Jump to content

About This Game

Phaendar is burning! The night of iron fangs is upon us!

Game System

Pathfinder 2e

Advertising

02/21/2024

Detailed Description

It's a 2e conversion of the Ironfang Invasion Adventure Path!

ย 

The Rules topic includes some houserules, common rule interpretations, and special PbP rules.

ย 

The Characters topic is where you can find specific character building rules, ask questions, and is where you should make your application threads.

ย 

The Codex topic contains maps, NPCs, and things you discover along the way. It will be filled in as we progress.

ย 

Make a character app and ask for review when you're ready. I plan to handle this game mainly through BLDR, with an OOC channel here and another on discord. I might try the google slides method or something to let you guys move your tokens and simplify map updates, or I might stick with my method of moving pawns around in gimp based on your posts.

Looking for players willing to commit to a game for the long term. I can usually post enough to keep up with the party. Sometimes that's multiple in a day, sometimes that's 1/week. It's really up to the party, but I prefer 3-5 DM posts/week of varying size.

Apps close on Feb 21, though I'll give a couple days after to get things finished up if needed while I make final selections. I'll probably go with a party of 5, or I may think about running two parties of 3-4. I'm contemplating keeping everyone in a common world, and streamlining some of the minor encounters by splitting them between parties. Not sure if that'll work with larger encounters though, and I'm open to discussion as we go. Could be fun to mix and match so the group can morph over time to fit post rates and personalities.

