Rotating GMs PFS Campaign: Down the Blighted Path, Chapter 1 (Inactive)

Game Master Clebsch73

Firebrand’s Redoubt
The heroes arrive in the dwarven town of Davarn to participate in the rollicking Spring Muddle competition—only to become embroiled in a revenge plot a century in the making.


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Duergar Caravan | Davarn Map

On the Table:
Target: 1=D,2=S,3=V: 1d3 ⇒ 2
AC 19
Warhammer: 1d20 + 8 ⇒ (19) + 8 = 27
Warhammer damage: 1d8 + 3 ⇒ (4) + 3 = 7
AC 21
ACFS 5 Dwarven Waraxe: 1d20 + 5 ⇒ (20) + 5 = 25
Waraxe damage: 2d8 + 4 ⇒ (6, 2) + 4 = 12
Dwarven Waraxe, confirm threat: 1d20 + 5 ⇒ (14) + 5 = 19
Breath Weapon Damage: 2d4 ⇒ (2, 4) = 6
Reflex DC 14 half
Danduun: Reflex: 1d20 + 8 ⇒ (10) + 8 = 18
Vinnie: Reflex: 1d20 + 8 ⇒ (8) + 8 = 16

Behind the screen:
Next breath weapon 1d4 ⇒ 3

The second spitting beetle moves forward and lets fly with its acidic breath weapon, spraying Vinnie and Danduun. Both make reflex saves. 3 points of acid damage to each.

The leader of the mercenaries surges to the front lines and swings his warhammer at Sadef. He hits him in the chest. 7 to Sadef.

The remaining foot soldier moves up and attacks Danduun. His war axe hits the little dinosaur in the leg. 12 lethal to Danduun.

One other foot soldier stationed at the far end of the caravan begins to run toward the fight.

Round 3
Rook
(Battle Spirit)
Trevor (Battle Spirit)
Vinnie (Battle Spirit, 5 lethal)
Sadaf (Battle Spirit, 9/58 lethal)
Danduun (Battle Spirit, 17/42 lethal)
DSB 2 (13/26 lethal)
ACM 1
ACFS 2
ACFS 5 (9/23 lethal)

Sorry for the week-long delay. It was the end of the term and I've been busy with work.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

3 points of Acid dmg come off of Vinnie's temp hp from False Life - 5 remain.

Vinnie continues to call upon the spirits of battle to aid the group. Round 3 of Battle Spirit (one round remaining).

Vinnie descends from the wall and acrobatically attempts to get closer to the beetle to avoid an opportune strike from it.

Acrobatics to avoid AoO from beetle 2 (only needed if it has reach): 1d20 + 8 ⇒ (10) + 8 = 18

Then he punches the beetle once.

Unarmed Strike, battle spirit: 1d20 + 10 ⇒ (7) + 10 = 17
B dmg: 1d4 + 6 ⇒ (3) + 6 = 9

If the strike hits, swift action to use Phantom Touch revelation strike on the beetle. If it is living (not sure about that part) it is shaken for 2 rounds, no save.


Duergar Caravan | Davarn Map

Vinnie jumps well away from the reach of the beetles mandibles. He finds a weak spot in its tough shell and hurts it. It is looking ragged and unlikely to survive another hit. It cringes as if expecting more attacks. 9 damage to Beetle 2, shaken.

Round 3
Rook (Battle Spirit)
Trevor (Battle Spirit)
Vinnie (Battle Spirit, 5 lethal off temp hp) (move, melee, hits, 9 to DSB 2)
Sadaf (Battle Spirit, 9/58 lethal)
Danduun (Battle Spirit, 17/42 lethal)
DSB 2 (22 lethal)
ACM 1
ACFS 2
ACFS 5 (9 lethal)

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Rook wasting no time or heed for ammunition, keeps lobbing bombs at the most opportune spots.

Bomb vs. Touch on Bottom Right Corner of Beetle 2: 1d20 + 10 + 1 + 1 + 1 ⇒ (2) + 10 + 1 + 1 + 1 = 15
Cold Damage: 2d6 + 11 + 1 + 1 + 1 ⇒ (1, 1) + 11 + 1 + 1 + 1 = 16 13 Cold Splash Damage on Duergar 5.
DC 18 Fortitude or Stagger for 1 round.


Duergar Caravan | Davarn Map

On the Table:
DC 18
ACFS5: Reflex: 1d20 ⇒ 9
Fortitude: 1d20 + 6 ⇒ (13) + 6 = 19

The large slow beast is easy to hit with a bomb and expires from the cold the bomb inflicts. The nearby footsoldier gets a facefull of the spray and suffers frostbite. He avoids the staggering effect of the cold, but is near death.

Trevor is up. Then I'll 'bot Sadaf and Danduun.

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor moves up to #5 and cracks the whip.
attack: 1d20 + 7 ⇒ (2) + 7 = 9
damage: 1d3 + 4 ⇒ (2) + 4 = 6


Duergar Caravan | Davarn Map

Trevor's whip hits the foot soldier, but in a place where the armor provides sufficient protection, so he does no damage.

I'll post Sadaf, Danduun, and the enemy actions soon.


