The R&R Confirmation (Inactive)

Game Master Maar the Volcano Monk

The R&R Confirmation (1-2)


51 to 100 of 229 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Liberty's Edge

Male Tengu Monk(Zen Archer)/1 HP 8/8 | BAB +0 | AC 17 | T 17 | FF 10 | CMD 19 | Fort +2 | Ref +6 | Will +5 | Perc +9 | Init +6

"The first obstacle presents itself! So lads, what'ya think we should do here? We could lower a rope on this end, I can climb down and then lower a rope on the other for everyone to climb up on?"

Eradan searches through his backpack and pulls out his 50 ft of hemp rope.

"Let's not forget to mark this pit trap in our map of this cave, can't be havin' other Pathfinder's comin' in here and fallin' down it!"

Here's a climb check assuming party goes with my plan

climb: 1d20 + 3 ⇒ (4) + 3 = 7


Korvosan Sewers | | Abandoned Vault

I'll assume that you knotted the rope before lowering it, in which case these will be DC 5 checks with the rope.

I'll double check to make sure you guys have 2 separate ropes to use, and I won't penalize you guys for having to retrieve the first one that you'll have to tie to something, but someone will have to make a climb check to climb up the opposite side of the pit to tie the rope for everyone else to climb up.

Basically, decide amongst yourselves who will climb up the opposite side, this is a pretty easy obstacle with rope, lol.

Grand Lodge

Male Human (Taldan) Warpriest/1 HP 13 | BAB +0 | AC 18 | T 10 | FF 18 | CMD 14 | Fort +4 | Ref +0 | Will +3 | Perc +8 | Init +0

Linux offers up his length of rope to Eradan, so that they might tie the two lengths of knotted rope together to make the climb easier.

Grand Lodge

Male Human Wizard/1 HP 8/8 | BAB +0 | AC 12 | T 12| FF 10| CMD 11| Fort +1 | Ref +2 | Will +2 | Perception +7 | Initiative +6

Raphael waits to see if one of his more physically proficient party members will volunteer to climb the rope

"I'm afraid climbing was never my strong suit" he says apologetically, noting "Though my father always said I had sharp eyes. Make sure to double check that bundle of cloth when you're down there, it might be another trap or something left by the previous victim of this one"


Korvosan Sewers | | Abandoned Vault

Linux: He has 50 feet of rope and the pit is only 20 feet deep. He has his tied to something and climbed down, so currently:

Before the Pit:
Raphael
Linux
Matarn
Lucent
Eradan's Rope

In the Pit:
Eradan

Raphael: You can always choose to take a 10 on a 20-sided die, whenever there's no threat of combat around. So when you're ready, all you have to do is take 10, which is basically taking extra time to do an "average" roll on a skill, and you'll climb down without any trouble.

Grand Lodge

Male Dwarf Fighter (Foehammer)/1 HP 12/12 | BAB +1 | AC 20 | T 14 | FF 17 | CMD 18 | Fort +5 | Ref +2 | Will +1 | Perc +1 | Init +2 |

Matarn retrieves a simple piece of chalk from his bandolier and writes "pit trap" in common on the ground leading up to the edge. Le's 'ope Janira sees thi' fore fallin' o'er the edge. He packs up his chalk into the same compartment on his bandolier he fetched it from and grabs hold of the rope.

climb: 1d20 - 2 ⇒ (17) - 2 = 15


Korvosan Sewers | | Abandoned Vault

The DC to see the trap is a Perception 0 check, lol.

Before Pit:
Raphael
Linux
Lucent
Eradan's Rope

In Pit:
Eradan
Matarn

Grand Lodge

Male Human (Taldan) Warpriest/1 HP 13 | BAB +0 | AC 18 | T 10 | FF 18 | CMD 14 | Fort +4 | Ref +0 | Will +3 | Perc +8 | Init +0

"I am in agreeance with Raphael. I have found I am much better at falling than I am climbing in most cases, but here goes nothing!"

Linux sheathes his sword and secures his large shield onto his back. He cautiously takes hold of the rope and attempts to make the climb.

Climb check: 1d20 - 3 ⇒ (4) - 3 = 1


Korvosan Sewers | | Abandoned Vault

Linux decides to reach the bottom the fastest out of the group, by taking the direct path down.

