⚔ Battlecry! Playtest @ #1-14 "Lions of Katapesh" ⚔ (Inactive)

Game Master rainzax

Goblin patriarch, merchant, and Pathfinder Society ally Yigrig Moneymaker needs help! The cunning goblin merchant has big plans to build a bridge that will connect two promising trade partners, but something is stirring up the local wildlife and convincing the lions and other predators of the Katapeshi plains that goblins are more tasty than can possibly be true. The Troupe must find out who's responsible for the trials Yigrig's family faces before the lions of Katapesh devour the entire goblin clan and end the chance for trade between two desert cities.

3/3/3/4/4 = 4+4+4+6+6 = 24 Challenge Points (@ Tier 3-4)

Lions of Katapesh (Maps)


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Envoy's Alliance

Exploration: Defending | Human (Erutaki) Cleric (warpriest) 4 | HP 31/44 | AC 21 (23) | F +9 (11) R +8 (10) W +12 (14) | Resist Cold 1 | Perc +10 | Stealth +8 | (35) 25 ft | Hero 1/3 | Font 1/4 | Spells 1: 2/3, 2: 2/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, tailwiind (8 hr)

Qigiq returns to the wagons and splashes water from the oasis onto the burning blue-tarped wagon.

◆ Stride
◆ Extinguish: Reflex (T) vs DC 16: 1d20 + 8 ⇒ (13) + 8 = 21
Extinguish: 1d6 ⇒ 1
◆ Extinguish: Reflex (T) vs DC 16: 1d20 + 8 ⇒ (10) + 8 = 18
Extinguish: 1d6 ⇒ 3


The cunning leader, focused intently on the party's commander, fires singular salvo of sharp arrows!

Black Bandit Leader
◆◆◆) Strike w/ Single Out x3

Shortbow (deadly d10) w/ Single Out (-0 range increment) vs Nat (AC 20): 1d20 + 8 - 0 ⇒ (6) + 8 - 0 = 141d6 ⇒ 41d10 ⇒ 2
Shortbow (deadly d10) w/ Single Out (-0 range increment) w/ MAP (only -3) vs Nat (AC 20): 1d20 + 8 - 0 - 3 ⇒ (3) + 8 - 0 - 3 = 81d6 ⇒ 31d10 ⇒ 3
Shortbow (deadly d10) w/ Single Out (-0 range increment) w/ MAP (only -6) vs Nat (AC 20): 1d20 + 8 - 0 - 6 ⇒ (15) + 8 - 0 - 6 = 171d6 ⇒ 11d10 ⇒ 2

Nat bats them away like child's play.


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Qigiq puts out all of the fire on the blue-tarped wagon!

The other two wagons - green tarp and red tarp - continue to burn, however...

Green Tarped Wagon On Fire: 1d6 ⇒ 6
Red Tarped Wagon On Fire: 1d6 ⇒ 5


But orange-leathered bandit tries to re-ignite the blue-tarped wagon!

Orange Bandit
◆) Interact to Draw Bomb
◆) Strike w/ Bomb vs Blue Wagon
◆) Take Cover

Orange Bandit to Throw Bomb (1d8 fire, 1 splash) w/ range increment (-4) vs Blue Wagon (AC 10): 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 81d8 ⇒ 41 = 1


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

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AMBUSH

Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) to extinguish 1d6 fire damage (roll if you succeed) - Rousing Splash automatically critically succeeds (2d6)

Orange Bandit (AC 15 w/ +2 Take Cover, HP 15/15) w/ shortbow
Amiri @ -10
Natalu @ Singled Out by Black
Kaya
Tandang
Green Bandit (AC 15 w/ +2 Take Cover, HP 12/15) w/ shortbow @ Guided (next PC +1 to hit this guy) Edited after Amiri's next post!
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover, HP ??/??) w/ shortbow @ Singling Out Nat
Wagons @ Green on fire (-11), Blue on fire (-1), Red on fire (-12)

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The Party (except Qigiq) is Up!


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

"I'll have your skull for Gorum, fools! RAAAGH!" Amiri screams as she flies into a Rage!

Giant Instinct: You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size.

Again, she Sudden Charges into the nearest bandit - the unfortunate Green bandit this time - and cuts off their head with a single slash! As the body hits the floor, she screams her appreciation to Nat as his Guiding Shot helped her strike land true.

