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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar strikes out at red with his axe. Mstrwk Great Axe - crit 20/x3
Mstrwk Great Axe melee vs Red (stunned): 1d20 + 1 + 3 + 1 + 1 + 4 ⇒ (7) + 1 + 3 + 1 + 1 + 4 = 17
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar pushes past Fillia and adds his axe to the melee versus the (purple) dog. Mstrwk Great Axe - crit 20/x3
Mstrwk Great Axe melee vs Purple: 1d20 + 1 + 3 + 1 + 1 ⇒ (10) + 1 + 3 + 1 + 1 = 16
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Sorry, on vaca with the fam... little spotty for the next few days, BOT if I get behind! Dunbar follows in close behind his Ulfen friend and swings hard at the closest dog...
Mstrwk Great Axe melee vs dog: 1d20 + 1 + 3 + 1 + 1 ⇒ (19) + 1 + 3 + 1 + 1 = 25
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Perception: 1d20 + 1 ⇒ (17) + 1 = 18
"AN wha is dat der?!" the fighter says questioningy, pointing at section of the wall is plugged up with slightly different colored earth than the rest. He approaches and investigates, picking with his thick, calloused fingers at the abnormality. With a little effort, Dunbar finds a leather sack tied shut, and inside, a locked iron box. "Wonder wa's inside?! Or if its trapped?" looking at Fillia. ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() "We are agents hired to locate Thalia Andares, heir to the Sauerton Red wine fortune and daughter of Consul Tercio Andares. We presume that is who you are, lass." Dunbar firmly states shifting his gaze from the leader to the young lady. "Lass, we would like to return you to your family, so if you wish to grab your copy of the essays of Alysande Benedict and any other items these bandits allowed you, we could be on our way..." ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() "Aye, ye shant wan' te' see 'im angry!" with a head tilt towards Ēoswulf.
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar will remove their weapons and begin to hobble the men, searching them for any exploitable intelligence.
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() RETCON... I didn't realize that blue was out cold... Dunbar will move towards the door to rattle the cages of the cowards in hiding and attacks red (above roll, which I think is a miss)... ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar continues the attack against blue... but will limited success. Mstrwk Great Axe - crit 20/x3
Mstrwk Great Axe melee vs Blue: 1d20 + 1 + 3 + 1 + 1 ⇒ (4) + 1 + 3 + 1 + 1 = 10
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar closes the distance with blue and takes a swing... Mstrwk Great Axe - crit 20/x3 Weapon Focus +1 Atk w/ Great Axe Mstrwk Great Axe melee vs blue: 1d20 + 1 + 3 + 1 + 1 ⇒ (18) + 1 + 3 + 1 + 1 = 24 Damage?: 1d12 + 4 ⇒ (10) + 4 = 14 can't move token, on phone... -Posted with Wayfinder ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar can spot an envelopment from a mile off and moves to anchor the group's left flank (Towards Blue) He lets out out a 'King's Axes' battle-cry to intimidate the bandit.
