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Wolf

GM Wulfson's page

923 posts. Alias of Vanulf Wulfson.


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As the Devilfish nears the surface Neela casts a spell which creates a burst of golden motes underwater. The motes adhere to the creatures skin and eyes, causing the creature to be temporarily blinded.
With Neela's spell affecting it's sight, the creature flails about unable to grab anyone in it's tentacled embrace.
Swim check: 1d20 + 7 ⇒ (3) + 7 = 10
Taking advantage of the situation Jaina lands a solid blow on the creature bulbous head.

Round #1 Rhialla, Aaron, Neela, and Randall are up, followed by the Devilfish, and then Percival and Jaina.


In my campaign I changed it from Rum to Grog and lessened the Con damage to 1d3-1


You and Jaina get to go after the Devilfish goes in Round #1. Jaina still needs to finish her action in the surprise round first.


Surprise Round:
Blinded
Will save: 1d20 + 2 ⇒ (7) + 2 = 9

The Devilfish breaches the surface and roars an incomprehensible mishmash of words in several different languages as it lashes out at Aaron.
Attack roll (tentacle): 1d20 + 7 ⇒ (14) + 7 = 21
Miss chance (50%): 1d100 ⇒ 28
Unable to see it's intended victim the creatures tentacles splash the water just inches from Aaron, as the Ranger breathes a sigh of relief and flashes a smile of thanks at Neela.

Jaina is up followed by Rhialla, Aaron, Neela, and Randall at the top of Round 1.


It would work.


Since this is the big birthday party weekend I'm going to be pretty busy these next few days (my daughter's birthday is today, then we have the 4th, and my wife's is on the 5th). I probably won't be able to respond much but will be keeping an eye on things over the weekend.

Happy Independence Day to all our American players!


Perception (Aaron): 1d20 + 6 ⇒ (2) + 6 = 8
Perception (Jaina): 1d20 + 7 ⇒ (14) + 7 = 21
Reflex save (Aaron): 1d20 + 4 ⇒ (16) + 4 = 20

Progressing deeper into the complex Jaina grabs Aaron's shoulder, stopping him from stumbling into another of those hook traps before entering the next cavern. Using caution the party avoids the trapped seaweed and enters a rough cave with four exits (including the one you just entered by) leading off in roughly the four cardinal points. The walls of this cavern are decorated with literally hundreds of leering skeletons, several large worms wriggle in and out of the grotesquerie.

1d20 + 3 ⇒ (16) + 3 = 19
Perception (Aaron): 1d20 + 6 ⇒ (12) + 6 = 18
Perception (Jaina): 1d20 + 7 ⇒ (14) + 7 = 21
Perception (Neela): 1d20 + 3 ⇒ (18) + 3 = 21
Perception (Percival): 1d20 ⇒ 15
Perception (Randall): 1d20 + 5 ⇒ (3) + 5 = 8
Perception (Rhialla): 1d20 + 4 ⇒ (5) + 4 = 9

Both Jaina and Neela notice a dark shadow rising up from the cavern floor seconds before the creature breaches the surface. The rest of the party is surprised as a creature resembling an octopus, only with seven arms and the size of a horse, reaches out to attack Aaron.

Initiative:
Aaron: 1d20 + 2 ⇒ (14) + 2 = 16
Jaina: 1d20 + 2 ⇒ (6) + 2 = 8
Neela: 1d20 + 10 ⇒ (5) + 10 = 15
Percival: 1d20 + 3 ⇒ (5) + 3 = 8
Randall: 1d20 + 2 ⇒ (10) + 2 = 12
Rhialla: 1d20 + 3 ⇒ (15) + 3 = 18
Antagonist: 1d20 + 3 ⇒ (7) + 3 = 10

Knowledge (arcana) DC:15:

The creature is a Devilfish, an aquatic magical beast. Possessing a rudimentary intelligence and several fiendish abilities many scholars believe the Devilfish's ancestors came from some Abyssal realm but over the millennia they have become more and more native to the Material Plane.

Knowledge (arcana) DC:20:

Dwelling in the depths of the ocean the Devilfish has developed a resistance to cold based attacks. In addition to grappling opponents with it's tentacles the Devilfish possesses a savage bite with which it can inject a debilitating poison which causes it's victim to grow weaker and weaker. Being an aquatic creature the Devilfish can only survive outside of the water for a few hours before it begins to suffocate and die.

Knowledge (arcana) DC:25:

Once per day the Devilfish can squirt a cloud of it's unholy blood which can partially blind everyone within it, except the Devilfish itself which can see through it with ease. Due to it's fiendish nature anyone caught within, or entering, this cloud can become nauseated by it.

Surprise round:
Neela and Jaina can both react in the surprise round. Neela's up first, followed by the creature, then Jaina. Everyone else can act in order in round #1.


Loot list updated.


