PFS 3-13 Quest for Perfection Part III: Defenders of Nesting Swallow (Inactive)

Game Master Warped

As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge.

Quest for Perfection Map

Initiative Rolls:
[dice]d20+1[/dice] Chaul
[dice]d20+4[/dice] Dagat
[dice]d20+4[/dice] Elian
[dice]d20+0[/dice] Gorn
[dice]d20+2[/dice] Noorzad
[dice]d20+10[/dice] Thael

Perception Rolls:
[dice]d20+5[/dice] Chaul
[dice]d20+6[/dice] Dagat
[dice]d20+10[/dice] Elian
[dice]d20+3[/dice] Gorn
[dice]d20+4[/dice] Noorzad
[dice]d20+7[/dice] Thael


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Silver Mount Collection Map | Beacon Below Map

Gameplay thread

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

DOT!


Silver Mount Collection Map | Beacon Below Map

Tedium has become a constant companion in the countryside of Shokuro. The roads have dwindled in size and maintenance as the days have passed; what was a wide, stone-paved highway near the river towns has become a narrow, winding track of dust, sometimes fading entirely into the surrounding terrain. Travelers along it have likewise grown scarce as the days drone on. Still, the journey’s end lies no more than half a day’s travel away, in the village of Nesting Swallow, a hamlet so small it could easily vanish into a crease on a map. No more than a few more miles through these sparsely wooded hills and valleys rests the last known home of Master Li Yao, and here, with luck, his descendant still lives. In this speck of farmland may be found one who can, by right of blood, bring forth the forgotten power of the Braid of a Hundred Masters.

It has been a few weeks' travel from the end of your river journey, and this last leg of the trip has taken you through mostly civilized country. Over the past week, the towns have grown smaller and further apart.

Knowledge (geography) DC 10:
This is due to the interior of Shokuro being, for the most part, extremely rural.

You have begun to encounter some of the farms on the outskirts of the village the last day or so. Though these farming developments seem unremarkable enough at first, an eerie silence permeates the countryside.

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Dagat observes her surroundings, listening with a keen ear. "Something feels wrong. It is a strange quiet."

She hopes her worries are unfounded but she has seen no people and that is enough to set her on edge.

Who's holding the braid?

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Hello! It looks like I'll be joining the team, but wanted to see if I need any kind of introduction or DM hand wave to join first...


Silver Mount Collection Map | Beacon Below Map

Handwave away. You guys have been traveling together for the last few week's since landing in Shokuro. When their ship was taken by Society members, a small group of them left, and the rest of you joined up at the same time to ensure the braids activation. The others may or may not be able to fill you in on the significance of the braid, as all you have is a summons from Venture-Captain Amara Li to ensure their success in getting it activated. If you wish to introduce yourself from a couple of weeks ago, by all means, go ahead. We have time!

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

As the group has traveled the last few weeks, they have come to know Thael Silverstep as a serious and imposing wizard.

Thael is a 6-foot-tall, bearded man with black hair. Though relatively young, his hair and beard are prematurely streaked with silver. He behaves in a distinguished manner, and usually dresses in nondescript black robes with silver runes on the sleeves.

On occasion, the wizard is seen bickering with his familiar, Thanatos.

"I assume we are nearly there," Thael says to the others. "Let us hope we can find this living descendant, or this may have all been a waste of time," he adds.

Thanatos, the small familiar that looks like a flightless dragon, looks at Thael and makes some unintelligible noises.

"Yes," Thael responds. "Let us hope that, too."

perception: 1d20 + 7 ⇒ (3) + 7 = 10

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

Introducing Chaul

Chaul, you have come to know, is a passionate man (well, he looks like a man, but there is something otherworldly about him). Passionate about the pathfinders, passionate about his goddess (Saerane) and passionate about doing the Right Thing. Even if it costs a few coins more.

He tuns his hand to most things, seeminly one of lifes individuals who is gifted in a variety of ways, although not driven to master any.

"The countryside does seem overly quiet. Like the calm before a storm."

