Thorur Grundur |
Thorur takes a 5' step West and attacks the red-eyed orc...
[dice=melee(+1 hatred) vs. "Red"]1d20+5+1[/dice]
[dice=possible Slashing damage vs. "Red"]1d10+4[/dice]
[dice=possible "Good" damage vs. "Red" if "Evil"]1d6[/dice]
Begrilda Hammerhild |
Begrilda smacks the lizard with the flat of her spearhead as it tries to bite her, then takes a quick step back before jabbing the spear back at the overgrown reptile. "Bad lizard!"
Longspear: 1d20 + 2 ⇒ (16) + 2 = 18 Damage: 1d8 ⇒ 6
Noke Tiiz |
Noke steps forward 5 ft step with Happu to be adjacent to the sleeping orc.
She aims her crossbow and lands a coup de grace.
Crossbow crit damage : 2d6 ⇒ (5, 5) = 10
GM Red |
Tinker and Begrilda make short work of the lizard with their combined attacks, and Thorur uses his waraxe to sever the orc's head from its torso. Noke delivers a killing blow to the remaining orc.
From the western gate towers, a troop of Trunauan guards arrive and fix the second portcullis in place, effectively quarantining the inner quarter from further orc attacks at the barricades.
Omast Frum emerges - stumbles forward, rather - from behind the barricade.
"Excellent work, and I don't see any more of them coming. Could just be hic my clouded judgment. Anyway, now's your chance to light the final beacon!"
Frum points towards the lower section of Trunau, not far from the western gate. "With the gates all shut, you'll have to climb your way over the fallen tower, or climb over the gate they just reinforced."
DC 25 Climb to scale the western wall of the inner quarter, DC 15 Climb to clamber across the fallen tower rubble. This slide will give you an idea of your positioning. The beacon is just to the west of this map.
Thorur Grundur |
Thorur has spidersilk rope, 6 pitons, and a hammer. I will climb through the rubble, anchoring the rope as I go for the others. Not sure if I can cast guidance on myself or not for the check. Doing the roll without.I am wearing chainmail(AC penalty -5) and I have Armor Expert trait(AC penalty reduced by 1) for a total of -4. Here goes nothing.
climb(DC=15; untrained): 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Yes!!!!
Begrilda Hammerhild |
I'm gonna have a tough time with this check as well, but here goes nothing. I've got no climb bonus and an ACP of -3. I'm going to use my Grand Lodge faction boon Explorer (in spoilers below), which will give me a +2 bonus to my climb check and reduce my ACP to -2, so I'll be rolling a flat die rather than at a penalty.
Begrilda attempts to clamber over the rocks with her fellow dwarven defender.
Climb miracle roll: 1d20 ⇒ 13
She doesn't fall like Tinker, but she's unable to follow Thorur as he makes his way across the rubble. "Isn't there another way? This is tough for a young lady in her travel dress!"
Thorur Grundur |
Ummm...I secured the rope with pitons along the way. Doesn't that reduce the DC for the others?
GM Red |
It does, probably looking at a DC 10 with that, so Begrilda and Thorur definitely make it. Tinker and Noke should give me a few more Climb checks - let's say 5.
Noke Tiiz |
Climb, guidance : 1d20 - 2 + 1 ⇒ (6) - 2 + 1 = 5
Climb, guidance : 1d20 - 2 + 1 ⇒ (19) - 2 + 1 = 18
GM Red |
Reflex, Tinker: 1d20 + 7 ⇒ (14) + 7 = 21
Thorur treks through the heap of jagged stones carefully, hammering in pitons and laying rope as he does. Begrilda uses the rope as a railing and thinks back to experiences through difficult terrain while serving the Pathfinder Society. She slowly hops along the stones, and meets Thorur on the other side.
Then Tinker attempts to cross, and though he trips, he narrowly avoids the sharp edge of a boulder. Noke catches up and the duo safely pass through the rubble.
The sounds of battles rage throughout town, but the lower quarter is surprisingly peaceful. The wood pile at Hopespring Beacon is still intact and ready to be set alight.
Got anything to light it with? Also, give me a perception check for the below.
You notice a yellow-white powder coating the logs and stones of the fire pit.
Craft (Alchemy) DC 15 to see the below spoiler
The mysterious alchemical substance is explosive and dangerous if lit!
Noke Tiiz |
Perception : 1d20 + 3 ⇒ (17) + 3 = 20
”I have no torch unfortunately! But flint and steel!“ she smiles.
Shen takes her flint and steel and lights the beacon.
Tinker Boneshaker |
"Stop, get back everyone. The powder is explosive." Tinker said. Once the group moved to a safe spot, "Ezren, let's tie a rag to a bolt. Light it and shoot it at the logs."
Once it was done, Ezren shot towards the logs.
bolt: 1d20 ⇒ 7
GM Red |
Ezren...? The iconic wizard is here? :) Does Tinker have a familiar or something?
Begrilda Hammerhild |
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
"Explosive?! Oh! that sounds dangerous! Come on, everyone. Let's stand back a ways. Good work, Tinker."
