Dungeon Master S |
Repost:
Tessara: Current
Baddies: On Deck
Riegel & St. Germain: TBD
Orryn: TBD
Tessara Omelion PFS |
Tess focuses on the largest beastman, trying to make life much more difficult in the short term for him. She moves forward three straight diagonals, so her hexes will engage the baddies.
DC 18 Will versus Misfortune hex.
Saint Germaine |
I'm considering depositing the party close to the action and then taking the sled in to gather up the waystation's men and women on the sled to take to safety. Is that feasible or outside of the scope of the scenario?
Chris Marsh |
it's bloody cool, but outside. I actually owe you guys a bit more exposition.
The entire area is chaos. There are battles here and there, with hardy humans battling the beastmen. There are fires here and there, and the less hale people are working on a bucket brigade. Many of those people cry for help saving the outpost. The group of beastmen you encounter are currently the only ones not being contested.
-Posted with Wayfinder
Dungeon Master S |
The fire continues to rage, and it appears that the waystation is lost if things don't change soon!
Tessara immediately targets the big bad beastman, Will: 1d20 + 6 ⇒ (11) + 6 = 17, and the thing's luck just changed...
They all rush in and charge!!!
Big: goes after the witch! HUGE FIST: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 HUGE FIST: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 but still hits! DMG: 1d4 + 5 ⇒ (1) + 5 = 6
Red: Follows the leader against Tessara, BIG FIST: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 Miss
Blue: Charges Riegel BIG FIST: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 Miss
Green: Also charges Riegel BIG FIST: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 Confirm: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 DMG: 1d4 + 3 ⇒ (1) + 3 = 4
Yellow: Charges St. Germaine BIG FIST: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 Miss
These things STINK!!!! All the good guys must succeed at a DC 13 Fort save or be sickened in addition to any other issues.
Repost:
Tessara: HEX
Baddies: CHARGE!
Riegel & St. Germain: Go
Orryn: Go
Big: Misfortune
Red:
Blue:
Green:
Yellow:
3d6 ⇒ (3, 4, 6) = 13
Station: 13
Riegel Jacobim PFS |
i can't see pogs on the board so I'm hoping I can 5' step. If not, I'll suck up an AOO
ROUND 1
fort: 1d20 + 7 ⇒ (17) + 7 = 24 <--grossed out but not Sickened
Riegel steps back and unloads on green, then blue, crying out FOR THE WHITE!!
spend 1 grit for UC&D
attack, vs touch ac vs green: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d8 + 9 + 2d6 ⇒ (6) + 9 + (6, 4) = 25
Assuming this drops green. If so, attack on blue includes UC&D. If not, 2nd attack on green does NOT
attack, vs touch ac vs BLUE: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 + 9 + 2d6 ⇒ (1) + 9 + (6, 6) = 22
Third attack will hit green or blue if they're still up; will target red if they are both down. Please note that they have to be within 20' for touch ac. Also will go for UC&D if he's close enough
attack, vs touch ac vs red I hope: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d8 + 9 + 2d6 ⇒ (3) + 9 + (6, 4) = 22
Saint Germaine |
Wanting to focus more on helping the innocents than slaughtering the attackers, Saint Germaine draws his blade up high while calling on the fast blessing of his faith to make his arm stronger.
Fort Save: 1d20 + 7 ⇒ (6) + 7 = 13
Bastard Sword vs Green: 1d20 + 9 ⇒ (20) + 9 = 29
Crit Confirm: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d10 + 15 ⇒ (1) + 15 = 16
Crit Damage: 1d10 + 15 ⇒ (1) + 15 = 16
If that does manage to both hit and kill, I'll 5ft step into it's place.
Dungeon Master S |
Riegel, you're completely surrounded, and draw FOUR AoOs... I know you can't see the pogs...
