[PFS] GM Rinaldo's Quest for Perfection (Inactive)

Game Master The Great Rinaldo!

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The Midnight Mirror
Sadaf Kargar wrote:
GM, Sadaf does not have kn engineering but could he also use kn nature for the flooding as it involves plants and water? :-)

I'm going to say no as it involves creating the floodpaths in a way that can be undone later. However, there is nothing that says Sadaf has to be the one to do it, or that it has to be started today.

Grand Lodge

Jale Usoara | M NN Wayang Psychic 3 | HP: 17 | AC: 15 (11 Tch, 14 FF) | CMB: +1, CMD: 9 | F: +1, R: +1, W: +3 | Init: +4| Perc: +6, SM: +4 | Speed 20ft | Phrenic Pool: 3/3, Dark Half 3/6| Spells: Lvl 1: 5/7

Since nobody else has intimidate I will stay here. But I can knowledge engineering the flooding tomorrow.

Jale keeps working With the villagers on their combat skills, walking behind them as they spar and whispering messages into their ears. ” The master is coming. He is far more terrible than these raiders. He will come for you in the darkness, in your mind. Prepare yourself... “

Intimidate : 1d20 + 6 ⇒ (20) + 6 = 26

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Johnny let’s switch. You do the flooding which is important.

Sadaf is so not intimidating but he tries.

”Give your best to me against these bird people!!“

Intimidate : 1d20 - 2 ⇒ (11) - 2 = 9

Grand Lodge

Jale Usoara | M NN Wayang Psychic 3 | HP: 17 | AC: 15 (11 Tch, 14 FF) | CMB: +1, CMD: 9 | F: +1, R: +1, W: +3 | Init: +4| Perc: +6, SM: +4 | Speed 20ft | Phrenic Pool: 3/3, Dark Half 3/6| Spells: Lvl 1: 5/7

Ok! Can we keep my natural twenty? :)

Paizo Employee

Female Dwarf Fighter 3 | HP: 34/34 | AC 22 (T10, FF 22) | CMB: +6 CMD: 16 | F:+7 R:+1 W:+2 (+5 vs. cold weather, +2 vs. poison, spells, spell-like) | Init +0 | Perc +8, SM +1, Social -1, Appraise +2 | Speed 20 ft. | Active Conditions: None

Juno, getting antsy at having seen no recent signs of the bandits, stays as alert as she can...

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


The Midnight Mirror

After reading everyone's post, there are 10 villagers not doing anything, so I am assigning them to scout with Juno.

Day 4
Jale takes twenty villagers out to begin the process of flooding the fields. His extensive knowledge of engineering proves invaluable, and by the end of the day, the fields are impassible other than by raft, yet you are confident you can drain them when all is done. With that natural 20, the flooding task completed in a single day!

Sadaf drills the previous day's team on fighting techniques. Another squad successfully trained. Borders changed to red.

Gronkh continues to drill the hunters, and their aim is greatly improving! One day of training still possible.

Brakkik sets up a series of bags of sticky tar to explode onto the invaders as they pass the barricades, and is quite pleased with the results, even if they don't include flame. Extra points for the well timed natural 20!

Ten of the villagers have nothing else to do, so they go out with Juno to scout. She manages to keep most of her grumpiness to herself, and is surprised when the villagers actually point out something she nearly missed. Based on that evidence, she feels confident that there are at least 2 days until the bandits arrive, but no more than 5. Bonus for extra villagers tipped you over DC 25 ;-)

--------------------
Ready to begin Day 5. You expect the bandits somewhere between Day 7 and Day 10. Four sets of villagers could be trained in melee (in groups of two led by one PC each). The hunters can benefit from one more day of training.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Thanks a lot GM! Then let us concentrate on the training of the inhabitants of the village!

Grand Lodge

Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

Since Brakkik doesn't have a BAB of +1, he can't really help with the training. But he could replace Juno on scouting duty and let her whip her own personal fighting force into tip-top boot-stealing shape!

