[PFS] Assault on the Wound 5-24 (Inactive)

Game Master Curaigh

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Core Helms ! Wizards Wanted Gameday X

The drakes fly over the golems and decide the large targets will be fun to munch on. But then they think chaos is better and choose a random army upon which to feast.

Sorry I didn't update the map since I was on my phone. Some of you moved to their starting position not their final position. Fortunately the three of you can still get the hex in question. Haro you should also be able to join this battle if you wish. If so roll two ranged attacks if you have them. Same for Druthane. Finally, they get two ranged phases not permanently ranged.

drakes v Celfwyn, Devon, Druthane, (haro?) or Wembly 2d5 ⇒ (2, 2) = 4 ooh ick!
r1: 1d20 + 8 ⇒ (18) + 8 = 26, r2: 1d20 + 8 ⇒ (9) + 8 = 17
drakes take r1 12+0+Druthane+Wembly+Haro?
drakes take r2 0+1+Druthane+Wembly+Haro?

The cavalry chases down the cavalry and soon blood fills the ground. Some red, some greenish, blackish, and oozieish.

two rolls please Horatio.
howlers v taldor night: 1d100 ⇒ 38 (daytime, no adjustments)
p1: 1d20 + 7 ⇒ (6) + 7 = 13, channel: 1d4 ⇒ 4
p2: 1d20 + 7 ⇒ (13) + 7 = 20, channel: 1d4 ⇒ 2

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

"Our enemy is wounded, but can still fight - let us drive over them, but not with total abandon. Mind your mounts' undersides and flanks, but still - show the demons no mercy! Charge!"

Army: Taldor's Army of Exploration (ACR: 6 | Speed: 2)
Tactics: Taunt - Howler Cavalry must make a Morale check, DC: 16 (10 + ACR) at the start of every Melee phase. Failure => their OM and DV decreases by 2 for that phase. If they succeed at two of these checks, they are immune for the rest of the battle.
Strategy: Standard (+0 OM / -0 DV / +0 Damage Dealt)
Special Abilities (1): Challenge - Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.
Special Abilities (2): Glory Hound - When this army joins a battle that includes any allied armies except other battalions of the Army of Exploration, it suffers a –2 penalty to DV and on OM and Morale rolls for the rest of the battle.
Melee Phase 1: 1d20 + 9 + 1 + 2 ⇒ (17) + 9 + 1 + 2 = 29
Melee Phase 2: 1d20 + 9 + 1 + 2 ⇒ (18) + 9 + 1 + 2 = 30
OM: +12 (+9 +1 Driven by Glory +2 Challenge)
DV: 20 (19 +1 Bound for Brevoy)
HP: 35/38 (33 +5 Allies from Andoran) | Morale: +5 (+3 +2 Driven by Glory)

(OM/DV -2 if another allied battalion enters this battle | DV -1 during this battle against anyone except the Howler Cavalry)

Are they channeling to heal themselves, or hurt the Taldans? If the former, Horatio's army takes 0 damage. If the latter, we take 6, right? Thanks!

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

As I understand it, the drakes are attacking Field agents both phases. The first phase deals a whopping 13 damage to field agents, dropping them to hp 3/22. This is less than the army's ACR, so Devon needs to succeed at a morale check with all the bonuses.

Morale + inspire courage + charisma: 1d20 + 2 + 2 + 4 ⇒ (11) + 2 + 2 + 4 = 19

That's a success, but I've plowed through the rules and I can't figure out what happens now. Morale decreases by 1, hp go back to 5, and then I can drink the potions instead of an offense roll? Regardless, if Devon gets the order around, his strategy goes to standard, tactics to standard (1d20 + 2 ⇒ (20) + 2 = 22, success) and thus beginning at round 2 the DV is 17, negating further damage.


