GM Bold Strider's PFS 01-53 Echoes of the Everwar, Part IV - The Faithless Dead (Subtier 10-11) (Inactive)

Game Master rpblue

Map is HERE!


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Six weeks ago, you were roused from your quarters in the Sothis Pathfinder Lodge in Osirion and ordered to travel far to the north into the decidedly unfriendly Hold of Belkzen.

Venture-Captain Norden Balentiir gave you two missions: first, to uncover the whereabouts of a Pathfinder delver named Heralt who was last seen working out of a hidden Chelish fort called Skull Hill, and second, to investigate claims in a long-ago published volume of the Pathfinder Chronicles that a lost tomb rests beneath the fort’s timber tower—a tomb that holds the body of Akila, a legendary Osirian sorceress and her magic ring that was said to have brought death to Skull Hill the day Akila was laid to rest.

After weeks aboard a smelly Katapeshi galley crossing the Inner Sea, winding up the Sellen River, bravely traversing stormy Lake Encarthan, slipping up The Path, and finally docking in Vigil, you and your companions then crossed the Belkzen frontier into a region the orcs call the Skittering Mounds, carefully avoiding orcish patrols. Now you stand atop a ridge overlooking a low river valley and stare down at the fort called Skull Hill.

Since you have traveled for weeks to Skull Hill, making many stops in large populated cities along the way (including Absalom, Cassomir, and Vigil), you have every opportunity to acquire any supplies you might need at any of those stops. You can also use those stops as opportunities to ask about Skull Hill, Heralt, or the famed Osiriani sorceress Akila.

Heralt - The Pathfinder

Gather Information DC 10:
Heralt is a Pathfinder delver, known for his many explorations of regions that don’t look favorably on Pathfinders—regions such as the Hold of Belkzen, Druma, and the Lands of the Linnorm Kings. He was last seen in Vigil, preparing to travel to the incredibly dangerous region of Belkzen called the Skittering Mounds.

Gather Information DC 15:
Heralt was traveling to the Skittering Mounds to seek out a hidden Chelish fort called Skull Hill. He was said to be posing as an explorer from a minor noble house of Cheliax, and was there seeking a lost tomb for the Pathfinder Society.

Gather Information DC 25:
Heralt’s last report from Skull Hill was that he’d confirmed the existence of the tomb of the famed Osirian sorceress Akila, but that access to it was blocked and it was going to take some time to get inside. He promised to report again in a week and it’s been months since he was last heard from.

Skull Hill

Gather Information DC 10:
Skull Hill was a strategic Chelish fort in modern day Belkzen that the nation of Cheliax used for mercenary recruitment and weapons trading during the Everwar. It was destroyed when Cheliax ceded those lands to Belkzen.

Gather Information DC 15:
Skull Hill still exists. The Chelish government has kept it secret for centuries and they use the hidden fort to keep tabs on the Belkzen orc tribes.

Gather Information DC 25:
Skull Hill is part of a complex spy network that Cheliax uses to keep tabs on Belkzen, Lastwall, Varisia, Nidal, and Nirmathas. No one has heard anything from Skull Hill in months.

Akila - Legendary Sorceress

Knowledge (History) DC 10:
Akila was an Osirian sorceress who died somewhere in the Chelish frontier during the Everwar.

Knowledge (History) DC 15:
Akila was the mistress of Skull Hill during the Everwar and used the fort to build a mercenary army that she sold to whoever paid the most—she was not loyal to Cheliax and spoke often of her patron in Sothis. One day she dropped dead of seemingly nothing and as she was laid to rest, the magic ring she always wore on her left hand emitted a horrifying necromantic energy that nearly killed everyone in the fort.

Knowledge (History) DC 25:
Akila was buried in caverns deep beneath Skull Hill’s timber tower lest someone find her ring and figure out how to activate its power. A Pathfinder once resided in Skull Hill a hundred or so years ago and reported Akila’s cavern as a rumor in one of his reports back to Absalom.

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

Rocky dot! Character isn't levellep up yet, so I'll do the checks later.

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Dot!

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Dot.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Hal, a tall elf dressed in a bespoke adventurer's outfit and armed with a fine longbow, makes a number of inquiries along the route and even stops into the Sothis Lodge's small library before departing.

Diplomacy (Gather Info)--Heralt: 1d20 ⇒ 19
Diplomacy (Gather Info)--Skull Hill: 1d20 ⇒ 11
Kn History--Akila: 1d20 + 2 ⇒ (15) + 2 = 17

He shares what he learns with his travel companions.

