GM KoKyu's Jade Regent

Game Master KoKyu

A journey of a thousand miles begins with killing a few Trolls.
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Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Kenan follows along behind Fenra after a brief check to ensure he has what he needs.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Nothing like a good old Birthday Bash near Brinewall!!!
Current XP: Enough for 3rd!
SAt NaV | Brinewall | Caravan Encounter

Nodding her acceptance of Fenra and Kenan's offer to join her, Shalelu is about to turn to leave when the caravan's horses suddenly stir. Sandru immediately looks east just as the trees in that direction begin to rustle unnaturally. Emerging from the tree line are half a dozen monstrous forms. The creatures look like humanoid crows with oily black feathers, glittering eyes, and a sharp beaks. Spying the group, one of them opens its bill, KaKaaww! KaKaaww! and the flock advances...

Knowledge Nature DC 11:

These creatures typical stand 5 feet tall and weigh between 125 and 150 pounds. Known to be subterranean predators resembling humanoid crows with muscular arms and fearsome claws, they are usually referred to as Dire Corbies.

Knowledge Nature DC 15:
It is unusual to see them here. Though they make their cliff-side homes on the walls of underground chasms, where they climb and leap with death defying agility, they are most frequently encountered in the tunnels where they wait to ambush prey, leaping down from the ceiling to rend and tear.

Dire corbies are intelligent, but have little use for society outside of the rough, squabbling pecking order of their rookeries, where their social order is little better than that of the mundane birds they resemble. Along with the near-suicidal savagery with which they launch themselves into combat, dire corbies are known for their terrifying screeches, songs of doom capable of unsettling even experienced explorers.

In addition to being savage predators, dire corbies are also notorious cannibals when it comes to their young, and a mother dire corby must carefully defend her eggs lest a flock of males from the same rookery descend on her nest and devour the unborn children in a flurry of yolk and blood. This ultimately counterproductive tendency only further supports the impression most races have of dire corbies as dangerously unbalanced beings, and may explain why the creatures remain relatively rare.


Combat Begins! With Inits...
Sandru = 22 - Acted!
Kenan = 21 - Up!
Draeven = 20 - Up!
Koya = 20 - Up!
Rennyn = 19 - Up!
Shalelu = 8 - Up!
Fenra = 6 - Up!
Flock of creatures = 4 - Awaiting the slaughter
Jeryn = 2

Dropping the length of rope he was absentmindedly holding, Sandru makes for one of the wagons and the bow he'd carefully lain on the driver's seat. Taking up the weapon he slings its quiver over his shoulder and tries to identify the creatures. His experience limited to mostly caravan trails, Sandru recognizes only that they are crows...abnormally huge crows. Shalelu! What are those things?
Shalelu Knowledge Nature: 1d20 + 8 ⇒ (3) + 8 = 11
Surprisingly caught off guard, the elf racks her brain but comes up with little more than a name. Flashing a look towards Draeven, she silently requests his assistance and replies, Dire Corbies! Keep them away from the camp! Protect Ameiko!

GM Notes:

D.C. | AC 13 | touch 11 | flat-footed 12 | Fort +2, Ref +4, Will +3 | Speed 30 ft.| Melee 2 claws +3 (1d4+1) | Special Attacks leap, rend (2 claws, 1d4+1) | HP 15 each

How many?: 1d10 ⇒ 7
Init Creatures: 1d20 + 1 ⇒ (1) + 1 = 2
Jeryn Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Kenan Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Fenra Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Draeven Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Rennyn Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Shalelu Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Koya Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Sandru Initiative: 1d20 + 6 ⇒ (16) + 6 = 22


Sandru: 2xMA to retrieve bow | Ameiko: Prone + unconscious | Map still there, but another's been added in honor of Rennyn's Birthday - time take out some frustration sir!


Before we get started... and as one of two archer-centric players in the group. :)

DM (rules learning time):

Maximum perception distance in light forest (page 426 CRB) 3d6 ⇒ (6, 1, 3) = 10 *10 = 100' max

Do the Corbs become aware of the Party?

Corb perception vs DC 10: 1d20 + 6 ⇒ (1) + 6 = 7
Corb perception vs DC 10: 1d20 + 6 ⇒ (1) + 6 = 7
Corb perception vs DC 10: 1d20 + 6 ⇒ (11) + 6 = 17
Corb perception vs DC 10: 1d20 + 6 ⇒ (15) + 6 = 21
Corb perception vs DC 10: 1d20 + 6 ⇒ (18) + 6 = 24
Corb perception vs DC 10: 1d20 + 6 ⇒ (5) + 6 = 11
Corb perception vs DC 10: 1d20 + 6 ⇒ (10) + 6 = 16

Highest Corb perception 24 -10 DC = 14 (x10') = 140' means yes at 100' max.

Does the Party become aware of the Corbs?

Fenra perception vs DC 10: 1d20 + 7 ⇒ (6) + 7 = 13
Kenan perception vs DC 10: 1d20 + 10 ⇒ (3) + 10 = 13
Jeryn perception vs DC 10: 1d20 + 7 ⇒ (10) + 7 = 17
Rennyn perception vs DC 10: 1d20 + 9 ⇒ (20) + 9 = 29
Draeven perception vs DC 10: 1d20 + 12 ⇒ (20) + 12 = 32
Shalelu perception vs DC 10: 1d20 + 12 ⇒ (5) + 12 = 17
Sandru perception vs DC 10: 1d20 + 7 ⇒ (4) + 7 = 11
Koya perception vs DC 10: 1d20 + 4 ⇒ (15) + 4 = 19

Highest Party perception 32 -10 DC = 22 (x10') = 220' means yes at 100' max.

Even if the Corbs are using stealth 100% of the time...(which isn't realistic imo)
Corb stealth: 1d20 + 6 ⇒ (2) + 6 = 8
Corb stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Corb stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Corb stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Corb stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Corb stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Corb stealth: 1d20 + 6 ⇒ (9) + 6 = 15

Lowest Corb stealth 7 vs highest Party perception 32 means that the party becomes aware of the Corbs at 32-7=25 (x10') = 250' means yes even then at 100' max. Due in part to bad rolls by Corbs #1 and 6, they are actually less stealthy than just merely walking normally (DC 10).

Even if you throw in conditional penalties and what not, both parties should become aware of the other at the 100' range, meaning inits should be rolled and combat should start at that range. Penalties to hit due to cover and concealment are a separate issue, but at least the party would have time to ready themselves for the attack even if they could not start targeting the Corbs right away. Time to retrieve/draw weapons, cast spells, assume defensive positions etc.

Also, your init rolls don't match your posted init chart. :P


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Figured it out! The init rolls were copied and pasted before Shalelu's knowledge check was added. Putting in her knowledge check bumped everything down. The rolls as posted in blue stand as the correct /original init order, please post your actions.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

We could use map coordinates. :)

Surprise Round Init 20

Hunched over Ameiko, Draeven's keen senses detect the approach of something in the woods to the east. He straightens up quickly and whispers a warning, Something is headed our way!

