Pathfinder: Shards of an Order PBP

Game Master Benjen Harris

Shards of an Order is a homebrew Pathfinder campaign set in a world called Vyn, more specifically set on the continent of Enderal.
Maps/Handouts
World Anvil

Initiative:
[dice=Nalia Initiative] 1d20 + 6[/dice]
[dice=Poppo Initiative] 1d20 + 5 [/dice]
[dice=Vynya Initiative] 1d20 + 1[/dice]
[dice=BobE Initiative] 1d20 + 2[/dice]
[dice=Hurak the Hunter Initiative] 1d20 + 4[/dice]


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Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

I'm glad I was able to do the endure elements on everyone. Cool.

At the sight of the dire wolves Nalia reaches out to Malphas as Turngut is yelling warning to the party and his blessing fills the entire group. She then turns to stand with him, sword drawn, trying to slow the wolves. (five foot step)

power attack: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 8 ⇒ (5) + 8 = 13


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

As the burly warriors get ready for a bloody fight and stand their ground, the little halfling vanishes and scurries up the path, running in between Turngut and Nalia.

Stealth + vanish: 1d20 + 13 + 20 ⇒ (10) + 13 + 20 = 43

Std - cast vanish, move - move
I'm sure they have scent, but a creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. So they would have to spend a move to figure out I was to the right of the rest.


Maps/Handouts

Turngut readies an attack on the incoming wolves while Poppo disappears from sight.

GM Roles:

Jespar Readied Attack: 1d20 + 9 ⇒ (1) + 9 = 101d4 + 5 ⇒ (4) + 5 = 9
Thraduik Brune Attack: 1d20 + 5 ⇒ (19) + 5 = 241d10 ⇒ 4
Beatrip Readied Attack: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 121d8 + 2 ⇒ (7) + 2 = 9
Cyan Dire Wolf Attack: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 6 ⇒ (6) + 6 = 12
Cyan Dire Wolf Trip: 1d20 + 8 ⇒ (4) + 8 = 12
Blue Dire Wolf Attack: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 6 ⇒ (8) + 6 = 14
Blue Dire Wolf Trip: 1d20 + 8 ⇒ (13) + 8 = 21
Magenta Dire Wolf Attack: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 6 ⇒ (2) + 6 = 8
Magenta Dire Wolf Trip: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 6 ⇒ (5) + 6 = 11
Thraduik Brune Confirm Crit: 1d20 + 5 ⇒ (19) + 5 = 241d10 ⇒ 2

Jespar runs up and prepares attack next Nalia and Turngut nodding to each them as he draws his daggers. From the platform next to the gate you hear the dwarf yell Get inside quick! I'll cover you! you then see the dwarf fire his heavy crossbow right into the eye of dire wolf closest to the wall 6 Damage. Mac and Pearson begin to run with the donkey up towards the gate drawing their weapons as they go. Bobie casts magic fang on Beatrip as Beatrip also floats into the line of combatants. Nalia then lines up with the rest and readies her power attack. The cyan dire wolf moves up to Beatrip, unfortunately unable to charge due to the difficult terrain of the snow. Turngut stabs into the wolf as it moves up wounding it heavily 17 Damage. Beatrip narrowly misses her slam attack on the cyan wolf. The blue wolf has to double move to get to the group but both Jespar and Nalia miss as it draws close. The magenta wolf goes after MacGuire but Mac is nimbly able to kick the wolf in the face and block its attack.

Initiative Order Round 2

Turngut
Poppo
NPC's
Bobie
Nalia
Dire Wolves (Magenta: 6 Damage, Cyan: 17 Damage)

Turngut and Poppo you guys are up!


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo suddenly flashes back into focus. Arcane energy rushes down his arm and into his boarding axe, which he spins onto it's spiked side. Poppo leaps into the air and attempts to drive the axe into the wolves side.

