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<p>Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[reflex|dc:25|basic] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]{Post Snipers}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>The Narlmarch Wardens are skilled hunters, but by taking a few of these archers out of the army’s ranks and posting them on hidden locations on rooftops or in trees throughout the battlefield, the PCs can maximize their potential.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The snipers are posted in several key positions. At the end of a turn during the Battle for Tatzlford, attempt a +18 ranged Strike against any army that is not engaged. The snipers deal 1 point of damage on a hit (2 points on a critical hit). The snipers can perform this bonus attack up to 3 times during the Battle for Tatzlford, but no more than once at the end of any one turn.</p></li><li><p><strong>Success</strong> As critical success, but the snipers can perform the bonus attack only once during the battle.</p></li><li><p><strong>Critical Failure</strong> Not only are the snipers posted in areas that end up not proving advantageous, but the PCs drew too many archers from the ranks. The Narlmarch Hunters suffer a –2 penalty on ranged attacks during the Battle for Tatzlford.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]{Prepare Firepots}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>With the knowledge that there are some trolls in the army, preparation of firepots containing alchemical fire, oil, or some form of quickly combustible material may be invaluable to the battle. Preparing Firepots requires a Crafting (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> Enough firepots are created that they are quickly available at all points in the battlefield, and as a result, the troll army that attacks Tatzlford loses its regeneration tactic.</p></li><li><p><strong>Success</strong> Not enough firepots are created to ensure quick deployment. At the end of the troll army’s turn, it must attempt a @Check[maneuver|dc:20] check. If it fails, it loses its regeneration tactic until the end of its next turn.</p></li><li><p><strong>Critical Failure</strong> The attempt to prepare firepots results in a spectacular explosion that inflicts [[/gmroll 10d6]] points of fire damage to the PC (@Check[reflex|dc:25|basic] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]{Recruit Wildlife}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>A fair amount of wildlife dwells in the forest surrounding Tatzlford. While the animals can’t be organized into an actual army, the PCs can still attempt to use their skills to turn the local fauna to their advantage. Recruiting Wildlife requires a Nature (expert) check. If a PC has @UUID[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr]{Wild Empathy} or can cast spells like @UUID[Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C]{speak with animals}, they can opt to attempt this check using Diplomacy (trained) instead.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The PCs interpret animal reactions to the enemy armies’ approach, giving their armies a +3 circumstance bonus on initiative checks made during the Battle for Tatzlford. In addition, at one point during the battle, a pack of hungry brush thylacines attack an enemy army. This attack takes place at the end of a turn chosen by the party, at which point the PCs can attempt a +20 melee Strike against any non-engaged army. The thylacines do 1 point of damage to that army on a hit (or 2 points on a critical hit) before the animals flee back into the woods.</p></li><li><p><strong>Success</strong> As success (including the thylacine attack), but the circumstance bonus on initiative checks is only +1.</p></li><li><p><strong>Critical Failure</strong> Not only do the local animals refuse to aid, the PCs actions accidentally send a pack of crazed brush thylacines into town to attack. The Tatzlford Town Guard manages to defeat the attack, but they start the war encounter with 1 point of damage.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]{Set Traps}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>By setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers’ movement and even injure some of them. Setting Traps requires a Survival (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 and takes 1 point of damage.</p></li><li><p><strong>Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 or takes 1 point of damage.</p></li><li><p><strong>Critical Failure</strong> The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes [[/gmroll 5d6]] piercing and [[/gmroll 5d6]] bludgeoning damage (@Check[reflex|dc:25|basic] save).</p></li></ul></section>