Strike, +1 Bastard Sword: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27, Slashing: 1d12 + 4 + 6 ⇒ (11) + 4 + 6 = 21

◆Rage, ◆◆ Sudden Charge

Reaction ⟳ : No Escape.

If Amiri is commanded to Strike Hard!:
Dice: 1d20 + 9 ⇒ (7) + 9 = 16, Damage, Slashing: 1d12 + 4 ⇒ (7) + 4 = 11


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Beheaded!

Natalu, Kaya, Tandang, and now Qigiq too!

Verdant Wheel

[R] Male Strong-Blooded Dwarf Druid of the Animal Order 5 | Hunter | Animal Companion Kaibigang Oso | HP 70/70, AC 22 (24 w Hide Shield raised) Fortitude** +12, Reflex** +11, Will** +13, Perception** +13 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Tracker | ◆◇↺

Tandang once again pours a splash of water to one of the burning wagons (Red). She then commands Kaibigang Oso to chase the Black Bandit Leader.

"Oso, go after that bandit!" he exclaims.

◆◆ Rousing Splash vs Red to extinguish 2d6 ⇒ (1, 3) = 4 fire damage
◆ Command an Animal (◆ Stride, ◆ Stride)


[R] Male Medium Mature Bear Animal Companion 5 | Master Tandang Boreas | HP 53/53, AC 21. Fort** +12, Ref** +12, Will** +11, Perc** +11 (LLV, 30-ft imprecise scent), Stealth* +10 | Speed 35 ft | ◆◇↺

Oso obediently follows Tandang's order, running past the druid and into the bandit's direction!

◆ Stride
◆ Stride

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

That all seemed to work pretty well!
...was that guy shooting at him? Nah, he couldn't be. "Keep it up, Prindle! And strike with the arrow!"

Natalu fires another arrow at the next bandit while the big chicken continues trying to stomp out the flames.

But the arrow is deflected by the vegetation, and the bird isn't as effective this time. "No no, like this!"

◆ Guiding Shot at Orange Shortbow: 1d20 + 9 ⇒ (7) + 9 = 16 for piercing damage: 1d6 ⇒ 2
◆ Command An Animal
>◆ Fire Fight Reflex (Green): 1d20 + 7 ⇒ (1) + 7 = 8
>◆ Fight Fire Red Reflex: 1d20 + 7 ⇒ (17) + 7 = 24 for not-fire not-damage: 1d6 ⇒ 2
◆ Fire Fight Green Reflex: 1d20 + 10 ⇒ (20) + 10 = 30 for damage to fire: 1d6 ⇒ 5


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Oso charges, Nat shoots, Tandang and Prindle deal with the flames - which seem to be getting harder to control!

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AMBUSH

Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) to extinguish 1d6 fire damage (roll if you succeed) - Rousing Splash automatically critically succeeds (2d6)

Orange Bandit (AC 15 w/ +2 Take Cover, HP 13/15) w/ shortbow @ Guiding Shotted
Amiri @ -10
Natalu @ Singled Out by Black
Tandang
Kaya
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover, HP ??/??) w/ shortbow @ Singling Out Nat
Wagons @ Green on fire (-1), Blue on fire (-1), Red on fire (-6)

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Kaya and Qigiq are Up!

Envoy's Alliance

Exploration: Defending | Human (Erutaki) Cleric (warpriest) 4 | HP 31/44 | AC 21 (23) | F +9 (11) R +8 (10) W +12 (14) | Resist Cold 1 | Perc +10 | Stealth +8 | (35) 25 ft | Hero 1/3 | Font 1/4 | Spells 1: 2/3, 2: 2/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, tailwiind (8 hr)

With Amiri decapitating their enemies, Qigiq moves to a more advantageous position where he can try to extinguish more wagons at a time. "Amiri! You are crowding the Dead Roads," he comments.

◆ Stride
◆ Extinguish vs. Blue: Reflex (T): 1d20 + 8 ⇒ (15) + 8 = 23 1d6 ⇒ 6
◆ Extinguish vs. Red: Reflex (T): 1d20 + 8 ⇒ (20) + 8 = 28 1d6 ⇒ 3


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Qigiq quickly puts out both the blue-tarped and red-tarped wagons - a few goblins jump back on...

