Arngrim Fleet foot |
I vote for a night strike. Parlay may be nice, but 1) not doing it quickly and quietly will alert the rest of the enemy 2) it is unlikely that killing low level guards will change the BBG's overall disposition. We can always use more tact once we are actually inside. I would; however, be open to other ideas.
GM Na2Te |
As you watch the wall and wait for nightfall, you notice that when the sun starts to set they light torches on top of the wall. There's a brief pause during the changing of the guard at sunset, but it doesn't last long. Fortunately for you, no other bandits return from your direction to the structure that evening.
Make Stealth rolls if you're approaching the wall. Map will be updated soon.
EDIT: Ok my bad, guys. Actually you can see a large gap in the wall-- it's a section that's crumbled away. (I didn't realize that the north side of the monastery is actually to the right on the drawing.) You still know there are four guys on top of the walls. Assume it takes you 60 feet of movement to reach the map. The lines on the map represent the fact that the monastery is on a hill-- the space between the edge of the map and the walls counts as difficult terrain.
Tusk Aran |
considering my movement speed is a 20, I'll probably need 2 stealth checks, if not just ignore the 2nd one. and a perception as I move?
I sneak up to a bandit and attack with axe and I have darkvision. stealth: 1 + 1d20 ⇒ 1 + (8) = 9
stealth: 1 + 1d20 ⇒ 1 + (18) = 19
perception: 6 + 1d20 ⇒ 6 + (1) = 7
attack: 3 + 1d20 ⇒ 3 + (2) = 5
dmg: 1d12 + 3 ⇒ (9) + 3 = 12
Ashara Lethani |
Ashara agrees with the others abot the night strike:"Yes, I suppose sometimes discretion could really be the better part of valor...But I must warn you beforehand: I'm not well suited for sneaking around in the dark..."
With a Stealth -4 mod Ashara will wait for the others to sneak in and deal with the guards
Arngrim Fleet foot |
Well, it looks like that problem has already been stepped in..
Arngrim attempts to flank left, moving through the brush so that he can get a shot on the guard.
Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
As soon as he gets into position, he will study the guard on the wall Studied target
Tusk Aran |
while considering I can only move half my speed, I need more stealth checks. Considering the first 2 are a pass, that is 20 feet towards the wall.
stealth: 1 + 1d20 ⇒ 1 + (8) = 9
stealth: 1 + 1d20 ⇒ 1 + (5) = 6
stealth: 1 + 1d20 ⇒ 1 + (10) = 11 50 feet towards the wall. stop my character when I fail, and I'm heading towards the bandit I wanted to go towards with gun drawn.
GM Na2Te |
Let's do this in rounds. If you're advancing, make 1 Stealth check for the whole round.
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (3) + 5 = 8
Tusk accidentally steps on a few twigs as he draws his gun and moves forward. However, due to a combination of factors such as the distance, cover of darkness, and the odd fact that they don't appear to be much concerned with keeping watch to the north, the guards on the wall don't notice.
Round 1:
Tusk advances 20 feet (double move @ half speed), still 40 feet from the map.
Arngrim advances 15 feet (single move @ half speed), still 45 feet from the map. Uses Studied Target.
Anyone else?
Taklinn Baldurk |
Stealth: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
"I GOT A 4!!!" Lol!
Stealth: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Stealth: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Stealth: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
Oh, crap! That only got worse as it went...
Taklinn belly-crawls through the brush, grumbling about "pansy tactics" as he crawls.
Shoris |
Stealth: 1d20 + 1 ⇒ (4) + 1 = 5
Shoris pulls out a wand and activates it. Then he tries to move quietly towards the monastery, but (being his normally gangly self) he has a hard time doing so.
Move 15' towards the map and activate my wand of mage armor.
SodiumTelluride |
Whoops!
As Taklinn crawls through a bush, he awakens a very startled bird. It squawks loudly and takes to the air, continuing to complain as it leaves.
"Who's there?" The two guards on the near wall turn to investigate the disturbance. "Ah hells, Gravv, it's just a bird," one says.
The other one squints into the darkness. "It ain't," he says after a pause. "There's someone in that bush!"
"Right..." the other says, drawing an arrow. "Fine, shoot the bush, if it'll make you feel better." Together, they aim their bows at Taklinn's hiding spot.
Believe it or not, even with such low Stealths only one of them managed to see only one of you-- and just barely, at that. However, that happened on the first round, so only one turn of movement for everyone.
