Rise of the Runelords - Pathfinder Society (Inactive)

Game Master JCServant


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Grand Lodge

Round 2Emrys shoots down 2 of the dogs, while Brenton gets back to land. The rogue is unable to move (having failed his climb) and holds on for dear life as the goblins begin to hack at the rope. Megekki moves back.

Enemy's Turn
Two dogs continue to attack.

Bite, Fort Save if Bitten): 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 241d6 + 3 ⇒ (6) + 3 = 9
Bite, Conf): 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 161d6 + 3 ⇒ (2) + 3 = 5
Bite, Fort Save if Bitten): 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 171d6 + 3 ⇒ (3) + 3 = 6

The goblins attack the rope.
Auto hit: 1d4 ⇒ 3
Auto hit: 1d4 ⇒ 3
The top rope snaps, and the rogue is left hanging onto the bottom rope. Once that one is cut, the rope will fall down left hanging on the other side

Auto hit: 1d4 ⇒ 2 It looks half cut.
Status
EFL' Goblin Dogs x2
5' Meggeki (7/25 Flanked),
10' (At rope base) Goblins x3 (1 hurt)
15' Bridge Ending
65' Bridge Hardegon (27/27 On Rope),
75' Bridge Brenton (20/20 ),
85' Bridge Beginning
90' Zeriax (21/21 Armor), Brenton
In River 0' away, 80' Below Emrys (4/19 Armor, On Land),


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon will hold onto the rope for dear life, not make any move one way or the other...


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

I am confused... Emrys is on land then, and safe - correct? But... "Round 2Emrys shoots down 2 of the dogs"? :D That was me right?

Damn, I have mixed feelings about this and the falling bridge, but since Megekki cannot react for risk of blowing his cover, I need to take down those dogs, or they will rip him a new one...

As he sees the ropes being cut, Zeriax shouts - "Let go of the rope and try to grab onto the cliff wall itself!!"


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton throws the knotted rope down to Emrys and ties one end to the bridge post. He gives it a good tug to make sure its on tight.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax fires a volley now at the goblins trying to cut down the rope bridge.

Using Perfect Strike.

Flurry of Arrows 1: 1d20 + 6 ⇒ (11) + 6 = 17Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Flurry of Arrows 1 Perfect Strike: 1d20 + 6 ⇒ (7) + 6 = 13Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Flurry of Arrows 2: 1d20 + 6 ⇒ (13) + 6 = 19Damage: 1d8 + 5 ⇒ (1) + 5 = 6


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]
GM wrote:
Auto hit: 1d4 ⇒ 2 It looks half cut.

GM's way of saying last stop!

Grand Lodge

Zeriax wrote:

I am confused... Emrys is on land then, and safe - correct? But... "Round 2Emrys shoots down 2 of the dogs"? :D That was me right?

Damn, I have mixed feelings about this and the falling bridge, but since Megekki cannot react for risk of blowing his cover, I need to take down those dogs, or they will rip him a new one...

As he sees the ropes being cut, Zeriax shouts - "Let go of the rope and try to grab onto the cliff wall itself!!"

Oh, sorry...Yes, you shot down two dogs. Emrys is clearly safe 80' below at this point, so you didn't need to worry there.

Grand Lodge

Brenton Demurri wrote:
Brenton throws the knotted rope down to Emrys and ties one end to the bridge post. He gives it a good tug to make sure its on tight.

He's 80'. So you'll need to take the time to pull two ropes out, tie them together, etc. That will take a few rounds to do properly. I don't know if you may want to wait until after combat to work on that? Shoot a goblin, save a rogue? :P


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

(In Goblin, bla bla bla):"If break the bridge, you have to fix it! Me will tell, more important break bridge, not SAVE ME FROM CRAZY DOGS!"

