18, MAP, Agile:1d20 + 5 ⇒ (1) + 5 = 6 for Piercing/Slashing:1d6 + 5 ⇒ (5) + 5 = 10
------------------
COMBAT TRACKER
Round: 1-2 Tactical Map
------------------
Those with ** may go
-2-
**Sahad - AC 18 (19 Shield) 18/24
**Archeas - AC 18 (19 Shield) 22/26
Red Rikka (-12; 17 < AC <= 25)
Thomas Howe - AC 20 23/34
Rosamund - AC 17 20/20
Nob Cutton - AC 18 24/24
-1-
Krazy Kar (-1; 17 < AC)
**Maddegan - AC 19 (18 Raging) 28/28 (temp hp - 4/4)
A pair of beautifully engraved doors stand at this end of the hall. The doors are covered in meticulously carved stars, forming the constellations of the heavens, gilded in such a way that they seem to move with every shifting view. In the center, the handles form the two halves of a prismatic butterfly, its thorax composing a complex locking mechanism.
You can either pick the lock or magically disable it:
* Pick the Lock - DC 18 Thievery (3 successes); CF will just remove 1 success instead of breaking a pick
* DC 16 Arcana/Occultism/Nature OR DC 14 Religion to magically disable the lock
* +2 bonus to a worshiper of Desna
* Due to the magical nature, kicking it down is not an option!
Skills:
DC 26 Architecture Lore/Survival to quickly put out the worst fires and be on the way
DC 28 Deception/Diplomacy to promise/lie to send for firefighting help as soon as possible
DC 30 Acrobatics/Athletics to rush through the blaze to rescue at-risk persons before continuing on.
Successes: 2/6
Failure Threshold: 0/2
------------------
Those with ** may go
-3-
**BakBat
**Jiki the Flatulist
**Arfsnarf Ah'sneeze
**Cal
**Rondell Jnr
Glenda manages to get people moving in an orderly fashion.
Glenda, who are you giving the Influence Point to? You can choose Croll or Induren
Peter can't find his voice so he resorts to screeching like an owl. Silence joins in, adding to the chaos.
A cackle splits the air. As one, everybody left at the dig site turns to the portal, just in time to see a massive wooden prow slice through the air. A ship emerges from the shadowy portal, its hull held aloft by unknown magic. The ship’s deck crawls with large, furry creatures rushing around as they prepare for battle. On the bridge, squinting in the desert sunlight, is a night hag in robes of pure midnight. Aslynn lets out another cry and points a bony figure directly at Star.
"Star, my child, nearly freed! What plans for you, such mighty deeds! Now my precious, my war’s half won, for the Pathfinders shall be undone!"
As she chants, several bugbears leap from the ship. Black chains slow their descent as they touch down in the sand. Grinning, they approach the automaton, malice in their eyes and daggers in hand.
DC 13 Perception:
You notice a pair of cannons on the side of Aslynn's ship. These need to be disabled/destroyed as well
Meadow:
The Calamitous Dagger Eando lent to you suddenly begins to vibrate and grow warm. You are suddenly aware that the Bugbear with the blue tunic is carrying its twin. You can also communicate with Star to fire the cannons on Aslynn's ship (see below)
------------------
COMBAT TRACKER
Round: 1 Tactical Map Special Conditions:
* Activate Weapon Systems (see below; Meadow only)
* Disable Cannon (see below); or you can destroy it (or ask Star to destroy it)
* Aslynn's ship is 30' up
------------------
Those with ** may go
**Martin Amblecrown - AC 20 78/78; Mavenee AC 23
**Peter Plus-Haut - AC 23 (24 w/shield) 63/63
Cannon 1
Soraya Flameward - AC 22 48/48
Meadow - AC 24 74/74; Silence AC 23 52/52
Star (does not act in rd 1)
Mortimer Wheeler - AC 17 30/30
White
Cannon 2
Glenda Huckleberry - AC 24 78/78
Red
-------------------------------- CONDITIONS AND EFFECTS REFERENCE --------------------------------
Disable Cannon, 2 actions:
DC 23 Arcana/Thievery on the barrel (so you need to be beside it)
Activate Weapon Systems:
Requirements:
* You are holding a calamitous dagger Using the calamitous dagger as a focal point, you channel your thoughts to Star, urging them to attack your foes.
