DM Carbide - Dark Road |
HERE's a better map of where you are, with some indication of where the lake is (the shore is actually a little north of there, but I screwed up making the shape and couldn't correct it). You're at the yellow dot near Elistia.
DM Carbide - Dark Road |
After orienting yourselves, you head towards what was in your Golarion the site of Elistia. Elesandira can tell that the ground you're crossing was recently trod upon by large creatures leaving odd tracks, likely those of moonflowers and other peculiar ambulatory plants. Some of them are even larger than the moonflowers you saw around Versey's sky ship.
You've been walking for a half-hour or so when everyone hears a sound like the howl of a wolf, though it has strange harmonics and overtones that set Selveshanea's teeth on edge. Eretria, you recognize the sound--several days ago you fought things like worgs, only not quite.
DM Carbide - Dark Road |
Across the hills to the north, Elesandira can see a number of lean quadrupeds heading towards the party. As she watches, she sees a much larger, shaggy form crest a low hill behind them. When it rears up on its hind legs, she can tell it looks rather like a bear. Behind it comes a humanoid figure wearing a cloak; as the wind catches it the half-elf can see a glint as of armor.
Elesandira |
"Hmm, weapons out but down, I think."
Then I realise the others might not have seen, "A man in metal armour, some kind of bear and more wolf-like creatures behind. Heading straight for us."
That said, I cast aspect of the falcon, draw my bow and hold an arrow ready.
When they draw near I will call out: "Hail and well met!"
DM Carbide - Dark Road |
GM, I assume that we hold the higher ground. will they have cover as they aproach us? Could we move a bit so that we have cover and they have none?
Hope for the best; plan for the worst.
The world's a stage, we're unrehearsed.
You're able to get to high ground, but there really isn't any cover. Even if the foothills had been forested before Starfall, none of the trees would have survived the blast wave, and the plants that were clustered there most recently have all been called back to the sky ship.
Duncan Redhammer |
Duncan stands protectively to the front.
{{Time ta shine lil buddy. Use me fer cover and keep yer senses keen. Need ye ta mind tap alla us in case they got invisible allies.}}
The dwarf stands with his axe ready in hand, while the tiny dragon hangs onto the back of the leather jerkin covering his Breastplate.
Silf |
Silf mentally projects to the party.
{{Silf be invisible seer. Everybody mind listen for Silf. Silf say if they got sneaky not seeing sneaks. Silf tell venturer friends where they are.}}
The PseudoDragon readies himself.
Krolmnite Underhill |
Sorry for the recent inactivity. Life has been kicking my ass recently.
"Wait until I cast my spell." Krol says to the group as he awaits the beasts to get closer.
Krol, seeing the approch of these beasts he prepares to cast haste once they arrive within 50ft and Ava snarls, moving to pose with back bend, hands forward with unusually sharp nails, nasty fangs as she snarles being revealed, a tail appearing beneith her robe and as the hood comes down her ears appear elvan, but she has dark red scales around her neck.
She will prepare to charge as soon as Krol's spell goes off.
DM Carbide - Dark Road |
In the absence of any word from Eretria, I'm going to assume that she returned to Golarion Prime with Darc and Sami. She may reappear suddenly when needed, however, if she happens to reappear.
When the oncoming band is still some distance away and on a hill slightly above the party (there's at least one depression between you and them, so you'll still have high ground), the armored figure looks over its shoulder to the north. Whatever it sees there causes it to reassess tactics; up until then the wolves and the bear have been moving at about the pace of an armored human, but in response to a gesture they surge towards the party, leaving the figure behind.
Besmarial rises into the air and turns north as well. "I can see a much larger group of creatures at least two miles away, pursuing a small wagon that seems to be heading for Elistia."
Map is forthcoming. They're moving at a running pace of 150 feet per round, so Krolmnite may want to reconsider when he casts haste.
Elesandira |
"They're a hunting pack; that's an attack response. A very confident one."
I pull my bowstring to my cheek, "Only two choices, Imizael: fight or die screaming."
Then I fire at the lead animal.
Using Rapid Shot a little speculatively, interested to see how these animals respond.
attack: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d8 + 4 ⇒ (8) + 4 = 12
attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 4 ⇒ (2) + 4 = 6
Duncan Redhammer |
I'm fer fighting, but that's always the case.
