Warpac |
Lucky Presence + Guidance for Perception
Perception: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Perception: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Lucky Presence + Guidance for heal check.
Perception: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Perception: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Warpac pokes around the chieftain body, more interested in anything that might have been missed during the looting than how the orc actually fell, but still willing to call on Desna to help with both.
"Could this have been a summoning gone wrong, do you think?"
Silas Proth |
Perception + guidance: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Survival + guidance: 1d20 + 1 ⇒ (13) + 1 = 14
"This orc led a life full of evil. No doubt we're all better off that he's dead. Still, I'll pray for his soul tonight. 'Even a lifetime of evil is not beneath redemption in the end.'"
Bom Skjold |
With the help of Silas and Zhen, Bom identifies some tracks in the dirt,
"There are also some strange serpentine tracks belong to a giant snake or beast with tentacles"
With the help of his wayfinder, Bom tries to determine the type of creature in question.
K. Nature(T10) on snake in questions: 10 + 7 = 17
As the others mentions worms, Bom puts vermin repellant on himself and Ulfur.
Fong, Zhen |
perception: 1d20 + 11 ⇒ (3) + 11 = 14
Updated, boss.
Venture Teller Play b'Post |
Warpac and Silas notice the freshest runes in the warlord's skin glow with magic. Unfortunately they notice this as the glow turns into flame! The body was trapped and bursts with arcane energy, the body is consumed by the energy leaving little more than its mask. force damage: 4d6 ⇒ (6, 3, 3, 5) = 17 (Silas, as adjacent, may make a Reflex save for 1/2 damage)
Made of interwoven wicker strands and insect-excreted resin, these horrific masks have the appearance of mutated, spore-infested insects. (Spellcraft DC 21)
Brom learns nothing more about the tracks, they match no animal he has ever seen.
Rowanna Nachtalus |
After the unfortunate explosion, Rowanna takes a closer look at the mask.
Spellcraft: 1d20 + 15 ⇒ (7) + 15 = 22
Silas Proth |
Reflex: 1d20 + 5 ⇒ (17) + 5 = 22
Silas instinctively turns his face away just as the body explodes with magic energy. (Did I save?) "Aha! Even the dead bodies are so infused with demonic power that they can't stand my being here. Get out!" He touches his holy symbol. "In the Inheritor's name!"
"I don't think that's what really... oh, what's the use." the sword sighs.
Warpac |
Warpac Grimaces and takes it, but quickly heals back up...
Cure Moderate Wounds: 2d8 + 6 + 4 ⇒ (1, 6) + 6 + 4 = 17
(+4 bonus from Fey Foundling feat)
Venture Teller Play b'Post |
The tracks might be from a baby kraken, or a giant octopus, or maybe a Chelaxian mountain squid. But considering the outsider taint we are finding it is probably Qlippoth of the shoggti variety.
Karva asks for camp to be made, but she is interrupted by guttural shouts and screams of fear echo up from the slopes below. Seconds later, six bedraggled orcs run onto the plateau.
Hot on their heels is another band of orcs, each marked with runes carved into their flesh. With terror in their eyes, the first six orcs cry out in Common, “Help! Save us! We be good!” Behind them, the rune-covered orcs laugh cruelly and fill the air with harsh howls. They plant a banner depicting a severed hand into the ground, then rush forward. At the same time, another, larger group of orcs emerges from behind, adding their screams to the terrible chorus.
Signifer Karva calls out, “Hellknights form ranks to the rear! Pathfinders, deal with the orcs attacking from the front!”
Roll initiative! Go ahead and post an action should you beat the orcs. I will not get the map set up until tomorrow, but you can take a look the Omega Team for an idea. The closest is more than 60 ft. from your starting points.
orc: 1d20 ⇒ 4
orc Lt: 1d20 + 3 ⇒ (3) + 3 = 6
orc W: 1d20 + 1 ⇒ (12) + 1 = 13
Venture Teller Play b'Post |
The mask: Made of interwoven wicker strands and insect-excreted resin, these horrific masks have the appearance of mutated, spore-infested insects. Insects occasionally fall off the mask and burrow away through the ground. The mask’s wearer is rendered immune to swarms’ distraction special attack. Additionally, once per day the wearer can transform into an insect as per the spell vermin shape I. It is called visage of the broodlord.