Dot! I will likely be making a few small purchases along the way too--I'll have that done by tonight.

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

"Hey-o, everybody!" Desmond announces his presence to his fellow ship-mates. When not looking for excuses to show off his Ruby Phoenix Tournament commemorative tattoo to everyone, the ranger takes his wolf for a walk around the various stops along the way to Skull Hill.

Though not the most sociable of creatures, he plays as nicely as possible to help find out what can be found out about Heralt and Skull Hill.

Diplomacy (Gather Info), Aid Another - Heralt: 1d20 - 1 ⇒ (5) - 1 = 4
Diplomacy (Gather Info), Aid Another - Skull Hill: 1d20 - 1 ⇒ (12) - 1 = 11

"C'mon Sahrek - let's find bar."

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Knowledge (history): 1d20 + 6 ⇒ (12) + 6 = 18

You have been traveling with an upright Garundi wearing splendidly polished armor featuring an engraved scarab across the breast-the famous symbol of the country of Osirion.

Indeed, you learn that he serves as a guard in the palace of the Ruby Prince, although he once hailed from Rahadoum and is equally a stout defender of both the Ruby Prince and the Laws of Man.

"Atum Nakhti the Constant, defender of the Ruby Prince, enforcer of the Laws of Man, blessed by the Spinxes, and Lieutenant-Commander of Fangwood Keep," he announces with neither bow nor acknowledgement of his other companions.

While discussing the mission ahead, Atum shares what he knows. "When I moved to Osirion I learned some of its history, as was my duty as a guard of the Prince. Akila, being a famous Osirion expatriot, was mentioned in these studies. Akila was the mistress of Skull Hill during the Everwar and used the fort to build a mercenary army that she sold to whoever paid the most—she was not loyal to Cheliax and spoke often of her patron in Sothis. One day she dropped dead of seemingly nothing and as she was laid to rest, the magic ring she always wore on her left hand emitted a horrifying necromantic energy that nearly killed everyone in the fort. In my opinion, her disloyalty was the cause and root of her downfall."

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14
Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13

Terrill listens to the Venture-Captain's briefing, then says, "Well, it's been too long since I went into an awful place and rescued a wayward Pathfinder." With a wry grin, he adds, "I just hope the Society will do the same for me should it come to it."

Terrill's a touch on the short side for a half-elf, but his arms and shoulders are corded with muscle. He wears a beautifully crafted breastplate of blackened steel, and a graceful curving blade runs across his back, its haft rising above his right shoulder, while a stout, black bow can be seen over his left. He greets Atum and Flinders with a grin, "Nice to see you guys. Looks like we'll be shipmates again, for a longer trip this time."

As they prepare for their travels, Terrill makes a few discreet inquiries, doing the same once they arrive in Vigil. He shares what he's learned with his new companions.

"Heralt's a Pathfinder delver, known for his many explorations of places with no love for the Society — like the Hold of Belkzen, Druma, and the Lands of the Linnorm Kings. Last anyone saw him was in Vigil, preparing to travel to the incredibly dangerous region of Belkzen called the Skittering Mounds, where we're about to go."

"And Skull Hill was a strategic Chelish fort in modern day Belkzen that the nation of Cheliax used for mercenary recruitment and weapons trading during the Everwar. It was destroyed when Cheliax ceded those lands to Belkzen."

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"Aye, and headed to the Skull Hill fort too," adds the elf. "Like as not, we'll find him there--or his remains."

(Hal of course took the lengthy time to introduce himself all the way back in Sothis--he wouldn't want anyone not to know who they were talking to. He made sure to include all of his many titles: Pasha Halbarad, the Trade Prince of Arbor, Slayer of Aralantryx, Captor of the Spider, Savior of Azlant Ridge, Defender of Nesting Swallow, and Bane of Tyruwat. When he remembered to, he also introduced his axe beak mount Th'reiwa-don.)

"Say, Terrill, would you mind holding on to this for me? For use in an emergency." Hal holds out a scroll of remove paralysis to the stocky half-elf as he gazes down at the fort from atop his bird. He adjusts himself in the saddle uneasily, looking for any sign of habitation or movement.

Perception: 1d20 + 19 ⇒ (16) + 19 = 35

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

Gather Info Heralt: 1d20 + 15 ⇒ (4) + 15 = 19
Gather Info Skull Hill: 1d20 + 15 ⇒ (20) + 15 = 35
KN: history: 1d20 + 14 ⇒ (2) + 14 = 16

A tall man with sharp, Chelaxian features, but wearing clothes after the Magnimarian fashion, strides into the room. Spotting Terrill, he smiles. "Ah, Terrill my friend! It seems our path cross again."