Initiatives:
Shoris: 1d20 + 7 ⇒ (3) + 7 = 10
Menarul: 1d20 + 2 ⇒ (11) + 2 = 13
Arngrim: 1d20 + 2 ⇒ (20) + 2 = 22
Ashara: 1d20 + 2 ⇒ (18) + 2 = 20
Taklinn: 1d20 + 3 ⇒ (2) + 3 = 5
Tusk: 1d20 + 5 ⇒ (8) + 5 = 13
Bandits: 1d20 + 3 ⇒ (11) + 3 = 14
Initiative order (BOLD is up!):
Arngrim 45' from the map
Ashara 60' from the map
--------------------
Bandits
--------------------
Tusk 40' from the map
Menarul 60' from the map
Shoris 45' from the map
Taklinn 50' from the map
Arngrim Fleet foot |
Attack: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22
Arngrim takes careful aim at the nearest guard and lets fly his arrow. As soon as the arrow leaves the string, he dives off to the side and tries to hide again.
I dont know if I get a bonus to restealthing due to dark and distance, or what, but a 22 + whatever should be good enough.
GM Na2Te |
You do still get the bonuses for darkness and distance, but making an attack gives you a -20 to Stealth. (Sniping in Pathfinder is hard.)
Ashara delays to see how things will turn out.
Arngrim fires an arrow, which hits the eastern guard in the shoulder, then dives for cover.
--------------------
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Both bandits now realize the dwarf in the bushes is not alone. "INTRUDERS!" the uninjured guard yells, seeing his ally hit by an arrow. "INTRUDERS FROM THE NORTH!" Both now train their bows on the new, more definite target.
West bandit arrow vs Arngrim (-2 for range): 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
East bandit arrow vs Arngrim: 1d20 + 3 ⇒ (18) + 3 = 21
Darkness (low misses): 1d100 ⇒ 77
East bandit damage: 1d6 + 2 ⇒ (5) + 2 = 7
The bandits' shorter bows have difficulty reaching as far as Arngrim's longer counterpart, but one of them finds him anyway. As soon as the the one guard yells for backup, the other two run to join their allies on the north wall.
--------------------
Initiative order (BOLD is up!):
Arngrim 45' from the map
Ashara (may act twice) 60' from the map
--------------------
Bandits
--------------------
Tusk 40' from the map
Menarul 60' from the map
Shoris 45' from the map
Taklinn 50' from the map
Arngrim Fleet foot |
Arngrim grunts as the arrow pounds home, but he just takes off at a run for 15', then takes aim for another arrow. This one is for the &*&^^%^& that shot me
Attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Damage?: 1d8 + 1 ⇒ (4) + 1 = 5
Tusk Aran |
Move ahead 20 feet now 20 from map and fire gun at the bandit
hit: 4 - 2 + 1d20 ⇒ 4 - 2 + (19) = 21 -2 since it is beyond first increment. and it is not versus touch this time
dmg: 1d8 ⇒ 2 b and p dmg
GM Na2Te |
GMPC for Menarul: Single move, longbow shot @ yellow bandit
Longbow vs west bandit: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d10 ⇒ 10
Tusk moves forward again and lands a bullet on one of the bandits (yellow).
Menarul shoots from a distance, but misses.
Shoris runs as fast as he can toward the monastery to get within range.
Taklinn does the same, though his short dwarven legs don't take him as far...
Arngrim moves forward and actually manages to hit the bandit that landed an arrow in his shoulder. (You can move your full speed if you want, you aren't in the difficult terrain yet and I'm guessing you aren't trying to Stealth.)
Ashara casts guidance, then waits to see what the enemies do.
--------------------
"Nine hells, there's more of 'em!" The bandits position themselves on the front wall, facing the intruders. In the interest of preserving their base of operations, the bandits on the walls fire at the closest target: Shoris.
Red bandit arrow vs Shoris: 1d20 + 3 ⇒ (11) + 3 = 14
Yellow bandit arrow vs Shoris: 1d20 + 3 ⇒ (6) + 3 = 9
Blue bandit arrow vs Shoris: 1d20 + 3 ⇒ (8) + 3 = 11
Purple bandit arrow vs Shoris: 1d20 + 3 ⇒ (14) + 3 = 17
Purple bandit damage: 1d6 + 3 ⇒ (4) + 3 = 7
As luck would have it, two of them miss completely and one glances off the shimmering magical barrier protecting his torso.
--------------------
Initiative order (BOLD is up!):
Arngrim 30' from the map
Ashara (may act twice) 30' from the map
--------------------
Bandits
--------------------
Tusk 20' from the map
Menarul 30' from the map
Shoris
Taklinn 10' from the map
Remember, once you're on the map it's difficult terrain from there.
