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975 hits since 2 Oct 2016
©1994-2024 Bill Armintrout
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Dark Eyed Warrior 69a02 Oct 2016 12:24 p.m. PST

SESSION 26: REVENGE

[DM NOTE: THE TABLE. The table in the western room is the only piece of furniture in the room which has a combat effect (the net also has no combat effect). It occupies one 5ft x 5ft square and can be easily walked around from either side (even the southern most side where the table protrudes into that square). To climb upon the table is a DC 5 Acrobatics check. Once on the table the combatant gets a +1 higher ground advantage but will be vulnerable to missile fire.]

DM NOTE: THE BED BARRIER: To climb over the makeshift bed barrier is a DC 10 Acrobatics check (ie a surface with a rough wall, ledges or ships rigging). A combatant is flat footed during the climb and will provoke an attack of opportunity if he makes it onto the bed. If the combatant takes damage during the climb they must immediately make another Acrobatics check at the same DC to avoid falling (ie basically they go back 5ft and have failed to climb or get onto the barrier). Once on the bed, it isn't as stable as the floor and the combatant needs to make a DC 5 Acrobatics check every round that it attempts to attack from that position. Should it fail it falls Prone upon the bed barrier. Whilst on the bed barrier it gets a +1 higher ground advantage. Defendants behind the bed barrier get a +4 AC from missile fire].

DM NOTE: COMMUNICATIONS BETWEEN TWO GROUPS OF ORCS: For the eastern orcs to hear anything happening with or communications from the western orcs and vice versa they'll need to make a Perception check. Only the two orcs in the front rank can make the check. The distance modifier is doubled given (ie +2 per 10ft) given the sound dampening effect of being underground in this cave system.

SURPRISE ROUND – ENGAGED

• Having smashed the door on the first attempt the western orcs have a surprise round.
• The north eastern orc 5ft steps to the east and slashes at the flat footed Ghislain with his falchion but misses.
• The north western orc 5ft steps to the east and also attacks Ghislain with his falchion and just misses as his falchion is deflected by Ghislains helmet.
• The south eastern orc attacks Ghislain with its falchion and smashes him in the groin for 12pts of damage. Ghislain drops to the floor unconscious and starts to bleed out.
• The remaining male orc move past the other combatants to engage Uthalin but he cannot attack this round.
• The Matriarch moves around to the north of the table to engage Dedrik but she cannot attack this round either.

During the surprise round the party is still communicating with the eastern orcs.

Halee responds to the interpreter, "You say Magor is the strongest and best? He ran away like a sniveling, ankle-biting, goblin-loving cowardly pup. Look how he shields himself with you like a coward. He wants you to die as long as he is safe. Make him prove he is the bestest and strongest. Make him come out front like a real leader should."
This request is treated as a Diplomacy check (by the way, excellent roll playing idea). The attitude of the opponent is Hostile DC 25 and it's considered to be a request to Give Aid that Could Result in Punishment +15, less 5 circumstance bonus = DC40.

Risandor Aids Another and rolls a 14 + 7 > 10 and provides valuable assistance. Halee rolls a 14 + 8 + 2 < 40. Effectively Halee had a 5% chance. It was a long shot but could have been a cracker if it had worked.

Thomas, Risandor, Halee, Ansic and Cord hear the ruckus coming from the other room as the orcs bash down the door and assault Ghislain and the rear guard. Thomas goes catatonic and starts to mutter to himself "It's happening again, we're surrounded, we're surrounded."

Perception check for the eastern orcs to hear the combat from the western orcs with the rear guard as follows. To hear the sound of battle is a DC-10, the distance modifier is 80ft (including a bit of double counting for diagonals and measuring from the place of combat to the front rank of the eastern orcs) at DC 2 per 10ft + 5 modifier as the creatures making the test are Distracted (by their conversation with Halee and Risandor) = DC -10+16+5 = 11. An orcs wisdom is 8 so also a -1 penalty. The two front orcs must roll a 12 or better on a d20. The interpreter rolls a 1 and the other orc rolls a 12. He looks up suddenly at the party and growls.

