GM Tektite's PFS #5-12 A Bitter Bargain (Inactive)

Game Master Hawkwen Agricola

MAP


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Finding nothing else of interest, the party heads back toward Eto, brainstorming ways in which to smuggle the found items past the customs agents.

Scarab Sages

Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

Khamul is interested in the tablet/scroll of deathwatch.

Wish I had a Pathfinder's Pouch (or whatever it's called) right now.

I don't have any ideas right now. If you guys can think of a spell or something that might work we could either buy a scroll of it or (even better) if it's a first level spell I can copy it into my spellbook and then use my bonded scythe to cast it and conceal everything. I'll think about it and look into it after lunch.

Liberty's Edge

Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    At best, I only though to pretend to be die (via Archetype power that makes me go comotose) then have then use either Intimidate or diplo to get through faster, since I "had a stroke" or something.

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    We could get a scroll of invisibility to cast on someone to bring it in. Though Corb's idea is good too. Or a third option is we beat up the customs officers.

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    I already spent quite a bit of money on one scroll of invisibility this game. I like Corb's idea a lot though.

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Heck, we're so close to the city, couldn't we just get a casting of Invis close to the gate and have someone put the stuff in a bag they were carrying at the time of casting? Likely me, since I've got the super carry capacity and can just go unarmored for speed.

    Reminder for later: Ask to peruse Wizard's book for spells for my book.

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    Reminder for later: look through Corb's book alchemists write in a funny language.

    Silver Crusade

    Female Aasimar Crusader 4 (HP 31/31) | AC 18 Touch 12 FF 16 | Saves F +5 R +3 W +8

    "Very well done, I hadn't even drawn my bow." Shana compliments the other Aasimar before the topic of smuggling comes up.

    "We could always try to have Torch send one of his cronies out to us. I am sure he wants to move the item anyways." She suggests, not wanting to break any laws for their crooked informant.

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    "It is worth a shot. You lot wait out here. I will ask Torch. If that does not work I will rejoin you and we will try Corb's idea."

    Khamul heads through into the city alone, making sure he is carrying nothing suspicious. Khamul asks Torch if he would be willing to help them through smuggle the items into the city. "Perhaps one of your guards could persuade the authorities to look the other way. Or you can pull some strings if possible."

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    "You honor me with your words, Lady Shana." Titus nods to his fellow Aasimar.

    "Then we will wait."


    Khamul heads back into Eto to find Torch, but finds thhat Torch expects the party to handle it themselves. "That is what the job entails.... Torch mutters. On the way back to relay the bad news, Khamul sees Mahu, the customs agents. The man waves as the Garundi passes...

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    "Hello good friend! Nice to see you again. Say, my friends are outside. One of them is hurt, I think he may be suffering from a stroke. None of the healers will come out to see him and I need to get them through customs quickly without any hassle. Will you let them pass?"

    Bluff: 1d20 + 2 ⇒ (17) + 2 = 19

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Corb puts himself into suspended animation (with Breath Mastery) for one hour (because I'm not actually sure how long they'll need and wouldn't actually ask.


    Mahu shakes his head. "Tsk, tsk. You younger folk are always getting into trouble on your wild adventures! Bring him this way, I will expedite your entrance."

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    Titus will help carry the clearly sick Corb.

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    Khamul continues to make small talk with Mahu as they carry Corb in, trying to keep the man distracted enough. He thanks him for his help before finding a quiet place where Corb can rest before coming out of his trance.

    The necromancer then leads the party back to Torch. "Ok, is that it? We've done everything you've asked. What do you know about the Jeweled Sages?"


    The party shuttles the comatose Corb into the city, Mahu looking on and giving you a perfunctory nods as you enter.

    Getting back into the city, you make your way directly to the House of the White Uraeus, entering to find Torch in essentially the same place. He looks up as you enter. "Greetings Pathfinders! Were you successful in your...errands?"

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    "Verily we were. Now will you keep your word?" Titus nods.


    Torch smiles. "Of course! Here, let me show you what you want know." He motions to a table covered with several old maps.