Kaya!

Envoy's Alliance

M Venomshield Nagaji Fighter 2: Spd:25, Swim Speed:10: AC:18, HP:36/36, Fort:9, Ref:7, Will:4, Perc:6 Lowlight

2 Actions, Doublemove to get there, 8 squares, just enough movement.
1 Action Fire bow against black leader hit: 1d20 + 6 ⇒ (7) + 6 = 13 dmg: 1d8 ⇒ 7
And look at that, I'm right next to an ally to use a reaction. It is hard to use most of the guardians abilities in this fight. Most of his abilities are melee based and they are so spread out you'll be doing nothing but move most of the time. Hopefully the next 2 fights you'll get to see him in action.


Black Bandit Leader
◆◆◆) Strike w/ Single Out x3

Shortbow (deadly d10) w/ Single Out (-0 range increment) vs Nat (AC 20): 1d20 + 8 - 0 ⇒ (17) + 8 - 0 = 251d6 ⇒ 51d10 ⇒ 4
Shortbow (deadly d10) w/ Single Out (-0 range increment) w/ MAP (only -3) vs Nat (AC 20): 1d20 + 8 - 0 - 3 ⇒ (20) + 8 - 0 - 3 = 251d6 ⇒ 41d10 ⇒ 8
Shortbow (deadly d10) w/ Single Out (-0 range increment) w/ MAP (only -6) vs Nat (AC 20): 1d20 + 8 - 0 - 6 ⇒ (10) + 8 - 0 - 6 = 121d6 ⇒ 61d10 ⇒ 6

Black Leader skewers Nat full of arrows!

(5 then 16 damage)


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

The lone wagon on fire with the green tarp continues to burn!

Green Tarped Wagon On Fire: 1d6 ⇒ 5


Orange bandit takes one look at Amiri and falls back to his leader!

Triggering reactions provoked by movement by Oso

Orange Bandit
◆◆◆) Stride x3


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Kaya's shot goes wide - she repositions herself defensively.

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AMBUSH

Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) to extinguish 1d6 fire damage (roll if you succeed) - Rousing Splash automatically critically succeeds (2d6)

Orange Bandit (AC 15, HP 13/15) w/ shortbow @ Guiding Shotted
Amiri @ -10
Natalu @ Singled Out by Black @ -21
Tandang
Kaya
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover, HP ??/??) w/ shortbow @ Singling Out Nat
Wagons @ Green on fire (-6)

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The Party is Up!

Envoy's Alliance

Exploration: Defending | Human (Erutaki) Cleric (warpriest) 4 | HP 31/44 | AC 21 (23) | F +9 (11) R +8 (10) W +12 (14) | Resist Cold 1 | Perc +10 | Stealth +8 | (35) 25 ft | Hero 1/3 | Font 1/4 | Spells 1: 2/3, 2: 2/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, tailwiind (8 hr)

Qigiq steps closer to the burning wagon. He speaks in a shamanic language as he draws a circle and two intersecting lines in the air. An aurora glows around him and Natalu.

◆ Step
◆◆ Cast (C/M) heal 2nd Rank @ Natalu: 2d8 + 16 ⇒ (1, 6) + 16 = 23


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

Amiri runs into position for future strikes.

"Your bodies will clog the Dead Roads while your skulls will decorate Gorum's realm!" She threatens the bandits in a mad rage.

◆ Stride, ◆ Stride, ◆ Stride

Envoy's Alliance

M Venomshield Nagaji Fighter 2: Spd:25, Swim Speed:10: AC:18, HP:36/36, Fort:9, Ref:7, Will:4, Perc:6 Lowlight

Stride Action 1
Stride Action 2 Show movement on map, wasn't sure if moving by that rock was difficult terrain, I can only move 8 squares on a doublemove.
Fire at Orange Action 3 longbow shot: 1d20 + 6 ⇒ (20) + 6 = 26 dmg: 1d8 ⇒ 8 I was going to do a Taunt, but both enemies are 35 feet away after doublemoving. Just outside Taunt reach.

Edit: Nevermind, firing was better, so 16 dmg on orange plus deadly: 1d10 ⇒ 6


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Amiri races across the sand chasing bandits while Qigiq full-heals Natalu.

Kaya shoots orange in the head. Dead.

