Jump to content

Edge of Anarchy: Harrowing Fortunes


Zen Gypsy

Recommended Posts

Carthen

PhotoRoom-20240130_094901.png.46e0d3ae92f14f870315ca895482eb06.png

Carthen hisses with the knife in his ribs but powers forward, delivering a fierce hammer blow to the much larger Tarth. The swell of battle prowess was short lived however as Tarth's retaliatory morningstar strike rams into Carthen, dropping the half-orc to ground.

 

OOC and Actions

Carthen Brisbane-------------------------
HP: -1 (20 base)
AC: 17

===== Reactions =====


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

Ongoing Effects and Daily Use Things

Ongoing Effects:
 


Remaining Resources:

 

 
Link to comment
Share on other sites

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 groans as the explosion of alchemy spills liquid on her skin, pain bursting across her mind. She tries to stab the Grakk in the throat while turning to yell at the man chucking alchemy all over the place. "With aim like that you might as well come in and try to punch us instead, unless you're worried about joining your already dead friend."


Actions:

OOC

Action 1: Attempt to stab Grakk

Action 2: Use Bon Mot on the Bookkeeper

Action 3: Intimidate the Bookkeeper

 

Name
Rapier Stab
16; 4
1d20+5;1d6 [11]; [11,4]
Bon Mot Diplomacy Check
9
1d20+7 2
Intimidate Check
19
1d20+7 12
Link to comment
Share on other sites

valerica_token.png.64345f8b064136895064b2bf1502d39e.png

Valerica Radache
Human
Precision Ranger 1 'The Owl'
Pathbuilder Sheet


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

Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 1


As the halfling throws open the window and jumps through, Valerica takes a moment to find the best angle, focuses in on her target, and fires.

 

OOC

Since Valerica is on the end of the skylight, I'm taking a step if needed, to move above or below the skylight on the map in order to find the best angle to fire on the enemy in the lower room.

 

ACTIONS

Action 1: Step

Action 2: Hunt Prey on Overseer Ruffio

Action 3: Hunted Shot; first shot that hits deals precision damage (as per Discord, Ruffio's partial cover is negated by flat-footed; unless my 5 foot step manages to negate the partial cover, but unlikely)

 

Name
Strike 1
20
1d20+7 13
Strike 2
26
1d20+7 19
First damage
2
1d6 2
Second damage
1
1d6 1
Precision damage
1
1d8 1
Deadly [d10]
3
1d10 3
Link to comment
Share on other sites

spacer.png Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet

There was a concerned hop back and forth as Ionacu tried to think of the best thing to do with the limited view he had of what was going on inside. Then the emergence of the bookkeeper and the shattered thrown vial that he could see through the open doorway made his options easy for him.

There was a twirling finger and a quick spoken word. One of the shards of glass from the vial shot off the floor straight at its former possessor with all the force of a primed and cocked crossbow.

It was a palpable hit, with the razor sharp glass edge leaving a deep bloody gash.

Ionacu blinked in surprise to see the man gasp, then slide to the floor clutching his throat. He had little time to ponder his own actions though and moved over to get behind Ihrin to get a clearer view of just what was going on inside.

 

OOC Actions:
2 action attack: telekentic projectile at Balko.
Move towards the city side of Ihrin so there is some line of sign inside to see the rest of the protagonists.

 

Edited by Thramzorean (see edit history)
Name
Telekinetic Projectile to Hit
26; 10
1d20+7;1d6+4 [19]; [19,6]
Daze damage if using remastered version
4
1d6 4
Link to comment
Share on other sites

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


AC: 17 | HP: 9/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions: Frightened 2


Lira's heart is racing now with fear and pain from Grakk's assault. But her new allies still stand with her, and much of her wound is already alleviated by Aquila's magic. She picks up her starknife again from where the raven dropped it beside her, and she tries to end Grakk's life before he can do the same to her.

 

 

 

 


OOC

...

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement


Action 1: Interact to pick up starknife.

Action 2: Strike Grakk.

Action 3: Strike Grakk with -4 MAP.

