GM Fuzzfoot |
Good point - until you actually clash with the foes, go ahead and post your actions (or even 2 or 3 rounds), and we'll see if we can move this along.
Vasily Petrescu - PFS |
"They are skeletal champions!" says Vasily, identifying the undead warriors at the circle. The other creature surpasses Vasily's knowledge of the undead. He looks at them and the tentacles grimly, then at the weakened Dortlin and the drooling Lance and wonders how they might win this fight...
Know Religion DC 12: 1d20 + 2 ⇒ (11) + 2 = 13
Know Religion DC 18: 1d20 + 2 ⇒ (10) + 2 = 12
~Lance~ |
Lance will ride down to the water and ride on top of the water itself, using it as a barrier. He's looking for a break in the trees big enough to be able to charge through - I'm not sure just how thick those trees are supposed to be. The aim is to start the charge on water, and have a clear line through to water on the other side (I've added a notional line for ease of explanation on the map)
Daniel Thrace |
As the enemies are visible from this location (I'm assuming since we can do K: Checks on them) Daniel will be opening fire in Round Two. This will provide two benefits. 1) Suppression fire to both distract the enemies and allow teammates to approach unmolested and 2) get some damage in. I'm open to delaying, but need a good argument to do so.
All enemies are 2nd range increment so only -2 to hit. If you want him to roll several rounds of attacks I can do so as well, but don't want to get ahead of myself.
GM Fuzzfoot |
@Ajir - yes.
@Daniel - You can roll for a couple rounds.
@Lance - The scenario doesn't describe anything as difficult terrain, however the trees and rocks would still count as obstacles, so you can't charge through them. I thought maybe with the narrow frame, but then I looked that up and it still counts as 2 squares to move through a narrow space, so it won't help. So charging on a large animal is going to be unlikely in this space. In addition, there are those black tendrils within the area that look like they are there to hinder you...
Ajir |
Aight, so I'll put down an arrow for theoretical movement will you tell me what I'd be trying to do? (distance of my jump, distance of my fall, or if I'd just be jumping into a tree)
Ajir's fiery impatience and excitement are visible through the flicker of his wreathing flames. He contemplates jumping to avoid the stairs.
Daniel Thrace |
Round 2
Attack - Range - Rapid - Deadly: 1d20 + 12 - 2 - 2 - 2 ⇒ (3) + 12 - 2 - 2 - 2 = 9 for Piercing/Magic + Deadly: 2d6 + 3 + 4 ⇒ (6, 5) + 3 + 4 = 18
Rapid Shot - Range - Rapid - Deadly: 1d20 + 12 - 2 - 2 - 2 ⇒ (14) + 12 - 2 - 2 - 2 = 20 for Piercing/Magic + Deadly: 2d6 + 3 + 4 ⇒ (2, 2) + 3 + 4 = 11
Iterative - Range - Rapid - Deadly: 1d20 + 7 - 2 - 2 - 2 ⇒ (13) + 7 - 2 - 2 - 2 = 14 for Piercing/Magic + Deadly: 2d6 + 3 + 4 ⇒ (6, 1) + 3 + 4 = 14
Round 3
Attack - Range - Rapid - Deadly: 1d20 + 12 + 1 - 2 - 2 ⇒ (11) + 12 + 1 - 2 - 2 = 20 for Piercing/Magic + Deadly: 2d6 + 3 + 4 ⇒ (6, 4) + 3 + 4 = 17
Rapid Shot - Range - Rapid - Deadly: 1d20 + 12 + 1 - 2 - 2 ⇒ (18) + 12 + 1 - 2 - 2 = 27 for Piercing/Magic + Deadly: 2d6 + 3 + 4 ⇒ (6, 1) + 3 + 4 = 14
Iterative - Range - Rapid - Deadly: 1d20 + 7 + 1 - 2 - 2 ⇒ (18) + 7 + 1 - 2 - 2 = 22 for Piercing/Magic + Deadly: 2d6 + 3 + 4 ⇒ (4, 3) + 3 + 4 = 14
GM Fuzzfoot |
@Ajir - if you are taking a running start, you may have no problem clearing the 10' distance, but the 20' drop is probably going to hurt. Considering you have a -4 acrobatics check with your armor, I wouldn't recommend it. I expect you would look like a crushed can, roll off into the river, and sink.
