GM Crunch
|
Whendel picks off the remaining charau-ka with a well-aimed dagger to the diaphragm. With no opponents left for the time being, there is a temporary lull in the action. Other groups, however, continue to battle back and forth. "Get to the breach in the wall!" Juliet calls to you as she rushes past in pursuit of some ape-men.
You have five rounds to regroup and heal around B2. Hunter, you can take back that ki point and use of Elemental Fist.
Hunter
Essa -18
Gipsy Lancyn -36
Whendel
Ako
Maiden
| Lancyn Jaeger |
so i think i have two options and depending on what i know i would do either or.
If i know the monolith could lift the sphere i would...
Knowing the strength of the monolith Lancyn pushes it to the limits lifting the sphere from the opening in the ground carry it to the breach in the fence and fills the hole.
If i don't know the strength I would....
Unsure of how the next few moments would go the giant metal man runs offer to the breach and stands ready to defend the hole from any interlopers trying to press in using the failed defenses
-Posted with Wayfinder
Whendel Walkner
|
Whendel stops Maiden. "Here use my wand on Essa. She was very brave to charge the monkey men." Whendel goes and retrieves his dagger.
Whendel then makes his way to the breach with the rest of the group. He will ready his light crossbow as they move over.
4x 1st level spells used and 3x fire bolts.
Essa
|
I have my own wand that can be used. I was reminded it's on my spell list so I can use it.
Essa breaths a little better, and starts to move toward the breach while tapping herself with her wand on the way.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
23/25 Good enough
The Maiden of Gold
|
"What do we do about Lancyn?" She stares at the half conscious human paladin. "Can we move him to somewhere more fortified?"
Knowledge: 1d20 + 2 ⇒ (10) + 2 = 12
She calls upon her visions to remember something, anything, about these beasts.
Night Hunter
|
Hunter, seeing there are many more folk still fighting, continues to guide them to greater effectiveness. this will probably run him out of inspire points before we start fighting again ourselves, but with so many still going, he wouldn't stop just because I know ooc that we'll need it again. ki and elem fist points restored by 1 each, thanks.
Whendel Walkner
|
Whendel will 1st round move to dead red, retrieve his dagger,
2nd round pull out wand, give his wand to maiden,
3rd round double move towards B2 while pulling out his crossbow.
4th round move more and load his crossbow.
5th round Ready action to fire crossbow at first enemy to approach Essa and himself after getting through the breach.
As he leaves Maiden, hunter and Ako, "One of you could drag him along, but he is a 7 foot tall, scale mail wearing warrior." "Else, someone could stay and guard him." "Not to be morbid, but you could stage him as killed with the monkey men bodies." "Or you could put him in one of these tents."
Whendel moves on but over his shoulder, he says, "Just suggestions. I think Essa will need some help. Do you think you can manage him?"
The Maiden of Gold
|
The Maiden spends her time dragging Lancyn into one of the nearby tents. "Alright. At least no one will find him."
Ako-chan
|
Ako makes her way to the breach, looks like this ain't over. she says. thinking it was a good idea to start conserving her magic.
unfortunately much her specialty will not work on many of these guys.
moved to her place on the map. would like a little company there in case she looks like she will be overrun.
she has her wand of burning hands at the ready.
GM Crunch
|
Sorry I'm a bit late, guys, but here comes the next wave. You're honestly going to make mincemeat out of it, though, as well as the next one, with the monolith unoccupied by the champion.
A low Knowledge (local) roll will tell you that charau-ka are not really strong or weak against anything. They're a lot like humans, really, and may be have humans as distant ancestors. They're just more feral and go berserk at times.
The team, and the rest of the camp around them, prepare for the next assault, a cheer going up from the camp’s defenders as the last of the charau-ka are slain or forced back out of the palisade wall’s breach. Haggard yet determined, the defenders quickly begin piling wrecked logs in the breach to prevent the charau-ka from making another easy attack.
A horn sounds from the west side of the camp, and then the east, and then from the tower. The lookouts shout, “They’re coming over the walls!” and the camp’s defenders run to meet the charge. Two more ape-men, clearly not the smartest of the bunch, have the temerity to challenge you, although they do not seem to be filled with the fervor they had while their champion was alive. This should be over quickly. Still, they're quick to action, you can give them that. They quickly lash out with their clubs, one managing to brain Whendel.
