Chaosorbit's PFS #2-01 & 02: Before the Dawn—Part 1 & 2 (st 3-4) (Inactive)

Game Master Chaosorbit

Before the Dawn maps 3-4


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Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

It seems as though someone is playing games....who is it? Mykel says as he looks around the group of bandits.

sense motive: 1d20 + 6 ⇒ (2) + 6 = 8

Silver Crusade

Maps and Handout

The woman replies This is no game, now give me the key or lead the way to Bloodcove and we'll find this drug dealer together. I want the key now!

Mykel isn't sure who.

GM:

Perception: 1d20 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Male Ifrit Sorcerer 4 / HP 26/26/ AC/ AC w with mage armor 14/17/ Touch 13/13 Flatfooted 10/ 14/ Saves Fort +5, Reflex +5, Will +5 / Perception +0 Sense Motive +0 / Speed 30 / Initiative +7

You seem resourceful enough to find a low life drug dealer bragging about winning a card game. Surely you don't need our help and we can continue on our business.
Bluff aid: 1d20 + 10 ⇒ (2) + 10 = 12
Diplomacy: 1d20 + 14 ⇒ (12) + 14 = 26

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel stares at the ebon skinned woman.

[b]Are you the one playing head games? I know what it feels like to have someone poke around my mind. It is not appreciated.

intimidate: 1d20 + 6 ⇒ (5) + 6 = 11

Silver Crusade

Maps and Handout

Your right pretty boy, the woman says to the attractive Ifrit.

But I'm pretty sure the halfling has what I'm looking for, so let my men search him. If he doesn't I'll head back to town. She eyes Fuzzfoot watching his every move. Then adds, If you Pathfinders really did lose it gambling, you'll likely have more troubles than me, when your higher ups find out.

So last chance to just cough it up before we give him the halfling shake. She points at Fuzzfoot.

GM:

perception: 1d20 + 1 ⇒ (1) + 1 = 2
stealth: 1d20 + 14 ⇒ (18) + 14 = 32

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

I cast charm person (Will Save, DC 15) on the women. "He has given you the key, you have safely secured it, and you need be on your way back to your master now."

Opposed Charisma check (if needed): 1d20 + 4 ⇒ (16) + 4 = 20

Silver Crusade

Maps and Handout

Will save DC 15: 1d20 + 5 ⇒ (14) + 5 = 19

Your little tricks won't work on me! The woman yells as she resists Corrella's charm attempt.

Get the key!

Initiative
Corrella: 1d20 + 4 ⇒ (19) + 4 = 23
Fuzzfoot: 1d20 + 3 ⇒ (17) + 3 = 20
Hikari: 1d20 + 6 ⇒ (7) + 6 = 13
Mykel: 1d20 + 8 ⇒ (16) + 8 = 24
Oroz: 1d20 + 7 ⇒ (15) + 7 = 22
Saddah: 1d20 + 3 ⇒ (6) + 3 = 9
Xeanja: 1d20 + 7 ⇒ (12) + 7 = 19
front guards: 1d20 + 4 ⇒ (5) + 4 = 9
rear guards: 1d20 + 4 ⇒ (1) + 4 = 5

The guards move to attack, but Mykel, Corrella, Oroz, and Fuzzfoot all react quicker.

Round 1
Mykel
Corrella
Oroz
Fuzzfoot

Xeanja
Hikari
Front Guards
Saddah
Rear Guards

Bold up!

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

I begin to play my harp and unfurl my banner.

____________________________________________
Inspire Courage: +1 competence bonus to attack and damage rolls and a +1 morale bonus on saving throws vs. fear and charm effects.