  1. What's new in this game
  2. AC: 16 | HIT POINTS: 38 | CURRENT: 21 | THP: 0 | HERO POINTS: 0 FORTITUDE: +9 | REFLEX: +3 | WILL: +7 | PERCEPTION: +7 ACTIVE EFFECTS: Blessings of Erastil; Light (On Shield); Rage (Giant Instinct) CONDITIONS: Clumsy 1. As Ealdred's axe cleaves through the hobgoblin's shield and strikes true, he feels a surge of triumph, but it's short-lived as he turns his attention to the heavily armored trooper advancing upon him. With a mighty swing, he aims a blow at the trooper, but the enemy's defenses prove too formidable, the axe glancing harmlessly off the plated armor. Realizing the precariousness of their position and the looming threat of the bugbear and its elite squad, Ealdred grits his teeth and makes a swift decision. "Fall back to the bridge!" he bellows, his voice booming over the chaos of battle. "Protect the civilians!" With purposeful strides, Ealdred begins to retreat, his movements calculated and deliberate. He leads by example, urging his allies to follow suit, knowing that their best chance lies in regrouping at the safety of the bridge. Out of Character Free Action: Reaction: 5 dmg, reduced to 0. [H: 5 HP/BT: 18/10] Action 1: S-W Trooper Action 2: N-E Action 3: E-E-E-N-N
  3. - Human Wood Kineticist/Cosmos Oracle 2 HP: 30/32 | AC: 17/20 | Speed: 25ft | Hero: 0/3 Perception: +4 | Fort: +10 | Ref: +9 | Will: +4 ConsumablesItems: - Abilities: - Talimans: - Permanent Magic Items: - | SpellsCantrips: -Haunting Hymn -Needle Darts Level 1: - Focus: - | Skills*Acrobatics: +5 Arcana: +1 *Athletics: +6 Crafting: +1 *Deception: +6 *Diplomacy: +6 *Warfare Lore: +5 *Intimidate: +6 Medicine: +1 *Nature: +4 Occultism: +1 Performance: +0 *Religion: +4 Society: +4 *Stealth: +5 *Survival: +4 Thievery: +1 *Trained | **Expert | ***Master | Conditions: Bonuses and Abilities Abilities: -Kinetic Gate (Single Gate) -Kinetic Aura -Impulses -Experienced Tracker Actions: -Intimidating Glare -Elemental Blast -Base Kinesis -Weapon Infusion -Hardwood Armor -Hail of Splinters Ardyn frowned as the ranger was still standing. These were definitely not recruits the Ironfang were sending but genuine soldiers. And with the fuse shortening, it meant it was time to retreat back towards the bridge. Raising a hand, he formed another medium size log and launched it towards the ranger. The former scout hoped the attack would finally take the hobgoblin down. Either way, he raised his wooden shield for the first time in the whole night, using it for its intended purpose to protect, either himself or anyone adjacent to him. Ardyn then took a few steps back, ending up in front of Oreld and Rhyna, keeping his eyes ahead at the coming legion. "We need to start retreating towards the bridge. I'll keep cover for you two as best as I could." The young man said over his shoulder to both of them then glared ahead, ready to intercept any attack. "I failed to protect Father Nolan. But I won't fail to protect all of you, Rhyna." He thought to himself, keeping his focus on the battle. Action 1: 1 action ranged Elemental Blast(Bludgeoning) to ranger. Action 2: : Gain +2 AC bonus from wooden shield and can (Use reaction if attack goes to me) Action 3: Stride (NE-E)
  4. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 12/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: โ€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine Font (2/4)Heal (2/4) Cleric DC: 17 +7 | CantripsGuidance โ—†โ—† Void Warp โ—†โ—† Light โ—†โ—† Needle Darts โ—†โ—† Rousing Splash โ—†โ—† | Level 1 SpellsBless โ—†โ—† (1/2) Magic Weapon โ—†โ—† (0/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Light 20'Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.; As the hobgoblin in front of her falls to a spell that Ragna recognizes as the offensive version of a cantrip she knows herselfRousing Splash Cantrip 1 Cantrip Concentrate Manipulate Water Source Rage of Elements pg. 174 Traditions divine, primal Cast [two-actions] Range 60 feet; Targets 1 creature You cause a splash of cold water to descend on an ally's head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance., the shieldmaiden summons another trident and throws it at the ranger. Not even close. It had to end some time, I guess... It seems Gorum has had enough of the clerics spellplay and wants her to switch to a real weapon. Reluctant to leave the ranger standing but not wanting to get surrounded by the heavy infantry, she starts to fall back. Their position is still superior, and as they clump up on the bridge it will make them stronger against the hobgoblin troops. The plate armor should be vulnerable to the plethora of crossbows the defenders have, and the narrow bridge will stop the defenders from being surrounded. The larger the field of battle, the more of an advantage polearms have. Emerald eyes look over the battlefield for any other survivors. For her parents. The window for any straggling survivors to make it to the bridge before being cut off is fast closing. Stormborn sniffs through the fallen soldiers pockets looking for treats. As an expert survivalist, he knows it can be difficult to find a fresh drink in the wild, so he takes the opportunity to lick some of the magic water off of the dead goblinoids face. Aged six seconds. A fine vintage. Soon he will consume the strange porcupine entity throwing its quills at him, but not yet. Not yet. Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shieldโ€™s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1 + 2: Cast Needle DartsTraditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. vs ranger AC for P Damage Action 3: Stride 30' N>NE>NE>E>E. OOC None. Misc Skills Trained: โ—† | Expert: โ—†โ—† | Master: โ—†โ—†โ—† | Legendary: โ—†โ—†โ—†โ—† Acrobatics: +1 Arcana: +0 Athletics: +8 โ—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 โ—† Medicine: +7 โ—† Occultism: +0 Nature: +7 โ—† Performance: +0 Religion: +7 โ—† Society: +0 Stealth: +1 Survival: +7 โ—† Thievery: +1
  5. - Aiuvarin Alchemist Medic 2 AC 19 | HP 26/26 | Fort +7, Ref +9, Will +5 | Perception +5; low-light vision | Resistances poison 1 | Conditions: Infused Reagents: 1/6 48 seconds left. That bugbear looks dangerous. Carthas knows they need to run, and soon. "Ealdred, Ragna, Ardyn, now is the time to start falling back to the bridge! Lirosa, Jet, please focus your fire on that archer so he can't keep trying to pick us apart. Oreld, Ragna, you should fall back to the bridge, as well." Suggestions made to the others who are holding the bridge, Carthas once again reloads his crossbow and fires another bolt at the annoyingly nimble ranger. OOC Advanced Alchemy 2 x Minor Elixir of Life 2 x Antidote 1 x Lesser Blight Bomb Action 1: Reload Crossbow Action 2: Strike vs Ranger 1. I have low-light vision. Screw it. Hero Point Reroll. 24 to hit, 9 damage. Action 3: Reload Crossbow
  6. Talus DeVale HP: 33/30 AC: 19 Perception +8 Fort +7Pie Ref +7 Will +10 Talus silently agrees with Rezzik. Ealdred and the others are strong, but they can't hold this position forever. For now, though, he conjures another spout of water to batter the soldier who is engaged with Ragna. When the soldier goes down, he falls back just a bit and allows himself a little self-satisfied nod. Actions cast Spout on the soldier beside Ragna Step to the northeast
