GM Endless Forms' PFS 00-03 Murder on the Silken Caravan (Inactive)

Game Master Mike Tuholski

PFS Scenario for levels 1-5. MAP


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Grand Lodge

RIP - Dead Male Halfling Gunslinger (Musket Master) 1 / Ranger (Freebooter) 1 | HP18 | AC17 | T15 | FF13 | Fort+5 | Ref+8 | Will+3 (+2 vs fear) | CMD15 | Init+4 | Perc+10

So, Scruffy is staggered, and I'll wait to declare my action until I see what Bahiti does first.

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

Scruffy if you withdraw you can collapse in my arms and I can get us all out of there by leading one camel with the two down on it and you on the other one. Will wait to post actual action until Mike T can confirm this as a possibility.

Seems reasonable to me. Just need everyone to make stablizing checks until I can have a moment to get a CLW potion into Whit so he can heal us all.


Male Vulcan

Yes, that plan sounds good.

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

Wow. That was really close - I cannot believe we are actually going to make it out alive. Way to go Scruffy!

So I will throw the two I have on camel 1 and smack it hard, grab Scruffy as he collapses at my feet and jump on camel 2 also smacking it and we tear off into the desert!

Dark Archive

Male Elf Male Elven [4]

Hopefully we still have the body of the Pathfinder we were transporting, or we'll have to go track it down and get it back. =(

Man the dice were against us on that one


Male Vulcan

So Bahiti throws Whit and Vortwyn onto the camel holding the Venture Captain's remains and give it a slap so that it starts running away over the dune. Scruffy uses his last ounce of strength to run up the dune towards Bahiti, falling into the half-orc's arms. Bahiti quickly mounts the other camel and runs after the first.

The goblins scream wildly, celebrating their victory as screams rise up from Hokama and Atmar. The screams only last for a second and looking back, Bahiti can see the goblin horde overtaking the merchant and his slave boy, slaughtering the camels along the way.

As Bahiti heads to the northwest, approximating the direction in which the caravan was heading, he can see smoke rising in the distance behind him.

Just before nightfall, Bahiti notices something half-buried in the sand. Upon examination, it seems to be a fresh corpse. The desert jackals have been at it, but it is easy to recognize the richly embroidered Katheer vest and the purple fez of Mahmoud, the weapons merchant and business partner of the Taldan knight Gaspar du Mer. A curved khanjar dagger protrudes from the man's back.

I assumed you guys wanted to keep going but if you would rather turn back to Lopul and give up on the mission, you can do that too.

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

Bahitit will give Whit a CLW potion as soon as she feels that they are clear of danger.

1d8 + 1 ⇒ (5) + 1 = 6

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

Whit please take this and ensure that our friends survive the night! Help them first but please do not forget that I need aid as well

Handing Whit Scruffy's CLW wand.

Grand Lodge

Male Half-Elf [1] Bard (Detective) | HP10 / AC14 / T11 / FF13 / Fort +2 / Ref +3 / Will +3 / CMD 13 / Init +1 / Perc +10

Roll to stabilize: 1d20 + 1 ⇒ (4) + 1 = 5 ...DC14...

Shadow Lodge Contributor

so much for Scruffy's heroic last stand and final words

Grand Lodge

Male Human Child Rangler 6/Organizer 4

I vote we continue! Since we are all alive... hopefully it cannot get worse than that!


Female Wood Elf (half) Public Health Researcher (5), Student (4), Runner (4), Kid-lover (3), Adventurer (2)

Me too! Sorry for the lack of posting. Microbio exam tonight. I'll catch up and post later tonight!

Dark Archive

Well, I'm not saying anything because I'm still unconscious. =)


Male Vulcan

Make your heal rolls and assume you've had two nights to rest (you heal your level in HP overnight or double with an appropriate heal check).

Following a northwesterly heading, you reach the Zho Mountains near where the river Shat-al-Qadr flows through the Qadiran hinterlands all the way to Katheer itself. The Silken Way is known to pass through the Zho Mountains somewhere near the river, and you recognize a nearby peak that you believe marks a secondary pass that connects to the Silken Way on the opposite side of the mountains.