5' away from the dogs, toward bridge/cliff/goblins.
StA Convert spell energy to Cast CLW on self. CLW d10+1: 1d10 + 1 ⇒ (5) + 1 = 6
MvA Copycat


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Well done Meg, wanted to shout out for you to heal yourself but in OOC would be too meta and IC the goblins might hear and piece it together :D


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

That wouldn't be meta, that would be table talk. Meta is where our characters hate each other, but we agree they'll make a deal. Table talk is cool. We could use more table talk.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Agreed on both accounts - In my group shouts of "Heal yourself you dumb#$%" are quite common :D


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton loads his crossbow and shoots a goblin.

Attack w/ hero point: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18
Damage: 1d8 ⇒ 4

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Through some fluke of luck, the strap of Emrys' satchel gets caught on a jagged branch overhanging the river.

He hauls himself up onto an outcrop of rock and gazes up.

I guess I should have learnt levitate too...

He coughs up half a lungful of water and ponders his next move.

JC:
Can I see anything that going on up there? If I can see any of the goblins I can shoot them with magic missile. Its within range and auto hit so all good. If not I will try to make my way to the cliff face.

Grand Lodge

Round 3

Hardegon holds on to dear life (+2 to climb check and reflex saves this round).

Zeriak shoots one goblin. The arrow hits him in the head, and he falls over and down the cliff, his little body breaking against the rocks across the river from Emrys. Megs heals and copycats. Brenton loads the crossbow and shoots the hurt goblin, leaving only one alive.

Enemy Turn
First, he laughed when one of the other goblins fell over in the river. Now, he's excited at the prospect of watching a longshank do the same, at his hands, no less. The goblin hacks at the rope again.

1d4 ⇒ 4
The dogslicer cuts the rope cleaning, and the rogue finds his support suddenly 'cut off.'

Rogue, Reflex save DC 14 or you fall into the river taking...falling damage. Success means you hang onto the rope, slamming into the rock face about 10' or so below your friends. DC 5 climb check to get up to the land at that point

The two dogs attack Megekki as they back him up against the edge of the cliff.

Bite, Fort Save if Bitten): 1d20 + 2 ⇒ (14) + 2 = 161d6 + 3 ⇒ (2) + 3 = 5 (Miss of 5 or less, image disappears)
Bite, Fort Save if Bitten): 1d20 + 2 ⇒ (17) + 2 = 191d6 + 3 ⇒ (3) + 3 = 6 Hits. Fort Save.

Emrys, you are too far down to see anything. The side of the cliff looks a bit slimy and slipper from the constant humidity and water spray around here.

Status

5'EFL Goblin Dogs x2
10' (At rope base) Goblins x1, Meggeki (7/25 Flanked, Image),
15' Bridge Ending
65' Bridge Hardegon (27/27 Reflex Save to stay with rope or fall),
75' Bridge Brenton (20/20 ),
85' Bridge Beginning
90' Zeriax (21/21 Armor), Brenton (20/20 ),
In River 0' away, 80' Below Emrys (4/19 Armor, On Land),


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton reloads and shoots his crossbow at the remaining goblin.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 ⇒ 2


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon watches nervously as the last goblin hacks at the remaining rope...

Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19

If Reflex Save is Made:
Climb Check: 1d20 - 2 ⇒ (1) - 2 = -1

Grand Lodge

Hardaegon holds on to the rope, but as he hits the cliff wall, he loses grip and falls.

4d6 ⇒ (1, 6, 3, 5) = 152d3 ⇒ (1, 2) = 3

He takes 15 points of Leathal and 3 points of NL as his body hits the water. He holds onto consciousness as the water pulls him to the west.

Emrys sees him and has a chance to help him to get to shore before the waters drag him out to sea.

Emrys, do an acrobatics (to reach out to him). If you make a 10 DC, you give him +4 on his swim check to reach the shore with you.

Hardegon, DC 12 swim check to reach shore, +4 if Emrys can assist.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

(Goblin, Gothmog:)"Me not going to fix that! Now get DOGS OFF ME! Crazy BAD DOGS!"

Total Defense for 4 AC, 22 total. 5' step into/across/beside EFL, so on future turns I can step back and not off a cliff.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"Hang fast Hardegon!!"

Zeriax targets the last goblin - taking a steadying breath he lets fly.

