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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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

Special attacks and special defenses


Maps/Handouts

No special attacks, no special defenses these guys are pretty standard cannon fodder.


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%

Already riding the razor thin line of sanity, Turngut sees the hound bite into Nalia. Whipping his head around, he can't find Poppo. Assuming the worst, his yellow, blood-shot eyes, zero in on the 2 other approaching hounds and he tips over the edge of sanity and enters a void filled only with hatred, rage and the thirst to end his enemy.

Unarmed Strike (lethal) POWER ATTACK: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d6 + 11 ⇒ (5) + 11 = 16

Free action=rage. Full round charge Red.


Maps/Handouts

Turngut charges just crushes the canines skull in.

GM Roles:

Blue Huntsmen Attack: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 141d8 ⇒ 8
Yellow Huntsmen Attack: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 231d8 ⇒ 5
Red Huntsmen Attack: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 61d8 ⇒ 5
Yellow Huntsmen Confirm Crit: 1d20 + 4 ⇒ (19) + 4 = 231d8 ⇒ 3
Skeletal Ogre Initiative: 1d20 + 4 ⇒ (3) + 4 = 7

The three huntsmen draw light crossbow's and begin firing on Turngut. While the red huntsmen bolt whizzes off because of the wind, the yellow and blue both land shots on the orc. The yellows shot is particularly brutal as it thuds into Turngut's chest Crit from Yellow, 16 damage

Initiative Order Round 2

Bobie
Poppo
Nalia
Dogs (Red: Dead)
Turngut (16 Damage)
Skeletal Ogres
Huntsmen

As Turngut takes those two blows from the Huntsmen the camera panes under the bridge revealing two hanging large cages containing the skeletal remains of two ogres. They animate and begin climbing up the side of the bridge. The ogres will reach the top of the bridge on their turn, but will not have a move action.

Bobie, Poppo, and Nalia the battle of the bridge rages on what do you all do?


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 wants no part of a skeletal ogre, as he reappears, and then immediately disappears again. He rushes over toward Turngut and calls out.

Kill this dog, then go crush those ogres! Poppo's not sure if he'll follow directions, but he doesn't want to fight giant skeletons.

Std cast vanish (spell fever), move to move

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

Casting magic fang as before and both will move 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%

This dog, grunt, grunt, must go down!

Nalia focuses on bringing down the hound before the ogre clears the wall.

knowledge religion: 1d20 + 5 ⇒ (18) + 5 = 23 on the ogres.

Fervor use to cast shield of faith on myself as a swift action. Brings my ac to 21.

Then power attack on the hound.

power attack: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 7 ⇒ (8) + 7 = 15


Maps/Handouts

Poppo briefly reappears giving Turngut instructions before disappearing again. Bobie casts another spell on Beatrip as they move up. Nalia recalls some knowledge about the creatures climbing up the side of the bridge these are skeletal ogres Three questions. She then chops into the dog killing it swiftly.

GM Role:

Blue Dog Attack: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 1 ⇒ (4) + 1 = 5

The final dog bites into to Turngut 5 Damage and a Fortitude Save DC 14. Turngut you're up!


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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%

Fortitude save: 1d20 + 7 ⇒ (2) + 7 = 9

Not seeing Poppo reappear, but only hearing his voice, Turngut's grief and fury-clouded mind has trouble making sense of what he head. H-hoppo? Hoppo dead. Ghost!? Hoppo's ghost tell Turngut how to be good from now on!
With that, he sizes up the dog, feints and roundhouse kicks it cleanly off the bridge. Before the animal even begins to fall, Turngut spins and begins to advance on the climbing ogre skeletons, bellowing an Orc war cry.

CMB(Bull Rush): 1d20 + 12 ⇒ (18) + 12 = 30

Continue rage, Move action=Martial Flexibility (Improved Bull Rush). Standard=Bull rush Blue dog off bridge. 5' step toward middle of bridge.


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

Love it Turnybutt!

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 David can pick the last one, never remember all my options and I rarely get more than one or two.


