| Massee Pregen 2.1 |
| 1 person marked this as a favorite. |
Helping goblins? Gah, I should have read that job announcement a bit closer.
"That must be it Faehild. Truth be told I was mostly swayed by Sarenrae's call to destroy the undead. Who they are harassing was secondary." That sounded pretty diplomatic. She smiles nervously before shaking Faehild's hand.
Faehild
|
Scratching the back of her neck, Faehild says “Depends on the type of undead. Some of them are really tough to fight without some sort of magical help.”
Smiling brightly as she gestures towards Nilaglade and Kyra she says “Fortunately the two of you should be able to handle that!”
GM Tiger
|
While you're all busy chit-chatting at the docks a goblin walks up to you.
"Yous the longshanks I's meeting?! I's Swik! I's sent by tribe to meet Longshank Paffinders. Lessgo! Tribe waiting!"
With that, the goblin scampers off, leaving you to catch up. They lead you into the deep woods and appear to be lost...
Deep in the Chitterwood Forest, when it seems like the small and shifty goblin that was sent to guide them must have gotten them all hopelessly lost, you stumble into a small clearing where dozens of goblins from several tribes are busy preparing for the upcoming council. It's chaotic, but it's apparent that progress is happening.
The dense brush of the forest gives way to a clearing full of figures dashing madly from one side to the other. Swik, the little goblin who'd guided the way here, rushes off into the thick of the action and disappears in the blink of an eye. Still, there is a method to this chaos. While some goblins finish the construction of a defensive perimeter, others arrange a circle of seating around a large central bonfire. The scent of a feast wafts from cooking tents at the north end of the camp, drawing the attention of all those who scramble past. Before long, though, two figures peel off from the chaos: the first dressed in an outlandishly colorful costume, and the other wearing an oversized poet's cap and a slightly unhinged smile.
"It's them! It's the Paffinders!" declares the second of the pair. He pulls at the arm of the other goblin, grin spreading even wider. "There! I got them, just like I said. Now we don't have to worry about the dead ones, Naalt!"
Naalt shoves a hand into a pocket and takes out a shiny bit of metal. "You win, Libgez." Libgez grabs the trinket and scampers off in the direction of the cooking tents.
Naalt sighs. "Well, longshanks. I hope you'll help us." She gestures, beginning her brief tour of the camp. "We're here to talk war," she says brightly, "but the chiefs are worried about, um—" she sticks her hand in two more pockets to find some wire before continuing, "—problems. You know problems? No one wants to be the ones outside while the rest are talking. But you. You don't need to talk. You can be the ones watching. And fighting, if we need." She pauses, searching your faces with narrowed eyes for confirmation of her next words. "We don't want to be interrupted once the talking starts. You understand?"
GM Tiger
|
You also received the following missives from Pathfinder Leadership.
Faehild
|
“Stay on guard, try to prevent goblins from burning themselves, destroy any undead that come near. Is that it?”
Pointing at the defenses being built and then the cooking happening, she asks “Do you want help with any of the other things happening?”
Red Agnes
|
Just as the trio begins to leave they are joined by a red-haired woman clad in piecemeal armor. "Sorry I'm late. The courier had trouble finding me to give me my orders. I came as fast as I could. I'm Agnes."
GM Tiger
|
"Yous can help in other places! Mebbe ask round clearing?"
DC 18 Nature
Faehild's Nature (T): 1d20 + 7 ⇒ (10) + 7 = 17
Nilaglade's Nature (T): 1d20 + 9 ⇒ (18) + 9 = 27
DC 20 Religion/Society
Faehild's Society (T): 1d20 + 5 ⇒ (5) + 5 = 10
Red Agnes's Society (T): 1d20 + 5 ⇒ (5) + 5 = 10
Kyra's Religion (E): 1d20 + 11 ⇒ (14) + 11 = 25
RK on the Chitterwood Forest
RK on the undead threat
GM Tiger
|
* The PCs have four rounds to prepare for incoming attacks and/or fulfill other Society business by connecting to the people of the tribes.
* Each PC can select one activity of any type per round.
* A PC can't perform the same activity twice unless otherwise noted.
* Successes establish alliances between tribal leaders and the Society, persuade tribes to send aid, and enhance preparations for the upcoming fight.
PREPARATION
Among other activities, you have the option of surveying the surrounding forest, looking for clues about where and how the undead might attack, as well as assisting in the perimeter defenses and making thorough plans of action.
