Into the Haunted Forest: Non-PFS Sanctioned Module (Inactive)

Game Master DoubleGold

forest map


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DungeonMaster

at Klujjen, yes you notice Dana, you need like a perception of like negative 20 to not notice such a pretty woman walk into a bar, which means a bad will and no ranks into perception. Even if you made a gay character you need a perception of like zero to not notice a person walk into the front door given the circumstances

as far as what the sheriff can tell you not much about the dagger, only its name "brightflame" and that it is a murder weapon.

As far as the sincerity of the 3 black banners, you can sense that 2 are unconcious, and the 3rd one means well and has no hard feelings.

You all go to your inn as it is getting dark.

I'm leaving a spoiler up, because the story can be altered slightly if you don't go to your inn, you stay up all night, or you do something else after leaving the bar. Please try not to read the spoiler before you make your decision, and if you do, try not to let it affect your in-game decision.

read if you went to the inn and did nothing else after leaving the bar:
The next day you all wake up and go to the bar as you were told to report here. The sheriff informs you that the dagger has been stolen overnight. He has some suspects Huckaby Trent, Lorkyhay Ganderhoddle, and Estle Winterbloom as well as you Xildhal it says they suspect 1 PC, so, you

List of witnesses include Sara, Doctor Phineus Krane, Jobe Flint, and Tab talking to people and/or rolling local checks will reveal to you who these people are. The Diplomacy to get info on the suspects isn't high, but the higher the roll the more information you get. You can find basic info with a diplomacy of 5, so even our non-cha characters have a chance.
They Sheriff will let anyone who is not a suspect view the crimescene.


Male Half-Orc Skald (inactive)

Klujjen will just go have a good snooze at the inn. Been a long day!

name:

The booty was stolen?! Struth!

Klujjen will ask quesitons:
Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8 Probably won't get more than basic information with that roll

He'll want to find out what he call about Huckaby Trent, Lorkyhay Ganderhoddle, and Estle Winterbloom. And if the witnesses are absolutely positive Xildhal could be one of the suspects. I should think he kind of sticks out like a sore thumb in a village of humans; especially with Zxill accompanying him.

And he'll view the crime scene too:
Perception: 1d20 + 4 ⇒ (16) + 4 = 20 Should be able to find a few clues lying about.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line goes to the inn and simply finds a spot to sit down. He will spend the night just quietly sitting.

Next day:

Line will leave questioning the various witnesses to the other characters, at least initially. He will look over the crime scene though.

Perception check: 1d20 + 1 ⇒ (17) + 1 = 18

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

Xildhal and zxill will go up the a room

what?!:
"you suspect me, as a thef? I am a silver dragon there is no thievery in my race. How dare you sir!"

Xildhal said with much anger at the causation

-Posted with Wayfinder


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Dana yawns and heads for the inn, her trip has exhausted her and she had work to do in the morning.

:D:

Dana will help question the townsfolk.

Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

Next, Dana will help investigate.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

After finding out what there is to find out, she will go to the others and tell them what she has found.


I guess since I am last I don't need to spoiler.

Seeing that the sheriff does not look like he is going to give them any reward, Orgril will go to bed.

He will help look around the next morning.
perception: 1d20 + 5 ⇒ (1) + 5 = 6

"Looks like the dagger would have been better off with us after all. This looks more like an inside job to me. Xildhal is not even good with daggers."


DungeonMaster

you all find out that
Huckaby Trent is a CG Male Human Ranger 1 is a farmer.
Lorkyhay Ganderhoddle is a CN male gnome rogue 2/sorcerer 2.

Estle Winterbloom is a CG female human witch 3.

oh and Grelm Hammerlock, the one in charge of the black banners is a suspect.

They suspect Xildhal because he was the last on in the inn, he showed up to the inn 5 minutes after the PCs did and while that might not seem like much, the Bar, the inn and the sheriffs office are all within walking distance. The inn is 2 blocks west of the bar, and the sheriffs office is 2 blocks west of the inn, making only 4 blocks between the sheriffs office and the inn, making it possible for Xildhal to have made a run for it someone points out.