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ROUND 1A – BUILDING THE DEFENCES

Initiative: Party 17 + 0 = 17. Orcs 15 + 0 = 15

• Gishlain rolls to see if he stabilises. He needs a DC 10 + his wounds of 7 less 1 for his con modifier = 16. He rolls a 3 and bleeds out another point.
• Uthalin turns on the orc to the west and swings his war axe and he hits it in the left leg for 11pts of damage.
• Dedrik stabs at the Matriarch with his short spear and hits her in the left shoulder for 8pts of damage. It is a terrible blow that would have instantly made unconscious a mortal man but the big female's ferocity keeps her on her feet. Dedrik falls back 5ft away from the monster.
• Lightening quick on his feet, Cord immediately rages and rushes the Matriarch. He can move 40ft per round and is easily able to get into contact with her. He slashes at her with Milo but he just misses her.
• Ansic double moves up to support Cord but cannot attack this round.
• Thomas is still catatonic and keeps muttering to himself "We're surrounded….we're surrounded…"
• Halee knows that Risandor's Grease spell has only a short range so she prepares to throw some caltrops and 5ft step back to enable Risandor to come forward and cast his spell with maximum effect. The DC for throwing a splash weapon or an equivalent at a square is DC 5 (page 202 Throw Splash Weapons) and the range increment is 10ft (page 141 Thrown Weapons), range increment penalty is -2 per range increment (page 144 Weapon Qualities Range). Halee rolls a 2 plus her dex modifier of 3 = 5. It's a 20ft range so she needs a 7. Roll a d8 to see where the shot scatters and it scatters to being just in front of the interpreter. Halee 5ft steps back to the north west and slaps Thomas around the head and neck trying to get him to snap out of his shocked state.
• Risandor 5ft steps to the east and casts Grease at the front orcs. The two orcs under the spell effect must make a Reflex save or fall prone. The save is a DC 10 + spell level of 1 + Cha modifier of 3 = 14. The northern most orc rolls a 14 and passes (just), the interpreter rolls a 7 and fails and falls prone.

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ROUND 1B – THE ASSUALT

• The two wounded western orcs bleed out a point each.
• The eastern and western orcs are not in communication with each other. All the western orcs must move first before any of the eastern orc actions. The two respective groups actions are not coordinated.
• The orc opposite Uthalin swings its falchion against the robust dwarf and smashes the him in the head, penetrating his helmet and doing 6pts of damage (lucky, that's minimum damage). The dwarf is momentarily staggered but still up.
• The Matriarch attacks Ansic. Swinging her falchion she hits the mighty warrior in the left leg for 10pts of damage.
• An orc moves 10ft to the north east and attacks Ansic but misses the veteran.
• Another orc moves up 20ft, diagonally between the table and the orc attacking Uthalin and he attacks Uthalin. Swinging his falchion he misses the dwarf.
• The last orc attempts to move up and to jump on the table. He needs to make a DC 5 Acrobatics check or he'll stay behind the table. He rolls a 13 – 1 for his armour penalty > 5 and jumps up on the table. He swings his falchion at Cord and hits the mighty barbarian for 10pts of damage, which would have dropped Cord if he hadn't been raging, which gives him an extra 2 temporary hit points.

• In the east the interpreter attempts to stand up. He needs to make a DC 10 Acrobatics check with an armour penalty of 1 and no dex modifier for a total roll of 11 or better. He rolls a 3 and fails. He does a double move and tries to stand again and rolls a 20 and stands.
• The other orc in the grease raises its cross bow and fires a round at Thomas but he misses and the shot thuds into the bed barrier. It drops its cross bow and begins to advance on the party. It must proceed at ½ speed through the grease and will need to make tests to make it (see the spell description on page 291 and 292). It rolls a 13 and advances 15ft.
• Magor waves on his warriors who start to advance.
• The first warrior advances to the grease and also rolls a 13 and passes and continues to its full movement of 15ft.
• The next warrior advances to the grease, rolls a 16 and continue to its full movement of 15ft.
• The next warrior advances to the grease and rolls a 19 and continues to its full movement of 15ft. Whilst these orcs have all passed their Acrobatics checks, the orc advance has been severely slowed down by the grease spell and only two orcs have cleared the spell effect so far.
• Magor and the Matriarch 5ft step back to allow the following warrior orcs to advance.