<p>Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[reflex|dc:25|basic] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]{Post Snipers}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>The Narlmarch Wardens are skilled hunters, but by taking a few of these archers out of the army’s ranks and posting them on hidden locations on rooftops or in trees throughout the battlefield, the PCs can maximize their potential.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The snipers are posted in several key positions. At the end of a turn during the Battle for Tatzlford, attempt a +18 ranged Strike against any army that is not engaged. The snipers deal 1 point of damage on a hit (2 points on a critical hit). The snipers can perform this bonus attack up to 3 times during the Battle for Tatzlford, but no more than once at the end of any one turn.</p></li><li><p><strong>Success</strong> As critical success, but the snipers can perform the bonus attack only once during the battle.</p></li><li><p><strong>Critical Failure</strong> Not only are the snipers posted in areas that end up not proving advantageous, but the PCs drew too many archers from the ranks. The Narlmarch Hunters suffer a –2 penalty on ranged attacks during the Battle for Tatzlford.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]{Prepare Firepots}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>With the knowledge that there are some trolls in the army, preparation of firepots containing alchemical fire, oil, or some form of quickly combustible material may be invaluable to the battle. Preparing Firepots requires a Crafting (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> Enough firepots are created that they are quickly available at all points in the battlefield, and as a result, the troll army that attacks Tatzlford loses its regeneration tactic.</p></li><li><p><strong>Success</strong> Not enough firepots are created to ensure quick deployment. At the end of the troll army’s turn, it must attempt a @Check[maneuver|dc:20] check. If it fails, it loses its regeneration tactic until the end of its next turn.</p></li><li><p><strong>Critical Failure</strong> The attempt to prepare firepots results in a spectacular explosion that inflicts [[/gmroll 10d6]] points of fire damage to the PC (@Check[reflex|dc:25|basic] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]{Recruit Wildlife}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>A fair amount of wildlife dwells in the forest surrounding Tatzlford. While the animals can’t be organized into an actual army, the PCs can still attempt to use their skills to turn the local fauna to their advantage. Recruiting Wildlife requires a Nature (expert) check. If a PC has @UUID[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr]{Wild Empathy} or can cast spells like @UUID[Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C]{speak with animals}, they can opt to attempt this check using Diplomacy (trained) instead.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The PCs interpret animal reactions to the enemy armies’ approach, giving their armies a +3 circumstance bonus on initiative checks made during the Battle for Tatzlford. In addition, at one point during the battle, a pack of hungry brush thylacines attack an enemy army. This attack takes place at the end of a turn chosen by the party, at which point the PCs can attempt a +20 melee Strike against any non-engaged army. The thylacines do 1 point of damage to that army on a hit (or 2 points on a critical hit) before the animals flee back into the woods.</p></li><li><p><strong>Success</strong> As success (including the thylacine attack), but the circumstance bonus on initiative checks is only +1.</p></li><li><p><strong>Critical Failure</strong> Not only do the local animals refuse to aid, the PCs actions accidentally send a pack of crazed brush thylacines into town to attack. The Tatzlford Town Guard manages to defeat the attack, but they start the war encounter with 1 point of damage.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]{Set Traps}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>By setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers’ movement and even injure some of them. Setting Traps requires a Survival (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 and takes 1 point of damage.</p></li><li><p><strong>Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 or takes 1 point of damage.</p></li><li><p><strong>Critical Failure</strong> The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes [[/gmroll 5d6]] piercing and [[/gmroll 5d6]] bludgeoning damage (@Check[reflex|dc:25|basic] save).</p></li></ul></section>
