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GM Klothar's Skull & Shackles SOLO Game

Game Master bsongy

**** Closed Game for One PC ****


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Lantern Lodge

Septa sees that the reef is about 100 feet wide (N to S) and 300 feet long (East to West). Septa does not think there is any place to stand.


Male Human Cleric 4

OOC on discussion list.

"Lets head to the far side and work towards the ship."

Septa starts pushing the spar to the far side and begins rapid high input breathing.

"Are you a better swimmer than I? Better to check if there are underwater tides to push us away."

One of us will go dive down, grab a couple/few crabs and come back up and report to the other and we will alternate dives, resting in between.

Lantern Lodge

The crystal clear water, the white coral below, a warm breeze and the sounds of the crew laughing at play -- this is an uncommonly pleasant day.

Looking around, Septa realizes that first he will have to spot a good crab to catch, then dive down and grab them. Sandara Quinn can dive on her own or help out Septa by spoting crabs or fetching them. You have two crab pots to fill and by the look of the crabs on the bottom it will take four crabs to fill each pot.

OOC:
To spot a good crab to catch DC10 Perception or Survival
to swim down and grab a crab DC10 swim

Septa and Sandara can each roll once per round.
One person can stay at the surface and the other do the swimming; in that case, one character makes the spot roll and the other makes the swimming roll.

Sandara has a Perception +2 and Swim +4.

Make rolls for four turns, please/

Lantern Lodge

The crystal clear water, the white coral below, a warm breeze and the sounds of the crew laughing at play -- this is an uncommonly pleasant day.

Looking around, Septa realizes that first he will have to spot a good crab to catch, then dive down and grab them. Sandara Quinn can dive on her own or help out Septa by spoting crabs or fetching them. You have two crab pots to fill and by the look of the crabs on the bottom it will take four crabs to fill each pot.

OOC:
To spot a good crab to catch DC10 Perception or Survival
to swim down and grab a crab DC10 swim

Septa and Sandara can each roll once per round.
One person can stay at the surface and the other do the swimming; in that case, one character makes the spot roll and the other makes the swimming roll.

Sandara has a Perception +2 and Swim +4.

Make rolls for three turns, please.


Male Human Cleric 4

OOC: Swim -1, Perception +4

We both look for a crab, and we alternate swimming down to grab crabs. That way we get to relax and rest between dives.

Turn One

Sandra Looks: 1d20 + 2 ⇒ (17) + 2 = 19
Septa Looks: 1d20 + 4 ⇒ (20) + 4 = 24
Septa Dives: 1d20 - 1 ⇒ (3) - 1 = 2

Turn Two

Sandra Looks: 1d20 + 2 ⇒ (1) + 2 = 3
Septa Looks: 1d20 + 4 ⇒ (15) + 4 = 19
Sandra Dives: 1d20 + 4 ⇒ (1) + 4 = 5

Turn Three

Sandra Looks: 1d20 + 2 ⇒ (15) + 2 = 17
Septa Looks: 1d20 + 4 ⇒ (15) + 4 = 19
Septa Dives: 1d20 - 1 ⇒ (16) - 1 = 15

Lantern Lodge

Septa and Sandara have an easy time spotting the crabs, but having only mediocre swimming skills, the fail at catching a crab till the third attempt.

With Septa on the bottom crab in hand, he notices something moving out of the corner of his eye.

OOC:

Make a perception roll to spot the attacker soon enough to avoid a surprise round. Also make a Knowledge(nature) if you have it to identify the creature.


Male Human Cleric 4

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

Knowledge (nature): 1d20 + 2 ⇒ (9) + 2 = 11

Lantern Lodge

Septa turns to see two reef claws, lobster-like creatures, about 3 1/2 feet long. Brandishing their claws menacingly, they approach.

The reefclaws are currently thirty feet away, to the East, on the same depth as you.

OOC:
1st Round of Combat
4th Round Septa has been underwater

Reefclaw: http://paizo.com/pathfinderRPG/prd/additionalMonsters/reefclaw.html

Initiative for reefclaws
1d20 + 5 ⇒ (15) + 5 = 20
1d20 + 5 ⇒ (11) + 5 = 16

Please roll for initiative.