Fong, Zhen |
Init: 1d20 + 8 ⇒ (14) + 8 = 22
Bom Skjold |
Bom Init: 1d20 + 3 ⇒ (5) + 3 = 8
Ulfur Init: 1d20 + 2 ⇒ (5) + 2 = 7
Silas Proth |
Init: 1d20 + 1 ⇒ (9) + 1 = 10
Silas moves to intercept the orcs and draws his sword, its heatless flames dancing up and down the blade. As he does so he mutters a short prayer. "The Inheritor's light dispels all shadows."
Move, draw weapon, cast detect evil
Warpac |
init: 1d20 + 1 ⇒ (4) + 1 = 5Warpac will cast Bull's Strength and Shield of Faith on himself using a Fervor, then move to engage.
Bom Skjold |
Bom can't help but notice the rune covered orcs.
"Watch those lot, they are liable to pop!"
Bom delays to move with Ulfur, upon which Bom quick releases his wand of lead blades from his wrist sheath, uses it, putting it back in his belt. He then commands Ulfur to Defend him (attack as soon someone gets in range).
Bom and Ulfur will stand side by side.
Rowanna Nachtalus |
Init: 1d20 + 9 ⇒ (1) + 9 = 10
If not in melee or reach range of an orc, Rowanna activates her Flight Hex and moves up 30 feet into the air.
If she is in melee or reach range of an orc, Rowanna will attempt to place a Slumber Hex on said orc, then move 5 feet away. DC 18 Will save or asleep.
Bom Skjold |
Yeah, I'm assuming Bom is not within AoO range of anyone
Venture Teller Play b'Post |
No AoO, the closest was abut 60 feet away. Map is set up, with the moves of Warpac, Silas, & Rowanna accounted for. I used dotted border to indicate flying.
Eager for battle the orcs begin roaring and beating their chests. One female drinks a potion. One particular orc grins maliciously. He ignores the quiver at his back, but reaches for a second one at his belt. With sheer joy he targets an arrow with red feathers at Warpac. "Bleed dwarf! Bleed!"
longbow v Warpac: 1d20 + 9 - 4 + 3 ⇒ (2) + 9 - 4 + 3 = 10, kthunk: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (3, 3) = 17
(giving cover for hillside, but against Warpac's flatfooted AC)
R1
Fong (22): <--here now
Orc Sergeant (13): drinks potion
Rowanna (10): hexes fly, flies
Silas (10): casts a spell, moves
Bom (7): casts spell, moves
Orc Lt. (6): misses favored enemy (phew that could have been bad)
Warpac (5): casts spell moves
runed orcs (4): will rush into combat.
The closest orc will make it to the star next to Silas as a double move. Depending on Fong's action I will move or double move the others. Fong, please give me an action for R1 & R2:) Hellknights are battling south of the map, but are reachable if you want. The orcs requesting sanctuary have dropped from exhaustion also on the south end of the map.
Fong, Zhen |
Round 1 Not understanding the orcs, Zhen pulls his temple sword and readies for the herd of Orcs heading toward them.
Round 2 Drops the sword from two hands to one with the tip on the ground. "Well that's a disappointment. Maybe we should assist the hellknights?" Zhen moves toward the heat of battle.
Bom Skjold |
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Venture Teller Play b'Post |
The orcs rush to the party. Fong's sword is waiting for the first and lops its head off as it approaches.* The monk decides to aid Hellknights and enters the massive fray. He strikes at an orc about to chop Rulla's leg.
One of the better equipped orcs rushes forward dropping down the hill with barely a thought.
R2
Fong (22): aids Hellknights* used the AoO from the discussion thread. I assumed a move in both rounds."Aiding the HK" is a standard action.
Orc Sergeant (13): Double move
Rowanna (10): <-- Here now
Silas (10): c<-- Here now
Bom (7): <-- Here now
Orc Lt. (6):
Warpac (5):
runed orcs (4):
Bom Skjold |
I think Fong misunderstood that there was a second wave of orcs behind the first that was surendering.
