Dungeon Master S |
Daereon scores a telling blow, and thinks the woman might not be able to survive a second!
Laila fails to get her teeth on target, AoO: 1d20 + 18 ⇒ (8) + 18 = 26 but Reg manages to strike and kill the demon! His second arrow drops one of the traitors! His third is off target.
Jair is ready!
Round 5:
Helios: Go
Daereon: Hit
Reg & Laila: Kill
Jair: Standard based on replies
Darven: Go + FORT
Demons: TBD
Black: 18
White: 10
Blue: 10
Darven Kinock |
fort save: 1d20 + 9 ⇒ (15) + 9 = 24
Darven winces as the halberd cuts into him. His body fights off whatever the blade was tainted with.
Darven continues to swing with some power.
attack #1: 1d20 + 11 ⇒ (19) + 11 = 301d8 + 9 ⇒ (3) + 9 = 12
crit threat: 1d20 + 11 ⇒ (3) + 11 = 141d8 + 9 ⇒ (6) + 9 = 15
attack #2: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 9 ⇒ (3) + 9 = 12
Dungeon Master S |
Helios almost sends the demon back to the abyss. It's grasp on this world is nearly ruined! A second later, Darven's weapon finishes the job!
The final traitor knows that in a city like this, the punishment for her will be death, so she opts to go down fighting, swinging her flail at Daereon! Flail: 1d20 + 5 ⇒ (1) + 5 = 6, but in the end, it betrays her.
With Jair healing up her partymates the odds are decidedly in Pathfinder favor.
Round 6:
Helios: Go
Daereon: Go
Reg & Laila: Go
Jair: Go
Darven: Go
Demons: TBD
Blue: 10
Reg Maznif |
Reg shouts “Join your demon friends in the Abyss!”
Ranged attack with Deadly Aim, vs Human, Bless, Rapid Shot, Precise shot: 1d20 + 14 - 2 + 4 + 1 - 2 + 1 ⇒ (13) + 14 - 2 + 4 + 1 - 2 + 1 = 29
Cold iron arrows: 1d6 + 1 + 4 + 4 + 1 ⇒ (1) + 1 + 4 + 4 + 1 = 11
Ranged attack with Deadly Aim, vs Human, Bless, Rapid Shot, Precise shot: 1d20 + 14 - 2 + 4 + 1 - 2 + 1 ⇒ (1) + 14 - 2 + 4 + 1 - 2 + 1 = 17
fumble
Ranged attack with Deadly Aim, vs Human, Bless, Rapid Shot, Precise shot, secondary: 1d20 + 9 - 2 + 4 + 1 - 2 + 1 ⇒ (2) + 9 - 2 + 4 + 1 - 2 + 1 = 13
Cold iron arrows: 1d6 + 1 + 4 + 4 + 1 ⇒ (1) + 1 + 4 + 4 + 1 = 11
Dungeon Master S |
Reg's onslaught is enough to bring down the final traitor! For now this section of the district seems free of threats. It gives the party time to look upon the fallen 4, traitors to the cause.
Each of the traitors had some standard issue equipment for the city, but they each also had a pair of potions on their belts. All 8 potions look identical....
What and where now?
Dungeon Master S |
They're all potions of Cure Light Wounds.
Daereon Phoenixstar |
I can channel the power of the Inheritor to heal the group he says.
Darven Kinock |
Darven takes one of the potions and drinks it down.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
He drinks a second.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
6 potions remaining
Reg Maznif |
Reg, after a quick look at Laila, shouts to Daeron, “Don’t worry, we’re fine!”. He then starts looking for any of his arrows that did not break.
Missed arrows broken on a 1: 1d2 ⇒ 2, 1d2 ⇒ 2, 1d2 ⇒ 1.
Once he found two arrows, he takes a quiver out of his backpack. The backpack must be magical as the quiver would barely fit in it. He puts some of the arrows back in his quiver, and the quiver back into his backpack. “Maybe I should carry more, I’m worrying that I may run out of ammunition before this attack is over. If we find an armory shop, that might be handy.”
“Where should we go, maybe we should ask around if any district is in need of help.”
