PFS 3-13 Quest for Perfection Part III: Defenders of Nesting Swallow (Inactive)

Game Master Warped

As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge.

Quest for Perfection Map

Initiative Rolls:
[dice]d20+1[/dice] Chaul
[dice]d20+4[/dice] Dagat
[dice]d20+4[/dice] Elian
[dice]d20+0[/dice] Gorn
[dice]d20+2[/dice] Noorzad
[dice]d20+10[/dice] Thael

Perception Rolls:
[dice]d20+5[/dice] Chaul
[dice]d20+6[/dice] Dagat
[dice]d20+10[/dice] Elian
[dice]d20+3[/dice] Gorn
[dice]d20+4[/dice] Noorzad
[dice]d20+7[/dice] Thael


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Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Gorn is going to be down soon guys... He will be provoking this round :(

Gorn moves away from the bandit directly towards the wall, trying to get to the not-on fire and not-greased side.

He will sheath his axe as he gets away from the main combat.

If possible, he will attempt a climb check to get onto the wall. Gorn could use a point from his pool to add to his AC for this round as well, specifically against the incoming charges. The AoO... I'll have to deal with.

The "if possible" climb check:

Spoiler:

Climb: 1d20 - 2 ⇒ (4) - 2 = 2
And he'll fail, so it's moot anyways.


Silver Mount Collection Map | Beacon Below Map

Technically, Elian took the fire damage before falling asleep, so he still fell asleep. On top of that, you guys only took splash damage from the initial throw. You won't be taking any more fire damage after that splash damage.

Also, Dagat doesn't get flanking from Chaul. He was using his sling and hasn't drawn his scimitar yet. It's still a hit, mind you! Just sayin...

As for Gorn provoking an AoO... the guy's still disabled. If he attacks, he goes to negative HP's. He's content to just provide flanking for his buddies for the meantime. So you don't have to worry about him!

Also, waking someone up from sleep does not provoke, since it is aiding another with a spell effect. The only time aid another provokes is when the action that you're aiding also provokes, such as using an Unarmed Strike with the proper feat, or aiding with a heal check to stabilize someone.

Dagat unsheathes her scimitar and with a clean slice slashes the bandit's chest, leaving a good mark there for him to impress the lady crows later. As the tengu screeches at Dagat, Chaul moves over to Elian and slaps him across the face, yelling something about a battle still to be won.

On the other side of the barricade, Gorn leaves his bandit buddy and makes way for the barricade and starts scrabbling at the far side of it, unable to make any headway up the side.

Is Gorn going to use a point from his pool for his AC? I'm surprised it's taken this long for someone to use their pool! You said "he could", so I'm not sure if that's a "he will" or a "ehh, let's save it for sometime later when we need it more...". As a level 2 character, Gorn can spend both his points at the same time, but then will have no points left.

Initiative
Group 1
Thael [8/9 HP; sleeping; prone; dropped xbow]
Elian [prone; dropped spear; just slapped by Chaul for no reason, what's up with that?]

Critters:
Inspire Courage +1 (5 rounds)
Bandit 6, 9 [-2 AC]
Bandit 7 [4/10 HP]
Bandit 8 [0/10 HP; Disabled]
Bandit 10
Bandit 11 [8/14 HP; Inspiring Courage]

Group 2
Chaul [9/10 HP]
Dagat
Gorn [8/20 HP; frightened (3 rounds)]

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

I completely forgot about defense points to be honest. High time to use 'em! Also, thanks for clearing things up about Aid Another on spell effects plus the not-actually flanking.

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Gorn will spend his point IF someone charges him.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Chaul said he slapped Thael, not Elian for no reason...


Silver Mount Collection Map | Beacon Below Map

His ooc text said Elian if he's asleep, though. Plus he'd provoke an AoO if he moved over to Thael, while he can just 5' to Elian.

PS - You guys are gonna LOVE this next round!

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

I think we need to stay together now...things are looking grim, but we have wands of CLW and a wand of infernal healing. Let's just all be close enough to use it.