It's late in the afternoon and all hands are preparing for the evening's events. Several menacing-looking goblins are working to shore up their defenses, eyeing others as though looking for good target practice. Other goblins dash around what seems to be the outdoor kitchen, preparing a wide variety of arguably edible ingredients for the grand feast. Several strong, or at least plucky, individuals are putting the finishing touches on what looks to be the council seating. Meanwhile, a select few goblins are merrily sorting through giant piles of various pyrotechnics.
You can aid preparations with one of three general tasks, undertaking a specific check based on how they want to lend support.
While most of the tribe members focus on the council or the physical camp, a few have been sent out to monitor enemy movements. They won't be back until much later, however, so it's up to the Pathfinders to make their own preparations for a potential attack. A PC can get ready for battle in the following ways:
Scout the Area - DC 18 Survival to note the many paths that surround the clearing (can attempt more than once)
Set a Guard - DC 16 Warfare Lore OR DC 20 Diplomacy to coordinate the guard rotation among the Spine Threshers, People of the Swarm, and the Bulbheads tribes
Prepare Goblin Aid - DC 16 Warfare Lore or DC 18 Intimidation to help prepare the goblins to defend their leaders in case a fight occurs
The goblins are pleased to have extra hands around to prepare food, put final touches on the council seating, and otherwise complete the tasks that should be done before sunset. A PC can help prepare for the celebration in the following ways:
Finish the Feast:
Libgez hangs around at the edges of the makeshift kitchen while goblins from several different tribes trip over each other to finish their dishes.
DC 16 Cooking Lore to make an impressive and delicious dish
DC 15 Goblin Lore to create a dish specifically tailored to goblins' unusual palates
Build Council Seating: A gruff female goblin named Awt from the People of the Swarm points at a few rough slabs of wood, gestures to you and grunts "Finish!" She doesn't elaborate, but it's clear this wood is meant to be worked into seats for the important tribe members and that you are the ones Awt has selected to accomplish this task.
DC 18 Crafting to attempt to create a sturdy and handsome set of benches
DC 20 Society to arrange the slabs in a way that is conducive to a productive meeting
Assemble the Pyrotechnics:
A Cinder Seeker pyro worker named Grizzel introduces himself with more than a hint of suspicion.
DC 20 Thievery to try to use their nimble fingers to expertly assemble the fireworks
DC 23 Performance to put together a spectacular show with a variety of pyrotechnical elements
The workers shoring up the camp's defenses are mostly from the Spine Thresher tribe and accept offers of aid begrudgingly. You can fortify the camp in the following ways:
Bolster the Perimeter: The roughly circular perimeter of the camp is set up with hastily stacked piles of rubble, pointy sticks, and other makeshift barricade components.
DC 18 Crafting to finish building the physical barrier
DC 20 Athletics to gather the requisite supplies
Prepare Bombing Stations:
Nooks meant for specialist defenders to lob bombs at incoming attackers are carved into the perimeter at regular intervals. Raik, the self-appointed foreman of the work being done.
DC 18 Intimidate to advise Raik on how to best scare away longshanks
DC 16 Engineering Lore to advise Raik on where to place the bomb stations
Rearrange Seating:
It's clear the seating was not set up with defense as a first thought.
DC 20 Diplomacy OR DC 23 Deception to try to convince the tribal leaders that another arrangement would be better and work just as well for the discussion
** May only be attempted once **
GM Tiger
|
TRIBAL GAMES
While the bulk of the tribes prepares for the meeting, the leaders and decision-makers participate in (mostly) friendly competition. It's a strange kind of diplomacy, with goblins bickering and occasionally lighting each other on fire, and to the uninitiated, it looks like a fight could break out at any moment. You may join in with these impromptu competitions to further diplomatic relations with the goblin tribes.
The chaos of the camp teeters between tension and celebration. While food is prepped and defenses reinforced, occasional shrieks of laughter rise as some goblins compose raucous songs. Groups form, disperse, and re-form as individuals issue challenges and boasts. A sense of camaraderie overrides the tribes' usual antagonism, but that doesn't preclude the occasional friendly fistfight. In the center of the camp, goblins work to construct an enormous bonfire that remains surprisingly stable despite the constant scrabble of daring goblins trying to climb to its top.
Not a scrap of food can go to waste, and what better way to salvage those leftover morsels than to stage an impromptu eating contest? Libgez's unhinged grin stretches wide across his face as he challenges the entire camp with a mischievous glint in his eye. "No one can beat me in an eating contest! Not even you, Pathfinders!" Several notable True Hoard members join in, salivating at the feast before them.
Each contestant is offered a plate piled high with offals, root vegetable tops, and other (technically) edible bits from the evening's feast preparation.