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ROUND 2A – COURAGE

• Gishlain rolls to see if he stabilises. He needs a DC 10 + his wounds of 8 less 1 for his con modifier = 17. He rolls an 18 and stabilises.
• Risandor 5ft steps to the south west and starts to Inspire Courage…. "We are the champions my friends…"
• Halee 5ft steps to the south east and throws more caltrops at the oncoming orc horde to try to slow them up. She rolls an 8 and deploys the caltrops at the feet of the lead orc.
• Thomas hoists Baby Cord over his head in a Dazzling Display and rolls a 14 + 9 = 23 against a DC of 10+1-1=10 and exceeds it by 13 demoralising all orcs in the eastern corridor within 30ft for 3 rounds.
• Dedrik 5ft steps to the north east and fires a shot with his short bow against the orc on the table to whom he has a clear shot but he misses.
• Uthalin slashes with his war axe at the wounded orc opposing him and hits it in the chest for 12pts of damage, killing it. He takes a 5ft step to the north to consolidate the parties' defence.
• The raging Cord slashes with Milo at the Matriarch and misses and then stabs with Otis and hits her in the lower stomach for 5pts of damage. He 5ft steps to the east to form a solid wall with Uthalin.
• Seeing that Cord had almost dropped the Matriarch, Ansic stabs at her with his long sword, inspired by the words of Risandor, he just hits the Matriarch in the right shoulder for 9pts of damage, dropping her. He 5ft steps to the west to form up with his comrades.

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ROUND 2B – CRUMBLING DEFENCE

• Having suffered their first casualty, and being independently treated from the eastern orcs, the western orcs will need to test morale. The roll a 6 with 2d6, under their morale of 8. They will continue to fight.
• The orc opposite Uthalin swings his falchion at the dwarf and hits him in the right leg for 8pts of damage. Uthalin is dropped by the attack, slumps to the ground and starts to bleed out.
• The orc on the table 5ft steps to the north east and slashes at Cord and hits him square in the chest for 10pts of damage, dropping the big barbarian, who also drops and starts to bleed out.
• The third western orc 5ft steps to the east and attacks Ansic but cannot penetrate the big humans armour.
• The lead orc in the east rushes the barrier. First he needs to navigate the caltrops at his feet. Warrior orcs do not wear shoes and hence this will be an attack against his feet AC of 10 with an attack modifier of +0 (page 155). He is struck with an attack roll of 12 and suffers 1pt of damage and is slowed to 50% movement (ie from 30ft to 15ft). The orc attempts to climb the bed barrier. He needs to make a DC10 Acrobatics check, -1 for his studded leather, -2 for being shaken and he rolls a 2 and cannot climb the bed this round.
• It's a 50/50 chance that the next orc will rush over the caltrops before moving south west and onto the barriers. 1-3 he'll hit the caltrops, a 5 is rolled and he avoids the defences. It needs a DC 13 to climb the bed barrier and rolls a 16 and gets on top of the barrier. Halee and Thomas both get an attack of opportunity. Thomas strikes out with his long sword and hits the orc in the left leg for 11pts of damage, mortally wounding it (although its ferocity will keep it going until it bleeds out). Halee stabs at the orc and also hits it, this time in the right leg. The orc is flat footed and so Halee gets a d6 bonus damage. She does 6pts of damage. Having being hit during the climb the orc must make another Acrobatics check to complete its climb. It rolls a 3 and doesn't get on top of the barrier.
• The remaining orcs advance. The northern most first orc in the grease fails his Acrobatics check by more than 5 and falls prone. He then attempts to crawl out and succeeds, moving 5ft to the west but is still prone.
• The next northern most also fails its Acrobatics check by 5 and also falls prone. It attempts to crawl 5ft and succeeds, moving 5ft to the west but is still prone and still in the grease.
• The next northern most passes its Acrobatics check but can only move forward 5ft.
• The southern most first orc in the grease fails its Acrobatics check by more than 5 and falls prone. It then attempts to crawl out and succeeds, moving 5ft to the west but is still prone. It crawls over the caltrops and is hit for 1pt of damage and its future movement will be reduced by half.
• The next southern most orc fails its first Acrobatics check but doesn't fall. It tries again and passes and moves forward 5ft to the west.
• Margor and the Matriarch move 5ft to the west as do the remaining orcs.

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ROUND 3A – ACID

• All the demoralised orcs remove one Shaken token.
• Cord needs a DC 10 + current wounds of 10 – 1 con bonus = 19 to stabilise but he rolls a 13 and bleeds out another point. Uthalin needs a DC 10 + current wounds of 3 – 3 for con bonus = 10 to stabilise. He rolls a 6 and bleeds out another point.
• Risandor continues to Inspire Courage and casts Daze against one of the western orcs. It's a DC 13 Will save and the orc rolls a 20 and is not affected.
• Ansic slashes at the nearest orc with his long sword and, once again because he is inspired by Risandor, just hits it in the right leg for 10pts of damage. He 5ft steps to the north into the door.
• Dedrik fires his short bow at the same orc and hits it in the stomach for 7pts of damage. He 5ft steps through the door to the north east.
• Halee tosses an acid flask at the front orc. It's a ranged touch attack with a range increment of 10ft. The orcs touch attack AC is 10 and Halee rolls a 11 + 3 dex + 1 inspire courage = 15 > 10 and hits. The orc takes d6 acid damage and takes 2pts. The orc to its south also takes a point, which, is enough to kill it.
• Thomas readies for the next assault.

