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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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

There was a Perception check much earlier, before Caradeum was readying the sleep spell, to see if there was access to the loading doors.

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 shoots Haraldir a stern look as he coldly says "With all respect due, 'or...' is not an option, so you'd best clear the thought from your head.".

Nothing personal, but I gotta play my class.


Caradeum believes that there are three ways into the building. The first is through the front door. The second is under the large cargo doors, through the water. The third is down through the oiled-paper skylights.

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]

The warehouse has skylights? I would absolutely love to hear more about those before we attempt to pick a lock in broad daylight while standing in the middle of a heavily populated street with no cover.


That's all there is. There are skylights made of oiled paper.

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]

Is there any way up to the skylights; a ladder to the roof, a conveniently stacked pile of crates perhaps?


No. But a person skilled in climbing might make it up there.

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]

Ok, how about this; Haraldir climbs the wall while Zandibus maintains his giant-crate illusion, granting the group cover from prying eyes. I have 50 ft. of rope I can send up with Haraldir (I'll knot the rope to bring down the climb check for the rest of us). Once Haraldir gets up to the roof, He'll find something to tie the rope off to and throw down the rest for us to climb. I'll go up next so that way, anybody who still doesn't think they can make the climb check can just tie the rope around them and be hoisted up by us. Once we're all up top, we'll use a dagger to poke a peeping hole in the paper skylights until we find the most favorable one to enter through (the one with the shortest fall). With any luck, we'll find an area without any guards and just slide down with the same rope we climbed up on and take the Ulfens by surprise.

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'd rather create a distraction and enter via the front door, that way we still have Abroscious who is a formidable little combatant, and do not face the possibility of having to fight while half the party dangles from a rope. Zandibus can create a diseased looking giant zombie thing that bursts from the ground - so hopefully people run rather than fight and get infected, and undead because he cannot make noise...

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

Well the guard is down, so whomever is in there shouldn't have any notice. Let's just go in the front door.

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

Thats my vote, though thinking on it a big distraction like that is potentially daft.

"If someone can hide the body, I'll dismiss my spell next time nobody is glancing this way and then create an illusion of a large hay wagon coming around the corner and parking in front of the door. That way we can pick the lock without being seen, sound good?"

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

"Did you not hear Moravic?! He has objections to us...wait, you meant I was suggesting to off the guard?!?" - Haraldir casts a very surprised glance at paladin. "No, I simply meant to leave him like this, maybe throw his boots away or something, but not hurt a disabled man for sure! What in Desna's name....what do you take me for, a Norgorber priest?!"

Owyn, I just reaized why your paladin reacted that way IC. All the time I was under the impression that he was simply opposing us picking the lock on the door, and although I find that a bit too much, I did not want to react. Now, I scrolled back my previous post dealing with that, and understood what Owyn might have thought - sorry for confusion man. Haraldir is CG, he would never suggest to simply kill an unarmed guard. My bad, I was not paying enough attention. Hope you do not mind Haraldir's IC rambling this time :-)

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 tells the others to wait, then goes across the street to the tavern, purchasing a bottle of whiskey. Returning to the party, he has the guard propped against the side of the warehouse and places the bottle in the man's hand. "There. Now no one should suspect anything but a man deep into his cups. Let us go see to this front door." If the party agrees, Caradeum will move casually toward the door and check it for being locked.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Caradeum Genwyllian wrote:
Well the guard is down, so whomever is in there shouldn't have any notice. Let's just go in the front door.

Remember that he did shout out.


Caradeum's casual-seeming pull on the door reveals that it is locked.

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

About that how did he manage that? He had not acted and was downed before his init came up so how come he got to shout? Speaking is generally a free action, and you can only take free actions on your turn, that seems to be the whole point of initiative. I've certainly always played it that you cannot speak before you are up in init.

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 bows and offers an apology to Haraldir for jumping to conclusions (Yeah, that's exactly where I thought you were going with that. My bad.).
Turning to the others, he shakes his head with a sigh as he says "Very well then, I know when I am beaten. This plan will suffice as long as we move quickly.".


Zandibus the Magnificent wrote:
About that how did he manage that? He had not acted and was downed before his init came up so how come he got to shout? Speaking is generally a free action, and you can only take free actions on your turn, that seems to be the whole point of initiative. I've certainly always played it that you cannot speak before you are up in init.

Thanks for asking. I encourage that, though it might go better in the discussion thread. One of the joys of PFS is that I do get to learn the rules much better, and often find rules I didn't know. So I went and looked this one up to be sure. Seems I did get THIS ONE right, however.

PRD wrote:

Speak

In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action.

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

So what's the plan then? Just try to pick the lock, stealthily?

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]

The plan to my understanding is that Zandibus uses silent image to create a wagon in front of the door while we all stroll up behind it and out of view. Then whoever is picking the lock gets to work while Haraldir and I stand guard.


I'm ready when you are. Just say the word.

