Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"No alchemist fire here, but I've a few flasks of oil. If we need to burn it out, that should help. Any chance we could drag it out with some bait? A snared squirrel or somesuch, give us a chance to torch the bugs before they climb all bitey and such down our trousers?"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Well, then. Ryar, I think you'll make a better scout than I will, especially in this clanky old armor. Why dont you take point, all sneaky an such, an we follow up with ranged support."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Fair enough, lad. I can leave my shield and lose the scale mail for now. But that means sneakin' is my only option, cuz I dont wanna tussle wearing just my clothes, eh. If we wanna group up and recon in force, maybe we leave the lads here ta take some game and get everyone packed up an ready to go."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"A cave sounds good. If we can hide and disguise it, those stupid gobbos wont never see us. I'll take a look, see what I can spot, maybe take the lad with me to watch my back, eh?" Orimmath heads out with the newcomer Edran to scout for a path and perhaps find the cave system. Survival: 1d20 + 8 ⇒ (15) + 8 = 23 (+1 to follow tracks, +2 if dealing with goblinoids, +2 if Edran can provide AID)
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Very well, lad. Come with us, we will feed and clothes you for the moment. Can you use a weapon? If not, dont sweat it, but if you can, arm yourself and be ready to defend the group. "
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Psst! Over here, lad! Quick, quiet, cone this way!" Orimmath remains in cover and readies his crossbow, keeping a close eye for whatever or whoever is following the man. He also keeps watch for hidden weapons or other betrayals from the man himself. At the moment he might call out to spoil their position, Orimmath is ready to put a bolt in his throat.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"I figger I'll let the gnome what can talk ta critters donthe herd gatherin', guess I'll go check around and make sure we're as secure as we think. No telling what kinda monsters lair around here, ya know." Survival(+1 if tracking): 1d20 + 8 ⇒ (7) + 8 = 15 (+2 if dealing with goblinoids)
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Orimmath does as he suggests, heading out to round up some herd animals. Handle Animal: 1d20 + 4 ⇒ (7) + 4 = 11 (+ any aid from capable NPCs)
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"I imagine finding some of the loose domesticated animals will be of primary importance. Having milk, eggs, and the like will make our challenge of feeding everyone a lot easier. I reckon several of you were farmers or ranch hands, right? Maybe we can head out and find what fled, bring them back and get them sorted out." Orimmath gladly removes his heavy pack and sorts through it, setting aside the survival gear, weapons and ammunition, and food supplies. "At least some of you can use magic to create water, right? So that shouldn't be too big of a problem."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Aye, lads. Let us go and vanish into the dark." Orimmath takes the lit arrow and launches it into the explosive barrel. 1d20 + 3 ⇒ (20) + 3 = 23 to hit
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"I kin try, but it'll be a dicey proposition. Anyone feeling like a damned acrobat?"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Orimmath grabs some more arrows and then helps to lug the blasting powder barrel over toward the bridge. "Where d'you want the 'splosives? Reckon they gotta go somewhere specific, like at the keystone or somesuch? Let's plant it and get a move on."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Has my "mini" moved? I cant tell from the map, thought I'd be about 10' closer after 2 5' steps towards E2. Finally able to get in close combat, Orimmath charges the lieutenant, drawing his axe as he rushes to Arrack's side. "Now ye bleed, hobbo scum!" Charging power attack, hatred, favored enemy: 1d20 + 3 + 2 + 1 + 2 ⇒ (9) + 3 + 2 + 1 + 2 = 17 to hit, for 1d10 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10 slashing damage AC 18 after charging
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Orimmath moves forward and slings his circular throwing blade at the standing hobgoblin archer near the house. Chakram: 1d20 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8 to hit for 1d8 + 4 ⇒ (5) + 4 = 9 slashing damage "Blasted things never fly straight!" Move north 20, shield at the ready, throw (miss) chakram
