Old School Plotless Dungeon Crawl Tower Climb

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Current Exploration Map
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Current Map


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INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"Whew...I mean I guess that makes sense. Match the elements. So, if we need like...earth and water, maybe wind," she poses with a rising inflection, "...then we might want to gather some of these things along the way. Especially here, since there is water everywhere."

Lash shrugs and points in the direction of the beam. Then with confidence, she states, "Well, lets get going. Everyone keep an eye out for those flying beasts, and Marcos too, who was chased by them. Hopefully, he made it to safety, or we'll find signs he did."

"He's a cunning old man. I hope we'll get out of here one day and find him sitting in a bar."

She sighs and unless someone opposes her, she will head in the direction of the light.

Survival: 1d20 + 8 ⇒ (17) + 8 = 25


Exploration Rules:
• Each hex represents 1 hour of travel
• If you're moving stealthily, each person rolls Stealth and each hex represents 2 hours of travel
• When you move into a hex:
--- One person will make a Survival check with others aiding (I'll take the highest and add the aids)
--- Each person will make an individual Perception
--- The Survival and Perception checks will determine and influence what you find and what may happen.
• The map is oriented with north up, so when giving directions, you can move N, NE, SE, S, SW, or NW.

PC Rolls:
Johan Survival: 1d20 + 10 ⇒ (6) + 10 = 16
Kahli Survival: 1d20 + 2 ⇒ (18) + 2 = 20
Amestri Survival: 1d20 ⇒ 8
Johan Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Lash Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Kahli Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Amestri Perception: 1d20 ⇒ 13

GM Roll. Don't open :):
Random: 1d100 ⇒ 67
Move 1: 1d7 ⇒ 3
Move 2: 1d7 ⇒ 4

Gathering themselves together, the party makes their way southeast, using the beam of light as a guide to direct them to their next goal, whatever that may be. Continuing through the swampy terrain, the party has to pause as they come across impassably thick brush. Just as they prepare to turn north to make their way around, Kahli trips over what she thinks is a root. She quickly realizes it's a hand sticking up out of the thick mud and reaches down to pull it up. Attached to the arm is a bloated, decomposing body; another "contestant" who met their untimely end. It's a humanoid of some sort, but the disfigured body is stretched beyond further recognition, and the tattered clothes gives little indication as to what they were wearing. Careful examination of the corpse reveals they had two Air Crystals on them, though the rest of the equipment has rusted beyond usability. (I can't access the Trello board right now, so add two Air Crystals to your inventory)

Pushing north around the brush, the party follows the easiest path through the swamp, having to detour off of the direct line of the light. While the ambient daylight is normally dingy and dim as the canopy is thick throughout where they've traveled so far, the party approaches a wall of brighter light as they find the edge of the trees, opening up to a light-brown sandy beach with waves gently lapping at the shore about 300 feet away. From their position still set back in the trees, they can feel the last cool breath of an ocean breeze. The area appears uninhabited, save for a few birds flying along the shoreline.

Current Exploration Map

If you move straight south to continue following the light, you will move back in to the swampy woods. If you move southeast, you can either stay in the woods or travel along the beach.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"As much as we can, we should press to follow the light. I can only imagine what traps and deadly paths he may throw us into should we not mind the words. I vote we head straight south...regardless of how horrible it may end up being."


Male Human Slayer 4 | HP 32/36 | AC 21, Touch 12, Flat-Footed 19 | CMD 20 | Fort +7, Ref +7, Will +6 | Perception +9 (+11 vs traps), Sense Motive +9 | Initiative +2

Johan muses for a minute, but ultimately agrees with Lash. "You're probably right. The swamp is rough going, but we don't know how long that guiding light will last. I second pressing straight through."

He gazes out along the coastline. "We may want to return here at some point though. We have no idea how long we'll have to survive out here, and there is much a beach could provide us with."


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli nods to the idea of going straight along with the light. "Following the instructions might be just enough humor value for him to not want to pound us to jelly. I can imagine all sorts of things that could come rushing out of the surf. Giant crabs. Water elementals. A Kraken..."


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

If everyone else agrees, she will proceed into the wetness and away from the serene-looking beach. It had been a while since she had been to a shoreline. Life was mostly just living on a farm in her youth. It was only after getting taken away from that all did she see the sea for a brief time...before that happened. Here she was again, captured. The thought brings chills to her bones. If only she can remember her sensei's teachings, she'll be alright.

"Follow the lights..."

Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Survival: 1d20 + 8 ⇒ (8) + 8 = 16


Exploration Rules::
• Each hex represents 1 hour of travel
• If you're moving stealthily, each person rolls Stealth and each hex represents 2 hours of travel
• When you move into a hex:
--- One person will make a Survival check with others aiding (I'll take the highest and add the aids)
--- Each person will make an individual Perception
--- The Survival and Perception checks will determine and influence what you find and what may happen.
• The map is oriented with north up, so when giving directions, you can move N, NE, SE, S, SW, or NW.