The canyon you follow through the mountains opens onto a wider vale, and should connect to the main route of the Silken Way not many miles ahead. However, your attention is arrested by a breathtaking sight: one wall of the mountain valley is occupied by a massive monument. A natural prominence in the red- and brown-veined strata of the rock walls ahead has been sculpted on a grand scale into a gargantuan idol depicting a man seated in the lotus position with a tall, pointed crown on his head. Though the years have worn the features of this sculpture into a nearly smooth finish with cave openings where mouth and eyes should be, there are enough details of face and clothing remaining to recognize the distinctive Eastern features and garb that the statue once bore. An eerie, forlorn song floats on the breeze that brings to mind a sense of bonegnawing loneliness.

GM rolls:

Vortwyn: 1d20 + 3 ⇒ (10) + 3 = 13
Whit: 1d20 + 3 ⇒ (10) + 3 = 13
Scruffy: 1d20 + 3 ⇒ (12) + 3 = 15
Bahiti: 1d20 + 2 ⇒ (1) + 2 = 3

Rare for the faith of Irori, this ancient shrine was one of the few times that the deity was depicted in sculpture. The monument has a small cave shrine at its base and a series of narrow ledges that can be followed with a DC 10 Climb check to reach the cave at the statue’s mouth (its eyes are just shallow hollows). The ledges themselves are only a foot wide and require DC 10 Balance check to move faster than half speed. The lower cave is 20 feet deep and holds a few flaking paintings that depict the path to physical purity, as well as a small stone block altar that now holds an old bird’s nest. Discarded in the corner are the granite bowls and cups that served as the shrine’s sacred vessels.

Standing before the monument, all of you are captivated by the lonely song floating on the breeze. You all begin to move forward and, involuntarily, begin to climb the great stone monument.

For three rounds you will climb the ledges of the monument. Make the appropriate Climb checks as begin to scale the ledges toward the hollows above. On the map, the desert area below is the ground, the monument is vertical above it, i.e. the map is a vertical representation of the monument.

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

So with 2 days of healing and 2 charges off of a CLW (assuming 5) wand I would be at full health.

Climb checks-
1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (17) + 2 = 19

Dark Archive

Male Elf Male Elven [4]

I'm going to need quite a bit. Even with 2 days of healing, that is only 4 HP back, or 8 if people make the Heal check. I'll still need about 3 charges off a want to be about full.

climb checks: 1d20 ⇒ 161d20 ⇒ 131d20 ⇒ 15

Grand Lodge

Male Half-Elf [1] Bard (Detective) | HP10 / AC14 / T11 / FF13 / Fort +2 / Ref +3 / Will +3 / CMD 13 / Init +1 / Perc +10

Alright, heals... I had 2 CLW spells prepared so we'll use those first...

Vortwyn, I'll attempt a heal check for you, use my 2 spells, then hit you with the wand:

Heal check: 1d20 + 1 ⇒ (11) + 1 = 12
Spells:
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (1) + 1 = 2
Wand:
1d8 + 1 ⇒ (3) + 1 = 4

Is that enough? If not, let's see if Mike will let us take the average (if that's any better). I can always give you a few more. Actually, I could do that now, so, if you need another...

Wand: 1d8 + 1 ⇒ (5) + 1 = 6

Scruffy, I'll try a heal check on you too, then use 3 charges of the wand... take all three if needed.

Heal check: 1d20 + 1 ⇒ (15) + 1 = 16
Wand:
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (6) + 1 = 7

Bahiti, heal check and charges for you:

Heal check: 1d20 + 1 ⇒ (16) + 1 = 17
Wand:
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (3) + 1 = 4

Okay, now for me... I'm currently healed back to 4hp, I think one should do the trick...

Wand:
1d8 + 1 ⇒ (5) + 1 = 6
...if that doesn't turn out, can I take the average 5?

Okay, climb checks:

To climb: 1d20 - 1 ⇒ (7) - 1 = 6 1d20 - 1 ⇒ (8) - 1 = 7 1d20 - 1 ⇒ (7) - 1 = 6

Hahaha, those are pretty bad rolls...

Grand Lodge

Male Half-Elf [1] Bard (Detective) | HP10 / AC14 / T11 / FF13 / Fort +2 / Ref +3 / Will +3 / CMD 13 / Init +1 / Perc +10

Oh, hey, use 2 more of those cure lights as my spells, not the wand's charges, so 4 total from my spells.