Waiting to see if I can read the rune from a safe distance for the party. If I can safely do it, then I'll draw my longsword as move action.
Rowanna Nachtalus |
Rowanna flies five feet to the northeast, then down five feet and attempts to place a Slumber hex on the closest orc.
DC 18 Will save from Red outline orc or falls asleep. This is a mind affecting effect.
If the orc fails to resist the hex, she admonishes the others, "Don't attack him, you can finish him off after we take care of the others."
Bom Skjold |
If red does not fall asleep...
Bom commands Ulfur to aid Bom's attack. Bom than moves forward, drawing his longsword and attempts to shield slam the orc into the cliff wall.
Ulfur (Aid Another attack): 1d20 + 2 ⇒ (18) + 2 = 20
Bom Shield Slam (includes Aid Another): 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Red does fall asleep..then Bom and Ulfur will advance closer to Silas, but making sure he's not in a charge line.
Silas Proth |
With Fong making quick work of the closest orc, Silas rushes the next, sword flashing.
Gamin vs nearest orc: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d8 + 13 ⇒ (3) + 13 = 16
Fong, Zhen |
Taking the retcon for R2
Zhen calls on the power of his inner strength to move further than seems possible. 1 Ki point used He reaches near the first orc, giving Silas space to step in front. Zhen swings his temple sword.
Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Venture Teller Play b'Post |
Wave vs. Hex: 1d20 ⇒ 8
A hellknight spell is cut short with a gurgled cry. The orc warlord falls to the ground with a ferocious snore. Fong springs forward and cuts up another orc. Silas and Gamin step over its body and dispatch the next. The Lietenant shoots twice, again with another of the special arrows, shouting, "That ugly beard will look better on my belt!"
longbow v Warpac: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22, bane arrow: 1d8 + 4 + 2 + 2d6 ⇒ (3) + 4 + 2 + (1, 4) = 14, longbow v Warpac: 1d20 + 9 ⇒ (6) + 9 = 15, arrow: 1d8 + 4 ⇒ (6) + 4 = 10
Bom if you want to adjust your R2 action, please do so.
R2Fong (22): aids Hellknights* used the AoO from the discussion thread. I assumed a move in both rounds."Aiding the HK" is a standard action. kills an orc
Orc Sergeant (13): Double move
Rowanna (10): hexes orc
Silas (10): kills orc
Bom (7): <-- Here now (or moves)
Orc Lt. (6): wastes another dwarf bane arrow
Warpac (5): <-- Here now
runed orcs (4):
Warpac |
Well then. Been here before.
The two warriors charging the orcs up the hill are doing a fine job of things and can easily outrun Warpac's scrawny little legs. By the time he would be able to get there, all the orcs will have been finished. He spots Boudra and makes his way over to her. Two dwarves, shoulder to shoulder, the way it should be.
i.e. join the hellknights in the main battle.
Bom Skjold |
Bom and Ulfur will join Warpac in aiding the Hellknighs
Venture Teller Play b'Post |
OK I am trying to get us back on track here. Again my apologies for the long absence.
Bom's blade deflects a falchion coming down at a Hellknights back. Warpac pushes two orcs back allowing one of the knights to regain her feet.
The last small orc moves up to Silas screaming at it does. Each time it yells a rune on its skin begins to glow and as it gets closer some of the words can be made out. "Thief. Liar." At the last shout the runes burst with arcane power, "Cowardice!"
The orc is reduced to a smattering of flesh and bone. Silas needs to make a Reflex save.
R2
Fong (22): kills an orc
Orc Sergeant (13): Double move
Rowanna (10): hexes orc
Silas (10): kills orc
Bom (7): aids Hellknights <-- Here now (or moves)
Orc Lt. (6): wastes another dwarf bane arrow
Warpac (5): aids Hellknights <-- Here now
runed orcs (4): explodes runes
Party is up for R3(unless Fong wakes sergeant)
Warpac |
Warpac keeps it coming on the line of battle, a small mountain of muscle and metal, joyfully acting out his calling! Orcs! By Desna he sure does love fighting orcs.
Rowanna Nachtalus |
Rowanna flies 20 feet to the north and down 5 more feet to hover 20 feet in the air. She then attempts to put the other nearby orc asleep with a Slumber Hex.
