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  1. - Top - End - #31
    Bugbear in the Playground
     
    rogue_alchemist's Avatar

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    Default Re: Age of Ashes In-Game Group I

    Making their way from Wizard's Grace, the PC's notice that other towns folk leave the tavern as well and many more are already milling about outside between Town Hall and the Monument Fountains. In all about 40 townsfolk and their kids can be seen, gawking and pointing to various out-of-towners wondering if they are going to respond. You did notice anyone else at Wizard's Grace who seemed like they came to volunteer and looking over the people that the townsfolk are eyeing, they don't look like the adventuring types to you. But that just would make your job easier, so it doesn't much matter one way or the other.

    As you approach the steps you see a well-dressed goblin woman pacing right outside the front doors of the building. This studious looking goblin has her hands clasped behind her back, and she’s mumbling to herself, oblivious to all those who stand nearby. You can overhear her mumbling. “My Bumblebrashers,” she laments in a distraught tone. “Why haven’t I heard from my Bumblebrashers? Are my people trapped in the citadel?”

    Spoiler: Olarn, Brek, and Corriander
    Show
    You recognize the name of the Bumblebrashers. They are a small local goblin tribe that lives in Citadel Altaerein (the keep to the northwest of the town).


    Spoiler: Actions
    Show
    You are welcome to question the goblin or interact with any other townsfolk around. The townsfolk appear more or less starstruck to meet anyone who is obviously well to do enough to respond to the Call (which is any PC, as even level 1 represents training beyond what any of them have achieved). Feel free to ask several questions or to tell me generally what kind of information you seek and I will respond. This doesn't have to be call and response or round-by-round (aka not encounter mode) it is more free form. Feel free to make a roll with any skill you feel is relevant to help with the questions or in retrieving information.
    Last edited by rogue_alchemist; 2020-04-01 at 02:21 PM.

  2. - Top - End - #32
    Ettin in the Playground
     
    ProudGrognard's Avatar

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    Default Re: Age of Ashes In-Game Group I

    Olarn

    With a node to the others, Olarn approaches the goblin woman.

    "Hey there. My name is Olarn. I heard you mention the Bumblebrashers. Is anything wrong with the goblins there?"

    Spoiler: OOC ac tions
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    Society (1d20+4)[13] to see if he has heard anything.
    Streetwise also enables Gather Information with Society.

  3. - Top - End - #33
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Ashes In-Game Group I

    On his way to the hall Corry asks several of the onlookers about any jobs they might have for the Call. If anyone asks him about his plans, he politely says he plans to try and help anyone who needs it - "...It's the right thing to do!"

    Corry follow Olarn, listening closely to the goblin woman's response.

  4. - Top - End - #34
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    Default Re: Age of Ashes In-Game Group I

    Brek storms up to the circle, his pace marked by urgency and determination. When Olarn pauses outside the door to speak with the Goblin, Brek is just mounting the first step. His gait slows dramatically as he takes the last few stairs, his attention now mostly diverted to the woman and her plight. He scowls slightly (a not unusual expression) as he considers her words.

    "Ma'am, that's a question to be asked inside, ain't it?" he asks gruffly. It's not that he's trying to be impolite, it just comes naturally... and he's not putting much effort into niceties at the moment.

  5. - Top - End - #35
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    Default Re: Age of Ashes In-Game Group I

    Algar Wyrmburned

    Algar gives polite greetings to those he knows on the way in. He makes a note of the goblin, deciding that, should her matter not be brought up during the call, he would seek her out and ask after her trouble later.

  6. - Top - End - #36
    Bugbear in the Playground
     
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    Spoiler: Talking to the crowd
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    Corry talks to several onlookers, but they politely shake their heads. A few say "Any concerns will be brought up in the Call". Most are excited to see someone answering the call up close and see that he seems a good person.

    Algar makes his nods and receives nods in return. Most looking at him expectantly, excited to have one of their own step up to answer the Call.


