GM Endless Forms' PFS 03-19 The Icebound Outpost (Inactive)

Game Master Mike Tuholski

A tier 1-5 PFS scenario. Frozen Monkey Temple!


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Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

Leastrie fires another arrow at Drabbin, then moves down next to Furball.

Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Bless my weapon!' says Boomkin as he casts Shillelagh on his quarterstaff.

Boomkin whistles at Furball and points at Skell. The lion jumps at Skell, and extends his paw trying to rip Skell apart.

I need a full-round action to use all natural attacks right?

Claw: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


The Flaxseed Pathfinder Lodge

Leastrie puts an arrow in the tiefling's check and he falls over bleeding on the ice.

Hildr swings at Amarth: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d8 + 4 ⇒ (5) + 4 = 9

Boomkin then casts a spell on his quarterstaff and sends Furball into the melee, although the lion is unable to hit anyone.

Initiatives:

1. Hidlr
2. Amarthecthel, Octavio, Boomkin and Quiven
5. Skell
6. Leastrie

Amarthecthel, Octavio, and Quiven are up!

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Amarthecthel crumples to the snow and begins to bleed out.

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

You can make a stabilize check, Armarthecthel.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven will fire an arrow at Dribben since he does not have anyone aroud him at the moment.

Bow: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 ⇒ 4

After his attack, if I can, I will try to Stealth: 1d20 + 13 ⇒ (2) + 13 = 15 to where I have moved. From there I'm hopeful to gain a sneak attack bonus next round.

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10
Leastrie Oakenleaf wrote:
You can make a stabilize check, Armarthecthel.

Hmmm... Okay then.

Amarthecthel's Stabilization roll: 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12

Target was a DC 10, so Amarthecthel is stable.

Sovereign Court

Male Human (Taldan) Cavalier 1 (Gendarme) HP 11/11 | AC 17 | T 11 | FF 16 | CMD 15 | Fort +3 | Ref +1 | Will +0 | Init +3| Perc + 4| Sense Motive +4

Octavio attempts to stand, despite his precarious position in front of the raging ulfen woman.

GM:
If successful at standing (without getting hit and knocked unconscious again by Hildr, Octavio will attack. Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


The Flaxseed Pathfinder Lodge

Amarth falls to the ground but looks ok for the moment. Quiven puts another arrow into Drabbin to make sure he's down. (No stealthing out in the open, especially in broad daylight)

Octavio tries to stand up, provoking from Hildr.

attack: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d8 + 4 ⇒ (4) + 4 = 8

Octavio gets hit on the way up but is able to swing back at the crazed Ulfen.

Skell swings at Furball: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d8 + 2 ⇒ (2) + 2 = 4

Initiatives:

1. Hidlr
2. Amarthecthel, Octavio, Boomkin and Quiven
5. Skell
6. Leastrie

Leastrie is up!

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

Dropping his bow, Leastrie moves down to ground level while drawing his blade. He swings the curve blade at Skell.

Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d10 + 3 ⇒ (1) + 3 = 4

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

Still within sight of his prey, the king of beasts tries to render his foe helpless,

Bite: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Claw: 1d20 + 2 ⇒ (20) + 2 = 22
Crit Confirm: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Fighting side by side with his mighty companion, Boomkin sidesteps into the fray flanking Hildr,
"I'll get his back!"

Quarterstaff, Flanking: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage (Shillelagh): 2d6 + 3 ⇒ (1, 2) + 3 = 6

Weapon enhancement 9 more rounds. Boomkin will move around to avoid the AoO, he has a speed of 30 so it's doable.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Bah, thought that was a wall there. Nevermind. I may do something different with movement then.


The Flaxseed Pathfinder Lodge

Oh sorry, you're right, Quiven. You can hide behind the wall with total cover but I still don't think you can Stealth to get sneak attack if they're already aware of you, or at least not in anything above dim light. I'm not entirely sure though, you may have to double-check the sniping rules.

Leastrie draws his sword and deals a blow to Skell.

Hildr continues to beat on the cavalier: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 4 ⇒ (2) + 4 = 6

Initiatives:

1. Hidlr
2. Amarthecthel, Octavio, Boomkin and Quiven
5. Skell
6. Leastrie

Boomkin then smacks Hildr upside the head and Furball lands a single claw across Skell's face.