I'm taking the left side! Set up a defensive position within in the wagons! he whispers again before moving to the bushes on the other side of the wagon while drawing his new bow. (1 square up, 2 diagonal up right, 1 right. 25')

Round 1 Init 20

stealth: 1d20 + 5 ⇒ (16) + 5 = 21
knowledge (nature): 1d20 + 8 ⇒ (6) + 8 = 14
Draeven hides in the bushes, arrow nocked, and spies one of the approaching creatures. Dire Corbies?! I've never seen one in the flesh before, he thinks to himself as he watches the thing approach. (MA to study target)

He then lets an arrow fly...
SA attack w/bow -deadly aim +studied: 1d20 + 5 ⇒ (11) + 5 = 16 vs flat footed
damage +deadly aim +studied +sniper +sneak attack: 1d8 + 7 + 1d6 ⇒ (7) + 7 + (2) = 16
...and watches as it flies straight and true at the unaware beast. The arrow sinks into its chest up to the fletchings! (lead Corby)

Status and Effects:
AC: 15 HP: 31


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Surprise Round Init 19

At Draeven's warning Rennyn stands and draws his sword. You heard him, move back and try to draw them in between the wagons!

Round 1 Init 19

Stepping forward (5' step east) the paladin continues to try and direct the defences in a hushed voice. Make a line. Kenan, Shalelu and Sandru alongside me. Fenra, Jeryn and Koya behind us and around Ameiko. Nothing gets past us!

He then raises his sword in both hands over his head and waits for whatever approaches to show itself, ready to defend himself and his comrades. (readied attack against anything hostile that gets within reach.)
readied attack w/curve blade -power attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage +power attack: 1d10 + 7 ⇒ (8) + 7 = 15

Status and Effects:
AC: 16 HP: 25


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

A Birthday Bash near Brinewall!
Current Level:3rd
SAt NaV | Brinewall | Caravan Encounter

Inits
Sandru = 22 - Readied Action!
Kenan = 21 - Up!
Draeven = 20 - Acted!
Koya = 20 - Acted!
Rennyn = 19 - Readied Action!
Shalelu = 8 - Readied Action!
Fenra = 6 - Up!
Flock of creatures = 4 - Awaiting the slaughter
Jeryn = 2

Surprise Round
As Draeven silently moves off, Shalelu heeds Rennyn's suggestion. Taking up her bow she falls back while Sandru nods his understanding (He will fall back at his next MA).

Round One Inits 22 to 8

Sandru Acrobatics: 1d20 + 9 ⇒ (11) + 9 = 20
Switching positions with the elf, Sandru's legs carry him quickly across Rennyn's position leaping first on to a wooden wheel then propelling the man up to the top of the wagon's outer wall (Partial Cover). With his back to the wagon, his vantage gives him an unobscured view of anything approaching the wagons (Line of sight over the heads of Fenra and Kenan) Pulling on his bow string Sandru looks down the shaft of the arrow knocked therein and waits for the creatures to draw nearer.
(I don't think Sandru can ready an action after moving like he did, can he? *Scratches head*)
Meanwhile Shalelu's keen eyes track the arrow loosed from Draeven's bow. How in Desna's name...? The look on the elf's face is one of surprise as she tries to comprehend how the hulking man's arrow managed to miss becoming entangled in the numerous branches and foliage on the way to its target (If partial cover is provided by just one tree, then three or four trees provide how much cover? I think Draeven will have to roll better next time). The sudden appearance of an arrow in the lead Corby's chest alerts the flock. Their angry calls fill the area with protest and the strange flightless birds turn towards the camp. Keeping her eyes on the approaching threat, Shalelu readies her bow, knocking one arrow and holding one more loosely in her hand.
Shalelu Readied Action: 1d20 + 10 ⇒ (11) + 10 = 21
Shalelu Rapid Shot: 1d20 + 5 ⇒ (13) + 5 = 18
Comp Long Bow Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Comp Long Bow Damage: 1d8 + 1 ⇒ (4) + 1 = 5
Koya steps forward to watch over Ameiko's still form. Taking up a silver necklace from around her neck, the colorful wings of a butterfly catch some of the noon day light streaming through the trees. The old woman holds the image close to her lips and whispers a quick prayer to Lady Luck. Feeling the goddess' grace radiate from the symbol, Koya hand twitches as she 'flies' the image over Ameiko's body (Casts Sanctuary on Ameiko).

GM Notes:

Partial cover will be accumalative starting in round 2
Dire Corby: AC 13 | touch 11 | flat-footed 12 | Fort +2, Ref +4, Will +3 | Speed 30 ft.| Melee 2 claws +3 (1d4+1) | Special Attacks leap, rend (2 claws, 1d4+1) | HP 15 each
6/7 Corbies remain


Spells Active: Sanctuary on Ameiko 6/6 rounds remaining | One Corby down
Sandru's previous actions counted during surprise round | Jeryn is notably off the map at this time - still waiting for him to check in :( at which time he may emerge from a wagon of his choosing | Partial cover and difficult movement (x2) for anyone in a square with "foliage" in it. No cover and no movement penalty for open or "grassy" squares. Trees labeled 'cover' provide full cover in the squares immediately around that label (highlighted blue). | Map's lower background layer got accidentally/slightly adjusted due to GM incompetence with Maptool (Sorry about that :( I also had to update JAVA to get it working :(( ) but it is Updated now.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I have conferred with powers on high and I have been left with the impression that Sandru can make a readied action after his move...I think :)
Amendment: Sandru's Readied Action

Shortbow Areadied Action Roll: 1d20 + 6 ⇒ (16) + 6 = 22
Shortbow Damage: 1d6 ⇒ 6

Also, areas on the map have been better defined (I hope). Improved cover is denoted by the blue squares while total concealment is available in the green shaded squares.


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Surprise Round
Kenan acknowledges Renyn and steps next to the wagon MA 5' south and quickly looses an arrow at the most visible creature. Your choice DM I cannot determine what the cover is for them feel to modifyt total

Standard Atk vs Flat Foot: 1d20 + 9 ⇒ (12) + 9 = 21
Standard Atk Dmg: 1d8 + 1 ⇒ (7) + 1 = 8

Round 1 Init 21
Seeing his first arrow strike home Kenan wastes no time and quickly lets 2 arrow fly quickly at another of the bird like creatures. Only to see the arrows get caught up in the trees and branches.

Standard Atk vs Flat Foot Arrow 1: 1d20 + 8 ⇒ (5) + 8 = 13
Standard Atk Dmg: 1d8 + 1 ⇒ (4) + 1 = 5

Standard Atk vs Flat Foot Arrow 2: 1d20 + 8 ⇒ (7) + 8 = 15
Standard Atk Dmg: 1d8 + 1 ⇒ (6) + 1 = 7


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Round 1 Init 6

Fenra, already ready to move out merely brings her morningstar to hand and waits for one of the strange birdman things to get close enough to smack.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Fenra also steps back to better position herself between the wagons as Rennyn suggests. MA e16


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

A Birthday Bash near Brinewall!
Current Level:3rd
SAt NaV | Brinewall | Caravan Encounter

Inits
Kenan = 21 - Acted!
Draeven = 20 - Acted!
Koya = 20 - Acted!
Rennyn = 19 - Readied Action!
Fenra = 6 - Readied Action!
Shalelu = 5 - Readied Action triggered!
Sandru = 5 - Readied Action triggered!
Flock of creatures = 4 - Acted.
Jeryn = 2 - Sleeping?