Noke Tiiz |
”Wow! Thank goodness that you knew what the powder was! I saw it too but thought it is not dangerous!“ Noke says and bows.
GM Red |
Tinker identifies that the substance is explosive, and the party steps back so that he can fire a flaming arrow at it. The wood explodes in a violent conflagration of green fire, which soon simmers down to a more practical bonfire.
With the bonfire lit, Trunauan guards quickly run in and arrive to reinforce the lower quarter. One guard pants as he runs in and begins to explain. "All the beacons are now lit, but we are still being bombarded by orc siege engines just outside town. Please, go there now, and stop them!"
Begrilda Hammerhild |
"Right. Let's get moving. If we can stop them throwing things over the walls, all we'll need to do is push them outside and we should be alright!"
Noke Tiiz |
Noke takes Divune into her arm and jumps on Happu’s back.
”Yes! Let us make haste!“
GM Red |
You make for the orc catapults, passing through a section of destroyed shops and stalls. Behind a large boulder on the outskirts of town lies a single orc siege engine and three orcs, one of them barking aiming coordinates to the two while they load stones into the holder.
Except, they quickly drop the stone and turn to you with bloodthirsty scowls - and falchions - as you approach...
Thorur: 1d20 + 2 ⇒ (11) + 2 = 13
Tinker: 1d20 + 5 ⇒ (6) + 5 = 11
Noke: 1d20 + 3 ⇒ (17) + 3 = 20
Begrilda: 1d20 + 6 ⇒ (12) + 6 = 18
Red: 1d20 + 2 ⇒ (17) + 2 = 19
Green: 1d20 + 2 ⇒ (12) + 2 = 14
Blue: 1d20 + 2 ⇒ (3) + 2 = 5
-- Bold is up --
Noke
Red
Begrilda
Green
Thorur, Tinker
Blue
Noke Tiiz |
”We will stop you foul orcs from threatening this town!!“ Noke shouts.
Noke rides forward with her loaded crossbow on Happu to get into range to be able to hex the orc in blue armor!!
Free action Noke: Guide with knees ride DC 5 auto-success.
Happu Move action: 40 ft.
Standard action: Slumber hex blue orc DC 15 Will save negates
Divune sends a prayer to Chaldira and casts guidance on Noke again.
GM Red |
Blue Will Save: 1d20 - 1 ⇒ (9) - 1 = 8
Blue slumps to his knees, and falls forward into the dirt, fast asleep.
The orc nearest the catapult pulls out his shortbow, and aims for Noke's head, loosing an arrow.
Comp shortbow: 1d20 + 4 ⇒ (5) + 4 = 9
It sails through the air and lands at Noke's feet.
-- Bold is up --
Noke
Red
Begrilda
Green
Thorur, Tinker
Blue (helpless)
Begrilda Hammerhild |
Begrilda raises her right hand and begins chanting a prayer to Bolka. The golden ring on her ring finger begins to glow a soft bluish light, then, as the young priestess finishes her prayer, bursts outward, sending out a dome of that same light to wash over herself and her companions. "The goddess is with us," she calls out as she moves forward to gain cover behind one of the nearby boulders. As she moves, she pulls her crossbow into a ready position.
Cast Bless (+1 Att, +1 saves vs fear for 3 minutes)
Move action to move forward and draw crossbow
GM Red |
As Begrilda bathes the party in holy light, another orc comes charging at Thorur and attempts to lock him into a grapple.
Improved Grapple: 1d20 + 7 ⇒ (7) + 7 = 14
Thorur throws his hands out and pushes the bloodthirsty orc away before he can put Thorur into a headlock.
-- Bold is up --
Noke
Red
Begrilda
Green
Thorur, Tinker
Blue (helpless)
Thorur Grundur |
"I am Thorur Grundur, slayer of orcs, and i have come for your heads!"
[dice=melee(+1 hatred; +1 Bless) vs. "Green"]1d20+5+1+1[/dice]
[dice=possible Slashing damage vs. "Green"]1d10+4[/dice]
[dice=possible "Good" damage vs. "Green" if "Evil"]1d6[/dice]
Tinker Boneshaker |
Seeing the crossbow man taking pot shots, Tinker quickly closed the distance to deal with the threat.
If my movement is correct, I should be able to double move between the red and blue orcs (12 o'clock position from blue)
Noke Tiiz |
”I will aid you Tinker!“ Noke shouts.
Noke rides forward with her loaded crossbow on Happu to be adjacent to the sleeping orc.
Green orc can take an AoO against Noke. She is next to the blue sleeping orc to be able to CDG him next round.
Noke then tries to hex the orc in red armor!!
Free action Noke: Guide with knees ride DC 5 auto-success.
Happu Move action: Up to 40 ft.
Standard action: Slumber hex blue orc DC 15 Will save negates
GM Red |
AoO vs Noke: 1d20 + 5 ⇒ (19) + 5 = 242d4 + 4 ⇒ (4, 1) + 4 = 9
Crit?: 1d20 + 5 ⇒ (18) + 5 = 232d4 + 4 ⇒ (1, 4) + 4 = 9
Noke feels confident in her odds in defending Trunau thus far, and rides forward past the orcs. As she does, the green-eyed orc holds his falchion out, and catches the wayang across her neck, severing a vital artery.