With some struggling, and after some help from the rest of the party, Percival manages to free the grate from where it had become lodged. Swimming down to examine the bodies you find you find 150 gold pieces worth of coinage scattered about the cavern floor as well as the armored coat that one of the ghouls was wearing.

Spellcraft DC:18:

It's a +1 Armored coat

Perception DC:20:

Perception (Jaina): 1d20 + 7 ⇒ (8) + 7 = 15
Perception (Neela): 1d20 + 3 ⇒ (7) + 3 = 10
Perception (Percival): 1d20 ⇒ 9
Perception (Randall): 1d20 + 5 ⇒ (18) + 5 = 23
Perception (Rhialla): 1d20 + 4 ⇒ (3) + 4 = 7

Randall while trying to rub some of the tarnish off the brass buttons on the coat notices something odd about one of them. Twisting it, the button comes apart to reveal a secret compartment. Inside the compartment lies a small wadded up feather.

Spellcraft DC:27:

It's an Anchor Feather Token


Tap, tap, tap.
Is this thing on?


Sure, why not.


1 person marked this as a favorite.

...or you could do that.

Percival takes several dives toward the cave floor and using his pike dispatches the ghouls with relative ease. Even though the ghouls try to retreat from the grate, the cavern is not deep enough for them to escape the merciless slaughter from above.

I hope you're proud of yourself.

Aaron recognizes the corpses as he says "That would be Ol' Red and Scurvy McGee." He shakes his head sadly "Poor Scurvy, I knew that coat would be the death of him."

It's a DC:25 Strength check to lift the gate from where it's been wedged to get to the bodies underneath.


With Percival nursing his wounds Aaron offers to take the lead. Half walking half swimming you follow the southeast corridor. As the water begins to deepen Aaron and Jaina, keeping a sharp eye peeled, spot another one of those hook traps stretching across the passageway.
Perception (Aaron): 1d20 + 6 ⇒ (16) + 6 = 22
Perception (Jaina): 1d20 + 7 ⇒ (17) + 7 = 24
Avoiding the seaweed bed you progress deeper into the cave complex. You soon come to a junction where several corridors meet. Two passageways branch off from here, one headed east the other south (more or less). A strange horseshoe shaped cavern extends to the northwest. The walls of this cavern bear ribbed markings stretching across a band almost halfway up the cavern wall. upon further inspection these lines appear to be nothing more than the actions of tide and time rather than the more grisly grindylow art adorning the other caverns you've seen.

Perception checks:

Perception (Aaron): 1d20 + 6 ⇒ (11) + 6 = 17
Perception (Jaina): 1d20 + 7 ⇒ (19) + 7 = 26
Perception (Neela): 1d20 + 3 ⇒ (7) + 3 = 10
Perception (Percival): 1d20 ⇒ 13
Perception (Randall): 1d20 + 5 ⇒ (4) + 5 = 9
Perception (Rhialla): 1d20 + 4 ⇒ (14) + 4 = 18

While exploring the cave Jaina notices a strange metallic grate hidden in the seaweed below stretching across the cavern "floor". Diving down to investigate further she spies two human bodies trapped beneath the grate. One of which wears an armored greatcoat, which has somehow miraculously, survived being submerged in saltwater all this time. The pair of bodies turn their lifeless eyes toward Jaina and lunge at her, only to brought up short by the grate which trapped them there.

Strength check: 1d20 + 1 ⇒ (12) + 1 = 13
Strength check (aid another): 1d20 + 1 ⇒ (3) + 1 = 4

Energized by the arrival of fresh meat the pair attempt to move the bars of their prison but are unable to escape.

Initiative:
Aaron: 1d20 + 2 ⇒ (8) + 2 = 10
Jaina: 1d20 + 2 ⇒ (18) + 2 = 20
Neela: 1d20 + 10 ⇒ (16) + 10 = 26
Percival: 1d20 + 3 ⇒ (1) + 3 = 4
Randall: 1d20 + 2 ⇒ (17) + 2 = 19
Rhialla: 1d20 + 3 ⇒ (15) + 3 = 18
Lacedons: 1d20 + 2 ⇒ (5) + 2 = 7

The water in this cave is about 12' deep. The ghouls can only reach about arms length from beneath the grate. You could easily ignore them and swim on or you could finish them off. If you decide to attack them then you would need to make a DC:10 Swim check to swim down to them. Once on the bottom you would then be within reach for them to attack.


Small spears.


Clutching it's wounded side the grindylow attacking Percival attempts to flee, only to be cut down before it can escape.
Attack roll (Percival/AoO): 1d20 + 6 ⇒ (20) + 6 = 26
Attack roll (Percival/AoO) (Confirm critical): 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9

To make things simple you can easily dispatch the remaining, sleeping, grindylow without having to roll for it.

Dispatching the remaining grindylow with ease, the party searches the rest of the cavern. (1d6 ⇒ 2) Jaina finds Sandara's tricorne hat on one of the grindylows while the rest of the party finds two other exits from the cave, one leading south the other southeast.

Which one do you want to take?


