Book 2: Act 2 - What Lies Beyond

Enter the Stolen Lands, a wilderness claimed by nobles, bandits, and beasts alike. Into this territory the fractious country of Brevoy sends its emissaries, tasking them with subduing the lawless folk and deadly creatures that have made it a realm of savagery and shame. Beyond the last rugged frontier stretches the home of voracious monsters, capricious fey, wily natives, and bandits who bow to the rule of a merciless lord none dare defy. Can the our heroes survive the Stolen Lands, bring their dangers to heel, and lay the foundations of a new kingdom? Or will they just be one more fateful band, lost forever to the ravenous wilds?

A Paizo Adventure Path

Run by King Vardaen
Locked
User avatar
Bohemond
Level 12
Level 12
Posts: 1382
User Class: Scout

Re: Werewolf: Round 1

Post by Bohemond » Fri Mar 28, 2014 3:28 am

Heldalel spots the beast that has plagued Stagfall. Deciding not to waste time, the conjurer immediately begins casting. He decides to bring some more brawn into the fight, all the better if the werewolf isn't expecting it. He decides to turn the night to his advantage, summoning a large creature.
Cast Summon Monster III. Heldalel will summon a celestial dire bat. 25 feet West of Heldalel, and 20 feet in the air. If I calculated correctly it it should be lined up to give the werewolf a nice charge/dive bomb. I would also like to the dire bat's stats are bumped up via augment summoning.

mackaber
Level 17 Elite
Level 17 Elite
Posts: 6155

Re: Werewolf: Round 1

Post by mackaber » Mon Mar 31, 2014 12:38 pm

Lem takes a step back and keeps his bow up firing arrows in rapid sucession in the hopes that he can put the beast down before it can do any more harm to him.
Edited: Move E. Full attack with PBS, RS and DA.
Big Pimpin...

User avatar
Vardaen
Admin
Admin
Posts: 66394
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

Re: Werewolf: Round 2

Post by Vardaen » Tue Apr 01, 2014 5:57 pm

Round 1 Lem 23, Werewolf 16, Aetoron 10, Haldalel 8, Cal 6, Valen 5

Round 2 Lem 23, Werewolf 16
, Aetoron 10, Haldalel 8, Cal 6, Valen 5
Hal remains where he is and begins to summon a creature. His arcane words and wild hand motions trace patterns in the air. He starts to bring into being a massive dire bat, but such complex summoning takes a few critical moments.

Lem tumbles back almost into Aetoron as the Werewolf presses him. The halfling fires off two rapid shots, the first missing, but he compensates and strikes the beast in the leg with the second. A howl of pain let's you all know the silver tipped arrow does its job and really harms the beast. That however keeps his focus on the little morsel that is Lem. Leaping forward the Werewolf's axe chops air, and his slather maw of razor sharp teeth clamps down missing the deft dodger that is your Green Marshal.

The rest of the council members....
Hal: Summon Monster III (Augment Summoning + Summoner's Charm)

Combat Round 2
Lem: 5ft East: PBS, RS, DA: 16 Miss, 20 Hit for 13 Silver
WW: 5ft Step, Full Attack Lem: Axe 16 Miss, Bite 16 Miss
Image
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

User avatar
Eilandor
Level 15 Elite
Level 15 Elite
Posts: 4005
Location: The Ninth World
Title: Aeon Priest
User Class: Explorer

Re: Werewolf: Round 2

Post by Eilandor » Tue Apr 01, 2014 6:03 pm

As Lem is trying to maintain his distance with the werewolf he nearly backs into Aetoron. Aetoron circles around some obstacles, namely some sacks and barrels and lines up another shot. He lets another silver tipped arrow fly hoping to down the beast.
Move: S SW W W N
Standard: Attack Werewolf, PBS & Silver Arrow
Number Two: "You are number six."
Number Six: "I am not a number, I am a free man!"
Number Two: "Muh ha ha ha ha!"