Sara a Neutral Ranger 1 is one of the inn's serving girls. She claimes she saw both Huckaby and Grelm in the hall outside the sheriffs room at different times last night as she made the round checking the locks and windows. Grelm however tries to go against Sara's argument and tries to tell you all he was nowhere near there. Huckaby claims he was drunk and looking for a privy, which a dried, odorus stain in the corner near the sheriff's door supports.

Doctor Phineus Krane, a cleric 2 says he saw a figure that looked like Xildhal out last night the sheriffs office. But he does know for a fact that Xildhal was the last out the door of the bar getting his stuff ready, he was out the door like only about 30 seconds after everyone else and showed up about 5 minutes to the inn after everyone else, but Krane is still suspicious of even those minor time delays. He knows but Krane went out the door with Xildhal and he saw Xildhal walk into the inn as he was waiting in the main hallway for someone.

Jobe Flint a Human Fighter 1/Barbarian 1 LN, claims he caught the innkeeper hiding in the storeroom next to the sheriff's room Merinwaite hotly denies hiding and states he was stocking clean linens. Jobe however isn't entirely sure of himself though.

Tab a CG human male Druid 1 is one of the stable boys, Tab states he saw the gnome tinder, Lorkyhay Ganderhoddle, creeping about beneath the sheriff's windows during the night while Tab made his rounds of the stables. Ganderhobble claimes he was merely taking a late night constitutional.

The Sheriff suspects Estle Winterbloom just because she is a witch.

you can still question the PCs more and you might want to roll other things as well, like some of the stories don't match up, so intimidate/bargaining/sense motive or additional diplomacy checks with more questions asked might reveal more info and might show who is telling the truth, who isn't telling the truth and who thinks they are telling the truth but is purely crazy and other things, etc.

As you all get to the sheriffs office and examine the evidence. and most of you by far passed the perception checks.
You all find tiny dark marks made up of short straight lines cover the sheriff's bed near his pillows. These marks are slightly tacky to the touch and appear in pairs and groups of three. does anyone have the scent ability? If not roll knowledge nature dc 18


Male Half-Orc Skald (inactive)

"There's no shortage of suspects for who nicked our prize!" Klujjen thinks.

He will talk with the four he thinks could have nicked the dagger and see if he can get a sense of their sincerity:

Sense Motive Estle Winterbloom: 1d20 + 7 ⇒ (5) + 7 = 12
Sense Motive Grelm Hammerlock: 1d20 + 7 ⇒ (11) + 7 = 18
Sense Motive Huckaby Trent: 1d20 + 7 ⇒ (12) + 7 = 19
Sense Motive Lorkyhay Ganderhoddle: 1d20 + 7 ⇒ (4) + 7 = 11

He will also check out those marks by the sheriff's bed to see if he knows what might have caused them.
Knowledge (nature): 1d20 + 5 ⇒ (12) + 5 = 17
"Argh! Just on the tip of my tongue!" he fumes.

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

so since I am a suspect am I being detained? As I can't ask any questions or?

-Posted with Wayfinder


Orgril will stay with Xildhal and ensure that nothing happens to him.

He is not much of a people investigator anyway.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line will try questioning Lorkyhay, asking him: "What were you really doing by the Sheriff's office?"

Intimidate check: 1d20 + 5 ⇒ (19) + 5 = 24

Might have some success. :-)


DungeonMaster

you can sense the following
You cannot make out whether or not Grelm is telling the truth or if he is hiding something, you have trouble reading him. Just that he is a little upset from yesterday but will try to get over it.
You can sense that Huckaby likes his alcohol and was telling the truth.
You can sense that Estle does not like being discriminated against for being a witch.
You believe that Huckaby is being honest or is trying to be as honest as he possibly can. You sense motive does tell you that the stable is entirely sure that Huckaby was up to something, so you still not sure.