    Spoiler: Meeting the goblin
    Show
    The small goblin woman looks around a bit as the imposing human addresses her. Then she straightens herself and assumes a dignified pose as she addresses herself to the man "I beg your pardon, I should not have been so distracted." She nods to the dwarf as he walks up and responds "Do not worry, I am not offended and I will be presenting my case inside." She looks back and forth between those who listen and says "I am Warbal, ambassador to the Bumblebrasher goblins of Hellknight Hill. It is my great honor to serve my fellow citizens of Breachill as the town's official representative to the Bumblebrashers. I communicate with the Bumblebrashers, convey the town's concerns and interests to them, and advocate on the tribe's behalf back to the town. It is a duty I take very seriously -- they are my people after all. Hence why I am here today and my rather distracted nature. I do hope you'll forgive me." She looks expectantly back and forth, making sure she has not causes undue stress or worry on the kind people who stopped to inquire on her behalf.


    Spoiler: Warbal (female goblin)
    Show


    Spoiler: actions
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    You may ask her more if you like, or we can go on inside. Olarn doesn't recall any more information than was presented, but made a good impression on Warbal with his goblin-accented speech (as it is one of the two languages he knows and I assume he would drop into it a bit when talking to the woman).

  7. - Top - End - #37
    Ettin in the Playground
     
    ProudGrognard's Avatar

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    Default Re: Age of Ashes In-Game Group I

    Olarn

    Olarn switches to goblin

    "Pleasure to meet you, Ambassador. I am here for the Call. We should not keep the others waiting, but I will be happy to assist you with anything you need."

  8. - Top - End - #38
    Firbolg in the Playground
     
    NecromancerGuy

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    Content that Warbal will receive the help she needs - possibly by a team included him - Corry smiles warmly and continues into the town hall. At the door he holds it open for others to go in first, confident that he will be able to make his way to the front by virtue of his smaller size when the time comes to answer the Call.

  9. - Top - End - #39
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    Default Re: Age of Ashes In-Game Group I

    Algar takes his leave of the crowd and heads inside...

  10. - Top - End - #40
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    "Good ta hear," grunts Brek. He nods a head toward the door, held open by the little Corry fellow, and makes to follow the Goblin through. He lets her go first, as etiquette dictates, and offers a simple nod to the Halfling as he enters the building.

  11. - Top - End - #41
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    The noon bells ring from the church towers and the Town Hall. Everyone proceeds into Town Hall. Olarn offering his assistance in Goblin to Warbal. Her faces breaks into a big grin and she is happy to hear that some of the big folk are so fluent in her humble language. Corry holds the door for everyone and all the adults that had been milling about enter into the meeting, though the kids are sent off to do their chores and play.

    There are guards just inside the door directing the crowd to the council chamber. Just down the main hallway there are two big double-doors standing open on the right. After the crowd filters through, the guards follow Corry and another straggler to stand outside the Chamber's southern door. Once inside, you see that the chamber is setup as an auditorium, with a carpeted walkway separating several rows of benches into two sections. Each person chooses a row to sit on and slides in to an open seat.

    The carpet leads up to a small set of steps and a raised dais. On the dais is a large desk separated into five parts, where the Breachill Town Council's five members are seated, talking quietly with one another as they wait for the meeting to start. On the desk, situated in front of each chair, are tarnished bronze plaques bearing the names of the council members. From left to right they read Quentino Posandi, Trini Sprizzlegig, Greta Gardania, Melma Ann Sendari, and Jorsk Hinterclaw. The council is majority human (much like Breachill), but Jorsk is a dwarf and Trini is a gnome. Greta Gardania, seated at the desk's middle spot, is immediately recognizable as the council president.

    With a sharp rap from her gavel onto the desk, a stern, dark-haired woman with a deeply furrowed forehead and kind eyes brings the assembled crowd to a hush. "Welcome, neighbors and friends..." Greta begins, her rich voice washing over the room,"... to the Breachill Town Council's monthly Call for Heroes. I am Council President Greta Gardania, at your service." As she is speaking, she looks around the room making eye contact with as many people as she can.

    "On behalf of my colleagues beside me, I promise you all that we will hear and consider today's petition with the utmost discretion and care. There is no existence without community, as our town charter says. Today our agenda includes one petition." At that Greta looks over at the little goblin woman, Warbal, and continues.

