GM Aarvid PFS #3-09: The Quest for Perfection - CORE (Inactive)

Game Master GM Aarvid

Village of Nesting Swallow


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Grand Lodge

Male Human Rogue [2] | HP 17/17 | AC 17 T 13 FF 14 | CMB +2 CMD 15 | F +3 R +7 W +2 | Int +3 | Perc +6 | Acro/Diplo/EA/Ling/SoH/Stealth +6 | DD +9 | SM +1 | K: Arcana +8 | Climb/Swim +4 | UMD +5

Hopefully all the help you need is already present among those that we have here now. Saldoc tries to lift the spirits of those that might wane in their confidence but he's not sure he's up to the task himself.

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

Huck hears the villagers talking about aide from a nearby magistrate and he asks, "Do any of you have the ability to send a message to this fellow? Talk to a bird and have them deliver the message or anything like that? I certainly can't do anything like that."

"In the meantime though, I'm going to keep helping them bring in that harvest as quickly as possible. It'll all be for naught if they survive the attack but can't survive the winter. But then we need to get training them to fight as quickly as possible."

Liberty's Edge

Wooden Fist 5/6 | HP 32/33 | Spells -/2+1/2+0 | AC 18 T 15 F 16 | CMD 16 (+2 vs grapple) | Saves 7/3/9 (+2 vs fear) | Init 1 | Perception 9 | 4 Female Human(Vudrani) Druid | Longstrider | Barkskin | Bull's Strength |

"Hmm, a good idea, Huck. The magistrate may not send aid in time, but it's worth a shot."

The next day, Meredith prepares the Animal Messenger spell. She asks the villagers to write a letter to the magistrate, requesting help. With some of the grain, she attracts a nearby raven and ties the message to its neck, telling it to fly to the magistrate and deliver this message.

"It should find the general area and wait for someone to get it. If it can reach there in about 3 days..."


Slides/maps

Meredith sends a message via bird, hoping it reaches someone who can help.

Huck continues to help with the harvest.

=====================================
Day 5 passes

20 Farmers have brought in about 80% of the crops. At this rate, you figure 1 more day.

30 others continue work on the barricades. You figure another day at this rate.
=====================================

Scarab Sages

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6

Ruth will use her spells of Unseen Servant and Floating Disc to help ease the villagers burdens.


Slides/maps

=====================================
Day 6 passes

20 Farmers have brought in the harvest and are available for other duties.

30 completed the barricades. They are ready for further instruction.
=====================================

2d20 ⇒ (7, 3) = 10

Ok, need new orders for the 50 peasants and you 5

Grand Lodge

Male Human Rogue [2] | HP 17/17 | AC 17 T 13 FF 14 | CMB +2 CMD 15 | F +3 R +7 W +2 | Int +3 | Perc +6 | Acro/Diplo/EA/Ling/SoH/Stealth +6 | DD +9 | SM +1 | K: Arcana +8 | Climb/Swim +4 | UMD +5

Saldoc will train some of the peasants in archery.

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

Huck gives hand-to-hand combat training to as many villagers as he can handle at once, giving them instructions on how to hit and kick with the most force and how to initiate a grapple and throw your opponent to the ground to gain the upper hand.

cmb?: 1d20 + 3 ⇒ (11) + 3 = 14 (+2 grapple)
base attack?: 1d20 + 1 ⇒ (1) + 1 = 2


Slides/maps

Saldoc starts training 10 archers with their light crossbows.
He estimates it will take at least 2 days for them to be proficient enough to be useful.

The Friar likewise begins martial arts training on his 10 peasants.
He estimates it will take at least 2 days for them to be proficient enough to be useful.

Meredith, Ruth and Goldur?

30 peasants stand ready for their orders. No more crossbows are available, but these others could be trained for combat with farm tools as weapons, posted as scouts or set to flooding the fields or other defensive measures.

Liberty's Edge

Wooden Fist 5/6 | HP 32/33 | Spells -/2+1/2+0 | AC 18 T 15 F 16 | CMD 16 (+2 vs grapple) | Saves 7/3/9 (+2 vs fear) | Init 1 | Perception 9 | 4 Female Human(Vudrani) Druid | Longstrider | Barkskin | Bull's Strength |

Meredith chooses 10 villagers to become scouts. She tries to help instruct the scouts to keep watch and give an early warning. She knows the raid will come, soon...

