Myrial, City of Rogues
(Inactive)
Game Master
Rynjin
You've proven yourself to be a competent "entrepreneur". Welcome to the Mandrigal. Now get to work.
Male Half Elf Bound 7 HP Not Dead/67; AC 26 (tch 15; ff 23); CMD 27; DR 3/-; Fort +11, Ref +8; Will +7(Aura of Courage, Roll Twice Take Best vs Mind Effect); Perception +5; Sense Motive +0; Initiative +3
You...rolled a 5 each time...
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Yeah, what are the odd of that?
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Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
DC 29 Str check?! Holy shit, these traps are sturdy!!!!
Male Halfling Clerk of Abadar 7 | HP 29/45 | AC 29/24/20 | Fort +6, Ref +8, Will +12 | Init +4 | Perception +7 | Agile feet 8/8 | Inspiring command 8/8
Chimon sits down next to Talryn and begins cleaning the wound. "I've never actually done this, but they say to suck the poison out."
Heal to treat poison: 1d20 + 5 ⇒ (10) + 5 = 15
Seeing Talryn continue to pale, Chimon frowns. "Maybe they were wrong about that." He pulls out his waterskin and tries to rinse out the wounds.
Heal to treat poison: 1d20 + 5 ⇒ (14) + 5 = 19
Heal to treat poison: 1d20 + 5 ⇒ (8) + 5 = 13
Heal to treat poison: 1d20 + 5 ⇒ (19) + 5 = 24
Hopefully it doesn't last more than six rounds.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Korak Fists of Fury wrote: DC 29 Str check?! Holy s%&*, these traps are sturdy!!!! Base DC is 26 for a normal Bear Trap, and I beefed these up slightly.
1d20 + 11 ⇒ (8) + 11 = 19
Chimon fails to treat Talryn's poison on his first attempt, but Talryn's hardy constitution manages to fight it off regardless.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Rynjin wrote: Base DC is 26 for a normal Bear Trap, and I beefed these up slightly. I actually thought you had used the base DC. Still it's kinda funny that a freaking Fire Giant King only has a 20% chance of breaking free of a mundane Bear trap. oO.
Seriously... Who the hell calculated these DCs? I think they used skill check DC as a basis and forgot there are no ranks in attribute checks!
I mean... With 31 Str, you can carry over 600lb without even noticing the weight... But you still only have a 20% to open a normal bear trap. -.-'
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
How dared that mundane item? :)
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Bear traps are nasty, yo.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Apparently, they are... I'd say they should be a DC 15 at the highest... But 26? Holy shit! Tremble, you foolish giants! I shall throw mundane bear traps on all of you!
True... But a bear with a 50% chance seems okay, since it's trapped mostly because it doesn't have opposable thumbs. Let's say... An 18?
Not that it matters, anyway. I'm just venting my awe. Pathfinder Bear Traps truly are amazing devices....
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
To be fair, a normal sized bear trap wouldn't be enough to trap them...and I think it'd be quite a bit easier to rip whatever is mooring the bear trap apart than pry the iron jaws apart. DC 15 seems a bit low, that gives a Large Bear a 50/50 shot of getting out of it, which seems off. Maybe DC 20.
Male Halfling Clerk of Abadar 7 | HP 29/45 | AC 29/24/20 | Fort +6, Ref +8, Will +12 | Init +4 | Perception +7 | Agile feet 8/8 | Inspiring command 8/8
Maybe lower the DC but increase it by 1 point for each successive failure as the jaws bite deeper. Or lower the DD DC because yeah, humans should be able to open it easily.
For extra realism you can set a "gnaw leg off" DC.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Well... A really strong man should be able to open them on a Take 10. It happens all the time in movies! And Pathfinder is full of "Hollywood realism".
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Eh, depends on the Hollywood. Horror movies have super unbreakable bear traps of doom and whatnot that instantly sever any limb it clamps on. =)
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Well... Horror movie characters also have an Int score of 5... And that's being generous, since they consistently make the dumbest decisions. The protagonist might have an 8. So I wouldn't base PF characters on them. :P
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Male Halfling Clerk of Abadar 7 | HP 29/45 | AC 29/24/20 | Fort +6, Ref +8, Will +12 | Init +4 | Perception +7 | Agile feet 8/8 | Inspiring command 8/8
You can't take 10 on ability checks anyways :V
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
So, who is good detecting traps?
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Whoever has a good Perception bonus and a 10ft pole?
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
That is Korak, The only one here with a polearm I beleive
Male Halfling Clerk of Abadar 7 | HP 29/45 | AC 29/24/20 | Fort +6, Ref +8, Will +12 | Init +4 | Perception +7 | Agile feet 8/8 | Inspiring command 8/8
Korak Fists of Fury wrote: Whoever has a good Perception bonus and a 10ft pole? We can get you a pole.
Or . . .
"Before we continue this painful expedition, I'd like to try something else. Torak, I am going to cast a flight spell on you. Rise in the air for four minutes, watching for any signs of life besides us. Then, at the four minute mark, you must have one last look and then begin to descend. Jo, at that mark it may help our associate for you to create a large-scale illusion as a signal to Okrak. A large white sheet above us, for example. I will keep time with one of my orisons." Chimon smiles, showing perhaps more of his teeth than is necessary. "Is this amenable?"
Four minutes of ascent nets you 1200 feet, which would give us a bit of a better angle.
Edit: Ninjaed!
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
And how I'm supposed to create a large scale illusion?
