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Edge of Anarchy: Harrowing Fortunes


Zen Gypsy

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Lira Esmeranda - Half-Elf Thaumaturge 1 applicationPathbuilder sheetspacer.png


AC: 17 | HP: 17/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions:


As Carthen gets the fight started, Lira takes an inquisitive look at Lamm's halfling underling, sizing him up before moving in closer to strike at him with her starknife.

 

 

 

 


OOC

EDIT: I forgot about Inspire Courage, so the attack and damage rolls from my Strike should each get an additional +1.

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement (not lit at this time)


Action 1: Exploit Vulnerability against Hookshanks the halfling. See roll attached to post, it is against a standard DC for Hookshanks' level. Because of the Diverse Lore feat: "when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check."

Action 2: Stride to move 10ft to be adjacent to Hookshanks.

Action 3: Strike, with Implement's Empowerment granting 2 additional damage per weapon damage die. See roll attached to post.

ACTIONS
Strike (Starknife) action_single_black.png?v=dm-1 +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die) (the +2 damage is from Implement's Empowerment)
Exploit Vulnerability action_single_black.png?v=dm-1 Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it.

Lantern Initiate Benefit

While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).

The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.

     

 

 

Edited by Keante
inspire courage adds +1 to attack/damage (see edit history)
Name
Exploit Vulnerability (Esoteric Lore) vs Hookshanks
24
1d20+7 17
Strike vs Hookshanks
21; 4
1d20+6;1d4+2 [15]; [15,2]
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spacer.png Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet

From Ionacu there was a strong empathic message to Bran, one they had practiced before, and there was a distinct and loud, "Get him, go! go!" and a pointing finger at the enemy in the doorway as much for the watchers on the roofs as much as anything else to indicate the attack was underway.

In response the raven dived down from the roof top to appear suddenly squawking and screeching above the half-orc Hookshanks, the black raven in the minds eye now appearing twice it's normal size, all claws and flapping wings.

"Be... cRRaaWWW... AFRAID!!!" Bran screeched.

 

OOC Actions: Bran to move to the square above the half-orc spun out the door by Carthen and use the Intimidate skill to demoralise.

 

Name
Bran Intimidate
11
1d20+5 6
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spacer.pngAquila | HP 20/20 | AC 17 | Fort +9 Ref +7 Will +3 | Speed: 25 | Perception: +3
Hero Points: 1/3 | Kinetic Gate: Closed
| Conditions: None | Effects: N/A


As the action springs forth from their attempt at deception, Aquila wastes no time moving into her proper place. She steps back from the halfling scoundrel - his very presence is repulsive enough even if he weren't a potential threat. As she steps, Aquila concentrates on the inherited elemental powers she possesses, channeling pure elemental energy. Winds whip around her, fat droplets of water spray, and electricity crackles through her body. With some breathing room now between her and Hookshanks, Aquila first hurls a chunk of hail hurtling toward the halfling, followed by a surge of electricity.


OOC & Actions

Action 1: Step 5-ft away from the door (5-ft. to the left, away from Hookshanks)
Action 2: Channel Elements - Kinetic Gate is open, and I get a 1 action elemental blast - Cold (1d8) Ranged attack
Action 3: Elemental Blast - Electricity (1d6), -5 MAP

-edit-
Forgot Inspire Courage. Add +1 to attack and damage (so, 8 cold damage)

 

Edited by VennDygrem (see edit history)
Name
Elemental blast (cold) Attack
23
1d20+7 16
Cold Blast
7
1d8 7
Elemental blast (Electricity)
12
1d20+2 10
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token_1.png.89de49c37e89361f2a64c21ee7e4cefd.pngCaltrix Nimblesquirl
Twilight Halfling; Acrobat; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith'


 

HP: 15/15 AC:17: Explorer's | Speed: 25' |Senses: Low-light vision; Keen Eyes | Lang: Common; Halfling; Gnome; Varisian

Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 |

| Skills | Attributes | Attacks | Sneak Atk Dmg |Hero Pts.: 2


Caltrix_HeroForge.png.420877772c107e646505809a6af16979.png

Fishery Round 2:

"Get him, go! go!" 