  7. Rezzik | HP 28/28 | AC 19Base AC: 19 | Fort +7 | Ref +8 | Will +6 | Speed: 20 | Perception: +6 Hero Points: 0/3 | Exploit Vulnerability: N/A | TalismansDaily: 2 1) Potency Crystal: Affixed to Gun 2) Wolf Fang: Unaffixed Conditions: , Effects: Addiction Suppressed; +1 to saves against fear The dwarven drunk swears at his luck, then keeps moving out into the open as Oreld and Rhyna cross his path. He appreciates that they want to help, but not so much that they seem to have moved directly between him and his line of sight on the ranger. Moving north, he picks his firing line up again and reloads before taking his shot. The shield of runes fades from Ragna, but the dwarf feels confident he can coax the magic back up with a bit of effort. "We gotta fall back some, else we ain't gonna get over this bridge!" Action 1: Stride N-N-NW (15 ft.) Action 2: Interactto reload weapon. Action 3: Ranged strike vs. Ranger Should be a hit, but I forgot to add the +1 damage from Courageous Anthem, so that should be 7.
  8. 22:18, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Stormborn runs in to help Ragna, slashing the soldier from behind at she hits it from the front. The first strike misses, though the second still does damage despite being blocked by the hobgoblin's shield. Ealdred smashes one of the hobgoblins next to him with his axe, shattering its shield and crushing the creature beneath. Carthas fires a bolt from his crossbow, though it just barely misses the hobgoblin ranger across the battlefield as the creatures swiftly ducks out of the way. Ardyn hurls a poisonous spear, striking the ranger past Ragna, a hobgoblin, and Stormborn. His second blast of wood driven toward the hobgoblin soldier misses. Talus edges closer to the actions and conjures a blast of water that geysers up from the ground, slamming into the hobgoblin attacking Ragna. Rezzik fires a bullet aiming across the melee, which *pings* off the armor of the hobgoblin between him and his target, deflecting somewhere into the village. A cat rowls in the dark and is silent. Tess gestures again, and another gust of wind becomes visible for a moment. It doesn't come close to one of the hobgoblins, but another wielding a pike is struck by it. Lirosa fires another volley of arrows at the nearest hobgoblin as well, to great effect. One finds a gap in his armor and plunges in, blood pouring forth. Jet keeps singing as she reloads and fires her crossbow again. And again her bolt strikes a target, hurting the hobgoblin next to Ragna just a little more. Oreld runs south and throws a flask of acid with his strong arms, but it splashes on the road next to the heavily armored hobgoblin, barely hurting it. Rhyna can't bear to watch without helping any longer, and starts to run forward to heal. A dark figure skulks out from the town and throws his boot knife at the hobgoblin ranger, but sadly it misses. He looks like he's going to keep on running for the bridge, just pausing to distract the creature. You recognize him as the trapper with an unhealthy obsession with taxidermy, Gideon. The ranger switches targets and aims for the bear just in front of him, then turns to the newcomer and sends two arrows toward the man. The Hobgoblin soldier next to Ragna keeps swinging at her, keeping his shield raised. The main line of battle in front of Ealdred all focus on him pikes and sword stabbing down on the barbarian time and time again. The massive bugbear continues down the street. Well equipped, battle-hardened troops jog along beside him. It wont be long now until they engage. Party Status and Maps Phaendar Bridge Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 2+30/32 17/20 +1 v. Fear, Courageous Anthem --- Carthas 26/26 19 +1 v. Fear, Courageous Anthem --- Ealdred 21/38 16/18 Blessing of Erastil+1 to Attack (Status) +4 Temp HP Duration: 1 Hour, +1 v. Fear, Shield Raised, Rage, Courageous Anthem --- Ragnhild 12/28 15/17 +1 +1 v. Fear, Courageous Anthem, Kin Ward --- Stormborn 12/24 16 +1 v. Fear, Courageous Anthem --- Rezzik 28/28 19 +1 v. Fear, Courageous Anthem --- Talus 3+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack (Status) +4 Temp HP Duration: 1 Hour, +1 v. Fear, Courageous Anthem --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 27 adults, 2 teens, 7 children Mechanics and OOC Combat: -The heavy troopers are just off the map Round 1: Party acted, NPCs acted, enemy acted (3 strides) Round 2: Party acted, NPCs acted (fuze is lit, 10 rounds remaining), enemy acted Round 3: Party acted, NPCs acted (9 rounds on fuze), enemy acted Round 4: Party is Up, NPCs acted (8 rounds on fuze), enemy acted Enemies: Hobgoblin Recruits 1-4 - Dead Hobgoblin Ranger 1 - 8 Dmg - Actions: Strike, Strike, Strike Hobgoblin Ranger 2 - Dead Hobgoblin Soldier 1 - 17 Dmg - 16/10 Shield - Shield Block, Raise Shield, Strike, Strike Hobgoblin Soldier 2 - 0 Dmg - Raise Shield, Strike, Strike Hobgoblin Soldier 3 - Dead Hobgoblin Soldier 4 - Dead Heavy Trooper 1 - 0 Dmg - Strike, Strike, Strike Heavy Trooper 2 - 36 Dmg - Strike, Strike, Strike (Numbering is north to south, then east to west if they're at the same latitude) Bridge Destruction Stump Remover: -This fuse burns at 2 inches per second and is currently 10 feet long. -The bridge will collapse within 1 action if sufficiently damaged by the stump remover -If it fails, see Maul option Other: It takes a round to tie a rope around someone's waist -New enemies will join melee battle in 4 rounds. Some carry ranged weapons as well. -Recall the light out side is Dim/Low-Light. -More people are still escaping. The longer you hold the bridge the more may escape. -You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense. Current NPCs: Oreld | 0 Dmg | Actions: Stride, Stride, Lob | Conditions: Tess | 0 Dmg | Actions: Slashing Gust (one hit) | Conditions: Jet | 0 Dmg | Actions: Courageous Anthem, Strike, Reload | Conditions: Lesser Cover Rhyna | 0 Dmg | Actions: Stride, Stride | Conditions: Lirosa | 0 Dmg | Actions: Strike, Strike, Strike | Conditions: Cover Gedeon| 6 Dmg | Actions: Stride, Draw, Strike | Conditions:
  9. Rezzik | HP 28/28 | AC 19Base AC: 19 | Fort +7 | Ref +8 | Will +6 | Speed: 20 | Perception: +6 Hero Points: 0/3 | Exploit Vulnerability: N/A | TalismansDaily: 2 1) Potency Crystal: Affixed to Gun 2) Wolf Fang: Unaffixed Conditions: , Effects: Addiction Suppressed; +1 to saves against fear Rezzik decides it's time to start moving to the path leading to the bridge, in case the time to retreat is called. He leaves his arboreal cover to follow after Talus before firing another shot off at the hobgoblin ranger, but the shot goes wide. Frustrated at the clear miss, he mutters under his breath. "Angradd, I know ya got my back, but now I gotta have their's!" Rezzik picks out Ragna in the crowd of allied townsfolk and see she's foregone her defenses to launch a full-on assault against one of the enemy soldiers. "Startin' with her. I know Ragna's folks won't be too keen on her comin' home on a stretcher... Forge-fire, lend her yer shield!" At the dwarf's urging, a semi-visible shield of runes temporarily surrounds Ragna, ready to help parry any blow against her. Action 1: Stride NW-NW-NW (20 ft.) Action 2: Ranged strikevs. remaining hobgoblin ranger/archer. Action 3: Activate Kin Warding ability of my clan pistol on Ragna. She's just within 30 feet, and the closest enemy likely to attack her is within my first range increment. Ragna gains a +1 circumstance bonus to AC until the start of my next turn.
  10. Talus DeVale HP: 33/30 AC: 19 Perception +8 Fort +7Pie Ref +7 Will +10 Though not exactly eager to join the front line, Talus stays close to the others. He points at one of the hobgoblin soldiers, and a sudden blast of groundwater shoots up at him. Actions Stride - 1 northwest, 1 west Spout - targeting the soldier who is adjacent to Ragna. basic Reflex, DC 18
