Alphonze Estaban |
Feeling pushed onwards by Oiurs song, Alphonze steps over the fallen ork and hacks at the one behind it.
Accept the song, use my arcane pool, move to the blue ork and hack at it.
Scimitar: 1d20 + 4 - 1 + 1 + 1 ⇒ (5) + 4 - 1 + 1 + 1 = 10
Dmg: 1d6 + 6 + 3 + 1 ⇒ (5) + 6 + 3 + 1 = 15
I swear I’ll be useful one day
GM Dennis |
The red Orc steps forward muttering something and pointing at JUSTICE FLAME!
JUSTICE FLAME! please make a Will save.
"You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally."
-----
Round 3:
Haska, Oiur, Babine, and JUSTICE FLAME! may act.
Oiur |
Oiur stows the earth breaker, and the sounds of hammer on earth gives way to the scrape of hands on boots on stone. They quickly breach the top of the cliff and bear down on the figures in the cave's mouth.
2x Move: Stow weapon, move and climb at 1/2 speed.
And someone should use our aid token this turn!
Climb: 1d20 - 3 ⇒ (18) - 3 = 15
Borbus: Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure.
Bokug: Each PC gains a +5 bonus on any Day Job checks performed at the end of this adventure.
Gekgaro: Each PC gains the Nimble Moves feat until the end of the adventure.
Kardook: Each PC can use martial flexibility as a 1st-level brawler (Pathfinder RPG Advanced Class Guide 23) once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.
Blunta: PCs gain a +1 on attack and damage rolls against animals and magical beasts for the rest of the adventure.
Graffa: Each PC chooses either the Acrobatic or Athletic feat and gains it for the rest of the adventure.
Mirtgog: At the start of an encounter, each PC can choose to gain the Precise Strike feat (Pathfinder RPG Advanced Player’s Guide 167) for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.
Haska O'Wydroe |
Haska moves forward pulling out a clay ball and jamming something into it.
He throws it at the evil orc cleric. Red circle
bomb throw with PBS: 1d20 + 8 ⇒ (13) + 8 = 21; dmg: 1d6 + 4 ⇒ (5) + 4 = 9
"Leave us alone." "This attack is wrong." Not able to think of anything clever, Haska puts his frustration into this throw.
GM Dennis |
Botting for Babine
Babine moves forward, drawing a javelin and hurling it at the orc caster with deadly aim.
javelin: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d6 + 4 ⇒ (1) + 4 = 5
Botting for JUSTICE FLAME!
Will save: 1d20 + 1 ⇒ (13) + 1 = 14 <---A good moment for a decent roll.
The big vigilante shakes off the orc's command that he attack his friends, and instead moves forward to strike the archer that has been harassing the party, attempting to knock them out.
Greatsword, blade of mercy: 1d20 + 4 ⇒ (19) + 4 = 23
nonlethal slashing, blade of mercy, brazen flame: 2d6 + 4 + 1 + 1 ⇒ (1, 1) + 4 + 1 + 1 = 8 -->7 nonlethal, one fire.
crit?: 1d20 + 4 ⇒ (9) + 4 = 13 Just good enough
crit damage: 2d6 + 4 + 1 + 1 ⇒ (5, 3) + 4 + 1 + 1 = 14 -->13 nonlethal, one fire
Slightly singed and thoroughly unconscious, the brigand falls.
-----
Round 3:
Stonelance may act.
Alphonze Estaban |
I just realized I owe a will save.
Oh s##&, I completely forgot about that one too.
will: 1d20 + 4 ⇒ (11) + 4 = 15
GM Dennis |
You should use the Aid Token this round so we can pass it on. Might I suggest using Timely Inspiration? It's currently boosted, so it would get you a +2 Bardic Inspiration for 3 rounds. Alternatively, one of you (like Stonelance, on this turn) could use Allied Offensive to add 1d8 to their damage.
Oiur |
+1 to Timely Inspiration!
Haska O'Wydroe |
Can I retroactively use it on my bomb throw, the allied Offensive? I really want to get rid of this enemy spellcaster quickly, like before Justice Flame is charmed. No problem if not, I understand. No one wants to hog party resourses like that especially in pbp where you can't discuss face to face in real time.
