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Machine Soldier

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3,307 posts. Alias of Chainmail.


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The Temple is empty of people. A search turns up 1d4 ⇒ 1 CLW potions and 1d2 ⇒ 1 CMW potions.

Othdan suggests leaving coins behind.

Yarask finds the beacon soaked in a strongly combustible mixture. It may burn quickly when lit.

"What the f%÷= is that stuff!!" Othdan queries.

"Anything to light from a distance?"


Having forced yourselves through the gate, Othdan says: "I will lead the way to the Hopespring beacon, it is just right there." Othdan points to the temple to the right. "Do we want to go and see if the Sanctuary has more healing potions for sale, or are you good?"

In the map, you are through the gate (E) and the last beacon is (O). The Sanctuary is (F), a short trip down the hill and to the right past Cham's inn where you stay (B)

Omast nods to you. "Ye dwarves gave a good account of yerself. Even that fancy magic stuff came in useful. I was honored to fight by your side, and thank you for serving my town. I will take the townsfolks to clean out the tower. May your beards grow ever long."

He motions to his enchanted two-hander: "If any of you wanna buy Betsy, she comes at a steep price, but is worth it. I found it in a small dragon horde. About 800 platinum."

Check the map and decide if you need to stop at Sanctuary -- if yes, I will pop through that quickly.

As you arrive at the Hopespring Beacon, it is ready to be lit in a nice wooden pile. Othdan states: "If you allow me the honor, I will help you light the beacon." Let me know who will help Othdan light it, if you want him to help.


OK, it turns out you where fortunate the last wave had so many CLW potions.


The second orc attack did miss yarask.
it was 2 rounds after his charge.
How many potions left?
Where to, tower or beacon?


There continues to be general confusion about where the townfolk should go. Omast seems to be unsure where to send them. He has them grab up the weapons and the armor of the fallen. The orc with the bomb had a very nice bow (+3 STR bonus compound), 2 alchemists fire, and a tanglefoot bag that Omast motions for you to have.

Omast mentions "That fortified tower is mostly a nuisance, have the beacons been lit?"

Othdan adds: "Can you take out the tower, light the beacon, take out the catapult AND kill the massive giant with the resources you have? Ruby wants the catapult taken out and the giant killed after you light the beacon."


The magic fire takes down a zombie and Crom takes out a zombie. Moving somewhat slow, the ten remaining zombies move to surround Morgan. Two charging and missing badly. One is wounded by Morgan's huge cut.
chargex2: 2d20 ⇒ (4, 8) = 12

Party up - Morgan and Crom get AoOs before attacks as zombies move around Morgan

If two zombies aren't killed by AoOs, the last two move next to Crom


Four waves of orcs defeated. Well done.

A few more encounters before level 3.


Othdan shrugs, "I followed the last of the orcs. There seems to be a big catapult massed at the Barterstones. Where too next??"

Some of the town folk come out and start cheering: "Omast!! Dwarves!! Omast!! Dwarves!! Omast!! Dwarves!!"

The townsfolks come up to Omast and say: "Where do we go? Where do we go?" Omast looks around, "I haven't heard from the town leaders yet."

Omast seems to be covered in blood, much of it his own. The damage the orcs dished out to him would have felled three warhorses.

This beast tamer also had a scabbard of honing, and two more healing potions are found on her person.

There is one more beacon to be lit.


The boy jammed the dagger in the orc. Should have been more clear.

Searching the bodies turns up six potions, all of which are potion of healing (CLW).


Tegnar misses. The small orc runs to join the combat with Tegnar, and surprisingly tries to jam a hopeknife in his back. The orc grins, and Tegnar recognizes the boy they rescued from the locked forge.

att/damage: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5
The last orc tries to hit Tegnar before collapsing.
att/damage: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 4 ⇒ (6) + 4 = 10
conf/damage: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 4 ⇒ (7) + 4 = 11
vs Yarask: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 4 ⇒ (12) + 4 = 16

Tegnar takes a blow dodging a critical, and the dwarves and Omast hold the field.

Combat over


I think Yarask charged and added a charge bonus -2ac.

Both the orcs Yarask hit are staggered.