Caltrix drops/shoves the anchor and then attempts to regain the Hidden condition.

 

image.png.9c353d20b58ccab182af970caadc77b0.png

OOC

Action #3: Hide (Stealth). Result is the Stealth Check sans any modifiers for applicable Cover.

 

ACTIONS

1. Interact to grab the anchor.

2. Whatever Action fits dropping/heaving the anchor (Release? Shove?).

3. Hide (Stealth).

 


 

 

 

Edited by Vedast (see edit history)
Name
Hide (Stealth) no modifiers
26
1d20+7 19
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valerica_token.png.64345f8b064136895064b2bf1502d39e.png

valerica_token.png.e58cedf2440011268fe1fab4486aa012.pngValerica Radache
Human
Precision Ranger 1 'The Owl'
Pathbuilder Sheet


HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven

Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 2


And just like that, things were in motion. As the halfling next to her moved to drop the anchor, Valerica remained focused on the woman prowling the docks below, gauging her reaction. If her next movements proved to be hostile, Valerica would keep her pinned down.

 

OOC

Basically, my intent here is to study the female prowling the docks. When Caltrix releases the anchor, if I have reason to believe that the female is hostile, I'd like to attack. Otherwise Valerica will try to remain quiet and get across the rope between our rooftop and the main warehouse rooftop.

 

ACTIONS

Free Action: Delay Action (to see woman on docks' reaction to anchor falling)

Action 1: Society check (on woman on docks) to determine who she is as she comes more into view after anchor falls

If woman appears hostile:

Action 2: Hunt Prey (target: woman on docks)

Action 3: Hunted Shot (target: woman on docks)

2 attacks: first that hits gains additional 1d8 precision damage

If woman doesn't appear hostile/Valerica can't tell:

Action 2: Stride (to rope)

Action 3: Balance (to get across rope)

 

Name
Society
16
1d20+3 13
Hunted Shot (1st attack)
8
1d20+7 1
Damage (1st attack)
3
1d6 3
Hunted Shot (2nd attack)
9
1d20+2 7
Damage (2nd attack)
4
1d6 4
Precision damage (first attack that hits)
2
1d8 2
Balance (acrobatics)
25
1d20+7 18
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Posted (edited)

In the thick of a rapidly escalating brawl within the fishery's damp walls, chaos reigns supreme. Carthen, with agile grace, barrels into Hookshank, aiming to turn the halfling's momentum against him by pushing him toward the awaiting hands of his allies at the door. The air crackles with tension as Ihrin, rallying her companions with a rousing battle anthem, brandishes her rapier in a deft display of defiance. Her shield intercepts a vicious swipe from Hookshank's dagger just in time. Lira, her lantern casting erratic shadows in the dim room, blinds Hookshank with a sudden flare of light. She seizes the moment to drive her starknife deep into his side. Bran, Ionacu’s familiar, adds to the cacophony with caws that, while failing to demoralize Hookshank, momentarily draw his ire.

Amidst the storm's fury outside, Aquila channels the tempest's wrath into a concentrated assault. A formidable ice shard slams into Hookshank, staggering him just as he reels from Lira’s unexpected strike. A sizzling bolt of electricity narrowly misses him, fizzling out in the charged atmosphere. Hookshank retaliates with cunning, slipping past Lira to trip her, sending her crashing to the ground. He lunges with his dagger in a frenzied thrust, but the quick-thinking thaumaturge narrowly evades the attack, rolling aside in the nick of time.

On the fray's periphery, Grakk makes a bold attempt to throw Carthen into a trough of fish waste. Thwarted, he resorts to his hatchet, leaving a stinging cut on Carthen’s arm. A retaliatory punch from Carthen sends Grakk reeling, marking the brawl's escalation.