I am starting to feel like you all are punking me. The stairs are not difficult terrain and should not pose a problem to anyone other than the horse (and probably not even him, since he has that "i don't touch the ground" thing).
You can double move. @Ajir, this doesn't get you to the bottom on round 1, but over half way (orange X). You can make the acrobatics jump if you like, but you are looking at 2d6 damage for the fall - unless you have a way to circumvent that.
Lance, you can lead Flash down the stairs and onto the river and get to the river and get to the yellow X with a double move, reduced by the narrow stairs. Theoretically, Flash could run once clear of the stairs - but I have never had run/move as a combo, so I am not sure if it is legal. But I would think it should be.
Peribras, riding Darkpaw, could get to the red x with a double move. (Or he may to stay on the high ground and fire arrows?)
Dortlan could climb down to the water, but doubt he wants to swim. But Clyde could probably jump from island to island to go around the south. Otherwise, he can go down the stairs, it's just at half speed due to the narrow path.
Ajir |
Oooooooooh, cool. Totally thought the stairs were going to hinder movement
Ajir hears the voice of better judgement and the image of a poorly executed jump clearly in his head and decides to take the stairs.
Dortlin Golani |
Clyde has climb so getting down the stairs and through the woods should be easy. I haven't acted yet because it wasn't my turn yet and I'm fine with it/them being shot for awhile.
GM Fuzzfoot |
Round 1: (Bold may act)
Red
Peribras, Wolf
Ajir (Barkskin) - moved
Lance (4 Int dmg), Flash
Green
Daniel - cast gravity bow
Vasily
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde
Blue
Pink
Round 2: (Bold may act)
Red
Peribras, Wolf
Ajir (Barkskin)
Lance (4 Int dmg), Flash
Green
Daniel - fires 3 arrows at Green, none of them hit (AC higher than 20)
Vasily
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde
Blue
Pink
Dortlin Golani |
Dortlin just spends the time having Clyde double move along the path.
~Lance~ |
Lance moves Flash down and along the water...
GM Fuzzfoot |
Round 1: (Bold may act)
Red
Peribras, Wolf
Ajir (Barkskin) - double move
Lance (4 Int dmg), Flash - double move
Green
Daniel - cast gravity bow
Vasily - double move
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde - double move
Blue
Pink
Round 2: (Bold may act)
Red
Peribras, Wolf
Ajir (Barkskin) - double move
Lance (4 Int dmg), Flash
Green
Daniel - fires 3 arrows at Green, none of them hit (AC higher than 20)
Vasily - double move
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde - double move
Blue
Pink
Rounds 3 & 4 - Dortlin double moves to current location.
We'll give Peribras another hour, and then I will just have him move.
GM Fuzzfoot |
OK, a few of you are close enough to the action. Daniel, I am giving you back round 3 in case you want to do something different, given that your first volley of arrows didn't penetrate armor. Lance, you can move on land or water without penalty, but the trees and stones do provide obstacles so you many need to finagle a bit to get some charges in. I see a few possibilities, but you are sort of limited.
Consider all of the opponents as "readied" for various actions, and clearly no one is flat-footed. We will fully resolve round 3 now as some of you may be getting into the fray, and then we will proceed to round 4 although 3 of you have already used round 4 actions to get to where you are on the map.
Round 3: (Bold may act)
Peribras, Wolf
Ajir (Barkskin) - double move
Lance (4 Int dmg), Flash
Red
Green
Daniel
Vasily - double move
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde - double move
Blue
Pink
Round 4 - already moved: Dortlin/Clyde, Vasily, Ajir
Daniel Thrace |
Daniel did a bit better on his 2nd volley rolls and will see if any actually hit. Plus his goal is to still provide some sort of suppressing fire so that won't change until his allies actually engage the enemy.