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%

I'd love to know their CMD if that is part of the special defenses. Otherwise, up to David!


Maps/Handouts

Turngut puts all of his force behind his kick stunning the dog before in a classic pro wrestling move pounce launches the dog over the railing. However as the dog falls to its doom the wound from the dog bite begins to fester No immediate affect.

Fall Damage: 20d20 ⇒ (17, 20, 4, 8, 10, 1, 5, 17, 9, 2, 13, 4, 4, 6, 15, 9, 19, 4, 6, 13) = 1862d6 ⇒ (2, 5) = 7

The dog turns into a thin pudding as it falls two hundred feet onto particularly spiky rocks. As he looks to the emerging skeletal ogres he reckons it would probably be especially difficult to push them over the railing due to their size.

Don't think CMD counts under their special defenses so I will not be giving that info. They don't have any special attacks but do have large great clubs that look like they can do some gnarly damage. Know special defenses but you can tell based on their thick armor that they are probably pretty difficult to hit. I'll give you DR and immunities that's really the only special thing about them. They have DR 5 bludgeoning, are immune to cold damage, and have undead traits.

GM Roles:

Blue Skeletal Ogre Attack: 1d20 + 7 ⇒ (1) + 7 = 82d8 + 7 ⇒ (3, 4) + 7 = 14
Red Skeletal Ogre Attack: 1d20 + 7 ⇒ (20) + 7 = 272d8 + 7 ⇒ (7, 1) + 7 = 15
Red Skeletal Ogre Confirm Crit: 1d20 + 7 ⇒ (5) + 7 = 122d8 + 7 ⇒ (7, 8) + 7 = 22
Red Huntsmen Attack: 1d20 + 6 - 2 ⇒ (2) + 6 - 2 = 61d8 ⇒ 3
Blue Huntsmen Attack: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 181d8 ⇒ 4
Yellow Huntsmen Attack: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 81d8 ⇒ 3

The skeletal ogres emerge one goes to hit the ghostly Beatrip but slips a bit on the icy bridge missing the attack. The other strikes Nalia nearly a lethal strike but thanks to Nalia's protective armor she is able to avoid what could have been a critical strike Almost got a another crit it would have immediately knocked Nalia unconscious, still 15 Damage. The huntsmen continue to fire on Turngut but only one is able to land their shot 4 Damage.

Initiative Order Round 3

Bobie
Poppo
Nalia (15 Damage)
Dogs (Yellow: Dead, Red: Dead, Blue: Supremely Dead)
Turngut (20 Damage)
Skeletal Ogres
Huntsmen

The fight rages on with the dogs dead, the huntsmen and skeletal ogres become the primary threat. Bobie, Poppo, Nalia you're all up!


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Maps/Handouts

Oops just realised I rolled d20's for fall damage, but don't want to change because that would probably effect my other roles so I'm just going to reroll the fall damage just for Turngut.

Fall Damage: 22d6 ⇒ (6, 2, 2, 4, 5, 5, 4, 5, 1, 4, 6, 2, 6, 1, 4, 3, 5, 1, 3, 6, 3, 2) = 80

The dog is still indeed a thin pudding among spiky rocks.


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 tucks in behind Turngut and begins casting a spell.

Move to move, Std begin cast

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

Beatip: So Big and pretty!! Going to be fun to kill
power slam: 1d20 + 4 - 1 + 1 ⇒ (14) + 4 - 1 + 1 = 181d8 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 1 = 8
power slam: 1d20 + 4 - 1 + 1 ⇒ (15) + 4 - 1 + 1 = 191d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9

Bobie screams I AM Too old for this CRAP
attack: 1d20 + 2 ⇒ (20) + 2 = 221d8 ⇒ 6

confirm crit: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 1d8 + 1d8 ⇒ (3) + (5) + (5) = 13

[ooc] double crit!!! [ooc]

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%

Swift fervor heal fervor heal: 1d6 ⇒ 3

Then five foot step up to the ogre and swing with all my might.

power attack: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 7 ⇒ (6) + 7 = 13


Maps/Handouts

Beatrip's first slam narrowly misses, but the second manages to connect. Bobie is getting used to his long spear as he expertly spins around distracting skeletal ogre and stabbing past its thick armor and severing the creatures head from its spine. Nalia heals herself but cant quite get past the thick plate armor of the ogres.