    "Miss Warbal, our very own ambassador to the Bumblebrashers of Hellknight Hill, requests the help of heroes for a matter of utmost importance. Let's hear her concerns in her own words, shall we? Miss Warbal?"

    Warbal shakes herself from her worry and emerges from the front row of benches. The well-dressed goblin woman makes her way to the foot of the dais' setps. She clears her throat and begins her address to the council.

    "Esteemed councilors," Warbal says, with a frazzled tone to her voice. "It has been more than a month since I've been able to contact the Bumblebrashers. I fear that something terrible has befallen them. What's more, I have seen my people's distress signal coming from the top of Citadel Altaerein--"

    Before the goblin can continue her petition, the door on the western side of the room (you entered from the South) flies open, as a young man, his eyes wide with panic, runs in shouting and waving his ink-stained hands. Billowing black smoke and flames follow him into the room: "Fire! There's a fire! Everyone flee!"

    About half the townsfolk are able to quickly exit the council meeting space. There are still about 20 townspeople who are either too frightened, too tangled, or otherwise unable to escape. The councilors are making their way to the steps of the dais and reassuring those who are left not to panic and to exit in an orderly fashion, but it is having little effect.

    Spoiler: Actions
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    Give me your first round response. You can either help evacuate the townspeople or fight the fire directly. The man who announced the fire is still running for the exit, but in the townspeople's quick escape, they have turned over all the benches, so that terrain is now all considered difficult to pass due to overturned benches. This fire is already taking up a 10x10 area around the west door. The main exit is to the south. I have not placed yall on the battle map, so decide where your character would have been and then try to tell me as best you can. I will be making you all tokens from the images you have used for your characters. If you haven't decided on an image, then feel free to find a token to represent you and let me know. I would also appreciate a little stat block behind a spoilerbutton on your post so I can easily see your stats.

    Spoiler: map
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  12. - Top - End - #42
    Firbolg in the Playground
     
    NecromancerGuy

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    Spoiler: Corriander's Status, Round 1
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    Corriander Taylor
    Neutral Good Halfling Angelic Sorcerer, Level 1, HP 14/14, Speed 25 ft.
    Small Humanoid (Twilight Halfling), Local Scion
    AC 15, Fort 5, [B]Ref[/B 5, Will 6, Perception 5
    Abilities Str 8, Dex 14, Con 14, Int 10, Wis 14, Cha 18
    Conditions: None

    "Careful, everyone! Don't panic - walk carefully and help those around you! Mr. Posandi - be careful, Sir! Go around the desks to the far end of the stage!" calls out Corry, standing on his bench and doing his best to guide those nearest the flame to safety with his inherited magic.

    Spoiler: Combat Mechanics
    Show
    I don't see any grid to show the x- or y-axis coordinates, but Corry would sit near the aisle, on the left, of the second row.

    Corry would try to help people escape safely before fighting the fire. He would use Diplomacy to make a Request that people stay calm and move in an orderly fashion towards the exit. He would then cast one or two Guidance spells on those nearest the fire to help them get to safety without being too badly burned. When there is a source of water he will help with the bucket line.

    (As far as I can tell, with three actions each round and Guidance only costing one action, there is no issue with doing this. If anyone knows otherwise, let me know, please - I am still learning PF2e...)

  13. - Top - End - #43
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    PirateWench

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    Ophilia is standing near Corriander Taylor, helping get people evacuated.

    Spoiler: Ophilia's Status
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    Ophilia
    Neutral Elf Fighter, Level 1, HP 16/16, Speed 30 ft.
    medium
    AC 18(20), Fort 5, Ref 9, Will 3, Perception 5
    Abilities Str 12, Dex 18, Con 10, Int 12, Wis 10, Cha 10
    Conditions: None
    Last edited by samduke; 2020-04-06 at 06:01 PM.

  14. - Top - End - #44
    Ettin in the Playground
     
    ProudGrognard's Avatar

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    Default Re: Age of Ashes In-Game Group I

    Olarn

    "Get the people out of there!" Olarn yells with a voice used to carrying across a battlefield. He puts a scarf over his face drenched in water. He then tries to find the source of the fire and some means to extinguish it, such as water pitchers or drapes.

