Ruins of Pathfinder: Road to Damnation (Inactive)

Game Master Crustypeanut

"If you have men who will only come if there is a good road, I don't want them. I want men who will only come if there is no road at all." 
   
-David Livingstone

Roll20 Campaign Link
Loot Tracker
Ruins of Pathfinder Wiki


401 to 450 of 551 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

I'm still waiting for everyone before heading out to investigate, but I'll hold off on casting abundant ammunition if the battle is already over.


Sasbrek looks at The Hand like one would look at a fool. He is eager but unwise.

Once the sound of battle seems over, Sasbrek pops up talking again “Battle is over, and the men-jackal are eating and looting now. They won’t leave much for us. But I want to make sure they don’t get our scent, yes? And see who they killed now.

The words of his vanishing spell ready on the lips and his illusion wand in hand, Sasbrek prepares himself to cross the rocky terrain in absolute silence.

__________________

taking 10 for a total 21 in stealth


Looking exhausted and rather cranky, Aluriel drops her pack at their new stopping point, pulling out her polearm. "I was under the impression that wand was for emergencies?"


"Men-jackal?" Pinkerton looks confused at Sasbrek's description.. his face having a puzzeled look about it. "Jackalweres? That.. thats not good." Eyes wide with a terrified look on his face, he heads to his tent to begin packing up. "We need to get mo-"

"No, Pinkerton, not jackalweres." Ardeshir cuts him off before he comes to wrong conclusion thanks to Sasbrek's poor description of the beasts. "Gnolls. That is what the kobold meant. I could hear them laughing during the battle - I've encountered them before. Calm yourself, we can handle a group of gnolls. But we need to see how many there are, first. They're roughly three-hundred feet to the south - if a few of us go scout them out while the less subtle ones among us hang back, we can gather tactical knowledge of our enemy, then plan out how to strike them." Taking charge and pulling out his longbow, Ardeshir walks a few feet towards the scene of the battle. "Gi'Chak, Nexander, Sasbrek, you three are with me. Everyone else, follow us about fifty feet to the rear. Move slowly, cautiously, and as quietly as possible." He turns to look at The Hand in particular. "No charging into battle until either I give the word or we've been spotted. Any questions?"

"Ah, also - you would probably benefit this better than I." With that, he unbuckles the scabbard carrying the jeweled scimitar they found earlier and tosses it to The Hand.

__________________________________________

The Hand, you now have the bejeweled, gold-hilted cold iron mwk scimitar the group took off the guard captain. Since Ardeshir isn't back yet, I feel it is better if you have it. You two can discuss who keeps it later, when Ardeshir's back.

If you got any questions or pre-battle tactics, you have time to do so before we move on. Once everyone gives me the thumbs up, we'll move.

Dice Rolls:

1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 1 ⇒ (7) + 1 = 8


Looking to Unafe, Nexander says, "Hey 'Nafe, can you watch Aga for me? Make sure no one touches him?" The he responds to Aluriel, "...I guess? If we're potentially going to be in a battle soon I'd rather save my own more flexible energies for the fight. Are you volunteering to be routine healer?"

After receiving confirmation from the Unafe and hearing Aluriel's reponse, Nexander moves to stand with Ardeshir. "I'm ready."


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Dead tired and no time for a meaty post, but Unafe likes Ardeshir's proposal and will follow a short distance back with Yakini, ready to charge in if needed.

Xander, I'm assuming Unafe usually leaves her mules with Pinkerton's handlers. Does that work for you, or are you picturing something else? Do you want Unafe to bring Aga close when she follows the scouts?


Due to the rocky terrain, mounts would be inadvised - except possibly Sasbrek's mount, but it isn't trained in stealth. Though, being able to climb in this terrain would be useful. Pinkerton and co. are staying back, so any mounts can be left with them.


That'd work. I bought him to fight with me, but he's not that stealthy.


Well, were he to have the 'stealth' trick, he could join you guys and hang back with Unafe and them - though without such a trick, he's just gonna 'clompity clomp' there. If you dont' mind risking it, you could still bring 'em, though. But his maneuverability will be low in this terrain - and even hanging back, his presence will more likely draw attention. At 300 ft, even The Hand (at a -5 Stealth skill) has a 35 to his Stealth check.

Though, hearing the sound of a creature walking, who isn't trying to be stealthy, is a DC 10 - so a DC 40 at this distance. Even 'at' the scene of the battle, it will likely take a DC 15 for those behind the 'advance' group to be heard if they are not being stealthy - so even then, its not a sure fire chance that the horse will give away your advance. So its really up to you guys.

