The Great (Pathfinder) Society...in Magnimar! (Inactive)

Game Master Eric Swanson

Shattered Star AP...undertaken by a roving band of misfits...errr scholars...errr...heroes, he he.


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retired

Survival: 1d20 + 13 ⇒ (12) + 13 = 25

"Should we follow that trail there to the bridge, perhaps?" Carridan points to a narrow trail wending its way through the grass and reeds. He looks at Jasper, "Do you think Maroux can help us, Jasper?"

Grand Lodge

Jasper giggles in reply, his laughter having an unsettled quality. "Yes...YES...He hehehe...yes....Maroux help ye! Help ye for sure...Ye help Maroux, yes! Yes...ye help Maroux and she help ye!"


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

"That's reassuring," Horven mutters.

-Posted with Wayfinder


Male Dwarf Zen Archer Monk 4//Preacher 1, HP: 46/46, AC(wMA) 21 /t 17 /f 19, F 9, R 6, W 10,(+3 vs spells/poison, +2 vs transmutation) Init +2, PasPer 22(24 stone), Darkvision 60'

Flex Time:On the Wanton Ways:
Gared reached up to put a hand on the druid's arm. "Ye can't be holdin' yerself responsible fer an accident that could have happen'd to anyone. Take it from me... It's a path ye don't want to follow. It's hard... to come back from..." The dwarf pulled his hand and eyes away from Carridan and looked down at the deck. When they looked up again they held a fierceness in them. "I did so myself fer years. It eats away at yer soul, and ye can hardly do any good fer anyone."

Perception1d20 + 11 ⇒ (9) + 11 = 20
Gared shrugged, looked to his companions, and promptly set off towards the hut.

Grand Lodge

The decision made to head towards the hut made, you all set out towards the island following the small trail that leads from the hills nearby the lagoon back to the hut.

The going is slow, but not too bad as the sun starts to rise up in the sky the ever-present fog and mist, the trail presents itself more clearly. It takes less than an hour to work your way to the south side of the lagoon where the bridge is located.

As you draw closer, you note this is a rickety-looking (but sound) bridge crosses the water leading toward the island. You all see curls of smoke from the hut are clearly visible. The bridge leading to the island is decorated with bleached humanoid skulls with weird sigils painted on them in crusty, reddish-brown dried blood.

DC 12 Knowledge (nature):
These are boggard and troglodyte skulls, while the sigils are merely warnings and rants against trespassers written in Boggard and Draconic, their native languages.


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

"My reassurance is reaching new heights," Horven says, a bit repulsed by the grisly display.


Male Dwarf Zen Archer Monk 4//Preacher 1, HP: 46/46, AC(wMA) 21 /t 17 /f 19, F 9, R 6, W 10,(+3 vs spells/poison, +2 vs transmutation) Init +2, PasPer 22(24 stone), Darkvision 60'

Knowledge Nature1d20 + 7 ⇒ (19) + 7 = 26

"Looks like Maroux isn't much a fan of his boggard and troglodyte neighbors,"Gared said dryly after briefly examining the skulls. "Shall we meet the host?"


retired

Flex Time:

Carridan shakes his head as he leans wearily into the rail, his eyes still searching for the shape of the waves in the darkness beyond the deck. "It's just- terrible things happen whenever I'm on a boat it seems. This time I'd have been an accomplice to murder if everyone would've had their way." He shakes his head ruefully. "That's not the- that's not who I want to be." His gaze stays fixed staring out into the inky night.

Knowledge (nature): 1d20 + 7 ⇒ (3) + 7 = 10

Carridan rubs the back of his neck as the skulls come into view. He opens his mouth as if to say something, then seems to think better of it. Glancing around the area nervously, he offers Gared a non-comittal shrug in response to his question.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18


Halfling Summoner 8, HP 64/64, AC 16/t 12/f 15, F 6 /R 7 /W 9, Init +1, PasPer 11, Sp (1st) 6/6 (2nd) 6/6 (3rd) 3/3, SMI, II, III, IV 8/8

"I'd be rather surprised if we haven't already been 'announced'." Yamyra replies to Gared's query before stepping forward to clap her hands before the bridge. "Haloo the house!" She calls out, "We mean no ill will. Will you come out to speak with us?"