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

There's going to be more bandits, aren't there?


Silver Mount Collection Map | Beacon Below Map

We'll find out together after Elian and maybe Thael if he wakes him up go!

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Thanatos, Thael's rarely-seen reptilian familiar, jumps from the sleeping wizard's bag to snarl at the bandit's feet.

bite attack: 1d20 + 2 ⇒ (1) + 2 = 3

You know things are desperate when the familiar comes out...

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

That's a super fail on the familiar's part. The dice rolls are against us! And yes, I'm betting someone gets reinforcements next round. Dagat may be thinking about a strategic retreat if things get worse. Dagat is holding the braid, isn't she? Just need to grab one of those horses....


Silver Mount Collection Map | Beacon Below Map

Hmmm.... technically, Thanatos would have been subject to the lullaby and sleep spells as well...

Will Save: 1d20 + 2 ⇒ (9) + 2 = 11
Will Save: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15

See! You guys can make saves! Well, a save.

A tiny dinosaur jumps out from under the slumbering wizard and rushes over to the bandit, chomping ferociously at him. As it closes with the bandit, he swings his blade at the small animal.

AoO: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6

He swings about as effectively as the tiny dinosaur.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

If things are sounding as dire as our GM is making this sound, a withdrawal may be in the cards. I'd rather that than a TPK...

Grand Lodge

Male Half-Elf *DECEASED*

So...Elian is awake then? Sorry, I had a very long/busy night at work and my brain is pretty much fried from all the utterly stupid calls to which I responded. You wouldn't believe some of the crap for which people call the police.


Silver Mount Collection Map | Beacon Below Map

Yes! Elian is awake. And prone. And he dropped his spear. And he's slightly singed. But he's awake! And the last to go, unless he wakes up Thael.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Probably not the worst action to wake me up...

Oh, and btw, I just remembered something: • Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

So you are still awake! Yay. Spellcaster to save collective party rear end with major casting time!

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Here I thought I'd miss a round. This is going to be interesting or terrible.

Liberty's Edge

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Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

It will be terribly interesting.


Silver Mount Collection Map | Beacon Below Map

Hmm. Good point. That would mean that if Elian hasn't traded his elven immunity racial trait away, which, again, I don't make assumptions about (but it looks like it's on his character sheet), he wouldn't be asleep. In that case, Chaul would have slapped Thael about, waking him up. Which would have provoked an AoO from the bandit when he moved out of his threatened area, but the bandit would have missed and wouldn't have been able to swing at the familiar.

Elian hasn't posted anything all day, but I'll extend the deadline for Thael's sake to Thursday. Critters will act on Thursday.

Initiative
Group 1
Thael [prone; dropped xbow, just slapped by Chaul for no reason, what's up with that?]
Elian [8/9 HP; standin' around, chillin']

Critters:
Inspire Courage +1 (5 rounds)
Bandit 6, 9 [-2 AC]
Bandit 7 [4/10 HP]
Bandit 8 [0/10 HP; Disabled]
Bandit 10
Bandit 11 [8/14 HP; Inspiring Courage]

Group 2
Chaul [9/10 HP]
Dagat
Gorn [8/20 HP; frightened (3 rounds)]

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Leaving his crossbow for someone else, Thael stands and retrieves his wand of infernal healing.

Grand Lodge

Male Half-Elf *DECEASED*

Sorry guys, rough day. Just purchased a new car on Monday and I spent most of my day getting all the required paperwork together and waiting at the BMV. By the time I got home, it was feed the little man, take him and the dog on a walk time, give little man a bath... get ready for work... and finally a little me time! lol

Thanks for the reminder about Elven Immunities... I always forget about that little caveat. So, does that mean Elian wouldn't have taken the fire damage? Or did he still take the 1 point of fire damage?

Elian conjures up a simple spell and dumps 2 gallons of water directly atop of the flames on the barricade (Create Water). He then scoops up the fall crossbow and bolts from the ground!