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

"Let it rain. Ah'm not 'fraid of any rain. Any chance we might be runnin' into trouble, Dagat?" Gorn says, thinking about it. "All this 'it's too quiet' talk makes me worry fer the countryside 'ere."

The Exchange

Male Human (Kelish) Bard 2 :: 12/12 HP AC 15 (T 13, FF 12) :: Init +2 Percep +4 :: Fort +0 Ref +6 Will +4 ::

Noorzad - accustomed as he is to the bustling cacophany and vibrant movement of the souk - is as unnerved by the seeming barrenness as he is by the quiet.

"I'd offer a traveling-song, but..." The youth has received 'mixed reviews' over the past weeks of journey.

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

"Sing, friend Noorzad. Lighten our mood. The silence grows oppressive, and oppression should be countered in all its forms."

Says Chaul, trying to be as encouraging as he can.

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

"It's better than this blasted silence." Gorn grins as he turns to Noorzad. "After our last adventure, Ah'd figured ye'd be back in Absolom, tellin' tales of our --ahem-- quite dangerous, exploits."

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

"The silence is oppressive" agrees the assimar.

"How did you become involved with the Pathfinders Gorn?"

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

"I hope we are nearing the village of Nesting Swallow...it seems like it might be easy to miss, though," Thael says.

perception: 1d20 + 7 ⇒ (1) + 7 = 8


Silver Mount Collection Map | Beacon Below Map

Okay, we're just going to go ahead and start. If the sixth joins before Wednesday, great. If not, five is just as fine.

Around noon on the last day of your trip, you crest a rise, the trail winding its way up a small hillock that overlooks a large valley beyond. Not far from the hill, a dead mule and overturned cart lie in the middle of the road, two cloaked figures rummaging through the spilled contents of the cart while making disapproving cawing noises to a pair of similarly dressed riders on horseback. Two other horses stand on the side of the road, presumably mounts for the two on foot. The mounted figures loom over a half-dozen shabbily dressed peasants. One of the riders urges his horse forward and makes a threatening slash at the face of a man trying to shield several children behind him.

Knowledge (local) DC 10:
These are tengu, a race of avian humanoids that resemble crows or ravens, and often bear much of the same stigma. Though they frequently choose to live among other races in densely populated cities, their society is tight and closed, and they rarely allow others to see its inner workings. Tengus often band together in small groups to create roosts in vacant warehouses or condemned buildings, and these raucous gathering places are generally assumed to be thieves' guilds by outsiders—an assumption that's correct roughly half the time.

Like the crows they share physical traits with, tengus are naturally covetous, especially of shiny or colorful items, and prone to bouts of good-natured kleptomania if they don't carefully keep themselves in check. Vain and prideful creatures, they are easily persuaded with flattery.

It seems as if you're still unnoticed, as one of the riders menaces the man in a harsh, biting dialect of Tien, "Yào yùnxíng? Zǎotuì? Wǒmen bù huì zǔzhǐ nǐ. Dàn tā de chéngběn! Jīn, yín, jiùjìng zài nǎlǐ ne?"

Tien:
"You want to run? Leave early? We won’t stop you. But it costs! Gold, silver, where is it?"

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Before the end of the trail.
"Chaul, Ah got thrown outta proper dwarven society. Worked in Andoran and fought against the Chels. Sadly, me beard, let alone all mah hair, that got shaved off by a group of orcs near Five Kings Mountains. Left in shame, an' Ah haven't been back, nor had a hair on mah body, since. The society took me in, and Ah'm workin' on makin' the world a better place."

Back to current time.

Gorn, looks to the others, quietly "Unless that man is a kidnapper ye can tell me about, or that bird is a lawman of some sort, that bird's about to meet whatever god it believes in."

He draws his axe and readies his shield.

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

Chaul readies his own equipment before asking.
"Should we not try diplomacy first?".

After a moment he adds "Does anyone speak Tian?"

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

I forgot you could do knowledge checks of DC10 untrained.

Knowledge (geography): 1d20 ⇒ 5
Knowledge (local): 1d20 ⇒ 5

Nope, no smartypants here.

Dagat translates the rider's words for the others.