Turngut you're up.


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 continues his spin, ducking under the skeletal ogre's clumsy swipe, but an arrow sinks into his calf from the archers. Using the pain of the strike to fuel his rage, Turngut unleashes on the remaining skeleton.

Brawler’s Flurry POWER ATTACK: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d6 + 11 ⇒ (2) + 11 = 13
Brawler’s Flurry POWER ATTACK: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d6 + 11 ⇒ (4) + 11 = 15

Continue rage, 5 ft step, flurry


Maps/Handouts

Turngut batters the remaining skeletal ogre to a dust.

GM Roles:

Red Huntsmen Attack: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 131d8 ⇒ 4
Blue Huntsmen Attack: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 241d8 ⇒ 1
Yellow Huntsmen Attack: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 131d8 ⇒ 7
Blue Huntsmen Confirm Crit: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 131d8 ⇒ 6

The Huntsmen fire on the closest thing, Poppo but only is able to even graze the halfling 1 damage.

Initiative Order Round 4

Bobie
Poppo (1 Damage)
Nalia (12 Damage)
Dogs
Turngut (20 Damage)
Skeletal Ogres
Huntsmen

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%

Is Poppo still invisible? If so, Turngut can take that arrow (1hp).

Not being in full control of his anger, Turngut's mind clears after he shatters the final skeleton and a wave of exhaustion comes over him. He looks around briefly, as if seeing his friends for the first time in the combat. As the arrows continue to pelt them from the Huntsmen, Turngut signs, but steels himself and runs at them, attempting to hammer one (Yellow) with a knee to the gut.

Unarmed Strike (lethal) POWER ATTACK: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 8 ⇒ (2) + 8 = 10

Free=stop rage (fatigued). Move, unarmed strike on Yellow.


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

But right before Turngut rushes off, Poppo finishes casting his spell and suddenly Turngut grows large. He then rushes behind Turngut.

No longer Invisible
Finish casting Enlarge person, move to move

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 double moves up behind the crew. Make room for me up there!


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%

Thanks Poppo! If that's a hit (which I doubt), Turngut does 11 points of damage.

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 runs up.
bobie shoots with his crossbow t red
heavy crossbow: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 141d10 ⇒ 4


Maps/Handouts

It would still not hit.

GM Roles:

Red Huntsmen Attack: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 2 ⇒ (1) + 2 = 3
Blue Huntsmen Attack: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 2 ⇒ (6) + 2 = 8
Yellow Huntsmen Attack: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 2 ⇒ (6) + 2 = 8
Red Huntsmen Confirm Crit: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (4) + 2 = 6

Bobie's bolt soars past red. All of the huntsmen five foot step and draw hand axes. While the blue and yellow huntsmen miss their chops, the red one sinks his axe deep into the achilles tendon of Turngut nearly bringing the now large orc to his knees Another double crit, 15 Damage

Initiative Order Round 5

Bobie
Poppo (1 Damage)
Nalia (12 Damage)
Dogs
Turngut (35 Damage)
Skeletal Ogres
Huntsmen

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 howls in pain at the slash. Breathing heavily, he eyes up the Yellow huntsman and tries to shove him over the edge.

CMB (Bull Rush): 1d20 + 11 ⇒ (6) + 11 = 17

He then activates his Daredevil boots and tries to leap over Blue (and maybe Yellow if he's still there).

Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24

Acrobatics:
DC to move through enemies space = CMD+5. If yellow is still there, then DC is increased by 2.


Maps/Handouts

So you only beat his CMB by 1 and since there is a railing to the bridge I'm gonna give him a reflex save to not fall.