Big: AoO: 1d20 + 10 ⇒ (15) + 10 = 25 Misfortune: 1d20 + 10 ⇒ (17) + 10 = 27 DMG: 1d4 + 5 ⇒ (4) + 5 = 9
Red: AoO: 1d20 + 6 ⇒ (4) + 6 = 10 MISS
Blue: AoO: 1d20 + 6 ⇒ (7) + 6 = 13 MISS
Yellow: AoO: 1d20 + 6 ⇒ (14) + 6 = 20 MISS
Riegel's takes the shot as the beastmen swings, since the gunslinger is surrounded. first shot leaves Green staggered, but the second shot blows him away. His third shot nearly does blue in, but not quite. St. Germaine steps forward through the opening that Riegel made and finishes off blue.
Orryn to finish the round.
Big: Misfortune
Red:
Yellow:
Station: 13
Dungeon Master S |
Orryn, you on Con detail this weekend?
Riegel Jacobim PFS |
Riegel cries out Orryn! Clear the chaff, for your father's sake! Then we'll take down the big beastie together!
Germaine, we'll miss your sword, but seeing to that fire is not abandoning us, I say true! translates to "your decision, I'm ok with you fighting, or putting out the fire. But I'm blasting these critters first."
Orryn Quattlebaum |
Orryn, you on Con detail this weekend?
Nope. Long story short: worked late Friday night, regular game day yesterday cancelled Saturday so I invested in spouse prestige with an impromptu weekend shopping trip with my bride. Totally worth it. :-)
Stuck on my phone right now. Can I drop an entangle, or would that more hinder than help?
Chris Marsh |
Hinder, definitely.
nice! Nothing wrong with that at all. With Gen Con next week I'm doing a lot of the same.
-Posted with Wayfinder
Orryn Quattlebaum |
Orryn and Stellah take to the air!
DC 20 Fly check to rise at greater than 45 degree angle: 1d20 + 16 ⇒ (17) + 16 = 33 Success
DC 20 Fly check to hover: 1d20 + 16 ⇒ (2) + 16 = 18 Fail. Because dicebot. >.<
Chris Marsh |
Oops. It's Tessara I think....
-Posted with Wayfinder
Tessara Omelion PFS |
Tessara takes a 5' step due north, away from the baddies and uses her Misfortune hex on red. She laughs as she keeps destroying the other creature's luck.
Free action: 5'; Move action: Cackle to extend Misfortune on boss; Standard Action: Misfortune Hex on red. DC 18 Will save to resist.
Dungeon Master S |
The laugh is disconcerting, and to no one more than the leader beastman. Will: 1d20 + 4 ⇒ (10) + 4 = 14, and now Red succumbs too.
The building continues to burn, with the fire getting larger with every second.
The big bad, incredibly freaked out by the witch directs all of his attacking power towards her:
Slam 1: 1d20 + 10 ⇒ (10) + 10 = 20
Slam 1: 1d20 + 10 ⇒ (14) + 10 = 24
DMG: 1d4 + 5 ⇒ (4) + 5 = 9
Slam 2: 1d20 + 10 ⇒ (17) + 10 = 27
Slam 2: 1d20 + 10 ⇒ (1) + 10 = 11
MISS
Bite: 1d20 + 10 ⇒ (4) + 10 = 14
Bite: 1d20 + 10 ⇒ (15) + 10 = 25
MISS
Red does the same!
Slam 1: 1d20 + 6 ⇒ (9) + 6 = 15
Slam 1: 1d20 + 6 ⇒ (19) + 6 = 25
MISS
Slam 2: 1d20 + 6 ⇒ (6) + 6 = 12
Slam 2: 1d20 + 6 ⇒ (3) + 6 = 9
MISS
Bite: 1d20 + 6 ⇒ (9) + 6 = 15
Bite: 1d20 + 6 ⇒ (20) + 6 = 26
MISS
Tessara: Cackle and HEX
Baddies: SMASH
Riegel & St. Germain: Go
Orryn: Go
Yellow is most freaked out by the gunslinger:
Slam 1: 1d20 + 6 ⇒ (7) + 6 = 13
MISS
Slam 2: 1d20 + 6 ⇒ (15) + 6 = 21
MISS
Bite: 1d20 + 6 ⇒ (10) + 6 = 16
MISS
Riegel, St. Germaine, and Orryn!
