Fjuri's PFS Season 2 PBP CORE "campaign"

Game Master Fjuri

a series of scenarios from seasons 0-2

List of NPCS
Map


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Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Ï know we we're going somewhere before we say that flashing light and made a detour, let's head there once again"


"The hidout was this way", Yargos reminds you and takes you to the edge of the city.

You arrive at a small pyramid like building. Nessian’s decrepit lair is not a pyramid at all. Rather it consists of four ancient, battered siege towers, three of which have collapsed inward toward the largest, forming a giant, tepee-like wreck. Each leaning tower bears a makeshift guardhouse, providing an excellent vantage point for the War Hounder sentry posted inside. Map up. The side 'towers' door entrances are only 5ft up. The center tower has a bridge/balcony about 20ft up.

You can hide behind some boulders before they have spotted you. You can discuss a course of action. Before going into the surprise round.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"It might be a good idea to sneak up on that tower..and try to take who ever is in there by surprise. Does anyone have any tactical planning? Or should we just rush in? Anyone have anything to take out that dog? Before it alerts whom ever is inside that tower that we're here"

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

"We'll need to take out anyone on top early, it'll be painful to get to them otherwise. I have some spells that can make one other person bigger, make a weapon magical, a scroll to give a shield of force, even a spell that will protect one from evil. I will likely be sitting behind these rocks with crossbow and some offensive scrolls."

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

I may be able to slip inside unseen and see what we are dealing with.


The area around the tower is cleared. With the men posted as they are, you might not get a safe entry into the tower. If you wish to sneak inside, you expect to be noted (not impossible), unless you wait for the cover of darkness (its around noon), or perhaps when one of the guards takes a break. You don't know if waiting increases the chance for more war hounders to arrive at the tower.

Its up to you.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"I guess we could try to sneak up on that door over there..and if we get noticed just rush forward"

I'm assuming we don't actually know what the inside of the tower looks like and we cant see the people - other then an occasional sentry walking past a ? window, right? So with in game info...it's either go for a door unnoticed or take out the dog

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

With this wide open space i think sneaking up may be difficult, now that i think about it. More may come, so i say we rush in now and strike hard and fast.

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

"I agree. Before we head out does anyone need any of the spells I mentioned earlier? If Nessian is here we may be able to end this now using those spells rather than chasing him longer."

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

"It might help to make our cleric bigger..his reach with his spear would become even larger..and he would deal a lot more damage as he sticks it into people.....and I don't think Osborn over here would complain if you made his weapon magical. I'll just inspire everyone to greater heights and provide back-up where needed."

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

"Yes, Andrezi. A longer reach would be helpful for my longspear," says Azar. "But then the ladies would be completely at my mercy! Ha. See what I did there?"

Enlarge sounds good. Otherwise, let's hit it.


Init Warhounder: 1d20 + 0 ⇒ (9) + 0 = 9
Init Marrow Chomper: 1d20 + 2 ⇒ (17) + 2 = 19
Init Hidden: 1d20 ⇒ 8
Init Azar: 1d20 + 0 ⇒ (10) + 0 = 10
Init Andrazi: 1d20 + 1 ⇒ (18) + 1 = 19
Init Osborn: 1d20 + 4 ⇒ (7) + 4 = 11
Init Thran: 1d20 + 2 ⇒ (8) + 2 = 10

The two war hounders that are currently inside, were walking around the tower just prior to your arrival. You've seen them enter. You also notice that the dog is on a leash. You're not certain how long that leash is though...

Initiative Time
-----------------
Prep round - entire party
Surprise Round - entire party

Marrow Chomper
Azar (-3), Andrazi, Osborn, Thran
Marrow Chomper (0), Warhounders (0,0,0,0,0), (Hidden?)

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Andrezi pulls a pinch of powdered iron from his pouch waving his wand over Azar and chanting, "ረብ መጠን ረብ ጥንካሬ የጅምላ ያድጋሉ ረብ"

After he completes this spell he waves his wand over Osborn's weapon and chants some more, "የተሳለ ነው, ጠንካራ, የተሻለ". Osborn's sword glows briefly before returning to its natural state.