Flagbearer: All allies within 30 feet of Corrella gain a +1 morale bonus to attack, damage, and saving throws vs. fear and charm effects. NOTE: The bonus to saving throws does not stack with Inspire Courage.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel surges forward and slashes at the lead brigand. Here is my key....it opens a lot of things up nicely.

attack: 1d20 + 9 + 1 + 1 ⇒ (15) + 9 + 1 + 1 = 261d8 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15

He then readies a retaliatory strike if attacked.

p/r:
parry: 1d20 + 9 + 1 + 1 ⇒ (17) + 9 + 1 + 1 = 28riposte: 1d20 + 9 + 1 + 1 ⇒ (13) + 9 + 1 + 1 = 241d8 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15
on phone...cant move token

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Fuzzfoot throws a bomb at the woman(using Precise bombs to avoid killing Mykel).

Throw bomb, PBR: 1d20 + 8 ⇒ (15) + 8 = 23
Fire Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Splash damage to others is 5 fire damage (Ref save DC 15 for half).

Sovereign Court

Male Ifrit Sorcerer 4 / HP 26/26/ AC/ AC w with mage armor 14/17/ Touch 13/13 Flatfooted 10/ 14/ Saves Fort +5, Reflex +5, Will +5 / Perception +0 Sense Motive +0 / Speed 30 / Initiative +7

Oroz casts Flaming Sphere on their leader.
DC 18 Reflex to Regate
Flaming Sphere: 3d6 + 2 ⇒ (3, 3, 5) + 2 = 13

Silver Crusade

Maps and Handout

Corrella begins to inspire her peers, as Mykel rushes forward into the combat.

Mykel slashes the woman deeply.

Oroz drops a flaming sphere on the woman as well.

Reflex DC18: 1d20 + 4 ⇒ (17) + 4 = 21

She sidesteps the fiery ball, but can't avoid Fuzzfoot's bomb that nails her. Splashing up onto her allies.

Red Guard reflex DC15: 1d20 ⇒ 6
Yellow Guard reflex DC15: 1d20 ⇒ 5

@Fuzzfoot do have precise bombs to exclude allies, or does Mykel need to make a reflex? I think you do.

Round 1 Effects: Inspire Courage, Flagbearer
map

Mykel
Corrella
Oroz
Fuzzfoot
Xeanja 25 dmg
Hikari
Front Guard, red 5 dmg
Front Guard, yellow 5 dmg
Saddah
Rear Guards

Hikari is up.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Xeanja didn't take her action?

Hikari scans the enemies and realises that this could be a long battle with five enemies surrounding them on both sides. He mutters under his breath a plea to Lady Shizuru to grant favor to him, then he studies one of the guards in detail.

Standard: cast divine favor. Move: study target on red. 5-foot step back.

Silver Crusade

Maps and Handout

Haha...I was thinking she was going down, when she didn't I forgot to post her action. We'll say she delayed to act with her guards. Too sleepy for Pathfinder.

Hikari prepares for a long battle.

Xeanja watches his actions, then steps back and casts a spell. A many-layered mass of strong, sticky spiderweb strands covers all of you from Mykel in front to Raimondo and the lead horse.

DC 15 Reflex save.

Save succeeds = Inside the web but is otherwise unaffected.
Save fails = Gain the grappled condition, break free by making a combat maneuver check or Escape Artist check as a standard action against the DC15.

The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC15. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

Everyone give me a reflex save

The guards attack Mykel.

Red scimitar attack: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d6 + 3 ⇒ (4) + 3 = 7

Whether grappled by the webs or not Mykel, parries and ripostes the red headed guard; the riposte hits leaving the man woozy.

Yellow scimitar attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Yellow may hit if Mykel is grappled by webs.

Round 1 Effects: Inspire Courage, Flagbearer

Mykel
Corrella
Oroz
Fuzzfoot
Hikari
Xeanja 25 dmg
Front Guard, red 5 dmg
Front Guard, yellow 5 dmg
Saddah
Rear Guards

Give me some reflex saves folks; Saddah is up.