Club vs. Maiden: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Club vs. Whendel: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Charau-ka
Hunter
Essa -2
Gipsy Lancyn -36
Whendel -5 (can also take readied action)
Ako
Maiden
Whendel Walkner
|
readied shot w pbs at monkey man: 1d20 + 6 ⇒ (5) + 6 = 11
dmg: 1d6 + 1 ⇒ (5) + 1 = 6
Not sure which one he would have shot at. I will post next rounds actions a little later.
The Maiden of Gold
|
"Hmm?" Charis turns her head to the side, distracted by a fleeting image of a serpent. The Charau-ka's club swings past her head and slams into the ground. "As always, thank you." She whispers to no one in particular as she pulls out her longsword and retaliates.
Longsword, Archaeologist’s Luck: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Night Hunter
|
Night Hunter moves to help Whendel.
acro to avoid aoo: 1d20 + 10 ⇒ (13) + 10 = 23
to hit: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
dmg if hits: 1d4 ⇒ 4
Whendel Walkner
|
Whendel will drop his useless crossbow and stab ahead with his dagger.
dagger stab: 1d20 + 3 ⇒ (14) + 3 = 17
dmg: 1d3 ⇒ 1
Then he will step 5' north freeing up Essa to pummel the beast.
"Thanks Hunter. You're a pal. I think my head will split."
Movement help please. I can't get to the computer. Sorry.
Lancyn Pendragon
|
I got your back Whendel. Moved you north 5 feet
-Posted with Wayfinder
| Lancyn Jaeger |
The monolith turns about in place and slams one fist followed by the other after the enemy clothed in red.
Cold Iron Slam #1: 1d20 + 36 ⇒ (19) + 36 = 55
To confirm: 1d20 + 36 ⇒ (6) + 36 = 42
Smashy, smashy: 4d12 + 27 ⇒ (12, 10, 12, 7) + 27 = 68
Critical damage: 4d12 + 27 ⇒ (4, 12, 3, 8) + 27 = 54
Cold Iron Slam #2: 1d20 + 36 ⇒ (17) + 36 = 53
Bashy, Bashy: 4d12 + 27 ⇒ (8, 1, 11, 2) + 27 = 49
-Posted with Wayfinder
Ako-chan
|
doubt the red one is alive right now.
Ako notices the group seems to have most of this in hand, Ako backs up taking some refuge among the brush nearby. hoping to stay out of sight.
no point wasting magic right now
Essa
|
Essa steps up into flank with Hunter. "You shouldn't' have hit Whendel. He's a nice sorcerer. She swings her flail at the creature in blue.
Masterwork Heavy Flail: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 7 ⇒ (4) + 7 = 11
GM Crunch
|
The combined efforts of Whendel, Hunter, and Essa bring one charau-ka down, while the Maiden leaves a gash across the other. It is at that point that Lancyn's monolith hits the remaining enemy with such force that one can barely see the impact. The cold iron fists leave large furrows in the earth, and the only visible remains of the ape-man take the form of tiny chunks of body and viscera sent flying everywhere.
A ragged, much more muted cheer goes up from the camp’s exhausted defenders. The cheer is short-lived, however; almost immediately the guards in the tower sound their horns, and pointing at the cliff that looms over the south end of the dig. It seems the horde is making a last-ditch effort at taking the camp by scaling the cliffs and attacking from behind.
Do you guys want to do the next "wave" of two charau-ka? I'm willing to waive it if you don't want to, but on the off chance you don't finish it quickly, the monolith definitely will. If you'd like to, you have another five rounds to heal and prepare before going to the area east of B6.
Hunter
Essa -2
Gipsy Lancyn -36
Whendel -5
Ako
Maiden
Lancyn Pendragon
|
Although driving the monolith around is fun. If it will not cause us harm I am willing to whirlwind through the next wave
-Posted with Wayfinder
GM Crunch
|
That's what I thought you'd say, and you are absolutely right on both points ;)
The Maiden of Gold
|
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6 After healing Whendel's wounds, she grabs and coils her whip.
"Well then. You seem to have this well at hand, Lancyn. If you can understand me." The Maiden points where the scouts are indicating. "More are coming that way. Could you please?"
Choo choo all aboard the whirlwind!
Night Hunter
|
I'm good for the whirlwind...
GM Crunch
|
Sounds like a plan!
The team, accompanied by many other Pathfinders, heads towards the cliffs, where the charau-ka are making a final attempt at taking the camp. Dozens upon dozens of ape-men climb up the sides while others slide down the slopes, resulting in no small number of environmental casualties. Without their champion, they are haggard and dispirited yet determined. This is it!
Two charau-ka insane enough to challenge you, let alone go anywhere near the monolith, rush forth and swing their clubs. They are met by the superior defenses of the party, to no effect.
Club vs. Essa: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Club vs. Hunter: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Charau-ka
Hunter
Essa -2
Gipsy Lancyn -36
Whendel
Ako
Maiden
Night Hunter
|
Hunter encourages his teammates which has no in game effects as he's out of inspiration rounds for the day. He takes a flying kick at the one that attacked him with a club, charging his attack with fire damage.
to hit: 1d20 + 6 ⇒ (12) + 6 = 18
dmg if hits: 1d4 + 1d6 ⇒ (4) + (4) = 8
Whendel Walkner
|
Whendel moves north to get a cleaner shot on blue. He extents his arm palm out and says"burn."
rng touch fire bolt: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
dmg to blue w/ pbs: 1d6 + 2 ⇒ (3) + 2 = 5
I have precise shot but did not include cover or partial cover penalty. 4th fire bolt used.
"I am sick of monkeying around. I am ready to go home." "My head feels like a hangover and I didn't even get to enjoy being drunk."
Night Hunter
|
"You didn't get to BE drunk and therefore enjoy yourself, or you were drunk and didn't enjoy it? There's a difference... I hope it was the former because being drunk should always be enjoyed. We will have to remedy your dry state when this is over."
Ako-chan
|
Ako continues to save her few remaining spells, convinced there is something more dangerous around the next bend.
Well I for one would love to take you both up on the offer a few drinks after this is over, and who knows, maybe some lucky fella will learn what I can really do with these tails.
Essa
|
Essa laughs "Drinking is always fun. If you can find a nice fellow to buy you drinks that's even better." She swings at the red tinted Charau-ka. "I'll take care of these Ako. No reason for you to waste your spells."
Flail, PA: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d10 + 7 ⇒ (9) + 7 = 16
Flail, PA, Crit Confirm: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d10 + 7 ⇒ (10) + 7 = 17
The Maiden of Gold
|
Drinking dulls your senses. I'd rob them blind if I had the chance.
With the Azlanti champion on its way, Charis decides not to dip into her visions. "The day is won. Let's conserve on our resources for now."
Longsword: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Whendel Walkner
|
"A good meal with a comfortable bed would be nice as well. A nice cool apple cider to accompany it would make things so much better."
Whendel is covered in grime and sweat. Je has blood matted in his hair. Monkey bits are speckling his wonderful, bright colored clothes.
"No more monkeys please." said almost like a prayer.
| Lancyn Jaeger |
BOOM BOOM Boom!! The monolith comes bounding up to apes. Spewing a noxious gas encompasing the blue and red furred apes.
Breath weapon—inhaled; save Fort 19; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves.
Not sure if the cloud will be enough the metal senitnel slams a fist down on the closes one
Cold Iron Slam : 1d20 + 36 ⇒ (1) + 36 = 37
Whirlwind!!: 4d12 + 27 ⇒ (10, 5, 5, 7) + 27 = 54
-Posted with Wayfinder
GM Crunch
|
Fortitude, Damn Dirty Apes: 2d20 ⇒ (10, 14) = 24
Damage: 2d4 ⇒ (1, 3) = 4
Maiden, Hunter, and Whendel all manage to strike the bluish ape, to great effect, while Essa knocks the wind out of the red one. Both look to be on the ropes when the monolith charges in and breathes toxic gas in their faces, and if the Pathfinders thought the situation couldn't get any more gruesome, they were wrong. The flesh and fur begins to melt off of the charau-ka's bodies like candle wax as incredibly potent Azlanti poison seeps through their pores. Lancyn then takes a swipe at the closer one, but barely misses, ploughing up a massive clump of dirt instead.