The Dwarf casts DIVINE FAVOR +2 to hit and damage and activates his DESTRUCTION judgment.+3 to damage When they close to within 20 feet he will roar and meet the charge with on of his own.
Duncan Redhammer |
My tactics power lets me have an ally roll for initiative 2x and take the better result. At the moment, said ally is Mister Under hill so he can get his Haste off first.
DM Carbide - Dark Road |
At the point where they started moving more quickly, they were about 800 feet away. First round: close to 650 feet. Second round: close to 500 feet. Third round: close to 350 feet. Fourth round: close to 200 feet. Fifth round: close to 50 feet. (So I suppose Krolmnite has the option to try to get his spell off at that point.)
Elesandira |
Okay, I'll make a correction and cast gravity bow, then I'll fire on the beast when they're 220ft away, that's a second range increment for me. In other games the principle is to keep the same rolls, so I'll just re-roll the damage but I can re-roll both if you would like.
damage 1 with gravity bow: 2d6 + 4 ⇒ (4, 5) + 4 = 13
damage 2 with gravity bow: 2d6 + 4 ⇒ (5, 2) + 4 = 11
DM Carbide - Dark Road |
Elesandira, the first arrow is in the air when you see the creature slow slightly as it hits a depression you hadn't noticed before; knowing that the first arrow will likely undershoot because of that, you correct and launch the second arrow. Sure enough, the first arrow falls just short of the wolf, but the second hits. The creature gives voice to a howl of pain that trails off into muttered Aklo curses.
Round 5:
They continue to close. Does anyone else have missile attacks or other preparation they'd like to use?
Elesandira |
Thinking tactically, presumably Berbas, Duncan and Imizael's companion are our front line. Imizael is our primary caster but Berbas and Duncan can drop spells when needed as well.
I am more effective at range but can step up for some violence as well.
My companion, Selveshanea, will use his pace to set up flanking and get around the field. Also has the trip special quality.
I don't think we have any battlefield control stuff beyond Imizael's obscuring mist.
As is common, we'll probably be best concentrating on one foe at a time: overwhelm that foe and move on to the next one.
Anything I'm missing?
Imizael Borlavor |
"I'm not much for screaming. Or dying."
The little gnome begins to chant, throwing his arms to the skys, then pulling them down dramatically. He does so again, and a thick fog descends around the companions.
Obscuring Mist
Then, at the opportune moment:
Imizael chants a few words, tracing an odd symbol in the air. He then slaps Hops on the flank.
"Go get'em, Hops."
Bull's Strength on yon piggy.
DM Carbide - Dark Road |
Map as of the top of Round 1 is HERE.
Round 1:
Initiative order:
Wolves
Bear/Selveshanea
Duncan
Imizael+Hops
Berbas
Krolmnite
Ava
Elesandira
Besmarial
Before getting rolling, I have one question: is Krolmnite going to elect to cast hasteat the bottom of the round that the enemy reaches 50 feet, or wait until the round that they close?
Berbas Initiative check: 1d20 + 2 ⇒ (7) + 2 = 9
Duncan Initiative check: 1d20 + 5 ⇒ (6) + 5 = 11
Elesandira Initiative check: 1d20 + 3 ⇒ (2) + 3 = 5
Imizael Initiative check: 1d20 + 6 ⇒ (4) + 6 = 10
Krolmnite Initiative check: 1d20 + 2 ⇒ (5) + 2 = 7
Krolmnite Initiative check: 1d20 + 2 ⇒ (3) + 2 = 5
Selveshanea Initiative check: 1d20 + 5 ⇒ (10) + 5 = 15
Besmarial Initiative check: 1d20 + 0 ⇒ (1) + 0 = 1
Worg Initiative check: 1d20 + 4 ⇒ (12) + 4 = 16
Bear Initiative check: 1d20 + 3 ⇒ (12) + 3 = 15
Elesandira |
DM Carbide - I shot deliberately at 220ft so that I would get another shot before they closed (c.50ft) according to your countdown.
attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
attack: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11
Krolmnite Underhill |
Damn, didn't realise about the per level. Hmm...I'll focus it on those who will benefit most from it in combat. Ava, Berbas, Elesandira, Duncan and Hops. Those affected gain a +1 to attack, Dodge bonus to AC and Reflex. You also gain another attack at your highest bab, but since we're 5th level I doupt anyone has a second attack.
