GM Gustavef
|
With a loud yell the bandits descend on to the caravan. The two blue clad ones charge forward then throw their alchemist fires at the two forward wagons.
Red Wagon
ranged, lesser alchemist fire: 1d20 + 5 ⇒ (10) + 5 = 15
alchemist fire damage: 1d8 ⇒ 6 Fire, plus 1 persistent fire, plus 1 fire splash
Blue Wagon
ranged, lesser alchemist fire: 1d20 + 5 ⇒ (6) + 5 = 11
alchemist fire damage: 1d8 ⇒ 6 Fire, plus 1 persistent fire, plus 1 fire splash
Both of them hitting their targets and setting the first two wagons alight. Both Kurnek and Drizzic take some of the splash from the bombs as they burn the wagons.
The remain ones fan out to flank the caravan on either side.
A character who is adjacent to a wagon can spend 1 action and attempt a Reflex save to Interact with the wagon to put out a fire using blankets, water, or some other appropriate tool. Each attempt has a base fire reduction of 1d6
Late morning Ambush
Group conditions:
Round 1Toanthel
Kurnek Ruinmaker - 1 hp
Abrol Serrondl
Autumn Savella
Katami
Drizzic Kruh - 1 hpWagon, Red - 7 dmg, burning 1
Wagon, Blue - 7 dmg, burning 1Bandits Hex (R/G/B)
Bandits Square (R/G/B)
Drizzic Kruhl
|
| 1 person marked this as a favorite. |
"Oooh, that feels nice and warm but we can't have the wagons on fire...you on the other hand." Drizzic cackles as the fire doesn't harm him (Fire Resist 1). First he works on putting out the fire on his wagon. Then he plucks a vial from his coat before tossing it at the nearest bandit.Red Hex. He hops down with fiery bloodlust in his eyes.
◆: Put out Fire
Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
Not sure what the Base Fire Reduction means.
◆: Interact and Strike
Alchemist's Fire, Lesser: 1d20 + 6 ⇒ (16) + 6 = 22
Damage (Fire): 1d8 + 1 ⇒ (1) + 1 = 2 2 Persistent and 1 Splash Fire.
◆: Leap
Abrol Serrondl
|
Abrol, notices the bandits and decides to strike, silently, with his old longbow, the bandit near the oasis (Red hex). After that he tries to the sneak in back of the wagon and hide between the wares, hoping that he remaings concealed.
◆Ranged Strike
Longbow: 1d8 + 7 ⇒ (2) + 7 = 9
◆Sneak
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
◆Hide
Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Toanthel
|
Toanthel moves back to engage the ones circling around.
He throws his shield into the bandit and then raises it to defend against a counter-attack.
Shield Boss: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 4 ⇒ (5) + 4 = 9 bludgeoning
◆: Stride
◆: Strike (green hex)
◆: Raise Shield (AC 22)
Will shield block the first attack that hits.
Autumn Savella
|
Autumn quickly moves towards the center of the caravan as the bandits begin their sudden ambush, placing herself in between the lit wagons.
"Protect the caravan! These bandits don't stand a chance against us!" she shouts in the air, loud enough for all of the Pathfinders to hear. (Casting Inspire Courage) Autumn then tries to grab a blanket off of the wagon to attempt to put the fire out.
◆: Stride
◆: Inspire Courage (60 feet radius, affects all PCs. +1 status bonus to attack rolls, damage rolls, and saves against fear effects.)
◆: Interact w/ blue wagon Reflex: 1d20 + 6 ⇒ (9) + 6 = 15 Fire Reduction: 1d6 ⇒ 2
Katami Xialong
|
Inspired by Autunm, Katami moves to be next to two wagons and starts shooting at the bandits vs blue square
For Glory!
Longbow, IC, cover: 1d20 + 6 + 1 - 1 ⇒ (9) + 6 + 1 - 1 = 15
Damages, P: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Longbow, IC, cover: 1d20 + 6 + 1 - 1 - 5 ⇒ (15) + 6 + 1 - 1 - 5 = 16
Damages, P: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
GM Gustavef
|
Autumn begins to embolden the party with her inspire courage, then works on putting out the fire on the wagon.