* Attempt a DC 22 attack roll, Arcana check, or Intimidation check.
* Make a Flat Check - DC 10; add 2 for each time you ask Star to do this
--> Failure: Lose 1 Influence Point with Star as memories of warfare and violence cloud their mind; DC reverts back to 10
Results of Attack Roll: CS: As Success, but double damage
S: 2d8 Force to a cannon on the ship or 2d8 Force + 1d8 splash force to a bugbear. You cannot choose the same target more than once
CF: Star is furious at your attempt to turn them to violence. You take 1d8 mental damage from backlash.
Zeker strategically places his fire bomb such that it hits the swarm but spares Te'Anna a painful death. His placement is perfect and the rat swarm disperses.
You manage to trace the voice to Area 4, where Rain had dumped all the empty chests. As you approach, a disembodied pair of elegant blue gloves busily clears chests off a table. The gloves make a "Stop right there!" gesture before signaling toward the table. They gently pat its surface, then indicate the boxes on top of it. The voice from earlier says, "I see you've met Mr. Glovely! He wants you to help clear those boxes. I'm, uh, underneath them. It's a bit embarrassing. Help a poor guy out? Many hands are better than two! No offense, Mr. Glovely." The gloves wave dismissively, as if to say, "None taken."
No need to make a check at this time. You just need to decide if you want to help clear the boxes
Panaqor nearly gets swept off his feet and hurls needles at the remaining swarm. Unfortunately his off-balance throw causes one of his needles to almost stick into Zeker's face.
The swarm rushes forward and flows over Te'Anna.
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever:1d6 ⇒ 2 Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever:1d6 ⇒ 5
------------------
COMBAT TRACKER
Round: 2-3 Tactical Map Before your Turn: DC 14 Fortitude vs Filth Fever: Te'Anna (x2 - only if you fail a reflex save)
DC 17 Basic Reflex vs 2 Piercing (min 1): Te'Anna
DC 17 Basic Reflex vs 5 Piercing (min 1): Te'Anna
------------------
Those with ** may go
With more whip cracking, Rondell keeps the Watch away from you.
Diverting north to avoid the chaotic docks, you skirt the edge of the Petals District. Homes of the rich and powerful burn as the nobility stew around in a panic, grabbing onto anyone passing by to try and help them save their dwellings and loved ones.
Skills:
DC 26 Architecture Lore/Survival to quickly put out the worst fires and be on the way
DC 28 Deception/Diplomacy to promise/lie to send for firefighting help as soon as possible
DC 30 Acrobatics/Athletics to rush through the blaze to rescue at-risk persons before continuing on.
Successes: 0/6
Failure Threshold: 0/2
------------------
Those with ** may go
**BakBat
**Jiki the Flatulist
Arfsnarf Ah'sneeze
**Suli Aspergario Mancilla
Cal
Rondell Jnr
Zeker manages to avoid the worst of the rats. He hurls a bottle of red liquid which bursts into a fireball. A high pitched scream erupts as several rats get burned alive and the swarm loses cohesion, rodents running every which way.
Zeke then chucks another vial at the farther swarm. It misses but does splash the swarm.
------------------
COMBAT TRACKER
Round: 1-2 Tactical Map Before your Turn: DC 14 Fortitude vs Filth Fever: Panaqor (x2 - only if you fail reflex save)
DC 17 Basic Reflex vs 1 Piercing (min 1): Panaqor
DC 17 Basic Reflex vs 2 Piercing (min 1): Panaqor
------------------
Those with ** may go
-2-
Ember - AC 18 (19 w/shield) 15/20 (Filth Fever S1 - 2H)
Swarm 2 (-9; 8 < AC <= 16)
Mychal Baldaros - AC 16 19/19
-1-
Zeker Filosten - AC 17 12/17
Te'Anna - AC 18 (19 w/shield) 13/16
Vark - AC 18 (20 w/shield) 22/22 (AC 20; Resist: 2 Physical)
**Panaqor - AC 17 (19 w/shield) 16/16
-------------------------------- CONDITIONS AND EFFECTS REFERENCE --------------------------------
Filth Fever; DC 14 Fortitude:
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead
Smokey hurls a fireball at Red and hits its abdomen. Mellow hits it with negative energy and the spider ages enough that Riccar's rock pulps its head.