    Spoiler: OOC All kinds of rolls
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    Not sure what rolls are needed
    Fortitude save (1d20+8)[15]
    Perception (1d20+6)[16] to find the cause and means to extinguish it.
    Survival (1d20+4)[10] or Medicine Survival (1d20+4)[9] to see if he knows a way to put out the fire quickly or how to avoid the fumes
    Athletics (1d20+7)[24] if he needs to tear something down or whatever.

  15. - Top - End - #45
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    Default Re: Age of Ashes In-Game Group I

    Algar climbs up onto the dais. Fire. Wonderful. He grabs one of the council's tables and starts pushing it toward the western door, hoping to block the opening and slow the spread of the fire.
    Spoiler
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    starting in the front row, left side. Not sure on all the actions needed, so let me know if I need any rolls

  16. - Top - End - #46
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    Default Re: Age of Ashes In-Game Group I

    Brek rises fairly quickly, from where he took a seat near the back on the right side. He scrambles atop his bench to get a better view of the danger, and quickly discovers that it was unnecessary. As the smoke rolls through the far door, he scowls deeply.

    Without a word, he hops down and begins trying to scurry towards the blaze. "Outa my way!" he barks, followed shortly by "Get outa here, fool!" He shoves past the suddenly overturned benches, hoping to find something big that could delay the spread of the flames.

    Spoiler: Brek, round 1
    Show
    Brek Stormeye
    M LG Dwarf Wizard, Level 1, HP 19/19, Speed 20
    AC 13, Fort 6, Ref 3, Will 7, Perc 5, Darkvision
    Warhammer +5 (1d8+2 Bludgeoning)
    Force Strike auto-hit (1d4+1 Force) 1/1 focus
    Abilities Str 14, Dex 10, Con 16, Int 16, Wis 14, Cha 8
    Conditions
    Call on Ancient Blood: 1/1 (heritage, reaction, save vs spell)
    Drain Bonded item: 1/1 (wizard, re-cast spell)
    Familiar
    Burning Hands 1/1 (widen)
    Color Spray 1/1 (widen)
    Magic Missile 1/1

    random starting place: (1d2)[2] (1d2)[2]- Brek will be seated on the second-to-last row on the right side, in the same column as Jorsk (1d20+5)[14] perception
    if he can help Algar with anything requiring athletics: (1d20+2)[22]

    Perhaps I can use the athletics roll to shove a few benches aside- making the movement less hampered?
    move to about 1/3 down the central carpet, assuming roughly full movement speed.

    As I understand it, Brek can only get about halfway towards the fire with two actions worth of moving. I'd like him to help fight the fire in any way he can, though the only thing that comes to mind is using a barricade of sorts to slow down the spread.
    Of course, if the spread is too rapid, he'll be too late to help anyway. Time will tell.

  17. - Top - End - #47
    Bugbear in the Playground
     
    rogue_alchemist's Avatar

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    Corriander casts guidance on two of the townsfolk closest to the flame, who then seem to take control of themselves and start following the councilors guidance out through the southern doors. Ophilia is also trying to get people moving and helps those who were closest to her, as she escorts them to the southern exit. Olarn prepares himself, soaking a scarf that he then uses to cover his mouth. The smoke hasn't gotten too bad yet, but it is starting to build on the ceiling. He grabs a spittoon on the floor on his way over to the fire and quickly empties the rest of his waterskin into it. He then throws this on the fire to start fighting it. It works to some extent, extinguishing a 5' square of floor, but the blaze behind it is intense. Olarn retreats a step to keep from being overwhelmed by the heat. Suddenly a little bipedal critter with bat-like wings comes flying out of the flame cackling with delight as it watches the flame spread. Some of the flame crackles on his wings and over his orange skin as he notices Olarn attempting to fight the fire. He gets mad and immediately attacks, flying to within range and inhaling deeply before bellowing out a cone of flame. Algar jumps up onto the dais and braces against a table to start moving it just as the creature flies through. Brek jumps up and runs nimbly toward the flames, trying to decide how to help.



    The fire is quite intense on the other side of the door and it is spreading quickly in this all wood construction. It grows to envelop another 10 square feet of space. The councilors are helping the townsfolk who were able to move on their own to get to the exits and directing them out into the streets.