  11. - Human Wood Kineticist/Cosmos Oracle 2 HP: 30/32 | AC: 17/20 | Speed: 25ft | Hero: 0/3 Perception: +4 | Fort: +10 | Ref: +9 | Will: +4 ConsumablesItems: - Abilities: - Talimans: - Permanent Magic Items: - | SpellsCantrips: -Haunting Hymn -Needle Darts Level 1: - Focus: - | Skills*Acrobatics: +5 Arcana: +1 *Athletics: +6 Crafting: +1 *Deception: +6 *Diplomacy: +6 *Warfare Lore: +5 *Intimidate: +6 Medicine: +1 *Nature: +4 Occultism: +1 Performance: +0 *Religion: +4 Society: +4 *Stealth: +5 *Survival: +4 Thievery: +1 *Trained | **Expert | ***Master | Conditions: Bonuses and Abilities Abilities: -Kinetic Gate (Single Gate) -Kinetic Aura -Impulses -Experienced Tracker Actions: -Intimidating Glare -Elemental Blast -Base Kinesis -Weapon Infusion -Hardwood Armor -Hail of Splinters Despite injuring the soldiers, Ardyn watched as heavily armored hobgoblins joined the fray, and another soldier moved around to attack Ragna. Thankfully, her bear friend helped flank the Ironfang assaulting her, keeping the hob at bay with her trident. That left only the ranger, the only one who could attack at a distance. "Carthas, how long until we need to retreat?!" He yelled out, making sure not to mention the explosive on the bridge itself. The last thing the young man wanted was the Ironfang to figure out what was happening and ignore them to secure the bridge or worse, send a messenger to the rest of the legion and bring in overwhelming numbers to stop them. The former scout gathered more power, forming a long, wooden branch with a sharpened point, surrounded by glowing, sickly energy. He then launched it, passing by with great speed close to the hobgoblin fighting the young cleric herself, aimed straight at the ranger. Ardyn, panting, then formed another log and fired it at the Ironfang flanked by both Ranga and Stormborn, wanting to free the girl and her bear so they could do more helping out with the other hobgoblins Ealdred and the tree were dealing with. He felt the strength of the wood strengthen him a bit, knowing it would make him hardier for just a bit. Action 1&2: Two action ranged Elemental Blast at Hobgoblin ranger (Versatile Blasts, Poison) Action 3: One action ranged Elemental Blast at Hobgoblin northwest of Ragna (Bludgeoning) Free Action: Impulse Junction (Gain temporary hit points equal to your level until the start of your next turn.) Gain 2 temp hit points.
  12. - Aiuvarin Alchemist Medic 2 AC 19 | HP 26/26 | Fort +7, Ref +9, Will +5 | Perception +5; low-light vision | Resistances poison 1 | Conditions: Infused Reagents: 1/6 Feeling courage rise within his breast as Jet's song filled his ears, Carthas saw some of the hobgoblins bunched up, and the archer moving to flank. He knew that the vermin poison he had brewed up that morning could affect a bunch, but he needed to get closer, first. He advanced yet again, reloading his crossbow and firing another shot at the archer. 54 seconds left. We can't delay too much longer. Ragna's right, though - we need to keep them from cutting us off from the bridge. OOC Advanced Alchemy 2 x Minor Elixir of Life 2 x Antidote 1 x Lesser Blight Bomb Action 1: Stride SW-SW-SW-W (25 ft total) Action 2: Reload Crossbow Action 3: Strike vs Ranger 1. I have low-light vision.
  13. AC: 16 (18) | HIT POINTS: 38 | CURRENT: 33 | THP: 0 | HERO POINTS: 0 FORTITUDE: +9 | REFLEX: +3 | WILL: +7 | PERCEPTION: +7 ACTIVE EFFECTS: Blessings of Erastil; Light (On Shield); Rage (Giant Instinct); Raised Shield CONDITIONS: Clumsy 1. As the battle rages on, Ealdred stands firm beside the summoned tree, his eyes ablaze with determination despite the pain of his wounds. With each breath, he draws upon his inner strength, channeling the spirit of Phaendar itself. Planting his feet firmly upon the ground, Ealdred raises his axe high, its gleaming edge reflecting the flickering light of the battlefield. With a primal roar that echoes across the bridge, he brings it down, it is deflected from the battered remains of the soldier's shield. His eyes blazing with fury, he reverses his grip on the axe, spins around, and slams it towards the soldier's right shoulder, the shield snaps up, but the force of Ealdred's fury is overwhelming. With the Ironfang soldier reeling from the impact, Ealdred stands tall amidst the chaos, a commanding voice that cuts through the din of battle, "HOLD!" He calls upon his comrades to stand their ground, "HOLD!" To hold fast against the tide of darkness threatening to engulf their home. "MAKE THEM PAY FOR EVERY STEP!" Out of Character Free Action: Reaction: 2 dmg, reduced to 0. [H: 5 HP/BT: 18/10] Action 1: Action 2: S-E Soldier [Miss] Action 3: S-E Soldier [-5 MAP] [Likely a hit even with Raised Shield; 16 damage including 1 from Inspire Courage]
  14. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 15 | HP: 16/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: โ€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (1/4) Cleric DC: 17 +7 | CantripsGuidance โ—†โ—† Void Warp โ—†โ—† Light โ—†โ—† Needle Darts โ—†โ—† Rousing Splash โ—†โ—† | Level 1 SpellsBless โ—†โ—† (1/2) Magic Weapon โ—†โ—† (0/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Light 20'Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.; Ragna feels an odd sense of melancholy as the tree sacrifices itself to protect her. It would have been nice if it had survived and continued to grow for however long. "Storm! Bjรธrn felle!Bear Trap!" Stormborn prances counterclockwise, moving around the fight and charging in on the flank of the swordsman adjacent to Ragna. The shieldmaiden stabs once at the hobgoblin, a blow easily blocked. Then Storm bites into the foes relatively unprotected calf, eliciting a cry of pain from it. Ragna takes advantage of the distraction to make another overhanded attack with her trident. It still manages to get its' shield up in time, but the shield only catches two of tridents three prongs, with one managing to slip past the defense and do a small amount of damage. "Archers!" The young woman turns her head towards the bridge an bellows, suddenly having found her voice again. "Keep the path to the bridge clear!" Her voice sounds odd in her ears. Probably louder than she's ever spoken before. Once the (hopefully) remaining bowman is brought down, their next priority should be keeping the route back to the bridge clear, so the defenders are not surrounded and are free to retreat to a better position against the pikes. They have little hope of defeating the heavy infantry in the open, but might have a better chance on the bridge. But how much longer do we try to hold here? How many people from Phaendar are still coming? Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shieldโ€™s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Command Storm Storm Action 1: Stride 25' N>NW>W>SW (NW>NW of Ragna.) Storm Action 2: SupportBenefit: Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8. Action 2: Trident vs NW hobbogobbo for P Damage plus S Damage Action 3: Trident vs NW Hobbogobbo for P Damage plus S Damage OOC Forgot to add Inspire Courage to the first attack, but I don't think it would matter. Added it to the second tho. With flanking the attacks should (effectively) be 18 and 26. Misc Skills Trained: โ—† | Expert: โ—†โ—† | Master: โ—†โ—†โ—† | Legendary: โ—†โ—†โ—†โ—† Acrobatics: +1 Arcana: +0 Athletics: +8 โ—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 โ—† Medicine: +7 โ—† Occultism: +0 Nature: +7 โ—† Performance: +0 Religion: +7 โ—† Society: +0 Stealth: +1 Survival: +7 โ—† Thievery: +1
