PFS 1 - 05 - Assault on the Kingdom of the Impossible PbP (Inactive)

Game Master Beckett

Began on 10Jun2013 - 11Sep2013


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The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

Survival: 1d20 + 4 ⇒ (3) + 4 = 7
Danyn shrugs, satisfied.

Not sure what to get for a caravan ride. Hm...
Put me down for 50ft silk rope, a sack, and a waterskin.

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

Survival: 1d20 + 0 ⇒ (12) + 0 = 12

Kort will spend the intervening time trolling inns and pubs that he expects will be frequented by caravaners and merchants. He'll be looking for general rumors of smuggling and magical artifacts, and also indirectly seek some information on the target (Zamir). Kort will invite the group at large to participate/support.


To identify likely locations: profession(merchant): 1d20 + 4 ⇒ (1) + 4 = 5
diplomacy(gather information): 1d20 + 3 ⇒ (2) + 3 = 5

...and... bright lights, big city, Kort is distracted in the first attractively staffed watering hole with a floor show. Entertaining, perhaps instructive, but not productive.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Kort (Gather Information):
You do discover that Zamir has made a small reputation for himself, in the area. Mostly stuff you have already learned, that he likes to raid and steal magical treasure, and has developed a way to break down items into components which can be reassembled or used to create other magic items later, but you also hear rumors that he has a strange fondness for larger cats specifically hunting cats. It is believed that he might also be a werecat or even (unlikely) a, gulp. . . Rakshasa.

Small note, the caravan trip will be rather short, just serving to get you closer to the area without breaking your cover, and likely only be a day's travel. After that, you are on your own, and there's no telling just how long this might take.

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Arovandeon reads his letter carefully, scanning his memory for any additional knowledge of the Pharaoh’s Crook of Order or the warrior Banafrit and the odd statues that bear her likeness. Overhearing Grundle's outburst he automatically seeks that knowledge as well.

As the group departs to gather supplies he makes mental notes, creating a list of items he plans to purchase and perhaps a favor he might call in with the Society.

Silk rope - 50 feet, trail rations - 2 weeks, cudgel - oak, oil - shillelagh, potions - touch of the sea, mage armor. From the Society - a wand of true strike.

Knowledge arcana for the Pharaohs Crook of Order: 1d20 + 15 ⇒ (19) + 15 = 34
Knowledge history for Banafrit: 1d20 + 11 ⇒ (2) + 11 = 13
Knowledge arcana for Thakur: 1d20 + 15 ⇒ (20) + 15 = 35
Knowledge nature for Thakur: 1d20 + 14 ⇒ (20) + 14 = 34
Knowledge dungeoneering for Thakur: 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge planes for Thakur: 1d20 + 11 ⇒ (5) + 11 = 16
Knowledge local for any helpful information about Zamir or the area: 1d20 + 11 ⇒ (1) + 11 = 12

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

Zarta, wants me to steal? Looks like she found a way to give me those "Lashings" after all.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Arovan:
The Crook of Order is an ancient Osirion holy artifact, symbolizing the Nation's great past. It was said to be given to those the empire had conquered, but found to be loyal allies, and more of a symbol of a certain prestige of the era, not unlike modern Taldan advancements. While it is not a unique item, the more powerful, that is to say the true forms are powerful weapons of peace and subjugation. Banafrit a name whose legends have lived longer than her history is known as one of the greatest warriors of Osirion's past, known for fighting without weapon or garment, even the weapons favored by the ancient empire's clergy or elite. The Thakur is sort of a combination of local governor and Elder, one who is in charge of local affairs, but has little actual power beyond what they earn and are trusted with. They do not have any permanent or even chartered authority, as much as they do social and earned respect. The Thakur of the area you are going to be entering is named Kharswan. Zamir seems to be a shapeshifter of some sort with a strong favor of hunting cats. The local rumor amongst these parts, (besides his masterminding of the ambushes), is that he might be either a werecat of some type or even, gulp,. . . a Rakshasa.
Pretty much none of your rolls area actually appropriate for the subject matter, so I took the die roll and added it to the appropriate skills, (Religion, Diplomacy/Local, and History/Nobility. :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Your departure happens late at night (or early, depending upon your view). As notified, you meet up with a caravan, and are incorporated into their band for your travel. It only lasts for a day, as you advance towards your destination, but it turns out to be an extremely dreary and uneventful day, leaving you with the feeling of time lost that you can never get back. Finally, they stop, indicating that they have reached the point they where instructed to drop you off at. Looking around you as you get out of the wagons, you see that you are at the edge of a large jungle and forested area. As the caravan moves on, you look at the map and easily find your location. A few hours at most travel along the road leading through the forest, followed by a few minutes trek off the path to a suitable camping area, unbeknownst to anyone else is exactly where you can lay your trap for Zamir's men.