Nodding at the information given by the party, he says. "All true. I think I can add, but a little. In truth, Skull Hill still exists, thought the Chelaxian government has kept it secret for years. They use the fort to keep tabs on the orc tribes. It is one of a network that diabolic government utilizes to spy on Belkzen, Varisia, Lastwall, Nidal, and Nirmathas."

Scarab Sages

Basalte, Male Oread Fighter (Unbreakable) 4, Bloodrager 2, Living Monolith 10, Unchained Monk 1 | HP 219/219 | AC: 34 T:19 FF:34 CMD: 39 (+1 AC/saves when FF/surprised, +4 CMD vs BRush/Trip, +2 vs Sunder) | DR 3/- | 30% fortification | F+25 R+15 W+15 (+3 vs Mind-Aff; +2 vs Death, Fear) | Init +2 | Perc +27 (Darkvision, Tombsight, Tremorsense)

A massive, yet not towering mass of stone and earth walks into the lounge where the Venture-Captain has the Pathfinders waiting - an uncommon sight indeed! Its body seems made of granite, and while it appears to be chipped in many places, the whole of it appears invulnerable, unbreakable, formidable. A beard of orange and red crystal even make it look like a dwarf of sorts.

The creature - for lack of a better word yet - is wearing a finely crafted, solid-looking mithal full plate armor, adorned with veils and shades not unlike those worn in northern Garund among the desert folk. Numerous weapons are his arsenal, ranging from sharp falchions in various metals to a massive spiked hammer. The no-nonsense attitude the creature has makes him look as if he was ready to enter the Worldwound itself, among the first lines of warriors.

"Name's Basalte. I'm Pahmet, from Osirion, but also Oread. Earth folk." he simply rumbles, is voice as low as the deep echoing voice of the earth. He addresses a bow to Atum, regarding him with the utmost reverence. "Honored to work with you, Atum the Constant. The Osirion desert winds whisper your name in awe, and you are inspiration." concludes the oread as he proudly shows a finely-wrought scarab embedded in him.

Knowledge (history): 1d20 + 8 ⇒ (12) + 8 = 20

At the mention of the information his companions found out, Basalte simply nods in agreement, but adds nothing.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Atum nods to Basalte and responds, "It is good to have a fellow Friend of the Sphinxes along."


From atop the ridge, they can see the entirety of the fort, a motte and bailey resting on the shores of a small, shallow waterway called the Skittering River. The front gates to both the motte and the bailey appear smashed in, there are scorch marks all along the palisade, and there are three craters—two in the bailey and one at the base of the timber tower atop the motte. There appears to be no sign of movement from the ridge, though you can see a thin wisp of smoke rising from the timber tower’s chimney.

This is not a railroad type scenario. You are free to explore Skull Hill in any way that you wish.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

I choose. . . BOLDLY.

Atum hefts his polearm in his right hand and marches towards the smashed-in front gate!


Skull Hill’s double gate lies open, one half broken off its hinges. A small watchtower sits above the gate, forming a short ten foot tunnel as one enters the bailey—scorch marks mar the gate and the tower. The drawbridge is down and appears to be in good condition. As you approach the drawbridge, you see a discarded battering ram, essentially a giant log, with long scorch marks down the side. Peering into the moat, you see what could be a few skeletons.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Humans. Always in a hurry.

Hal holds up a hand to Atum. "Hold up there, friend. I am happy to have you smash your way around, but let's at least be strategic about. I say we go outbuilding by outbuilding, and slowly make our way to the heart at that tower." Hal glances up at the plume of smoke rising from the tower. "And let's try to quiet until the time comes, too. No need to get the whole of Belkzen down on us too early. Boldness and prudence need not be strange bedfellows."

With that in mind, Hal and Th'reiwa-don will make an effort to remain under tree cover and shadows whenever possible on the approach. Stealth: 1d20 + 17 ⇒ (6) + 17 = 23

Hal also keeps an eye out for footprints of any kind. Survival (Tracks): 1d20 + 16 + 4 ⇒ (3) + 16 + 4 = 23

EDIT: Perception: 1d20 + 19 ⇒ (4) + 19 = 23 How recent do these trappings of war (ram, skeletons, etc.) seem? Fresh, or ancient?