That will end Elian's actions this round.


Silver Mount Collection Map | Beacon Below Map

Nope, he still took the splash damage. No way around that.

Remind me not to put you guys to sleep again! For everyone being feared and asleep, that was one long round!

The wizard, after being slapped about by the cleric, stands from his nap and pulls a yawn... I mean a wand out. Meanwhile, the oracle yoinks the crossbow, and conjures water over the burning mass of wood. The simple spell is not enough to put out the alchemical fire, however. As a matter of fact, the burnt wood just collapses under the water and opens a hole in the barricade.

The two lead horsemen ride forward, one leaning over and laying a hand on the bandit limping about, at which point a flash of light occurs and the bandit's wounds heal over. The other draws a bow and fires it at Chaul, trying to stop the source of healing behind the barricade. As the wounded bandits wounds heal completely, he cheers and charges through the barricade opening, slicing at Elian as he comes through.

As for the other two mounted bandits, one takes another charge at Gorn, riding low in his saddle and swinging his blade as he rides past. The other dismounts near the opening in the barricade with some skill and climbs the outside of the barricade, gaining the high ground and then attacking the feared dwarf.

The bandit already inside takes a step to the side and continues to harass the ranger.

And, in a totally unseen twist, four more tengu bandits come riding over the crest of the rise, raising shortbows and firing towards the barricades.

Lots and lots of attack rolls:
Bandit 6 charge on Gorn: 1d20 + 3 + 2 + 1 + 1 ⇒ (18) + 3 + 2 + 1 + 1 = 25
Bandit 7 blade attack on Dagat: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Bandit 8 charge on Elian: 1d20 + 3 + 2 + 1 ⇒ (14) + 3 + 2 + 1 = 20
Bandit 9 blade attack on Gorn: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8
Bandit 11 bow attack on Chaul: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Bandit 12 bow attack on Thael: 1d20 + 4 + 1 - 2 ⇒ (5) + 4 + 1 - 2 = 8
Bandit 13 bow attack on Elian: 1d20 + 4 + 1 - 2 - 4 ⇒ (18) + 4 + 1 - 2 - 4 = 17
Bandit 14 bow attack on Dagat: 1d20 + 4 + 1 - 2 - 4 ⇒ (17) + 4 + 1 - 2 - 4 = 16
Bandit 15 bow attack on Gorn: 1d20 + 4 + 1 - 2 - 4 ⇒ (19) + 4 + 1 - 2 - 4 = 18
Bandit 6 critical confirm on Gorn: 1d20 + 4 ⇒ (6) + 4 = 10 unconfirmed

Damage against Gorn: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Damage against Elian: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

The charging mounted bandit and the charging dismounted bandit are each able to strike their targets. The barricades are filled with arrows, and an arrow clangs harmlessly off the side of Gorn's shield, however. The dwarf and the oracle have both definitely seen better day's as one becomes disabled on the wrong side of the barricades and the other drops to the dirt on the supposedly safer side.

Party's up! Critters will act again on Saturday. Don't forget your Defense Points! Everyone can only use 1 point this round, but still! It could make a difference!

Initiative
Group 1
Thael
Elian [-1/9 HP; prone; dropped xbow and spear]
Chaul [9/10 HP]
Dagat
Gorn [0/20 HP; frightened (2 rounds)]

Critters:
Inspire Courage +1 (6 rounds)
Bandit 6, 8 [-2 AC]
Bandit 7 [4/10 HP]
Bandit 9, 10, 12-15
Bandit 11 [8/14 HP; Inspiring Courage]

Group 2

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Elian, you should have stayed asleep! (I kid!) But, boy, this isn't going well. I calmly suggest a strategic retreat. Thael, I hope you have a spell that will help out.

Dagat hurriedly attempts to end the life of the bandit facing her as reinforcements arrive, but her haste works against her.