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ROUND 3B – RESPITE

• The badly wounded orc in the west bleeds out a point of damage which is enough to kill it.
• The western orcs have taken 50% casualties and must check morale. They roll a 5 and will continue to fight (ie less than 8).
• The eastern orcs have taken their first casualty and must check morale. They roll an 11 (ie greater than Magors' leadership of 9) and they break and run.
• The orc opposing Ansic slashes at him with his mighty falchion but misses.
• The remaining western orc advances towards the door and attacks Dedrik, it swings and hits the last man at arms for 8pts of damage. Dedrik falls to the floor unconscious and begins to bleed out.
• Magor, his matriarch and the two non-greased orcs are the first to run. The others follow, some are able to get across the grease with relative ease and some need to crawl across. Some are also wounded by the caltrops on their way out [DMs note – I'm summarizing several rounds of action here].

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ROUND 4A – A GRAVE OUTCOME

• Cord needs a DC 10 + current wounds of 11 – 1 con bonus = 20 to stabilise but he rolls a 6 and bleeds out another point, reaches his Con total and dies. Uthalin needs a DC 10 + current wounds of 4 – 3 for Con bonus = 11 to stabilise. He rolls a 3 and bleeds out another point. Dedrik needs a DC 10 + current wounds of 7 -1 for Con bonus = 16. He rolls a 4 and bleeds out another point.
• Halee fires her bow at the nearest orc, which isn't currently engaged but she narrowly misses.
• Thomas runs forward to block the gap in the door and attempts to Demoralise the orcs. He rolls a 16 = 9 = 25, exceeding the needed DC of 10 and Shaking the orcs for 4 rounds.
• Ansic slashes at the orc to his south west, hitting it in the stomach for 6pts of damage.
• Risandor has no inspiration left. He casts Daze. The orc rolls a 20 and makes the Reflex save.

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ROUND 4B – STRENUOUS ACTIVITY

• The first orc slashes at Ansic but misses. By exerting itself whilst on 0 hit points it starts to bleed and takes 1pt of damage.
• The remaining orc attacks Ansic and, because it is demoralised, just misses Ansic.

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ROUND 5A – A TELLING BLOW

• A Shaken token is removed from each of the orcs.
• Uthalin needs a DC 10 + current wounds of 5 – 3 for Con bonus = 12 to stabilise. He rolls an 11 and bleeds out another point. Dedrik needs a DC 10 + current wounds of 8 -1 for Con bonus = 17. He rolls a 9 and bleeds out another point.
• Ansic stabs his opponent in the head for 10pts of damage, severely wounding the big orc.
• Thomas stabs at the orc to his front but misses.
• Halee takes a 5ft step to the south east to get a clearer shot and fires an arrow Thomas' orc and misses.
• Risandor takes a 5ft step to the east and fires his bow and hits the orc for 2pts of damage.

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ROUND 5B – BLOOD LOSS

• The badly wounded orc bleeds out a point and dies.
• The remaining orc slashes at Thomas but misses.

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ROUND 6A – DOUBLE DAMAGE

• A Shaken token is removed from the remaining orc.
• Uthalin needs a DC 10 + current wounds of 6 – 3 for Con bonus = 13 to stabilise. Frustratingly he rolls a 12 and bleeds out another point. Dedrik needs a DC 10 + current wounds of 9 -1 for Con bonus = 18. He rolls an 18 and stabilises.
• Ansic 5ft steps to the south and slashes with his long sword and hits the orc in the right shoulder for 7pts of damage.
• Thomas hits the brute in his left shoulder with his long sword and deals a further 5pts of damage.
• Halee fires into the combat and misses as does Risandor.

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ROUND 6B – A SWING AND A MISS

• The orc bleeds out a point as it attacks Ansic but it misses him.

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ROUND 7A – FINISHING BLOWS

• A Shaken token is removed from the remaining orc.
• Uthalin needs a DC 10 + current wounds of 7 – 3 for Con bonus = 14 to stabilise. He rolls a 16 and stabilises.
• Ansic 5ft steps to the south east over Penn's prostrate body. He gets into the flanking position and attacks the orc. He stabs with his sword and misses.
• Thomas lashes out with his long sword and, because of the flank, just hits the orc in the stomach for 9pts of damage. The orc slumps to the ground dead.