Male Human Cleric 4

Init: 1d20 + 2 ⇒ (8) + 2 = 10

Armor Class: 13

Lantern Lodge

Septa, still holding a small crab in his hands, sees dark blue-ish reefclaw approach him from the North. A second reefclaw, with large red spots giving it a demonic appearance, swims towards Septa but swerves upwards and ends about 10’ directly above Septa.

Meanwhile on the surface, Sandara floats, hanging onto the spar, with the crab cage and cork floats next to her, as see watches.

The blue reefclaw lunges forward and attacks Septa with both of his claws:
Blue reefclaw attacks: 1d20 + 2 ⇒ (15) + 2 = 171d20 + 2 ⇒ (1) + 2 = 3
damage: 1d4 ⇒ 1
grab attack: 1d20 + 8 ⇒ (19) + 8 = 27

The blue reefclaw grabs Septa's left wrist, barely scratching the skin, but holding onto it with a tenacious grip. A pencil thin trail of blood emerges from the wound as Septa feels a stinging pain throughout his left arm and shoulder.

out-of-character:
Please roll a FORT DC13 check versus the poison.

Sandara watches, confused at what is going on.

What will Septa do?

out-of-character:

1st Round of Combat
4th Round Septa has been underwater

Initiative order:
Blue reefclaw
Red reefclaw
Sandara
Septa

Combat Locations will be noted as follows:
Three coordinates will be noted for each creature.
The first coordinate will be a letter from A to J, indicating 5’ levels, with A representing the ocean surface and J the top of the reef. The water is 50’ deep.
The second coordinate is 0 to 9, represents 5’ increments East to West, with 0 being Eastward.
The third coordinate is from 0 to 9 and represents 5’ increments North to South, with 0 being Northward.

Septa is at J44.
Sandara is at A45 (the spar extends from A35 to A45).
Blue reefclaw is at J43.
Red reefclaw is at H44.

Each round you (and Sandara) must make a DC10 Swim check. If you succeed you may move up to ¼ of your movement, or ½ your movement if you take a full round action to only swim. If you fail the check, you will sink 5’ (unless you are on the top of the reef) .


Male Human Cleric 4

Fort Save: 1d20 + 3 ⇒ (7) + 3 = 10

Septa drops everything.

Then he casts 'Murderous Command' on the Blue Reefclaw Save 15 and attempts to break out of the grapple and fails miserably. (No way to beat a 27, (especially with STR drain))

Break Grapple: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9

Swim: 1d20 - 4 ⇒ (2) - 4 = -2

Lantern Lodge

Septa feels his muscles weaken as the stinging pain spreads throughout his body and his muscles lock up in response. Still in the blue reefclaw's grasp, he sinks till his feet are touching the top of the reef.

Despite water filling his mouth, Septa shouts as forcefully as he can the murderous command.

out-of-character:

1st Round of Combat
4th Round Septa has been underwater

It is Septa turn.

Septa is at J44.
Sandara is at A45 (the spar extends from A35 to A45).
Blue reefclaw is at J43.
Red reefclaw is at H44.

STR damage from poison: 1d2 ⇒ 1

please make DC16 Concentration check for casting underwater; for this you will roll 1d20 + your level + your casting stat modifier

Lantern Lodge

Ps you do not need to beat the reefclaws grapple check (27) but it's CMD (11), in order to break the grapple.


Male Human Cleric 4

Concentration check: 1d20 + 10 ⇒ (5) + 10 = 15

Lantern Lodge

The Blue reefclaw tightens his grip on Septa's left arm while snapping at his head with the other claw.

damage from grapple: 1d4 ⇒ 2
to hit from other claw: 1d20 + 2 ⇒ (18) + 2 = 20

The second claw grabs Septa around his neck...
damage from second claw: 1d4 ⇒ 3
grapple check on second claw: 1d20 + 8 ⇒ (16) + 8 = 24
...getting a powerful grip and opening a long gash behind Septa's left ear!

