CONFIRMATION STANDARD (Inactive)

Game Master JASON RODARTE


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The wolves were able to dodge all of the attacks made by the party againt them, though themselves did not score any hits either.

Round 2

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello takes a step back to get away from the wolf that attacked him and then unleashes another cold blast of energy at the canine.

Cold Blast (Range Touch) vs Blue Wolf: 1d20 + 2 ⇒ (1) + 2 = 3; Ugh... I have been rolling real bad on attack rolls for all my games for about a week now.
Cold Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Free Action: 5' Step
Standard Action: Kinetic Blast

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Insert at my proper turn...

One of the wolves gets a little close to Avasir for his comfort and he steps back alongside Vello to reload his crossbow.

5' step back next to Vello, reload crossbow (move action), attack blue wolf (standard action)

Light crossbow at blue wolf engaged in melee: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7
Crossbow bolt damage: 1d8 ⇒ 4

ug, me too on the rolls...

Grand Lodge

Male Dwarf Kinetist (Earth) 2

The dwarf unleashes another blast of earth at the lead wolf.
Attack: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 6 ⇒ (3) + 6 = 9
Confirm: 1d20 + 4 ⇒ (5) + 4 = 91d6 + 6 ⇒ (1) + 6 = 7

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Just to clarify, I believe Myrtella is up, then the wolves?

Initiative order, round 2:

Vello - kinetic blast, missed?
Myrtella
Erôth - kinetic blast, missed?
Wolves
Tusk
Avasir - crossbow, missed?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The dwarf's blast kills the poor wolf.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The kitsune will attack the other wolf with her crossbow
1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2 missing


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The wolf continues to attack the half elf
1d20 + 2 ⇒ (7) + 2 = 9 Missing

The other two party members miss the remaining wolf

Tusk is up.

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Tusk cheers as Erôth's deadly blast brings down the red wolf, and redoubles his effort to take down the blue.

"I said, BAD DOG!"

Greataxe: 1d20 + 4 ⇒ (9) + 4 = 131d12 + 4 ⇒ (3) + 4 = 7

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Avasir is feeling fairly safe surrounded by his companions, so he's going to save his Mage Armor for now...

Avasir reloads his crossbow and fires again at the wolf...

reload crossbow (move action), attack blue wolf (standard action)

Light crossbow at blue wolf, engaged in melee: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Wow...
Crossbow bolt damage: 1d8 ⇒ 5

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 9 - Init. +8, Senses Low-Light Vision, Darkvision 60 ft., Perception 24, AC 36/ touch 19/ ff 30; hp 95/95, F+12 R+24 W+20 (Evasion), Speed 30 ft., Fly 40 ft., Bardic 35/35; Panache 5/5

Myrtella maintains her song of courage (+1/+1), unloads her crossbow at the nearest wolf (NE of her) and draws a dagger (move action).

crossbow bolt, inspire courage, -4 shooting in melee: 1d20 + 3 + 1 - 4 ⇒ (15) + 3 + 1 - 4 = 15 for 1d8 + 1 ⇒ (8) + 1 = 9 piercing damage.

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Forgot to add inspire courage to my last rolls - that's +1 to hit and damage. Thanks, Myrtella!

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Me too, but I’m quite certain I didn’t hit.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Combined with the hit from the half orc and the crossbow bolt from the kitsune, the poor little wolf breaths his last but only because people felt inspired.

END COMBAT


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

”Congratulations! You all worked together well. See how much stronger you are as a team when everybody cooperates?” [b]

Several hours pass uneventfully, but then you start running into problems: first a recent landslide that blocks the trail, then a shortcut overgrown since a month ago.[b] ”I’m afraid we’ll need to find a different path. If we don’t get there by dusk, we may have to wait a whole month for another chance! Is anybody well trained at tracking or navigating the wilderness?

You’ll have to perform a forced march unless someone successfully rolls Survival.

Grand Lodge

Male Dwarf Kinetist (Earth) 2

The dwarf looks around for a decent way to reach their destiny.Surv: 1d20 + 2 ⇒ (3) + 2 = 5


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Not enough

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 9 - Init. +8, Senses Low-Light Vision, Darkvision 60 ft., Perception 24, AC 36/ touch 19/ ff 30; hp 95/95, F+12 R+24 W+20 (Evasion), Speed 30 ft., Fly 40 ft., Bardic 35/35; Panache 5/5

Survival: 1d20 + 2 ⇒ (10) + 2 = 12

Myrtella assists Tusk with the trailblazing.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Still not enough

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 9 - Init. +8, Senses Low-Light Vision, Darkvision 60 ft., Perception 24, AC 36/ touch 19/ ff 30; hp 95/95, F+12 R+24 W+20 (Evasion), Speed 30 ft., Fly 40 ft., Bardic 35/35; Panache 5/5

@GM: sorry if I wasn't clear, but I'm waiting to assist Tusk's (future) roll! ;)

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Survival: 1d20 + 1 ⇒ (18) + 1 = 19

Vello looks around for a clear path to take.

