GM Fuzzfoot's GD-VI Session 2 Solstice Scar Std Tier 5-6 (Oct 6 Start) (Inactive)

Game Master PJP

Map & Handouts

Aid Tokens

PC Boons:

* PCs gain a +1 on attack and damage rolls against animals and magical beasts for the rest of the adventure.
* Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure.
* Each PC gains the Nimble Moves feat until the end of the adventure.
* Each PC chooses either the Acrobatic or Athletic feat and gains it for the rest of the adventure. (Let me know which you choose)
* Each PC can use martial flexibility as a 1st-level brawler once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.
* At the start of an encounter, each PC can choose to gain the Precise Strike feat for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.


251 to 300 of 459 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

"These raiders are vanquished. To the caravan!" Lance rides off, picking over the dead can wait.

Sovereign Court

HP: 31/39 | AC 24 (25), Tch 11, Fl 23 (24) | CMB: 6, CMD: 17 | F: +7, R: +5, W: +0 Kinetic Knight/4: | Speed 20ft | Burn: 2/6 | Perc: +4, SM: +3 | Init: +5 (Wildfire Heart) Male: LG Ifrit Kineticist 4

Ajir follows in suit


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Initiative:

First post got eaten while I was setting up init order, and I am not redoing it just to show the rolls (which all changes when reposting!)

As long as duration is longer than 2 minutes, you can do for free before combat starts. If it is measured in a few rounds, though, you have to wait until your initiative comes up. Gravity bow is ok to pre-cast - but you are still flat-footed until your turn.

To clarify, you are moving up hill.

An orc decked out in green, drinks down a potion and disappears from site.

Round 1: (Bold may act)
OT Green
Ajir
OS Yellow
Dortlin (21 dmg), Clyde (6 dmg)
Vasily
Lance, Flash
Daniel
Caravans
Raiders (Purples, Pinks, and Blues)
OT Red
OS Orange
Peribras, Wolf

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

For Short term buffs, can we use them right before initiative (as in we are aware of attacks pending as we get close) or do you want them to be a readied action?

Free buff(s) right before combat:
Use Gravity Bow Wand on Self and put wand away.

Readied Action Method:
Ready to use Gravity Bow Wand on Self.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I have no idea what is going on with this thread, but I had posted a summary before Daniel's post, in which Peribras was botted and killed the last orc. Then I said you have 1-2 minutes to get to the next encounter, so heal and buffs are allowed. Then this intro for the caravan:

The most vulnerable part of the caravan travels near the base of a cliff where the sounds of ever-louder chanting echo from a shadowy cave.

Then after I posted that, Daniel posted his question, and so I did Init and answered his question. But now it appears in the post above, so I have answered Daniels question before he asked it! Anyway, let's try to move forward, if the thread gods allow... Ajir is up!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

If you are ok with taking the average on wand charges Dortlin will take a few moments after the fight to expend 6 CLW charges then cast Barkskin on Ajir and himself. +3 natural armor for 60 minutes. He would also cast Heightened Awareness and discharge it should combat occur within 10 minutes.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

OK, works for me.

Round 1: (Bold may act)
OT Green
Ajir (Barkskin)
OS Yellow
Dortlin (Barkskin), Clyde
Vasily
Lance, Flash
Daniel (gravity bow active)
Caravans
Raiders (Purples, Pinks, and Blues)
OT Red
OS Orange
Peribras, Wolf

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

I have lost a few posts as well, I have been going through each of my game threads carefully as a result, the boards have been terrible

Sovereign Court

HP: 31/39 | AC 24 (25), Tch 11, Fl 23 (24) | CMB: 6, CMD: 17 | F: +7, R: +5, W: +0 Kinetic Knight/4: | Speed 20ft | Burn: 2/6 | Perc: +4, SM: +3 | Init: +5 (Wildfire Heart) Male: LG Ifrit Kineticist 4

Ajir will use his daily use of enlarge/reduce person on himself to shrink down to small size and gather power


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yellow moves to the edge of a cliff and readies his bow.