Scimitar: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

I don't thinking spending a point here will help. Dangit. Why couldn't they be human?! At least then they'd be Dagat's favored enemy. Not that she's speciesist or anything. She just wants certain things to die more than others.

Dagat staying put so the Bandit 7 can't get through her to the others. Not that it will help.

Grand Lodge

Male Half-Elf *DECEASED*

This is a Tier 1 scenario... right? ;)

As Elian's jaw clenches at his fumbled attempt he is shocked by the sudden appearance of bandit and the blade to slashes across his chest. The half-elf collapses to the ground in a heap of starry radiance...

Stabilization: 1d20 + 1 - 1 ⇒ (5) + 1 - 1 = 5

And continues to bleed out...

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Seeing his options limited for helping the others, Gorn begins his tactical retreat towards the east of town, starting in the corner of the town.

Here's hoping Gorn will survive the AoO

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

hold up, gorn. Seems like the best withdrawal would be to use the last channel, I lay down a color spray or grease to disable as many as possible, and then move past remaining bandits...seems like it might improve chances...

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

Agreed about the channel, but really, not sure there is a lot we can do to get away from this. Remember there are other bandits out there - but they are engaged with the villagers.
Chaul quickly assesses the situation
Assuming I can channel before Gorn moves, so he is covered by the channeling as well..
Chaul continues to bring what healing he can to the group.
channel: 1d6 ⇒ 4 he then draws his scimitar and adopts a defensive stance.
I can't see clearly on the map at the moment, if there is a bandit next to Chaul, he will 5' step away from it, otherwise he will move with the rest of the party rather than draw a weapon.

"Stick together!

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Dagat, can you still step 5' south?

"Dagat, move! You don't want to be standing there!" Thael yells.

I think I can hit all 3 of the bandits, but need you to move south.

Also, DM, could we get some clarification regarding whether there is any chance at escape? If we withdraw to the south, is that even a possibility? Or are we completely surrounded by bandits?

EDIT: Nevermind...I can only get 2 in the template.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Seeing few options for color spray, Thael decides to shore up the only defense they have and extend the grease below the other bandits on the wall.

Casting grease (see new template on the map), moving behind building to the right 30'

Another option might be to occupy a building here. What if we could all get in a building and just have Gorn at the entrance so we're not pin-cushions anymore? They might set fire to it, but perhaps we would have some time to whittle their numbers down...DM Kim, could you please weight in on 1) whether escape to the south even looks like a feasible option or 2) whether any of these buildings look like they could give us someplace to occupy in relative safety.


I forgot Thanatos...

Thanatos tries to bite the bandit again, then jumps back toward Thael's position. 5' step.

attack: 1d20 + 2 ⇒ (16) + 2 = 18 dmg: 1d3 - 1 ⇒ (2) - 1 = 1 If that hits, it also deals poison damage.

Poison:
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.


Silver Mount Collection Map | Beacon Below Map

If you don't mind leaving the villagers to their deaths as you hide in a building or flee to the south and leave the north unguarded, both options sound great to me! Remember, the villagers are fighting the same fights you are on the eastern and western walls. If you abandon the northern wall, the bandits will just flank them and a slaughter will entail.

Also, yes, this is a Tier 1-5 scenario. I think they were expecting you to get a lot more defense points. At 10 defense points, each wave loses a bandit. Every 3 points after that, another bandit goes *poof*. What hurt you guys was taking so long to get the fields harvested and waiting so long to get scouts out. Those two simple little things made this fight a lot harder than it really needed to be.

Dagat and the bandit continue their swordplay, neither able to find an opening for now. Elian stares up into the darkening sky, wondering what went wrong as his life's blood continues to pour forth onto the field of battle. Chaul continues to pour forth healing energy, but suddenly the tap dries.

Thael covers what he can of the barricades with more grease causing both bandits there to fall prone, and outside the barricades, the sturdy dwarf, seeing no way over the barricade, decides to look for another way into the village, unaware that all sides of the village are just as doomed.