DC 18 Fortitude to try to keep the off-putting meal down
DC 22 Deception to slyly get rid of most of their plate's contents
The bonfire is the central figure of the council meeting, and its enormous size indicates its importance. While it appears haphazardly built, it's remarkably sturdy. In a show of unity, each tribe has been tasked with building a portion of the large central bonfire, yet though it can be constructed in whatever way they see fit, it must be integrated and ultimately stabilizing to the whole. The Cinder Seekers are overseeing the fire's construction.
DC 18 Crafting to stack the wood in a pleasing and stable way
DC 21 Athletics to haul the logs to an impressive height
Each tribe has put forth their best performers in a bid to have the most exciting commemorative tune showcased at the opening ceremony of this evening's historic council. While the other performers aren't likely to select a Pathfinder's song as the best, they're interested in hearing what strange music these longshanks have to offer.
To compose a short, preferably obnoxious, song:
DC 18 Performance
DC 20 Diplomacy
DC 23 Intimidate
-2 to the DC if you can actually compose a goblin song! :)
Faehild
|
Faehild starts by helping to build the bonfire. The logs are heavier than she thought and she doesn’t stack them quite high enough for a goblin bonfire.
BONFIRE CONSTRUCTION
Faehild's Athletics (T): 1d20 + 8 ⇒ (5) + 8 = 13 (Quick Jump)
Figuring her skills might work better elsewhere, she helps set a guard rotation. Unfortunately she doesn’t take into account how distractable goblins tend to be.
READY FOR BATTLE
Faehild's Warfare (E): 1d20 + 8 ⇒ (4) + 8 = 12
Then she advises on how best to prepare the goblins with battle plans to protect the leaders. She starts with a proper Viking defensive plan, but then remembers she is dealing with goblins and adjusts accordingly.
READY FOR BATTLE
Faehild's Warfare (E): 1d20 + 8 ⇒ (1) + 8 = 9 Hero Point
Faehild's Warfare (E), Hero Point: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Finally she goes to scout the paths around the area.
READY FOR BATTLE
Faehild's Survival (E): 1d20 + 9 ⇒ (15) + 9 = 24
Red Agnes
|
Unnerved by the fact that an undead attack seems likely, Agnes goes out to survey the defenses. "No, not like this. You'll need to do much better than this to stop the hordes of the dead." She spends some time dragging more and more supplies to build fortifications.
Fortify the Camp
athletics, bolster the perimeter DC20: 1d20 + 12 ⇒ (2) + 12 = 14
After she has provided sufficient supplies for the defenses she visits the goblin defenders. She is horrified to see the disorder among the goblin troops. "No, no, no. You don't understand. The dead are legion. You must take this seriously. Do you all want to die?"
Ready for Battle
intimidation, prepare goblin Aid DC18: 1d20 + 7 ⇒ (20) + 7 = 27
Exhausted and hungry after dealing with the goblin defenders she joins the celebrations by entering the eating contest. The goblins grin as they serve her the unappetizing food. Agnes simply smiles and thanks them. "I had worse for years while hiding out in the crypts beneath Yua's Hope."
Eating Contest
Fortitude save DC18: 1d20 + 10 ⇒ (7) + 10 = 17
Afterwards, she assists in building the bonfire.
Bonfire Construction
athletics DC21: 1d20 + 12 ⇒ (18) + 12 = 30
Nilaglade
|
"Agnes? Nice name. Love your hair." Nilaglade rides alongside her for a bit. "What do you like to do during evenings when zombie hordes aren't crawling over a town?"
He'd love to get to know the ladies a bit better but... duty calls.
To get Ready for Battle, Nilaglade decides to Scout the Area
Survival: 1d20 + 9 ⇒ (1) + 9 = 10
Instead Deroff wants to play "catch the sparkles" with the goblins. This takes a while to finish.
Survival: 1d20 + 9 ⇒ (5) + 9 = 14
Deroff is still playing around, but the goblins are getting exhausted. They're glad he's not a dog though. Nilaglade chooses not to correct them.
At the Eating Contest he has no idea how to wolf all this food down.
Deroff's Fort Save: 1d20 + 7 ⇒ (14) + 7 = 21
Before he can start, Deroff tries to scarf it down. And keeps going. And going. "Hope you don't mind, he gets hungry fighting off the uh... dogs and the horses."
Deroff tries to haul logs to aid with the Bonfire Construction but he ate a lot of food and tires out quickly.
Deroff's Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
| Massee Pregen 2.1 |
Kyra strolls around the camp, taking it all in. If you look closely you can sometimes pick up the facial expressions of someone horrified and disgusted at particular activities the goblins deem as normal.
"Well, best we get down to business. I can tell you one thing, the dead in this part of the Chitterwood are likely former Chelaxian soldiers who could not rest or arisen Hellknight mercenaries. They typically move in small groups that fight well together. We may not be lucky enough for simple zombies and skeletons." She practices drawing her holy symbol like a gunfighter's pistol.