Core Helms ! Wizards Wanted Gameday X

If I am interpreting the rules correctly the following is how I did it for the howlers. Route means the army leaves the battle field. The moral check means you keep the army together enough to avoid a free attack as you leave. I moved the howlers their speed & Horatio attacked them for free because they failed the morale check. So. If you don't want to move you can stay (move is only mentioned in the fluff) but you remain a viable target. This is what your post reflects, nothing more is needed. If you want to move then you can do so, & no further rolls are necessary. Does that make sense? FWIW most encounters so far have skipped route & gone directly to destroyed :) kind of like...

Horatio finishes the howlers on the first clash! feel free to embellish IC!

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon's too dumb to understand the benefits of retreat. He'd prefer to push on harder, keeping the army fighting despite all odds.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

"Stay with the elves. Fire spells at the drakes on my mark. Set! Fire!"

Army: Riftwardens HP 17/21 DV 16 ACR 6
Strategy: agressive (+2/-2 DV)
Tactics Phase: spellbreaker
Ranged Phase: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Melee Phase: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Special Actions: channel planar energy, favored enemy (demon), spellcasting* (+3)
Morale +2; Consumption 3
Channel planar energy: In the Melee phase, the army deals +1d4 points of damage against an extraplanar army.

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

My sincere apologies. I let work get in the way of things, and I'm not up to date. (which is VERY unlike me.) The way I read it, you're not waiting on me because at the moment the golems don't have anything to attack (can't do ranged.) Yes?


Core Helms ! Wizards Wanted Gameday X

No apologies necessary. Except from me. Sorry, about missing yesterday all. I need one ranged & one melee phase from Wembly, then I need two melee phases from Celfwyn, Druthane, Devon (one for potions?), & Haro (if he stayed). I will make drakes melee attack when I get to a real PC.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

I know the feeling, no sweat. Updating from a mobile device, especially from an iPad (CURSE THAT USELESS KEYBOARD!), is a pain.

Melee phase #1: Drink potion (+10 hp)
Melee phase #2: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28

hp 15/22 DV: 17

Natural 20 returns.

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

Army: JISTKAN STONE GOLEMS
HP: 38/38
DV: 17 (5 Acid or Adamantine)
Speed: 1
Morale: +0

Melee Phase 1: Ancient Design: 1d6 ⇒ 3 ATTACK!: 1d20 + 7 ⇒ (11) + 7 = 18
Melee Phase 1: Ancient Design: 1d6 ⇒ 5 ATTACK!: 1d20 + 7 ⇒ (7) + 7 = 14

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Tactics Phase: spellbreaker
Ranged Phase: 1d20 + 9 ⇒ (5) + 9 = 14
Melee Phase: 1d20 + 9 ⇒ (15) + 9 = 24

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Melee Phase: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21 +2 damage
Melee Phase: 1d20 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13 +2 damage


Core Helms ! Wizards Wanted Gameday X

D'oh post disappeared!

Nat 20!

The acid spewing behomoths shake the earth as they drop from the air to engage their foes. the aura of the drakes shakes their target's very bones.

Wembly and the Riftwardens feel this menace the strongest. Please make a moral check for each melee phase Wembly (DC 17)
[spoiler=failure]reduces its OM and DV against the drakes army by 2 for that phase.[/dice]

target: 1d4 ⇒ 4, m1: 1d20 + 8 ⇒ (19) + 8 = 27 Wembly take bleed: 1d6 ⇒ 2at the start of the next phase.
target: 1d4 ⇒ 4, m2: 1d20 + 8 ⇒ (9) + 8 = 17 Wembly if this damages you (you can retcon a tactics change if you would like) take bleed: 1d6 ⇒ 2at the start of the next phase.

The pathfinders combined might works at the mighty beasts, but it is no easy task!

R1: drakes takes 2+0+12=14
R2: drakes take 0+1+0=1 (15 total)
m1: 1+6+0+1=8 (23 total)
m2: 7+0+11+0=18 (41 total)

Not done yet! Wembly let me know if you would like to change your melee 2 tactics. & everyone involved can roll one more melee phase.

[dice=target]1d43[/dice, [dice=m3]1d20+8+4[/dice

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"THESE ARE TOUGH BASTARDS!"