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
1st Strike
10; 15
1d20+6+1-2;2d4+4+1+3 [5]; [5,4,3]
2nd Strike
8; 14
1d20+6+1-2-4;2d4+4+1+3 [7]; [7,2,4]
Link to comment
Share on other sites

Posted (edited)

Chaos swirls around the fishery, as orphans, pick pockets and cut purses rush towards open doors, or deeper into the fishery looking to scamper away from the violence that rages around them. Even as they surge past Aquila, a literal storm begins to swell, damp air forming into veritable clouds, arcs of lightning crackle as she pushes out her anger and fury, unleashing it in Grakk's direction. A snap, a brief, but blinding flash of lightning, and the enforcer slumps to the ground like a piece of chapped wood, wisps of smoke curling up from his eye sockets.

However, even as their foe drops, so to does their companion, Carthen dropping to the floor after a vicious reprisal from the raging tattooed brawler, Tarth. However, the young orc blooded street tough tenaciously clings to life, crawling, feebly along the floor. Tarth, still frothing, laboriously advances, Ihrin, snarls a few words at the raging man, causing his next steps to falter, using that moment, she thrusts forward, her slim rapier biting deep of the big man's prodigious stomach, blood staining his broad leather belt. In a grim reprisal, he reaches out grabbing the young bard by the tunic, pulling her forward and slamming his broad forehead down into the bridge of her nose, causing stars to erupt in her feild of vision, as she is wracked by pain. As Lira steps in to try to take advantage of the situation, her blade misses the mark as Tarth pins Ihrin against the wall, however, by stepping deeper into the offices, she clears a path for Ionascu, who rushes in invoking an arcane spell, gathering shards of glass and crockery, sends them hurling towards the bookeeper, piercing his torso in several places as the worn brocade of his vest darkens with his life's blood, the man slumping to the floor.

On the fishery's working floor, Caltrix leaps through the void to land atop the vat, stumbles a moment before falling in, loathe to spend a second more in the slurry of fishguts and river waste, she clambers out, drawing her rapier to confront any danger. As the overseer stops his advance up the stairs, two arrows whistle through the air, expertly placed between the banister rails, taking him in the thigh, he turns to look a second arrow cutting a nasty furrow along what was, until now, handsome face. The whip held loosely in his hand, lashes out, catching Caltrix foot, sending her crashing to the ground, before it snakes back, coils and lashes out again, snapping like a thundercrack a few feet above her head. Then a second crash, the red-haired, scar-faced Voss leaps through a window to the south of the working floor, bolts down the stairs, blood still leaking from where the glass bit her forearms, and deftly hurls a dagger at the prone Caltrix, taking the young halfling, deeply, in the shoulder.

Fishery, Rnd 5

FisheryRnd5.png.08d2f4ee450d1b8dce10000dfcbdd88f.png

Round 4 Summary:

  • Aquila: Elemental Blast Grakk [Critical Success; 8 Electrical dmg; Dead]
  • Caltrix: Jump; Climb; Draw Wpn
  • Carthen: Unconscious; Dying 1
  • Ihrin: Strike Tarth [Hit; 4 dmg]; Bon Mot [Fail]; Demoralize Tarth [Success; Frightened 1]
  • Valerica: Step; Mark Prey; Hunted Shot [+2 Partial Cover; -2 Flat-footed; Success [3 piercing dmg], Critical Success [2 piercing damage]]
  • Ionacu: Telekinetic Projectile Balk [Critical Success; 20 piercing damage; Dead]
  • Lira: Pick Up Wpn; Strike Grakk, Strike Grak [Miss, Miss]

Round 5 Actions:

  • Tarth: Step; Grab Ihrin; Headbutt Ihrin [-4 MAP]; Critical Success (Ihrin is Restrained); Success (7 Non-lethal Damage)
  • Fabio: Step, Trip & Strike [-4 MAP] Caltrix; Success (Caltrix is Prone); Miss
  • Voss: Leap through Window [d6 Hazard]; Stride; Toss Knife at Caltrix; 4 Slashing dmg to Voss; Critical Success (6 Piercing damage)

@Whitehart09 When dropped to 0 HP, you gain the Dying condition. This round you can either roll a recovery Check (Flat d20) vs DC 11 to Stabilize, or you may spend a Hero Point to automatically stabilize via our Heroic Recovery house rule.

