| Dungeon Master S |
We shall start Monday November 28. Feel free to dot, talk about updates to your character, and even make some in character posts on the way to the dig site.
Auriferous
|
Auri looks behind at the approaching force.
"It looks like the first merchant there, gets the sale!"
August Dupine
|
"Let's make sure we are the first, then."
Dupine checks his gear and starts the long hike.
Auriferous
|
Wow, Auri leveled up to seven. It's been a while coming, but that 2nd level of DD is a nice one. Fire resistance, extra natural armour, +2 to Strength, extra feats. Speaking of which, any suggestions for a good bonus feat? She already has Power Attack and Arcane Strike. Not agile enough for Dodge.
August Dupine
|
Extra Lay on Hands or Improved Init are often useful. Blind fighting sometimes can be handy too.
Auriferous
|
I was tossing up blind fighting, but DD get blindsence at 5th level anyway. Extra LoH is a good call though, more healing is always handy. Of couse I'm not sure what I'll do with Auri after DD4, but that is like 12 scenario's away. Might stick with DD, or go back to paladin. Decisions, decisions.
| Dungeon Master S |
Reporting for duty:
Merisiel
Auri
Dupine
Currently awaiting:
Piper
Kyra
Thiera????
Auriferous
|
And, Auri is now level 7. Woo hoo!
| Dungeon Master S |
Hey guys, TomG (Thiera) went MIA from even GMing duties. For this game, I'll leave his slot unfilled. We as a party can reassess at the end of part 2.
| Dungeon Master S |
You are several days northwest of Bloodcove—days of dusty, dirty running and riding as your caravan guide, the scoundrel Raimondo Scevola, whipped his horses and wagon-drivers to go faster, faster! Closing in behind you, no more than an hour by horse now, ride dozens of Aspis mercenaries. Your activities in Bloodcove, it seems, were not as secret as you hoped.
A sudden cry goes up among the wagons, and all eyes look back the way you came. The days-old familiar sight of pursuing horseman has vanished. “They’ve given up the chase!” Raimondo declares and a tired cheer erupts from his caravan.
Raimondo calls a halt for a rest, and after your rate of travel, you're welcome for it. No sooner do you relax then you see movement in the brush. AMBUSH! A pentad of mounted warriors move to surround you. They're led by a man with a bloodthirsty look!
Baddies: 1d20 + 3 ⇒ (11) + 3 = 14
Auri: 1d20 + 1 ⇒ (5) + 1 = 6
Dupine: 1d20 + 2 ⇒ (1) + 2 = 3
Piper: 1d20 + 8 ⇒ (15) + 8 = 23
Merisiel: 1d20 + 9 ⇒ (1) + 9 = 10
Kyra: 1d20 + 0 ⇒ (15) + 0 = 15
| Dungeon Master S |
Round 1:
Piper: Go
Kyra: Go
Baddies: TBD
Merisiel: TBD
Auri: TBD
Dupine: TBD
| Dungeon Master S |
Sarenrae delivers!
Round 1:
Piper: Go
Kyra: Bless
Baddies: TBD
Merisiel: TBD
Auri: TBD
Dupine: TBD
Piper Azine
|
Would have had Extended False Life and Extended Mage Armor up while traveling.
False Life: 1d10 + 6 ⇒ (10) + 6 = 16
Piper begins casting a spell to bolster her ally.
Enlarge on Auri.
| Dungeon Master S |
You got it on the travel spells.
Piper, seeing the mounted foes, decides to even the scales so to speak, and begins casting a spell on Auri.
The leader, seeing a paladin in the mix shouts, "A worthy foe! I'll spear you through the heart!" He charges forth, bounding over the log and leveling his lance at Auri:
CHARGE: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21 for DMG: 2d8 + 16 ⇒ (7, 1) + 16 = 24
The others close a bit and shoot arrows, coordinating their attack so that everyone gets an arrow! Posting damage regardless, have to teach but wanted to get their round off.
V. Piper: 1d20 + 10 ⇒ (9) + 10 = 19 for DMG: 1d8 + 1 ⇒ (1) + 1 = 2
V. Kyra: 1d20 + 10 ⇒ (7) + 10 = 17 for DMG: 1d8 + 1 ⇒ (5) + 1 = 6
V. Merisiel: 1d20 + 10 ⇒ (6) + 10 = 16 for DMG: 1d8 + 1 ⇒ (3) + 1 = 4
V. Auri: 1d20 + 10 ⇒ (20) + 10 = 30 THREAT
V. Auri CONFIRM: 1d20 + 10 ⇒ (20) + 10 = 30 for DMG: 3d8 + 3 ⇒ (2, 7, 5) + 3 = 17
V. Dupine: 1d20 + 10 ⇒ (10) + 10 = 20 for DMG: 1d8 + 1 ⇒ (8) + 1 = 9
Round 1:
Piper: Enlarge Person
Kyra: Bless
Baddies: ATK!
Merisiel: Go
Auri: Go
Dupine: Go
August Dupine
|
Just call me Mongo.