Ahhhh! The halfling roars putting everything he has into the attack.

mwk boarding axe + flank + arcane pool: 1d20 + 8 + 2 + 1 ⇒ (20) + 8 + 2 + 1 = 31
damage + sneak: 1d4 + 3 + 1 + 2d6 ⇒ (2) + 3 + 1 + (1, 1) = 8

Confirm Crit: 1d20 + 8 + 2 + 1 ⇒ (11) + 8 + 2 + 1 = 22
damage x3: 2d4 + 8 ⇒ (2, 1) + 8 = 11

swift - arcane pool, standard attack; if confirms 19 damage with all 1s and 2s on the damage dice :(


Maps/Handouts

Poppo slashes the animals side creating a massive deep gash in the creature 19 Damage.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Bummer on the brace - Wolves couldn't charge. That's why bracing is a useless feature in rpgs.
Also, Turngut will get an AoO on Blue and Teal since he has reach with the longspear.

Turngut grunts as the enormous wolf slams into his spear, causing his feet to slide back on the icy ground. With a flash, he spins the longspear around as the wolves close in, slashing at both of them before attempting to ram the spear into the wolf threatened only by the creepy spectral ally.

AoO on Teal
Longspear POWER ATTACK: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 12 ⇒ (2) + 12 = 14

AoO on Blue
Longspear POWER ATTACK: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 12 ⇒ (1) + 12 = 13

Regular attack on Teal
Longspear POWER ATTACK: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 12 ⇒ (5) + 12 = 17


Maps/Handouts

As the blue and teal dire wolves move up to the group Turngut stabs into both of them, but they are both upright still. However with his standard attack he is unable to hit the teal dire wolf.

GM Roles:

MacGuire Intimidate: 1d20 + 9 ⇒ (14) + 9 = 23
Jespar Main Hand: 1d20 + 7 ⇒ (7) + 7 = 141d4 + 5 ⇒ (3) + 5 = 8
Bobie Attack: 1d20 + 1 ⇒ (17) + 1 = 181d8 ⇒ 5
Beatrip Slam 1: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 101d8 + 2 ⇒ (3) + 2 = 5
Beatrip Slam 2: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 141d8 + 2 ⇒ (1) + 2 = 3

The dwarf by the gate reloads his heavy crossbow as a full round action and shouts Garlan open the gate quickly!.

Attack me you mangy mut! you hear MacGuire call out as he tries to distract the dire wolf from the donkey and Pearson. And it appears to work as the dire wolf does not attack the donkey or Pearson as they move forward and past the now open gate.

Jespar stabs into the blue wolf with one of his daggers killing it. He then moves up to try to assist MacGuire. Bobie moves up and stabs into the cyan wolf with his longspear penetrating the side of the wolf and stabbing it through the heart @Jon Bobie's character sheet is not properly linked in your profile can you please fix that when you get the chance? Just export Bobie from hero lab as PDF and put on a google drive linked on the profile by using the url format in the how to format your text below. Beatrip will move up to the final wolf.

Nalia you're up!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

I'll double move up, will have to attack next time. No direct charge lane for me unfortunately.


Maps/Handouts

The dire wolf seeing that the rest of his pack are dead will attempt to flee invoking an AOO from Beatrip and MacGuire.

GM Roles:

Beatrip AOO: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 2 ⇒ (7) + 2 = 9
MacGuire AOO: 1d20 + 3 ⇒ (19) + 3 = 221d6 ⇒ 2
MacGuire Confirm Crit: 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 2

MacGuire slashes at the wolf cutting it deep but its still able to quickly dart away from the fight.

Out of combat.

The dwarven watchmen and a human watchmen with a crossbow slung over his back quickly usher you inside. The human gestures to a few civilians sending them outside to retrieve the wolves quickly. The dwarven man walks down the steps and looks at each of you closely. I reckon their fine Garlan. The human watchmen nods before walking over to a gate on the other side of town. The dwarf looks down at the wolf corpses Welcome to Crowhall. With that brief greeting the dwarf walks back up the stairs to his post.

