The Skinner box

Game Master Overthinker


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Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

"I think we have to climb it."
Joshua takes a grappling arrow out from his bag, ties a knotted rope to it, and shoot it over the wall, to make the climb easier.
"Who's first?"
Climb Check: 1d20 + 1 ⇒ (16) + 1 = 17
DC 5?


Yes DC 5 climb checks to climb up. And 5 to climb down the other side if you throw a rope over


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

"If its really the only way in I'll climb" John says and climbs to the top. When he reaches the top he sits there and looks out across the wilderness and into the land on the other side of the wall. He sits there waiting for the others and wishing he was in a warm pub having a drink with some barmaid instead of out "adventuring".

Climb: 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
Perception: 1d20 ⇒ 2


Male Goatman Fervor 1/3 SB 2/3 SWB 4/4 Forgepriest 4 | HP 32/32| AC 19| T 12| FF 17|Fort +5, Ref +4, Will +6| CMB +7; CMD 19| Init+2| Perc +8|

Following the others, Bankanor goes over the gate

Climb Up: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12
Climb Down: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13

Upon getting to the ground on the other side he looks around with his Bardiche at the ready.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


Human Fighter3, Monk1, hp- 41/41, AC-20 T-15, FF-15, CMD-20 (varies a lot), F:+6, R:+8, W:+1, Init:+ 5, Perc:+7

climb: 1d20 + 1 ⇒ (3) + 1 = 4
climb: 1d20 + 1 ⇒ (3) + 1 = 4

Lol!! So he spends the first two times getting nowhere...

climb: 1d20 + 1 ⇒ (4) + 1 = 5
climb: 1d20 + 1 ⇒ (17) + 1 = 18

Finally he gets up.
Now to get down...

climb: 1d20 + 1 ⇒ (20) + 1 = 21
climb: 1d20 + 1 ⇒ (16) + 1 = 17

Well that was some exercise :)


Kimble climbs next. He struggles to get to the top, and when he does he falls of the other side. Falling down onto the narrow path will result in him bouncing down the mountain side. John and Devon may make climb checks to catch him, but be warned if you are not strong enough to heave Kimble and his pack you will tumble over yourself. John must decide to act or not first.


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

"Need a hand there Devon?" John says with a roar of laughter, almost pitching himself from the wall.

John sees their clumsy employer begin to fall and decides to try and catch him.

climb: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22


A friend pan tumbles down the mountain. The iron echoing for what seems like minutes.

"Thank you.” Kimble shakes as you lug him against the wall


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

Am I on the other side of the wall or the top?


You have remained on top. You grabbed and swung him into the corner of the wall and the mountain. He grabs the rope and slides down safely.


Human Fighter3, Monk1, hp- 41/41, AC-20 T-15, FF-15, CMD-20 (varies a lot), F:+6, R:+8, W:+1, Init:+ 5, Perc:+7

"Who puts a bloody gate that doesn't open in an archway?" Devon says irritably when he finally reaches the other side.


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

Thats what I thought just making sure thanks.

"Do you need assistance my lady," John calls down with a grin on his face. "or perhaps I could help DIO over the wall, if you tell him not to rip my face off that is.

Not sure how else he will get over

Dark Archive

Female Tengu Witch 1

Vrexis frowns... she was never a good climber. Instead she uses her ability to levatate to reach the top, she clambers over with a little difficulty, but otherwise becomes weightless. If one of you help pull me along I can follow, but otherwise we have about 4 minutes before I come back down... Vrexis smiles at john as she floats over the edge...


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

A clever trick though one would think a bird could fly.


”You're right, this is odd. And from this side it is even more clear that this door was never meant to be opened. They obviously didn't climb over the door Everytime they went up or down. Especially if they had to carry up supplies." Kimble pokes at the iron gate.


Female Human Ranger 4 HP:25/25HD:2d10+5 AC:19 T:1 FF:1 BAB:+4 CMB:+4/8 CMD:18 Fort:+5 Ref:+8 Will:+4

"Set a rope. I'll harness him up so you can lift him, but I wont promise he'll naw your face off when he gets up there," Uriel laughs.


"Oh magic! How wonderfull!”


Dio despises the harness but will accept it from Uriel.


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

John pulls out a silk rope and tosses down one end wrapping the other around his forearm to make the hauling easier.


