PFS Scenario 04 - The Frozen Fingers of Midnight - Table B (Inactive)

Game Master Tarondor

Travel to the Land of the Linnorm Kings to save Pathfinder Skelg from a terrible freezing curse.


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A short time later, the Pathfinders are once again confronting a miserable Ulfen guard.

How do you proceed?

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

Zandibus sticks a finger in his mouth and then pokes his finger into one of the guard's ears, "Haha, talk or there will Be more of the same, but next time I'll use snot! Where's you boss?"

Intimidate: 1d20 + 5 ⇒ (18) + 5 = 23


This weird approach is enough to unnerve the big warrior. He doesn't know what to make of Zandibus and turns to speak to one of humans, instead. "His name's Bengeirr! He's rented a warehouse on the docks. It's across from the The Rosy Fingers Tavern, a tavern on the west docks."

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum tries to remember if his has ever heard of such a place.

KN: local: 1d20 + 7 ⇒ (14) + 7 = 21

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

While Zandibus is wrapping up with the Ulfens, Owyn asks Tryo if he could show them where this portal to a ship appeared.


Caradeum feels that he knows which warehouse, yes. Tyros shows the tapestry to Owyn. "The doorway that opened was right here in the tapestry," says the manservant.

Grand Lodge

Ranger 2; HP 20/20,- AC 18/T: 14/FF: 14 - Perception +7 - F: +4/ R: +7/ W: +2 - CMB: +3 - CMD: 17, Speed: 30, Init. +4

Not really knowledgeable around magical doorways, Haraldir invites Caradeum: "Can you please take a look at this tapestry? Can you learn something of that doorway? If not, let us bring these two to the authorities, notify the Pathfinder Society of the whereabouts and current status of Skelg, and then let us be off to the western docks, to find this Bengeirr. He must know how to lift this terrible curse."

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum will examine the tapestry and detect magic.

Spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17
KN: arcana: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 5 ⇒ (6) + 5 = 11


From the story told by Skelg and Tyros, and by examination of the tapestry, Caradeum thinks that in order to activate the doorway, the light of the lamp must be shed on the tapestry. The lamp that Bengeirr now has.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

"Seems we need to go visit Bengeirr. Let us be off."

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

Zandibus mounts Ambroscious again and begins leading the way with his usual impatience.

Grand Lodge

Ranger 2; HP 20/20,- AC 18/T: 14/FF: 14 - Perception +7 - F: +4/ R: +7/ W: +2 - CMB: +3 - CMD: 17, Speed: 30, Init. +4

Still a bit unnerved at the sight of a huge creature ridden by the small gnome, Haraldir follows suite and leaves with his comrades, but not prior to making sure that Tyros will inform the authorities to arrest the two subdued guards, as well as to send an intermediate status report to Venture Captain Adril Hestram.

While walking he addresses his comrades: "So, a warehouse across from the The Rosy Fingers Tavern is where Bengeirr might be found. Do you think it might be wise for one of us to go and try to scout ahead, prior of all of us...trampling in?!"

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

"Scouting selects single sucker, should someone spot said sneaker seldom serves successful storming success." Zandibus replies.

Unless there is a specific point to scouting I generally find it unhelpful and time consuming. Its just as likely to split the party and subject a single character to enemy attack as to do anything helpful. I'll also point out that Ambroscious is more Dumbo sized than jumbo sized, he's only medium and actually probably better at stealth than the majority of the party.

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

Actually, a small bit of scouting may be necassary for this. We're in an urban environment, which means we can't just kick in the door and kill everyone who doesn't agree with us. Otherwise, we run the risk of becoming cell mates with our two Ulfens friends that we just handed over. At the very least, we'll need to find a way in before we start letting heads roll.


So what's the plan?

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

I say we scope out the place before we move in. If a confrontation with the city guard becomes unavoidable, then so be it. However, I would still like to try to avoid that situation if at all possible.

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

Zandibus heads over to the Warehouse and takes a look from a distance before deciding what to do.

Can we get a description of the place, any guards, etc.?


The warehouse across from The Rosy Fingers Tavern is built right on the docks, part of it extending over the water. The building is thirty feet tall with no visible windows. On the landward side is a pair of large cargo doors with a smaller door built into the right one. Piers run along either side of the building and on the seaward side is a massive set of doors able to accommodate a small ship.