Natalu and Tandang!

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Oh, that's much better. "Stomp it out and then let's move, Prindle!"

As the big chicken hurries towards the last enemy, the goblin riding it calls out, "Now, together!" and looses another arrow.

◆ Command an Animal
> ◆ Fight Fire Reflex: 1d20 + 6 ⇒ (10) + 6 = 16 for 1d6 ⇒ 1
> ◆ Stride
◆ Tactic: Pincer Attack. All Squadmates in range (which is everybody; Qiqig is 35 feet away on the map, but that's after Prindle takes his own free Step) can Step as a free action. If anyone ends this Step adjacent to an enemy, that enemy is Off-Guard to melee attacks. Presumably Amiri does.
◆ Guiding Shot Shortbow: 1d20 + 9 ⇒ (2) + 9 = 11 for piercing damage: 1d6 ⇒ 2

Pincer Attack:
You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

Guiding Shot:
Your ranged attack helps guide your allies into striking your enemy’s weak point. Attempt a Strike with the required weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

Amiri menacingly steps up to Black, a bloodthirsty grin plastered over her face.

Reaction ⟳ : No Escape.

Envoy's Alliance

Exploration: Defending | Human (Erutaki) Cleric (warpriest) 4 | HP 31/44 | AC 21 (23) | F +9 (11) R +8 (10) W +12 (14) | Resist Cold 1 | Perc +10 | Stealth +8 | (35) 25 ft | Hero 1/3 | Font 1/4 | Spells 1: 2/3, 2: 2/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, tailwiind (8 hr)

I think I accidentally Undid my turn's Step. The result is the same position.

Envoy's Alliance

M Venomshield Nagaji Fighter 2: Spd:25, Swim Speed:10: AC:18, HP:36/36, Fort:9, Ref:7, Will:4, Perc:6 Lowlight

5 foot steps Closer to the enemy.


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

His whole gang slain, and Amiri (who slew half of them) upon him, Black Leader throws his weapons down and surrenders!

Black Bandit Leader
◇) Release
◇) Delay

Meanwhile, the Green Wagon, only partially under control by Natalu, continues to burn!

Green Wagon: 1d6 ⇒ 1

The party hustles to put the fire out while keeping an eye (or more...) on him!

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AMBUSH

Lighting: Bright
Terrain: Rocks and Bushes are Difficult Terrain but allow (◆) Take Cover
Monster ID: Society or Warfare Lore (Don't forget to ask one question!)
Putting out the Fire: Adjacent to cart, (◆) Interact roll a Reflex (DC 16) to extinguish 1d6 fire damage (roll if you succeed) - Rousing Splash automatically critically succeeds (2d6)

Amiri @ -10
Natalu
Tandang
Kaya
Qigiq
Black Bandit Leader (AC ?? w/ +2 Take Cover, HP ??/??) w/ shortbow @ "Surrendered" (Delay)
Wagons @ Green on fire (-6)

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The Party is Up!

Envoy's Alliance

Exploration: Defending | Human (Erutaki) Cleric (warpriest) 4 | HP 31/44 | AC 21 (23) | F +9 (11) R +8 (10) W +12 (14) | Resist Cold 1 | Perc +10 | Stealth +8 | (35) 25 ft | Hero 1/3 | Font 1/4 | Spells 1: 2/3, 2: 2/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, tailwiind (8 hr)

Qigiq leaves the bandit leader to the others and focuses on the burning wagon. "We should lay the slain to rest before we move on," he says.

◆ Extinguish: Reflex (T): 1d20 + 8 ⇒ (14) + 8 = 22 1d6 ⇒ 2
◆ Extinguish: Reflex (T): 1d20 + 8 ⇒ (6) + 8 = 14
◆ Extinguish: Reflex (T): 1d20 + 8 ⇒ (14) + 8 = 22 1d6 ⇒ 4


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

Amiri knows it's anathema to Gorum to kill a surrendering foe so she, reluctantly, holds back. Her rage still smoulders for a while, so she takes the time to Demoralize the Black Bandit.

"WHO SENT YOU HERE! SPEAK!" She yells at the Bandit.

Intimidation: 1d20 + 8 ⇒ (11) + 8 = 19

She then Readies a Strike to hit the Black Bandit should they take a hostile action against the Party or the Wagon.