Grand Lodge

Jale Usoara | M NN Wayang Psychic 3 | HP: 17 | AC: 15 (11 Tch, 14 FF) | CMB: +1, CMD: 9 | F: +1, R: +1, W: +3 | Init: +4| Perc: +6, SM: +4 | Speed 20ft | Phrenic Pool: 3/3, Dark Half 3/6| Spells: Lvl 1: 5/7

Jale goes back to helping some villagers. He grabs two groups and heads to the training area. He does his best to scare them into working harder, but next to the other warriors he pales in comparison.

Intimidate: 1d20 + 6 ⇒ (4) + 6 = 10

Paizo Employee

Female Dwarf Fighter 3 | HP: 34/34 | AC 22 (T10, FF 22) | CMB: +6 CMD: 16 | F:+7 R:+1 W:+2 (+5 vs. cold weather, +2 vs. poison, spells, spell-like) | Init +0 | Perc +8, SM +1, Social -1, Appraise +2 | Speed 20 ft. | Active Conditions: None

When Brakkik steals her scouting job out from under her, Juno sighs. "Blasted rat." She heads to the village and finds the least trained lot of them. "Alright, show me what they trained you for..." She sighs as she watches them. "Not bad, I guess. But you've got to get rid of this whole honour and fair play nonsense. You need to go for the kill. And when they're down, chop their heads off. Don't count 'em dead till they've stopped twitching. You don't want 'em getting back up. An enemy that knows they're dying is the most dangerous kind."

She groans. "Right. None of you understand me. Blast. OI! SOMEONE GET ME A TRANSLATOR!" After someone volunteers to translate her amazing wisdom for the peasants she repeats herself and continues with the training.

"No, not one on one! Mob them! Swarm 'em like vermin! Bring 'em down with your numbers. And when they fall, keep hacking. Yeah, that's better. Keep practising. Remember: there's no such thing as fighting fair when you're fighting for your lives."

Intimidate: 1d20 - 1 ⇒ (17) - 1 = 16

Grand Lodge

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Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

That's... oddly profound and inspirational.

Brakkik uses his small size and extracts to climb up trees and watch for any large forces of bandits approaching.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Also, does Sadaf want to join Brakkik on lookout duty?

The Exchange

1 person marked this as a favorite.
Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf chuckles when he hears Juno’s intimidating speech and later the effects on Brakkik.

”She is a special dwarf... very special... “ he says with a sly smile.

Perception : 1d20 + 11 ⇒ (19) + 11 = 30


The Midnight Mirror

I made a mistake - the hunters are fully trained. Since Gronkh hasn't posted anything, I'm going to have him assist the scouting effort today.
Gronkh Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Day 5
Jale and Juno drill the villagers. Juno's odd manner and strange language both confuse and encourage them, while they seem to be getting used to Jale by now.

Everyone else takes to the roads and woods, and Sadaf's efforts are rewarded. He manages to find a fresh trail, and after following it carefully, he sees what is clearly an advance group. He observes them and looks at their supplies, and feels confident that they intend to attack in four days.

---------------
You have ascertained that the attack will happen on Day 9. The only tasks you have left are a final round of training for the last two groups, and making a craft check to fashion additional ammunition. You have three days to accomplish this, so I just need someone to make a craft check (bows is specified, but if you have something else that might be appropriate, you can ask.)

Grand Lodge

Jale Usoara | M NN Wayang Psychic 3 | HP: 17 | AC: 15 (11 Tch, 14 FF) | CMB: +1, CMD: 9 | F: +1, R: +1, W: +3 | Init: +4| Perc: +6, SM: +4 | Speed 20ft | Phrenic Pool: 3/3, Dark Half 3/6| Spells: Lvl 1: 5/7

Yeah, I doubt Craft(Trap) would work for Craft(Bow) so...

Jale tries again with the villagers, working on their form and making off-hand comments. "Ignore the dwarf. She gets tired after killing one enemy and then spends the rest of the fight taking off their clothes. She'll do the same to you if you fail."

Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf is happy that they have more clarity now!

He tries to create bows and arrows.

Craft bow, untrained: 1d20 + 0 ⇒ (18) + 0 = 18

Paizo Employee

Female Dwarf Fighter 3 | HP: 34/34 | AC 22 (T10, FF 22) | CMB: +6 CMD: 16 | F:+7 R:+1 W:+2 (+5 vs. cold weather, +2 vs. poison, spells, spell-like) | Init +0 | Perc +8, SM +1, Social -1, Appraise +2 | Speed 20 ft. | Active Conditions: None

Juno glowers at Jale and continues whipping the peasants into shape. Or, at least gives them a fighting chance of not dying too quickly...

Intimidate: 1d20 - 1 ⇒ (9) - 1 = 8

But the insults wound her pride! Especially from a runty little coward like Jale... How dare he?!?

She spends so much time glowering and glaring at Jale that she's not much use in training the other peasants today.

I don't have any crafts.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Craft can be used untrained, right?

Grand Lodge

1 person marked this as a favorite.
Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

That's fair - stealing undergarments is really more of a profession. ;-)

Brakkik works with Sadaf again, this time making bolts for the archers. "Thank goodnesh for thish extract," he tells the dwarf under his breath, "or I'd be sho much worshe at thish!"

Craft (ammunition), Crafter's Fortune: 1d20 + 4 + 5 ⇒ (20) + 4 + 5 = 29

According to the PRD, Craft can be used untrained. You just can't use it for a day job check without putting any ranks into it.


The Midnight Mirror

Over the course of a week, you bring in the harvest, flood the fields, and set barricades and traps to reduce the ways the bandits can get to the village. You train them in the rudiments of personal combat and create a supply of ammunition for the hunters. You feel you have prepared the village as much as you are able, and you take a day to rest - remaining vigilant, of course, but letting everyone relax from the week's hard work before the battle you all know is coming.

I discover now that I haven't prepped a map for the battle - this is my first time running this PbP, and I have a printed map for FtF. I'll have to do that this evening when I get home.


The Midnight Mirror

Map is updated. It is HUGE, so your tokens are rather small. You'll have to zoom in to select them and move them around - be careful not to select the entire map (like I did multiple times).

Place yourselves wherever you want to be. You can be inside or outside of the barricades, but once the battle begins, the only way to cross is to climb over, or destroy a section. You know that at least some of the bandits are going to be mounted. Gronkh, this is your time to shine!

The villagers are not on the map, but are represented by Defense Points that you have earned. Each of you has 8 points you can spend at any time. Spending points is not an action. The things you can do with points are listed on the side of the map. These represent villagers assisting you in various ways, so feel free to write some flavor into your post whenever you use them.

Once everyone is where you want to be, I will begin the encounter. If you have any questions, let me know!

Paizo Employee

Female Dwarf Fighter 3 | HP: 34/34 | AC 22 (T10, FF 22) | CMB: +6 CMD: 16 | F:+7 R:+1 W:+2 (+5 vs. cold weather, +2 vs. poison, spells, spell-like) | Init +0 | Perc +8, SM +1, Social -1, Appraise +2 | Speed 20 ft. | Active Conditions: None

Armed with her shortbow and a bunch of arrows she very cleverly stole off some bandits Juno positions herselfon top of the main barricade, right beside a house so she can climb up on top of it's roof if she needed a better vantage point.

How tall is the house she's standing beside, is it's roof sturdy enough to stand on, and how hard is it to climb from the barricade to the roof? If the climb is manageable and the roof's sturdy, she'll actually start on the roof instead of the barricade.

Grand Lodge

Jale Usoara | M NN Wayang Psychic 3 | HP: 17 | AC: 15 (11 Tch, 14 FF) | CMB: +1, CMD: 9 | F: +1, R: +1, W: +3 | Init: +4| Perc: +6, SM: +4 | Speed 20ft | Phrenic Pool: 3/3, Dark Half 3/6| Spells: Lvl 1: 5/7

Juno heads up on the wall, nervously looking over it. He tries to find the perfect place on the wall, striding back and forth. Have to find the perfect place... close enough to Juno that she can save me... far enough away that she can't yell at me for my failures...