COMBAT OVER
DC 16 Perception:
You find the remains of a priest under the table. While the priest is unfortunately dead and wasted away to bones, his clothing is relatively intact and among his garments are a set of +1 handwraps of mighty blows.
You also notice a faint glow coming from the ceiling. Climbing onto the table, you find a small item wrapped in webbing. Unwrapping it, you realize that it's another Star Shard.
The hallway to the left ends in what appears to be the other side of the ginormous rock from the worship hall...
The troubador pulls a crossbow off his back, loads it and shoots F, T:1d2 ⇒ 2
Crossbow vs The Messenger AC 19, CA:1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 for Piercing:1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
The bolt drills The Messenger right in the arm.
------------------
COMBAT TRACKER
Round: 2-3 Tactical Map Active Conditions:
* Courageous Anthem (+1 atk/dmg/saves vs fear)
Special Conditions:
* Buildings are 15' tall. DC 10 Athletics to climb with a ladder; DC 20 w/out
* Central Courtyard (dashed line) is wet and slippery (Difficult Terrain)
* Enter the courtyard or take damage in the courtyard - DC 12 Reflex or fall prone
------------------
Those with ** may go
-3-
**Emma Skye - AC 19 54/56; Shumy-Gorneth AC 20 (21 Protect Companion)
**J'ndar - AC 19 (21 w/shield) 44/44
**Fred - AC 16 24/24
**Medica Legar - AC 20 38/38
**Nik-i-Nik - AC 15 16/16; Bobcat AC 16 6/18
-2-
Troubador (-14; AC <= 23)
**THE MESSENGER - AC 19 17/27
Zarta huffs at the delay but realizes that she, too, was once a wet-behind-the-ears apprentice and doesn't scold Min Su Dao for their error. Once the paperwork is completed, Zarta departs with the gnome and closes the door behind them.
Rain claps his hands to get your attention. "So let's get to work! I've got these sheets handy for you to look through" he says, handing you some pieces of parchment.
Surprise! It's skill check time. I know you are all shocked and amazed that there is a whole section specifically on skill checks and/or socialization. The listed skills are the obvious ones for each location, but creative solutions may be rewarded!
To-Do List for My Amazing Pathfinder Friends!:
1. Talking skull - Please talk to the skull. It doesn't seem to like me. Maybe one of you will have better luck?
(Skill Check: Arcana, Diplomacy, Occultism, or Religion)
2. Pile of treasure - We probably shouldn't leave everything in a pile like that, but we've been short-staffed. See what's in there!
(Skill Check: Arcana, Crafting, or Perception)
3. Assorted items - There's all kinds of stuff up in the raised storage areas on the west wall and in the northeast corner. Did we find any magic potions in the vault? Alchemical items? Talismans? You bet we did! I know a healing potion when I see one, but some of this stuff is beyond my experience. See what you can find!
(Skill Check: Arcana, Crafting, or Perception)
4. Pile of empty chests - I already looked through these. If you find more empty chests, just pile them in the southwest corner of the vault.
5. Danger! - These shelves are way up high and piled high with dangerous poisons and possibly cursed items. I think Zarta felt it would be safer if they were out of reach, but we should make sure there's nothing too dangerous up there.
(Skill Check: Acrobatics, Athletics, Medicine, Thievery, or Underworld Lore)
6. Weapons - There are lots of magic weapons lying around. See if you can find the most powerful ones. Our field agents sure could use them!
(Skill Check: Arcana, Crafting, Gladiatorial Lore, or Warfare Lore)
7. Scrolls and such - We sure did find lots of scrolls! Thought I saw some wands in there, too. Might be something useful for the Society's spellcasters in there.