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

Corrella checks to see if she can identify what is being cast.
Spellcraft: 1d20 + 7 ⇒ (17) + 7 = 24

Reflex Save: DC 15: 1d20 + 6 ⇒ (10) + 6 = 16
Corrella barely manages to avoid the sticky strands as she continues to strum her inspiring tune.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

reflex: 1d20 + 6 ⇒ (11) + 6 = 17

Hikari deftly ducks and hops out of the way as the network of sticky web springs around the party. Although caught near the centre of the web, none of the strands manage to adhere too tightly to him.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

reflex: 1d20 + 8 ⇒ (12) + 8 = 20

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Reflex: 1d20 + 10 ⇒ (20) + 10 = 30

And yes to precise bombs...

Silver Crusade

Maps and Handout

Corrella identifies the spell as Web.

Despite being surrounded by webs Corrella, Mykel, Hikari, and Fuzzfoot all avoid getting stuck.

The rear guards move up and fire their light crossbows at Oroz and Hikari, luckily the horses are providing cover.

crossbow v. Oroz: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 + 1 ⇒ (4) + 1 = 5

crossbow v. Hikari: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d8 + 1 ⇒ (2) + 1 = 3

Both shots are woefully off the mark.

Round 2 Effects: Inspire Courage, Flagbearer
map
Mykel
Corrella
Oroz
Reflex save pending
Fuzzfoot
Hikari

Xeanja 25 dmg
Front Guard, red 5 dmg
Front Guard, yellow 5 dmg
Saddah Reflex save pending
Rear Guards

All pathfinders are up, need reflex still from Oroz and Saddah.
Keep in mind - The entire area of the web is considered difficult terrain. Anyone moving through the webs must make a combat maneuver check or Escape Artist check as part of their move action, with a DC15. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

Corrella's inspiring tune lingers in the air continuing to bolster her companions.

"May the fates dazzle you." Corrella casts Flare (Fortitude Save, DC 14 to negate or be Dazzled for 1 minute).

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel seizes the opportunity to attack the guard in front of him while he us budy putting out the flames. He lashes out with his blade.

attack: 1d20 + 9 + 1 + 1 ⇒ (6) + 9 + 1 + 1 = 171d8 + 7 + 1 + 1 ⇒ (1) + 7 + 1 + 1 = 10

Setting up a parry riposte if attacked....also if red is dropped he will 5 ft step towards the leader.

p/r:
parry: 1d20 + 9 + 1 + 1 ⇒ (10) + 9 + 1 + 1 = 21riposte: 1d20 + 9 + 1 + 1 ⇒ (18) + 9 + 1 + 1 = 291d8 + 7 + 1 + 1 ⇒ (3) + 7 + 1 + 1 = 12

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Fuzzfoot throws another bomb at the woman (using Precise bombs to avoid killing any friends).

Throw bomb, PBR: 1d20 + 8 ⇒ (5) + 8 = 13
Fire Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Splash damage to others is 5 fire damage (Ref save DC 15 for half).

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Hikari glances to the crossbowmen at the back with some concern but turns his Trenton back to those fighting Mykel, worried that he is outnumbered. Dear horses, I thank you for the assistance you're providing but I need your assistance further. Turning his back to those firing on him, Hikari lets loose two arrows in rapid succession at the enemies in front,

full round action: rapid shot targeting red first. If red goes down, then shift to yellow.

pbs, fate's favored, divine favor, inspire courage, flag bearer, rapid shot
longbow arrow 1: 1d20 + 7 + 1 + 1 + 1 + 1 + 1 - 2 ⇒ (2) + 7 + 1 + 1 + 1 + 1 + 1 - 2 = 12 dmg: 1d8 + 3 + 1 + 1 + 1 + 1 + 1 ⇒ (7) + 3 + 1 + 1 + 1 + 1 + 1 = 15
longbow arrow 2: 1d20 + 7 + 1 + 1 + 1 + 1 + 1 - 2 ⇒ (9) + 7 + 1 + 1 + 1 + 1 + 1 - 2 = 19 dmg: 1d8 + 3 + 1 + 1 + 1 + 1 + 1 ⇒ (5) + 3 + 1 + 1 + 1 + 1 + 1 = 13
If on red, additional +1 to hit and dmg due to studied target.
Friendly fire maneuvers so Hikari's allies do not provide cover to enemies.

