Caller of the Eastern Storm
|
Knowledge (Nature): 1d20 + 6 ⇒ (19) + 6 = 25, Special Attack & Special Defenses please.
"Ftyr Dtymmi Utaki!" (Celestial)**
Caller moves and attacks the Red man-like bull creature.
Power Attack vs. Red (flat-footed): 1d20 + 8 ⇒ (12) + 8 = 20, Damage (blunt, magic, silver): 2d6 + 13 ⇒ (6, 3) + 13 = 22
*FYI- Spell-storing Armor contains Blindness*
**=I will attack that one!
Brayne
|
GM, i'm not certain which squares the yellow creature occupies, is Brayne currently adjacent? If yes, this post below applies, if not he will hope Kulga gives him space to jump in (5 ft step) and the post still applies, otherwise I will retcon.
Brayne's eyes turn a deep black glow, but this time along with it, he transmutes into a bestial, more demonic form of himself. He grows slightly in size, his nails enlarge into bestial claws, and tiny spirit wisp appear in the shape of bats that circles his body. Without a thought, Brayne lashes out at the creature in front of him!
Free action to Rage, Free action to grow Claws (Eldritch Heritage), full round attack!
Claw, R, Furious Amulet of Mighty Fist, PA, DF, Bless: 1d20 + 7 + 2 + 2 - 2 + 1 + 1 ⇒ (6) + 7 + 2 + 2 - 2 + 1 + 1 = 17B/S/Magic+2: 1d6 + 5 + 2 + 4 + 1 ⇒ (4) + 5 + 2 + 4 + 1 = 16
Claw, R, FAMF,PA,DF,B: 1d20 + 7 + 2 + 2 - 2 + 1 + 1 ⇒ (8) + 7 + 2 + 2 - 2 + 1 + 1 = 19B/S/Magic+2: 1d6 + 5 + 2 + 4 + 1 ⇒ (4) + 5 + 2 + 4 + 1 = 16
Bite, Rage, FAMF, PA,DF,B: 1d20 + 7 + 2 + 2 - 2 + 1 + 1 ⇒ (8) + 7 + 2 + 2 - 2 + 1 + 1 = 19B/P/S/Magic+2: 1d4 + 5 + 2 + 4 + 1 ⇒ (2) + 5 + 2 + 4 + 1 = 14
Bat Wisp: 1d20 + 7 ⇒ (20) + 7 = 27Negative Energy: 1d4 + 5 ⇒ (4) + 5 = 9
Bat Wisp,Crit?: 1d20 + 7 ⇒ (4) + 7 = 11Negative Energy: 1d4 + 5 ⇒ (3) + 5 = 8
The spirits are from Spirit Totem Lesser Rage power, and only affect a living foe, if the creature is considered undead, it basically ignores it.
Fuzzfoot Hogan
|
Entering the portal, Fuzzfoot downs an elixir reducing his small size to an even smaller body. In a high pitched voice, he says "Smaller target!" Then he also takes a transformative mixture to make him more agile.
Knowledge, nature: 1d20 + 9 + 1d6 ⇒ (9) + 9 + (2) = 20 Weaknesses, and HD please
Knowledge, dungeoneering: 1d20 + 9 + 1d6 ⇒ (11) + 9 + (2) = 22 AC and special attacks.
Reduce Person: +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
Dex mutagen: +4 alchemical bonus to Dex, -2 Wis for 10 minutes, +2 natural armor bonus
So for now, AC: 27, Ref Save +13, Will Save +3, +4 to hit.
------
As the beasts emerge, Fuzzfoot quickly recognizes them. "A baphomet, charging at us! It is an advanced fiendish version of an auroch. And those other two are clearly minotaurs!"
Seeing the largest initial threat to be the baphomet, at least to his friends, Fuzzy mixes a bomb and tosses it at the large creature, using his precision to avoid splashing the others nearby.
Ranged touch attack: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21
Fire Damage: 1d6 + 5 ⇒ (5) + 5 = 10
GM Lorenzo
|
(With a 'trample,' the space the large bull occupies includes the squares occupied by Kulga and Lancyn.)
Caller of the Eastern Storm recognizes the 'bull' for what it is, "A bull of baphomet! It's a advanced fiendish aurochs. 'Ware its attacks: smite good, stampede, trample. It has no special defenses, but it might be resistant to some types of energy and spells."