AoO: 1d20 + 3 + 1 + 1 ⇒ (10) + 3 + 1 + 1 = 15

The reinforcement wave continues to ride their horses forward, firing arrows into the defenders behind the barricades and outside the walls as one of the remaining mounted bandits rides back to the barricade, dismounts his horse, and climbs up the wall. The two bandits in the grease stand up, and the one now standing over Elian sees that he is still conscious and swings at the prone oracle. The other hops down onto the nongreased side and picks up a position next to Dagat while his friend shifts to a position opposite and swings his scimitar and bites at the ranger.

The two spellcasters continue their shenanigans of screeching unknown bandit orations, casting spell a spell at Chaul, and firing shortbows.

Spellcraft DC 20:
He cast daze at Chaul

Chaul's Will Save: 1d20 + 5 ⇒ (17) + 5 = 22

Chaul feels a little light-headed, but get's over it.

Gorn and Chaul are going to bear the brunt of the bow attacks for two reasons. Dagat is in melee, Elian is prone and in melee, and Thael has total cover. So, umm... sorry?

Bring on the rolls!:
Bandit 7 blade attack on Dagat: 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
Bandit 7 bite attack on Dagat: 1d20 - 2 + 2 + 1 ⇒ (20) - 2 + 2 + 1 = 21
Bandit 8 blade attack on Elian: 1d20 + 3 + 4 + 1 ⇒ (15) + 3 + 4 + 1 = 23
Bandit 10 bow attack on Gorn: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Bandit 12 bow attack on Chaul: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Bandit 13 bow attack on Chaul: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Bandit 14 bow attack on Gorn: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Bandit 15 bow attack on Gorn: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Critical confirmation against Dagat: 1d20 + 1 ⇒ (9) + 1 = 10 unconfirmed

Damage against Chaul: 1d6 + 1 ⇒ (4) + 1 = 5
Damage against Dagat: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Damage against Elian: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Arrows continue to fly and fall around the defenders, but only one finds it's mark in Chaul's shoulder. Elian gets stabbed in the side just as he wakes up, an unpleasant experience, and Dagat is unable to effectively defend herself against the tengu's bite as it warily circles her.

The party's up! Critter's will act on Sunday(ish).

Initiative
Group 1
Thael
Elian [-5/9 HP; prone; dropped xbow and spear]
Chaul [5/10 HP]
Dagat [6/12]
Gorn [4/20 HP; frightened (1 round)]

Critters:
Inspire Courage +1 (7 rounds)
Bandit 6, 8-10, 12-15
Bandit 7 [4/10 HP]
Bandit 11 [8/14 HP; Inspiring Courage]

Group 2

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

Dagat takes a step southeast to get out of the flanking position and to cover Thael as she strikes at the bandit again.

Scimitar: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

>_> We're doomed. The perils of mismanagement.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

DM: Looks like we might have been posting at the same time. I had a tiny attack from my familiar right before you posted.

Regarding our situation, unfortunately it is either call for a withdrawal or a TPK, in my opinion. We have no fewer than 10 bandits firing arrows at us at +5, even in cover. In melee they have their weapons plus a beak. Insane. Even having the defense points to do over (which maybe knowing all the mechanics we might have done slightly different), I'm not sure we were equipped to do this from the start. We have too many support characters and not enough that can take out a bandit in one hit. We currently have one character 4 hp away from death, and the rest are barely on their feet. Whether or not we feel bad for abandoning the village (Thael certainly would), if we wait even one more round we will all be dead regardless. As for me and whatever vote I have, I think we call a general retreat, let the villagers know they should fall back, too, and get out of here. Waiting one more round will only result in our deaths, and then the village, anyway.