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Horven had been feeling increasingly disconnected from the group since the trip on the boat. Gared had sided with Carridan and he felt much like he did before...alone. Only Carmina shared his sentiments and...well...there was some friction there from back at the Crow. Instead of going ahead of the others, he had chosen to remain behind, offering the occasional sarcastic comment. Now, with Yamyra yelling out of the blue at the house, Horven felt like everything was upside down. Instinctively, he tries to find a hiding spot in case the occupant was less than friendly.

Stealth: 1d20 + 16 ⇒ (5) + 16 = 21

Grand Lodge

It does not take long before Yam'yra's words draw attention from where the hut is situated. A speck flies towards you and circles your group high above and with a raucous caw announces itself as a raven, a particularly large and ugly one too by the looks of it.

Soon afterwards you all spy someone exiting the hut and shuffling slowly towards. A closer look reveals a woman with obvious orcish heritage approaching. She moves to the bridge on her side and growls angrily, shaking her staff at you. "Who be you fools? I’ve always room in my stew pot for more meat, you know. Unless you want to join the turnips in my soup, get off my island!"


retired

Carridan shuffles uncomfortably and looks uncertainly at the others, obviously not wanting to join the turnips.


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Horven steps out of his hiding place to face Maroux. "Greetings, my name is Horven and these are my friends: Carmina, Yamyra, Gared and Carridan. This is Jasper, our guide. We are Pathfinders sent here to explore the Lady's Light. We haven't been here before, so we're a bit lost and can use some help. It seems you have a problem with the other natives, perhaps we can help solve your problem. We're pretty good at that."

Diplomacy: 1d20 + 12 ⇒ (19) + 12 = 31

Grand Lodge

Maroux stares silently as she studies each of you in turn. The halflings words seem to soften her countenance. Her wary look is replaced with a more crafty one.

"Sooo, ye wish ta help out poor ol' Maroux eh? Well, I kin think of one way. There be an old shipwreck off o' the north coast of the isle west o' here. There be several patches o' rare seaweed known as kelpie’s hair growin' around the wreck. It be delicious, n' I always had a fondness for kelpie’s hair soup. Ye agree ta bring me a few handfuls o' the weed, I will make ye th' finest soup ye ever had, 'n I I be willin' ta speak with ye further once ye return."


Male Dwarf Zen Archer Monk 4//Preacher 1, HP: 46/46, AC(wMA) 21 /t 17 /f 19, F 9, R 6, W 10,(+3 vs spells/poison, +2 vs transmutation) Init +2, PasPer 22(24 stone), Darkvision 60'

Gared had been about to speak, but he closed his mouth and nodded approvingly at Horven. "Well said, Master Horven. Shall we be off to fetch these ingredients?"
Knowledge Nature about Kelpie's Hair 1d20 + 7 ⇒ (5) + 7 = 12


Halfling Summoner 8, HP 64/64, AC 16/t 12/f 15, F 6 /R 7 /W 9, Init +1, PasPer 11, Sp (1st) 6/6 (2nd) 6/6 (3rd) 3/3, SMI, II, III, IV 8/8

Back now. Feeling much better Carridan, thank you.

"..." Once more preempted by her smoother-talking kinfolk, Yamyra nods assent both with his words and, after a moment's consideration, the witch's proposal.


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

"Seems like a reasonable enough request," Horven answers. "Let's get going."


Female Tiefling (Demonspawn) Sorcerer 5 (Abyssal) PP=11 HP: 36/39 AC 18 (Touch 12, FF 16) Claws 9/9

I live!

"Far more reasonable than trying to cook us, at least," Carmina adds. "I doubt any of us tastes very good."

Grand Lodge

Gared: You have not heard of this particular strain of seaweed before.