Ground attacks Linux: 2d6 ⇒ (4, 6) = 10

Linux drops 20 feet down into the pit as the others help him up.

Before Pit:
Raphael
Lucent
Eradan's Rope

In Pit:
Eradan
Matarn
Linux (-10 hp)

Once again, you can choose to take 10 on this Climb and make it as long as you don't have a -6 penalty to your Climb for some reason. Nobody should be taking fall damage until someone tries to climb up the other side to tie the rope.

Grand Lodge

Male Human Wizard/1 HP 8/8 | BAB +0 | AC 12 | T 12| FF 10| CMD 11| Fort +1 | Ref +2 | Will +2 | Perception +7 | Initiative +6

"Linux! Noooo!" Raphael dives to grab Linux's hand as it slips from the rope, but he is a moment too late. He leans over the pit and shouts down "Good sir! Are you ok?"

Raphael stands up and says to the party "I'm not sure it is wise for us all to be in the pit at the same time, we may find some beasties try to take advantage of our confines. I shall keep watch over the pit until one of you has reached the other side"

Raphael draws and loads his crossbow, and waits for one of his party members to make it out of the pit.


Korvosan Sewers | | Abandoned Vault

Negate that 10 damage. So this is how Climbing works. You move at 1/4 your speed with a normal Climb check. You can all take 10, go down the knotted rope, at 1/4 your speed with no issues.

If you go 1/2 your speed, like in a battle or in a hurry, you can do so at a -5 penalty.

Lastly, if you only fail the DC by 4 or less, then you don't fall, but just "don't progress" on your climb. If you fail by 5 or more then you actually fall, so Linux didn't actually fall he just didn't go anywhere.

I'm basically trying to get you guys to actually say TAKE 10, so I know that you now all understand how climbing works, and how taking 10 works. If any of this is confusing please let me know so I can clear it up, this is knowledge dungeon crawlers need to know for future dungeons.

Grand Lodge

Male Human Inquisitor

"Hmm, roughly twenty feet down, ten feet across..." While Linux fumbles with the knotted rope, Lucent reaches over and grabs his extra rope. "Don't mind if I borrow this? I once heard a wise man say the fastest road is the straight road." Lucent tosses the rope coil over his shoulder, backs up ten feet from the pit, and attempts a running jump over it.

Taking 10 on Acrobatics, 10 + 8 = 18

If he makes it over, Lucent will secure the rope and wait for the others to climb up. He also draws his bow and watches for any danger that may approach.

Grand Lodge

Male Human Inquisitor

Edit: Desna has blessed Lucent with the gift of speed, giving him a 40ft base speed. (Aka travel domain) This gives him another +4 to jump checks, bumping his take 10 up to 22.


Korvosan Sewers | | Abandoned Vault

That works as well! Lucent lowers a rope, knotted of course, now everyone can take 10 going down with Eradan's rope, I'll then magically let it fall into the pit with you guys after a strong pull, and then you'll all take 10 to climb up the other side with Lucent's rope.

I'll post the next section in a little bit.

Grand Lodge

Male Human Wizard/1 HP 8/8 | BAB +0 | AC 12 | T 12| FF 10| CMD 11| Fort +1 | Ref +2 | Will +2 | Perception +7 | Initiative +6

Now that there are ropes to climb on each side of the pit and Lucent has taken watch at the far side, Raphael carefully descends to the bottom of the pit.

Taking Ten on Climb: 10 - 1 = 9

Before climbing the second rope he spies the pile of cloth in the corner and decided to examine it further.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Korvosan Sewers | | Abandoned Vault

Raphael finds a blue cloak at the bottom of the pit.

Waiting for everyone to cross the pit, then I'll start the next area.

Liberty's Edge

Male Tengu Monk(Zen Archer)/1 HP 8/8 | BAB +0 | AC 17 | T 17 | FF 10 | CMD 19 | Fort +2 | Ref +6 | Will +5 | Perc +9 | Init +6

"Now that was an impressive jump there Lucent.

Taking Ten on Accelerated Climb: 10 + 3 - 5 = 8

Eradan quickly scales up the rope after everybody else, being sure to grab his rope before going up.