Prep-Full round cast of Enlarge Person
Surprise-Standard round cast of Magic Weapon
Azar: You are a large creature, gain +2 Str, -2 Dex, and take a -1 penalty on AC and attack rolls. Your spear now does 2d6 damage and has a 15 foot reach.
Osborn: Your weapon adds +1 to attack and damage rolls

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Prep round

Thran after seeing Andrezi start to cast preparation buff spells decides to join in a tiny bit and gives Osborn a resistance A +1 resistance bonus on saves for 1 minute before drawing his weapon

Surprise round, just one action
Thran starts to advance towards the building

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

If my eyes are not decieving me it would appear that if we approach the northern assuming top of map is north for ease of explanation building from the north then we may have the element of surprise for a little longer. The other building don't appear to have a view of that path.

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]
Fjuri wrote:


Initiative Time
-----------------
Prep round - entire party
Surprise Round - entire party

Marrow Chomper
Azar (-3), Andrazi, Osborn, Thran
Marrow Chomper (0), Warhounders (0,0,0,0,0), (Hidden?)

What does the -3 indicate? If it is dmg, then I heal myself.


You were damaged last combat, unless I'm mistaken. You could/would have healed you after last combat?

Andrezi casted 2 spells.
Thran walks closer in the surprise round.

Osborn and Azar still up to prepare/start combat

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn has nothing to really prepare. I need to look into sneak attack rules though. I have not done any sneak attacking, and forgot I could even do it.

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Two real ways: 1)Attack someone when they are flat-footed or denied their dex bonus to AC (usually attacking from surprise, sometimes effects happen in battle that will cause the condition)
2)Attack someone while flanking with an ally. This is usually the way Rogues get Sneak Attack damage, though it can be tricky to pull off in small spaces or if the rest of the team is distracted with something else.

You'll need to stick by me if you want to get the Magic Weapon cast on your sword as I can't move to cast both spells.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Yup, all good. I will work to flank and stay close by. The mops don't look too big so shouldn;t be too hard.


Flanking is the usual way to get sneak attack damage increases. Be careful of flanking rules as well. ;)
Feel free to move your character to where you want it to go, since you're moving.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

At the moment I have double moved to be beside Thran. If I revise my movement to a run I can make it to teh tower in 1 turn, although I will have to wait until next turn to attack. Do we want to just rush in (I think I would be the slowest of us) or take a couple turns to get there?

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Azar calls down the blessings of the Inheritor upon his unworthy self, as well as upon his compatriots.

Bless +1 morale bonus to attacks and saves.

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

He also charges up to the door as quickly as he can during the surprise round. Double move.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Revising my action to a run. I am now stationed on the opposit side of the door to Azar


I took the liberty of moving Azar "Longspear" to a place where he threatens the spot just outside the door. Large + Reach = 10 feet of no threatening. If the enemy would go there, he would be flanked.

The dog, Marrow Chomper, hears you approach and starts barking.

Initiative Time
-----------------
Azar, Andrazi, Osborn, Thran

Marrow Chomper (0), Warhounders (0,0,0,0,0), (Hidden?)

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Andrezi aims his wand at the tower waiting for an enemy to appear, words of power stinging his throat.

Ready action: Force Missile at the first enemy to come in range.
Move action: Get behind Thran
Free action: Swear loudly about being so squishy

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Azar casts magic weapon upon his spear.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn looks up at Azar then at the doorway.
You are never fitting through there my friend, are you? Let me bring him to you then.

With that Osborn steps into the room then quickly steps out.

Not super familiar with how this works, but I want to move to try to draw the person inside out. I would like to then ready an attack and strike when they come out. Can I do that? Rolling for combat for when they step out.

Rapier to hit: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
To confirm crit: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Rapier damage: 1d4 + 2 ⇒ (1) + 2 = 3
Sneak attack damage: 1d6 ⇒ 3

So I think that is 9 damage as long as the crit confirms. 3 x 2 + the 3 sneak attack damage. Sneak attack damage doesn't get multiplied on a crit I don't think


The Pink War Hounder guard sees a small man walking into the tower, but after the halfling sees the guard, it flees outside again. The warhounder guard picks up his sword and runs after the halfling. Only to see the halfling ready and waiting. out of sequence. total damage: Damage: 1d4 + 2 + 6 ⇒ (2) + 2 + 6 = 10 The guy is droped to the ground.