*Edit* The DC 10 is not taking into account Armor Check Penalty, which would lower it. So to hear The Hand walk would be a DC 5 due to his clankyness. At 50 ft behind the scout group, it would be a DC 10 for him. The horse would be harder to hear than The Hand, in that case. XD

The Hand taking 10 on Stealth would only raise the DC to hear him by 1 - so even then, he's easier to hear. Unless of course, he attempted to roll, potentially making him harder to hear.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Unfae is happy to train him in the Stealth trick over the course of the next week, if you'd like. Obviously doesn't help for today.


As can Ardeshir - with a +7, he would benefit more from Unafe helping him do so.


[Ooc]Then he'll just stay at camp I suppose.[ooc]


As much as I'd love to bring a gecko, I'll leave them at camp too. Is there a way to train thm in Stealth? Not just teaching the "Sneak" trick, I mean actually raising their Stealth score.


Male Monkey Goblin Gunslinger (26/26 hit points)

Gi'Chak has remained quiet and to himself over the last few days, slowly getting a read of his new companions. He felt no emotion at the loss of Jack, and likely wouldn't should any of the others be so foolish as the get themselves killed, unless the losses began to grow too great anyway... These people were not his family, and none had yet done anything to endear themselves to him. That was not to say they would not however, some of them seemed to have potential...

'The Great Hand' was not likely to be one of those however. He shakes his head as the fool goes charging off, turning his attention to squirming into his armor. He hears his name as the others seem ready to set out, nodding his agreement to Ardeshir's wisdom. With his armor in place he scurries out into the fiery desert heat, sparing a glare towards the sky as he does so. He makes sure to place himself away from Sasrbek, and leaves some distance between himself and the nearest of the forward group as he sneaks up.

_________________________
Take 10 Stealth = 26


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

"I will hold back so as not to give away your positions if you wish. This scouting would require stealth and that is something I am not even remotely good at. Yell out my name though and I will ride in like the flood water." The Hand is still anxious, he has lost one member on this trip and wishes not to lose another.


No Sasbrek, there isn't beyond somehow making it your companion. :(


Ardeshir nods when he hears that everyone is good to go. "Alright then, lets be off. Remember, quiet!" And with that, he turns and begins heading towards the scene of the nearby battle, the others following.

----------------------

The trip proves to be longer than anticipated for such a short journey. Forced to move slowly in order to be quiet, and forced to take numerous short detours due to the rough terrain, it takes the group a whole three minutes to travel to the scene. As they get closer, they can hear what sounds to be dogs whining. Occasionally, what is probably an order can be heard barked - they can all hear now that these are definitely gnolls.

As the group maneuvers around numerous rocks, they find themselves with a clear terrain advantage - Ardeshir finds the forward team a small cliff overlooking the small ravine twenty feet below them. As Ardeshir looks over the edge to see whats down there, his eyes go wide and he quickly ducks down again. He slowly slinks away from the edge and turns back to Nexander, Sasbrek, and Gi'chak, a worried look on his face. Holding up his empty hand he slowly opens the hand, all fingers outstretched, before relaxing the muscles again and doing so twice more - before finally holding up a single finger to finish off the count.

Sixteen, he mouths.

Slowly and quietly, the rest of the forward team take their turns peeking over the edge as well - indeed, sixteen gnolls wander about, hauling corpses, looting bodies, piling the equipment near a camel's corpse, and tending to wounds. Although only sixteen remain alive - four of which are resting, unconcious right below the group - there are over a dozen more gnoll corpses scattered about - and almost as many hyena corpses. Besides the gnoll and hyena corpses, there are but a mere six corpses that tell themselves apart - two camels, two humans, a halfling, and a half-orc. One of the humans' heads is mounted on a pike - this human looks to have been middle aged, with greying black hair. Instead of being frozen in an expression of anger or fear as one might presume, the man's head instead looks annoyed. Apparently he wasn't having a good day even before this happened.

The gnolls themselves, meanwhile, look battered, singed, and bruised - not a single one of them remain unscathed, and a few of them wimper as they go about looting or hauling corpses. Each one carries a battleaxe, wooden shield, and shortbow with them. Their leader, obvious due to the fact that he's the one barking orders, is a mangy looking gnoll whose fur on his face has been burnt away. In addition, his eyes are covered with a white film - he's either blind or has impaired eyesight. This, however, does not stop him from giving orders.