Male Vulcan

Bahiti is unable to find her footing at first but then gets a feel for the worn stone and begins climbing up towards the mouth of the statue.

Vortwyn is more sure on his feet and begins climbing furiously to the top of the monument.

Whit is still exhausted from playing doctor with his companions over the two nights and is unable to climb the monument.

I'll wait for Scruffy's rolls and then. . . initiative!

GM rolls:

Whit: 1d20 + 1 ⇒ (9) + 1 = 10
Bahiti: 1d20 + 3 ⇒ (1) + 3 = 4
Vortwyn: 1d20 + 6 ⇒ (3) + 6 = 9
Scruffy: 1d20 + 4 ⇒ (7) + 4 = 11
meanies: 1d20 + 2 ⇒ (14) + 2 = 16

1. Meanies!
2. Everyone else

As long as you are on the ledges of the monument you are considered flat-footed. Moving more than half speed requires a DC 10 Acrobatics check. To climb up further requires more DC 10 Climb checks.

Grand Lodge

RIP - Dead Male Halfling Gunslinger (Musket Master) 1 / Ranger (Freebooter) 1 | HP18 | AC17 | T15 | FF13 | Fort+5 | Ref+8 | Will+3 (+2 vs fear) | CMD15 | Init+4 | Perc+10

Scruffy looks at everyone working on the ledges, sighs, and digs around for another cigar.

"Scruffy ain't no rock climber...but, eh."

He slings his musket and starts trying to follow.

Climb: 1d20 ⇒ 7
Climb: 1d20 ⇒ 19
Climb: 1d20 ⇒ 2


Male Vulcan

It takes Scruffy a while to get his footing but he is able to move up a little bit before. . .

Two harpies appear in the mouth of the monument. The older one says something as the younger stops singing and takes flight, barreling towards your camels with a glint of madness in her eyes. She takes up one of the camels in her talons.

You guys are up!

Grand Lodge

RIP - Dead Male Halfling Gunslinger (Musket Master) 1 / Ranger (Freebooter) 1 | HP18 | AC17 | T15 | FF13 | Fort+5 | Ref+8 | Will+3 (+2 vs fear) | CMD15 | Init+4 | Perc+10

Scruffy unslings his musket on that unsure footing as she flies, making his way back down to the base...unsure of what she's doing until she gets to the camel. "Hey...Hey! We need those you flying B"

BLAM! 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 (Deadly Aim and Adaptable Luck)

Damage: 1d10 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Half-Elf [1] Bard (Detective) | HP10 / AC14 / T11 / FF13 / Fort +2 / Ref +3 / Will +3 / CMD 13 / Init +1 / Perc +10

Whit slips on the rock for a third time.

I can't get up this damn... hey! HEY!

He looks over just in time to see the harpy grasping onto the camel and taking flight; Whit reaches for his shortbow, nocks an arrow, and takes aim.

Not on my watch!

Attack: 1d20 + 1 ⇒ (7) + 1 = 8

Dmg: 1d6 ⇒ 6

Dark Archive

Let's see if I can't get to a point where I can stand and start shooting!

Do I need to start climbing more, or can I cake a shot from where I am? If I need to climb up more, how high?


The Flaxseed Pathfinder Lodge

(Mike T here, switching to my alias)

Nope, it stopping singing so you are no longer compelled to climb. You can do what you want.

Dark Archive

Male Elf Male Elven [4]

Vortwyn steadies himself on a ledge and takes aim at the harpie going after the camels (i.e. the daughter).

Longbow attack 1d20 + 6 ⇒ (9) + 6 = 15 damage 1d8 ⇒ 3

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

That is our camel you feathered whore! Goes into controlled rage (+4 dex)

I will also shoot at the one stealing our camel

1d20 + 6 ⇒ (10) + 6 = 161d8 ⇒ 8


The Flaxseed Pathfinder Lodge

Scruffy gets off a shot and grazes her. Whit misses and Vortwyn only shaves off a few feathers without actually hitting her. Bahiti hits her hard though and, angered, she lets go of the camel and flies straight at Bahiti, drawing a morningstar.

Remember, those of you on the ledges are considered Flat-Footed.

morningstar attack: 1d20 + 8 ⇒ (2) + 8 = 10

damage: 1d8 + 1 ⇒ (7) + 1 = 8

You guys are up!