Round 1: (Bold may act)
OT Green
Ajir (Barkskin, small)
OS Yellow (readied action)
Dortlin (Barkskin), Clyde
Vasily
Lance, Flash
Daniel (gravity bow active)
Caravans

Raiders (Purples, Pinks, and Blues)
OT Red
OS Orange
Peribras, Wolf

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Round 1

Vasily begins his bardic performance again, singing a Varisian traveling song he learned as a youth riding in a caravan of the wagon similar to this one.

He also draws his crossbow and readies to shoot.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Get behind cover!"

Dortlin will have Clyde use Chameleon Step to move twice his speed as a move action then have him use a regular move action.

He will then cast Stone Call dealing blugoning dmg: 2d6 ⇒ (1, 3) = 4 to everyone in the area and it is all hindering terrain.

As a swift action he'll activate Animal Focus of the Bull (+2 Str)

If an enemy attempts to target him with a ranged attack he will use an immediate action to hide behind Clyde using him as cover.
ride check DC 15: 1d20 + 6 ⇒ (18) + 6 = 24

He'll have to use a move action to get back into position next turn.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Inspired by the song, Daniel gets amped up and takes a single shot at the enemy that has shown itself. Realizing that may have been a little gung ho, he takes a breath and calms himself while practicing the trick he learned from the Orc Chieftain.

Actions/Rolls:
Standard to Attack Yellow with Deadly Aim, Move to activate Martial Flexibility to gain Manyshot for 1 Minute. Cover left up to GM.

Attack + IC - Deadly: 1d20 + 12 + 1 - 2 ⇒ (20) + 12 + 1 - 2 = 31 for Gravity Bow Piercing/Magic + IC + Deadly: 2d6 + 3 + 1 + 4 ⇒ (1, 3) + 3 + 1 + 4 = 12


Crit Confirm?:
same mods: 1d20 + 12 + 1 - 2 ⇒ (12) + 12 + 1 - 2 = 23 for x3 Longbow: 4d6 + 6 + 2 + 8 ⇒ (2, 6, 3, 2) + 6 + 2 + 8 = 29

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

these site issues suck. Have they said anything about what's going on?

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4
Peribras Sandlock wrote:
these site issues suck. Have they said anything about what's going on?

There is a thread on the messageboard which relates the root cause and updates status from Paizo IT guy. It seems they were trying to introduce some new code for the store and had many unintended consequences.

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

Checked the map, how come Lance (the mounted charging guy and quickest person on the battlefield) is at the back of the party? I assume I can adjust that, and then moved him forward ready to charge... if not, please just double move him up :)

Lance moves up, readying to engage the enemy.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Keep in mind there is no "back" There are orcs and ogres and who knows what else in all directions and we are protecting stationary carts while battles rage on in the distance.

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

Not really, we're on a road on the side of a hill the wagons are moving up in a column - we are going up hill - so there's only one direction of attack (unless they managed to appear behind us somehow)


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Clyde moves up the path, and as he takes the first turn, he tries to cast his spell. However, as he is doing so, and arrow comes flying at him. As an immediate action, he falls beside Clyde to use the poor beast as cover.

Ranged Attack, soft cover: 1d20 + 10 + 2 - 4 ⇒ (16) + 10 + 2 - 4 = 24
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Dortlan then uses a move action to climb back into the saddle and tries to complete his spell.

Concentration DC 17: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 Spell fails unless you have another trick up your sleeve.

Clyde completes his movement.

Dortlin:
Clyde really should have Combat Training in order to be ridden as a combat mount. I didn't work out the specifics, so it may not be a big deal for you to just update the tricks area, but it does specifically say this is necessary to treat him as a trained mount. Currenlty, you don't have that. This might be what our temp GM was saying, because without it, you need a DC 20 ride check each round as a move action - and this would certainly hurt your action economy even if the check is fairly easy with +13.

When Clyde is double moving, you have to make a concentration check to cast the spell. I would argue that this is also the case if he makes a Chameleon step as his only move action, since the rules also impose a penalty for moving 4x speed. But that is murky RAW.

Vasily starts his performance, as Lance magically appears at the front of the caravan and pushes Flash to move up the path.

Daniel shoots at Yellow, who he can barely see (partial cover), but the arrow flies true and plunges into the orc's eye, killing him instantly. (Nice shot!)

The caravan plods forward.