 

Edited by Zen Gypsy (see edit history)
Name
Tarth [Grapple vs Ihrin Fort DC]
27
1d20+7 20
Tarth [Unarmed Strike [-4 MAP; Agile] vs Ihrin Restrained AC]
19
1d20+3 16
Tarth [Head Butt Damage [Nonlethal]
7
1d4+5 2
Fabio [Trip vs Caltrix Ref DC]
23
1d20+4 19
Fabio [Whip Strike [-4 Agile MAP] vs Prone Caltrix AC]
7
1d20+3 4
Voss [Hazard Dmg [Slashing]]
4
1d6 4
Strike [Thrown Dagger vs Caltrix Prone AC]
25
1d20+7 18
Dagger Dmg [Piercing]
3
1d4+2 1
Link to comment
Share on other sites

Carthen

PhotoRoom-20240130_094901.png.46e0d3ae92f14f870315ca895482eb06.png

He continues to pull himself along the floor, doing his best to get out from underneath Tarth, pain racking his body, but he fights to keep consciousness.

 

OOC and Actions

Carthen Brisbane-------------------------
HP: -1 (20 base)
AC: 17
Hero Points: 1

===== Reactions =====


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

Ongoing Effects and Daily Use Things

Ongoing Effects:
 


Remaining Resources:

 

 
Edited by Whitehart09 (see edit history)
Name
Recovery Check
13
1d20 13
Link to comment
Share on other sites

spacer.png Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet

Seeing only one enemy fighting amongst a gaggle of their group Ionacu decided to keep it simple and try for a mind assault on the frothing brute that had dropped Carthen.

There was a quick command to Bran to repeat his scary screeching tactic then his own arcane assault was launched.

A flap of wings, more raucous squawks, Bran did his thing while Ionacu wrapped up his spell casting.

 


OOC Actions:
1 action: command Bran to intimidate
2 action: Daze basic Will DC 17 damage 4 hit points

Status

2 x Cantrips, 1 x Lvl:1 spell used.

 

Edited by Thramzorean (see edit history)
Name
Bran Intimidate
18
1d20+5 13
Tarth [Will DC 17]
15
1d20+4 11
Link to comment
Share on other sites

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: 


Aquila breezes through the opening left by the downed scoundrel, weaving around the bodies toward the inner wall of the Fishery entrance. Her whole body crackles with electricity as her hair darkens, as if it were itself a storm cloud, and she pulls the same energy she used to drop Grakk into her open hand and sends the electrified bolt of energy flying at Tarth.

"You chose the wrong line of work, big guy."


OOC & Actions

Action 1: Stride SE>E>NE>NE (25 ft.)
Action 2 & 3: Elemental Blast :TwoActions: vs. Tarth - 1d6+4 electricity damage on hit. Attack roll +1 if Ihrin renews Inspire Courage, but no change to damage.
Critical Hit!

 

Edited by VennDygrem (see edit history)
Name
Impulse attack vs. Tarth
27
1d20+7 20
Electric Damage vs. Tarth (before Crit doubling)
6
1d6+4 2
Link to comment
Share on other sites

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


AC: 17 | HP: 9/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions: Frightened 1


Her heart still racing, Lira looks at the last enemy standing in the room and feels around in a pouch for the right object to bring out against him. She moves into the room where she has a clear line to throw her starknife at Tarth, and then she does just that, sending the blades whirling toward him.

 

 

 

 


OOC

...

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement


Action 1: Exploit Vulnerability (Esoteric Lore check).

Action 2: Stride.

Action 3: Strike Tarth by throwing her starknife.