  15. 22:18, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Ealdred makes a mighty swing, but the soldier's shield it there to block some the damage with a resounding *CLANG*. A large crack appears in the shield though, and blood is still drawn. Carthas moves closer to the front line and sends a crossbow bolt arcing over the battle line. It's well placed, but the nimble archer dodges it at the last second. Rezzik makes a masterful shot though, finishing the ranger who collapses to the road. Talus moves closer and casts a spell. A small tree suddenly sprouts from the roadway, branches waving without any breeze to stir them. Ragna maneuvers around the battlefield, calling her bear to her side as she does. Injured, she hides behind the tree for now. Ardyn runs up next to her, and his voices carries into the hobgoblins in front of him, making them wince and cover their ears. Seeing the line of battle Jet runs forward, staying behind the large stones of the bridge for cover. She begins to sing, an old Varisian march by the sounds of it. Her voice is powerful and pleasant, and stirs the heart of everyone nearby. Tess does the same, running up next to Jet, swinging her hand through the air toward the hobgoblin soldiers. Two are buffeted by wind, and one flails with his shield against it, but nothing else seems to happen. Lirosa fires another trio of arrows, now at the nearest. His shield out of position from Tess's spell two arrows take him in the knee, then the throat, and he drops with a gurgle. Rhyna edges closer to the battle, clutching her silver plated bow of Erastil, waiting for someone who needs healing to get close enough she can help. Oreld looks as the sizzling fuse, usure if he should leave it or guard it, then hearing Jet's singing and the sounds of battle moves toward it, pulling a flask from his belt. The hobgoblin ranger edges to the north, trying to find a clear line to attack. He finally spots Talus, standing in the open, and fires two arrows. One of them strikes home, but barely gives Talus a scratch. The soldier to the west moves north around the end of the line, keeping his archer protected, then moving in to strike Ragna. The swaying branches of the tree interpose before the blade strikes her. The soldiers in front of Ealdred both keep their shields up and swing their swords at him while the heavily armored troopers behind approach, inevitable in their steady march forward. one moves to circle to the west, while the other steps forward and swings his pike at Ealdred. The soldiers can't seem to hit him, though one deals a glancing blow, catching a branch of the tree and then glancing off Ealdred's shield. The remaining branches of the tree still as if the nonexistent breeze had suddenly stopped. The civilians to the west stagger onward, and as they approach you realize they aren't children, but an elderly gnome and two halflings. They stagger out onto the bridge, heading toward the woods. Farther down the road beyond this heavy patrol you see shapes moving from the Green. A massive figure, hard to tell at this distance but it could be a bugbear, turns to head toward the bridge flanked by what look to be an elite squad of troops. If they hurry, they could reach the fight in 30 seconds or so. Party Status and Maps Phaendar Bridge Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 30/32 17/20 +1 v. Fear, Courageous Anthem --- Carthas 26/26 19 +1 v. Fear, Courageous Anthem --- Ealdred 33/38 16/18 Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear, Shield Raised, Rage, Courageous Anthem --- Ragnhild 16/28 15/17 +1 v. Fear, Courageous Anthem --- Stormborn 24/24 16 +1 v. Fear, Courageous Anthem --- Rezzik 28/28 17 +1 v. Fear, Courageous Anthem --- Talus 3+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear, Courageous Anthem --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab -Oreld's Stump RemoverTwo small kegs were recovered. Will one be enough? There's only one way to find out! x2 People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 27 adults, 2 teens, 7 children Mechanics and OOC Combat: -The heavy troopers are just off the map Round 1: Party acted, NPCs acted, enemy acted (3 strides) Round 2: Party acted, NPCs acted (fuze is lit, 10 rounds remaining), enemy acted Round 3: Party acted, NPCs acted (9 rounds on fuze), enemy acted Round 4: Party is Up! Enemies: Hobgoblin Recruits 1-4 - Dead Hobgoblin Ranger 1 - 0 Dmg - Actions: Stride, Strike, Strike Hobgoblin Ranger 2 - Dead Hobgoblin Soldier 1 - Raise Shield, Stride, Strike Ragna Hobgoblin Soldier 2 - Raise Shield, Strike, Strike Hobgoblin Soldier 3 - 10 Dmg - Raise Shield, Strike, Strike Hobgoblin Soldier 4 - Dead Heavy Trooper 1 - Stride, Stride, Stride Heavy Trooper 2 - Stride, Stride, Strike (Numbering is north to south, then east to west) Bridge Destruction Stump Remover: -This fuse burns at 2 inches per second and is currently 10 feet long. -The bridge will collapse within 1 action if sufficiently damaged by the stump remover -If it fails, see Maul option Other: It takes a round to tie a rope around someone's waist -Recall the light out side is Dim/Low-Light. -More people are still escaping. The longer you hold the bridge the more may escape. -You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense. -Protetor tree blocks Ragna from being hit, takes 2 more damage from Ealdred's strike, the remainder get's shield blocked Current NPCs: Oreld | 0 Dmg | Actions: Stride, Draw, Stride | Conditions: Tess | 0 Dmg | Actions: Stride, Slashing Gust (one hit shield blocked), Cast Lose the Path | Conditions: Jet | 0 Dmg | Actions: Stride, Stride, Courageous Anthem | Conditions: Lesser Cover Rhyna | 0 Dmg | Actions: Stride | Conditions: Cover Lirosa | 0 Dmg | Actions: Strike, Strike, Strike | Conditions: Cover
  16. - Human Wood Kineticist/Cosmos Oracle 2 HP: 30/32 | AC: 17/20 | Speed: 25ft | Hero: 0/3 Perception: +4 | Fort: +10 | Ref: +9 | Will: +4 ConsumablesItems: - Abilities: - Talimans: - Permanent Magic Items: - | SpellsCantrips: -Haunting Hymn -Needle Darts Level 1: - Focus: - | Skills*Acrobatics: +5 Arcana: +1 *Athletics: +6 Crafting: +1 *Deception: +6 *Diplomacy: +6 *Warfare Lore: +5 *Intimidate: +6 Medicine: +1 *Nature: +4 Occultism: +1 Performance: +0 *Religion: +4 Society: +4 *Stealth: +5 *Survival: +4 Thievery: +1 *Trained | **Expert | ***Master | Conditions: Bonuses and Abilities Abilities: -Kinetic Gate (Single Gate) -Kinetic Aura -Impulses -Experienced Tracker Actions: -Intimidating Glare -Elemental Blast -Base Kinesis -Weapon Infusion -Hardwood Armor -Hail of Splinters Ardyn nodded with satisfaction as more hobgoblins were taken down, only to see better armored, and equipped ones move towards Ealdred. As the former scout ran down to join the Big Man in keeping them pinned down, a tree grew besides the latter and he recognized it was a spell of the primal order. The young man had always been in tune with the woods, his powers being the reason why, but not knowing what exactly it is. Then there's the fact that he can cast divine spells with no issues nor prayers. They were cantrips but still divine spells nonetheless, and he never even took clerical training. This was something he'd need to speak with Aubrin about later, now standing besides the tree, Ealdred on the other side. "BEGONE!" Ardyn declared as he made a few motions and pointed, the word he spoke sounding like a haunting hymn, heard only by the two Ironfang in front of him and the tree, the spell aimed at the better equipped hobgoblin, hoping to circumvent their heavy defenses and do actual damage this way. Action 1: Stride (SW-SW-S-S) Action 2&3: Casting Haunting Hymn (Save DC 16) at the hobgoblins south of Ardyn and the tree. Basic Fortitude save for both, and in the case of critical failure, also be deafened for 1 minute.