Traveling on, you get to the place your seeking, but hear voices in the distance, in the exact spot you need for your mission to succeed at the first step. . . Sitting around newly made camp fire are four Vudran men, obviously traveling traders by the few wares they have displayed. Various exotic rugs, carpets, and cloths sit, mostly concealed in their cases. Each man seems to be preparing sleep here for the night, which you estimate is about two hours away. Having not yet discovered your presence, you can ascertain that they are speaking (pleasantly) in Vudran, with one of the men turning some sort of kill on a spit over the fire, likely tonight's meal.

Does anyone speak Vudran?

I've also completed the map, which you can find a link to under my DM avatar, each time I post. For those you you not familiar with how it works, I've set it so that you may edit, which mean syou can move your own characters around. Simply lick on them once, to make sure you have selected the correct portion, and then click and hold as you drag it to the location you want. Note that it will save after ever alteration, so you can not go back. Make sure you find the square you want before you try to move, or you will lose your original place. Secondly, once you open the map, you will notice a second set of menu options. Click on View (the lower one) and hit either 100% or 200% for a much clearer view.

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

On the road Arovandeon informs his companions about his knowledge on Zamir, being extra careful not to be overheard by others.

"The rumor is Zamir might be a shapeshifter favoring the form of hunting cats. The locals think that he might be either a werecat or possibly Rakshasa."

To Grundle, Arovandeon enters into conversation with an academic lecture. "I heard you mention the word Thakur. The Thakur is sort of a combination of local governor and Elder, one who is in charge of local affairs, but has little actual power beyond what they earn and are trusted with. They do not have any permanent or even chartered authority, as much as they do social and earned respect. The Thakur of this area is named Kharswan."

knowledge planes for Rakshasa?: 1d20 + 11 ⇒ (17) + 11 = 28

I never thought having so many knowledge skills would be confusing. Thanks for working it out Beckett. Please apply whatever is appropriate.

Also, Arovandeon speaks Vudrani.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Arovan:
The Rakshasa are a strange breed of Outsider, native to the material plane rather than demon or devil. Thy typically have motives similar to dragons, thinking in the very long term and often using their innate magic to assume the guise of a mortal and establish a strong social/political base of power in a city. In their true form, they appear as a large humanoid with a tiger's head, are incredibly intelligent and social, and also for some strange reason their hands are backwards, with the palms on the top of their hands and the fingers curling outwards rather than in. Legends claim that a blessed crossbow bolt will slay them outright, and that it takes strong magic to defeat them, particularly holy weapons that are also blessed.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Mother speaks that language... guess I should have listened better.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

"Thanks." Grundle mumbles towards elf, "Yer not exactly like most true elves I've met."

Take 10 Survival Find Food. Looking for some creature I can take over to the campfire to roast. Total of 16.

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

"Willa gis wibiddur killum. In taykurz tuff."

Spoiler:
"I suppose we should talk to them. Perhaps they have something valuable to trade?"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Grundle is able to find some small game. Do you want to fall back a bit to do so undetected or right there within sight?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm going to be in the field a lot of tomorrow, so I probably will not be able to post much until Sat.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

"Do we approach or no," the dwarf whispers to the others, pointing toward the men around the fire.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

Stealth...for Grundle?! Not a chance :) In plain sight.

As Grundle finds small game, he carries them in his hands and walks towards the four men. "I got some more food ter add to ther fire if yeh'll let me."

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Arovandeon hangs back, letting the others approach.

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

Danyn will try to sneak close and spy, because there is no better way to make friends.
Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Seaweed follows the chained fighter. "May the Winds carry blessings your way fellow travelers."

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

Kanye hangs back and takes his mighty weapon off of his back.

There's no chance this goes well.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Seeing the decision made, Hagrym follows suit. "Evening, all," he announces in a booming voice as he approaches.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

A bit startled, the men look up at Evigail, Grundle, and Hagrym. They all take a moment to evaluate you, look at each other, shrug, and in a fairly thick accent motion for you to sit. "Please travelers, join us at our fire. We have some food, and you are welcome to take part."
The men seem unarmed, and do appear to be typical traveling merchants from what you had seen around back at the lodge. Nothing remarkable about them. They have a few bedrolls set, folded up so that they can quickly be unfurled when used, and a few crates and boxes around, displaying their wares, mostly rugs, fabrics, and the like. Besides a few daggers at their hips, a staff laying on a tree a few feet away, and a few things that could be used as improvised weapons, they do not seem to be particularly well armed.