Atum's bold approach leaves little to be desired for a stealthy entrance, however there doesn't seem to be a response, either Chelish or otherwise.

It seems that there was a large retinue of men approaching the fort and the battering ram and discarded trappings of travel indicate that it was likely a neighboring orcish tribe that descended on the fort less than two weeks prior.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Atum nods to Halbarad. "A good suggestion. Systematic bashing is generally preferred to wanton bashing, yes." Atum then slings his bec-de-corbin onto his back and hefts the battering ram up onto his shoulder.

The Living Monolith then marches to the first building on the right and uses the battering ram to smash the door open!


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Atum boldly strides up to the moat, wades out a few feet before hefting the 500 lb. log onto his shoulder. Orcish war paint, not marred by the flames, can still be seen in a few places, though most has washed off.

Knowledge(Local) DC 25 - Intimate Knowledge of Orc Tribes or Belkzen +5:
This is clearly the work of the Skittering Ravagers. This is the predominant tribe in the area and their leader is a prominent shaman amongst the orcs of Belkzen, Krug.

Atum, smiling as he boldly moves through the gates, doesn't seem to notice the shoddy worksmanship of the stones, the damaged sections of the walls or the well-placed floor traps. The weight of Atum and the battering ram on one of the trap panels causes the entire watchtower to fall down around his ears and Ka Stone.

Deadfall @ Atum-22 AC: 1d20 + 20 ⇒ (1) + 20 = 21

And this is why you stride boldly...

As the entirety of the 50' watchtower plummets down, Atum merely looks to the sky and watches it. He takes a deft move to the left as a giant boulder smashes down to his left and right. They lean precariously before toppling against each other a few feet above his head. As the dust settles, Atum stands proudly in the middle of the chaos, seemingly in the only place where the hewn stone has avoided. The two largest pieces of stone seemingly forming a new gate for Atum, albeit much smaller than the last.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Lol! Bold Stridng for the win!

Atum nods his head as if this is all a regular occurrence and then picks up his battering ram to knock over the next building across from what is now a pile of rubble.


Atum moves to smash down the door to the building on his right, however the door has already been caved in and shattered to small pieces. A giant blood smear shows that someone or something was dragged from this building bleeding. Several of the beds and tables in this building have been smashed or used to barricade most of the broken windows.

Profession(Soldier) DC 5 OR Intelligence DC 10:
This would have been the barracks.

The building across the dirt path seems to be in a bit better shapes, however that is only because the door remains on its hinges.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Int: 1d20 ⇒ 12

"The barracks were overtaken. This does not bode well."

GM Bold Strider wrote:
The building across the dirt path seems to be in a bit better shapes, however that is only because the door remains on its hinges.

Not for long.

Atum moves over to the door and headbutts it in!

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Lol. Hal offers a silent clap to Atum from atop his steed. On the next (and all subsequent) doors or gates, he makes sure to give it a quick check over. Take 10 for 29 perception.

Know Local: 1d20 + 2 ⇒ (11) + 2 = 13
Intelligence: 1d20 + 1 ⇒ (3) + 1 = 4

Half sniffs at the blood trail. Track: 1d20 + 20 ⇒ (15) + 20 = 35 Where's it go?

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Oh! And freshness of the blood. Heal: 1d20 + 10 ⇒ (17) + 10 = 27


If a group is acting cautiously then I usually assume everyone takes 10 for checking for traps (unless stated otherwise), however if a player states that they do something or, especially, they boldly do something, then they essentially acted before you had a chance to react.

Atum rushes over as he sees a door standing on the other building opposite the empty barracks and slams his Ka Stone into the wood.

1d100 ⇒ 96

The Living Monolith steps back after connecting with the door. Looking closely at the wood fibers, it seems that they are vibrating. After a few seconds, the door explodes inwards with a spray of sawdust and splinters. It appears that this was also used as a Barracks judging from the similarity of smashed up furniture, blood stains and barricades.

As Atum is 'checking out' the other building, Hal is analyzing the blood stain leading from the first building. It seems to trail off towards the small castle in the distance and is definitely dried. It is probably at least a week old, if not older.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Atum moves up to the next north L-shaped building, lets Hal check the door, and then smashes the battering ram into it and let's himself inside!


