[PFS] GM Lithrac's The Snows of Summer (AP#67) (Inactive)

Game Master Cyril Corbaz


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The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

It's partly my fault as I should've thought of something on my own. No worries, I was looking things over and was going to stow my axe and remove my longspear, instead of dropping the weapon. I'm still learning a lot of things playing Pathfinder. I was more wondering that if my half-orc (who wouldn't be familiar with this magic as mentioned) decided to just attack something with the axe if I would treat it as a small weapon or what not. But I'll go with drawing my spear instead.

Gratmal gets furious with his now puny axe and stows it away on his back while removing his longspear. "Creature make Gratmal's axe small, but Gratmal just kill him with spear!" The large half-orc roars at the nearest creature, fortunately for the ice creature a zombie stands between him and Gratmal.

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

This is what I've dreamed of for so long—but if things are this difficult, do I really want to continue...?

Waking from her reverie, Kaelyn acts quickly, drawing an arrow and loosing it toward the creature.

"I can use fire, but it will hit your zombies!" she shouts.

15/15, HD 2; AC 17, Touch 13, FF 14, CMD 15 (20 v. grapple); Fort +4, Ref +5, Will +0

Standard Action: Attack with longbow (PBS, Deadly Aim)
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 8 ⇒ (1) + 8 = 9

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

In the chaos of the melee, Necress cannot hear the words of her companions...but she can see that the zombies are impairing her allies from attacking.

"Attack them from behind!" the oracle calls out to her minions.


Skeleton | HP 5/5 | AC 16; Tch 12; FF 14 | F +0; R +2; W +2 | CMB+2; CMD 14 | Speed 30 ft | Init +6 | Scimitar:+0 (1d6) | Perc+0

The zombies comply and continue to pummel the icy creature, the first one striking hard.

slam attack: 1d20 + 4 ⇒ (16) + 4 = 20

slam dmg: 1d6 + 4 ⇒ (2) + 4 = 6


Zombie| HP 37/42 | AC 16; Tch 12; FF 16 | F +2; R +2; W +5 | CMB+6; CMD 16 | Speed 30 ft | Init +0 | Scimitar:+6 (1d8+3) | Perc+0

The second strikes even harder.

slam attack: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 +2 for flank

slam dmg: 1d6 + 4 ⇒ (6) + 4 = 10

crit?: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

slam dmg: 1d6 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Actually in your situation it would make more sense to drop the axe, use a move action to get the spear and a standard to strike, Gratmal. Whether your character realizes that his axe has shifted back to its normal size only after the adrenaline of the fight is over is up to you.

The zombies strike mercilessly at the elemental, which shatters into pieces!

End combat.

After checking that everyone is safe and sound, the Pathfinders cross the river with great precaution and find a body on the other side. It must have been a Taldan farmer, for his clothes match those of the people you met in Heldren, but his face is frozen and covered with rime, rendering an identification impossible. He was obviously killed by the elementals. His possessions are still around: a composite longbow (+1 Str) with 12 arrows, a dagger, a masterwork handaxe, and a pouch containing 14 gold coins, 25 silver coins, and 18 copper pieces.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

As calm returns again to the river crossing, Necress turns to the others.

"Clearly, someone does not want us to be following them..."

She looks through the area to see if she finds anything interesting, then prepares to move on.

perception (deaf): 1d20 + 3 ⇒ (2) + 3 = 5

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

Thank you for the information. Still learning so I hope my questions haven't derailed anything. Since combat ended I'm going to continue playing with the previous action of putting the axe on my back. Maybe he'll eventually "feel" the axe return to size. Thanks again for bearing with a "noob" in some sorts.

Grand Lodge

Don't worry about it. I'm a bit wary about metagaming especially when I don't know players beforehand, because I know that some players on the boards use that kind of information to their advantage the first chance they get. It's obviously not the case here, but I just wanted to bring Hskoro's attention on it so that it doesn't become a problem later on. Let's game on! :)

GM rolls:
Perception (Gratmal): 1d20 ⇒ 4
Perception (Sifvery): 1d20 + 8 ⇒ (18) + 8 = 26
Perception (Hskoro): 1d20 + 6 ⇒ (5) + 6 = 11
Perception (Jocephus): 1d20 + 5 ⇒ (13) + 5 = 18
Initiative (Kaelyn): 1d20 + 5 ⇒ (8) + 5 = 13

The trail begins to climb a ridgeline to the south beneath snow-laden trees. The prints of boots and horses mar the freshly fallen snow on the trail.