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<p>Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[reflex|dc:25|basic] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]{Post Snipers}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>The Narlmarch Wardens are skilled hunters, but by taking a few of these archers out of the army’s ranks and posting them on hidden locations on rooftops or in trees throughout the battlefield, the PCs can maximize their potential.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The snipers are posted in several key positions. At the end of a turn during the Battle for Tatzlford, attempt a +18 ranged Strike against any army that is not engaged. The snipers deal 1 point of damage on a hit (2 points on a critical hit). The snipers can perform this bonus attack up to 3 times during the Battle for Tatzlford, but no more than once at the end of any one turn.</p></li><li><p><strong>Success</strong> As critical success, but the snipers can perform the bonus attack only once during the battle.</p></li><li><p><strong>Critical Failure</strong> Not only are the snipers posted in areas that end up not proving advantageous, but the PCs drew too many archers from the ranks. The Narlmarch Hunters suffer a –2 penalty on ranged attacks during the Battle for Tatzlford.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]{Prepare Firepots}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>With the knowledge that there are some trolls in the army, preparation of firepots containing alchemical fire, oil, or some form of quickly combustible material may be invaluable to the battle. Preparing Firepots requires a Crafting (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> Enough firepots are created that they are quickly available at all points in the battlefield, and as a result, the troll army that attacks Tatzlford loses its regeneration tactic.</p></li><li><p><strong>Success</strong> Not enough firepots are created to ensure quick deployment. At the end of the troll army’s turn, it must attempt a @Check[maneuver|dc:20] check. If it fails, it loses its regeneration tactic until the end of its next turn.</p></li><li><p><strong>Critical Failure</strong> The attempt to prepare firepots results in a spectacular explosion that inflicts [[/gmroll 10d6]] points of fire damage to the PC (@Check[reflex|dc:25|basic] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]{Recruit Wildlife}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>A fair amount of wildlife dwells in the forest surrounding Tatzlford. While the animals can’t be organized into an actual army, the PCs can still attempt to use their skills to turn the local fauna to their advantage. Recruiting Wildlife requires a Nature (expert) check. If a PC has @UUID[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr]{Wild Empathy} or can cast spells like @UUID[Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C]{speak with animals}, they can opt to attempt this check using Diplomacy (trained) instead.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The PCs interpret animal reactions to the enemy armies’ approach, giving their armies a +3 circumstance bonus on initiative checks made during the Battle for Tatzlford. In addition, at one point during the battle, a pack of hungry brush thylacines attack an enemy army. This attack takes place at the end of a turn chosen by the party, at which point the PCs can attempt a +20 melee Strike against any non-engaged army. The thylacines do 1 point of damage to that army on a hit (or 2 points on a critical hit) before the animals flee back into the woods.</p></li><li><p><strong>Success</strong> As success (including the thylacine attack), but the circumstance bonus on initiative checks is only +1.</p></li><li><p><strong>Critical Failure</strong> Not only do the local animals refuse to aid, the PCs actions accidentally send a pack of crazed brush thylacines into town to attack. The Tatzlford Town Guard manages to defeat the attack, but they start the war encounter with 1 point of damage.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]{Set Traps}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>By setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers’ movement and even injure some of them. Setting Traps requires a Survival (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 and takes 1 point of damage.</p></li><li><p><strong>Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 or takes 1 point of damage.</p></li><li><p><strong>Critical Failure</strong> The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes [[/gmroll 5d6]] piercing and [[/gmroll 5d6]] bludgeoning damage (@Check[reflex|dc:25|basic] save).</p></li></ul></section>
<p>Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[
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<p>Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]{Post Snipers}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>The Narlmarch Wardens are skilled hunters, but by taking a few of these archers out of the army’s ranks and posting them on hidden locations on rooftops or in trees throughout the battlefield, the PCs can maximize their potential.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The snipers are posted in several key positions. At the end of a turn during the Battle for Tatzlford, attempt a +18 ranged Strike against any army that is not engaged. The snipers deal 1 point of damage on a hit (2 points on a critical hit). The snipers can perform this bonus attack up to 3 times during the Battle for Tatzlford, but no more than once at the end of any one turn.</p></li><li><p><strong>Success</strong> As critical success, but the snipers can perform the bonus attack only once during the battle.