Piper Azine |
Phew, done moving!
Piper takes a position on the roof, lying down to avoid any archery fire from the enemy. Prone, for the bonus to AC vs. ranged attacks.
Casting Mage Armor and False Life
False Life: 1d10 + 5 ⇒ (8) + 5 = 13
Dungeon Master S |
As I'm packing my stuff up my fiancee looks at my gaming collection and shakes her head. I own nearly every Basic Edition, 1e, 2e, and 3e book. I also own everything Paizo publishes. We need a van just for my library. I promised her that next month will be the last time we move. :-) I feel your pain about moving 100%
Piper takes position, which leaves August.
Dungeon Master S |
Defense Point Usage!
Each of you has a pool of SEVEN Defense points to use. At any time, you may choose to spend a number of these points as an immediate action. They can be added to any single attack or damage roll, ability or skill check, saving throw, or can be used to grant you a dodge bonus to AC. Points used only apply to a single roll, and do not otherwise last until your next action. More than 1 point may be spent on a roll, with a maximum equal to your character level. You must decide to use Defense Points in this way when you post your action.. Once spent, points from this pool cannot be replenished.
Thiera's Fireball will go off in Round 1 when they reach 400', the furthest you can target them. It's going to take them 2 rounds to get to the walls..
Baddies: 1d20 + 3 ⇒ (9) + 3 = 12
Thiera: 1d20 + 2 ⇒ (7) + 2 = 9
Oggil: 1d20 + 2 ⇒ (7) + 2 = 9
Dupine: 1d20 + 2 ⇒ (15) + 2 = 17
Piper: 1d20 + 8 ⇒ (9) + 8 = 17
Hunwald: 1d20 + 7 ⇒ (11) + 7 = 18
August Dupine |
Dupine has nothing to do at that range, so he will simply be prepared to throw some shuriken when they get close enough (maybe the second round?).
Dungeon Master S |
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.
Immediately Arrows begin to fly. The defenders of Nesting Swallow get lucky. A few arrows hit their mark and a rider drops! Additionally you all see Hun giggle a bit when he sees an extra trap he laid clothesline an unsuspecting tengu!
11 bandits remain to charge. Thiera eye's the field and thinks she can get about a third of them with one spell.
Round 1: (Wave 1 is 400' out)
Hunwald: Go
Piper: Go
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: Will Fireball
Piper Azine |
Lacking spells of that range, Piper tries her crossbow. -6 from range, I believe.
Attack: 1d20 + 5 - 6 ⇒ (10) + 5 - 6 = 9
Damage: 1d6 ⇒ 4
Dungeon Master S |
Piper takes a pot shot, but it lands in the field.
Round 1: (Wave 1 is 400' out)
Hunwald: Go
Piper: Miss
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: Will Fireball
Hunwald Stormheart |
Knowing that he has nothing but his awesomely placed traps at that range, the rascal takes the opportunity to address the villagers and inspire their courage, so he yells to them,
"Aye, fight and you may die. Run and you'll live -- at least a while. And dying in your beds many years from now, would you be willing to trade all the days... from this day to that, for one chance, just one chance to come back here and tell our enemies that they may take our lives, but they'll never take our FREEDOM!!!"
Thiera |
Thiera tries her hand at speechifying.
"If we are mark'd to die, we are enow
To do our country loss; and if to live,
The fewer men, the greater share of honour."
"Let me speak proudly: tell the [farmers here]
We are but warriors for the working-day;
Our gayness and our gilt are all besmirch'd
With rainy marching in the painful field;
There's not a piece of feather in our host-- !"
"God's arm strike with us! 'tis a fearful odds.
God be wi' you, princes all [except maybe Hunwald]; I'll to my charge:
If we no more meet till we meet in heaven,
...
And my kind kinsman, warriors all, adieu!"
Clearly, she has no ranks in Perform.
Dungeon Master S |
The Pathfinders try to rally the troops, but the touch of a bard eludes them.
