Qwerty's PFS #1-33 Assault on the Kingdom of the Impossible Low Tier PFS (Inactive)

Game Master qwerty1971

AKTI MAP

Chronicles


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MOLG// WOTW// Murder's Mark

Called from the far reaching corners of the Inner Sea, if not even further and more obscure locations throughout Golarion, you have been summoned to play the part of heroes and champions of the Society of Pathfinders, once more. Any contacts you might have, may have notified you that this one was, odd. Both in the implication of a far off land that few have seen, but also that the rumors about the mission itself are, . . . peculiar.

The city of Padiskar near the northern tip of the Isle of Jalmeray is not so much a city as a ring of small villages surrounding a massive, howling ruin, from which terrifying screams of whatever the Vudrani Maharaja Khiben-Sald left there in ancient times can still be heard. The new Venture-Captain Vasuman Mihir maintains a small safe house for the Pathfinder Society here, taking over from Padiskar’s longtime Venture-Captain Aamina Shahrazad, who was recently murdered by men loyal to Zamir, a bandit lord and rumored Aspis Consortium agent who operates out of the nearby jungles.

Venture-Captain Mihir’s briefing was short and serious. “This is a fake scepter of the arclords,” he said, hefting a bejeweled staff in his hands bearing glowing runes across its surface. “You will lead a caravan toward Niswan carrying this false relic and several crates of minor magical items. My porter, a young boy named Waman, will give you a detailed travel itinerary, which you must follow with care. Except that it is almost certain that you will be ambushed before you reach your destination, since young Waman is a spy for the Aspis Consortium and has sold out and murdered a dozen or more of our brethren and associates, including our former venturecaptain— I’m sure of it.

The scepter is bait in a trap, and you are the teeth. Do not let on to Waman that you know of his transgressions—we need him to lead us to his master, the bandit lord Zamir. We’ll either make Zamir our man or disrupt his business permanently. I’ll deal with Waman myself once this affair is resolved.”

Venture-Captain Mihir held up a second item, a plain-looking but easily recognizable wayfinder. “This wayfinder is also a fake, although unlike the scepter, it does have real power. The dial always points to the scepter.” Mihir demonstrated, moving the wayfinder in a circle around the scepter, the needle pointing unerringly at it.

“Waman gave Zamir information that enabled the bandit fool to steal artifacts from dozens of our caravans and even from safe houses such as this one. Zamir has a method of disassembling the artifacts so that he can smuggle them off the island with ease, bound for ports of call in Cheliax. What we do not know is where Zamir is, since he never attacks with his men.”

“I gave Waman the information about your journey, so at some point along the route, Zamir’s bandits will ambush you. Previous experience indicates that his bandits will not kill if they don’t have to. Let them steal the scepter. You must put up a small struggle, maybe even kill or injure several of his men, but most importantly you must let them escape and they must escape with the scepter.”

“Give them a few hours after the ambush to escape and then use the wayfinder to track Zamir to his hideout. Zamir is an arrogant man whose loyalties lie with whoever can make him famous to the people of Jalmeray. Right now he believes the Aspis Consortium is the answer. You will either convince him that the Society is the answer—as he could be a very powerful ally in the region—or you’ll end his operations for good. How you handle it, I leave to you. Good luck on your journey and may the gods guide your hand.”

"You can locate Waman in the safe house. He carries a map of the area, as well as the details of your travel. Before you leave, which my understanding will be in two day's time, return to me, without Waman or anyone else who is not in this room, for additional information. Any questions or concerns?"

Dark Archive

dice:
[dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice]
Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13

"Umm, so our objective is to fail to thwart an ambush, but not die. . .Then lose the item we are to guard, and again not die. . . Finally, we track the bad guy to his house, and again, not die . . . then we make him switch sides or kill him?"


PatheticWretch reporting in! I'll post more in the morning...thx for running this! I'll play my fighter 2 if that's okay.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

A Mwangi woman of the deep rain forests of the Expanse smiles kindly at the gnome's questions. Although short, she still towers over Eponine, relatively speaking.