Using Perfect strike.

Flurry of Arrows 1: 1d20 + 6 ⇒ (2) + 6 = 8Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Flurry of Arrows 1 Perfect Strike: 1d20 + 6 ⇒ (9) + 6 = 15Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Flurry of Arrows 2: 1d20 + 6 ⇒ (13) + 6 = 19Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Grand Lodge

I thought Perfect Strike is once/day per four levels?

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Emrys watches helplessly as Hardegon smashes into the river. He knows only too well that a fall from that height is near deadly.

As the floundering rogue drifts past, Emrys stretches out his long frame and tries to grab him.

Acro: 1d20 + 3 ⇒ (20) + 3 = 23


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Perfect Strike:

Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

MUAH! Told you my Zen Archer would make you cry :D


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon feels like someone hit him upside the head with a frying pan and forced a gallon of water down his throat...

Help! I think I am drowning!!!, as he flails about in the water.

Swim Check: 1d20 - 2 + 4 ⇒ (13) - 2 + 4 = 15

Grand Lodge

Zeriax wrote:

** spoiler omitted **

MUAH! Told you my Zen Archer would make you cry :D

Spoiler:
LOL...just asking for a clarification. When I see you doing the damage of a barbarian or whacked out summoner, then I'll cry FOUL. :P
Grand Lodge

Round 4Emrys helps Hardegon out of the water, as Zeriak kills the last goblin with a shot into his gut. The dogs attack Megekki.

Bite, Fort Save if Bitten): 1d20 + 4 ⇒ (2) + 4 = 61d6 + 3 ⇒ (1) + 3 = 4
Bite, Fort Save if Bitten): 1d20 + 4 ⇒ (15) + 4 = 191d6 + 3 ⇒ (2) + 3 = 5

But he fends them off.

Status

5'EFL Goblin Dogs x2 Meggeki (7/25 Flanked),
15' Bridge Ending
65' Bridge Hardegon (12/27 Reflex Save to stay with rope or fall),
75' Bridge Brenton (20/20 ),
85' Bridge Beginning
90' Zeriax (21/21 Armor), Brenton (20/20 ),
In River 0' away, 80' Below Emrys (4/19 Armor, On Land),


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton eyeballs his doppelganger @ 75' Bridge and shoots him with eye daggers.

Brenton reloads and shoots at the closest pooch.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7

All those previous ok rolls are finally catching up to me.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||
GM-JC wrote:
65' Bridge Hardegon (12/27 Reflex Save to stay with rope or fall)

I think Hardegon should be listed as with Emrys


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Conditional: Did Megekki's 5' last round let him make it so this round he can 5' away without falling off the cliff?

No:
Total Defense, continue to try to 5' 'around' the hounds.

Yes:
5' away, StA Blast Rune, MvA Copycat

Grand Lodge

I have you on same line as dogs now, so you have solid ground on both sides of you

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Emrys hauls Hardegon out of the water.

You ok kid?

Emrys himself looks battered and bruised. He already has a fairly ugly black eye and at least a couple of broken ribs.

...uuurrgghh... that really hurts. They don't teach you this stuff in university.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Ugh! I have been better..., he states as he stops to examine his gear to make sure it's in one piece as well.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Looks like we're stuck down here for now. I can't climb that. he motions to the cliff face. Can you?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax smiles - even in sight of all the desperation he is on his element, and believes the situation to be quickly coming to a resolution - They are all alive... he ponders yet with another smile as he surveys the scene to see all his friends still there.

With a grim look he targets the dogs attacking Megekki.

Flurry of Arrows 1: 1d20 + 6 ⇒ (9) + 6 = 15Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Flurry of Arrows 2: 1d20 + 6 ⇒ (19) + 6 = 25Damage: 1d8 + 5 ⇒ (1) + 5 = 6

GM-JC:

I'll get there... Or at least close enough ;)
Well, maybe not close enough to the broken Summoner...

Grand Lodge

The dogs are finished off. Combat is over.