Swim check: 1d20 + 1 ⇒ (1) + 1 = 2

Unable to balance herself in the water Rhialla is still able to jab the sleeping grindylow with her rapier. Although the creature survives her attempt to assassinate it, the damage still proves to be too much as it begins to bleed out.

Damage (coup de grace): 2d6 + 2 ⇒ (5, 1) + 2 = 8
Fortitude DC:18 save: 1d20 + 2 ⇒ (16) + 2 = 18

Percival, you're up.


Just an FYI. I'll be leaving on vacation tomorrow and won't be back until the 28th. Although I'll have my laptop with me expect updates, if any, to be sporadic at best (depending on how tired I am after slugging through Disney and Universal all day).


Jaina's punch crushes the creature's nose as it's eyes roll up into the back of it's head. With blood dribbling from it's nose it disappears below the water.

Aaron takes his time and places his blade on the grindylow's throat. With careful precision he slices the creatures windpipe, killing it instantly.
Coup de Grace: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Fortitude save DC:17: 1d20 + 1 ⇒ (3) + 1 = 4

Neela and Rhialla are up.


Just to sum up. Grindylow #4 is on the cavern floor fighting Percival. Randall is swimming/hovering somewhere in the middle of the cave. While Grindylow #6 is attack Jaina on the surface.


Round #2:

The first grindylow attacks the Rhialla's but the Cleric's many images confuse her attacker and it lunges, stabs and bites at one her figments.
Grindylow #1 (trip/Rhialla): 1d20 + 4 ⇒ (1) + 4 = 5
Grindylow #1 (attack (spear)/Rhialla): 1d20 + 2 ⇒ (18) + 2 = 20
Grindylow #1 (attack (bite)/Rhialla): 1d20 - 2 ⇒ (20) - 2 = 18
Grindylow #1 (attack (bite)/Rhialla) (Confirm Critical): 1d20 - 2 ⇒ (11) - 2 = 9
Mirror Image: 1d6 ⇒ 4

The three grindylows surrounding Percival attack, one of the two severely wounded ones manages to stab Percival with it's spear before both succumb to their wounds. The third completely misses his target with all of his attacks.
Grindylow #2 (attack (spear)/Percival): 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Grindylow #3 (attack (spear)/Percival): 1d20 + 2 ⇒ (2) + 2 = 4

Grindylow #4 (trip/Percival): 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Grindylow #4 (attack (spear)/Percival): 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Grindylow #4 (attack (bite)/Percival): 1d20 - 2 + 2 ⇒ (2) - 2 + 2 = 2
Sorry, Grindylow's 2 &3 were both Disabled (0 hp's) and could get one final attack in before dropping into negatives.

The grindylows facing Jaina continue to attack the Brawler. Both of them feebly attempts to strike the agile Ifriti, who manages to dodge their attacks.

Grindylow #5 (trip/Jaina): 1d20 + 4 ⇒ (1) + 4 = 5
Grindylow #5 (attack (spear)/Jaina): 1d20 + 2 ⇒ (5) + 2 = 7
Grindylow #5 (attack (bite)/Jaina): 1d20 - 2 ⇒ (5) - 2 = 3

Grindylow #6 (trip/Jaina): 1d20 + 4 ⇒ (13) + 4 = 17
Grindylow #6 (attack (spear)/Jaina): 1d20 + 2 ⇒ (3) + 2 = 5
Grindylow #6 (attack (bite)/Jaina): 1d20 - 2 ⇒ (2) - 2 = 0

The grindylow severely wounded by Rhialla strikes back at the Cleric. A look of triumph quickly turns to dismay as it strikes another one of Rhialla's images before it too succumbs to it's wounds.

Grindylow #7 (trip/Rhialla): 1d20 + 4 ⇒ (19) + 4 = 23
Grindylow #7 (attack (spear)/Rhialla): 1d20 + 2 ⇒ (9) + 2 = 11
Grindylow #7 (attack (bite)/Rhialla): 1d20 - 2 ⇒ (8) - 2 = 6
Mirror Image: 1d5 ⇒ 5
Grindlow #7 was also Disabled. It's attack was enough to send it into negatives.

The last grindylow presses it's attacks against Aaron. The Ranger winces in pain as the little creatures teeth sink into his shoulder, ripping a gobbet of bloody flesh which it quickly swallows.

Grindylow #8 (trip/Aaron): 1d20 + 4 ⇒ (7) + 4 = 11
Grindylow #8 (attack (spear)/Aaron): 1d20 + 2 ⇒ (6) + 2 = 8
Grindylow #8 (attack (bite)/Aaron): 1d20 - 2 ⇒ (20) - 2 = 18
Grindylow #8 (attack (bite)/Aaron) (Confirm critical): 1d20 - 2 ⇒ (5) - 2 = 3
Damage: 1d3 ⇒ 3

Jaian and Randall are up. Followed by everyone else in the top of round 3


Swim check: 1d20 + 7 ⇒ (9) + 7 = 16
Jaina manages to right herself in the water and takes a swing at one of the grindylows harassing her.
Attack roll: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
unused to the buoyancy of fighting in water her punch lacks enough force behind it and the grindylow easily dodges it.