◆ Demoralize, ◆◆ Ready Action (Strike)

Reaction ⟳ : No Escape.

Readied Strike:
Dice: 1d20 + 9 ⇒ (2) + 9 = 11, Damage, Slashing: 1d12 + 4 + 6 ⇒ (6) + 4 + 6 = 16

If Amiri is commanded to Strike Hard!:
Dice: 1d20 + 9 ⇒ (17) + 9 = 26, Damage, Slashing: 1d12 + 4 + 6 ⇒ (2) + 4 + 6 = 12 If the enemy has not taken a hostile action, Amiri will take this strike nonlethally with a -2 penalty to Strike so as to not break anathema.


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Qigiq puts out the last fire.

Exit Encounter Mode

Amiri Coerces the remaining bandit into talking...

Primary Antagonist: 1d10 ⇒ 8

And yet, his memory seems to be jugged! After a moment, he seems to "snap out" of some trance, like he was sleeping, denying any knowledge of starting fires, fighting pathfinders, ambushing caravans, something definitely seems up!

Sense Motive (DC 20):

He was Controlled!

Arcana (Trained) DC 15?

Spoiler:

By an incorporeal being, who likely fled, but retains the ability to possess another being.

If you encounter such a being later, you gain a +2 circumstance bonus to Identify it!


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Search the Lair before Heading off (Perception DC 10):

There is a hidden treasure trove:

bolas
+1 khopesh
fighting fan

Who is taking what?

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Party Status (Open):

Amiri @ -10
Natalu
Tandang
Kaya
Qigiq

Any rest actions between scenes? Post them!

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The Bridge Camp

When the PCs arrive at the camp, they 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 the PCs 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.”

The party weighs their options for several hours before dusk!

GM Screen (Closed):

1d100 ⇒ 44
1d100 ⇒ 1
1d100 ⇒ 78

With the possibility of an attack each night, PCs are encouraged to decide upon a course of action to defend the camp, including but not limited to:

➤Coordinate Goblin Labor to Build Defenses w/ Diplomacy
➤Track the Felines w/ Survival
➤Build More Defenses w/ Athletics or Crafting)
➤Other Exploration or Downtime Activities (besides Earn Income / Retraining)
➤Other ideas (check w/ GM before rolling)

Envoy's Alliance

M Venomshield Nagaji Fighter 2: Spd:25, Swim Speed:10: AC:18, HP:36/36, Fort:9, Ref:7, Will:4, Perc:6 Lowlight

Kaya will help build defenses athletics: 1d20 + 11 ⇒ (8) + 11 = 19

Verdant Wheel

[R] Male Strong-Blooded Dwarf Druid of the Animal Order 5 | Hunter | Animal Companion Kaibigang Oso | HP 70/70, AC 22 (24 w Hide Shield raised) Fortitude** +12, Reflex** +11, Will** +13, Perception** +13 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Tracker | ◆◇↺

DC 20 Perception to Sens Motive: 1d20 + 12 ⇒ (4) + 12 = 16

Tandang does not notice anything unusual with the bandit.

DC 10 Perception to Search Lair: 1d20 + 12 ⇒ (6) + 12 = 18

"I found some weapons in their hideout," he declares to his allies after bringing the weapons out from the lair. He presents bolas, +1 khopesh, and a fighting fan.

"Does anyone want any of these?"

----

"We can look for their tracks that we can follow." Tandang suggests.
Survival to Follow Tracks: 1d20 + 10 ⇒ (19) + 10 = 29 w Survey Wildlife feat.

Tandang has Nature +10 to Recall Knowledge about creatures present in the area.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Perception (Sense Motive): 1d20 + 7 ⇒ (15) + 7 = 22
Perception (Search): 1d20 + 7 ⇒ (14) + 7 = 21

"O think he's telling the truth... But why would someone do that?"

Okay. The enemy is big cats.

You can distract cats by giving them things to climb!

Crafting: 1d20 + 9 ⇒ (16) + 9 = 25

Envoy's Alliance

Exploration: Defending | Human (Erutaki) Cleric (warpriest) 4 | HP 31/44 | AC 21 (23) | F +9 (11) R +8 (10) W +12 (14) | Resist Cold 1 | Perc +10 | Stealth +8 | (35) 25 ft | Hero 1/3 | Font 1/4 | Spells 1: 2/3, 2: 2/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, tailwiind (8 hr)

Perception (T): 1d20 + 10 ⇒ (11) + 10 = 21

"His mind is clouded," Qigiq says. "I believe his actions were controlled supernaturally."