A small, two-story inn sits beside the main road that runs north-south through the bailey. All of the windows on the second floor are broken, their tattered curtains blowing through the openings. The windows on the first floor are intact, but it appears that someone nailed boards over the inside of those windows. The front door appears to have once been smashed off its hinges and then shoddily replaced. There are scorch marks and blood smears on the front porch of the inn. A sign swings on one broken chain in the wind—on it is an enormous human smile full of cartoonish teeth. Beneath the teeth it reads, “The Grinning Inn.”

As Hal moves up to check the door, the party hears scraping of wood on wood inside the inn.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Fair enough! Thanks.

"Might be a hostage up at the tower. But let's keep on with the outbuildings. Eyes sharp."

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

"Shh! Someone inside!" Hal whispers, popping a wand out of his wrist sheath. He casts gravity bow before winding the springs again on his sheath and stowing the wand. Hal steps back, offers a quizzical look to the party (checking readiness), then nods to Atum when the time is right.

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Atum commands, "Step away from the door!" He then lifts the battering ram over his head and tosses it at the building, trying to smash his way in with the flying lumber.

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill can't help but be impressed by his companions' efficiency and Atum's customary boldness. He's profoundly impressed with the man's technique with the gate. If we go visiting palaces or anything, perhaps we should let someone else knock on the door. Though palaces will be thin on the ground here in Belkzen, I'd wager.

As Hal calls out that someone is inside the inn they've found, Terrill draws his blade and lays a hand along it, causing it to shimmer briefly.

Cast greater magic weapon, making sword +2 for 9 hours.

I thought Lithrac couldn't start playing until Dec 27 - is that not so?

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

You're late. A tall cheliaxian man stands at the corner of the one of building. He wearing finely crafted black plate male emblazoned with the symbol of Asmodeus in blood red. I am Signifer Dragorin Baradin. I was dispatched from Citadel Demain to assist you with this mission. The man removes his helmet revealing an aged face topped with grey hair, which seems to contradict his youthful sounding voice. His eyes and posture are that of a young man and at odds with his creased and potted face.
I assume you are also Pathfinders. I do not know of anyone one else who would be so bold, and loud, while investigating.

Sorry I'm late to the gameplay. Work was super crazy the past few days. I'm good to go now though. I purchased 2 more pearls of power 2nd level and updated my spell list for this mission.


Just having Basalte on delay until he can join us.

GM:
Initiative:
Atum: 1d20 + 3 ⇒ (16) + 3 = 19
Orcs: 1d20 + 2 ⇒ (15) + 2 = 17
Terrill: 1d20 + 7 ⇒ (10) + 7 = 17

Basalte: 1d20 + 2 ⇒ (18) + 2 = 20
Desmond: 1d20 + 6 ⇒ (6) + 6 = 12 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (15) + 5 = 20
Dragorin: 1d20 + 0 ⇒ (9) + 0 = 9
Flinders: 1d20 + 4 ⇒ (5) + 4 = 9

Halbarad whispers loudly about the potential for danger inside the inn as he draws his wand and casts Gravity Bow.

Atum's quickness let's him leap into action, being near enough to have heard the sound as well. And he chucks the orcish battering ram at the door, busting through the door with ease, almost as if the residents of the inn were considering the same plan of attack... minus the battering ram of course.

Terrill is able to get off a spell, but is unable to draw his sword or move before two angry orcs come leaping out of the doorway, ready to slash and murder, screaming in Orcish.

Orcish:
"YOU HAVE DONE THIS! FOR OUR CLAN!!!"

Falchion @ Halbarad-28 AC: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28
Damage: 4d4 + 11 ⇒ (3, 2, 1, 3) + 11 = 20

Falchion @ Atum-25 AC: 1d20 + 18 + 2 ⇒ (6) + 18 + 2 = 26
Damage: 4d4 + 11 ⇒ (3, 2, 1, 1) + 11 = 18

--End of Surprise Round--

Initiative:
1st: Halbarad @ 52/72 HP; Atum @ 86/104 HP; Terrill @ 69/69 HP
2nd: Orcs (#1-Red; #2-Blue)
3rd: Desmond; Dragorin; Flinders

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill whips his blade over his shoulder, stepping forward as he does so and slashing viciously at the nearest of the orcs.

+1 Curve Blade, Power Attack: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31 vs blue
Curve blade damage, Power Attack: 1d10 + 9 + 6 ⇒ (3) + 9 + 6 = 18

Crit confirm: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
Crit damage: 1d10 + 9 + 6 ⇒ (9) + 9 + 6 = 24

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

"That was unwise," Atum says as he steps back, draws his bec de cornin, and brings it done on the blue orc's falchion!