Sovereign Court

Male Ifrit Sorcerer 4 / HP 26/26/ AC/ AC w with mage armor 14/17/ Touch 13/13 Flatfooted 10/ 14/ Saves Fort +5, Reflex +5, Will +5 / Perception +0 Sense Motive +0 / Speed 30 / Initiative +7

Reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Five Foot Step with Flaming Sphere to the caster.
Flaming Sphere: 3d6 + 2 ⇒ (2, 6, 4) + 2 = 14

Silver Crusade

Maps and Handout

Saddah DC15 Reflex: 1d20 + 5 ⇒ (11) + 5 = 16

Mykel hits the guard with his blade, the man whirls whoozy. Corrella continues to inspire her fellow Pathfinders as she attempts to dazzle the enemy leader.

DC14 Will: 1d20 + 5 ⇒ (18) + 5 = 23

Oroz tangled in the sticky webs, nevertheless moves his flaming sphere over the witch.

Reflex to negate v. DC18: 1d20 + 4 ⇒ (18) + 4 = 22

Xeanja manages to avoid both the Flare and the flaming sphere.

But can't alude Fuzzfoot's bomb, which hits her, forcing her to teeter; and then splashes onto the nearby guard, who collapses.

Splash DC15 for half: 1d20 ⇒ 18

With one guard down, Hikari takes aim on the other, missing with his 1st arrow, but hitting and dropping the man with his second.

Xeanja staggers back away from the fire and sits down, raising her hands in the air.

The rear guards seem undeterred by the events in front of them and move a step forward, reload and fire their crossbows once more.

crossbow v. Oroz: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d8 + 1 ⇒ (7) + 1 = 8

crossbow v. Hikari: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d8 + 1 ⇒ (2) + 1 = 3

Confirm Crit on Oroz: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d8 + 1 ⇒ (2) + 1 = 3

Hikari is missed, but the tangled Oroz is hit hard with a bolt.

Round 3 Effects: Inspire Courage, Flagbearer
map

Mykel
Corrella
Oroz
webbed - 11 dmg
Fuzzfoot
Hikari

Xeanja prone - 31 dmg
Front Guard, red down 17 dmg
Front Guard, yellow down 18 dmg
Saddah
Rear Guards

Pathfinder are up. Saddah may post 2 turns worth of actions. Oroz you didn't use your standard last round so feel free to do that if you want.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Call off your men or you will draw your last breath...I swear it! Mykel steps forward as he looks at the prostrate bandit leader.

intimidate: 1d20 + 8 ⇒ (12) + 8 = 20

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Fuzzfoot throws another bomb at the woman (using Precise bombs to avoid killing any friends). If it ain't broke..."

Throw bomb, PBR, Inspired: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Fire Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Splash damage to others is 5 fire damage (Ref save DC 15 for half).

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

Corrella's inspiring song continues to linger in the air.

"Giving up is a valid option you know!"

I cast Flare at the blue guard. Fortitude Save, DC 14 to negate or be Dazzled for 1 minute.

____________________________________________
Inspire Courage: +1 competence bonus to attack and damage rolls and a +1 morale bonus on saving throws vs. fear and charm effects.

Flagbearer: All allies within 30 feet of Corrella gain a +1 morale bonus to attack, damage, and saving throws vs. fear and charm effects. NOTE: The bonus to saving throws does not stack with Inspire Courage.

Silver Crusade

Maps and Handout

Mykel words weigh heavily in the air, the witch looks a bit confused but, looks ready to say something.

Corrella turns and attempts to dazzle one of the rear guards.