Once at the top he pulls out his bow to have it at the ready again.

"Aye, let us move on, could anyone provide us with a bit of light as well? Or shall I pull out a torch?


Korvosan Sewers | | Abandoned Vault

Didn't we just go over this yesterday, Ben? Accelerated Climb DC, 5 Base DC + 5 for doing it Accelerated, you can't do that by taking ten, you all have to do a normal climb. :P

Liberty's Edge

Male Tengu Monk(Zen Archer)/1 HP 8/8 | BAB +0 | AC 17 | T 17 | FF 10 | CMD 19 | Fort +2 | Ref +6 | Will +5 | Perc +9 | Init +6

You take a -5 penalty for accelerated climbing, hence my -2 instead of +3 on my climb check. Which I still meet the DC 5. ;P


Korvosan Sewers | | Abandoned Vault

Just went over this with Ben. When you guys do your rolls, separate out your modifiers so I can tell when you're missing something. If you look above, Ben now shows his +3 Skill modifier along with the -5 modifier for doing an "Accelerated Climb". Below I'll put an example of someone doing a charged attack with Inspire Courage up.

Fighter with 14 Str making Charge attack with Inspire Courage: 1d20 + 3 + 2 + 1 ⇒ (17) + 3 + 2 + 1 = 23


Korvosan Sewers | | Abandoned Vault

Taking 10

When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.

Taking 20

When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).


Korvosan Sewers | | Abandoned Vault

We're all learning this stuff, me included, so the main reason I'm going into such depths with the rules is because I want to make sure I know them for future GM sessions. Plus this stuff is handy for you guys to know, so you're all not making rolls to climb down and taking random damage.

Grand Lodge

Male Dwarf Fighter (Foehammer)/1 HP 12/12 | BAB +1 | AC 20 | T 14 | FF 17 | CMD 18 | Fort +5 | Ref +2 | Will +1 | Perc +1 | Init +2 |

Matarn walks over to the rope that Lucent dropped down and takes his climb carefully.

Take Ten Climb: 10 - 2 = 8

Le's 'ope we don' run inta another pi'!


Korvosan Sewers | | Abandoned Vault

Before Pit:
Raphael
Eradan's Rope

In Pit:
Linux

Past Pit:
Eradan
Matarn
Lucent

Grand Lodge

Male Human Wizard/1 HP 8/8 | BAB +0 | AC 12 | T 12| FF 10| CMD 11| Fort +1 | Ref +2 | Will +2 | Perception +7 | Initiative +6

Raphael picks up the blue cloak.

I wonder where this came from?" he mutters to himself as he prepares to climb the rope on the other side of the pit.

Taking Ten on Cimb: 10 - 1 = 9

After ascending the rope and getting to his feet, Raphael casts detect magic on the cloak while he waits for Linux to join the rest of the party.


Korvosan Sewers | | Abandoned Vault

Raphael Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21

When you cast Detect Magic, you realize this cloak is more than it seems. After further study, you realize it's actually a Cloak of Resistance +1!

Just waiting on Linux to join you guys, then I'll post the next area.

Grand Lodge

Male Human Wizard/1 HP 8/8 | BAB +0 | AC 12 | T 12| FF 10| CMD 11| Fort +1 | Ref +2 | Will +2 | Perception +7 | Initiative +6

Raphael examines the cloak thoroughly. He reaches into his backpack and pulls out a textbook entitled "Abraca-fabulous: A Guide to Wondrous Apparel by Uther Pendragon" and studiously compares the cloak to the various entries in the book.

"Oh my, its magical!" Raphael beckons to the party to share his discovery. "According to my research this is no mere windbreaker, it is a Cloak of Resistance!" Raphael dons the cloak and pulls it around himself "My apologies for the selfishness, gentlemen, but from the looks of you I am in the most need of magical assistance. Allow me to make up for it with a little illumination" Raphael casts light on one of Eradan's arrows.

I had a look at everyone's characters and I have the worst saves so I put on the cloak. The other thought i had was to give it to a frontliner as they may be making the most saving throws, so if anyone thinks the party would be better off with someone else wearing it let me know and I'll hand it over.