Initiatives:

1. Hidlr
2. Amarthecthel, Octavio, Boomkin and Quiven
5. Skell
6. Leastrie

Amarth, Octavio, and Quiven are up! (kind of-Amarth is still unconscious)

Sovereign Court

Male Human (Taldan) Cavalier 1 (Gendarme) HP 11/11 | AC 17 | T 11 | FF 16 | CMD 15 | Fort +3 | Ref +1 | Will +0 | Init +3| Perc + 4| Sense Motive +4

Octavio is unconscious again as well

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

If its daylight and with battle already on I'll just adjust my movement, if you will permit.

If I can stand in the same square as a fallen ally (I don't know if in Pathfinder I can) I move to Amarth's square and flank with Boom on Hidlr, attacking Hidlr with my rapier.

Rapier vs. Flat Footed Hidlr: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Sneak Attack Damage: 1d6 ⇒ 1

Feel free to correct anything to keep the game moving.


The Flaxseed Pathfinder Lodge

You can stand in the same square as a fallen ally. You would get sneak attack by flanking but the attack still goes against normal AC, you just get +2 attack from flanking.

Quiven jabs his rapier into Hildr's side and the Ulfen woman falls to the ground.

Skell swings at Leastrie: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 + 2 ⇒ (8) + 2 = 10

Initiatives:

2. Amarthecthel, Octavio, Boomkin and Quiven
5. Skell
6. Leastrie

You guys are up! And I think Octavio needs to roll to stabilize. Amarth is stable already.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Oh, I thought that was in 4e only.

Quiven will move toward Skell and try his luck again!

[ooc]I'm not sure I can get to that spot without allowing an AoO, if not then I'll simply move to the right of Skell and attack.

Rapier: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
SAD if allowed: 1d6 ⇒ 4

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

BAH! I can't access the D20 map from work, google chrome is still unheard of at this place.

"One more time furball!" shouts his master as Furball extends his paws and shows his sharp and fearsome fangs!

Bite: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Claw: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

After seeing the Ulfen woman fall down, Boomkin rushes in to aid his allies finish off the mighty warrior,

Quarterstaff, Flanking: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 if flanking is possible
Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

Leastrie returns the swing at Skell.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d10 + 3 ⇒ (10) + 3 = 13

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

What happened to Drabbin? Was he just standing there?


The Flaxseed Pathfinder Lodge

Drabbin was knocked out before he could do anything. I generally delete the tokens after they fall unconscious to remove the clutter.

Quiven, Boomkin, and Leastrie make quick work of the Ulfen warrior.

Out of combat.

Drabbin was carrying the following:
Combat Gear oil of magic weapon, thunderstone; Other Gear masterwork studded leather, short sword, daggers (5), cleats, cold weather outfit, thieves’ tools, bronze Aspis Consortium badge, 23 gp

Hildr was carrying the following:
Combat Gear potion of cure light wounds; Other Gear chain shirt, masterwork heavy wooden shield, battleaxe, light crossbow with 10 bolts, cleats*, cold weather outfit, bronze Aspis Consortium badge, 26 gp

Skell was carrying the following:
masterwork chainmail, heavy wooden shield, heavy crossbow with 10 bolts, longsword, cleats*, cold weather outfit, bronze Aspis Consortium badge, 6 gp

Sovereign Court

Male Human (Taldan) Cavalier 1 (Gendarme) HP 11/11 | AC 17 | T 11 | FF 16 | CMD 15 | Fort +3 | Ref +1 | Will +0 | Init +3| Perc + 4| Sense Motive +4

what modifiers are added to my stabilization roll? heal?


The Flaxseed Pathfinder Lodge

A stabilization roll is DC 10 + how many HP you are negative. The roll is 1d20 + your Con modifier.

Now that you are out of combat someone else can make a DC 15 Heal check to stabilize you, or just pour a potion a potion down your throat. For every round that you don't stabilize you take another point of damage.

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

Leastrie grabs a potion from the one of the bodies and pours it down Octavio's throat.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Leastrie will strap on a pair of cleats and pin a badge to his shirt.

Sovereign Court

Male Human (Taldan) Cavalier 1 (Gendarme) HP 11/11 | AC 17 | T 11 | FF 16 | CMD 15 | Fort +3 | Ref +1 | Will +0 | Init +3| Perc + 4| Sense Motive +4

Thanks. We'll go ahead and roll, post stabilize

stabilize: 1d20 + 1 ⇒ (19) + 1 = 20

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

As the party tries to reorganize themselves, Boomkin will put on the other set of cleats they are wearing.

"That looks nice Leastrie," says Boomkin as he pins one badge on him and another on Furball for a job well done.

Boomkin will also pick up the 5 daggers.

"Somebody help me, I can't seem to close the wounds of Amarth."