</p></li><li><p><strong>Critical Failure</strong> Not only are the snipers posted in areas that end up not proving advantageous, but the PCs drew too many archers from the ranks. The Narlmarch Hunters suffer a –2 penalty on ranged attacks during the Battle for Tatzlford.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]{Prepare Firepots}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>With the knowledge that there are some trolls in the army, preparation of firepots containing alchemical fire, oil, or some form of quickly combustible material may be invaluable to the battle. Preparing Firepots requires a Crafting (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> Enough firepots are created that they are quickly available at all points in the battlefield, and as a result, the troll army that attacks Tatzlford loses its regeneration tactic.</p></li><li><p><strong>Success</strong> Not enough firepots are created to ensure quick deployment. At the end of the troll army’s turn, it must attempt a @Check[type:maneuver|dc:20] check. If it fails, it loses its regeneration tactic until the end of its next turn.</p></li><li><p><strong>Critical Failure</strong> The attempt to prepare firepots results in a spectacular explosion that inflicts [[/gmroll 10d6]] points of fire damage to the PC (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]{Recruit Wildlife}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>A fair amount of wildlife dwells in the forest surrounding Tatzlford. While the animals can’t be organized into an actual army, the PCs can still attempt to use their skills to turn the local fauna to their advantage. Recruiting Wildlife requires a Nature (expert) check. If a PC has @UUID[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr]{Wild Empathy} or can cast spells like @UUID[Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C]{speak with animals}, they can opt to attempt this check using Diplomacy (trained) instead.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The PCs interpret animal reactions to the enemy armies’ approach, giving their armies a +3 circumstance bonus on initiative checks made during the Battle for Tatzlford. In addition, at one point during the battle, a pack of hungry brush thylacines attack an enemy army. This attack takes place at the end of a turn chosen by the party, at which point the PCs can attempt a +20 melee Strike against any non-engaged army. The thylacines do 1 point of damage to that army on a hit (or 2 points on a critical hit) before the animals flee back into the woods.</p></li><li><p><strong>Success</strong> As success (including the thylacine attack), but the circumstance bonus on initiative checks is only +1.</p></li><li><p><strong>Critical Failure</strong> Not only do the local animals refuse to aid, the PCs actions accidentally send a pack of crazed brush thylacines into town to attack. The Tatzlford Town Guard manages to defeat the attack, but they start the war encounter with 1 point of damage.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]{Set Traps}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>By setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers’ movement and even injure some of them. Setting Traps requires a Survival (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 and takes 1 point of damage.</p></li><li><p><strong>Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 or takes 1 point of damage.</p></li><li><p><strong>Critical Failure</strong> The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes [[/gmroll 5d6]] piercing and [[/gmroll 5d6]] bludgeoning damage (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section>
<p>Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]{Post Snipers}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>The Narlmarch Wardens are skilled hunters, but by taking a few of these archers out of the army’s ranks and posting them on hidden locations on rooftops or in trees throughout the battlefield, the PCs can maximize their potential.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The snipers are posted in several key positions. At the end of a turn during the Battle for Tatzlford, attempt a +18 ranged Strike against any army that is not engaged. The snipers deal 1 point of damage on a hit (2 points on a critical hit). The snipers can perform this bonus attack up to 3 times during the Battle for Tatzlford, but no more than once at the end of any one turn.</p></li><li><p><strong>Success</strong> As critical success, but the snipers can perform the bonus attack only once during the battle.</p></li><li><p><strong>Critical Failure</strong> Not only are the snipers posted in areas that end up not proving advantageous, but the PCs drew too many archers from the ranks. The Narlmarch Hunters suffer a –2 penalty on ranged attacks during the Battle for Tatzlford.