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


251 to 300 of 419 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
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 north it is!

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

"Let us hope our preparations are enough," Thael says.


Silver Mount Collection Map | Beacon Below Map

The day has been long and tense, as Nesting Swallow finds itself waiting for the sword to fall. Villagers spend shifts keeping watch over the hastily erected, crude bamboo walls surrounding their village, and constant reports of the enemy riders’ movements filter back and forth between the barricades. As the sun sinks below the western hills, the sharper-eyed among those manning the barricades report a number of riders forming into groups along the roads; these reports are soon proved true as the sound of hammering hooves comes out of the twilight, and the dusk erupts with tengu warriors riding toward the village. And so the battle begins.

Some notes about the barricades. They're about 6 feet tall; the outside has sharpened bamboo stakes placed every few feet, preventing riders from simply charging over them. The barriers are approximately 2 feet deep, but since they are not solid they only have hit points equal to 6 inches of wood. They provide cover for those on either side of them. Climbing up over the outside of the barricade requires a DC 15 Climb check; the defensive side of the barricade is much easier to mount, requiring only a DC 5 Climb check to clamber up onto the top. The barricade does no provide cover to those standing on top of it, but these individuals have a higher ground advantage (+1 bonus on melee attack rolls) against creatures on the ground or attempting to climb the barricade.

Five tengu bandits ride forth from a small rise 150' down the road.

Initiatives:
1d20 + 1 ⇒ (18) + 1 = 19 Chaul
1d20 + 4 ⇒ (12) + 4 = 16 Dagat
1d20 + 4 ⇒ (12) + 4 = 16 Elian
1d20 + 0 ⇒ (4) + 0 = 4 Gorn
1d20 + 2 ⇒ (2) + 2 = 4 Noorzad
1d20 + 10 ⇒ (6) + 10 = 16 Thael
1d20 + 3 ⇒ (4) + 3 = 7 Tengu Bandits

Group 1 is up! Remember that the bandits are currently 150' away... Critters will act on Friday. Welcome to the raid!

Initiative
Group 1
Chaul
Thael
Dagat
Elian

Critters
Tengu Bandits

Group 2
Noorzad
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

Chaul calls down a blessing on everyone even as he readies his sling to provide more material support.

+1 to hit and save vs fear. Note where I have Chaul on the map, the benefits are likely to also reach to the eastern barricades. Not sure if the combat system is able to take that into account, but figured I'd let you know.

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

Knowing the hostile intentions of the bandits, Thael has no reservations in opening fire first at long range.

crossbow: 1d20 + 2 + 1 - 2 ⇒ (17) + 2 + 1 - 2 = 18 With 80' range increments, the penalty for long range already included.

dmg: 1d8 ⇒ 1


Silver Mount Collection Map | Beacon Below Map

Don't worry about the villagers. The fighting happening around you is entirely story driven and will not affect you or be affected by your current actions. The only actions that affect what happens around you have already happened! Yay for preparations! So channels, buffs, debuffs, and/or AoE spells will just affect the enemies on the map and fellow party members. You could drop a fireball right now in the middle of town and it wouldn't change a thing about the outcome of the fight. At least, from the story standpoint. As for the party having to heal itself from someone dropping a fireball on top of them, that's a different story all together! That and maybe feeling bad for burning half the village down.

Shouting for divine blessings from his goddess, the holy man yet again blesses those within the village the good fight, encouraging them to fight hard for this day. In front of him, it seems as if the wizard should probably have attended some of those archery training lessons as he sends a bolt flying over the top of the barricade in front of him...

Don't forget, since they're 6 feet tall (and thus not low cover), the barricades offer cover to both sides! Unless you clamber up to the top of them...

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

My bad. I mixed up the height and width.

Grand Lodge

Male Half-Elf *DECEASED*

Elian closes his eyes at the sound of hooves pounded down the road towards them. He raises his hands up towards the night sky as he murmurs something in a strange language (Celestial) before slowly drawing his arms back down. Once his slender hands pass his shoulders, a long coat begins to form around him. At first the coat appears as an inky blackness, deeper than the darkest night until.... Suddenly a twinkle here, a twinkle there. Tiny pinpricks of silver light begin to shine until the coat is awash with what appears to be a mirror image of the night sky above their heads.

The half-elf unslings his shield and readies his spear as his magical coat swirls about him.

Tongues is now active. Also, used Coat of Many Stars ability. +4 Armor bonus to AC for 1 hour.

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 would like to start on top of the barricades already, if that's fine.

