[PFS] The Quest for Perfection (Inactive)

Game Master StephNyan

18 Defense Points earned

Personal DP left to spend:
Belinda: 9 DP | Mia: 0 DP | Negi: 0 DP | Rolan: 7 DP | Theron: 9 DP

How to use Defense Points:
Each of you has gained a pool of points equal to 1/2 the total Defense Points earned during preparations. At any time, you may choose to spend a number of these points as an immediate action. They can be added to any single attack or damage roll, ability or skill check, saving throw, or can be used to grant you a dodge bonus to your AC. Points used only apply to a single roll, and do not otherwise last until your next action. More than 1 point may be spent on a roll, with a maximum equal to your level. You must decide to use your Defense Points in this way when you announce your action and before you make the roll the bonus will apply to. Once spent, points from this pool cannot be replenished.


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Liberty's Edge

M Halfling
Stats:
HP: 17/17, AC: 18/15/14, Init +6, Perc +8, F+4, R+7, W+3(+2 vs fear)
Vitals Roc:
HP: 16/16, AC: 19/14/15, F+2, R+7, W+2, Init +4
Hunter(Patient Ambusher) 2

No, i'm good with that.

Theron circles through the skies.
Narrowing his eyes to confirm his suspicions, he then turns his roc back to the village, where upon landing, he quickly notifies everyone.

"Okay mungos, the bandits are coming from that direction. Most likely, they will be here within 6 days from now."

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

I can do archers, but I have no crafting ability.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Remember anyone can craft untrained. Just use your int bonus.


Doing some copy-pasting, 'cause we went to a new page.

Here's what Belinda suggested for day 4:
Rolan with ten doing archery
Mia with ten doing militia drill
Negi with ten doing Militia drill
Theron scouting and
Belinda with the last twenty making more progress on the barricades.

Here are the descriptions of your options:

Archery Training:

Just 1 player with a BaB of at least 1, and proficiency in light crossbows, is required for the 10-person archery unit. There can be no more than 1 unit of this type.

You may make a DC 15 Craft (bows) check at the end of the day; success indicates that the archers took their fletching lessons well and successfully produced enough bolts to earn the village an additional 1 Defense Point.

Combat Training:

Up to 4 10-person units can be trained by players with a BaB of at least 1. The presence of 1 player per unit is required.

You may make a DC 15 Intimidate check to act like a drill-sergeant and make the villagers work harder.

Constructing the Barricades:

Time Requirements: A group of 30 villagers takes 6 days to complete the barricade.
Villager Requirements: Every additional 10 villagers assigned to this task reduces the days to completion by 2. Likewise, fewer villagers assigned increases the time by 2 days for every 10 villagers fewer than 30 working on it.
Player Requirements: You're not required to directly work on this defense, but doing so speeds construction. A DC 15 Knowledge (engineering) or Profession (woodcutter) check allows 10 villagers to be assigned elsewhere for that day with the same amount of work still being done on the barricade. (Only 10 workers per day may be reassigned in this fashion.) Additionally, if one of you oversees construction each day of work, you may make a single DC 15 Craft (traps) or Disable Device check when the barricade is completed. Success at this check represents traps incorporated into the barricade, such as digging concealed pits or sharpened timbers designed to impale attackers.

Posting Scouts:

The villagers are constantly wary for the arrival of the bandits, and a Perception check will be made daily for the village. This Perception check has a modifier of +4, and important results will be shared with you. Though there's a way for you to increase the modifier, which is described below.

Villager Requirements: Villagers can be assigned as lookouts; for every 5 villagers keeping watch in a day, the village gets a +1 bonus on its Perception check. Also, a cumulative +1 bonus is added for each day previous that any villagers were assigned as scouts.
Player Requirements: You're not required to participate in scouting and can simply have villagers report back to you. If one of you has a high bonus on Perception checks, you can choose to spend a day scouting, using your Perception bonus in place of the village's base +4, while still adding bonuses to the check for extra villagers and cumulative days.

Liberty's Edge

M Halfling
Stats:
HP: 17/17, AC: 18/15/14, Init +6, Perc +8, F+4, R+7, W+3(+2 vs fear)
Vitals Roc:
HP: 16/16, AC: 19/14/15, F+2, R+7, W+2, Init +4
Hunter(Patient Ambusher) 2

Alright, let's do this! :)

Theron spends another day scouting.
Can i take 10 on this?