    Spoiler: Olarn (ProudGrognard)
    Show
    fire damage:(2d4)[5]persistent fire damage:(1d4)[1]Give me a DC17 Reflex save to take 1/2 damage on a success or take no damage on a critical success (which is 10 over the DC, so a 27 or better in this case) or take 2x damage on a critical failure (10 less than 17, so below a 7). Based on your survival roll, I will say that you know setting up a fire brigade to bring water is the most effective way to fight a large structural fire like this.


    Spoiler: actions
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    Spoiler: MAP
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    The first two letters of your character’s name marks your place. I also made the grid more pronounced and added markers to easily call out one spot.
    Corriander got two townsfolk out using guidance. (Two is the most you could get out spending a full round to cast guidance 2x). Ophilia gets two people out by escorting them (this is automatically successful if you are trying to get people to safety, again 2 is the most you can save at a time working alone in this chaos). Brek can see across the room fine, but there are no obvious sources of water, though the desks that the councilors have been using are quite big. They are, however, made of hard wood. There are now three considerations: the small flaming creature (Recall Knowledge (Arcana) to identify), the spreading fire, and the petrified townsfolk. Except to attack or if you use a spell that specifically calls for it, I don't need many roles, as fighting the fire (assuming you have something on hand to fight it with) is easy and so is guiding stunned people to safety. I let Brek move full speed with his high Athletics check through the benches. This is effectively round 1 of dealing with this, so hopefully you guys can come up with creative solutions. If you need hints about how to fight the fire, Recall Knowledge, Survival, or maybe even Society would be appropriate.
    Last edited by rogue_alchemist; 2020-04-07 at 02:20 PM.

  18. - Top - End - #48
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    PirateWench

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    Default Re: Age of Ashes In-Game Group I

    Ophilia will continue to help get as many people evacuated as possible keeping an eye on the flames.

  19. - Top - End - #49
    Ettin in the Playground
     
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    Default Re: Age of Ashes In-Game Group I

    Olarn

    Olarn jumps back and starts to bat his clothes to take out the fire. He yells

    "Make a chain with buckets! Bring water in, quickly!
    And there is something here which is the cause."


    He then takes his warhammer and takes a swing at the strange creature

    Spoiler: OOC
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    Reflex (1d20+6)[13]
    DC 15 check for persistent (1d20)[9]
    Atk Warhammer (1d20+9)[22] dmg (1d8+4)[6]

  20. - Top - End - #50
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    Default Re: Age of Ashes In-Game Group I

    As the imp-like thing flies into the room, cackling, Brek's eyes narrow suspiciously. When it belches out a cone of flame, his eyes go flat, hostile. Hard.

    He begins striding forward, and finds his Warhammer in hand. With a gesture of the weapon, a dart of pure kinetic force races forward and slams into the flying creature.

    Spoiler: Brek, round 1
    Show
    Brek Stormeye
    M LG Dwarf Wizard, Level 1, HP 19/19, Speed 20
    AC 13, Fort 6, Ref 3, Will 7, Perc 5, Darkvision
    Warhammer +5 (1d8+2 Bludgeoning)
    Force Bolt auto-hit (1d4+1 Force) 0/1 focus
    Abilities Str 14, Dex 10, Con 16, Int 16, Wis 14, Cha 8
    Conditions
    Call on Ancient Blood: 1/1 (heritage, reaction, save vs spell)
    Drain Bonded item: 1/1 (wizard, re-cast spell)
    Familiar
    Burning Hands 1/1 (widen)
    Color Spray 1/1 (widen)
    Magic Missile 1/1

    Rolled the recall knowledge in OOC, for a result of 25. I assume it's not immune to force damage somehow, but Brek would know (and move twice instead of using force bolt
    Move to J/15
    Cast Force bolt, using my 1 focus point: (1d4+1)[2] damage

    Spoiler: Saved for next round
    Show
    That's 'ow you wanna play it, eh? He stops stock still in the narrow aisle and begins to focus his thoughts. Half a heartbeat later, he calls out in a loud voice, "Impetus! Impetus, Impetus!" With each cry, a nearly-imperceptible bolt of force streaks out from his fingers. All three slam into the flying creature with unerring accuracy.