Drizzic easily ignores his own burning to work on stamping out the fire son his wagon:
fire reduction: 1d6 ⇒ 2
He then hits the bandit setting them on fire.
Abrol shoot from behind the wagon, but misses before ducking again behind the wagon's wares.
Toanthel heads forth and clobbers the one bandit soundly.
Katami's shots barely miss the nibble bandits.
Botting Kurnek
Kurnek extends his ward to 10 feet and works on putting out the fire on his wagon.
Ref, Kurnek: 1d20 + 6 ⇒ (11) + 6 = 17
fire reduction: 1d6 ⇒ 4
Burning Red: 1d6 ⇒ 5 less 2
Burning Blue: 1d6 ⇒ 5 less 6
The Blue wagon is extinguished, but the red wagon though pushed back a bit catches alight more.
The Blue banits each draw another flask slowly move forward and throw again. One to relight the Blue wagon and one directly on to Autumn.
Attack on Autumn
ranged, lesser alchemist fire: 1d20 + 5 ⇒ (11) + 5 = 16
alchemist fire damage: 1d8 ⇒ 7 Fire, plus 1 persistent fire, plus 1 fire splash
missing her but still getting her with one splash.
Attack on Wagon
ranged, lesser alchemist fire: 1d20 + 5 ⇒ (18) + 5 = 23
alchemist fire damage: 1d8 ⇒ 4 Fire, plus 1 persistent fire, plus 1 fire splash
hitting it again and setting it ablaze. Splashing on Kurnek, Autumn, and Katami
The Red Hex Bandit wades tough the oasis pool (difficult terrain) then lobs her flask at the green cart
ranged, lesser alchemist fire: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
alchemist fire damage: 1d8 ⇒ 6 Fire, plus 1 persistent fire, plus 1 fire splash
The Green Square does the same on the yellow cart
ranged, lesser alchemist fire: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
alchemist fire damage: 1d8 ⇒ 3 Fire, plus 1 persistent fire, plus 1 fire splash
The red Square one throws his flask at Toanthel
ranged, lesser alchemist fire: 1d20 + 5 ⇒ (8) + 5 = 13
alchemist fire damage: 1d8 ⇒ 4 Fire, plus 1 persistent fire, plus 1 fire splash
Missing but still getting him in the splash.
Then works to put his own fire out.
Flat check DC 15: 1d20 ⇒ 11
Flat check DC 15: 1d20 ⇒ 15
And is able to pat himself out before serious damage.
Back around to the top
Late morning Ambush
Group conditions:
Inspire Courage -- +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Round 1Toanthel - 1 dmb
Kurnek Ruinmaker - 2 dmg, Protective Ward (+1 AC 10')
Abrol Serrondl -- Undedected
Autumn Savella -- 2 dmg
Katami - 1 dmg
Drizzic Kruh -Wagon, Red - 10 dmg, burning 2
Wagon, Blue - 12 dmg, burning 1
Wagon, Yellow - 4 dmg, burning 1
Wagon, Green - 7 dmg, burning 1Bandits Hex (R/G/B) -- G DOWN; R 4 dmg,
Bandits Square (R/G/B)
Toanthel
|
"You have only succeeded in igniting the rage of my ancestors. Now you will feel their wrath."
◆: Rage (+3 temp hp, AC 19)
◆: Step
◆: Strike
Shield Boss: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 281d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10 bludgeoning + 3 negative damage
Toanthel steps up an swings his shield in a mighty arc against the bandit that tried to burn him. It crashes into the ruffian and angry spirit energy begins to rip the life from him as it threatens to send him to The Boneyard. 13 damage total, 26 if a 28 is a crit.
GM Gustavef
|
The bandit is smashed on to the ground beyond just dead. The Boneyard has new petitioner.
Abrol Serrondl
|
Abrol surprises the nearest bandit Red Hex (flat-footed). He does a ranged strike with his longbow, hoping that he does not miss this shot. Then, he hopes to put of the fire on the caravan that he is in, using an old cloth. Finally, he tries to become hidden again.