(Skill Check: Arcana, Nature, Occultism, or Religion)
Thanks for your help!
—Rain in Cloudy Day
Also, you can use any Lore skill you have that seems to fit the needs of the area. When you post where you are going, please move your token to that location on the map
Ember attacks both the Swarm and the Red rat. Her claws disembowel the rat. However, her slashing has only minimal effect on the swarm as the rats appear to flow around her attack.
The strike is a crit, actually, but because of their damage resistance, you didn't hurt them much
------------------
COMBAT TRACKER
Round: 1-2 Tactical Map Before your Turn: DC 14 Fortitude vs Filth Fever: Panaqor (x2 - only if you fail reflex save), Zeker (x2 - only if you fail a reflex save)
DC 17 Basic Reflex vs 1 Piercing (min 1): Panaqor
DC 17 Basic Reflex vs 2 Piercing (min 1): Panaqor
DC 17 Basic Reflex vs 6 Piercing (min 1): Zeker
DC 17 Basic Reflex vs 5 Piercing (min 1): Zeker
------------------
Those with ** may go
-2-
Ember - AC 18 (19 w/shield) 15/20 (Filth Fever S1 - 2H)
Swarm 2 (-5; AC <= 16)
Mychal Baldaros - AC 16 19/19
-1-
Swarm 1 (-7; AC <= 16; Taunted)
**Zeker Filosten - AC 17 17/17
Te'Anna - AC 18 (19 w/shield) 13/16
Vark - AC 18 (20 w/shield) 22/22 (AC 20; Resist: 2 Physical)
**Panaqor - AC 17 (19 w/shield) 16/16
-------------------------------- CONDITIONS AND EFFECTS REFERENCE --------------------------------
Filth Fever; DC 14 Fortitude:
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead
Vark gets his shield up in time and the rat chomps down on metal. He then gets the attention of the nearest swarm and effortlessly runs Blue through. Te'Anna carves a rune before shooting Red with an arrow.
------------------
COMBAT TRACKER
Round: 1-2 Tactical Map Before your Turn: DC 14 Fortitude vs Filth Fever: Ember, Panaqor (x2 - only if you fail reflex save), Zeker (x2 - only if you fail a reflex save)
DC 17 Basic Reflex vs 1 Piercing (min 1): Panaqor
DC 17 Basic Reflex vs 2 Piercing (min 1): Panaqor
DC 17 Basic Reflex vs 6 Piercing (min 1): Zeker
DC 17 Basic Reflex vs 5 Piercing (min 1): Zeker
------------------
Those with ** may go
-2-
**Ember - AC 18 (19 w/shield) 20/20
Red (-2; AC <= 18; F1)
Swarm 2 (-5; AC <= 16)
Mychal Baldaros - AC 16 19/19
-1-
Swarm 1 (-5; AC <= 16; Taunted)
**Zeker Filosten - AC 17 17/17
Te'Anna - AC 18 (19 w/shield) 13/16
Vark - AC 18 (20 w/shield) 22/22 (AC 20; Resist: 2 Physical)
**Panaqor - AC 17 (19 w/shield) 16/16
-------------------------------- CONDITIONS AND EFFECTS REFERENCE --------------------------------
Filth Fever; DC 14 Fortitude:
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead
Skills:
DC 26 Stealth check to avoid the guards entirely,
DC 28 Strike or Spell Attack roll to drive the city watch back out of the streets to protect the innocent and the path ahead
DC 30 Intimidation to scare the guards away, even in their current frightened state.
Successes: 5/6
Failure Threshold: 0/2
------------------
Those with ** may go
**BakBat
**Jiki the Flatulist
Arfsnarf Ah'sneeze
**Suli Aspergario Mancilla
Cal
**Rondell Jnr
When you get the last success:
Diverting north to avoid the chaotic docks, you skirt the edge of the Petals District. Homes of the rich and powerful burn as the nobility stew around in a panic, grabbing onto anyone passing by to try and help them save their dwellings and loved ones.