Dagat aims her bow and fires a straight shot at the bandit in front of her, arrow sailing straight in the air.

Longbow (common arrow): 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 1d8 ⇒ 6

Dagat doesn't take range penalties from the first 200 feet. Targeting bandit #3.


Silver Mount Collection Map | Beacon Below Map

Sure, you can start on top of the barricades. Also, I messed up a bit on the distances. Oops. They were 200', not 150'. Still would have been a miss and a hit by Thael and Dagat respectively.

Chaul calls down a blessing from his Goddess urging everyone to fight their best this evening as Thael sends a crossbow bolt flying over the barricade wall. Perhaps he should have attended those trainings earlier. Elian calls upon the stars themselves to cover him in protection, as tiny bursts of light swirl about the mire of darkness that now envelops his leather armor. Dagat draws first blood as her arrow flies true from atop the barricades and hits one of the bandits running for her.

The bandits, seeing only one clear target atop the barricades, spur their horses on harder...

Why so many!?:
Bandit 1: 1d20 + 5 ⇒ (3) + 5 = 8
Bandit 2: 1d20 + 5 ⇒ (13) + 5 = 18
Bandit 3: 1d20 + 5 ⇒ (4) + 5 = 9
Bandit 4: 1d20 + 5 ⇒ (3) + 5 = 8
Bandit 5: 1d20 + 5 ⇒ (14) + 5 = 19

Spoiler:
1d3 ⇒ 3
1d3 ⇒ 3

and all fire at Dagat as their mounts bring them closer to the village's defenses...

This might sting a little:
Bandit 1's attack: 1d20 + 4 - 4 - 2 ⇒ (16) + 4 - 4 - 2 = 14
Bandit 2's attack: 1d20 + 4 - 4 - 2 ⇒ (4) + 4 - 4 - 2 = 2
Bandit 3's attack: 1d20 + 4 - 4 - 2 ⇒ (18) + 4 - 4 - 2 = 16
Bandit 4's attack: 1d20 + 4 - 4 - 2 ⇒ (9) + 4 - 4 - 2 = 7
Bandit 5's attack: 1d20 + 4 - 4 - 2 ⇒ (15) + 4 - 4 - 2 = 13

Or not. The party's up! The critters will act again on Sunday, like it or not!

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 9 rounds remaining
Group 1
Gorn
Chaul
Thael
Dagat
Elian

Critters:
Bandit 1
Bandit 2
Bandit 3 [4/10 HP]
Bandit 4
Bandit 5

Group 2

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

Is there a way to use the barricade for cover but still get a shot? I'd like to use my ineffectual crossbow while they close, but don't want to be a human pincushion.

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 ]

Like a heroic figure from tribal tales passed down, Dagat avoids the arrows, one barely grazing her before she shoots back.

Longbow (common arrow): 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Damage: 1d8 ⇒ 4

Satisfied with her opening shot, she retreats back into the cover of the barricades, already planning another shot.

Yet another shot at bandit #3 before move-action climb back into the cover of the barricades. Little too close there, yikes.

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, fires his sling at a bandit.

sling, bless, two range increments: 1d20 - 2 ⇒ (14) - 2 = 12
damage: 1d3 + 1 ⇒ (1) + 1 = 2

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 will climb to the top of the defenses.

Climb: 1d20 - 2 ⇒ (18) - 2 = 16

"Lass, yer gonna need a hand up there." He says as he presents his shield, holding his throwing axe at the ready. "Try to dodge towards me shield, Ah'll do as much as Ah can.


Silver Mount Collection Map | Beacon Below Map

Sorry, I can't think of a way to use the barricade as cover and still get a shot, but that doesn't mean that there isn't a creative idea out there! You have to remember that these barricades aren't even really completed. They're just stacks of wood thrown together.

Dagat puts another arrow into the poor defenseless bandit before retreating back behind cover as Chaul sends a sling stone flying over the barricade and riders heads. Gorn climbs to the top of the barricade and offers it protection as he raises his shield. Which isn't the weirdest thing he's done...

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 9 rounds remaining
Group 1
Thael
Elian

Critters:
Bandit 1
Bandit 2
Bandit 3 [0/10 HP]
Bandit 4
Bandit 5

Group 2
Gorn
Chaul
Dagat

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

Okay, I don't think I have the AC to brave the exposed top of the barricade without cover. I'll just ready an action until they are trying to get over the barricade, then I'll fire.

Grand Lodge

Male Half-Elf *DECEASED*

Elian will hold position until the bandits try to make their way past the barricades. I *really* need a crossbow....

