Help support TMP


"Pathfinder Campaign - A Call to Arms - S21" Topic


9 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.


Back to the Fantasy RPG Message Board


Areas of Interest

Fantasy

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Workbench Article

Beowulf Paints a Drow Archer

Dig those Chainmail minis out from the closet!


Featured Profile Article

Editor Julia's 2015 Christmas Project

Editor Julia would like your support for a special project.


Current Poll


Featured Book Review


Featured Movie Review


609 hits since 26 Sep 2016
©1994-2024 Bill Armintrout
Comments or corrections?

Dark Eyed Warrior 69a26 Sep 2016 12:41 p.m. PST

SESSION 21: FIGHTS ON!!!

[DM Note: Compared to the floor the bed is unstable. To jump upon the bed is an Acrobatics DC 5 check. To fight on the bed without falling over is an Acrobatics DC 5 check. When on the bed and fighting, the combatant on the bed gets a +1 higher ground advantage.]

[House Rule #2: Morale. For a solo campaign it's more important to have rules for both monster and player character retainer morale. For the monsters I've essentially used the same morale statistics as in Basic D&D. Monsters will test upon their first casualty and upon reaching 50% casualties. Retainers test against a base morale of 15, being the same number required under a Diplomacy check for providing aid that could result in punishment. This is modified by their leaders Diplomacy skills, if they have fought together before (positive modifier of 2), if they tasted success or failure in their previous engagement (positive or negative modified of 2) and a retainer can have other individual modifiers for matters such as bravery or cowardice, religious fever, military training. All modifiers could be a positive or negative modifier of 2 and are cumulative. Retainers take an individual test the first time they are wounded. Each individual in a unit takes a test upon the first death of a team mate and upon 50% of the party being dead. As such retainers in a party may start to fail morale and fall away but it's unlikely that the entire unit will route at once.]

ROUND 1A – OPENING SALVO
Initiative: Party 3 + 0 = 3, Orcs 5 + 0 = 5

• Uffe Elbow Smasher charges Ansic. He swings his mighty great axe in a wide and deadly arc but misses.
• Raakel charges Cord and swings at him with his falchion and he hits Cord in the left leg, badly wounding him for 11pts of damage almost felling the mighty barbarian with one blow.
• One of the Matriarchs jumps up on the bed to attack Ansic. She needs an Acrobatics DC 5, -1 for her studded leather armour and + 0 for her dex modifier. She rolls an 8 and passes. She goes to take a swing at Ansic but first must pass another Acrobatics check. She rolls a 14 and passes. She slashes at Ansic with her falchion and smashes the flat footed warrior in the left shoulder for 8pts of damage.
• Eager to get into the fight Magor Spleen Splitter moves 10ft to the south west and attempts to Demoralise (Intimidate) Uthalin. He needs a target DC of 10 + 1 for Uthalins hit dice + 1 for Uthalins Wis modifier = 12. He rolls a 10 + 4 for his skill and Uthalin is Demoralised for 1 round.
• The last female moves up behind Uffe and attempts to Demoralise Ansic. She needs a target DC of 10 + 1 for Ansics' hit dice – 2 for Ansics' Wis modifier = 9. She rolls a 17 +2 for her skill = 19. Ansic is Demoralised for 3 rounds.

picture

ROUND 1B – COUNTER

• Thomas pulls out Baby Cord, the crock and does a Dazzling Display with him, showing his opponents how he's going to feed their gizzards to the reptile. He rolls a 16 + 9 = 25 intimidating the two females for 4 rounds, Raakel for 4 rounds, Uffe for 3 rounds and Magor for 3 rounds.
• Risandor casts grease under Uffe, Raakel, Magor and one of the females. The four orcs need to make a Reflex Save against a DC of 10 + 1 spell level + 3 Cha modifier = 14. Uffe rolls a 16 + 1 reflex save – 2 saves for being shaken = 15 and passes. Raakel rolls a 4 + 0 reflex save -2 shaken = 2 and falls prone. The female rolls a 6 + 0 – 2 = 4 and falls prone. Magor rolls a 12 + 1 – 2 = 11 and falls prone.
• Cord is badly wounded and Withdraws from the combat.
• Whilst Ansic is not as badly wounded he too needs a break from the combat and he Withdraws.
• Halee moves 10ft to the northwest to get a clear shot with her bow and fires at Uffe as he is still up. She fires a shot and hits him in the right shoulder for 1pt of damage.
• Dedrik sees his opportunity and 5ft steps and attacks the prone Raakel with his short spear but he misses.
• Lorah also 5ft steps forward and attacks the prone Raakel, hitting him in the chest for 7pts of damage, taking him to 0pts. Lorah cheers a victory yell, hoisting his short spear above his head, clearly not knowing the ferocity with which orcs fight.
• Even though he is shaken, Uthalin steps forward 5ft and tries to finish off Raakel whilst he is down but he misses.
• Penn moves up 30ft to form a second rank behind Dedrik.
• Ghislain moves up 5ft until he can work out something better to do.