"It's a good hunting strategy," she says to Eponine and Mihir alike, in a rich accent unlike the coastal Bonuwat. "I have no questions at this time."

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

A tall, lean human male dressed in scale armor carries a finely-crafted polearm, his long black cloak trailing behind him. In fact, all his clothing is black. He squints as if in bright sunlight despite overcast sky.

His eyes appear to mask a much older soul than his forty or so years might suggest.

He nods solemnly as he considers their task.

"I am Telos Phane," he says by way of introduction.

"We must maintain vigilance if we are to survive this expedition. We will also need to take care we do not betray our knowledge of this turncoat," he adds.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

A rugged looking dwarf listens intently, scowling with each word. He spits on the floor, then mutters "Good for nothing, traitorous boy! I will try not to split his head."

Then to the others, he relaxes a bit and introduces himself. "Henrick Bulwark's the name. Trackin' and retrievin's me game. Sounds like a mission right up my path! Playin' possum ain't really me style, but I can give it a go."

Dark Archive

dice:
[dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice]
Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13

"Right, introductions. I always forget that part, I am Eponine, you can call my any combinations of the varied syllables, and I will likely reply. I like missions that stress that I should not die. Otherwise there is always the temptation to dive from high places. . . no, thats not right. Missions with this type of verbiage are especially scary. What can you tell us about your little traitor and his bandit boss, aside from the foregoing statements?"

Grand Lodge

Human Barbarian 1 HP:15/15 | AC: 17 | T: 12 | FF: 15 | CMD: 17 | Fort: +4 | Ref: +2 | Will: 0 | Init: +4 | Perc: +4 | Sense Motive: +0

A large, arrogant looking man wielding a massive sword tied to his back listens to the new instructions while glancing around at his fellow pathfinders, obviously thinking he's better than all of them. Although he doesn't say anything, he definitely radiates displeasure towards the the non humans in the room. As the venture-captain finishes his briefing, Rangar snorts, then points out matter-of-factly, "Bah. The only reason I'm going to allow them to steal the scepter is because I'm going to be busy cutting through the other bandits who'll try to steal from me."

Just letting you know, Ragnar isn't a nice person - he's racist, arrogant and intimidating towards those he believes are lower on the social rank than he is (which means most people he encounters). Please let me know if roleplaying him makes anyone feel uncomfortable and I'll tune things down a bit!

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

N'Neka observes the large man with amusement, then turns to Telos and the others. "I have neglected my manners," she says in her sumptuous yet slightly clipped accent. "I am N'Neka Omenala. Telos, Eponine, Henrick, I look forward to working with you. May the wisdom of the earth unite us." She pauses to see if Ragnar will introduce himself.

Grand Lodge

Human Barbarian 1 HP:15/15 | AC: 17 | T: 12 | FF: 15 | CMD: 17 | Fort: +4 | Ref: +2 | Will: 0 | Init: +4 | Perc: +4 | Sense Motive: +0

"And I am Ragnar, a Second Senator and Swordsbearer from the ancient and divine Empire of Taldor, may the Gods protect its King now and forever. Yes, let us get on with this mission, there's no use to waste more time like some seem to prefer."

Dark Archive

dice:
[dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice]
Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13

"Right, Taldor is that once great kingdom that has been slowly collapsing like a flan in the cupboard for the past several hundred years?" Eponine asks.

Dark Archive

dice:
[dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice]
Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13

Slightly embarrassed Eponine darts out as soon as everyone has said their fill, "Right, two days. Let me gather some essential items, and I will return shortly"

Eponine visits the bustling stalls of Absalom's Merchant's Quarter to purchase a scroll of Enlarge Person which she might inscribe into her Formulae Book by taking her time. DC 16, take 10 for a total of 18, 25 gold.

Once done, she moves on to the stalls selling wands. hoping to find something amusing she can obtain using her new found fame.