PC Rolls:

Lash Perception: 23
Johan Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Kahli Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Amestri Perception: 1d20 ⇒ 2
Lash Survival: 16
Johan Survival: 1d20 + 10 ⇒ (17) + 10 = 27
Kahli Survival: 1d20 + 2 ⇒ (7) + 2 = 9
Amestri Survival: 1d20 ⇒ 13
Total Perception: 27
Total Survival: 31

GM Roll. Don't Open :):
Random: 1d20 ⇒ 3
Move 1: 1d7 ⇒ 1
Move 2: 1d7 ⇒ 7
Scythe Tree Stealth: 1d20 + 15 ⇒ (16) + 15 = 31

The party turns away from the shoreline, opting to follow the note's directions and continue after the beam of light. After 20ish minutes of walking, the party realizes they're gaining elevation at a steady pace, and the ground is getting less and less swampy. Keeping the beam directly above them, the group comes to a small clearing with some large rocks scattered about and a small pond of standing water. It's almost serene enough to make them forget their predicament.

Current Exploration Map

Local Map


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Is it still kind of morning?


It’s around noon. You’ve been traveling for about 3 hours today.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli looks at the area wistfully. It would be nice to relax for a time. "We could stop for lunch.... Could someone scan the area for magic? I suppose it could be a trap."


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash lets out a heavy sigh at Kahli's words and thinks, "Of course it's a trap. Why would he let us have a bath after days of toil? I'm sure there's some acid in that inviting pool or some horrid tentacled beast waiting to pull us under."

"I'll also see what I can see..."

She creeps forward cautiously, investigating the depths of this water as well with her sight as far as she can. Hopefully, it is just a pool. At the same time, she looks around them to make sure it isn't an ambush.

Perception: 1d20 + 11 ⇒ (10) + 11 = 21


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

"Rather than magic, there are other options of course...."

Kahli moves within range of her spell and casts Detect Poison....


I moved each of you directly towards the pond within range. Remember to let me know what square you're moving to.

Light on her feet, Lash inches closer to the pond, eyeing it over. She finds fairly clear water, perhaps filtered up through the ground. A small frog sits on the edge, happily ribbiting. It hops into the water when it feels Lash get too close. Besides that, she doesn't see anything of concern.

Staying farther away, Kahli reaches her magic outward, attempting to detect any poisons within the water, and does not detect any. Amestri follows Kahli's detecting lead and swings a cone of Detect Magic across the pond and surrounding clearing, and does not detect any.

Hamley sees the three of them investigating the pond. "Sooo...are we having a bite to eat?"

Current Local Map


HP 0/26

Amestri is more than happy to stray from the water as much as possible considering their initial encounter in the dungeon.

"Nothing of magic seems to be near, but that is only if something is not blocking my ability to pick up on it. A short rest to recuperate our strength sounds good."


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"Yeah, we'll break here." Sighing, she flaps her arms. "I hate how this jerk has made me so wound up. I'm expecting death around every corner. If I was on the farm, I would have just run forward and jumped in with laughter..." "Am I ruined now?"

Lash chews on her lip at the thought before inching closer to the water while on guard. She will bend down, placing her knuckle into the water. With nothing happening at that point, she will take her boot and violently shake it in the water so as to provoke an attack from any lingering hidden violent fish or hidden beings in the water. While there, she will look to see if there is an inlet and outlet to the pond, or if it just the result of a dip in the land and the rain.

If all is clear, instead of eating, she will be the first to enjoy a bath in the pond, clean her clothes, and wipe the mud, muck, and nastiness of the previous days of travel off of her in a more efficient manner than sponge baths and quick dips in water while fighting for your life (or someone else's). The others don't know it, but she was in a dungeon before this awaiting her "trial", where little care was given to her, so such a luxury would truly be a blessing.


GM Roll. Don't Open :):
1 Tenney, 2 Hamley, 3 Ko'Tua: 1d3 ⇒ 3

While Amestri stays back, Lash reaches the water's edge and tests it using various methods, not finding any danger in the water. She kneels and looks for the source of the pond. It seems it's just a small dip with the water in the ground rising high enough to pool here.

Tenney and Hamley join Lash, more than happy to enjoy a moment of peace. Tenney begins to share a story about his family's farm growing up and how his favorite place was the pond on the back of the property. Hamley stops his story and questions it. "Tenney, I thought you grew up in the slums. You told me about that gang you lead." Tenney scratches his neck. "Well, I mean..."

He's interrupted by the sudden sound of wood creaking and leaves rustling. Ko'Tua has wandered too far south and come face-to-face with a 20-foot tall twisted tree that is unfurling, revealing a long, deep scar on its trunk. A long, scythe-like branch swings down at Ko'Tua before he can fully prepare himself.