Feel free to look at the spoiler up there.

"One of them might know who we search for," Dagat says, and already she has her bow out. Her voice is vicious when she speaks next. "Diplomacy? Of course. We may try after they have acquired a few arrows in them."

To the new pathfinders, Dagat has been a stoic woman throughout their trip and this is one of the few times she shows any strong emotion.

Also, to those who weren't here for the previous adventures, diplomacy in our group translates to violence.

Grand Lodge

Male Half-Elf *DECEASED*

Dot! Had a very busy night at work, just got home and wrapped up all my paperwork. I will look over everything and had a post tomorrow afternoon.

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

"Well, I don't speak this local language, but really, I would have thought they would respond better to diplomacy before the arrows start."

Chaul pulls out a sling a fits a stone to it.

"But if battle it is to be, then I am ready."

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

"We should at least give them a chance to surrender to us, though I will not hesitate to use force if they will not stand down," Thael says as they approach the group.

"I may not be the best voice for the group, but if no one more capable desires to speak, I will."

perception: 1d20 + 7 ⇒ (20) + 7 = 27


Silver Mount Collection Map | Beacon Below Map

Spoiler:
DC 13: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3

Giving you guys a surprise round to work with. You may use it to attack, move forward, or start diplomatic actions. The tengu still do not notice you.

Sense Motive DC 20:
You get the hunch, from the tone of their voices to the gleams in their beady eyes, that unless someone intervenes soon, the bandits will begin slaughtering the family.

Initiatives:
1d20 + 1 ⇒ (6) + 1 = 7 Chaul
1d20 + 4 ⇒ (12) + 4 = 16 Dagat
1d20 + 4 ⇒ (20) + 4 = 24 Elian
1d20 + 0 ⇒ (2) + 0 = 2 Gorn
1d20 + 2 ⇒ (15) + 2 = 17 Noorzad
1d20 + 10 ⇒ (14) + 10 = 24 Thael
1d20 + 3 ⇒ (2) + 3 = 5 Tengu Bandits

Initiative
Group 1
Elian
Thael
Noorzad
Dagat
Chaul

Critters
Bandits [cannot act this round]

Group 2
Gorn

Gorn must love that second group slot...

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

sense motive: 1d20 + 7 ⇒ (9) + 7 = 16

Sling in hand, Chaul advances down the road, still keen to try diplomacy.

"You there!" he calls out in Taldane...

No reason the others can't attack though.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Thael casts ghost sound to make it sound as if additional soldier are coming up the road behind the Pathfinders.

DC 15 Will save.

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Gorn Grumbles as he follows the cleric. He is not letting go of his axe, and moves in order to cover the cleric (directly moving 20' south).

Trying the knowledge dc 10 skills above, and tries the sense motive.
Knowledge: Local: 1d20 + 1 ⇒ (12) + 1 = 13

"Ye gots the look o' ravens. Hopin' yer more friendly 'n that." Gorn grumbles in common.

Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

Male Half-Elf *DECEASED*

Hey guys, I'm just waiting to hear back from GM Kim on clarification for Elian's curse. If not affected by his curse currently, he will attempt Diplomacy with the tengu.

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

I'm not sure what the move is for the forest squares but since they're insistent on trying words, Dagat will use the opportunity to get a better position. She'll head forward then to the forest to the left.

Dagat sprints into action, heading into cover before she is seen.

Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17
Stealth: 1d20 + 8 ⇒ (14) + 8 = 22

The Exchange

Male Human (Kelish) Bard 2 :: 12/12 HP AC 15 (T 13, FF 12) :: Init +2 Percep +4 :: Fort +0 Ref +6 Will +4 ::

Noorzad steps forward as well, wearing a friendly expression - but knowing this is going to end in blood.

Sense Motive: 1d20 + 8 ⇒ (9) + 8 = 17


Silver Mount Collection Map | Beacon Below Map

The tengu look up sharply as they notice the group approaching and calling to them, but not before Dagat is able to duck into the cover of the trees. They look pretty thrilled to see you there, but likely not for sociable reasons, which seems pretty apparent as those not already armed reach for their blades.