Skills:
DC 26 Architecture Lore/Survival to quickly put out the worst fires and be on the way
DC 28 Deception/Diplomacy to promise/lie to send for firefighting help as soon as possible
DC 30 Acrobatics/Athletics to rush through the blaze to rescue at-risk persons before continuing on.
Successes Needed: 6
Skills:
DC 26 Stealth check to avoid the guards entirely,
DC 28 Strike or Spell Attack roll to drive the city watch back out of the streets to protect the innocent and the path ahead
DC 30 Intimidation to scare the guards away, even in their current frightened state.
Successes: 3/6
Failure Threshold: 0/2
------------------
Those with ** may go
Swarm 1 heads towards Zeker and begins biting. Blue runs across the room and tries to bite Vark.
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever:1d6 ⇒ 6 Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever:1d6 ⇒ 5
Jaws vs Vark AC 20:1d20 + 7 ⇒ (13) + 7 = 20 for Piercing:1d6 + 1 ⇒ (6) + 1 = 7 Total 5 damage with the resistance. Vark, do you want to shield block that for 0 damage?
------------------
COMBAT TRACKER
Round: 1-2 Tactical Map Before your Turn: DC 14 Fortitude vs Filth Fever: Ember, Panaqor (x2 - only if you fail reflex save), Zeker (x2 - only if you fail a reflex save)
DC 17 Basic Reflex vs 1 Piercing (min 1): Panaqor
DC 17 Basic Reflex vs 2 Piercing (min 1): Panaqor
DC 17 Basic Reflex vs 6 Piercing (min 1): Zeker
DC 17 Basic Reflex vs 5 Piercing (min 1): Zeker
------------------
Those with ** may go
-2-
**Ember - AC 18 (19 w/shield) 20/20
Red (F1)
Swarm 2 (-5; AC <= 16)
Mychal Baldaros - AC 16 19/19
-1-
Swarm 1 (-5; AC <= 16))
Blue
**Zeker Filosten - AC 17 17/17
**Te'Anna - AC 18 (19 w/shield) 13/16
**Vark - AC 18 (20 w/shield) 22/22 (AC 20; Resist: 2 Physical)
**Panaqor - AC 17 (19 w/shield) 16/16
-------------------------------- CONDITIONS AND EFFECTS REFERENCE --------------------------------
Filth Fever; DC 14 Fortitude:
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead
The night passes without incident and you manage to get through your daily preparations.
Your return to the dig site is uneventful. However, as you arrive, you find it in a state of disarray.
What was once a sedate archeological dig has become a flurry of activity. On the rim of the site, merchants and visitors scramble to strike their tents and pack their wares. Beneath the surface, every Pathfinder in camp appears to have been mobilized to frantically finish digging out the struggling automaton.
The cause of panic is readily apparent: on the edge of the camp, between two ruined stone pillars, sits a swirling vortex. Its dark violet surface seems to bend the light toward it, as if drawing in everything around it. Motes of shadow occasionally emerge, floating along the desert winds like advance scouts before winking out.
As you approach, Induren spots you and rushes over to brief you on the situation. "The portal appeared around an hour ago, and shortly after several bugbears leapt through. While they were defeated, Darius fears more of Aslynn’s forces will arrive soon and is desperately trying to free Star before that happens."
You now can aid the dig site:
* Athletics/Acrobatics/Crafting to help excavate Star (each success also earns an Influence Point with them)
* Diplomacy to motivate the fleeing individuals
* Nature/Survival to help them navigate away from the camp
* Success earns an Influence Point with an NPC of your choice
* DC 23 for all checks; one check per PC.
* This is your last chance to earn Influence Points
* Alternative skills ok if you can make it fit.
I created the critter tokens when this first came out and never really changed them... :)
GM Dice:
Reflex:1d20 + 7 ⇒ (16) + 7 = 23
Ember glares at Red. It seems to work as Red looks totally freaked out by this halfling. The caustic splash of acid is equally effective on the swarm, indicating that they're weak to area damage.
Red runs up to Ember, eager for some revenge.