Fuzzfoot adds, "It has no particular weaknesses, but it's strong as a bull!" (HD=3)
A glance at the bull-headed humanoids is enough for Fuzzfoot to recognize them, too. "Minotaurs! Their natural armor makes them as tough to hit flat-footed as when they're on their toes, em, hooves, but they're large, so it's pretty easy to hit them with a touch attack. They can attack with powerful charge, and their horns will gore you with even more damage."
Then the Shoanti brings his weapon to bear against the minotaur to the rear of the party, delivering a terrible wound to the creature.
Brayne, goes beast-mode, claws, teeth and wispy bat ripping into the bull of baphomet. Nothing but fiendish cold cuts remain, blood seeping into the sand.
(Fuzzfoot, spell and mutagen applied, but you can retcon your attack.)
Conditions:
Divine Favor - Brayne
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Brayne, Fuzzfoot, Kulga, Nella
Round 1
Bold may act.
Caller
Brayne
Nella
Fuzzfoot (Retcon attack?)
Kulga (Reflex DC19 to reduce the bull's trample damage)
Lancyn (Reflex DC19 to reduce the bull's trample damage)
---
Red (-22)
Pink
Kulga, Lancyn, you're up! Fuzzfoot can retcon attack.
Kulga Gruenakslag
|
Reflex: 1d20 + 8 ⇒ (3) + 8 = 11 The Smite Good part of the damage shouldn't apply though
Kulga rebounds from the bull's charge like a shot, hurling herself into the minotaur with a bellowed warcry!
Waraxe (Charge, PA, Bless): 1d20 + 12 + 2 - 2 + 1 ⇒ (8) + 12 + 2 - 2 + 1 = 21
Magic Slashing (Sneak Attack, Study): 1d10 + 6 + 4 + 2d6 + 2 ⇒ (3) + 6 + 4 + (1, 6) + 2 = 22
GM Lorenzo
|
Kulga charges the pink minotaur and chopping into its thick-muscled torso.
(Fuzzfoot, spell and mutagen applied, but you can retcon your attack.)
Conditions:
Divine Favor - Brayne
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Brayne, Fuzzfoot, Kulga, Nella
Round 1
Bold may act.
Caller
Brayne
Nella (-2 AC from charge)
Fuzzfoot (Retcon attack?)
Kulga (-19)
Lancyn (Reflex DC19 to reduce the bull's trample damage)
---
Red (-22)
Pink (-13)
Lancyn, you're up! Fuzzfoot can retcon attack.
Fuzzfoot Hogan
|
Hearing that the bull creature is likely to be resistant to fire, Fuzzfoot decides to try and help by slowing it down for the others. He quickly mixes a concoction of green slime and a brown honey-like substance, and swallows it down. A second later, he makes a funny face, hocks up a loogie, and spits it right at the creature.
Adhesive spittle. Like Tanglefoot bag, but no attack needed and DC 16 reflex save for partial effect.
GM Lorenzo
|
Fuzzfoot follows Kulga, and when he sees the large minotaurchugs an extract and spits a viscous liquid at the pink minotaur, entangling it in a green goober.
Pink Reflex DC16: 1d20 + 5 ⇒ (16) + 5 = 21
The red minotaur bellows a challenge at Caller of the Eastern Storm, and swings his greataxe and gores with his wicked horns.
greataxe, power attack; damage: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 193d6 + 6 + 4 ⇒ (2, 5, 5) + 6 + 4 = 22
greataxe, power attack; damage: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 103d6 + 6 + 4 ⇒ (6, 4, 6) + 6 + 4 = 26
gore, power attack; damage: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 151d6 + 2 + 4 ⇒ (6) + 2 + 4 = 12
The entangled pink minotaur roars and lays into Kulga.
greataxe, power attack, entangled; damage: 1d20 + 9 - 2 - 2 ⇒ (16) + 9 - 2 - 2 = 213d6 + 6 + 4 ⇒ (5, 6, 2) + 6 + 4 = 23
greataxe, power attack, entangled; damage: 1d20 + 4 - 2 - 2 ⇒ (13) + 4 - 2 - 2 = 133d6 + 6 + 4 ⇒ (6, 5, 3) + 6 + 4 = 24
gore, power attack, entangled; damage: 1d20 + 4 - 2 - 2 - 2 ⇒ (14) + 4 - 2 - 2 - 2 = 121d6 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Conditions:
Divine Favor - Brayne
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Brayne, Fuzzfoot, Kulga, Nella
Round 2
Bold may act.