Spoiler:
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 5 ⇒ (6) + 5 = 11
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 2 ⇒ (8) + 2 = 10
And the low rolls finally catch up to me...

None of them show any indication that they hear or acknowledge any troops coming up the rise behind you.

Dagat:
Not even going to bother rolling since the distance makes it impossible for them to find Dagat even on a 20. But you'll need another stealth check next round to remain hidden or for sniping shenanigans.

The wooded area is normal terrain. It's lightly wooded along the trail and not overgrown with untended plant-life and branches. It actually seems to be pretty well tended, likely since it's a common thorough-way.

We'll wait for Elian to do his surprise round, then start normal actions on Saturday(ish).

Grand Lodge

Male Half-Elf *DECEASED*

While the group continued along their path, Elian was quiet much as he had been most of their journey, making random, odd comments now again. His always wandering gaze continued to exam the flora until they came upon the scene of imminent violence. He quickly readies his shield and spear, but also calls out to the tengu in the common tongue when he sees the covetous look in their eyes.

"Now friends, there is no need for violence! You can see you are clearly outnumbered. Lay down your weapons and sue for peace, I beg you! I would rather not see your lives end this day, it is far too beautiful a day to die." He attempts to appeal to their better halves... if they have one, and hope they understand his words.

Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27


Silver Mount Collection Map | Beacon Below Map

Elian's words ring down the road, but it doesn't seem to affect them and they still look quite hostile, but they call out jovially, still reaching for weapons, "Shénme fācái! Màosì shōurù gèng hǎo de láiyuán yǐjīng dàole wǒmen!" If crow-headed bandits could smile, surely they'd be smiling right now as the two mounted bandits wheel their horses about to face you and the two dismounted bandits start to approach.

Tien:
"What fortune! Looks like a better source of income has come to us!"

Standard rounds now, surprise round is over. So full-round actions, standards and moves, etc. may be taken at your convenience. The critters will act on Monday unless Group 1 posts their actions before then. You can try to continue diplomacy, but the language barrier and their disposition do not seem to be in your favor. It looks as if combat is inevitable.

Initiative
Group 1
Elian
Thael
Noorzad
Dagat [stealthed]
Chaul

Critters
Bandit 1
Bandit 2
Bandit 3
Bandit 4

Group 2
Gorn

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

With a sigh, Chaul tosses a sling stone at one of the mounted bandits, and then draws his scimitar.

attack: 1d20 + 1 ⇒ (19) + 1 = 20
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Stealth: 1d20 + 8 ⇒ (7) + 8 = 15

Dagat scurries through the forest, drawing closer to the villagers and the enemy.

Continuing stealth. Double move again. Are the villagers restrained?

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Thael fires his light crossbow at the incoming bandits, then loads it again.

Light crossbow attack: 1d20 + 2 ⇒ (9) + 2 = 11 for Heavy crossbow damage: 1d8 ⇒ 4

"We gave them a chance..." he mutters.

Grand Lodge

Male Half-Elf *DECEASED*

I really should have purchased a crossbow at creation... lol

Elian sighs at his failed attempt to avoid bloodshed. "Indeed we did, Thael. Indeed we did." He then takes a few steps forward and takes up a defensive stance, preparing to attack any tengu that attempt to get at Thael and Chaul.

Movement action to space indicated on map. Readying attack action if any tengu get close enough.


Silver Mount Collection Map | Beacon Below Map

I'm going to assume that Dagat is not moving at half speed or even less than full speed for stealthing, then. And no, from your vantage point, the villagers do not look restrained.

Chaul fires his crossbow at one of the mounted bandits, but the bolt strikes the side of the wagon instead. Dagat kicks up every branch and leaf that she can find on her way down the side of the trail, drawing some gasps from the peasants and odd looks from the tengu in the road.

Thael fires a crossbow, as well, nailing the wagon's side as easily as Chaul did. Perhaps a crossbow challenge has been issued, but this is known now, this wagon is not living. Elian steps forward to protect the crossbowmen, preparing to strike down any who try for them, wagon or non-wagon alike.