Rhialla's rapier pierces one of the creatures attacking Jaina and in a spurt of arterial blood it sinks beneath the water.

Swim check: 1d20 + 13 ⇒ (10) + 13 = 23
Aaron swings his cutlass again, hoping to finish off the wounded grindylow, but the wily creature dives under the surface so that his blade smacks only the water instead.
Attack roll: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11

Neela and Percival are up.


Since 3D is hard to represent on a VTT the tokens with the little squiggly lines are currently underwater.


I'm going to say that since Jaina and Randall are currently "tripped" and haven't made their Swim checks yet that they are considered off balance until they do. Percival since you are on the cavern floor I'm going to say that you have Firm Footing and won't take any negatives to your attack roll.

Grindylow #1 (attack (spear)/Randall): 1d20 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
Grindylow #1 (attack (bite)/Randall): 1d20 - 2 + 2 + 2 ⇒ (15) - 2 + 2 + 2 = 17
Damage: 1d3 ⇒ 1

The three grindylows attacking Percival dive beneath the surface of the water to continue their attack. As they approach, the big Chelaxian lashes out with his dagger killing one of them 1d3 ⇒ 2. One of the remaining grindylows tangles Percival's feet causing him to be off balance as they savagely maul him.

Grindylow #2 (trip/Percival): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Grindylow #2 (attack (spear)/Percival): 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Grindylow #4 (trip/Percival): 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Grindylow #4 (attack (spear)/Percival): 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

The grindylows around Jaina press their attack against the floundering Brawler. Given her lack of balance she is unable to avoid being hit as the grindylows swarm around her.

Grindylow #5 (attack (spear)/Jaina): 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Grindylow #5 (attack (bite)/Jaina): 1d20 - 2 + 2 ⇒ (20) - 2 + 2 = 20
Grindylow #5 (attack (bite) (Confirm critical)/Jaina): 1d20 - 2 + 2 ⇒ (2) - 2 + 2 = 2
Damage: 1d3 ⇒ 2

Grindylow #6 (attack (spear)/Jaina): 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Grindylow #6 (attack (bite)/Jaina): 1d20 - 2 + 2 ⇒ (16) - 2 + 2 = 16
Damage: 1d3 ⇒ 3

Grindylow #7 (attack (spear)/Jaina): 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Grindylow #7 (attack (bite)/Jaina): 1d20 - 2 + 2 ⇒ (11) - 2 + 2 = 11

The severely wounded grindylow turns and faces Aaron, grasping, stabbing, and biting at the Ranger. The grindylow grins, showing his jagged teeth, as it wraps it's tentacles around Aaron's legs and pulls him underwater.

Grindylow #8 (trip/Aaron): 1d20 + 4 ⇒ (14) + 4 = 18
Grindylow #8 (attack (spear)/Aaron): 1d20 + 2 ⇒ (9) + 2 = 11
Grindylow #8 (attack (bite)/Aaron): 1d20 - 2 ⇒ (17) - 2 = 15


I screwed up. Thinking about it yesterday, the grindylows shouldn't have gotten their bite attack during the surprise round. You can only take a move or a standard action during the round.
Making an attack with a secondary weapon (i.e. bite) would require a full-attack actions which they just didn't get.
Fortunately it looks like only one of them hit with it's bite, so Percival can just ignore that attack and take 1 hp back.


Yes, I realized this morning I had forgotten Aaron's initiative.
Aaron: 1d20 + 2 ⇒ (5) + 2 = 7

Percival, you've been pulled underwater. You're too far beneath the action to get an attack in. You will need to make 2 DC:10 Swim checks to return to the surface.

Swim check: 1d20 + 13 ⇒ (19) + 13 = 32

Aaron swims over to one of the grindylows harassing Randall and swings his cutlass in an overhand chop.
Attack roll: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Attack roll (confirm critical): 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
Unfortunately, a cutlass is a slashing weapon.
Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12/2=6
Aaron's blade bites deep into the creature but the lack of solid footing causes what surely would have been a killing blow to severely wound it instead.


With Percival and Randall's help Jaina manages to extricate herself from the seaweed. Swimming further into the cavern Rhialla's words soon prove prophetic as the water around you begins to roil as several grindylows jet to the surface, surrounding the party.

