
| GM Bold Strider | 
 
	
 
                
                
              
            
            @Gyles: Just remembered that Sam greased Sundr which made her harder to grapple. Luckily, you rolled above the -10 to the roll and still hit AC 5.
Sam launches another bolt of pure energy at the beast and it is enough to render it unconscious.
Barley Constitution Check - DC 11: 1d20 + 1 ⇒ (1) + 1 = 2
Barley starts drowning and will die on his next turn. If Gyles wants to pull him up too, then he will need to make a CMB check with a -4 penalty for not having both hands free. Other solutions are possible as well (if you can think of them or have them).
Status: 
1st: Sundr @ -5 HP; Barley-Drowning @ -3 HP; Sam; Gyles

|  Barley 川から流木 | 
 
	
 
                
                
              
            
            Based on Stable rules, Barley didn't need another Cons check for another hour because he stabilized at -2HP last round. While Barley is at -2HP, Barley was going to spend 2 Ki for Forgotten Trick as immediate action to use Resilience (Ex) which adds +2HP, bringing him to 0HP, then with standard action drink CLW.
Stable: A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
If a character has become stable on his own and hasn't had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point.

| GM Bold Strider | 
 
	
 
                
                
              
            
            My Constitution Check for you wasn't for Stabilizing. You have already Stabilized. It is for drowning. Additionally, you have already passed the time to activate Resiliency. It is an immediate action upon dropping below 0 HP and would have had to be used last turn. You need drowning rolls every round while you are unconscious underwater.
I need you to post ten 1d20 rolls, Barley. If Gyles and Sam respond before you, then they will have two rounds to save you and they should roll Grapple attempts for two rounds unless they have other ideas. It will take Sam one round to reach you as the water is difficult terrain and he is 20' from you. If they respond after you, then they get however many rounds it takes until you fail your Save+1
Should a day go by, then I will act in their stead.

|  Gyles | 
 
	
 
                
                
              
            
            Grapple attempt on Barley: 1d20 + 1 ⇒ (7) + 1 = 81d20 + 1 ⇒ (5) + 1 = 6
Can I assume since Sundur is unconscious I don't need to roll to maintain a grapple on her?

| GM Bold Strider | 
 
	
 
                
                
              
            
            @Sam: I'm pretty sure that you can never take 10 on an attack roll which is what a grapple check is.
@Gyles: That's fine, but you still missed Barley over two rounds as you forgot to factor in the -4 penalty for not having two hands free. (One is grappling Sundr)
Based on Barley's rolls, he fails on the fourth round of him falling underwater (his reroll still missed the DC 14), thus drowns on the fifth. We are currently on second round.
Sam double moves for a round and can therefore take three grapples before Barley drowns. Gyles has attempted two grapples and has failed, thus he can take two more grapple attempts at a -4.

|  Gyles | 
 
	
 
                
                
              
            
            Grapples: 1d20 - 3 ⇒ (6) - 3 = 31d20 - 3 ⇒ (4) - 3 = 1
I really hope you get him Sam, because I didn't :(

| GM Bold Strider | 
 
	
 
                
                
              
            
            To quote Willy Wonka: The suspense is terrible... I hope it'll last. ;)
Edit: Sam ruined it by like 8 seconds. :P
While Gyles flails about carrying Sundr, Sam is able to pull Barley out of the water before he perishes.
You see your guide cheer Sam on, but the teacher has mysteriously vanished.
After healing, what do you do?

|  Sam Drakenfel | 
 
	
 
                
                
              
            
            :P
Sam grabs Barley and keeps his head above the water. He taps both fallen companions with his wand of infernal healing, cancel the grease spell on Sundr, coups the grace the giant bug and movrs back to the shore with Barley.
10 HT in 10 rounds for Sundr and Barley.

|  Sündr-dögünn | 
 
	
 
                
                
              
            
            Awesome, thanks Sam! And Gyles for saving my ass.
Sündr vomits copiously upon waking up. "Blrrrgh... that water does not taste good... need some mead..." She digs out her wand of CLW and taps herself a few times.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
She glances over at the carcass, a little wistfully. "Oh. Oh good. It's dead." After a pause, "Onward then?"

|  Barley 川から流木 | 
 
	
 
                
                
              
            
            "This guy is either nuts or a mastermind", Barley comments, "He's going to lead us to our deaths. I say we stop asking him for directions and look for our own."
T20+7. Search general area for access
-Posted with Wayfinder

|  Sam Drakenfel | 
 
	
 