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DEW

Mardaddy02 Oct 2016 12:44 p.m. PST

Frustrating…

All of us who are up need to administer first aid to all that have not stabilized to prevent them from dying.

We're in a hurt-locker. Four out of ten still standing. Resources almost non-existent.

Ris will need to write up an appropriate dirge and saga for Cord…

PMC31702 Oct 2016 2:51 p.m. PST

Oh dear! Alas, poor Cord. May Valhalla welcome you!

Tom Molon Supporting Member of TMP02 Oct 2016 3:30 p.m. PST

How long is the orc loss of morale good for? Is there a time limit, or are they gone for good? If gone for good, might be time to bind up wounds as best the PC's can, collect ears, take who/what they can carry/drag, and head out into the hopefully bright sunlight and plod back to the keep/village. If they're not gone for good, and will be coming back, may have to decide which is better: a fighting withdrawal or a last stand. If no attack comes immediately, how long would the PC's have to wait before they would get benefits (hit points/spells) of a new day?
Assuming the orcs that fled are the only ones left (8 males, 1 female, and Magor) the PC's have one advantage: since the orcs were unaware of what was going on in the SW battle, they have no idea that any of the PC's were injured/killed, the ones they could see all survived with out a scratch, but the do know all their tribesmen (4 males/1 female) were killed. Can they play this into some intimidation advantage: you thought to trick us with a backstabbing attack, but we handled your puny effort with ease, and your brave leader fled, he was the first one gone when there was trouble. Time for a new leader, because if you come at us again, you'll get more of the same, and we need to feed our croc more than just 5 orcs. Someone with some sense should take over….

Mardaddy02 Oct 2016 4:05 p.m. PST

My concern is that they fled down a hall that has is connected to a different cave entrance/exit.

The other orcs that came at us through the backdoor did not just happen to be there, they were directed, and from the "eastern" group, which means there has to be an exit they can go though to get outside and then and come in the way we originally came in.

Which also means probability of an ambush at that exit.

So… possible ambush leaving the way we came. Possible ambush advancing. Staying for any measureable time that would regain spells invites a more coordinated attack.

Choice 1 – We find a spot that has one way in/out (and barring doors shut is not going to cut it as sealing off a back way in.) We make a strong barrier to hide behind, and seed the area in front as far away as we can with caltrops and oil (does not evaporate) and do a last-stand defending with flaming arrows, acid and Tanglefoot bags for the 8hrs rest it takes Ris to regain his spells to enable an easier breakout. The northern empty room in S19 might be a good spot: Bar the door, seed the area in front of it with caltrops and oil, Bed, chest, barrels, plus anything we can drag to the area to seal off that 10x10 area in front with us behind to pepper.

Choice 2 – We try to get everyone living out of the place. This means four of us carrying six unconscious and trying to deal with potential ambushes by a Bugbear and/or orcs and in the open or encountering random monster attacks at much reduced movement rates.

Choice 3 – We triage and save some, leaving some to die and try to get away chancing all the random encounters and ambushes upon leaving, but this still has us leaving at reduced movement.

Choice 4 – One person at full health makes a break for it at speed taking their chances with gold and returns with more hired men at arms (like hiring 20 for a single days work) and buying some healing resources while the others try to hold the fort.

There are no good choices. More WILL die.

If we go with choice 2, 3 or 4 it should happen IMMEDIATELY, the longer we wait, the more chance for the orcs to reorganize.

Echoco02 Oct 2016 4:54 p.m. PST

The only option I see is getting out.
Holing up in the cave only increase chance of an encounter. Attrition isn't something we can take right now.
Retreat is a challenge as mentioned above.

The men at arms are all unconscious? Leave them.
2 to carry Uthalin and 2 to drag the net with cord and loot.
Or 2 each carrying Uthalin and Cord and leave the loot.

Mardaddy02 Oct 2016 7:54 p.m. PST

There not being any good choices, a consensus of two is enough for Halee to go all in.

Leaving the encumbrance-loot is a good idea, leave the armor and weapons (except that axe) and take just the gold/jewelry and magic.

I think we can hustle all the way back through the cave itself, but should be making serious active Perception checks 360 degrees leaving the cave and the valley, once clear, book it at most haste speed, even if it fatigues us (we're going to be resting and stocking up again anyways, so why not?)

Come back for the rest of the loot when we have more numbers.