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]{Prepare Firepots}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>With the knowledge that there are some trolls in the army, preparation of firepots containing alchemical fire, oil, or some form of quickly combustible material may be invaluable to the battle. Preparing Firepots requires a Crafting (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> Enough firepots are created that they are quickly available at all points in the battlefield, and as a result, the troll army that attacks Tatzlford loses its regeneration tactic.</p></li><li><p><strong>Success</strong> Not enough firepots are created to ensure quick deployment. At the end of the troll army’s turn, it must attempt a @Check[type:maneuver|dc:20] check. If it fails, it loses its regeneration tactic until the end of its next turn.</p></li><li><p><strong>Critical Failure</strong> The attempt to prepare firepots results in a spectacular explosion that inflicts [[/gmroll 10d6]] points of fire damage to the PC (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]{Recruit Wildlife}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>A fair amount of wildlife dwells in the forest surrounding Tatzlford. While the animals can’t be organized into an actual army, the PCs can still attempt to use their skills to turn the local fauna to their advantage. Recruiting Wildlife requires a Nature (expert) check. If a PC has @UUID[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr]{Wild Empathy} or can cast spells like @UUID[Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C]{speak with animals}, they can opt to attempt this check using Diplomacy (trained) instead.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The PCs interpret animal reactions to the enemy armies’ approach, giving their armies a +3 circumstance bonus on initiative checks made during the Battle for Tatzlford. In addition, at one point during the battle, a pack of hungry brush thylacines attack an enemy army. This attack takes place at the end of a turn chosen by the party, at which point the PCs can attempt a +20 melee Strike against any non-engaged army. The thylacines do 1 point of damage to that army on a hit (or 2 points on a critical hit) before the animals flee back into the woods.</p></li><li><p><strong>Success</strong> As success (including the thylacine attack), but the circumstance bonus on initiative checks is only +1.</p></li><li><p><strong>Critical Failure</strong> Not only do the local animals refuse to aid, the PCs actions accidentally send a pack of crazed brush thylacines into town to attack. The Tatzlford Town Guard manages to defeat the attack, but they start the war encounter with 1 point of damage.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]{Set Traps}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>By setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers’ movement and even injure some of them. Setting Traps requires a Survival (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 and takes 1 point of damage.</p></li><li><p><strong>Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 or takes 1 point of damage.</p></li><li><p><strong>Critical Failure</strong> The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes [[/gmroll 5d6]] piercing and [[/gmroll 5d6]] bludgeoning damage (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section>
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None
String added in the repository |
<p>Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]{Post Snipers}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>The Narlmarch Wardens are skilled hunters, but by taking a few of these archers out of the army’s ranks and posting them on hidden locations on rooftops or in trees throughout the battlefield, the PCs can maximize their potential.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The snipers are posted in several key positions. At the end of a turn during the Battle for Tatzlford, attempt a +18 ranged Strike against any army that is not engaged. The snipers deal 1 point of damage on a hit (2 points on a critical hit). The snipers can perform this bonus attack up to 3 times during the Battle for Tatzlford, but no more than once at the end of any one turn.</p></li><li><p><strong>Success</strong> As critical success, but the snipers can perform the bonus attack only once during the battle.</p></li><li><p><strong>Critical Failure</strong> Not only are the snipers posted in areas that end up not proving advantageous, but the PCs drew too many archers from the ranks. The Narlmarch Hunters suffer a –2 penalty on ranged attacks during the Battle for Tatzlford.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]{Prepare Firepots}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>With the knowledge that there are some trolls in the army, preparation of firepots containing alchemical fire, oil, or some form of quickly combustible material may be invaluable to the battle. Preparing Firepots requires a Crafting (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> Enough firepots are created that they are quickly available at all points in the battlefield, and as a result, the troll army that attacks Tatzlford loses its regeneration tactic.