He takes the time to treat Amiri's wounds.

Medicine (E): 1d20 + 12 ⇒ (4) + 12 = 16
Healing: 2d8 ⇒ (1, 7) = 8

At the camp, he works to shore up the camp's defenses.
Athletics (T): 1d20 + 8 ⇒ (16) + 8 = 24


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Amiri doesn't notice anything unusual about the bandit. "Help us bury the dead, then leave and never come back." She says to the Black "Bandit".

She helps bury the dead with Qiqig.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

She also notices the weapons laying around. She takes the Bolas from Tandang so that she can try to trip something at range.

Amiri sighs with relief as Qigig treats her wounds. "Ahh...That is so much better. Hey White Hawk, would your Deity be upset with all the killing I did? I'm not gonna stop now, but just want to know." She asks.

At the camp, Amiri is exhausted from all the running and killing she did. She takes a break and meditates over her sword, contemplating the nature of her Rage.


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

While most of the party bolsters the camp’s defenses, Tandang is able to locate the lair where the cats sleep during the day. Not daring to get too close, he marks the location and returns with some intel about what kind of felines he suspects them to be!

Tandang, go ahead and roll your Nature check to Survey Wildlife!

The party decides now if they will lure the cats to the camp, or, corner them in their own lair!

Quorum of Two!


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

Amiri cracks her fists together.

"Let's go claim some skulls now, shall we?" She says.

1 vote for cornering.

Envoy's Alliance

Exploration: Defending | Human (Erutaki) Cleric (warpriest) 4 | HP 31/44 | AC 21 (23) | F +9 (11) R +8 (10) W +12 (14) | Resist Cold 1 | Perc +10 | Stealth +8 | (35) 25 ft | Hero 1/3 | Font 1/4 | Spells 1: 2/3, 2: 2/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, tailwiind (8 hr)

"The Passage does not concern themselves with the manner of death," Qigiq answers Amiri. "Only that the souls find their final destination. Battles such as this do keep the nosoi busy."

--==--

"It is good to fight where you can control the battlefield," he says. "In this case, goblins are unpredictable, so maybe hunting them down is wiser."

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

"Yeah, they know people are here," Nat agrees, "Let's be unpredictable and surprise them!"


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Tandang leads the party back to the cave entrance - it is visible from a good distance out.

As the party closes the distance, they decide upon their manner of entry…

To Do:
1) Weapons out? Which?
2) Any other preparations? Be advised that Spellcasting by default is very noisy!
3) Go ahead and roll Initiative corresponding to your Exploration Tactic!
4) Hero Point to the character whose next post is the funnest to read!

Envoy's Alliance

M Venomshield Nagaji Fighter 2: Spd:25, Swim Speed:10: AC:18, HP:36/36, Fort:9, Ref:7, Will:4, Perc:6 Lowlight

Pulls out GreatClub
Just before entering the cave, he will apply an oil of potency to the Greatclub to make it a +1 Striking Greatclub.
perception init: 1d20 + 5 ⇒ (9) + 5 = 14 search
Hey can someone please cast the light spell on my Greatclub or on your weapon? I can't told a torch and a greatclub at the same time.

Envoy's Alliance

M Venomshield Nagaji Fighter 2: Spd:25, Swim Speed:10: AC:18, HP:36/36, Fort:9, Ref:7, Will:4, Perc:6 Lowlight

Kaya moves in first.

Verdant Wheel

[R] Male Strong-Blooded Dwarf Druid of the Animal Order 5 | Hunter | Animal Companion Kaibigang Oso | HP 70/70, AC 22 (24 w Hide Shield raised) Fortitude** +12, Reflex** +11, Will** +13, Perception** +13 (darkvision), Stealth +2 | Speed 20 ft. | Exploration Activity Defend | Active Conditions Poison Resistance 2 | Tracker | ◆◇↺

Tandang draws his +1 striking clan dagger and his hide shield, keeping it raised.
Perceptiont to Defend: 1d20 + 12 ⇒ (20) + 12 = 32

No Light spell here but Tandang can activate his Wayfinder.

