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Brian Skies

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Posts posted by Brian Skies

  1. As the group makes their way through town, some of the riders struggle to keep their tortoise under control. Farah's tortoise sways heavily from side to side, but Farah manages to move along with the motion and keep her position atop the tortoise.

    Piper is not as fortunate. A small family of goblins find themselves directly in the path of Piper's tortoise, causing the tortoise to reel back and buck. Piper does her best to maintain control of her tortoise. She just barely loses her footing and finds herself crashing onto the dirt road beneath her.

    Farah can reattempt her Animal Handling check. The DC remains at 13.

    Piper takes 3 damage from her fall. She can mount her tortoise again with a DC 15 Dexterity Saving Throw. If successful, Piper can reattempt her Animal Handling check. On failure, Piper takes 4d6 + 4 piercing damage as the tortoise bites her.

     

  2.  

    This scenario is being run for the Blue Team with the following turn order:

    • Itasca Rosecliff
    • Sean Finn
    • Sabian Zexus
    • Teeli Th'Underfoot
    • Moricarn Cursewielder

    It is currently Sean's turn.

    Itasca has 2 stress.

    Sean has 1 stress.

    Sabian has 2 stress.

    Teeli has 1 stress.

     

     

     

     

    Show Event Card

     

    REINFORCEMENTS

    RIGHT NOW

     

    Add 1 Alliance Foot unit, 1 Alliance Missile unit, and 2 Alliance Mounted units to any flank. That flank becomes the active flank.

     

    BATTLE PHASE


    All-out battle.

    Activate commander powers at the start of this battle.

    After the battle, remove this card.

     

    Blue Training Ground: Turn 6

    Insert Image Here

    All-Out Battle

    All Unit Lines will engage in battle this turn.

    Commander Powers will be activated this turn.

     

     

    Show Battle and Adventure Tile Information

    Tomb

    • 2 DEX Draw 1 Equipment Card

     

    Rocky Path

    • Road extending from left to right

     

    Abandoned Fields

    • Road connecting the top left, bottom left, and bottom right corners

     

    Trail

    • Road extending from left to right

     

    Prairie

    • Road extending along the bottom from left to right

     

    Command Tent

    • 2 WIS Add the Reinforcements event card (11) to the bottom of the event deck. Flip this tile.

     

    Sacred Glade

    • 2 WIS Refresh 6 Alliance units on 1 battle tile. Flip this tile.

     

    Show Commander: Darrett Highwater

    DARRETT HIGHWATER

     

    hlXLUMR.png.da41afa7b0c49e8247345b33d98f5386.png

     

    ⚔️: Shake 2 units in any Dragon Army Line.

     

    DARRETT HIGHWATER

     

    hlXLUMR.png.da41afa7b0c49e8247345b33d98f5386.png

     

    SHAKEN

     

    Refresh this commander.

    [2 CHA]

     

    Show Commander: Raven Uth Vogler

    RAVEN UTH VOGLER

     

    1TjWYZD.png.18dc851b9be02da3c237bd5839109a7a.png

     

    ⚔️: Add 2 shaken units to any Alliance line.

     

    RAVEN UTH VOGLER

     

    1TjWYZD.png.18dc851b9be02da3c237bd5839109a7a.png

     

    SHAKEN

     

    Refresh this commander.

    [3 WIS]

     

    Show Commander: Grikan Ghar

    GRIKAN GHAR

     

    OEBo4H5.png.d3b6407b00aa4534bd89005822d5df1d.png

     

    ⚔️: Shake 2 units in the Alliance line with the most ready units.

     

    Show Commander: Lohezet of the Black Robes

    LOHEZET OF THE BLACK ROBES

     

    FsITYqq.png.33c5c7a3a1f925cb6b6e29c243bc963a.png

     

    ⚔️: Add 1 fire token to an Alliance line.

     

     

    Show Vile Champion: Tomb

    GOBLIN POISONERS

     

    YgXzqFe.png.6224b81eea1baa1e3496ede6e6d1ac72.png

     

    2

    CON

     

     

     

  3.    



    image.png.739a50a69b9e75b6f95c603a3d255c9c.png

     

    Statblock

    Aravari Revenmar
    Female Chaotic Good Human Cleric 1 / Ninja 2 // Rogue 2 / Swashbuckler 1
    Level 3, Init 3, HP 27/27, Speed 40 ft
    AC 16, Touch 16, Flat-footed 13
    Fort 4, Ref 8, Will 6, Base Attack Bonus 2   
    MW Kukri +4/+4 (1d4, 18-20/x2)
    MW Kukri +6 (1d4, 18-20/x2)
    Longbow (20 Arrows) +3 (1d8, x3)
    Abilities Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10
    Condition None

    Sneak Attack 1d6+3 Sudden Strike 1d6

    Ki/Day 8

     



     

    Aravari quickly gathers her things. Her search for supplies proved to be fruitless as the building had been picked clean by gnolls. Still, Aravari seems to be in higher spirits. After all, the sun has come up and the rain has cleared. All that's left to do is find the noble and not die in the process.