                
                
              
            
            What kind of swim test is necessary to go through it? Do we need swim tests at all?
Sam inspects the underwater entrance from the shore.
I can make someone breath underwater but I already spend most of my reserves of power today. Its better to save it for an emergency. How do you guys feel about swimming?

| GM Bold Strider | 
 
	
 
                
                
              
            
            Sam sees that the porthole is completely closed entrance and one has to spin the wheel on top to unlock it before prying it open.
No Swim checks are necessary to get to the entrance.
Deris tries to spin the handle with all of his might, but he is far too weak to be able to open it. I need some help out here! This thing is really stuck on there!

| GM Bold Strider | 
 
	
 
                
                
              
            
            Barley and Sam trudge out to the porthole and Deris claps excitedly!
They grip the wheel and are able to wrench the lock out of place and open the porthole. Unfortunately, it also drains the entire pool into the dungeons below—and any Pathfinders in the pool as well. Anyone standing in the pool when the plug opens must succeed on a DC 20 Acrobatics check or be swept into the 5-foot-wide drain. Falling into the necropolis in this manner causes 1d6 falling damage.
As the pool swirls and Barley and Sam are being swept into the Drownyard, Deris is gleefully spinning around the water, laughing like a small child. I'm on my waaaaay!
Once the water drains, anyone left up top can climb down a series of slippery handholds with a DC 10 Climb check. The area below the plug inside the necropolis was once blocked off from the rest of the underground complex by a rock fall—the sudden cascade of water from above, though, blasts the rock fall apart, clearing the passageway.

|  Sündr-dögünn | 
 
	
 
                
                
              
            
            Before going any further, the skald takes a sharp knife and destroys all of the sacs on the necrotic arm.
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21 When the plug goes, the Ulfen woman twirls her cloak prettily, does a somersault, and lands gracefully on her feet!

|  Barley 川から流木 | 
 
	
 
                
                
              
            
            Of course, Barley ponders as he circles the drain hole, waiting for the suck.
Acro: 1d20 + 7 ⇒ (15) + 7 = 22
dam: 1d6 ⇒ 1
climb: 1d20 + 7 ⇒ (10) + 7 = 17
-Posted with Wayfinder

|  Gyles | 
 
	
 
                
                
              
            
            Gyles, having waited on the shore, shakes his head and trudges out to the now open manhole.
Climb: 1d20 + 1 ⇒ (8) + 1 = 9 Fail by less than 5, no progress?
He slips a bit on the way down and pauses to make sure he's secure before continuing on.
Climb: 1d20 + 1 ⇒ (10) + 1 = 11
And finally reaches the bottom safely.
"It's quite dark down here, maybe we should have some..."
Gyles puts his palms together in front of him then rapidly draws them apart, four globes of light springing into existence between them as he does so.
"Light!"

| GM Bold Strider | 
 
	
 
                
                
              
            
            Deris slowly floats down, clearly supported by Feather Fall. Yay! We have made it!
After everybody dusts themselves off, you turn the corner of a long hallway in a large room. Carved pillars in the corners of this chamber hold aloft a double-vaulted ceiling of cracked frescos. On either side of the chamber, a single step leads up into a deeply recessed area that forms an arched room of its own. On the floor of the east recess, the perfectly preserved body of a young boy lies in a puddle and stares silently upward. This is the body of Grishan Maldris, the younger brother of Colson Maldris (now the head of the Andoran faction in Absalom).
Map will be updated tomorrow morning.

|  Sündr-dögünn | 
 
	
 
                
                
              
            
            "A decade should not pass without change in a dead man," Sündr says of the boy. "I wonder what foul magicks are afoot here."
Detect magic.

| GM Bold Strider | 
 
	
 
                
                
              
            
            As Barley and Sundr explore the room, a large zombie comes shambling around the corner. Braiiiiiins! BRAINS!
Initiative: 
Sam: 1d20 + 1 ⇒ (15) + 1 = 16 
Barley: 1d20 + 2 ⇒ (13) + 2 = 15 
Sundr: 1d20 + 1 ⇒ (6) + 1 = 7 
Giles: 1d20 + 2 ⇒ (5) + 2 = 7
Zombie: 1d20 + 0 ⇒ (17) + 0 = 17 Wow, really?
The zombie charges...
1d2 ⇒ 2
Barley!
Morningstar @ Barley-12 AC: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
The morningstar shatters Barley's cheekbone as it connects to his slightly attractive Tien face.
Initiative:
1st: Barley @ 11/19 HP; Sundr @ 19/19 HP; Sam @ 20/20 HP; Gyles @ 10/10 HP

|  Sam Drakenfel | 
 
	
 