Round 1 Init 4 to 2

Heads down in a run, the Dire Corbies crash through lighter foliage briefly passing from sight behind trees only to reappear a second later before disappearing from view once again. The monstrous creatures call to one another in loud caws, then split into two groups as they advance to encircle the camp.

Keeping his breathe steady, Kenan tracks one of them, its hulking form skirting from one tree to the next. As it passes from behind one tree and on to the next, the monk looses his first arrow. Streaking through the air, the shaft sways left then right and back again before finally flying true. Step by hulking step, the monk watches the arrow as his target draws nearer. "Thunk". Kenan's arrow strikes the feathered creature hard sending up a mist of blood but the Corby recovers its stride quickly. Losing no time, the monk nocks a second and then a third arrow, sending them hurtling down the same path. The second arrow finds a narrow branch, cutting the tree's limb in half before swerving harmlessly into a bush. As the amputated foliage crashes to the grassy floor the monk's third arrow continues on. Its path cleared of barriers, this arrow finds its mark. Striking below the first but on the other side of the Corby's muscled chest, the steel point pierces the creature's lung. Suddenly gasping for breath the creature slows. It's large legs carry it another five feet before coughing up a bill full of blood. Three feet more and the Corby falls.

Seeing the flock charge (*cough* I mean run) toward the camp, Shalelu releases her volley. Her right hand moving rapidly, the elf looses her arrows one after the other. The wooden missiles streak toward their intended target, cutting leaves from their branches along the way. The first lands solidly drawing out a stream of red fluid which stains the creature's leg. The second also scores a hit. This one lancing a powerful arm above the wrist. The Corby squawks in pain as it disappears behind a tree but not out of sight. Her blue eyes still tracking the quarry that should have fallen, Shalelu curses. For a fleeting second she can't help but feel envious of the dwarf's display of archery and Draeven's impressive skill, Our first encounter together and these two aren't wasting time in bettering me!

From his perch, Sandru's eyes spot a suitable target. Without slowing, its glossy bill jerks sideways, snapping a low hanging branch in half. With his comrades arrows flying down range Sandru steadies himself, drawing the bow string flush to his cheek. Timing his target's steps, the caravanner says a quick prayer to Desna then releases his hold. Sandru's arrow crosses an invisible path left by Shalelu's volley, narrowly missing the large trunk of one of the trees downrange. An instant later his arrow catches the Corby's shoulder. Surprised, yet thankful for the goddess' token gift of luck, Sandru sends a kiss to the heavens before flashing a smile back to Rennyn and Koya behind him.

Round 2, Everyone up!

GM Notes:

Dire Corby: AC 13 | touch 11 | flat-footed 12 | Fort +2, Ref +4, Will +3 | Speed 30 ft.| Melee 2 claws +3 (1d4+1) | Special Attacks leap, rend (2 claws, 1d4+1) | HP 15 each
Leap (Ex): A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it succeeds at this Acrobatics check, it can make a full attack (two claw attacks, plus a rend attack if both claws hit) against foes in reach. If it fails, it can still make its one attack as normal for a charge.
5/7 Corbies remain
Corby @ -A35 2/15 HP remains
Corby @ G35 9/15 HP remains

Spells Active: Sanctuary on Ameiko 6/6 rounds remaining | 2xMA Corbies advance | Two Corbies down | Map Updated

Partial cover and difficult movement (x2) for anyone in a square with "foliage" in it. No cover and no movement penalty for open or "grassy" squares. Trees labeled 'cover' provide improved cover in the squares immediately around that label (highlighted blue). Green highlighted squares offer concealment.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 2 Init 20

Draeven tries to creep forward and hide in the bushes. (MA to A,20)
stealth: 1d20 + 5 ⇒ (4) + 5 = 9 (vs Corby's perception(s) check)

He then lets another arrow fly...
SA attack w/bow -deadly aim: 1d20 + 4 ⇒ (11) + 4 = 15
damage +deadly aim: 1d8 + 6 ⇒ (4) + 6 = 10
...his arrow seemingly flying true. (at G,35)

Trying to shoot past any "cover" or "concealment" shaded areas. Not sure how you are ruling on those entirely still.

And not sure about this (we may need to discuss) but if the Corby fails its perception check I might be able to apply my deadly sniper and sneak attack damage.

if so please add to above damage: 3 + 1d6 ⇒ 3 + (3) = 6

Status and Effects:
AC: 15 HP: 31


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 1 Init 19

Rennyn shifts to his right (5' step to G,16) to make room for Kenan between himself and Fenra, and for Shalelu on his right, while still holding his sword above his head. (continue readied action)

Form a line... keep up the good work with the arrows! Jeryn! Get out here! he says with calm determination.

Status and Effects:
AC: 16 HP: 25


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Round 2 Init 21

Kenan seeing the first two fall, he continues to let the arrows fly in rapid succession at the farthest one. A37
Flurry of Arrows Atk 1: 1d20 + 7 ⇒ (1) + 7 = 8
Flurry of Arrows Dmg + Deadly Aim: 1d8 + 3 ⇒ (5) + 3 = 8
Flurry of Arrows Atk 2: 1d20 + 7 ⇒ (18) + 7 = 25
Flurry of Arrows Dmg + Deadly Aim: 1d8 + 3 ⇒ (8) + 3 = 11


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Not having any sort of ranged weapon, or the skill necessary to use one to any effect, Fenra still waits for the creatures to get closer. She holds off on any spells, waiting to see if they will even be necessary in the wake of her comrades abilities.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

A Birthday Bash near Brinewall!
Current Level:3rd
SAt NaV | Brinewall | Caravan Encounter

Inits
Kenan = 21 - Acted!
Draeven = 20 - Acted!
Koya = 20 - Acted!
Rennyn = 19 - Readied Action!
Fenra = 6 - Readied Action!
Shalelu = 5 - Acted!
Sandru = 5 - Acted!
Flock of creatures = 4 - Acted.
Jeryn = 2 - Sleeping? Or perhaps got left in Churlwood with a halfling bride :P

Round 2 Init 5 to 2

Shifting his weight, Draeven moves his bulk forward knocking an overhead branch with his head as he does. The movement draws the attention of the Corbies running toward the wagons. Despite this misstep, the sniper's aim proves true enough. Turning its head in the direction of the noise, the Corby's eyes focus first on the tree covering Draeven's position, then on the shaft of wood whistling toward it. The projectile pierces its neck severing an artery on the way through. As the triangular metal head peeks through the other side of the Corby's neck, a thick jet of blood squeezes it way along side it.

Opposed Stealth Rolls:

Corby @-B35 opposed Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Corby @-A35 opposed Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Corby @A37 opposed Stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Corby @G35 opposed Stealth: 1d20 + 6 ⇒ (8) + 6 = 14
Corby @H35 opposed Stealth: 1d20 + 6 ⇒ (20) + 6 = 26

Koya stands, moving forward as she does (5ft to E15). Still holding the silver symbol the old woman shifts its weight to rest between her hands. She begins chanting the words of another spell, this time gently massaging the delicate butterfly wings in tiny circles with her thumbs. Koya's words flutter through the air in a kind of rhythm the group finds catchy yet also inspiring. Even after Koya finishes her spell, her words linger in your ears like the beat of a good song.