Big: Misfortune
Red: Misfortune
Yellow:
Station: 24
fire: 3d6 ⇒ (4, 4, 3) = 11
Riegel Jacobim PFS |
ROUND 2
Riegel steps back, and Discordia roars. He starts on Yellow, since he is not affected by the witches magic...
Attack vs. touch AC: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
Attack vs. touch AC: 1d20 + 8 - 5 ⇒ (10) + 8 - 5 = 13
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Attack vs. touch AC: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
I really need Precise Shot...guess I know what my 7th level feat will be
Dungeon Master S |
If only the first bullet hit. Still, Riegel's two hits do a number on the beastman. Yellow is teetering, but Red and the BIG one are ready to kill. The waystation is burning, nearly a quarter of it is engulfed.
St. Germaine and Orryn!
Big: Misfortune
Red: Misfortune
Yellow: 21
Station: 24
fire: 3d6 ⇒ (4, 4, 3) = 11
Saint Germaine |
Taking a step forward, I'll level my blade against the big guy, "We need to end this quickly and get that fire out. There may still be people inside. Focus on one enemy until it is down, then move to the next."
quickcast Bear's Endurence as well.
Bastard Sword: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d10 + 15 ⇒ (9) + 15 = 24
Orryn Quattlebaum |
Orryn and Stellah take to the air again, going after Big!
Spirited & Wheeling Charge: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
damage: 3d6 + 12 ⇒ (4, 4, 3) + 12 = 23
Mounted Combat Ride check to avoid: 1d20 + 16 ⇒ (19) + 16 = 35
DC 20 Fly check to hover: 1d20 + 16 ⇒ (2) + 16 = 18 FAIL. Because why would I think it would succeed this time? >.>
Saint Germaine |
Orryn and Stellah take to the air again, going after Big!
[dice=Spirited & Wheeling Charge]1d20+9+2
[dice=damage]3d6+12** spoiler omitted **
[dice=DC 20 Fly check to hover]1d20+16 FAIL. Because why would I think it would succeed this time? >.>
Isn't the DC 15? I'm just curious, but why are you making a Hover Check at all? Secondly, hover, I believe, is only needed when you do not move, but remain flying. That is, you spend your turn to keep flying in place, not after a movement.
Orryn Quattlebaum |
You're right, a Hover check is DC 15; what I was trying to do (and posted without editing, of course, since I was running out the door) was turn 180° by spending 10 feet of movement, which is a DC of 20.
I try to be meticulous with Orryn cos not every GM is comfortable enough with the Fly rules to deal with a flying charger. My job, as I see it, then, is to make the GM's job easier. (Or harder, when I mis-post stuff, LOL.)
Dungeon Master S |
It's certainly more convenient for me. I try to do the same for any characters I have that are a pain (like a grappler.)
Orryn and St. Germaine team up to take out the biggest of the bad! Yellow is nearly dead on his feet, but Red looks ready to fight to the death!
Tessara is up.
Red: Misfortune
Yellow: 21
Station: 24
fire: 3d6 ⇒ (4, 4, 3) = 11
Tessara Omelion PFS |
Tess 5' steps next to Reigel, and continues to Misfortune her enemies.
Cackle to keep hex on red going. Standard to add Yellow to the curse. DC 18 Will to resist.
Dungeon Master S |
Will: 1d20 + 4 ⇒ (3) + 4 = 7 Tessara's strange powers now affect all of the beastmen nearby. All around camp the battle rages on, but it looks like the good guys are starting to get the upper hand. Only a few beastmen here and there seem to be fighting, and the odds are against them. The waystation continues to burn, however, as more than a 1/3 of it is engulfed.