Due to the fact that they lost an absurd number of their kin against what looked to have been easy prey, the gnolls are demoralized, in addition to injured. Plus, since each one is focused on their task, they are distracted - in all likelyhood, they would not even hear The Hand sneak up on them.

After everyone has gotten a good look, Ardeshir jerks his head, and the group slinks away towards the others, who remain fifty feet to the rear. Quietly, in a hushed tone, Ardeshir explains the situation to those behind.

____________________________________________

Please see the Roll20 page for the map! As it stands, should everyone take 10 on their stealth check, even The Hand can get relatively close - though not to the edge of the cliff face. The cliff is 20 ft above the gnolls - anyone at the edge gains Cover from the gnolls below. In addition, there is only one way, besides climbing the cliff, that the Gnolls can reach you - a small path from the south. (Note: 'Up' on the map is South, 'Down' is north.)

Due to their distraction and demoralization, the gnolls effectively have a '5' on their perception checks - the sleeping gnolls are even worse off, obviously. However, even these gnolls will hear someone cast a spell at this distance - wands are usable, though. You guys can discuss tactics before you engage - You control the start of the engagement.

Once you know what you want to do, let me know where you want to be placed on the map, and once everyone is ready, you will get your surprise round.


Best would be ranged people prone on the ridge while Hand and Thorgrim hold the pass up. We ranged people all shoot the leader and watch as they all run up into the meat grider.


Male Monkey Goblin Gunslinger (26/26 hit points)

More likely watch as a couple get sniped/ground up and the rest try to run away, but yes that sounds about right.


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

The Hand will take up any warding position his people decide is best for him. Finally something he knows how to do and how to do well.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

I agree with Nexander: post up the juggernauts at the only entrance and let the rest of our team pick them off from superior position.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

How many people can be in the chokepoint? When it's time for the less stealthy to move, Yakini (Stealth +6) can be at the #3 position, beside or behind the Hand and Thorgrim. Unafe (Stealth -3) will take a position with cover on the cliff, 15-20' away from Yakini, readying her sling.


I positioned myself at the cliff. I would move every else's tokens into a tactically sound position, but I don't have permission to move them. It looks like the opening up is a little less than 10' wide. A Thorgrim/Hand/Yakini triangle would do nicely there.

I'll wait in character until everyone else moves into position, cast abundant ammunition, load Betsy and then I'm crawling up to the edge of the cliff on my belly (prone) taking 10 on stealth for a 19.


Having a little difficulty reading the map but I think I understand it. Black spaces are impassable? Light brown is passable? Swirly color is cliff face?

--------------------------------------------

Aluriel
Begins EE 28
Moves to middle of bottleneck, holding to cast Enlarge Person
End Z 32?


I don't know how good a cover can the rocks provide. I guess pretty good. Would that be improved by a casting of Silent Image so that our snipers can fire through the rocks instead of just from behind them? There are archers among the gnolls I suppose, would this help, or are we as protected as possible?


Well, laying prone gives you a +4 to AC versus ranged attacks. If you've got a crossbow or a gun you can shoot that way. My concern with a silent image is would we be able to see through it without making a save?


Alright guys, I've moved everyone to useful positions - I suppose the map IS a little difficult to read, so let me describe it better.

The meatgrinder group, posted up north, are blockading a 5-ft wide bottleneck - at this distance, even The Hand can sneak without getting their attention. The pass is only 5 ft wide between two large rocks and a ramp going up - the entire group gains a +1 attack bonus from higher ground. This group is on a (Roughly) 20-ft wide ledge. The area to the south of them is about 10 ft below them - there is a ramp leading up behind them, (Where Unafe is for now - will move her shortly), but any of the gnolls attempting to go there to 'outflank' the group will have to pass by A22 - and thus will be easily spotted by the group.

Aluriel is correct to an extent. Sand-colored terrain is unobstructed terrain. Swirly-colored rock terrain is rocks - you can move on them, though it counts as difficult terrain. Some might be more difficult than others. Where I've placed the group right now is a rocky ledge overlooking the gnolls - everyone there, while are affected by difficult terrain, have a +4 bonus to AC from the gnolls below due to cover. Sasbrek is currently too far back to affect any of the gnolls, but he's just there temporarily - none of these spots are finalized.

Behind that group is a 5-ft ledge above them - thus the shadow. For those confused at the map (I was at first, don't worry), the shadow is the key - imagine that the sun is currently to the west, in the afternoon. It isn't so far down that the entire 'valley' is hidden in shadow, but it is enough to cast a shadow.