"Let's make sure we have this seating correctly so everyone can be involved in the meeting."
Rearrange Seating: Diplomacy DC20: Can only be attempted once: 1d20 + 7 ⇒ (11) + 7 = 18
"Let's get these barricades stronger."
Bolster the Perimeter: DC20, Trained in Athletics (STR): 1d20 + 7 ⇒ (7) + 7 = 14
She helps the other build the bonfire.
Trained in Athletics (STR), DC21: 1d20 + 7 ⇒ (15) + 7 = 22
After doing most tasks relatively poorly, Kyra takes a deep breath and tries to relax, participating in some songwriting and singing. She sings in Kelish, songs of her childhood.
Trained in Performance (CHA), DC18: 1d20 + 7 ⇒ (8) + 7 = 15
Not great!
Faehild
|
To get Ready for Battle, Nilaglade decides to Scout the Area
[dice=Survival]1d20+9
Did you want to consider hero pointing the critical failure? We are having problems getting successes and crit fails normally cost a success.
Nilaglade
|
| 1 person marked this as a favorite. |
Yeah, I'll spend the Hero Point here. We're getting clobbered by those DCs.
Survival: 1d20 + 9 ⇒ (17) + 9 = 26
GM Tiger
|
Faehild attempts to build the bonfire but is surprised by the weight of the wood and can't quite stack them as high. Agnes attempts to bolster the perimeter but appears to have been tired out by the trek inland. Kyra attempts to rearrange the seating order but the goblins stubbornly refuse to listen. Wanting a break, Nilaglade takes Deroff out to the woods to scout the area...
... and runs into something unwelcome. Deroff's howls of alarm bring the rest of you running.
Faehild's Initiative using : 1d20 + 7 ⇒ (13) + 7 = 20
Nilaglade's Initiative using Search: 1d20 + 11 ⇒ (2) + 11 = 13
Red Agnes's Initiative using Search: 1d20 + 8 ⇒ (13) + 8 = 21
Kyra's Initiative using Search: 1d20 + 9 ⇒ (20) + 9 = 29
Red: 1d20 + 2 ⇒ (10) + 2 = 12
Blue: 1d20 + 2 ⇒ (6) + 2 = 8
Purple: 1d20 + 2 ⇒ (2) + 2 = 4
Yellow: 1d20 + 2 ⇒ (8) + 2 = 10
Green: 1d20 + 8 ⇒ (3) + 8 = 11
Cyan: 1d20 + 8 ⇒ (3) + 8 = 11
Agnes, please remember to update RPG Chronicles. Don't bother with the Macros because you're pretty much done with skill checks! :)
EDIT 2 - You have weapons drawn. Unless your interpretation of Deroff's howling is that of joy! :)
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COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
** Green areas are difficult terrain
------------------
Those with ** may go
**Faehild - AC 22 (24 w/shield) 54/54
**Nilaglade - AC 19 (21 on Deroff) 33/33; Deroff AC 19 30/30
**Red Agnes - AC 21 64/64
**Kyra - AC 19 32/32
Red
Green
Cyan
Yellow
Blue
Purple
Faehild
|
Faehild raises her shield and then rushes forward. Rather than draw a weapon, she just bites and punches the bag of bones in front of her. “Into the fray!”
◆ Raise Shield, ◆ Stride, ◆ Flurry of Blows
Tusks vs Blue: 1d20 + 11 ⇒ (7) + 11 = 18
Piercing damage: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Fist vs Blue: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
Bludgeoning damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Nilaglade
|
Goblins are weird. And short.
Nilaglade sits next to Deroff as the wolf drinks from a nearby stream.
What did I get myself into this time?
It would be a great time for a nap, but Deroff's ears perk up.
"What is it, boy? Oh, I see. Call for help!"
Deroff howls as Nilaglade mounts him.
"Yeah, that's a mess."
Flames form in his hands. "Stand still Deroff. I'm gonna light 'em up!"
3 >Blazing Bolts< form in his hands as he starts hurling them at the skeletons.
vs Red: 1d20 + 9 ⇒ (4) + 9 = 13 Fire: 4d6 ⇒ (2, 1, 3, 2) = 8
vs Yellow: 1d20 + 9 ⇒ (8) + 9 = 17 Fire: 4d6 ⇒ (5, 2, 2, 6) = 15
vs Purple: 1d20 + 9 ⇒ (16) + 9 = 25 Fire: 4d6 ⇒ (5, 5, 5, 4) = 19
GM Tiger
|
Faehild charges Blue and demolishes it with her first strike. Her second strike heads to Red but misses. Nilaglade shoots three bolts of fire and detonates Yellow and Purple. Red manages to duck in time.