Caller (-22)
Brayne
Nella (-2 AC from charge)
Fuzzfoot (Retcon attack?)
Kulga (-19)
Lancyn (Delayed; Still need a Round 1 Reflex DC19 to reduce the bull's trample damage)
---
Red (-22)
Pink (-13; entangled)
Everyone, you're up! I placed Lancyn in Delay.
Lancyn Pendragon
|
Before entering the breach
Lancyn sensing something is off requests Iomedae's aid and bolsters his arm with a bit of Divine Favor form the Inheritor.
Sliders!
Lancyn orients himself as his boots hit the ground only to be immediately assaulted by some unknown bovine. attempting to dive out of the way from its attacks Lancyn attempts to size it up.
Reflex for half: 1d20 + 6 ⇒ (18) + 6 = 24
Using his shield to deflect most of the blow the Paladin yells out "Are you the foul demons that befell the acolytes!?"
Lancyn steadies himself and begins to work his way around towards the Minotaur in pink garb. Moving in he swings his longsword aiming for the beasts gut.
+1 Longsword/DF/Bless/PA: 1d20 + 9 + 1 + 1 - 2 ⇒ (14) + 9 + 1 + 1 - 2 = 23
Magical Slashing/DF/PA: 1d8 + 4 + 1 + 4 ⇒ (1) + 4 + 1 + 4 = 10
GM Lorenzo
|
Stepping through the portal Lancyn appeals to Iomedae for her favor. Proceeding down the wadi with his companions, he's trampled by the bull of Baphomet, but he avoids the worst of the churning fiendish hooves.
After Brayne slays the bull, the paladin marches up to the pink minotaur and gives it a taste of his blade.
Conditions:
Divine Favor - Brayne, Lancyn
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Brayne, Nella
Round 2
Bold may act.
Caller (-22)
Brayne
Nella (-2 AC from charge)
Fuzzfoot (Retcon attack?)
Kulga (-19)
Lancyn (-11)
---
Red (-22)
Pink (-23; entangled)
Everyone, you're up!
Penelope 'Nella' Tabor
|
With most of the group ganging up on Pink Nella decides to move and help Caller with Red, maneuvering around until she can see the creature and then conjuring a spell make the minotaur's axe glow red-hot!
Burning Disarm (Fire): 5d4 ⇒ (3, 4, 3, 2, 4) = 16
______________
Nella moves and casts Burning Disarm on Red; DC 15 Reflex save for him to drop his axe without taking any damage.
Fuzzfoot Hogan
|
Fuzzfoot takes a step and throws a bomb at the pink minotaur. Then he pulls out a wand of grease.
Ranged touch attack: 1d20 + 9 + 4 ⇒ (13) + 9 + 4 = 26
Fire Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Kulga Gruenakslag
|
Kulga weathers the minotaur's blows with a slowly spreading smile. She begins to circle the beast, giving a quick feint before smashing in below its reach!
Waraxe (Bless, Power Attack): 1d20 + 10 + 1 - 2 ⇒ (18) + 10 + 1 - 2 = 27
Damage: 1d10 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Waraxe (Bless, Power Attack): 1d20 + 5 + 1 - 2 ⇒ (4) + 5 + 1 - 2 = 8
Damage: 1d10 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Shield Bash: 1d20 + 13 + 1 - 2 ⇒ (9) + 13 + 1 - 2 = 21 If this hits, apply the hit roll as a bull rush attempt as well
Damage: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
"Come beast. Give me a challenge!"
Caller of the Eastern Storm
|
*Red Minotaur must make a DC16 Fortitude Save or be blinded (per the spell) from armor of Spell Storing*
Caller let's forth an audible grunt as the Minotaur's axe slams into him, and utters a three word prayer as the divine energies held within his armor activates in retaliation.
"Ati Feci Domoni!"*
Power Attack: 1d20 + 8 ⇒ (3) + 8 = 11
*=Stay back evil![Celestial]
Brayne
|
With the immediate threat around him defeated, Brayne shrinks and reverts to his former self. He then follows Nella to assist Caller against the monster. As soon as he gets into sight, his eyes turn a deep black as he looks directly into the minotaurs eyes attempting to place a thought inside him. "Fall!" He growls monstrously.