DC 14 Fort: 1d20 + 4 ⇒ (12) + 4 = 16

The man manages to to avoid the burst of sudden light.

Fuzzfoot shows no quarter and delivers the knock out blow to the already surrendered foe. She slumps over as the bomb explodes right in her lap.

As Oroz struggles free himself, Hikari turns to fire at the rear guards, but the fall of their leader, plus the sudden attention, sends them fleeing into the dense jungle flanking the trail. You could pursue but it would only delay your efforts to make it too the embattled research camp.

----- Out of Combat

Do you want to try to rouse one of the enemies to interrogate or just leave them to either bleed out or become food for jungle predators and move along?

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

i say interrogate

Sovereign Court

Male Ifrit Sorcerer 4 / HP 26/26/ AC/ AC w with mage armor 14/17/ Touch 13/13 Flatfooted 10/ 14/ Saves Fort +5, Reflex +5, Will +5 / Perception +0 Sense Motive +0 / Speed 30 / Initiative +7

That seems like a good idea.

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

Interrogate the women. Ignore the rest.

Silver Crusade

Maps and Handout

You use some healing to bring the woman back to consciousness.

The woman replies to your interrogation not holding back, I work for the Aspis Consortium and we divined your presence during your visit to the city. It took me until now to catch up with you. But more importantly, we divined both the presence and importance of the key you carry. You can't just bring something like that into the city without us finding our about it!

Then witch smiles gently. You may have stopped my efforts, but travel safely, Pathfinders, and travel swiftly, she says.

I’m far from the only Consortium vulture looking to pick your bones today! She looks toward the road back to Bloodcove, where in the distance birds and chattering monkeys scatter from the canopy as if frightened by a large force moving in this direction and, at best, two hours away.

----The End----

Silver Crusade

Maps and Handout

----Part 2 starts here----

You are several days northwest of Bloodcove—days of dusty, dirty running as your caravan guide, the scoundrel Raimondo Scevola, whipped his horses to go faster, faster!

You made enough distance between you and the Aspis pursuers, that when you happened across a traveling merchant on his way to Bloodcove, you were able to buy some much needed enhancements. He, luckily for you, was a friend of the Society and was happy to unload some of his wares with you rather than with the Aspis in Bloodcove.

However, as the days wore on the Aspis began to gain on you. Closing in behind you once more and now no more than an hour behind ride dozens of Aspis mercenaries. Just when things look bleakest. A sudden cry goes up, it's Raimondo, and all eyes look back the way you came. The days-old familiar sight of pursuing horseman has vanished. They’ve given up the chase! Raimondo declares.

You move on for awhile more checking to see any signs of the Aspis, but after a couple hours it seems you've lost them. Raimondo stops the caravan in a small jungle clearing.

We need to rest the team, I fear if we don't they won't make it much further!

You settle in for a break as Raimondo finds some water for the horses and tends their needs.

Everyone give me a perception check.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

In the hectic forced march, Hikari does what he can to keep up his composure, but even for someone as self-controlled as him, the punishing pace is clearly starting to take a toll. And although he does not show it much on his face, it was a relief when the pursuing horsemen finally turned back.

Much as he wished he could just collapse onto the ground, being ever responsible, he goes about setting up camp, keeping his eye out for danger nonetheless.

perception: 1d20 + 8 ⇒ (14) + 8 = 22

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

I am glad they gave up the chase...thank the Gods. I haven't moved that far that fast since my days in the military. I might need new boots now... Mykel gripes as he continues marching.

perc: 1d20 + 7 ⇒ (15) + 7 = 22

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

Corrella starts rubbing her feet as soon as the caravan stops. "That was a bit of an annoyance. Thankfully they broke off their pursuit but one has to wonder why they did."

She maintains a wary eye on their surroundings as she speaks. Perception: 1d20 - 1 ⇒ (4) - 1 = 3

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Perception: 1d20 + 14 ⇒ (15) + 14 = 29

"They may not have all given up the chase, so let's keep an eye on our rear. Meanwhile, though, I am happy to get a chance to stretch and rest."