Tarth, with his imposing presence, enters the fray purposefully. His massive arms ensnare Ihrin in a bear hug, his intent clear: to immobilize and overpower, adding a dire new threat to the already chaotic encounter.

The orphans, seizing the tumult as their chance to escape, transform the battleground. Their desperate calls and frantic dashes through the main room make the floor—a slick canvas of fish offal and detritus—even more treacherous. Amidst this, a menacing voice from the fishery's depths attempts to cow the fleeing children, but it's just another thread in the fray's cacophonous tapestry.

Outside, Caltrix and Valerica, alerted by the battle's din, witness the chaos unfold below. Caltrix's strategic use of a rusted anchor against the skiff draws Sienna Voss’s attention. The fire-haired enforcer, known for her merciless skill, opts for caution after narrowly escaping Valerica's arrows, retreating into the dock's shadowy underbelly and hinting at a tactical regrouping rather than outright surrender.

Fishery, Rnd 3

OldFisheryRnd3.png.10f6bf15857f0bb84eeb30e124a37b4a.png

  • Carthen Moves & Shoves Hookshank (Success)
  • Ihrin Casts Lingering Performance (Inspire Courage), Draws Rapier & Casts Shield
  • Lira Exploits (Success; No Weakness; Personal Anithesis 3), Attack Success (4 dmg, 3 Weakness, +1 Inspire Courage)
  • Ionacu (Bran) Moves; Demoralizes (Failure; Hookshank immune)
  • Aquila (Activates Gate; Free Action Blast (Success; 8 Cold); Elemental Blast (Miss)
  • Caltrix (Drops Anchor (19 used for Athletics Check, Original edited Stealth check used to Hide)
  • Valerica (Society Check (Success; Hunt Prey; Hunted Prey (Miss; Miss))

  • Hookshank [Reaction, Attack of Opportunity vs Ihrin (Interact to Draw Rapier); Miss (due to Shield Bonus)]

  • Hookshank: Demoralize (Lira; Fail), Trip (Lira; Critical Success), Strike (Lira; -5 MAP; Fail)
  • Grakk (Shove Carthen (Fail); Interact to Draw Hatchet (Draws AoO; Success, 4 Non-lethal); Throw Hatchet (-5 MAP; Success, 8 damage))
  • Tarth (Stand, Stride, Grab (Ihrin; Critical Success))
  • Sienna (Balance, Balance, Interact)

Summary:

  • Ihrin: Restrained
  • Lira: Prone
  • Sienna: Last seen bow of derelict trawler (Hidden, not Undetected)

Inside: All squares are considered Difficult Terrain due to movements of orphans fleeing captivity.

 

Players are up.

 

Edited by Zen Gypsy (see edit history)
Name
Hookshank (AoO vs Ihrin (Interact Trigger))
16
1d20+7 9
Hookshank (Demoralize vs Lira's Will DC (+1 re: Inspire Courage)
8
1d20+6 2
Hookshank (Athletics (Trip) vs Lira Ref DC)
26
1d20+7 19
Trip (Critical Success; Blunt damage)
6
1d6 6
Hookshank (Strike vs Lira's AC (Prone; Flatfooted); -5 MAP)
14
1d20+2 12
Grakk (Athletics (Shove) vs Carthen Fort DC)
16
1d20+6 10
Carthen (AoO vs Grak AC; Unarmed)
23
1d20+8 15
Carthen (Unarmed Strike; Blunt; Non Lethal)
4
1d4+3 1
Grak (Hatchet Stike vs Carthen AC (-4 MAP))
20
1d20+2 18
Grakk (Hatchet Strike; Slashing dmg)
8
1d6+3 5
Tarth (Grapple vs Ihrin Fort DC)
26
1d20+7 19
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Carthen

PhotoRoom-20240130_094901.png.46e0d3ae92f14f870315ca895482eb06.png

Things crank up a notch within the room. What started out a fairly standard space has quickly dissolved into cramped, embattled quarters. The axe bites into Carthen's arm and he yells in pain even as he feels the other half-orc brush in behind him to assault Ihrin. Knowing that his short timed comrade has put their lives in his hands he attempts to shoulder check Tarth away.