  21. - Top - End - #51
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    NecromancerGuy

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    Spoiler: Corriander's Status, Round 2
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    Corriander Taylor
    Neutral Good Halfling Angelic Sorcerer, Level 1, HP 14/14, Speed 25 ft.
    Small Humanoid (Twilight Halfling), Local Scion
    AC 15, Fort 5, [B]Ref[/B 5, Will 6, Perception 5
    Abilities Str 8, Dex 14, Con 14, Int 10, Wis 14, Cha 18
    Conditions: None

    "What is that?" cries Corry, as he sees the fire-belching enemy. "It must have started the fire - stop it!" he cries as a lance of brilliant, white-gold light lances from his fingers at the creature!

    Spoiler: Combat Mechanics
    Show
    Cast Divine Lance - (1d20+7)[22] to hit, (1d4+4)[8] [good] damage
    Move to keep near enough the other PCs engaging in combat with the enemy while remaining out of the flames.

  22. - Top - End - #52
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    Default Re: Age of Ashes In-Game Group I

    Algar draws his sword and rushes toward the creature, swinging quickly.
    Spoiler
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    Action 1: Interact to draw sword
    Action 2: stride 25' to D2
    Action 3: Strike w/ longsword (no time to get shield (I think, having a hard time finding the action to draw weapons) attack (1d20+7)[16]
    damage (1d8+4)[12] slashing

  23. - Top - End - #53
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    rogue_alchemist's Avatar

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    Default Re: Age of Ashes In-Game Group I

    Ophilia continued to help get as many people evacuated as she could, though the others focused on the new threat that presented itself. Ophilia was able to get two more townspeople, while the councilors continued to try to herd people through the doors. Of the 40 that had started, it seemed about 1/3 had been evacuated. Olarn yells "Make a chain with buckets! Bring water in, quickly!" Two of the councilors, Jorsk and Melma Ann, run outside with the townspeople to obey.

    Olarn then moves up to the fire creature, swinging his war hammer hard. It connects solidly as you feel the war hammer drive into the small creature's chest. It winces, but just flies up higher to stay out of range. Brek studies the creature for a second, recalling what it is, but is too far away to attack it effectively. Corry deftly uses the bench in front of him to move up by the raised dais and then moves along the dais to get within range. Once he knows he is within range, he raises his hand and a brilliant, white-gold lance shoots from his fingers to hit the fire creature squarely in the soft spot under his ribs. It pierces his side, causing what appears to be liquid fire to dribble out of the hole, though it burns up before reaching the ground.

    Algar sees the creature appear and rushes toward him, leaping off the stage to slice the creature as it fights to gain height away from Olarn. The creature is surprised by attack after attack hitting it, and with this final slash, one wing is severed entirely and the slash cuts deeply into its shoulder. It gives one last shriek as it falls to the ground and doesn't move any more.

    Before the group can celebrate their victory, the northern doors suddenly bust open with a gust of flame that spreads 10' into the room and 10' to either side of the records case on either side. The flames by the western door are spreading quickly as well. It would seem that the areas behind those doors are infernos feeding the flames into this room. Algar and Olarn can feel the heat of the flames searing them as they are forced to stand so close to attack the creature.

    Spoiler: damage
    Show
    Olarn takes fire damage (1d6)[4] and Algar takes fire damage (1d6)[5]. You can attempt a DC 17 basic Reflex save to 1/2 it. (PHB 449).


    Spoiler: MAP
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    Spoiler: general comment
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    Since Olarn yelled for a bucket brigade to form, two of the councilors went to set that up. In total you have saved 16 people so far and 24 remain. With at least 15 outside they have setup a line that is passing buckets, so there will be a bucket of water for each PC starting next round at the Southern door. You still have to rescue the remaining people and the fire is building. A bucket can douse a large amount of the fire (more than 1 square), so all is not lost. I am telling you all this so that you can prepare your actions appropriately next round. The councilors are saving 1 towns-person each round so far (there were 5 councilors, though now 2 are directing the bucket brigade).