You can tell as you walk through the town the villagers aren't to keen on visitors and many crooked looks are shot your way. To the South you see what looks to be a mine. The largest building in town is what appears to be an inn, the sign is of a headless wolf with words that read "The Wolves Head". In the center of town is a large ten by ten well surrounded by six houses and a stone watchtower. As you look around you see a beautiful dark haired woman approach you flanked by two villagers armed with pickaxes. She wears clothes equally dark to her hair and wears a silver necklace with an ice blue gem around her neck. She talks in a thick Slavic accent What brings you to Crowhall travelers?


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Well we are headed to Ark from Riverville, and this was on the way, a safe place to stop. Hopefully within the walls anyway.

Poppo gives the dark haired woman a smile and tries to keep eye contact, but he's a bit entranced by ice blue gem.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

These mountains are fierce, what with the snow and those giant wolves! How does your small town survive up here?

Are you the leader in these parts? We just seek shelter on our way to Ark and would love to make it to your local inn, I think it was called the Wolves Head, for a warm bed and hot meal. And a pint or two if you would care to join us.

perception: 1d20 + 3 ⇒ (15) + 3 = 18


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Turngut remains quiet and subdued in the back, but his eyes dart about, keeping a lookout for danger. The distrustful looks from the villagers are things he is used to, but he rememberers that they are frequently followed by violence or hatred.

He edges closer to Poppo while trying to avoid the dark woman's gaze. He leans over to whisper in Poppo's ear. Hoppo, Turngut not think lady want us here. Maybe go to next town?


Maps/Handouts

Yes, within the walls is safer than out there. The giant wolves are relatively normal however the snow, well their is something off about it. My name is Ela Renfroth, I'm sort of the unofficial mayor of Crowhall. Yes lets continue this conversation indoors don't want to get frostbite. She motions for the villagers flanking her to leave.

You enter the Wolves Head Inn a smaller establishment than the Drunken Bee in Riverville. Apart from a few miners eating stew and biscuits the inn is empty as it is only mid day. Behind the bar is well endowed red haired halfling woman. She talks with a very west country English accent Oi Ela we got a few weary travelers come in to town?

Yes, this is Sally Smallburrow the proprietor of the Wolves Head.

Pleasure to meet you all! the halfling woman says eyeing up Poppo and giving him a sly wink.

Please take a seat Ela continues Let me be the first to apologize for the cold reception from the townsfolk. They aren't fond of outsiders, living in the mountains the people you come across are less friendly. She takes a seat Surviving in these parts isn't easy, but we mainly rely on shipments from Ark. As for protection the Ice Fangs of Fogwatch act as our town guard. Let me give you a brief history of Crowhall. Hundreds of years ago when they building the path through these mountains they discovered a large deposit of iron beneath are very feet. It didn't take long for a settlement to spring up here and for people to start mining and selling the minerals. However the town quickly realized that they would need more protection than just villagers with pickaxes and pitchforks. Wild animals, bandits, and the occasional wandering undead from Anor Colair. Usually if a town had these problems they would get hung out to dry and eventually everyone there would die or move on. But because of the mineral deposits under the town Crowhall was deemed important enough to have protection. She gestures out the frosted window toward Castle Fogwatch That's when they made Fogwatch. But regular guards wouldn't do, the city folk weren't hearty enough to survive up here and many guards deserted their post. One noble had an idea, when convicting criminals they would get a choice spend half of their sentence at Fogwatch, or their whole sentence in prison. As such most of those at Fogwatch are former criminals, their current captain is a former Ark guardsmen called Torell. But enough of our history I've actually been waiting a while for able bodied adventurers to come through this town I... Ela is cut off by the sounding of a horn. It blows once, Ela has a slightly annoyed look on her face. Twice her expression gets a bit more serious and she glances out the window shaking her head. A third time and utter terror crosses her face Undead... I know you don't owe this town anything but if they blow that horn three times its not good. Would you please help us?


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Guess that hot meal will have to wait! Of course we'll help! Poppo gives Sally a wink. I'm Poppo by the way, hope I don't die before we can become more acquainted.