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Knowledge (local): 1d20 + 1 ⇒ (2) + 1 = 3 Dunbar thinks about mentioning a rather cozy looking Public House he saw on the walk into town... but then decides that it probably won't help their current situation. (Man, I hope I am getting all of my low rolls out now!) ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7
Dunbar notices that the plants haven't been watered in a few days... then chuckles to himself thinking, then again nether has he! ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() I don't own any modules, but am also ok with purchasing some for the good of the group. I am not the best GM, as I am still new, but will do whatever is needed for the group! PFS # 174784-6
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar leaps over the hobbled mute and emerges next to his Ulfen companion and power-attacks yellow, but misses wide. Mstrwk Great Axe - crit 20/x3
Mstrwk Great Axe melee vs yellow: 1d20 + 1 + 3 + 1 + 1 - 1 ⇒ (5) + 1 + 3 + 1 + 1 - 1 = 10
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() What are the walls made of? Wondering if Dunbar could break through an outer wall with his weapon as his companions hold the aggressors? Then maybe cover the teams escape with a little alchemist's fire on the hay in the stables? Dunbar will double move to the south side of the stable door as he eyes up the walls for a weak spot. Perception: 1d20 + 5 ⇒ (19) + 5 = 24 ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() GM and all, I placed a green X where I assume the boy is as he is looking into the courtyard. I made 2 additional "icons" to represent our recent rescues with a heart and a smiley face. I have also randomly placed the rest of us in the stable area on the first map. Dunbar whispers, "Does anyone 'av any sweets dat we can lure de fella oyt av 'arms way? Al' oi 'av are theses dreaded dwarven military rashuns." ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() "But 'e's jist a lil' fella... maybe we shud jist boun' an' gag 'imself. Chucker yer a thought, do ye 'av ter gag a mute? Oi'v nary tart on dat before..." Dunbar whispers, perplexed. ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar readies his great axe and clears his mind, as he was taught at the Dwarven War Academy, as he prepares for what he sees as an inevitable battle... He then pours his sense resources into perceiving how many foe are in the courtyard and what they may be doing... Perception: 1d20 + 5 ⇒ (12) + 5 = 17 ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Like a well oiled team, Dunbar takes a 5' step to flank the monstrosity with Eoswulf. anyone else with better knowledge roll capabilities know what this creature is and what its strengths (besides regeneration) and weaknesses are? ![]()
Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() With the lack of damage from fire, the dwarf turns to wat he knows best.... Dwarven coldiron shouting, "Waaat manner av beast be dis? Scon are tryin' ter mind if oi 'av ever seen or 'eard av such a foul creature an' waaat its weaknesses be!" Knowledge DC to Identify weakness: 1d20 ⇒ 5 Spoiler:
You can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Many of the Knowledge skills have specific uses as noted on Table: Knowledge Skill DCs He then takes a whack: Mstrwk Great Axe - crit 20/x3
Mstrwk Great Axe melee vs ??: 1d20 + 1 + 3 + 1 + 1 ⇒ (18) + 1 + 3 + 1 + 1 = 24
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar takes a step back while reaching into his pouch and produces a flask of alchemist's fire warning Eoswulf "Best watch put mucker, dis is gonna burn!" hoping that the flames will prevent the blobs from regenerating. The flacks slips from his grasp and lands at the feed of the Red beast, splashing himself and Geo... Ranged Touch Attack vs Red: 1d20 + 3 ⇒ (1) + 3 = 4
Splash Damage Dunbar: 1d6 ⇒ 2
Splash Damage Red: 1d6 ⇒ 2
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Dunbar steps up and swings his axe calming stating,
Mstrwk Great Axe - crit 20/x3
Mstrwk Great Axe melee vs ??: 1d20 + 1 + 3 + 1 + 1 ⇒ (19) + 1 + 3 + 1 + 1 = 25
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Male Dwarf (CORE) Fighter- 2 | AC:18 T:13 FF:15 | HP 24/24 | F+5, R+3, W+1 | CMB=5 CMD=18 | Init +5 | Perc +2, +4 to notice unusual stonework.
![]() Rakuska wrote: "I've told you already. I've heard some strange garbled language and a sickly slapping noise from out in this corridor. Now that this hidden door has been pointed out to me I get the feeling that this is where they keep what ever that thing is. I'd just like to get myself and these other two out of here." She hisses at Dunbar, followed by, "Then lets find our way out of here. Which direction did you come from?" Dunbar reconsiders, answering, "We came from de loo' on de second floor... not a smart way ter smuggle 3 freed prisoners back oyt av de compoun', if'in ye ask me!" He continues, "An' we were sent 'ere ter rescue yer, but ter also put an end ter dees evildoer's ways. An' waaat lies behind dees doors truly sounds evil. Geo, open it up, if yer please!" as Dunbar re-assumes his grip on his axe. Then he calls to Maximos, "Max, it may git loud in 'ere in a moment. An' we may nade yisser talents if things git, ahh... complicated, jist so yer nu."
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