@Theron: You can, but there aren't any extra bonuses 'cause no villagers have ever been assigned.

Scarab Sages

M Half Elf Investigator(Empiricist)/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:3 | CMD:14 | Fort:+1 | Ref:+5 | Will:+3| Init:+4 | Perc:+10 | Speed 30)

Craft: 1d20 + 4 ⇒ (4) + 4 = 8

Liberty's Edge

M Halfling
Stats:
HP: 17/17, AC: 18/15/14, Init +6, Perc +8, F+4, R+7, W+3(+2 vs fear)
Vitals Roc:
HP: 16/16, AC: 19/14/15, F+2, R+7, W+2, Init +4
Hunter(Patient Ambusher) 2

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

That sucks big time. When it matters, the dice generator fails.


@Belinda: Do you want to add a Knowledge (engineering) or Profession (woodcutter) check to your work on the barricade? It'll speed the process up if you beat the DC of 15.

@Mia & Negi: You may still add Intimidate checks to make your units work harder.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

I'd love to, but both are trained only and unless you let me move skill points around, Belinda can't make those checks.

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

I'll forgo my check to even out that .5 defense point.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

But we may well need extra .5 points later on in the session. Sure you don't want to try and get as many as we can now?

Liberty's Edge

M Halfling
Stats:
HP: 17/17, AC: 18/15/14, Init +6, Perc +8, F+4, R+7, W+3(+2 vs fear)
Vitals Roc:
HP: 16/16, AC: 19/14/15, F+2, R+7, W+2, Init +4
Hunter(Patient Ambusher) 2

I vote for intimidate to speed up the process, my scouting went bad, so we can't say for sure if they'll arrive sooner than the 6th day.
Maybe copy the same duties, until Steph says a task is completed.

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

Fine, fine.

Intimidate: 1d20 + 2 ⇒ (14) + 2 = 16

Well, that was close!

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

We can keep at it like this and just change if it looks like we might be very close to finishing those barricades, or we break too many spears in militia practice.

Grand Lodge

Female human (Tian-Min) Monk (Martial Artist)/ 8th AC: 23 (T 20, FF 20), HP 67/67, Fort +9, Ref +9, Will +13 | CMB +12 (+14 Grapple), CMD 31 (33 vs Grapple | Init +4 | Perc +10

Intimidate: 1d20 - 2 ⇒ (6) - 2 = 4

Mia ends up being about as intimidating as a brick wall with a painting of fluttershy on it.


Day 4
Rolan re-continues archery training with his unit of villagers. The archers are now able to hit some of the moving human-sized targets at a range of 100 feet. There is, however, little progress on the crafting of crossbow bolts. (0.5 of a Defense Point has been earned!)

Negi and Mia continue their combat training with two new units and try to intimidate them into working harder. Negi's fairly successful in the intimidation, but Mia's less convincing. They figure any further intimidation in the days to come won't do any good anyway. Still, they're both able to get their respective units in better fighting shape. (1.5 Defense Points have been earned! Further intimidation won't help.)

Belinda's team is a little short-staffed, but with her supervision there's still some progress made on the barricades.

Theron doesn't notice any change in bandit activities. He still expects the bandits will arrive after a total of 9 days of preparations.

Everyone's currently doing something he wants to, so I'm sure the plan proposed by Theron and Belinda will work great. Though if you're all just going to do the same things over and over again, I'll make the rolls to speed things up a bit more.

Day 5
Rolan, Craft: 1d20 + 4 ⇒ (4) + 4 = 8
Theron, Perception: 1d20 + 8 ⇒ (11) + 8 = 19

On the fifth day of your preparations Rolan finishes the archery training for his unit. They're now able to hit several human-sized targets at a distance up to the reach of their light crossbows. During the crafting of more arrows, Rolan discovers there's little need to make any more. (0.5 of a Defense Point has been earned! Archery training complete!)

Negi and Mia both aren't able to get their respective units to work any harder than they already are. What's more, they discover the extra effect their intimidation had has worn off. (1 Defense Point has been earned!)

Belinda continues to work on the barricade with 20 of the villagers, making some more progress.

Theron doesn't notice any change in bandit activities. He still expects the bandits will arrive after a total of 9 days of preparations.