Silver Crusade

Maps and Handout

Stealth: 1d20 + 3 ⇒ (11) + 3 = 14

As you settle into rest, you suddenly hear the sound of snapping branches putting you on guard, then you hear a whistle sound and Aspis riders emerge from the North and Southwest. Everyone notices expect Corrella concentrating too hard on her barking dogs misses the approach.Top and lower left on map

Initiative
Corrella: 1d20 + 4 ⇒ (20) + 4 = 24
Fuzzfoot: 1d20 + 3 ⇒ (1) + 3 = 4
Hikari: 1d20 + 6 ⇒ (8) + 6 = 14
Mykel: 1d20 + 8 ⇒ (13) + 8 = 21
Aspis Captain: 1d20 ⇒ 8
Aspis Riders north: 1d20 + 2 ⇒ (3) + 2 = 5
Aspis Riders south: 1d20 + 2 ⇒ (3) + 2 = 5

Surprise Round
map

Corrella
Mykel
Hikari

Aspis Captain
Aspis Riders
Fuzzfoot

We are in a surprise round and Mykel and Hikari may each take a standard or a move

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel quickly draws his bow and loads an arrow fires it in a single motion at the rider on the right side of the northern formation.

attack: 1d20 + 7 ⇒ (15) + 7 = 221d6 ⇒ 2

To arms! They're trying to surround us!

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

With one hand on his bow, Hikari mutters a prayer to Shizuru, calling on her to grant him her favour.

Cast divine favor

Silver Crusade

Maps and Handout

Mykel's arrow finds the mark, while Hikari seeks Shizuru's favor.

The riders position there mounts around you and draw bows. While a lance-wielding Captain moves forward.

Surround Pathfinders! Your race is run! You need not die this day. He calls out.

Surprise Round
Fuzzfoot

Round 1
map

Corrella
Mykel
Hikari

Aspis Captain
Aspis Riders
Orange Rider 2 dmg
Fuzzfoot

Fuzzfoot may take his surprise round; Corrella, Mykel, and Hikari are up for round 1

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

"Turn back to Bloodcove. Why would you choose to waste your lives in this pointless way?"
Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20

I display my flag as I speak.

_____________________________________________________________
Flagbearer: All allies within 30 feet of Corrella gain a +1 morale bonus to attack, damage, and saving throws vs. fear and charm effects. NOTE: The bonus to saving throws does not stack with Inspire Courage.

Sovereign Court

CG Male Halfling Empiricist Investigator 3 / Alchemist 5| HP: 48/48 | AC: 26 (20 Tch, 20 FF) | CMD: 15 | F: +7, R: +12, W: +6 | Init: +3 | Perc: +18/+19 TF, SM: +13 | Active conditions: none

Fuzzfoot downs an extract (Bomber's Eye), and prepares to start blowing things up.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

While Corrella tries to talk them down, Hikari hopes that a show of deadly force would help convince them further. He aims down his bow and fires two arrows in rapid succession at the same target as Mykel.

Targetting orange: Rapid Shot, Divine Favor, Fate’s Favored, Flag Bearer, Friendly Fire Manoeuvres,
bow: 1d20 + 7 - 2 + 1 + 1 + 1 ⇒ (13) + 7 - 2 + 1 + 1 + 1 = 21 dmg: 1d8 + 3 + 1 + 1 + 1 ⇒ (7) + 3 + 1 + 1 + 1 = 13
bow: 1d20 + 7 - 2 + 1 + 1 + 1 ⇒ (2) + 7 - 2 + 1 + 1 + 1 = 10 dmg: 1d8 + 3 + 1 + 1 + 1 ⇒ (2) + 3 + 1 + 1 + 1 = 8

Silver Crusade

Maps and Handout

Fuzzfoot readies the tools of his trade, as Corrella displays her flag and tries to talk to the Aspis ambushers.