Melee phase!: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Reeling from the first attack, Wembly changes tactics
"Resist them! Stand firm!

melee phase 1
Army: Riftwardens HP 6/21 DV 18 ACR 6
Strategy: standard (+0/-0 DV)
Morale: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
Melee Phase: 1d20 + 9 ⇒ (4) + 9 = 13
Morale +2

melee phase 2
"Retreat!Withdraw immediately!

Army: Riftwardens HP 6/21 DV 20 ACR 6
Strategy: defensive (-2/+2 DV)
Morale: 1d20 + 2 + 5 ⇒ (11) + 2 + 5 = 18
Melee Phase: Withdraw
Morale +2

Ok, Riftwardens take a massive hit the first melee phase. Not sure if I have calculated morale correctly. It says +2 for Riftwardens and Wembly has +5 Charisma. Not sure what else.
He would change tactics to defensive and retreat 2nd phase. I am sure I messed something up, so adjust as needed.


Core Helms ! Wizards Wanted Gameday X

that looks right to me. Some phase 2 retcon...

The riftwardens flee dealing no more damage, but escaping with no further casualties. The drakes turn their attack on the golems, but fail to get through. The creatures' bloodlust rises and they turn their attention to Devon. As they do a menacing aura roils over the Pathfinders.

need a morale check Devon, to avoid the effects of dragon fear.

Celfwyn & Druthane need to make an attack.

morale to change tactics: 1d20 + 3 ⇒ (10) + 3 = 13
target: 1d3 ⇒ 2, m3: 1d20 + 8 + 4 ⇒ (15) + 8 + 4 = 27
drakes have taken 34

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Morale: 1d20 + 1 + 2 + 4 ⇒ (6) + 1 + 2 + 4 = 13

"I've had enough of those dragons! Wait for the Taldan cavalry, they'll sort this out eventually!"

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

One more attack as requested.: 1d20 + 10 ⇒ (6) + 10 = 16 +2 damage if it hit
Ain't they dead yet???

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Not until Horatio comes to save the day with his ridiculously good rolls!

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

from phone, sorry for lack of prose.

ancient design: 1d6 ⇒ 1

-Posted with Wayfinder

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

attack!: 1d20 + 7 ⇒ (12) + 7 = 19

-Posted with Wayfinder


Core Helms ! Wizards Wanted Gameday X

Terrifying screeches, blasts of acid, and razor slicing teeth take their toll on the Army of the open road.

Devon, what does that 23 put you at? & never mind the +4, I misread it and they failed to make the change in tactics. Bleed damage next round m4: 1d4 ⇒ 4

R1: drakes take 2+0+12=14
R2: drakes take 0+1+0=1 (15 total)
m1: 1+6+0+1=8 (23 total)
m2: 0+0+11+0=11 (33 total)
m3: 0+0+2=2 (35 total)

Melee phase4: Please, a roll from all three remaining armies (unless you are leaving the field). Also I will give my shirt reroll to the first who wants it.

Drakes are changing tactics from standard to aggressive. (-2 DV, +2 OM)

target: 1d3 ⇒ 3, attacking druthane m4: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Increasing tactics to Reckless! +4 OM, -4 DV

Melee next phase: 1d20 + 12 ⇒ (19) + 12 = 31 +2 damage
YES!

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6
Devon Callister wrote:
Not until Horatio comes to save the day with his ridiculously good rolls!

As soon as the cavalry can move, they'll be heading your way. They can't do much versus flying enemies, but Horatio will certainly give the drakes another target to worry about!


Core Helms ! Wizards Wanted Gameday X

Nice roll :)

By my count, m3 put Pathfinders at 9, bleed drops that to 5 at the beginning of m4. Not enough for a route, but might not want to stick around either. Roll attack if you do, roll morale if you withdraw.
Golems also can attack :)

R1: drakes take 2+0+12=14
R2: drakes take 0+1+0=1 (15 total)
m1: 1+6+0+1=8 (23 total)
m2: 0+0+11+0=11 (33 total)
m3: 0+0+2=2 (35 total)
M4: 18+?+?=

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

Posting from phone. On a roll of 4-6 the golems malfunction. ancient: 1d6 ⇒ 3 melee: 1d20 + 7 ⇒ (5) + 7 = 12

-Posted with Wayfinder

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon's an idiot and keeps pushing his heavily injured agents.