    Spoiler: Brek (FarmerBink)
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    You recognize this creature is a fire mephit. Mephits—sometimes known as elemental scamps—are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. All mephits have an inkling of magical power as well as a breath weapon. Fire mephits are conniving and quick to anger. They aren’t evil, but they delight in inflicting pain, and their love of burning things pushes them the closest to this alignment of all mephits. They have bright-orange skin, and wisps of flame flicker along their wings as they flap through the air. The rivalry between fire and water mephits is notorious, and these creatures loathe working together for any amount of time. It is immune to bleed, fire, paralyzed, poison, and sleep, but is weak to cold damage. It is also healed by staying in flames. It mainly attacks with its jaws to bite or breathing fire, though usually fire mephits also know the light spell and the daze spell as 1st level cantrips.

    Spoiler: side note
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    Your force bolt only has a 30' reach, and you would have been 80' away at J15, so I double moved you (though you can technically triple move in a turn if you do nothing else, as you have 3 actions). It is kind of moot, but you could have fired all 3 magic missiles from your previous position and hit the mephit


    Spoiler: DarkOne7141981
    Show
    Corry wouldn't have been able to quite get in range (30') for the divine lance with a single movement. Divine Lance is a 2 action spell, so that would have meant not being able to act on this round. Instead I rolled Acrobatics to let you move over the bench in front of you at full speed (instead of doubling the cost, or effectively half speed). You got a 16, which beat the DC of 15. Being trained in the skill came in handy for you. I am also being liberal with 30' having drawn a circle on my digital map and is 30' wide and seeing your square is more than 1/2 in it. I like this as it feel more realistic than just trying to count squares as increments of 5', but it may create odd situations in the future, and don't count on it always working out. I just wanted to let you know what happened on my end. You moved diagonally 5' to H9, then normally the remaining 20' to G6.


    Spoiler: stack
    Show
    retrieving a weapon from storage is an interact action, but if you are already holding it, then pulling it up into an attack position is just part of the attack (so for a bow that means nocking an arrow, drawing, and firing all all just part of the attack action). Raise a Shield is the action to raise a shield you are already wielding into a defensible position, though it would take an interact action to retrieve it from your back or whatever if it was stored away. Hope that helps clarify some of the actions necessary to retrieve, wield, and use weapons or armor. More info is in the PHB 470-472
    Last edited by rogue_alchemist; 2020-04-08 at 02:21 PM.

  24. - Top - End - #54
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Ashes In-Game Group I

    Spoiler: @rogue_alchemist
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    Thanks for the clarification! I wasn't exactly sure about movement and range, but with our tokens on the map now I should be able to address that sort of thing better.

    "Back! Get back from the flames!" calls Corry to the two men nearest the flames. "We need those buckets up here! Make a chain, everyone!" he calls to some nearby townsfolk as he tries to get water buckets near to Olarn and Algar. "Stay close to me - if the flames get to be too much I am pretty sure I can heal you both."

    Spoiler: Mechanics
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    Corry uses one or two actions to direct bystanders into a line to get the buckets moving. If we can "rescue" them without them leaving the building to help with the bucket chain it will work faster. Finally, if buckets can be passed to Corry this turn he will remain where he is and interact with them to pass them towards Olarn and Algar to start dousing the flames.

  25. - Top - End - #55
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: Age of Ashes In-Game Group I

    As the mephit falls, Brek nods with finality. He begins waddling through the hall to retrieve a bucket before waddling back northward towards the blaze. Every few steps, he casts his eyes towards the other open door, wary of the arrival of more mephits. "Grab a bucket or clear out!" The Dwarf yells out as he shoves past a villager frozen into inaction.

    Spoiler: Brek, round 3
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    Brek Stormeye
    M LG Dwarf Wizard, Level 1, HP 19/19, Speed 20
    AC 13, Fort 6, Ref 3, Will 7, Perc 5, Darkvision
    Warhammer +5 (1d8+2 Bludgeoning)
    Force Bolt auto-hit, 30' (1d4+1 Force) 1/1 focus
    Abilities Str 14, Dex 10, Con 16, Int 16, Wis 14, Cha 8
    Conditions
    Call on Ancient Blood: 1/1 (heritage, reaction, save vs spell)
    Drain Bonded item: 1/1 (wizard, re-cast spell)
    Familiar
    Burning Hands 1/1 (widen)
    Color Spray 1/1 (widen)
    Magic Missile 1/1

    All three actions dedicated as most reasonable towards movement and using buckets. As an aside, it costs an action to recall knowledge, so I would only have been able to use 2 actions on a magic missile that round. Good catch on the force bolt, I'll note the range so I don't forget next time. In my head, it was basically a one-off MM, but I see now that it's not nearly so useful XD.