  17. Ragnhild Iona Eklund Human Shieldmaiden 2 | | AC: 17** | HP: 16/28 | Perception: +7 | Fort: +8 | Ref: +5 | Will: +9 | Steel Shield 1: +2 AC, 5 Hardness; 20/10AC Bonus: +2 Speed Penalty: โ€” Hardness: 5 HP (BT): 20 (10) Bulk: 1 Hero Points:: 0/3 | Focus Points: 0/0 | Battle Medicine (2d8 DC 15)Ragna, Stormborn | Divine FontHeal (1/4) Cleric DC: 17 +7 | CantripsGuidance โ—†โ—† Void Warp โ—†โ—† Light โ—†โ—† Needle Darts โ—†โ—† Rousing Splash โ—†โ—† | Level 1 SpellsBless โ—†โ—† (1/2) Magic Weapon โ—†โ—† (0/1) Beastmaster DC: 13 Trident: +9/+4/-1 1d8+4PCategory: Martial Price: 1 gp Group: Spear Damage: 1d8 P Hands: 1 Weapon Traits: Thrown 20 ft. Bulk: 1 This three-pronged, spear-like weapon typically has a 4-foot shaft. Like a spear, it can be wielded with one hand or thrown. | Greatsword: +9/+4/-1 1d12+4S | Needle Darts: +7 3d4PAttack Cantrip Concentrate Manipulate Metal Source Rage of Elements pg. 144 PFS Note Any spells which require metal to function require the PC to be in possession of at least one chunk of that metal or an item made of that metal. Traditions arcane, divine, occult, primal Cast [two-actions] Range 60 feet; Targets 1 creature Defense AC You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack. Critical Success The target takes double damage and 1 persistent bleed damage. Success The target takes full damage. Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1. | Void Warp: Fort DC 17 2d4VCANTRIP CONCENTRATE MANIPULATE VOID Traditions arcane, divine, occult Range 30 feet; Targets 1 living creature Defense Fortitude You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn. Heightened (+1) The damage increases by 1d4. Magic Items:: Current Effects: Light 20'Cantrip Concentrate Light Manipulate Source Player Core pg. 340 Traditions arcane, divine, occult, primal Cast [two-actions] Range 120 feet Duration until your next daily preparations You create an orb of light that sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose. If you create the light in the same space as a willing creature, you can attach the light to the creature, causing it to float near that creature as it moves. You can Sustain the spell to move the light up to 60 feet; you can attach or detach it from a creature as part of this movement. You can Dismiss the spell. If you Cast the Spell while you already have four light spells active, you must choose one of the existing spells to end.; The Battle of Phaendar Bridge continues, and continues to be by the numbers. "Storm! Fรธlg!Heel!" She commands and, raising her shield, advances towards the frontline, stopping just shy of the melee. Make them come to you. The smallest advantage could turn the tides of battle. While the hobgoblin directly to her south is already engaged with Ealdred, rendering it unlikely to advance further, its companion will have to move up to engage either Ragna or Ealdred, stepping foolishly into the beartrap. She recognizes the tree, summoned by druidic magics, that has sprung forth from ground, and it gives her a minor boost of confidence. For the moment it is a strong defensive position, but she fears the heavy infantry moving up will not find them difficult to overrun. One problem at a time. Stormborn lopes along and stops a little further back from the frontline than Ragna. Mechanics Reaction: Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shieldโ€™s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield. Action 1: Stride 20' SE>SE>SE (NE of Ealdred. I believe she will be in the square north of the Protector Tree?) Action 2: Command Storm Storm Action 1 + 2: Stride 40' S>SE>SE>SE>S>S>S> (NE of Ragna, or NE>NE of Ealdred if that helps.) Action 3: Raise Shield. OOC None. Misc Skills Trained: โ—† | Expert: โ—†โ—† | Master: โ—†โ—†โ—† | Legendary: โ—†โ—†โ—†โ—† Acrobatics: +1 Arcana: +0 Athletics: +8 โ—† Crafting: +0 Deception: +0 Diplomacy: +0 Intimidation: +0 Lore (Forest): +4 โ—† Medicine: +7 โ—† Occultism: +0 Nature: +7 โ—† Performance: +0 Religion: +7 โ—† Society: +0 Stealth: +1 Survival: +7 โ—† Thievery: +1
  18. Talus DeVale HP: 34/30 AC: 19 Perception +8 Fort +7Pie Ref +7 Will +10 "Here they come..." Talus stiffens up. He knows more people need help... but now, that includes everyone here. With his friends in the fray, he sees no choice but to move in and support them. He takes a deep breath, then strides forward and calls forth the last big spell he has. Without warning, a tree sprouts up beside Ealdred, and he calls out "Gather around the tree!" ...of course, he has little doubt that the hobgoblins can understand him, but there's no way around it. Unless one of them is familiar with primal magic, they probably won't understand this spell until it's already done its work. Actions Stride - 4 west, 1 southwest , directly to the east of Ealdred - Hero Point to increase range
  19. Rezzik | HP 28/28 | AC 19Base AC: 19 | Fort +7 | Ref +8 | Will +6 | Speed: 20 | Perception: +6 Hero Points: 0/3 | Exploit Vulnerability: N/A | TalismansDaily: 2 1) Potency Crystal: Affixed to Gun 2) Wolf Fang: Unaffixed Conditions: , Effects: Addiction Suppressed; +1 to saves against fear Rezzik wipes the sweat from his brow off on his sleeve, then lines up another shot. The situation is stressful, dire even, but he knows he needs to stand firm to help whoever he can to make it over the bridge safely. Berle's harsh last words ring in Rezzik's ears. 'Maybe I live, maybe I die, but I did my job and gave you your best chance. You better use it. ...and for more than this.' The dwarf feels the tell-tale signs of a hangover creeping in at the edges of his consciousness, though adrenaline is staving it off for now. He'd need fresh water before long, but that isn't important in the moment. If he doesn't hold the bridge, at least long enough for the stumbling, frightened figures approaching in the distance, trying to make their way past the hobgoblin soldiers and across the bridge to the relative safety of the Fangwood... If he can't, how could he ever live up to his word to Berle? Or, for that matter, to the young dwarf who left home all those years ago seeking adventure, hoping to save lives and make a difference? Through gritted teeth, Rezzik aims his gun, runic etchings glowing faintly with fire-light. He pulls the trigger, hoping to put down the archer. As the hobgoblin drops, the gunslinging dwarf loads another bullet and holds out the bag of 'souvenirs' yet again, stoking a personal antithesis against the creature as the flames of righteous wrath are fanned. "By Angradd, fer Phaendar, we'll put down every one 'a you sorry wastes of space!" Only he didn't call them 'wastes of space,' but something much less family-friendly. The point, nonetheless, is made. Action 1: Strikevs. wounded hobgoblin ranger/archer. Action 2: InteractReload gun. Action 3: Exploit Vulnerability on the other ranger/archer to invoke another Personal Antithesis.
  20. - Aiuvarin Alchemist Medic 2 AC 19 | HP 26/26 | Fort +7, Ref +9, Will +5 | Perception +5; low-light vision | Resistances poison 1 | Conditions: Infused Reagents: 1/6 With the fuse lit, Carthas turns and sees the three small forms coming from the west, and Ealdred setting up to stand against four armored hobgoblins backed up by the two archers. Curses! Ealdred's never going to be able to disengage from those hobgoblins without them advancing on us! Turning, he ran back towards the western side of the bridge, pulling out his original crossbow and firing a bolt at one of the archers, hoping that if the archers could be stopped it would be easier to deal with the soldiers. OOC Advanced Alchemy 2 x Minor Elixir of Life 2 x Antidote 1 x Lesser Blight Bomb Action 1: Stride SW-W-W-W-W Action 2: Interact to draw regular Crossbow (120 ft range) Action 3: Strike vs Ranger 2 (who I believe is the more heavily damaged of the two). I have low-light vision.