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COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
** Green areas are difficult terrain
------------------
Those with ** may go
Faehild - AC 22 (24 w/shield) 54/54 (AC 24)
Nilaglade - AC 19 (21 on Deroff) 33/33; Deroff AC 19 30/30
**Red Agnes - AC 21 64/64
**Kyra - AC 19 32/32
Red
Green
Cyan
| Massee Pregen 2.1 |
Kyra moves up to support the more agressive of her team "These seem to drop quick, I'll save my more powerful stuff for later." She reassures both herself and the group, firing off vitality magic towards red.
◆◆ Vitality Lash, 30' Range, Basic Fort Save DC19, Vitality: 3d6 ⇒ (2, 6, 5) = 13
Red Agnes
|
"Oh dear." Agnes freezes for a moment as terrible memories of undead assaults bubble to the surface. She cocks her head, listening to voices only she can hear. She nods and her eyes go white as the voices of those who fell at Yua's Hope urge her to action.
Gripping Sir Karl's sword tightly she surges forward and strikes heedless of the threat caused by Faehild's opponent.
sudden charge, Sir Karl's sword vs green: 1d20 + 11 ⇒ (7) + 11 = 18
damage, slashing, spirit: 2d12 + 4 + 3 ⇒ (1, 4) + 4 + 3 = 12
strike, Sir Karl's sword vs green: 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21
damage, slashing, spirit: 2d12 + 4 + 3 ⇒ (5, 8) + 4 + 3 = 20
◇ Quick Tempered, ◆◆ sudden charge, ◆ strike
Agnes provokes from red
GM Tiger
|
Kyra unleashes some goodness at Red but amazingly, Red manages to tough it out!
Agnes loses her temper and charges Green. She runs past Red but doesn't elicit a response. Her sword wooshes past Green but her return stroke crashes through. Her sword has difficulty finding purchase (it's a bit bony) but the sheer power of the strike compensates.
I'm assuming it's 3 Spirit Damage?
Red swings its scimitar thrice at Faehild.
Scimitar vs Faehild AC 24, Forceful: 1d20 + 6 ⇒ (14) + 6 = 20 for Slash: 1d6 + 2 ⇒ (4) + 2 = 6
Scimitar vs Faehild AC 24, MAP, Forceful: 1d20 + 1 ⇒ (2) + 1 = 3 for Slash: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Scimitar vs Faehild AC 24, MAP 2+, Forceful: 1d20 - 4 ⇒ (14) - 4 = 10 for Slash: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
The first strike bounces off the shield and the other two strikes miss completely.
Green attacks Agnes before raising a shield.
Longsword vs Agnes AC 21: 1d20 + 10 ⇒ (13) + 10 = 23 for Slashing: 1d8 + 4 ⇒ (5) + 4 = 9
Longsword vs Agnes AC 21AC, MAP: 1d20 + 5 ⇒ (15) + 5 = 20 for Slashing: 1d8 + 4 ⇒ (3) + 4 = 7
Cyan totters up to Agnes, swings at her and raises its shield...
Longsword vs Agnes AC 21: 1d20 + 10 ⇒ (2) + 10 = 12 for Slashing: 1d8 + 4 ⇒ (4) + 4 = 8
... and whiffs...
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
** Green areas are difficult terrain
------------------
Those with ** may go
**Faehild - AC 22 (24 w/shield) 54/54 (AC 24)
**Nilaglade - AC 19 (21 on Deroff) 33/33; Deroff AC 19 30/30
**Red Agnes - AC 21 55/64
**Kyra - AC 19 32/32
Red (13 < AC)
Green (-15; AC <= 21; Shield up +2 AC)
Cyan (AC <= 21; Shield up +2 AC)
Faehild
|
Faehild raises her shield and steps forward so that both Red and Cyan are within reach.
She then attacks Red.
◆ Raise Shield ◆ Step ◆ Flurry of Blows
Tusks: 1d20 + 11 ⇒ (16) + 11 = 27
Piercing damage: 2d6 + 2 ⇒ (4, 2) + 2 = 8
Fist, MAP: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20
Bludgeoning damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12
She then asks “Is there anything special about these things I should know?”
Red Agnes
|
Yes the 3 damage is the spirit damage from her rage. I forgot to mention Agnes's temp HP from rage. She should be at 61/64 HP. Also I've been describing her rage not so much as getting angry but rather being possessed by the spirits of those she lost at the fall of Lastwall.