◆Ranged Strike
Longbow: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
◆Put out fire
Reflex: 1d20 + 9 ⇒ (20) + 9 = 29
◆Hide
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Autumn Savella
|
Autumn frantically tries to beat down the relit wagon, gritting her teeth through her own small burns. Looking to Drizzic, she entreats her muse Nethys for guidance, then throws a magical shield over herself.
◆: Intereact w/ blue wagon
Reflex save: 1d20 + 6 ⇒ (2) + 6 = 8 Fire reduction: 1d6 ⇒ 5
◆: Cast Guidance on Drizzic, +1 to one attack roll, Perception check, saving throw, or skill check before the end of Autumn's next turn
◆: Cast Shield for +1 AC, current AC is now 19
GM Gustavef
|
Wagon, Red: 2d6 ⇒ (5, 3) = 8
Wagon, Blue: 1d6 ⇒ 2
Wagon, Yellow: 1d6 ⇒ 2
Wagon, Green: 1d6 ⇒ 4
Abrol's shot takes down the one bandit.
I got my squares and hexes mixed up, but everything still works out the same
Then he critically successes to fight the fire fire fighting: 2d6 ⇒ (1, 2) = 3, and does enough still to put out the fire on the yellow cart.
Autumn is able to put the fire out again on the blue wagon.
Kurnek Ruinmaker
|
Thanks for botting me, GM - sorry I missed yesterday. Also, I had tried moving my token on the map when I took my previous turn to reflect Kurnek dropping off the wagon to take cover against the side but apparently it didn't stick, so I have placed him where I intended him to be.
Kurnek concentrates for a moment to extend his protective ward to 15 feet, then lighting flies from his fingertips as he casts electric arc at the two remaining bandits.
Electric Arc, electricity damage (DC 18 basic Reflex save): 1d4 + 4 ⇒ (2) + 4 = 6
Katami Xialong
|
Katami tries to extinguish the fires on the wagons next to her.
◆: Interact w/ red wagon
Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
◆: Interact w/ blue wagon
Reflex: 1d20 + 6 ⇒ (7) + 6 = 13
Then shoots at the bandit without cover.
◆: Ranged Strike vs green
Longbow, volley, IC: 1d20 + 6 - 2 + 1 ⇒ (5) + 6 - 2 + 1 = 10
Damages, P, IC: 1d8 + 1 + 1 ⇒ (7) + 1 + 1 = 9
Drizzic Kruhl
|
Seeing one of the bandits wade into the murky water, Drizzic starts to smile. He digs out a crackling blue bottle filled with alchemical lightning! He quickly tosses it before working on the wagon again.
◆: Interact and Strike
Bottled Lightning, Lesser: 1d20 + 6 ⇒ (15) + 6 = 21
Damage (Electricity): 1d6 ⇒ 6 1 Splash Electric and Flat-Footed.
◆: Put out Fire
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Fire Resistance: 1d6 ⇒ 2
◆: Put out Fire
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Fire Resistance: 1d6 ⇒ 6
GM Gustavef
|
With a lot of explosive shocks, the bandits go down though one is up enough to just run away. Though you can attempt to peruse if you want
Only one wagon was still smoldering while you finished off the bandits, but it is easily brought under control and is saved.
Searching the area near by reveals a weapons cache with bolas, a khopesh.
Late morning Ambush
Group conditions:END
Toanthel - 1 dmg
Kurnek Ruinmaker - 2 dmg,
Abrol Serrondl --
Autumn Savella -- 2 dmg
Katami - 1 dmg
Drizzic Kruh -
Drizzic Kruhl
|
"Hey, where is Whinewhine...wanna ask him how my products looked as we saved the caravan. Then we can get anyone and anything patched up before hitting the trail again!" Drizzic says searching for the other goblin under the wagons.
Autumn Savella
|
Autumn watches the lone bandit run away in fear with a frown, uncertainty in her eyes. "Should we chase after them?" She shakes her head. "Probably not worth the effort, not with the damage the wagons have taken."
Her frown quickly turns into a grin as she whirls back around to face the caravan. "Still, we managed to keep them from being destroyed! Were any of your workers hurt, Muckmuck?" she asks, just behind Drizzic.