The Exchange

CORE Male Dwarf Bard 5 | AC: 17/10/17 | HP: 40/40 | Fort +3, Ref +3, Will +7 (+2 vs poison/spells/SLA's, +4 vs performance/sonic/language-dependant) | CMB +4, CMD 13 | Init +1 | Perc +10 | Performance: 20/20

During the day, Goldur helps some of the men learn how to use whatever might be lying around in order to defend themselves. (Hand-to-hand with farm tools.)

In the evenings, he entertains some of the children with stories from his adventuring days.

Scarab Sages

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6

Ruth will work with the untrained peasants to improve their combat-skills with weapons, thou she loses her temper often and is very strict with her teachings.


Slides/maps

Meredith sends the 10 out as scouts. Nothing to report.
1d20 ⇒ 2

Ruth and Goldur likewise begin weapons training on their 10 peasants each. Again, best estimates will take at least 2 days for them to be proficient enough to be useful.

=====================================
Day 7 passes

All the archers and warriors are making marginal progress, and causing frustration with their respective drill sergeants. But there seems to be some improvement.

The scouts return with nothing to report.

=====================================


Slides/maps

Unless any changes, I will continue on with the above training/scouting plans. Feel free to jump in...if wanted

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

Huck keeps working with his recruits, moving to more advanced wrestling techniques with the villagers.

The Exchange

CORE Male Dwarf Bard 5 | AC: 17/10/17 | HP: 40/40 | Fort +3, Ref +3, Will +7 (+2 vs poison/spells/SLA's, +4 vs performance/sonic/language-dependant) | CMB +4, CMD 13 | Init +1 | Perc +10 | Performance: 20/20
GM Aarvid wrote:
Unless any changes, I will continue on with the above training/scouting plans. Feel free to jump in...if wanted

Sounds good!

Liberty's Edge

Wooden Fist 5/6 | HP 32/33 | Spells -/2+1/2+0 | AC 18 T 15 F 16 | CMD 16 (+2 vs grapple) | Saves 7/3/9 (+2 vs fear) | Init 1 | Perception 9 | 4 Female Human(Vudrani) Druid | Longstrider | Barkskin | Bull's Strength |

I'm fine with the plans.

Meredith always makes sure to listen to one of Goldur's stories, especially with the rest of the village. "Home used to be like this. Just the family, harvest and a good story. I was off in a forest, collecting berries when I saw an injured man. I gave him first aid, brought him back and the village chipped in to help him recover. He thanked us and went on his way." She smiles. "We all put our differences aside for that moment to help someone in need. I missed that time."

Her hand slowly balls up. "Little did I know he was a bandit, and he went straight back to his boss to tell him about our village. We were soon overrun. I spent the last few years as a slave, sold like cattle. Used for entertainment." She shakes her head. "It made me so angry. At myself, at them."

"It wasn't until the Pathfinder Society saved me and gave me a chance to use my powers to help other people that I got a chance to calm down and forgive myself. I guess what I'm saying is... I will make sure this village does not befall the same fate that happened to mine. This week has been very... your hospitality has been more than enough payment."

She wipes away a tear, surprised she became so candid.


Slides/maps

=====================================
Day 8 passes

All the archers and warriors are making better progress, and do not drop their weapons as often. Courage still seems to be hard to find in this motley crew.

1d20 ⇒ 3

The scouts return with nothing to report.

=====================================


Slides/maps

====== Day 9 =======

On the ninth day in Nesting Swallow, the bandits of the Thundering Eclipse finally arrive.

At dawn, riders are spotted in the hills, and by midmorning the entire force circles Nesting Swallow in preparation for launching a raid across the southern fields.

Fortunately, a few ride within sight of the village, however, and they fall back to rethink their assault. This gives the party and villagers time to take up positions along the barricade and prepare for assault from the only directions left open. The tengus wait out the rest of the day in the hillside forests. Dozens of the birdmen can be seen in the woods.


Slides/maps

The tengu bandits arrive in the morning of the ninth day, but spend most of the day re positioning their forces in preparation for the attack.

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...


Slides/maps

And so it begins...

I have arranged you all around the north gate (see map link at top) as that is where the primary strike will come.

The villagers (soldiers and archers)
that you trained are stationed around the rest of the barricades, watching side gates and gaps. Your job is to defend each of the waves in the primary assault. The enemy forces are starting from about 400' away.

gm#1:

Initiative
FriarHuck: 1d20 + 3 ⇒ (20) + 3 = 23
Goldur: 1d20 + 0 ⇒ (2) + 0 = 2
Meredith: 1d20 + 1 ⇒ (12) + 1 = 13
Ruth: 1d20 + 3 ⇒ (3) + 3 = 6
Saldoc: 1d20 + 2 ⇒ (19) + 2 = 21

Tengu: 1d20 + 3 ⇒ (14) + 3 = 17

1-Saldoc(),Huck()
2-5xTengu(bows),5xHorses() <= 400' away
3- Meredith(),Ruth(), Goldur()

About a dozen of the birdmen mounted on horseback can be seen in the distance.