Jaws vs Ember AC 18; F2:1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 for Piercing:1d6 + 1 ⇒ (4) + 1 = 5 Jaws vs Ember AC 18; F2, MAP, Agile:1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13 for Piercing:1d6 + 1 ⇒ (5) + 1 = 6
Its fear lending it strength, it chomps down hard on Ember's hand.
The second swarm rushes at Panaqor and flows over him, biting...
Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever:1d6 ⇒ 1 Swarming Bites, Piercing; DC 17 Basic Reflex; F - DC 14 Fort Save vs Filth Fever:1d6 ⇒ 2
------------------
COMBAT TRACKER
Round: 1 Tactical Map Before your Turn: DC 14 Fortitude vs Filth Fever: Ember, Panaqor (x2 - only if you fail your reflex save)
DC 17 Basic Reflex vs 1 Piercing (min 1): Panaqor
DC 17 Basic Reflex vs 2 Piercing (min 1): Panaqor
------------------
Those with ** may go
Ember - AC 18 (19 w/shield) 20/20
Red (F1)
Swarm 2
**Mychal Baldaros - AC 16 19/19
Swarm 1 (-5)
Blue
Zeker Filosten - AC 17 17/17
Te'Anna - AC 18 (19 w/shield) 13/16
Vark - AC 18 (20 w/shield) 22/22 (Resist: 2 Physical)
Panaqor - AC 17 (19 w/shield) 16/16
-------------------------------- CONDITIONS AND EFFECTS REFERENCE --------------------------------
Filth Fever; DC 14 Fortitude:
Stage 1: carrier with no ill effect (1d4 hours),
Stage 2: sickened 1 (1 day),
Stage 3: sickened 1 and slowed 1 (1 day),
Stage 4: unconscious (1 day),
Stage 5: dead
There's magic in the region. You just don't know what kind.
Nob spots movement in near the pallets. As Thomas moves in, hoping to have a lie down, a pair of kobolds spring their ambush!
------------------
COMBAT TRACKER
Round: 1 Tactical Map
------------------
Those with ** may go
**Sahad - AC 18 (19 Shield) 24/24
**Archeas - AC 18 (19 Shield) 22/26
Red Rikka
Thomas Howe - AC 20 34/34
Rosamund - AC 17 20/20
Nob Cutton - AC 18 24/24
Krazy Kar
Maddegan - AC 19 (18 Raging) 28/28 (temp hp - 4/4)
Arfsnarf, I'll give you your turn back. I'm not going to waste that crit.
Jiki casually brushes off the fear of Ingalor as the party races out of Falwynd's courtyard.
Members of the city watch have been worked into a panic by the cataclysmic events unfolding around them and are running through the streets, beating everyone in sight with batons. You must fight past these foes or avoid them entirely in order to not be slowed down.
Skills:
DC 26 Stealth check to avoid the guards entirely,
DC 28 Strike or Spell Attack roll to drive the city watch back out of the streets to protect the innocent and the path ahead
DC 30 Intimidation to scare the guards away, even in their current frightened state.
Successes: 0/6
Failure Threshold: 0/2
------------------
Those with ** may go
**BakBat
Jiki the Flatulist
**Arfsnarf Ah'sneeze
**Suli Aspergario Mancilla
Cal
Rondell Jnr
Arfsnarf, if you have a healing rock (not the clacky one!) you should be at 100% by the end of the chase.
Arfsnarf - 79/116 (after combat)
Healing Rock: +10 (10 minutes)
R4 Heal from Bakbat: +19
5 minute Chase Rd 1: +5
So even without the extra 10 minutes to influence Hesla you're at 108/116
Embers eyes widen as she notices Red a few feet next to her. "Don't get close to me, or I will show you the dragon within me!"
She then turns around and throws a glob of acid at the blue swarm.
◆ Demoralize vs. Red with Intimidating Glare [dice=Intimidation (T)]1d20+8
◆◆ Caustic Blast vs. Blue Swarm for [dice=acid]1d8 +1 pers acid on crit fail with DC 18 Reflex save
Cal chugs down the potion he got from the quartermaster before starting the race back to the Grand Lodge.