With suitable targets being plucked from her like a plate of pastries passing by children, Shalelu steps forward for a better view (5ft Step G18). A hundred feet away two Corby pass into view, each with arrows decorating their flesh. One of them, the Corby she'd struck just seconds earlier (A37). Raising her bow the elf quickly looses two more arrows through the trees. The first is deflected off the trunk of a tree, but the other hits. Burying its way deep into muscled flesh, the creature's legs stops mid run. Its limp legs no longer able to avoid the looming barrier, the Corby's momentum sends it crashing into a tree where it lays motionless, About time.

Shalelu Attack: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Shalelu Rapid Shot: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Longbow damage: 1d8 + 1 ⇒ (6) + 1 = 7
Rapid Shot Damage: 1d8 + 1 ⇒ (6) + 1 = 7

From his perch on the wagon, Sandru draws another arrow from his quiver. His head swimming with the thrill of his previous success and his mother's chant echoing in his head, he pulls on the bow string once more. The sound of a Corby crashing to the earth draws his attention and Sandru's eyes spy the shoulder of another creature near to it (H35). It's a tricky shot. Partially obscured by thicker branches, Sandru has a much smaller target than before. His bow string strains near its breaking point, Ah! Why not? Saying another quick prayer to the goddess of luck the swashbuckler releases his hold on the arrow and watches it sail through the trees.
Sandru Attack @ 110ft.(-2 for increment): 1d20 + 6 + 1 - 2 ⇒ (15) + 6 + 1 - 2 = 20
Shortbow Damage: 1d6 ⇒ 3

Their numbers quickly cut in half, the Corby caw to each other in short rapid calls. Talons rip into the earth bringing their advance to a dramatic halt. Then before the clumps of earth have a chance to settle, the three remaining Corbies turn tail and run.

Please post your final attacks to fell the remaining or indicate alternative actions.

Shalelu Attack@ 135ft (-2 Rng) vs. (B44) AC15 after cover: 1d20 + 12 + 1 - 2 ⇒ (12) + 12 + 1 - 2 = 23
Longbow damage: 1d8 + 1 ⇒ (7) + 1 = 8

GM Notes:

Morale check DC15: 1d20 + 1 ⇒ (5) + 1 = 6 Trying this out
Dire Corby: AC 13 | touch 11 | flat-footed 12 | Fort +2, Ref +4, Will +3 | Speed 30 ft.| Melee 2 claws +3 (1d4+1) | Special Attacks leap, rend (2 claws, 1d4+1) | HP 15 each
Leap (Ex): A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it succeeds at this Acrobatics check, it can make a full attack (two claw attacks, plus a rend attack if both claws hit) against foes in reach. If it fails, it can still make its one attack as normal for a charge.
2/7 Corbies remain: Corby @ -A41 2/15 HP remain, Corby @ -B41 15/15 HP remain

Spells Active: Sanctuary on Ameiko 5/6 rounds remaining, Bless: 6 minutes - add +1 morale bonus to attacks/fear rolls | Corbies make a full withdrawal | Five Corbies down | Map Updated

Partial cover (AC+2) and difficult movement (x2) for anyone in a square with "foliage" in it. No cover and no movement penalty for open or "grassy" squares. Trees labeled 'cover' provide improved cover (AC+4) in the squares immediately around that label (highlighted blue). Green highlighted squares offer total cover (I hope this clarifies).


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Jeryn is stirred from his contemplation by the clamour outside and by Rennyn's call for assistance. Bursting from the southern-most wagon, he rushes toward his retreating foes before unleashing a signature force bolt.

Exit southern wagon and walk to F22 then cast force bolt on the corby at -A 41 (130ft, force bolt 100ft + 10ft/lvl)

Force Bolt: 1d4 + 1 ⇒ (2) + 1 = 3

Having spent much of the journey pouring over his spell books and mastering new spells, he thought about using something more powerful but decided not to waste it on a foe already beaten.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 3 Init 20

Draeven moves out of the bushes to get a clear shot (MA to C,23) before sending another arrow streaking after one of the retreating Corby...
SA attack w/bow -deadly aim: 1d20 + 4 ⇒ (12) + 4 = 16
damage +deadly aim: 1d8 + 6 ⇒ (1) + 6 = 7
...his arrow again finding flesh. (at -B,41)

Status and Effects:
AC: 15 HP: 31


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 3 Init 19

Seeing the enemy fleeing, Rennyn lowers his sword. Don't let it get away! I don't want to see it return with others later when we are lesser in number here at the camp. And with Ameiko indisposed.

Status and Effects:
AC: 16 HP: 25


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Round 3 Init 21
Kenan realizing the flock is fleeing quickly launches 2 arrows at the nearest humabird. A41
Flurry 1+Deadly Aim: 1d20 + 7 ⇒ (4) + 7 = 11
Flurry + Deadly Aim: 1d8 + 3 ⇒ (8) + 3 = 11
Flurry 2 + Deadly Aim: 1d20 + 7 ⇒ (14) + 7 = 21
Flurry + Deadly Aim: 1d8 + 3 ⇒ (3) + 3 = 6


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

It's up to the archers at this point. I have nothing that can reach them as far as spells go.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

If one or both Corbies manage to survive this round, Draeven intends to move forward and continue to send arrows at them.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

A Birthday Bash near Brinewall!
Current Level:3rd
SAt NaV | Brinewall | Caravan Encounter

Inits
Kenan = 21 - Acted!
Draeven = 20 - Acted!
Koya = 20 - Acted!
Rennyn = 19 - Readied Action!
Fenra = 6 - Readied Action!
Shalelu = 5 - Acted!
Sandru = 5 - Acted!
Flock of creatures = 4 - Acted.
Jeryn = 2 - Acted!

Round 3 Init 5 to 2
The sudden appearance of a wizard throws everyone's (the GM's) timing off. With barely a cursory look downrange, Jeryn calls upon one of his tried and true spells and his invisible bolt ripples past trees and rattles leaves before slamming into the back of one of the Corbies. The creature arches its back in pain before tripping over its own legs, coming to rest near a tree stump (Kill stealer).
Refusing to let Jeryn's sudden appearance jar their focus, both Draeven and Kenan quickly loose another volley of arrows. Shalelu too knocks an arrow. Drawing her bow tight against her check the elf's eyes narrow as she fixes on her target. Seemingly at once multiple arrows fly off into the trees. Three zero in on the nearest Corby, their paths converging on the creature in a blur. (Am counting Jeryn's post as the end of Round 2. Redirecting Kenan's arrows to -B41) One of Kenan's arrows comes to a sudden halt as its shaft embeds itself in the trunk of a tree. The other two find their mark. Blood streams down the creature's back and the Corby calls out in pain to any that still remain. But its call goes unanswered. Not a second earlier, an elven arrow whistled past its feathered head. The spinning arrow propelled its pointed metal through flesh and skull before coming to rest in the lead Corby's head. Its limp body fell to the ground just a few yards ahead. Now the last of its flock, a solitary Corby runs for its life through the trees.