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Shield at the ready, Orimmath draws one of his chakrams and steps 5' closer.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Shoot the one on the left, then get in and chew em up!" Orimmath levels the heavy crossbow and follows his own guidance, loosing his bolt at the hobgoblin standing near the shack on the left. Thwipp!: 1d20 + 3 + 1 + 2 ⇒ (3) + 3 + 1 + 2 = 9 to hit, hatred, for 1d10 + 2 ⇒ (3) + 2 = 5 piercing damage Seeing the bolt go wide, he drops the empty crossbow and swings his shield into place, stepping a bit closer to the enemy.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"I'm better up close, but a volley or two of well aimed bolts and arrows should do a number on those gobbos. Maybe we all loose at one, then the next, try to drop them with focused fire before Arrack an me an the bug go toe to toe?"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Well, what do you all say? One of their officers, a wolf, and two of the regular soldiers? Maybe we can pick one off with arrows and rush the guy on the bridge? Unless theres another way past, and we can set this barrel of splosives underneath before sneaking away."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Well, looks like I found some of them splosives I was talking bout. Probably can use this to bring the bridge down, if we want." Orimmath knocks his toes against the "stump removal" barrel. "Okay, let's plan up, and get ready to move." Orimmath grabs another quiver of arrows and slings it alongside the other one.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Splosives? Like magic stuff? I hope that ain't the case, cuz we sure dont look like the wizardy types to me." Orimmath remains near the doorway, crossbow leveled and eyes scanning for more threats. "Other than papers and rations, find anything good? Any kore people in there, or weapons or armor?"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Yah, lads! Gut the greenskinned bugger!" Orimmath grins over the recoiling crossbows limbs as Arrack and others move to melee.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
If the hobgoblin does not turn to engage, Orimmath moves to the other side of the doorway and fires into his back. Heavy Crossbow: 1d20 + 3 + 2 + 1 + 1 ⇒ (7) + 3 + 2 + 1 + 1 = 14 to hit, favored enemy, masterwork bolt, hatred. For 1d10 + 2 ⇒ (3) + 2 = 5 piercing damage "Shop's closed, gobbo. Time to get dragged outta there."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Hefting his crossbow and last masterwork bolt loaded, Orimmath moves up to the entrance as stealthily as he can. Stealth: 1d20 + 2 ⇒ (9) + 2 = 11 stealth He peeks around the corner and scans for immediate threats before sparing a glance for the fallen man. Perception: 1d20 + 6 ⇒ (9) + 6 = 15 (+2 vs goblinoids)
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Aye, like I said: get yourselves armed and ready. Move your feet and get into cover. We will go and slay more gobbo scum, and find anyone else who can get free. We meet up in the woods once we get clear of the town, and make sure the scum can't track us back to you." Orimmath looks towards the Fine Shop and tries to scan for additional targets. "Arrack, everyone else, you ready?"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Good lad, good lass. There's shafts aplenty out yonder, and blades that should fit your hands. Arm up, grab some travel food, and be on your way. Happy hunting, and kill as many gobbos as you can." Orimmath quickly looks through the smithy for anything of use, then makes ready to continue their path. "Okay, you lot. What's next?"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Orimmath looks at the gouges and scratches, attempting to put together just what transpired here. Survival for Tracking: 1d20 + 8 ⇒ (19) + 8 = 27 (+2 vs goblinoids) "Aye, lad, if there's younglings left, they can head out with Blondebeard. Best we clear this area soon and be on our way."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Not plunder, salvage. This town ain't gonna last, and everyone who can swing a blade or draw a bow needs whatever they can use. Gear up, and strap in, this fight ain't over by a long shot." Orimmath begins handing out weapons and gear to the citizens with a stern look. He does not accept refusals, ensuring everyone is carrying a blade of some sort. "We mean to split, regroup in the woods, and see who we can save. I recommend you fill those skins, take the food and gear, and head that way." He points into the woods, away from the attacking hobgoblins. "We will be able to track you, and hopefully the gobbos will have enough to deal with with us, you can make good your escape. If you can carry it, maybe take some pig haunch. You'll need food, and those trail rations will last quite a bit longer than these swine." Re-supplied with arrows, and his heavy crossbow once again locked and loaded, Orimmath moves around to the smithy for further salvage.