GM Tiger
|
Yes the 3 damage is the spirit damage from her rage. I forgot to mention Agnes's temp HP from rage. She should be at 61/64 HP. Also I've been describing her rage not so much as getting angry but rather being possessed by the spirits of those she lost at the fall of Lastwall.
Agh. Sorry about that... I usually just see 'quick tempered' as 'going into Hulk mode'. My bad.
Faehild takes a step forward and bites Red. Her tusks contact Red unevenly (there's no meat in between after all!) which reduce their effectiveness. Her follow-up punch breaks the backbone in half, however.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
** Green areas are difficult terrain
------------------
Those with ** may go
Faehild - AC 22 (24 w/shield) 54/54 (AC 24)
**Nilaglade - AC 19 (21 on Deroff) 33/33; Deroff AC 19 30/30
**Red Agnes - AC 21 55/64
**Kyra - AC 19 32/32
Green (-15; AC <= 21; Shield up +2 AC)
Cyan (AC <= 21; Shield up +2 AC)
Red Agnes
|
Red Agnes wrote:Yes the 3 damage is the spirit damage from her rage. I forgot to mention Agnes's temp HP from rage. She should be at 61/64 HP. Also I've been describing her rage not so much as getting angry but rather being possessed by the spirits of those she lost at the fall of Lastwall.Agh. Sorry about that... I usually just see 'quick tempered' as 'going into Hulk mode'. My bad.
No worries. It is a little unusual and I probably described it a bit too subtly.
"Grrrraaaaaa!" Agnes foams at the mouth as she presses the attack.
intimidate, demoralize, intimidating glare vs green: 1d20 + 7 ⇒ (4) + 7 = 11
Sir Karl's sword vs green: 1d20 + 11 ⇒ (10) + 11 = 21
damage, slashing, spirit: 2d12 + 4 + 3 ⇒ (10, 3) + 4 + 3 = 20
Sir Karl's sword vs green: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9
damage, slashing, spirit: 2d12 + 4 + 3 ⇒ (10, 11) + 4 + 3 = 28
◆ Demoralize, ◆ strike, ◆ strike
GM Tiger
|
Agnes glares at Green but Green pays her no mind.
She charges it and swings at it with her sword. Green catches the blow on its shield, which shatters and demolishes it. Agnes turns on Cyan but her strike misses it completely.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
** Green areas are difficult terrain
------------------
Those with ** may go
Faehild - AC 22 (24 w/shield) 54/54 (AC 24)
**Nilaglade - AC 19 (21 on Deroff) 33/33; Deroff AC 19 30/30
Red Agnes - AC 21 55/64
**Kyra - AC 19 32/32
Cyan (9 < AC <= 21; Shield up +2 AC)
| Massee Pregen 2.1 |
Kyra takes a better look at the Cyan undead (recall knowledge +11), trying to dig up some useful information for Faehild, then tries to put it to rest immediately afterwards.
◆◆ Vitality Lash, 30' Range, Basic Fort Save DC19, Vitality: 3d6 ⇒ (5, 5, 5) = 15
Nilaglade
|
Nilaglade calls upon magical protections.
◆>Protect Companion< for Deroff,
◆>Glass Shield< for himself.
Nilaglade will ↺Shield Block or ↺Life Block, whichever happens first.
"Come on, Deroff! We can't let them have all the fun!" He ◆urges Deroff to ride into battle. Deroff has to ◆◆Stride twice to make it.
GM Tiger
|
Religion: 1d20 + 11 ⇒ (16) + 11 = 27
Kyra blasts Cyan with more positivity and it crumbles to dust.
Crit fail on the save
COMBAT OVER!
Faehild
|
Looking around, Faehild kicks the destroyed skeleton’s shield and says “Not bad. Good way to get the blood pumping!”
Nodding to Kyra, she says “That whip thing seems particularly effective.”
Nilaglade
|
Deroff gets there just in time. He scampers up to Faehild and Red Agnes and Nilaglade quickly dismounts as the wolf stands upright, his tail wagging out and waiting to be pet.
"Deroff, have some dignity." Nilaglade flutters. "Anyone hurt?"
GM Tiger
|
Nilaglade, what's your second task? (you used a HP with the scout but the other one I have was Deroff playing sparkles with the gobbos
1 Influence point in the 1st round from Nilaglade's scouting
Rd 2 (pending Nilaglade's clarification)
Faehild tries to explain the purpose of a guard rotation to the goblins but they can't understand the concept. Agnes yells at the goblins to prepare the camp for battle and succeeds immensely. Kyra tries to improve the barricade but the goblins are too focused on painting silly pictures on the fence.[/ooc]
2 Influence Points
Rd 3
Nilaglade and Agnes head to the Goblin Tribes and try to compete in the Eating contest. Agnes isn't able to choke down the food but for whatever reason Nilaglade cleans their plate. Faehild manages to make the goblins understand the battle plan. Kyra shows the goblins how to build a proper bonfire.