Will save, Red: 1d20 - 1 ⇒ (2) - 1 = 1
The orc nearest the catapult drops his shortbow and falls flat on his back, causing a tremendous splash of mud to cover the siege machine.
-- Bold is up --
Noke (-18)
Red (helpless)
Begrilda
Green
Thorur, Tinker
Blue (helpless)
Thorur Grundur |
Yesterday I hit "green" for 7 slashing and 1 "Good" before Noke and Tinker took their turns.
Noke Tiiz |
” Ahhhhh .... “ Noke cries out in pain as the orc delivers a vital blow that almost drops her but she retains control.
Noke aims at the sleeping orc and tries to deliver a killing bolt.
Crossbow damage : 2d6 ⇒ (6, 4) = 10
Full round action CDG. Then 5 ft step.
Begrilda Hammerhild |
Begrilda screams as the green orc delivers a devastating blow to Noke. "Miss Noke!" She wishes she could go to the sayang's aid, but she knows she can't leave Thorur alone to fend for himself against this vicious enemy. So she steps out from behind her dwarven companion and loads a bolt into her crossbow. "Die, you monster," she shouts as she levels the weapon at her enemy and releases the bolt.
Lt Crossbow, bless, hatred: 1d20 + 4 + 1 + 1 ⇒ (11) + 4 + 1 + 1 = 17 Damage: 1d6 ⇒ 5
GM Red |
Fort save vs CDG: 1d20 + 4 ⇒ (15) + 4 = 19
Noke fires a bolt into the skull of the sleeping orc, making its slumber an eternal one.
Begrilda fires at the only orc still standing, her bolt finding a soft spot in its armpit. The orc scowls and pulls the bolt out, snapping it in half.
"You die next, dwarf lady."
Falchion: 1d20 + 5 ⇒ (16) + 5 = 212d4 + 4 ⇒ (1, 3) + 4 = 8
The orc continues its onslaught against its nearest foe - Thorur - and the blade glides through his flesh like a knife through a stick of dwarven butter.
-- Bold is up --
Noke (-18)
Red (helpless)
Begrilda
Green (-13)
Thorur (-8), Tinker
Thorur Grundur |
Thorur spends his last Fervor to convert "Command" to CLW and cast on himself(swift; does not provoke) then swings at the Orc next to him....
CLW vs. self: 1d8 + 2 ⇒ (8) + 2 = 10
"That was a mistake"
[dice=melee(+1 hatred; +1 bless) vs. "Green"]1d20+5+1+1[/dice]
[dice=possible Slashing damage vs. "Green"]1d10+4[/dice]
[dice=possible "Good" damage vs. "Green" if "Evil"]1d6[/dice]
I think he's dead now.
Noke Tiiz |
Noke steps towards the last sleeping orc and aims at him ... she again tries to deliver a killing bolt.
Crossbow damage : 2d6 ⇒ (3, 6) = 9
5 ft step. Sorry cannot move the icon at the moment ... could somebody else do that please. Full round action CDG.
Begrilda Hammerhild |
Thorn appears to have things in hand with the final orc standing, so Begrilda takes a wide arc around their two-man skirmish and heads over to provide Noke with some healing as she mercilessly ends the other sleeping orc.
Double move this time. I'll have to heal up next turn/when the battles done.
GM Red |
Fort save vs CDG DC 19: 1d20 + 4 ⇒ (18) + 4 = 22
Thorur rends the green orc's face off, and Noke attempts to finish off the red orc, but the bolt instead becomes lodged in the orc's jaw.
He awakens in a fit of rage, and leaps to his feet. Provokes from Noke
If he's still alive...
Improved Grapple: 1d20 + 7 ⇒ (14) + 7 = 21
The orc grabs Noke in a full nelson.
Tinker cuts the bindings holding the catapult's 'cup' to the rest of its body, and the siege machine is disabled.
-- Bold is up --
Noke (-18, grappled)
Red (-9, grappling)
Begrilda, Thorur, Tinker
Noke Tiiz |
GM, good grapple! ;-) Noke has no melee weapon. But Happu is a riding dog . You GM have to decide if Happu would make an AoO against the orc.
Happu Bite : 1d20 + 3 ⇒ (16) + 3 = 19
Happu damage : 1d6 + 3 ⇒ (1) + 3 = 4
Begrilda Hammerhild |
Begrilda drops her crossbow and looks angrily at the orc who has seized her companion. "You will release her," she says, her voice growing louder and more powerful as her hands form the gestures to empower her command. "Drop her, now!" With her spell complete, Begrilda draws out her mace and prepares to move in to help Noke.
Free action to drop crossbow, standard to cast Command. move action to draw heavy mace.
I'm going with the drop command since the orc is holding onto Noke, even if she's not necessarily at item.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Thorur Grundur |
Sorry if I'm wrong, but can't you draw your mace as part of your move action since your BAB is now 1+?