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

Bahiti drops her bow and draws her scimitar
1d20 + 5 ⇒ (7) + 5 = 121d6 + 1 ⇒ (5) + 1 = 6

If I can I will 5 foot on the ledge to clear way for ranged help.

Grand Lodge

RIP - Dead Male Halfling Gunslinger (Musket Master) 1 / Ranger (Freebooter) 1 | HP18 | AC17 | T15 | FF13 | Fort+5 | Ref+8 | Will+3 (+2 vs fear) | CMD15 | Init+4 | Perc+10

Taking a knee (for flavor, not actually kneeling/standing as actions) as he grabs one of his cartridges, Scruffy calmly but quickly loads his musket, seals the breach, rises back up, muttering something about needing more cigars, and fires!

BANG! 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 (Deadly Aim and Adaptable Luck)

Damage: 1d10 + 2 ⇒ (10) + 2 = 12

Seeing his shot fly true, Scruffy grins, shouting out to the party (and presumably, the beastie's friend/ally), "Looks like some new feathers in our caps boys and girls!"

Scruffy's Pendant of the Blood Scarab Claws at his chest, giving him a momentary surge of pain...

1d6 ⇒ 5

...but his critical hit is, then, auto-confirmed!

Critical Damage added to the above: 3d10 + 6 ⇒ (4, 9, 4) + 6 = 23

The shot rings out, probably heard for miles - "BOOOOOOOM!"

(12+23 = 35 Total Damage with that shot :D)


The Flaxseed Pathfinder Lodge

The harpy drops dead and the other harpy above lets out a scream.

Dark Archive

Male Elf Male Elven [4]

Prepares to take a shot if the other harpy gets within 30 feet of me.

1d20 + 7 ⇒ (1) + 7 = 81d8 + 1 ⇒ (2) + 1 = 3 (Includes Point-Blank Shot)

Grand Lodge

Male Half-Elf [1] Bard (Detective) | HP10 / AC14 / T11 / FF13 / Fort +2 / Ref +3 / Will +3 / CMD 13 / Init +1 / Perc +10

Whit nocks another arrow and lets it fly.

Attack against harpy up above: 1d20 + 1 ⇒ (16) + 1 = 17

Dmg: 1d6 ⇒ 1


The Flaxseed Pathfinder Lodge

Whit sends an arrow at the other harpy but it descends back into its cave, sulking the loss of its companion.

Out of combat. Go ahead and heal and make preparations, etc.

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

I will gather my bow and then wait two rounds for fatigue to go away. After that I finish the climb (I will wait for others to join me.)

1d20 + 2 ⇒ (10) + 2 = 12

Grand Lodge

Male Half-Elf [1] Bard (Detective) | HP10 / AC14 / T11 / FF13 / Fort +2 / Ref +3 / Will +3 / CMD 13 / Init +1 / Perc +10

Heal check for our camel: 1d20 + 1 ⇒ (9) + 1 = 10

Bahiti, are you downclimbing? We don't have any reason to keep climbing up, do we... or is there something to check out up there?


The Flaxseed Pathfinder Lodge

The camel looks fine. The Venture-Captain's body is safe.


The Flaxseed Pathfinder Lodge

Yep, unless you want to fight the other harpy there's nothing else up there, Bahiti. So I assume you guys hop back on the camels and continue?

Following the Kamawgyar Shrine trail, you soon reach the main route of the Silken Way as it leaves the western flank of the Zho Mountains.

The smell of water in the air as you leave the mountain pass indicates that the Shat-al-Qadr River runs somewhere nearby. You have found your heading again. As you round a final talus slope, you discover something altogether unexpected. The very caravan you have sought waits before you, the merchants and drovers kneeling with their arms bound behind their backs and the camels clustered nearby. Among these captives walk a dozen or so armed warriors wrapped in the dark robes and helms of the desert bandits you fought before. More hobgoblins patrol outside the caravan; there seem to be nearly thirty hobgoblins total. Standing with his back to you, not ten feet away, is the armored form of the Taldan knight, Gaspar du Mer. He holds his wide-bladed sword in one hand and clutches the tied arms of the caravan mistress Jamila al-Shafah with the other as he shouts orders to the brigands.