Aggghhh stabs the beastmistress twice, she is badly hurt and standing.


The zombies move forward, one is badly damaged by the two magic spells.

Party up


Dolgrym stops bleeding as Aaarghh cast a spell.
Will Save: 1d20 ⇒ 18

The beastmistress yells at Yarask and swings two blows with her double bladed orcish weapon. She resists Aargh's spell.
blade 1/2: 1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (9) + 2 = 11
The first blade cuts into Yarask for 1d8 + 4 ⇒ (2) + 4 = 6

The shieldbreaker attacks Yarask and slices deep with a shotel.
shotel: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 4 ⇒ (4) + 4 = 8
Leaves Yarask at 4hp I think

Omast reposition: 1d20 + 9 ⇒ (9) + 9 = 18

Omast, still unarmed, grabs the female orc and hurls her past Yarask and Aargh, drawing an attack of opportunity.

Tegnar faces off drawing blood on his opponent who swings back.
shotel: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 4 ⇒ (5) + 4 = 9

Dwarves up with Aargh and Yarask getting AoO vs beastmistress before their regular action.

Catching up to the orcs is a smaller orc, looking like a runt, in ill fitting armor. The small orc curses and grunts, but says little of intelligence besides yips and bestial growls.


We can try for a daily weekday schedule, but it failed miserably last time we tried it.


The lizard dies from Yarask as the beast tamer gets angry. Omast slips from its jaws.


Yarask hits the lizard, but it barely clings to life. Struggling in the jaws of the lizard Omast pushes it back as his sword drips to the ground.

reposition cm: 1d20 + 10 ⇒ (11) + 10 = 21
As it moves, it opens itself up to attacks from Yarask and Aaarggh.
Aoo for Yarask and Aaarggh as lizard leaves threatened square + Tegnar and Aaarggh action.


The lizard is badly wounded by Omast, one shield breaker expires from Dolgrym's blows and one still is next to Tegnar.

The lizard, tamer, and breaker still fight the three on the left.

Yarask needs to pick his target


Two orc shieldbeakers rush the left, and Dolgrym gets two hits with his hammer. The second hit staggers the attacker as he closes.

Omast uses a nasty swing of his sword to hit the lizard as it closes.
Omast: 1d20 + 9 ⇒ (9) + 9 = 182d6 + 4 ⇒ (4, 5) + 4 = 13

fifth wave attacks:

lizard vs Omast: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 4 ⇒ (7) + 4 = 11
tamer vs Omast: 1d20 + 4 ⇒ (1) + 4 = 5
breaker vs Omast: 1d20 + 5 ⇒ (10) + 5 = 15
grab vs Omast: 1d20 + 9 ⇒ (14) + 9 = 23
Omast poison save: 1d20 + 6 ⇒ (11) + 6 = 17
breaker vs Dogrym: 1d20 + 5 ⇒ (17) + 5 = 22
breaker vs Dogrym: 1d20 + 5 ⇒ (11) + 5 = 16
damage vs Dolgrym: 2d8 + 8 ⇒ (3, 8) + 8 = 19

The two orcs hit Dolgrym and he falls to the ground (19 hp of damage0.
The beastmaster and shieldbreaker miss Omast, but the lizard bites and grabs him in its nasty jaws. Trapped he is seconds from death has he still has some fight in him.

Yarask charges in to hit one of the attackers.

Dwarves up but for Yarask (acted) and Dolgrym (unconscious)


The second arch leads to a new set of four rooms. Choosing the first arch leads to the arena again. Instead of spiders, there is a group of dozen zombies waiting on the other platform. Their clothes in shambles, they move slowly. Slashing weapons are the preferred way to handle zombies from your previous dealings with them.

Party up


After Omast drinks the potion, and Agghhh hands over the potions, the orcs advance with a rush (map updated).

Dwarves and Omast up

Yarask is taking and quaffing the potion this round unless he wishes to change actions.

Omast moves to a spot behind the barricade, and readies his greatsword. "Come on you mangy curs. You attack my town and I send you to die."

He turns to Yarask. "Don't charge them till they engage me."

