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[LPF] Kaedyn's Quest

[sblock=GM Note]There is a reason I want mechanical information given when you do things. I assume the spell Damaris casting is the Message Cantrip? However, I checked her sheet and do not see the Message Cantrip listed on her known spells.

I am waiting on a decision about burning the body, or just moving on.[/sblock]
 

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Ru Brike, rangerish human ninja

"Don't worry, Princess, I've got no problem running back to all you if things go sour. I like keeping my blood on the inside. I just figured I could warn you we were coming at a run if it gets to it."

[sblock=mini stats]
Ru_Portrait_zpsbc1b0cc0.jpg

Ru Brike
AC: 19 (Touch 14, Flatfooted 15)
HP: 36/39

Initiative: +4
Perception: +7 (+8 Traps) Sense Motive: +5
CMB: +3 CMD: 17 Fort: +6 Reflex: +10 Will: +3
(conditional: +2 vs. divination effects)

Wakizashi: +8, 1d6
Wakizashi (TWF): +6/+6, 1d6/1d6
Nunchaku: +7, 1d6
Shuriken: +7, 1d2
Conditional Attack mods: +2d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank), +2 Attack / dmg vs. Ranger's Focus (1/day)

Conditions:Invisible (2/3 rounds remaining) (+2 attacks, ignore Dex), Inspire Courage (+2 charm fear, +2 attack / damage)

In Hand: Wakizashi x2

Ki Pool: 1/3 remaining
Ranger's Focus: 1/1 remaining
Shuriken: 9/10 remaining
CLW Wand charges: 41/50 remaining

Used: 15 days' rations[/sblock]
 

Umthirn_zpse1d8a42b.jpg


"Leave them bodies where they lie, I'd rather not alert anyone that we'd be coming. We can always burn them later.

Stretching his shoulder out Umthrim looks at Ru and says "Alright then Ru-Boy, let's get going. I'll be on point, then you follow me?"


[sblock=OOC]
Looking at Damaris' Character page she selected it as a trait via magical Talent, so this casting would be her only casting of this day.

[/sblock]
[sblock=mini stats]
Umthirn
AC: 17(Touch 17, Flatfooted 14)
HP: 52/52

Initiative: +4 Movement: 30'
Perception: +11 Sense Motive: +11 Acrobatics: +10 ( +5 with jump checks)
CMB: +8 (10 w/ Grapple) CMD: 23 (25 vs Grapple/27 vs Trip & Bull Rush)
Fort: +7&% Reflex: +7&* Will: +8&
& +2 vs. spells, poison, and spell-like abilities
% +2 vs poison/drugs, +4 vs alcohol
* Evasion

Stunning Fists (DC 16) 4/5
Exploit Weakness against Target (DC 10+ (CR/Hardness): None
Bonus To hit Active: +2 to hit / Ignore DR
Bonus to Defense Active: +2 AC/Reflex/Sense Motive
Immune To Fatigue

In Hand: Unarmed Attack: +7 1d8+5+1d6 or +7/+7 Flurry: 1d8+5+1d6

Consumables Used:
3 taps of CLW

[/sblock]
 

~ Day 15, 13:42 - Miles North of Thornbury ~

Umthirn and Ru started scouting and they found the places where the gnolls laid in wait for their ambush. Someone with woodsman skills made crude cover to keep them out of sight until they stood up and charged forward. But the tracks leading to those spots were not concealed at all. There were several back and forth through the area.

However, after a few moments they determined that almost all of them ultimately come from the northwest direction. The majority came from that way in a double line.

The leading pair followed the trail for almost a mile through the undergrowth of the forest. There was no attempt made to conceal these tracks, the gnoll patrol's prints were far enough apart that it appeared they hurried to get to the ambush point as well.

Up ahead there was a break in the forest.

A curving embankment of earth blocked the clearing ahead, the wall not the slightest bit natural looking. It tapered at the top to actually become a wall-like structure. Above the eight-foot tall barrier, the tops of three buildings could be seen. Two logs fitted with sharpened stakes blocked a 15 foot wide opening in the earthwork. The earthen embankment ran its way around and up a small hill on the far side, making an obvious circle around the buildings.

Gnoll.png

A gnoll paced back and forth just inside the opening in the palisade. So far there was enough undergrowth and distance keeping you from being seen.

[sblock=Combat Information]
Tactical Map:
LPFKQEnc5Map00A_zps914ee1ff.jpg


Party Status:
Code:
Ru:        36/39 HP remaining;
Damaris:   39/39 HP remaining; 
Rhas:      55/55 HP remaining;
Umthirn:   52/52 HP remaining; 
  
Spells Cast: 
Abilities Used:
  Ru: Ki Pool 2/3; Rngr Foc 0/1
  Damaris: Bard Pef 3/12; Spells 1st 0/5, 2nd 0/3; SLA 1/1
  Umthirn: Stun Fist 1/5
Conditions in effect: Message
[/sblock]
 

Rhas_150.jpg


"The patrol was what ... six o' the beasties? Figure three of 'em in for every one of 'em out, so I'd guess at fifteen to twenty in there. Maybe a only dozen if we're lucky. And they done a right poor job of it, letting the cover get so close to the gate. Ten gold says I could pick that guard off from where I stand. If Umthirn and Ser Brike want to wait at either side o' the gate, we could bottleneck 'em and have a bit of a housecleaning. And a quick way to duck back into the bush if it gets to be too much."