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Grab what ya can use off the dead gobbos. If they ain't got a working bow among em, you use this one Marlin. We need to move, and fast. This band is big, well equipped, and more than ready to kill. " Orimmath helps everyone out of the smithy, then aids with relieving the dead of their goods.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Aye, Arrack, I'll leave those two to you lads!" Orimmath stows his longbow and moves to the side of the smithy, looking to help pull thatch down or open doors/windows/whatever is handy. "Blondebeard, time ta get you out outta there! Clear the doors or go through the hatch! An if ya got water, douse the embers fast!" Move stow weapon, move to side of building.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Hey, this shooting goblins trick, it's starting ta feel pretty darn good! My thanks for the bow, Barhador, it works a charm!"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Dropping the crossbow at his feet, Orimmath draws out his new longbow before nocking and arrow and letting it fly, again sidestepping generally towards the hobgoblins. "Aye! Get the thatch down and maybe they can climb out through." As he looses his shaft, he snarls at the goblinoids. "As for you, here ya go, gobbo!" 1d20 + 1 + 2 + 2 ⇒ (17) + 1 + 2 + 2 = 22 to hit, for 1d8 + 2 ⇒ (5) + 2 = 7 piercing damage Free action drop crossbow, move action draw longbow, standard action shoot at Blue, 5' step SW.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Orimmath takes a step away from the smithy and grabs up the crossbow, leveling it at the blue hobgoblin and firing it. "Here ya go, ya green skinned bastard!" 1d20 + 1 + 2 + 2 + 1 + 1 ⇒ (16) + 1 + 2 + 2 + 1 + 1 = 23 to hit (favored enemy, hatred, masterwork bolt), for 1d10 + 2 ⇒ (6) + 2 = 8 piercing damage
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Surrender? Ha ha ha, you gobbos sure think highly of yourselves. Drop yer blades and hit the dirt, an' ye might keep yer blood an' bits inside of yer stinkin' hides."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"A waste o' good ale this is! Damnable gobbo filth always burnin' folks houses down!" Orimmath grabs the small keg of ale from his pack, broaches the top, and tosses it onto the red hot iron causing the flames. "Oy! Blondebeard, its Orimmath and some others. If'n you're still in there, don't shoot. We're tryin' ta put the smithy outta burnin' down!"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"We should move fast and light. If they're taking captives, we can trail them, harass them, and pick off their rear guard. Maybe we can rescue our fellow citizens while the raid is on the move." Orimmath waits for everyone to take what they want, ask questions of the hobgoblin, and keeps watch for any additional threats. "Ready to go?"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"How are ye fairing, Killeen? Anyone else mobile and fightin'? Anything else sides hobs ye seen tearing up the place? Bigguns like bugbears er ogres er anythin' worse?" Orimmath stalks towards the injured goblin with caution, trying to watch both Killeen and the foe simultaneously. 1d20 + 2 ⇒ (1) + 2 = 3 stealth
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
1d8 + 1 ⇒ (7) + 1 = 8 CLW to Orimmath Fully healed! "My thanks, lad! Now let's keep moving, eh?"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"If ye can use it, I can do with some healing magic. Bet Arrack can use it, too, now I look at 'im." Orimmath looks sadly st the ruined shrine, and swears under his bteath. "Blasted gob scum. By my beard I hate them so much." Looking out the windows, he scans for more threats. "We should move. No telling when they'll head this way. Maybe the smithy? Or the militia barracks, if we can make it essily."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Yeah, no worries on the composite longbow. I'll take the spare one if noone else wants it. "Watch yer backs, but that stuff might be crucial. I'll take point." Orimmath moves in, crossbow loaded with a masterwork bolt and head swinging left and right to check the area. 1d20 + 2 ⇒ (3) + 2 = 5 stealth
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Do we know what these potions do? If they're curative, that will help us push on and fight our way out of this fray." Orimmath scoops up a bow and quiver, testing the draw strength before stowing his axe and shield. He then retrieves the heavy crossbow and re-winds the mechanism to load it. "I can put a shot in and then follow up like before, should be a good tactic to practice going forward."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Seeing another hobgoblin savaging his new companions, Orimmath dashes in and swings with a massive overhand chop at the threat. "Now ye get ta join yer pals, in the Boneyard!" 1d20 + 3 + 2 + 2 - 1 ⇒ (20) + 3 + 2 + 2 - 1 = 26 charging power attack, favored enemy, hatred, for 1d10 + 2 + 2 + 2 ⇒ (7) + 2 + 2 + 2 = 13 slashing damage 1d20 + 6 ⇒ (3) + 6 = 9 to confirm, for 2d10 + 12 ⇒ (2, 1) + 12 = 15 additional damage