Gaspar and the brigands are busy looting the caravan, but Jamila notices your arrival and immediately reacts by activating her Ring of Djinni Calling and commanding the djinni to attack the bandits. The startled Gaspar releases Jamila, giving her the opportunity to flee to the nearby rocks to try and escape her bonds. Gaspar sees you and utters a foul oath before charging you with blade drawn, followed by the brigands nearest to him.

GM rolls:

Gaspar: 1d20 + 1 ⇒ (14) + 1 = 15
Hobgoblins: 1d20 + 2 ⇒ (20) + 2 = 22
Whit: 1d20 + 1 ⇒ (17) + 1 = 18
Bahiti: 1d20 + 3 ⇒ (7) + 3 = 10
Vortwyn: 1d20 + 6 ⇒ (11) + 6 = 17
Scruffy: 1d20 + 4 ⇒ (13) + 4 = 17

Initiatives:
1. Hobgoblins
2. Whit, Vortwyn, and Scruffy
3. Gaspar
4. Bahiti

The hobgoblins rush the party.

Hobgoblins 1 and 2 double move to get up to Scruffy.

Hobgoblin 3 attacks Scruffy: 1d20 + 4 ⇒ (17) + 4 = 21

damage: 1d8 + 2 ⇒ (7) + 2 = 9

Hobgoblin 4 attacks Bahiti: 1d20 + 4 ⇒ (18) + 4 = 22

damage: 1d8 + 2 ⇒ (7) + 2 = 9

Hobgoblin 5 attacks Bahiti: 1d20 + 4 ⇒ (18) + 4 = 22

damage: 1d8 + 2 ⇒ (6) + 2 = 8

Initiatives:
1. Hobgoblins
2. Whit, Vortwyn, and Scruffy
3. Gaspar
4. Bahiti

Whit, Vortwyn, and Scruffy are up!

Geez, this dice roller really hates you guys. I put the two with the most HP in front in case that happened. Good thing I did. I think Bahiti just dropped to -3 just to warn you guys (Ahem, person with healing powers, ahem).


The Flaxseed Pathfinder Lodge

Actually, Gaspar is just going to drink a potion on his turn so assuming someone wakes up the barbarian, Bahiti can take a turn too.

Grand Lodge

Male Half-Elf [1] Bard (Detective) | HP10 / AC14 / T11 / FF13 / Fort +2 / Ref +3 / Will +3 / CMD 13 / Init +1 / Perc +10

Gah! Dice! I've got these heals...

Bahiti! Don't go down on us now! We've got these guys!

*Looks at the map* (oops... skimmed over that there are 30 of them total...)

We've..... got..these guys! (somewhat less enthusiastically after seeing the large horde further back)

Whit takes a 5-ft step and uses one of his CLW spells on Bahiti.

CLW spell: 1d8 + 1 ⇒ (7) + 1 = 8

Dark Archive

Male Elf Male Elven [4]

With Bahiti down, we really need to do something. Sorry for this Bahiti.

Vortwyn grabs hold of his bow and then begins to cast. He pulls some sand from his spell component pouch, finished the incant, and then blows the sand over poor Bahiti and the three Hobgoblins around her.

Color Spray: Unconscious, Blinded, and Stunned 2d4 ⇒ (4, 2) = 6, Blinded and Stunned 1d4 ⇒ 4, Stunned 1 round (assuming 2 HD or less). DC 15 Will save to negate.

Then Vortwyn moves away.


The Flaxseed Pathfinder Lodge

HG 3 Will: 1d20 + 1 ⇒ (13) + 1 = 14

HG 4 Will: 1d20 + 1 ⇒ (16) + 1 = 17

HG 5 Will: 1d20 + 1 ⇒ (10) + 1 = 11

Bahiti Will: 1d20 + 2 ⇒ (18) + 2 = 20

Hobgoblin 3 and 5 fall unconscious and are essentially out of the fight. Bahiti is fine and conscious, as is Hobgoblin 4.

Note that you don't actually have to fight the other 20-something hobgoblins. The genie will take care of them.

Bahiti is healed up to 5 and good to go.

Scruffy and Bahiti are up while Gaspar drinks his potion.

Grand Lodge

Male Human Child Rangler 6/Organizer 4

I will wait for Scruffy, but I want to state that I did actually want to kill the other harpy because if I am not correct that was our faction mission. Was killing the daughter enough to complete that?