Envoy's Alliance

Exploration: Defending | Human (Erutaki) Cleric (warpriest) 4 | HP 31/44 | AC 21 (23) | F +9 (11) R +8 (10) W +12 (14) | Resist Cold 1 | Perc +10 | Stealth +8 | (35) 25 ft | Hero 1/3 | Font 1/4 | Spells 1: 2/3, 2: 2/3 | ◆ | ◇ | ↺ | Active Conditions: feather step, tailwiind (8 hr)

"I can light my wayfinder once we are near," Qigiq tells Kaya. He keeps his shield at the ready and draws a from his runed bandolier.

Defending, Perception: 1d20 + 10 ⇒ (14) + 10 = 24


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

"Well, good to hear that nothing funny could come out of my actions." Amiri comments. "Like the death of a Deity, although who knows? We do live in strange times after all."

Later, in front of the cave...

"Heh, imagine not being able to fight and hold a torch at the same time. We may be Far from Home but I haven't become soft enough to forget basic techniques like fighting one-handed." Amiri adjusts her grip and holds her large bastard sword in one hand. It was too big to be called a sword. Massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron. In her now free hand, she lights a torch.

"I'll scout ahead. Kaya, with me." She saunters into the cave.

Perception, Scout, Incredible Initiative: 1d20 + 9 ⇒ (14) + 9 = 23

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

While traveling, Natalu rides Prindle and keeps his sword and shield at the ready.

But that's only because he'd rather do that than walk.

Once they've arrived without being ambushed, he dismounts and makes sure his banner is secured to the animal. He readies his bow instead and sends the chicken on ahead while he hangs back.

...and then offers Amiri his wayfinder. "Maybe you can, but better not to. Isn't it?"


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

"Fine. I'll take it." Amiri puts out the torch and activates the Wayfinder's Light spell. She adjusts the grip on her Bastard Sword to hold it in two hands.

Radiant Oath

Female Sprite Necromancer 3 | HP 36/36 | AC 20 | F+9 R+8 W+8 | Perc +6 | Low-Light Vision | Speed 20 ft | Hero Points: 0 | Focus Points [ ] [ ] | Exploration: Scout| Active Conditions: None

Realized I skipped something: Warfare Lore + Twitchy (Initiative): 1d20 + 12 ⇒ (14) + 12 = 26

Warfare Expertise:
Your knowledge of war and strategy grows and guides your decisions in battle. You gain expert proficiency in Warfare Lore. You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation. In addition, as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll.

Twitchy:
You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using Deception or Diplomacy to determine their initiative, your bonus to initiative from this feat increases to +4.


Risky Lions and from Katapesh | Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Spell Templates | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status condition | RPG Chron

Hearing the party come in loudly, the lions lay ambush, crouching low around two rocks, ready to pounce...

Yellow Fur Lion to Initiative (Stealth): 1d20 + 10 ⇒ (9) + 10 = 19
Orange Fur Lion to Initiative (Stealth): 1d20 + 10 ⇒ (12) + 10 = 22

...but most in the party are just too fast!

Anyone with Initiative beating both Lions can go!


Female Human Barbarian 3 | ♥️ 47/50 | AC 20 (19 wielding weapon, 18 while raging and wielding weapon) | Speed 25' | Exploration: Scout | F+ 9 R+7 (6 while Clumsy 1) W+7 | Perc+7 E (+9 for initiative) | Hero 1| ✋✋ +1 Bastard Sword |Cond: Clumsy 1, Light, Raging

Amiri rages and yells out a battle cry. "For Gorum!" She screams into the air.

She Sudden Charges into the Orange Lion! Giant Instinct boosts Rage damage from 2 to 6.

Strike: 1d20 + 9 ⇒ (17) + 9 = 26, Damage, Slashing: 1d12 + 4 + 6 ⇒ (1) + 4 + 6 = 11

◆ Rage, ◆◆ Sudden Charge

Also this might matter. Amiri has Deny Advantage: Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Reaction ⟳ : No Escape.

If Amiri is commanded to Strike Hard!:
Strike: 1d20 + 9 ⇒ (16) + 9 = 25, Damage, Slashing: 1d12 + 4 + 6 ⇒ (4) + 4 + 6 = 14

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