With that Poppo draws his boarding axe and heads outside.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Hearing that they are not going to be driven out of town, or worse, Turngut leaps to his feet at the invitation to help. He knocks over his chair and almost tips over the table in his rush to stand.
Turngut good at helping. Turngut will fight bad things
He grabs his longspear and rushes to keep up with Poppo.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

I'm Nalia. What can you tell us about the undead? Do they have a leader? Or do they just shamble out of the woods with cold blue eyes?

With that, Nalia tosses back her freshly poured pint in one long swallow, loosens her sword in its scabbard and says, Turngut, look for me to try and sneak a blessing on you if we get the chance.


Maps/Handouts

Ela looks to Nalia They come from Anor Colair to destroy the town. I know not why, but it has happened for hundreds if years. Ela quickly rushes outside, your group as well as Pearson, MacGuire, and Jespar quickly follow her.

As you exit the Wolves Head you see chaos all around. People running and trying to get indoors, the rush of several armed villagers running to the town gates. You see in the distance crawling its way up the wall of Fogwatch a large mound of rotting undead. The guards of the castle desperately fire their bows at the mound but it's clear that the Ice Fangs are preoccupied. You hear loud screams coming from the mine to the south Tunnelers! Tunnelers! the voices cry out. In the town square you see several tiny humanoids with bat wings flying around and going after unarmed villagers. Shambling toward the East gate you can see squad of eight skeletons, frozen to the bone with shotswords frozen to their arms. Coming towards the West gate is the largest creature you've ever seen, the creature wears nothing but a large torn loincloth its fat belly spills over the cloth. The creature is unmistakably a zombified hill giant. You have only a moment to decide where to defend the town the mine, the square, the East gate, or the West gate? Jespar's group accompanied by Ela are ready to rush to another area to help defend.


Maps/Handouts

Ela Renfroth would be played by actress Kate Beckinsale.


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

In Turngut's mind, the bigger threat is always, well, the bigger threat...

Rushing out into the cold weather and standing next to Poppo, Turngut grips his spear tightly as he looks around at the chaos. When he sees the undead giant, he lets out a roaring challenge - his jaw and tusks jutting forward and his roar echoing off the buildings. Although he would normally rush into combat, he delays for either Poppo or Nalia to direct him where to go.

Turngut will go wherever directed, but he will attack the giant if given his choice.
Can someone (maybe Nalia or Bobie assuming Knowledge (Religion) needed) do a knowledge check to see which is the biggest threat?


Maps/Handouts

If you roll a knowledge religion check you can go ahead and roll separate ones for the giant, bat like creatures, skeletons, and for the "tunnelers".

You guys notice that each gate has a watchmen at it and one armed villager. You only see one armed villager in the square desperately trying to hit the flying creatures. You dont see what's going on at the mine.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

knowledge religion: 1d20 + 5 ⇒ (13) + 5 = 18 giant

knowledge religion: 1d20 + 5 ⇒ (20) + 5 = 25 bat creature

knowledge religion: 1d20 + 5 ⇒ (4) + 5 = 9 skeletons

knowledge religion: 1d20 + 5 ⇒ (5) + 5 = 10 tunnelers


Maps/Handouts

Nalia knows a little bit about the giant, she knows this is a zombified Hill giant one question. She knows a lot about the bat like creatures these are vampire spawn Custom Creature you get three questions on them. You dont know anything about the skeletons and tunnelers.

As you would expect a zombified hill giant is just a hill giant who has died and been turned into a zombie. Since you know a little bit about a zombified hill giant it would make sense that you'd know a little bit about alive ones as well. You know that in Enderal hill giants live in the Western Cliff region, very close to where you are now. But hill giants live in the lower part of the mountains.

Vampire spawn are the children of a female and male vampire. The female vampire essentially lays an egg containing the spawn. However this egg is fleshy and mushy Think kind of like the xenomorph egg. These creatures never grow to become full vampires instead they more resemble malformed hummanoid bats.