The red reefclaw swims upward and attacks Sandara from below...

to hit with first claw: 1d20 + 2 ⇒ (8) + 2 = 10
to hit with second claw: 1d20 + 2 ⇒ (10) + 2 = 12

...missing her ankle by a few inches.

At the surface Sandara, screams and plunges her rapier below her, trying to skewer the red reefclaw.

to hit with rapier: 1d20 + 2 ⇒ (14) + 2 = 16
damage from rapier: 1d6 ⇒ 3

Sandara Quinn makes a deep gash in the reefclaws shell!

What does Septa do?

out-of-character:

2nd Round of Combat
5th Round Septa has been underwater

It is Septas turn.

Septa is at J44, and is standing atop the reef.
Sandara is at A45 (the spar extends from A35 to A45).
Blue reefclaw is at J43.
Red reefclaw is at B45.

Note: the Murderous Command spell was not cast. Septa still has it memorized.

Note2: I will need a DC10 Swim check and a DC13 Fort check for the poison. If Septa casts a spell it is a DC16 Concentration check for 1st level spell and DC15 Concentration for an orison.

Please feel free to ask any questions before you act.

Good Luck!

Lantern Lodge

Damage so far:
Blue reefclaw: 0
Red reefclaw: -3 HP
Sandara: 0
Septa: -6HP -1STR

Lantern Lodge

OOC:

Sandara took ten on her swim check and succeeded.

Lantern Lodge

OOC:
What is Septa's CON?


Male Human Cleric 4

Swim Check: 1d20 - 2 ⇒ (17) - 2 = 15
Forgot I was not using armor, minus an extra point due to STR 7

Fort Save: 1d20 + 3 ⇒ (15) + 3 = 18

Septa agains attempt to cast his only Murderous Command on the Blue Reefclaw.
To bad it wont be a full attack if it works. But it might give Sandra a flank bonus.

Concentration Check: 1d20 + 10 ⇒ (10) + 10 = 20

Attempt to Ungrapple: 1d20 - 2 ⇒ (15) - 2 = 13

Septas Con is 10, +3 to Fort save for 2nd Lvl Cleric.

Lantern Lodge

Resisting the effects of the poison through pure forec of will, Septa frees his left arm from the reefclaws grasp and, with great effort, pronounce the words of Murderous Command...

blue reefclaw WILL save vs Murderous Comand: 1d20 + 4 ⇒ (13) + 4 = 17

...but the blue shelled Reefclaw shrugs off the effect of the spell!

Spoiler:
Oh my!!

The reefclaw tightens it's grip arounds Septa's neck.

Damage from grapple: 1d4 ⇒ 3
Damage from Poison: 1d2 ⇒ 2

The red reefclaw, still below Sandara, attacks again...
red reefclaw, to hit, first claw: 1d20 + 2 ⇒ (19) + 2 = 21
red reefclaw, to hit, second claw: 1d20 + 2 ⇒ (20) + 2 = 22
red reefclaw, to confirm critical: 1d20 + 2 ⇒ (5) + 2 = 7

damage from first claw: 1d4 ⇒ 2
damage from second claw: 1d4 ⇒ 3

roll for Sandara vs Poison, first, DC 13: 1d20 + 3 ⇒ (9) + 3 = 12
roll for Sandara vs Poison, second, DC 13+2: 1d20 + 3 ⇒ (7) + 3 = 10
Damage to Sandara from Poison: 1d2 ⇒ 1

Sandara reacts by attack with her rapier again...
roll for Sandara vs Poison, first, DC 13: 1d20 + 2 ⇒ (6) + 2 = 8
...missing her target.

What is septa's action?

Spoiler:

3nd Round of Combat
Septa has 11 points of breath left.
Each round in which a standard or full round action is taken uses 2 points.
Each round in which only a move actions are taken uses 1 point.

Septa J44 -9HP -3STR damage Poisoned DC13 for 4rnds
Sandara A45 -5HP -1STR damage Poisoned DC15 for 6rnds
Blue reefclaw J43 0HP damage
Red reefclaw B45 -3HP damage

It is Septa's turn.

It doesn't look good in Muddville. :-( Sorry, dude.

Lantern Lodge

OOC:

Need an extra FORT save at DC13. If success, ignore the -2 STR damage.

