Out of the Abyss (Pathfinder Conversion)

Game Master EmEss

An Underdark based 5th Edition hardcover adventure converted to Pathfinder.

Map of Velkynvelve

Map of Gracklstugh


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@ Talindra The Ooze's speed is 10 feet per round. You appear to be correct.I didn't really think of that. You may need to retreat quite a distance up the tunnel but the Oozes demise is indeed inevitable without ever closing to melee.

After defeating the ooze you pass through the doorway of the chamber and down another corridor until you reach another chamber. You enter this chamber from the North. The West wall consists of four arches, each leading to a hallway floored with heavy flagstones and with the same swirling pattern carved into the walls. The East wall has a rough natural looking tunnel leading from it.

DC20 Perception:
The very faint sound of running water can be heard coming from the eastern tunnel.

West for Shinies, East for exit

Glabbagool kindly shares with the group.


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

"The east'n tunnel sounds like it has some runnin' water. I'm not too keen on more water just yet! The 'Shinies' sounds like
treasure of some sort too. West'n may be a good thing to check out in our current sitiation."


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None

"I'm for the shinies. Could be some natural glow in the dark displays or geodes, or all kinds of interesting things. Please!?"


female mithra illusionist (succubus) 2 | HP 18/18 | AC 17 (21), TAC 14, FF 10 (14)| F +3, R +3, W +2 | Per +5 | Init +8 | MP: 4/4; Spells | Lust Pool: 0/10 | active effects: mage armor, lust pool +3 def

With the death of the ooze that attacked them Vinexa found herself quite relieved, the thing wasn't difficult to kill given it's speed but she was glad it was too dumb to fight intelligently. When Glabbagool mentioned shinies to the west the half-fiend's attention was immediately caught and she nodded in agreement with Harro and Tanic, "I agree, we should at least look at it. I haven't had fitting tribute in some time."


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)

Harro huffs and swells is muscular chest.

"Even shares for all of whatever we find! No Tributt demonling!"


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None

Tanic looks confused. "Treasure, tribute?... Ah, you think the shinies might be gems or gold or something. Much more likely to be sparkly rocks and glowing vegetation, but you never know. I suppose one of us will be disappointed. I hear the sun is quite a shiney thing so perhaps those of you who have seen the burning orb would be less impressed by a cave of glowing rocks, but for me... well, I enjoy a good light show."


Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1

"Shinies sound good to me. If we're going to get to a civilization of some sort, we'll need something to trade."


Inactive
Harro Boulderbran Grimcrater wrote:

Harro huffs and swells is muscular chest.

"Even shares for all of whatever we find! No Tributt demonling!"

Talindra chuckles. "No tri-butt? Your loss, shorty." Talindra saunters over to the delectable succubus and leans in to whisper in her ear. "You can have my butt anytime."

Though she doesn't vocalize it, Talindra wants shinies.


female mithra illusionist (succubus) 2 | HP 18/18 | AC 17 (21), TAC 14, FF 10 (14)| F +3, R +3, W +2 | Per +5 | Init +8 | MP: 4/4; Spells | Lust Pool: 0/10 | active effects: mage armor, lust pool +3 def

Vinexa felt Talindra's breath against her ear and neck as the drowning woman leaned in to whisper to her. Her hand snapped up to grasp the woman by the back of her head, and attempted to press her lips against Talindra's in a fierce and hungry kiss before whispering back,

Talindra:
"Before careful, I'm very hungry and you are making yourself all but irresistible to me. If you don't watch out I will take you, right here, right now, against the wall."

CMB if resisted: 1d20 ⇒ 15


Minor clarification in case it wasn't clear - each of the archways leads to a different parallel hallway, they don't open out into the same one.
"Glabbergool, which of the four arches leads to the 'shinies'?" asks Jimjar.

Glabbergool seems to consider the question for quite a long time before answering.

"Shinies are through all the arches. Room at the end is same but not same. Thinking about it makes Glabbergool confused."


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)

Setting his chest down at the hallway junction, Harro draws his 'escape club' and moves to the first passage to look down it for obvious traps and oozes and other such things.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

"Let's get a group t'gether, then we'es explore the first western passage. If'n THAT turns out a'right, we can check out the other t'ree."


Perception Check Result The floor of the passage is made of 10 foot square tiles. Something seems a bit off about the second tile down the passage, it isn't quite level with the other tiles.