Red bandit:
Yellow bandit: -7
Blue bandit:
Purple bandit:
Shoris |
Shoris grunts in pain, pulls some butter out of the pouch on his waist and begins chanting as he moves forward.
casting grease (DC 17) on the squares where the red and yellow bandits are and the squares directly behind them.
Ashara Lethani |
Ashara positions herself between her allies and then calls her divine power in order to help their accuracy, then she concentrates again and a burst of healing explodes from her outstretched hands.
Move until Ashara in inside 50 ft of each team mate, then cast bless, the uses channel energy to heal those inside 30 ft
Channel energy: 1d6 ⇒ 3
Tusk Aran |
I move forward 20 feet so I'm on the map. And then I reload my gun which is an action for me, I don't have rapid reload
SodiumTelluride |
Tusk moves forward and reloads.
(GMPC) Menarul also moves forward, launching an arrow as he does so.
Menarul arrow vs yellow bandit: 1d20 + 2 ⇒ (2) + 2 = 4
Shoris magically greases the spot on which two of the bandits are standing.
Red bandit Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Yellow bandit Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Acrobatics (to avoid falling off): 1d20 + 2 ⇒ (7) + 2 = 9
High/outside, low/inside: 1d100 ⇒ 10
One maintains his balance. The other isn't so lucky... He slips on the grease and falls right off the wall inside the fort!
(GMPC) Taklinn, ever the slow dwarf, is actually the first to scale the hill and reach the level of the wall. In front of him, through the gap in the crumbled wall, he sees an inner wall that stretches in either direction. (Because of the lines on the map, we'll say that Taklinn and the two squares on either side of him no longer count as difficult terrain. However, getting there is a double move for him.)
Arngrim lands another arrow, this time on one of the bandits to the east.
Ashara uses her divine magic to boost and heal her allies.
--------------------
Seeing the more armored of the two dwarves scale their hill, the two eastern bandits focus their fire on the newer threat, one staggering in pain from Arngrim's arrow. The one remaining on the wall to the west continues to attack Shoris.
Yellow bandit arrow vs Shoris: 1d20 + 3 ⇒ (16) + 3 = 19
Blue bandit arrow vs Taklinn: 1d20 + 3 ⇒ (13) + 3 = 16
Purple bandit arrow vs Taklinn: 1d20 + 3 ⇒ (7) + 3 = 10
Yellow bandit damage vs Shoris: 1d6 + 2 ⇒ (4) + 2 = 6
--------------------
Initiative order (BOLD is up!):
Arngrim
Ashara
--------------------
Bandits
--------------------
Tusk
Menarul
Shoris
Taklinn
Remember, once you're on the map it's difficult terrain from there.
Red bandit:
Yellow bandit: -7
Blue bandit: -9
Purple bandit:
Tusk Aran |
I move 20 feet forward, or rather 10 feet forward as the terrain slows me down with every aching muscle I use to move and I fire at yellow hit: 4 + 1d20 ⇒ 4 + (3) = 7 vs touch at least that isn't a misfire
dmg: 1d8 ⇒ 1 b and p dmg
Arngrim Fleet foot |
Struggling with the underbrush, Arngrim is only able to push forward 10" before he stops to get another shot off on the blue baddie
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
but the thick brush fouls his bow.
Thats not even worth fixing the modifier... lol
Shoris |
Shoris moves around the corner of the monastery, hoping to make himself a more difficult target. As he moves, he pulls the cork out of a vial he retrieves from his belt and downs the contents.
Move to the location designated on the map and drink a potion of cure light wounds.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
GM Na2Te |
Tusk fires his weapon, but it goes wide.
(GMPC) Menarul moves forward and fires at the (yellow) bandit again.
Menarul arrow vs yellow bandit: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d10 ⇒ 6
With a final look of shock, the bandit falls lifeless to the ground.
Shoris heals his wounds with a not-too-effective potion.
Taklinn continues his charge forward.
Arngrim shoots an arrow as well, but it misses the mark.
Ashara casts a spell against the nearer of the two bandits.
Blue bandit Will: 1d20 + 3 ⇒ (4) + 3 = 7
The bandit shouts in panic as images of pure terror fill his mind. He runs as fast as he can down the wall south.
--------------------
As soon as Taklinn runs through the gap in the crumbling wall, the bandit that had succumbed to Shoris's grease spell and had been waiting for the first person to breach the wall fires. (You're getting two arrows from him and one from the remaining one on the wall.)
Red bandit arrow vs Taklinn: 1d20 + 3 ⇒ (13) + 3 = 16
Red bandit arrow vs Taklinn: 1d20 + 3 ⇒ (19) + 3 = 22
Red bandit damage: 1d6 + 2 ⇒ (5) + 2 = 7
Purple bandit arrow vs Taklinn: 1d20 + 3 ⇒ (6) + 3 = 9
One manages to find a kink in his armor to dig painfully into Taklinn's side.