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Survival, AA from Myrtella: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

Tusk joins in the search for a clearer path, hoping to make up for the delays. He scouts around, with Myrtella's assistance, climbing rocks and sturdy trees when necessary to see over their obstacles.

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Avasir feels a bit out of place for wilderness survival tasks. He attempts to tag along with Myrtella and Tusk, pointing out possible paths (but probably making bad guesses). "Ooh! Maybe that big rock marks a path! Maybe that patch of mushrooms! Are the edible?"

Survival (track) to aid Tusk: 1d20 ⇒ 10 if it helps him at all


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

You are able to find the correct path, working together, you are pathfinders :)


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead. “Here! The cave entrance is behind those vines,”Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. “This is where I saw the gillmen enter.”

As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth. The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots you.

Wisely assessing that a minotaur is beyond her charges’ capabilities, Janira screams, “A minotaur! There’s little chance we can stand against it. Take this bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!” She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.

The minotaur is far enough away that everybody has 1 round to flee or buff up.

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 9 - Init. +8, Senses Low-Light Vision, Darkvision 60 ft., Perception 24, AC 36/ touch 19/ ff 30; hp 95/95, F+12 R+24 W+20 (Evasion), Speed 30 ft., Fly 40 ft., Bardic 35/35; Panache 5/5

Myrtella flees into the cave, heeding Janira's experienced command!

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

"I'm afraid we will probably get in Janira's way if we stay here." He flees into the cave and lifts Janira's backpack.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That's two running towards the cave

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Avasir looks up at the minotaur in fascination briefly, oblivious to danger. Here is a thing he saw in textbooks at the arcane university that he never imagined he'd see in real life.

Oh wait! She's right. This thing would destroy our party without a thought. His eyes suddenly widen.

He quickly runs after Myrtella and Vello into the cave opening.

Grand Lodge

Male Dwarf Kinetist (Earth) 2

Erôth shrugs then follows Janira´s orders.
"I follow. But under protest!"

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Tusk hesitates for a moment, feeling some of the old heat in his blood. Then he brings it and himself under control, and follows the other initiates into the cave.

Maybe this is part of the test?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Janira's backpack
Janira's Pack
potion of barkskin
potion of cure light wounds (2)
potion of feather step
potion of vanish
scroll of entangle
scroll of gust of wind
scroll of identify
scroll of mage armor (CL 6)
scroll of obscuring mist
wand of burning hands (CL 3, 4 charges)
wand of cure light wounds (CL 3, 8 charges)
acid flask
alchemist’s fire (2)
holy water
smokestick
tanglefoot bag
thunderstone
antitoxin
sunrod (2)


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The party decides that discretion is the better part of valor and runs into the cave.

The caves are damp and slippery, and usually about 7 feet wide and high. Some tunnels are tighter or more spacious though. The walls are covered with patches of blue-green luminescent fungi that provide dim light.

Petroglyphs periodically decorate the walls, mostly with marine animals and spiraling shapes. The deeper you travel, the more of these wall paintings that you find. The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage.

A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit lies a small bundle of cloth. The corners of the pit are rounded, and the tunnel walls don’t look easy to climb either.

DC 10 Dungeneeing or Survival:
The pit looks to be about 20' and not natural

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Survival: 1d20 + 1 ⇒ (20) + 1 = 21

Vello tells everyone what is inside Janira's Backpack.

Upon coming to the pit, "This isn't a natural pit. Someone dug this pit."

"Hmm... about 20' deep. Unless someone can jump the pit, we will probably have to climb down and then climb up on the other end. Anyone good at climbing and a rope for those of us that aren't good at climbing?"

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Tusk shrugs, and pulls a rope out of his pack.

"Sure. I'll climb down and up the other side. While I'm doing that, maybe one of you could tie some knots in the rope to make it easier to use? The rest of you can use it to climb down, pull the rope down, toss it up to me, then I can anchor it while you climb up. I should probably take off my armor first, though. You can drop it down to me when I get to the bottom and we can get it tied to the end of the rope."

It will add a couple of minutes on either side of the pit for Tusk to take off his armor and put it back on again - any objections? It increases his climb modifier from +3 to +7.

Tusk quickly gets out of his scale mail, takes a swig of ale from the jug he bought before leaving Absalom (+2 on will saves for an hour, just in case), replaces it in his pack, then hands his bundle of gear (except for his weapons, which he keeps) to Vello.

"I've got this. Hold my beer."