The remaining 11 bandits charge forward shooting their bows wildly towards the town:
ATTACK!: 11d20 ⇒ (12, 15, 2, 11, 17, 9, 13, 5, 13, 4, 6) = 107 none of the arrows hit you, but a pair of villagers cry out in pain. A pair of raiders emerge behind them. These tengu DO have the bardic touch, and inspire the bandits to charge ever forward....
And into Thiera's waiting fireball. REF: 5d20 ⇒ (5, 18, 20, 6, 4) = 53. Instantly a trio of them are incinerated!
The others charge on. They're now 200' away!
Round 1: (Wave 1 is 200' out)
Hunwald: William Wallace
Piper: Miss
Dupine: Hold!
Baddies: ATK
Oggil: Go
Thiera: Fireball
2 Speakers: Full
2 @ 9 damage.
6 @ full
Oggil Redhand |
Oggil just stands ready. At range he has little to contribute.
Rather he stands as the calm amongst the storm.
"As the wave breaks on the rocks, so will these bandits break upon our defences and our spears." he states in a matter of fact tone.
Dungeon Master S |
Oggil gives words of wisdom that the locals completely understand...
Round 2: (Wave 1 is 200' out)
Hunwald: Go
Piper: Go
Dupine: Hold!
Baddies: TBD
Oggil: Will Hold
Thiera: Will Fireball
2 Speakers: Full
2 @ 9 damage.
6 @ full
Hunwald Stormheart |
still out of range for this primarily melee fighter...
Hun continues with his speechifying...
"We should have made spears. Hundreds of them! Long spears, twice as long as a man."
A villager replies, "That long? You know some men are longer than others."
Hun replies before he thinks, "Your mother been telling you stories about me again, eh? I mean, man your post, prepare to repel the enemy!!!"
Dungeon Master S |
Piper begins casting a spell as Hun merely jokes about size. The enemy comes close to crashing through the defenses. They fall upon the trapped barricades.
ATK: 8d20 ⇒ (1, 2, 17, 15, 20, 19, 10, 15) = 99
A final rain of arrows comes before they switch to melee and prepare! TWO arrows land on the party Who: 2d5 ⇒ (3, 2) = 5 striking Hun for DMG: 1d6 ⇒ 1 and Piper for DMG: 1d6 ⇒ 4 (Concentration check, don't forget you have a pool of points to use!
Thiera's second fireball comes out and destroys the closest foes! The entire wave is shattered before they even get to swing a blade! The village cheers immensely, but Je Tsun cautions them, there are plenty more enemies on their way. These spread out so that they can't all be caught in a fireball.
I realize that makes life boring for the melee types, sorry!
Round 3: (Wave 2 is 400' out)
Hunwald: Go
Piper: Go (Concentration)
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Bandit 1:
Bandit 2
Bandit 3:
Speaker 1:
Speaker 2:
Dungeon Master S |
Piper holds it together as the defenses protect her a bit!
Round 3: (Wave 2 is 400' out)
Hunwald: Go
Piper: Go
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Bandit 1:
Bandit 2
Bandit 3:
Speaker 1:
Speaker 2:
Dungeon Master S |
Piper completes the spell, making a giant dwarf That will never not be funny. Her shot though misses by a mile.
Round 3: (Wave 2 is 400' out)
Hunwald: Go
Piper: Miss
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Bandit 1:
Bandit 2
Bandit 3:
Speaker 1:
Speaker 2:
Dungeon Master S |
Scanning the field is a move action technically, but I don't think it'll matter.
Yes, a pair of tengu have been hanging back directing the waves (200' out, not at at all close to each other.)
August Dupine |
Dupine starts throwing shurikens now that the bandits have come close.
Flurry 1: 1d20 + 3 ⇒ (5) + 3 = 8
Flurry 2: 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d2 + 3 ⇒ (2) + 3 = 5
Dungeon Master S |
There are no living bandits within range. They close hard though, opting to charge in, forgoing any opening volley, hoping to get close enough that the fireball isn't an option.
Dupine holds his shuriken until the last second and scores a hit! (Green, white, and yellow are bandits. Black and red are the leaders.)
Round 3: (Wave 2 here!)
Hunwald: Hold!
Piper: Miss
Dupine: hit
Baddies: CHARGE!