--------------------
Initiative order (BOLD is up!):
Arngrim
Ashara
--------------------
Bandits
--------------------
Tusk
Menarul
Shoris
Taklinn
Remember, once you're on the map it's difficult terrain from there.
Red bandit:
Blue bandit: -9
Purple bandit:
Ashara Lethani |
Ashara follows Taklinn into the gap between the walls:"Fancy seeing you here master dwarf. Would you like to lead the way?" she chuckles as she points her crossbow at the nearest bandit and fires
Attack roll: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage roll: 1d10 ⇒ 8
Ashara moves 4 ft forward and shoots the red bandit right in front of her. Also factoring bless
SodiumTelluride |
Once you've crossed that inner topography line, you're no longer in difficult terrain. If anyone was confused by that, you can redo your movement.
Tusk closes to the monastery and reloads.
(GMPC) Menarul also closes to the monastery wall and shoots at the one remaining bandit archer.
Menarul arrow vs Purple bandit: 1d20 + 2 ⇒ (5) + 2 = 7
Shoris starts casting a particularly complex spell.
Taklinn moves to attack an enemy that is finally on his level.
Arngrim does a better job of hitting the archer than Menarul does.
Ashara fires a bolt past Taklinn and hits the bandit within the walls.
--------------------
Cause fear duration: 1d4 ⇒ 2
The bandit Ashara had targeted earlier, still panicking, moves to place the tower between himself and the object of his fear. The one inside the wall, seeing an easier target, lines up an arrow at Ashara instead and then darts around the corner. The one on the wall tries to return Arngrim's arrow with one of his own.
Red bandit arrow vs Ashara: 1d20 + 3 ⇒ (14) + 3 = 17
Purple bandit arrow vs Arngrim: 1d20 + 3 ⇒ (4) + 3 = 7
--------------------
Initiative order (BOLD is up!):
Arngrim
Ashara
--------------------
Bandits
--------------------
Tusk
Menarul
Shoris
Taklinn
Red bandit: -8
Blue bandit: -9
Purple bandit: -8
Shoris |
A shimmering eagle appears in the air between Tusk and Menarul, and it flies to attack the bandit on the wall.
Summoning a celestial eagle and having it smite evil. +1 to damage if the bandit happens to be evil.
bite, to-hit: 1d20 + 5 ⇒ (10) + 5 = 15 bite damage: 1d4 + 2 ⇒ (3) + 2 = 5
Ashara Lethani |
Mmmmh.... something strange happenend to the map: I can't see Taklinn and the red bandit's icons anymore. So for the time being Ashara will delay and wait for the others to enter inside the fortress
GM Na2Te |
(GMPC) Tusk, gun loaded, makes his way through the gap in the wall.
(GMPC) Menarul does the same but heads in the other direction, trying to line up a shot against the (blue) bandit from around the corner.
Menarul arrow vs blue bandit: 1d20 + 2 ⇒ (11) + 2 = 13
The arrow glances off the corner of the wall.
Shoris finishes casting his spell, and an otherworldly eagle swoops down and claws at the bandit's face. Screaming in pain, the man falls off the wall and lands with a hard thud on the ground below.
As Taklinn rounds the corner and meets the bandit face-to-face, he sees that between the two doorways on opposite sides of the tower is a single open area. Statues ring the central open area, each depicting a tiger-headed man in a martial-arts stance. Behind the statues are four sets of stairs; the stairs to the north descend into darkness, and the stairs to the south once led upward but have collapsed in a heap.
Arngrim isn't having much luck with those arrows...
Ashara holds and waits for the enemies to react.
--------------------
The other bandit on the wall finally shakes off Ashara's magic. He steps out, sees Menarul inside the walls, and fires.
Blue bandit arrow vs Menarul: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
The bandit on the ground drops his bow, draws a small handaxe, and swings at Taklinn.
Red bandit handaxe vs Taklinn: 1d20 + 3 ⇒ (13) + 3 = 16
The blow, like so many others before it, glances off the dwarf's armor.
--------------------
Initiative order (BOLD is up!):
Arngrim
Ashara
--------------------
Bandits
--------------------
Tusk
Menarul
Shoris
Taklinn
Red bandit: -8
Blue bandit: -9
Ashara Lethani |
Ashara decides to follow Taklinn, as the dwarf ventures further into the enemy stronghold. Then seeing how her companion seems to have things well under control she decides it prudent to reload her crossbow, wholly expecting more trouble ahead.
Ashara double moves near taklinn and uses his previously delayed actions to reload her corossbow