Duergar Caravan | Davarn Map

On the Table:
DC 18
ACM 1: Reflex: 1d20 ⇒ 20
AC 15
Bite, Battle Spirit: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Bite Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Talon 1, Battle Spirit: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Talon 1 Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Talon 2, Battle Spirit: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Talon 2 Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Target: 1=D,2=S,3=T: 1d3 ⇒ 1
AC 21
Warhammer: 1d20 + 8 ⇒ (16) + 8 = 24
Warhammer damage: 1d8 + 3 ⇒ (7) + 3 = 10
Target: 1=D,2=T: 1d2 ⇒ 2
AC 18
Dwarven Waraxe, PA: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
miss

Sadaf steps back from the reach of the duergar leader, plucks some items from his spell pouch and lets them go as he says some words in Druid. A spot of flame moves over the head of the leader and down toward the ground, where it turns into a ball of hot flames that proceeds to roll into the leader.

The leader calmly steps a little to the side and lets his armor protect him for the moment. Flaming Sphere spell, reflex save made, so ACM1 takes no damage.

Danduun attacks the leader with bites and his sharp talons. All three attacks draw blood. 5 + 7 + 5 = 17 damage

The mercenary leader steps between Trevor and Danduun and attacks the dinosaur, hitting it with his warhammer. 10 damage to Danduun.

The mercenary foot soldier from the far end of the caravan runs toward Vinnie, but stops and prepares to engage Vinnie in combat. He has readied an action.

The other mercenary foot soldier in the thick of the battle swings his warhammer at Trevor, but Trevor's armor absorbs the damage.

Round 4
Rook (Battle Spirit)
Trevor (Battle Spirit)
Vinnie (Battle Spirit, 5 lethal)
Sadaf (Battle Spirit, 9/58 lethal, Flaming Sphere)
Danduun (Battle Spirit, 27/42 lethal)
ACM 1 (17 lethal)
ACFS 2
ACFS 5 (22 lethal)

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

6/10 Bombs left after this turn.

Rook tinkers with his bomb to exclude his allies from the blast before lobbing it at the most pressing of the Duergar.

Bomb vs. Touch on 5: 1d20 + 10 + 1 + 1 + 1 ⇒ (3) + 10 + 1 + 1 + 1 = 16
Cold Damage: 2d6 + 11 + 1 + 1 + 1 ⇒ (2, 2) + 11 + 1 + 1 + 1 = 18 13 Cold Splash Damage on 1, Reflex 18 for Half.
DC 18 Fortitude or Stagger for 1 round.


Duergar Caravan | Davarn Map

On the Table:
DC 18
ACFS 5: Reflex: 1d20 ⇒ 15
ACM 1: Reflex: 1d20 ⇒ 15

Rook's cold bomb smites the foot soldier who took the brunt of the damage. The cold stopped the duergar's already cold heart and he falls. The spray of frost and cold afflicted the leader and took him to death's door. 18 to ACFS 5, who is now dead, 13 to ACM1 who is now at 0 hp, disabled and staggered.

It will only take one point of damage to put the leader down. The only other standing opponent is the lone duergar who was guarding the other end of the caravan when the battle started. He is running toward the battle, but may surrender or try to flee when he sees he's the last one standing. A diplomacy or intimidation check might convince him to surrender.

Trevor and Vinnie are up.

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor takes a step to the side and ties to snap his whip at the leader
whip attach roll: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
but continues having an off day.
damage: 1d3 + 4 + 2d6 ⇒ (2) + 4 + (6, 4) = 16


Duergar Caravan | Davarn Map

Trevor's whip slaps against the duergar's armor and does no damage.

Vinnie is up still.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Sorry, I was traveling a bunch during the holidays and I somehow missed that I was up!

Vinnie continues to rely upon the spirits of battle (Last round of Battle Spirit: +1 morale to attacks and damage for allies within 30')

Vinnie tries to bring down the leader Move 10' to the east - this will provoke from #2 if he has reach; then single attack (with Stunning Fist)

Unarmed Strike, Battle Spirit, flank: 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26
B dmg, battle spirit: 1d4 + 6 ⇒ (2) + 6 = 8
Stunning Fist: DC 17 Fort or stunned 1 round
Swift action: Phantom Touch - target is shaken for 2 rounds, no save


Duergar Caravan | Davarn Map

Vinnie punches the leader and he drops like a rock. The single remaining Duergar, the one running toward the battle, does an about face and runs as fast as he can the other way.

Everyone has one round to act if you want to try to stop the fleeing foot soldier. You can attack (AC 16, touch AC 9, hp 23), or attempt a diplomacy or intimidate to get him to surrender. The beetles on the map are pack animals only and will not fight except to defend themselves.The figures to the south of the chamber are various dwarven hostages/prisoners.


Duergar Caravan | Davarn Map

No more posts seem to be coming, so I'll bring this to a close.

The duergar runs into the darkness and the battle ends. A large crowd of mostly dwarven citizens kidnapped from Davarn are liberated and express their gratitude in various ways. After wounds are attended to and any valuables are salvaged, the large group begins the trek back to Davarn to deliver the former hostages to safety.

From there the leaders hold a meeting to decide who to send to locate the base from which the attack was staged deep in the Underdark.

So my stint as the GM ends. It was fun and interesting for me; I hope for you also. I suspect the group is no longer interested in continuing this adventure. If someone wants to start a new adventure, I'm still available to play. Otherwise, fare well and let's keep in touch and let each other know about opportunities.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

GM, I'm so sorry that I never posted again in our Down the Blighted Path module. I've been struggling to keep interest in my pathfinder games lately. Anyway, I just wanted to say thank you again for your efforts to keep the game going when it seemed like our group (including me!) weren't always the best at maintaining the momentum. Thanks again for your time and for running the game. Warm regards, Vinnie Bandar (aka GM Abraham Z.)

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