1d20 + 14 ⇒ (3) + 14 = 17

Perception (Jaina): 1d20 + 7 ⇒ (6) + 7 = 13
Perception (Neela): 1d20 + 3 ⇒ (6) + 3 = 9
Perception (Percival): 1d20 ⇒ 12
Perception (Randall): 1d20 + 5 ⇒ (6) + 5 = 11
Perception (Rhialla): 1d20 + 4 ⇒ (3) + 4 = 7

Surprise round:
Unable to see beneath the murky water the party is surprised when eight grindylows break the surface beside them. Taking advantage of the confusion caused by their sudden appearance, they attack.
Grindylow #1 (trip/Randall): 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Grindylow #1 (attack (spear)/Randall): 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Grindylow #1 (attack (bite)/Randall): 1d20 - 2 + 2 ⇒ (7) - 2 + 2 = 7

Grindylow #2 (trip/Percival): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Grindylow #2 (attack (spear)/Percival): 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Grindylow #2 (attack (bite/Percival): 1d20 - 2 + 2 ⇒ (14) - 2 + 2 = 14
Damage: 1d3 ⇒ 1

Grindylow #3 (trip/Percival): 1d20 + 4 ⇒ (15) + 4 = 19
Grindylow #3 (attack (spear)/Percival): 1d20 + 2 ⇒ (1) + 2 = 3
Grindylow #3 (attack (bite)/Percival): 1d20 - 2 ⇒ (3) - 2 = 1

Grindylow #4 (trip/Percival): 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Grindylow #4 (attack (spear)/Percival): 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Grindylow #4 (attack (bite)/Percival): 1d20 - 2 + 2 ⇒ (2) - 2 + 2 = 2

Grindylow #5 (trip/Jaina): 1d20 + 4 ⇒ (17) + 4 = 21
Grindylow #5 (attack (spear/Jaina): 1d20 + 2 ⇒ (4) + 2 = 6
Grindylow #5 (attack (bite/Jaina): 1d20 - 2 ⇒ (14) - 2 = 12

Grindylow #6 (trip/Jaina): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Grindylow #6 (attack (spear/Jaina): 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Grindylow #6 (attack (bite/Jaina): 1d20 - 2 + 2 ⇒ (12) - 2 + 2 = 12

Grindylow #7 (trip/Jaina): 1d20 + 4 ⇒ (1) + 4 = 5
Grindylow #7 (attack (spear/Jaina): 1d20 + 2 ⇒ (4) + 2 = 6
Grindylow #7 (attack (bite/Jaina): 1d20 - 2 ⇒ (8) - 2 = 6

Grindylow #8 (trip/Randall): 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Grindylow #8 (attack (spear/Randall): 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Grindylow #8 (attack (bite/Randall): 1d20 - 2 + 2 ⇒ (9) - 2 + 2 = 9

The grindylows swarm around the party, concentrating their attacks on Jaina, Percival, and Randall. During the sneak attack the grindylows attack using their tentacles to pull their victims below the surface of the water (Jaina, Percival, and Randall must make a DC:10 Swim check or sink to the bottom of the cavern thereby having to spend a full round and making two additional DC:10 swim checks to return to the surface). Before being pulled underwater two of the three creatures attacking Percival manage to skewer him with their spears while one manages to sink his shark-like teeth into him as well (Percival takes 9 points total damage).
Jaina manages to dodge and duck the grindylow's feeble attempts to kill her but is still dragged underwater as one of them wraps it's tentacles around her legs and pulls her towards the bottom.
Randall's side is pierced by one of the grindylows facing him before the other one "trips" him by pulling him below the water's surface (Randall takes 3 points of damage).

Initiative:
Jaina: 1d20 + 2 ⇒ (4) + 2 = 6
Neela: 1d20 + 10 ⇒ (6) + 10 = 16
Percival: 1d20 + 3 ⇒ (18) + 3 = 21
Randall: 1d20 + 2 ⇒ (4) + 2 = 6
Rhialla: 1d20 + 3 ⇒ (6) + 3 = 9
Grindylows: 1d20 + 2 ⇒ (4) + 2 = 6

Jaina: 1d20 ⇒ 6; Randall: 1d20 ⇒ 1; Grindylows: 1d20 ⇒ 10

Neela, Percival, and Rhialla are up, followed by the grindylows, then Jaina and Randall.

NOTE: Characters must make a DC:10 Swim check each round or be considered "Off Balance". Off balance characters lose their Dexterity bonus to AC and attacking creatures get a +2 bonus on attacks against them.


With the flick of his hand Randall sends the glowing balls of light into the southeast opening revealing a large cavern. The walls of the entrance are decorated with the jawbones of several different species of fish. The effect makes it seem as if you were entering the maw of some hideous sea creature.
Making your way further inside the cavern the floor soon begins to slope sharply away beneath your feet and you quickly find yourself treading water to keep afloat.
As Jaina and Percival begin swimming deeper into the cavern they soon discover a diabolical trap. Barbed hooks held afloat by pieces of cork have been strung between the seaweed fronds. Percival is quick enough to avoid these hooks but Jaina soon become ensnared as the hooks catch upon her armor and clothes.
Reflex save (Jaina): 1d20 + 5 ⇒ (1) + 5 = 6
Reflex save (Percival): 1d20 + 3 ⇒ (11) + 3 = 14
Jaina is currently Entangled. it will require either a DC:10 Escape Artist or a DC:10 Strength check to break free. The darkened area on the map is the area that is trapped. The water in this room is between 10 and 12 feet deep but the seaweed is only about 8 feet long. You can avoid the hooks by either swimming over the top of the seaweed or by clearing/cutting the seaweed away (hardness 2, hp: 12 or Break DC:18 to clear a 5 foot section).