Imizael Borlavor |
Hastened, and strengthened, Hops bolts forward, squealing with all his porcine fury, lunging at the approaching bear with his jagged tusks.
Attack Roll #1: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage roll: 1d8 + 8 ⇒ (2) + 8 = 10
Attack Roll #2: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
Damage roll: 1d8 + 8 ⇒ (3) + 8 = 11
Duncan Redhammer |
Seeing the cluster before him Duncan moves forward to AA16 and casts BANE.
The 50ft radius catching all foes in the area.
DC14 Will or suffer -1 to attack and fear affect
DM Carbide - Dark Road |
Duncan, give me a caster level check. IIRC, haste gives you a second attack when you take the full attack action; oddly enough, it doesn't give a bonus on initiative checks. Eretria, did you want to do anything while the creatures are closing?
Round 1:
Initiative order:
Eretria
Wolves
Bear/Selveshanea
Duncan
Imizael+Hops
Berbas
Krolmnite
Ava
Elesandira
Besmarial
DM Carbide - Dark Road |
Round 1:
Everyone but Elesandira and Eretria has a readied action at the top of the round. Eretria, I'm going to run out the wolves' charge and some of the readied actions, but you'll have the option of taking action before them.
Howling eerily, the quartet of unnatural canines rapidly close the distance, clearly preparing to charge and attack. The bear lumbers up behind the two on Elesandira and Berbas. Berbas unleashes a torrent of abuse on the creatures as they approach; the magic bites on all of the foes, but the swift wolf creatures manage to avoid catching fire. The bear is not so fortunate. All of the creatures are shaken by Berbas' spell for the next three rounds.
What does everyone else want to do with their readied actions?
Initiative order:
Eretria
Wolves
Bear/Selveshanea
Duncan
Imizael+Hops
Berbas
Krolmnite
Ava
Elesandira
Besmarial
Berbas Intimidate check: 1d20 + 12 ⇒ (20) + 12 = 32
W1 reflex save: 1d20 + 8 ⇒ (11) + 8 = 19
W2 reflex save: 1d20 + 8 ⇒ (20) + 8 = 28
W3 reflex save: 1d20 + 8 ⇒ (16) + 8 = 24
W4 reflex save: 1d20 + 8 ⇒ (16) + 8 = 24
G reflex save: 1d20 + 7 ⇒ (2) + 7 = 9
Fire damage: 1d10 ⇒ 1
DM Carbide - Dark Road |
All right, as I understand the held actions, Ava, Duncan, Hops, and Selveshanea are going to charge the wolfoids and the bear as they close, while Berbas casts blistering invective. (For readied actions, you get a standard or a move; IIRC, that also includes a charge at normal movement.) I have an attack roll from Hops.
Round 1:
Initiative order:
Eretria-acted, cast mage armor
Wolves-closed to attack, triggering readied actions
Bear/Selveshanea
Duncan
Imizael+Hops
Berbas
Krolmnite
Ava
Elesandira
Besmarial
As the eidolon, dwarf, pig, and tiger countercharge the four wolfoids, two of the creatures manage to bite Ava and Duncan. Ava, take 7 HP; Duncan, take 12 HP. Hops misses the wounded wolfoid. Current map is HERE.
Duncan, Ava, and Selveshanea can take their readied attacks.
W2 biting Ava, incl. shaken penalty: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
W3 biting Selveshanea, incl. shaken penalty: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
W4 biting Duncan, incl. shaken penalty: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
W2 damage to Ava: 1d6 + 6 ⇒ (1) + 6 = 7
W4 damage to Duncan: 1d6 + 6 ⇒ (6) + 6 = 12
Selveshanea |
Selveshanea dodges aroud behind Duncan and circles to flank and trip the wolf-beast at W4.
acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14
bite: 1d20 + 8 ⇒ (3) + 8 = 11
damage: 1d6 + 3 ⇒ (6) + 3 = 9
CMB to trip, if attack hits: 1d20 + 8 ⇒ (20) + 8 = 28