    One is a map of Osirion, clearly marking Eto and an unnamed site to the north. The second map has a much smaller scale and marks the route between Eto and the mystery location. The last sheet has a charcoal drawing that depicts two large rock outcroppings connected by a smooth wall with a single gate. It is entitled “Seeker’s Folly” and signed “V.L.”

    Linguistics DC 15:
    You recognize that the writing on the map and the writing on the list of tasks Torch assigned are identical....

    Once everyone has had an opportunity to review the papers, Torch explains, “Those will take you where you want to go. Deviate from the path only if you know what you’re doing. Otherwise, stick to the landmarks.” He pauses to consider another thought. “Normally this is where I would say ‘pleasure doing business with you.’ However,” he adds with a grisly grin, “I’m going to throw you something extra for free—just because I’m such a caring individual. You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”


    Torch then pulls Corb aside.

    Corb:
    Torch admits to you that he worked with several of Guaril’s enemies—in a professional capacity with no malice intended, he insists matter-of-factly. He finds wry amusement in Guaril’s confusion as to who wants him dead, rhetorically asking if Guaril even remembers the Gael family that he humiliated and ruined not even a year ago. “Guaril ruined the Gaels reputation and finances, but they’ve called in several favors and accepted several large debts in the interest of tearing apart the Karela family. I’ll admit that Sczarni honor remains a puzzle to me, but it’s good business,” Torch remarks with a sneer. “The Gaels are hiding in the one place where any refugee is welcome, nobody asks too many questions, and it’s rather easy to hire some extra help: Kaer Maga, The City of Strangers.”

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Corb is audible through an impeding wall after everyone else exits (since Torch doesn't do that walking around thing), "I HEAR THEY HAVE UNDEAD PROSTITUTES THERE! THANKS FOR SHADOW BUSINESS STUFF!"

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    Linguistics: 1d20 + 7 ⇒ (10) + 7 = 17

    "So this is your personal map then, eh? V. L.? I had a feeling Grandmaster Torch wasn't your given name. I think we'll stick to the path. And as soon as possible."


    Torch;s head jerk up at Khamul's comment. "There are some parts of my past that I'd rather not revisit. Thank you for picking at old wounds, Pathfinders."

    Fade out

    A new day dawns in the Osirian trade city of Eto only hours following the meeting with Grandmaster Torch. In exchange for a handful of services, he delivered several maps and sketches of landmarks that collectively point the way to the last known resting place of one or more sage jewels—gems capable of storing memories of Osirion’s past and reviving the Sapphire Sage Amenopheus’s order. “Those will take you where you want to go,” Torch declared while handing over the maps. “Deviate from the path if you know what you’re doing.” As an afterthought, he added, “You’re not the only ones who know about that site. I hear a group of foreigners set out from Totra not too long ago and are after the same prize. Sounds like there’s no time to waste.”

    The party still has the half of a weathered geode with which to contact Amenopheus if needed, as well as the maps from Torch. In addition, the Sapphire Sage lent your group a field notebook containing helpful tricks for translating Ancient Osiriani and understanding the Jeweled Sages’ written codes.

    KN: local / Diplomacy (gather info) DC 15:
    The route described in Grandmaster Torch’s map is rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They provide some advice about how to equip properly and avoid common desert hazards. Grant the PCs a +1 bonus on any Survival checks made while traveling from Eto to Seeker’s Folly.

    KN: local / Diplomacy (gather info) DC 20:
    The gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common.

    KN: local / Diplomacy (gather info) DC 25:
    A pair of travelers asked questions about the same oasis a few days ago. One flashed a bronze badge bearing a snake emblem when questioned by customs agents.

    KN: local / Diplomacy (gather info) DC 30:
    Survivors of the recent gnoll attacks remember that the gnolls often attacked during the hottest time of the day, when the camels were resting and the heat shimmer disguised the glimmer of the gnolls’ weapons.

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    Diplomacy: 1d20 + 2 ⇒ (5) + 2 = 7

    Titus tries to get some information from the caravan masters, but the mortals are clearly too intimidated by the aasimar's features to tell him anything useful.