I'm going to assume that everyone took a swig from the potion of Water Breathing, just to make my life easier.

Also, please take a moment to familiarize yourself with the underwater combat rules found here: Link


Swim check: 1d20 + 13 ⇒ (9) + 13 = 22

Aaron stands at the edge of the cliffs, steeling his nerves, then with a leap he expertly dives into the water of the cove.
With everyone together again you begin swimming toward the cavern entrance to the east, deeper under the island. Entering the tunnel you soon lose the light from the entrance and it becomes pitch black. Randall casts a spell and four glowing spheres of light appear, illuminating the area around you.
Sloshing through the knee deep water of the tunnel you soon come to an opening leading to the southeast, while the main tunnel continues onward to the northeast.

Which way do you go?


Yes, Neela, you can 'Take 10' in this situation.


Aaron picks up his pack and slings it over his shoulder "You heard the little lady. Wouldn't want to keep these friends of your's waiting any longer than we have to."
Aaron leads you down off the ridge and into the jungle. After several hours of hacking your way through the undergrowth you arrive at a cliff overlooking a sheltered cove below. The cliff ranges anywhere from 40 feet high near the edges and rises to over 80 feet near the center. Water churns below as it enters the cove from a tunnel leading from the sea and disappears beneath the cliff face (DC: 15 Swim check). The rugged walls of the cliffs provide adequate handholds if you wish to climb down to the water (DC:15 Climb Check)

Knowledge (geography) or Profession (sailor) DC:10:

You can tell from the coloration of the water below that no rocks lie below the surface. You might be able to dive from the cliff top without fear of bashing your head open, although if you enter the water at the wrong angle you could hurt yourself (DC:15 Acrobatics or Swim check (DC:20 if higher than 50 feet) or take 2d3 points of non-lethal damage (+1d6 lethal damage for each 10 foot increment over 50 feet)).

Map


Sorry everybody, It's been a couple of hectic weeks both at work and at home. I will get us moving along later this evening.


Spellcraft (Neela): 1d20 + 10 ⇒ (15) + 10 = 25

Neela takes the vial from Randall and after casting a spell stares at the liquid within for a few seconds "It's a potion of Water Breathing. It will allow one person to breathe underwater for up to 10 hours or it can be divided equally between any number of people up to the 10 hour duration"
As Neela makes her pronouncement Aaron takes a vial from his pouch and stores it in his backpack "Great! Then I won't be needing this. The Infernus had a couple of these in storage in case of emergency."


Randall uses his spell to clean the dirt and grime off of anyone who wants it, although it's not as satisfying as a hot bath it will make due.
You spend an uneventful night at the little outpost and wake in the morning refreshed (Everyone gains 3 hit points for resting overnight).

Percival, make me another DC:13 Fortitude save.

As you are eating breakfast Aaron emerges from the central hut dressed in a suit of finely made studded leather, his trusty crossbow slung over his shoulder and a well used cutlass strapped to his hip. In his hands he holds a suit of leather armor "Perhaps one of you could use this? Don't mind the blood stains, it used to belong to "Riddleport" Bob. At least it did until the ghouls caught up with him. They tossed it back over the wall when they were finished with him. I tried to clean it up as best as I could" He looks to Jaina and Neela, the only two unarmored people in the group.


Rhialla, Need your hit points.


One big, happy family


Jaina, looking over your character and by my calculations your CMB should be +6 (+3 Strength, +3 Monk level) and +8 with grapple not +5/+7. Furthermore, your CMD should be 20 (10+2 BAB, +3 Strength, +2 Dexterity, +3 AC bonuses (+2 Wisdom, +1 Dodge)) and 22 v. grapple.


A look of shock passes across Aaron face as Percival tells him of your encounter with the ghouls (Sheesh, a little tact. Maybe?). With a tear in his eye and a lump in his throat he manages to whisper "Thank you." Then in a stronger voice "I didn't have the heart to kill her. So, thank you, thank you for releasing her from that horrible undeath that held her."
The evening is passing uneventfully when Randall begins to feel that familiar itching between his shoulders again moments before a banana and then another fall to the ground at his feet. Aaron comments "Odd, that's not a banana tree." as Randall looks up and notices a pair of human looking eyes reflected in the fire light. The seconds seem to stretch into infinity as the two remain locked in a gaze that neither seems willing to break. The rest of the party follows Randall's gaze up into the tree and notices a small monkey sitting on one of the branches looking intently at Randall. Neela smiles knowingly, reminded of her own bonding ritual with Mr. Wiggles.
The moment passes as the monkey leaps from the tree to the ground below and, scooping up one of the bananas, climbs up Randall's leg and perches itself on his shoulder.