Male Underpowered Warrior 1
Silent image gives you ten 10-foot cubes, I think. I'm not sure Rynjin wouldn't let us just have internal clocks so it may not be necessary.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Korak is entertaining himself by trying to balance his bardiche on the the palm of his hand.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Go ahead and keep time as you will. I'll point out, however, the absolutely massive Perception penalties entailed by being 1200 feet away from something. If this guy is even trying to hide, good luck finding him with a -120 to Perception checks. I'll probably be nice and quarter those or even eighth them (for future reference...doesn't make much sense you get a penalty to see things across the average room. I'll decide which one later. Use 1/8 for now, -1 for every 80 feet, we'll work backwards if that proves to be too much of a boon or drawback to either side) just because the rules scale too quickly, but -15 is still a lot.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Korak is still grounded, BTW. He's just balancing his bardiche while the party talks.
Male Half Elf Bound 7 HP Not Dead/67; AC 26 (tch 15; ff 23); CMD 27; DR 3/-; Fort +11, Ref +8; Will +7(Aura of Courage, Roll Twice Take Best vs Mind Effect); Perception +5; Sense Motive +0; Initiative +3
Talryn frowns and launches up into the air to look for some kind of domicile whether ruined or not.
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
There is a farmhouse and barn a mile and a half north of you.
Male Half Elf Bound 7 HP Not Dead/67; AC 26 (tch 15; ff 23); CMD 27; DR 3/-; Fort +11, Ref +8; Will +7(Aura of Courage, Roll Twice Take Best vs Mind Effect); Perception +5; Sense Motive +0; Initiative +3
Talryn floats down to his compatriots.
"There's a farm and barn a mile and a half north of here. I recommend we start there."
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
"Seems a tad too obvious, but it's as good a start as any..."
Still taking 10 in Perception, Stealth and Survival.
Male Halfling Clerk of Abadar 7 | HP 29/45 | AC 29/24/20 | Fort +6, Ref +8, Will +12 | Init +4 | Perception +7 | Agile feet 8/8 | Inspiring command 8/8
"Thank you, Talryn." Chimon ambles through the fields, looking for signs of movement.
Take 10 to aid Korak's Perception, bumping it up to 26. Take 10 on Stealth for a 17.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Mind placing yourselves in a marching order on the map? Black square is the farmhouse, cyan are entryways.
I'm assuming Korak can see the traps if he's around, Taking 10 he can see most you'd encounter. I'll make a full post once you have a marching order.
Male Halfling Clerk of Abadar 7 | HP 29/45 | AC 29/24/20 | Fort +6, Ref +8, Will +12 | Init +4 | Perception +7 | Agile feet 8/8 | Inspiring command 8/8
Anyone else able to move their minis?
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Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Fixed, assuming you're Wil G.
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
Jo and Ekhaterina also take 10 giving a +4 to Korak's perception.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Messing around in Roll20... Not sure which way we are supposed to marching to, though... North? I suppose Korak is at the front, since he is the one looking for traps. He doesn't go more than 10ft ahead of whoever is walking behind him.
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
Korak at the front then Thalryn, Jo and chimon.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Korak avoids quite a few more bear traps, but nearly blunders into a well camouflaged pit. Thankfully, Jo and her familiar spot it just in time, warning him away.
After about half an hour, you reach the farmhouse. It is overgrown with weeds, and the walls facing you are damaged, giving you a good view of the ruined interior. There appears to be a second floor and a basement, which you can't get a good look at.
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
Rynjin wrote: Korak avoids quite a few more bear traps, but nearly blunders into a well camouflaged pit. Thankfully, Jo and her familiar spot it just in time, warning him away.
.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Taking 10 on Perception (22)/Survival (10) to find signs of humanoid activity.
EDIT: Or anything worth of note... I don't want to miss the footprint of a eldritch abomination just because it's not humanoid!
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Though any tracks are too well hidden for Korak to find (if indeed there are any), there is a small trail of a few drops of dried blood leading into the cellar.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Can scent identify what kind of creature the blood belongs to?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
I cast detect poison jst in case then detect magic.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Detect poison where? You have at max a 5 ft. cube.
Jo detects no magic.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Can I tell how long the blood has been here?
Female Human Sorcerer (fey bloodline), level 7; AC: 17; Hp: 41; CMD: 17 ; Fort: +10 Ref : +10 (Evasion) Will: +13 (aura of courage, strong willed) ; Perception +5; Concentration +20, Init +2
Forget the poison then. I suppose we look for traps and then we investigate the second floor?
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Korak Fists of Fury wrote: Can I tell how long the blood has been here? Days, at least.
Male Oni-Spawn Tiefling Bruiser 7 - Wound 12; HP 60[74]; AC 22[23] (tch 20[18]; ff 20[21]) (+2 w/ Mage Armor); CMD 32[32] (+2 vs Grapple; +4 vs Disarm); DR 3/-; Fort +8 [+10], Ref +9; Will +9 [+11]; Darkvision, Scent, Perception +13; Sense Motive +18; Initiative +5
Korak carefully moves toward the door... Using drow sign language he tells his companions to be extra careful.
Taking 10 on Perception. If Korak can't detect anything on the other side of the cellar's door (or on the door itself), Korak opens it using his bardiche as 10ft pole.
Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3
Korak can't detect anything on the door, but It won't open. It appears to be locked.
I'm also kind of iffy as to how you'd open a cellar door with a pole anyway.
Edit: I misread the Perception DC on this trap. Korak can see it.
The door's lock appears to be rigged to send some sort of powder flying into the unwelcome visitor's face.
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