Also going to purchase a Cloak of Resistance, +1 (See Chronicle Sheet for The Confirmation) for 1,000 gold. I will update my character with the spell/item when Ok'd

Liberty's Edge

Razor Male Wolf: Attack Roll + 3, bite attack 1d6+1, CMB +3. free action trip attempt if bite hits. +7 CMB on bite trip attempt. Halfling Cavalier Gendarme 2 & Wolf AC 19, touch 13, flat-footed 16 Initiative +3 Perception -2, Attack roll +6 for MW Lance 1D6+2 doubled when charging, Glaive 1d 8+3, 2H doubled when braced,

I'm Paul Daley, A Halfling Cavalier dedicated to Order of the Paw, he says, holding his lance in his hands. And this is my mount Razor. as he points to the snarling wolf beside him.

You don't have to like me very much, he says, but pissing off other halflings or my friend is not in your best interest.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

"We are here to cooperate," says N'Neka, making the word almost five syllables, and watching as Eponine makes her way quickly (yet not as fast as a human) out of the room, and then returning attention to Paul and his wolf. "Perhaps we will not be fastest friends when this is over, but we shall work together, or fall apart. I am glad to have you all as my companions." She concludes with a brilliant smile.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Telos furrows his brow.

"Well met, Paul. I will be sure not to get on the wrong side of halflings, and will very much keep my hands away from your companion's maw. Though perhaps it would be wisdom to assume we are on your side and not your adversaries," he says with a smile at N'Neka.

Personally I'm a fan of all the role-playing!

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

agreed--what's not to like about a contentious bunch of misfits?

Liberty's Edge

Razor Male Wolf: Attack Roll + 3, bite attack 1d6+1, CMB +3. free action trip attempt if bite hits. +7 CMB on bite trip attempt. Halfling Cavalier Gendarme 2 & Wolf AC 19, touch 13, flat-footed 16 Initiative +3 Perception -2, Attack roll +6 for MW Lance 1D6+2 doubled when charging, Glaive 1d 8+3, 2H doubled when braced,

Glad to hear you can all be reasonable. If we all cooperate this mission should be asimple one. So there's an important question that must be answered. Who is going to be the one to carry and "surrender" the scepter?

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

"I'm thinking we can just leave the scepter in a chest or something, and let the kid know where it is. But if we think we need someone to carry it, I will volunteer. I should be able to defend myself."


MOLG// WOTW// Murder's Mark

Venture-Captain Mihir approaches the party after the 2 days prep time and asks if they are ready to set off...

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

I am ready.

Grand Lodge

Human Barbarian 1 HP:15/15 | AC: 17 | T: 12 | FF: 15 | CMD: 17 | Fort: +4 | Ref: +2 | Will: 0 | Init: +4 | Perc: +4 | Sense Motive: +0

Ragnar gets himself a masterword greatsword, then returns to the Venture-Captain. "I'm good to go. Let's see what these bandits are made of."

Dark Archive

dice:
[dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice]
Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13

Eponine quickly whips up an enlarge person infusion and hands it to the Taldan barbarian and nods her assent to leave.

Dark Archive

dice:
[dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice]
Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13

While she is at it, Eponine makes up a pair of Cure Light Wounds infusions, and hands one to Ragnar and one to Henrick, "If you need one, use it. If someone else gets injured, please pass them on. The enlarge person will make you much bigger, so you will hit much harder."

Infusions are CL2, CLW will heal 1d8+2, Enlarge Person lasts 2 minutes.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

"Thanks! I fear this may come in handy."

Grand Lodge

Human Barbarian 1 HP:15/15 | AC: 17 | T: 12 | FF: 15 | CMD: 17 | Fort: +4 | Ref: +2 | Will: 0 | Init: +4 | Perc: +4 | Sense Motive: +0

Ragnar looks surprised as the female gnome gives him the two infusions. He smells it suspiciously, then glances back at Eponine. "Thanks for this, I think," he comments before carefully putting the infusions away.