[dice=Moderate Healing potion]3d8+10
10 from the rock during the 2 10-minute segments (interrogation & break) + 15 from the heal + 26 from potion = 61. Still down about 30. If each round of this chase is 5 minutes, he'll be fine. I hope.
[dice=Reflex, Evasion DC 26]d20+23
Cal easily keeps his feet, even tipping his hat to a passing lady as if to make it look like he was just dancing.
Evasion: Success becomes a Crit.
That's why I said you're pretty much guaranteed to be 100%
Cal and Rondell casually keep their balance like it's an everyday occurrence...
Party Health after Chase Rd 1:
Rondell Jnr - AC 32 (34 w/shield) 133/151
BakBat - AC 27 96/96
Jiki the Flatulist - AC 30 127/127; Boki AC 30 55/55
Suli Aspergario Mancilla - AC 31 (32 w/shield) 140/140
Arfsnarf Ah'sneeze - AC 29 (30 w/shield) 103/116
Cal - AC 30 124/151
------------------
CHASE TRACKER
Round: 1 Obstacle: ESCAPING THE MANOR
Skills:
DC 26 Reflex save to maintain balance
DC 28 Will save to steel themselves mentally
DC 30 Fortitude save to simply resist everything going on and press forward.
Successes: 4/6
Failure Threshold: 0/2
------------------
Those with ** may go
**BakBat
**Jiki the Flatulist
**Arfsnarf Ah'sneeze
**Suli Aspergario Mancilla
Cal
Rondell Jnr
While you don't find any notes or plans, the surrendered thugs tell you that they were hired by a hedge wizard named Anavras to come into the desert and summon the elementals to try and destroy the camp. They know he wanted control of Star but don’t know exactly why, other than to have a powerful war machine under his control. Once you clear out the camp, you can rest here for the night.
In fact the text encourages you to do so! :)
If you DO rest for the night, you may make any changes to your daily prep
While Vark leads Aslynn away, Te'Anna and Mychal chant incantations, hoping to at least slow the witch down. The incantations somehow tickle your visitor...
Aslynn shrieks with delight and rushes to the pile of treasure at the center of the vault. "It's here! I can taste it! Come to me, my dearest nightmares!" She rakes through the treasure with her claws, scattering coins and shredding pages. "Where is it?! Where?! I must have it! What have you done with it?!" With a final shriek, she curls in on herself, melding with the ooze from her cauldron. She and the cauldron melt into the floor, bubbling and hissing. The sounds turn to frantic chittering as dozens of rats begin pouring from the ground.
I hope nobody's squeamish but these are rats about the size of a Labrador
Brinna screams in pain as Meadow's rapier pierces her leather apron and into her arm. "Big Red! Get this one!" she screeches. Red studies Meadow as well before raising his crossbow and loosing a bolt.
Crossbow vs Meadow AC 24, 120' range, Reload 1:1d20 + 14 ⇒ (1) + 14 = 15 for Piercing:1d10 + 5 ⇒ (6) + 5 = 11
In his haste he shoots the sand and misses his foot by inches. Snarling, he drops his crossbow and pulls his falchion before backing away.
------------------
COMBAT TRACKER
Round: 2 Tactical Map Active Conditions:
* Courageous Anthem (+1 atk/dmg/saves vs Fear - 2/3)
------------------
Those with ** may go
Soraya Flameward - AC 22 37/48
Glenda Huckleberry - AC 24 78/78
Meadow - AC 24 74/74 (Red's Prey); Silence AC 23 52/52 (30' up)
Red (AC 21) ** crossbow loaded
**Martin Amblecrown - AC 20 67/78; Mavenee AC 23 (AC 24; Resistances - Fi 2)
**Peter Plus-Haut - AC 23 (24 w/shield) 63/63
Brinna (-24; AC <= 19; Meadow's Prey)
Mortimer Wheeler - AC 17 30/30
Yellow (-6; Calmed; AC <= 19)
Cal will post in an hour or so so I'll let them retcon their actions. I'll move us ahead (and you'll see why you're practically guaranteed to be back to 100%)
Cal please retcon your actions before making a check
WELCOME TO THE CHASE SUBSYSTEM
With Riftcarver and Hesla (or her body) in tow, you must now race across Absalom to return to the Grand Lodge to deal with this emerging threat. You overcome obstacles by earning Chase Points (CP) with skill checks.