Shifty |
OVERSEER ANNOUNCEMENT
Despite the Demons attempting to take control once again and arriving in greater numbers, the host of Pathfinders is battering them back as quickly as they arrive. The Pathfinders are delivering victories at an astonishing rate, particularly in the Confluence and Outer districts!
Dungeon Master S |
So I'd recommend anywhere but there.
Dungeon Master S |
The party opts to stay close by in the same district. It doesn't take long to uncover more trouble. The battlements of the Woundward are heavy with the smell of smoke from the city below. Crusaders run with vigor across the ramparts as they mobilize to strike at the demons attacking the city from within. A grizzled old soldier approaches from one of the massed units. She introduces herself quickly. "Commander Neylan. I need your help. I've got four squads of soldiers who are out patrolling the wall. They're green and they're over their heads. Get them back here!"
You look around and see all four groups...
Squads Still Out:
CRUSADER ANTONICK’S SQUAD
CRUSADER IALYA’S SQUAD
CRUSADER MONTVALE’S SQUAD
CRUSADER BARRES’S SQUAD
Squads Recovered:
-
Daereon Phoenixstar |
He drinks 2, since that traitor hit him hard
2d8 + 2 ⇒ (7, 7) + 2 = 16
Dungeon Master S |
You can see all four groups from where you stand. They're spread out, but not too far apart. You can simply choose and approach.
Daereon Phoenixstar |
He will follow the group.
Dungeon Master S |
The party rushes forward to Crusader Antonick's position. The squad
is supposed to be defending one of the more contested sections of the city. As the area lacks support from other crusader squads. When you arrive they seem scared out of their minds, to the point where they're simply standing about as death and destruction crash all around them!
The Crusader looks at you and manages only a simple sentence before returning to mute fear, "I can't. Too much."
These troops are extremely afraid, and their spirit is broken. Use whatever techniques you have on hand to counter fear, or give a rousing speech!
Helios Sunscream |
Looking at the troopers Helios stands straight and in his best parade tone.
"Attention you apes. The time for slugginess is over. Atten-tion. Stand in line."
As soon as gets their attention he commands them using the handle of his flail to encourage them to stand in line.
"You sorry apes. No, apes is much to good for you! Stand in line and remember your training. It will keep you alive! And no worries for the time being we are here, so that you can fall in line and let us take the brunt of the battle. To lead you back to your spine. To defend your families and friends. To Victory!"
Prof Soldier: 1d20 + 8 ⇒ (20) + 8 = 28
Dungeon Master S |
Helios delivers an amazing speech! I don't want you to waste that twenty and the outside the box thinking, so I'll hold it for a moment if someone else can use a social skill/magic
Slimjim Son House Shady |
From out of the shadows, emerges a swarthy half-elf armed with a starmetal falcata and wearing celestial armor. Sotto voce, he whispers, "Ya'll look like you could some some help."
"Take this, Jair," the paladin-bard drops an aid token in the woman's palm.
"Look me up, later." With a winsome Sczarni wink and a grin, he slips away.
Jair Whisper |
You are crusaders friends! A Shiny example of the people who fought demons since eons. The uniform you're wearing represent that. Listen to my friend, get back yourself and FIGHT!
You are soldiers, not some sorry ass civilians!
Says Jair
Diplomacy: 1d20 + 15 ⇒ (2) + 15 = 17 +1 vs. characters who could be attracted to you
Daereon Phoenixstar |
With a kindness to his voice, an da touch of glory, after asking the goddesses blessing,the half elf goes into a sermon about the glories of crusading and the strength of friends and brothers, united against a common cause and common foe. He goes on about how Iomeade is with them all and grants her grace and blessings
1d20 + 14 + 3 ⇒ (5) + 14 + 3 = 22 Diplomacy
Dungeon Master S |
The party backs up Helios's words with encouragement. The crusader looks at his soldiers and his eyes go gimlet. "We can do this! we can fight!" With a rallying cry he takes control of his section of wall and begins to do his job!
Where to next. Time to use up those aid tokens!