Ajir |
thanks for the moves
Ajir ambitiously advances, allowing the flames from his flesh to take full form. activating searing flesh as immediate action, and if no objections I'll go ahead and say he uses full round run along orange arrow for round 5
~Lance~ |
Lance rides along the river...
Double
Peribras Sandlock |
Post incoming. If possible, I'd like to leave Peribras on the cliff to use blunt arrows and the like, while Darkpaw makes her way down the cliff path
Peribras Sandlock |
[round 1]
Peribras climbs off of Darkpaw and casts a spell on himself aspect of the falcon while sending her down the path.
[round 2]
Then he takes a step towards the cliff, like Daniel, and fires a pair of blunt arrows at the skeletal champions.
longbow, attack, deadly aim, aspect of the falcon, favored enemy: 1d20 + 12 - 2 + 1 + 2 ⇒ (6) + 12 - 2 + 1 + 2 = 19 for bludgeoning, magic: 1d6 + 3 + 4 + 2 ⇒ (1) + 3 + 4 + 2 = 10
longbow, attack, deadly aim, aspect of the falcon, favored enemy: 1d20 + 7 - 2 + 1 + 2 ⇒ (17) + 7 - 2 + 1 + 2 = 25 for bludgeoning, magic: 1d6 + 3 + 4 + 2 ⇒ (3) + 3 + 4 + 2 = 12
[round 3]
Then he takes another step towards the cliff; now as close as he dares, he calmly looses two more blunt arrows at the skeletal champions.
longbow, attack, deadly aim, aspect of the falcon, favored enemy: 1d20 + 12 - 2 + 1 + 2 ⇒ (16) + 12 - 2 + 1 + 2 = 29 for bludgeoning, magic: 1d6 + 3 + 4 + 2 ⇒ (4) + 3 + 4 + 2 = 13
longbow, attack, deadly aim, aspect of the falcon, favored enemy: 1d20 + 7 - 2 + 1 + 2 ⇒ (20) + 7 - 2 + 1 + 2 = 28 for bludgeoning, magic: 1d6 + 3 + 4 + 2 ⇒ (4) + 3 + 4 + 2 = 13
confirm crit: 1d20 + 7 - 2 + 1 + 2 ⇒ (12) + 7 - 2 + 1 + 2 = 20 for bludgeoning, magic: 2d6 + 6 + 8 + 4 ⇒ (1, 1) + 6 + 8 + 4 = 20
GM Fuzzfoot |
Sorry - last two days got away from me.
Round 2 - Peribras does hit green champion with 1 arrow.
Round 3 - Peribras' first arrow finishes off green. Second arrow destroys red. Daniel's arrows have 2 hits, and while they do less damage than Peribras' blunt arrows, it is still enough to put down the pink one.
Round 4: (Bold may act)
Peribras, Wolf
Ajir (Barkskin) - runs
Lance (4 Int dmg), Flash
Daniel
Vasily
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde
Blue
Yellow
Daniel Thrace |
Daniel cheers on Peribras as his arrows find their marks and takes note of the effectiveness of the blunt arrows. As he splits off his attack rolls and hustles down the stairs he tells his fellow archer, "I can't shoot as well as you from this distance, I'll try to get closer. Keep taking them out!" B.C. hops along after.
Double move down stairs.
~Lance~ |
Lance finishes riding around the river...
The spot in yellow looks pretty clear, can that spot be charged through? (tentacles notwithstanding)
Vasily Petrescu - PFS |
Round 4
Now that things seemed to be getting down to business, Vasily begins his bardic performance once again, trying to inspire his allies to end this fight quickly.
"Nice shooting, fellows!" the bard calls at the archers who remained above. He then moves forward down the path to where the rift remains.
Standard to start BP. Move action to head down the path.