Oggil: Go
Thiera: Go
Wave 2:
Yellow: 5
Green:
White
Speaker 1:
Speaker 2:
Oggil Redhand |
Do we have a height advantage behind the barricades?
Oggil moves sideways and joins in August in his shuriken flurry against the bandits at the barricades.
flurry attack: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
flurry attack: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
damage: 1d2 + 2 ⇒ (1) + 2 = 3
BTW Oggil is more than happy to make himself a bit of a target for the bowmen to try and spare the spellcasters. He has deflect arrows, and is looking forward to trying to use it!.
Hunwald Stormheart |
Hun pushes the arrow through his armor and disregards the long scratch it left. He raises his sling, twirling it like a pro and releases his projectile towards green...
Mstrwk Sling (50') crit. x2
Ranged Mstrwk Sling atk vs Green: 1d20 + 3 + 5 ⇒ (12) + 3 + 5 = 20
Damage ?: 1d4 ⇒ 1
Dungeon Master S |
Yes you have the +1 for height. Also, large shuriken do d3 DMG and you have more strength.
DMG: 1d3 + 3 ⇒ (3) + 3 = 6
The plate sized shuriken slams into the same bandit!
Round 3: (Wave 2 here!)
Hunwald: Hold!
Piper: Miss
Dupine: hit
Baddies: CHARGE!
Oggil: Hit
Thiera: Go
Wave 2:
Yellow: 11
Green:
White
Speaker 1:
Speaker 2:
Thiera |
Thiera smiles at the antics of the huge dwarf, and decides to focus her magic on the leaders. Bolts of blue force fly from her hand, unerringly toward the figure in black.
magic missile. Use 5 'defense points'.
mm: 3d4 + 3 + 2 + 5 ⇒ (4, 1, 4) + 3 + 2 + 5 = 19
With a little time to spare, she draws her long bow, surprised that she didn't already have it handy.
Dungeon Master S |
Thiera's missiles slam powerfully into one of the leaders. He nearly falls from the hit.
Round 4:
Hunwald: Go
Piper: Go
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Yellow: 11
Green:
White
Speaker Red:
Speaker Black: 19
August Dupine |
August chucks a few more throwing stars at the yellow attacker.
Flurry 1: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d2 + 3 ⇒ (2) + 3 = 5
Flurry 2: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d2 + 3 ⇒ (2) + 3 = 5
Piper Azine |
Piper tries to blind the bandit in yellow, and calls out for Oggil to reinforce Hun's side.
Blinding Ray: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Dungeon Master S |
The assault continues. August drives home another star, but Piper's follow up ray goes very wide.
Round 4:
Hunwald: Go
Piper: Miss
Dupine: Hit
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Yellow: 16
Green:
White
Speaker Red:
Speaker Black: 19
Hunwald Stormheart |
Hun loads another bullet and lets fly at Green again...
Mstrwk Sling (50') crit. x2
Ranged Mstrwk Sling atk vs Green: 1d20 + 3 + 5 ⇒ (7) + 3 + 5 = 15
Damage ?: 1d4 ⇒ 1
Dungeon Master S |
Hun's sling bullet grazes the tengu, but doesn't connect.
Yellow: Flees from Oggil and tries to make it around elsewhere but doesn't get very far.
Green: Climbs the barricade. He forgoes jumping into the village and instead moves to engage with Hun directly.
White: Climbs the barricade! Villagers scream as the enemy approaches!
The bards continue to ply their trade.
Round 4:
Hunwald: Miss
Piper: Miss
Dupine: Hit
Baddies: ATK
Oggil: Go & AoO on yellow
Thiera: Go
5d20 ⇒ (14, 6, 13, 19, 8) = 60
Wave 2:
Yellow: 16
Green:
White
Speaker Red:
Speaker Black: 19
Oggil Redhand |
Oggil smashes at the yellow bandit as he tries to flee.
"Your time on the circle is about to restart.."
attack of oportunity: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d8 + 3 ⇒ (6) + 3 = 9
He then takes leave of his spot and moves to the other bandit that has entered the courtyard
charge: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
damage: 1d8 + 3 ⇒ (7) + 3 = 10
Dungeon Master S |
Oggil takes the bandit out with a shot to the back of the head before he can get anywhere! Without missing a beat the giant dwarf spins and cracks a few of the other tengu's ribs!