Dungeon Master S |
The orders for this squad are to move to a new spot, and as you approach, it doesn't look like they want to:
The Crusader is a deadly serious elven woman whose face bears multiple scars. Before you even close, she shouts, "If you're here to pull me away from this spot, you can shove your orders up your a---" the sentence is cut off by the roar of a demon in the distance.
"I lost my family to demons. I'll not let another citizen here share my fate."
Again, Diplomacy, but specific ways of appealing to her can grant bonuses. Be creative!
Reg Maznif |
Reg tries to influence the human, but he’s not used to be listen too
“I hate fiends too, but staying there will not help. You’re needed elsewhere as you can hear.”
Diplomacy: 1d20 + 1 ⇒ (9) + 1 = 10
Jair Whisper |
Jair smiles at the elf and says
My lady, I understand your reason for staying, but please, you're a soldier, not an uneducated barbarian that will get to the fight without order. You follow your commanding officer, you follow orders. That's how you will defeat the chaotic hordes.
Please, you're order are to regroup with your commander and all your men. Not stay here and spread the crusader forces in needless battle.
Diplomacy: 1d20 + 15 ⇒ (11) + 15 = 26
Dungeon Master S |
I'm going to rule that Reg is aiding Jair.
Jair's words begin to cut deep. The appeal to her training rings true. Reg's call to other areas helps too.
She begins to waiver....
Anyone else want to aid?
Helios Sunscream |
Aiding Jair, Helios looks at the woman and shrugs.
"So you would risk your comrades life protecting your flanks by staying stubbornly behind, endangering them and your men?
Look at them, they need a moment to rest, to eat and drink, a prayer or two. Then we will charge back into the breach, with high spirits, fed and rested. And we will kick demon ass to Hell!"
Prof Soldier: 1d20 + 8 ⇒ (8) + 8 = 16
Dungeon Master S |
Aid Another: A seeker performs the aid another action for a
PC. Gain a +3 (yes, more than normal.)
Allied Offensive: A seeker strikes a creature at the same
time as the PC, increasing the damage dealt by one attack
by 2d8.
Burst of Healing: A seeker heals all PCs of 3d6 points of
damage.
Spellcasting Synergy: A seeker casts a spell at the same
time, increasing the save DC of a PC’s spell by 2.
Helios knows how to use the lingo, and the stubborn elf changes tack. "Aye. I hear you. Damned demons. Come crusaders! Let us work as part of the whole!"
I'll just, for the sake of expediency, assume you continue to go in order.
Dungeon Master S |
The party quickly hustles to Crusader Mountvale. He's barely paying attention, spending most of his energy on total defense. His troops are useless here. He turns with frightened eyes, "“There’s way I’m going down there! I didn't sign up for this!!!!!"
Daereon Phoenixstar |
Be bold. The goddess is with us the half elf states to Mountvale
1d20 + 14 ⇒ (2) + 14 = 16 diplomacy
Jair Whisper |
Commander, don't be afraid! You're not alone and you've trained all your life for THIS!
You are Crusaders, not some untrained civilians. Now, move!
Diplomacy: 1d20 + 15 ⇒ (13) + 15 = 28
I propose to use the aid token on this, for the aid action
Dungeon Master S |
Using the Aid token
Jair again drives right to the point, and the Crusader finds his courage and gives a war cry!
Finally the party hustles towards the final group. Expecting Jair's honey words to do the job, the party is disappointed when they arrive. Neither courage nor stubbornness is the problem here.
Crusader Barre's group is a total mess. She is inside one of the guard towers with her squad. All of them are rushing around, frantically trying to find misplaced pieces of equipment. They WOULD do their duty if they could just get their gear sorted out.
Get creative, but social skills won't do it!
Jair Whisper |
STOP!
Says Jair seeing the mess the crusaders have done.
I've been in library in worst despair than that. Lets start organizing your mess...
Jair tries to organize something thanks to her librarian skill to find what is needed from the futile.
Profession (librarian): 1d20 + 13 ⇒ (2) + 13 = 15
Dungeon Master S |
Ha! This time Jair's words aren't helping. Her vernacular and jargon don't jive with the soldiers.