The beastmen are enraged and Tessara's fell powers scare them a plenty as they both try to tear her apart:
Red:
Slam 1: 1d20 + 6 ⇒ (13) + 6 = 19
Slam 1: 1d20 + 6 ⇒ (19) + 6 = 25
Hit: DMG: 1d4 + 3 ⇒ (2) + 3 = 5
Slam 2: 1d20 + 6 ⇒ (10) + 6 = 16
Slam 2: 1d20 + 6 ⇒ (1) + 6 = 7
Miss
Bite: 1d20 + 6 ⇒ (17) + 6 = 23
Bite: 1d20 + 6 ⇒ (6) + 6 = 12
Miss
Yellow:
Slam 1: 1d20 + 6 ⇒ (7) + 6 = 13
Slam 1: 1d20 + 6 ⇒ (10) + 6 = 16
Miss
Slam 2: 1d20 + 6 ⇒ (20) + 6 = 26
Slam 2: 1d20 + 6 ⇒ (8) + 6 = 14
Miss
Bite: 1d20 + 6 ⇒ (9) + 6 = 15
Bite: 1d20 + 6 ⇒ (8) + 6 = 14
Miss
Riegel, St. Germaine, and Orryn! (Red is full health, yellow on death's door.)
Red: Misfortune
Yellow: 21 Misfortune
Station: 38
FIRE: 3d6 ⇒ (5, 4, 5) = 14
Riegel Jacobim PFS |
Seeing how effective he is--when he hits--Riegel decides to try to take Red down first
Spend 1 grit for UC&D
attack vs touch: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
damage: 1d8 + 9 + 2d6 ⇒ (1) + 9 + (3, 6) = 19
2nd attack on red if necessary. On yellow if red falls. Use UC&D
attack vs touch: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
damage: 1d8 + 9 + 2d6 ⇒ (3) + 9 + (4, 4) = 20
And if necessary, att on yellow. Having dropped red will regain 1 grit which I use once again for UC&D!
attack vs touch: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
damage: 1d8 + 9 + 2d6 ⇒ (7) + 9 + (6, 1) = 23
Dungeon Master S |
BOOM BOOM BOOM
Reigel unloads 3 shots. The first two kill the heretofore healthy beastman, and the third drops the final one instantly. With the immediate threat contianed, St. Germaine gets started straight away in trying to save the innocents and the waystation. Here and there others cry out for help and the Pathfinders wade through either driving off or killing the rest of the beastmen.
In short order the waystation itself is extinguished. Thankfully enough of it remains to save. Your contact Rysam is even thankful (though he's gruff in expressing it.) The survivors pledge themselves forever in your debt. They invite the you to remain for a few days to recover and wait for Osprey to arrive. Rysam adds that he could actually use the help getting things back to normal and making sure no further attacks are coming.
A few days after, the you find Osprey waiting for you, comfortably hanging out in front of the fire watching the logs spit and crackle in the dull orange glow. Presented with the bones, he thanks you for your services to the Society and tells you that you have indeed prevented a terrible fate by keeping the bones from the hands of those who would seek to steal the mystic’s prophetic truths. Then he graciously bids you farewell and, without warning, transforms into a long-winged hawk with mysterious dark markings about its eyes. Winging into to the ice-blue sky he soars off towards Absalom leaving you standing in the cold, with thousands of miles between where you stand and the City at the Center of the World...
Mission accomplished!
Indeed, because you succeeded in saving the outpost, your renown in the Society grows ever more Earning 2 Prestige
Riegel Jacobim PFS |
A few days after, the you find Osprey waiting for you, comfortably hanging out in front of the fire watching the logs spit and crackle in the dull orange glow. Presented with the bones, he thanks you for your services to the Society and tells you that you have indeed prevented a terrible fate by keeping the bones from the hands of those who would seek to steal the mystic’s prophetic truths. Then he graciously bids you farewell and, without warning, transforms into a long-winged hawk with mysterious dark markings about its eyes.
Thankee-sai. Long days and pleasant nights.
Well done everyone! 'Twas fun!