Male Munavri Racial 1/Chaokineticist 1 | HP [20/20] | AC 13, T 13, FF 10, CMD 15 | Fort +5, Ref +5, Will +5 | Initiative +5 | Darkvision 120', Perception +8 | Acrobatics +7, Climb +5, K.Dungeoneering +7, Stealth +7, Survival +8

Akri was unsure about how this escape was going. Sure, he and the others were still alive, and not in shackles, so that was a point in their favor. But still, this was turning out almost like the stories his grandfather told about heroes...

A strange wind blows...

Giving a start, and unsure what he was just thinking, Akri took a look down the second passageway, just in case.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20


The second passage appears almost identical to the first apart from the fact that the second tile in this passage is flush with the first tile. Without going further down the passage Akri is unable to tell if any of the tiles are slightly off the level like in the first passage.


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)
EmEss wrote:
Perception Check Result The floor of the passage is made of 10 foot square tiles. Something seems a bit off about the second tile down the passage, it isn't quite level with the other tiles.

"Whos'ever built this place didna' ant people wandering around. That tile is off!"

Harro will find some pebbles and carefully outline the tile to mark it without touching it.

"Skip THAT step if'n you don't want my foot up your rump-side!"
Standing and putting his club casually on his shoulder, he looks back at the others.

"Glabba-what'r? Be a good...cube?..and stay here and guard my chest until we get back? So who's com'n with me?"


Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1

"I'll go with you." Micar walks with Harro, taking 10 searching each square as they move.

Taking 10 on Perception = 17 (18 vs. Traps)


Inactive

@EmEss - Is the tile Harro found skippable? I sort of envisioned the tile spanning the entire width of the corridor in a 10-foot square. If so, maybe we should try another corridor.

Caught by surprise at the tiefling's ferocious kiss, Talindra tries to pull away at first, but finds herself caught fast by Vinexa's grip. Her thoughts of resistance melt away, washed aside by pleasure that once again felt familar. Was this succubus really the child of her goddess? Oh, how she wanted that to be true. She leans in and whispers back to Vinexa.

Vinexa:
"Come now, our hunt isn't finished yet. But soon, we'll seize our prize, and I can properly give tribute to the daughter of Nocticula."

Talindra was suddenly feeling much more motivated to complete this mission. "Come on everyone, let's get a move on and find that treasure!" She follows Harro.


female mithra illusionist (succubus) 2 | HP 18/18 | AC 17 (21), TAC 14, FF 10 (14)| F +3, R +3, W +2 | Per +5 | Init +8 | MP: 4/4; Spells | Lust Pool: 0/10 | active effects: mage armor, lust pool +3 def

Her hunger nearly took over, she felt the first stirrings of Talindra's life force responding when the drow returned the kiss. Fortunately the woman broke it off and whispered into Vinexa's ear breaking the moment. She felt her hunger die back down to a sullen grumble, for now, and nodded in agreement. She turned then and made to follow Harro and Micar as they started down one of the passageways.


@Talindra the tile does indeed take up a ten foot square. It is a DC10 athletics check to jump over the square.

Harro and Miccar start off down the passage. When they reach the suspect flagstone Micar is able to determine that the flagstone is resting above some sort of pit or other hollowed out area and is unlikely to be able to hold the weight of a medium humanoid.


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)

"Hold up Micar!"

Pulling out his rusty iron bar/club he hands it to Tanic.

"Make us'a ladder to cross the pit-trap wid'. I'm not the jumpin' type."


Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1

Micar takes the iron bar and jams it into the plate to break the mechanism and solidify the pressure plate.

Disable Device: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27

"There. Now nobody has to jump." He hands the bar back to Harro.


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None

Mid reach, the crowbar is snatched and jammed.

"Hmmm. Nice solution as long as you don't want that crowbar back. Unless someone has a spell that can remove it and draw it over after we've passed?"


Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1
Tanic PBP wrote:

Mid reach, the crowbar is snatched and jammed.

"Hmmm. Nice solution as long as you don't want that crowbar back. Unless someone has a spell that can remove it and draw it over after we've passed?"

I use the bar to break the mechanism then I handed the bar back to Harro.


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None
Micar Youxia wrote:
I use the bar to break the mechanism then I handed the bar back to Harro.

Dang. Missed that one sentence at the end and let my imagination take over. Still...

When Micar pulls the crowbar back out and hands it back after a little crunching, Tanic simply says, "Oh."