As line intimidates Lorkyhay he begins to st-udder and cannot tell you or does not want to tell you. He then adds Okay, fine I was there in the Sheriffs office, but the Sheriff was in his office the entire time I was there. Please explain to me how I would be able to steal a dagger out of the Sheriffs office with the Sheriff in the office? And if I really was seen in the office, the answer isn't I was invisible. As he says more and more nervously. Besides, wouldn't the Sheriff had noticed it missing soon after I had left and, wouldn't he have made me the prime suspect? he says trying to get heat off of him.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line says to Lorkyhay, "You're a sorcerer. You can probably do all kinds of things most people would neither suspect nor notice. Besides, I never said you were in the office, you did. So why were you by your own admission hanging out invisibly in the Sheriff's office?"

Intimidate check: 1d20 + 5 ⇒ (14) + 5 = 19

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

question am I out of the game until this gets resolved? Or am I just being held in my room?

-Posted with Wayfinder


DungeonMaster

you were being held in the bar, but I was delaying after lines one post to see if anyone else would do anything.

okay, so Lorkhay confesses that he stole the dagger. Okay, fine, I casted sleep on the Sheriff and it was a piece of cake as he hands over the dagger.

The Sheriff then adds You can have the dagger if you help me with the murder and if you say yes, he directs you to the place where the murder took place. You have to go further into Arthfell Forest. You can even have one blackbanner come with you if you want, or leave them all behind. What do you all do?


Orgril wants nothing to do with the Blackbanners and makes it as obvious as he can without being directly rude or aggressive.

"I would like to inspect this dagger further before we continue. I also would be willing to protect it from further theft during our investigation."

thorough investigation:

He would first look over the dagger for any maker's marks or other indentifying features.
appraise: 1d20 + 11 ⇒ (7) + 11 = 18

Then, he would see if he can remember any arcane knowledge pertaining to the dagger.
kn arcana: 1d20 + 11 ⇒ (14) + 11 = 25

Orgril would finally, take a minute to prepare a potion of identify and use it on the dagger. (He is seeing if they missed anything upon their first inspection)
identify spellcraft: 1d20 + 18 ⇒ (16) + 18 = 34

Upon concluding his investigation, which only takes a few minutes, he is ready to go to the crime scene. If the sheriff allows him to transport the dagger, he will hide it on his person.

sleight of hand: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22


DungeonMaster

yep, go ahead and read the spoiler on page 2, that says spellcraft dc 20, orgril Orgril finds that it is a priceless dagger, that no shopkeeper will accept it for money, nor will anyone give you money for it, but a few people would want to possess it for themselves by stealing if they knew the power it brings.

Ogril, make a will saving throw, dc 7 to prevent yourself from just outright stealing the dagger.


Gotcha. He will not attempt to activate it. The investigate was greatly RP driven for Orgril's "WTF it this and why is there so much fuss over it, we must have missed something" reaction.


DungeonMaster

it is the magic in the dagger that makes people want it ever so slightly. The very weak minded/magical people have a hard time controlling the dagger or the desire to possess it.

Also, I edited in the will saving throw part you missed, as you must have been writing when I edited, so rolling for you here.

will: 2 + 1d20 ⇒ 2 + (5) = 7 and upon learning about the daggers full extend, Ogril is just barely able to say no to stealing the dagger, even though he would have enough skill to steal in and get away with it, his mind tells him it is wrong.


Male Half-Orc Skald (inactive)

Klujjen is willing to investigate. "This dagger is a bit of a bother, apparently. I'd like to see where the murder took place and see if we can find anything more helpful. One of the Black Banners can come with us, I figure, to show we've got not bad intentions."

Speaking to the Sherrif: "Who was the murder victim? I doubt it was the mauled Hobgoblin we found with that dagger. I can't imagine anyone missing him. And he had just been recently killed when we did find him."

Klujjen will also have another look at that dagger, now that it's apparent it makes people want to steal it:
WILL: 1d20 + 4 ⇒ (6) + 4 = 10

"Well, it is nice, but not that nice. Should I hold on to it for the time being? Its "steal me" lure doesn't seem to affect me as much as some. Sounds like it's kind of useless as booty or a prize anyway."

