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

GM Fuzzfoot |

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

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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?

GM Fuzzfoot |

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!

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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.

GM Fuzzfoot |

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

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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

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

GM Fuzzfoot |

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

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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.

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"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.

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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.
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

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

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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.

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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.

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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.

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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)

GM Fuzzfoot |

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.
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.

GM Fuzzfoot |

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

GM Fuzzfoot |

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.

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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

GM Fuzzfoot |

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

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How high are the ledges?

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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

GM Fuzzfoot |

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.

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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?

GM Fuzzfoot |

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.

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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.
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

GM Fuzzfoot |

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.

GM Fuzzfoot |

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

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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
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
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

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★★★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.

GM Fuzzfoot |

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

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

GM Fuzzfoot |

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

GM Fuzzfoot |

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!

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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

Peribras's Companion: Darkpaw |

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

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

GM Fuzzfoot |

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

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★★★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.

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★★★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.

GM Fuzzfoot |

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

GM Fuzzfoot |

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

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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.

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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

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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.

GM Fuzzfoot |

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.