August moves swiftly to the rider to the side (handy having a 50ft move!) and punches the horse to try to bring down the rider.
Punch: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
| Dungeon Master S |
The rider tries to pull his mount away from it Ride: 1d20 + 7 ⇒ (4) + 7 = 11, but Dupine gives the horse a solid smack. The horse nearly goes down, and the rider is a little worried at the power of his Pathfinder foes...
Round 1:
Piper: Enlarge Person
Kyra: Bless
Baddies: ATK!
Merisiel: Go
Auri: Go
Dupine: Horse punch
Black Horse: 11
Auriferous
|
Auri looks somewhat off put by the onslaught of lance and arrow. Golden light spills from her wounds, closing up the worst of them even as her blood hisses on the ground.
lay on hands, swift: 2d6 ⇒ (3, 6) = 9
She steps forward as she draws her greatsword.
"Lets see if you can take it as well as dish it out. To a lady too!"
power attack,bless: 1d20 + 13 - 2 + 1 ⇒ (14) + 13 - 2 + 1 = 26
NL damage: 2d6 + 11 + 6 + 1d6 ⇒ (4, 6) + 11 + 6 + (5) = 32
I have to get myself some new armour, this old stuff is so battered it can't even keep an arrow out
| Dungeon Master S |
Auri's swing is extremely powerful and nearly unhorses the man. He stays up, but another blow like that...
Round 1:
Piper: Enlarge Person
Kyra: Bless
Baddies: ATK!
Merisiel: Go
Auri: BOOM
Dupine: Horse punch
Black Horse: 11
Leader: (32 NL)
Piper Azine
|
Concentration: 1d20 + 11 ⇒ (8) + 11 = 19
-Posted with Wayfinder
Werner Albern
|
Merisiel tumbles to a position behind the rider, allowing her to flank with Auri.
Acrobatics: 1d20 + 20 ⇒ (6) + 20 = 26 If that doesn't beat his CMD, her AC is 27 due to Mobility
Once positioned, she stabs with her rapier!
Rapier Attack w/Flanking and Bless: 1d20 + 14 ⇒ (11) + 14 = 25
Damage w/Sneak Attack: 5d6 + 3 ⇒ (4, 4, 2, 2, 3) + 3 = 18
| Dungeon Master S |
Merisiel tumbles around the mounted man with ease, ending the trip with a stab deep into his thigh!
Round 2:
Piper: Go
Kyra: Go
Baddies: TBD
Merisiel: TBD
Auri: TBD
Dupine: TBD
Black Horse: 11
Leader: 18 (32 NL)
Piper Azine
|
Piper finishes her spell, then conjures a stone wall to redirect the enemies off of the road.
Auri is now embiggened. DC 19 Silent Image on the map.
| Dungeon Master S |
The foes see Auri enlarge as the wall forms in front of them. "AROUND!" they shout as their plans change.
Round 2:
Piper: Magic
Kyra: Go
Baddies: TBD
Merisiel: TBD
Auri: TBD
Dupine: TBD
Black Horse: 11
Leader: 18 (32 NL)
| Dungeon Master S |
Kyra's scimitar strikes true, and blood pours from the wound. The rider is woozy, but he doesn't fall from the horse.
The red rider shoots an arrow at Piper:
Bow: 1d20 + 10 ⇒ (19) + 10 = 29 and drills the gnome DMG: 1d8 + 1 ⇒ (7) + 1 = 8
The rider by Dupine pulls hard on the reigns and the horse tries to box August!
ATK 1: 1d20 + 3 ⇒ (16) + 3 = 19 MISS
ATK 2: 1d20 + 3 ⇒ (8) + 3 = 11 DMG: 1d4 + 3 ⇒ (4) + 3 = 7
The three behind the wall scatter, and try to shoot through the foliage. Given Auri's size they take aim at her:
Bow 1: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9 MISS
Bow 2: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26 THREAT
Bow 2 Confirm: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19 REg.: 1d8 + 1 ⇒ (8) + 1 = 9
Bow 3: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18 MISS
The leader drops down and drives hard twice with his shortsword at Kyra:
ATK 1: 1d20 + 13 ⇒ (11) + 13 = 24 DMG: 1d6 + 4 ⇒ (4) + 4 = 8
ATK 2: 1d20 + 8 ⇒ (1) + 8 = 9
Round 2:
Piper: Magic
Kyra: Hit
Baddies: ATK
Merisiel: Go
Auri: Go
Dupine: Go
Black Horse: 11
Leader: 24 (32 NL)
August Dupine
|
"Sorry, friend, but I need you to sleep a bit."
Dupine punches the horse again, and part of a flurry of attacks to get at the rider.
Punch, Flurry, Bless: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage, NL: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
I am assuming that puts the horse down, so moving on to the rider. But if not, continue on the horse - non-lethal damage for both. Using a point of Ki for an extra attack. I don't know if this makes the rider prone or not - never done this before!
Kick, Flurry, Bless: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Damage, NL: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Elbow Smash, Flurry, Bless: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage, NL: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
| Dungeon Master S |
Indeed, Dupine knocks the horse out! The man falls, and it makes August's follow up kick miss, but the elbow smash breaks his nose.