Female Human Ranger 4 HP:25/25HD:2d10+5 AC:19 T:1 FF:1 BAB:+4 CMB:+4/8 CMD:18 Fort:+5 Ref:+8 Will:+4

Once DIO's harness has been out on, Uriel signals the all clear.


Lift dio up and over is easy after Kimble. Dio is anxious on the other side.

Dark Archive

Female Tengu Witch 1

Vrexis anchors herself where she can and helps haul the wolf up.


Female Human Ranger 4 HP:25/25HD:2d10+5 AC:19 T:1 FF:1 BAB:+4 CMB:+4/8 CMD:18 Fort:+5 Ref:+8 Will:+4

Climb: 1d20 + 7 ⇒ (4) + 7 = 11
Climb: 1d20 + 7 ⇒ (7) + 7 = 14

Slinging her bow of her shoulder, Uriel climbs and starts pulling up the rope to hand to John.

"DIO, calm down."

Handle Animal: 1d20 + 9 ⇒ (20) + 9 = 29


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

Once they are all down and the rope is stored John deftly climbs down the other side

Climb: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17

Dark Archive

Female Tengu Witch 1

Vrexis floats down, but remains a few inches above the ground and(assuming it has been 4 minutes) lands softly.


After the gate the path soon turns into stairs carved into the mountain side. As you ascend the stairs you can make out the four towers in the mist. They are small for towers, being only a story high.

"Back in the day there would have been balistas mounted up there. Could shot all the way down the mountain."


Male Goatman Fervor 1/3 SB 2/3 SWB 4/4 Forgepriest 4 | HP 32/32| AC 19| T 12| FF 17|Fort +5, Ref +4, Will +6| CMB +7; CMD 19| Init+2| Perc +8|

Well, at least they aren't cannons...

Perception: 1d20 + 8 ⇒ (10) + 8 = 18 Looking for any signs of danger in the towers

"Anyone see anything up there?"


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

John pulls out his bottle and takes a swig. "Well are we any closer to finding the blasted bird? Let's keep moving. Lead on DIO."


The towers seem empty.

You reach the plateau and continue the path for a few minutes before you reach the fortress. It is rather plain. It is only two for three stories high; with no windows it is hard to tell. The shape is a simple rectangle with a fairly flat roof. A large set of double doors hang ajar on the front. There is what looks to be a large pit in front of the door.

A light snow covers the ground.


Male Goatman Fervor 1/3 SB 2/3 SWB 4/4 Forgepriest 4 | HP 32/32| AC 19| T 12| FF 17|Fort +5, Ref +4, Will +6| CMB +7; CMD 19| Init+2| Perc +8|

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

"Well, lets take a look than, shall we?"Bankanor says to his comrades.

Bankanor approaches the door to the fortress while looking for trouble and prodding the ground to avoid other pits.

If he reaches the pit he will look down into it if he deems the edge safe to stand on.


The pit is 10x10 in front of the doors. The bottom of the pit appears to be 20 feet deep but with snow on the bottom is is hard to be sure. Through the partly open door you see the silhouette of a person swaying from a rope.


Male Goatman Fervor 1/3 SB 2/3 SWB 4/4 Forgepriest 4 | HP 32/32| AC 19| T 12| FF 17|Fort +5, Ref +4, Will +6| CMB +7; CMD 19| Init+2| Perc +8|

A hanging dead guy, that bodes ill...

Looking back at his companions, Bankanor calls back to them,

"Looks like we've got a deader in there guys. Hung himself or was hung at some point. Anyone got a way over this pit?"

I just assumed we had to cross the pit to get in the door, if there is a way around he says something less... silly


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Joshua sends his dancing lights to illuminate the silhouette, while detecting magic.

Dark Archive

Female Tengu Witch 1

Vrexis huffs. Well, I could have floated across... but now I feel I've use it prematurely. one thing I can do is fall into the pit. I can fall any distance without an issue. However I may need help getting back up, you see, I'm not a good climber. Vrexis then sends her own lantern down the Pit... to better illuminate the hole.


Female Human Ranger 4 HP:25/25HD:2d10+5 AC:19 T:1 FF:1 BAB:+4 CMB:+4/8 CMD:18 Fort:+5 Ref:+8 Will:+4

Uriel picks up a rock and simply tosses it into the pit.