Abrol Serrondl
|
After being unscathed, Abrol looks at the aftermath. He gazes at the dead bodies, hoping that the danger is gone. Also, he cannot believe how lucky that he got the fire under control. After all that, he is not sure what to say.
Kurnek Ruinmaker
|
Kurnek pulls out his healer's tools and wraps a loose bandage around his burns. He ignores it when It almost immediately falls off. "I'm happy to help if anyone else would like a bandage or poultice."
Medicine: 1d20 + 4 ⇒ (8) + 4 = 12
"Is there any reason to think these bandits have anything to do with the workers who have disappeared? Or are they a separate but still dangerous problem?"
If there are no takers for his not terribly competent first aid skills, Kurnek helps to clean up and repair any damage done to the wagons.
GM Gustavef
|
Katami's arrow strikes the fleeing bandit and slows him down a bit with some bleeding, but then he keeps to cover to prevent another shot before disappearing.
Muckmuck comes out from hiding. "Yes. Good jobs, but I thought we only had to deal with cats. Not curs of humans as well. " He sighs as he looks over the wagons. "They are singed a bit but we are just a few hours from the camp. We can get them there and then take care of the. The soonner we move the better"
You have plenty of time to heal up you minor wounds on the way to the Camp
When you arrive at the camp, you find it bustling with activity. Goblin engineers do their best to guide goblin workers as they build the decking and assemble the piers; the bridge appears simple, but sturdy, and is approximately half complete by this point.
As the wagons are unloaded, Muckmuck shows you to Zig, leader of the bridge camp.
While many of the goblins at the work camp are covered in dirt and sweat, Zig stands tall and straight among them. He pours over maps of the surrounding area before speaking.
“It is good to see you. They call me Zig. I’m glad my father asked you to come here to help.
“We have been building a very important bridge. But every night, the big cats attack our camp. We leave out meat for them and they saunter right past it. Instead, they seem bent on filling their bellies with goblin flesh. If we move camp across the river; they cross over it overnight. If we light fires around the camp to scare them away, the goblins workers burn themselves in the flames. It’s a lose-lose situation.
“Every few nights, the cats come back to hunt us. Everyone is terrified and that’s bad for business. With all this talk of some saber-toothed whatever coming for us in the night, we’re all too scared to finish our work. If someone doesn’t take these furballs out, I suspect the bridge isn’t ever gonna get built.
“These kitties aren’t natural. Whatever you need, you got it. I can give you workers to build fences. But fences alone aren’t going to be enough. Either the cats go, or this bridge is history. The only other answer is death.”
At this point you have a few hours before sunset. Which you can use for investigation or improving defense. You can salvage the remaining wagons to add or improve fences.
Drizzic Kruhl
|
| 1 person marked this as a favorite. |
Drizzic slides next to Zig, studying the layout of the camp. He tries to gauge supplies and what the fencing situation is.
"Alright, so are these things going through the fences? If we can stop that then we can funnel them right to us...easy to burn the furballs but they clearly aren't normal if they are ignoring good meat. Think they are trained? No matter. Oh yes! My name is Drizzic Kruhl of Rook Alchemical Suppliers...here on behalf of the Pathfinder Society...but my goods are going to surprise ya!" he talks blisteringly fast.
"What do you guys think? Reinforce some of these fences? Make it more predictable?" he says bouncing back over to the group, vials and metal bits clinking in step.
Abrol Serrondl
|
Abrol looks at Zig and says:
Nice to meet you, Zig. We will try to protect your workers and you. May I ask if you have seen any fresh tracks nearby? If so, I can try to track the cats. Otherwise I will investigate the surronding environment, trying to recall any knowledge about these animals. If these options are not good, I can salvage the wagon, although I am not best at crafting or hauling.
GM Gustavef
|
Zig looks you over. "Well they have been coming from all over, you can walk around the perimeter if you can see where exactly they came from, but we have been more worried about finishing the bridge then spending too much time to track them. Otherwise just big cats. Much more clever than I would normally expect."
Survival checks to find any tracks at this time
Autumn Savella
|
Hands on her hips, Autumn peeks at the maps as she listens to Zig go into more detail about the dire situation.