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

Xildhal walks past the group and out the door once outside he calls out

"well are we going?!"

Xildhal is still clearly very angry of being a suspect at all

I still can't believe that disrespectful halfling would think I Me! Would do that...theft the idea of it...xildhal tough to himself once out side

"let's move..."

He turns and pets zxill

"you know I would never do such a thing right girl?"

Zxill gives a hiss as if she answered him back

"ya that's right you know me..."

-Posted with Wayfinder


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line says, "I am ready to leave when you all are. With or without a Black Banner makes no difference to me."


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Dana nods. "I'm good to go." she steps forward and suddenly stumbles, as if tripped. She curses under her breath and follows the others out the door.

-Posted with Wayfinder


Male Half-Orc Skald (inactive)

Klujjen steps up with the others. "I'm ready. I had to make sure I have all my fashionable travel accessories, such as this one …" indicating his rather well-made Bardiche " … let's be off, shall we?"

"That Dawn is a looker," Klujjen thinks, "but she seems to be a klutz every time she talks. Strange. Then again, I guess each of us are strange in our own way."

@DoubleGold: which one of the Black Banner chaps would be joining us?


DungeonMaster

to be clear, you don't have to make a will save on the dagger unless you pass the spellcraft check to learn of its special ability, seeing the dagger does not want to make you steal it, but learning about it does.

alright you offer the Black Banners to go with you, but they all refuse, the officer said you could, but they said no. Hell no, whatever is out there will kill you too, and it wants that dagger.

Okay, so who here is in front, who is in back, who is in the middle?

Traveling speed: normal, takes 7 hours, perception is treated as a 10 or the higher of a roll. You will need 1 trail ration, which you can buy

Traveling speed fast: takes 3 hours, perception is bases off of rolls only. Trail rations not needed.

Traveling speed slow: takes 13 hours with no rest or 22 hours if you rest, perception is take 20 on traps, and take 10 on everything else or a roll. You will need 1 trail ration.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line will either take point, or more likely the position behind point with a scout type on point. Line won't need a trail ration, but will suggest taking slow speed and resting when needed.


Male Half-Orc Skald (inactive)

With a shrug to the Black Banners, Klujjen will just say "Suite yourself."

The slow (and sure) method sounds fine, since we don't have to have anyone good at disarming traps if found. He can travel up front with Line, since his bardiche will give him some good reach with AoO, if needed. Klujjen will grab a day's rations too; could need it.

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

"zxill and I will have the rear "

-Posted with Wayfinder


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

If it suits the party, Dana would like to be in the middle. Easier access to heal and protection between the big guys.

-Posted with Wayfinder


Orgril is not a front line, but he can spot traps. He would prefer to let Line lead and follow behind.


Male Half-Orc Skald (inactive)

I should have said; Klujjen will use his bardiche as a bit of a "trap sweeper" on anything that looks like it might be trapped. It's got the reach, so he can poke and prod things and move it about out front to find tripwires, etcetera, etcetera.


DungeonMaster

along the trail you spot a snare trap and a wolf, a hungry wolf, though you are all far away yet and it won't bother you right now, though you can hear it growling and it coming closer to you by the second very very slowly. Though if you feed it, it might go away, or not bother you. trail rations would have stuff for animals too.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line rigs his shield for battle and readies a chakram.


Male Half-Orc Skald (inactive)

"One wolf is hardly worth the bother, Line. If we make much noise now, we might attract something nastier than one hungry wolf." says Klujjen. And with that he chucks out some of his meatier rations for the wolf.

"Besides, this is supposed to be a magical forest by all accounts. No point in taking needless risks, on the off chance it's not just any old wolf. There's no glory to be had fighting one hungry wolf anyway."

Klujjen should have 5 days rations left, provided he just chucked out the one day's worth he bought in town to take care of that wolf.


"Wolf is stringy and bitter anyway. If we ever get low on rations, I can show you how to forage for berries and other food."

If we ever want to take a slower pace (1/2 speed) and make survival checks, I can make them and you can assist me (those without survival skills) and we should be able to feed the group.