GM Fuzzfoot |
@Lance - yes, I'll give you that one... tentacles notwithstanding.
Party's up!
Round 5: (Bold may act)
Peribras, Wolf
Ajir (Barkskin) - runs
Lance (4 Int dmg), Flash
Daniel
Vasily
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde
Blue
Yellow
Dortlin Golani |
"I wish we knew what these were."
Dortlin will gain Animal Focus Bull as a swift action.
Have Clyde use Chameleon Step to move 80 as a move action b=ut stop short of the tentacle. Clyde is squeezing into the square Dortlin is in. Narrow Frame so the only penalty is the speed which I accounted for.
Dortlin will attack the tentacle.
First activate Broken Wing Gambit.
Including: BAB +4, Str +5, Flank +5, MW weapon +1, Inspire +1
Bardiche: 1d20 + 16 ⇒ (7) + 16 = 23 for slashing/cold iron dmg: 1d10 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Clyde will attack the tentacle.
First activate Broken Wing Gambit.
Including: BAB +4, Str +7, Flank +4, Size -1, Inspire +1
Claw: 1d20 + 15 ⇒ (3) + 15 = 18 for blugoning/slashing dmg: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
If it survives tentacle gets +2 to hit and dmg on first attack against either of us.
Aoo from both due to Broken Wing Gambit + Paired Opportunists.
Dortlin
Including: BAB +4, Str +5, Flank +5, MW weapon +1, Inspire +1, Paired Opportunists +4
Bardiche: 1d20 + 20 ⇒ (17) + 20 = 37 for slashing/cold iron dmg: 1d10 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Clyde
Including: BAB +4, Str +7, Flank +4, Size -1, Inspire +1, Paired Opportunists +4
Claw: 1d20 + 19 ⇒ (11) + 19 = 30 for blugoning/slashing dmg: 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Dortlin will attempt to trip it.
Including: BAB +4, Str +5, Flank +5, MW weapon +1, Inspire +1, Paired Opportunists +4, Improved Trip +2
Bardiche: 1d20 + 22 ⇒ (12) + 22 = 34
Clyde will attack it.
Including: BAB +4, Str +7, Flank +4, Size -1, Inspire +1, Paired Opportunists +4
Claw: 1d20 + 19 ⇒ (16) + 19 = 35 for blugoning/slashing dmg: 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Dortlin
Including: BAB +4, Str +5, Flank +5, MW weapon +1, Inspire +1, Paired Opportunists +4
Bardiche: 1d20 + 20 ⇒ (15) + 20 = 35 for slashing/cold iron dmg: 1d10 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Clyde
Including: BAB +4, Str +7, Flank +4, Size -1, Inspire +1, Paired Opportunists +4
Claw: 1d20 + 19 ⇒ (8) + 19 = 27 for blugoning/slashing dmg: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Vasily Petrescu - PFS |
Round 5
Bringing his crossbow to bear, Vasily shoots a bolt at the remaining skeletal champion (yellow). The Varisian then moves down the path, behind Ajar, Clyde, and Dortlin.
Vasily, MW crossbow, IC: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Dmg, if hit, IC. piercing: 1d8 + 1 ⇒ (3) + 1 = 4
Probably no effect, but Standard to shoot, move to continue forward. Keep BP active as free action.
GM Fuzzfoot |
Yah, I have noticed that with this scenario, your lack of knowledge skills has severely hampered you (well, you seem to do ok, but it would be a lot easier if you knew more about what you faced.
Dortlin slices a tentacle, and two more seem to grow in its place. They lash about, but don't appear to come outside the circle.
Vasily shoots and yellow, but it doesn't penetrate the armor.
Round 5: (Bold may act)
Peribras, Wolf
Ajir (Barkskin) - runs
Lance (4 Int dmg), Flash
Daniel
Vasily
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde
Blue
Yellow
~Lance~ |
Lance can see the trap, but in his slightly dulled state, throws caution to the wind.