Command Red to drop prone, DC16 Will negates
End Rage, (fatigued 4 rounds) End claws, Move, Command
Lancyn Pendragon
|
Watching as Kulga is manuvering about the Minotaur Lancyn holds his place not moving so as best to protect those behind and also to offer up an opportunity for Kulga and he to flank the beast. "Kulga I like what your thining! Let us dispatch this beast lest it cause more harm."
+1 Longsword/DF/Bless/PA: 1d20 + 9 + 1 + 1 - 2 ⇒ (19) + 9 + 1 + 1 - 2 = 28 Woot
Magical Slashing/DF/PA: 1d8 + 4 + 1 + 4 ⇒ (1) + 4 + 1 + 4 = 10
Confirm Crit: 1d20 + 9 + 1 + 1 - 2 ⇒ (1) + 9 + 1 + 1 - 2 = 10
Crit Damage: 1d8 + 4 + 1 + 4 ⇒ (2) + 4 + 1 + 4 = 11
GM Lorenzo
|
Fuzzfoot drops a bomb on the pink minotaur and Kulga finishes off the beast with sword and shield. Lancyn ensures the creature will never rise again.
Red Fortitude DC16 vs Blindness: 1d20 + 6 ⇒ (15) + 6 = 21
Red Reflex DC15 vs Burning Disarm: 1d20 + 5 ⇒ (17) + 5 = 22
The red minotaur shakes off the party's magic, drops his axe and dodges Caller of the Eastern Storm's melee attack.
Roaring its rage, the minotaur lowers its horns, attempting to gore the Shoanti oracle.
Gore; Damage vs Caller: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 2 ⇒ (4) + 2 = 6
Conditions:
Divine Favor - Brayne, Lancyn
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Nobody
Round 3
Bold may act.
Caller (-22)
Brayne (fatigued)
Nella
Fuzzfoot
Kulga (-19)
Lancyn (-11)
---
Red (-22)
Everyone, you're up!
Kulga Gruenakslag
|
Kulga spits on the minotaur's body and 'dashes' off toward her new foe.
Double move on stunty legs
Penelope 'Nella' Tabor
|
"Better the horns than that axe," Nella remarks as the minotaur drops his weapon of choice. She moves back, clearing some space for the incoming cavalry. "Hold on Caller, I think the others are on their way! Eternal Rose, be this man's shield!"
______________
Nella uses Blessing of the Faithful to give Caller a +2 to his AC until her next turn!
Lancyn Pendragon
|
Lancyn moves along the path not a worry with each step as he moves closer to the last assailant."Might we reason with this beast? Learn of where the priests have gone?"
Double move and promote a thought
| Domo arigato, Mr. Roboto |
Caller of the Eastern Storm swings his weapon at the red minotaur. Cursing, the Shoanti moves back out of the way, so one of his comrades can fell the beast.
+1 silver earth breaker, bless, Power Attack; Damage: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 102d6 + 13 + 2 ⇒ (2, 4) + 13 + 2 = 21
GM Lorenzo
|
The party turns its eyes toward Brayne, hoping the half-orc can slay the minotaur.
Conditions:
Divine Favor - Brayne, Lancyn
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Nobody
Round 3
Bold may act.
Caller (-22)
Brayne (fatigued)
Nella
Fuzzfoot
Kulga (-19)
Lancyn (-11)
---
Red (-22)
Brayne, you're up!
Brayne
|
At work, but cast hold person DC17, not language dependent! If he passes the will save will misfortune to make him reroll it.
Brayne
|
Brayne mumbles under his breath as he realises his spells hold no control over the minotaur. Instead he turns to focus on his assisting his allies, taping Lacyn on the shoulder giving him a touch of guidance.
Cast guidance on Lacyn.
GM Lorenzo
|
Brayne casts guidance on Lancyn.
The minotaur reaches down to pick up his greataxe, steps forward and swings it at Lancyn. The blade whistles past the paladin's skull.
Greataxe; Damage: 1d20 + 9 ⇒ (11) + 9 = 203d6 + 6 ⇒ (1, 1, 6) + 6 = 14
Conditions:
Divine Favor - Brayne, Lancyn
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Nobody
Round 4
Bold may act.