"Once more to the breach!

Change strategy to reckless (+4 om, -4 dv) morale: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17 (failure), but the troops feel reluctant and stay at standard.

melee: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Dv 17


Core Helms ! Wizards Wanted Gameday X

The drakes green flames fall harmlessly on the golems. Not so the blows directed toward them. One drake falls. The Pathfinders throw a cautious feint at the beasts while the golems hedge them in. Both actions create a huge gap the Elven Uprooters march through with bows blazing so fast they could be shooting flames themselves!

Another drake falls. Then a pair of massive scaled bodies shake the earth when they fall. After their murderous screeches over the last--very long--day, the air begins to quiet. More drakes fall, and more. The Army of the Open Road drops the last creature to the ground and soon the darkening sky swallows the last of their echoes. It is quite for a bit. Then a cheer goes up, and another!

R1: drakes take 2+0+12=14
R2: drakes take 0+1+0=1 (15 total)
m1: 1+6+0+1=8 (23 total)
m2: 0+0+11+0=11 (33 total)
m3: 0+0+2=2 (35 total)
M4: 18+0+0= 18 (53 total)

You almost had them before Wembly left, but not quite. (47 hp to start).


Core Helms ! Wizards Wanted Gameday X

After the battle the commanders are whisked back to the command center in Silvershore. Farabellus and other captains have much to congratulate you on, but they do not spend much time on spreading glory. The envoy from the Mendevian crusaders arrive to honor the commanders valor. Each of you is presented with a gift. The clothe presented unfurls to a narrow red flag made to flown from a lance or spear. The celebration is jubilant but short. This is still the World Wound afterall.

please post anything you would like to add to the celebration. You've deserved it :)

The armies make camp and there is a brief reprieve as the greater forces of the Army of the Open Road regroup and forge ahead. As the long task of scouring the hills for the path to Jormurdun begins, a paladin of Sarenrae still painted in dried blood and dirt from the battlefield approaches you. Ollysta Zadrian, leader of the Silver Crusade produces a map of the immediate region with lines leading through the hills.

“Friends, Marcos Farabellus has begun the final push against the armies of Tancred and Thurl. Thanks to your efforts in breaking the demonic armies, Farabellus is intent on crushing the remaining forces of the traitor, which are hidden somewhere in the Wolfcrags. Complicating matters is the demon army’s warlord—a half-fiend named Brae-Hagen—who has retreated into a secure bunker where he oversees his remaining forces.”

“The warmaster sent me to inform you of the location of the bunker, an ominous structure built on the side of a cliff. While most of Brae-Hagen’s forces are engaged by the Army of the Open Road, you will slip in through a series of passages in the hills that lead to the entrance of the bunker. There could be some defenders left, but intelligence reports the demonic warlord runs a fairly lean command center.”

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Haro arrives to the battle field. "We miss what?"`

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly tries to rally what remains of the Riftwardens and nurse the wounded back to fighting shape.

"Thanks everyone. Great teamwork. Those drakes were much tougher than the demons. Now what about this special mission."

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

Celfwyn is in rare form during the short-lived celebration, actually seeming to enjoy the company of others. The wine does not stop flowing for the Uprooters.

After Zadrian's briefing, he focuses on the new task and is again his former self. He checks his gear and alchemical supplies before straightening his wide-brimmed hat and nodding his readiness.

"Do we know anything of this stronghold? From intercepted couriers or the like?"

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"Ha! We showed 'em demons who's boss!" Devon celebrates regardless of his army's battered shape. "'twas easy, really! Yeah sure some wounds and such, no biggie. The agents have earned their rest, yessirree!"