Only those that approach

Perception DC 20:
Hidden throughout the camp, under bedrolls for example, you notice a few sword pommels. Fairly well concealed, though not expertly so, and likely a good tactic for a defense if they are attacked at night.

Sense Motive DC 20:
As you had approached, two of the men had exchanged a few whispers in Vudrani. They seemed to be discussing something about you, with one seeming to make some sort of accusation while the other, who seems to be the leader in some way responds in a way that seems to put the others at ease. You do notice that one of the man looks back from where you came, as if he spotted something.

Vudrani:
#1: "They are probably a trick, be watchful of them" #2: "Unlikely, they are obviously outlanders, and not the ones we are looking for. They may be of some use, just act normal."

Danyn:
You are pretty sure one of the men has detected that someone stayed back. You can not be certain if they spotted you, but at least one of them seems to be aware that the three that approached are not alone, and is keeping an eye on your area, while trying (poorly) to appear as if he is not.

Is anyone that stayed back (besides Danyn) attempting stealth, or anything like that while back there?

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

Sense Motive: 1d20 + 4 ⇒ (5) + 4 = 9

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

Hiding is for individuals breaking laws.

Grand Lodge

male (HP 21/21 AC 17 | T 13 | FF 14 | CMD 16 | F +1 | R +6 | W +0 | Init +3 | Per +6) Human Sorcerer 2/Rogue 2

Kort hangs back with Kanye and Arovandean, interested to see how things play out.
without the language, I can probably contribute more effectively from hiding.

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

perception: 1d20 + 5 ⇒ (6) + 5 = 11
sensemotive: 1d20 + 5 ⇒ (19) + 5 = 24
"Thank your for your hospitality, travelers. As befitting those on the road, we have brought something to share with you for the honor or sharing your fire." Seaweed motions to the game in Grundle's arms. The cleric nods to each then addresses the apparent leader.

"Have you been out here long?"

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Arovandeon meant to stay back about 20 or 30 feet from the others. Close enoiugh to hear the conversation (if possible). He's not hiding, just being cautious. If a fight breaks out he's no good in melee.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Perception 1d20 + 7 ⇒ (1) + 7 = 8

Sense Motive 1d20 + 8 ⇒ (2) + 8 = 10

The dwarf nods to the traveller's and takes a spot by the fire. He chooses to let Seaweed do the talking.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Finding it a bit difficult to speak in the common tongue, "Not long. We are just traveling to the next town, and stumbled upon this place to make camp. It is still some ways before we might met the comforts of an honest bed, How about yourselves? Where is your destination? You do not look like merchants, huh. Perhaps mercenaries?" All in all they seem polite, but still unsure of your motives.

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

I realize you normally can't stealth again while being watched, but there's an exception for when there's a diversion, and it seems the other party members are being a diversion with their conversation. So could I stealth again? Try to get a higher roll?

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

"Not mercenaries,no. Delivery detail for our lords. One can never be too safe." Seaweed's trident is laid against the tree next to the Vudrani's staff and, if invited, has a seat. "Still, it is nice to share a fire when in the wild. We are on our way to Niswan."

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

"When we get attacked Kort stand by me, you splatter them with spells , while I splatter us with them."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sure, if you like, but if you are not really doing anything, lets wait until you need it. For instance if you fight, then roll it before that to see sort of retroactively). Or if you want to move now or something.

Small Note:
This scenario is very vague on a lot of things. Let me do a bit of research before I respond so I do not say something wrong in their response.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ok, just to clarify, Niswan is where the Pathfindge Lodge is located. I'm trying to work on a general map, but it's not coming along to well. You are heading north on the island.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

HERE is a map showing your path.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Cant access the map, DM.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

Perception: 1d20 + 2 ⇒ (8) + 2 = 10

Grundle grunts appreciatively and sits on something closest to the fire. He starts skinning his game and spitting them on thin branches. He spits into the fire once or twice. He chuckles at the word mercenaries. At a break in the conversation he says, "Anythin' dangerous 'round these parts? Some of us," he nods towards his companions, "ain't so hardy in the wild."

He roasts the game over the fire and licks his lips at satisfying sizzles.

Take 10 on Survival if you want for skinning, etc.