Initiative Time
-----------------
Thran

Marrow Chomper (0), Warhounders (-10X,0,0,0,0), (Hidden?)
Azar, Andrazi, Osborn,

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

I know it is not my turn again yet. I think that the entry into the tower proper is in the "south" where the dog is. We have to go past at least 1 more tower to get there, and the dog. Do we spend a little time moving around and clearing out all of the towers? I am happy to serve as a flanking buddy for Azar for the combats. What are you guys thoughts?

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

It seems you will do the most damage when flanking, so try to do that as much as possible

Seeing Osborn take out one of the enemies he rushes forward and tries to get some cover from the nearby walls

double move closer

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Wait! Come back my wall! The thoughts flickering through Andrezi's mind come out as no more than a grimace on his face.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn runs around to the next tower

I have already moved him.


As Osborn passes the door of the eastern tower, the Orange War Hounder who was ready with his crossbow attempts to shoot at him. As the ranged weapon doesn't really can't be used to parry an attack in of itself, Osborn gets an opportunity to attack.

Untie Marrow: 1d20 ⇒ 17

Initiative Time
-----------------
Azar, Andrazi, Thran

Marrow Chomper (0), Warhounders (-10X,0,0,0,0), (Hidden?)
Osborn,

If you can't eliminate him:

Attack: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d8 ⇒ 8

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Stab 'im good Osborn!

Andrezi rushes forward in a squat run, wand out and ready, only curving himself upright again when he is under Azar's massive shadow.

Move: move 30 feet south
Standard: Ready Force Bolt on first enemy seen
Free: Send thoughts of fortune to Osborn

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Ringers crossed

Osborn nimbly strikes with his rapier

Rapier: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10

damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Seeing Osborn run past and hearing sounds of battle Thran rushes around the tower and joins in the fight between Osborn and the orange shirt wearing ruffian while he keeps singing inspiring battle chants

To hit AC: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage if hit: 2d4 + 6 + 1 ⇒ (2, 1) + 6 + 1 = 10

..but ends up almost slicing Osborns head straight off.


Azar double moves up, to join the party.

The War Hounder who attacked (and missed) Osborn, drops his crossbow and tries to strike at Osborn with a spiked gauntled.
Attack: 1d20 + 2 ⇒ (6) + 2 = 8

The black War Hounder, with the dog on leach joins the frey, releasing Marrow. He shouts "Alarm, there are people here!" Azar has an AoO against either:

Black War Hounder:

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Marrow:

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Azar also notices a man standing on a balcony in the center tower.

Initiative Time
-----------------
Azar, Andrazi, Osborn, Thran

Marrow Chomper (0), Warhounders (-10X,0,0,0,0), New Mob

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Andrezi continues rushing around his friends in the middle of the fray, releasing the words burning his lips at the first target he sees.

Force Bolt Damage vs Black: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Move: Move 30ft Southeast
Standard: Force Bolt on Black
Free: Worry about everyone's safety.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn will stab through the doorway at the Orange operative with his rapier

Rapier: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Osborn will stab through the doorway at the Orange operative with his rapier

Rapier: 1d20 + 5 + 1 + 1 + 1 ⇒ (11) + 5 + 1 + 1 + 1 = 19
Damage: 1d4 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

I think I have a +1 to damage and hit from a spell and a +1 to damage and hit from Thran's bardic performance and +1 to hit and saves from the bless. Is that right?

His damage dealt he moves diagonally left and down on the map using a 5 foot step to avoid an oportunistic attack from the dog and to set up a flank in later rounds.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Seeing Osborn stab at the man in the doorway and stepping away Thran once again swings his falchion

To hit AC: 1d20 + 4 + 1 + 1 ⇒ (8) + 4 + 1 + 1 = 14
Slashing damage if hit: 2d4 + 6 + 1 ⇒ (4, 1) + 6 + 1 = 12

and staying put..either to block the man in the doorway or to draw the dog closer

@Osborn; seems right.
Next round (assuming we're all still standing) we'll try to 5ft step to provide a flank for you Osborn, just ready an attack in case you move before us till someone steps into flank

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Azar attacks the dog with his huge spear.