Edited the casting of light per the note below


Korvosan Sewers | | Abandoned Vault

Also an important note, you can only cast Light on one target at a time. Once you cast it on another, the original Light spell goes out, so if you don't have a light source you'll probably want to keep that to yourself.

Grand Lodge

Male Human (Taldan) Warpriest/1 HP 13 | BAB +0 | AC 18 | T 10 | FF 18 | CMD 14 | Fort +4 | Ref +0 | Will +3 | Perc +8 | Init +0

Taking 20 on Climb out.

"Like the new cloak, wizard." Linux acknowledges to Raphael when he emerges from the pit. "Sorry it took me so long to traverse this little obstacle, friends. These kinds of feats pose a bit of a challenge while wearing armor", Linux grins. Let's move along then, shall we?"


Korvosan Sewers | | Abandoned Vault

The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls.

You are in the top half of the map that I have linked under my name, Act 2. The wide tunnel on the other side with the blue-burning torches is the middle of the map. I'm going to put you all on initiative order so you all get a turn to move and do an action if you wish to do so.

Initiative:
Linux Initiative: 1d20 + 0 ⇒ (16) + 0 = 16
Raphael Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Matarn Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Eradan Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Lucent Initiative: 1d20 + 6 ⇒ (1) + 6 = 7

Don't worry about waiting your turn, everyone go ahead and just post what you want to do and if anything happens, I'll write it out in the order events happen.

Grand Lodge

Male Human Wizard/1 HP 8/8 | BAB +0 | AC 12 | T 12| FF 10| CMD 11| Fort +1 | Ref +2 | Will +2 | Perception +7 | Initiative +6

Raphael moves cautiously into the cavern, drawing his loaded crossbow and taking care to examine his surroundings.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Raphael eyes the wide tunnel warily, scanning for the first sign of movement, ready to shoot.

No action = Perception check
Move action = 30ft move
Free action = drawing weapon while moving
Standard action = readied ranged attack


Korvosan Sewers | | Abandoned Vault

You can only draw a weapon as a free action if you have a BAB of +1 or more. This pretty much only matters at level 1, since almost all classes get a BAB of +1 at level 2, but sadly this is one of those moments. I'll just say you drew your weapon instead of your standard.

Grand Lodge

Male Human (Taldan) Warpriest/1 HP 13 | BAB +0 | AC 18 | T 10 | FF 18 | CMD 14 | Fort +4 | Ref +0 | Will +3 | Perc +8 | Init +0

"Do those cave drawings mean anything to you scholarly types?" Linux asks in a hushed voice as he starts down the corridor, weapon drawn.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Move action = 30ft move
Standard action = Draw longsword

Liberty's Edge

Male Tengu Monk(Zen Archer)/1 HP 8/8 | BAB +0 | AC 17 | T 17 | FF 10 | CMD 19 | Fort +2 | Ref +6 | Will +5 | Perc +9 | Init +6

Eradan quickly moves up and around the corner of the pillar in front of them.

"Perhaps we should get the likeness of these paintings for the Society gents?"

Full Round Action = Double Move, 40ft

Grand Lodge

Male Human Inquisitor

"Aye, if you can make any of 'em out."
Lucent walks around the cave perimeter, curiously inspecting the ancient inscriptions.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Move Action: walk 40ft


Korvosan Sewers | | Abandoned Vault

Matarn Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Raphael Knowledge (History): 1d20 + 9 ⇒ (14) + 9 = 23
Linux Perception = 20
Eradan Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Lucent Perception = 12

Matarn and Linux describe some of the illustrations and Raphael deciphers them as Aroden's guises, meant to illustrate his hope for humanity.

You make out 4 different images with writing, but they will have no impact on this campaign. These carvings are based on Aroden's History and Future of Humanity and if you follow these rituals you can get a little of Aroden's power through them. You don't yet see an area to perform the rituals, so everyone go ahead and take another round. Matarn decided not to post today so he will just stand there like a drunk.

Grand Lodge

Male Dwarf Fighter (Foehammer)/1 HP 12/12 | BAB +1 | AC 20 | T 14 | FF 17 | CMD 18 | Fort +5 | Ref +2 | Will +1 | Perc +1 | Init +2 |

After going over the illustrations Matarn affixes his shield. Le' me know when ya laddys are rea'y ta cross thi' bridge.Knowing he cannot explore the off chutes of this cave as fast as theothers in the party, he takes a central location and keeps his eyes and ears fixed for movement and any unatural noises.

