[PFS_CORE_Aerondor] 00-02 The Hydra's Fang Incident (Inactive)

Game Master Aerondor

Map

Initiative:

[dice=Theodic]1d20+3[/dice]
[dice=Gregor]1d20+4[/dice]
[dice=Zolaffer]1d20+8[/dice]
[dice=Ledt]1d20+4[/dice]
[dice=Peter]1d20+5[/dice]
[dice=baddies]1d20[/dice]

Chronicles


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Lantern Lodge

SFS 05-99 BftB

After the first round where you are dumped into the sea, those of you on the surface and next to a boat, if you want to, you can use one hand to hold onto the boat and use that to take ten on your swimming.

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Can I use my standard action to try another swim check?

Lantern Lodge

SFS 05-99 BftB

Yes.

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Swim: 1d20 + 2 ⇒ (9) + 2 = 11

Lantern Lodge

SFS 05-99 BftB

Peter and Theodic both manage to grab hold of upturned boats with one hand. It'll make fighting hard, but at least they won't have to worry about sinking.

Peter wrote:
"What?! Is that for the girl or for the guards? You know?! Forget it and feel my steel!"

"Just the attitude he'd expect from air breathers. We'll do you what you did to Myraxus." snarls the blue one across to Peter, before turning on the closer Theodic.

attack: 3d20 ⇒ (12, 19, 18) = 49
damage: 3d4 + 6 ⇒ (4, 4, 4) + 6 = 18

The creature rends the sorcerer from top to bottom, lots of blood in the water.

Meanwhile the one with red scales becomes irate with the dophin, attacking it in a frenzy.
attack: 3d20 ⇒ (6, 8, 18) = 32
damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10

Status: Bold may post
Theodic 18 damage, dying (must make stabilize, be a good time for a cure spell from someone)
Peter -holding boat with one hand.
Gregor
little bear - underwater (2 rounds breath used, 5' down)
Zolaffer - underwater (2 rounds breath used; 5' down)
- dolphin - 10 damage
Ledt

critter -red 6 damage.
critter - blue

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

How do I make a stablize check? What do I need to roll?

Lantern Lodge

SFS 05-99 BftB

It is a DC10 CON check, with a negative equal to your current negative hp. If you succeed your status changes from dying to stable. If you fail you lose another HP.

Any magical healing will also stabilize you.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

swim, Ironclaw: 1d20 + 2 ⇒ (3) + 2 = 5
swim, Ironclaw: 1d20 + 2 ⇒ (4) + 2 = 6

swim, Gregor: 1d20 + 1 ⇒ (17) + 1 = 18

Gregor swam to Thedic, trying to catch the man before he died, either from the creature stabbing at him, blood loss, or from whatever sea creatures came to investigate the swirling blood cloud. Reaching out a hand, Gregor channeled a brief bit of healing into the sorceror, hoping that they weren't all doomed.

Casting CLW healing: 1d8 + 1 ⇒ (3) + 1 = 4

Unbeknownst to Gregor, his little bear was flailing madly, unable to get to the surface. Bears, by nature, are typically quite good swimmers. However, Ironclaw had panicked, and was in danger of sinking too far to recover.

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

Thanks for stablizing him.

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

I see no rules about electricity and water, thus I hope it does not make things worse...

Ledt tries to swim next to the boat in order to attach himself to the floating thing (he tries to place 10 feet between him and the foe).
Swim: 1d20 - 3 ⇒ (18) - 3 = 15

Holding close his hair sparks as he unleashes an elemental ray blast at the closer fish-like creature.
Elemental ray+PB (touch): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Electrical damage+PB: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

We are going to take you out of there alive Theodic. Promise

Lantern Lodge

SFS 05-99 BftB

I don't think there is an offical ruling. Different editions of D&D over the years have handled this in different ways, however as this is PFS, I'm going to go conservative and wave my hands saying 'its magical' - effects happen as per normal unless the scenario says specifically otherwise.

Gregor floats over towards the unconscious Theodic and stops him immediately dying. Little bear continues to sink downwards...

Ledt, always a halfling of action directs another bolt of energy at the red scaled creature that is going to town on the dolphin. The arc of electricity flies just above the waves and shocks the horrible creature. It shudders and starts to sink beneath the waves.

Status: Bold may post
Peter -holding boat with one hand.
Zolaffer - underwater (2 rounds breath used; 5' down)
- dolphin - 10 damage

critter -red 14 damage. Dying.
critter - blue
Theodic 14 damage, disabled
Gregor
little bear - underwater (4 rounds breath used, 10' down)
Ledt

Grand Lodge

M Gnome 182235-7 Cleric 1 HP 11/11 | AC 20/14/17 | Init +4 | F +4, R +2, W +4

Zolaffer will again try to regain the surface:

Swim: 1d20 - 1 ⇒ (11) - 1 = 10

The dolphin will jet over to the remaining critter and try to slam into it.

Slam Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Slam Damage: 1d4 + 1 ⇒ (2) + 1 = 3

3 of 28 rounds of breath used.

Grand Lodge

M Gnome 182235-7 Cleric 1 HP 11/11 | AC 20/14/17 | Init +4 | F +4, R +2, W +4

The dolphin will disappear just before my next turn.