Cavalier by name, cavalier by nature - and charges!
Challenge, Charge
Ok - what happens?
Peribras Sandlock |
oh right, Peribras can make knowledge checks about the undead...
knowledge, undead, regarding the shade: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Peribras Sandlock |
Seeing Lance gear up to charge at the yellow champion, Peribras takes aim at the shade with ghost salt arrows.
efficient quiver is so worth it, y'all
longbow, attack, favored enemy, deadly aim, inspired, aspect of the falcon: 1d20 + 12 + 2 - 2 + 1 + 1 ⇒ (6) + 12 + 2 - 2 + 1 + 1 = 20 for ghost salt, magic, piercing: 1d6 + 3 + 2 + 4 + 1 ⇒ (2) + 3 + 2 + 4 + 1 = 12
longbow, attack, favored enemy, deadly aim, inspired, aspect of the falcon: 1d20 + 7 + 2 - 2 + 1 + 1 ⇒ (3) + 7 + 2 - 2 + 1 + 1 = 12 for ghost salt, magic, piercing: 1d6 + 3 + 2 + 4 + 1 ⇒ (1) + 3 + 2 + 4 + 1 = 11
I am loving this encounter. I had always envisioned Peribras as a super accurate sniper. And here he is! Don't forget he has improved precise shot
GM Fuzzfoot |
Peribras finds his arrows do not hit the mark, although the first looks fairly close.
Lance begins his charge, and finds that the tentacles provide too much of an obstacle to pull off a charge. in fact, as soon as he enters the circle, tendrils of black whip at both him and his mount's legs.
Flash jumps and dodges, but poor Lance gets grabbed. The tendrils also squeeze and slap at him, causing him pain.
Grapple vs Flash: 1d20 + 10 ⇒ (2) + 10 = 12
Grapple vs Lance: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Honestly, I don't know how to handle separate grapples like this - are you dismounted? I am willing to say that since your mount is an animal companion, though, that he was able to sense your problem and stop accordingly. We could make it a ride check, but I assume you have that well covered.
Round 5: (Bold may act)
Peribras, Wolf
Ajir (Barkskin)
Lance (6 dmg, grappled, 4 Int dmg), Flash
Daniel
Vasily
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde
Blue
Yellow
Ajir |
Ajir approaches the closest tendril and lashes out at it with his blade
Kinetic blade (v touch): 1d20 + 6 ⇒ (20) + 6 = 26 for magic, fire: 2d6 + 2 ⇒ (5, 3) + 2 = 10
crit confirm: 1d20 + 6 ⇒ (8) + 6 = 14 for additional magic, fire: 2d6 + 2 ⇒ (1, 6) + 2 = 9
GM Fuzzfoot |
I'm just going to save us all a lot of wasted effort. You can't kill the tendrils - that is a hazard, which in this case is very similar to Black tentacles spell. I was sort of hoping that seeing the first attack do nothing would key you in, but it was sort of vague. Since you have no knowledge skill successes, you will have to guess if you want to try something else.
Ajir - I will allow you to redirect that attack if you are able to.
Vasily Petrescu - PFS |
Vasily has knowledge skills for every type of knowledge. Hasn't been rolling particularly well especially vs the undead. Was there a roll already for the tentacles?
GM Fuzzfoot |
I don't think so - spellcraft or know arcane would have given what I basicall have now given for free, but know religion might be helpful too.
You rolled for the two types of undead, but not yet for tentacles.
GM Fuzzfoot |
Vasily recognizes that the spell, while resembling something arcane, is created from negative energy. It also appears that anyone spending time within the circle will feel the effects of being awash in negative energy.
At the end of each round, anyone in the circle will take 2d6 dmg, DC 13 Will save for half.
Daniel Thrace |
Daniel moves up to the edge of the water and fires a single shot at the blue thingy in the center.