Grand Lodge

Male Human (Taldan) Warpriest/1 HP 13 | BAB +0 | AC 18 | T 10 | FF 18 | CMD 14 | Fort +4 | Ref +0 | Will +3 | Perc +8 | Init +0

Linux moves past the lit tunnel to peek around one of the natural rock formations in the cavern.

"Come out, come out, wherever you are..." Linux quietly taunts the darkness, a mischievous grin lighting up his face.

Move action: 30ft.

Liberty's Edge

Male Tengu Monk(Zen Archer)/1 HP 8/8 | BAB +0 | AC 17 | T 17 | FF 10 | CMD 19 | Fort +2 | Ref +6 | Will +5 | Perc +9 | Init +6

Eradan moves up to get a better look into the next area making sure there is nothing that is gonna jump out and surprise the party.

perception: 1d20 + 6 ⇒ (16) + 6 = 22

Full Round Double Move = 40ft


Korvosan Sewers | | Abandoned Vault

The soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west. Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey. In the water, Eradan spots a floating corpse.

Enemies!: 1d6 ⇒ 5

Surrounding the corpse are 4 humanoid skeletons in the shallow water who turn towards Eradan, the light from the torches putting him on display like a piece of cooked ham, as more groans are heard from the east.

Skeleton #1 Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Skeleton #2 Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Skeleton #3 Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Skeleton #4 Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Zombie #1 Initiative: 1d20 + 0 ⇒ (4) + 0 = 4
Zombie #2 Initiative: 1d20 + 0 ⇒ (16) + 0 = 16

Linux Initiative: 1d20 + 0 ⇒ (14) + 0 = 14
Raphael Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
Matarn Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Eradan Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Lucent Initiative: 1d20 + 6 ⇒ (16) + 6 = 22

Initiative Order:
Skeleton #3 - Moving
Matarn - Go
Lucent - Go
Skeleton #2 - Wait
Skeleton #4 - Wait
Eradan - Wait
Zombie #2 - Wait
Linux - Wait
Raphael - Wait
Skeleton #1 - Wait
Zombie #1 - Wait

The rest of the party can start to hear clanking as the broken chain shirts ring loudly against the skeletons' rib cages, as they move in to feast on Eradan.

Grand Lodge

Male Human Inquisitor

Following the noises, Lucent rounds the corner and spots the skeletons coming toward the lit tunnel from the adjacent chamber.
"Ah, a warm welcomin' party of the undead!"
Lucent nocks an arrow and lets it fly at the nearest skeleton.
Attack vs Skeleton #3: 1d20 + 4 ⇒ (7) + 4 = 11
Damage Roll: 1d8 ⇒ 2

Move Action: Moved 20 ft
Standard Action: Longbow Attack


Korvosan Sewers | | Abandoned Vault

Matarn is still in a drunken stupor and decides to delay his actions until he can focus on the battle. Lucent fires off an arrow but the skeleton moves out of the way as it whizzes past him.

Two more skeletons advance forward with broken scimitars firmly gripped in their bony fingers.

Initiative Order:
Skeleton #3 - Moved
Matarn - Delay
Lucent - Fired Arrow
Skeleton #2 - Moved
Skeleton #4 - Moved
Eradan - Go
Zombie #2 - (Moved in Advance)
Linux - Go
Raphael - Go
Skeleton #1 - Wait
Zombie #1 - (Moved in Advance)

Keep in mind, the zombies were moved up so I could let a few of you go at the same time, so don't target them like an idiot. ;)

Grand Lodge

Male Human (Taldan) Warpriest/1 HP 13 | BAB +0 | AC 18 | T 10 | FF 18 | CMD 14 | Fort +4 | Ref +0 | Will +3 | Perc +8 | Init +0

"Abominations! Back to the pit from which you spawned!" Linux cries as he moves forward toward battle, banging his longsword off his shield in a salute to Kurgess.

Move Action: 30ft.