Oiur |
Ain't hoggin' resources I don't think, no one else has expressed interest. Let's see what Dennis says!
GM Dennis |
Sure, I'll apply it to that attack.
Allied offensive extra damage: 1d8 ⇒ 1 <---d'oh!
Oh well, damage is damage. The 1d8 wasn't going to take them down this turn anyway. Also, anyone that does a melee attack against the caster (red) between now and Haska's next turn is considered flanking against them.
Consider the aid token passed.
GM Dennis |
Stonelance fires again, but just can't seem to connect.
climb: 1d20 + 3 ⇒ (12) + 3 = 15
Perception:
Oiur: 1d20 + 4 ⇒ (8) + 4 = 12
Haska: 1d20 + 3 ⇒ (6) + 3 = 9
JUSTICE FLAME!: 1d20 - 1 ⇒ (7) - 1 = 6
Stonelance: 1d20 + 6 ⇒ (1) + 6 = 7
Babine: 1d20 + 0 ⇒ (4) + 0 = 4
Alphonze: 1d20 + 1 ⇒ (9) + 1 = 10
The orc raiders Alphonze was fighting attempt to dodge past him and continue running down the hill:
Acrobatics vs. CMD, blue 1: 1d20 + 0 ⇒ (6) + 0 = 6 <--Alphonze, you get an attack of opportunity on this one.
Acrobatics vs. CMD, purple 2: 1d20 + 0 ⇒ (9) + 0 = 9 <--not on this one, unless you have a Combat Reflexes I'm not seeing.
Two more orcs appear from the cave and run to the left, trying to avoid all of you as they make their way down the hill toward the caravan.
-----
Round 3:
Alphonze may act.
Alphonze Estaban |
Alphonze slashes at the running orc across the chest.
Scimitar: 1d20 + 4 - 1 + 1 + 1 ⇒ (10) + 4 - 1 + 1 + 1 = 15
Dmg: 1d6 + 6 + 3 + 1 ⇒ (4) + 6 + 3 + 1 = 14
Seeing the other one run past him, he spins on his heel and charges after he ork, hoping to overtake it before it reaches the wagons.
Scimitar: 1d20 + 4 - 1 + 1 + 1 + 2 ⇒ (6) + 4 - 1 + 1 + 1 + 2 = 13
Dmg: 1d6 + 6 + 3 + 1 ⇒ (5) + 6 + 3 + 1 = 15
GM Dennis |
Alphonze cuts down one orc as it tries to sneak by, then charges after the other and sends it to the boneyard as well!
The orc caster (in red) draws a battle ax, then grasps their holy symbol. Suddenly there seems to be two of them, making it difficult for you to know exactly where they are.
-----
Round 4:
Haska, Oiur, Babine, JUSTICE FLAME! and Stonelance may act.
Stonelance |
Stonelance takes a quick step towards the orange orc while reloading his crossbow. Raising the the weapon back to his shoulder he takes aim and gently squeezes the trigger.
crossbow (pbs): 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17
damage (pbs): 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Haska O'Wydroe |
Haska again pulls out a clay ball and jams something into it.
bomb#3: 1d20 + 8 ⇒ (19) + 8 = 27, dmg: 1d6 + 4 ⇒ (4) + 4 = 8
"Well, that is a neat trick, but I don't think it will save you." "Surrender, all your helpers are gone."
Oiur |
Oiur lifts their hammer and charges the red orc. Their song grows into a roar, and the buzzing feeling of potential behind their eyes bursts into a cascade of energy that floods their limbs. They transfer the moment of their pounding feet into a haymaker swing of the earth breaker.
But the creature steps back just before the blow connects: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
and the weapon tears a clod of roots and soil from the ground where it stood a fraction of a heartbeat earlier. Oiur has –2 to AC next round!
I wonder if I can make it to level 2 without ever hitting a melee attack a GM didn't roll :D
Full-round action:Charge, free action to cash in moment of greatness.
Alphonze Estaban |
I wonder if I can make it to level 2 without ever hitting a melee attack a GM didn't roll :D
Tell me about it :(
GM Dennis |
Stonelance fires on one of the running orcs, causing them to cry out in pain and snarl, but not enough to stop them.