    Silver Crusade

    Female Aasimar Crusader 4 (HP 31/31) | AC 18 Touch 12 FF 16 | Saves F +5 R +3 W +8

    Is this the new mission? The last one kicks me to lvl 4 and I will not have time to level until tomorrow.


    This is the new one. No problem on waiting, I was just getting it posted.

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    Knowledge (local): 1d20 + 7 ⇒ (14) + 7 = 21

    Khamul comes back from his trip to the caravanserai. "The route described in Grandmaster Torch’s map is rarely used, though the caravan masters are familiar with the oasis and the terrain surrounding it. They've given me some tips." He tips a few minor supplies onto the table. "They also told me the gnoll clans have grown increasingly bold, and abductions along the common trade routes are becoming increasingly common. We should keep an eye out for gnolls then."

    The necromancer gathers his belongings. "Well, as soon as everyone is ready I think we should get going. We need to hurry if there really is another group heading that way. I advocate sticking to Torch's directions though."

    Silver Crusade

    Female Aasimar Crusader 4 (HP 31/31) | AC 18 Touch 12 FF 16 | Saves F +5 R +3 W +8

    Diplomacy 1d20 + 10 ⇒ (1) + 10 = 11
    Shana keeps to herself among the caravan, not feeling very up to discussing with the locals after their shady dealings with Torch.


    So are you guys following the map, taking your own course, or something else. (i.e. flying, mounts, ect..)

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    Khamul suggests, "Let's buy or rent some camels and get on the way. I recommend following the map. The last thing we need is to get lost in the desert."

    Camels are 150 gp. Ponies are 30 gp. Light horses are 75 gp.

    Khamul still has gold left over. He will buy a camel.

    Silver Crusade

    Female Aasimar Crusader 4 (HP 31/31) | AC 18 Touch 12 FF 16 | Saves F +5 R +3 W +8

    I'll rent one if necessary.
    "The bad part about following the map exactly is that Torch will know exactly where we are at all times. I don't like that at all."

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    "I NEED STUFF FOR MY ALCHEMY CART, BUT THEN WE CAN FOLLOW THE MAP OR WHATEVER!"

    Corb's got 611 gp, so 200 for that. Have to check that Animal Archive, see if there's any cooler legal mounts, though the desire to have Jeffy the Camel return is growing.

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    I'm gonna go with a heavy war horse for 300.

    "Verily, I do not like this either. But it is a necessary evil." Titus says to Shana.


    GM Stuff:
    4d20 ⇒ (20, 14, 19, 3) = 56

    After obtaining mounts of varied species, the party makes good time to toward Seeker's Folly, following the course laid out on Torch's map. Eventually the party comes upon an oasis, just as thirst and rest began creeping into the minds of the party.

    The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.

    [spoiler=Corb and Shana]Your sharp eyes pick out some creatures hiding at the north end of the oasis. The three creatures appear to be hyena-headed humanoids...gnolls!

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Got lazy and decided Jeffy the Raging Camel is fun enough for now. Too bad they can't come Combat Trained.


    Doh! I just realized my entire post got put under a spoiler. No wonder nobody was posting yesterday. My bad.

    After obtaining mounts of varied species, the party makes good time to toward Seeker's Folly, following the course laid out on Torch's map. Eventually the party comes upon an oasis, just as thirst and rest began creeping into the minds of the party.

    The oasis shimmers like a sapphire in the midday heat. Life clings around its edges tenaciously, with only a few hardy plants nestled amid the rocks managing to survive in patches around the area. Finches bathe in the water, resting on an abandoned harness. Trash and castoffs from travelers litter the area, and a small brick hearth is the only permanent fixture.

    Corb and Shana:
    Your sharp eyes pick out some creatures hiding at the north end of the oasis. The three creatures appear to be hyena-headed humanoids...gnolls!

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Corb does what any good Barbarian does and approaches while drawing his weapon. "I SURE HOPE THERE'S NO DOG MEN I'LL HAVE TO DEFEND MYSELF FROM!

    "VERY SHADOW-LIKE; GREAT JOB, ME!

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    "I believe there is a stone and shadow that will point our way, correct?" Khamul says while taking a rest near the water and looking about for said stone.