MOLG// WOTW// Murder's Mark

Once the team is ready to depart you find Waman in the safe house to receive a map and instructions regarding how to guide the caravan to Niswan.

Survival DC15:
you determine the route Waman wants the caravan to take is the long route to Niswan.

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

Survival: 1d20 + 5 ⇒ (11) + 5 = 16

"OK, kid. This is the route? Shouldn't have too much trouble, I think."

Liberty's Edge

Razor Male Wolf: Attack Roll + 3, bite attack 1d6+1, CMB +3. free action trip attempt if bite hits. +7 CMB on bite trip attempt. Halfling Cavalier Gendarme 2 & Wolf AC 19, touch 13, flat-footed 16 Initiative +3 Perception -2, Attack roll +6 for MW Lance 1D6+2 doubled when charging, Glaive 1d 8+3, 2H doubled when braced,

"Wait. Before we go just let me mention one more thing," Daley says to Henrick with a wry smile. Before you toss the scepter to whoever ambush us, make sure you tear a piece of his clothing off, Not because I like the view, but so Razor can follow the scent if we lose sight of the thieves. Anyway, lets move out!

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

"Perhaps we should just perfume the scepter. That is not a euphemism," says N'Neka, breaking into laughter.

Dark Archive

Human Fighter 2 / Slayer 2 | HP 38/38 | AC 19; Tch 12; FF 16 | F +8; R +5; W +1 | CMB+8; CMD 20 | Speed 20 ft | Init +2 | +1 Fauchard: +10 (1d10+7/18-20) | Perc +7

Telos says "Don't we already have a way to track the scepter without scent? I suppose it doesn't hurt to have another way. Regardless, I am ready to proceed."


MOLG// WOTW// Murder's Mark

The young Waman looks at Henrick and boldly declares, “My scouts tell me the coastal route is blocked by floods. You must go through the jungle.”

At the end of the second long day of travel through rough hills, a campsite comes into view. Smoke curls upward from a small fire, where a man is tending a roast on a spit. Three more men are setting out bedrolls and four mules are picketed beside a pile of sacks and bundles nearby. They are camped exactly on the ambush site described in Waman’s itinerary.

"We should camp here for the night. Where do you all want to pitch your tents?" Waman asks the party.

Grand Lodge

Human Barbarian 1 HP:15/15 | AC: 17 | T: 12 | FF: 15 | CMD: 17 | Fort: +4 | Ref: +2 | Will: 0 | Init: +4 | Perc: +4 | Sense Motive: +0

"We should keep some distance from those travellers, at least when choosing our camp location. Let's set up over there," Ragnar gestures towards an empty clearance nearby.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

"We should set up a watch. I will take a shift." N'Neka keeps an eye on the other camp.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Evidently N'Neka has something on her boot...

Dark Archive

dice:
[dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice]
Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13

Eponine refreshes her infusion allotment for her allies at the start of each day.

"When traveling with a priceless relic, I find it best to keep a safe distance from potential thieves. Unless you are prepared to make introductions, it would be best to camp elsewhere."

perception: 1d20 + 7 ⇒ (10) + 7 = 17
sense motive: 1d20 ⇒ 19


MOLG// WOTW// Murder's Mark

map is up so place yourselves where you will camp.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Lower left corner near that circle, folks?

Grand Lodge

Male Dwarf Ranger (Infiltrator) 5 / Warpriest 1| HP: 56/56 | AC: 19 (12 Tch, 17 Fl) | CMD: 20/24 | F: +8, R: +6, W: +5 | Init: +2 | Perc: +10/12/14** , SM: +6 | Active: none Monty the Snake 5| HP: 42/42 | AC: 20 (13 Tch, 17 Fl) | CMD: 20 | F: +8, R: +7, W: +2 | Init: +3 | Perc: +5, SM: +1 | Active conditions: none

That's what I was thinking too. We might be cornered, but that gives them an easy escape route.