Jocephus and Sifvery:
You hear noises ahead, probably a conversation between people who are arguing.

The Exchange

AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 Aasimar Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3

Jocephus freezes, puts a hand up, and cups his ear. "Voices ahead." He whispers.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"I hear them too. We should hurry, but cautiously."

Grand Lodge

If some of you want to try and ambush the people ahead, you may make a Stealth check.

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

"If others want to plan an ambush, I'll trail and cover you," Kaelyn whispers.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

"Can you make out what they are saying? Perhaps one of us should try to get closer? I would try; however, I am not very quiet in this armor."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress manages to read enough lips to determine what his going on.

"I would likely be our worst scout..."

The Exchange

AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 Aasimar Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3

"I can make myself vanish for a few seconds, but am only modestly adept at sneaking."

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Sso it would appear that ssneaking up on them won't work ... sshall we try the front door then?

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"Unfortunately, stealth is not really a strength of mine as well..."

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

"Gratmal can't sneak."

Grand Lodge

The group decides to forgo their tactical advantage and move straight to the voices, which originate from three men covered in furs and quarreling about their shares of loot.

"What about the lass's necklace, surely... Hold on, we're not alone. To arms!"

Initiative rolls:
Initiative (Necress): 1d20 ⇒ 20
Initiative (Gratmal): 1d20 + 1 ⇒ (4) + 1 = 5
Initiative (Sifvery): 1d20 + 2 ⇒ (4) + 2 = 6
Initiative (Hskoro): 1d20 + 2 ⇒ (17) + 2 = 19
Initiative (Jocephus): 1d20 + 3 ⇒ (11) + 3 = 14
Initiative (Kaelyn): 1d20 + 4 ⇒ (2) + 4 = 6
Initiative (bandits): 1d20 + 1 ⇒ (17) + 1 = 18

Initiative - round 1 - the bold may act!
1. Necress & zombies, Hskoro
2. Bandits
3. Jocephus, Kaelyn, Sifvery, Gratmal

Forest clearing map

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Round 1 Initiative 19

Free Action - "You may want to conssider your next move carefully friend ... the oddss are not in your favor.

Full Action - Ready Attack: Fires Crossbow at first bandit to also fire a range weapon or approaches within 40 ft of the party.

Heavy Crossbow: 1d20 + 3 ⇒ (11) + 3 = 14 for Piercing Damage: 1d10 ⇒ 8

New Initiative 18

The Exchange

AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 Aasimar Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3

Bandits indeed! I've never seen more unseemly looking men...

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

posting from phone, and will have limited access for a few days. Necress will order zombies forward, though it appears they can't reach this turn. Someone please move them their max...thx!

Grand Lodge

The zombies are ordered forward as Hskoro readies to fire his crossbow.

The bandits, caught off-guard and seeing how outmatched they are, make a run for it!

Initiative - round 2 - the bold may act!
1. Jocephus, Kaelyn, Sifvery, Gratmal, Necress & zombies, Hskoro
2. Bandits

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Hskoro will let the bandits flee without firing; preferring to examine the area where there were discovered more closely.

Grand Lodge

The three bandits flee without asking for anything more. Unfortunately, they left nothing behind except a dying fire. Their tracks are easy to follow, though, and are in fact a shortcut that brings your further on the road after a short walk in heavy snow.

After climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge’s two snow-covered chimneys, and large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north. Several tracks lead southwest toward a detached stable. Numerous horse and human tracks cross back and forth through the snow near the back porch of the lodge.

High Sentinel Lodge map

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"I am sure we are expected now," Necress muses. "We had no scouts before...perhaps a direct confrontation before they are fully prepared will suit us best..."