He points to Dolgrym and Tegnar then to the right of the grease. "You two hold over there." He points to Aargh. "Back me up, and we'll hold a fifth as a mobile reserve." He nods to Yarask.


Asaran moves to explore the inner courtyard to the south.

A form of a woman made out of sand emerges from the center of the house grounds.
"I am the spirit of this house. Welcome to my abode. Who intrudes upon the crypt of Penteru?"


Omast ClW: 1d8 + 1 ⇒ (8) + 1 = 9
Omast chooses a potion over his flask after some quick thought.


All but Dolgrym and Yarask are prepared for the arrival of the last waves as Dolgrym and Yarask remove their weapon from the orc. Even Dolgrym's hammer was stuck in the corpse.

Actions for all but Yarask and Dolgrym--it looks like they will not be in range if you stay behind the last barricade.

Omast asks: "Any more potions left, or are we giving our last full measure in blood?"

If no healing is available, he swigs from his flask as he steps to take the first assault. He seems barely able to keep his feet.


Omast steps up, and uses the flat of his sword to attempt to move the orc. The movement triggers a violent hammer blow and claw from the barbarian and ranger.
CM Reposition: 1d20 + 9 ⇒ (18) + 9 = 27
AoO Yarask, Dolgrym, Tegnar, Aaargh: 4d20 ⇒ (12, 18, 5, 3) = 38
damage: 3d6 + 8 ⇒ (5, 2, 2) + 8 = 17

last orc vs Yarask: 1d20 + 4 ⇒ (10) + 4 = 141d8 + 3 ⇒ (5) + 3 = 8

The last orc barely misses the raging barbarian before going down in a bloody heap as Omast once again moves him past the gauntlet of death, and the group tears him to pieces.

Reposition: 1d20 + 9 ⇒ (7) + 9 = 16

As Omast wipes the blood from his brow he points to three orcs with strange looking weapons and an orc leading a huge monitor lizard through the gate.

Omast nods and warns you: "Those are shotels, some of the local tribesmen use them to foul your shields."

INIT
Aaargh 1d20 + 2 ⇒ (10) + 2 = 12
Yarask 1d20 + 2 ⇒ (5) + 2 = 7
Dolgrym 1d20 + 4 ⇒ (1) + 4 = 5
Tegnar 1d20 + 1 ⇒ (16) + 1 = 17
Omast 1d20 + 0 ⇒ (17) + 0 = 17
Enemy 1d20 + 2 ⇒ (9) + 2 = 11


And Yarask staggers two orcs with his rage. Had they been human, they would be completely incapacitated. But the rage of their feral kind keeps them fighting.

Yarask dropped the prone one and staggered him, put orcish ferocity has him still fighting. All three are now staggered (at negative or zero hps)


Three orcs left, the one top left staggered!

The dwarves manage to escape another harrowing series of blows, as the next wave arrives at the gates.

Dwarves up--Top of Round 12


A withering volley takes out the last spider.
I will implement the sequential search plaN unless someone objects.


Yarask hits the prone orc, staggering him. The wizard hits the orc advancing a slight wound.

Omast charges and swings.
gsword: 1d20 + 11 ⇒ (7) + 11 = 182d6 + 4 ⇒ (4, 2) + 4 = 10
vsOmast: 1d20 + 4 ⇒ (5) + 4 = 91d8 + 3 ⇒ (5) + 3 = 8
No longer threatened, the prone orc stands.
The orc attacks Omast with his last gasp before collapsing, his swing wide.

The two orcs that have yet to see action, attack Yarask. No orc lands a blow this exchange!!
battle axe: 1d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (7) + 4 = 11
The next wave arrives at the gate!!

Update map and roll init for new guys tonight


Morgan and Ozzy combine to take down a spider as Lorcan injures the remaining one. As it closes, Crom closes, but is unable to attack.

The last spider is wounded.

Group up, map updated


CLW last wand charge: 1d8 + 1 ⇒ (8) + 1 = 9
Omast regains consciousness, coughing up blood. Yarask strikes, but a shield deflects his blow.
Save: 1d20 - 1 ⇒ (8) - 1 = 7

Omast gets up and grabs his weapon. "Let me get the curs!!"