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

Cover is just that, cover. You can still fire through it if you can see the target, but it provides either an AC bonus or a miss chance.


Silver Mount Collection Map | Beacon Below Map

Thael and Elian bravely crouch behind the barricades, waiting for the bandits to breach their outer (only?) defenses. Surely they have a cunning trap planned!

Seeing the dwarven warrior atop the barricade, bravely offering his life to protect it from harm, the bandits continue to spur their horses towards the village's defenses, firing another volley of arrows towards the top of the barricades.

So many ride checks...:
Bandit 1 Spur DC 15: 1d20 + 5 ⇒ (8) + 5 = 13
Bandit 2 Fast Dismount DC 20: 1d20 + 5 ⇒ (20) + 5 = 25
Bandit 3 Spur DC 15: 1d20 + 5 ⇒ (6) + 5 = 11
Bandit 4 Spur DC 15: 1d20 + 5 ⇒ (12) + 5 = 17
Bandit 5 Fast Dismount DC 20: 1d20 + 5 ⇒ (8) + 5 = 13

1d3 ⇒ 3

Can they hit the dwarven wall?:
Bandit 1: 1d20 + 4 ⇒ (7) + 4 = 11
Bandit 2: 1d20 + 4 ⇒ (13) + 4 = 17
Bandit 3: 1d20 + 4 ⇒ (19) + 4 = 23
Bandit 4: 1d20 + 4 ⇒ (2) + 4 = 6
Bandit 5: 1d20 + 4 ⇒ (5) + 4 = 9

Dwarven Smiting Arrow of Justice!: 1d6 ⇒ 2

Even more rolls, sigh:
1d20 + 2 ⇒ (7) + 2 = 9
1d100 ⇒ 50

The arrows all fly over the barricade, two coming close to Gorn. One he knocks aside with his shield but the other grazes his now exposed side. One of the bandits slumps in his saddle after releasing his final arrow. Two bandits pull further ahead of their comrades and dismount their horses. One dismounts with flair, and quickly runs to the barricade, dropping his bow and drawing a wakizashi before trying to scrabble up the side, but is unable to find any purchase.

Party's back up! Critters will act again on Monday.

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 8 rounds remaining
Group 1
Thael
Elian
Gorn
Chaul
Dagat

Critters:
Bandit 1
Bandit 2
Bandit 4
Bandit 5

Group 2

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 grunts as the arrow strikes him. He steps back and hurls his handaxe at the bandit, quickly taking up his waraxe once he finishes the throw standard then move action, although would he provoke even though he has high ground?

Attack the bandit nearest the wall: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Edit: Crit confirmation: 1d20 + 4 ⇒ (9) + 4 = 13 Too bad high ground doesn't do ranged attacks.
additional Crit Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Take that ye git!

HP tracking: 18/20


Silver Mount Collection Map | Beacon Below Map

Yep! Would still provoke an AoO even from high ground.

Gorn throws his axe at the bandit trying to scramble up the wall and hits him in the arm, but leaves himself open for a counterattack from the tengu below.

1d20 + 3 ⇒ (7) + 3 = 10

The dwarf is able to easily swat the lazy blow aside, however.

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 8 rounds remaining
Group 1
Thael
Elian
Chaul
Dagat

Critters:
Bandit 1
Bandit 2 [4/10 HP]
Bandit 4
Bandit 5

Group 2
Gorn [18/20 HP]

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

Seeing no major wounds yet, Chaul continues to ply his sling against the bandits further away from the barricade.

attack with bless: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d3 + 1 ⇒ (1) + 1 = 2 (not sure if you want AC bonus of miss chance for the cover)

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 ]

Shooting at the bandit Gorn hit.

Longbow (common arrow): 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


Silver Mount Collection Map | Beacon Below Map

Cover offers a AC bonus, concealment a miss chance, so everyone gets AC bonuses while getting cover from the barricades.

Chaul whirls his sling, releasing the bullet at a trajectory that sends it flying towards the still mounted bandits. Without much care, though, the bandit simply shrugs the stone off his leather like armor.

Dagat fires her arrow through the barricade at the bandit below Gorn, but is unable to find a wide enough slot and the arrow lodges itself into the barricade, ending up as yet another reinforcement for the wooden ramshackle.

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 8 rounds remaining
Group 1
Thael
Elian

Critters:
Bandit 1
Bandit 2 [4/10 HP]
Bandit 4
Bandit 5

Group 2
Gorn [18/20 HP]
Chaul
Dagat

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 must have misunderstood the barricade...looks like the others are still firing, so I'll keep trying.