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

"Perhapss ... although thiss does not look much like a hideout. Too clean. More like a way sstation for the bridge crosssing. We sshould introduce ourselvess to the proprietor; be ready for trouble just in case.

Grand Lodge

I took the liberty of putting you on the map for two reasons by the way: the first is that no one is qualified in stealth or invisibility tricks, the second is that the map is actually too small to have a path extending further. Anyway, there's not a sound coming from the lodge, only the sound of running water coming from the river. All is quiet on the eastern front.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Sifvery readies her bow, and cautiously moves forward.

Grand Lodge

As Sifvery treads forward, she sets off a tripwire hidden in the snow, and a thud can be heard.
Trap: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

A crossbow bolt is propelled at high speed towards the sorceress, but luckily it only inflicts a fleshwound. The bad news comes from the loud clanging noise coming from porch, as an alarm was also part of the trap Sifvery fell into. If any doubt remained about the local dwellers being alerted to your presence, it is now gone.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Hskoro readies his crossbow to fire at any attackers and tries to detect any motion from within the house and out buildings in response to the alarm.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

Grand Lodge

As far as Hskoro can tell, nothing moves inside. All is quiet.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

I don't particularly care for their door bell, but it is very strange nobody answers

Hskoro will move carefully up to the porch to look inside the lodge through a window, watching for more traps on the way ...

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

Kaelyn, too, has her longbow ready.

"This is not friendly territory, and with the strange things going on in this forest, I would not recommend we take our time with diplomacy. Perhaps Hskoro and Gratmal to the front, and I'll cover them from behind?"

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

Gratmal responds to Kaelyn with a slight nod and moves up with Hskoro, trying to step where he steps to avoid any further traps.

"Gratmal open door when group ready," he says as he stands by the door with his longspear ready in his right hand.

Grand Lodge

Once everyone is ready and in position, Gratmal opens the door, revealing a large table and two benches running the length of this hall, and a twenty-foot-high vaulted ceiling rising into the rafters overhead. To the west, a roaring fireplace provides a welcome heat and light while to the south, a flight of stairs ascends to a wooden balcony overlooking the room. A set of double doors stands in the wall to the east. All the dors are opened, and bandits seem to be gathering (but not quite ready yet) in the main room.

Initiative rolls:
Initiative (Necress): 1d20 ⇒ 18
Initiative (Gratmal): 1d20 + 1 ⇒ (7) + 1 = 8
Initiative (Sifvery): 1d20 + 2 ⇒ (13) + 2 = 15
Initiative (Hskoro): 1d20 + 2 ⇒ (17) + 2 = 19
Initiative (Jocephus): 1d20 + 3 ⇒ (18) + 3 = 21
Initiative (Kaelyn): 1d20 + 4 ⇒ (15) + 4 = 19
Initiative (Raiders): 1d20 + 1 ⇒ (11) + 1 = 12
Initiative (Sickly Raiders): 1d20 - 2 ⇒ (8) - 2 = 6
Initiative (Rokhar): 1d20 + 2 ⇒ (13) + 2 = 15

Initiative - round 1 - bold may act!
1. Jocephus, Kaelyn, Hskoro, Necress & zombies, Sifvery
2. Rokhar, Raiders
3. Gratmal
4. Sickly Raiders
Map updated.

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

"Stand down! All of you, stand down!" Kaelyn shouts into the room to the bandits. She readies an arrow in the string of her bow as she says it.

15/15, HD 2; AC 17, Touch 13, FF 14, CMD 15 (20 v. grapple); Fort +4, Ref +5, Will +0

Standard Action: Prepare action to loose arrow at bandit she has the most clear shot at if anyone makes a hostile move.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Round 1 Initiative 19

"We are not your enemy!"

Ready Action ... fire crossbow if raiders aim a range weapon at or moves into melee with party members. If allowed, after firing, Hskoro will execute a 5 ft step to the side for cover.

Attack:
Crossbow: 1d20 + 3 ⇒ (14) + 3 = 17 for Damage: 1d10 ⇒ 8

Modified Initiative 12

Grand Lodge

You can only ready one action, which can't be a full-round action. You'll have to take the 5-ft step now, or delay your whole action.