The timely spell of the wizard clouds the mind of the orc before he can hit Yarask with a flanking blow.

The prone orc slices from the ground and cuts Yarask with a devastating uppercut from his axe (11 slashing). The other orc by the barricade wakes his sleeping companion, who struggles to his feet with his weapon.
attack: 1d20 + 4 + 2 - 4 ⇒ (19) + 4 + 2 - 4 = 211d8 + 3 ⇒ (8) + 3 = 11

Dwarves up--Aarggh has an AoO on the closing orc he dazed too!!


Steve Howe is still amazing on guitar and looks like a white walker.

They opened with don't kill the whale.


I gave this wave battle axe and shield rather than 2 handers.

Great axe critical can be lethal. Seeing Toto Yes tonite in Biloxi,MIss. Post Sunday.


The incremental check of arches continues, and another trivial combat with orcs after passing through arch 3 causes another spell to keep them mostly at bay.

Arch four turns out to be the one to move to the next room, and four arches are available. Moving through the first arch, arch number one leads to the arena. This time the orcs are not to be seen.

In their place are two large spiders. The party has the jump on the spiders.
Party up

Morgan: 1d20 + 3 ⇒ (9) + 3 = 12
Horster: 1d20 + 3 ⇒ (13) + 3 = 16
Crom: 1d20 + 2 ⇒ (14) + 2 = 16
Mit'l: 1d20 + 2 ⇒ (13) + 2 = 15
Ozmynd: 1d20 + 2 ⇒ (13) + 2 = 15
Lorcan: 1d20 + 2 ⇒ (14) + 2 = 16
Enemy 1: 1d20 + 3 ⇒ (2) + 3 = 5


I made a few mistakes posting late last night.

Three orcs near Yarask fall asleep. He attacks and leaves staggered the only one on his side. Staggered, the orc manages to rouse his companion before passing out. The orc that looted the archer rushes to rouse another sleeping orc. On the right side, the wizard jabs an orc, and Omast hits that orc and another orc leaving them staggered.

Omast:
Omast damage last round: 2d6 + 5 ⇒ (4, 5) + 5 = 14Omast: 1d20 + 9 ⇒ (15) + 9 = 241d20 + 4 ⇒ (13) + 4 = 17
Omast: 2d6 + 5 ⇒ (2, 3) + 5 = 102d6 + 5 ⇒ (5, 4) + 5 = 14

orcs vs Omast this round: 2d20 ⇒ (20, 13) = 33
confirm vs Omast: 1d20 ⇒ 3
orcs vs Omast: 1d20 ⇒ 20
confirm vs Omast: 1d20 ⇒ 7
damage vs Omast: 2d8 + 8 ⇒ (8, 3) + 8 = 19Omast Stab: 1d20 ⇒ 2


The orcs, sliced open by Omast's sword, swing battle axes at him. One barely misses clipping Omast in the neck, and blood spurts from another massive wound as the orc still lands a nasty blow. Omast spits blood on both corpses as he seems barely able to stand. Then another orc hits him, barely missing a vital area and drops Omast to the ground. The recently awakened orc tries to hit Yarask from the ground and misses.
prone orc vs Yarask: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11

Yarask looks like he can use some help facing three awake orcs, one of which is prone at his feet, and a sleeping orc, and the orc threat on the right flank has been completely taken care of. Omast begins to bleed out on the ground. Some of the townspeople have come to watch from a distance, and they cry out as Omast falls. Seeing the guard leader on the ground seems to be badly shaking them. "NO!! Omast is down!!"

Dwarves up

Seems like the orcs are rolling a lot of twenties with their axes. One orc is sleeping with an S on him.


Mit'l followed the chalk marks to join the group. Once again, at the intersection where the first alcove led to the arena, the group chooses an alcove, the second alcove this time, and finds themselves in the arena fighting six orcs with javelins and battle axes again.

The chalk marks show alcove one in the first room. An annotation that alcove one leads to the arena. Soon an annotation that alcove two leads to the arena will follow.

After an easy fight with Lorcan using another color spray, the orcs are defeated, you exit to the starting room, and find yourselves back in the second room.