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Grinning with bared teeth over his beard, Orimmath brings his axe down on the hobgoblin between himself and Arrack. 1d20 + 3 + 2 + 1 + 2 - 1 ⇒ (18) + 3 + 2 + 1 + 2 - 1 = 25 to hit, favored enemy, hatred, flank, power attack, for 1d10 + 3 + 2 + 2 ⇒ (5) + 3 + 2 + 2 = 12 slashing damage "Yeah, boyos, now we chop some gob scum in two, get nice an' bloody with them!"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"I'm coming, Arrack Wolf Guy! Try to leave me some gobbos to slay!" Orimmath moves as fast as he can, closing in on the melee with Arrack, the insect, and the remaining hobgoblins. Double move to flank the remaining hob. I think I have enough movement.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
Dropping the crossbow, Orimmath dons his shield and moves south, tucking into the corner of the building just in front of him, drawing his axe as he does. "Bloody archers, bloody arrows..."
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"Thwippp" 1d20 + 3 + 1 + 1 + 2 ⇒ (2) + 3 + 1 + 1 + 2 = 9 to hit vs flat footed, (mwk bolt, hatred, favored enemy), for 1d10 + 2 ⇒ (5) + 2 = 7 piercing damage "You got it, Ryar. Gotta kill these gobbos quick!"
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
1d20 + 2 ⇒ (13) + 2 = 15 stealth (now with 100% more ACP) Orimmath stands his ground, in front of Ryar, and prepares to loose a bolt at green hobgoblin.
Favored Enemy (Goblinoid) +2 (to hit, damage, bluff, knowledge, perception, sense motive, survival) AC 19 / 12 / 17 || Fort +6 Ref +6 Will +3 (+2 vs Spell/SLA, disease, poison) Dwarven Waraxe +4 (1d10+2), Chakram +4 (1d8+2)
"I think I got a bead on one o' the gobs. If'n yeah can get their beasty on side, great. If not, big man's right, wolf pelt an' wolf meat'll do right fine for forest rations. " Orimmath moves to get as clear a crossbow shot as he can, drawing aim at the left most hobgoblin. "I got left, take your shot on the right one, Barhador."
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Yesterday's Tide Prey for Death
The Pathfinder Society has heard reports of a ship sighted over and over, apparently following the same path before vanishing each week. This unfortunate ship is stuck in time, repeating the same week over and over. The crew has tried everything to escape this fate, and gave up years of the same week ago. The PCs must find a way to return things to normal and save the crew from an eternity of this single week.
Yesterday's Tide Prey for Death
We'll mostly discuss on discord, but this will be a good place to keep track of loot and character level ups.
Yesterday's Tide Prey for Death
You've just arrived in the small town of Belhaim, nestled in the midst of the Verduran Forest. It's been a quiet journey for your trade caravan...so far.
Adventure Concept:
Standard PC Creation Rules
Please read the Player's Guide when you are planning your character. It has many good tips about character creation, including appropriate skills, feats, and languages. Campaign Expectations
Posting Frequency: I'd like people to commit to posting 1/day during the week. I typically post at least once on the weekend as well, but no worries if weekend posting doesn't work for you. I've found that campaigns that move much slower than this tend to fall apart. At times, everyone gets too busy to keep this pace sometimes (very much including me), so if you are jumping aboard just be communicative about short or long term absences. (You can be botted or step back to do something off-screen with the following.) I will be trying to keep the story moving forward, so there will be a dedicated Discord channel for interactions that you want to have more "screen time" that didn't get posted in time. Sensitivity Concerns: The Broken Tusk following, and all of the residents of the Realm of the Mammoth Lords, have a society just as sophisticated as you would find in Absalom or Taldor; it's just organized differently. It probably goes without saying, but I'm not interested in characters that act "primitive" or do things like speak in broken Common. Please also call me in if you feel like I'm indulging any problematic tropes. Safety Tools: We'll use Lines, Veils, and X-Cards in this campaign. I'm into collaboratively setting our lines and veils after we get the group solidified. If, while we are playing, you need a safety concern addressed right away, you can also message me on Discord. Please post if you have any questions!