</p></li><li><p><strong>Success</strong> Not enough firepots are created to ensure quick deployment. At the end of the troll army’s turn, it must attempt a @Check[type:maneuver|dc:20] check. If it fails, it loses its regeneration tactic until the end of its next turn.</p></li><li><p><strong>Critical Failure</strong> The attempt to prepare firepots results in a spectacular explosion that inflicts [[/gmroll 10d6]] points of fire damage to the PC (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]{Recruit Wildlife}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>A fair amount of wildlife dwells in the forest surrounding Tatzlford. While the animals can’t be organized into an actual army, the PCs can still attempt to use their skills to turn the local fauna to their advantage. Recruiting Wildlife requires a Nature (expert) check. If a PC has @UUID[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr]{Wild Empathy} or can cast spells like @UUID[Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C]{speak with animals}, they can opt to attempt this check using Diplomacy (trained) instead.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The PCs interpret animal reactions to the enemy armies’ approach, giving their armies a +3 circumstance bonus on initiative checks made during the Battle for Tatzlford. In addition, at one point during the battle, a pack of hungry brush thylacines attack an enemy army. This attack takes place at the end of a turn chosen by the party, at which point the PCs can attempt a +20 melee Strike against any non-engaged army. The thylacines do 1 point of damage to that army on a hit (or 2 points on a critical hit) before the animals flee back into the woods.</p></li><li><p><strong>Success</strong> As success (including the thylacine attack), but the circumstance bonus on initiative checks is only +1.</p></li><li><p><strong>Critical Failure</strong> Not only do the local animals refuse to aid, the PCs actions accidentally send a pack of crazed brush thylacines into town to attack. The Tatzlford Town Guard manages to defeat the attack, but they start the war encounter with 1 point of damage.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]{Set Traps}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>By setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers’ movement and even injure some of them. Setting Traps requires a Survival (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 and takes 1 point of damage.</p></li><li><p><strong>Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 or takes 1 point of damage.</p></li><li><p><strong>Critical Failure</strong> The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes [[/gmroll 5d6]] piercing and [[/gmroll 5d6]] bludgeoning damage (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section>
<p>Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]{Post Snipers}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>The Narlmarch Wardens are skilled hunters, but by taking a few of these archers out of the army’s ranks and posting them on hidden locations on rooftops or in trees throughout the battlefield, the PCs can maximize their potential.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The snipers are posted in several key positions. At the end of a turn during the Battle for Tatzlford, attempt a +18 ranged Strike against any army that is not engaged. The snipers deal 1 point of damage on a hit (2 points on a critical hit). The snipers can perform this bonus attack up to 3 times during the Battle for Tatzlford, but no more than once at the end of any one turn.</p></li><li><p><strong>Success</strong> As critical success, but the snipers can perform the bonus attack only once during the battle.</p></li><li><p><strong>Critical Failure</strong> Not only are the snipers posted in areas that end up not proving advantageous, but the PCs drew too many archers from the ranks. The Narlmarch Hunters suffer a –2 penalty on ranged attacks during the Battle for Tatzlford.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]{Prepare Firepots}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>With the knowledge that there are some trolls in the army, preparation of firepots containing alchemical fire, oil, or some form of quickly combustible material may be invaluable to the battle. Preparing Firepots requires a Crafting (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> Enough firepots are created that they are quickly available at all points in the battlefield, and as a result, the troll army that attacks Tatzlford loses its regeneration tactic.</p></li><li><p><strong>Success</strong> Not enough firepots are created to ensure quick deployment. At the end of the troll army’s turn, it must attempt a @Check[type:maneuver|dc:20] check. If it fails, it loses its regeneration tactic until the end of its next turn.