picture

ROUND 2A – LIMITED DAMAGE

• A Shaken marker is removed of Uthalin and Ansic.
• The female on the bed attempts to attack Dedrik but first must make an Acrobatics test. She rolls a 13 -1 > 5 and passes and takes a swing at Dedrik with her falchion. She smashes him in the left leg for 11pts of damage, almost felling the man with one hit.
• The prone female at the back of grease spell effect needs to make an Acrobatics test of DC 10 to make a move action to stand up. She rolls a 13 – 1 armour penalty check for studded leather armour > 10 and is up. She attempts to Demoralise Dedrik but fails.
• Magor attempts to stand but rolls a 3 and fails to get up.
• Uffe winds up his great axe and attempts to smash Uthalin but he misses.
• Raakel attempts to get up. He must make an Acrobatics test of DC 10 but he fails and remains prone.

picture

ROUND 2B – STRUGGLE

• A Shaken counter is taken off each of the orcs.
• Dedrik was wounded last round for the first time and must make a morale check. His morale check is against a DC of 15 – 2 for military training – 8 for Halee's Diplomacy skill (Halee has the highest skill in the party) = 5 or more on a d20. He rolls a 6 and passes. Just.
• Dedrik takes a Withdrawal action and moves away from the combat.
• Risandor begins to inspire courage remembering an ancient verse from a one Mr Angry Anderson.
• Halee 5ft steps to the east and fires another arrow at Uffe but misses.
• Thomas hands a healing potion to cord who downs it in one gulp healing back 7pts of damage.
• Lorah stabs at the prone Raakel but the chain mail armour protects the orc.
• Uthalin hacks at Raakel with his dwarven war axe and he smashes the prone orc in the groin for 11pts of damage almost killing the orc.
• Penn 5ft steps forward and attacks Uffe but he misses.
• Ghislain gets a little closer to the combat, waiting for his opportunity.

picture

ROUND 3A – PUNISHMENT

• A Shaken counter is removed of Ansic.
• Raakel bleeds out one point and dies. The orcs have suffered their first loss and will need to make a morale check. They roll a 7 on 2d6 and easily pass (an Orc warlords' morale is 9).
• Uffe attacks Penn with his great axe and smashes him in the left shoulder for 13pts of damage, instantly dropping the man at arms. He starts to bleed out.
• Magor drops his shield and attempts to crawl out of the grease. He'll need to pass a DC 10 + 5 armour penalty check (chain mail) + 2 Shaken penalty = 17. He rolls a 20 and crawls 5ft back. He double moves and stands up.
• The female orc on the bed 5ft steps off onto Penns' prone body and attacks Halee. She winds up the big falchion but misses.
• The female orc in the grease throws a javelin at Lorah and critically hits him in the left leg, piercing an artery and dealing 16pts of damage. Shrieking at the sight of massive blood loss, Lorah faints and begins to bleed out.

picture

picture

DEW

PMC31726 Sep 2016 1:15 p.m. PST

Uh-oh…

Tom Molon Supporting Member of TMP26 Sep 2016 2:23 p.m. PST

Sleep spell do any good? Maybe take out the females…

Dartagnan201626 Sep 2016 3:05 p.m. PST

Hmmm, with Magor standing in the grease doesn't he need to check acrobatics each round to stay up, and again to attack?

Probably better to keep the last spell for a heal or a defensive grease …. daze might be good on one orc each round or just missile fire to drop the females as they are weak. The inspire courage will also help with hits and damage ….

Dark Eyed Warrior 69a26 Sep 2016 3:53 p.m. PST

Hi Dartagnan.

I spent a fair bit of last night trying to work out how the grease spell works, how you move through it including crawling etc.

The fourth sentence of the spell description is as follows: "Creatures that do not move on their turn do not need to make this check (ie the check move) and are not considered flat-footed."

It's why he's just standing there and swinging away at the moment.

DEW

Tom Molon Supporting Member of TMP27 Sep 2016 4:59 a.m. PST

DEW,
Where it says "Creatures that do not move on their turn…" do they mean strictly move as in trying to advance or retreat/change physical location? If you're not trying to move your legs, but twist and thrust your torso around to strike with a heavy war axe, wouldn't that throw your center of gravity/balance point out of kilter enough to warrant some kind of ability check? And if you're not twisting and thrusting with any great force, how much power behind your strike could you get? I don't know the Pathfinder rules, so I'm just going by what makes sense to me. Enjoying the adventure immensely.

Mardaddy27 Sep 2016 9:49 a.m. PST

DEW is doing his best to GM the game RAW (Rules as Written), so there is a common frame of reference for all the players and the GM. It helps us sound off to him what our PC's general intentions or specific actions we'd like them to take.

While realism or physics or GM houserules may say otherwise, the RAW for the grease spell says no check needed if you take an action that does not move you out of your square. Striking as a Standard Action is one of those you do not need to leave your square to do. We all accept that.

Fantasy RPG = put expectations of realism in check, but GM's are always free to modify and make house rules to compensate for gaps in the rules, or change things that are beyond perceived acceptability or because they want to change the results/effect to be better ("the rule of cool.")

Tom Molon Supporting Member of TMP27 Sep 2016 11:00 a.m. PST

Thanks for clarifying, Mardaddy, makes sense.

Dark Eyed Warrior 69a27 Sep 2016 3:17 p.m. PST

Hi Tom,

Mardaddy is right on the money.

If it were a home game we'd have a quick conversation and reach consensus on the rules and away we'd go but in this format that conversation might take a couple of days so it's better, from my pov at least, to just keep the momentum and keep punching out the sessions.

Any really big issue of course we can have a debate post the action about how we might want to interpret things moving forward but that shouldn't happen too often.

DEW

Sorry - only verified members can post on the forums.