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
Exploit Vulnerability/Esoteric Lore
13
1d20+7-1 7
Strike (thrown starknife)
14; 13
1d20+6+1-1;2d4+4+3 [8]; [8,2,4]
Link to comment
Share on other sites

valerica_token.png.64345f8b064136895064b2bf1502d39e.png

Valerica Radache
Human
Precision Ranger 1 'The Owl'
Pathbuilder Sheet


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

Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 1


"The end has come for Gaedran Lamm and any who stand with him," Valerica calls down into the room, hoping that if the thug's loyalty to Lamm is thin that he might decide that he has better places to be. In the end, it's just a ploy to unsettle him, though. The adrenaline of real combat fuels her, the nearness of her vengeance on Lamm is so close, and Valerica doesn't truly believe that her words will make a difference. She keeps her focus on her target, firing a quick barrage of arrows in an attempt to put him down.

 

OOC

 

 

ACTIONS

Action 1: Demoralize (Ruffio)

Action 2: Hunted Shot; first shot that hits deals precision damage

Action 3: Strike

 

Name
Demoralize (Intimidation)
3
1d20 3
Hunted Strike 1
14
1d20+7 7
Hunted Strike 2 
12
1d20+2 10
Damage 1
1
1d6 1
Damage 2
4
1d6 4
Precision Damage
3
1d8 3
Strike 3
13
1d20-3 16
Damage 3
4
1d6 4
Link to comment
Share on other sites

 

token_1.png.89de49c37e89361f2a64c21ee7e4cefd.pngCaltrix Nimblesquirl
Twilight Halfling; Acrobat; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith'


 

HP: 9/15 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 5:

Contingency 1: "Fabio" is still on his feet subsequent to the d10 deadly damage due from Round #4 and that Valerica's attacks miss or are insufficient to bring Fabio down.

Contingency 2: "Fabio" is brought down and Daggergirl/Voss is the remaining opponent.

Fairly similar, really, save for the target.

 

image.png.9c353d20b58ccab182af970caadc77b0.png

OOC

 

 

ACTIONS

Contingency 1:

  1. Stand up;
  2. Step due NORTH (1 square to the left) using the vat as somewhat protection vs. a potential flank (at least make them have to work at it);
  3. Strike with rapier at Fabio.

Continency 2:

  1. Stand up;
  2. Stride due SOUTH 2 squares (to the square with 'A8' in it);
  3. Strike with rapier at Daggergirl/Voss.

 

 


 

 

 

Edited by Vedast (see edit history)
Name
Strike (rapier)
19
1d20+7 12
Damage (rapier)
5
1d6+4 1
Link to comment
Share on other sites

Ihrin
spacer.png


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

AC: 16 | HP 11/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 | Focus Point: 0/1

Ihrin goes through a lot in a few seconds, getting grappled, headbutt to the point the front of her head is nothing but pain blooming inside of her head, only to find herself suddenly free. She mutters a few spells under her breath. "Only two fools left on this floor, step up your game, your both nothing but bores!"


Actions:

OOC

Action 1: Cast Inspire Courage

Action 2: Cast Shield

Action 3: Attempt to Bon Mot the Bookeeper

 

Name
Bon Mot Diplomacy check
17
1d20+7 10
Link to comment
Share on other sites

  • 2 weeks later...

Work in Progress ... Please do not respond

 

Fishery Rnd 6

Round 5 Summary:

  • Carthen Stabilizes
  • Ionacu [Bran Demoralize Tarth [Success], Daze [Tarth; Fail Will Save; 4 Mental]
  • Aquila Impulse vs Tarth [Critical Success; Tarth is down!]
  • Lira Strides into room; Interact to Open stairwell door; Exploit [Fabio; Failure, Personal Anithesis]
  • Valerica Demoralize {Failure], Hunted Strike [Fail, Fail]; Strike [Fail]
  • Caltrix [Stand, Step, Strike [Fabio; Success, +1 damage re: Inspire Courage]
  • Ihrin: Stride; Inspire Courage; Bon Mot [Fabio; Success]

 

Link to comment
Share on other sites

×
×
  • Create New...