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

I thought that might be the case ... then Hskoro will forgo the 5 ft step.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"Oh.. I am sorry. I just didn't see that wire!"

Hearing the call to stand down, Sifvery doesn't want to be the one to start a fight, and yet she also doesn't want to give up any advantage they may have. So she decides to cast Grease on the floor inside the door (10'square with two raiders in it, outlined by yellow box I think).

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

This should be amusing ... lol ... not so worried about my 5 ft step now :-)

Grand Lodge

Ref: 1d20 + 1 ⇒ (6) + 1 = 7
Ref: 1d20 + 1 ⇒ (15) + 1 = 16

The first bandit falls on the ground, whereas the second one manages to keep his footing.

Initiative - round 1 - bold may act!
1. Jocephus, Kaelyn (R), Hskoro (R), Necress & zombies, Sifvery
2. Rokhar, Raiders
3. Gratmal
4. Sickly Raiders

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress speaks to the two undead. "Enter the building. Kill any that attack you," she says as the two lumber forward.

She then yells at those in the building.

"Even the dead fight with us! You might recognize them as those you have already slaughtered! Drop your weapons lest you share the same fate!" she says.

intimidate: 1d20 + 8 ⇒ (9) + 8 = 17

The Exchange

AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 Aasimar Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3

Jocephus holds off, waiting for the men and Gratmal to act.

Delay

Grand Lodge

Kaelyn, when you ready an action involving a roll, you should already roll it within a spoiler tag (just like Hskoro did) to avoid slowing the game down. Thanks! :)

Necress, are you attempting to change an opponent's attitude or to demoralize him? Demoralizing is a standard action, whereas the first choice requires a 1-minute conversation, as per Intimidate rules. However, you have to choose one person you want to demoralize (demoralizing all opponents within a radius around you requires the Dazzling Display feat). Please let me know what you intended to do.

The zombies move inside the lodge, ready to bash the bandits.

The bandit on the balcony shoots at Hskoro with his bow, but in doing so gets the nagaji's well-aimed bolt in his chest, and falls unconscious. Kaelyn also shoots at the man, but the deed is done.

The southernmost bandit tries to move across the greasy patch...
Acrobatics DC 10: 1d20 + 1 ⇒ (6) + 1 = 7
... but doesn't succeed in doing so! Seeing that he's unsuccessful, he shoots at James the zombie with his bow, but the arrow gets lost in the undead's thick skin.
Shortbow: 1d20 + 2 ⇒ (13) + 2 = 151d6 ⇒ 4 *hit, but doesn't bypass DR*

The bandit who slipped rises to his feet, but James is here to use that opportunity against him. James hurts the bandit so violently that the latter falls unconscious on the ground!
James's slam of opportunity: 1d20 + 4 ⇒ (13) + 4 = 171d6 + 4 ⇒ (6) + 4 = 10 *hit*

Seeing that their companions's arrow had little effect on the zombie, the two northernmost bandits draw their sword as they move to strike Ensor, hacking at it.
Shortsword: 1d20 + 3 ⇒ (3) + 3 = 6 *miss*
Shortsword: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (6) + 1 = 7 *threat*
Confirmation: 1d20 + 3 ⇒ (5) + 3 = 8 *not a critical hit*
Ensor takes only 2 damage thanks to his DR.

A deep, rasping voice comes from upstairs, chanting words of magic.

Spellcraft DC 17:
Someone just cast death knell.

Will: 1d20 - 1 ⇒ (14) - 1 = 13 1d8 ⇒ 2

Initiative - round 1 - bold may act!
1. Kaelyn, Hskoro, Necress & zombies, Sifvery
2. Rokhar, Raiders
3. Gratmal, Jocephus
4. Sickly Raiders

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

I guess I was trying to demoralize...I'll just pick one target I can see and use my standard action (I only did free actions aside from that).

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

Gratmal pushes past Hskoro and approaches the nearest thief. He aims for the thief's chest as he attempts to run him through with his longspear.

Power Attack

Attack: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 12
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

-Posted with Wayfinder

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Spellcraft Check: 1d20 + 6 ⇒ (18) + 6 = 24

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