Koya nods in agreement with Rennyn, Better to err on the side of caution. Kneeling down at Ameiko's side, the old fortune teller places a hand on the Tien's forehead while the others clean up.
Draeven! Shalelu calls to the half-orc sniper to join her as she takes off in a sprint into the trees. Botting for time... Ahead of the elf, Draeven has already easily spotted the lone Corby. Thrashing through foliage, the unnatural movement of the trees is like a bright marker pointing to the Corby's path of retreat.
SA attack w/bow -deadly aim: 1d20 + 4 ⇒ (13) + 4 = 17
damage +deadly aim: 1d8 + 6 ⇒ (3) + 6 = 9 Am I guessing this is right?
The chase is short-lived. Closing the distance only enough to draw another of his arrows from his quiver, Draeven draws a bead on the fleeing bird and releases his arrow. Seconds later the trees return to their natural state. A check of the bodies reveals little of value however two large bloodied sacks of fresh game hint at the creatures presence here - they were hunting.

GM Notes:

0/7 Corbies remain


End Combat | A fresh supply of meat will keep Draeven (and some of the group) fed for several days once preserved.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Draeven is relieved the chase is a short one. Slinging his bow over his back he gets to work retrieving any arrows he can while dragging all the corpses together in a pile. Looking the sacks over, he tries to determine what manner of creature the meat came from. Could be man flesh for all I know, he thinks to himself as he looks for clues in the bags.

When he is finished, he returns to the group. We should see about putting some distance between us and that pile. It will be drawing predators and other unwanted attention soon enough. Looking down at Ameiko he adds, We should place her in a wagon. Get her as comfortable as possible and then see about finding a more defensible position to park the wagons. Perhaps closer to Brinewall? A couple of us could scout ahead to look for a suitable spot. That way we aren't far from those left with the caravan if trouble should show again.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Rennyn nods in agreement before carefully picking Ameiko up and moving her into one of the wagons.

Once she is comfortable he addresses the group. So Draeven, Kenan, Shalelu and Fenra can go scout out a better spot for us while Koya, Sandru and I stay to protect Ameiko? Jeryn? Which would you prefer?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Unless someone pops in with a different plan or counter proposal, I would assume they are fine with Rennyn's proposal and proceed. Take or leave Jeryn as you see fit Chris.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Scouting Brinewall...
Current Level:3rd
SAt NaV | Brinewall | Current Location

All of the game is easily identifiable - deer, grouse and other cute and fury mammals

Shalelu looks at those gathered around. Seeing no one opposing the paladin's suggestion she takes up her bow, Come on Draeven, you can tell me about that ballista you have slung over your shoulder. Shalelu playfully smirks over her shoulder at the half-orc as she turns to lead the way out of camp. The road leading into Brinewall has all but disappeared. Following what remains, Kenan, Draeven, Fenra and Shalelu soon find themselves heading east near the banks of Steam River.
The trees here seem different. Particularly dense with undergrowth something about this part of the woodland sends a cold chill down the group's spines. The sounds of faint screams and shadowy images skirt the peripheral of the monk's vision while the woodlands themselves seem disturbingly haunted and, unnatural, for a half-orc who has spent most of his time hunting goblins in woods not much different to these. Shalelu does not appear immune either. Finding herself hugging her arms the elf's face shows a hint of apprehension, Perhaps the stories are true, this place certainly feels haunted. Only Fenra seems unaffected by their surroundings, shrugging off the chill as nothing more than a figment of her imagination.
Rounding a bend and about a hundred feet down the path sits a ruined building. Now only an empty shell, its roof has caved in but the curved shape at its base suggests this was once a stone lighthouse.

GM Notes:

Ressurecting rolls from HERE
Kenan Will Save DC 13: 1d20 + 8 ⇒ (4) + 8 = 12
Draeven Will Save DC 13: 1d20 + 0 ⇒ (9) + 0 = 9
Fenra Will Save DC 13: 1d20 + 5 ⇒ (18) + 5 = 23
Shalelu Will Save DC 13: 1d20 + 5 ⇒ (3) + 5 = 8
Everyone but Fenra is spooked :P


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Retcon...
Draeven drops the sacks of meat near the wagons. Some fresh meat here if anyone wishes to try and salvage any. If not, I suggest adding it to the body pile.

Currently...
Spying what looks like the ruins of the lighthouse Draeven nods in its direction. What do you think? Can we get the wagons up here? Even if we have to brush a line. Might be a defensible spot. Assuming there are no unfriendlies within.

Spying what looks like the spires of some sort of fortification in the background he grunts, I suspect whatever we seek is likely up there.

Let's clear the lighthouse and see about bringing the others up. We can then make our around to there.

Before heading to the ruins ahead, the half-orc searches the ground for any sign of recent activity. (perception take 20 +12=32)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Meanwhile, Rennyn asks Koya to tend to Ameiko while he, Jeryn and Sandru keep watch. Climbing atop the wagon's seat he sits with his bow across his lap. He doesn't practice with it very often, preferring to spend the time honing his sword skills, but after the display with the Corbies, he thinks it wise to keep it handy for now.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Scouting Brinewall...
Current Level:3rd
SAt NaV | Brinewall | Current Location

Carefully picking his way through the building, Draven conducts his search of the rubble around the structure. From his vantage he can clearly see the distinct shapes of other buildings beyond the lighthouse; barracks, a smithy, several homes, a building with several architectural designs similar to those of the glassworks in Sandpoint, a trading post, and a stable can all be made out. The two largest ruins are located in the eastern part of town, and consist of a town hall to the north and an almost completely collapsed temple of Desna to the south, near the entrance to a cemetery.

Nestled within Brinewall is a naturally deep harbor formed where the waters of the Steam River flow into Bunyip Bay to the west. Even from here it is possible to see two ruined piers extending into the only relatively shallow portion of the harbor. The piers that once served all of Brinewall as moorings for visiting ships are now mostly collapsed, yet the westernmost one has what appears to be a relatively recent visitor: a Linnorm Kingdoms longship is tied there. The longship seems relatively new, but the vessel is partially destroyed and half-sunken.

Across the harbour stands Brinewall castle. Built from gray stone, it is a large and intimidating structure. Although only two stories tall, with the exception of one three-story tower, the squat castle looks all the larger for its position atop the bluff west of the village, looming over the surrounding region with a commanding presence.

Turning to make his way back to the others, Draeven's size twelves nudge a few pieces of rubble revealing a partially crushed strongbox.

GM Notes:

SPOILER ALERT *waves hand* No need to read any further.

Strongbox: contains 93 gp and a single rusty key. Left behind by the long-dead lighthouse tender, this is a skeleton key that can open all of the locks on the ground and upper floors of Brinewall Castle. Unless repaired with a make whole or mending spell, though, the key breaks after opening 1d6 locked doors.

Map Updated


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Fenra is in agreement with Draeven's suggestion of bringing the entire camp here.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Draeven reaches down and retrieves the strongbox. Gives it a looking over for surprises and then opens it...

If it is possible to move the wagons to the lighthouse, that is what we will do.