"Hmmm. I think you're right, Drizzic," she says with a grin. "If these cats are as unnatural as you say, Zig, and they're so used to breaking right through the fences, maybe reinforcing them is the way to go. That way, they have no clue there's something here waiting for them other than sleeping prey, and the surprise of stronger fences may be enough to give us an advantage."
Kurnek Ruinmaker
|
"It's certainly worth trying to build up the fences," Kurnek agrees. "I expect I'll be of more use helping to improve the camp's defenses than I would be trying to locate any tracks."
Would this be a crafting check?
Abrol Serrondl
|
Abrol notices that Toanthel is searching for tracks and he goes around the camp in opposite direction also looking for tracks, specially big paw prints.
Survival: 1d20 + 5 ⇒ (19) + 5 = 24
He hopes that he can later hunt those preys.
Katami Xialong
|
Katami presents herself to Zig and listen to the goblin about the recent events.
As Drizzic propose to reenforce the defences, she proposes to help her comrades trying to find tracks from the creatures.
Survival: 1d20 + 6 ⇒ (8) + 6 = 14
GM Gustavef
|
Abrol is able to find a feint trail that heads off in to the near by hills. Looks like a good place for a lair of big cats.
Katami Xialong
|
The best defense is the attack. I would prefer to fight them on our own term rather than on theirs. Bonus, we will not have to defend the goblins from the creatures and only focus on killing them.
Says Katami
Drizzic Kruhl
|
| 1 person marked this as a favorite. |
"Does it look like we can make it before nightfall? We can leave some of the workers to work on fences and check the trail. I won't have to hold back with the explosives outside the camp." Drizzic calls back from a group of workers he is helping shore up fences with. He looks around and laughs at the faces of his group when he talks about explosives.
"What! It isn't like a goblin to dislike a little boom and bang. Keep working and let us deal with these furballs."
Autumn Savella
|
Autumn turns away from examining the wagons and trying to figure out which planks would make the best fences.
"Oh, yeah!" She glances off in the direction that Abrol managed to track. "If we have the chance to hit them at home and away from the camp, we should take it."
GM Gustavef
|
It does look like the lair is not that far. And you can easily get there before night fall.
you make your way to a mouth of a cave that shows many large feline tracks as well as drag marks and remains of goblins.
You are currently at the entrance and can not see around and in to the deeper part of the lair. But you can tell that there are a few cats in there.
Kurnek Ruinmaker
|
| 1 person marked this as a favorite. |
Kurnek pulls out a vial of liquid and drinks it down before the group enters the cave. He holds out an identical vial, offering it to anyone who wants it.
"Eagle-eye elixir. It improves your eyesight for an hour. I made it myself."
Abrol Serrondl
|
Abrol thanks Kurnek for the elixir and grabs the bottle and drinks from it. He makes a disgusted face, but he is fine afterwards. He decides to scout around the entrace of the cave.
Scout
Autumn Savella
|
Autumn casts Detect Magic at the entrance of the cave, searching for anything of a more mystic nature as Abrol scouts, and will continue to do at regular intervals should the party delve deeper into the cave.
"So. Go in deeper? Or draw them out?" she whispers, peering into the open mouth of the cavern.
Katami Xialong
|
Katami have her bow ready and is on the lookout for the felin. Search as my exploration activity
We can wait here and try to ambush them when they go out, or move inside if someone doesn't feel hiding.
Says Katami.
Kurnek Ruinmaker
|
With arcane sense, Kurnek uses detect magic as his exploration activity.
"Unless somebody has an idea for drawing them out, I think we're going to have to go in."
Drizzic Kruhl
|
"Yelling really loudly? Then pow as they leave the cave" Drizzic suggests as he mimics explosions with his hands.
Search
GM Gustavef
|
With the plan to go in. Position yourselves as you see fit in the open area at the front.
Currently Autumn and Kurnek are using detect Magic, Everyone else is some perception base activity.
Kurnek Ruinmaker
|
Kurnek's fine where he is, near the rear but not last (so protective ward can cover as many people as possible).