Reflex Save: 1d20 + 1 ⇒ (5) + 1 = 6

You watch as Turngut pushes the huntsmen to his doom. He is then able to acrobatically run on the rail and get around the remaining huntsmen.

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%

Wow! Sounds bottle cap worthy! Especially on a cut hamstring!

Charge to attack the blue fringed huntsman with a high pitched battle cry, Malphas will bring you doom!

charge and power attack: 1d20 + 9 ⇒ (1) + 9 = 101d8 + 7 ⇒ (8) + 7 = 15

uggh! My ac is now 19.


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

Once Turngut clears the way, Poppo advances swinging his axe at the blue huntsman.

mwk boarding axe + flank: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
piercing or slashing damage + sneak: 1d4 + 3 + 2d6 ⇒ (2) + 3 + (1, 3) = 9

confirm crit: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
piercing or slashing damage: 1d4 + 3 ⇒ (4) + 3 = 7

move to move, std to attack


Maps/Handouts

Nalia rushes in but due to the wind and the very precarious hole she misses her attack. Poppo sees Nalia miss her attack and takes his time compensating for the wind and keeping his breathing steady despite the thin air. Poppo chops deep into the huntsmen shoulder but the strange thrall doesn't go down.

You know what I think I'm going to change the Funtime Coin to basically being a bottle cap. When you do something cool like that you deserve a little bonus.

Bobie you're up.


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%

Woo hoo!! Party Time Fun Time Coin for the Turnybutt!


Maps/Handouts

*Air horn noises

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 moves up and jars past Nalia to get at the huntsman, not caring is she gives the huntsman an opportunity to attack her first.
powerslam: 1d20 + 4 - 1 + 1 ⇒ (11) + 4 - 1 + 1 = 151d8 + 2 + 2 + 1 ⇒ (7) + 2 + 2 + 1 = 12

bobie pulls out a light crossbow and takes a shot at red and will then ready his spear.
light crossbow: 1d20 + 5 ⇒ (2) + 5 = 71d8 ⇒ 2

heading out hunting for a week tomorrow, will try to post before I go. looks like benj gets more and better opportunities to kill my character ;)


Maps/Handouts

GM Roles:

Blue Huntsmen AOO: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 2 ⇒ (2) + 2 = 4
Blue Huntsmen Attack: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 2 ⇒ (3) + 2 = 5
Red Huntsmen Attack: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 2 ⇒ (6) + 2 = 8

Beatrips gets chopped 4 Damage as she moves up to attack but does manage to hit the huntsmen but not take him down. Bobibe misses with his crossbow shot. Both huntsmen five foot step and take chops at the large orc both hitting the orcs legs 13 Damage, are you at 4HP now Turngut?.

Initiative Order Round 6

Bobie (Beatrip: 4 Damage)
Poppo (1 Damage)
Nalia (12 Damage)
Dogs
Turngut (48 Damage)
Skeletal Ogres
Huntsmen (Blue: 12 Damage)

Everyone can go! Have a good hunting trip Jon stay safe. And dont worry I'll take good care of Bobie while you're gone muhahaha.


Maps/Handouts

Sorry made a mistake forgot about Poppos attack, the blue one is dead so Turngut you will only be taking 8 damage. Sorry about that gang!

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%

five foot step to attack.

power attack: 1d20 + 7 ⇒ (8) + 7 = 151d8 + 7 ⇒ (8) + 7 = 15


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%

Yikes! That would have put Turngut at 4 hp. Still only have 9 at this point. Not sure why my hp didn't update. I must have had some sort of connection problems. I put in the damage from last round twice since it didn't save the first time.

Blue is dead, right? I still see him on the map, but Turngut's actions will be the same. He will try to bull rush Red (and Blue if needed) off the bridge. Do or die!! <gulp.

Riddled with arrows, bleeding profusely from the critical wounds on his legs, and still spent from his brief rage, Turngut stumbles to the side, sees the yawning chasm behind the remaining huntsman and shoves with all of his might.