While the ape-men don't seem particularly happy to fight, they seem resigned at the futility of trying to run. Not likely a by-product of their great intelligence, more of an animal instinct. They thusly swing their clubs and gnash what remains of their teeth, not managing to connect once. The bluish one, already heavily wounded, succumbs to his injuries and keels over after his unsuccessful barrage.
Club vs. Essa: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Bite vs. Essa: 1d20 ⇒ 14
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Club vs. Maiden: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Charau-ka -16
Hunter
Essa -2
Gipsy Lancyn -36
Whendel
Ako
Maiden
The Maiden of Gold
|
Longsword: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Crit Confirm: 1d20 + 2 ⇒ (13) + 2 = 15
Crit Damage: 1d8 + 1 ⇒ (4) + 1 = 5
"I did mention not to breathe in that gas."
| Lancyn Jaeger |
i guess dodge the yellow box until the end of my turn
Seeing the last remaining ape, the monolith lets out a yell
Ending the yell the monolith just punches down into the red furred ape
Cold Iron Slam #1: 1d20 + 36 ⇒ (5) + 36 = 41
The crusher: 4d12 + 27 ⇒ (1, 6, 10, 4) + 27 = 48
Cold Iron Slam #2: 1d20 + 36 ⇒ (2) + 36 = 38
The smasher: 4d12 + 27 ⇒ (7, 9, 3, 3) + 27 = 49
-Posted with Wayfinder
Essa
|
Essa stands by and watches the monlith do a very good job of taking care of the last ape man.
She'll swing if necessary, but I don't think it will be necessary.
GM Crunch
|
The Maiden deals a telling blow to the remaining charau-ka, which teeters unsteadily for a second before-
Splat.
-It disappears beneath a massive cold iron fist. Likewise, around the camp, Pathfinders are driving the ape-men back. With their champion dead and most of their forces dead or routed, they do little to resist and flee back into the jungle. Even as Juliet Dias rushes up to the team, a crowd of people behind her, the monolith starts to walk back to the bunker, and the sphere dims. "Thank you, fellow Pathfinders!" The human bursts forth. "Without your aid and discovery of...whatever that golem was, we surely would have been vanquished. Their champion alone could've done it." In fact, it seems like few of your allies are dead, and fewer are injured than one would expect, much because of Hunter's inspiration and the timely activation of the Azlanti monolith.
Good job, everyone, you have successfully lived through Before the Dawn! I will start on Chronicles and report both games shortly.
The Maiden of Gold
|
"Well that was entertaining." The Maiden wipes the gore off her longsword before sheathing it. "It is good to be alive for another day."
Whendel Walkner
|
"I am sure glad that giant thing was on our side. It would squash me like a bug. Did you see it tear into the ape champian? Never would i have thought..."
Whendel's voice trails off into a yawn. He sits down as if totally out of energy and closes his eyes.
"I want to sleep." "So tired."
Essa
|
"That could have been terrible if not for you excellent work. Good job everyone." Essa puts her weapons away and pats Whendel and Maiden on the backs. She can't reach the others.
Lancyn Pendragon
|
Rousing from what seems like a restless dream Lancyn makes his way out of the tent. Look about at the carnage and wrath bright inn by the ape men he surveys the massive footsteps that he now believes were his.
Lancyn walks up to the group and and says "Hey everyone. It looks like we made it through with little casualty or harm." stretching he continues "If i scared any of you i apologize i just felt i needed to do what must be done."
-Posted with Wayfinder
Night Hunter
|
"We made a good team! Everyone did their best! You all make me so proud to be part of your team!"
GM Crunch
|
Over the next few days, the camp returns to normal. Many of the other Pathfinders work or sleep off their various wounds and sicknesses, while Juliet sends others to further plumb the bunker. Not much else is found, other than questions. "I'm sure our mages will get closer to the bottom of this in due time," Juliet comments, looking much better for wear several days of square meals later. She also writes up a letter of recommendation detailing your work and escape from Bloodcove, as well as how you saved the camp from certain doom with the supplies and the golem. Aram Zey even rewards you with a rare word of encouragement along with your pay, when you return to Absalom by boat.