The 10 villagers who completed their archery training with Rolan aren't suited for combat training. Do you want them to work on the barricade from now on, or would you rather have them scouting?

@Rolan: There's little choice left, but do you want to work on the barricade? A DC 15 Knowledge (engineering) or Profession (woodcutter) check will speed the process up.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Barricades I think at the moment would be best. It sounds like we have a good feel on when the bandits are due to arrive. When the people are out scouting, can they set traps and such in the woods to help us at all? If so then it may be worthwhile having a few more out there.

Have we been rotating the milita folk through the barricades and training, or do we have twenty untrained and twenty semi-trained? If we rotated people through, we might be able to work the intimidate angle a bit more? I guess some of this depends on exactly how the defense point mechanic works.

@GM - do we have a feel for how much progress we have made on the barricade? With an expected four days more, does it look feasible to finish it?


You can't set traps in the forest while scouting.

I've automatically applied the rotation, to give you as many Defense Points out of the intimidation as possible. Four different combat units have been scared to death over the past couple of days. The remaining ten villagers are suited only for archery, not combat training.

You've constantly been 'understaffed' at the barricade. As such you've only managed to do about two days worth of work on it. This means 1/3 of the work that's required to finish the barricade has been done. Having ten more villagers work on the barricade, and having someone who's able to make that DC 15 Knowledge (engineering) or Profession (woodcutter) check, will help greatly.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

So.. the real question is now that Roland is free, should he be training a milita unit (as he has the +1 BAB) or do we put them to work on the barricade?

I'm easy either way, generally I like the idea of training them a little more, but an't going to lose sleep either way.

Liberty's Edge

M Halfling
Stats:
HP: 17/17, AC: 18/15/14, Init +6, Perc +8, F+4, R+7, W+3(+2 vs fear)
Vitals Roc:
HP: 16/16, AC: 19/14/15, F+2, R+7, W+2, Init +4
Hunter(Patient Ambusher) 2

I propose the barricade, as our archers can take more shots before the bandits get through.


Rolan's out of town and wrote that it's fine if we bot him to keep the game moving. There's 1 proposal for the barricade, and there's 1 player leaning either way. With that in mind, I'll let Rolan work on the barricade.

Day 6
Rolan, Knowledge(Engineering); Take 10: 10 + 8 = 18
Theron, Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Negi and Mia continue to train the same units as they did yesterday, but notice no additional progress has been made by their respective units. Further training of these two units will not yield any results.

Belinda and Rolan work on the barricades with thirty of the villagers. the work progresses swiftly with the additional manpower and Rolan's knowledge of engineering. In just this day there's as much progress on the barricades as there was in the previous days combined. (2/3 of the work's done.)

Theron doesn't notice any change in bandit activities. He still expects the bandits will arrive after a total of 9 days of preparations.

Day 7
Rolan, Knowledge(Engineering); Take 10: 10 + 8 = 18
Rolan, Disable Device); Take 10: 10 + 8 = 18
Theron, Perception: 1d20 + 8 ⇒ (13) + 8 = 21

Negi and Mia rotate the units that have finished their combat training for two other units, but notice the same as they did with yesterday's unit. The villagers have learned all they can in this short amount of time to prepare, and further combat training won't yield any results.

Belinda and Rolan make more amazingly swift progress on the barricades. By the end of the day the work's done and Rolan's even installed a couple of traps in the barricades. (3 Defense Points have been earned! The barricades are all up!)

Day 8
I'll let all the villagers help with scouting, because there's nothing else left to do for them.

Theron, Perception; Take 10 + Aid from 50 villagers: 10 + 8 + 10 = 28

With the aid of all fifty villagers it doesn't take Theron a lot of effort to figure out, with a hundred percent certainty, when the bandits will strike. The bandits will attack Nesting Swallow tomorrow! (4 Defense Points have been earned for beating the (secret) DC of 25 thrice!)

Save for Theron, everyone's still free to make some preparations of his own on day 8. Though I reckon even Theron can still quickly do something during the evening.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda just makes sure there is sufficiently watered grass on the road so she can use an entable spell if necessary.

Do we know which direction they are coming from?

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

In mid, afternoon, after nearly all possible preparations have been made, Negi calls the people all together in the village square.