    "We should get going then," responds Aravari. "We don't want to waste any daylight. And we may get lucky and avoid any gnolls that still sleep."

    OOCNo significant action.

  4. For the Missile Line resolution, you have one of two options.

    • You can apply two hits to the Dragon Army missile line. (If chosen, how do you want to apply the hits?)
    • You can roll three battle dice and apply any hits to the Dragon Army missile line.

    For the Mounted Line resolution, the Dragon Army is applying two hits to the Alliance Missile Line. Do you want to apply Misdirection, have a hero absorb the hits, or have the units absorb the hits?

  5.  

    Commander Powers

    Commander powers were activated this turn.

    Raven adds two shaken units to the Foot Line of the Right Flank.

    Lohezet adds one fire token to the left side of the Mounted Line of the Right Flank.

    Turn 4: Commander Powers

    Sg1HjOp.png

     

    Show Dragon Army Foot Card

    MERCENARY GREATSWORDS

    RECRUIT

    Shake the Alliance commander.
    If they are already shaken, apply 3 hits to the line with the fewest units.

     

     

    Turn 4: Foot Line Battle

    1tldR6m.png

     

    Show Alliance Missile Card

    HARROWING FIRE

    RECRUIT

    Choose one:

    • Apply 2 hits to the Missile line.
    • Roll 3 battle dice. Apply hits to the Missile line.

     

     

     

    Turn 4: Missile Line Battle

    UBXZROU.png

     

    Show Dragon Army Mounted Card

    MERCENARY HORSE ARCHERS

    RECRUIT

    Roll 3 battle dice. Apply hits to the Missile line.

     

    Itasca elects to take both hits.

     

    Turn 4: Mounted Line Battle

    fPnax4n.png

  6. Melnop is able to find a table in the corner of the tavern with a nice window view.

    The patrons of the tavern seem to welcome the drinks with open arms and Quentin is able to locate several who react to his inquiries about the djinn. However, aside from the location of the djinn's market stall in the bazaar, they remain tight-lipped on anything else regarding the djinn or his challenge. Some of them make excuses as to why they can't share any information, some of them citing head injury as a reason not to remember certain details, some of them claim they are still hoping to challenge the djinn again and don't want to help any competition, and some outright refuse to share information altogether.

    The bar staff do not seem to know anything about the djinn or his challenge.

  7. Adan watches for the last of the adventurers to leave the paddock. "That's it!" he shouts. "These tortoises can be handful to lead, but with the right approach, even the most stubborn of them will follow directions from a capable handler." As the group of tortoises catch up to him, he turns his tortoise toward the thick of Jigow. "Getting them out of the paddock was the easy part. Now's about time we kick it up a notch. Take care not to run over any festival-goers."

    With that, Adan begins to lead the group around the corner and past the Dynasty Outpost, also known as the "Helter Skelter" and the chaotic environment Kryn officers use to deal with ornery youngsters - and not-so-youngsters - of the town. Just past the Helter Skelter is the Beefslab Butchers, the location of the arm-wrestling contest. The crowd isn't as packed as it was before, what with the contest having concluded, but a large group still remains as they continue to enjoy their bouts of gambling.

    "Make way!" yells Adan as he parts the throngs of festival-goers in the denser section of the route. People can be seen rushing to one side or another as to not get run over by Adan's tortoise and a wider path opens behind him for the rest of the group to follow.

     

    Everyone make an Animal Handling check. The DC for this check has been raised to 13.

    If you fail, make a Dexterity saving throw to avoid getting bucked off your tortoise.

     

  8. Wandile manages to grab hold of the reins and maintain his position until the tortoise settles down. However, the rest of the group seem to be waiting on Wandile and his tortoise to leave the paddock before continuing.

     

    Wandile, make a handle animal check.

     

  9.  