Your task lying ahead of you, you turn to head off to find the best place to cross the lagoon to reach the island. As you turn to leave Maroux she calls out after you, "Be careful, I suspects the shipwreck might be haunted by a few of the sailors who died there."

Fortunately, the lagoon is not deep here and you are able to cross over to the island Maroux pointed out. The trip around the island to the western side is not a long one, and soon the afternoon sun beats down on you as you look for signs of the shipwreck mentioned by the reclusive hermit.

Perception checks please.


Halfling Summoner 8, HP 64/64, AC 16/t 12/f 15, F 6 /R 7 /W 9, Init +1, PasPer 11, Sp (1st) 6/6 (2nd) 6/6 (3rd) 3/3, SMI, II, III, IV 8/8

untrained Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Dangit! I was just about to post again for Fancy's Perception check, but then I remembered Yamyra hasn't called her yet...


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Perception: 1d20 + 16 ⇒ (7) + 16 = 23

Horven looks around the island. "I don't like ghosts."


Female Tiefling (Demonspawn) Sorcerer 5 (Abyssal) PP=11 HP: 36/39 AC 18 (Touch 12, FF 16) Claws 9/9

Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Grand Lodge

It takes a few minutes of scanning the shoreline but Horven's keen eyes make out a ship’s vague outline in the water about 30 feet or so from shore.

A ring of jagged coral surrounds the hull of this sunken ship. Its decks are thick with blooms of seaweed, particularly near the wreck’s bow. The currents around the wreck are relatively calm.

It requires a successful DC 10 Swim check to navigate the waters at this point.


retired

Knowledge (nature) about Kelpie's Hair: 1d20 + 7 ⇒ (6) + 7 = 13

Carridan shakes his head at the mentioning of Kelpie's Hair, unfamiliar with the stuff. As Horven points out the ship, Carridan offers, "I can bear one of you over to the ship rather quickly, if you'd like." He adds, "Horven or Yamyra would be the easiest for me to carry."

Thinking of wild shaping into a dolphin. 80 swim speed seems pretty good to serve as a taxi to the ship. Thoughts?


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Since swimming = suck for me, I'm all for it.

-Posted with Wayfinder


Female Tiefling (Demonspawn) Sorcerer 5 (Abyssal) PP=11 HP: 36/39 AC 18 (Touch 12, FF 16) Claws 9/9

Swim: 1d20 + 6 ⇒ (10) + 6 = 16

Carmina wades into the water and starts slowly making progress towards the shipwreck.


retired

Carridan steps in the water beside Carmina and submerges himself beneath the waves. A faint glow suffuses the waters around him for a moment then fade. When he next breaks the surface of the water, he is a dolphin. He coos at Horven a few times, jerking his head excitedly in the water, before swimming up the shallow portion so the halfling can climb onto his back.


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Horven, never having seen something like Carridan's transformation before, lets out an inadvertent chuckle before climbing on the druid's back. "Thanks, Carridan."

-Posted with Wayfinder


Halfling Summoner 8, HP 64/64, AC 16/t 12/f 15, F 6 /R 7 /W 9, Init +1, PasPer 11, Sp (1st) 6/6 (2nd) 6/6 (3rd) 3/3, SMI, II, III, IV 8/8

How deep is the water? I would remind everyone we still have another scroll of Water Breathing...

As Carmina, Carridan, and Horven make their way to the ship's husk, Yamyra begins calling Fancy once more.

Grand Lodge

Yamyra: The water is about 15 feet deep at the actual location of the shipwreck.

Gared, do you have any actions you want to do here?


Male Dwarf Zen Archer Monk 4//Preacher 1, HP: 46/46, AC(wMA) 21 /t 17 /f 19, F 9, R 6, W 10,(+3 vs spells/poison, +2 vs transmutation) Init +2, PasPer 22(24 stone), Darkvision 60'

Looks my post got eaten, again! Round three.