"As most of you should be aware by now, we expect the bandits to hit us tomorrow." He gives them a few seconds to let that sink in. "This is it, the moment we've been preparing for. Protect your lives, you loved ones, and your livelihood. You've done everything you can to prepare, so I want you to spend the rest of the day for yourselves. Remind yourselves why you're fighting."

Negi pauses, takes a deep breath, and lets out a long sigh. "Despite our best efforts, I'm afraid not everybody will make it back from this. So talk to your friends, your families. If there's something you've been wanting to say, somebody you need to reconnect with, but couldn't find the right time to approach them, that time is now. Swallow your pride. Clear the air with your neighbor. Make that long-overdue apology, forgive your old friends. Tell your family how much you love them. Go into battle tomorrow with a clear conscience and no regrets." He finishes with a smile. "Just some of you... don't take all night, okay? You know who you are. Dismissed!"


Negi's speech has a positive effect on the villagers, who go to visit their relatives, friends and even enemies afterward. Je Tsun approaches you and asks you to come to her house, where the other council members are also waiting.

Once you've all gathered inside Je Tsun addresses you. "I'd like to suggest you establish yourselves at the position where the barricades stretch across the largest road leading out of Nesting Swallow, to the north. We have reason to believe the bandits will attack there first, judging by previous attacks."

"I'd also like to use this opportunity to thank you for all the effort you've gone through thus far. Whatever the outcome of tomorrow's battle, we're indebted to you."

Liberty's Edge

M Halfling
Stats:
HP: 17/17, AC: 18/15/14, Init +6, Perc +8, F+4, R+7, W+3(+2 vs fear)
Vitals Roc:
HP: 16/16, AC: 19/14/15, F+2, R+7, W+2, Init +4
Hunter(Patient Ambusher) 2

Somehow inspiration hasn't struck me for things not already done.
That is, unless we can make a few small hindrances, like makeshift caltrops at most likely breach/entrance points?
Maybe dig 10x10 ft soft(shallow) ditches and moisten them for a difficult terrain effect?

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda smiles at the town councilers.

"It is just the right thing to do, you know it and we know it both. Too many small communities are beset by the evils of banditry. Now is the time to show them we are made of stronger stuff!"

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

"Sounds like a good idea to me." Negi said. "Theron, try scattering some along that road while we're at it."


Look at the top of this thread for a spoiler that explains how Defense Points work. You can also see your pool of Defense Points at the top of the thread.

Your preparations have also strengthened the villagers and the village's defenses, which will be reflected in the battle.

Some important info about the barricades has also been placed in a spoiler at the top of this thread.

Day 9...

The day has been long and tense, as Nesting Swallow finds itself waiting for the sword to fall. Villagers spend shifts keeping watch over the hastily erected, crude bamboo walls surrounding their village, and constant reports of the enemy riders’ movements filter back and forth between the barricades. As the sun sinks below the western hills, the sharper-eyed among those manning the barricades report a number of riders forming into groups along the roads; these reports are soon proved true as the sound of hammering hooves comes out of the twilight, and the dusk erupts with tengu warriors riding toward the village. And so the battle begins.

While you stand near the northern barricade with and handful of spearmen and archers backing you up, most of the villagers you trained take positions at the other barricades.

Five tengu bandits start charging toward the northern barricade. They're currently 400 feet removed from the northern barricade.

Round 1:
Belinda
Mia
Negi
Rolan
Theron

Tengu bandits

I won't roll initiative this time, because that'll end up creating a mess with all the waves in the raid. Instead, you're up now and you're aware the bandits are 400 feet north of the northern barricade. Villagers don't show on the map, but you'll be informed when they achieve something.

If you're going to mount your animal companion, just drag your companion's token off the map and I'll know you're on top of it. (The tokens are rather small on this map.)
For those who want to use them: the 3 combat trained horses you took from the first group of tengu bandits you encountered, saddled with their military saddles, stand at your disposal in the middle of the map. The horses' tokens are big enough that you can drag your character on top of one and move both tokens together.

Scarab Sages

M Half Elf Investigator(Empiricist)/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:3 | CMD:14 | Fort:+1 | Ref:+5 | Will:+3| Init:+4 | Perc:+10 | Speed 30)

Rolan moves atop the barricade, his bow in hand, and pulls a potion from his belt, I'll take out an extract of shield.
Climb: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

Female human (Tian-Min) Monk (Martial Artist)/ 8th AC: 23 (T 20, FF 20), HP 67/67, Fort +9, Ref +9, Will +13 | CMB +12 (+14 Grapple), CMD 31 (33 vs Grapple | Init +4 | Perc +10

Mia joins Rolan and climbs up the wall and waits on top for the coming bandits, going into snapping turtle style.