1d1d20 + 8 ⇒ (20) + 8 = 28
1d6d1d20 + 8 ⇒ (12, 13) + 8 = 33

Lantern Lodge

Sandara is grappled by the red reefclaw.

Lantern Lodge

Edit to previous post:

Rather than attack with her rapier the second time, Sandara drops a potion flask down through the water towards Septa, and then begins casting.

OOC:

Septa, roll to hit vs AC5 to grab the potion flask


Male Human Cleric 4

Swim Check: but still on reef right? 1d20 - 2 ⇒ (5) - 2 = 3 minus one more if I fail fort.

Septa casts Icicle, Ranged Touch attack - Aiming at the joint of the claw grabbing him (standard action) : 1d20 + 3 ⇒ (13) + 3 = 16

Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Grab the Flask - Move action:1d20 + 3 ⇒ (7) + 3 = 10

Do I know whats in the flask, has Sandra told me?
Intelligence roll in case: 1d20 + 2 ⇒ (6) + 2 = 8

Fort Save: 1d20 + 3 ⇒ (17) + 3 = 20

Lantern Lodge

Septa, bracing his feet into the top of the reef , makes an arcane gesture towards the blue reefclaw. An icicle emerges from the hand and strikes the reefclaw near the joint of his claw. Between the effects of the icicle and Septa's own strength (despite being depleted by the effect of the poison), Septa wrenches himself free of the reefclaws grasp, grabs the potion flask and scuttles 5' away from the reefclaw.

Septa doesn't recognize the contents of the flask.

Stretching his muscles, Septa shrugs off the last effects of the second dose of reeclaw poison.

On the surface, Sandara takes off her bicorne hat and throws it onto the surface of the water, where it becomes a 25' longboat! She quickly scammpers into the boat.

The blue reefclaw scuttles towards Septa and attacks...
blue reefclaw atk Septa: 1d20 + 2 ⇒ (6) + 2 = 8
blue reefclaw atk Septa: 1d20 + 2 ⇒ (7) + 2 = 9
..and misses with both claws.

Sandara's FORT Check: 1d20 + 3 ⇒ (17) + 3 = 20
In the boat, the effects of the poison begin to were off of Sandara.

The red reefclaw attempts to climb into the boat with Sandara...
red reefclaw CLIMB check: 1d20 + 0 ⇒ (5) + 0 = 5
...and fails.

Out of character:

4th Round of Combat
Septa has 9 points of breath left.

Septa J45 -9HP -3STR damage
Sandara A35(in boat) -5HP -1STR
boat A33 to A37
spar & cages caught under boat when it magically appears; rolls, and pops to the surface at A45 to A55

Blue reefclaw J44 -2HP damage
Red reefclaw B45 -3HP damage

It is Septa's turn.


Male Human Cleric 4

Using the reef to push against with my feet, swim up towards the surface, aiming for the other side of the boat of the red reefclaw. Then drink the potion.

Swim Check: 1d20 - 2 ⇒ (7) - 2 = 5

Lantern Lodge

With his poor swimming skills, Septa flounders and drifts back down to the top of the reef as he drinks the potion.

Septa feels a surge of strength from the potion

the potion heals STR point: 1d4 ⇒ 3

blue reefclaw attacks Septa: 1d20 + 2 ⇒ (5) + 2 = 7
blue reefclaw attacks Septa: 1d20 + 2 ⇒ (6) + 2 = 8
The blue reefclaw shifts around and attacks Septa from another direction. SNAP! SNAP! Septa twists and turns, evading the claws.

The red reefclaw attempts to climb into the boat
climb check: 1d20 + 0 ⇒ (19) + 0 = 19
And manages to lever itself into the boat.

Sandara ignores the red reefclaw in the boat with her and instead gently clasps her hands around her Besmaran holy symbol, half closes her eyes and summons a healing surge.

Everyone, Septa and reefclaws included, feel the waves of healing energy pass over them.

damage healed by healing surge: 2d6 ⇒ (5, 1) = 6

out of character information:

5th Round of Combat
Septa has 8 points of breath left.