+3 impact adamantine bec de corbin, power attack sunder: 1d20 + 19 ⇒ (8) + 19 = 27
damage (improved vital strike): 6d8 + 20 ⇒ (8, 1, 5, 6, 7, 2) + 20 = 49 ]

Cant edit map atm. Move Atum back 5'. With Greater Sunder any excess damage goes to the Orc.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Orcish:
"Did what?!"

Hal guides his mount back as his skin retreats into his skin (+2 Nat armor for AC 30 for 10 minutes). Th'reiwa-don takes a bite as Hal fires off four arrows into Red.

On my phone, can someone move me 5 feet NW?

Manyshot, Rapid Shot, Deadly Aim, Point Blank Shot, Precise Shot. 9 BAB, 5 Dex, 1 Enhance, 1/1 PBS, -2 Rapid, -3/+6 Deadly.

Bite: 1d20 + 8 ⇒ (19) + 8 = 27 Dmg: 1d8 + 7 ⇒ (2) + 7 = 9

Manyshot: 1d20 + 11 ⇒ (3) + 11 = 14Damage, Arrow 1: 2d6 + 10 ⇒ (2, 6) + 10 = 18 plus Damage, Arrow 2[/dice: 2d6 + 10 ⇒ (6, 2) + 10 = 18
Rapid Shot: 1d20 + 11 ⇒ (6) + 11 = 17Damage: 2d6 + 10 ⇒ (6, 5) + 10 = 21
Iterative: 1d20 + 6 ⇒ (4) + 6 = 10Damage: 2d6 + 10 ⇒ (1, 4) + 10 = 15


@Hal/Atum: Moved

Terrill strikes out at the raving lunatic of an orc that slashes Atum, cutting a major artery in the barbarian's leg. A splash of blood sprays across the small lawn of the inn.

Atum, taking offense at this attack, takes a mighty swing, severing the orc's sword and cutting in to the flesh of the attacker.

Halbarad sends a flurry of arrows at one of the orcs as Threiwa'don retreats, however the jostling of his axe beak causes his aim to only hit the dilapidated wall of the inn.

The still armed orc leaps forward and slashes at the Living Monolith with the bec-de-corbin while the other takes a step back, draws a javelin and launches it at Terrill, hoping to skewer the half-elf.

Orcish:
"YOU HAVE DONE THIS! EVIL CREATURES!"

Falchion @ Atum-25 AC: 1d20 + 18 ⇒ (2) + 18 = 20
Falchion @ Atum-25 AC: 1d20 + 13 ⇒ (17) + 13 = 30

Javelin @ Terrill-25 AC: 1d20 + 11 ⇒ (2) + 11 = 13

The orc's rage overflows as their blind hatred gets in the way of their swings.

Damage: 2d4 + 11 + 3 ⇒ (1, 3) + 11 + 3 = 18

Initiative:
1st: Halbarad @ 49/72 HP; Atum @ 68/104 HP; Terrill @ 69/69 HP
2nd: Orcs (#1-Red @ 8 damage; #2-Blue @ 69 damage)
3rd: Desmond; Dragorin; Flinders

Dark Archive

Cleric 11
Defense:
AC30; Tch 15; FF 29; CMD 20; hp 41/87; Fort +13; Ref +5; Will +14
Offense:
Init +0; Spd 20; CMB: +8; +1 Mace +9/+4 (1d8+1 /x2); ToC +8 (-2 on all saves for 4rnds; 7/day); Ranged Touch +8 Channel Neg (8d6; DC 23; 10/10)
Skills:
Climb +1; Diplomacy +12; Heal +8; Intimidate +14; Knowledge (Planes, Religion) +10; Sense Motives +11; Spellcraft +14; Swim: +0

Dragorin gauges the distance of all his allies and moves back slowly, presenting a holy symbol to the orcs.Feel the power of Asmodeus you vile minions of Chaos!

Move and Channel Negitive - I should be far enough away to not get Hal or his mount and I can exclude the rest of the party.
damage: 7d6 ⇒ (6, 5, 6, 3, 5, 4, 6) = 35 DC 23 will save for half

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

@GM: Atum has DR 2/adamantine. I'm guessing those aren't adamantine falchions so I think he's actually at 75/104 HP.

5' step back again.

Atum nods in satisfaction. "Those weapons hurt. You should stop using them."

Aiming for red's falchion now.