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Let's kill this bat things real quick, and then drop the giant! Poppo calls out.

Really fine with whatever, but the bats are already in the belfry

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

special attacks, special defenses and your choice for 3rd question on the bats. How about DR on the hill giant. Feel free to overrule me if you have strong objections as to what I might know and then yell out to the group. Makes sense to me that we'd have to go thru the town square and the bats to go to either gate. So the bat creatures sound good to me.

Also, as I read I swore you said one-armed villager like he'd lost his arm in a mining accident or something. I was picturing a poor one-armed guy flailing about at the bat creatures. I think that was not what you meant. :)

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

agree. Beatrip, go help the one armed guy.


Maps/Handouts

Vampire Spawn Special Attacks:

Vampiric Bite: When the vampire spawn bites into a creature it drains their life force. A person bit must make a Fortitude Save or take 1d10 damage, save for half.

It doesn't have any special defenses but I will give you its immunities and resistances.

Vampire Spawn Immunities:

Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Undead Traits Undead have many immunities.

The hill giant has DR 5 Slashing.

You all rush to help defend the town square ten villagers who have no weapons run about desperately trying to dodge and get away from the vampiric creatures They are represented by the villagers with white boarders. You look in amazement as a man with one arm swings his pickaxe wildly at the spawn He is represented by the villager with a black boarder. In total their are six vampire spawn flying about the town square, luckily once upon a time Nalia read about vampire spawn in a book about undead. Note that moving through a villagers square is difficult terrain.

Nalia Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Poppo Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Turngut Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Bobie Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Vampire Spawn: 1d20 + 4 ⇒ (14) + 4 = 18
Villagers: 1d20 + 0 ⇒ (12) + 0 = 12

Initiative Order Round 1

Nalia
Poppo
Turngut
Bobie
Vampire Spawn
Villagers

You all spring into action looking to protect the innocent mountain folk. You all can go!


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Poppo runs up and yells, Come here you dead flying monkey! He then casts acid splash.

RTA v. Teal: 1d20 + 5 ⇒ (9) + 5 = 14
acid damage: 1d3 ⇒ 2


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Turngut's glare remains on the giant as it smashes houses and villagers alike. He lets out another guttural bark and snort. Turngut taag okak next! he snaps at the giant and then turns to run after Poppo.

Once at the square, he sizes up the combat and charges over to the Red spawn.

Longspear POWER ATTACK: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damage: 1d8 + 12 ⇒ (5) + 12 = 17

-2AC for remainder of round

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Bobie moves up, taking quick appreciative glances at Ela Renforth, sighs longingly and fires his heavy crossbow at the closest spawn.

There's FLYING undead things to kill!! YEA!!! Beatrip screams for joy and runs up to attack the closest.

hvy crossbow: 1d20 + 5 ⇒ (3) + 5 = 81d10 ⇒ 7

I have arcana not religion, unfortunately.
Assuming the villagers don't count for the -4 to hit in cc?
I'm picturing the Van Helsing village attack here. Love it!!


Maps/Handouts

Only the one armed villager counts against range attacks, the regular ones do not. This is absolutely based on the 2004 Van Helsing!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Ok, so can't get to the monster so will expend a fervor to cast shield of faith as a swift action and can still double move closer. Ready for next round.


Maps/Handouts

GM Roles:

Cyan Vampire Spawn Attack: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 1 ⇒ (1) + 1 = 2
Armless Man Attack: 1d20 ⇒ 151d8 ⇒ 1

Poppo moves up and casts an acid splash at one of the vampire spawn, but the small quick creature is able to avoid the attack. Turngut charges destroys the vampire spawn leaving a pile of vile mush. Beatrip moves forward as Bobie misses with his crossbow. Nalia double moves to get into the fight. The vampire spawn begin mercilessly draining the life out of several villagers. The only vampire spawn to attack the party is cyan vampire spawn who bites into Beatrip No save for the vampiric bite since Beatrip doesn't have blood. The only villager who has weapon and also only has one arm swings wildly at the blue vampire spawn but misses.