Silver Crusade

HP 66/66; Channels 10/10 (7d6+1; Will DC22); Reroll @+4 1/1; Cleric-9. AC 21 (24 with SoF; DR 5/magic);Fort +8; Ref +4; Will +11; +4 vs pain); Resist fire/10; Init +0; Perc +15 sheet

Did they do sub-tiering in season 3? Given we are virtually all level 1 characters, the ongoing stream of bandits does seem a tad over powering. Without knowing the mechanics before hand - I still think we did pretty much the right things. Arbitrary choices of writers (having scouts out early resulting in less bandits per wave - just odd) combined with us maybe getting a lucky roll on day 1, and thus thinking we were home and hosed on the fields maybe led us astray. That and limited characters who could actually do any useful training.

Chaul takes a withdrawl action and gets into cover along with the others to the east (sorry, on the road this week and the map doesn't work well for me, someone will have to move me).

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Well, DM Kim, you certainly have it in your hands to wipe us out. We are on foot, and they are mounted archers. We, and the village, are truly doomed. But I propose that we throw ourselves at your mercy, and you decide what you want to do.

Like Chaul, I believe that this particular scenario is designed for higher-level characters (without subtiers, a 1-5 should be average of 3). The first combat should have given us a warning. Perhaps there was some bad scenario design, or perhaps the dice just hated us.

Regardless, we are a round or two from TPK death. My proposal to throw ourselves at your mercy includes the following: 1) Someone lights our greased barricade, it goes up in massive smoke and flames, providing us some cover, 2) Thael throws his last spell, color spray, in the eyes of the two bandits in front of us and they are down for a bit, 3) we grab Elian, hit him with a CLW, and drag him to safety, 4) we warn the village to flee, 5) perhaps light the bridge on fire after we all cross so everyone can get out of here, 6) the bandits take the village, celebrate, and leave us alone, 7) perhaps in the future justice prevails, 8) our characters live to fight another day.

This, of course, requires a DM hand wave and a load of mercy. But at this point you are obviously free to wipe us out.


Silver Mount Collection Map | Beacon Below Map

Well, they have a +5 when firing arrows at you in cover, but you have +4 AC in cover, so it kind of evens out. You just don't see me adding 4 to your AC's. For example, Chaul would have taken two arrows instead of one if it weren't for the cover. And it's a lot less than 10 bandits shooting arrows. Half of that, even!

Yes, they did sub-tiering in season 3. Every season since the beginning has had sub-tiering. The thing with the scouting was that the longer you had the scouts out, the larger the bonus you got to the perception roll to figure out when exactly the bandits came. Three successful perception checks and you know the exact day they're coming. Knowing the exact day the bandits arrived gave the largest defense point boost compared to all the other tasks, since everyone's ready for it and not surprised. Also, the harvesting section just kept draining you of valuable workers for days and days. Withdrawing everyone from the fields and a few failed skill checks killed you there. Thael really should have been able to make the checks with no problems (they were DC 15), but the boards hated him. I agree with limiting the training, though. Only BAB +1 or higher characters can train seems a bit silly. I know war priests weren't around then, but a level one war priest can't train 10 villagers...? Combine that with the combination of skills that nobody ever picks on the other tasks, and you have an uphill battle. But still, you guys really should have put scouts out earlier. Let's be honest here...

Look, a lizard! He actually would have had to moved to where the bandit stood to attack, since the bandit that was standing there moved to the square SE of there, and then since has shifted again. You probably moved him after I moved all the tokens on the map and before I posted everyone's actions. The one you have him attacking was actually laying down on the wall last round.

Liberty's Edge

Female Tian-Sing Human Ranger 1
Quick Reference:
[ HP 12/12 | AC 17/14/13, CMD 16, Fort +3, Ref +6, Will +2 | Init +4; Perception +6 ]

I still find this fun. Yes, I'm the guy who finds TPKs fun. Shh. Oh, and don't forget our main goal. We simply need to flee with the braid and secure the last living descendant. Argue that Je Tsun can ask the Pathfinder Society for help in reclaiming her village in exchange for activating the braid or something. I dunno!

"Elian!" Dagat yells, seeing him left unattended.

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

Gorn is the only one who can really take out a bandit in one hit, and he's also the only one with the AC to defend against the bandits with some regularity. Gorn will move to hold the bridge while everyone crosses.