He follows along and pushes out with both hands at Tarth, removing them from Ihrin, giving them some breathing room. He takes a moment to draw out his light hammer, the handle resting easy in his hand from all the times of breaking kneecaps.

 

OOC and Actions

Carthen Brisbane-------------------------
HP: 12 (20 base)
AC: 17

===== Reactions =====


===== Actions =====
Shove
Strike -4
Strike -8

Ongoing Effects and Daily Use Things

Ongoing Effects:
 


Remaining Resources:

 

 
Edited by Whitehart09 (see edit history)
Name
Shove (Athletics)
17
1d20+6 11
Unarmed Strike Grakk
21
1d20+5 16
Unarmed Damage
5
1d4+3 2
Unarmed Strike Grakk
6
1d20+1 5
Unarmed Damage
7
1d4+3 4
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Ihrin
spacer.png


Human• Entertainer • Maestro Bard 1
Medium • Chaotic Good • Humanoid

AC: 16 | HP 18/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 | Focus Point: 0/1

Ihrin barely has a chance to realize she'd been grabbed before Carthen had slammed Tarth away. Nodding her thanks, she sang as she stabbed with her rapier towards Hookshanks. "Three on one you loathsome beast, for the rats you'll make a fine feast."


Actions:

OOC

Action 1: Use Demoralize on Hookshank

Action 2: Attack Hookshank with Rapier

Action 3: Cast Shield

 

Name
Demoralize attempt
14
1d20+7 7
Attack with the Rapier
7
1d20+5 2
Damage
4
1d6 4
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spacer.pngAquila | HP 20/20 | AC 17 | Fort +9 Ref +7 Will +3 | Speed: 25 | Perception: +3
Hero Points: 1/3 | Kinetic Gate: Open
| Conditions: None | Effects: Inspire Courage


With her ice blast hitting its mark, Aquila decides it's best not to mess with fate. Clearly the halfling and chunks of ice get along splendidly, so she introduces him to some more. Ice coalesces above her open hand, which she then sends hurtling toward the halfling ruffian. She then reaches behind her back, grabbing her shield so that it's ready to raise if things get hairy.

With everything falling into chaos, it helps Aquila to focus on what she can control: the elements of air and water, as well as her own safety and well-being. That said, should anyone need emergency rescue, she's ready to charge in and lend a healing hand.

 


OOC & Actions

Action 1 & 2: Ranged Elemental Blast :TwoActions: vs. Hookshanks (1d8+5 cold damage on hit)
Action 3: Interact to retrieve stowed shield.

 

Name
Impulse Attack vs. Hookshanks
27
1d20+8 19
Cold blast damage
8
1d8+5 3
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valerica_token.png.64345f8b064136895064b2bf1502d39e.png

valerica_token.png.53c4f387b5495968a129b6d52609143d.pngValerica Radache
Human
Precision Ranger 1 'The Owl'
Pathbuilder Sheet


HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven

Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 2


While her arrows hadn't hit their mark, they had succeeded in chasing the woman below back underneath the docks. Valerica considers dropping from the rooftop to chase her quarry, but the sounds of escalating battle from inside the fishery press more heavily on her. "Let's leave her for now," she tells Caltrix, before moving towards the rope they had tied off. Hopefully she can find a perch on the fishery rooftop where she provide some support for those fighting within.

OOC

Not much I can do here since the tightrope breaks up my movement, but I'll look at getting into an advantageous position for next round.