[sblock=OOC]--[/sblock][sblock=Mini Stats]Rhas Ironeyes

AC: 18 (14 flat-footed, 14 touch)
HP: 55/55
CMB: +7 CMD: 21
Fort: +6 Reflex: +5 Will:+3
Weapons: Heavy Crossbow (+10 or +8/+8, 1d10+6, 19-20x3) or Dwarven Waraxe (+7, 1d10+3, 20x3)

Perception: +13
Initiative: +4

Reliable Strike: 1/1

Weapon in Hand: Heavy Crossbow (+10 or +8/+8, 1d10+6, 19-20x3)
Conditions in Effect: +2/+2 Bardsong

Used Items:
None

[/sblock]
 

Umthirn_zpse1d8a42b.jpg



Umthirm responds in a whisper "From what I saw of Ru-Boy's abilities, that's gonna work best for us. But first..."

Drawing a bottle of a clear blue liquid from his side, Umthirm drains it in a single gulp before holding the bottle tightly in his hand. "We have an empty bottle if we want to distract the beastie, so we can kill it closer to the woods. Give us a chance to pull the body into the woods before approaching."
[sblock=OOC]
Pull out a bottle of Mage Armor and drain it. +4 to AC for an hour, and now a bottle to smash for a distraction!

All of us probably can try and attack, so we can confirm it stays dead in a single attack. Shuriken/Dagger/2 bow hits will hopefully kill it in a single strike.
[/sblock]
[sblock=mini stats]
Umthirn
AC: 17 + 4(Touch 17, Flatfooted 14) + 4
HP: 52/52

Initiative: +4 Movement: 30'
Perception: +11 Sense Motive: +11 Acrobatics: +10 ( +5 with jump checks)
CMB: +8 (10 w/ Grapple) CMD: 23 (25 vs Grapple/27 vs Trip & Bull Rush)
Fort: +7&% Reflex: +7&* Will: +8&
& +2 vs. spells, poison, and spell-like abilities
% +2 vs poison/drugs, +4 vs alcohol
* Evasion

Stunning Fists (DC 16) 4/5
Exploit Weakness against Target (DC 10+ (CR/Hardness): None
Bonus To hit Active: +2 to hit / Ignore DR
Bonus to Defense Active: +2 AC/Reflex/Sense Motive
Immune To Fatigue

In Hand: Unarmed Attack: +7 1d8+5+1d6 or +7/+7 Flurry: 1d8+5+1d6

Consumables Used:
3 taps of CLW
Bottle of Mage Armor Armor
[/sblock]
 

Damaris.jpg


Damaris smirks. "If you want to take him for surprise, instead of signing I can dance. Just give me a second to prepare so I can also attack..."

If able, one round before the signal to attack, she will start her bardic performance by dancing to inspire courage to her companions, so she can shoot too the very next round.

[sblock=Actions]

She would need two rounds and you would need to give her a signal to do the following:
Fist round - Start Bardic Performance Inspire Courage +2 8/12
Second round - Inspire Courage 7/12 (free) + Arcane Strike (feat) + Shortbow attack

Is this ok? I'll post the rolls here as soon as I get confirmation.

[/sblock]


[sblock=Ministats]
Damaris - Bard lvl 5
HP 39/39
Init +4
AC 20 | Touch 15 | FF 16
CMB+5 | CMD 19
Saves: F+2 | R+9 | W+4

Perception +7 | Sense Motive -1/10* (Vers. Perform.) | Bluff 2/10* (Ver.Per) (+1 vs Males)
Diplomacy +10 (+1 vs males)

Masterwork Shortbow +8 (1d6)
Longsword +5 (1d8+3) (Two-handed)
Sling +7 (1d4+2)

Bardic Performance: 9/12 day

Cantrips: Dancing Lights, Detect Magic, Read Magic, Ghost Sound, Jolt, Mending, Mage Hand
Spells: Lvl1 Grease, Sleep, Hideous Laughter, Silent Image 5/day. lvl2 Invisibility, Pyrotechnics, Glitter Dust 3/day
Spell-like ability: Message 0/day.

Combat Feats: Point Blank Shot, Rapid Shot, Arcane Strike

Consumables: Acid Flask(2/2), Alchemist Fire (2/2), Holy Water (2/2), Oil (2/2), Perfume, Firework Paper Candle (2), Vermin Repellent, Normal Arrows (16).

[/sblock]
 

[sblock=OOC]
She would need two rounds and you would need to give her a signal to do the following:
Fist round - Start Bardic Performance Inspire Courage +2 8/12
Second round - Inspire Courage 7/12 (free) + Arcane Strike (feat) + Shortbow attack

Is this ok? I'll post the rolls here as soon as I get confirmation.
I am not sure if you are really asking me about the rules or your companions for the actions themselves.
Mechanically, you can Inspire Courage with Perform Dance.
Once someone Initiates combat though, all bets on actions are off as we roll Initiative you take turns normally.

Btw, the target does have cover too so Flat-footed AC is effectively 20.[/sblock]
 

[sblock=OOC]
PM, what are the rules for distracting someone, via a sound or object, like the glass vial? I know actual feinting in combat is a bluff check, but that doesn't really make sense since we are trying to lure someone out from their current post via sound. By luring the creature away from it's post, we have a better chance of all of us hitting and killing it in a single strike, then moving the body into the woods. Stealth maybe, to hide ourselves after throwing the bottle? I think that is our current issue right now, since we have a plan on how to deal with the gnoll once lured.

I don't think Pathfinder was really set up for this kind of Stealthy approach, but given that we want to keep out of sight for as long as possible until we get inside the camp this seems our best option.

[/sblock]
 

"I'm all for stealthy," Ru says, agreeing in principle to the plan. "I don't have much range, though, with my shuriken. Might be better if I winked out and got closer.

"My only worry with the distraction technique is if our doggie over there decides to tell someone before he leaves his post. The fewer people know we're coming, the better off we'll be."


[sblock=ooc]I'm going to mostly defer on tactics to the others. I have to finalize Ru's level up today, but let me know[/sblock]
 

Into the Woods

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