     


    image.png.121ffce6879168253a1c7d8aaba6f296.png

     

    Statblock

    Deianara
    Female Chaotic Neutral  Titan // Warlock
    Level 3, Init 1, HP 32/36, DR 1/Lawful, 1/Cold Iron, Speed 40ft
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 1, Will 4, Base Attack Bonus 3   
    Comet +9 (2d6 + 9, x3)
    Hideous Blow +9 (2d6 + 2d6 + 9, x3)
    Slam +9 (1d4 + 6, x2)
    Eldritch Blast +4 (2d6, x2)
    Chain Shirt (+4 Armor, +1 Dex, +3 Natural)
    Abilities Str 22, Dex 12, Con 18, Int 12, Wis 8, Cha 18
    Condition None

     



    Deianara smiles as she sees the large creature on the other side of the chasm. "Now things are starting to get interesting. How do we want to go about this? I can take the vanguard and keep them from crossing the bridge. The rest of us can pelt them from range."

    OOC: Deianara also has darkvision and can see invisible creatures from her Warlock class.

  10. As the adventurers ponder of magnificent titles to give their magical dwarven companion, they find themselves walking through one of the busier districts of Mar'Qedir. There are a variety of shops, from potions to arms and armors to general wares and more. It isn't long before they find a couple of passersby stumbling their way out of a nearby establishment.

    Inside, there are a handful of tables sprawled in front of a bartender and his bar. Staircases lead up to higher floors where, presumably, more tables and/or lodging would be located.

  11. Most of the tortoises seem to comply with their rider's wishes. They each make their way toward the paddock's exit, slowly, with a gentle swaying motion with each step taken.

    Wandile, however, seems to be struggling with his tortoise. Despite his best efforts, the tortoise refuses to listen. Suddenly, Wandile's tortoise rears back and attempts to buck Wandile off.

    Wandile, make a Dexterity Saving Throw.

     

  12.  



    image.png.121ffce6879168253a1c7d8aaba6f296.png

     

    Statblock

    Deianara
    Female Chaotic Neutral  Titan // Warlock
    Level 3, Init 1, HP 32/36, DR 1/Lawful, 1/Cold Iron, Speed 40ft
    AC 18, Touch 11, Flat-footed 17, Fort 7, Ref 1, Will 4, Base Attack Bonus 3   
    Comet +9 (2d6 + 9, x3)
    Hideous Blow +9 (2d6 + 2d6 + 9, x3)
    Slam +9 (1d4 + 6, x2)
    Eldritch Blast +4 (2d6, x2)
    Chain Shirt (+4 Armor, +1 Dex, +3 Natural)
    Abilities Str 22, Dex 12, Con 18, Int 12, Wis 8, Cha 18
    Condition None

     



    Deianara joins the others in the square room. "I wonder where the bridge is supposed to lead. This area is very peculiar. I wonder if the guards were aware of it before this incident began."

    OOC: Deianara also has darkvision and can see invisible creatures from her Warlock class.

  13.   



    image.png.739a50a69b9e75b6f95c603a3d255c9c.png

     

    Statblock

    Aravari Revenmar
    Female Chaotic Good Human Cleric 1 / Ninja 2 // Rogue 2 / Swashbuckler 1
    Level 3, Init 3, HP 27/27, Speed 40 ft
    AC 16, Touch 16, Flat-footed 13
    Fort 4, Ref 8, Will 6, Base Attack Bonus 2   
    MW Kukri +4/+4 (1d4, 18-20/x2)
    MW Kukri +6 (1d4, 18-20/x2)
    Longbow (20 Arrows) +3 (1d8, x3)
    Abilities Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10
    Condition None

    Sneak Attack 1d6+3 Sudden Strike 1d6

    Ki/Day 8

     



     

    Aravari sits across from Orcbolg, eating her rations with what's left of her waterskin. She is impressed by Orcbolg's mug, but otherwise says nothing. Aravari then considers looking for a water or wine source downstairs before they leave to explore the rest of the town.

    OOCNo significant action.

  14.  

    This scenario is being run for the Blue Team with the following turn order:

    • Itasca Rosecliff
    • Sean Finn
    • Sabian Zexus
    • Teeli Th'Underfoot
    • Moricarn Cursewielder

    It is currently Itasca's turn.

    Sean has 1 stress.

    Sabian has 2 stress.

    Teeli has 1 stress.

     

     

     

    Show Event Card

     

    RIGHT FLANK

    RIGHT NOW

     

    The right flank becomes the active flank.

     

    BATTLE PHASE


    All-out battle.

    Activate commander powers at the start of this battle.

     

    Blue Training Ground: Turn 6

    4HQvMdC.png

    All-Out Battle

    All Unit Lines will engage in battle this turn.

    Commander Powers will be activated this turn.