End of part one. Breaking into parts due to site problems.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The orcs scatter, as the red one also drinks down a potion and disappears from view.

Orange decides to move to the side and then fires off an arrow at Lance, but it glances off his well armored head.
Ranged Attack: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30

Round 1: (Bold may act)
OT Green
Ajir (Barkskin)
Dortlin (Barkskin, 10 dmg), Clyde
Vasily
Lance, Flash
Daniel (gravity bow active)
Caravans
Raiders (Purples, Pinks, and Blues)
OT Red
OS Orange
Peribras, Wolf


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

It looks like that arrow hit Lance, but actually the first post it was only a 24, which missed. Editing posts is proving too difficult.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras typically hangs out on Darkpaw. I put him on her now.

Peribras spurs Darkpaw forward and looses a pair of arrows at the orange orc lurking to his left.

longbow, attack, deadly aim, inspired: 1d20 + 12 - 2 + 1 ⇒ (16) + 12 - 2 + 1 = 27 for piercing, cold iron, magic: 1d6 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10

longbow, attack, deadly aim, inspired: 1d20 + 7 - 2 + 1 ⇒ (15) + 7 - 2 + 1 = 21 for piercing, cold iron, magic: 1d6 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Both arrows find their target.

More orcs appear from the edge of the map.

Green suddenly appears from above Lance, as he throws a dagger at his chest.

Ranged Attack, sneak attack: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage: 1d4 + 3 + 1 + 2d6 ⇒ (1) + 3 + 1 + (4, 5) = 14

Crit Confirm?: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Nope!

Round 2: (Bold may act)
OT Green
Ajir (Barkskin)
Dortlin (Barkskin, 10 dmg), Clyde
Vasily
Lance (13 dmg), Flash
Daniel (gravity bow active)
Caravans

Raiders (Purples, Pinks, and Blues)
OT Red
OS Orange (22 dmg)
Peribras, Wolf

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

How high are the ledges?

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3

Lance goes tearing forward, thrilled to have so many opponents in an open field...!

vs Grey
Spirited Charge, Cavs Charge, Mounted, PA+FF
Attack 1d20 + 12 + 4 + 1 ⇒ (10) + 12 + 4 + 1 = 27
Damage 3d8 + 21 + 18 ⇒ (5, 5, 5) + 21 + 18 = 54


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The path ascends about 20 feet from west to east, with each cliff section being about 10 feet in height. These steep slopes have ample handholds and only require a successful DC 10 Climb check to scale.

Grey is very dead, sliding off of Lance's lance.

Sovereign Court

HP: 31/39 | AC 24 (25), Tch 11, Fl 23 (24) | CMB: 6, CMD: 17 | F: +7, R: +5, W: +0 Kinetic Knight/4: | Speed 20ft | Burn: 2/6 | Perc: +4, SM: +3 | Init: +5 (Wildfire Heart) Male: LG Ifrit Kineticist 4

Ajir gathers more power before launching himself over the cliff's edge in a bladed rush to attack the archer below.
bladed rush (v touch): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 for fire, magic: 2d6 + 2 ⇒ (2, 3) + 2 = 7
would I be getting a high ground bonus for this?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Except that you have the low ground and have to climb the cliff...
Also, that orc is not an archer, if it makes any difference.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel, anxious to show off his new trick and still inspired to great feats, pulls two arrows at the same time and fires them at one of the newly visible enemy raiders (purple). He follows that up with several more arrows.

Actions/Rolls:
Full Attack at Purple with Manyshot, Rapid Shot and Deadly Aim. If Purple drops, remaining arrow(s) vs. Pink if allowed. Cover left to GM.

Attack + IC - Rapid - Deadly: 1d20 + 12 + 1 - 2 - 2 ⇒ (16) + 12 + 1 - 2 - 2 = 25 for (Manyshotx2)Piercing/Magic + IC + Deadly: 4d6 + 6 + 2 + 8 ⇒ (3, 4, 6, 4) + 6 + 2 + 8 = 33

Rapid Shot + IC - Rapid - Deadly: 1d20 + 12 + 1 - 2 - 2 ⇒ (1) + 12 + 1 - 2 - 2 = 10 for Piercing/Magic + IC + Deadly: 2d6 + 3 + 1 + 4 ⇒ (3, 4) + 3 + 1 + 4 = 15

Iterative + IC - Rapid - Deadly: 1d20 + 7 + 1 - 2 - 2 ⇒ (15) + 7 + 1 - 2 - 2 = 19 for Piercing/Magic + IC + Deadly: 2d6 + 3 + 1 + 4 ⇒ (6, 2) + 3 + 1 + 4 = 16


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Daniel's first shot kills Purple outright. The second arrow flies astray, but the third hits Pink squarely in the chest, taking him out of the picture.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

For this battle, it would really help if you all marked your path taken with lines...