Gorn continues moving away from the cause for his fear... With the effect nodding off, he slowly realizes he'd been magically duped. He's hurt fairly badly, but now he's angry, too.

"Get the townsfolk away. The village is done fer! Gorn cries as he withdraws.

Planning a potion in Gorn's near future. He's going to defend this town and the other Pathfinders as long as he can for them to escape the bandits. Pulling the townsfolk away from the other walls and getting across the river seems the best bet, even if more bandits are there.


Silver Mount Collection Map | Beacon Below Map

Also, just noticed Thael's post. Quit cross-posting with me!

What went wrong, really wrong with this battle, was when Gorn, your damage dealer, jumped out of the safety of the barricades. If you remember waaaaay back to the first fight, the bandits showed that they had mounted combat and ride-by attack, and were able to charge and move past their target without getting an AoO. Combine a +1 higher ground advantage because horses with the +2 charging and +1 from an inspire courage, a couple of them charging can be very deadly. Also a huge crit range weapon. Writing this all out, I kinda have to agree that it doesn't seem very well-balanced, but that is kinda where it went to pieces. After that, they were able to tie up your other damage dealer, Dagat, eventually, and slowly suck away most of your healing abilities to what you have left now, a couple of spells and wands.

But not to worry! If you can ride it out, the scenario writers did consider that the player's would be in dire straits after these waves, so if you can hang in there, I suggest you do. But if you don't think you can, I can't blame you for abandoning the village to it's DOOOOOOOOOM! It's their own fault, anyway.

Also, I already get messed with by the online VO's for being all girly with my player's and being too nice. You guys are now my official test subjects. Mwahahahahahah! Don't blame me. Blame Arthur and Brandon!


Silver Mount Collection Map | Beacon Below Map

Around the eastern side of the village, Gorn see's pretty much the same happening over there as to what's happening in the north, but on a worse scale. The villagers just don't have the magic, weapons, and armor you guys do. It seems the only thing keeping it from being a slaughter is their training.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

I still count 10 bandits, most of them unwounded and each tougher than any of us but Gorn. 3 of us are spellcasters with almost no spells remaining. I don't see what part of this says "hold out":

Elian [-5/9 HP; prone; dropped xbow and spear]
Chaul [5/10 HP]
Dagat [6/12]
Gorn [4/20 HP; frightened (1 round)]

Liberty's Edge

Male Dwarf Fighter 2 | AC 21 T 11/12 unarmored FF 21 | Max HP 20 | F +5 R +2 W +2 | Init +0 | Perc +3

If Gorn isn't downed this round, he'll drink a potion of Cure Moderate Wounds. That should bring him up to fighting strength. He's also got a smoke stick, which he'll be using for cover soon.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Chaul, I moved you over by the building we're at. I guess I'm the only one that hasn't gone this round. Since I can only get one bandit with color spray, will hold off on that. I also think our only play is to reunite with Gorn somehow...he's pretty far away, but I guess I'll head that way. My vote is still to withdraw, but maybe that's just because I see absolutely no hope whatsoever.

Thael taps Chaul with his wand of infernal healing, then moves toward the dwarf in the hopes of also healing him. Chaul has fast healing 1.

Grand Lodge

Male Half-Elf *DECEASED*

Stabilization: 1d20 + 1 - 5 ⇒ (13) + 1 - 5 = 9

Oh come on!!!!! If one us rolled over a 14 right now I think I'd crap a brick lol


Silver Mount Collection Map | Beacon Below Map

Oh! I see what you're saying now. You said 10 firing arrows, but not all 10 are firing arrows now. But yeah, it depends on your point of view, I guess. They get +5 when firing arrows, but you get a +4 to your AC. But once they close in on melee, they can get a +4/-1 to melee attacks, which is kind of silly for a sub-tier 1-2. And the first attack has a pretty big crit range.