Lantern Lodge

SFS 05-99 BftB

Zolaffer breaks the surface and gasps for air.

And still has time for a standard action

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7
the blue one wrote:
"Just the attitude he'd expect from air breathers. We'll do you what you did to Myraxus."

"And who the hell is Myraxus? We only want to seek and destroy Darsielle, that damned bastard!"

Peter flees the boat and try to help Iron Claw to go to surface.

Swim: 1d20 + 2 ⇒ (17) + 2 = 19

Swim - Aid Another: 1d20 + 2 ⇒ (19) + 2 = 21

Lantern Lodge

SFS 05-99 BftB

sanity: 1d20 ⇒ 10

"The great Myraxus was a good ally, slain by air-men from your ship."

Splutters the fish-man as he takes out his anger on the dolphin

Nop need to roll, as the dolphin vanishes after the attack anyway

Status: Bold may post
Peter -
Zolaffer -
- dolphin - 10 damage
Theodic 14 damage, disabled
Gregor
little bear - underwater (4 rounds breath used, 10' down) <- +2 to next swim.
Ledt

critter -red 14 damage. Dying.
critter - blue

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Ledt tries to climb up the boat.
Climb: 1d20 - 1 ⇒ (7) - 1 = 6
Climb: 1d20 - 1 ⇒ (11) - 1 = 10
He struggles and is once almost to fall to the waters.

"They are our enemies too! We have nothing to do with your friend death. Help us to find that ship and you will be helping yourself "

Lantern Lodge

SFS 05-99 BftB

Care to include a diplomacy check with that?

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

"It is as the little one says. He may be prone to violence, but he is not lying in this matter. We are after these men from the Hydra's Fang. Aid us, and we will help to bring those that harmed your friend to justice."

diplomacy, Aid another: 1d20 + 0 ⇒ (8) + 0 = 8

swim, Ironclaw: 1d20 + 2 ⇒ (19) + 2 = 21

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Gregor, I'm aiding Iron Claw, he have +2

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Let's see if he is receptive :)
Diplomacy: 1d20 + 8 ⇒ (2) + 8 = 10
The halfling speaks with his usual firm demanor.

Lantern Lodge

SFS 05-99 BftB

Somewhat satisfied with having destroyed the dolphin, the fish man swims away. "If you don't finish him off, I will. Don't take too long."

It takes a couple of minutes, but you get everyone into the boats. A quick and wet reorientation shows the Fang to be still an anchor. The rowboats can close to within about 100' without attracting attention, bu after that you'll need some type of a plan, and work a way to get onboard.

From this distance you can't see a rope ladder, and the curve of the side of the boat makes that look like a difficult climb. The back might be a little easier, but it is hard to tell for sure.

And... you still have an unconscious sorcerer to worry about.

Status:
Peter -
Zolaffer -
Theodic 14 damage, disabled
Gregor
little bear

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

I am glad that the little bear is saved.

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Ledt draws his healing wand and after some trial and error he finally succeeds to heal the worst of Theodic wounds.
UMD DC 20: 1d20 + 8 ⇒ (13) + 8 = 21
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
UMD DC 20: 1d20 + 8 ⇒ (4) + 8 = 12
UMD DC 20: 1d20 + 8 ⇒ (9) + 8 = 17
UMD DC 20: 1d20 + 8 ⇒ (10) + 8 = 18
UMD DC 20: 1d20 + 8 ⇒ (9) + 8 = 17
UMD DC 20: 1d20 + 8 ⇒ (18) + 8 = 26
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

"How are you feeling? I see three approaches. Either by stealth, or bluff, perhaps a diversion. I don't think any of them will be successful, but perhaps a diversion might have the best opportunity to work "

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Theodic was with 14 dmg and you healed 9. Can you heal him one more time Ledt, please?

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

Getting Ironclaw into the boat proved a little problematic, but Gregor finally solved the problem by having everyone else lean far over the other side to balance things out as he helped the little bear claw his way into the boat.

Gregor lay in the bottom of his boat, panting from the effort, and watched Ledt fumble with the wand. Smiling a bit, Gregor offered to use it in his place. "After all, healing things is one of my primary abilities."

Assuming Ledt ledts him...
healing: 1d8 ⇒ 6

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

"So, do we have a plan to approximate stealthy?"

It's evening, isn't it?

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Ledt allows Gregor to finish the healing.

"I found in my expeditions a couple of wands that might be of use here. They are almost run out but might help. One is a disguise self wand. Those of us able to use it might take the form of port guards in rutinary ship inspection, pilots or merchants.

The other is a summoning wand I can use to cause some commotion in the ship while we try to climb "

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

Gregor finished healing Theodic, then handed the wand back to Ledt. "I have a spell that will generate a large cloud of fog around me, perhaps twenty feet in all directions. It will cloak our movements, though it will hinder our vision as much as the enemy's."

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

"...and we can follow your boat, behind the fog too. I think it's a good idea, buddies."

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

Just so I am clear he is up to 1 hp?