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin will have Clyde double move up the cliff next to orange.

He will drop his Bardiche, pull his Nodachi, and attack.
First Broken Wing Gambit
Including: BAB +4, Str +5, Flank +5, magic weapon +1, Inspire +1
Nodachi: 1d20 + 16 ⇒ (8) + 16 = 24
slashing/piercing/magic dmg: 1d10 + 9 ⇒ (4) + 9 = 13

If Orange attacks Dortlin:

aoo from both Dortlin and Clyde due to Broken Wing Gambit + Paired Opportunists

Dortlin will try to trip.
Including: BAB +4, Str +5, Flanking +5, +1 weapon +1, Inspire +1, Improved Trip +2, Paired Opportunists +4
Nodachi trip: 1d20 + 22 ⇒ (16) + 22 = 38

Clyde will claw
Including: BAB +4, Str +7, Paired Opportunists +4, Flank +4, Inspire +1
Claw: 1d20 + 20 ⇒ (19) + 20 = 39
blugoning/slashing dmg: 1d6 + 8 ⇒ (6) + 8 = 14

If green moves next to us:

Clyde will claw as an aoo. No flank or PO bonus.
Including: BAB +4, Str +7, Inspire +1
Claw: 1d20 + 12 ⇒ (16) + 12 = 28
blugoning/slashing dmg: 1d6 + 8 ⇒ (6) + 8 = 14

Sovereign Court

★★★OVERSEER ANNOUNCEMENT★★★

The clash of weapons and sounds of battle are all that remain after the war drums stop beating. The orcs and giants look around in a moment of panic. Where they once fought with cruel determination, they now fight with worried desperation.

@Table GMs: The “Scattered Leaders” condition on page 20 is in effect.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Round 2: (Bold may act)
OT Green
Ajir (Barkskin)
Dortlin (Barkskin, 10 dmg), Clyde
Vasily
Lance (13 dmg), Flash
Daniel (gravity bow active)
Caravans
Raiders: Cyan (7dmg, bleeding, staggered)
OT Red
OS Orange (35 dmg)
Peribras, Wolf

Sovereign Court

1/2Elf Cav 11 HP:124, AC: 30/T:12/FF:29 - Percep: +11(LL) F:13/R:8/W:9 - CMB19 CMD:29, Spd: 20ft, Init: +6 (If with Flash, always acts in surprise round at init 1)
Flash:
Horse HP:76, AC: 27/T:12/FF:24 - Percep: +7(LL/Scent) F:10/R:10/W:7 - CMB:13 - CMD:26, Speed: 50ft (hover), Init: +3
GM Fuzzfoot wrote:

For this battle, it would really help if you all marked your path taken with lines...

Will do :)


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Botting Vasily.

Vasily continues to sing his praises of the valor of the group, and loads and fires his crossbow at cyan. The orc is looking pretty bad, having now taken two fatal wounds.

Ranged Attack: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19
Damage: 1d8 ⇒ 7

Cyan withdraws from Ajir and climbs down the cliff.
Climb: 1d20 + 3 ⇒ (11) + 3 = 14

One blue orc double moves around Lance, giving him and his lance a wide berth. Another does the same around Clyde as more orcs appear on the edges of the map.

Stealth: 1d20 + 10 + 20 ⇒ (16) + 10 + 20 = 46
The red orc suddenly appears behind Dortlin and attacks him.

Attack, flanking: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage, Sneak: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (6, 4) = 19

Orange withdraws, but draws an AoO from Clyde's long reach. It just barely clips him, but it looked painful.