 

ACTIONS

Action 1: Stride (to rope)

Action 2: Balance (to get across rope) - will use hero point if it is the difference between failure and success

Action 3: Stride (to find a window or vantage point looking down into the fishery)

 

Edited by Gnaws (see edit history)
Name
Balance (acrobatics)
10
1d20+7 3
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token_1.png.89de49c37e89361f2a64c21ee7e4cefd.pngCaltrix Nimblesquirl
Twilight Halfling; Acrobat; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith'


 

HP: 15/15 AC:17: Explorer's | Speed: 25' |Senses: Low-light vision; Keen Eyes | Lang: Common; Halfling; Gnome; Varisian

Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 |

| Skills | Attributes | Attacks | Sneak Atk Dmg |Hero Pts.: 2


Caltrix_HeroForge.png.420877772c107e646505809a6af16979.png

Fishery Round 3:

"Let's leave her for now,"

Though a quick glance revealed that the plunging anchor had likely wrecked the small skiff, the rest of the little thief's hopes for an ambush had come to naught.

Caltrix was a bit concerned at not dealing with Daggergirl, but she told herself:

Don't leave my wingman.

image.png.9c353d20b58ccab182af970caadc77b0.png

OOC

I'm not sure how to narrate her crossing the rope: she could "climb" using Athletics at +2 or "balance" using Acrobatics at +7 (and the Steady Balance feat). So for Action #2, I'll have her simply "cross via the rope" and ask GM to apply whichever the Character would judge to be her better chance, since in this case, the character would know more than the Player. So just a bare d20 result will be rolled.

 

ACTIONS

1. Stride 10' west to the rope.

2. Cross via the rope (see OOC). Bare d20 roll as noted above.

3. Stride to follow Valerica.

 


 

 

 

Edited by Vedast (see edit history)
Name
Crossing via the rope (bare D20 as above)
14
1d20 14
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Lira Esmeranda - Half-Elf Thaumaturge 1 applicationPathbuilder sheetspacer.png


AC: 17 | HP: 11/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions:


Her shoulder smarts from the hard fall after Hookshanks tripped her, but Lira gets back up quickly and makes two more attempts to stab him with her starknife.

 

 

 

 


OOC

...

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement


Action 1: Stand to end Prone's -2 to attack rolls as well as the accompanying Off-Guard's -2 AC.

Action 2: Strike Hookshanks. Attack: +6 usual +1 inspire courage; Damage: +2 implement's empowerment +1 inspire courage +3 personal antithesis

Action 3: Strike Hookshanks. Attack: +6 usual +1 inspire courage -4 MAP; Damage: +2 implement's empowerment +1 inspire courage +3 personal antithesis

ACTIONS
Strike (Starknife) action_single_black.png?v=dm-1 +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die) (the +2 damage is from Implement's Empowerment)
Exploit Vulnerability action_single_black.png?v=dm-1 Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it.

Lantern Initiate Benefit

While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).

The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.

     

 

 

Name
first attack
19; 7
1d20+6+1;1d4+2+1+3 [12]; [12,1]
second attack
14; 7
1d20+6+1-4;1d4+2+1+3 [11]; [11,1]
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Posted (edited)

In the midst of the chaotic brawl, Carthen successfully breaks free from Tarth's grasp, shoving the enraged enforcer away from Ihrin. However, as he maneuvers through the crowd of scrambling urchins, he feels the sharp sting of Hookshank's knife slipping between his ribs, causing a sharp intake of breath and a surge of pain. Tarth, now free to act, flies into a frenzy, spittle flying from his roars as he draws a heavy iron morning star. But Carthen, undeterred by his injuries, swiftly retaliates with his light hammer, smashing Tarth's shoulder to gravel. Despite the pain, Tarth presses on, delivering a brutal blow with the morning star to Carthen's abdomen.

Meanwhile, Ihrin's attack on Hookshank pierces him with a shard of ice, causing him to collapse instantly. With her immediate threat neutralized, Lira regains her footing and focuses her attention on the orc enforcer across the room. As Bran lands on her shoulder, the starknife begins to hum with arcane power, and she looses it towards Grakk, striking him deeply before Bran deftly grabs the weapon in its hooked talons.