GM Roll. Don't open :):
Scythe Tree Branch PA (19-20): 1d20 + 8 ⇒ (12) + 8 = 202d4 + 12 ⇒ (3, 4) + 12 = 19
Hit with a 20, 19 damage

The branch gashes Ko'Tua's chest, a cough of blood escaping his mouth before he falls to the ground. Ko'Tua is unconscious and dying

Rolling for Initiative!
Johan Init: 1d20 + 2 ⇒ (19) + 2 = 21
Lash Init: 1d20 + 3 ⇒ (11) + 3 = 14
Kahli Init: 1d20 + 2 ⇒ (15) + 2 = 17
Amestri Init: 1d20 + 3 ⇒ (10) + 3 = 13

GM Roll. Don't open :):
Scythe Tree Init: 1d20 - 1 ⇒ (13) - 1 = 12
Ko'Tua Init: 1d20 + 1 ⇒ (11) + 1 = 12
Hamley Init: 1d20 + 2 ⇒ (16) + 2 = 18
Tenney Init: 1d20 + 2 ⇒ (11) + 2 = 13

Current Map

Round 1
Turn Order
Johan
Hamley
Kahli
Lash
Amestri
Tenney
Tree
Ko'Tua (unconscious and dying)

Identify with a Knowledge Nature DC 16:
This is a Scythe Tree. It attacks with three razor-sharp branches. It has Lunge, allowing it to attack 5 feet farther, but reducing it's AC. It also has Cleave, allowing it to attack adjacent foes at once. Defensively, it has DR 10/slashing but is vulnerable to fire.

At a quick glance, you can see the branches can reach out about 15 feet. (I drew a 15' reach template so you know where you can move (I'll complete the back of it if it moves forward))


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"Oh my gaaa!" she screams at the thunk sound in Ko'Tua's chest and him falling into a slump. Her immediate reaction is to rush forward, but instead, she shakes her head. "No!" she calls out to her companions. Last time, they all rushed the vine monster and were hurt. This time would be the same, and this tree was brutal to be able to hide well in the forested area around them, despite her looking around. "...do not rush it. We attack it from a distance, with fire or arrows. Whatever we can! Kahli, that has to be the tree!"

Move: F10 (depending on how deep the pond is)
Flurry Ranged Attack+Deadly Aim: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Flurry Ranged Attack+Deadly Aim: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Ki Ranged Attack+Deadly Aim: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Ki Confirm Critical Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage x3 weapon: 2d8 + 5 ⇒ (2, 7) + 5 = 14


HP 0/26

Amestri head jerks to the side at the sound just in time to see the creature make short work of Ko'Tua.

Knowledge (nature) DC 16: 1d20 + 11 ⇒ (13) + 11 = 24

"Beware the Scythe tree's reach. It can be deceiving. It is resistant to physical attacks that are not slashing and vulnerable to fire and will cleave through it's enemies if they are standing to close together," she shouts out to her companions while she calls upon her powers to weaken the ground between them and the creature before ending with a flourish that makes her invisible and stepping closer.

Standard Action - Swamp's Grasp to make J7, J10, K8, and K11 difficult terrain, Move Action - Ghostwalk, Free Actionm - 5-Feet Step to H3.

Amestri's voice sounds from no where to inform her companions, "Beware the ground close to it, I am working to hamper it's movements."


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Seeing Ko-Tua down but still bleeding Kahli calls out the words to stabilize him from her distance. Casting Stabilize on Ko'Tua. It doesn't do any healing but stops the dying process.

"Movements? Can that thing walk, or run?"

"Would it sense an Invisible person walking near it? I can cast Invisibility to rescue Ko'Tua.... ??"


Male Human Slayer 4 | HP 32/36 | AC 21, Touch 12, Flat-Footed 19 | CMD 20 | Fort +7, Ref +7, Will +6 | Perception +9 (+11 vs traps), Sense Motive +9 | Initiative +2

"Cover me!" Johan shouts as he quickly moves forward towards the scythe tree, though he does not draw a weapon.

It becomes apparent that he's not approaching the tree, but rather Ko'Tua. Grabbing the wounded kuru man under the armpits and attempting to drag his massive frame back away from the tree.

Double move to attempt to drag Ko'Tua back to D4. I'm not sure how much he weighs, so that may impact how far I can actually get. But that's the direction I'm taking him.


Kahli sees Johan about to make a move and calls for him to wait a second. Johan delays for Kahli

"Ah! Can we get to Ko'Tua?!" Hamley hears Lash's call to action and scrambles across the pond, drawing a knife and chucking it at the animated tree. Move to G13 while drawing dagger, Throw dagger at Scythe Tree

GM Roll. Don't open :):
Hamley Dagger Ranged -2: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 81d4 + 3 ⇒ (4) + 3 = 7
(Miss with an 8)
Hamley's boot is still wet from splashing through the pond, and he can't get a full throw, and the dagger falls short.