Round 2: (Bold may act)
OT Green
Ajir (Barkskin)
Dortlin (Barkskin, 29 dmg), Clyde
Vasily
Lance (13 dmg), Flash
Daniel (gravity bow active)
Caravans
Raiders: Cyan (14 dmg, bleeding, staggered)
OT Red
OS Orange (49 dmg, disabled)
Peribras, Wolf

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Sorry for missing yesterday. Appreciate the bot action. Only thing I'd add is a forward move of 20' shown by the arrow, if acceptable.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yep, that's fine. I'll give Peribras until morning and then bot him too, as we are running short on time... and you all picked the long one!

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras spurs Darkpaw to step to the west, then raises his bow and takes aim at the orange orc cowering in the ruins to the east.

longbow, attack, deadly aim, inspired: 1d20 + 12 - 2 + 1 ⇒ (12) + 12 - 2 + 1 = 23 for piercing, cold iron, magic: 1d6 + 3 + 4 + 1 ⇒ (5) + 3 + 4 + 1 = 13

longbow, attack, deadly aim, inspired: 1d20 + 7 - 2 + 1 ⇒ (5) + 7 - 2 + 1 = 11 for piercing, cold iron, magic: 1d6 + 3 + 4 + 1 ⇒ (6) + 3 + 4 + 1 = 14

Peribras has improved precise shot, so he ignores all forms of cover and concealment except total concealment, which I don't think the orchestra has from here. If he does somehow, then please move Peribras to the appropriate spot

he will redirect to light blue if the first shot downs orange


Female N animal (wolf) ranger animal companion 8 | HP 66 | AC 23  T 11 FF 21 | CMB +12, CMD 24 | F: +10, R: +7, W: +5; +4 will vs. enchantments; evasion | Perc: +6, SM: +1, low-light vision, scent | Speed 50ft

Darkpaw growls at the scent of so many orcs.

readied attack, should an orc come within Darkpaw's reach
bite, attack, inspired: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 for b/p/s: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Sovereign Court

HP: 31/39 | AC 24 (25), Tch 11, Fl 23 (24) | CMB: 6, CMD: 17 | F: +7, R: +5, W: +0 Kinetic Knight/4: | Speed 20ft | Burn: 2/6 | Perc: +4, SM: +3 | Init: +5 (Wildfire Heart) Male: LG Ifrit Kineticist 4

Ajir will spend his next turn gathering power, full action trying to do his best to contribute to the battle.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The shot kills orange.

Green downs another potion and disappears.

Round 3: (Bold may act)
OT Green
Ajir (Barkskin)
Dortlin (Barkskin, 29 dmg), Clyde
Vasily
Lance (13 dmg), Flash
Daniel (gravity bow active)
Caravans

Raiders: Cyan (14 dmg, bleeding, staggered)
OT Red
Peribras, Wolf

Sovereign Court

★★★OVERSEER ANNOUNCEMENT★★★

As the last orcs perish or flee, the Twinhorns reassemble the caravan and gather the fallen. Night begins to fall, swallowing up the road and leaving the caravan stranded in a pool of torchlight. Medda stands atop the new lead wagon, blood dripping from her breastplate. She holds Ivvora’s hilt aloft and shouts, “Twinhorns! We are only two days from the stone circle and have two days until the winter solstice.” A nimbus of light begins to radiate from the hilt, illuminating the entire valley in bright light. “Abandon the wagons and carry with you what you need to survive. We must reach the circle in time, or darkness will consume us.”

The convoy may have repelled the orcs, but at an immense cost. More than half of the Twinhorn warriors lie dead, felled by orc axes and giants’ boulders. Should the Pathfinders encounter more trouble, few of their Kellid companions will be able to lend assistance.

@Table GMs: The “Devastated Army” condition on page 31 is in effect. This concludes Part 2.

Sovereign Court

★★★OVERSEER ANNOUNCEMENT★★★

“My Pathfinder allies, thank you for bringing us much needed support,” says Medda, the Twinhorn following’s spiritual leader. She stands beside Anok, her phantom and constant companion. “After the orc ambush sapped our supplies and strength, we pushed north to our winter home. We are only hours away from the stone circle and our encampment—if we are going to make it there by midnight, we need to press on. Once there, we will use Ivvora’s hilt to perform our time-honored ritual and keep evil from our lands.” Medda produces the small hilt of a broken weapon with only a fragment of its black metal blade remaining. “Let us move. There are dangers in these ancient woods: orc raiders, bears that topple trees, and worse. Stay in groups and don’t get lost.”