Septa J45 -3HP
Sandara A35(in boat) -1STR
Red reefclaw (in boat) A36
Blue reefclaw J44

boat A33 to A37
spar & cages t A45 to A55

It is Septa's turn.


Male Human Cleric 4

Septa Withdraws, heading up towards the side of the ship he was heading for already. Looking up and not seeing the legs of the red reef claw, sighs.

Thats 22.5' towards the surface. Look on OOC thread for more info on swim skill I found.

Swim Check 1d20 - 1 ⇒ (4) - 1 = 3

Lantern Lodge

Struggling upward with unskilled swimming strokes, Septa only manages to make it only a little more than a fathom above the reef.

The blue reefclaw swims upward and attacks Septa...
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (14) + 2 = 16
...catching him with one claw, Septa feeling the familiar sting of the reefclaw poison.
damage from the claw: 1d6 + 1 ⇒ (4) + 1 = 5
make a FORT check versus poison

In the boat, the red reefclaw, moves forward and attacks Sandara....
1d20 + 2 ⇒ (1) + 2 = 3
1d20 + 2 ⇒ (12) + 2 = 14
...opening a gash on her left thigh.
damage on Sandara: 1d6 + 1 ⇒ (5) + 1 = 6
FORT save vs Poison DC13: 1d20 + 3 ⇒ (9) + 3 = 12
Sandara let's out an involuntary yelp at the severity of the wound.
STR damage to Sandara from Poison: 1d2 ⇒ 2

Concentration check for activating SLA on a moving boat: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Sandara moves towards the bow of the long boat, out of range of the red reefclaw, and makes a quick gesture. Suddenly there are two Sandara's standing in the front of the boat!

Spoiler:

6th Round of Combat
Septa has 7 points of breath left.

Septa I45 -8HP
Sandara A34(in boat) -6HP -3 STR
Red reefclaw (in boat) A36
Blue reefclaw I44

boat A33 to A37
spar & cages A45 to A55

It is Septa's turn.


Male Human Cleric 4

Nothing else I can do.
Fort Save: 1d20 + 3 ⇒ (10) + 3 = 13
Withdraw and Swim up, using reef to push up Bonus I think
Swim1d20 ⇒ 3

Lantern Lodge

Despite a strong push off, Septa flounders with unskilled strokes, floating downward until his feet are again touching the top of the reef.

The blue reefclaw attacks...
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (11) + 2 = 13
...barley nipping Septa with one claw...
damage: 1d4 ⇒ 2
grapple check: 1d20 + 8 ⇒ (20) + 8 = 28
FORT check for poison: 1d20 + 3 ⇒ (10) + 3 = 13
...opening a significant gash in Septa's side and, more importantly, catching Septa's belt in a strong grasp. Luckily, the reefclaw exudes it's poison onto the belt, and not into Septa's tissue.

In the boat, the red reefclaw attacks...
One is Sandara: 1d2 ⇒ 1
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d4 ⇒ 3
grapple attack: 1d20 + 8 ⇒ (7) + 8 = 15
FORT check vs poison: 1d20 + 3 ⇒ (1) + 3 = 4
STR damage from poison: 1d2 ⇒ 2
...avoiding the illusion of Sandara and grabs the real Sandara, rending her leg and injecting it's poison into her system.

Sandara, severely weakened by the poison, near to passing out from the venom's effects, knowing that she is unlikely to be able to concentrate on her summoning spell with the pain from the claw wrapped around her leg, attacks the red reefclaw with her rapier.
1d20 + 1 ⇒ (5) + 1 = 6
Missing by a fathom.

Out of Character:

7th Round of Combat
Septa has 6 points of breath left.
Septa I45 -10HP
Sandara A34(in boat) -9HP -5 STR
Red reefclaw (in boat) A36
Blue reefclaw I44

boat A33 to A37
spar & cages A45 to A55

It is Septa's turn.