Caller (-22)
Brayne (fatigued)
Nella
Fuzzfoot
Kulga (-19)
Lancyn (-11)
---
Red (-22)
Everyone, you're up!
Penelope 'Nella' Tabor
|
Nella steps further out of the way as the cavalry finally arrives. "This one's proving stubborn - think you can get him to see the light?" she calls out to Lancyn as she grants him Shelyn's blessing.
______________
Nella uses Blessing of the Faithful on Lancyn to give him a +2 to attacks until her next turn~
GM Lorenzo
|
Having cast the spell on the paladin, Brayne casts guidance on Kulga as well, hoping she can get her axe into the action once Lancyn tries to take out the minotaur with his own blade.
Nella bestows Shelyn's blessing of the faithful on Lancyn.
Conditions:
Divine Favor - Brayne, Lancyn
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Nobody
Round 4
Bold may act.
Caller (-22)
Brayne (fatigued)
Nella
Fuzzfoot
Kulga (-19; Guidance)
Lancyn (-11; Guidance, Blessing of the Faithful)
---
Red (-22)
Caller, Fuzzfoot, Kulga, and Lancyn, you're up!
Kulga Gruenakslag
|
Annoyed by the bottleneck, Kulga tries to use it to her advantage as she slams the Minotaur against the wall!
Shield Bash (Bless, Guidance): 1d20 + 13 + 1 + 1 ⇒ (19) + 13 + 1 + 1 = 34 This also applies as a bull rush, but since the minotaur doesn't have open space from this angle, he gets knocked prone instead. (Shield Slam feat)
Bludgeoning: 1d6 + 7 ⇒ (3) + 7 = 10
Slashing: 1d10 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Fuzzfoot Hogan
|
Fuzzy tosses a bomb high over everyone's heads, and tries to land it right on the minotaur's head, expertly excluding the friendlies from the blast area.
Ranged Touch Attack: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
Fire Damage: 1d6 + 5 ⇒ (1) + 5 = 6
GM Lorenzo
|
Kulga moves around the rock face, past Lancyn, and enters the side ravine next to the minotaur but underneath the reach of its greataxe. The bull-headed humanoid tries to gore her with its horns.
Gore, Power Attack; Damage: 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 61d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Having dodged the minotaur's horns, Kulga bashes into the minotaur with her shield, a mighty blow that shoves him back against the ravine wall behind him and knocks him prone.
Fuzzfoot lobs a bomb onto the minotaur, avoiding the dwarf.
Conditions:
Divine Favor - Brayne, Lancyn
Reduce Person - Fuzzfoot
DEX mutagen - Fuzzfoot
Bless - Everyone
Inside the magic circle against evil - Nobody
Round 4
Bold may act.
Caller (-22)
Brayne (fatigued)
Nella
Fuzzfoot
Kulga (-19; Guidance)
Lancyn (-11; Guidance, Blessing of the Faithful)
---
Red (-38; prone)
Caller and Lancyn, you're up!
Caller of the Eastern Storm
|
"Wydi Toracka yid Victnou Vighi!"* In Celestial.
Caller summons divine energies and casts Burst of Radiance on the Minotaur. DC 15 Reflex Save.
Effect: 1d4 ⇒ 1, Blinded if Save is failed, Dazzled if Save is successful.
Damage (Radiant vs. Evil/No Save): 5d4 ⇒ (2, 2, 1, 4, 3) = 12
*=May the winds curse you!
GM Lorenzo
|
Caller of the Eastern Storm pulls a piece of flint and a pinch of silver dust from his spell component pouch and chants a mysterious Shoanti mantra. A brilliant flash of shimmering light engulfs the minotaur, frying it like a rack of ribs on the grill.
Victory!
After the fight, you find the Sarenites several hundred feet farther down the passage. The
Dawn flower’s priests have also just defeated a group of minotaurs.
Once all of the Sarenites have safely returned to the Material Plane, Scion Lady Xerashir of House Shamyyid speaks, "Thanks you, Pathfinders."
"Someone must have tampered with the magical foci we used, causing the spell to fail. When we completed the ritual, a gateway formed that drew us into that Abyssal realm. As the portal closed behind us, I could see a woman’s silhouette as she tossed something through the portal and grimly intoned, ‘My sister’s memory earns you mercy.’"