The street is busy, with several taverns among the warehouses. Most of the warehouses have sentries in front of them, and the ships at the docks are similarly guarded. A northlander warrior with an axe resting in his lap sits on a small pile of crates across from the warehouse, obviously keeping watch on the main door.

BENGEIRR'S WAREHOUSE

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

"Hmm," muses Owyn, half-talking to himself. "It would appear that the front door is all but out of the question. It's just as likely to be guarded on the inside as well as out here. However, were I not a religious man, I'd bet my shield that the sea dock isn't even locked, let alone guarded. We'd have to take a closer look, though.".
After a few silent moments, a smile comes to Owyn's face as he looks to the team and says "I think I just might have a plan. Or, at least, the beginnings of one. We need to get a closer look at the building layout and I think I can buy you the needed time to do so. That is to say, if everyone is up for it.".

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

"Why don't we just take out the guard? If we go monkeying around in the sea someone might drown, this way we stay dry. I can pick a lock if needed, but I swim like a hammer. I'll just walk up give him a quick color spray, then be all, "Oh no poor fellow better get him inside," then Goggenheim Swoggletote is my Uncle we're in! If the colour spray fails we just bop him on the head."

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

Owyn ponders this for a moment before replying "I suppose that could work. If you can make the color spray look like a freak accident, we can drag him over to the door, claiming that their man was attacked and needs medical attention. When they open the door, we all make our way inside, drop the man, and spring our trap. However, if the color spray fails, we cannot 'just bop him on the head'. This street is far too crowded and witnesses could claim that we committed an unprovoked assault. Let's try your first plan and see what happens. If it fails, we'll regroup and come up with something else.".

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

"I too can pick a lock. What can it hurt to search the west sid eof the warehouse. Perhaps we could draw the guard down on to the dock and confront him there away from the crowds."

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

"Oooh good idea, you lot wait around the corner sneaky like and I'll go and tell him a nice juicy lie! Ambroscious defend Cardeum there if you would be so good you powerful perfect pacidern you!"

Evidently excited by this plan Zandibus swaggers out without waiting for more discourse and struts up to the guard, "Excuse me big fellow are you guarding that warehouse? Only it seems some maliscious miscreants are attempting to break in around the back! I suggest you go and remonstrate with them, and if bringing the matter to your attention is worthy of some small reward then I would not be averse to accepting such largess... Hint."

Bluff: 1d20 + 10 ⇒ (11) + 10 = 21

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Seeing Zandibus head toward the guard, Caradeum motions to the others and quickly moves down the dock on the west side.

Don't have map access atm.

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

With a resigned sigh, Owyn follows Caradeum to wait down at the dock.

At this point, I vote for standing at the end of the dock and letting Zandibus hit the guard with a color spray from behind once he's about halfway down the dock. That way we can neutralize the gaurd with little to no witnesses, plus it'll put us out of range of the spell.


Quick reminder: Absalom is the most cosmopolitan (i.e., crowded) city in Golarion. Simply attacking the guard in broad daylight will be seen by many people and have consequences.


The guard squints down at Zandibus, trying to follow what he is saying. "You saying there's someone at the back door?" he asks.

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

Zandibus nods, "Those big doors round the back by the water? Maybe they are there legitimately but they were acting properly shifty and I'd swaer I saw a set of lock picks - though truth be told it just looked like a lot of long metal bits so I'm not really sure..."

If the guard follows Zandibus gets him to the back and then color sprays him, if he can get away with it without feeling like he is going to be seen by many people.

Bluff: 1d20 + 10 ⇒ (7) + 10 = 17

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

While Zandibus does his thing, Caradeum inspects how hard it would to reach the back loading doors. After, Caradeum readies himself to cast a spell.