Male Human Cleric 4

Attempt to break grapple I think I need a 11 - 1d20 + 2 ⇒ (19) + 2 = 21

Swim away if break grapple 1d20 ⇒ 1

Healing Surge 1d6 ⇒ 2

Lantern Lodge

sigh

Septa breaks the grapple but, still lacking the ability to swim, remains on the top of the reef, fifty feet below the surface of the water.

blue reefclaw
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (4) + 2 = 6
both attacks miss

red reefclaw
1d20 + 8 ⇒ (18) + 8 = 26
1d4 ⇒ 2
1d20 + 3 ⇒ (17) + 3 = 20
Maintains grapple on Sandara, inflicting 2 HP damage; Sanadar shrugs off the effects of the poison.

Sandara
1d20 + 1 ⇒ (17) + 1 = 18
1d6 ⇒ 3
Sanadar does 3HP damage to red reefclaw

out of character:

8th Round of Combat
Septa has 5 points of breath left.
Septa I45 -8HP
Sandara A34(in boat; grappled by red reefclaw) -11HP -5 STR
Red reefclaw A36 (in boat) -3HP
Blue reefclaw I44
boat A33 to A37
spar & cages A45 to A55

It is Septa's turn.


Male Human Cleric 4

Withdraw and Swim up, double move, using reef to push up, Str bonus I think.

Swim 1d20 ⇒ 15

Lantern Lodge

yeah a success!

Septa breaks the grapple, swiftly swimming upward, making thirty feet upwards from the top of the reef, still five feet below the boat when the blue reefclaw catches up with him and attacks from below.

Meanwhile in the boat, the red reefclaw continues it's grapple of Sandara.

blue reefclaw, makes a move and a single attack
1d20 + 2 ⇒ (10) + 2 = 12
...and misses

red reefclaw
1d20 + 8 ⇒ (18) + 8 = 26
1d4 ⇒ 4
1d20 + 3 ⇒ (11) + 3 = 14
Maintains grapple on Sandara, inflicting 4 HP damage; Sanadara shrugs off the effects of the poison. Sandara has become pale, suffering from her wounds.

Sandara
1d20 - 2 ⇒ (15) - 2 = 13
1d6 ⇒ 3
Sanadar does 3HP damage to red reefclaw

out of character:

9th Round of Combat
Septa has 5 points of breath left.

Septa B35 -10HP
Sandara A34(in boat) -13HP -5 STR
Red reefclaw (in boat) A35 -3HP
Blue reefclaw C35
boat A33 to A37
spar & cages A45 to A55

It is Septa's turn.


Male Human Cleric 4

Swim to the surface: 1d20 ⇒ 17
Climb into the boat: 1d20 - 1 ⇒ (15) - 1 = 14 Hopefully landing in A33

Take a Breath and seeing the condition of Sandra

Healing surge: 1d6 ⇒ 5

Lantern Lodge

Septa swims upward, grabs the edge of the boat, climbing into the bow of the boat. Filling the forward portion of the boat with healing energy, Septa's and Sandara's wounds are lessened.

Sanadara, realizing that she has little chance to hurt the red reefclaw in her weakened condition from the poison, reaches behind her and casts a healing spell on Septa, while waving her rapier defensively towards the reefclaw.

cure moderate wounds on Septa: 2d8 + 3 ⇒ (4, 1) + 3 = 8

The red reefclaw attacks...
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (8) + 2 = 10
...one attack coming close to catching Sanadara's leg, but she manages to fend it off with her defensive rapier work.

The blue reefclaw swims upward and attempts to climb into the boat.
blue climb check: 1d20 + 0 ⇒ (19) + 0 = 19
It manges to climb in, coming in over the stern and moving up behind the red reefclaw.

out of character:

9th Round of Combat
Septa A33 (in boat)
Sandara A34(in boat) -4HP -5STR
Red reefclaw (in boat) A35
Blue reefclaw (in boat) A36
boat A33 to A37
spar & cages A45 to A55

It is Septa's turn.

Lantern Lodge

correction:
Red reefclaw (in boat) A35 -3HP


Male Human Cleric 4

Target a storm burst on the Red Reef Claw:

Ranged Touch attack at 10' (no minus for range)

1d20 + 3 ⇒ (9) + 3 = 12

If hits:

Non Lethal Damage 1d6 + 1 ⇒ (5) + 1 = 6

–2 penalty on attack rolls for 1 round.