The Captain replies The way I look at it, you should save yourselves and surrender!

Hikari fires at one of the mercenaries dropping him from his horse. 1st shot hit, 2nd would miss.

Round 1

Corrella
Mykel
Hikari
Aspis Captain
Aspis Riders
Orange Rider 15 dmg
Fuzzfoot

Mykel is up

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel advances to the fallen log and draws his blade. I hardly think so...you are down a man already....and I haven't even shown you my blade yet....intimidate: 1d20 + 8 ⇒ (20) + 8 = 28setting up a parry riposte if attacked...also accidentally moved the map...sorry....hand slipped...

p/r:
[parry: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11riposte: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 211d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Silver Crusade

Maps and Handout

No worries - map fixed, fyi - there is an undo button; I assume that's an attempt to demoralize?

Mykel's tone and words demoralize the captain, who doesn't look quite so confident as he did a moment ago. He rides around the outside of the battlefield, while the others move in and fire their longbows.

Attacks:

Green on Mykel: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d8 ⇒ 8

Yellow on Fuzzfoot: 1d20 + 4 ⇒ (5) + 4 = 9
damage: 1d8 ⇒ 3

Blue on Corrella: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d8 ⇒ 5

Red on Hikari: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d8 ⇒ 6

The arrows miss Mykel and Fuzzfoot; but find the mark on Corrella and Hikari.

Round 1
Fuzzfoot

Round 2 Effects: Flagbearer
map

Corrella 5 dmg
Mykel
Hikari
6 dmg
Aspis Captain Shaken - 3 rounds
Aspis Riders
Fuzzfoot

Pathfinder are up!

Sovereign Court

Female Human Bard 4 l HP 27/27 l AC 12, T 12, FF 10 l CMB +6 l CMD 16 l Fort +3/Ref +7/Will +4 l Prec -1 l Init +4 l Speed 30 l BP 17/17

Corrella begins a jaunty tune on her harp to bouey her compatriots while continuing to display her flag.

___________________________________________________________________
Inspire Courage: +1 competence bonus to attack and damage rolls and a +1 morale bonus on saving throws vs. fear and charm effects.

Flagbearer: All allies within 30 feet of Corrella gain a +1 morale bonus to attack, damage, and saving throws vs. fear and charm effects. NOTE: The bonus to saving throws does not stack with Inspire Courage.

Sovereign Court

Tian-Min Human Inquisitor L5 | HP: 38/38 | AC:21 T:16 FF:16 | CMB:5 CMD:21 | Saves F:7 R:8 W:8 | Init:+7 | Per:+10 | Spd: 30 | Reroll 1/1 | Bane: 5/5 | Discern Lies: 1/5 | Spell Slots: L1 5/5 L2 1/3 | Conditions:

Hikari barely grimaces as one of the arrows grazes his shoulder. Rather mechanically, he takes one step forward shifts his aim to riders in on his far left, trying to prevent them from surrounding them.

Targetting red: Rapid Shot, Divine Favor, Fate’s Favored, Flag Bearer, Inspire Courage, Friendly Fire Manoeuvres,
bow: 1d20 + 7 - 2 + 1 + 1 + 1 + 1 ⇒ (15) + 7 - 2 + 1 + 1 + 1 + 1 = 24 dmg: 1d8 + 3 + 1 + 1 + 1 + 1 ⇒ (8) + 3 + 1 + 1 + 1 + 1 = 15
bow: 1d20 + 7 - 2 + 1 + 1 + 1 + 1 ⇒ (19) + 7 - 2 + 1 + 1 + 1 + 1 = 28 dmg: 1d8 + 3 + 1 + 1 + 1 + 1 ⇒ (2) + 3 + 1 + 1 + 1 + 1 = 9
If the first shot takes him down, he'll shift the second arrow to blue.

Yellow and red are on their side, but they are not down, right?

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