+3 impact adamantine bec de corbin, power attack sunder: 1d20 + 19 ⇒ (2) + 19 = 21
damage (improved vital strike): 6d8 + 20 ⇒ (5, 7, 2, 4, 2, 8) + 20 = 48


The injured orc rages as the negative energy washes over him screaming out, not doing as much damage as the other orc seems to suffer as feels the fires of Hell burn his flesh.

Orcish:
"PROOF OF YOUR VILE, EVIL WAYS! YOU MUST DIE FOR THE CLAN!"

Will Save: 1d20 + 12 ⇒ (2) + 12 = 14
Will Save: 1d20 + 12 ⇒ (17) + 12 = 29 The 2s and 17s are freaking me out...

Atum steps back and tries to destroy the other orc's Falchion, but this devastating blow misses.

Initiative:
1st: Atum @ 68/104 HP; Halbarad @ 49/72 HP; Terrill @ 69/69 HP
2nd: Orcs (#1-Red @ 43 damage; #2-Blue @ 86 damage)
3rd: Dragorin; Desmond; Flinders

Scarab Sages

Atum Male Human (Garundi) | HP 128/128
Stats:
AC 31 T 17 FF 28 | CMD 36 (38 against bull rush/trip/sunder) | DR 3/adamantine | 30% fortification | F+17 R+13 W+12 (+4 vs mind-aff/death eff, imm to dis) | Init +3 | Perc +7
Living Monolith 14 |
Ka Stone 3/3:
HP 156/156 | AC 31 T 15 FF 29 | DR 3/adamantine, DR 5/evil | 30% fortification | stone blood

Ninja'd you.

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

Orcish:
"DONE WHAT?!"

Th'reiwa-don takes another bite as Hal fires off another four arrows into Red.

Bold, can you move me 5 feet NW (again)?

Manyshot, Rapid Shot, Deadly Aim, Point Blank Shot, Precise Shot. 9 BAB, 5 Dex, 1 Enhance, 1/1 PBS, -2 Rapid, -3/+6 Deadly.

Bite: 1d20 + 8 ⇒ (3) + 8 = 11 Dmg: 1d8 + 7 ⇒ (6) + 7 = 13

Manyshot: 1d20 + 11 ⇒ (5) + 11 = 16Damage, Arrow 1: 2d6 + 10 ⇒ (3, 2) + 10 = 15 plus Damage, Arrow 2[/dice: 2d6 + 10 ⇒ (3, 2) + 10 = 15
Rapid Shot: 1d20 + 11 ⇒ (5) + 11 = 16Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15
Iterative: 1d20 + 6 ⇒ (6) + 6 = 12Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15


Atum steps back and tries to destroy the other orc's Falchion, but this devastating blow misses.

Halbarad pushes his knees into Th'reiwa-don's wings to get him to back up 5', however the orc surprises the archer and closes the gap with the mounted man.

Halbarad:
Would you still have fired the arrows?

Initiative:
1st: Atum @ 72/104 HP; Halbarad @ 49/72 HP; Terrill @ 69/69 HP
2nd: Orcs (#1-Red @ 43 damage; #2-Blue @ 86 damage)
3rd: Dragorin; Desmond; Flinders

Scarab Sages

Elf Ranger (Infiltrator) 13 HP 117/117 | AC 33 FF 28 Tch 18 | CMD 33 (34 v grapple) | F+14 R+18 W+13 | Perc +23 (+2 v undead/construct, +6 v human) | Init +5
Per Diem:
Adaptions: 13/13 | Spells: [4th] 1/1 | [3rd] 2/2 | [2nd] 3/3 | [1st] 3/3
Th'reiwa-don:
HP 76/76 | AC 26 FF 21 Tch 14 | CMD 28 |F+9 R+11 W+3 | Perc+4 | Init+4

GM:
I'll fire the first two shots; if the orc takes a second AoO then I'll forego the iterative. AC is 30. Incidentally, is there an active bleed effect that dropped me from 52hp to 49hp?


Hal:
Messed up the damage from the creature. The first attack they do does three extra damage. Not used to all of the Barbarian Rage Powers.

Hal fires off all of his arrows, however they clatter about uselessly, as the orc takes a swing at the archer, but he seems to have the same luck as the elf.

Falchion @ Halbarad-30 AC: 1d20 + 18 ⇒ (1) + 18 = 19

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill steps up to the orc he's already wounded, his blade a flashing whirl of silver as he attacks.