Any questions or preferences where you would like to be moved, since we have our tactics ready?


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

All I ask is that you move me one space down so I can help defend the barbarian.


I believe that if Sasbrek tells the others it is an illusion, you automatically make your saves.
Anyway, since it seems the extra layer of concealment isn't really needed, Sasbrek will join the ranged group (going in y14 or x15 or wherever seems like a good spot), lay prone, and ready to fire the crossbow.


Alright then, is everyone good on their positioning? I'll move us along tomorrow if so. Feel free to let me know what your surprise round action is right now (A single Standard Action), and I'll include that in my post.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

While no expert in stealth, Unafe gets into her position just above the chokepoint as quietly as she's able. Loaded sling in hand, she tries to steady her breath and calm her racing heart. How fortunate are we that it was WE that heard THEM, and not the other way around? If we were the ones being ambushed by a gang like this...I don't know how we'd stand a chance! Are we being vigilant enough with our watches?

When the signal comes, she takes aim at one of the nearer gnolls, swings...and feels her foot slide slightly on the loose rock, sending her bullet harmlessly bouncing off a boulder into the sand. "Crap!"

I'm happy with Unafe & Yakini's positions. Actions:
Unafe: Sling at K15 (who I think is just within the 50' range)...and *miss* by a mile.
Yakini: Eye the gnolls and salivate.

Sling: 1d20 + 3 ⇒ (1) + 3 = 4 (1 BAB +2 dex)
damage: 1d4 + 3 ⇒ (4) + 3 = 7


Male Monkey Goblin Gunslinger (26/26 hit points)

Gi'chak moves easily into place, clambering quietly over the rocks. He is less than pleased when the kobold slithers up next to him and takes a position nearby. He glares at Sasbrek for a moment before turning back to the gnolls below. It doesn't take much to pick out the leader, and he quietly lines up his shot, seeing the others do the same in the corner of his eyes. He chafes only a little as he waits for them to settle themselves, but when they seem ready he squeezes the trigger, an echoing crack of ignited gunpowder

Revolver (at -4 due to range, +1 due to height vs. flat footed and touch): 1d20 + 7 ⇒ (19) + 7 = 26
Spending a point of Grit for Up Close and Deadly (+1d6 precision damage, half on a miss)
Damage: 1d6 + 1d6 ⇒ (6) + (3) = 9 (1 on a miss)


Surprise Round

Nexander crawls slowly forward to the edge of the cliff, after casting his spell of abundant ammunition and loading Betsy. He sees that the goblin, kobold, and Kelishite are ready to start the ambush, so he raises up on his elbows with Betsy in a two handed grip. That's a long shot with a revolver. Here's to luck....

He exhales slowly, and holding as still as he can, squeezes the trigger as if caressing a virgin lover for the first time. The revolver bucks in his hand, adding its thunder to Gi'chak's. Nexander grins broadly, letting out a ululating war whoop as he sees his round impact the gnoll leader's torso. He cocks back the hammer and prepares to fire again.
___________________________

Moved myself slightly, I was misreading the map earlier.

55' feet from Graarg, so that's a -4 for range.

Attack (higher ground, FF, Touch): 1d20 + 5 + 1 - 4 ⇒ (11) + 5 + 1 - 4 = 13 Should hit, unless he's got a +3 deflection bonus...
Damage: 1d8 ⇒ 6


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

As peals of gunfire begin erupting from where the rest of his companions are perched above, Thorgrim answers the volley with a bellow of a challenge to the gnolls just beyond. "Komdu dans fyrir Drottni í Iron, hundur djöflar! Komdu og blæðir fyrir Jörmungandr!" The left side of his mouth curls into a grin as he shoots a quick look to The Hand beside him. "Let us pile them as high as yonder rocks as they stain the ground beneath us." Twirling his massive sword about in his hands, he turns his attention to the narrow approach immediately before their assembly, awaiting eagerly the first creature foolish enough to offer itself up as a lamb to the slaughter.

Skald:
"Come and dance for the Lord in Iron, dog devils! Come and bleed for the World Serpent!"

__________________________________________________

Move Action: Draw weapon.
Free Action: Chest-puffin' show-boatin'.


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

The Hand stands ready to take any blow and weather any opponent. His task is clear, hold back the tide so that the others may strike them down with impunity, this he could understand. Shiny new scimitar at the ready and tower shield positioned to protect both he and his partner to his left, he is ready.