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 double checks for traps, then picks the lock.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Disable: 1d20 + 13 ⇒ (20) + 13 = 33


The illusory wagon rumbles silently into place, blocking the public's view of the warehouse. Caradeum, finding no traps, slides long probes into the lock, which is of good quality. Nonetheless, the elf wizard soon has the lock singing his own tune and in moments it clicks open.

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]

As the lock clicks open, Owyn pats Caradeum on the back as he whispers "We must move quickly. I will lead the way if there are no objections. Whoever brings up the rear needs to close the door behind them."

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

His weapon at the ready, Haraldir states matter-of-factly: "I'll bring up the rear, no problem"

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 uses his magics to create the image of a large high piled hay wagon that parks in front of the entrance and then follows along maintaining his concentration upon the spell with Ambroscious in tow.

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 follows Owyn into the warehouse, bow ready, arrow nocked.


The door swings open, revealing a large single-room interior with a northman longship. Two men, scrambling to respond to the intrusion, armed with battleaxes, stand within. There is a loft to the east and atop it stands a burly man with long drooping mustaches. He bears a greatsword and is dressed in well-worn half-plate armor. A strange light seems to emanate from somewhere nearby him.

Perception rolls:

Northman A: 1d20 + 1 ⇒ (20) + 1 = 21
Northman B: 1d20 + 1 ⇒ (7) + 1 = 8
Bengeirr: 1d20 + 2 ⇒ (9) + 2 = 11

This is a surprise round. One of the three northmen is surprised and will not act.

Initiative rolls:

Caradeum's initiative: 1d20 + 8 ⇒ (15) + 8 = 23
Zandibus's initiative: 1d20 + 8 ⇒ (2) + 8 = 10
Haraldir's initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Owyn's initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Northmen's initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Bengeirr's initiative: 1d20 - 1 ⇒ (19) - 1 = 18

INITIATIVE ORDER
Caradeum
Haraldir
Owyn
Bengeirr
Zandibus &friend
Northmen

MAP OF BENGEIRR's WAREHOUSE

Caradeum, Haraldir, Owyn, one more of standard action only, please.

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 will move forward 20 ft. to stand directly in front of Northman A and will use Detect Evil (An at-will ability for me) to see if any of them are of evil alignment.

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

Haraldir will make a 5 foot step inside the warehouse and move to the left, readying his weapon and freeing the way for the companions behind him. In a firm voice he will state: "Drop your weapons! Warehouse is surrounded!"

Intimidate: 1d20 + 4 ⇒ (20) + 4 = 24


Owyn doesn't sense any evil in the warehouse.

Haraldir's shout surprises and frightens the nearest Ulfen warrior (who now has the "shaken" condition.)

Caradeum, go!

GM's Notes:
Guard A is shaken for three rounds. –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

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 takes a step into the space vacated by Owyn and draws his bow.


The large man on the upper landing moves to stand next to a brightly-lit lantern and invokes the wrath of Gorum. A huge shining greatsword appears suspended in mid-air next to Haraldir and attacks him, but the ranger easily deflects the blow.

Spiritual Weapon: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8

MAP OF BENGEIRR'S WAREHOUSE

Zandibus, go!

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 raises a hand imperiously, "Ambroscious attack!" Then he steps forward into the warehouse taking cover behind a abrrel as he casts a spell aiming at the fellow on the plank.

At his master's command Ambroscious hurries forward taking a position beside Owyn.

Cast Daze DC 15 Will save or dazed for 1 round.


Northman B will save: 1d20 + 1 ⇒ (11) + 1 = 12
Northman A Battleaxe v. Ambroscious: 1d20 + 3 ⇒ (7) + 3 = 10

Zandibus's spell startles the more distant guard, who hesitates. Meanwhile, the remaining guard heaves a half-hearted swing of his battle axe at the astonishing creature that has appeared at Owyn's shoulder. Ambroscious easily bats aside the blade with his tusks and the northman retreats to the side of his ally.

MAP OF BENGEIRR's WAREHOUSE

Normal combat rounds now.

Caradeum, Haraldir, Owyn, go!

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]

"Very well then," growls Owyn through clenched teeth. "If violence is what you seek, then you shall have it!"
Owyn will take a 5 ft. step forward and swing at Northman A with his longsword.
Attack: 1d20 + 5 ⇒ (4) + 5 = 9

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 steps in ten feet and fires an arrow at the man on the mezzanine.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

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

Echoing paladin's actions, Haraldir decides it is time to act. He steps forward and to the side, trying to avoid the great sword stabbing at him. He knocks an arrow and releases it towards the man on the platform...

Longbow attack: 1d20 + 6 ⇒ (2) + 6 = 8

...but the distraction of the huge shining weapon suspended in mid-air next to him proves as too much, and the ranger misses it's mark widely.