Grand Lodge

Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

Brakkik scampers up one of the roofs on the north side of town. Peeking out over the thatched ridge, he grins. Hopefully this will provide me with cover while letting me rain down explosives on anyone trying to get through this barricade! he thinks gleefully to himself.

The Exchange

Male N Half-Orc Cavalier 1 Fighter 1 | HP 9/23 | AC 19 T 12 FF 17 (-2 charging) | CMB +7, CMD 18 | F +10, R +5, W +4 | Init +4 | Perc +1 SM +1 | Speed 20' | Active Conditions: | Constant: | GM Reroll 0/1 |

Gronkh would rather face the bandits in the open field, so he gives Horace an apple to munch on and then takes up a position outside the barricades, at a corner where he can keep watch in two directions. He thoughtfully sharpens his lance.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf has prepared three entangle spells and will mainly try to crowd control.

”I will try to hinder them from arriving here as fast as they would like and I hope that you all will be able to hit as many of them as possible during this time!“

Grand Lodge

Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

Brakkik highly approves of this plan.


The Midnight Mirror
Juno Berik wrote:
How tall is the house she's standing beside, is it's roof sturdy enough to stand on, and how hard is it to climb from the barricade to the roof? If the climb is manageable and the roof's sturdy, she'll actually start on the roof instead of the barricade.

Let's say it's another 5' higher, would require a DC 15 Climb check, and is sturdy enough to stand on, but anything more than just standing could potentially cause damage, which might trip you.

Brakkik wrote:
Brakkik scampers up one of the roofs on the north side of town. Peeking out over the thatched ridge, he grins.

You didn't actually move your token ... go ahead and place it where you intend to be. Same rules as for Juno -- if you start doing crazy stuff up there, you might damage it and/or fall.

Sadaf Kargar wrote:
Sadaf has prepared three entangle spells and will mainly try to crowd control.

Just don't forget you have your own cavalier out there! :-)

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

I'll let Brakkik place himself, then start things up this weekend. Did anyone have any questions about your defense points?

Grand Lodge

Jale Usoara | M NN Wayang Psychic 3 | HP: 17 | AC: 15 (11 Tch, 14 FF) | CMB: +1, CMD: 9 | F: +1, R: +1, W: +3 | Init: +4| Perc: +6, SM: +4 | Speed 20ft | Phrenic Pool: 3/3, Dark Half 3/6| Spells: Lvl 1: 5/7

We can't donate them to others, can we?

Grand Lodge

Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

Sorry - could have sworn I placed the token there already. Oh well!


The Midnight Mirror
Johnny Brom wrote:
We can't donate them to others, can we?

No, each of you has a pool of point to use or not as you see fit.

------------------------------
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.

From the edge of the woods, five mounted warrior begin to charge. As one, the hunters raise their crossbows and fire in an arc as you trained them for long distance firing. A small cloud of bolts rain down on the warriors, and two of the warriors fall from their mounts. At the same time, a third warrior's horse trips over a small ditch dug in the ground. Only two warriors make it out of the woods.

Thanks to your defense work, this wave consists of only two warriors. The are currently off the map by 200', approximately 400' total from the village wall. They are charging; they will arrive on the map next round and will reach the wall the round after if not stopped.

Since they are starting from so far away, rather than rolling initiative, I'm just going for "you go/they go". Everyone is up!

Paizo Employee

Female Dwarf Fighter 3 | HP: 34/34 | AC 22 (T10, FF 22) | CMB: +6 CMD: 16 | F:+7 R:+1 W:+2 (+5 vs. cold weather, +2 vs. poison, spells, spell-like) | Init +0 | Perc +8, SM +1, Social -1, Appraise +2 | Speed 20 ft. | Active Conditions: None

Juno stands on the barricade and fires an arrow at the charging enemy.

Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Piercing Damage: 1d6 ⇒ 2

Grand Lodge

Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

Brakkik cheers as the bolts fly, then quickly puts his hand over his mouth to hush himself and turns his attention back to the lands to the north. Those sneaky thieves won't sneak up on me! he thinks to himself, trying to keep as still as possible so he can surprise anyone approaching his side of the village.

Stealth: 1d20 + 7 ⇒ (20) + 7 = 27

Basically delaying until someone appears closer to him.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf delays.

Grand Lodge

Jale Usoara | M NN Wayang Psychic 3 | HP: 17 | AC: 15 (11 Tch, 14 FF) | CMB: +1, CMD: 9 | F: +1, R: +1, W: +3 | Init: +4| Perc: +6, SM: +4 | Speed 20ft | Phrenic Pool: 3/3, Dark Half 3/6| Spells: Lvl 1: 5/7

Jale shivers as the riders come out of the trees, concern in his eyes. ”So, this is how we go...”. He waits for them to get closer. Nothing this round.


The Midnight Mirror

Sorry guys, Retro Con just ended and I was wrapping them up, and accidentally cleared the "new messages" on this thread without doing anything. I had been hoping to hear from Gronkh, but I'll just assume he's delaying until they get into charge range, which is what is happening now.

The two mounted tengu close in on the village. Seeing you, they fire their bows. Taking penalties for mount making a double move.
Blue vs Gronkh: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
Red vs Juno: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
Clearly they are not well trained in mounted archery, as their arrows go completely wide of their marks.

Everyone is up! The attackers are on the map. They are 150' from Juno and Jale.

The Exchange

Male N Half-Orc Cavalier 1 Fighter 1 | HP 9/23 | AC 19 T 12 FF 17 (-2 charging) | CMB +7, CMD 18 | F +10, R +5, W +4 | Init +4 | Perc +1 SM +1 | Speed 20' | Active Conditions: | Constant: | GM Reroll 0/1 |

Sorry not to have posted earlier. Yes, Gronkh and Horace will simply wait patiently for the enemies to come closer.

Seeing the approaching foes, Gronkh murmurs to Horace, "Not yet, not yet my friend. Wait till we can see their eyes. Then we know where to put the lance..."

By my count they are still out of charge range, so Gronkh and Horace will simply adopt full defense to avoid any additional arrow shots while they wait for them to get closer.

Grand Lodge

Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

Brakkik remains in hiding

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf patiently waits...

”Two are easily dispatched! Let me wait some more Danduun!“

delay.

Paizo Employee

Female Dwarf Fighter 3 | HP: 34/34 | AC 22 (T10, FF 22) | CMB: +6 CMD: 16 | F:+7 R:+1 W:+2 (+5 vs. cold weather, +2 vs. poison, spells, spell-like) | Init +0 | Perc +8, SM +1, Social -1, Appraise +2 | Speed 20 ft. | Active Conditions: None

Juno fires another arrow at the approaching enemies.

Ranged Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Piercing Damage: 1d6 ⇒ 1


The Midnight Mirror

Juno fires another arrow, which gets blown off course by a freak gust of wind, as everyone else prepares for the arrival of the bandits.

The two horsemen slow down, clearly talking to each other and gauging their distance. They put their bows over their shoulders and draw swords as one slows even more, giving his partner the lead.

Sense Motive DC 20 or Ride DC 15:
They appear to be preparing to try to jump the barricade.

Everyone is up!

Grand Lodge

Jale Usoara | M NN Wayang Psychic 3 | HP: 17 | AC: 15 (11 Tch, 14 FF) | CMB: +1, CMD: 9 | F: +1, R: +1, W: +3 | Init: +4| Perc: +6, SM: +4 | Speed 20ft | Phrenic Pool: 3/3, Dark Half 3/6| Spells: Lvl 1: 5/7

Sense Motive, DC 20: 1d20 + 4 ⇒ (19) + 4 = 23

Jale peeks over the barricade then ducks back down quickly. A pale grey hand peeks over the edge and points in the horses' direction. "They're going to jump the wall!" He then steels himself and peeks over the edge, staring at the closest rider.