     

     

    Show Battle and Adventure Tile Information

    Tomb

    • 2 DEX Draw 1 Equipment Card

     

    Rocky Path

    • Road extending from left to right

     

    Abandoned Fields

    • Road connecting the top left, bottom left, and bottom right corners

     

    Trail

    • Road extending from left to right

     

    Prairie

    • Road extending along the bottom from left to right

     

    Command Tent

    • 2 WIS Add the Reinforcements event card (11) to the bottom of the event deck. Flip this tile.

     

    Sacred Glade

    • 2 WIS Refresh 6 Alliance units on 1 battle tile. Flip this tile.

     

    Show Commander: Darrett Highwater

    DARRETT HIGHWATER

     

    hlXLUMR.png.da41afa7b0c49e8247345b33d98f5386.png

     

    ⚔️: Shake 2 units in any Dragon Army Line.

     

    DARRETT HIGHWATER

     

    hlXLUMR.png.da41afa7b0c49e8247345b33d98f5386.png

     

    SHAKEN

     

    Refresh this commander.

    [2 CHA]

     

    Show Commander: Raven Uth Vogler

    RAVEN UTH VOGLER

     

    1TjWYZD.png.18dc851b9be02da3c237bd5839109a7a.png

     

    ⚔️: Add 2 shaken units to any Alliance line.

     

    RAVEN UTH VOGLER

     

    1TjWYZD.png.18dc851b9be02da3c237bd5839109a7a.png

     

    SHAKEN

     

    Refresh this commander.

    [3 WIS]

     

    Show Commander: Grikan Ghar

    GRIKAN GHAR

     

    OEBo4H5.png.d3b6407b00aa4534bd89005822d5df1d.png

     

    ⚔️: Shake 2 units in the Alliance line with the most ready units.

     

    Show Commander: Lohezet of the Black Robes

    LOHEZET OF THE BLACK ROBES

     

    FsITYqq.png.33c5c7a3a1f925cb6b6e29c243bc963a.png

     

    ⚔️: Add 1 fire token to an Alliance line.

     

     

    Show Vile Champion: Tomb

    GOBLIN POISONERS

     

    YgXzqFe.png.6224b81eea1baa1e3496ede6e6d1ac72.png

     

    2

    CON

     

     

     

  15.  

    Commander Powers

    Commander powers were not activated this turn.

    Turn 4: Player's Results

    yQiHVQV.png

     

    Show Dragon Army Missile Card

    GOBLIN FIRE ARROWS

    RECRUIT

    Apply 3 hits to the Mounted line.

    Shake the Alliance Commander

     

     

    Turn 4: Missile Line Skirmish

    daF3gZG.png

     

  16. Once the dining hall runs out of food, the adventurers decide to take a look around the city. Lady Amina tells the adventurers the djinni can be seen at the bazaar. She also reminds them Infernix can be found deeper within the bazaar where those of elemental ancestry can be found. The adventurer's guild and various weapon, armor, and magic shops can be found in a separate district near the bazaar. Some minor bureaucratic buildings and other affluent families can be found in Lady Amina's district, while the most affluent families and the major bureaucratic buildings are in the aristocrat's district near the center of the city. Temples to Anor-Akim are littered throughout the city. Minor temples to foreign deities can be found in the adventurer's district.

  17. Once all the adventurers are seated on a tortoise, Adan climbs onto the back of a larger tortoise outside the paddock. With a yell and a hand signal, Adan begins to lead the group of tortoises out of the paddock.

     

    Everyone make a Wisdom (Animal Handling) check.

     

  18.    



    image.png.739a50a69b9e75b6f95c603a3d255c9c.png

     

    Statblock

    Aravari Revenmar
    Female Chaotic Good Human Cleric 1 / Ninja 2 // Rogue 2 / Swashbuckler 1
    Level 3, Init 3, HP 27/27, Speed 40 ft
    AC 16, Touch 16, Flat-footed 13
    Fort 4, Ref 8, Will 6, Base Attack Bonus 2   
    MW Kukri +4/+4 (1d4, 18-20/x2)
    MW Kukri +6 (1d4, 18-20/x2)
    Longbow (20 Arrows) +3 (1d8, x3)
    Abilities Str 10, Dex 16, Con 14, Int 10, Wis 16, Cha 10
    Condition None

    Sneak Attack 1d6+3 Sudden Strike 1d6

    Ki/Day 6

     



     

    "We should probably take the opportunity to rest and wait out the rain. If what Kella says is true, then the weather should clear up tomorrow. It should be safer than wandering about in the dark."

    OOCNo significant action.

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