Gared sighed as he looked at the water. "I'll stay here and keep a lookout till ye all can get to the wreck. If ye'd be so kind as to come and get me then, Carridan, and keep me above water as much as possible, I can be takin' our packs and trying to keep 'em dry."

Gared will stand watch with his bow ready and eyes peeled.


retired

Carridan offers a few clicks and trumpets from the water at Gared's words, bouncing his nose in and out of the water. As he feels Horven take hold, he then slips away from the shore and moves smoothly toward the wreck, keeping most of his back above the waterline for his passenger's sake.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Nearing the wreck, Horven takes another look around.

Perception: 1d20 + 16 ⇒ (12) + 16 = 28

-Posted with Wayfinder

Grand Lodge

DM Rolls:
Stealth 1d20 + 2 ⇒ (18) + 2 = 20
.
Perception
Ca 1d20 + 1 ⇒ (17) + 1 = 18
CH 11 + 11 = 22 not surprised
Gr 1d20 + 11 ⇒ (6) + 11 = 17
H 12 + 16 = 28 not surprised
Y 1d20 + 1 ⇒ (20) + 1 = 21
F 1d20 + 6 ⇒ (12) + 6 = 18
.
Initiative
Ca 1d20 + 2 ⇒ (16) + 2 = 18
CH 1d20 + 2 ⇒ (5) + 2 = 7
Gr 1d20 + 2 ⇒ (4) + 2 = 6
H 1d20 + 3 ⇒ (14) + 3 = 17
Y 1d20 + 1 ⇒ (14) + 1 = 15
F 1d20 + 1 ⇒ (10) + 1 = 11
.
SK 1d20 + 6 ⇒ (2) + 6 = 8

Once Yamyra has summoned her companion, she waves the shape-shifted druid on to check out the shipwreck, carrying Horven on his back. The rest of you stay ashore as Gared watches for trouble. As the druid swims closer, his dolphin sense do pick up movement from the kelp beds not caused by the current. As you look closer, you see several skeletal forms that lie entangled in the seaweed start to stir on your approach. Your keen eyes see there are a total of 8 of the skeletal bodies that move towards you, the seawater not bothering them in the slightest.

Round 1: Carmina, Horven, Yamyra, Fancy, Skeletons, Carridan, Gared, [Jasper].

Right now the skeletons are lying at the bottom of the lagoon, 15 feet below you. They are all clustered around the shipwreck which is about 30 feet from those of you on shore.


retired

forgot wildshape limited my swim speed to 30ft ala beast shape - dangit!

Status:

HP: 36/36
AC: 21 (12 T / 19 FF) includes +2 from wildshape
CMD: 17 includes +2 Str from wildshape
F/R/W: +8/+6/+9
Wild Shape used: 0/1
Storm Burst used: 0/7
CLW charges used: 5/50

Spells Prepared:
Orisons (4): create water, detect poison, know direction, purify food and drink
Level 1 (3+1+1*): faerie fire, magic stone, obscuring mist*, produce flame, shillelagh
Level 2 (2+1+1*): bull's strength, fog cloud*, gust of wind, hold animal
*domain

Ongoing Effects
wildshape (medium dolphin, 4 hrs): +2 Str, +2 Nat armor, swim 30ft


Halfling Summoner 8, HP 64/64, AC 16/t 12/f 15, F 6 /R 7 /W 9, Init +1, PasPer 11, Sp (1st) 6/6 (2nd) 6/6 (3rd) 3/3, SMI, II, III, IV 8/8

Note to self; next level, pick up Aquan...

Eyes goggling at the sudden appearance of this fore-mentioned threat, Yamyra instantly but apologetically dispatches Fancy back from whence she came before calling forth a denizen of the plane of water.

Standard action; dismiss Fancy
Next round's action will be to summon a Water Elemental.


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Horven loads a bolt in his crossbow and waits for one of the creatures to surface.


Female Tiefling (Demonspawn) Sorcerer 5 (Abyssal) PP=11 HP: 36/39 AC 18 (Touch 12, FF 16) Claws 9/9

Carmina conjures a protective field of force around herself and starts waiting for the skeletons to reach the surface.