Yesterday's Tide Prey for Death
Discuss here. Please fill out the RPG Chronicles and update the Slides and Macros when you get a chance.
Yesterday's Tide Prey for Death
A Pathfinder Society Scenario designed for 1st- through 4th-level characters. The students of Dacilane Academy are going on a field trip! As many of the academy’s students are the children of Pathfinders, what better place to visit than Woodsedge Lodge, one of the most famous Pathfinder Society lodges and the hub of the vast, mystical hedge maze known as the Maze of the Open Road? And who better to chaperone these students than a group of capable Pathfinder agents? When delightful disaster strikes, everyone will be glad that the Pathfinders came along for the trip! Please dot in when you are ready!
Yesterday's Tide Prey for Death
A special table for levels 5-6. Having made several recent forays into a set of unearthed ruins in the volcanic region of Droskar’s Crag, the Pathfinder Society has uncovered what could be an access point to the lost dwarven city of Raseri Kanton. Pathfinder agents from across Golarion have come to support the Society’s latest large-scale endeavor. However, the Aspis Consortium have also begun exploring the ruins, so it’s a race to see who can reach Raseri Kanton first!
Yesterday's Tide Prey for Death
Feel free to ask questions here. When you get a chance, please fill in your character's information on the Slides and copy a token in to use on our maps.
Yesterday's Tide Prey for Death
Venture-Captain Hestia Themis put out a call from the Cassomir lodge in Taldor, seeking Pathfinder agents to solve the recent troubles threatening the city’s resurgence. You decided to answer that call. Today, you're waiting for Themis in the conference room of the lodge, observing your fellow agents.
Yesterday's Tide Prey for Death
You run a hardscrabble detective agency in Absalom. You are largely private investigators, but you have contracts with some of the city guard companies to make ends meet. The campaign will revolve around solving crimes, fighting monsters, apprehending fugitives, investigating strange occurrences, and testifying in court cases.
Yesterday's Tide Prey for Death
Please discuss here. If you wouldn't please fill in your details on the Slides. We'll get started after 12 GMT on 3/30.
Yesterday's Tide Prey for Death
Welcome to what could someday become the greatest show on Golarion! Let's work out our characters and get started planning. Since circus members could be from anywhere, all of the ancestries that have been released are fair game. There are some backgrounds in the players guide, but I'm also fine with any background as long as you tie it to the circus. Post questions and thoughts on what you might like to bring, and let's get this show on the road!
Yesterday's Tide Prey for Death
A courier, her uniform emblazoned with a patch depicting a winged eye surrounded by three crowns, approaches you with a sigh and wipes the sweat from her brow.
The messenger hands over a heavy, folded parchment, sealed with red wax. The seal depicts three stars over a closed gate. Opening the message, you see it is a letter written in a steady hand. "I hope my agent finds you well. You have developed quite a reputation over the past few years, and I find myself in need of an operative as discrete as they are capable. My sources tell me that you fit that bill. Please, meet me at the Azlanti Keep three hours after dawn on the 12th of Lamashan. The city has need of your singular talents and is prepared to reward you for your service.
~+~+~+~+~+~+~+~+~++~ Autumn mornings atop the Azlanti Keep are crisp and pleasant. Your arrival at the Keep was evidently awaited, as a soldier met you immediately upon arrival and whisked you up to a secluded spot atop the battlements. The Keep's steward made sure that you had a warm drink in hand and assured you that Starborn would be right with you. You're not alone at the battlements: Three capable looking features join you. Please post an in-character introduction! Your host will arrive soon. (I'll put the first story post up either later tonight or early tomorrow, depending on when people are ready.)