Since we are coming up on an area that many consider a meat grinder I wanted to post this so, you know...just in case.

Dead

When your character's current hit points drop to a negative amount equal to his Constitution score plus his level or lower, or if he succumbs to massive damage, he's dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0 (see Special Abilities).

Certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character.

Back when I ran in 3.5 and everyone died at -10, regardless of how healthy or frail a character was, I allowed players to add (or subtract) their Constitution modifier to allow a little more breathing room. Sometimes even that didn't seem enough (poor Gordon, I think the party got rich off the loot from his dead corpses) so I let them add their level as well. Since Pathfinder has gotten rid of the hard-coded death threshold I decided to get rid of the Con modifier part and just keep the plus his/her level cushion.


Apparently I forgot to add this in the description of the loot you find in the fields.

"With Rhialla back up on her feet the party continues searching the field. Soon Jaina notices a flash of white off the beaten path. Going to investigate she finds a humanoid femur bone protruding from the ground. digging further she uncovers the entire skeleton it's clothing all but rotted away by time except for a golden buckle attached to a moldy leather belt. Also hooked on this belt is a small glass vial, inside of which she can see some type of liquid, which has miraculously withstood the ravages of time.'

Perception DC:18 or Spellcraft DC:20:

It's a potion of Water Breathing


As far as being "Banged up" as Percival put it I just want to remind you that, according to the loot list, Jaina, Percival, and Rhialla are all carrying potions of Cure Moderate Wounds as part of their reward for taking the Man's Promise.
Also, you have a potion from "The Fields" which needs to be identified.


Percival, you still have one more skill point to spend. You forgot to add in your +1 Human bonus.


Yes, they are allowed. This is not PFS.


Whew, The Saga of Aaron Ivy. Oh, and DING level 3. Please post your updates to your character here (since this is an odd numbered level if you take the average for hit points, round down).
Remember, you can roll for your hit points. If you roll less than the average for your hit dice you can then take the average (rounded up or down depending on what level you are (odd numbered level= down, even numbered level= up)).
Example: Randall at fourth level rolls a four for his hit points. Since the average for his hit dice is 4.5 (d8=4.5) he would round up to 5. At fifth level if he was to roll another 4 it would stay at 4 (4.5 rounded down = 4). Anything rolled over the average would stay as rolled.
This is a change from the previous level (since we already rounded up at 2nd level there is no change to anyone's current hit points). Any questions?


A glimmer of hope crosses the young man's face as he escorts you inside the palisades walls "You'll forgive my initial reaction to your approach. I thought you were the ship's whores returning in another attempt to kill me." His hand strays to a silver locket he wears around his neck " They've managed to kill and eat the other survivors, I'm the last one." he heaves a heavy sigh "Even my beloved Rebecca wants me dead, but she can't help herself. It's the sickness you see."
Once inside the compound you see a small wooden lodge built underneath the spreading branches of a great tree. Bubbling up beside the tree is a pool of water which then flows into a spring and out underneath the stockade's wall.
Slinging his crossbow over his shoulder he extends his hand to Percival "The name's Aaron, Aaron Ivy, late of the HIMS* Infernus. The ship was driven onto the rocky shoals during a storm, almost two years ago now, and broke apart. The crew and I were making progress against the storm when disaster struck. A pair of ghouls, the "ship's mascots" the captain called them, escaped from their cage during the blow and began attacking the crew. With the storm without and the ghouls within we lost the battle against the wind and the ship ran aground on the reefs along the southwest coast of this here rock." he gestures around himself to indicate the entire island.
"A dozen of us made it to shore. Nine of us sailors and the the ship's three doxies, two women and a man, my sweet Rebecca was one of them. We were going to get married once we made port." he shakes his head as if to erase a bad memory "When they got sick we thought it was something on the island until they turned and attacked poor Samuel. Three against one, Sam never stood a chance." he shivers "I can still hear his screams as they tore him apart."
"Anyways, the rest of us salvaged what we could from the wreck and built this fort to keep them at bay and await rescue. The rescue never came. We cleared some land east of here and planted some crops from seeds we salvaged from the wreck. Things were good until that damned bug moved into the fields. Killed three more of us before we abandoned the crops to their own devices. Between it and the ghouls it became too dangerous to harvest, despite the "scarecrows" we put up."
"If'n you're wanting fresh water for your ship this here pool is the only source on the entire island, which is why we built this fort to protect it. As to your friends and these, what did you call them...octosquids?. Those would be the grindylows, I reckon. Sadistic little bastards so your friends are possibly still alive just so they can listen to their screams before they grow tired of them and eat them. They live in a series of caves to the southeast. They captured a couple of us when we first started scouting the island. We gave them a wide berth since then." he points to a weathered brass spyglass attached to the stockade's wall "You can use that to scout them out if you wish, although it's too late to mount a rescue attempt tonight" Indeed. What with exploring the fields and then hacking your way through the jungle to the outpost it's now almost 5 o'clock in the evening. "The caves are completely underwater come high tide but you should have some time in the morning before the tide comes rolling in."
Looking through the spyglass you spot a pair of grindylows cavorting and splashing in the water of a nearby cove.