Let us expend another color spray


ROlls:
Yarask readied: 1d20 + 5 ⇒ (7) + 5 = 12
Omast readied: 1d20 + 9 ⇒ (6) + 9 = 15

I just found it better to make contingency rolls one round deals. Just as in our home game all dice off the table get rerolled.

two orcs Omast: 1d20 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (20) + 4 = 24
two orcs Yarask: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (11) + 4 = 15
confirm omast: 1d20 + 4 ⇒ (19) + 4 = 23
damage Omast: 3d8 + 12 ⇒ (4, 1, 4) + 12 = 21
Saves Will: 4d20 ⇒ (11, 13, 19, 8) = 51

The orcs attack the barricade, and Tegnar drops one immediately as Omast and Yarask fail to connect. Dolgrym was healing.

Yarask dodges two blows from axes, but Omast takes a shot to the groin, and once again blood spurts profusely from a critical blow from a deadly axe. He barely stays conscious, gritting his teeth.

The magic washes over the orcs, and one orc falls asleep by Yarask. Three orcs manage to climb over the improvised barricade.

Dwarves up


The orcs advance. One stays back to loot the body of the archer.

The orcs split up into two groups. The orcs are unable to close the distance to the second barricade yet.

Dwarves up


I guess that works

After defeating the orcs, you step on the north platform and find yourselves transported back to the starting gate. Retracing your steps, you find the chalk marks, take the first gate to a second room with chalk marks. The marks point to gate 4, which led to the arena. You consider the other three arches.

It has been suggested you may want to come up with a search strategy I can implement to save time.


Aaargh 1d20 + 2 ⇒ (1) + 2 = 3
Yarask 1d20 + 2 ⇒ (10) + 2 = 12
Dolgrym 1d20 + 4 ⇒ (5) + 4 = 9
Tegnar 1d20 + 1 ⇒ (19) + 1 = 20 - Drink CLW
Omast 1d20 ⇒ 19 - drink CLW
Orc horde 1d20 + 1 ⇒ (1) + 1 = 2

The dwarves retreat to the second barricade just as the orcs reach the gate. Slow to arrive, the dwarves get the jump on the orcs.

Omast CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Omast and Tegnar drink a healing potion as they get into position.

Dwarves to act (Tegnar CLW)


Dolgrym has move and a full round action (move+heal) from where I placed him as he swung at the orc one and a half rounds before the orcs appear. He had exactly a two round head start on them before his attack action.


We seem to have lost our wizard. And, we seem to be losing general momentum.


The orcs unleash a volley of javelins at Crom.
5x: 5d20 ⇒ (19, 6, 15, 19, 16) = 75

The range and superior armor of the dwarves turns back the volley.

Mit'l begins to find his way to the fight, following the chalk directions will take a while.

Morgan fires and arrow as the move and is ready to fire again.

Party up, orcs moved -- party can place on platform


The longhammer misses. Yarask stands with his weapon, not happy at all.

The orc shoots at Omast.
arrow: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 3 ⇒ (5) + 3 = 8

Omast gives Dolgrym a shove---"Back, I got this!!"
Just before the orcs arrive, Omast tries to take out the archer.
greatsword: 1d20 + 7 ⇒ (15) + 7 = 222d6 + 4 ⇒ (6, 2) + 4 = 12
AoO: 1d20 + 7 ⇒ (1) + 7 = 82d6 + 4 ⇒ (2, 4) + 4 = 10
arrow: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 3 ⇒ (5) + 3 = 8
confirm?: 1d20 + 4 ⇒ (15) + 4 = 192d8 + 6 ⇒ (8, 3) + 6 = 17

The enchanted sword leaves the orc archer bleeding. Before the orc falls, she puts an arrow into Omast's neck. Omast retaliates, but his aim is off and he runs with a massive bleeding neck wound and tosses the arrow to the ground in disgust with chunks of neck tissue as her runs. As Omast runs back to the barricade at full speed, he yells "I hope that healing potion was tasty--it was my last. Who wants to live forever!!" The tower gate is destroyed, there is no blocking the way in.

The battle is a close one as the horde of orcs begin to close in.