Mardaddy03 Oct 2016 11:38 a.m. PST

And ears, Halee ensures we collect the ears.

mwindsorfw03 Oct 2016 2:26 p.m. PST

If the hired help has a nasty habit of being left behind, does word start to get out in a way that makes it more costly or impossible to hire more man-at-arms?

Mardaddy03 Oct 2016 2:51 p.m. PST

Dying or left behind?

Not sure. Depends.

No one knows anyone is left behind unless the survivors volunteer it, or own up to it when someone asks. You just frame the answer in such a way that you are not lying (which would force a your Bluff vs their Sense Motive check.)

Hate to sound real harsh… but from the POV of Halee… "We hired them after giving them the details of what occurred before and potentially what was ahead. They know what they are getting into when they agree to be hired, and the risk is part of the job they choose to take on."

I would imagine a big chunk of whether more would be OK with being hired also depends on the compelling story of the survivors; if those that tell the tale get too embellished in their description of the horrors, it may increase the cost of more men-at-arms, or scare all of potential hires off. I would imagine failing to give a good accounting can have either of the same results also (logically.)

Echoco03 Oct 2016 3:59 p.m. PST

I don't think they'll make it, we lack the resource to get them all back to consciousness.
Unless Risandor can heal them they will bleed out or get killed anyway once the rest of us are down.

Risandor could heal Penn (if he has a heal spell left), then we'd have another pair of hands to help carry the rest.

But DEW said 1 person can't drag another for long so we'll still have to leave at least 3 people behind.

Der Krieg Geist03 Oct 2016 6:14 p.m. PST

The dice seems to be taking a major dump on the players as they can't roll for beans while the orcs seem to dish out damage like peach pie on a cool Georgian evening. What is up with that anyway? Since when are orcs such bad-asses?

Mardaddy03 Oct 2016 8:24 p.m. PST

It's just that DEW is playing them smart (when they pass their checks), and THERE ARE SO MANY OF THEM!!

Home games you have some DM fudge and no real need to roll, "morale checks," the DM can have them retreat when things look dire for the PC's.

Because of the nature of this play-by-post game, there are other players in the wings to replace the fallen, so there is no reason for DM fudge to save the PC's… in fact, DM fudge would be unfair to those oncoming players who are waiting. Where with a home game and routine players there *might* be some rebellion at facing these odds so consistently.

At low levels like this, orcs ARE badasses… PC's are HARD PRESSED to match +5 to hit and a minimum 6 max 12 points per hit, plus being able to keep going for one more round when everyone else would be unconscious.

And did I mention SO MANY OF THEM??

Dark Eyed Warrior 69a04 Oct 2016 2:51 a.m. PST

Hi Der Krieg Geist.

Yep orcs are pretty bad in Pathfinder as Mardaddy has pointed out. Not only do they have a better ability to hit and do more damage (compared to the average party member) but they also have the ferocious special rule which enables them to keep going.

And, has Mardaddy also pointed out, I'm kinda using the whole tribe as I figured a tribe leader would, only limited by his intelligence. So yes they react to assaults and don't constrain themselves to just staying put in their rooms.

The inclusion of the morale rules and monster reaction tables I think helps building the options and tension a lot (well it does for me anyway).

In our home games the boys and I agreed a while ago that it's all about balance. We like to have enough time to really like our characters but then have the module deadly enough that they can be taken away from us. It makes you care for the character and not just go through the motions. A very high percentage of our games used to end in TPK's. Now not so much. Why. Because players have developed options to enable them to get out of trouble and that includes the option of running, even if it means leaving others behind. We've had a lot of heroic ends to characters who have decided to hold the line whilst everyone else makes a break for it. It's particularly heroic when the player comes back with a 1st level character and everyone else is rocking a 3rd level character.

I figured that on a wargaming site like TMP I'd find some fellow wargamers used to seeing casualties in the home team and enjoying tactical challenges. I also figured that I'd find some wargamers who'd like a D&D / Pathfinder campaign that's a little like a wargame. And that's what I'd tried to provide.

And by the way, orcs, monster for monster, are probably the hardest opposition to take on at first level. There are some anomalies in Pathfinder but it all works out fair in the end.

So guys I'm just in a bit of a rough patch for work for the moment and it might take a few days before I can get a decent post out (besides just spending 5 minutes to shoot the breeze). I'll be on line again as soon as I can.

DEW

Dark Eyed Warrior 69a04 Oct 2016 3:04 a.m. PST

Hi mwindsorfw. Yes, it'll have some type of impact.