Longspear: 1d20 + 3 + 1 + 2 ⇒ (7) + 3 + 1 + 2 = 13 Dmg: 2d6 + 3 + 1 + 1 ⇒ (5, 1) + 3 + 1 + 1 = 11


It was unclear, I should have repeated it, but Azar had an attack of opportunity. I'm going to take that that attack was the attack of opportunity.

On my online characters with buffs, I start my character with (ex):
Active Buffs:
Thran's Bardic Performance:
(per Thran or 2/6 rounds) +1 to hit +1 damage.
This makes sure I get all the buffs and spells right, including the durations. Just how I do it.

Azar's attack hits the dog, making it more angry, both the dog and the war hounder hit Osborn.
Longspear: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 I do think you only have +1 from the Bardic Performance, Enlarge Person gives +2STR but -1to hit, nullifying each other. What did I miss?

Osborn hits the orange war hounder in the knees, making him collapse in pain. As he turns around to carfully step away from the war hounder accompanying the dog, a bolt of pure force flies over him, hitting the black war hounder squarely in the chest. The man looks surprised rather then hurt as he falls to the ground. With both war hounders on the ground, Thran walks around the dog, now flanking it with Osborn and swings his falchion in its back. Cutting the dog nearly in half.

The man at the top of the tower shoots a longbow at Azar. But the arrow ends up just flying by.
Attack+Cover: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4

The red war hounders comes around the corner and shoots his crossbow at Thran. But the arrow notches the wall of the tower, before flying by making sure everyone is aware of him.
Attack+Cover: 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2

Initiative Time
-----------------
Azar, Andrazi, Osborn(-7), Thran

Marrow Chomper (-23X1), Warhounders (-10X2,-5X1,-6X1,0,0), New Mob

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

GM Fjuri, I am just trying to work out where my -7 came from? Can you just let me know. I am confused.

Grand Lodge

Abilities:
Force Missile 8/8, spells per day 1st 4/5, Bonded Item spell 1/1
Male Half-Orc Evoker 1 - HP 5/14 | AC 11 (T 11, FF 10) | Fort +2, Ref +1, Will +3* | Init +1 | Perception +0

Azar cast Bless early on.

Andrezi begins digging in his pack for one of the scrolls he knows is stashed in there. "Osborn! Come back here, I'll give you some more defense!"

Free: 5 ft step south
Full: Pull Scroll of Shield out of pack.

Silver Crusade

M Human Cleric 2 (HP17/17; AC 17 / T 10 / FF 17; F +5, R +1, W +7; Init +0, Perception +3, Heal +8, Kn(R+5, H+4) [dice=Longspear]1d20+4[/dice] [dice=Dmg]1d8+3[/dice]

Azar's Active Buffs:
Bardic Performance:(per Thran or 2/6 rounds) +1 to hit +1 damage. (competence)
Bless (8/10 rounds): +1 attack rolls, saving throws vs fear (morale)
Magic Weapon (9/10 rounds): +1 to hit, +1 dmg (enhancement)
Enlarge (9/10 rounds): +1 hit, +1 dmg (Strength), a -1 AC(Dexterity), -1 attack, -1 AC (size)
Total: +3 hit, +3 dmg, -2 AC

Can Azar reach the bowman on the tower?

Arter trying to strike the man atop the tower who is shooting at him, Azar moves to the corner of the tower and observes the other men.

If he can strike the tower man, he does. If he can't, he moves then readies an action to attack the first enemy who comes within range.


Osborn Brushgather wrote:
GM Fjuri, I am just trying to work out where my -7 came from? Can you just let me know. I am confused.

Both war hounder and dog attacked you earlier, and hit. They were in spoiler tags because Azar had the opportunity to hit/kill one of them. He couldn't kill one though.

Azar can't strike at the man, despite his large size.

The Exchange

Male Halfling Rogue 2 | HP 15/17 | AC 18 | CMD 14 | F +2 R +8 W +2 | Init +4 | Per +8

Ahh, ok, fair enough. I missed that.

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