Thanks for the healing! Scruffy if you can 5 foot back and try and take out the one still standing by me that would free me up a bit. If not I will roll with it!

Grand Lodge

RIP - Dead Male Halfling Gunslinger (Musket Master) 1 / Ranger (Freebooter) 1 | HP18 | AC17 | T15 | FF13 | Fort+5 | Ref+8 | Will+3 (+2 vs fear) | CMD15 | Init+4 | Perc+10

Scruffy winces as the blade slices into him, cursing himself in the halfling language for letting himself get so close to the front of the party rather than lagging behind where he could cover them with his musket fire. Taking a five-foot-step back, he aims his musket at the hobgoblin standing over Bahiti and squeezing the trigger!

Bang! 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 (Deadly Aim and Adaptable Luck (since this is a new day, he's got 3 again))

Damage 1d10 + 2 ⇒ (7) + 2 = 9

He then quickly reloads with one of his last 5 cartridges, hoping to be able to backpeddle further away before the heavily-armed Gaspar gets closer!

Rolling to confirm the Critical hit! 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

Extra Damage if confirmed! 3d10 + 6 ⇒ (8, 5, 1) + 6 = 20 !!!

BOOOOM!

Scarab Sages

Female Half-Orc Barbarian/1 HP#14 AC#16 T#13 FF#13 Fort#5 Ref#4 Will#2 CMD#15 INIT#+3 Perc# +6

Bahiti will stand up, 5 ft. step up, rage (+4 Dex making my AC an 18), and swing.

1d20 + 5 ⇒ (8) + 5 = 131d6 + 1 ⇒ (1) + 1 = 2


The Flaxseed Pathfinder Lodge

Scruffy shoots Hobgoblin 4's head off. Bahiti swings but misses. Gaspar drinks a potion and readies for action.

Hobgoblin 1 attacks Bahiti: 1d20 + 4 ⇒ (10) + 4 = 14

damage: 1d8 + 2 ⇒ (8) + 2 = 10

Hobgoblin 2 attacks Bahiti: 1d20 + 4 ⇒ (3) + 4 = 7

damage: 1d8 + 2 ⇒ (3) + 2 = 5

Initiatives:

1. Hobgoblins
2. Whit, Vortwyn, and Scruffy
3. Gaspar
4. Bahiti

Whit, Vortwyn, and Scruffy are up!

Dark Archive

Male Elf Male Elven [4]

Vortwyn moves up and and looks like he is preparing for something.

As my standard action, I am going to prepare to cast Burning Disarm when Gaspar goes to attack someone and is within range of my spell (30ft.)

Burning Disarm: Ref. DC 16 to negate (wielder drops the weapon on a successful save). If save fails, Damage = 2d4 ⇒ (2, 4) = 6 fire damage.

Grand Lodge

RIP - Dead Male Halfling Gunslinger (Musket Master) 1 / Ranger (Freebooter) 1 | HP18 | AC17 | T15 | FF13 | Fort+5 | Ref+8 | Will+3 (+2 vs fear) | CMD15 | Init+4 | Perc+10

Scruffy grins as the tide seems to be turning, starting to be thankful that he didn't have a heroic last stand a few days ago in the desert.

He takes a (5 foot) step away from the hobgoblin closest to him, hoping Bahiti and Whit can take care of it before Gaspar gets closer. Hoisting his musket to his shoulder, he winks at the Taldan man before squeezing the trigger once again!

Bang! 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 (Deadly Aim and Adaptable Luck 2/3)

Damage 1d10 + 2 ⇒ (3) + 2 = 5

He then grabs and loads his 4th-to-last cartridge and steels himself for whatever's next!


The Flaxseed Pathfinder Lodge

Vortwyn stalls and waits for Gaspar to move while Scruffy takes a shot and scrapes Gaspar's shoulder.

Initiatives:

1. Hobgoblins
2. Whit, Vortwyn, and Scruffy
3. Gaspar
4. Bahiti

Whit is up!

Grand Lodge

Male Half-Elf [1] Bard (Detective) | HP10 / AC14 / T11 / FF13 / Fort +2 / Ref +3 / Will +3 / CMD 13 / Init +1 / Perc +10

Whit draws his longsword and strikes at Hobgoblin One's throat.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16

Dmg: 1d8 + 2 ⇒ (1) + 2 = 3

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