DEW

Tom Molon Supporting Member of TMP04 Oct 2016 7:20 a.m. PST

I'd like to add my $.02 USD even though I'm an observer and not a player. If the goal is to get as many out as possible, what about this plan: there was a potion of some sort that was found with the loot. Hoping that it's some kind of healing potion, give it to the one of the NPC's who would benefit most from it (regain consciousness?). Assuming it is a healing potion, and it restores enough to the NPC to regain consciousness, there would be 5 able to carry/drag. If Cord is really dead, and there's no chance of resurrecting him back at the keep, why not give him a warrior/Viking funeral. Pile his enemies at his feet, pour with oil, light, and go. There would be 5 to carry/drag 4 plus any loot. If there is hope for Cord, it's 5 carrying/dragging 5. Slow going, still dangerous, but if successful, big boost in loyalty among these and any future NPC's who would presumably be more willing to sign on, knowing you had their backs. Would enhance your reputations in the village and keep? (maybe gain some sort of experience bonus?) Cord's funeral pyre might also serve to block an avenue of pursuit for a while. And for goodness sake, if it comes to a battle, somebody who can wield it, start using that magic axe. (Keep in mind, my advice is probably worth exactly what you paid for it.)

Mardaddy04 Oct 2016 12:40 p.m. PST

Crackin' idea Tom, we've really got nothing to lose there and potential to gain.

When Echoco made his post about taking back Cord and Uthalin, I failed to go back and check status… Cord is DEAD, dead. No healing him, and at our levels, no resurrection. There is kinda no point on dragging him back.

BUT – If it is a healing potion and the least wounded is healed up, that means 5 healthy and 4 unconscious, which while still problematic but better.

If we are resigned that no matter what we are getting ambushed, then taking 4 with us 5 is not worse off than leaving them.

If we are lucky enough NOT to get ambushed leaving, we save everyone after all.

I approve Tom's plan… we should do that… But again, we have to do it FAST hopefully before the orcs regroup and set up an ambush.

Dartagnan201604 Oct 2016 4:40 p.m. PST

Chaps, my worry is that leaving might result in an encounter with orcs, the bugbear, or something else like the wolves in the open…..and then we will all die.

Holing up in a defensive position to reload abilities and spells, gives us a fighting chance. My grease spells,plus Mardaddys ideas, enable us to channel the enemy and remove theur advantage of numbers.

We have three healing potions, a magic axe, and an unknown potion. If necessary, we hole up for two days…. my spells healing uthalin and a man at arms, then leaving wuth only 2 to carry.

I think ww all die if we leave in the state we are in…..

Mardaddy04 Oct 2016 5:37 p.m. PST

Wait, wait, wait… where are these three healing potions coming from?

All of the posts to date led me to believe we are OUT of healing potions.

I have a IRL game to go to right now, so I'll revisit this in a few hours.

Mardaddy05 Oct 2016 6:07 a.m. PST

S24listed the "loot" and potions of healing are not listed. Unless Ris or someone else bought them and are keeping it between them and the DM.

Basically – IF we decide to stay, staying for two days is unthinkable unless the orcs are all dead.

IF there are indeed still potions, and IF indeed we agree to hole up, we should stay just long enough to get spells back, staying any longer potentially invites orcs setting up the battle the way THEY want, and possible alliances between other tribes and increased enemies.

I am not fully convinced over any choice, because none of them are good, we just need to decide FAST before the orcs regroup.

If we hole up, we can expect probing to locate our position and then a either a coordinated assault, or a two-sided ambush upon attempting to leave (were I Magor, I'd set it up in the cave itself, just past the barriers and set my own barriers blocking the exit on both sides and so we can be hit from both sides, or bring in brush and use fire as a barrier also.)

IF there are still potions, we could still heal up who we can and leave immediately, taking everyone and NO encumbrance loot, and my previous post agreeing with Tom still applies, just we have more people to share the load.

Time is our enemy – if we leave NOW, we have a better chance of avoiding the orcs regrouping and waiting for us on the outside (not a for sure, but a better chance than if we take too much time.)

Thomas and Ansic need to weigh in.

Halee leans towards leaving immediately, not holing up.

Dartagnan201605 Oct 2016 9:01 a.m. PST

OK, that might be my mistake, I'm working overseas right now and not getting much time to use the internet, so may have missed them being used in the first fight with Magor and his chum the other warlord.

I say we can take and break a small group of orcs fighting from a good defensive position, and we should hole up and let Risandor use one spell to get Uthalin on his feet, keeping one for a grease spell as it really slows down their assault. Targets in the grease are also vulnerable to Halee's extra damage and can be hit with fire too.

Agreed, the others need to weight in now….