Everyone, yet again, waits to see what miraculous act the bard will pull off this time...

Initiative
Group 1
Noorzad

Critters
Bandit 1
Bandit 2
Bandit 3
Bandit 4

Group 2
Gorn
Elian
Thael
Dagat [(not very) stealthed]
Chaul

The Exchange

Male Human (Kelish) Bard 2 :: 12/12 HP AC 15 (T 13, FF 12) :: Init +2 Percep +4 :: Fort +0 Ref +6 Will +4 ::

Noorzad holds position, but weaves a sleep spell and hurls it between the corvid-faced dacoits.

Target point 12 squares ahead of present position, if allowed. Is that the back corner of the cart? Can move one to the right if the cart blocks LOS.


Silver Mount Collection Map | Beacon Below Map

You should probably wait until next round when it goes off before deciding on where to cast it. There's a 10' radius template sitting in the upper right corner that might help, too.

The two dismounted bandits run into the woods to engage the "stealthed" ranger, one moving past her to pick up a position opposite his comrade, who charges in.

The two mounted bandits move to opposite sides of the wagon, firing shortbows at the man casting spells in the middle of the road with little cover.

Bandit 1's attack on Noorzad: 1d20 + 4 ⇒ (9) + 4 = 13 Noorzad has cover in the form of Gorn
Bandit 2's attack on Noorzad: 1d20 + 4 ⇒ (20) + 4 = 24
Bandit 2's critical confirmation on Noorzad: 1d20 + 4 ⇒ (16) + 4 = 20
Bandit 3's attack on Dagat: 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27
Bandit 3's critical confirmation on Dagat: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26

Ouch and ouch
Damage on Noorzad: 3d6 ⇒ (3, 1, 2) = 6
Damage on Dagat: 2d6 + 4 ⇒ (2, 1) + 4 = 7

Noorzad's Concentration check vs DC 17: 1d20 + 5 ⇒ (2) + 5 = 7

In a deadly opening, the bandits bring swift pain to the Pathfinders, and the spell falls from the lips of the bard. This is recognizable pain, though, and one that he thought he had grown accustomed to by continuously casting spells with no cover or wards up.

These appear to be hard men who've lived hard lives. Will the Pathfinder's journey end here, at the tip of a bandit's blade?

The critters will act again on Wednesday unless everyone posts their actions before then.

Group 1
Gorn
Elian
Thael
Dagat [5/12 HP]
Chaul
Noorzad [6/12 HP]

Critters
Bandit 1
Bandit 2
Bandit 3 [-2 AC]
Bandit 4

Group 2

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

"Swine!"
Mutters Chaul as he races ahead.

As he does so, he channels energy to heal the wounded party members.
Has selective channeling, so he'll exclude 3 bandits, just in case they have other injuries
healing: 1d6 ⇒ 5

Grand Lodge

Male Half-Elf *DECEASED*

Elian observes the battlefield, watching as Noorzad takes a terrible injury! As he prepares to move forward to heal the bard, Chaul rushes ahead and channels his god's power. So Elian quickly calls upon his goddess and conjures a shimmering field of force around himself. He then advances quickly to set up a protective wall to Noorzad's left side. "Stick together! Advance as one, these bandits are tough."

Casting Shield of Faith; +2 Deflection bonus to AC. Moving behind and forward to Noorzad's side.


Silver Mount Collection Map | Beacon Below Map

Chaul channels energy, catching everyone but the bandits and Dagat. Noorzad's wounds heal nearly completely in the pulse of warm energy.

I put a 30' radius template on the map for your channels if you want to use that. The bandits were no where close to needing to be excluded, and it didn't quite reach Dagat. She took off in a hurry.

Elian moves up to Noorzad's aid, as well, a shimmering, magical field around him after calling on the blessings of some divine power.

Group 1
Gorn
Elian
Dagat [5/12 HP]
Noorzad [11/12 HP]

Critters
Bandit 1
Bandit 2
Bandit 3 [-2 AC]
Bandit 4

Group 2
Chaul
Thael [+2 deflection AC, 10 rounds]

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

"Cowards. Git over here and face a real warrior!"