Readied Action: If an enemy gets within 30 feet:

Jale whispers, "Pain." and casts Mind Thrust I.

Mind Thrust I Damage, Will Save, DC 16, for half: 2d6 ⇒ (6, 1) = 7

The Exchange

Male N Half-Orc Cavalier 1 Fighter 1 | HP 9/23 | AC 19 T 12 FF 17 (-2 charging) | CMB +7, CMD 18 | F +10, R +5, W +4 | Init +4 | Perc +1 SM +1 | Speed 20' | Active Conditions: | Constant: | GM Reroll 0/1 |

Ride DC 15: 1d20 + 10 ⇒ (19) + 10 = 29

With the enemy still a bit out of range (Horace's speed would normally be 50, but he's got a medium load carrying Gronkh), Gronkh cannot charge. Instead, he tries to eke a bit more speed out of Horace.

Spur Mount, Ride DC 15: 1d20 + 10 ⇒ (15) + 10 = 25 Gronkh move action
Horace dmg: 1d3 ⇒ 3

Horace looks back reproachfully at his rider, but nevertheless he moves foward a bit quicker than normal. Horace double move

Gronkh standard action: attack Red Rider
lance attack (not a charge), challenge: 1d20 + 7 ⇒ (15) + 7 = 22
dmg: 1d8 + 6 ⇒ (3) + 6 = 9

Immediate action if Horace is attacked:

Mounted Combat, Ride check to negate the attack: 1d20 + 10 ⇒ (16) + 10 = 26

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

delay.


The Midnight Mirror

Gronkh pushes Horace to reach the lead bandit, and while he doesn't quite unseat the tengu, he comes very close. Solid hit, the bandit is NOT looking good.

Jale prepares to push the darkness at a bandit if it gets close, while Sadaf patiently waits.

Juno and Brakkik have actions!

Grand Lodge

Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

Hiding until an opponent is either to the north or inside the village.


The Midnight Mirror

Going to give Juno a little longer before botting an arrow shot from her.

Paizo Employee

Female Dwarf Fighter 3 | HP: 34/34 | AC 22 (T10, FF 22) | CMB: +6 CMD: 16 | F:+7 R:+1 W:+2 (+5 vs. cold weather, +2 vs. poison, spells, spell-like) | Init +0 | Perc +8, SM +1, Social -1, Appraise +2 | Speed 20 ft. | Active Conditions: None

Sorry, my kids and I have been sick this week.

Juno fires another masterfully aimed arrow at the approaching enemy.

Ranged Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Piercing Damage: 1d6 ⇒ 3

"Blasted wind!" she grumbles.

At hearing Johnny's warning, Juno drops her bow and pulls out her trusty axe with a smirk, hopeful they make the mistake of jumping the wall within arms reach.


The Midnight Mirror

Juno's shot is again blown off target by a freak gust that appears only to be affecting her ...

Red vs Gronkh: 1d20 + 3 ⇒ (14) + 3 = 17 Because you didn't charge, that doesn't hit ... ;-)
The bandit Gronkh attacked swings his wakizashi, but it is deflected by Gronkh's armor.

Blue Ride-By charge vs Gronkh: 1d20 + 5 ⇒ (12) + 5 = 17 Well then ...
The other spurs his horse, and rides past Gronkh, also hitting the half-orc's solid breastplate.

And everyone is up again!

Grand Lodge

Male CG Ratfolk Trap Breaker Alchemist 4 | HP 27/27 | AC 18 T 14 FF 15 | CMB +2, CMD 15 | F: +6, R: +8, W: +3 | Init: +5 | Perc: +10 (+2 vs traps), SM: +1, Darkvision 60 ft | Speed 20ft | Extracts: 1st 5/5 2nd 2/2 | Bombs 11/11 | Active conditions: None

Brakkik remains in delay.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf continues to delay!

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