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Theodic, Ledt healed 9 and Gregor healed 6 of your damage, so you are full of HP.

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

The sorcerer will thank those who saved him.

Lantern Lodge

SFS 05-99 BftB

I was thinking of it being afternoon.

And DM handwave time. If you have obscuring mist memorized, then good on you, I've not issue with you using that to approach the ship under cover. We'll assume the afternoon is not nice and there are odd squalls of rain passing by so it won't be that obvious.

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

"I think that if we can approach stealthy to the Hydra's Fang, the monsters summoned by Ledt won't be necessary, will be?"

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

"Well, we still have to climb aboard the ship somehow. Summoned creatures may just give us the distraction we need to get aboard."

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Peter answers Gregor:

"Hmmm... Maybe you are right. Let's proceed in this way, so. You use the fog, we follow your boat using your concealment, when we approach to the Hydra's Fang, Ledt summon some monsters to distract the Darsielle's men on the opposite side of us in the ship. Alright?"

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Ledt smiles retrieving his wand "I will create a celestial eagle over their heads. It might last a maximum of 18 seconds. I hope that's enough for at least a couple of us to climb. I will then summon a horse then, to cause more havoc. That should last some hours."

Ledt keeps behind and summons the celestial eagle once the first one starts climbing.
Wand is CL 3, so 3 rounds of eagle

Grand Lodge

M Gnome 182235-7 Cleric 1 HP 11/11 | AC 20/14/17 | Init +4 | F +4, R +2, W +4

"Climbing is as non-trivial for me as swimming is. Any of you strong enough to take on a passenger?"

Lantern Lodge

SFS 05-99 BftB

Getting closer to the ship, the pathfinder team peers through the unnatural fog that Gregor summoned. There are three obvious ways up - the anchor chain, climbing the side, and climbing the back. The chain would probably only hold one at a time, you may be able to have three climb the back, and pretty much as many the side as you want. But it would be hard to get people on the back and the side, or the back and the chain at the same time.

In terms of easiness, the chain appears easiest, followed by the back which is not badly overhung, followed by the side which curves overhead and would be a hard climb.

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

I think the anchor chain is the better choice. What do you think, guys?

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

"I think the best climber should try the side while the worst goes through the chain." whispers the halfling.

Grand Lodge

Dwarf Druid 1 | HP 11/11| AC 17 T 12 FF 15 CMD 13 | F +4 R +2 W +5 Init +4 | Perc +7
Ironclaw:
HP 17/17| AC 14 T 12 FF 12 CMD 13 | F +3 R +3 W +0 | Init +2 | Perc +5

"I have a grappling hook in my pack, along with plenty of rope. Peter, think you can use it to make the climb easier? It certainly won't help Ironclaw, but the bear has his own ways of climbing."

Lantern Lodge

SFS 05-99 BftB

A grappling hook would make things much easier... if it was not noticed by the pirates. Of course if summoned creatures appeared on deck, they might not be paying attention to the hook.

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

"Well, I can try to climb by side with the Gregor supply."

No ranks in climb, but STR 16. I think it is possible. :P

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

Climb check: 1d20 + 3 ⇒ (3) + 3 = 6

Dark Archive

Stuff:
Wand of Cure Light Wounds 42/46; Arrows 14/26
Juhah:
hp: 11/11
Male Human Ranger 4 - Init +5 - AC 20|13|17 - hp 39/40 - Fort +6 (+5 vs. cold weather), Ref +7, Will +2, +2 vs. charm and compulsion - Speed 20 ft. - Perception +7

...or not.

Liberty's Edge

(Core) HP 37/37 AC 20 TAC 15 FF 16 | CMD 12 | F +6 R +8 W +5 (+2 vs fear) Res 10 elec | Reroll: 1/1 Er: 8/8 L1: 4/8 L2: 2/4 | Senses +0
Skills:
Acrobatics+6,Bluff+11,Climb-1,Diplomacy+6,Escape+4,Fly+6,HandleAni+6,Inti+9 ,K.Arcana+8,K.History,+8,K.Planes+8,Ling+3,SenseMotive-2,Spelcraft+8,Stealt h+8,Survival-2,Swim -3,UMD+12,Concentration+10
Male Halfling Sorcerer 5 | - (Inactive)

Ledt waves his wand and conjures a celestial eagle over the ship once the party starts to climb.

I will not be available until Monday so please GM Ledt as you better see fit.
He probably will conjure a horse up after the eagle, this time with his mount spell.
After that, whatever makes sense. Enlarge person on Peter, grease in any pirate that shows up... crossbow or try to climb up the anchor once free.
Thanks! :)

Lantern Lodge

SFS 05-99 BftB

Which pirate are you going the conjure the eagle over and have ready to attack?

Status, bold may post
Peter - climbing (even with a six, that is okay with the grappling line)
Zolaffer -
Theodic
Gregor
iron claw

Ledt - summoning

Silver Crusade

M Init +3; Senses Perception +7 Defense AC 12, touch 11, flat-footed 10 (+1 Dex) hp 36 (3d6+8) Fort +4, Ref +2, Will +4 Ini +3

climb 1d20 + 2 ⇒ (10) + 2 = 12

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