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Kenan unlimbers his bow and takes watch outside the tower watching for any signs of hostile movement.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Scouting Brinewall...
Current Level:3rd
SAt NaV | Brinewall | Current Location

I have forgotten to put down a couple things. First, a time of day. As it does not make sense to stop and make camp towards the beginning of the day, I'm going to put the time as somewhere in the mid-afternoon (3:30ish). Does this sound alright? I've also been neglectful on how far the caravan is from the village; it is half a mile away.

Camp

Not long after Rennyn and Sandru finish policing up the bodies, Koya calls from the wagon, Rennyn! Jeryn!
Inside the wagon Koya eyes show the tell tale signs of having been looking into the beyond, delving into the arcane. My understanding of the arcane mysteries is not as far reaching as yours Jeryn, but I got to thinking. Draeven said it is likely a magically induced state. So I looked, and sure enough, there is an aura about her. Koya spreads her hands out above Ameiko's body indicating the location she witnessed a magical aura. (Using Detect Magic shows a strong arcane aura encapsulating Ameiko's body.) I've been trying to study the aura. It is a powerful one to be sure, but I'm having difficulty recognizing its nature. It's puzzling. And, this is where you come in dear, she puts a hand on Rennyn's shoulder, I'd like to make sure its not evil. Both Rennyn and the wizard get the impression that Koya is attempting to discern the nature of Ameiko's coma by eliminating what it is or isn't.

Brinewall Lighthouse

While Draeven gets to work on the strongbox, Shalelu looks to Kenan and Fenra and while she's fairly sure Fenra's expression is agreeable towards Draeven's suggestion, the elf finds it difficult to read the monk's reaction, if there is one at all. Scrunching up her face in a bit of a puzzled look she twitches her head in the dwarf's direction, Is he always this expressive? Shalelu sighs, leaving the question hanging in the air she glances at the sky before turning back to regard the group, I don't like it. To start, it doesn't look big enough to get the wagons in there. Then there is the possibility we'd be visible from the fortification. If there is anyone there, I bet there are patrols. Perhaps not all the way out here but along the battlements for sure, don't you agree? I don't recommend taking the chance, however remote, of being seen. Shifting her weight she adds, Besides, clearing a path for the wagons will take some time. It may very well be after dark by the time we get set up. At least were the caravan is now we do not need to worry about being seen. (Naturally, I am probably wrong in this assumption) I think we should look around some more and plan on moving camp tomorrow. Perhaps there is a better site?
With a snap of rusted metal, the half-orc pry's open the box. Inside is 93 gold coins and a single rusty key embossed with a faint emblem on its bow.

Map Remains...and I know it is not exactly clear but the green stuff is forested area.

GM Notes:

SPOILER ALERT *waves hand* No need to read any further.
Strongbox: contains 93 gp and a single rusty key. Left behind by the long-dead lighthouse tender, this is a skeleton key that can open all of the locks on the ground and upper floors of Brinewall Castle. Unless repaired with a make whole or mending spell, though, the key breaks after opening 1d6 locked doors.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Draeven already piled all the dead bodies as per my post above.

Rennyn climbs into the wagon. What kind of aura and how powerful? he asks.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

I'm not talking about getting the wagons "in there". Draeven replies pointing at the ruins of the lighthouse. And I thought this place has been abandoned for 60 years? Haunted and cursed and all that? But now it is inhabited by numbers enough to have organized patrols? Which is it?

And being a half mile or more away and in the woods doesn't seem like an improvement to me. How can you say they are more hidden there? We had barely been stopped when we had already come under attack. Sure something might see them here. Just like something may see them where they are now. But over here at least we can see them too and what might be happening to them. Back in the woods we will have no idea if they are under attack and need our assistance.

Besides, if this place is under observation then us being here has already placed the caravan in danger.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Scouting Brinewall... 3:30pm
Current Level: 3rd
SAt NaV | Brinewall | Current Location

Camp
Outside the wagon, Sandru begins to salvage the meat from the Corbies hunting sacks. Whoa! Desna smiles on us! There must be half a deer in here...

Inside Koya looks down her nose at the paladin, Dear, if I knew that I wouldn't have asked the wizard to come in here with you. The fortune teller shoots Jeryn a look. She may not be as old as Rennyn but she's old enough to not worry about hurting feelings by being blunt. Its part of her endearing charm. This isn't like figuring out your grandmother's brooch, Koya holds up a finger, that I can do. No, this needs someone learned in arcane theory which, sadly, I did not study. Koya casts her eyes over Ameiko's still form, All I can tell is, this is a strong one. Looking back at Rennyn she asks, So, has an evil spell befallen her?

Knowledge Arcana DC 25:

There is only one aura here and it is a strong one; well beyond anything anyone in the group is currently able to conjure. The school of magic involved here is necromancy and there is evidence to suggest an outsider has taken hold of Ameiko's body.

Knowledge Planes DC 25:

The spirit is a kami, a spirit normally associated with the protection of an animal, object, or location.

Detect Evil:

As your vision shifts, the smell of sandal wood drifts into your nostrils and you feel as though there is someone else aiding you. As no evil auras are present you naturally conclude that there is no evil intent behind the magic. Yet, somehow you also know that no harm can come to Ameiko in this state as long as she remains near Brinewall. She will not want for food or drink, nor age, but she is also vulnerable to outside influences. Cut her and she will still bleed.

Brinewall Lighthouse

The number of challenging questions Draeven fires back with causes Shalelu to raise an eyebrow. Unsure if he is angry with her or just thinks she's off her rocker the elf raises her hands, Ok, relax. You asked for opinions, so I gave you one. No one's about to leave the caravan unprotected and for all we know, the Corby attack was just a random, albeit strange, coincidence. Putting her hands on her hips Shalelu tries to defend her speculations, This building may be safe but that doesn't mean the whole place is in the clear. I'm just trying to look at it from a worst case scenario; we may have more than Corbies to worry about and the less attention we draw to ourselves, the better. I like our odds in the forest for the night, you don't, Shalelu shrugs. Although the matter has turned into a bit of a debate she's not here to derail the sniper's game plan, but she'd rather not remain silent about it either. That's too zen.
But I see your point. Whatever comes our way, here or in the forest, we're better off keeping together. And a wall or two at our backs doesn't hurt. Nodding with a smile she volunteers, You clear the rubble, I'll go back and get the others.

Dialogue is good but PBP can be notorious for miscommunications, especially when everyone has their best poker face on. I think I still need work in this area but I'm trying to include how the NPCs feel (angry, confused, joking) to help with the interactions.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Rennyn concentrates on Ameiko but leaves to resume his watch without responding to Koya.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Relax? is all Draeven replies in the common tongue before switching to orcish. From his tone you guess he doesn't have nice things to say, but then, nothing in orcish sounds nice.

He then starts walking back the way he came. I already said we weren't putting the wagons in there but if you want the rubble cleared for some reason, be my guest. I'm going back to the caravan.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Scouting Brinewall... 4:00pm
Current Level: 3rd
SAt NaV | Brinewall | Current Location

Camp

Leaving Koya in silence, the old woman watches the elf leave to resume his watch. Hmmm. Ameiko was right, he is the sensitive sort. Looking over her shoulder at Jeryn she charges the wizard with looking further into the nature of the aura surrounding Ameiko, It is as I hoped. Had there been evil at work, he would have said. See what you can see Jeryn.