Round 4:
Hunwald: Miss
Piper: Miss
Dupine: Hit
Baddies: ATK
Oggil: ATK
Thiera: Go
Wave 2:
Green:
White: 10
Speaker Red:
Speaker Black: 19
Thiera |
Thiera tries to show the village archers how it's done. "Archers, focus your arrows on the leaders!" She draws the string of her longbow with elven grace and lets the shaft fly.
longbow: 1d20 + 5 ⇒ (16) + 5 = 21 Plus any bonuses for height, or buffs (do we have any?).
Assuming that hits, Thiera puts her remaining defense points (2?) into damage.
dmg+points: 1d8 + 2 ⇒ (7) + 2 = 9
Dungeon Master S |
Thiera's words bolster the villagers. Especially when her arrow lands in the bard's neck! He falls to the ground clutching it as he bleeds to death.
Round 5:
Hunwald: Go
Piper: Go
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Green:
White: 10
Speaker Red:
August Dupine |
Dupine double moves in an arc to join Hun on the edge, with the intention of climbing over the wall and heading out for the leader. Climb check? What will that do to movement?
Dungeon Master S |
The inside of the barricade is MUCH easier to climb, the DC is 5. It's 15' of movement to cross it.
August takes the wall and turns defense into offense. Unfortunately Piper misses again with her ray.
Round 5:
Hunwald: Go
Piper: Miss
Dupine: Move
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Green:
White: 10
Speaker Red:
Hunwald Stormheart |
Hun pulls his blades and crouches awaiting the Tengu's arrival, then hie springs into action...
Mstrwk Shortsword, crit. 19-20 x2 Dual Wield
Mstrwk Shortsword atk vs Green: 1d20 + 3 + 6 - 2 ⇒ (18) + 3 + 6 - 2 = 25
Damage ?: 1d6 ⇒ 5
Mstrwk Shortsword atk vs Green: 1d20 + 3 + 6 - 2 ⇒ (16) + 3 + 6 - 2 = 23
Damage ?: 1d6 ⇒ 3
Dungeon Master S |
Hun's blades flash in the sun and when they pull back they are slick with the dark tengu blood. The bandit survives the stabs, but is visibly wounded.
Hun's enemy responds in kind, Wakazashi: 1d20 + 5 ⇒ (3) + 5 = 8 but misses, and then he pecks at the rogue Beak: 1d20 - 1 ⇒ (10) - 1 = 9 and still can't connect.
The bandit close to Oggil tries too Wakazashi: 1d20 + 5 ⇒ (1) + 5 = 6 but misses too Beak: 1d20 - 1 ⇒ (20) - 1 = 19 Beak Confirm: 1d20 - 1 ⇒ (1) - 1 = 0 LOL nope!. The beak draws a bit of blood DMG: 1d3 + 1 ⇒ (1) + 1 = 2
The bard holding back throws an aclhemist fire at the barricade! ATK: 1d20 + 7 ⇒ (8) + 7 = 15 Fire: 1d6 ⇒ 3 and it begins to burn!
Round 5:
Hunwald: ATK
Piper: Miss
Dupine: Move
Baddies: ATK
Oggil: Go
Thiera: Go
Wave 2:
Green: 8
White: 10
Speaker Red:
Oggil Redhand |
Oggil, unset at being wounded, unleashes a flurry of dwarven fury.
flurry attack: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9
flurry attack: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
damage: 1d8 + 3 ⇒ (4) + 3 = 7
A single blow connects with the Tengu's beak. "As the stone is under a pick, so will your nose be to my fist."
Dungeon Master S |
Thiera begins a very complex spell while Oggil connects hard, but not quite hard enough to drop the tengu.
Round 6:
Hunwald: Go
Piper: Go
Dupine: Go
Baddies: TBD
Oggil: TBD
Thiera: TBD
Wave 2:
Green: 8
White: 17
Speaker Red: