| GM Doom 'n Gloom |
In this case, weapons in hand are acceptable.
Sense Motive: 1d20 ⇒ 3
"Didja hear? That one's got the septer in the donkey bag! Get it!" The bandits attempt to swarm and overrun the camp.
**Round One** bold may act
Hob
Archybald
Zaldur
Arindel
Bandits
Eberwolf
Hob Cottonleaf
|
Hob contemplates stepping out of position to cause the bandits to do the same but then decides against it.
Wound them, even make a fight out of it, but ultimately let them win. No one needs to die here.
"No one has to die here! Back away and we won't have to kill you!" he says threateningly. "We simply want to keep our goods and be on our way. Make no mistake though, as you can see we will defend ourselves."
With rapier in hand, he stabs at one of the bandits near him that is flanking both him and Arindel. marked with a teal arrow
Rapier thrust+bless: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
piercing dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Arindel
|
"What the hell is going on? Stand back! Leave while you still can. Certainly you don't mean to pay with your lives for what we are carrying?" Arindel strikes out as well to make the encounter look as real as he can. He makes sure as to not strike one that is already injured as he doesn't want them to fail in their efforts even before the ruse had a change of working.
Peircing attack: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (6) + 2 = 8
Archybald
|
”They’re going for the sceptre - don’tlet them get away!” shouts Archybald. His right hand glows with blue light as he summons a glittering ray of frosty cold, firing it in the general direction of the attackers, but deliberately missing.
| GM Doom 'n Gloom |
Hob and Arindel hit two of the bandits, while Garmon and Archybald miss. The two who were hit swing their axes in retaliation.
teal: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 2 ⇒ (3) + 2 = 5
red: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 2 ⇒ (3) + 2 = 5
Meanwhile, the white clad bandit tries to push Archybald out of the way and the one with a yellow scarf chops at Eberwolf. All the while, one last bandit makes a grab for the scepter. Black and yellow provoke AoO from Eberwolf and Archy (if you have a weapon out).
white: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 2 ⇒ (3) + 2 = 5
yellow: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 2 ⇒ (5) + 2 = 7
**Round One** (cont) bold may post
Eberwolf (7 of 14 hp)
**Round Two** starts here
Hob
Archybald
Garmon
Arindel
Bandits
Eberwolf
|
Which one grabbed the scepter? I dont want to attack that one
Eberwolf's heavy black ball on the end of her chain screams through the air into the spinal column of the retreating bandit...
AoO Black: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 Power attack + Bless
AoO Black, Crit Confirm: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Dmg: 1d10 + 9 ⇒ (4) + 9 = 13
if Crit: 1d10 + 9 ⇒ (5) + 9 = 14
...keeping the ball's momentum going she swings around again into White to free up Archybald...
Attack White: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
...but it narrowly misses his skull.
| GM Doom 'n Gloom |
Reacting to years of training, Eberwolf shatters the spine of one of the thugs before she can pull the blow. The yellow scarfed man looks upon the scene with fresh horror. "Nelk! NEEELLLKK!!! NOOOOO!!!"
It is said that when you kill and man, you not only take away everything he was, but you also take away everything he was going to be. As a lifeless body slumps to the dirt, Golarion will never know what the bandit know only as Nelk could have become.
Yellow now has the scepter. It's a bit of a retcon as you said you didn't want to attack the one with the scepter, but then killed him, so no real harm...except to Nelk.
**Round Two** starts here (bold may post)
Hob
Archybald
Garmon
Arindel
7 of 8 Bandits
Nelk - his hollow blank eyes stare up at the stars.
Eberwolf (7 of 14 hp)
Hob Cottonleaf
|
Would Nelk have ever turned away from the life of a bandit? Would Nelk have somehow learned a lesson by which he might have become a better, possibly even great, man? Or did we just save the world from a terrible future at the hands of a one day bandit king of frightening wickedness?
"DAMN IT! I said no one had to die! Why didn't you listen!? I hope it was worth it you fools!" Hob shouts to the bandits with a surprisingly loud voice for one so small.
He stabs once again at the man flanking Arindel, more in the hopes of chasing him off than to do harm.
rapier thrust+bless: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
piercing dmg: 1d4 + 1 ⇒ (4) + 1 = 5
It's almost like I meant to miss...
Archybald
|
Archybald stumbles and falls from the push, not retaliating despite having his staff ready. From his prone position he fires off another frost ray at the sceptre carrier, again deliberately missing.
| GM Doom 'n Gloom |
Hob threatens, but does not harm his assailant. Archy likewise plays the role of ineffective defender, falling to the ground next to Nelk. Zaldur stabs another bandit, his breathless cry signaling a pierced lung.
**Round Two** continues here (bold may post)
Hob
Archybald
Zaldur
Arindel
7 of 8 Bandits
Nelk - still dead.
Eberwolf (7 of 14 hp)
Blue arrow marker is at 1 hp.
| GM Doom 'n Gloom |
The bandits near Zaldur share a panicked look before waving their axes wildly in his direction and then running away.
unknown: 2d20 ⇒ (16, 12) = 28
Green provokes AoO from Arindel, Hob and Zaldur
The others break as well, sprinting off into the night. Withdraw action
**Round Two** continues here (bold may post)
Arindel (delay)
7 of 8 Bandits
Nelk - still dead.
Eberwolf
**Round Three** starts here (bold may post)
Hob
Archybald
Zaldur
Arindel
7 of 8 Bandits
Nelk - body starting to cool.
Eberwolf (7 of 14 hp)
Blue arrow marker is at 1 hp.
Arindel
|
Arindel quickly looks about trying to assess how far along the bandits are in succeeding at their acquisition of the scepter. Although he doesn't feel any real remorse of any of the bandits dying he does want to make sure they take the scepter as planned. He stumbles back as if scared waving his rapier in the air in a defensive manner as only a novice would do."Beware my companions! There are so many." He plays at being almost inept waiting to try to defend himself or close ally, if possible, with his swinging blade.Fights defensively
Hob Cottonleaf
|
Hob thrusts his blade at the escaping green clad bandit.
AoO Rapier thrust+bless on Green: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
piercing dmg: 1d4 + 1 ⇒ (4) + 1 = 5
He then steps around to get at the one wearing teal that he struck before.
"I'll take at least one more of you down before you go you bastards! Run while you can! Justice will find you!" he shouts as he skewers the remaining bandit.
Rapier thrust+bless on Teal: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
piercing dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Crit Confirm?: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Crit bonus dmg: 1d4 + 1 ⇒ (3) + 1 = 4
After the bandits run away, he turns back to the group, his face deadly serious.
"They took up a life of evil, and have hurt others for personal gain. They just paid the price for that choice. Maybe the rest of them will rethink that choice now." He casts his eyes on the still dead and now cooling corpse of Nelk that Eberwolf is ransacking.
After a brief pause he continues.
"Besides, since we are going to find them again, it will be in our best interest to have done some damage now so they will be weakened when we face them later. Well done everyone. Now, did you find anything of value on the fallen, Eberwolf?"
| GM Doom 'n Gloom |
Assuming you want to let them get away...COMBAT OVER!
You recall that the Mihir asked you to wait a few hours before you start tracking the bandits. When you take out the Wayfinder, it works like a charm, leading you straight toward the scepter. You arrive following a path that approaches the monastery from the north using a hidden game path.
This will give you a bonus +10 to any Stealth checks you make to approach the monastery.
Bushes and debris litter the nearby hillside with the remains of the outer walls of an ancient stone structure visible above the foliage and reaching a height of about fifteen feet. The shattered stone remains of a taller building are visible inside the walls.
The monastery’s outer walls are 5 feet thick and 15 feet high. Although the mortar and stone facing is crumbling, the walls are mostly intact. Most of the defensive crenelations atop the walls have collapsed, as have three of the four corner towers. A 10-foot-long stretch of the north wall has fallen into a heap of rubble, but the rest of the walls look to be safe to walk on.
Four archers are stationed on the top of the walls. One archer is positioned on each of the four sides of the compound. They take cover behind the crenelations for shade and cover, and so are not easy to spot.
Map should be updated
| GM Doom 'n Gloom |
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I just realize my post to Hob's action didn't actually make it to the boards. In short, the bandits struck lived to fight another day. There is nothing of value to be found on Nelk the Fallen. Hmm that sounds like a cool name, maybe if I make a character for 2e. I already have his backstory now, lol.
Eberwolf
|
To Hob "No, nothing...must've packed light. *shrug* C'mon that probably means their hideout is nearby."
...
Perception: 1d20 ⇒ 20
She whispers "Careful, I spot 4 archers up there..."
Assuming its still early morning and dark out...
"...one of us could make a distraction while the others sneak in and climb the wall in the opposite direction. What do you think? Anyone with a grappling hook?"
Archybald
|
”I;m probably better at creatong a distraction than I am scaling walls and grappling guards. How bright and colourful do you want it?”
The mage grins and wiggles his fingers in anticipation.
| GM Doom 'n Gloom |
Map updated, just waiting on your plan(s)
Eberwolf
|
"Just keep them busy long enough for us to get up there, dont put yourself at risk..."
Assuming everyone is game, Eberwolf will strike out once the distraction occurs and target the southwest (top left) corner, hoping to use the intact crenelations as cover once she gets to the top...
Stealth: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 yay
Climb: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10 yikes, hopefully someone had grappling hook...
Hob Cottonleaf
|
Hob pads softly after the others once the distraction comes into effect, his natural grace helping him move quietly despite his lack of any formal training.
Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
Climb: 1d20 + 2 ⇒ (17) + 2 = 19
He nimbly climbs up the rope trailing from the grappling hook as if it was second nature to him. Once up top, he quietly grabs for his bow and quickly nocks an arrow.
| GM Doom 'n Gloom |
I have yet to see what the planned distraction actually is and where everyone plans to be. I am assuming it is cantrips a plenty, but you may have other ideas. Go ahead and move you tokens on the map.
Super boring GM stuff: 4d20 ⇒ (19, 6, 20, 17) = 62
Hob Cottonleaf
|
I think you mean setting a small fire by any other wall than the one we are going to climb. Archybald had said he was willing to make a distraction, and then he wiggled his fingers suggesting he had an idea, so I would like to hear that idea. If he doesn't post soon, we can just go with the mundane tree on fire idea Zaldur suggested.
| GM Doom 'n Gloom |
Alright, looks like Hob forgot the stealth bonus of +10 due to all the trees.
Flames and smoke slowly draw the attention of the archers. While Hob and Arindel hop over the crenelated wall quietly, both Zaldur and Eberwolf a louder than they meant to be. Their efforts alert the nearest keen-eared archer. He turns and sees the human, halfling and half-elf all stepping on the the ledge. He calls out to the others as he draws back a knocked arrow. "INTRUDERS!!"
Archybald: 1d20 + 2 ⇒ (14) + 2 = 16
Arindel: 1d20 + 5 ⇒ (6) + 5 = 11
Eberwolf: 1d20 + 0 ⇒ (9) + 0 = 9
Hob: 1d20 + 3 ⇒ (14) + 3 = 17
Zaldur: 1d20 + 8 ⇒ (10) + 8 = 18
Archers: 1d20 + 2 ⇒ (9) + 2 = 11
***ROUND 1*** (bold may post)
Zaldur
Hob
Archybald
Arindel
Archers
Eberwolf (need a DC 15 climb check)
| GM Doom 'n Gloom |
The cleric's spear skips off the archers leather armor, failing to score a hit.
***ROUND 1*** cont. (bold may post)
Zaldur
Hob
Archybald
Arindel
Archers
Eberwolf (need a DC 15 climb check) We will keep your roll and put you up on the ledge at the end of the round
Archybald
|
Archybald curses quietly as the commotion starts. He is not used to working with others and had found his attention drifting as he waited for the group to launch its attack.
Squinting up at the melee breaking out on the battlements, he mutters a few arcane phrases and sends his staff spinning through the air, aiming for the head of one of the defenders.
Hand of the Apprentice: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 ⇒ 3
*ooh, ooh*
Crit confirmation: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 ⇒ 6
Hob Cottonleaf
|
Having only recently readied his bow, Hob lets his arrow fly toward the teal archer across the way.