</p></li><li><p><strong>Critical Failure</strong> The attempt to prepare firepots results in a spectacular explosion that inflicts [[/gmroll 10d6]] points of fire damage to the PC (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]{Recruit Wildlife}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>A fair amount of wildlife dwells in the forest surrounding Tatzlford. While the animals can’t be organized into an actual army, the PCs can still attempt to use their skills to turn the local fauna to their advantage. Recruiting Wildlife requires a Nature (expert) check. If a PC has @UUID[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr]{Wild Empathy} or can cast spells like @UUID[Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C]{speak with animals}, they can opt to attempt this check using Diplomacy (trained) instead.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The PCs interpret animal reactions to the enemy armies’ approach, giving their armies a +3 circumstance bonus on initiative checks made during the Battle for Tatzlford. In addition, at one point during the battle, a pack of hungry brush thylacines attack an enemy army. This attack takes place at the end of a turn chosen by the party, at which point the PCs can attempt a +20 melee Strike against any non-engaged army. The thylacines do 1 point of damage to that army on a hit (or 2 points on a critical hit) before the animals flee back into the woods.</p></li><li><p><strong>Success</strong> As success (including the thylacine attack), but the circumstance bonus on initiative checks is only +1.</p></li><li><p><strong>Critical Failure</strong> Not only do the local animals refuse to aid, the PCs actions accidentally send a pack of crazed brush thylacines into town to attack. The Tatzlford Town Guard manages to defeat the attack, but they start the war encounter with 1 point of damage.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]{Set Traps}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>By setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers’ movement and even injure some of them. Setting Traps requires a Survival (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 and takes 1 point of damage.</p></li><li><p><strong>Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 or takes 1 point of damage.</p></li><li><p><strong>Critical Failure</strong> The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes [[/gmroll 5d6]] piercing and [[/gmroll 5d6]] bludgeoning damage (@Check[type:reflex|dc:25|basic:true] save).</p></li></ul></section>
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Things to check
English | Chinese (Simplified) | ||
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Critical Failure | 大失败 | PF2 | |
Critical Success | 大成功 | PF2 | |
Failure | 失败 | PF2 | |
Success | 成功 | PF2 |
Once the PCs have assessed Tatzlford, there’s enough time before the battle begins for each PC to choose and attempt one of the defensive activities the party gained access to; each action other than Erect Barricades may be chosen by no more than 1 PC. On a non-critical failure, the attempt produces no significant advantage or disadvantage to Tatzlford’s defenders.</p><p>Enough time passes during these downtime events so that the PCs finish in the late afternoon. At this point, a breathless scout races into town with alarming news: Trask’s armies are drawing near and the attack on Tatzlford is imminent!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]{Erect Barricades}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>Open gaps in the walls, in alleys, or even on streets can be fortified with barricades to prevent easy passage into town, using lumber, trees, barrels, wagons, rubbish, and even sharpened poles. Erecting a Barricade requires a Crafting check. This activity can be performed by more than one PC to create more than one barricade.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The barricade is a success. When a defending army takes the @UUID[Compendium.pf2e.kingmaker-features.Item.phtwOol1wETryF7b]{Guard} action, it gains a +2 item bonus on its Maneuver check. A barricade can grant this bonus only twice before it is ruined by enemy attacks.</p></li><li><p><strong>Success</strong> As critical success, but the barricade only works for one Guard action.</p></li><li><p><strong>Critical Failure</strong> A catastrophic accident occurs! Not only is the barricade ruined, but the PC attempting to erect the barricade takes [[/gmroll 10d6]] points of bludgeoning damage (@Check[reflex|dc:25|basic] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]{Post Snipers}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>The Narlmarch Wardens are skilled hunters, but by taking a few of these archers out of the army’s ranks and posting them on hidden locations on rooftops or in trees throughout the battlefield, the PCs can maximize their potential.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The snipers are posted in several key positions. At the end of a turn during the Battle for Tatzlford, attempt a +18 ranged Strike against any army that is not engaged. The snipers deal 1 point of damage on a hit (2 points on a critical hit). The snipers can perform this bonus attack up to 3 times during the Battle for Tatzlford, but no more than once at the end of any one turn.