Dark Archive

Female Tengu Witch 1

Vrexis looks at Uriel with an annoyed look on her face... What if that was a sleeping dragon? you could have easily just woke it up!... well to be honest we all would have woken it up... but you have to be cautious when it comes to things like this!

Vrexis shakes her head and clicks her beak.


Female Human Ranger 4 HP:25/25HD:2d10+5 AC:19 T:1 FF:1 BAB:+4 CMB:+4/8 CMD:18 Fort:+5 Ref:+8 Will:+4

"I'd take those odds. Rather we fight it now than fight it while we cross over."


The pit checks out okay.

The body sports to be that of a dwarf. He is hanged by the neck with a chain. He has a pack with full gear. He wears a brass helm and iron chainmail. A war hammer lies at his feet.


As you inspect the scene Dio senses something moving in from behind you. A figure shambles towards you in the mist.

Roll initiative.


Human Fighter3, Monk1, hp- 41/41, AC-20 T-15, FF-15, CMD-20 (varies a lot), F:+6, R:+8, W:+1, Init:+ 5, Perc:+7

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12

Btw, I'm OK with the GM rolling init to start.


We could do it old school. When you roll initiative state what you plan to do on your turn. Moves thoughts on this to discussion


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Initiative Check: 1d20 + 5 ⇒ (4) + 5 = 9
Joshua will try to see what is happening, and who is coming, before taking any actions. He is not a "shoot first ask later" kind of guy.


Human Fighter 1 HP 11/11 AC: 19 TAC: 11 FF: 18 Saves: F:3 R:1 W:0 Init:+1 Perception +1

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

John will draw his ax and check to see that his shield is tightly secured to his arm. He drops into a slight crouch and waits for whoever or whatever is coming out of the fog.


Male Goatman Fervor 1/3 SB 2/3 SWB 4/4 Forgepriest 4 | HP 32/32| AC 19| T 12| FF 17|Fort +5, Ref +4, Will +6| CMB +7; CMD 19| Init+2| Perc +8|

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Bankanor will move up to stand beside John, readying his Bardiche for what may come.

Bardiches have reach, so if I miraculously go before the opponent I will happily take the AoO if it comes up


Female Human Ranger 4 HP:25/25HD:2d10+5 AC:19 T:1 FF:1 BAB:+4 CMB:+4/8 CMD:18 Fort:+5 Ref:+8 Will:+4

Initiative: 1d20 + 4 ⇒ (20) + 4 = 24

Uriel brings her bow up and notches an arrow from her quiver, ready to attack. DIO stands ready at her side.

Assuming you would like for ease Init. to be for both of us. if not....

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19

Dark Archive

Female Tengu Witch 1

Init: 1d20 + 1 ⇒ (16) + 1 = 17

Vrexis readies her Katana, not wanting to use her now limited spells until she finds her familiar.


Human Fighter3, Monk1, hp- 41/41, AC-20 T-15, FF-15, CMD-20 (varies a lot), F:+6, R:+8, W:+1, Init:+ 5, Perc:+7

Devon will wait to see what the threat is before acting. He does, of course, have his sword ready.


The figure emerges. Two glowing blue eyes pierce the mist as an iron clad skeleton advances upon you. Now only 30 feet from your front line it raises it's polearm to a high guard.

Dio moves first followed by the rest in order


Male Aasimar (Native Outsider) | Bard 4 | HP 21/21 | AC 18 T 13 FF 15 CMD 18 | F +2 R +8 W +5 (+4 vs. Bardic Perf, sonic, lang-dep) | Init +5 | Perc +9 | Status: Inspiring Courage

Joshua moves closer to the skeleton, let his magic flow into his bow, and shoot at the skeleton.
Move: Moving, Swift: Arcane Strike, Standard: Attack.
Masterwork Composite Shortbow (STR +2) Attack (+1 Point Blank Shot): 1d20 + 8 ⇒ (7) + 8 = 15
Damage (+2 STR +1 Point Blank +1 Arcane Strike): 1d6 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9
Attack counts as Magic for bypassing DR


Overthinker wrote:

The figure emerges. Two glowing blue eyes pierce the mist as an iron clad skeleton advances upon you. Now only 30 feet from your front line it raises it's polearm to a high guard.

Dio moves first followed by the rest in order

Sorry Uriel goes first. Yes have dio go at the same time.

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