Grand Lodge

Male Dwarf Fighter (Foehammer)/1 HP 12/12 | BAB +1 | AC 20 | T 14 | FF 17 | CMD 18 | Fort +5 | Ref +2 | Will +1 | Perc +1 | Init +2 |

Matarn takes a double move. For the Grea' Smith!

Move Action: Move 20'
Free Action: Draws warhammer while moving
Standard Action: Double Move

Grand Lodge

Male Human Wizard/1 HP 8/8 | BAB +0 | AC 12 | T 12| FF 10| CMD 11| Fort +1 | Ref +2 | Will +2 | Perception +7 | Initiative +6

Seeing the battle commence, Raphael's eyes light up as he surveys the narrow passageway and devises a cunning plan. As he rummages through his spell components pouch he mutters "He who controls the battlefield, wins the battle"

Then, raising his hands he pulls a stick of butter out of his spell components pouch and says the magical words "Facio, Vocco, Ferre!".

The stick of butter disappears, and suddenly the area in front of Linux and Martan is covered in an oily layer of magical grease

Move action: Move 30ft
Standard action: Cast Grease on 10ft square directly in front of Linux and Martan


Korvosan Sewers | | Abandoned Vault

Skeleton Acrobatics!: 1d20 ⇒ 8

The skeleton goes to try and close the gap between the party and the undead, but it comes across the grease and fails to move further.

Skeleton Reflex: 1d20 + 2 ⇒ (19) + 2 = 21

The skeleton manages to catch its balance and not fall though.

Initiative Order:
Skeleton #3 - Moved into Grease
Matarn - Go
Lucent - Go
Skeleton #2 -
Skeleton #4 -
Eradan -
Zombie #2 -
Linux -
Raphael -
Skeleton #1 -
Zombie #1 -

Grand Lodge

2 people marked this as a favorite.
Male Dwarf Fighter (Foehammer)/1 HP 12/12 | BAB +1 | AC 20 | T 14 | FF 17 | CMD 18 | Fort +5 | Ref +2 | Will +1 | Perc +1 | Init +2 |

Matarn steps forward carefully so he can swing at the closest skeleton.

Acrobatics: 1d20 - 3 ⇒ (4) - 3 = 1

While stepping out it appears that Matarn got a little over zealous and waivers in his step...

As Matarn is laying on the ground he decides to swing at the skeleton...

Attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Male Human Inquisitor

"Haha, good show, Matarn!" Lucent moves further up the tunnel and lets another arrow fly at an oncoming skeleton.
Attack roll vs Skeleton #4: 1d20 + 5 ⇒ (8) + 5 = 13

Move Action: Moved 20 ft
Standard Action: Longbow Attack


Korvosan Sewers | | Abandoned Vault

Skeleton 2 Acrobatics!: 1d20 ⇒ 10
Skeleton 4 Acrobatics!: 1d20 ⇒ 17

Both skeletons move up and manage to not slip on the grease. They each raise their broken scimitars and swing down at the prone dwarf.

Skeleton 2 SCIMITAR: 1d20 ⇒ 12
Skeleton 4 SCIMITAR: 1d20 ⇒ 3

The first skeleton swings down at the dwarf, who rolls over and avoids the attack, while the other swings and only hits air.

Initiative Order:
Skeleton #3 - Dead!
Matarn - Killed a Skele from Prone
Lucent - Missed with Ranged
Skeleton #2 - Missed a Prone target
Skeleton #4 - Missed a Prone target
Eradan - Go
Zombie #2 -
Linux -
Raphael -
Skeleton #1 -
Zombie #1 -

Liberty's Edge

Male Tengu Monk(Zen Archer)/1 HP 8/8 | BAB +0 | AC 17 | T 17 | FF 10 | CMD 19 | Fort +2 | Ref +6 | Will +5 | Perc +9 | Init +6

"Let us destroy these unnatural abominations lads!!

Move Action: Draw and Ready bow and regular arrow
Standard Action:Point Blank Shot skeleton down and right of Matarn

PBS Attack: 1d20 + 4 + 1 + 1 ⇒ (13) + 4 + 1 + 1 = 19
PBS Piercing Damage: 1d8 + 1 ⇒ (6) + 1 = 7

51 to 100 of 229 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The R&R Confirmation All Messageboards

Want to post a reply? Sign in.