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    Titus takes a moment at the oasis to quench his thirst. "Well your hope is confirmed. Verily there are no canine cretins out here."

    Silver Crusade

    Female Aasimar Crusader 4 (HP 31/31) | AC 18 Touch 12 FF 16 | Saves F +5 R +3 W +8

    "No, our loudspoken friend is right. There are definitely gnolls out there." Shana says as she eyes the three forms at the northern end of the oasis.


    As the party approaches the water, the shapes Shana and Corb saw resolve into gnolls that everyone notices, as they move to attack!

    Rolls:
    C: 1d20 + 1 ⇒ (15) + 1 = 16
    K: 1d20 + 1 ⇒ (14) + 1 = 15
    T: 1d20 + 3 ⇒ (13) + 3 = 16
    S: 1d20 + 4 ⇒ (2) + 4 = 6
    G: 1d20 ⇒ 15

    Initiative:
    Titus
    Corb
    Khamul
    Gnolls
    Shana

    Titus, Corb, and Khamul are up!

    MAP

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Corb gets angry and charges, implementing phase two of Operation: They're Coming Right for Us.

    Greatsword (rage, pa, charge): 1d20 + 7 + 2 - 1 + 2 ⇒ (18) + 7 + 2 - 1 + 2 = 282d6 + 7 + 3 + 3 ⇒ (5, 5) + 7 + 3 + 3 = 23

    1 rage round used. -2 AC, 25/21 hp

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    Titus double moves towards one of the dog-men while drawing his blade.


    Corb charges a gnoll, striking it and chopping it in two, the in twain again!

    Titus moves toward another gnoll, but can't quite reach it!

    Khamul!

    Scarab Sages

    Male Human Exiled Blood Lord 6 | HP 45/45 temp: 10/10 | AC 15 T 11 FF 14 | CMD 17 | F+5 R+2 W+3 (+1 fear) | Init +1 | Perc -1 | command 6/6 | touch 6/6 | bond 0/1

    Khamul moves up and takes cover behind the rock and then casts mage armor on himself.


    Attack vs Corb: 1d20 + 3 ⇒ (11) + 3 = 14
    Damage: 1d8 + 3 ⇒ (8) + 3 = 11

    Attack vs Titus: 1d20 + 3 ⇒ (1) + 3 = 4
    Damage: 1d8 + 3 ⇒ (7) + 3 = 10

    The remaining two gnolls close and attack, but neither are able to connect!

    Party up!

    Silver Crusade

    Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

    Titus retaliates on the gnoll.

    Rage, pa: 1d20 + 8 ⇒ (17) + 8 = 25

    1d10 + 12 ⇒ (1) + 12 = 13

    Silver Crusade

    Female Aasimar Crusader 4 (HP 31/31) | AC 18 Touch 12 FF 16 | Saves F +5 R +3 W +8

    Shana moves forward to get a clear shot and releases an arrow at the gnoll on Titus.

    Attack 1d20 + 8 ⇒ (1) + 8 = 9 (PBS)
    Damage 1d8 + 4 ⇒ (4) + 4 = 8 (PBS)


    Titus cuts down the gnoll that was fool enough to confront him!

    Shana fires a shot, but it goes wide!

    Khamul and Corb

    Liberty's Edge

    Stats:
  • 23(+21t)/72 HP
  • AC: 6, FF: 6, T: 6, CMD: 22
  • F: +12, R +4, W+1 (+2 vs fear, pois)
  • Per: +10, SM: +0
  • Init +5
  • Rage rounds used: 5/9
  • Effects: Rage, Big
  • Human (Taldane/Varisian) Barbarian (Titan Mauler) 2/ Alchemist (Internal Alchemist) 2/ Fighter (Two-handed Fighter) 3

    Attack should have actually doubly hit; Rage put me at 12 and Charge (which I forgot) sets Corb at 10 25 - 11 = 14

    Corb attempts to retaliate at the gnoll! GSword, pa, rage: 1d20 + 9 ⇒ (15) + 9 = 242d6 + 13 ⇒ (1, 2) + 13 = 16

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