* Each round is 5 minutes
* CS/S/F/CF: +2/+1/0/-1
* Taking more than 2 rounds to complete one obstacle results in a 'failure threshold'.
* Number of successes required: 6
* Using a non-Cantrip Spell or Consumable or finite Ability gets an automatic success
* Other skills - Lore: DC 26; Non-Lore: DC 30
* Creative Solutions may get bonuses.
The sudden planar rift has caused an earthquake to strike all of Absalom, including the ground where you stand. You must keep your footing and get moving, quickly!
------------------
CHASE TRACKER
Round: 1 Obstacle: ESCAPING THE MANOR
Skills:
DC 26 Reflex save to maintain balance
DC 28 Will save to steel themselves mentally
DC 30 Fortitude save to simply resist everything going on and press forward.
Successes: 0/6
Failure Threshold: 0/2
------------------
Those with ** may go
Medica, the courtyard (dashed lines) is difficult terrain. You're not going to be able to cross it with one action.
Fred moves across the courtyard. He raises his arquebus and drills the troubadour center-mass before reloading.
Medica pulls out a vial and slathers some foul-smelling green paste on Emma, causing some of her wounds to close. However, she feels a calming feeling wash over her and is unwilling to continue fighting.
------------------
COMBAT TRACKER
Round: 2 Tactical Map Active Conditions:
* Courageous Anthem (+1 atk/dmg/saves vs fear)
* Calm - (Emma: -1 atk rolls; Medica: no hostile actions)
Special Conditions:
* Buildings are 15' tall. DC 10 Athletics to climb with a ladder; DC 20 w/out
* Central Courtyard (dashed line) is wet and slippery (Difficult Terrain)
* Enter the courtyard or take damage in the courtyard - DC 12 Reflex or fall prone
------------------
Those with ** may go
Emma Skye - AC 19 54/56; Shumy-Gorneth AC 20 (21 Protect Companion)
J'ndar - AC 19 (21 w/shield) 44/44
Fred - AC 16 24/24
**Medica Legar - AC 20 38/38 (not capable of hostile action) ** movement pending
Nik-i-Nik - AC 15 16/16; Bobcat AC 16 6/18
Troubador (-14; AC <= 23)
THE MESSENGER - AC 19 27/27
In hindsight I should have had White try to escape since it's not a hostile action... :)
Glenda clobbers Blue with Fishy, the second strike snapping his neck. White also is enlightened by his meditation and surrenders, throwing down his weapons and sitting back down onto the sand.
I also missed the surrender threshold for the baddies and realized that White's already hit it
Soraya tries to blast Red with holy goodness but misses. She then sends Meadow some divine aid.
With nothing else to do (other than watch Tessa continue to try to eat the ghostly meal), you bed down for the night. When you get up in the morning you find that the table has been set for breakfast. You find steaming cups of coffee and delicious looking omelets waiting for you. Unfortunately, they have just as much substance as the roast from last night.
Any changes to daily prep, go for it, spells are back, full hp
So, nobody has heard from Super Zero who is typically a super reliable GM and player (One of my favorite GMs here on these boards, actually!). We are all hoping he is doing okay. That said, I know one of his other games has secured a Substitute GM to carry that game to finish.
I am personally happy to wait and see, but, if everybody else felt strongly, I could poke the leadership to see if someone was willing to take over this game as well.
Thoughts?
=)
I can take it. I’ve run this before so it’s not a big deal for me.
I cannot, as I am using a mobile device. Thus, I am thankful to whoever moved my token for me.
Ok. I moved your token since it was the only thing that could get you into range. Please leave instructions on how you want to move to prevent any misunderstandings in the future (someone will gladly move your token for you -- just don't make them guess where you want to go! :) )