DungeonMaster

wolf is now close enough as the people talk and hesitate.

new map up

round 1 start wolf is automatically last as it moves slowly at first and wants to get a good look at you all before it does anything, going off the path is rough terrain. You can try anything, even running away if you think getting out of the wolfs site is the solution. If you go off of the path by moving south or north instead of east or west, you are still on the path, but everyone is out of your sight, including the wolf, though things can still notice you by sound and smell.

for those who want to use ranged attack, the wolf has partial cover, from trees and grass and whatnot, +2 ac


Male Half-Orc Skald (inactive)

"I don't the wolf is worth the bother, let's just keep going and let it have the rations I just tossed into the bush for it."

I've marked "grub" where Klujjen scattered some rations to keep the wolf busy.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line will move 10 feet east, passing by Dana and ending up between Klujjen and Xildhal. Line will put the chakram away and draw his waraxe.

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

Xildhal and zxill will dubbel move 60 feet foward..keeping an eye in the wolf if it tries to attack...

-Posted with Wayfinder


Orgril will also keep going and leave the wolf alone.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Assuming Klujjen moves with the group, Line will also. Taking a rear guard position until the wolf is out of sight.


Male Half-Orc Skald (inactive)

I moved my marker for Klujjen up the map. I'm assuming those are 10 foot squares, so I hope I've moved him properly. Moving up the path, avoiding the snare trap and the wolf, to save time. Klujjen will move at a rate of 20 feet, so he doesn't go faster than Line.


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Dana continues walking, but is wary of the weary wolf.


DungeonMaster

okay so wolf take the food chance: 1d100 ⇒ 70 70% it takes the food and leaves you alone, 71 and above means it grabs the food but will not leave.

Just barely, the wolf thinks about it for a second, but takes the food and then leaves.

later heroes reach the Druids Grove, it is getting dark, but not dark dark, as those without lowlight take a perception penalty

perception dc 10, you can't take 10 you have to roll to see this one:

and odd plant

nature dc 13 if you make the perception:

if you spotted it and ided, it is an assassin vine, it cannot move, but is very dangerous and needs to be taken out as there are clues near it, stand back at a min of 15 feet and destroy it safely.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Having more or less reached the spot they were heading for, Line stops and waits to see what everybody else wants to do.


Male Half-Orc Skald (inactive)

Upon Entering the Grove:
Perception: 1d20 + 4 ⇒ (17) + 4 = 21 (yup!)
Knowledge (nature): 1d20 + 5 ⇒ (3) + 5 = 8 (nope!)

Entering the grove, something catches Klujjen's eye. He points at a plant in the twilight: "This is an odd-looking plant. Does anyone know what it might be good, or bad, for? I don't recognize it myself."


DungeonMaster

oh and I'll let people use nature untrained, but you have to score a 15 if untrained to know

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

perception: 1d20 + 6 ⇒ (9) + 6 = 15

nature : 1d20 + 5 ⇒ (11) + 5 = 16

"everyone stop that is an assassin vine, let me take a few shots at it...unless one of you has some fire handy?"

Xildhal ask the group and he takes aim and fires a shot at the vine

cross bow: 1d20 + 7 ⇒ (20) + 7 = 27

damage: 1d6 ⇒ 6

Edit

critical conform: 1d20 + 7 ⇒ (10) + 7 = 17

is it 3x what i had rolled or 2 more rolls?: 2d6 ⇒ (6, 6) = 12

edit 2

WOW MAX nice this almost never happens ^_^ ...can it be crit on?? with my luck probably not...that's how it goes


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line suspects that slashing weapons might be better against a plant than piercing weapons. So he throws a chakram at it.

Attack roll: 1d20 + 4 ⇒ (1) + 4 = 5

Though it would help if he could actually hit it.


DungeonMaster

yeah it is still alive after xildhal hit it, though a quite a few of the vines where cut down and the plant was just about split in half.

The other 3 are up, then round 2 again. I'm not worried about the plants turn unless someone is brave enough to get within 10 feet of it

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