__________________________________________________

Move Action:Draw Weapon
Free Action: Look Cool
AOO:1d20 + 3 ⇒ (1) + 3 = 4If Thorgrim is attacked I get an aid another to raise his ac by 2 against the attack, and take the damage for him as an immediate action if he is still hit, as long as I am adjacent to the attacker.


Guns don’t really agree with the Kobold Way, nor the Dragon Way for that matters. Noisy, loud! How can you ambush with that? thinks Sasbrek. And so much smoke for so little fire? Bah!

Trying to avoid a sneer of derision to the clumsy (at least to his eyes) weapons of Nexander and Gi’chak, Sasbrek fires his weapon at the apparent leader of the gnolls. He groans as his bolt flies off a good two feet too high above the head of the target.

"Rrmpf. Damn sunlight. This is the desert's fault, no shadow to ambush properly!"

___________________________

Surprise Round
Standard action: fire crossbow

atk from higher ground, dazzled from sunlight, vs flat-footed: 1d20 + 5 + 1 - 1 ⇒ (1) + 5 + 1 - 1 = 61d6 ⇒ 4


<< Encounter: "Rocks Fall, Gnolls Die" | Round I | Hazards: None | Encounter Map: Roll20 Rocky Cleft >>

A pair of gunshots goes off, echoing through the area’s rocky crevices, startling those back at camp, not to mention those the shots are aimed at. These shots would spell the final fate of these gnolls.

The gnoll’s leader, standing by a rock and completely unaware at what was about to happen, is struck by both gunshots, each piercing the gnolls’ mangy studded-leather-armored hide. Followed immediately after, however, are two arrows, shot by the same man - Ardeshir. The first arrow strikes the gnoll in the leg. It is the second arrow that strikes true, hitting the gnoll in the heart. Combined with the gunshots, the gnoll falls back, leaning on the rock he was standing next to - with a gurgle and a whimper, he rolls over onto the sand, dead.

Dead before any of his fellows could even react.

Ardeshir, not done, gets off a third and final arrow, striking the wounded gnoll next to the leader, taking this gnoll out as well. It slumps against the very same rock as its master before landing in the sand. It gets nary a whimper nor a yelp out before it is unconscious and bleeding out into the sand.

________________

INITIATIVE
Ardeshir: 23
Aluriel: 22
Unafe: 21
Sasbrek: 20
Gi’chak: 18
Grrarrg: 17
Thorgrim: 11
Gnolls: 11
Nexander: 7
The Hand: 7

LOCATIONS:
Aluriel: H24
Ardeshir: Z14
Gi’Chak: X16
Nexander: W17
Sasbrek: X15
The Hand: H23
Thorgrim: I23
Unafe: D23
Yakini: G23
----
Grrarrg: O11 (Dead now, though)
The Gnolls: (Various, See Roll20)

Dice Rolls:

Aluriel's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Ardeshir's Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Gi'chak's Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Nexander's Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Sasbrek's Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
The Hand's Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Thorgrim's Initiative: 1d20 ⇒ 11
Unafe's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Grrarrgs's Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Gnoll's Initiative: 1d20 ⇒ 11

Ardeshir's Surprise Round:
Standard Action: Deadly Aim Shot @ Grrarrg
Attack: 1d20 + 7 + 1 - 1 ⇒ (16) + 7 + 1 - 1 = 23 (Hit)
>Damage if Hit: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Ardeshir’s Turn:
Swift Action: Ranger Focus (+2 Attack/Damage) on Grrarrg
Full Round Action: Full Attack w/ Rapid Shot & Deadly Aim @ Grrarrg (And Gnoll 3, since Grarrg is dead after the first arrow)
Attack: 1d20 + 7 + 1 + 2 - 1 - 2 ⇒ (20) + 7 + 1 + 2 - 1 - 2 = 27 (Crit!)
Confirmation: 1d20 + 7 + 1 + 2 - 1 - 2 ⇒ (20) + 7 + 1 + 2 - 1 - 2 = 27 (Success! Dafuq, 2 20’s in a row?)
>Damage with Crit: 3d8 + 6 + 6 + 6 ⇒ (6, 3, 4) + 6 + 6 + 6 = 31
Attack #2 @ Gnoll 3: 1d20 + 7 + 1 - 1 - 2 ⇒ (14) + 7 + 1 - 1 - 2 = 19 (Hit)
>Damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Total Damage by Ardeshir: 53 (O.o)(Thats how much Hp Grarrg had at full, and he was injured!)
Everyone except Nexander and The Hand are up! The gnolls are still flatfooted, by the way.