As the last dog dies, the party takes stock of their situation. Two members are up in the mainland forest. 80' below, two of their own, injured by a terrible fall, struggle to see up. Across the way, 80' away on an 'island' above, Megekki stands along near a large ruins undoubtedly filled with a number of creatures that would rather see him dead...


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton ties two knotted ropes together and drops it down to Emrys and Hardegon.

After they carefully climb up by taking 10s, Brenton uses his wand to heal them up.

CLW Emrys: 1d10 + 2 ⇒ (4) + 2 = 6
CLW Emrys: 1d10 + 2 ⇒ (10) + 2 = 12
CLW Hardegon: 1d10 + 2 ⇒ (9) + 2 = 11
CLW Hardegon: 1d10 + 2 ⇒ (4) + 2 = 6


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

With a nod and a smile to Megekki across the chasm, Zeriax does his best to assist Brenton to set the ropes, and his companions to get back up, all the while keeping watch over the expanse to make sure no immediate danger is apparent.

All the while he ponders how exactly they will get across...


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

What's the climb-down DC?
The climb-up DC?
...Because if Hardegon can climb it, and bring a rope, the rest can, too.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

I believe the knotted rope has a dc of 5

Brenton looks to see how difficult the swim will be to the cliffs below Megekki.

"If Megekki has a rope he can drop down, do you think you could swim out there and climb up?" he asks Zeriax. "We'll need to tie a few ropes together for you to take over. We'll attach one end here, and you'll work your way over there and attach the other end of the rope to that side."

'Thank Milani we packed all this rope.'

Grand Lodge

Indeed. You could combine two ropes for 100' DC 5 climb check to get down easily enough, but the river looks rather rough. It's a DC 15 swim check to get across. A fail of 4 or less means you make no ground. A fail of 5 or more means that the current may have its way with you. However, one fail is not fatal. You suspect if you flounder too long, however, you may be swept out to sea.

DC 12 Perception Check for Megekki:
From the other side of the large door into the building behind you, you can hear clanking and scraping. Something or someone is on the other side of that door, maybe trying to come out.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Perception +1: 1d20 + 1 ⇒ (7) + 1 = 8 Nope.

Problem: owing to his poor STR, Megekki does not carry a lot of gear. If we can gun-space rope, then he might have rope. If not, it looks like it might be best for him to take the drop, where at least he has backup.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Can Zeriax take 10 on the swim check?

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Thank you Brenton. Emrys says, rubbing his still sore ribs.

Is there any way to get the rope across the gap for us to cross directly?


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

That should do it - but we will go to Megekkis' side right? And press on? :D


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

I don't swim or climb very well...I am just so-so when it comes to that. Sorry..., he apologizes sheepishly.

Grand Lodge

This may be a discussion to have in discussion...but do you all want to press forward or retreat? That decision needs to be in unison, more or less, so we can then determine how to proceed. Thanks!


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton laid out a plan to move forward. Megekki says he doesn't have rope, but house rules states everyone is equipped with basic standard supplies. When Zeriax ties the rope off on the other side, the rest of us can try to move across. What is the DC to do so? Hopefully we can all take 10 to cross. Hardegon may have to remove his armor to do so.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

I agree, lets move forward!


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Apparently, the goblins could plan ahead. Because Gothmog/Megekki found coils of rope nearby, not too mildewed, not too frayed. There was, at least in that, some hope of getting down from there.

He stood, and pondered how, muttering in Goblin, to suit his current face.

"Cut the bridge. Cut the bridge. So, longshanks fall. Not most stupid. Most stupid, let dogs eat Gothmog!" 'Gothmog' rages at a dead goblin, "Me can save you from arrows! But me fighting DOGS, you stupid. Dead! Stupid and DEAD!"

Meg tries to tally his companions. (I think he can see two?)

Grand Lodge

Hmmmm...it would take the monk maybe a minute or so to get over there? And tie off the rope...sure. Consider it done. You may now cross the chasm as long as your climb modifier is -5 or better. (Take 10 rule). Assuming that is the case, everyone is on the island with Megekki.

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