You all have one round of actions before the orcs arrive--Omast took a double move. A grease can be readied, but watch the range. It is not the longest of spells. I will roll for initiative soon. Remember your healing potions. Dolgrym may want to use the wand on himself or Yarask this round after a move--he did a 20 foot move last round.


Omast charges the gate with a large yell.
attack: 1d20 + 9 ⇒ (17) + 9 = 262d6 + 5 ⇒ (1, 3) + 5 = 9
His sword cuts into the orc. She curses him and yells. A battle veteran, the orc seem to still feel confident.
"Trunau is ours. Run and you we will let you live another day."


Things are going fine until Aggghhh tries to take the ale, and both Omast and the wizard begin to struggle for the bottles, and it seems possible the potion could be dropped in the struggle.

The orc dodges the hammer, and from cover shoots at Dolgrym without provoking a retaliation. Leaving his defenses open in the charge, another arrow bites deep (charge = -2 AC).
orc archer: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 3 ⇒ (7) + 3 = 10

Dolgrym sees nine orcs heading to the gate, they will be there in about 15 seconds (two more rounds--you have two full rounds to act before the 9 orcs are at the gate).

As Omast and Aggghhh seem to be in violent disagreement about who gets the flask, the simple handoff turns into a mess. The potion is not administered as they argue.

Omast snarls at Aggghhh in frustration. "You are not here to give me orders. Take the potion and not the ale!! And get back behind the second barricade. Running out of prepared defenses is suicide."

The fight seems to have turned for the worst after the initial easy victory over the first wave.

ORDER of Action Round 6
Omast - charge and hit orc
Aaaggh - potion to Yarask
Yarask - prone with weapon beside him
Dolgrym
Tegnar

One orc archer

As the potion is administered it is a strong one (Cure Moderate Wounds)-- Yarask can roll.


Omast rushes up and moves the orc that dropped Yarask with his great axe away, knocking him fifteen feet back before he can swing at Yarask again.
CM reposition: 1d20 + 9 ⇒ (17) + 9 = 26

The huge bow fires at Tegnar as he closes.

bow: 1d20 + 4 ⇒ (16) + 4 = 201d8 + 3 ⇒ (7) + 3 = 10

Then the orc fires again at Tegnar
bow: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 3 ⇒ (4) + 3 = 7

Tegnar is struck by the first arrow, and dodges the second.

Dwarves up--one orc left!!

Yarask is unconscious, but stable. Omast shouts "I got a healing potion for him, and another ale for me!!

The orc rolled a greataxe crit, quite a lucky one


orc readied: 1d20 + 4 ⇒ (20) + 4 = 241d12 + 4 ⇒ (11) + 4 = 15
confirm?: 1d20 + 4 ⇒ (20) + 4 = 242d12 + 8 ⇒ (4, 3) + 8 = 15

Yarask fails to land his blow as the orc hits him in the thigh hitting and splattering blood. Yarask passes out from the blood loss.


Omast moves back. 1boom: 1d3 ⇒ 1

The grenade explodes, shattering the barricade and sending the logs tumbling down the hill to land against the wall. The concussive force is massive, and luckily none of you are in the destructive radius. The orc calmly readies his weapon and shouts. "The dwarves are routed!!"

A cheer goes up from the rear.

The orc at the wall calmly knocks a massive bow and waits.

Dwarves up


Crom, Morgan, Lorcan and Horster appear on a slightly raised platform in what appears to be an arena with deserted seats around it. Across from them are five angry orcs on their own raised platform.

Arena in top left on spreadsheet 1000 ft below surface

The orcs are equipped with javelins and great axes and wear studded leather armor. The party has the jump on the orcs.

INITIATIVE
Morgan: 1d20 + 3 ⇒ (18) + 3 = 21
Horster: 1d20 + 3 ⇒ (9) + 3 = 12
Crom: 1d20 + 2 ⇒ (14) + 2 = 16
Mit'l: 1d20 + 2 ⇒ (8) + 2 = 10
Lorcan: 1d20 + 2 ⇒ (8) + 2 = 10
Enemy 1: 1d20 + 1 ⇒ (7) + 1 = 8

Party
orcs

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