Still 400' away, two of the riders turn back to join the ranks in the edge of the woods, as if they were watching the reaction of the village defenders.

Huck and Saldoc can go. There are still 5 riders apparently approaching from 400' away with bows drawn.

Grand Lodge

Male Human Rogue [2] | HP 17/17 | AC 17 T 13 FF 14 | CMB +2 CMD 15 | F +3 R +7 W +2 | Int +3 | Perc +6 | Acro/Diplo/EA/Ling/SoH/Stealth +6 | DD +9 | SM +1 | K: Arcana +8 | Climb/Swim +4 | UMD +5

Saldoc move forward slightly and will try to find a position to hide and wait there for the enemy to arrive, with bow drawn.

Stealth: 1d20 + 6 ⇒ (13) + 6 = 19


Slides/maps

Saldoc moves to the wall, and waits. He notices some scratches in a plank in a nearby wall...

wall:
"A.Autumnwind was here"


Slides/maps

Also, for the duration of the battle, you each have earned (3) defensive points due to your work on barricades and troops. See details below

Defensive Points:

From now until the end of the adventure, each PC gains a pool of points equal to 1/2 the total Defense Points earned. At any time, a PC 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 the PC a dodge bonus to his AC. Points used only apply to a single roll, and do not otherwise last until the PC’s next action. More than 1 point may be spent on a roll, with a maximum equal to the character level of the PC. A player must decide to use his Defense Points in this way when he announces his action and before he makes the roll the bonus will apply to. Once spent, points from this pool cannot be replenished.


Slides/maps

GM:

+2 barricade, +1 archers (2d), +4 troopsx4(2d)= 7 defense points total

One last note, the battlemap is not to scale, so notice the black arrow with the distance indicated to the riders.
The main bandit army is more like 1000' away if you have a means and desire to engage them.

While Huck is acting, the 5 horsemen advance and fire their bows from range. One is injured by Saldoc's crossbowmen.

Bonzai!
5d20 ⇒ (3, 17, 13, 11, 19) = 63 1d5 ⇒ 2

At this range, only one arrow comes to hitting Huck. The others bounce off the barricades and skip into the courtyard.

Party goes...Huck x2

Liberty's Edge

Wooden Fist 5/6 | HP 32/33 | Spells -/2+1/2+0 | AC 18 T 15 F 16 | CMD 16 (+2 vs grapple) | Saves 7/3/9 (+2 vs fear) | Init 1 | Perception 9 | 4 Female Human(Vudrani) Druid | Longstrider | Barkskin | Bull's Strength |

"And so, it begins. Remember your training! Fight bravely! Do not let them recreate my nightmare! I will lay my life on the line to stop it!"

With one hand, Meredith readies her shield.
With the other, she casts barkskin. Her skin turns a light shade of greenish brown.
She slaps her shield and screams to the horsemen. "COME!"

Scarab Sages

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6

Can we assume that Ruth would have used her Wand of Mage Armor on anyone in the party that wanted it when we first saw the bandits near the village?

Liberty's Edge

Wooden Fist 5/6 | HP 32/33 | Spells -/2+1/2+0 | AC 18 T 15 F 16 | CMD 16 (+2 vs grapple) | Saves 7/3/9 (+2 vs fear) | Init 1 | Perception 9 | 4 Female Human(Vudrani) Druid | Longstrider | Barkskin | Bull's Strength |

If that is allowed, Meredith would offer her wand and ask Ruth to use it on her. And anyone else who desires it (like Huck, maybe).

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

Yep, same for Huck. He would request mage armor as soon as trouble starts, putting his AC up to 21. Not sure if that changes the fate of that arrow above.

With one knee on the ground Huck returns fire!

heavy crossbow: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d8 ⇒ 6

He then drops to the ground so as to reload his crossbow in relative safety.


Slides/maps

Yes, you would have had about a minute prior to the first wave of horsemen

Scarab Sages

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6
GM Aarvid wrote:
Yes, you would have had about a minute prior to the first wave of horsemen

Excellent!! More then enough time to given everyone Mage Armor if they would like it.

Scarab Sages

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6

Ruth sends an arcane charge through her bow as she notches an arrow and fires over the barricades at the horsemen.

Attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8


Slides/maps

Ruth is able to tap the party with the wand to bolster their armor.

Should be good, keep track of wand charges as it could be a long battle.

Meredith casts a protective spell, while Ruth and Huck fire missiles at the approaching riders.

2d5 ⇒ (5, 5) = 10

Both hit the one on the right, and the tengu lets out a "caw" followed by a gurgle and falls from his horse.


Slides/maps

=== Round 2 ===

4d20 ⇒ (10, 2, 7, 7) = 26

The four riders look back at their dropped friend and let out a shriek, not expecting resistance.

Another volley of arrows skitter across rooftops and barricades, but fail to hit anything.

Villagers grip their crude weapons and cheer as one of the riders falls.

Hooray! This might work! Cheers for the samurai...I mean Pathfinders!

Party goes...

Scarab Sages

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6

"Fire another volley!!" Ruth screams as she fires another arcane charged arrow at the horsemen.

Attack: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Scarab Sages

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6
GM Aarvid wrote:

Ruth is able to tap the party with the wand to bolster their armor.

Should be good, keep track of wand charges as it could be a long battle.

Meredith casts a protective spell, while Ruth and Huck fire missiles at the approaching riders.

2d5

Both hit the one on the right, and the tengu lets out a "caw" followed by a gurgle and falls from his horse.

I took a charge off my wand for Ruth and Huck.

Grand Lodge

Male Human Rogue [2] | HP 17/17 | AC 17 T 13 FF 14 | CMB +2 CMD 15 | F +3 R +7 W +2 | Int +3 | Perc +6 | Acro/Diplo/EA/Ling/SoH/Stealth +6 | DD +9 | SM +1 | K: Arcana +8 | Climb/Swim +4 | UMD +5

Saldoc is going to wait until they are within 120' before thinking about revealing himself.


Slides/maps

1d4 ⇒ 4

Ruth fires off another magic arrow, dropping another of the riders. Saldoc crouches behind a wall, ready to spring into action.

The Exchange

CORE Male Dwarf Bard 5 | AC: 17/10/17 | HP: 40/40 | Fort +3, Ref +3, Will +7 (+2 vs poison/spells/SLA's, +4 vs performance/sonic/language-dependant) | CMB +4, CMD 13 | Init +1 | Perc +10 | Performance: 20/20

Goldur draws his shortbow and nocks an arrow. He knows that at this distance, a weapon like his has little chance of hitting, but if nothing else it might be a deterrent. He aims up at the sky and notices the tip of the arrow wavering as he strains to hold back the string. Nine hells. I hate getting old.

Shortbow: 1d20 - 2 - 6 ⇒ (1) - 2 - 6 = -7

However, probably because of his lack of practice, the arrow never even takes flight. The string twangs painfully against his arm and the arrow goes skittering over the barricade.

Liberty's Edge

Wooden Fist 5/6 | HP 32/33 | Spells -/2+1/2+0 | AC 18 T 15 F 16 | CMD 16 (+2 vs grapple) | Saves 7/3/9 (+2 vs fear) | Init 1 | Perception 9 | 4 Female Human(Vudrani) Druid | Longstrider | Barkskin | Bull's Strength |

Meredith will take her own wand of Mage Armor and ask Ruth to use it on her.

Meredith simply braces for the impact.

Total Defense this round, putting my AC at 23.

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

Huck has his own mage armor wand so save your own charge.

With relative safety hiding low to the ground, Huck hurriedly pulls his crossbow back and loads another bolt. "So far, so good..." he mutters tentatively.


Slides/maps

Goldur's arrow drops and a welt forms on his arm from the string.

Meredith's armor is strengthened and Huck reloads.

=== Round 3 ===

bows: 3d20 ⇒ (18, 15, 15) = 48

3d5 ⇒ (5, 5, 3) = 13

arrow: 1d6 ⇒ 1

A trio of arrows fly into the courtyard. One bounces off Meredith's stronger armor. Of two targetting the bard, Goldur is struck in the arm by one lucky shot.

Party goes.

Grand Lodge

Male Human Rogue [2] | HP 17/17 | AC 17 T 13 FF 14 | CMB +2 CMD 15 | F +3 R +7 W +2 | Int +3 | Perc +6 | Acro/Diplo/EA/Ling/SoH/Stealth +6 | DD +9 | SM +1 | K: Arcana +8 | Climb/Swim +4 | UMD +5

Saldoc decides to act now that the range is not too great for his shortbow, though he wishes he could have been closer! I may not get sneak but hopefully I do get FFAC.