Thael fires his crossbow at the wounded bandit, hoping to finish him off. Unless that wounded one is in melee, in which case I'll pick one in the open.

Light crossbow attack: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20 for Light crossbow damage: 1d8 + 1 ⇒ (5) + 1 = 6


Silver Mount Collection Map | Beacon Below Map

Thael fires his crossbow at the bandits on the far side, but the bolt glances harmless off their leather armor. Elian, apparently (?), continues to wait for one to breach the outer wall...

Two bandits fire their bows at Gorn as they close in on the barricade. Another bandit skillfully dismounts his horse nearby the barricades and joins the other bandit already there in an assault against the lone dwarf atop the barricades.

Attack rolls, boring really:
Bandit 1 Bow: 1d20 + 4 ⇒ (4) + 4 = 8
Bandit 2 Blade: 1d20 + 3 ⇒ (19) + 3 = 22
Bandit 4 Blade: 1d20 + 3 ⇒ (19) + 3 = 22
Bandit 5 Bow: 1d20 + 4 ⇒ (9) + 4 = 13
Bandit 2 Bite: 1d20 - 2 ⇒ (6) - 2 = 4

Critical Confirmation Bandit 2: 1d20 + 3 ⇒ (18) + 3 = 21
Critical Confirmation Bandit 4: 1d20 + 3 ⇒ (19) + 3 = 22

Bandit 2 Damage on Gorn: 2d6 + 4 ⇒ (2, 4) + 4 = 10
Bandit 4 Damage on Gorn: 2d6 + 4 ⇒ (1, 3) + 4 = 8

Gorn is able to knock the arrows aside, but in doing so opens himself up to the tengu below him, who take full advantage of the situation and tear into the now unexposed sides of the armored dwarf. As the other tengu approach the barrier, they all glare at Gorn. At the far side of the barricade, a lone tengu drops his bow, drawing another wicked blade and mounts the barrier as another continues to try to scramble up the side of the barricade. One of the tengu who tore into Gorn also climbs up next to the swaying dwarf... can crow heads smile?

Fortunately for Elian, two tengu have now breached their precious outer (only?) defenses!

Party's up! Critters will act again on Wednesday. Also, Gorn took a ouchie. Um, Gorn can take an Attack of Opportunity if he wishes... but that'll send him into the land of unconsciousness, so it's your call!

Also, doesn't look like I mentioned this, but the top of the barricade is considered difficult terrain. Should only come into play for going from the extreme left to right in medium or heavy armor, and shifting, of course, but just wanted to make sure that it was out there.

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 7 rounds remaining
Group 1
Thael
Elian
Gorn [0/20 HP; disabled]
Chaul
Dagat

Critters:
Bandit 1
Bandit 2 [4/10 HP]
Bandit 4
Bandit 5

Group 2

Grand Lodge

Male Half-Elf *DECEASED*

Elian sees Gorn take the hard hits and steps up next to the dwarf, channeling his power into healing his comrades wounds. "Your fight is not yet over! Stand back up and fight!"

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

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 moves back and fires a shot at the bandit in front of her.

Longbow (common arrow): 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

5-foot step backwards and a shot at the bandit in the middle.

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

20 on my last attack missed, huh?

Once again finding his crossbow less effective, Thael prepares an arcane spell.

"I need some room to cast a spell! Dagat, move to your left!" Thael shouts.

Delay until after Dagat, but I'm hoping to get a clear shot for a cone if everyone can stay to the left.

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 ]

Or a retcon 5-foot step southwest I suppose. Thael goes before me so he can probably tell me to move before my turn.

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 does what he can to heal Team Good.

"Open up the Gates of Heaven.../"
He calls out as a wash of healing energies envelop the pathfinders and local villagers. He excludes the bandits.

channel: 1d6 ⇒ 4

Are the spearmen and villager archers assigned to us doing anything? If not, Chaul will direct them to assist.

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 brings his axe down hard on the Tengu nearest to him (tengu 2).

Attack: 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21
noting modifiers in the roll: +1 from bless and +1 from Higher ground.
Damage: 1d10 + 2 ⇒ (4) + 2 = 6

"We've got a murder o crows up 'ere!" He shouts to the others.

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

"Good one, Gorn!" Thael yells.

Once Dagat has moved to the side, the wizard steps into position.

A vivid cone of clashing colors springs forth from his hand and strikes several of the bandits.