In response, Grakk roars ferociously at Lira, stunning her momentarily before rushing forward and slamming his hatchet into her thigh. As the far door opens to reveal a cluttered office stacked with books, a man dressed in a faded noble's robe enters, his hand slipping beneath his robe to retrieve a glass vial swirling with noxious fumes. He hurls it towards the gathered combatants, but Ihrin's arcane ward protects her, causing the vial to shatter harmlessly. However, the lingering fears and doubts from the noxious fumes leave a haunting sensation in the minds of those present.

Meanwhile, on the rooftop above, Valerica and Caltrix deftly navigate across the swaying rope, their movements guided by determination and focus. As they reach the skylight, they peer through the grimy glass and observe a scar-faced overseer with a whip in hand, moving towards the source of the commotion at the front of the fishery. Directly below the skylight, a large vat containing a slurry of offal, rotting fish, and river water simmers ominously, fueled by the furnace beneath.

Fishery, Rnd 4

FisheryRnd4.png.482376ba846c179935fcc5d685caf9ac.png

  • Carthen Shove Tarth (Success; Stride 5' W), Shove Tarth (Success; Stride 5' NW)
  • Ihrin Demoralize Hookshank (Fail), Attack Hookshank (Miss), Cast Shield
  • Aquila Impulse vs Hookshank (Crit; 16 damage, Hook shank down), Retrieve Shield
  • Valerica (Balance) (Fail; Success), Stride x2 to Skylight
  • Caltrix Stride, Balance (Crit Success), Stride
  • Lira Stand Up (Actions re-ordered, Analyze Weakness (Grakk; Success) then apply 1st attack), Analyze Weakness (+7), Attack (Thrown) Grak (Success, additional +d4 re: Magic Weapon; 2 addt'l, total 9 damage Grakk)
  • Ionacu Cast Magic Weapon, Command Bran to retrieve Lira's Star
  • Bran Strides; Interact to Retrieve Starknife

  • Hookshank AoO vs Carthen's 2nd follow up Stride (Hit; Carthen takes 5 Dmg)
  • Tarth: Rage; Draws Morning Star (Incurs AoO from Carthen; Critical Hit, Tarth takes 18 damage); Attacks Carthen (Hit; Carthen takes 9 damage)
  • Grakk: Demoralizes Lira (Critical Success; Lire  Frightened 2, Strides, Strike w/Hatchet (Success; Lira takes 9 damage)
  • Bookkeeper Balko Strides to Office door; Interacts; Quickbomber (Dread Ampule); Miss (Carthen, Ihrin, Lira & Grokk take 1 Mental Splash damage)
  • Overseer Ruffio: Strides x3 to finish movement at bottom of stairs
  • Voss: Stride x 3 up through boat onto exterior walkway

  • Rooftop team, it's an interact to open the skylight & jump 10 feet down, however, you can jump into the slurry and take no damage. However, would need to then climb (Athletics DC 12) out of the vat. You can try to land on the edge of the vat (without catfall, you would take five damage, and then (assuming a successful DC 20 Acro check), drop to the floor. A fail will result in a fall into the Slurry.
  • Additionally, Lira, we will assume Bran drops the Starknife in your square next turn, so just an interact to pick up.

 

Edited by Zen Gypsy (see edit history)
Name
Lira [Magic Weapon addt'l Wpn die]
2
1d4 2
Hookshank (AoO vs Carthen [trigger Shove followup])
19
1d20+7 12
Hookshank Damage [Piercing]
5
1d4+4 1
Lira [Analyze Weakness vs Grokk; +7]
20
1d20+7 13
Carthen AoO vs Tarth [Trigger, Interact (Draw Weapon)
25
1d20+8 17
Light Hammer vs Tarth [Blunt]
9
1d6+3 6
Tarth Morning Star Strike vs Carthen
19
1d20+7 12
Morning Star [Piercing]
8
1d6+6 2
Grakk Demoralize vs Lira Will DC (+1 re: Inspire Courage)
25
1d20+5 20
Hatchet Strike vs Lira (Frightened 2)
16
1d20+6 10
Hatchet [Slashing]
9
1d6+3 6
Bookkeeper Balko [Dread Ampule vs Ihren]
11
1d20+5 6
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spacer.pngAquila | HP 20/20 | AC 17 | Fort +9 Ref +7 Will +3 | Speed: 25 | Perception: +3
Hero Points: 1/3 | Kinetic Gate: Open
| Conditions: None | Effects: Inspire Courage


Aquila smirks as Hookshanks gets knocked out from her elemental shard of ice, blissfully ignorant that the man lays dead by her head and not simply knocked out cold. The tumult is too frantic for her to fully notice, evidenced by the extreme violence perpetrated upon her allies.