Initiative Order Round 2

Nalia
Poppo
Turngut
Bobie (Beatrip: 2 Damage)
Vampire Spawn (Red: Dead)
Villagers

You now see the corpses of several villagers scattering the floor. But more villagers were able to make it inside than die. Everyone can go!


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Turngut shakes the undead ooze from his spear. His head and eyes dart back and forth across the square. Seeing Poppo and his other friends appear safe, he lets out a feral roar and charges the Yellow spawn.

Longspear POWER ATTACK: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 12 ⇒ (1) + 12 = 13
-2AC for remainder of round

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Bobbie comes to the side of spawn and stabs at it with his spear.
attack: 1d20 + 2 ⇒ (10) + 2 = 121d8 ⇒ 8
Beatrip 5 foot steps to get the flank, and attacks
slam: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 71d8 + 2 ⇒ (3) + 2 = 5
slam: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 201d8 + 2 ⇒ (4) + 2 = 6


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

@Jon - Don't forget your +2 flanking bonus

Poppo slides in, in front of bobie. He's small and won't bother bobie as he takes aim with his big long spear. Poppo's magical energy enhances his weapon once more and then he swings his boarding axe with reckless abandon.

mwk boarding axe + flank + arcane pool: 1d20 + 8 + 2 + 1 ⇒ (3) + 8 + 2 + 1 = 14
damage + sneak: 1d4 + 3 + 1 + 2d6 ⇒ (3) + 3 + 1 + (4, 5) = 16

swift - arcane pool, move to move, std - attack

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Nalia moves up to the blue fringed spawn and swings an elaborate stroke, trying to cut the awful bat creature in half.

power attack: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 8 ⇒ (2) + 8 = 10


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Oops! Just realized that I left my +2 off for the charge. Should be a 17 on my attack roll.


Maps/Handouts

Turngut charges forward only managing to hit the vampire spawn because of his charge. Bobie misses his attack with his spear but his phantom is able to slam into the creature killing it. Poppo you would have missed your attack on one of them anyway but if you want to have changed what you did since Beatrip killed that one go ahead. Nalia misses her attack on the blue vampire spawn.

GM Rolls:

Blue Vampire Spawn Attack: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 1 ⇒ (3) + 1 = 4
Villager Fortitude Save: 1d20 + 1 ⇒ (11) + 1 = 12
Vampiric Bite Damage: 1d10 ⇒ 2

You watch as the blue vampire spawn bites into the neck of the one armed villagers and just drains all the blood from the mans now shriveled body. The orange and magenta creatures quickly fly off.

Initiative Order Round 3

Nalia
Poppo
Turngut
Bobie (Beatrip: 2 Damage)
Vampire Spawn (Red: Dead, Cyan: Dead, Yellow: Dead, Magenta: Fleeing, Orange: Fleeing)
Villagers (5 Dead, 6 Alive)

Only one of the spawn still fights. Everyone can go!

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Beatrip and bobie double move forward. Beatrip gives turngut a flank


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Retcon previous round - Poppo would have double moved instead

Poppo rush toward the last remaining monster and waits for Nalia to arrive for a flank OR for Turngut just to skewer it.

move to move, std - Ready an attack if in flank


Male Orc Brawler4/Barbarian2|Std AC 20,T 14,FF 16|CMD 24(27 vTrip, 26 vDirtyTrick/Disarm/Reposition)|
Fort +9, Ref +7, Will +2|Speed 40'|Arcane Fever 0%

Turngut leaps into the flank with Beatrip, his teeth grinding, tusks jutting and a string of spittle hanging from his mouth. His battlelust causes him to rush his attack.

Longspear POWER ATTACK: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Damage: 1d8 + 12 ⇒ (6) + 12 = 18

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Where did that pretty woman go. Hope she is OK. I hope I get to see her smile. That would be nice. Oh, Poppo, when we finish killing this one, we should grab their teeth. I hear vampire teeth are worth money. Bobie murmurs absentmindedly during the fight.