  26. - Top - End - #56
    Titan in the Playground
     
    PirateWench

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    Default Re: Age of Ashes In-Game Group I

    Ophilia will continue to aid getting people out, but also funnel buckets in as they arrive

    Spoiler: status
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    Ophilia
    Neutral Elf Fighter, Level 1, HP 16/16, Speed 30 ft.
    medium
    AC 18(20), Fort 5, Ref 9, Will 3, Perception 5
    Abilities Str 12, Dex 18, Con 10, Int 12, Wis 10, Cha 10
    Conditions: None
    Last edited by samduke; 2020-04-09 at 09:42 AM.

  27. - Top - End - #57
    Ettin in the Playground
     
    ProudGrognard's Avatar

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    Default Re: Age of Ashes In-Game Group I

    Olarn

    The creature dead, Olarn looks at the room. There are not enough exits for anyone to leave. It seems that the fire must go out. He grabs two buckets and throws them at the fire, trying to methodically slow the fire down.

  28. - Top - End - #58
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: Age of Ashes In-Game Group I

    "If we can't get this under control soon we may not be able to do it at all!" calls Corry over the dine of the fire. "Be careful I am going to try and get everyone out before its too late..."

    Spoiler: Mechanics
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    Spend all three actions to get bystanders out of the building.

  29. - Top - End - #59
    Titan in the Playground
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    Default Re: Age of Ashes In-Game Group I

    Algar turns back to the crowd and starts shouting directions, making himself heard over the general din. "You and you, move that bench! You lot, stop pushing. It will go faster working together. Orderly now orderly!"
    Spoiler
    Show
    trying to coordinate things. Diplomacy (1d20+5)[10]

    Think that's the right mod. On mobile.

  30. - Top - End - #60
    Bugbear in the Playground
     
    rogue_alchemist's Avatar

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    Default Re: Age of Ashes In-Game Group I

    Heeding Corry's advice, Olarn and Algar step back from the flames as they continue to spread into the room, expanding quickly. Greta's chair quickly goes up in flame as the wooden chair provides excellent kindling. Olarn dashes for a bucket from the door, making it 75 feet toward the door. Brek, seeing Greta's chair going up in flame, also dashes to the door and retrieves a bucket to start heading back toward the northern door and try extinguishing the flames.

    Corry moves around to the middle of the walkway, as Algar gets up on stage to start directing people. Using a measured but firm voice he calls out for order, directing people to help each other and exit. Working together with Corry and Ophilia, the Algar and the team are able to get 8 more people out of the room. The councilors are each able to get one more, so now there are only 13 of the original 40 bystanders left. They are all on the opposite side of the room from the flames, but the room is quickly filling up with smoke, and it is getting hard to breathe and see. Your eyes are starting to water and your lungs are burning with the effort you are expending in this smoky environment. You hear almost everyone left coughing and gasping for breath.

    Spoiler: actions and comments
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    I know I posted in OOC that you can rescue NPCs with 3 actions, so you can grab a bucket and get back to the fire in 3 actions, but upon closer reading, that doesn't seem correct. The book states that you don't actually have to be next to any NPCs you are rescuing, just on the same side of the room. It also has guidance for movement if you decided to leave the room and fetch buckets of water yourself. Based on the movement guidance for that it sounds like you actually have to track and use movement correctly to get back and forth. With Olarn and Brek being the only ones focused on water, everyone else is trying to help villagers escape.

    You can see that the villagers are beginning to sound and look worse for wear and need to get out of here as soon as possible, or they may collapse.


    Spoiler: map
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    Last edited by rogue_alchemist; 2020-04-13 at 02:23 PM.

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