"Go fully defensive, I'll see if Besmara can help us wear them down."

Lantern Lodge

The spell just barely clips the red reefclaw on the left side.

Sandara nods and parries wildly with her rapier.

The red reefclaw recoils from the spell, but then moves in to attack...

1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1

...but is unable to get a claw on Sandara.

The blue reefclaw stands behind the red reefclaw, snapping it's claws.

out of character:

9th Round of Combat
Septa A33 (in boat)
Sandara A34(in boat) -4HP -5STR
Red reefclaw (in boat) A35 -3HP (plus -6 non lethal damage)
Blue reefclaw (in boat) A36
boat A33 to A37
spar & cages A45 to A55

It is Septa's turn.


Male Human Cleric 4

Continue to target the storm burst on the Red Reef Claw:

OOC: Five more attacks after this one

Storm Burst: 1d20 + 3 ⇒ (18) + 3 = 21

Subdual damage: 1d6 + 1 ⇒ (4) + 1 = 5

Again -2 next round if I hit.

Lantern Lodge

The Storm Burst spell strikes the red reefclaw, and it crumples onto the bottom of the longboat.

The blue reefclaw climbs over the body of it's fallen companion to attack Sandara

blue reefclaw
1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12

The blue reefclaw barely misses Sandara, as she desperately

out of character:

9th Round of Combat
Septa A33 (in boat)
Sandara A34(in boat) -4HP -5STR
Red reefclaw (in boat) A35 unconcious
Blue reefclaw (in boat) A35, standing ontop red reefclaw
boat A33 to A37
spar & cages A45 to A55
It is Septa's turn.

Lantern Lodge

correction:

The blue reefclaw barely misses Sandara, as she desperately defends.


Male Human Cleric 4

Besmara has been good to me so far...

Storm Burst on the Deviled blue Reefclaw

To Hit: 1d20 + 3 ⇒ (20) + 3 = 23

Subdual: 1d6 + 1 ⇒ (4) + 1 = 5


Male Human Cleric 4

OOC: A CRITICAL!!!

Yelling "THANKS TO BESMARA!!"

To Confirm: 1d20 + 3 ⇒ (15) + 3 = 18

Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

The blue reefclaw seems a bit woozy from the last attack, but is still up and scuttling about.

It attacks Sandara..
1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7
1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2

...but she easily fends off the attack

out of character:

9th Round of Combat
Septa A33 (in boat)
Sandara A34(in boat) -4HP -5STR
Red reefclaw (in boat) A35 unconcious
Blue reefclaw (in boat) A35, -11HP standing ontop red reefclaw
boat A33 to A37
spar & cages A45 to A55
It is Septa's turn.


Male Human Cleric 4

Continue to target the storm burst on the Blue Reef Claw:

Storm Cloud: 1d20 + 3 ⇒ (2) + 3 = 5

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

If it goes down Septa will yell: "Kill them!!"

Lantern Lodge

The blue reefclaw goes down, still alive but dazed from the spell.
Sanadara quickly dispatches both reefclaws, heals herself and then slumps into the boat.

After catching her breath, she looks at the reefclaws and asks "These things look like good eating. How about we pack them up and call it a day?"


Male Human Cleric 4

"I agree with you, but you need to dispel your boat in case anyone looks. And we were told to fill the buckets, and we don't have a single crab to our names. We need to fill those. The Bosun can be quite specific to those he does no like. You help me look and I will dive. Alright?"

I can take ten on this right? My skill at swimming is now +0. Is it just a manner of time before we fill the pots and sling the reefclaws over the spar and head back?

Lantern Lodge

Sandara agrees to help with spotting the crabs.

With both of you taking ten, Sanadara spotting and Septa swimming, the task of gathering crabs becomes easy

After 24 minutes, Septa has gathered enough crabs to fill both cages. Meanwhile, in between spotting crabs for him, Sandara has bound the reefclaw bodies to the floating spar.

"Are you ready to for me to recall the boat and head back?" asks Sandara.

After a pause she adds "I hope you don't hold it against me that I kept Besmara's tricorne, my hat, a secret from you. If any of the other crew found out about it, the would slit my throat for sure to get it."

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