Sleep or Charm Person, your guy's call. Both are DC 14

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

Ranger 2; HP 20/20,- AC 18/T: 14/FF: 14 - Perception +7 - F: +4/ R: +7/ W: +2 - CMB: +3 - CMD: 17, Speed: 30, Init. +4

Charm Person sounds better at this time Caradeum, at least for me

Lost in a flurry of words coming from Zandibus, Haraldir does not even have the time to properly say "What about...", but the gnome is already well on his way towards the guard. Ranger quickly decides not to shout behind him and attract (more?) unwanted attention. Shrugging his shoulders he follows Owyn's suite and walks behind the paladin and elven wizard. While marching he takes his time to take a more detailed look at the building, this time from up close.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

At this point, I'd say the Charm Person is a bloody fantastic idea! With any luck, we'll be able to convince the guard to unlock the front door for us.

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

Agreed a charm sounds like the best way to go by a mile.


"The doors that open onto the water?"

The guard seems a bit confused. "There ain't no way to reach those doors unless you got a boat. Oh, do they have a boat?"

He gets up and begins to circle around to the western side of the warehouse.

Caradeum, if you're going to cast a spell at the man in the street, you may wish to try to be stealthy. Down the western side of the warehouse is much more private (+10 to Stealth check).

BENGEIRR'S WAREHOUSE

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2
Tarondor wrote:

"The doors that open onto the water?"

The guard seems a bit confused. "There ain't no way to reach those doors unless you got a boat. Oh, do they have a boat?"

He gets up and begins to circle around to the western side of the warehouse.

Caradeum, if you're going to cast a spell at the man in the street, you may wish to try to be stealthy. Down the western side of the warehouse is much more private (+10 to Stealth check).

BENGEIRR'S WAREHOUSE

That has been our intention. Perhaps it was not obvious when we were mentioning the westside of the warehouse, but that was the plan. -To be on the westside down by the double doors at the corner of the building.

Caradeum wrote:
Seeing Zandibus head toward the guard, Caradeum motions to the others and quickly moves down the dock on the west side.
Caradeum wrote:
"I too can pick a lock. What can it hurt to search the west side of the warehouse. Perhaps we could draw the guard down on to the dock and confront him there away from the crowds."

Stealth Check if that's what your wanting: 1d20 + 4 + 10 ⇒ (6) + 4 + 10 = 20


So you're saying the west side? ;-p

Zandibus and the guard round the corner and walk down the west side of the warehouse, where Caradeum approaches and speaks to the guard in hypnotic tones.

Guard's Will save: 1d20 + 1 ⇒ (19) + 1 = 20 <- Uh oh.

"Hey!" says the guard, his hand on the haft of his greataxe. "That was a spell! HEY! Uh...HELP!"

Initiative Rolls:

Caradeum's Initiative: 1d20 + 8 ⇒ (15) + 8 = 23
Zandibus's Initiative: 1d20 + 8 ⇒ (12) + 8 = 20
Owyn's Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Haraldir's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Ulfen Warrior's Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

Initiative Order
Caradeum
Zandibus
Haraldir
Ulfen Guard
Owyn

MAP OF BENGEIRR'S WAREHOUSE

Caradeum, Zandibus, Haraldir, go!

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Caradeum curses as the man resists his spell. Stepping back, he casts another quick spell at the man.

Daze DC 13

Where's a Misfortune Hex when you need one....?

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

Zandibus creates an illusory box surrounding him, all his companions, and the peer, projecting onto each side of it a picture of a calm peer where they all stand around unconcerned chatting.

He also orders Ambroscious, who was defending and thus following Caradeum to attack with a swift gesture. The pony sized elephant stepping up to slam himself against the guard even as his tusks gore him!

Handle Animal DC 10: 1d20 + 5 ⇒ (8) + 5 = 13
Ambroscious Gore: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Ambroscious Slam: 1d20 + 3 ⇒ (19) + 3 = 22 Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Zandibus, your illusion is not that potent. You can create illusory figures, but you can't screen or hide your own real selves. It's not a wall or invisibility spell. You will still be plainly visible to anyone with line of sight. To say nothing of the sounds. Plus, I don't know what spell you're attempting to use.

Grand Lodge

AC(23)19/Touch18/Flat14/CMD27||HP53[53]|Fort:+6;Ref:+8;Will:+7(+2 for encha/compul)|Percept.+14|Init.+9 Elf Wizard (Wood Mage) 6 Fighter (Lore Warden) 1 Eld. Knt 2

Silent Image?