Aluriel casts Enlarge Person taking the entire round to do so.

I am fine with her positioning so please leave her there.
________________________

Surprise Round
Full round action: Enlarge Person


Sasbrek looks impressed at Ardeshir’s display of archery prowess it feels as if he almost wasn’t there… and yet his arm is steady and strong.
Sasbrek is not really shamed of his poor performance. Crossbow aim isn’t why people should fear him. nonetheless, he fires again, this time at an easier target: one of the gnolls wounded and resting right below him.

___________________________

round 1
Move action to reload crossbow
Standard action to fire at sleepy gnoll 15

atk from higher ground, dazzled from sunlight, vs flat-footed: 1d20 + 5 + 1 - 1 ⇒ (14) + 5 + 1 - 1 = 191d6 ⇒ 6


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Thorgrim maintains his position alongside man, woman, and saurian, sword eager to lash out at the first creature to charge the barricade of titanic figures serving as obstruction to those on the precipice above.

__________________________________________________

Readying a Standard Action: Attack the first gnoll approach.

Readied Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 6 ⇒ (2, 1) + 6 = 9


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Nervous as the mass of gnolls realize they're under fire, Unafe slings again at the nearest one, missing again. She calls out in frustration, "Namane, please, help to guide my arm."

Meanwhile Yakini hungrily eyes the gnolls, awaiting their arrival.

________________

Yakini
Full: Hold action to claw/claw/bite the first gnoll she’s able to. (if she doesn't get to attack this round, we can use these rolls whenever she does.)

Bite: 1d20 + 7 ⇒ (6) + 7 = 13 (2 BAB +5 str -1 power attack +1 higher ground)
Damage: 1d6 + 7 ⇒ (5) + 7 = 12 (+5 str +2 power attack)
Claw: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Claw: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d4 + 7 ⇒ (4) + 7 = 11

Unafe >> another swing-and-a-miss!
Stnd Sling at nearest gnoll (missing).

Sling: 1d20 + 4 ⇒ (2) + 4 = 6 (1 BAB +2 dex +1 higher ground)
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


Male Monkey Goblin Gunslinger (26/26 hit points)

Gi'chak smiles as his shot lands true, but is forced to glare as the kill is stolen from him by a rapid barrage of arrows. He doesn't waste much time on Ardeshir, quickly lining up another shot at the gnolls cowering behind the rock in the middle. He leaves the distant ones to the archer. The revolver may be a definite improvement over his first gun, but it still leaves something to be desired for accuracy over range...

_________________________
Attack vs. Gnoll 7 or possibly 6, whichever he has a better shot at.
Revolver: 1d20 + 10 - 2 + 1 ⇒ (2) + 10 - 2 + 1 = 11
Damage: 1d6 ⇒ 5


Both have partial cover - your shot misses, Gi'Chak. :(


Startled at the sudden sound of gunfire, the gnolls are caught completely off guard by the ferocious assault - they yelp and look wide-eyed in horror at their attackers. But more importantly, one gnoll, Gnoll 4, runs over to where its leader lies crumbled in a bloody heap and howls. Speaking in yipping language of the gnolls, it yells at its kin, its anger swelling inside of it. The gnolls, as if sick and tired of their luck, realize their predicament and, as one, seem to enrage at the loss of their leader. The sound of howling, yipping, and hyena-like laughing drowns out all other noise as the gnolls drive themselves into a berserk fury. The gnoll who started it points at the interlopers up on the ridge and yells what most likely is some form of order to charge.

It isn’t surprising then that the gnolls eagerly obey as they salivate with rage and fury - the entire lot of them dropping what they were doing and drawing their weapons as they charge, heading towards the pass that will allow them to reach those up on the ledge.

Those three who were sleeping, missing the inspiring warcry, wake themselves from their slumber and, seeing their allies in a rage, realize they are under attack as they groggily pick up their bows and feebly stand up.

_________________________________________

Gnoll 4:
Move Action: Move to P10
Free Action while Moving: Draw Battleaxe
Standard Action: Inspire its allies.
Effect: All Gnolls except Gnolls 12, 13, and 14 are now under the equivalent of the Rage Spell - this is not a magic effect, however.
Note: This gnoll is no longer Shaken.