He then turns to Ollysta and eyes her with suspicion. Devon has never quite trusted the Silver Crusade's leader to be all so pure and white as she claims to be.

"Right, and we six are to slip through? Aye, I can do that. Not sure about them others. So this half-fiend, he she whatever likely has some lackeys we're to slash and slaughter, eh? Any info on that subject, please."

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

Druthane seems to avoid the celebration, not thinking that he deserves much in the way of credit. The news of the bunker, however, perks him back up. "indeed i think the six of us would be a fine choice. Tonight I will prepare my thoughts. " The magus is true to his word, asking numerous questions about people's experiences and skill sets.

-Posted with Wayfinder

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

Wembly, still overwhelmed by the battle, stays mostly silent and listens to the questions from the others while contemplating his actions in battle that lost many of the Riftwardens.

I may not be cut out to lead armies. But I will not let their lost lives be for naught. Count me in.


Core Helms ! Wizards Wanted Gameday X
Celfwyn the Blind wrote:
"Do we know anything of this stronghold? From intercepted couriers or the like?"

Lady Ollystra needs to get back to Farabellus' final push but quickly responds, "“It’s a grim edifice, a massive demonic skull of metal and stone that dangles off the side of a cliff. The mouth of the skull opens and closes by some mechanical apparatus, and it’s from there that Brae-Hagen issues commands and speeches to his forces at the base of the cliff.” She turns to the halfling as he asks a question.

Devon Callister wrote:
"Right, and we six are to slip through? Aye, I can do that. Not sure about them others. So this half-fiend, he she whatever likely has some lackeys we're to slash and slaughter, eh? Any info on that subject, please."

"It would be prudent, but every evidence is that Brae-Hagen leads a lean command center and most able body soldiers are engaged in conflicts.

Druthane wrote:
Druthane seems to avoid the celebration, not thinking that he deserves much in the way of credit. The news of the bunker, however, perks him back up. [b]"indeed i think the six of us would be a fine choice. Tonight I will prepare my thoughts. " The magus is true to his word, asking numerous questions about people's experiences and skill sets.

The paladin nods. “The captain agrees. You’re the only agents Farabellus trusts to carry this mission out. Many senior Pathfinders have been dispatched in the quest to track down Tancred and Thurl, and the warmaster can’t afford to tip off Brae-Hagen that we’re coming by sending a full army.”

I should point out the time between the last attack and regroup in Silvershore was more than a day.

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon has been forcing alcohol down his army's thirsty throats, willful or not, as to revive their spirits and have them "rest". The commander halfling himself has also taken his share of the "loot". Thus he is glad they aren't bringing the big guns again; Devon got a few evil looks from the agents due to his mindless tactics.

"A skull carved in tha mountain? Who is this, the absolute caricatyre villain from the Absalom children chronicles? What else you know of this, er, fortress? Backdoors or something?"

So Brae-Hagen is Skeletor, alright.


Core Helms ! Wizards Wanted Gameday X

“This villain was as akin to nobility as one gets within the Worldwound, at least prior to the Society’s arrival. His father was Teremthal, a balor demon slain by Society agents during the siege of Nerosyan. Brae-Hagen has lost considerable standing now that his patriarch is not around to scare off rivals. It seems he’s thrown his lot in with Tancred and Thurl and is now leading their armies against us"

About the entrance she can offer little information. "It is at the top of a cliff whose bottom houses the multitudes of armies he commands. Flight will get you there, but probably not while those armies are milling about," the paladin says. As all of his subordinates do not fly, it is likely there is an actual entrance somewhere.

Map updated to include picture. EDIT will be updated, something is not synching with the doc right now.


Core Helms ! Wizards Wanted Gameday X

Map is fixed, though I left all the previous stuff on there. I am thinking to run some more mass combat for practice when this is done. & now not skeletor. Demon-kin! :)

Questions? Plans?

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

"I suggest stealth. They're likely alert, but the longer we can go without alerting our quarry, the better. Planar foes are often resistant to my attack spells, so perhaps we should focus on buffing and battlefield control. I am ready when you are though..."