15' cone, DC 16 Will save. Looks like it should hit 3 of them.


Silver Mount Collection Map | Beacon Below Map

That's fine to change your movement, Dagat. There's no order on the party's turn, since you're all acting at once. Generally I just go by whoever posts first, but with tactical movements and such it's fine to change it around a bit. As long as you're not changing dice rolls around, I don't care what you do before the critters turn.

There's actually another tengu standing right next to you, Gorn, but he'll probably be unconscious in a second, so that's fine.

The villagers with you are very busy fighting with you, obviously. You didn't see the archers arrow take out that bandit that had snuck up behind Thael? Or that spear thrust through the barricade into the horses side just moments before it vaulted over the barricade into Gorn? Man, you should have seen it! It was great!

Elian steps up and lays a hand on the wobbling dwarf as Chaul releases a flood of warm energy, both healing many wounds around the battlefield.

Gorn brings his axe down into the shoulder of one of the bandits below, dropping him into the churned up mud, the life slowly fading from him. Shortly Dagat sends an arrow into another bandit standing next to Gorn, preparing another strike against the unprotected dwarven rear. Shortly after the blood flies, a cone of crazy colors sprays forth from Thaels hand, slamming into three of the still upright bandits.

The bandit next to Gorn and the bandit on the far side of the barricade both fall unconscious, but the one on the far east side stands, glaring at Thael with his beady tengu eyes.

Hopping down from the barricade, the bandit attacks Thael.

Boring attack roll:
Bandit 5 Blade attack: 1d20 + 3 ⇒ (19) + 3 = 22
Bandit 5 critical confirm: 1d20 + 3 ⇒ (11) + 3 = 14

Blade damage to Thael: 2d6 + 4 ⇒ (6, 6) + 4 = 16

The wizard slumps into the mud. Is this where the young Pathfinders career ends? In some hovel thousands of miles from home? On a mission he does not even fully understand? The tengu hope so.

Spoiler:
Bandit 1 Unconscious: 2d4 ⇒ (3, 2) = 5
Bandit 1 Blinded: 1d4 ⇒ 4
Bandit 4 Unconscious: 2d4 ⇒ (4, 1) = 5
Bandit 4 Blinded: 1d4 ⇒ 3

The party is up! And I'm on a roll with those criticals! Did you guys see that!? Wow. Glad I'm not Thael. I'd be a little upset. Who knew wakizashi's had such a huge critical range? I bet the wizard with no AC who put himself up front didn't! The critter's will go again on Friday!

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 6 rounds remaining
Group 1
Thael [-4/12 HP]
Elian
Gorn [10/20 HP]
Chaul
Dagat

Critters:

Bandit 1 [Unconscious 5 rounds; Blind 9 rounds; Stunned 10 rounds]
Bandit 4 [6/10 HP; Unconscious 5 rounds; Blind 8 rounds; Stunned 9 rounds]
Bandit 5

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 dashes south then nocks an arrow, draws her bow, and lets loose at the remaining upright bandit.

Longbow (blunt arrow): 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

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

Ouch. I don't have a good AC, but am glad I have Toughness. That doesn't help, however, against DM taunting.

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 continues to hold open the gates of heaven, letting the healing celestial energy wash over his compaions.

channel: 1d6 ⇒ 1 - that will also stabilize Thael.

Grand Lodge

Male Half-Elf *DECEASED*

Posting from my phone so I can't move my token, I someone could assist?

Elian sees Thael drop from the attack and rushes over to him, stayin clear of the tengu's reach. He presses his hands to the wizard's wounds and sends healing magic into the terrible gash!

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Moving to the square next to Thael on the opposite side of the tengu.


Silver Mount Collection Map | Beacon Below Map

In a hurry to protect the fallen wizard, Dagat rushes a shot at the tengu who breached the barricade, but it goes flying wide and embeds itself in the clay wall of the hut behind him.

Between the healing powers of Chaul and Elian, Thael blinks his eyes open, and notices the tengu still towering over him. The tengu looks back down at the prone wizard and you can practically see him start to drool in anticipation for his turn.

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 6 rounds remaining
Group 1
Thael [6/12 HP]
Gorn [11/20 HP]

Critters:
Bandit 1 [Unconscious 5 rounds; Blind 9 rounds; Stunned 10 rounds]
Bandit 4 [6/10 HP; Unconscious 5 rounds; Blind 8 rounds; Stunned 9 rounds]
Bandit 5

Group 2
Elian
Chaul
Dagat

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

The only thing Thael sees when he opens his eyes is murderous intent.