</p></li><li><p><strong>Success</strong> As critical success, but the snipers can perform the bonus attack only once during the battle.</p></li><li><p><strong>Critical Failure</strong> Not only are the snipers posted in areas that end up not proving advantageous, but the PCs drew too many archers from the ranks. The Narlmarch Hunters suffer a –2 penalty on ranged attacks during the Battle for Tatzlford.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]{Prepare Firepots}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>With the knowledge that there are some trolls in the army, preparation of firepots containing alchemical fire, oil, or some form of quickly combustible material may be invaluable to the battle. Preparing Firepots requires a Crafting (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> Enough firepots are created that they are quickly available at all points in the battlefield, and as a result, the troll army that attacks Tatzlford loses its regeneration tactic.</p></li><li><p><strong>Success</strong> Not enough firepots are created to ensure quick deployment. At the end of the troll army’s turn, it must attempt a @Check[maneuver|dc:20] check. If it fails, it loses its regeneration tactic until the end of its next turn.</p></li><li><p><strong>Critical Failure</strong> The attempt to prepare firepots results in a spectacular explosion that inflicts [[/gmroll 10d6]] points of fire damage to the PC (@Check[reflex|dc:25|basic] save).</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]{Recruit Wildlife}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>A fair amount of wildlife dwells in the forest surrounding Tatzlford. While the animals can’t be organized into an actual army, the PCs can still attempt to use their skills to turn the local fauna to their advantage. Recruiting Wildlife requires a Nature (expert) check. If a PC has @UUID[Compendium.pf2e.classfeatures.Item.d5BFFHXFJYKs5LXr]{Wild Empathy} or can cast spells like @UUID[Compendium.pf2e.spells-srd.Item.BBvV7qoXGdw09q1C]{speak with animals}, they can opt to attempt this check using Diplomacy (trained) instead.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> The PCs interpret animal reactions to the enemy armies’ approach, giving their armies a +3 circumstance bonus on initiative checks made during the Battle for Tatzlford. In addition, at one point during the battle, a pack of hungry brush thylacines attack an enemy army. This attack takes place at the end of a turn chosen by the party, at which point the PCs can attempt a +20 melee Strike against any non-engaged army. The thylacines do 1 point of damage to that army on a hit (or 2 points on a critical hit) before the animals flee back into the woods.</p></li><li><p><strong>Success</strong> As success (including the thylacine attack), but the circumstance bonus on initiative checks is only +1.</p></li><li><p><strong>Critical Failure</strong> Not only do the local animals refuse to aid, the PCs actions accidentally send a pack of crazed brush thylacines into town to attack. The Tatzlford Town Guard manages to defeat the attack, but they start the war encounter with 1 point of damage.</p></li></ul></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]{Set Traps}</h3><ul class="traits"><li>Downtime</li><li>Manipulate</li></ul></header><p>By setting a number of quickly built traps in the surrounding woods or in narrow alleys, the PCs can impede the attackers’ movement and even injure some of them. Setting Traps requires a Survival (trained) check.</p><ul class="outcomes"><li><p><strong>Critical Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 and takes 1 point of damage.</p></li><li><p><strong>Success</strong> At the end of each turn during the Battle for Tatzlford, one enemy army of the PCs’ choice becomes mired 1 or takes 1 point of damage.</p></li><li><p><strong>Critical Failure</strong> The attempt to set traps not only fails, but one of them misfires spectacularly during setup: An attempt to rig a timber covered with spikes fails, smashing the PC against a building wall. That PC takes [[/gmroll 5d6]] piercing and [[/gmroll 5d6]] bludgeoning damage (@Check[reflex|dc:25|basic] save).</p></li></ul对泰兹尔滩进行评估之后,每位PC 在战斗开始之前都有足够的时间选择一项可以参与的防御动作。除了设置路障之外每个动作都可以由不超过1 名PC 选择。如果检定失败但并非大失败,则这项尝试没能对泰兹尔滩的防御起到明显的有利或不利结果。</p><p>这些休整期事件会耗费足够的时间,因此 PC 将在下午晚些时候完成上述活动。此时一名气喘吁吁的侦察兵带着令人心惊的消息冲进小镇:特拉斯克的军队正在逼近,对泰兹尔滩的进攻迫在眉睫!</p><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.KsYvgnBNvdC23gnC]</h3><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.pWxRtCeAw4XnyzoM]</h3></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.tay92zbn04IR40qv]</h3></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.sWTvJahHpdz4CC6E]</h3></section><section class="skill"><header class="split"><h3>@UUID[Compendium.pf2e.adventure-specific-actions.Item.z1noqZiavhnqQL50]</h3></section>