Dagat continues to fend off the bandits as much as she can, still clutching her bow in her off-hand as the rest of the group falls back, trying to find the wayward dwarf. Elian continues to bleed to death behind the barricade. Hopefully, this is not where the stars end on the oracle's path. Thaul falls back to the eastern wall and sees that they are in as dire circumstances, if not moreso, than they were, with dead bodies, both bandits and villagers piled on the barricades. The villagers look back at you in confusion as you come up behind them.

And I'm going to post the bandits actions tomorrow. I rolled waaaaaay too many 20's, and Thael would've been the only survivor (sans familiar), so we'll let that ol' dice roller reset a bit.

Grand Lodge

Male Half-Elf *DECEASED*

I think what I need to do is to add the GM tag in front of all my character profiles.... We can barely roll over a 10 and you're dropping 20s like a thunderstorm :)

In all honesty, even with losing 1 bandit per wave, this scenario is way to strong for 1st level characters. Each bandit has two attacks a round with high bonus to attack... That's still what... 12 enemies? For 1st level characters, that's too much to swallow.

Elian continues to bleed out on the dusty battlefield... -6/9 HP. Which puts me 6 rounds from death without a successful Stabilization roll (which I don't foresee with my rolls so far lol!).


Silver Mount Collection Map | Beacon Below Map

The newly arrived bandits finally reach the barricades, all but one dismounting with ease. Three pass through the gap in the barricade, but one slips and falls in the grease before picking himself back up. The fourth scrabbles at the barricade for a while before finally climbing to the top.

The murder of tengu then fall on Dagat and Chaul. Outside the barricades, the two spellcasters level their bows at Gorn and fire.

Don't hate me...:
Bandit 6 blade against Dagat: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Bandit 7 blade against Dagat: 1d20 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
Bandit 7 bite against Dagat: 1d20 - 2 + 2 + 1 ⇒ (14) - 2 + 2 + 1 = 15
Bandit 9 blade against Dagat: 1d20 + 3 + 2 + 1 ⇒ (15) + 3 + 2 + 1 = 21
Bandit 9 bite against Chaul: 1d20 - 2 + 1 ⇒ (10) - 2 + 1 = 9
Bandit 10 bow against Gorn: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Bandit 11 bow against Gorn: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Bandit 13 blade against Chaul: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Bandit 14 blade against Thanatos: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

Bandit 6 damage against Dagat: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Bandit 9 damage against Dagat: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Bandit 13 damage against Chaul: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Bandit 14 damage against Thanatos: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

In a flurry of steel and beaks, Dagat and Thanatos drop to the ground, and Chaul is barely on his feet. As Gorn pulls up panting, the fear finally washing from his mind, a couple of arrows plink harmlessly off his armor and shield.

There! Not nearly so many criticals this time around. None, actually. Party's up! Critters will act again on Monday. Many watch with bated breath to see what the Pathfinders will do in this crucial moment...

Initiative
Group 1
Thael [Thanatos -1/6 HP]
Elian [-6/9 HP; prone; dropped xbow and spear]
Chaul [2/10 HP; fast healing 1 (9 rounds)]
Dagat [-3/12; prone; dropped bow and scimitar]
Gorn [4/20 HP]

Critters:
Inspire Courage +1 (8 rounds)
Bandit 6, 8-10, 12-15
Bandit 7 [4/10 HP]
Bandit 11 [8/14 HP; Inspiring Courage]

Group 2

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

As we've said before, pretty bleak. I see no way we can stand against them at ranged or in melee. As for me, I'd like to withdraw and see if some of us can escape unless someone has another plan. I just see no chance at victory for the 3 standing vs. 10. If everyone wants to try and pull something out of a hat...let's hear what the plan is.

As the world burns around them, Thael mourns Thanatos as he tries to decide what to do.

EDIT: What are all the X's and lines on the east wall?


Silver Mount Collection Map | Beacon Below Map

Bodies of villagers and bandits without me throwing a whole bunch of tokens on the map.

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