Haska throws a bomb at the orc in red, but it seems to pass right through their body and impact the ground at their feet. They manage to shield themselves from some of the damage. Image is popped, your splash damage is 5 or reflex DC 14 for 2, right?
Haska's bomb. 1=Orc, 2=image: 1d2 ⇒ 2
Reflex save: 1d20 + 1 ⇒ (14) + 1 = 15 -->1/2 splash damage
Oiur charges right behind the bomb. Their swing removes a large divot from the ground, but is unable to connect with the orc.
Botting for Babine
Babine draws his scimitar, steps up, and attacks, but is unable to connect:
scimitar: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Botting for JUSTICE FLAME!
JUSTICE FLAME! Feels the power of Oiur’s song as he charges the blue orc, swinging his massive greatsword as he arrives and knocking the creature senseless! cashing in moment of greatness
greatsword, inspired rage, moment of greatness, charge: 1d20 + 4 + 1 + 1 + 2 ⇒ (20) + 4 + 1 + 1 + 2 = 28
damage, brazen flame, blade of mercy, inspired rage, moment of greatness: 2d6 + 4 + 1 + 1 + 1 + 1 ⇒ (2, 5) + 4 + 1 + 1 + 1 + 1 = 15 14 nonlethal, 1 fire
confirm?: 1d20 + 4 + 1 + 1 + 2 ⇒ (3) + 4 + 1 + 1 + 2 = 11
crit damage: 2d6 + 1 + 1 + 1 + 1 ⇒ (2, 2) + 1 + 1 + 1 + 1 = 8
GM Dennis |
The orange orc carefully moves away from JUSTICE FLAME!, trying to protect themselves as they move down the hill. Withdraw
Two more orcs emerge from the cavern and head off to the right.
Oiur: 1d20 + 4 ⇒ (19) + 4 = 23
Haska: 1d20 + 3 ⇒ (20) + 3 = 23
JUSTICE FLAME!: 1d20 - 1 ⇒ (12) - 1 = 11
Stonelance: 1d20 + 6 ⇒ (3) + 6 = 9
Babine: 1d20 + 0 ⇒ (20) + 0 = 20
Alphonze: 1d20 + 1 ⇒ (17) + 1 = 18
-----
Round 4:
Alphonze may act.
Alphonze Estaban |
Alphonze raises his sword towards the barrel and yells out ’Surrender fiend, or I swear to all the gods that I shall slay you where you stand’
He then readies himself to charge whatever is carrying the barrel if it does not surrender.
Dmg: 1d6 + 6 + 3 + 1 ⇒ (3) + 6 + 3 + 1 = 13
GM Dennis |
He then readies himself to charge...
I'm afraid you can't ready a charge (even a partial one). Would you like to do something else? From where you are you can charge, or you could ready an attack against an unseen creature in the barrel's square (with a 50% miss chance) should the barrel pass next to you.
GM Dennis |
Both of you missed, so...
1: hit Oiur, 2: hit Babine: 1d2 ⇒ 1
The orc in red swings his battle ax at Oiur, connecting and leaving a jagged wound. They then back up a step and clutch at their holy symbol, causing a duplicate to once again appear.
attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 + 3 ⇒ (4) + 3 = 7
-----
Round 5:
Haska, Oiur, Babine, JUSTICE FLAME! and Stonelance may act.
Oiur |
Oiur's song comes to sickening halt when the axe tears through their hides and opens a gash across their chest, but the thump of their knees on the ground and the slap of palm on belt pouch continues the rhythm of the skald's performance. They fumble for a short stone rod, grasp it, cough, and give a rattling exhalation as their wounds knit partially shut.
Wand of cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
GM Dennis |
Since the site has been down so much, I'm going to wait until tomorrow before I bot folks. On a related note, the whole special has been given a three-day extension due to the outages, so our timeline is pushed back three days.
Haska O'Wydroe |
Haska moves down hill to get a better angle and slightly closer, pulling out another clay ball. He throws it at the tricky cleric.
bomb #4: 1d20 + 8 ⇒ (12) + 8 = 20; dmg w pbs: 1d6 + 4 ⇒ (2) + 4 = 6
"Dodge and deceive, but you can't hide forever."