Maps/Handouts

Random: 1d3 ⇒ 1

Bobie notices that Ela and Jespar's group ran off toward the mines.


Maps/Handouts

Turngut has trouble landing a precise spear attack because of the vampire spawns quick movements.

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Nalia goes the long way to arrive in flank with Poppo so as to avoid an aoo. She then tries to finally land a hit on these small and annoying dead things.

power attack with flank: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 201d8 + 8 ⇒ (1) + 8 = 9

Hoping Poppo's readied attack can finish it off.


Maps/Handouts

Nalia's attack is able to finish off the remaining vampire spawn.

GM Roles:

East Gate: 1d20 + 5 ⇒ (7) + 5 = 121d20 + 1 ⇒ (11) + 1 = 12
West Gate: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 1 ⇒ (9) + 1 = 10
Mines: 1d20 + 5 ⇒ (18) + 5 = 231d20 + 10 ⇒ (18) + 10 = 28

Several bodies now lie on the ground but the battle is not yet won. You can see that the dwarven watchmen at the East gate is managing to keep the zombie hill giant at bay, but its a stalemate. The West gate is completely overrun, the gate has been destroyed and the watchmen as well as several villagers lie slain by the frozen zombies. The can hear the fighting has stopped down by the mine and see that Jespar, Mac, Pearson and Ela are ready to take on whatever fight you guys don't go to. Where will you go to defend?

Grand Lodge

27 HP 45/ arcane fever 18 AC 14/ Touch 12/ FF 12/ CMD 16 / Init +2 / fort+6 ref+3 will +9/ Perception +5 /speed 30 /Arcane Fever 0% phantom 53 HP53 AC 18, tch 11, ff 17 Fort +6, Ref +2, Will +4 DR 5/slashing 5/magic cmd 18, perception +4 darkvision

Bobie looks around and sees Ela standing by. He deepens his voice dramatically and says:

If we don't fill the gap to the west, we will all be overrun.

Ela and et al are back from the mine already?


Male Halfling Rogue 8 (Arcane Trickster) Loot HP 64/64 l AC 18 l Saves Str -2, Dex +8, Con +1, Int +6, Wis +1, Cha +2 l Spd 30' l Init +5 l Passive Perception 14 I Stealth +11 I Arcane Fever 0% I Effects: none, Spells Slots Lvl 2 2/2 Lvl 1 4/4 l Lvl 2 Knock, Invis l Lvl 1 - DM, Disg Self, Hid Laugh, Silver Barbs l Lvl 0 - Shock Grasp, Acid Splash, GFB

Personally I want to fight the undead giant! I think we should let Jespar fight the gate crashers. Got say for hearty mountain folk those vampire spawn made quick work of the villagers, even the one-armed man!

Then a much squeakier voice rises after bobie's, Jespar you take the fallen gate, we'll fight the gi-ant! Poppo voices has some extra squeak when he calls out the word giant. He looks around to see if the rest of the group is up for fighting the hulking undead!

Silver Crusade

Female Human Cleric 7/ Fighter 1| 60/60 HP | AC 18/18 | Initiative +5 | Saves Str +3, Dex +0, Con +1, Int +0, Wis +6, Cha +5 | P. Wis 13, P. Int 10, P. Wis 16 | Perception +3 | Speed 30| Arcane Fever 6%

Nalia is ready to run at the giant.

Turngut, your spear I think will be a great aid in attacking the giant. Let's make all speed!


Maps/Handouts

You guys rush to the East gate it appears the giant has nearly broken through the gate, you spring into action.

Nalia Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Poppo Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Turngut Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Bobie Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Zombie Hill Giant: 1d20 - 2 ⇒ (3) - 2 = 1
Thraduik Brune: 1d20 + 2 ⇒ (5) + 2 = 7

Initiative Round 1

Poppo
Nalia
Turngut
Bobie
Thraduik Brune
Zombie Hill Giant

The gate has not yet been breached, the dwarf fires down at the giant from an elevated position. You can all go!

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