Climb: 1d20 + 8 ⇒ (12) + 8 = 20

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

Climb: 1d20 + 2 ⇒ (13) + 2 = 15

Negi mounts Jon, who climbs deftly up the barricade. Seeing the approaching bandits, he draws his bow and waits patiently for the bandits to get closer

Prepared Action: When the bandits get to 140 ft away, he fires at the nearest one.
Bow: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda has Bertie the bear stand near the barriade.

As the others start to climb it she calls out.
"Don't go over it. You'll be helpless there!"

Unable to restrain herself, she also climbs up Takes an easy ten, and then in a fit of enthusiasm hurls a sling stone at long range at the bandits.

sling: 1d20 + 2 - 8 ⇒ (16) + 2 - 8 = 10
Hmm, actually that should probably be -16, not -8; range penalties are -2 per increment are they not?

It is on target, but lacking any real force at that range.


@Belinda: -2 per additional range increment. You don't take the -2 penalty for the 1st range increment, in which you'd normally use your weapon.
(There's by the way a maximum of 10 range increments, to avoid absolutely impossible shots.)

Rolan moves atop the barricade, his bow in hand, and pulls an extract of shield from his belt.

Mia joins Rolan atop the barricade and goes into snapping turtle style.

Negi mounts Jon, who climbs deftly up the barricade. He nocks an arrow and prepares a shot for the first bandit to get within his reach.

Belinda has Bertie stand near the barricade and calls out a warning to the others. Unable to restrain herself she also climbs up the barricade, and in a fit of enthusiasm hurls a sling stone in the general direction of the bandits. The stone ends up on the road, fifty feet north of the barricade.

Round 1:
Belinda
Mia
Negi
Rolan
Theron
Tengu bandits

Liberty's Edge

M Halfling
Stats:
HP: 17/17, AC: 18/15/14, Init +6, Perc +8, F+4, R+7, W+3(+2 vs fear)
Vitals Roc:
HP: 16/16, AC: 19/14/15, F+2, R+7, W+2, Init +4
Hunter(Patient Ambusher) 2

Theron likewise notches an arrow for the 1st recipent.

Shot: 1d20 + 5 ⇒ (4) + 5 = 9Dmg: 1d6 ⇒ 6

Of course :P


@Theron: I'll assume you also meant to move atop the barricade, to see the bandits :P

Theron joins the others and readies a shot for the first bandit to come into view.

The bandits continue to move toward the barricade and are now at a distance of 250 feet from the northern barricade.

Round 2:
Belinda
Mia

Negi (Attack readied)
Rolan
Theron (Attack readied)
Tengu bandits (250 ft. removed)

Scarab Sages

M Half Elf Investigator(Empiricist)/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:3 | CMD:14 | Fort:+1 | Ref:+5 | Will:+3| Init:+4 | Perc:+10 | Speed 30)

Rolan drinks the potion of shield and pulls another from his belt, shrugging, I guess I may as well prepare as well as I can. Extract of reduce person.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

"Gosh, they are coming in fast!" notes Belinda, as she tries her luck a second time.

attack: 1d20 + 2 - 8 ⇒ (1) + 2 - 8 = -5

In her excitement the stone goes flying backwards, skipping off a house room and landing in the flooded fields.

"Bulgo always made this look easy." she sighs.

Grand Lodge

Female human (Tian-Min) Monk (Martial Artist)/ 8th AC: 23 (T 20, FF 20), HP 67/67, Fort +9, Ref +9, Will +13 | CMB +12 (+14 Grapple), CMD 31 (33 vs Grapple | Init +4 | Perc +10

Mia will ready for the enemy to come close enough for her to charge.

Her movement is 40ft.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

"Don't leave the barricade!" cries out Belinda in horror.

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

"Archers, ready!" Negi cries as he begins sighting the most likely candidate.


Rolan drinks his potion of shield and pulls a potion of reduce person from his belt.

Belinda tries her luck again, but in her excitement the stone goes flying backwards.