Perception check DC:20:

One of the creatures appears to be wearing Sandara's tricorne hat.

With a pleading look in his eyes Aaron rattles on "You're welcome to spend the night here and go out in the morning. I'll even go with you, if you'd like. It's been so long since I've had anyone to talk to I was afraid I might be going crazy"

*His/Her Infernal Majesty's Ship. A prefix used by the Chelaxian navy.


"Gods be praised, real people.' says the voice from behind the wall "About time. I've been stuck on this bloody rock for almost two years now."
The stockade's gates slowly creak open to reveal a Human male of obvious Chelish descent standing there his crossbow spanned and loaded held at guard, not really threatening but not pointed away either. A look of consternation crosses his face as Percival's words sink in "Wait a minute did you just say you've been shipwrecked too?" he rattles off a string of invectives strong enough to peel the paint off of a ship before winding down "I knew it was too good to be true."


I've got a question regarding the Perception DC to identify a potion. Under the Perception skill it reads that the DC is 15+Caster Level, while under the Identifying Magic Items section it states that the DC is 15+spell level. Which one is correct?
It seems counter-intuitive that a character/NPC with absolutely no magical training would have an easier time identifying a potion than someone who, bolstered by magic, would have using the Spellcraft skill to identify it.
I know, as a general rule, text trumps table and if this is the case then I hope that in the not too distant future we can get the Perception skill changed to reflect this. Otherwise you have two different possible DC's from the same sourcebook (the CRB).


Perception (Jaina): 1d20 + 7 ⇒ (20) + 7 = 27
Perception (Neela): 1d20 + 3 ⇒ (17) + 3 = 20
Perception (Percival): 1d20 ⇒ 20
Perception (Randall): 1d20 + 5 ⇒ (18) + 5 = 23
Perception (Rhialla): 1d20 + 4 ⇒ (15) + 4 = 19

With Rhialla back up on her feet the party continues searching the field. Soon Jaina notices a flash of white off the beaten path. Going to investigate she finds a humanoid femur bone protruding from the ground. digging further she uncovers the entire skeleton it's clothing all but rotted away by time except for a golden buckle attached to a moldy leather belt. Also hooked on this belt is a small glass vial, inside of which she can see some type of liquid, which has miraculously withstood the ravages of time.
Alerted by Jaina's discovery Randall soon finds another intact skeleton, stripped clean except for a pearl inlaid cold iron dagger in a rotted leather sheath.
Neela and Percival soon spot a third skeleton in the soft earth. Exhuming it they find nothing of worth except for a partially intact leather purse containing 55 gold pieces and three small shards of obsidian.

Leaving the corn field behind the party follows the trail back to the T intersection. Following the path to the northwest this time you come to the base of the granite ridge, it's summit jutting some 500 feet above you. You notice that simple steps have been carved into the path making the climb to the top much easier than you would have suspected.
Once near the top you come upon three more of those grisly fetishes like the ones you found in the overgrown fields. The path ends at a well built wooden stockade, it's gate closed. A great tree, its branches extending over the wooden palisade, rises from inside while a small brook runs underneath the walls.
As you stand there wondering about this structure a crossbow bolt thwacks into the nearest totem,disturbing the swarm of flies which buzz annoyingly around you before settling back down to feast upon the severed head, as a voice booms out from inside the fort "You'll not get me this time either, you filthy whores."


Reflex save: 1d20 + 3 ⇒ (2) + 3 = 5

Jaina deftly dodges the acidic spittle leaving Rhialla to take the brunt of the attack. Momentarily taken aback by the sudden appearance of the ankheg Rhialla is unprepared when the creature sprays it's acid at her.
The Cleric screams in pain as the acid burns first her clothes and then her skin. Fortunately the pain ends as blessed darkness overtakes her as she fades into unconsciousness.


Suddenly regretting it's decision to attack the Ankheg rears back and hisses. Before turning tail and burrowing back underneath the ground the beast releases a stream of caustic acid directly at Jaina, unfortunately Rhialla also gets caught in the acidic spray.
Damage: 4d4 ⇒ (4, 4, 2, 1) = 11
Reflex save DC:14 for half damage

As the creature begins to bury itself in the soft loam it leaves itself vulnerable to attack from those closest to it.
Jaina AoO: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Jaina AoO (Confirm critical): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Damage: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Percival AoO: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
20% miss chance: 1d100 ⇒ 25
Damage: 1d8 + 4 + 1 + 1 ⇒ (8) + 4 + 1 + 1 = 14
Randall AoO: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Before it can even turn around Percival's pike pierces the creatures abdomen and Jaina's fists finish the job, slaying the beast.

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