Casting Mage Armor

Grand Lodge

DM Rolls:

Sk#1 DC 10 Swim: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7 fail
Sk#2 DC 10 Swim: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4 fail
Sk#3 DC 10 Swim: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19 success
Sk#4 DC 10 Swim: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8 fail
.
Sk#5 DC 10 Swim: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5 fail
Sk#6 DC 10 Swim: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18 success
Sk#7 DC 10 Swim: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2 fail
SkW DC 10 Swim: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4 fail

As Carmina casts her protective spell, Yamyra dispels her eidolon companion electing to summon another being more suited to the aquatic environs. Despite the appearances of the aquatic skeletons, the seaweed does hamper their movements, the first group barely able to swim upwards with one swimming near the shape-shifted druid. One skeleton is 5' away from Carridan while the other three are 10 ' further back.

The other four skeletons break off and head towards those onshore. Again the water hampers their movements greatly. One skeleton is able to get 15' away but the others are still 25' away.

Round 1: Carmina, Horven, Yamyra, Fancy, Skeletons, Carridan, Gared, [Jasper].


Male Dwarf Zen Archer Monk 4//Preacher 1, HP: 46/46, AC(wMA) 21 /t 17 /f 19, F 9, R 6, W 10,(+3 vs spells/poison, +2 vs transmutation) Init +2, PasPer 22(24 stone), Darkvision 60'

"Get out of there! If ye swim back t' shore they'll have to follow ye out of the water and we can fight 'em there!" cried the dwarf as he stepped in front of Yamyra and motioned for her and Jasper to get behind him.

Readying a shot at the first skeleton he can get a clear bead on.


retired

Carridan trumpets and clicks angrily at the undead abominations in the water, but Gozreh's faithful keeps his senses and slices easily through the water and back toward shore, mindful of Horven as he moves.

Status:

HP: 36/36
AC: 21 (12 T / 19 FF) includes +2 from wildshape
CMD: 17 includes +2 Str from wildshape
F/R/W: +8/+6/+9
Wild Shape used: 1/1
Storm Burst used: 0/7
CLW charges used: 5/50

Spells Prepared:
Orisons (4): create water, detect poison, know direction, purify food and drink
Level 1 (3+1+1*): faerie fire, magic stone, obscuring mist*, produce flame, shillelagh
Level 2 (2+1+1*): bull's strength, fog cloud*, gust of wind, hold animal
*domain

Ongoing Effects
wildshape (medium dolphin, 4 hrs): +2 Str, +2 Nat armor, swim 30ft


Male Dwarf Zen Archer Monk 4//Preacher 1, HP: 46/46, AC(wMA) 21 /t 17 /f 19, F 9, R 6, W 10,(+3 vs spells/poison, +2 vs transmutation) Init +2, PasPer 22(24 stone), Darkvision 60'

If you take that as a withdraw action it ought not to provoke any attacks of opportunity and would move you (two?) far enough from immediate danger, I think?

Flextime:

Gared shook his head again. " I'd no desire t' be any kind o' accomplice to any kind o' murder, and I'd have done what e'r I could be doin' to stop her if doin' so didn't put the others at risk. If we'd stepped in, we'd have been taking justice into our own hands, and that is not bein' an easy thing fer many t' be doin', 'specially considering past circumstances we can't have been knowing the truth of."
Dwarven eyes searched the druid's, piercing the dark, looking for some understanding mixed in with the pain.
"Each and everyone of us is tryin' t' do right by ourselves, an that's meanin' different things fer each of us seein' as the world's been a bit different t' each o' us. Ye were true t' yerself, Carridan, and I'm not to be one fer faultin' yerself fer it. I'm hopin' ye won't fault the others fer doin' the same."

Grand Lodge

Gared readies to fire at the lead skeleton as it approaches the shore, whilst Carridan hastily retreats from the wreck to the others.