"Reminds me of the time that Dwarf engineer I told you about started a landslide by removing a crucial pebble. He said, 'leverage, its all about leverage'. Did you know you can move a 10 ton rock with a fingertip if you use the right leverage? So I hear. I like to keep away from large piles of rock myself. Dangerous from my experience. Pits like this too. Are you absolutely SURE its safe now?"

Tanic tentatively presses on the square with his toe tip.


I'm sorry if this wasn't really clear but there isn't really any mechanism to break. The flagstone isn't a pressure plate - it covers a pit and whatever is supporting it can only hold a certain amount of weight. It would be possible to reinforce it with the crowbar but it would need to stay in place to provide the reinforcement (and the flagstone might fall once the crowbar is removed). Tanic has the right idea here.


Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1

If we have to leave it, we'll probably be coming back this way anyway as there's other corridors to choose from. So we can get it back when we come back through.


Yup that would work

Micar uses the crowbar to reinforce the flagstone. It makes some creaking noises as the party cross but they all manage to do so safely. The corridor continues straight ahead for about 120 feet.

Tanic:
After proceeding for a short distance Tanic feels a faint sense of disorientation. You normally know exactly where you are while underground but your senses seem to be giving you all sorts of contradictory information here. You are glad that the passage is straight and that there are no other passages leading off as you feel that it would be incredibly easy to get lost if that were the case.

There are no further traps in the hallway and after a short while you reach a large chamber with a stone fountain in the centre. The basin contains a glowing green liquid which casts strange shadows around the room. At the centre of the pool the rubble of a broken statue rests atop a pedestal. All that remains recognisable are a pair of clawed stone feet clutching the pedestal's top. Carved into the wall are seven niches. Water seeps into one niche (the one opposite where you entered) through a crack in the wall. It, and the two niches either side of it, are empty. The four remaining niches are occupied by strange formless sculptures with a number of floating crystals circling the tops of each sculpture illuminating them.


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None

GM:

That direction sense is just an orizon and probably easy to mess with. My guess would be that after casting it a few times in a row he got very different results.

Along the way, Tanic unexpectedly announces

"This is very odd. North keeps changing."

When they get to the statue he asks,

"Are these the sparklies?"


Inactive

Talindra looks upon the scene with disappointment. "Hardly the treasure I was expecting. Seems more like a puzzle."

She searches for signs of poison. Detect Poison.

She also sees if she can sense any pattern to the formless statues, or the floating crystals floating above those statues. For instance, are there relevant differences in terms of color or number? Perception, with Guidance: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20


Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1

Micar casts Detect Magic.


@Talindra Sweeping the area you do not detect anything poisonous.

The statues are all different but clearly similar - looking something like this or this

Each has 5 crystals circling it. 4 of the crystals circling each statue are glowing. Each statue has one spherical, one rhomboid, one ellipsoid and one prism shaped crystal. The fifth crystal on each statue is not glowing and is instead a clear spindle shape.


After a short amount of time Detect Magic reveals that the floating crystals give off a strong aura of universalist magic. The sculptures also give off a strong aura of transmutation magic.

The fountain gives off a faint aura of evocation. You also pick up a couple of different faint magic auras coming from certain areas in the fountain pool.


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)

Harro will look closer at the crack and the liquid escaping from the center niche, as if he's worried about the room's structural integrity.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Survival: 1d20 + 5 ⇒ (19) + 5 = 24


The liquid seeping through the crack appears to be water. Overall the structural integrity of the room seems pretty good, other than the crack in the niche and the damaged statue in the fountain the rest of the room seems undamaged. Looking closely at the area around the empty niche you do see that the bottom of the niche is covered in broken shards of crystal.


Inactive

"Maybe if we can figure out how to light up the last crystal, this place will work some magic?" Talindra looks for spindle-like patterns or objects.


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)

Harro will grab some of the broken crystal shards then look closely at the strange green liquid in the fountain.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Is it moving? Anything hidden in it possibly? How green are we talking? Moss green? Or neon green?


The liquid is a bright glowing neon green. It is not moving at all and it is unlikely that any creature could be hiding in it. There is a chance that there are items under the liquid.


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)

Harrow will move to one of the statues and look closer at it.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Anything new from a dwarf's perspective?


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None

"Glab, any idea what this is all about??"