Bow: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21 for Arrow: 1d6 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

Wooden Fist 5/6 | HP 32/33 | Spells -/2+1/2+0 | AC 18 T 15 F 16 | CMD 16 (+2 vs grapple) | Saves 7/3/9 (+2 vs fear) | Init 1 | Perception 9 | 4 Female Human(Vudrani) Druid | Longstrider | Barkskin | Bull's Strength |

Meredith grins as the arrow bounces off her wooden skin, but it quickly fades as an arrow strikes Goldur. She pulls out her wand of cure light wounds.

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

"Alright, good."

Scarab Sages

Female Human (Keleshite) Transmuter 2/ Fighter 1 (CORE) | HP 27/27 | AC 13 (17 Mage Armor) ff 10 (14) t 13 (17) | Init. +7 | Perc. +7 | F +4 R +3 W +3 | Speed 30ft | CMB: +4, CMD 17
Special Abilities/Skills:
Arcane Bond 1/1 day .. Tele Fist 6/6 .. Appraise +7, Craft (Alch.) +7 Intim +2, Know(Arc,Hist,Nobil) +7, Know(Dung) +8, Linguist +7, Percep. +6, Ride +7, Spellcraft +9,Survival +4, Climb/Swim +6

Ruth continues to fire arrows at the horsemen.

Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6


Slides/maps

2d3 ⇒ (1, 2) = 3

Saldoc and Ruth both score hits on their targets, but they keep advancing. Once looks back and waves to the treeline and you see another set of horsemen marshaling in the distance.

Huck and Goldur. You suspect these lead riders could reach the wall this round.

Grand Lodge

Halfling Friar 2 | HP 9/17 | AC 21 T 17 FF 18 | CMD 15 (17 grapple) | Fort +5 Ref +7 Will +7 (+2 against fear) | Init +3 | Perc +10 | stunning fist: 2/2 DC 14

Huck tries to get off one last show before the riders reach the walls. He stands up quickly and fires his crossbow.

heavy crossbow: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d8 ⇒ 1

Confirm:
heavy crossbow: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 ⇒ 2

The Exchange

CORE Male Dwarf Bard 5 | AC: 17/10/17 | HP: 40/40 | Fort +3, Ref +3, Will +7 (+2 vs poison/spells/SLA's, +4 vs performance/sonic/language-dependant) | CMB +4, CMD 13 | Init +1 | Perc +10 | Performance: 20/20

Goldur winces more from his own embarrassing failure with his bow than from the glancing wound of the enemy arrow. "Not to worry, dear," he says to Meredith, not taking his eyes off the approaching enemies. "I've had worse scratches in my time."

He pulls out a bit of jade dust from his pouch. "Going to need your help for this, wall," he says, sprinkling the dust on the makeshift barricade. "Criminals are a superstitious and cowardly lot. Let's use that to our advantage." Even if it only buys us a few seconds, that can make the difference.

Magic mouth:
So I chose this spell in the hopes of getting some creative uses out of it. While it doesn't provide any combat benefits, I was thinking the sight of a giant mouth appearing on an otherwise-inanimate object would be pretty bizarre to an intelligent creature. Whatever you think the bandits' reaction would be, I'll accept. (If any of them have Spellcraft, though, DC 16 identifies it as harmless.)

Trigger: an enemy comes within 10 ft of the barricade
Effects: a giant mouth appears on the barricade, saying "YOU ARE NOT WELCOME HERE. THIS IS YOUR LAST WARNING."


Slides/maps

1d3 ⇒ 3
Huck fires a perfect shot, but the bolt narrowly misses the eye of a another of the riders. Rather than killing blow, a small scratch is created on its bird-face.

All three of the injured riders of the first wave appear to be losing their courage as the village of simple farmers is dealing lethal damage unseen in past raids.

At the sound of the booming voice, they do not dismount, but look back over their shoulders for reinforcements. They instead ride around to the western gate, trying to avoid arrow shots.

=== Round 4 ===

Wave1-3xRiders (-4,-6,-1)- double move to west 50' away, cover
Wave2-6xRiders ()- double move 800' away

Party is up...

Grand Lodge

Male Human Rogue [2] | HP 17/17 | AC 17 T 13 FF 14 | CMB +2 CMD 15 | F +3 R +7 W +2 | Int +3 | Perc +6 | Acro/Diplo/EA/Ling/SoH/Stealth +6 | DD +9 | SM +1 | K: Arcana +8 | Climb/Swim +4 | UMD +5

Saldoc will take another shot at the ones fleeing the scene!

Bow: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5

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