Gorn hurries forward brandishing both his axe and shield (double move).

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Withdraw NE, then moving away! Chaul, don't worry about healing me. I have ludicrous range and can play keep-away.

Dagat senses the danger she is in and quickly dodges the two bandits, stepping out of range and heading deeper into the woods, back to her comrades. She sees the townsfolk are not paid attention to and plans to keep it that way, preparing to shoot should the bandits refocus their attention from her.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

I wanted to point out that the Shield of Faith wasn't cast on me, though it's showing up on the initiative tracker. Also, I'm having a bit of a hard time determining who's up on initiative...any help on how to know who's up?

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

I'm also a little unsure about where I am in terms of needing to post. Sometimes bolding folk still to go can be helpful


Silver Mount Collection Map | Beacon Below Map

Group 1 is folks that are up in initiative. Critters all act after the party (Group 1) is finished. And then group 2 is the ones who've acted already this turn. So if you're in group 1, feel free to post your actions. Group 2, wait until after the critters go, you've already acted!

@Thael - I got you and Elian mixed up. Elian should be in Group 2 right now and you in Group 1, with shield of faith on Elian. Sorry!

Gorn rushes forward in the hopes of catching up to the bandits, calling them out on their motives. As always, in these lands, all he receives are stony glares. Dagat runs the other way, disengaging from the position she found herself in.

Due to the confusion, we'll give those poor bandits another day before they can act. Group 1 has until Thursday to post their actions. Critters will act at some point when I remember on Thursday, whether or not everyone in Group 1 has acted. If you haven't acted by the deadline, you don't act in that round. After the critters act, everyone that is in Group 2 will be moved to Group 1, and then rinse and repeat until one side is unable to continue fighting.

Group 1
Thael
Noorzad [11/12 HP]

Critters
Bandit 1
Bandit 2
Bandit 3 [-2 AC]
Bandit 4

Group 2
Chaul
Elian [+2 deflection AC, 10 rounds]
Gorn
Dagat [5/12 HP]

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Sorry to hold things up! I had misunderstood the Groups, though it makes perfect sense now.

Thael advances cautiously behind Chaul, then fires another crossbow bolt at one of the mounted bandits.

Light crossbow attack: 1d20 + 2 ⇒ (10) + 2 = 12 for Light crossbow damage: 1d8 ⇒ 6


Silver Mount Collection Map | Beacon Below Map

Thael advances with everyone else, placing another crossbow bolt into the side of the fallen wagon. That wagon will never again bother defenseless farmers! Noorzad stands in the road in confusion, sure that that spell should have completed even half finished.

Since Noorzad already knew about the groups, the critters will now go.

The two mounted bandits drop their bows and charge past the group, lashing out at Chaul and Elian as they pass. The two bandits on foot lose interest in chasing Dagat around and pick up flanking positions around Gorn on the road.

Gorn may take an attack of opportunity on Bandit 1 as he rides by

Bandit 1's ride-by attack on Chaul: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Bandit 2's ride-by attack on Elian: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Bandit 3's attack on Gorn: 1d20 + 3 ⇒ (12) + 3 = 15

Suddenly the bandits don't seem as fearsome as before...

The party is up! The critters will act again on Sunday unless everyone posts their actions before then.

Group 1
Chaul
Elian [+2 deflection AC, 9 rounds]
Gorn
Dagat [5/12 HP]
Thael
Noorzad [11/12 HP]

Critters
Bandit 1
Bandit 2
Bandit 3
Bandit 4

Group 2

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Dagat switches her attention to the bandit riding past her, bow trailing with an arrow shooting soon after before she performs another feint, moving to the edge of the small clearing near her position.

Longbow: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Shot at Bandit 1 and then move action SW.

The Exchange

Male Human (Kelish) Bard 2 :: 12/12 HP AC 15 (T 13, FF 12) :: Init +2 Percep +4 :: Fort +0 Ref +6 Will +4 ::

Sorry I missed a day, gang.

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