  21. AC: 16 (18) | HIT POINTS: 38 | CURRENT: 38 | THP: 3 | HERO POINTS: 1 FORTITUDE: +9 | REFLEX: +3 | WILL: +7 | PERCEPTION: +7 ACTIVE EFFECTS: Blessings of Erastil; Light (On Shield); Rage (Giant Instinct); Raised Shield CONDITIONS: Clumsy 1. His shield held high and his axe poised for grisly work, with a whistle, arrows came flying towards Ealdred. With lightning reflexes, he raised his shield, batting the projectiles with a resounding clang. The impact barely fazed him, he roared defiantly as he stood firm against the onslaught. On the edge of his vision, barely illuminated by the crackling flashes of lightning that Ragnhild had conjured on his shield, he saw three small figures struggling in fear and terror. Seeing the children in the distance, struggling to reach safety, Ealdred's heart surged with determination. Urging them onward with a bellowing shout, he fought with renewed vigor, his every swing a testament to his resolve to protect those in need. "Children, this way! Hurry to safety! Run to the bridge, we'll protect you!" His first blow landed true, the force of his axe cleaving through the hobgoblin's defenses with brutal efficiency. The enemy fell with a sickening thud, a testament to the strength of Ealdred's defiant wrath. With a mighty swing, he struck out at another approaching hobgoblin, but this time his blow went wide, missing its mark. Undeterred, Ealdred braced himself for the impending clash with the heavy troopers, his resolve unshaken even in the face of overwhelming odds. Out of Character Free Action: Reaction: 7 dmg, reduced to 2. [H: 5 HP/BT: 18/10] Action 1: Action 2: S-E Recruit [Success (possibly Critical), for 11 slashing] Action 3: S-W Recruit
  22. 22:18, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Ealdred raises his shield and charges from behind the tree, smashing a hobgoblin with his large axe. Ragna moves forward and flings more metal shards, striking the archer as he tries to dodge. Rezzik targets him as well, barely striking the wounded creature. It staggers, but keeps its feet. Carthas ties a rope around himself and coordinates the lighting of the charges with Oreld. Talus runs north and takes cover behind the large crate. Ardyn sends his own shards of metal against the hobgoblins, and then send a chunk of wood as well. The hobgoblin barely weathers the attacks, but then another bolt from Jet comes flying in and finishes him. Lirosa fires a trio of arrows at the last ranger, decorating the ground around its feet without doing any harm. Oreld uncoils the fuse to the east, then strikes a flint a few times before he gets it to catch. Tess and Rhyna wait, ready for any hobgoblin to get close enough for them to help. Soldiers march in, moving past the archers, swords drawn and shields raised as the archers begin to strike back. They reposition slightly to set up their shots, then loose arrows at Ealdred and Ragna. The first shots of both archers strike home, drawing blood. Behind them, the heavy troopers slowly march in their plate armor, long pikes at the ready. The villagers on the bridge make their way across and into the Fangwood. From the west there's movement in the dark. Those that can see well can discern three small figures running for the bridge blindly. One trips and sprawls in the grass while the others try to help them up. Party Status and Maps Phaendar Bridge Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 30/32 17/20 +1 v. Fear --- Carthas 26/26 19 +1 v. Fear --- Ealdred 3+38/38 16/18 Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear, Shield Raised, Rage --- Ragnhild 16/28 15/17 +1 v. Fear --- Stormborn 24/24 16 +1 v. Fear --- Rezzik 28/28 17 +1 v. Fear --- Talus 4+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab -Oreld's Stump RemoverTwo small kegs were recovered. Will one be enough? There's only one way to find out! x2 People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 24 adults, 2 teens, 7 children Mechanics and OOC Combat: -The heavy troopers are just off the map Round 1: Party acted, NPCs acted, enemy acted (3 strides) Round 2: Party acted, NPCs acted (fuze is lit, 10 rounds remaining), enemy acted Round 3: Party is up! Enemies: Hobgoblin Recruits 1-4 - Dead Hobgoblin Ranger 1 - 0 Dmg - Actions: Stride, Strike, Strike Hobgoblin Ranger 2 - 31 Dmg - Actions: Nimble Dodge, Stride, Strike, Strike Hobgoblin Soldiers - Stride, Raise Shields, Stride (Numbering is still east to west, north to south) Bridge Destruction Stump Remover: -This fuse burns at 2 inches per second and is currently 10 feet long. -The bridge will collapse within 1 action if sufficiently damaged by the stump remover -If it fails, see Maul option Other: It takes a round to tie a rope around someone's waist -Recall the light out side is Dim/Low-Light. -More people are still escaping. The longer you hold the bridge the more may escape. -You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense. Current NPCs: Oreld | 0 Dmg | Actions: Light fuse | Conditions: Tess | 0 Dmg | Actions: Wait | Conditions: Cover Jet | 0 Dmg | Actions: Reload, Strike, Reload | Conditions: Cover Rhyna | 0 Dmg | Actions: Wait | Conditions: Cover Lirosa | 0 Dmg | Actions: Strike, Strike, Strike | Conditions: Cover
  23. - Human Wood Kineticist/Cosmos Oracle 2 HP: 30/32 | AC: 17/20 | Speed: 25ft | Hero: 1/3 Perception: +4 | Fort: +10 | Ref: +9 | Will: +4 ConsumablesItems: - Abilities: - Talimans: - Permanent Magic Items: - | SpellsCantrips: -Haunting Hymn -Needle Darts Level 1: - Focus: - | Skills*Acrobatics: +5 Arcana: +1 *Athletics: +6 Crafting: +1 *Deception: +6 *Diplomacy: +6 *Warfare Lore: +5 *Intimidate: +6 Medicine: +1 *Nature: +4 Occultism: +1 Performance: +0 *Religion: +4 Society: +4 *Stealth: +5 *Survival: +4 Thievery: +1 *Trained | **Expert | ***Master | Conditions: Bonuses and Abilities Abilities: -Kinetic Gate (Single Gate) -Kinetic Aura -Impulses -Experienced Tracker Actions: -Intimidating Glare -Elemental Blast -Base Kinesis -Weapon Infusion -Hardwood Armor -Hail of Splinters Ardyn glared as the initial assault took out two of the hobgoblins, leaving two more in front and two others in the back, catching up and knowing that more of them will come up shortly. He watched as both Ranga and Ealdred ganged up on one of the Ironfang, the other one in position to flank the Big Man himself. The former scout paid more attention to the cleric, finding he could easily recognize the move she did with her trident. Or more specifically, a spell. That reminded him of what happened earlier in Oreld's, how his voice took a haunting hymn on its own. Ardyn searched and grabbed one of the iron rings that he had won earlier that day. "The Market Festival feels like another lifetime..." He thought to himself as he pulled out the ring and motes of stardust floated from it, reshaping the ring into three miniature rings with four spikes at each end, in the form of the starknife, the holy weapon of the Song of Spheres. Despite not being any wind right now, his hair moved as if it was being blown by a breeze, floating about, his eyes beginning to glow with starry light as he launched the three motes of starknifes as the other hobgoblin that was on Ealdred's left. Ardyn then followed up by forming a short log from his hand and launching it at the hob while it was still reeling from his cantrip, having done so quickly enough that it made his second attack less accurate than normal. Actions 1&2: Casting Needle Darts on Hobgoblin south of Ealdred. Action 3: Ranged Elemental Blast on same Hob.