CMB (Bull Rush): 1d20 + 11 ⇒ (7) + 11 = 18

Bull Rush:
As a standard action or as part of a charge, Bull Rush opponent no more than one size category larger. Provokes AoO.
On a success, target pushed back 5 ft. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 ft.
You can move with your target if you wish.
If there is another creature in the way, immediately make a second CMB check (with -4) to bull rush that creature. If successful, push both the lesser distance of the 2 rolls.

5' step, Standard = Bull Rush Red.


Maps/Handouts

That will end combat will post at lunch


Maps/Handouts

With a slash from Nalia and a quick sparta kick by Turngut the final huntsmen plummets to the sharp rocks below. As he does the sound of his reverberates up the mountain and you hear the snarl of some sort of creatures below. As you look down you see pale skinned humanoids climbing easily over the sharp rocks and devouring the bodies below. With the bridge threat dealt with you look up at the sky piercing tower. Ominous lightning strikes nearby and the ear bleeding sound of thunder ricochets off of each of the towers.


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%

Before the huntsman hits the rocks, Turngut's eyes roll back in his head. He sways briefly and then falls over in exhaustion, snapping one of the protruding arrows as his massive body hits the ground.
Uhngh. Uhhhngh? Friends safe? He murmurs.

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%

Turngut! Your friends are safe. Let me try and ease your pain, don't struggle....

Healing blessing so extra 50% and burn my bane spell for CLW sub

CLW: 1d8 + 1 ⇒ (7) + 1 = 8 so plus 4 to bring to 12

then will switch to wand.

clw wand: 1d8 + 1 ⇒ (8) + 1 = 9
clw wand: 1d8 + 1 ⇒ (7) + 1 = 8

When did we get this wand? I can never remember if on herolab you count up to all used up or down. It says 34/44. Think we've used up 34 already? Only using 10 seems too small.

Poppo, can you check these critters for any healing potions? Unfortunately, the two who might have had any are at the bottom of the chasm all smooshed up.


Maps/Handouts

You guys got the wand in Riverville. Before casting the two just now you guys only had 10 charges left on the wand. You've used it sparingly since you got your sword.

The huntsman that wasn't pushed off the bridge doesnt have much on him a handaxe, a light crossbow, ragged studded leather armor, and a torch. The skeletal ogre has a large set of rusted half plate and a large great club. The dogs have nothing on them.


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%

After a few moments (for fatigue to wear off) and the magical healing, Turngut nearly looks back to normal. He slowly heaves himself up from the ground and looks around at the carnage. Good. Friends are safe. Turngut happy to have strong friends.

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, your math matched mine on the clw wand. So that leaves us 8 charges left. I've used basically half my healing in the first battle. We'll need to keep in mind our limited healing and may have to leave the castle and rest if we don't find more healing. Want me to use another clw on each Turngut and I before we press on?


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

Nalia don't you add your War Priest level to CLW you cast as your own spells? SO +3 rather than +1. BTW good rolls!

Poppo hops around searching the bodies.. Well this is a bunch of junk, nothing shiny here. What were the weird grey things down there?!
If Turngut is feeling better, I say we press forward!


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 is only down 11. Let me know how much more from the War Priest bonus. I think we should be good, but we’ll need to be careful! I’m ready to move on if everyone else is.

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, that sounds right. So 15 healing on my spell and then 9 and 8. Turngut please adjust accordingly! (Yes, I was amazed at the rolls.)

Ok, if we'll press forward I think I'll tap us again as I'm not sure either of us is at our best.

clw wand: 1d8 + 1 ⇒ (8) + 1 = 9 for me

clw wand: 1d8 + 1 ⇒ (8) + 1 = 9 for turngut

Didn't see your post. Amazing again!


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%

That brings him to full hp. Keep up those amazing rolls!!


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

Matt fixed the dice roller!!

And oh yeah 2k!

Poppo watches on as Nalia puts flourish into here wand work maximizing the healing power trapped within.

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