Round 2:
Piper: Magic
Kyra: Hit
Baddies: ATK
Merisiel: Go
Auri: Go
Dupine: Smash
White: 13
Black Horse: 11
Leader: 24 (32 NL)
Auriferous
|
Golden blood continues to spill from Auri's wounds, spurting from the newly appearing arrow.
lay on hands: 2d6 ⇒ (1, 3) = 4
"How about picking on someone your own who knows how to taker her of herself?" she snorts at the leader.
attack,bless: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
NL damage: 3d6 + 10 + 1d6 ⇒ (3, 2, 5) + 10 + (6) = 26
If he drops she will stride over towards the blue bandit.
I'm assuming so, and moving her on the map, but feel free to move her back if the leader is still up
Auriferous
|
Golden blood continues to spill from Auri's wounds, spurting from the newly appearing arrow.
lay on hands: 2d6 ⇒ (6, 6) = 12
"How about picking on someone your own.. ah heck, someone who knows how to taker her of herself?" she snorts at the leader.
attack,bless: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
NL damage: 3d6 + 10 + 1d6 ⇒ (2, 5, 6) + 10 + (5) = 28
If he drops she will stride over towards the green bandit.
I'm assuming so, and moving her on the map, but feel free to move her back if the leader is still up
Auriferous
|
You'll have flanking if he is still up, and if he isn't... well, there are other targets..
| Dungeon Master S |
Auri's next hit is simply too much. The large, but merciful blade knocks the rider out!
Seeing their powerful leader laid low by a giant paladin woman, the others kick their horses hard and flee into the jungle.
Out of combat with a knocked out foe...
Auriferous
|
Auri ties up the leader and searches him for ...anything useful.
And casts detect magic
She winces as she moves. "Kyra... can you help with this, I took a couple of arrows and a lance through my leg."
| Dungeon Master S |
Auri discovers that the rider was EXTREMELY well equipped. You must be a serious target for them...
+2 chain shirt, +1 heavy steel shield, +1 lance, shortbow with
20 arrows, masterwork shortsword, scroll tube, signal whistle, and 3,550 gp in Bloodcove trade bars.
There are 5 scrolls. If someone wants to roll spellcraft.
Auriferous
|
Air eyes up the chain shirt for a moment.
"Just as well Hun isn't here, he'd have been after me to wear that thing. Look at the holes in it. Why it would show off half my midriff! What type of protection is that I ask you."
Auri is happy to cast read magic to determine what scrolls are in the case. Any of the equipment that people don't want, she'll stash in saddle bags to sell later.
| Dungeon Master S |
Raimondo begins to panic, "They WILL come back! They will kill us all! We have to GO!"
Auriferous
|
Using her side, Auri leverages aside any logs blocking the path.
"Quite right good merchant, let us be off."
She ensures the Aspis captain is stripped off everything save his smallclothes and leaves him beside the path.
August Dupine
|
"Is it worth questioning him, or are we satisfied that the rest of the way is clear?"
Auriferous
|
"He has been riding hard to catch up with us. I doubt there is much ahead. But we could keep him as a bargaining chip for if they catch up with us. " suggests Auri.
"We have wagons, throwing one extra body in won't make a huge difference.
| Dungeon Master S |
Today should be much better for my posting. I think Merisiel is also back today. Will get up and running in a bit.
| Dungeon Master S |
With detained prisoner in tow, the party continues on, much to Raimundo's relief.
You climb ever higher out of the jungle, the series of thin switchback trails just large enough for Raimondo’s caravan wagons. Suddenly, from the canopy below comes an unearthly bellowing roar. Thousands of colorful birds take flight and wing off away from the noise, and a cacophony of screeching, chittering, and screaming follows the roar.
As you approach the top of the ridge, a dilapidated camp comes into view. The camp is surrounded by a hastily constructed palisade wall forming a semi-circle that both starts and ends at an imposing cliff face stretching hundreds feet up from the palisade. The bodies of hundreds of ape-like creatures lie outside the walls in various states of decay. The stench is overpowering, and a cloud of flies is thick above the carnage. A cry goes up from the tower built over the palisade’s gate as the lookouts spot you, and the gate itself rumbles aside on rickety wooden wheels. A tall woman with black hair pulled back against her head and a shortsword on her hip strides out from the camp to meet you.
At that moment, a horn sounds from down in the valley, closely followed by the screams of men and horses. Looking below, you see another group of Aspis Mercenaries, riding fast up the switchback trails, with hundreds—maybe even thousands—of ape-men hurling stones at them and running hard on their heels.
The woman gives you a weak smile, “Welcome to Azlant Ridge. I see you’ve met the locals.” She gestures back at the ape-men chasing the Aspis mercenaries up the trail.
She looks malnourished and weak with hunger. "We have much to talk about I think, but let's get inside. Trust me, you don’t want to be out here when they get here."
Once inside her people quickly move to divvy the supplies, food being the most important. She grabs a hunk of cheese and hard tack before coming back to you, "So, I'm assuming you have some questions..."