By the time Draeven arrives, Sandru has finished skinning the deer carcass while Koya tends to the horses in silence, leaving Jeryn to watch over Ameiko in the wagon.

Brinewall

Folding her arms across her chest Shalelu watches as Draeven leaves. Charming. Nodding to herself she turns her attention to the others, Fenra, stand watch. Kenan, your with me. Slinging her bow over her shoulder, the elf begins moving some of rubble from the building's yard to make room for the arrival of Sandru's wagons.


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Frustrated that he had not previously thought to look for a magical cause of Ameiko's condition, Jeryn sets about clearing his mind and setting about the task at hand.

Knowledge Arcana: 1d20 + 10 ⇒ (17) + 10 = 27

Knowledge Planes: 1d20 + 8 ⇒ (12) + 8 = 20

After intently studying Ameiko's form and the aura surrounding her, Jeryn's furrows his brow and clenches his jaw.

Her aura is strong indeed. The power affecting her is well beyond anything anyone in our company is currently able to conjure. I believe that there is necromantic magic at work here. From the nature of this magic, it is possible that an outsider has taken hold of Ameiko's body.

Turning to Shalelu, he says You, Fenra and myself should take turns monitoring her aura until morning. Then we should set to work at once. The source of Ameiko's malediction must be near.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Scouting Brinewall... 5:00pm
Current Level: 3rd
SAt NaV | Brinewall | Current Location

Brinewall Campsite by the Lighthouse...

It takes some time and a little coaxing for the horses but eventually the caravan is moved.

Map Updated: tokens and objects randomly placed, make your adjustments in the ooc


Once the camp has been set, Shalelu looks to the sun sitting low in the sky then turns to the group, So, what's the plan?


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

I thought you were in charge now.


Ah-huh, and I remember how that played out. Shalelu's thoughts reflect on her last conversation with the towering half-orc,

Draeven wrote:
From his tone you guess he doesn't have nice things to say

Well, if no one else is going to, thinking to use what daylight is left to scout ahead, Shalelu glances over her shoulder as she heads down the overgrown trail. Draeven can see the elf's eyes daring him to stay behind.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Scouting Brinewall... 6:00pm
Current Level: 3rd
SAt NaV | Brinewall | Current Location

Brinewall Campsite by the Lighthouse...

As the sun dips below the western horizon there is no sign of Shalelu.

GM Notes:

Nothing to see here....
Perception@N east: 1d20 + 12 ⇒ (2) + 12 = 14
Stealth@N: 1d20 + 11 ⇒ (14) + 11 = 25
Perception@M: 1d20 + 12 ⇒ (13) + 12 = 25
Stealth@M: 1d20 + 11 ⇒ (18) + 11 = 29
Perception@Q: 1d20 + 12 ⇒ (18) + 12 = 30
Stealth@Q: 1d20 + 11 ⇒ (15) + 11 = 26
SP's Opposed Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Perception@O: 1d20 + 12 ⇒ (2) + 12 = 14
Stealth@O: 1d20 + 11 ⇒ (12) + 11 = 23
Perception@N west: 1d20 + 12 ⇒ (7) + 12 = 19
Stealth@N west: 1d20 + 11 ⇒ (14) + 11 = 25
Opposed: 1d20 + 6 ⇒ (3) + 6 = 9

Map tweaked but Updated


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Scouting Brinewall... 7:00pm
Current Level: 3rd
SAt NaV | Brinewall | Current Location

Brinewall Campsite by the Lighthouse...

With the sun dipping below the horizon, evening takes hold of this part of Golarion. The group's recent inactivity sets the tone for a quiet evening.
Noticeably nervous since arriving with the wagons, Sandru finishes tending to the horses before settling into some stew that Koya has prepared. By the way Sandru's eyes have been sifting through the shadows left by the trees, Draeven can easily deduce the caravaner feels the forest's rumored hauntings, much as Shalelu had.
His belly full, Sandru casts his eyes down the overgrown road toward the old village. Perhaps he anticipates the elf's imminent return, or maybe he's just being vigilant. Other than the fire quietly smoldering where Koya had made dinner, he makes no effort to maintain it or start another. Rather the caravaner volunteers to take the first watch.

GM Notes:

Schedule is set to between Dinner and Bedtime
Shalelu Stealth @ S1: 1d20 + 13 ⇒ (4) + 13 = 17
MB Opposed Check: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Shalelu Perception: 1d20 + 14 ⇒ (2) + 14 = 16
MB direction 1 North, 2 East, 3 South, 4 West: 1d4 ⇒ 3
Shalelu Stealth @T2 SE: 1d20 + 11 ⇒ (16) + 11 = 27
Shalelu climb DC20: 1d20 + 6 ⇒ (5) + 6 = 11 Fail - falls
Height reached before falling: 1d15 ⇒ 1 Pathetic, but no damage :)
Shalelu climb DC20: 1d20 + 6 ⇒ (5) + 6 = 11 Fail - falls again
Height reached before falling: 1d15 ⇒ 4 Still Pathetic, but again no damage :)
Shalelu climb DC20: 1d20 + 6 ⇒ (20) + 6 = 26
75% Chance: 1d100 ⇒ 10 K @U13
Shalelu Stealth @U2: 1d20 + 11 ⇒ (11) + 11 = 22 Walls are empty
Shalelu Stealth West to U4: 1d20 + 11 ⇒ (13) + 11 = 24
Shalelu Stealth @U1: 1d20 + 11 ⇒ (6) + 11 = 17
Shalelu Stealth to T1: 1d20 + 11 ⇒ (8) + 11 = 19 Empty
Shalelu Perception: 1d20 + 12 ⇒ (7) + 12 = 19
Shalelu Stealth to T3: 1d20 + 11 ⇒ (2) + 11 = 13 Empty
Shalelu Stealth to T5: 1d20 + 11 ⇒ (10) + 11 = 21
Opposed check: 1d20 + 1 ⇒ (15) + 1 = 16
Opposed check: 1d20 + 1 ⇒ (9) + 1 = 10
Surprise Att vs. A with sleep arrow DC11: 1d20 + 12 ⇒ (6) + 12 = 18
Att vs. B with sleep arrow DC11: 1d20 + 7 ⇒ (7) + 7 = 14
Non Lethal damage: 1d8 + 1 ⇒ (6) + 1 = 7
Non Lethal damage: 1d8 + 1 ⇒ (6) + 1 = 7
Will save A HP 5/12: 1d20 + 1 ⇒ (11) + 1 = 12
Will save B HP 5/12: 1d20 + 1 ⇒ (8) + 1 = 9
Shalelu Init: 1d20 + 3 ⇒ (3) + 3 = 6
B Init: 1d20 + 5 ⇒ (9) + 5 = 14
Round 1 B MA to close SA grapple vs. CMD22: 1d20 + 7 ⇒ (9) + 7 = 16
AoO: 1d20 + 12 ⇒ (20) + 12 = 32
Lethal damage: 1d8 + 1 ⇒ (8) + 1 = 9 B Slain - A Coute de graced

Map still there | Actions? Anything?


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Nope. Just let me know when the NPCs have finished the AP.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei
Draeven wrote:
Just let me know when the NPCs have finished the AP.