MOLG// WOTW// Murder's Mark

Wherever the party decides to pitch tent neutral conversation with the four men already camped in the trail intersection reveals they are travelling merchants. Your initial observations of them are that they are cautious but polite and friendly, and even welcome you to share their camp for the night.

Grand Lodge

Human Barbarian 1 HP:15/15 | AC: 17 | T: 12 | FF: 15 | CMD: 17 | Fort: +4 | Ref: +2 | Will: 0 | Init: +4 | Perc: +4 | Sense Motive: +0

"Thanks for your offer, but we'll set up there so we won't disturb each other. Some of the little 'uns can get a bit noisy at night."

Dark Archive

dice:
[dice=To Hit Touch AC]1d20+7[/dice] [dice=Damage]2d6+4[/dice] [6 Splas, DC14 Ref for half (3)] [Dice=Scatter]1d8[/dice]
Vitals:
15/15 HP, +3 Initiative, +7 Perception, +5 Fort, +6 Ref, +1 Will, AC: 15/13/13

"We will be close enough that if either camp is endangered, we can assist each other! It will be lovely."

Eponine agrees on the others observation regarding being deliberately cornered in the one camp site.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

N'Neka cannot help but smirk at Ragnar's remark. "Do I count as a 'little one'?"

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

Eponine, lower left or lower right? Consider our spots placeholders until we ratify, GM! :D

Grand Lodge

Human Barbarian 1 HP:15/15 | AC: 17 | T: 12 | FF: 15 | CMD: 17 | Fort: +4 | Ref: +2 | Will: 0 | Init: +4 | Perc: +4 | Sense Motive: +0

Ragnar grins at N'Neka. "I guess that depends on whether you get noisy at night or not," he says, ignoring the circular logic in his statements.

Liberty's Edge

Razor Male Wolf: Attack Roll + 3, bite attack 1d6+1, CMB +3. free action trip attempt if bite hits. +7 CMB on bite trip attempt. Halfling Cavalier Gendarme 2 & Wolf AC 19, touch 13, flat-footed 16 Initiative +3 Perception -2, Attack roll +6 for MW Lance 1D6+2 doubled when charging, Glaive 1d 8+3, 2H doubled when braced,

Riding Atop his wolf mount companion (Razor), Paul politely declines the merchants offer.

Where I sleep, he sleeps, Paul says pointing down to the wolf with it's teeth bared. He's perfectly content to be near me, but he can be, shall we say, unfriendly to those he doesn't know well.

Grand Lodge

Human Barbarian 1 HP:15/15 | AC: 17 | T: 12 | FF: 15 | CMD: 17 | Fort: +4 | Ref: +2 | Will: 0 | Init: +4 | Perc: +4 | Sense Motive: +0

"I hope, for his sake, that he won't be too unfriendly to me," Ragnar exclaims, gesturing at his massive sword.

Grand Lodge

Stats:
HP 9/9 AC 15| 13 T | 12 FF F +2 R +3 W +6 Init +8 Perc +9
Human (Zenj) Menhir Savant Druid/1

N'Neka lays out her belongings and settles into a seated position, focusing on receiving divine powers from the earth. She pauses to chuckle at Ragnar and Paul. "I've gotten noisy at all times of day and night, if you must know, dear Ragnar."

She pauses in her meditations. "Does anyone have a story to tell around the fire?


MOLG// WOTW// Murder's Mark

As everyone prepares for the night, the new merchants stay in their area and the caravan you traveled with sets up their tents in a different part of the forest.

where is the scepter located?

Liberty's Edge

Razor Male Wolf: Attack Roll + 3, bite attack 1d6+1, CMB +3. free action trip attempt if bite hits. +7 CMB on bite trip attempt. Halfling Cavalier Gendarme 2 & Wolf AC 19, touch 13, flat-footed 16 Initiative +3 Perception -2, Attack roll +6 for MW Lance 1D6+2 doubled when charging, Glaive 1d 8+3, 2H doubled when braced,

I believe it's on Henrick's person.

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