But with a swift wave of his hand and a word of magic, the wizard vanishes and is no longer at the Tengu's feet, but materializes five feet away. Shift, as below.

The wizard stands and casts grease on the tengu's weapon. Reflex DC 17

"Finish off those that are stunned," Thael manages to call out. "They won't stay down long!"

Swift: Shift, Move: Stand, Standard: Grease

Shift (Su)::
At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Thanks for saving my butt, Chaul and Elian!


Silver Mount Collection Map | Beacon Below Map

Unless there's an errata out there somewhere, you can't do anything after you shift, however, as with dimension door...

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 wasn't familiar with that rule until just now. Nix my action, after shifting, then.

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 grunts at Thael's shout.

"May ye find peace with whatever god ye find peace with." He says to the unconscious tengu next to him.

Coup De Grace. The first one I've ever gotten to do in 3.5 or Pathfinder as a player, I'll have you know.

Damage: 3d10 + 6 ⇒ (3, 8, 7) + 6 = 24

"And stay down, ye git."

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

Glad to give you the chance! Auto hit + auto crit = fun. :)


Silver Mount Collection Map | Beacon Below Map

You monster! Tengu are people (humanoid), too!

Thael shifts out from under the tengu's blade as he looks up into it's murderous eyes. On the barricades, Gorn brings his axe down on the unconscious tengu next to him, sending a single tear to fall down the feathery cheek.

The remaining standing tengu steps forward towards the oracle, and attacks both the giver of life and the giver of fancy colors.

Silly attack rolls:
Bandit 5 blade roll v Elian: 1d20 + 3 ⇒ (6) + 3 = 9
Bandit 5 bite roll v Thael: 1d20 - 2 + 4 ⇒ (3) - 2 + 4 = 5

In a horrid reversal of fortune, the poor bandit is unable to connect with any of his attacks.

The fighting still continues strong around you. Many tengu lay dead in the courtyard. Dead villagers can be seen on the barricades where they fell defending them, but they still continue to fight strongly on their ramshackle defenses. The fields beyond are strewn with bolt covered, crow-headed corpses, some hanging from half-dead horses.

Party's up! Critter's will act again on Friday.

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 5 rounds remaining
Group 1
Thael [6/12 HP; Prone]
Gorn [11/20 HP]
Elian
Chaul
Dagat

Critters:
Bandit 1 [Unconscious 4 rounds; Blind 8 rounds; Stunned 9 rounds]
Bandit 5

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 ]

Another shot at the remaining bandit.

Dagat takes another shot but seems to suffer the same misfortune as the tengu.

Longbow (blunt arrow): 1d20 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 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

Chaul calls out encouragement to the villagers, even as he continues to act as a conduit for the healing power of the heavens.
channel: 1d6 ⇒ 4


Silver Mount Collection Map | Beacon Below Map

Dagat sends an arrow flying across the courtyard, her arm starting to weaken and her eye starting to sting as the dust starts to thicken in the still air. For the third time in less than a minute, a pulse of warm energy pulses forth from Chaul, filling his allies with renewed vigor to continue the fight.

Initiative
Bless - +1 morale bonus to hit and saves vs fear effects; 5 rounds remaining
Group 1
Thael [10/12 HP; Prone]
Gorn [15/20 HP]
Elian

Critters:
Bandit 1 [Unconscious 4 rounds; Blind 8 rounds; Stunned 9 rounds]
Bandit 5

Group 2
Dagat
Chaul

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 climbs down the wall, and steps over to the unconscious Tengu.

No time for a Coup de Grace here...

Climb: 1d20 - 2 ⇒ (16) - 2 = 14

Then the attack roll:
Attack: 1d20 + 5 + 1 + 4 ⇒ (5) + 5 + 1 + 4 = 15 Pretty sure anything will hit, but, just in case...
Damage: 1d10 + 2 ⇒ (10) + 2 = 12

Grand Lodge

Male Half-Elf *DECEASED*

Elian dodges around the crowman's blade and follows up with a stab from his spear direct at the tengu's torso!

Attack: 1d20 + 1 ⇒ (20) + 1 = 21
Crit Confirmation?: 1d20 + 1 ⇒ (17) + 1 = 18
Crit?!: 2d6 ⇒ (5, 1) = 6

251 to 300 of 419 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PFS 3-13 Quest for Perfection Part III: Defenders of Nesting Swallow All Messageboards

Want to post a reply? Sign in.