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

"Whiskers and I will support as best I can. Stealth is not our specialty but we can try our best."

Dark Archive

Male Elf Alchemist 5 | AC 17 T 13 FF 14 | HP 33/33 | F +4 R +7 W +2 | Init +5 | Perc +10 | Bombs 10/12 | Reroll: Not used

"Nor mine, either. Seems most the guards would be distracted by the other agents, but not forever. Maybe haste should outweigh stealth this time?" suggests Celfwyn.

Liberty's Edge

Male Gnome Summoner 9 [ HP 84/84 | AC 22/14/19 | Fort +10, Ref +10, Will +10 (+2 vs. illusions) | Init +4 | Perception +10] {mage armor} Summons-V 3/9 - {bralani 84/84 } Whiskers 66/66 AC27 {I summoned, -1 neg level }

"Haste is one thing I can provide...at least for a half a minute at the right time ."

Sovereign Court

HP:27/27 | AC:17/FF:13/T:16 (+2) | Fort: +6 Ref: 7 Will: +6 | Sense Motive: +6 Perception: +6| Init: +3 | CMD 20 CMB 5 BAB 2 Kitsune Monk 3
Flurry Staff:
[dice=Furry of Blows MW Sansetsukon]1d20+5+2[/dice] [dice=Damage]1d10+2[/dice]

Haro looks around, "Me try to see." He proceeds to vanish from the group and explore, looking to see whats around the corner.
stealth: 1d20 + 3 ⇒ (20) + 3 = 23

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

Horatio comes in, very tardy as with the initial briefing. He looks disheveled but happy enough after his near-debacle in the first round of army action. His armor, and the barding on his mount, clanks loudly with every step.

"What ho, fellows. Well done out there, well done indeed! SO! ...what's next, hmm?"

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

"STEALTH?!" Devon laughs, waving his pepperbox wildly, "once I fire up this baby the whole crew of the skull will know we are there and mean business! We better just go in blazing, strike 'em so fast they don't undastand it themselves til they drop dead! So yea, with speed and haste, that's more of my liking."

"I guess we all have a nose to pick with this demonfiend fella, teehee."

Sovereign Court

Male Halfling Dragoon (Fighter) 1 / Gendarme (Cavalier) 3 / Scout-Swashbuckler (Rogue) 6

Horatio looks down at his armor
Then back to you
Then back to his armor
(He's on a wolf).

"I say! The lad with the blunt stick that has a hole running through it is right! Damn the padfooting around and full speed towards this evil general's destruction! Just leave Ferox and I a lane to assault, and our charge will strike at our foes the same way mighty Taldor's armies charged the fields!"


Core Helms ! Wizards Wanted Gameday X

The party is given a map of the location of the canyon where Brae-Hagen issues his commands to the army. A series of paths, back-track and passages take the party to the top of the cliff by the middle of the next day. The metal tubing simulating horns can be seen and dozens and dozens of guards stand at attention between them.

Stealth checks will determine how close the party can get before being spotted (based on the lowest stealth roll of the party). If some of the party wants to get closer than another portion, the party can. Once that happens we can move strait into the dragoon & gunslinger's forte.so please also roll for initiative!

The Exchange

Male Halfling Gunslinger 5/Fighter 2; HP 53/53; CMD 20; AC 19, t 15, ff 14; Fort +11 Ref +11 Will +4 (+4 vs. fear); Init +6, Perc +5

Devon does have a good stealth bonus though, so... Stealth: 1d20 + 12 ⇒ (14) + 12 = 26

Initiative: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Grand Lodge

HP: 44/61 | Init: +2 | Perception: +2 | Fort: +9, Ref: +5, Will: +6 | AC: 21, Touch: 13, FF: 19 | CMD: 20 Arcane Pool: 2/9 GM Re-roll (5*) 0/1 Mirror Images remaining: 4

"Fortune favors the bold then, let's see what we can do..."

I'll scout ahead with Devon.

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

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