And therein lies the problem...

At Brinewall's Lighthouse... 11:00pm
Current Level: 3rd
SAt NaV | Brinewall | Current Location

GM Notes elsewhere:

M @T11 Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Shalelu Perception: 1d20 + 12 ⇒ (11) + 12 = 23 Door Found + Notices M
Shalelu Init: 1d20 + 3 ⇒ (19) + 3 = 22
Init M: 1d20 + 2 ⇒ (16) + 2 = 18
Round 1 Shalelu att vs. M Sleep arrow: 1d20 + 12 ⇒ (4) + 12 = 16
Round 1 Shalelu 2nd att. M Sleep arrow: 1d20 + 7 ⇒ (8) + 7 = 15
Round 1 M att vs. Shalelu: 1d20 + 6 ⇒ (16) + 6 = 22
Round 1 M 2nd att vs. Shalelu: 1d20 + 4 ⇒ (20) + 4 = 24
M critical confirm vs. Shalelu: 1d20 + 4 ⇒ (12) + 4 = 16
Damage flail to Shalelu: 1d8 + 6 ⇒ (8) + 6 = 14
Damage Gauntlet to Shalelu: 1d4 + 2 ⇒ (4) + 2 = 6
End Round 1 Shalelu 33/53 | M 36/36
Round 2 Shalelu att vs. M shortsword: 1d20 + 8 ⇒ (11) + 8 = 19
Round 2 Shalelu 2nd att. M shortsword: 1d20 + 3 ⇒ (3) + 3 = 6
Damage 1 to M: 1d6 + 1 ⇒ (5) + 1 = 6
Round 2 M att vs. Shalelu: 1d20 + 6 ⇒ (15) + 6 = 21
Round 2 M 2nd att vs. Shalelu: 1d20 + 4 ⇒ (4) + 4 = 8
Damage flail to Shalelu: 1d8 + 6 ⇒ (1) + 6 = 7
End Round 2 Shalelu 26/53 | M 30/36
Round 3 Shalelu att vs. M shortsword: 1d20 + 8 ⇒ (19) + 8 = 27
Shalelu critical confirm: 1d20 + 8 ⇒ (5) + 8 = 13
Round 3 Shalelu 2nd att. M shortsword: 1d20 + 3 ⇒ (3) + 3 = 6
Damage from 1 to M: 1d6 + 1 ⇒ (3) + 1 = 4
Round 3 M att vs. Shalelu: 1d20 + 6 ⇒ (18) + 6 = 24
Round 3 M 2nd att vs. Shalelu: 1d20 + 4 ⇒ (9) + 4 = 13
Damage Gauntlet to Shalelu: 1d4 + 2 ⇒ (3) + 2 = 5
End Round 3 Shalelu 21/53 | M 26/36
Round 4 Shalelu att vs. M shortsword: 1d20 + 8 ⇒ (11) + 8 = 19
Round 4 Shalelu 2nd att. M shortsword: 1d20 + 3 ⇒ (11) + 3 = 14
Damage from 1 to M: 1d6 + 1 ⇒ (6) + 1 = 7
Round 4 M att vs. Shalelu: 1d20 + 6 ⇒ (3) + 6 = 9
Round 4 M 2nd att vs. Shalelu: 1d20 + 4 ⇒ (18) + 4 = 22
Damage Gauntlet to Shalelu: 1d4 + 2 ⇒ (1) + 2 = 3
End Round 4 Shalelu 18/53 | M 19/36
Round 5 Shalelu att vs. M shortsword: 1d20 + 8 ⇒ (12) + 8 = 20
Round 5 Shalelu 2nd att. M shortsword: 1d20 + 3 ⇒ (10) + 3 = 13
Damage from 1 to M: 1d6 + 1 ⇒ (5) + 1 = 6
Round 5 M att vs. Shalelu: 1d20 + 6 ⇒ (4) + 6 = 10
Round 5 M 2nd att vs. Shalelu: 1d20 + 4 ⇒ (6) + 4 = 10
End Round 5 Shalelu 21/53 | M 13/36
--------------
FB Init: 1d20 + 7 ⇒ (3) + 7 = 10
GS Init: 1d20 + 3 ⇒ (17) + 3 = 20
N Init: 1d20 + 2 ⇒ (1) + 2 = 3
New Init: Shalelu 22 | GS 20 | M 18 | FB 10 | N 9
Round 6 Shalelu att vs. M shortsword: 1d20 + 8 ⇒ (20) + 8 = 28
Round 6 Shalelu 2nd att. M shortsword: 1d20 + 3 ⇒ (11) + 3 = 14
Critical Confirm: 1d20 + 3 ⇒ (14) + 3 = 17 Confirmed
Damage from 2 to M: 1d6 + 1 ⇒ (4) + 1 = 5
Critical Damage: 1d6 ⇒ 6
Round 6 M switches to fighting defensively att vs. Shalelu: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Round 6 M 2nd att vs. Shalelu: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
Round 6 GS att vs. Shalelu: 1d20 + 2 ⇒ (4) + 2 = 6
Round 6 FB att vs. Shalelu: 1d20 + 5 ⇒ (1) + 5 = 6
Round 6 Ranged Touch Att from N: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
N's W att damage: 2d8 + 3 ⇒ (4, 6) + 3 = 13
End Round 6 Shalelu 8/53 | M 2/36 | FB 30/30 | GS 16/16 | N 42/42

Round 7 Start: Shalelu makes a Full Withdrawal | FB, GS, M & N pursue
Round 7 N ranged touch att.: 1d20 + 4 ⇒ (13) + 4 = 17
N's W att damage: 2d8 + 3 ⇒ (7, 1) + 3 = 11 One problem solved...
---------------


Brinewall Campsite by the Lighthouse...
GM Notes camp:

Sandru Perception: 1d20 + 7 ⇒ (6) + 7 = 13
MB coup de grace: 2d6 + 4 ⇒ (3, 4) + 4 = 11
Sandru Fort Save DC10+11: 1d10 + 2 ⇒ (5) + 2 = 7
Rennyn Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Fenra Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Jeryn Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Draeven Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Kenan Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Jeryn Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Kenan Initiative: 1d20 + 1 ⇒ (18) + 1 = 19
Fenra Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Draeven Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Rennyn Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
MB Init: 1d20 + 2 ⇒ (4) + 2 = 6


Sandru's portion of the watch passes by uneventfully however with so little discussion made prior to his watch, he is uncertain of who will come to his relief. As the third hour passes, the caravaner begins to feel drowsy. Shaking off his body's plea for sleep, he shrugs and figures it is probably Koya who will take up the next watch. Knowing she has been busy tending to Ameiko for most of the day, he decides to cover for her. By the fourth hour however he finds his thoughts wondering and his eyelids close shut...

The camp is awakened suddenly by the sound of a swooping thud followed by heavy scuffling and rocks of various sizes hitting the sides of the wagons. As you emerge from your sleep, you find the body of Sandru wrapped in a black sheet of riving membrane.

Round 1 Combat
Rennyn Initiative: 22
Kenan Initiative: 19
Jeryn Initiative: 16
Fenra Initiative: 9
Draeven Initiative: 7
MB Init: 6

Map Updated

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