"It was this," she reports, holding up a silver holy symbol of Sarenrae, stamped with the word ‘Oppara,’ and notched as if by a blade. "This style only saw use in Taldor by hidden congregations, including one that reactionary Opparan officials tried to stamp out about six years ago."
Scion Lady Xerashir of House Shamyyid regards you with a thoughtful gaze, "Was there not a prominent leader in the Society who lost a sister in that incident? A pasha who went rogue? This alone may not be evidence of her involvement, but whoever sent us to the Abyss seemed to want us trapped, not killed."
Reported a Silver Crusade Success!
GM Lorenzo
|
Mission 3: Trouble at Fort Tempest (Grand Lodge)
Venture-Captain Ambrus Valsin is busily receiving reports and dispatching teams from near the gates of the Grand Lodge. It is there that he meets with you.
"We've received some troubling news from the Puddles. The Muckruckers—a volunteer force of guards watching over the district—have reported that Fort Tempest has suddenly fallen silent, and a strange black flag is flying over the fort."
"Despite the Muckruckers’ concerns and observations, nobody has stepped up to investigate what’s happened. I suspect that while most of Absalom has been watching the Cairnlands to the north, an enemy force has silently taken over the secondary fort that oversees the Puddles district. Whatever has happened in the fort, the First Guard can’t spare forces to look into it."
As you struggle to recall what you can about Fort Tempest, Ambrus Valsin answers your unasked question. "The fort has a rather poor reputation. In recent centuries, being stationed there has become an unofficial punishment for guards throughout the city."
"Your job is to lead the Muckruckers into the fort, find out what’s happened, and provide aid as necessary. They look up to you as heroes; don’t let them down."
GM Lorenzo
|
A half hour later you find yourselves leading the Muckruckers toward Fort Tempest
Except for a tattered black flag waving over the fort, initially nothing looks out of place as you catch the fort in your view. However, as you—with the Muckruckers in tow—get closer,
Black Echelon operatives open fire using crossbows to deter any attempts to retake the fort. You're going to have to lead the Muckruckers through enemy fire.
Mechanics of the Encounter follow...
GM Lorenzo
|
Encounter Mechanics
In this encounter, the PCs work as a team to overcome obstacles that each present two possible ways to overcome that challenge without serious repercussions.
For every obstacle, each PC can attempt a check or use an ability (see the Using Spells and Special Abilities section below). At the end of the turn, use the highest check result, and treat any other checks with a result of 10 or higher as though that PC had instead used the aid another action.
Using Spells and Special Abilities
Instead of rolling, a PC can use a spell or ability that seems especially appropriate to the situation, such as casting levitate to get over the wall. This grants the highest check result a +2 or +4 bonus (depending on how effective the action was). The PC’s movement speed doesn’t affect the result because leaving the Muckruckers behind only makes them easier targets.
Any PC who uses invisibility, teleportation magic, or similar abilities that prevent the Black Echelon operatives from targeting them takes no damage in this encounter, but such PCs cannot help the others with their rolls. The inexperienced Muckruckers would likely be obliterated by enemy fire, if the PCs weren’t there to lead them.
To expedite play and increase the chance we can finish the Grand Lodge faction mission, I'll present all the obstacles at once. In your post, please indicate for each obstacle the skill you're attempting or ability you're using.
Once everyone's responded, I'll indicate the party's results at each obstacle and for the overall encounter.
GM Lorenzo
|
SURPRISE VOLLEY
Suddenly, dozens of hidden enemies within the fort open fire on your group!
Quick Reflexes: DC17 Reflex save
Survival Instinct: Initiative check (DC20)
RUN FOR COVER
As arrows rain upon you and the Muckruckers, you must lead your allies away from the killing field.
Predict Attacks: DC24 Sense Motive check
Zigzag: Hard Acrobatics check
SAFE ROUTE
You must pick a route that doesn’t leave you exposed to focused fire.
As a Shadow: DC24 Stealth check
Optimal Route: DC27 Perception check
COORDINATED MOVEMENT
Running from cover to cover, you must coordinate the Muckruckers so they don’t just rush to their death.
On My Mark: DC27 Diplomacy check
Go Go Go!: DC24 Intimidate check
OBSTACLES
Broken wagons and other barriers block your way to the fort.
Break Through: Combat maneuver check (DC24)
Dismantle: DC20 Disable Device check
OVER THE WALL
The gates are closed, so climbing the wall is the only option!