                
                
              
            
            That boy looks familiar, I think he is related to that andoran guy in the Society. We should bring him with us on our way out, the man may offer a reward or someth... Sam jumps back at the sudden movement. He draws his wand of mage armor and cast it upon himself.
Current AC 17

|  Sündr-dögünn | 
 
	
 
                
                
              
            
            Kn Local: 1d20 + 6 ⇒ (18) + 6 = 24
"A bugbear zombie!" the skald exclaims excitedly. Taking a deep breath, she begins a verse of a rousing chant of prior deeds.
"Deep beyond the shifting sands,
I found myself far from home,
Amid an ancient temple unknown by cold,
Companied with Pathfinders both brave and bold."
Beginning a Raging Song for Inspired Rage. All allies make a free action now and at the beginning of each turn on whether to accept the song's magicks. Accepting grants a limited form of rage, including a +2 morale bonus to STR and CON, a -1 penalty to AC, and a +1 morale bonus to Will saves. You do not suffer fatigue when the song ends or if you temporarily decline the spells effects. While under the effects of Inspired Rage, you cannot use Charisma, Dexterity, or Intelligence based skills (though I can) and cannot do anything that requires patience or concentration. Accepting or declining the song is done on a turn by turn basis each round at the beginning of your turn.
For the GM, I also gain fast healing 1 starting next round via my Skald's Vigor feat. HP is currently 21/21.
The skald draws her mighty greataxe as she sings and looks furiously into the face of the enemy.

| GM Bold Strider | 
 
	
 
                
                
              
            
            Delaying Gyles.
Sundr steps up and begins to sing her raging song, while Sam casts defensive magicks on himself.
Barley flees for the hills.
The bugbear turns to the skald and lashes out at her.
Morningstar @ Sundr-14 AC: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Sundr feels her chest cave in a bit as the morningstar crushes her chest, her song however begins to repair some of the damage.
Initiative: 
1st: Zombie 
2nd: Barley @ 11/19 HP; Sundr @ 14/21 HP; Sam @ 20/20 HP; Gyles @ 10/10 HP

|  Barley 川から流木 | 
 
	
 
                
                
              
            
            Barley draws his grandfather's katana, grasped in both hands and slices at the zombie.
katana: 1d20 + 3 ⇒ (12) + 3 = 15
1d8 + 3 ⇒ (4) + 3 = 7
Dodge AC 16
-Posted with Wayfinder

|  Gyles | 
 
	
 
                
                
              
            
            know local: 1d20 + 6 ⇒ (8) + 6 = 14
know religon: 1d20 + 2 ⇒ (2) + 2 = 4
"Hit the zombie!" Gyles sings out!
starting bardic performance - inspire courage
Next round continue performance and cast summon instrument 
Out of town to perform a wedding this weekend, sorry for no or/drunk posts.

|  Sam Drakenfel | 
 
	
 
                
                
              
            
            Working the weekend, sorry for the fewer posts. The map seemed to be outdated so I move myself and the zombie, hope it is alright GM Bold.
Feeling his blood boils with the powerfull arcane buffs invoked by his allies Sam steps into a flank with Sundr and claws away at the zombie.
Claw1: 1d20 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
Dmg: 1d4 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Claw2: 1d20 + 5 + 2 + 1 ⇒ (17) + 5 + 2 + 1 = 25
Dmg: 1d4 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Current AC 17, HP 23/23

| GM Bold Strider | 
 
	
 
                
                
              
            
            @Sam: Sounds perfect, buddy. Also, if you rage, then your AC is 16.
Weekend has passed. Sundr goes on delay.
Sundr freezes as she sees the lumbering zombie throwing around his morningstar.
Sam's second claw hits the beast, bypassing its damage reduction.
It decides to lash out at the sorcerer attacking it, but the attack misses wide by miles.
Morningstar @ Sam-16 AC: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative: 
1st: Zombie @ 10 damage 
2nd: Barley @ 11/19 HP; Sundr @ 14/21 HP; Sam @ 20/20 HP; Gyles @ 10/10 HP
 
	
 
     
    