The Exchange

Male Human Cleric/Monk 4 - HP: 34/34, - AC*: 19/T: 19/FF: 17 - Perception: +9 F: +7/R: +5/W: +10* - CMB: +5 - CMD: 21, Speed: 30ft, Init: +2

I'd like to take 20 on stealth if possible, for when things do hit the fan.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

I don't think you can take 20 on it...since there are repercussions for failure.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ive opened up the map, which can be found HERE.

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

"Watch it, Grundle! Not all of us are city dwelling sissies, lost in the wilderness...," the dwarf smiles at the part elf.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

"Yer might be right there Hagrym. 'Spose we might need a wrestlin' match ter figger out whose hardier than who!" Grundle scratches his crotch and looks at the four foreign (to him) men, "Don't 'spose ya'll'd referee a match would yeh?"

Scarab Sages

Elven Mindchemist Alchemist 5 / Arcanist 1 | HP 54/54 | AC 16 | T 12 | F 14 | CMD 14 | F +6 | R +7 | W +3 | Init +6 | Perc +8 | Sense Motive +1

Arovandeon keeps to the edge of the light, wary of the travelers. He doesn't talk, nor does he reveal that he knows their language, but he does observe and try to place the travelers within his knowledge of local lore.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Knowledge Local: 1d20 + 11 ⇒ (17) + 11 = 28

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

This should be interesting. I am out in the field again, sort of last mintue, so I will not be able to post much. Feel free to hold your contest, (they agree, not entirely sure what to think), and for the most part just use the honor system for now. :). I should be able to post more in approx 10 hours.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

Grundle starts unwrapping the spiked chain on his torso and it makes several seconds worth of loud clinking as it hits the ground. "A'right. No weapons, other'n fists 'n elbows 'n knees. Whenever yer ready!"

Grundle loosens his neck and arms up.

I figure we'll do an init roll to see who makes the first move.

Init: 1d20 + 3 ⇒ (2) + 3 = 5

Grand Lodge

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20' Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

"Let's have a go, then, my friend!" The dwarf also drops his weaponry, cracks his knuckles and squares off.

Init. 1d20 + 1 ⇒ (12) + 1 = 13

I have no clue how the grapple system works, to be honest. But that never stopped me before! Just interpret it as the rules dictate.

The follower of Gorum, always quick to battle, rushed toward the Half Elf. "Gotcha now," he groans as he tries to scoop the elf's left leg.

CMB 1d20 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Mostly Male! Ini +0 PERC: +9 LN Human Cleric 7: AC: 22 t10 CMD: 14 F: 6, R: 4, W: 12 HP 59

Seaweed looks at the two, then at their hosts, then back at the two.
"Well... I guess this sort of things happens a lot on land ventures. I wonder that mother's crew would have done with visitors like us?" Seaweed smiles.

Dark Archive

Male Human (Chelaxian.) Polearm Master 2 |HP 20/20 |AC 18|T 12| FF 16| CMB+5 +7 trip|CMD 18 20 vs Trip| F:+4| R:+2| W:0| Init 2| Perc +1| Sense Motive 0

Undisciplined.

Liberty's Edge

M Half Elf (HP 20/20 AC 17/ T 13/ FF 14, Init +3, Perc 6, F +6/ R +4/ W -1, CMB +5, CMD 18, Speed 20ft, Rage 5/5 rounds/day Fighter 1 Archetype Two Weapon Warrior / Barbarian 1

No prob, I love the grapple system! Well...not the system but grappling :) Basically you rolled a 4 CMB vs. my CMD of 17 so it's a fail. I'll roll a CMB vs. your CMD to see if I can initiate a grapple...

Grapple: 1d20 + 4 ⇒ (15) + 4 = 19

Which is 19 vs. your CMD of 14 which means I successfully initiate a grapple. On your turn you have the option to try and break the grapple, which is another CMB roll but -2 because you have the grappled condition, or you can still do anything (attack (non-lethal I hope!), cast a spell (requires a concentration check), whatever).

Here's the grappled condition.

Here's how I would interpret the rolls descriptively

Hagrym throws his arms on Grundle's shoulders, trying to get one hand behind his head, but Grundle gives off a "HAH!" and seeing an opportunity, he grabs the left wrist of Hagrym.


Core Helms ! Wizards Wanted Gameday X

The vudrani designated as referee holds up a hand and says something. It gets translated as "The -2 is to all attacks and CM except grapple checks and escaping the grapple, so it does not apply with just two of you."

I was tempted to make a false beckett avatar... :)

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