  24. Talus DeVale HP: 34/30 AC: 19 Perception +8 Fort +7Pie Ref +7 Will +10 Since the current wave of enemies is mostly taken care of, Talus moves onto the bridge and just tries to get ready for whatever happens next. Actions Stride x2 - end movement on the bridge, directly north of the crate Take Cover
  25. - Aiuvarin Alchemist Medic 2 AC 19 | HP 26/26 | Fort +7, Ref +9, Will +5 | Perception +5; low-light vision | Resistances poison 1 | Conditions: Infused Reagents: 1/6 Carthas stares at Oreld for a minute, then says, "I don't typically do much with explosives, so you're right about that. Well, if it will take that long to burn, let's light it now." Carthas lit the fuse, starting the inevitable countdown. "Don't dally too long over there!" he called to the others. OOC Advanced Alchemy 2 x Minor Elixir of Life 2 x Antidote 1 x Lesser Blight Bomb Light the fuse! Rounds until it explodes: 10
  26. 22:18, Starday, 6 ArodusGregorian Calendar Equivalent: August Environment: Ambient Illumination: Oreld looks at Carthas as he holds up the length the two fuses, ends plaited together, his expression a bit perplexed. "I guess I shouldn't expect you to know about this alchemical match fuse. This will take about a minute to burn. Did you want me to cut it? How long will you hold the bridge for? There are still so many people in town..." He looks to the west, saddened and shakes his head, knowing there's nothing for it. Party Status and Maps Phaendar Bridge Town Map - A: Oreld's, B: Kining's, C: Riverwood, D: Taproot Name HP AC Conditions Default Activity Ardyn 30/32 17/20 +1 v. Fear --- Carthas 26/26 19 +1 v. Fear --- Ealdred 37/38 16/18 Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear --- Ragnhild 28/28 15/17 +1 v. Fear --- Stormborn 24/24 16 +1 v. Fear --- Rezzik 19/28 17 +1 v. Fear --- Talus 4+30/30 19 +1 Fort, Blessing of Erastil+1 to Attack +4 Temp HP Duration: 1 Hour, +1 v. Fear --- Quests and Loot Main Quests -Escape from Phaendar! Minor Quests -Recover Aubrin's bow -Save the Townsfolk! -Keeping Hope AliveOnce you escape from town, it would be good to keep morale up for the refugees. Symbols of home, endurance, and hope will lift their spirits. -Bring Down the Bridge!To prevent the Ironfang from chasing you through the Fangwood, it may be beneficial to destroy the ancient Phaendar bridge, as it's the only crossing for 50 miles. Claimed Loot: General: -3x Daggers, 4x Shortswords, Crossbow, 2x Belt Pouches, , Grisly trophies9 teeth, humanoid 7 finger bones, humanoid 3 ears, elven 1 scalp, human 1 beard, dwarven, healer's kit, lanterns, oil -Jet's whipunidentified and journal -2x Studded leather armor, 2x shortbows -Aubrin's Bow, quiver, tankard, and pack -2x Climbing kits, Blue cloak, Breastplate, 2x Repair kits -15gp worth of alchemical crafting supplies, Alchemical crossbow, 2x alchemist's fire (lesser), 2x acid flasks (lesser), 2x bloodblockThis was the 1e item name, please let me know fi there's a 2e one I can't recall. If there isn't assume this halves persistent bleed damage and gives a +2 on the flat check., 2x antiplague (lesser), 2x antivenom, 1x healer's kit, 12x minor elixirs of life, alchemists' tools -2x poor manacles, 1x simple, manacle key Magic/Unique Items: -Chernasardo CloakThis cloak gives a +1 item bonus to Stealth checks, increasing to +2 in forest terrain - Carthas - - Rezzik -Wand of HealCasts Level 1 Heal 1/day -Poisoner's BladeThis well-made stiletto dagger has interesting runnels and cross-hatching down its length to better hold poisons. This acts as a standard dagger, but loses the Versatile S trait and gains the Backstabber trait. When using an Injury poison, the poison is not lost on a critical miss. After a successful strike, roll a 1d6. On an 6 the poison is not lost and the poison effect can be applied again. - Ragna -Sturdy BackpackHolds up to 6 bulk, and the first 4 don't count against your bulk limits. - Talus -Wrist SheathThis sheath can be worn inside a sleeve and effectively conceals a dagger-sized weapon or wand. It grants +2 Item bonus to attempts to Conceal an Object for the item inside. - Ragna -Cold Iron Bar - Ealdred Consumables: -Tobacco pouch, 13x Tindertwigs, 20x bolts, 20x candles -32x arrows -1x Potion of Heal (1 used) -3x vials of poison -1x antidote (moderate) -Wolf Fang talisman -Effervescent AmpouleRecall the house rule that requirements for talismans can be ignored -2x Fire Ward GelSimilar to the 1e item: Gain Resistance 5 to Fire until 20 points of damage has been resisted. This take 6s or three actions to apply and lasts for 1 hour. It can be washed away by a heavy rain or dousing in water. Valuables: -2gp, 55sp, 45cp -1 gold earring (5sp) -1 gold tooth (1gp) -1 Ivory fang (2gp) -1 pearl (5gp) Provisions: -Elowin's Goose (+2/week, +6 if consumed) -NPCs at the Taproot: 51 + 12 (keg of water, keg of cider) -NPCs at Kining's: 16 -Jet, Tess, Garren: 5 -Ealdred: 10+5 -Carthas: 5 -Ragna: 2 -Talus: 5 -Ardyn: 5 -Rezzick: 5 + 5 -Farrow and Clindon: 12 -Oreld: 5 + Lab Quest Items: -Riverwood Shrine's Holy Symbol of Erastil -Jet's flute -Bridge schematics -Oreld's Alchemical Lab -Oreld's Stump RemoverTwo small kegs were recovered. Will one be enough? There's only one way to find out! x2 People Saved thus far: -Named NPCS: Kining, Dionn, Nichol, Bellinda, Zinnia, Rhyna, Jet, Aubrin, Elowen, Francesca, Garren, Tess, Alicia, Oreld, Farrow, Clindon, Taidal, Lirosa -Others: 24 adults, 2 teens, 7 children Mechanics and OOC Combat: -The soldiers appear to be about 20' behind the archers, with the heavy troopers another 20' back from them. Round 1: Party acted, NPCs acted, enemy acted (3 strides) Round 2: Party is Up! Enemies: Hobgoblin Recruits 1 and 4 - Dead Hobgoblin Ranger 2 - 11 Dmg (Numbering will be east to west, north to south) Bridge Destruction Crane: -Attaching the cranks will take one DC20 Craft check, as a full round -Operating the Crane will require 2 successful DC18 Strength checks, each as a full round -Once this is successful the bridge will go down fast. You would have one round to make it to the far side. Maul: -The bridge support has a hardness 10, and needs to take ~26 damage to reach its break threshold, though this is unpredictableI'm going to roll a number of hp. Pecking at a big structure instead of using big forces to take them down is inherently unpredictable.. -Attacks would hit automatically. It is immune to crits/precision damage. -When it breaks, there will be 1d4 rounds to get across. Stump Remover: -Requires a DC16 craft check and one round to place each charge. Fuse is currently about 10' long. Lighting is part of placing the last charge. -One stump remover has an 80% chance of damaging the bridge sufficiently, 2 have a 100% chance. -This fuse burns at 2 inches per second and is currently 10 feet long. -The bridge will collapse within 1 action if sufficiently damaged by the stump remover -If it fails, see Maul option Other: It takes a round to tie a rope around someone's waist -Recall the light out side is Dim/Low-Light. -More people are still escaping. The longer you hold the bridge the more may escape. -You can deputize NPCs to help with stuff, otherwise they will fight and withdraw when it makes sense. Current NPCs: Oreld | 0 Dmg | Actions: | Conditions: Tess | 0 Dmg | Actions: Wait | Conditions: Cover Jet | 0 Dmg | Actions: Readied Strike | Conditions: Cover Rhyna | 0 Dmg | Actions: Move | Conditions: Cover Lirosa | 0 Dmg | Actions: Readied Strike | Conditions: Cover
  27. ย 
ร—
ร—
  • Create New...