Male Munavri Racial 1/Chaokineticist 1 | HP [20/20] | AC 13, T 13, FF 10, CMD 15 | Fort +5, Ref +5, Will +5 | Initiative +5 | Darkvision 120', Perception +8 | Acrobatics +7, Climb +5, K.Dungeoneering +7, Stealth +7, Survival +8

As the others try to figure out the nature of the room, Akri just moved about kind of listlessly. Walking up to one of the statues with the glowing rocks, he reached out to grab the non-glowing clear spindle stone.


Inactive

"Glabagool, do you know anything about this place? When you were talking about shinies, did you mean these lights? Are they in every room?"


@ Harro. You are not sure what the sculptures are made of but you are certain that it is not stone, or plaster, or any other material you recognise.

@Akri I'm assuming this is an almost idle curious grab - if so as Akri reaches towards the clear spindle stone and goes to grab it it speeds up, almost as if it sense his presence, and darts away from his hand before resuming its orbit. For a more determined attempt to grab the crystal I'll want a dex check or a touch attack.

@Talindra and Tanic

Glabbagool, despite having been asked to stay and watch Harro's chest, seems to have gotten bored and decided to follow you anyway. He enters the chamber and responds to the questions asked.

"Yup, Yup, Yup. The lights are some of the shinies. The other rooms are sort of like this one but slightly different. Glabbagool counted different numbers of statues in different rooms. Also some rooms not have green fountain, instead have different shinies in the fountain. Shinies like what Glabbagool has. Glabbagool not know much about this room but Glabbagool knows Glabbagool likes the shinies.


Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)

Plucking up a pebble Harro will toss it into the green liquid of the fountain and watch what happens to it, then will turn suddenly with his club raised to see if the statue moves!


Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1

Micar will go up to one of the statues and, seeing Akri's attempt to grab one, will try to do the same.

Micar attempts to grab an unlit stone from a different statue than Akri is.

DEX Check: 1d20 + 4 ⇒ (20) + 4 = 24


Inactive

Talindra chuckles as Harro's gaze darts about. "You're too fearful, duergar. The liquid may hide something. Let's see what's there." Despte Talindra's words, there is a hint of tension in her own voice. Assuming the rock Harro tosses seems unaffected, Talindra swisher her pinky finger in the liquid, and if that seems safe starts feeling around in the green liquid for items.

-Posted with Wayfinder


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None

Tanic is ready to help Talindra with a CLW if needed.

"Remind me to prepare a detect poison spell tomorrow."


Nothing happens when Harro throws a pebble into the pool apart from ripples slowly spreading out from where the pebble entered. Talindra dips her finger in and although the liquid feels disturbingly warm and viscous she suffers no apparent ill effects. Feeling around beneath the water Talindra is able to feel a fairly large number of coins of a variety of different sizes and shapes and various items of quite chunky jewelry.

1d20 ⇒ 6

Meanwhile Micar is over by the statues and despite the crystal spindle's best efforts to evade him he manages to deftly snatch it out of the air. Suddenly the 'statue' collapses forwards and in on itself and engulfs Micar.

attack: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 ⇒ 6
CMB: 1d20 + 10 ⇒ (11) + 10 = 21

Micar is grappled by the ooze. Fortunately the long paralysis seems to have weakened it's acidity

Initiative Rolls:

Akri: 1d20 + 5 ⇒ (12) + 5 = 17
Harro: 1d20 + 1 ⇒ (9) + 1 = 10
Micar: 1d20 + 4 ⇒ (8) + 4 = 12
Talindra: 1d20 + 5 ⇒ (2) + 5 = 7
Tanic: 1d20 + 2 ⇒ (17) + 2 = 19
Vinexa: 1d20 + 5 ⇒ (15) + 5 = 20
Ooze: 1d20 - 5 ⇒ (14) - 5 = 9

Initiative Order:

Vinexa: 20
Tanic: 19
Akri: 17
Micar: 12
Harro: 10
Ooze: 9
Talindra: 7

Round 1 begins from now


Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1

Micar attempts to move from the ooze's grasp

Escape Artist: 1d20 + 8 ⇒ (9) + 8 = 17

If he is able to escape, Micar will move 30' away from the ooze.


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None

Tanic knows the drill. Retreat and fire. Retreat and fire.
To Hit with Sling: 1d20 + 2 ⇒ (9) + 2 = 11


Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None

Tanic knows the drill. Retreat and fire. Retreat and fire.
To Hit with Sling: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d3 + 2 ⇒ (2) + 2 = 4 I think it does this damage since it is a rock instead of a bullet.

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