5-foot step, then attack blue

+1 Curve Blade, Power Attack: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
Curve blade damage, Power Attack: 1d10 + 9 + 6 ⇒ (2) + 9 + 6 = 17

+1 Curve Blade, iterative, Power Attack: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Curve blade damage, Power Attack: 1d10 + 9 + 6 ⇒ (8) + 9 + 6 = 23

Crit confirm: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
Crit damage: 1d10 + 9 + 6 ⇒ (9) + 9 + 6 = 24

Grand Lodge

AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4 Human Bard(Archaeologist) 11

By the gods! Was away yesterday and this blew up. Flinders has Trapspotter by the way.

Flinders draws his whip, takes a step northeast while drawing on his arcane power, and tries to trip the orc near Terril.

Arcane Strike, Whip Trip!: 1d20 + 12 + 3 ⇒ (12) + 12 + 3 = 27

The Exchange

Sahrek:
HP: 95/95 | AC 26 | T 12 | FF 23 | Fort +11 | Ref +9 | Will +6 | CMD 27 (31 vs. Trip) | Init +3 (+4* or +2*) | Perc +8 (+4* or +2*)
Consumables:
(Arrows: CI: 43 | CI/B: 20 | CI/S: 7 | CI/GS: 10) | MHB: 19 | CLW: 34/50
Male Human Ranger 11 HP: 101/101 [0] | AC 26 | T 17 | FF 21 | Fort +12 | Ref +14 | Will +9 | CMD 31 | Init +6 (+4* or +2*) | Perc +17 (+4* or +2*) | Sense Mot +3

Yamaham-mama this thread blew up. Sorry, spent yesterday freezing my tuckus off in the Sierras.

At such close quarters, Desmond forgoes his bow, quick drawing his falchion and stepping forward to helping out Terrill with his orc problem.

+1 Keen Falchion Power Attack: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18
Damage: 2d4 + 7 + 9 ⇒ (4, 4) + 7 + 9 = 24

He then looks up and over at Sahrek, shouting to the wolf.

"Go around and bite that one!"

Auto succeed on my Handle Animal check.

Sahrek takes a snap at the orc, and also tries to bring the orc prone to the ground.

Bite Attack: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 2d6 + 10 ⇒ (3, 2) + 10 = 15

Trip: 1d20 + 15 ⇒ (13) + 15 = 28

Hmm, a whole lotta nothing, it looks like.


Terrill makes a wicked slash against the disarmed orc, clearly intended to knock the beast out but his ferocity keeps him standing.

Standing, however, is not what Flinders wants as he tries to trip the raging lunatic, however the orc's mass keeps him from falling.

Desmond, on the other hand, is able to end the orc's life with a slash from his Falchion. Blood splatters against the cobblestone walkway to the inn and over Desmond's armor. His pet wolf, Sahrek isn't as lucky and merely thrashes at the other threat to no avail.

The remaining orc gives out a battlecry before unleashing hell on Atum.

Falchion @ Atum-25 AC: 1d20 + 18 ⇒ (17) + 18 = 35
Falchion @ Atum-25 AC: 1d20 + 13 ⇒ (19) + 13 = 32
Falchion Confirmation @ Atum-25 AC: 1d20 + 13 ⇒ (18) + 13 = 31 Bold Strider Rolls (TM) have returned. I think it was the appearance of Tektite...

Two brutal slashes hit the Living Monolith, nearly felling the man in a single flurry of blows.

Damage: 6d4 + 33 - 4 ⇒ (2, 3, 1, 3, 1, 3) + 33 - 4 = 42

Initiative:
1st: Atum @ 40/104 HP; Halbarad @ 49/72 HP; Terrill @ 69/69 HP
2nd: Orcs (#1-Red @ 43 damage)
3rd: Dragorin; Desmond; Flinders

Liberty's Edge

M Half-Elf Inquisitor of Desna 10 | HP 77/77 | AC 34 (37 vs crits) | T 22 | FF 31] | AC 28 | T 16 | FF 25 | CMD 29 | Fort +11 | Ref +7 | Will +12 | Init +7 | Perc +18

Terrill moves away from the downed orc, joining the others in surrounding the last orc standing and attacking it. "These are tougher than your average orc, eh?" he inquires of no one in particular.

+1 Curve Blade, Power Attack, Outflank: 1d20 + 14 - 2 + 4 ⇒ (11) + 14 - 2 + 4 = 27
Curve blade damage, Power Attack, Precise Strike: 1d10 + 1d6 + 9 + 6 ⇒ (7) + (1) + 9 + 6 = 23

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