Tom Molon Supporting Member of TMP05 Oct 2016 9:03 a.m. PST

Back in S18 on the equipment chart it said the party had purchased 3 potions of healing before leaving for the caves. In S21 Thomas handed a healing potion to Cord, who used it. In S22 Halee handed another healing potion to Ansic, who used it. That would seem to leave 1 plus the unknown/presumed/hoped healing potion.

Echoco05 Oct 2016 10:41 a.m. PST

Yeah I thought there was one potion for sure.

Thomas is for leaving.

Mardaddy05 Oct 2016 11:23 a.m. PST

Halee leans towards leaving. Taking advantage of the orc failed morale check. If we hole up, they will have many hours to set up their desired battleground and possibly ally with other tribes to "clear the 'umans out."

I just do not trust that even with spells regained we have a better chance than getting out now.

Dartagnan201605 Oct 2016 5:36 p.m. PST

OK, my view is about an inevitable fight where we can funnel the enemy and we have uthalin back in the fight. in the open we cant do that ….. and without restriction of movement, we are prey for a bigger force.

Mardaddy05 Oct 2016 5:49 p.m. PST

DEW has not weighed in on the errant Healing Potion that was not on the inventory and may or may not have been used yet, and most importantly, Ansic needs to sound off his ideas.

Dark Eyed Warrior 69a05 Oct 2016 7:04 p.m. PST

Sorry guys I've been super dooper busy as work (which means working 12 hours a day so I cannot spend any sane time on what the campaign). This workload will pass in a day or two.

From my reckoning there is one potion of healing left. Rather than do a detailed count back just rely on that info. It's effect will be 1d8+1 healing. Just hope I don't roll a 1 if you use it.

Hopefully tomorrow morning I'll do a post outlining remaining resources etc.

On the weekend I'll hook into a decent post.

DEW

Dartagnan201606 Oct 2016 7:30 a.m. PST

If we leave, we may face three separate fights.

The remaining orcs, the bugbear and then a random encounter like wolves. If we stay, we face the orcs sooner or later, but the other two won't come into the caves.

If we rest, heal uthalin with one spell and one potion, in a defensive position, I think we can beat the surviving orcs. Several are wounded, and even Magor is nearly dead.

After we beat them we can hole up and heal everyone at least partially, giving us better odds of getting to the keep.

We can build a defensive position using orc corpses, their weapons angled outwards, oil, caltrops and tanglefoot bags. We xan do this. The key to our survival us channelling the enemy, denying them attacks through grease, attacks of opportunity as they cross obstacles, and daze (they can't all roll 20s).

Uthalin, Thomas and Ansic gives us three front rank fighters. Halee's sneak attack will punish prone and trapped enemies. Risandor can inspire courage, daze and shoot his bow.

Lets stay and fight, we can win this contest with the orcs.

Can you use healing potions on unconscious pcs?

Mardaddy06 Oct 2016 8:01 a.m. PST

I understand completely your position, I just disagree that it is certain we will face the orcs, bugbear and wolves if we exit ASAP.

I see a good chance we would face the bugbear, as he is an opportunist and is LOOKING for those he can take advantage of. The wolves were a random encounter, we could face that, or less or worse or none (and not an equal chance of each, random encounters are rare after all.)

The failed morale check lasts for a period of time, then they rally. Since it is a house rule for this game, we have NO IDEA how long that may be. If it is like a successful Diplomacy check to shift attitude (the only Pathfinder mechanic I can think of that is similar) it lasts 1d4 hours until they get their bravado back.

I think we can handle the Bugbear. Especially since we are COUNTING on seeing him, he is a known entity and we can set up for him.

The random encounter is not a given, it is a possibility, a 1-in-8 possibility (if memory serves.) The orcs, if the PF mechanic is used, well, Magor has to slap them around and threaten them for 1d4 hours before they are going to be coming after us.

So is DEW using that PF mechanic for morale? And is the random encounter 1 on a d8?

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Regarding holing up… you are assuming they probe and then eventually bum rush us. It could happen, but I am not sure we'd be that lucky. They could consider it a siege, especially since DEW is playing them smart.

Magor could do as I mentioned I would do, block off both ways out in the passage using the same tactic we are using, and hit us when we try to leave with crossfire, and possibly ally with other tribes to boost their numbers.

What do we do when/if we take one more, two more down and we have not broken through and are still stuck in the cave and with now even more to try to save with even less able-bodies?

Every DM I have ever played with allowed healing potions on the unconscious… but I leave that to DEW to rule.

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