DC 18 Will save from yellow outline orc or s/he falls asleep.
Venture Teller Play b'Post |
Will: 1d20 ⇒ 16
The remaining orc falls asleep.
How long does the hex last? Never Mind I answered the question. Please continue the round.
Bom Skjold |
I assume there are no rolls to aid the Hellknights?
Venture Teller Play b'Post |
I assume there are no rolls to aid the Hellknights?
Scenarious Just says that it is a standard action so if you make a standard that would normally require a roll yes do so here as well.
Warpac |
I guess I'll make a roll then!
+10/1d10+5 Dwarven Double Waraxe [1d10; crit x3; dmg: S] (+4[BAB] +4[str] +1[wpn foc] +1[enh] +1[Hatred]/+4[str] +1[enh])
To Hit vs. orc army: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
He has cleave too, so just for fun I'm going to assume a cleave happens - though that is a full action so perhaps he can't.
To Hit vs. orc army: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d10 + 5 ⇒ (7) + 5 = 12
Fong, Zhen |
Looked at the map, don't understand if there is more to fight?
Bom Skjold |
Doesn't sound like I actually need to roll anything, it just uses up a Standard action, correct?
@Zhen, you might as well kill the sleepers as we don't want them to awake and pop their own runes.
Fong, Zhen |
Zhen swings at a sleeping orc to make sure it doesn't wake up. After all isn't that how the saying goes? "Only good orc is a dead orc."
Attack, flurry: 1d20 + 7 ⇒ (2) + 7 = 9
Attack, flurry: 1d20 + 7 ⇒ (19) + 7 = 26
Confirm Crit on attack 2: 1d20 + 7 ⇒ (15) + 7 = 22
Damage if first hit: 1d8 + 4 ⇒ (4) + 4 = 8
Crit damage on 2nd attack: 2d8 + 8 ⇒ (3, 4) + 8 = 15
Rowanna Nachtalus |
The sleeping orcs are considered helpless. You can perform coup de grace actions on them if you wish.
Venture Teller Play b'Post |
Warpac happily wades into the army of orcs facing the Hellknihgts hacking limbs and torso with glee.
Looked at the map, don't understand if there is more to fight?
Sorry updated map to show both orc leaders are under the Witch's hex. Note: any attack (even CdG) that doesn't kill them will wake them. Also please note, squares with a 'cliff' in them are difficult terrain.
Correct Bom, any standard action or "aid Hellknights as [its own] standard action.
Fong, Zhen |
Zhen goes around the bodies and cliffs to reach the higher sleeping orc.
Used double move, so that's my turn
Venture Teller Play b'Post |
They are both down and you are all experienced field agents so I assume you will not make any rookie mistakes. How do you want to end this encounter? Staying in combat rounds matters for the Hellknights, but I can work around that. :)
Warpac |
Not sure what you are asking. Do you mean what flavor text should we use to end the battle? Or are there choices we still need to make? I'm sure our witch could lay out some impressive area affect spells and the warriors could pretty much mow a path through the front line and take out their leader. Or perhaps we could fly someone over their heads and do an air drop on their commander. If someone has an illusion, orcs are pansies (that would be Warpac speaking) and would probably run from anything with a big shadow.
Silas Proth |
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Silas throws his shield up as the orc explodes. "Demon orc," he curses to himself. He looks around and realizes the others seem to all have been taken care of. "Everyone ok?"
Rowanna Nachtalus |
At the very least, I would suggest a few of you gather around one sleeping orc at a time and all attack him at once, or whoever has the best theoretical Crit damage attempt coup de grace attacks with the rest nearby to finish the job in case the orc makes the save.
Fong, Zhen |
My temple sword is 19-20 crit and doubled. Don't know who is better.
Venture Teller Play b'Post |
More than flavor is needed, they could survive a CdG and be back in battle. Rowanna's suggestion is a good one, but other options exist. As seasoned Pathfinders you probably have some. You can take all the time you need to finish the task, but keep in mind the longer you take the longer the Hellknight battle will take its toll (Warpac & Bom's efforts help to minimize that though :).