As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.

@Table GMs: You have until November 15 to run encounter H on page 32. If you finish early, you may proceed to encounter I on page 34.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Knowledge (religion) DC 13:
SCRAMBLER NECROCRAFT

For every 5 that you beat the DC, you may ask for one piece of information from this list.


Knowledge (religion) DC 16:
RAGEWIGHT

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Initiative:

Ajir: 1d20 + 5 ⇒ (16) + 5 = 21
Daniel: 1d20 + 4 ⇒ (1) + 4 = 5
Dortlin: 1d20 + 5 ⇒ (3) + 5 = 8 +4 if heightened awareness
Lance: 1d20 + 5 ⇒ (9) + 5 = 14
Peribras: 1d20 + 6 ⇒ (17) + 6 = 23
Vasily: 1d20 + 7 ⇒ (17) + 7 = 24

Red: 1d20 + 1 ⇒ (8) + 1 = 9
Pink: 1d20 + 1 ⇒ (10) + 1 = 11
Yellow: 1d20 + 1 ⇒ (13) + 1 = 14
Orange: 1d20 + 1 ⇒ (14) + 1 = 15
Blue: 1d20 + 1 ⇒ (18) + 1 = 19


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I will assume you took care of damage along the way, so go ahead and roll it on your turn to see how many charges, etc. It isn't specific how many days pass, so let's say 2 for sake of using spells for healing. Lance has 13 damage, and Dortlin 29 damage.

Round 1: (Bold may act)
Vasily
Peribras, Wolf

Ajir
Blue
Orange
Lance (13 dmg), Flash
Yellow
Dortlin (29 dmg), Clyde
Pink
Red
Daniel

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I'll take the average again and spend 6 charges. And again I'll try to keep Longstrider and Shield Companion going on Clyde. Sounds like it is late so 4 level 1 spells.

Sovereign Court

HP: 31/39 | AC 24 (25), Tch 11, Fl 23 (24) | CMB: 6, CMD: 17 | F: +7, R: +5, W: +0 Kinetic Knight/4: | Speed 20ft | Burn: 2/6 | Perc: +4, SM: +3 | Init: +5 (Wildfire Heart) Male: LG Ifrit Kineticist 4

Assuming Ajir just didn't make it into the bold brackets Ajir runs forward and brandishes his shield, now wreathed in flame. "Flame is sacred! Life is sacred! This abuse shall not go unpunished!!" He roars while the flames of his searing flesh jet forth from the pits and joints in his armor. full round for 3X speed, free action to reactivate searing flesh ability

The Exchange

Male Human Unchained Rogue 5| HP: 38/38 | AC 21 | T 17 | FF 16 | Fort +3*| Ref +9*| Will +2*| CMD 21 | Init +8 | Perc +8 | Sense Mot +4

Vasily's knowledge of undead creatures is more limited than the rest of his lore, but he can say that the boss here is a Ragewight, while the others are necrocraft. Just what their abilities are is beyond his ken.

Moving closer, crossbow in hand, Vasily will begin another morale-boosting battle song. this time about the defeat of the Whispering Tyrant and his forces of undead.

Know Religion: 1d20 + 2 ⇒ (14) + 2 = 16

Move Action to move per the arrow, Standard Action to begin Inspire Courage once again.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown
Ajir wrote:
Assuming Ajir just didn't make it into the bold brackets Ajir runs forward and brandishes his shield, now wreathed in flame. "Flame is sacred! Life is sacred! This abuse shall not go unpunished!!" He roars while the flames of his searing flesh jet forth from the pits and joints in his armor. full round for 3X speed, free action to reactivate searing flesh ability

I thought this was your action:

Ajir will spend his next turn gathering power, full action trying to do his best to contribute to the battle.

251 to 300 of 459 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Fuzzfoot's GD-VI Session 2 Solstice Scar Std Tier 5-6 (Oct 6 Start) All Messageboards

Want to post a reply? Sign in.