The sylph woman sees Lira take massive hits and her protective instincts kick in. She steps up behind the harrowed girl and lays a hand on her, channeling the waters of the living, elemental sea to soothe her wounds. She thinks for a moment to pull her shield close to avoid attacks, but drawing attention is exactly what she needs to do.

"You know, there are better ways to get a lady's attention than showering her with your foul spittle and burying an axe in her leg. Have you tried fresh flowers? No? Shocking!"

Channeling the storms roiling just beyond her kinetic gate, she draws up a hand, collecting a swirling orb of electricity, then looses the energy toward Grakk.


OOC & Actions

Action 1: Step:OneAction: 5' down (adj. to Lira)
Action 2: Ocean's Balm:OneAction:on Lira - Heal 1d8 hp and she gains Resist 2 to fire for 1 minute.
Action 3: Elemental Blast:OneAction: vs. Grakk - 1d6 electricity damage on hit.

 

Name
Ocean's Balm: Heal Lira
8
1d8 8
Elemental Blast: Attack Grakk
28
1d20+8 20
Electric Damage (pre-crit)
4
1d6+1 3
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token_1.png.89de49c37e89361f2a64c21ee7e4cefd.pngCaltrix Nimblesquirl
Twilight Halfling; Acrobat; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith'


 

HP: 15/15 AC:17: Explorer's | Speed: 25' |Senses: Low-light vision; Keen Eyes | Lang: Common; Halfling; Gnome; Varisian

Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 |

| Skills | Attributes | Attacks | Sneak Atk Dmg |Hero Pts.: 2


Caltrix_HeroForge.png.420877772c107e646505809a6af16979.png

Fishery Round 4:

"Let's get in this fight," said Caltrix with some asperity - all self-directed - annoyed with herself for having thought that these thugs would run rather than face a determined foe directly. Her plans to cut off that retreat had come to naught.

I'll drop down first, Valerica. You can follow or fire at "Fabio" there as you see fit.

============

SPLASH -- just narrowly avoiding hitting her head on the edge of the vat: halflings have all the luck.

============

After quickly pulling herself out of the vat into which she fell and dropping down (see below), she draws her rapier.

Looking and feeling much like a bedraggled and quite angry cat, both in pathetic appearance and foul temper, the drenched halfling calls out to the figure (Rufio?) at the foot of the stairs.

Hey there! Fabio!

Perhaps the distraction might provide a bit of 'cover' to allow Valerica a chance to Act as she chose? she thought.

 

image.png.9c353d20b58ccab182af970caadc77b0.png

OOC

Based on Discord discussion with GM, Caltrix can Interact to open the skylight and drop in the same Action. DC = 20 Acrobatics Check to land on the vat edge. DC = 12 Athletics Check to climb out of the vat if that fails.

 

ACTIONS

1. Interact to open skylight and drop down. => failed. Used Halfling Luck feat to obviate the critical failure.

2. Athletics Check to climb out => success. (Per GM clarification, she drops to the floor using Cat Fall feat to mitigate damage as part of the 'climb out' Action.

3. Interact to draw rapier at the foot of the vat probably in the same square as her icon is currently, only the level down.

 

 


 

 

 

Edited by Vedast (see edit history)
Name
DC = 20 Acrobatics Check to land on vat rim
8
1d20+7 1
Reroll using Halfling Luck
17
1d20+7 10
DC = 12 Athletics Check to climb out
15
1d20+2 13
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