INITIATIVE ORDER
Caradeum
Haraldir
Owyn
Bengeirr
Zandibus &friend
Northmen

____________________________________________________________

The man on the platform roars "So that old woman can't fight his own battles, eh? Tch. I knew he was weak at the core! Well, you may die with honor, but he won't!"

He opens the ornate bullseye lantern and focuses its icy light on Caradeum. Intense cold washes over the elf, threatening to burn him. The glittering magical axe swoops down on Haraldir, but the ranger dodges out of the way.

Caradeum's Fort save (DC 15): 1d20 + 2 ⇒ (14) + 2 = 16
Spiritual weapon v. Haraldir: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

MAP OF BENGEIRR'S WAREHOUSE

Zandibus, go!

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

"Attack Ambroscious, but careful of your saddle, those sequins were a nightmare!" Zandibus calls as he hurries forward and casts another daze spell upon the guard he did not daze last time.

Ambroscious steps forward and slams his shoulder into his foe and the same time as his tusks surge forward.

Gore: 1d20 + 3 ⇒ (13) + 3 = 16 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Slam: 1d20 + 3 ⇒ (15) + 3 = 18 Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Northman A will save: 1d20 + 1 ⇒ (3) + 1 = 4

Zandibus' enchantment startles one of the two Ulfens while his pachyderm friend simply swats aside the other, first driving the northman to his knees and then crashing down on him like a hammer on a tent peg. The northmen falls senseless to the floor, bleeding from nose and mouth.

Caradeum, Haraldir, Owyn, go!

[No new map.]

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

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Caradeum fires another arrow at the upper man.

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 will swing at the remaining Northman.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

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

In a concerted attack with elven wizard, Haraldir sidesteps again so he would not be threatened by the large magical axe, and releases two arrows in rapid succession to what he considered to be the caster, standing on the platform.

Longbow attack: 1d20 + 5 ⇒ (5) + 5 = 10 Point Blank Shot, Rapid Shot
Longbow attack: 1d20 + 5 ⇒ (1) + 5 = 6 Point Blank Shot, Rapid Shot

...but it seems that the threat of glittering weapon is more than enough to distract the ranger.

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]

Apologies, but I completely forgot that I had a whetstone in my inventory. Since this is the first time I've successfully connected with an enemy in combat, I actually did 5 points of damage instead of 4. My bad.


Caradeum's arrow strikes the armored figure who must surely be Bengeirr, causing him to wince in pain. Haraldir's arrows go wide as the ranger avoids the glittering axe of force, and Owyn's sword slices across the Ulfen guard's ribs, drawing blood.

Bengeirr's spiritual weapon slices down at Haraldir, who once again parries the huge weapon aside. Bengeirr turns the beam of the Lantern of the North on Ambroscious, releasing a lance of super-cooled air, but the tough elephant shrugs off the cold with a trumpet of annoyance.

Spiritual Weapon: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Lantern of the North v. Ambroscious: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21 <- vs. Touch AC

Ambroscious's Will save (DC 15): 1d20 + 1 ⇒ (15) + 1 = 16

MAP OF BENGEIRR'S WAREHOUSE

Zandibus, go!

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 moves forward again and seeing no need for originality casts yet another daze spell this time targeting Bengeirr and invoking his training in the eastern mysteries to make it more potent.

Ambroscious hurls himself at the lackey again, his elaborate saddle a strange counter point to the savage attack.

Gore: 1d20 + 3 ⇒ (16) + 3 = 19 Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Slam: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Daze DC 17 Will - +2 due to eastern mysteries trait. Please note Zandibus moved forward last round but was not moved on the map so he should be able to get close enough.


Zandibus - When you move, you need to say exactly where to.

Bengeirr's Will save: 1d20 + 5 ⇒ (4) + 5 = 9

Battleaxe v. Ambroscious: 1d20 + 3 ⇒ (16) + 3 = 19

Bengeirr looks nonplussed, as if suddenly worried where he might have left his keys. The fanatical Ulfen warrior roars in anger at Ambroscious's attack and lunges at the creature with his battleaxe, but the pachyderm's thick hide turns aside the blade.

MAP OF BENGEIRR'S WAREHOUSE

Caradeum, Haraldir, Owyn, go!

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

Finally free for a second of the large weapon looming over him, Haraldir concentrates and lets loose with two more arrows, fully focused on his target Bengeirr.

Lonhbow attack 1: 1d20 + 5 ⇒ (19) + 5 = 24 Point blank shot, Rapid shot
Potential dmg: 1d8 + 1 ⇒ (4) + 1 = 5

Lonhbow attack 2: 1d20 + 5 ⇒ (14) + 5 = 19 Point blank shot, Rapid shot
Potential dmg: 1d8 + 1 ⇒ (1) + 1 = 2

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 moves to the southwest of Haraldir and casts a spell. As a hardpacked snowball appears in his hand, Caradeum throws it at Bengeirr.

Ranged Touch Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 4d6 ⇒ (6, 2, 5, 1) = 14 On a hit, DC 15 Fort or staggered for a round.

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