Gnolls 12, 13, and 14:
Move Action: Stand up
Move Action: Draw Shortbows
Free Action: 5 foot step away from the ledge.
Note: These gnolls are still Shaken.

All Other Gnolls:
Standard Action: Whip themselves into a fury.
Move Action: Move 30 ft towards the Pass.
Free Action while Moving: Draw Battleaxes
Note: These gnolls are no longer Shaken.

Note: Due to an increase in Constitution, all Gnolls gain 1 Hp per hit dice (2 hit points), except the three not under the effects of Rage.

The Hand and Nexander are up! In addition, everyone else may also take their Round 2 actions! A round recap will commence once The Hand and Nexander are done with their actions.


Note: Aluriel, your spell will take into effect right before your next turn. I've modified your token to represent your new size/reach. The green aura is your new reach with your polearm.


Nexander grins as the leader goes down under Ardeshir's fire. He lines up his sights on one of the closer gnolls and squeezes off another round. He can't tell if he wounded the creature or not, but cocks back the hammer again, ready to empty Betsy into the monstrous humanoids below.
______________________

Shooting at Gnoll 9

Attack (-2 range): 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Damage: 1d8 ⇒ 2


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

The Hand stands ready to repulse any charge, he watches the gnolls with stoic indifference.

______________________

Ready action to attack any who attack the line,1d20 + 3 ⇒ (1) + 3 = 4and fails miserably

AOO aid another to raise ac for ally attacked if I threaten the enemy involved,1d20 + 3 ⇒ (11) + 3 = 14and take the hit for them if they are still hit.


Standing on the ridge looking down as the gnolls scrambled beneath the onslaught he and his companions brought down on them Ardeshir felt a smile coming to his lips. His superiority to these beasts was undeniable in the skillful manner in which he picked them off. These feelings he knew were a flaw in his character, but the fire of arrogance and pride that burned in his heart had not yet been brought under control. Yet were not these gnolls the filth of the mother of monsters? A plague upon the lands gifted to the civilized races by the Dawnflower or were even they too deserving of the redemption of the Everflame? Even as the thoughts tumbled within his skull, he moved his red-ash bow a faction on an inch to the left and targeted the gnoll who had assumed command of the demoralized pack.

Stilling his breath he stared down, thankful for the bright sun overhead as it would make returning fire more difficult. With a practiced ease he drew back an arrow and released. Sailing free from the bow one arrow shot downwards at the creatures throat, only to be followed followed by a second blue feathered arrow which struck the creature five inches lower, drilling into the gnoll's chest. It almost seemed as if that high flying arrow had caught some of the fury of the sun itself before it landed, carrying with it a fire which smoldered within the chest of the savage gnoll.

______________________________
Full Attack: Fire bow with rapid shot and deadly aim at Gnoll 4.
Ranged Attack w/ Rapid shot and Deadly Aim: 1d20 + 7 + 1 - 1 - 2 ⇒ (11) + 7 + 1 - 1 - 2 = 16
Damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Ranged Attack w/ Rapid shot and Deadly Aim: 1d20 + 7 + 1 - 1 - 2 ⇒ (20) + 7 + 1 - 1 - 2 = 25
Confirm Critical: 1d20 + 7 + 1 - 1 - 2 ⇒ (9) + 7 + 1 - 1 - 2 = 14
Damage If critical confirmed: 3d8 + 6 + 6 + 2 ⇒ (3, 7, 8) + 6 + 6 + 2 = 32
Damage If critical did not confirm: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12


Round 1 Recap

A pair of gunshots goes off, echoing through the area’s rocky crevices, startling those back at camp, not to mention those the shots are aimed at. These shots would spell the final fate of these gnolls.
The gnoll’s leader, standing by a rock and completely unaware at what was about to happen, is struck by both gunshots, each piercing the gnolls’ mangy studded-leather-armored hide. Followed immediately after, however, are two arrows, shot by the same man - Ardeshir. The first arrow strikes the gnoll in the leg. It is the second arrow that strikes true, hitting the gnoll in the heart. Combined with the gunshots, the gnoll falls back, leaning on the rock he was standing next to - with a gurgle and a whimper, he rolls over onto the sand, dead.

Dead before any of his fellows could even react.

Ardeshir, not done, gets off a third and final arrow, striking the wounded gnoll next to the leader, taking this gnoll out as well. It slumps against the very same rock as its master before landing in the sand. It gets nary a whimper nor a yelp out before it is unconscious and bleeding out into the sand.