3 Influence Points
Rd 4
Kyra heads off to participate in the singing contest. She tries her best, but the goblins don't appreciate the tune. Faehild scouts the area and gains some knowledge of the terrain. Fortunately, no more undead show up. Nilaglade and Agnes go to build the bonfire but Deroff appears to be all tuckered out to move logs. Agnes manages to build the bonfire appropriately.
1 Influence point
GM Tiger
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Kyra - your first Vitality Lash: I got a Nat 20... with a +2 mod!
You'll get the Verdant Wheel success for sure (destroy all undead). But the Envoy's Alliance one is out of reach (minimum 10 Influence Points).
Nilaglade
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Ah yes, you said we could retry the Scouting so I had done it twice. I wasn't sure if you meant we could try 4 checks total or we could try 4 different activities. If I can make another roll:
To help Fortify the Camp, Nilaglade wants to Bolster the Perimeter. He lets Deroff do most of the hauling.
Athletics: 1d20 + 7 ⇒ (12) + 7 = 19
So close... but Deroff begins playing catch and nibbling on the branches, wasting valuable time.
GM Tiger
|
Wow. the dice god REALLY don't like you
Nilaglade and Deroff try to bolster the perimeter but Deroff appears to be too hyperactive to focus...
As the afternoon dips into the evening and the sun begins to set, the goblins' preparations are nearly complete. Several scouting parties trickle back in, including a pair of gourd-masked Bulbheads who dismount their goblin dogs and cautiously approach the party.
The pair of goblins lift their decorative gourd masks as they step up. The older of the two stares with cool confidence, while the other seems to be an apprentice.
"Longshanks! Pathfinders," says the younger goblin. "This is Bilia, I'm Zyk. They scout. They have news. You should listen." Bilia signs a few words. "Dangers," says Zyk, interpreting the signs. "Big, scary-looking longshank types with spiky black armor." With a concerned look, she replies with a sign back, and Bilia nods firmly, signing the same word again. "Undead scary longshanks," Zyk reports. "Beware!"
DC 16 Hellknight Lore OR DC 20 Society
Faehild
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Faehild doesn’t have any ideas based on the goblin’s minimal description what sort of people these might have once been.
Faehild's Society (T): 1d20 + 5 ⇒ (4) + 5 = 9
She does say “How do you know they are more undead? Any idea what sort of undead?”
Nilaglade
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"Hopefully not the bony type." Nilaglade sighs.
Deroff whines, realizing no one's going to pet him.
"Relax, we'll have plenty of time to play after we handle these undead." Nilaglade ruffles Deroff's fur to calm him down.
+0 Untrained Society. Not gonna roll.
| Massee Pregen 2.1 |
Nodding to Kyra, she says “That whip thing seems particularly effective.”
"Yes, its called Vitality Lash, its very effective against the risen dead and similar creatures." She works to educate Faehild while holstering her holy symbol.
"If anyone is hurt I can patch you up with some bandages if it isn't serious." She heads towards Faehild and Agnes.
---
Kyra tries to get a bead on the two goblins, her skills with signing nonexistent so she relies on the translator, who seems to be a bit rude. "Do Cheliax fighters wear spikey black armor? I mentioned earlier I heard risen dead in the area could be from there with good fighting skills." She broaches the question to the group.
Nada on the Society.
"That boney one we fought last, it's a skeletal champion. It's resistant to Slashing/Piercing/Fire/Cold/Electricity. It has the standard undead immunities - Bleed/Death Effects/Disease/Poison/Paralysis/Unconsciousness. It also has reactions." She adds, with a slight know-it-all tone.
Faehild
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Faehild says “The ones making all the trouble in Isger did. Forget what they called themselves. Seems I put it in the report and promptly forgot it.” She shrugs.
This character has credit for Enough is Enough, Sulfuric Negotiations and Shipyard Sabotage on them. The dice gods proclaim she doesn’t recognize Hellknights from the description.
GM Tiger
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The goblins look at you slightly from exasperation. "They longshanks undead! Yous go southeast. Theys coming from there!"
Oh so Faehild was your original Sulfuric. Did you go the safe route or the short route? :)
Once the light of the bonfire shines brighter than that of the setting sun, the goblins begin their tribal council. Naalt and Libgez direct you to patrol the area around the clearing.
any place in particular you plan to patrol?
Red Agnes
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"If anyone is hurt I can patch you up with some bandages if it isn't serious." She heads towards Faehild and Agnes.