Mia readies for the enemy to come close enough for her to charge off the barricade, which causes Belinda to call out in horror.

Meanwhile Negi tells the archers to ready.

The tengu bandits continue their charge and enter the archers' reach. The archers let loose a volley of crossbow bolts, which take out one of the bandits and his horse. The bandit crashes into one of his allies, who falls off his horse and breaks his neck. One of the other bandits his horse steps into one of the ditches Theron was so eager to dig last evening. His horse trips and breaks a leg, causing the bandit to fall of. When the bandit gets up from the ground he's immediately pierced by crossbow bolts.

Two bandits on horseback remain, and both Negi and Theron release their readied shots at one of them. Theron's attack misses, but Negi hits the bandit in his shoulder.

Round 3:
Belinda
Mia
Negi
Rolan
Theron

Tengu bandit (100 ft. removed)
Tengu bandit -4HP (100 ft. removed)

Liberty's Edge

M Halfling
Stats:
HP: 17/17, AC: 18/15/14, Init +6, Perc +8, F+4, R+7, W+3(+2 vs fear)
Vitals Roc:
HP: 16/16, AC: 19/14/15, F+2, R+7, W+2, Init +4
Hunter(Patient Ambusher) 2

"Haha! I knew digging pits was good for something."
Theron takes another potshot at the injured tengu.

Shot: 1d20 + 5 ⇒ (17) + 5 = 22Sting: 1d6 ⇒ 1
I'm telling you, the dicebot is mocking me.

Scarab Sages

M Half Elf Investigator(Empiricist)/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:3 | CMD:14 | Fort:+1 | Ref:+5 | Will:+3| Init:+4 | Perc:+10 | Speed 30)

Rolan drinks his other potion, dropping the bottle to the ground beside him as he calmly watches the bandits approaching. So my AC just increased by 6, and my attack bonus by 1. Should we get into melee, then it may matter that my strength went down by 2.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda slings again, somewhat alarmed at how close the bandits are getting.

attack: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1

This time the sling tangles around her arm.

"Arghh, you all make this look easy. Give me childbirth!"

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

"Ask me again after the battle!" Negi said with a grin, drawing another arrow and shooting at the same bandit he shot before.

Shortbow: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d4 + 2 ⇒ (3) + 2 = 5


Assuming Mia stays on the barricade.

Theron takes another shot and gives the injured tengu a small cut.

Rolan drinks his other potion and calmly watches the bandits approaching.

Belinda slings again and this time the sling tangles around her arm.

Negi shoots another arrow, but barely misses the injured bandit.

The horses run forward and the tengu and on top draw wakizashi. Once they're in front of the barricade, one bandit attacks Mia and the other attacks Rolan.

Wakizashi: 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Bite: 1d20 - 2 ⇒ (12) - 2 = 10 Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Mia's hit by the wakizashi of one of the bandits, but dodges his bite.

Wakizashi: 1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Bite: 1d20 - 2 ⇒ (14) - 2 = 12 Damage: 1d3 + 1 ⇒ (3) + 1 = 4

The wakizashi aimed at Rolan bounces off his invisible shield and Rolan dodges the bite.

Round 4:
Belinda
Mia (Snapping Turtle Style)
Negi
Rolan (+6 AC; +1 attack bonus; -2 Str)
Theron

Tengu bandit, blue
Tengu bandit, red -5HP

The enemies have arrived on the map!

Scarab Sages

M Half Elf Investigator(Empiricist)/2 (HP 17/17| AC:15 | T:12 | FF:13 | CMB:3 | CMD:14 | Fort:+1 | Ref:+5 | Will:+3| Init:+4 | Perc:+10 | Speed 30)

Rolan calmly fires an arrow at his assailant, but misses,
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 ⇒ 1

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda steps back, and orders Bertie to Attack.
HA: 1d20 + 10 ⇒ (11) + 10 = 21

Bertie attack: 1d20 + 3 ⇒ (7) + 3 = 10
But the small bear can't get a claw on the Tenu

Liberty's Edge

Male Halfling Cavalier 3 hp 22/22 (16); Init +3; Fort +3(5), Ref +5(6), Will +2(2); AC 20, T 14, FF 17 (16, 14, 14);

"Take him down, Jon!" Negi cries, dropping his bow and drawing his sword and shield.

Bite: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d6 + 2 ⇒ (1) + 2 = 3

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