GM Dennis |
1: mystic, 2: copy: 1d2 ⇒ 1
Haska chooses well between the two copies, his bomb impacting squarely on the real enemy. The explosion knocks the mystic back a step, and as the smoke clears you can see blood running from the corner of their mouth, but they remain standing, still with a double.
Babine, JUSTICE FLAME!, and Stonelance may act.
Stonelance |
Stonelance pivots on his heels, reloads, and shoots a bolt at one of images of the caster. red
"Little bit of luck" whispers the crossbowman.
crossbow (pbs): 1d20 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13
damage (pbs): 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
GM Granta |
★★★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 Dennis |
Will (red): 1d20 + 5 ⇒ (14) + 5 = 19
Will (O1): 1d20 - 1 ⇒ (12) - 1 = 11
Will (O2): 1d20 - 1 ⇒ (13) - 1 = 12
Will (O3): 1d20 - 1 ⇒ (3) - 1 = 2
Will (P3): 1d20 - 1 ⇒ (11) - 1 = 10
Stonelance takes aim and fires, his luck unfortunately failing to turn for the better. His bolt misses just to the side of the caster, however it does serve to sever the connection with the image, dispelling it. Missed within 5, so image pops.
Botting for Babine:
The duplicate dispelled, Babine steps up and swings with his scimitar once again, this time accepting the anger from Oiur's song. His mighty blow leaves the caster unconscious by his feet!
scimitar, inspired rage: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
damage, inspired rage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Botting for JUSTICE FLAME!:
JUSTICE FLAME! pursues one of the raiders, trying to prevent them from getting to the carts. Double move.
-----
You can all clearly see the floating barrel now as it takes a wide berth around Alphonze and makes a beeline for the cave entrance. You think you're unlikely to recover the barrel should it be taken into cave.
O3 climb: 1d20 + 3 ⇒ (9) + 3 = 12
P3 climb: 1d20 + 3 ⇒ (12) + 3 = 15
The orcs to the east both climb down the cliff and head toward the carts. The orc in front of JUSTICE FLAME! carefully backs away from him toward the cliff. Withdraw
Two more orcs emerge from the cave. You feel like there can't possibly be any more in there.
-----
Round 5/6:
Down to one enemy initiative count, so the whole party may act
Oiur |
Oiur grits their teeth at the pain of the partially healed wound, then grips their hammer and swings at the floating barrel; they don't seek to break it, merely dislodge it from whatever force is carrying it away.
Not quite sure what action that is, so here's a CMB/attack roll! It'd be the same for either, although if it's bull rush or a non weapon-focused combat maneuver, it'd decrease by 1.
Barrelstopper: 1d20 + 5 ⇒ (13) + 5 = 18
GM Dennis |
I would call that a disarm check, I think.
miss-chance for combat maneuver vs. invisible opponent, high hits: 1d100 ⇒ 68
Oiur successfully knocks the barrel to the ground!
GM Dennis |
will save B3: 1d20 - 1 ⇒ (14) - 1 = 13
will save O4: 1d20 - 1 ⇒ (2) - 1 = 1
Haska O'Wydroe |
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Haska, seeing the cleric fall, hustles over to help guard the wagons from the circumventing orcs hoping he is not too late to give Alphonze a hand.
Double move. Good job, Ouir! Alphonze, you are a one man orc wrecking ball. keep it up!
Alphonze Estaban |
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I’ve got to be to make up for all the terrible rolls so far.
Seeing Oiur engaging the flying barrel, and with Haska pointing out the orks climbing down the cliff, Alphonze once more charges at the green-skinned fiends. He bodyslams the closest ork....
-2 Ac from charging.
Scimitar: 1d20 + 4 - 1 + 1 + 1 + 2 ⇒ (17) + 4 - 1 + 1 + 1 + 2 = 24
Dmg: 1d6 + 6 + 3 + 1 ⇒ (1) + 6 + 3 + 1 = 11
... and follows up the impact with a sollid blow from his sword. He points the blade at the other ork, daring him to make a move.
GM Dennis |
Alphonze charges down the hill at the two raiders, landing a mighty blow on the nearer, its unconscious and bleeding form rolling to a stop a few feet away.