Round 2: Carmina, Horven, Yamyra, Skeletons, Carridan, Gared, [Jasper].


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Horven maintains his aim. "Oh, why couldn't they have fleshy bits?"

-Posted with Wayfinder


Female Tiefling (Demonspawn) Sorcerer 5 (Abyssal) PP=11 HP: 36/39 AC 18 (Touch 12, FF 16) Claws 9/9

This is probably a stupid question but is Carmina currently on the shipwreck or in the water around it? If in water, would it be possible to try to climb on the wreck?

Grand Lodge

Carmina: I was under the impression you stayed on the shore, as only Horven and Carridan declared they were swimming to the wreck. Still if you want to place yourself out there, you can. However the wreck is completely submerged.


Halfling Summoner 8, HP 64/64, AC 16/t 12/f 15, F 6 /R 7 /W 9, Init +1, PasPer 11, Sp (1st) 6/6 (2nd) 6/6 (3rd) 3/3, SMI, II, III, IV 8/8

Her personal companion once more returned to safety, Yamyra calls forth the same aquatic entity she did days before within the chambers below the Crow. Pointing imperatively toward the skeletons menacing her friends, she leaves little doubt as to the purpose for the elemental's presence.

Summon Monster SLA: (Small) Water Elemental AC: 17, HP: 13, Fort +4 Ref +3 Will +0, Speed: 20, 90 in water, Melee slam +5 (1d6 + 3), Drench, Vortex (DC13), Water Mastery, Power Attack
If the Elemental gets an action this round...
Elemental Slam attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21, against nearest skeleton still in the water
Elemental Slam damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9 Bludgeoning.


Female Tiefling (Demonspawn) Sorcerer 5 (Abyssal) PP=11 HP: 36/39 AC 18 (Touch 12, FF 16) Claws 9/9

Actually, I did declare I was swimming towards the wreck. It's about in the middle of this page. Thanks for the clarification, though, I figured that there exsisted a possibility that there was enough of the ship close enough to the surface to be able to stand on it.

Carmina starts swimming back to the shore, hoping to reach her companions before the skeletons do.

Swim: 1d20 + 6 ⇒ (11) + 6 = 17

Full-round action to swim 15 feet closer to the beach.

Grand Lodge

OK my mistake there, Carmina.

DM Rolls:

Sk#1 DC 10 Swim: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17 success, swim 15'
Sk#2 DC 10 Swim: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15 success, swim 15'
Sk#3 DC 10 Swim: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10 success, swim 15'
Sk#4 DC 10 Swim: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3 fail, swim 5'
.
Sk#5 DC 10 Swim: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17 success, swim 15'
Sk#7 DC 10 Swim: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1 fail, caught in seaweed
SkW DC 10 Swim: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19 success, swim 15'

As Carmina quickly swims towards shore, Yamyra's elemental companion reduces one of the skeletons to nothing more than a pile of bones.

The group of skeletons near the shipwreck turn to swim after the shape-shifted druid, but are able to make it only half way to shore, with one of them even further back. The nearer group of skeletons is nearly able to reach shore, though one of them gets caught up in a stray patch of seaweed.

Horven sees the two nearest skeletons emerge from the water, one of them wielding a rapier. Horven, you may take your shot now, if you wish.

Round 2: Carmina, Horven (readied action), Yamyra, Skeletons, Carridan, Gared, [Jasper].

One skeleton is 25' from you. Three of them are 15' from you. Two skeletons are at the shore. The final one is caught in seaweed 20' away.


Male Halfling Rogue 5; HP: 35/35; AC: 19, T: 15, FF: 15; Fort: +3, Ref: +9, Will: +3 (+5 vs Fear, +2 vs illusions); Initiative: +4; Perception: +20 (+2 vs traps), Passive Perception: 30

Horven fires his crossbow at the rapier-wielding skeleton.

Attack: 1d20 + 8 ⇒ (2) + 8 = 10; In the unlikely event that is a hit: 1d6 ⇒ 4

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