Heal: 1d20 + 2 ⇒ (3) + 2 = 5


The Flaxseed Pathfinder Lodge

Amarth is already stable, he just needs to be healed up.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

What time of the day is it? I've used up all my spells and Leastrie just used the only potion.


The Flaxseed Pathfinder Lodge

It's midday.

Sovereign Court

Male Human (Taldan) Cavalier 1 (Gendarme) HP 11/11 | AC 17 | T 11 | FF 16 | CMD 15 | Fort +3 | Ref +1 | Will +0 | Init +3| Perc + 4| Sense Motive +4

Octavio, still somewhat uneasy from his recent bout of unconsciousness stands himself up.

"Is everyone safe?"

I will not put my companions in danger so needlessly again.

"Thank you Leastrie, and my apologies comrades. It seems I ran foolishly into danger, I'm a bit worse for the wear, but I'll be alright."

Looking around, the Cavalier spys Amarth still on the ground. Octavio runs over to the elf, and quickly checks his vitals. "Here! I think he's still alive. Bring him a potion!"

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

Leastrie removes his healing wand and hands it to Boomkin. Here, use this to heal those that need it.

CLW Octavio: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Amarthecthel: 3d8 + 3 ⇒ (5, 3, 3) + 3 = 14

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Amarthecthel groans when Boomkin first heals him, sitting up and blinking as the healing goes on. Eventually, he raises his hand. "My thanks, friend. I believe I am safely back from the Boneyard's gates." The elf retrieves his sword and after cleaning it, sheathes it.

"What now?" he asks.

Sovereign Court

Male Human (Taldan) Cavalier 1 (Gendarme) HP 11/11 | AC 17 | T 11 | FF 16 | CMD 15 | Fort +3 | Ref +1 | Will +0 | Init +3| Perc + 4| Sense Motive +4

Octavio is back to full health

Octavio looks to Quiven, "Master Quiven, do you have any insights? Given your experience, I should like to hear your counsel."

I made a mistake because I was foolhardy. A good man seeks good counsel. Remember your lessons.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

{b]Um, well, I wouldn't assume people in this place are looking for strangers to come along asking how they are doing, ya know? I mean, they sure didn't seem the pleasant type. If you are gonna talk, do it from a distance I think.[/b]

Quiven looks at the cavalier and shrugs. I'm not saying talkin' isn't good, we did plenty in the last place I was, but they were nice to us first. Here I'm thinking that the people here don't want us around. Quiven turns to the rest of the group. Right?

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Well it's always safe to talk to someone if they're tied up. I'll go ahead and see if there's more coming."

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

"If none of you will use the oil, I'll probably just take it. Let's go furball,"

Sovereign Court

Male Human (Taldan) Cavalier 1 (Gendarme) HP 11/11 | AC 17 | T 11 | FF 16 | CMD 15 | Fort +3 | Ref +1 | Will +0 | Init +3| Perc + 4| Sense Motive +4

"Right, Less talking. I can do that."

Octavio, follows Boomkin to see if there are anymore enemies coming.

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

Boomkin, someone other than Furball should wear the Apsis badge. I was thinking they might buys us a little surprise if we encounter more Consortium members.


The Flaxseed Pathfinder Lodge

The party doesn't see or hear anyone else coming. I assume you are going to go check out the room they came from?

The party goes across the ice and up the stairs to the room from which the guards emerged. Stuffy and hot, this shrine has been transformed into a guardhouse and barracks for the Consortium’s henchmen. The smell of cooking food fills the air, and the poorly vented fire, burning in the shrine’s southwest corner, leaves a smoky haze in the room. Everywhere there are signs of a hurried collection of artifacts—the walls are covered in an elaborate relief sculpture, its surface marred with deep gouges where parts of its face were haphazardly carved from the larger whole, and a number of niches in the wall now lie empty, their icons and relics absent. The fire consumes a huge sheaf of palm-frond pages, upon which Vudran calligraphy may be discerned as the flames devour it.

A pack still lies on the floor next to the fire. It contains an exquisite tiny silver statuette of the Vudran goddess Likha, which you can tell by the label someone has placed around the neck. a gold seal, such as one would use to mark letters and edicts, with the imprint of a 10-tusked elephant. The name on the seal is written in Vudrani script (you can make Linguistics checks if no one speaks Vudrani).

You may also make Knowledge (religion) checks about the iconography in this room.

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

Leastrie examines the iconography around the room.