Arrow: 1d20 + 5 ⇒ (12) + 5 = 17
Pirecing dmg: 1d6 ⇒ 4
| GM Doom 'n Gloom |
The wizard runs from the treeline, calling on magic to hurl his staff at the red armored archer. His aim is true, slamming into the man's head. The archer sees stars as he fires off an arrow into Zaldur's thigh. He then ambles away from the Pathfinders. Hob launches an arrow across the courtyard, sinking the missile deep into his quarry's shoulder. The man fires back at the paladin, but his aim is of due to his injury, the shot missing high and into the jungle. The unengaged archers take a moment to aim and both strike true, one into Archybald and the other into Arindel's back. Meanwhile, Eberwolf is able to scramble up the side of the wall and take his position in the assault.
Red{shortbow} vs Z: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 2 ⇒ (3) + 2 = 5
Teal{shortbow} vs H: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 2 ⇒ (4) + 2 = 6
Yellow{shortbow} vs Ari: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 2 ⇒ (1) + 2 = 3
Green{shortbow} vs Arch: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 2 ⇒ (2) + 2 = 4
***ROUND 1*** cont. (bold may post)
Zaldur (speared)
Hob (shot)
Archybald (Acolyted)
Arindel (Delayed )
Archers
Eberwolf (climbed)
***ROUND 2*** starts here (bold may post)
Zaldur {6/11 hp}
Hob
Archybald {4/8 hp}
Arindel {7/10 hp} {May take two rounds of actions}
Archers (-9/ -4 / full/ full)
Eberwolf
| GM Doom 'n Gloom |
Whoops, forgot you had reach. Take your AoO. If you take him down, no damage to you.
zaldur
|
longspear attack AoO1: 1d20 + 4 ⇒ (11) + 4 = 15
longspear damage: 1d8 + 4 ⇒ (1) + 4 = 5
longspear attack AoO2: 1d20 + 4 ⇒ (3) + 4 = 7
longspear damage: 1d8 + 4 ⇒ (6) + 4 = 10
| GM Doom 'n Gloom |
Just a single AoO unless you have combat reflexes.
Hob Cottonleaf
|
Hob takes another shot at the same archer as before, this time his arrow going wide of the mark.
Arrow: 1d20 + 5 ⇒ (2) + 5 = 7
piercing dmg: 1d6 ⇒ 6
"Focus your shots, take one down, then move to another target." he calls to the group.
| GM Doom 'n Gloom |
Minor retcon. With the AoO, the 'Red' archer goes down before he can get a shot off on Zaldur.
Hob's arrow shatters harmlessly against the stone.
***ROUND 2*** continues here (bold may post)
Zaldur
Hob (shoots)
Archybald {4/8 hp}
Arindel {7/10 hp} {May take two rounds of actions}
Four 3 Archers (-4 / full/ full)
Eberwolf
Archybald
|
Archybald grunts with pain as blood begins to stain his robe where the arrow struck. He summons up the concentration to repeat his trick, sending the staff whirling at one of the (blue) archers again.
Hand Of The Apprentice: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 ⇒ 4
Then he hurries around to the base of the wall where the rope is, hunkering down in an attempt to give himself some cover.
| GM Doom 'n Gloom |
The guard seems wary of Archybald's trick now, and just barely dodges the staff as it whizzes by his head.
***ROUND 2*** continues here (bold may post)
Zaldur
Hob (shoots)
Archybald {4/8 hp} (Apprenticed)
Arindel {7/10 hp} {May take two rounds of actions}
Four 3 Archers (-4 / full/ full)
Eberwolf
| GM Doom 'n Gloom |
Arindel pulls sand from a pouch and throws it toward the two archers...
Green save vs SLEEP ~ DC 13: 1d20 + 3 ⇒ (19) + 3 = 22
Teal save vs SLEEP ~ DC 13: 1d20 + 3 ⇒ (10) + 3 = 13
but they stave off the effects.
The yellow armored archer drops his bow and draws a hand ax and takes a mighty swing...
Ax: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 2 ⇒ (5) + 2 = 7
but misses Zaldur.
Looking at the positioning, no AoO.
***ROUND 2*** continues here (bold may post)
Eberwolf
***ROUND 3*** starts here (bold may post)
Zaldur
Hob
Archybald {4/8 hp}
Arindel {7/10 hp}
Archers (-4 / full/ full)
Eberwolf