Cracks in the Wall: DC24 Climb check
Use Rope: Ranged attack roll (DC24)
Fuzzfoot Hogan
|
SURPRISE VOLLEY
Suddenly, dozens of hidden enemies within the fort open fire on your group!
Fuzzfoot uses his Quick Reflexes to duck and cover!
DC17 Reflex save: 1d20 + 10 ⇒ (13) + 10 = 23
RUN FOR COVER
As arrows rain upon you and the Muckruckers, you must lead your allies away from the killing field.
Despite his training in acrobatics, the halfling instead tries his hand to Predict Attacks, making sure to avoid being where he thinks the arrows will fall.
DC24 Sense Motive check: 1d20 + 13 ⇒ (12) + 13 = 25
SAFE ROUTE
You must pick a route that doesn’t leave you exposed to focused fire.
Moving as quiet As a Shadow, Fuzzy tries to keep hidden from the enemy.
DC24 Stealth check: 1d20 + 13 ⇒ (5) + 13 = 18
COORDINATED MOVEMENT
Running from cover to cover, you must coordinate the Muckruckers so they don’t just rush to their death.
Leading the others is a little less inside Fuzzfoot's comfort zone, so he tries to simply get them to Go Go Go!
DC24 Intimidate check: 1d20 + 5 ⇒ (5) + 5 = 10
OBSTACLES
Broken wagons and other barriers block your way to the fort.
Large obstacles are a pain to go around, but sometimes a little work and you can just Dismantle the thing.
DC20 Disable Device check: 1d20 + 13 ⇒ (16) + 13 = 29
[ooc]OVER THE WALL
The gates are closed, so climbing the wall is the only option! [/dice]
While many figure halflings are natural climbers, that's one area Fuzzfoot Hogan has never been stong at. But maybe if he can Use a Rope, he job will be much easiler.
Ranged attack roll (DC24): 1d20 + 7 ⇒ (20) + 7 = 27
Kulga Gruenakslag
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Kulga spends quite a bit of time grumbling about dead weight as they approach the fort, and when their enemies turn out to be prepared for them, it only blackens her mood further.
SURPRISE VOLLEY
Reflex: 1d20 + 8 ⇒ (11) + 8 = 19
Kulga's battle-honed reflexes serve her well, and her shield is up at the first thrum of a bowstring!
RUN FOR COVER
Sense Motive: 1d20 + 11 ⇒ (6) + 11 = 17
Unfortunately with a horde of too-talls around her, she's unable to get a clear enough view to direct them properly.
SAFE ROUTE
Stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Kulga's not afraid to take a few wounds, but being shot from afar is no true battle, so she sees nothing wrong with finding a safe route hidden from her foes' eyes.
COORDINATED MOVEMENT
Diplomacy: 1d20 - 3 ⇒ (8) - 3 = 5 Minimum 20, Practiced Diplomat
Kulga's brusque, and frankly disinterested, style isn't enough to shepherd the Muckruckers by herself.
OBSTACLES
Bull Rush: 1d20 + 15 ⇒ (5) + 15 = 20
Even Kulga's mighty strength doesn't have quite enough leverage by herself to batter the wagons out of the way.
OVER THE WALL
Rope: 1d20 + 8 ⇒ (17) + 8 = 25
But after a practiced toss of her rope, scaling the wall should be a cinch!
Fuzzfoot and others - Don't forget Kulga's giving you a +5 on Stealth checks (and halving your Armor Check Penalty for them!)
GM Dennis
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***OVERSEER ANNOUNCEMENT***
The Exchange has secured and distributed a fresh supply of weapons and armor, including
highly valuable gear for the Pathfinders’ use.
Table GMs, the Exchange faction’s special condition on page 10 is in effect.
Caller of the Eastern Storm
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Surprise Volley: Caller moves with cat-like reflexes to avoid the incoming volley of arrows... or tries to.
Initiative Check#1: 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Check#2: 1d20 + 4 ⇒ (14) + 4 = 18
Run for Cover: Caller attempts to read the enemy's actions.
Sense Motive: 1d20 + 10 ⇒ (7) + 10 = 17
Safe Route: "Let's go this way!"
Perception Check: 1d20 + 11 ⇒ (15) + 11 = 26
Coordinated Movement: "Move NOW if you want to live!"