Attack + IC - Deadly: 1d20 + 12 + 1 - 2 ⇒ (5) + 12 + 1 - 2 = 16 for Piercing/Magic + IC + Deadly: 2d6 + 3 + 1 + 4 ⇒ (4, 1) + 3 + 1 + 4 = 13
~Lance~ |
All good, Lance is grappled which would be rather annoying, he'll have to work on breaking that on his turn :p
GM Fuzzfoot |
Grapple: 1d20 + 10 ⇒ (6) + 10 = 16
Ajir manages to just evade the black tentacles! He makes his way up to the last skeletal champion, and slashes the undead with his fiery manifestation.
Daniel puts another arrow into the air, but it is easily deflected by the creature in blue.
The blue spirit fires his longbow (which I completely missed he had before now!), first at Lance, pegging him hard. And then, the arrow fades away. He shoots again, this time at Dortlin, but misses him completely.
Ranged Attack: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Crit confirm?: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18 Not a crit! Whew!
Force Damage: 1d8 ⇒ 8 plus Negative Energy: 2d6 ⇒ (6, 3) = 9
Please make a DC 19 Will Save.
Ranged Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Yellow returns the attack from Ajir, but doesn't get past the armor.
Longsword: 1d20 + 7 ⇒ (11) + 7 = 18
Round 6: (Bold may act)
Peribras, Wolf
Ajir (Barkskin)
Lance (23 dmg, grappled, 4 Int dmg, pending Will DC 19), Flash
Daniel
Vasily
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde
Blue
Yellow (10 dmg)
Ajir |
standard to strike, move for blistering feint
Kinetic blade (v touch): 1d20 + 6 ⇒ (20) + 6 = 26 for magic, fire: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Blistering Feint: 1d20 + 15 ⇒ (2) + 15 = 17 for magic,fire: 2d6 + 2 ⇒ (6, 6) + 2 = 14
crit confirm: 1d20 + 6 ⇒ (10) + 6 = 16 for another magic,fire: 2d6 + 2 ⇒ (4, 6) + 2 = 12
holla!
Daniel Thrace |
Daniel takes a deep breath, that thing is going to just pick us off at range, I need to get it's attention! He fires three arrows, switching to blunt headed tips.
Attack + IC - Rapid - Deadly: 1d20 + 12 + 1 - 2 - 2 ⇒ (14) + 12 + 1 - 2 - 2 = 23 for Bludgeoning/Magic + IC + Deadly: 2d6 + 3 + 1 + 4 ⇒ (5, 1) + 3 + 1 + 4 = 14
Rapid Shot + IC - Rapid - Deadly: 1d20 + 12 + 1 - 2 - 2 ⇒ (3) + 12 + 1 - 2 - 2 = 12 for Bludgeoning/Magic + IC + Deadly: 2d6 + 3 + 1 + 4 ⇒ (2, 3) + 3 + 1 + 4 = 13
Iterative + IC - Rapid - Deadly: 1d20 + 7 + 1 - 2 - 2 ⇒ (5) + 7 + 1 - 2 - 2 = 9 for Bludgeoning/Magic + IC + Deadly: 2d6 + 3 + 1 + 4 ⇒ (1, 5) + 3 + 1 + 4 = 14
GM Fuzzfoot |
Oops! Forgot the end of round negative plane energy damage...
Damage to Lance and Ajir: 2d6 ⇒ (2, 1) = 3
Dang! That boy is good with his fire!
Ajir spins his blade of fire in a wide arc, and then decapitates the skeletal champion.
Round 6: (Bold may act)
Peribras, Wolf
Ajir (3 dmg, Barkskin)
Lance (26 dmg, grappled, 4 Int dmg, pending Will DC 19), Flash
Daniel
Vasily
Dortlin (1 str dmg, 5 Int dmg, Barkskin ), Clyde
Blue
~Lance~ |
Will 1d20 + 7 ⇒ (1) + 7 = 8
Lance is not having the best day.
Lance tries throwing off the tentacles.
CMB 1d20 + 11 ⇒ (16) + 11 = 27
Flash and Lance then back up a stride.