User avatar
Vardaen
Admin
Admin
Posts: 66394
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

Re: Werewolf: Round 2

Post by Vardaen » Tue Apr 01, 2014 6:45 pm

Round 2 Lem 23, Werewolf 16, Aetoron 10, Haldalel 8, Cal 6, Valen 5
Aetoron darts around a stack of sacks and other market place items. He is nearly flanking the creature when at point blank he fires a silver arrow into its back! Howling in rage it snaps its maw in the air as its eyes land on the elven Spymaster now.

Just as the massive bat comes into beting and Hal, Cal and Val all take actions...
Aetoron: Move, Shoot (PBS, Into Melee) 17 Hit for 7 Silver
Image
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

User avatar
Chanur
Level 15 Elite
Level 15 Elite
Posts: 4930
Location: Texas
User Class: Gunslinger

Re: Werewolf: Round 2

Post by Chanur » Tue Apr 01, 2014 7:24 pm

Valen hurries to close with the foul creature but also sees the deep gashes in Lem from the Werewolf's axe...That shocks Valen he figured it would be tooth and nail, they are more dangerous than you might expect. Honey rushes in tooth and nail and sets upon the beast with a fury.
Honey Sx2 and Rage attack WW. Valen Sx3, Wx1 cast shield other on Lem.

User avatar
Vardaen
Admin
Admin
Posts: 66394
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

Re: Werewolf: Round 2

Post by Vardaen » Wed Apr 02, 2014 6:46 pm

Round 2 Lem 23, Werewolf 16, Aetoron 10, Haldalel 8, Cal 6, Valen 5
Valen moves further toward the fighting and prays to Erastil to protect Lem, "Let his hurt be my hurt!" A blessing settles over the halfling thatmay help protect him from harm, and lessen his wounds at Valen's expense. Honey darts forward, foaming at the mouth, it lashes out at the wolfman but misses short.

Hal and Cal now on the scene...
Val: Move, Shield Other on Lem: The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage.
Honey: Rage, Move, Attack: 11 Miss
Image
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

User avatar
Trogdor
Emeritus Admin
Emeritus Admin
Posts: 27260
Title: The Burninator
User Class: Jedi Master

Re: Werewolf: Round 2

Post by Trogdor » Wed Apr 02, 2014 6:51 pm

Moving closer, Cal fires off a round of three darts of green force that fly unerringly at the werewolf.
Move Action: E E S S S W
Standard Action: Cast MM at the werewolf

User avatar
Bohemond
Level 12
Level 12
Posts: 1382
User Class: Scout

Re: Werewolf: Round 2

Post by Bohemond » Thu Apr 03, 2014 3:45 am

Heldalel acts, opting to move closer to the action so he will be in a better position to aid his comrades.
Action: Double move S 12 spaces.

The dire bat technically attacks my enemies as best it can, so I don't think I control it, per se. However, based on it's position it might be possible for it to charge the werewolf by flying over the stall, depending on how high the stall is.

User avatar
Vardaen
Admin
Admin
Posts: 66394
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

Werewolf: Round 3

Post by Vardaen » Thu Apr 03, 2014 7:18 pm

Round 2 Lem 23, Werewolf 16, Aetoron 10, Haldalel 8, Cal 6, Valen 5

Round 3 Lem 23, Werewolf 16, Aetoron 10, Haldalel 8, Cal 6, Valen 5
Haldalel races forward through the market, spotting panicing horses and screaming pigs as he turns the corner and there is the Werewolf. He points at it, "Kill it!" The order goes to his summoned dire bat, and the massive creature swoops into the air and dives down slamming its fangs it to the Werewolve's throat, the bat struggles and bites, but the Werewolf breaks free of its battering wings and clamping fangs. Bleeding, the beast's wound are less than expected due to its natural resistances.

Then three magical orbs, shaped like little scepter caps, slam into the back of the wolf and he staggers forward with a howling pang of fear. It looks left and right, bleeding and batter you can tell in its panic filled eyes its about to flee.

But Lem.....
Hal: Move Move, Bat: Charge WW: 19 hit for 13 - 5 DR/Silver = 8 Dmg
Cal: Move, MM: 9 Dmg


I like to give you complete control of your summoned monsters and such, so I leave all of their tactical stuff up to you. You should always post IC and OOC for them.
Image
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

Locked