Since I'm not going to get much face-to-face time to playtest the APG classes, I thought it might be fun to run a little homebrew adventure to see how the classes look at medium levels. Our timeline is obviously short, but I think PBP is an interesting way to think about the new character classes and discuss their strength and weaknesses while we explore Golarion a little! I'd love to have a few like-minded people join me. Adventure Concept:
PC Creation Rules
Campaign Expectations
Application: Please post below with your interest and a brief description of the character(s) that you would want to play. For example: "Jirelle: A half-elf swashbuckler from the Shackles." Feel free to list character ideas for a few of your classes--it probably increases your chances of getting picked. No need to create a profile yet. Selection: I'll be picking a group of 4 consisting of one of each playtest class. I'll be basing my selection on what sounds like an interesting and appropriate party. Please post if you have any questions!
Yesterday's Tide Prey for Death
Hey friends! Let's figure out what scenario we are going to tackle and what characters people would like to play.
Yesterday's Tide Prey for Death
Please dot in when you make your character. Feel free to describe yourself and what you do on the caravan!
Hey all! We lost a player for our Tears at Bitter Manor game. Looking for a level 5 replacement. We're running for PFS characters, so please keep that in mind. Someone with a bit of healing wouldn't go amiss, but what we are really looking for is someone that's into the light-hearted roleplay vibe of the current group. Hoping to integrate the new member into the group as soon as possible, so I'll probably pick a new player before the weekend is out. Thanks!
Yesterday's Tide Prey for Death
Hey all! Welcome to the game! Feel free to introduce yourselves in the Gameplay channel. We'll be starting right on time. Could you do me two favors? Please make sure all of your skill modifiers are listed in your profiles so that I can make secret checks more easily. I'm hoping that we'll be able to run checks to Recall Knowledge in combat without too much of a slow down, so I'm going to try to do the rolls for anyone who is trained in an appropriate skill at the beginning of combat, spoiler the info you get, and trust you folks not to open it unless you take the action to Recall Knowledge. To that end, would each of you tell me what, in general, types of things about creatures would stick in your character's mind? Did you study the resistances of all the creatures? Where you more interested in their special attacks? I'll be following general guideline that a successful check will give you the most important information about a creature, but I'll like to give you something you would find useful if there is any doubt, or if you critically succeed. This is my first time GMing 2E on PBP, so please let me know if you have any suggestions or questions as we go. I did GM a bunch of it at Gen Con, so I'm pretty comfortable with the rules, but don't hesitate to point out anything that I miss! It's going to be a while until I have more of the system by heart. Looking forward to our game!
Yesterday's Tide Prey for Death
A discussion. What characters is everyone bringing? Also, I talked to Morrolan and they are out for this one, so I invited one of my friends to hop in the 6th spot. Hope no one minds!
Spots for TOZ, Wei Ji, and Hawthile are reserved. Since you folks requested, I'll let you call the ball for sub-tier. I'll randomly choose characters of the appropriate level tomorrow night (Eastern Time), as there is already plenty of interest. We'll start soon-ish. (I should be ready by the time Hawthwile's characters are.) I like to run a fairly fast-paced game for PFS, so please be able to post at least once a day if you are going to throw your hat in the ring. That said, there's plenty of room for roleplay in the scenario. Check out the description before you decide on the character you want to play.
Yesterday's Tide Prey for Death
Discuss. Also, could you fill in your updated info for this slide? (Don't worry about tokens. I'll grab them from last game.)
Yesterday's Tide Prey for Death
After creating her spectacular museum demiplane, the legendary sorcerer Hao Jin departed without a forwarding address. However, the Pathfinder Society has recently discovered her last known whereabouts on the Material Plane: a Tian Shu library that she later transported to her demiplane to spare it local dangers. Not only could this site shed light on Hao Jin's last accomplishments, but the building's vast contents are a snapshot of a continent's history. The sequestered library holds far more secrets than that, though, and it is now home to the proud Scalebreaker kobolds and a powerful spirit that they dare not anger.
Yesterday's Tide Prey for Death
Bleak days have come to the Taldan city of Cassomir and nearby settlements, with a wave of depression and rage sparking horrific acts of violence. When retired adventurer Taergan Flinn doesn’t show up to meet with his old companions, the PCs are called upon to investigate, leading them into a swirling maelstrom of horror and tragedy. Can the PCs unmask and confront the malevolent entity behind the madness and restore hope to a tortured land?
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