"That boney one we fought last, it's a skeletal champion. It's resistant to Slashing/Piercing/Fire/Cold/Electricity. It has the standard undead immunities - Bleed/Death Effects/Disease/Poison/Paralysis/Unconsciousness. It also has reactions." She adds, with a slight know-it-all tone.
Agnes waves off any offer of first aid for her minor wounds which are seemingly healing on their own. "I'm more familiar with the fleshy undead." She pats her bastard sword. "It's good to know their defenses but Sir Karl's sword seemed up to the task."
Faehild
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With a shrug, Faehild starts heading southeast, like the two goblins directed.
She looks back at the rest of the party and asks “You coming?”
Think it was the fast route, but I’ve replayed it a few times so I’m not certain.
She keeps an eye out for any ambushes as she moves forward.
GM Tiger
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As you have earned the favor of the Bulbhead tribe for taking the two scouts seriously, the council has agreed to grant you aid in the upcoming fight.
CALL ON GOBLIN AID [THREE-ACTIONS]
You call for the aid of a goblin tribe with which you have favor (the GM has tracked your favor). You expend the favor, and the tribe sends you a goblin commando (Pathfinder Monster Core 174) to assist in the fight. The commando arrives at the start of your next turn. It has the minion trait except it can take Reactions to use Goblin Scuttle and is commanded by you.
Despite the noise coming from the council—laughing shrieks, the occasional loud curse, and the punctuations of pyrotechnics—the perimeter of the camp feels desolate and cold. An unnatural mist creeps in as dusk turns to night more swiftly than anticipated, and a feeling of dread manifests along with it. These manifestations appear to be coming from a section of the forest southeast of the campsite. Soon thereafter, the undead arrive.
Faehild's Initiative using : 1d20 + 7 ⇒ (13) + 7 = 20
Nilaglade's Initiative using Search: 1d20 + 11 ⇒ (7) + 11 = 18
Red Agnes's Initiative using Search: 1d20 + 8 ⇒ (7) + 8 = 15
Kyra's Initiative using Search: 1d20 + 9 ⇒ (2) + 9 = 11
Red: 1d20 + 8 ⇒ (15) + 8 = 23
Blue: 1d20 + 8 ⇒ (9) + 8 = 17
Yellow: 1d20 + 8 ⇒ (17) + 8 = 25
Green: 1d20 + 8 ⇒ (10) + 8 = 18
Cyan: 1d20 + 8 ⇒ (13) + 8 = 21
A knight in Red steps forward and tries to brain Faehild with a morningstar before raising a shield.
Morningstar vs Faehild AC 22: 1d20 + 13 ⇒ (20) + 13 = 33 for Bludgeoning: 2d6 + 4 ⇒ (2, 4) + 4 = 10
Cyan moves in and takes a swing at Faehild...
Longsword vs Faehild AC 22: 1d20 + 10 ⇒ (10) + 10 = 20 for Slashing: 1d8 + 4 ⇒ (6) + 4 = 10
... and whiffs... Yellow moves through the high grass and raises its shield.
Oh and you definitely have weapons ready... kind of dumb to be patrolling unarmed after you were told there's an impending attack! :)
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
** Green areas are difficult terrain
------------------
Those with ** may go
Yellow (Shield up - +2 AC)
Red (Shield up - +2 AC)
Cyan
**Faehild - AC 22 (24 w/shield) 34/54
Green
Nilaglade - AC 19 (21 on Deroff) 33/33; Deroff AC 19 30/30
Blue
Red Agnes - AC 21 55/64
Kyra - AC 19 32/32
| Massee Pregen 2.1 |
Kyra shivers at the cold as it creeps up from the ground "Its far too cold in the north.. a damp cold." She whines, not paying nearly enough attention to the incoming danger.
Faehild
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Faehild chuckles at Kyra’s comment about the cold and starts to reply when she gets bonked on the head!
“Ouch! Watch where you are swinging that, bones!”
Seeing that these look a lot like the other dead things they fought, Faehild drops her hatchet and raises her shield. She then punches Cyan since it doesn’t have a shield raised.
Raise Shield, Flurry
Fists: 1d20 + 11 ⇒ (18) + 11 = 29
Bludgeoning damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Fist, MAP: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Bludgeoning damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5
She continues to punch things until they go down, focusing on Cyan and then Red.
Fist, MAP: 1d20 + 11 - 8 ⇒ (18) + 11 - 8 = 21
Bludgeoning damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Ouch, that damage is really bad. 6d6 for 8 damage?!?! Good thing I have some strength to go with it.
↺ Shield Block if it would not break the shield