-----

Aluriel, standing behind the trio made up of Thorgrim, Yakini, and The Hand, takes her time focuses inwards, preparing to cast a spell - for six whole seconds, she chants under her breath, focusing on a spell that will double her size.

-----

Nervous as the mass of gnolls realize they're under fire, Unafe slings again at the nearest one, missing again. She calls out in frustration,"Namane, please, help to guide my arm."

Meanwhile Yakini hungrily eyes the gnolls, awaiting their arrival.

-----

Sasbrek looks impressed at Ardeshir’s display of archery prowess it feels as if he almost wasn’t there… and yet his arm is steady and strong. Sasbrek is not really shamed of his poor performance. Crossbow aim isn’t why people should fear him. nonetheless, he fires again, this time at an easier target: one of the gnolls wounded and resting right below him.
His bolt strikes true, taking out the sleeping gnoll and ensuring the poor sod would never wake again.

-----

Gi'chak smiles as his shot lands true, but is forced to glare as the kill is stolen from him by a rapid barrage of arrows. He doesn't waste much time on Ardeshir, quickly lining up another shot at the gnolls cowering behind the rock in the middle. He leaves the distant ones to the archer. The revolver may be a definite improvement over his first gun, but it still leaves something to be desired for accuracy over range…

However, his shot bounces off the rock which the gnoll was standing next to - the bullet takes a small chunk out of the boulder, pelting the gnoll with nothing more than pebbles instead of the intended bullet.

-----

Thorgrim maintains his position alongside man, woman, and saurian, sword eager to lash out at the first creature to charge the barricade of titanic figures serving as obstruction to those on the precipice above.

-----

Startled at the sudden sound of gunfire, the gnolls are caught completely off guard by the ferocious assault - they yelp and look wide-eyed in horror at their attackers. But more importantly, one gnoll runs over to where its leader lies crumbled in a bloody heap and howls. Speaking in yipping language of the gnolls, it yells at its kin, its anger swelling inside of it. The gnolls, as if sick and tired of their luck, realize their predicament and, as one, seem to enrage at the loss of their leader. The sound of howling, yipping, and hyena-like laughing drowns out all other noise as the gnolls drive themselves into a berserk fury. The gnoll who started it points at the interlopers up on the ridge and yells what most likely is some form of order to charge.

It isn’t surprising then that the gnolls eagerly obey as they salivate with rage and fury - the entire lot of them dropping what they were doing and drawing their weapons as they charge, heading towards the pass that will allow them to reach those up on the ledge.

Those three who were sleeping, missing the inspiring warcry, wake themselves from their slumber and, seeing their allies in a rage, realize they are under attack as they groggily pick up their bows and feebly stand up.

-----

Nexander grins as the leader goes down under Ardeshir's fire. He lines up his sights on one of the closer gnolls and squeezes off another round. He can't tell if he wounded the creature or not, but cocks back the hammer again, ready to empty Betsy into the monstrous humanoids below.

Though nearly striking against the rock the same way Gi’chak’s bullet did, Nexander’s shot strikes its intended target, hitting the enraged gnoll in the shoulder. Despite this, the gnoll, in its berserk state, barely notices its new wound and continues slavering in rage.

-----

The Hand stands ready to repulse any charge, he watches the gnolls with stoic indifference.

____________________________________________

Everyone but Nexander and The Hand are up!


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Watching the gnolls work themselves into a frenzy, Unafe briefly imagines being down within their reach and shivers. She says a silent prayer, Great ancestors, spirits of the saurians, help me move past my fears and doubts. Help me sling true. With that she slings again at the nearest gnoll.

Meanwhile Yakini continues to salivate and lick her saurian lips as the gnolls begin to move.

________________

- Round 2 -
Yakini
Full: Continue to hold action to claw/claw/bite the first gnoll she’s able to. Rolls saved from last round >>
Bite: 1d20 + 7 ⇒ (6) + 7 = 13 (2 BAB +5 str -1 power attack +1 higher ground)
Damage: 1d6 + 7 ⇒ (5) + 7 = 12 (+5 str +2 power attack)
Claw: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Claw: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d4 + 7 ⇒ (4) + 7 = 11
.
Unafe
Stnd Sling at nearest gnoll.

Sling: 1d20 + 4 ⇒ (9) + 4 = 13 (1 BAB +2 dex +1 higher ground)
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

1 to 50 of 551 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ruins of Pathfinder: Road to Damnation Gameplay Thread All Messageboards

Want to post a reply? Sign in.