Grand Lodge

Ranger 2; HP 20/20,- AC 18/T: 14/FF: 14 - Perception +7 - F: +4/ R: +7/ W: +2 - CMB: +3 - CMD: 17, Speed: 30, Init. +4

Cursing silently under his breath, Haraldir loosens his light mace and closes the distance between him and the guard in a few quick steps. He swings at the guard, trying to hit him with weapon's foremost point, hoping just to daze him, and not kill him.

Mace attack: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 -4 because he is trying to deal nonlethal damage
Nonlethal damage: 1d6 + 1 ⇒ (3) + 1 = 4


Silent image will not create a wall of images obscuring you. It will only create the image of an object or person. Zandibus, care to re-do your orders?

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

I respectfully disagree. Silent Image will "creates the visual illusion of an object, creature, or force, as visualized by you."

Zandibus envisions a box with a picture of a peer on each side. Silent Image can absolutely be used to create walls, are walls not objects? I could create a painting, etc. Essentially this is a painted box with the images moving a little its absolutely within the powers of the spell. Of course its not 3D, I'd envision it as a movie screen showing the same scene from four different angles.

If that's not acceptable I'll just create the image of a large crate blocking the peer.


I strongly appreciate the form of your disagreement, Zandibus. I'm glad you do not take my ruling personally. On reflection, I'm not certain that I'm correct (though I'm pretty sure) and would love to see a discussion of this elsewhere. For now, though, I'm going to take the easy out and accept your second suggestion. Zandibus creates the image of a large packing crate that occludes anyone's view of the pier. Remember that the duration is concentration.

Zandibus's animal companion Ambrocious knocks the guard out cold just as a large illusory crate appears to block the world's view of the pier.

Now what?

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

"I'll keep the crate up, someone search him. Then I suggest we just go in via the front - especially if he has a key. If not we can create a distraction while someone picks the lock. Sound good?"

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

"Sounds like a plan." says Owyn as he stoops down to inspect the man. However, instead of looking for a key, Owyn is checking the man's health to see if he's even alive.

Heal: 1d20 + 8 ⇒ (20) + 8 = 28

The Exchange

Sylvan Sorcerer 1 (wildblooded seeker) - HP 8/8 - AC: 13/T: 13 /FF: 11 - Perception +1 - F: +2/ R: +2/W: +1 CMD: 8, Init. +8 Ambroscious Elephant HP 11/11 - AC: 20/T: 12/FF: 18 - Perception +5 - F: +4/ R: +25/W: +1 - CMD 15 Init +2

Still concentrating on his image Zandibus calls Ambroscious over and gives him a good scratching between the eyes, which the little elephant evidently enjoys.

Grand Lodge

Ranger 2; HP 20/20,- AC 18/T: 14/FF: 14 - Perception +7 - F: +4/ R: +7/ W: +2 - CMB: +3 - CMD: 17, Speed: 30, Init. +4

Seeing that paladin is taking care of fallen guards injuries, Haraldir decides to "help out" and search the unconcious body. Perception: 1d20 + 7 ⇒ (1) + 7 = 8


The guard is alive but out cold. He possesses only his armor and weapons (a battleaxe and chain shirt).

Silver Crusade

Male Aasimar Paladin/10 [HP:85/85] [AC:30/T:13/FF:29] [Perc.:+3] [F:+14/R:+9/W:+13] [CMB:+14, CMD:25] [Speed: 20, Init.:+1]

Relieved to learn that the man is still alive, Owyn turns to the rest of the group and says "So what's our course of action? I'm still in favor of finding a rowboat and slipping in through the shipping doors, but I'm open to better ideas.".

Grand Lodge

Ranger 2; HP 20/20,- AC 18/T: 14/FF: 14 - Perception +7 - F: +4/ R: +7/ W: +2 - CMB: +3 - CMD: 17, Speed: 30, Init. +4

Remembering his last adventure, Harladir shudders involunterily: "Eerm, I'd stay away from the water, if possible. I...I think Caradeum proposed some...alternative ways he could use to open the warehouse doors, right?"

"While we're on the subject - anyone needs this battleaxe? Seems like a nice weapon, I'd hate to toss it in the water. Do we tie this guard with rope or...?"

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