Intimidate: 1d20 + 9 ⇒ (15) + 9 = 24
Obstacles: Caller attempts to smash any barriers that block his path.
Combat Maneuver Check: 1d20 + 8 ⇒ (2) + 8 = 10
Over the Wall: Caller drinks the POTION OF FLY(ing) and will ferry as many people (18 Strength, current light encumbrance) back and forth and/or carrying up the rope in order to secure it in place.
Caller of the Eastern Storm
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OoC Record Keeping: 4 charges from CLW wand reducing damage to -4.
Kulga Gruenakslag
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CLW: 4d8 + 4 ⇒ (3, 2, 6, 8) + 4 = 23 Earlier en route
GM Lorenzo
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Caller of the Eastern Storm, Fuzzfoot, and Kulga lead the rest of their Pathfinder team and the cohort of Muckruckers through the hail of Black Echelon missile fire.
When suddenly, dozens of hidden enemies within the fort open fire, you survive the first surprise volley thanks to the quick reflexes of Fuzzfoot and Kulga.
As arrows rain upon you and the Muckruckers, Fuzzfoot senses where the deadly missiles will strike, and he leads you and your allies away from the killing field.
Kulga takes over and leads everyone along a concealed route that doesn’t leave you exposed to focused fire.
Caller of the Eastern Storm directs the team through the kill zone, running from cover to cover, coordinating the Muckruckers' movement, so they don’t just rush to their death.
Fuzzfoot takes charge when you near the walls, and he directs the reduction of the minefield and other barriers blocking your way to the fort.
You finally reach the walls, but the gates are closed, so climbing the wall is the only option. Fuzzfoot and Kulga employ ropes to scale the walls. Caller of the Eastern Storm draws a potion of fly, in case it's needed, but the halfling and the dwarf have the situation well in hand.
Thanks to the efforts of these valiant heroes, the Pathfinders take no damage, the Muckruckers take only light casualties, and the enemies gain no special advantage.
Fuzzfoot Hogan
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"Good job, everyone! Now, what's next?" The halfling looks around to see what is going on in the fort.
1d20 + 17 ⇒ (18) + 17 = 35
GM Lorenzo
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You clamber onto the fort’s ramparts with the Muckruckers in tow. While the Muckruckers split off to secure nearby buildings and protect your flanks, you must deal with undead in the courtyard.
Black Echelon operatives guarding the courtyard immediately attack. You spot seven of the them, four of which do not look like the operatives you faced earlier in the Forae Logos.
Lancyn: 1d20 + 2 ⇒ (2) + 2 = 4
Nella: 1d20 + 6 ⇒ (18) + 6 = 24
Brayne: 1d20 - 2 ⇒ (9) - 2 = 7
Kulga: 1d20 + 2 ⇒ (6) + 2 = 8
Caller: 1d20 + 4 ⇒ (8) + 4 = 12
Caller: 1d20 + 4 ⇒ (19) + 4 = 23
Fuzzfoot: 1d20 + 3 ⇒ (2) + 3 = 5
3 Black Echelon Operatives: 1d20 + 6 ⇒ (15) + 6 = 21
4 ????: 1d20 + 5 ⇒ (4) + 5 = 9
Conditions:
Kulga's Stealth Instructions - Everyone
Round 1
Bold may act.
Nella
Caller
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3 Black Echelon Operatives
4 ????
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Kulga
Brayne
Fuzzfoot
Lancyn
Nella and Caller, you're up!
Penelope 'Nella' Tabor
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Thankful to count the quick and agile among her team for this outing, Nella does as she told as the group makes their way into the fort - stepping where they step, dodging when they dodge, and being as quiet as she can. By the time they finally scale the ramparts and pull themselves up onto the wall, she's a little out of breath but feeling optimistic about their chances.
"That was harrowing but I knew we could do it! Good job you guys; the rest of us would've been pincushions without you," she whispers as she takes a look around...and spots the welcoming committee down in the courtyard below.
Kn. Religion (DC 11): 1d20 + 10 ⇒ (9) + 10 = 19
"These guys look different! Watch out for their ____ attack!" she warns as she quickly produces one of her many wands and grants the party a blessing with it. Then, she hustles along the wall towards the stairs, trying to put a little masonry between herself and the enemies' gaze.
______________
Nella draws her Wand of Bless from her spring-loaded wrist sheath, uses it, then moves to her current map position. Charges remaining (29).