Climb, unless someone has a better idea?: 1d20 + 7 ⇒ (6) + 7 = 13

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 9 - Init. +8, Senses Low-Light Vision, Darkvision 60 ft., Perception 24, AC 36/ touch 19/ ff 30; hp 95/95, F+12 R+24 W+20 (Evasion), Speed 30 ft., Fly 40 ft., Bardic 35/35; Panache 5/5

Myrtella takes a smokestick, an antitoxin and the wand of cure light wounds.

how wide is the pit? 20' deep but how wide? i.e. can we jump it?

"Oh! there's something at the bottom!" says Myrtella before casting mage hand on the bundle of cloth to bring it to her paws. She then inspects the contents of the bundle.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

You can try to jump it. Let me see if I can get the width, IIRC it is 10'


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

For some reason, the kitsune' spell is not able to get a hold of the bundle at the bottom of the floor.

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 9 - Init. +8, Senses Low-Light Vision, Darkvision 60 ft., Perception 24, AC 36/ touch 19/ ff 30; hp 95/95, F+12 R+24 W+20 (Evasion), Speed 30 ft., Fly 40 ft., Bardic 35/35; Panache 5/5

"Strange... gentlemen: there must be something heavy in that cloth bundle. Proceed with care! maybe it's a mimic!!!!"

She backs up 15 feet, takes a few deep breaths, then she tries to jump the gap!

"...here goes NOTHIIIIIIIIIIING!!!!"

Acrobatics to jump with running leap: 1d20 + 9 ⇒ (14) + 9 = 23

Myrtella bows to the gallery as a performer would, then she inspects the hall past the hole to make sure no enemies lie around the corner...

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello takes tusk gear to hold for him. When he is done climbing down, he then proceeds to tie knots into the rope to make it easier to climb down.

After the knots are in place, Vello ties the end to Tusk's gear and lowers it into the pit. He then proceeds to climb down.

Climb: 1d20 + 1 ⇒ (12) + 1 = 13

When down in the pit, he checks out the cloth while the others come down.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

Tusk applauds, then tosses the free end of the rope up to Myrtella. "Try to find something to tie it onto!" he calls.

Dark Archive

Male Elf Wizard 2 | HP 10/10 | AC 13, t 13, ff 10 | CMB +1, CMD 14 | F+0, R+3, W+3 | Init +3 | Perc +6, SM +4; low-light | Speed 30ft | Hand of the apprentice: 7/7 | Bonded object spell cast: 1/1 | Active conditions: None

Following Myrtella's lead, Avasir takes a quick look through Janira's backpack.

He takes the wand of burning hands, scroll of mage armor, and scroll of gust of wind.

Avasir then steps over to the pit to size it up. He watches as Tusk descends and is working with Myrtella to secure it on the opposite side of the pit.

Suddenly on an (unusual) impulse he gets the feeling that he can just make this on his own. He backs up, loosens his cloak, and makes a run for it...

Acrobatics, jump 10': 1d20 + 3 ⇒ (15) + 3 = 18

"Hmm, that wasn't so bad."

He then takes out his focus dagger and whispers an incantation so that it lights up. "Myrtella, I'll keep watch this way while you bring up the others."

Cast light

Perception, lookout: 1d20 + 5 ⇒ (16) + 5 = 21

Grand Lodge

Male Dwarf Kinetist (Earth) 2

Eroth takes the potion of feather step, a potion of cure light wounds and the potion of vanish.
He then slowly Taking 10climbs down and up again.

Liberty's Edge

M Half-Orc (Shaman's Apprentice) Bloodrager (Steelblood) 1 | HP -5/13 | AC 16 T 11 FF 15 | CMB +5, CMD 15 | F +5, R +1 (+1 bonus vs. trample attacks), W -1 (+2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol) | Init: +1 | Perc: +3, SM: -1 | Speed 30/20 | Melee/raging: greataxe +4/+7 (1d12+4/1d12+7, ×3) | Ranged: sling +2 (1d4+3) | Special Attacks bloodrage (2/8 rounds), hellfire strike (flaming, 0/3) | Active conditions: Unconscious, Stable

I assume someone grabbed Janira's pack itself and brought it into the pit and back up, yes?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The bundle at the bottom of the pit is a bit dirty but looks to be of fine quality.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The kitusune, dwarf, elf and half elf make it across.

The Exchange

Female CG Kitsune Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 9 - Init. +8, Senses Low-Light Vision, Darkvision 60 ft., Perception 24, AC 36/ touch 19/ ff 30; hp 95/95, F+12 R+24 W+20 (Evasion), Speed 30 ft., Fly 40 ft., Bardic 35/35; Panache 5/5

Myrtella looks around the corner to find levers or something to bypass the pit. Makes no sense as is, considering gillmen come this way regularly...


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

She finds a plank that is about long enough to span the width of the pit.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello grabbed Janira's pack and brought it along.

Vello takes the bundle of cloth at the bottom of the pit and carries it with him. When he is on the other side of the pit, he takes a closer look at the cloth to see what it is.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

It looks like a cloak :), a bit dirty but of really nice material.

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