Kn: religion: 1d20 + 6 ⇒ (8) + 6 = 14


The Flaxseed Pathfinder Lodge

Leastrie recognizes the symbols in this room as relating to the worship of Meenashdu, Vudran god of charity and almsgiving. Nudge, nudge, Silver Crusade.

Silver Crusade

Male Elf Magus (Hexcrafter) 10 - HP 83/83 - AC 21/T: 14/FF:19 - Perception +7 (+10 near familiar) - F: +12/ R: +11/ W: +8 (+2 vs. Enchantments) - CMB: +11- CMD: 25, Speed: 30, Init. +2 - Arcane Pool +3 10/10

Amarthecthel sets to restoring the shrine, replacing the statuettes and emblems where they ought to be. When finished, he lights a candle on the altar and bows before the images. "Honor to the Celestial Lords," he intones, "And may they smile upon the Parhfinders."

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Ok.. Sorry Furball." as Boomkin takes the pin and gives it to whoever will take it.


The Flaxseed Pathfinder Lodge

After resting for a bit in the guards' chambers and rifling through their stuff, the party is able to sneak out into the central courtyard that they saw as they approached.

The temple’s central sanctum rises from this wide courtyard. Bas relief carvings cover every inch of its curved surface—winsome apsaras, vanara heroes, and avatars of the monkey lord himself all seem frozen in the bone-chilling cold. In stark contrast with the celestial beings carved on the sanctum’s outer walls, a carved throng of evil covers the walls of the courtyard itself—fiendish asuras, great black nagas, and goblinoid hordes are frozen in stone as they besiege the mountain rising from the temple’s center.

Knowledge (religion) checks.

From the central courtyard the party can look north into a smaller courtyard where an Aspis taskmaster seems to be overlooking a band of four slaves who are chipping away at the icy glacier taking over the temple. The sheer walls of the glacier dominate this open courtyard, towering as high or higher than the central sanctum’s tall, spired dome on the courtyard’s south end. A wide set of stairs leads up into the sanctum itself, while a lone statue stands out as the only feature of the courtyard, whose walls are encased in thick ice. The Aspis overseer seems preoccupied with watching his slaves and the noise of their picks seems to have drowned out your footsteps from behind him in the central courtyard.

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

KN: religion: 1d20 + 6 ⇒ (9) + 6 = 15

Leastrie looks for any other unseen Apsis agents.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


The Flaxseed Pathfinder Lodge

Leastrie recognizes that the walls of the courtyard and central sanctum are in fact a structured catalog of outsiders affiliated with Vudra, from the wickedest to the most enlightened.

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Quiven will take out his shortbow, realising that his skill as a rogue would give him the upper hand. I can get a great shot off on him while he isn't aware, like a sniper. You want me to take the shot?

Correct me if I'm wrong, but if I can stealth up to within 30' I can do sneak damage in this situation, right?

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"It is going to be a disadvantage for us to fight in a narrow hallway. I'll charge in with Furball after your shot." suggests Boomkin. "Do you think those slaves will attack us?"

Grand Lodge

AC23/Touch16/Flat18/CMD27||HP49[53]|Fort:+8;Ref:+8;Will:+4|Percept.+13|Init.+4 Elf Fighter(Lorewarden) 6 / Lantern Bearer 1

I am wary of who may be in the rooms to the left and right, let Quiven or I fire a shot at the slavemaster. Then we can draw him and possibly any other of his allies into the bottleneck there. He says, pointing to the narrow spot.

Grand Lodge

HP 10/10, AC 14, T 12, FF 12, CMD 12, CMB +0, Fort +3, Ref +2, Will +6, Init +4, Perc +8,

"Ok, Me and furball will guard it."

Stealth (Boomkin): 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Stealth (Furball): 1d20 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Male Halfling Rogue (Burglar) [10.0]: HP 62/63 | AC 30 (33 vs traps) | T 21 | FF 23 | F +7 | R +16 (+18 vs traps) | W +7 (+9 vs. fear) | CMB +7 CMD 30 | Init +12 | Perc +16 | SM +5 | Stealth +23 | DD +26 | EA +19 | Acro +21 | Perform (Sing/Dance/Act) +4 | Climb +12 | Swim +9

Looks like Quiven and Leastrie will be playing sniper. I will get within my sneak attack range of 30' Stealth: 1d20 + 13 ⇒ (14) + 13 = 27 and then time with Leastrie so that we can both fire and the same time, if he is shooting also. Otherwise I will fire when the group signals me.

Bow vs. flatfoot AC: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 ⇒ 1
Sneak: 1d6 ⇒ 4

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