Botting for Babine:
Babine, seeing Oiur knock the barrel to the ground, steps up and attacks the invisible creature that must have been holding it.
scimitar, inspired rage: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
damage, inspired rage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
50% miss chance, high hits: 1d100 ⇒ 72
Some blood splatters on the ground. You see the barrel move, as if a creature were trying to pick it up again, then you hear the dual thump of the barrel and an invisible body both hitting the ground.
Botting for JUSTICE FLAME!:
Seeing two more orcs emerge from the cave, JUSTICE FLAME! charges at them, attacking the nearer of the two (Orange 4).
greatsword, inspired rage, charge: 1d20 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10
damage, brazen flame, blade of mercy, inspired rage: 2d6 + 4 + 1 + 1 + 1 ⇒ (5, 5) + 4 + 1 + 1 + 1 = 17 AC -2 for charge, damage nonlethal except 1 fire
Botting for Stonelance:
Stonelance reloads and fires at the nearer of the two newly-emerged orcs (blue 3).
crossbow (pbs): 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
damage (pbs): 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6
----
The orcs continue to try to reach the caravan:
Orange 2 climb: 1d20 + 3 ⇒ (5) + 3 = 8 <--No progress, did not fall
Orange 2 climb: 1d20 + 3 ⇒ (5) + 3 = 8 <--No progress, did not fall
The one nearest Alphonze moves to the far side of the caravan and picks up a barrel.
The two near JUSTICE FLAME! both carefully withdraw from him.
-----
Round 6/7:
Whole party may act
Haska O'Wydroe |
Haska moves towards the orc stealing the barrel. He readies to throw at the barrel carrying orc should he come into 20' range.
throw: 1d20 + 8 ⇒ (10) + 8 = 18, dmg: 1d6 + 4 ⇒ (3) + 4 = 7
if miss: 1d8 ⇒ 8
Alphonze Estaban |
Dude, are you now playing half the party? How did that happen?
Showing none of Haskas restraint, Alphonze charges after the barrelthieving ork.
Scimitar: 1d20 + 4 - 1 + 1 + 1 + 2 ⇒ (6) + 4 - 1 + 1 + 1 + 2 = 13
Dmg: 1d6 + 6 + 3 + 1 ⇒ (4) + 6 + 3 + 1 = 14
-2 ac for the charge
GM Dennis |
Wow, Babine, that's a brutal set of rolls.
Dude, are you now playing half the party? How did that happen?
Babine had asked to be botted. I'm not sure what's up with JUSTICE FLAME!, and while I'm sure Stonelance would have posted soon, it had been more than 24 hours and I wanted to get a post up before I went out for the day.
Oiur |
Oiur draws on the pain from their wound to fuel their weary legs. The droning song pours from their throat, almost shaking Stonelance and Babine's chests as Oiur charges past them to slam into the nearest orc. Orange 4
Their shoulder crashes against the orc's flank, knocking them off balance.
They swing the earth breaker in an arcing lateral blow...: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
...that slams into the orc's head: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Full-round action: charge, –2 AC 'til next turn.
Aww man, I think I broke my no-hit streak :(
GM Dennis |
Stonelance and Oiur destroy the nearest orcs, while Alphonze cuts down the one trying to steal the barrel. JUSTICE FLAME! resumes his pursuit of the orc that fled off to the west, rounding the corner just as it disappears from view climbing down the rocks.
Climb (orange 2): 1d20 + 3 ⇒ (20) + 3 = 23
-----
Round 7/8:
Whole party may act
Alphonze Estaban |
Hearing the ork scramble down the cliff, and with the rest of the party protecting the caravans front, Alphonze scurries to the rear to engage the final ork.
Haska O'Wydroe |
Haska knowing he will never get to the orc approaching Alphonze, moves to the cliff edge and decides to to ready a bomb to throw at this last orc should he approach within 15' of Alphonze's position protecting the caravan rear.
throw from range: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22, dmg without pbs: 1d6 + 3 ⇒ (3) + 3 = 6, miss location determination: 1d8 ⇒ 7
"Alphonze, if he comes at you I'm throwing fire on him."
Moved. And ready to prep and throw bomb should orc come with in 15' of Alphonze.