Kahli runs forward to Ko'Tua's side and kneels, casting a spell as she touches his shoulder, the reddish color of his skin becoming more pale as the seconds pass. The scene lasts only for a moment as Ko'Tua's body vanishes from the ground. Move to H8, cast Invisibility on Ko'Tua

Johan sees that it's the moment and rushes forward, reaching into the area he last saw Ko'Tua. He hands hit a solid object in an empty space. Quickly getting over that weird disconnect, Johan grabs Ko'Tua's body and pulls him backwards as far as he can. (Move H7. Pull Ko'Tua back. Johan in F5, Ko'Tua in G6)

Lash steps to the right to get a clear shot at the huge tree and quickly unleashes a barrage of arrows. The Scythe Tree deflects the first arrow, which leaves it open to the next two arrows which pierce into its bark. However, Lash knows her arrows didn't do as much damage as she knows they can. (15 misses. 22 hits for 11 damage (reduced to 1)! Confirmed critical for 32 damage (reduced to 22)!.)

Amestri's powers creep forth, bubbling and shifting the loose, swampy soil, rippling it. As her invocation ends, she vanishes from the battlefield and, unbeknownst to everyone else, steps to the south.

Tenney splits from Hamley, running back west towards the rest of the group. He pulls a dagger off his belt and flips it in his hand to pinch the blade between his thumb and index finger. With a quick snap of his wrist, he flings it at the tree. (Move H5, draw dagger, throw dagger)

GM Roll. Don't open :):
Tenney Dagger Ranged -2: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 211d4 + 3 ⇒ (2) + 3 = 5
(21 hits for 5 damage (reduced to 0)!)
The dagger twirls through the air and lodges into the base of the trunk, but the Scythe tree seems unaffected by it. Tenney yells back at Lash. "Our daggers alone aren't going to do squat unless Hamley and I get in close!"

Before the conversation can continue, the tree lurches forward, its roots struggling to find hold traversing the disrupted terrain caused by Amestri. A branch cuts through the air towards Kahli... (Move 20' to J9, Branch at Kahli)

GM Roll. Don't open :):
Scythe Tree Branch PA (19-20): 1d20 + 8 ⇒ (11) + 8 = 192d4 + 12 ⇒ (1, 2) + 12 = 15
(19 hits Kahli for 15 damage!)
...Kahli raises her arm to brace for the impact, and the branch cuts down her forearm, splashing blood onto the swamp floor.

GM Roll. Don't Open :):
Ko'Tua Stabilize: 1d20 + 4 - 3 ⇒ (13) + 4 - 3 = 14

Holding an invisible Ko'Tua, Johan can tell Ko'Tua's breathing has steadied. (Ko'Tua has stabilized)

Current Battle Map

Round 2!
Turn Order
Hamley
Kahli
Johan
Lash
Amestri (invisible)
Tenney
Scythe Tree
Ko'Tua (invisible, unconscious)

Map Conditions
Difficult Terrain: Water in pond. Yellow squares.
Brown Circles: Tree trunks. You cannot move through those squares.

If the party gives the all clear, Hamley will rush the tree. If not, he'll think of something else.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"If you don't have a torch from the dungeon, then go for it! Be careful!" she instructs Hamley. "Go in preparing to dodge!" On defensive "It has a long reach! You have to make it there in one piece!"

At Kahli suddenly getting sliced, she cries out in anger and unleashes another flurry.

Flurry Ranged Attack+Deadly Aim: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Flurry Ranged Attack+Deadly Aim: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Ki Flurry Ranged Attack+Deadly Aim: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 5 ⇒ (4) + 5 = 9


Tenney's dagger should have done it's 5 damage as it can be slashing damage. I've updated that.

Hamley draws a dagger and nods to Lash. "We just appeared in there without a torch! Tenney, get in position!" Hamley cautiously runs in to the Scythe Tree's side...(Move I12, Ready Fight Defensively attack for Tenney to flank, Provokes AoO from Scythe Tree)

GM Roll. Don't open :):
Scythe Tree Branch PA (19-20): 1d20 + 8 ⇒ (13) + 8 = 212d4 + 12 ⇒ (3, 2) + 12 = 17
(21 hits for 17 damage)
Hamley catches a branch to his side, gashing open his ribs. He yells out in pain and stays standing on wobbly legs. (Hamley is at 0 hp and is disabled)

Current Battle Map

Round 2!
Turn Order
Hamley (disabled): Move I12, Ready Fight Defensively
Kahli
Johan
Lash: (post made)
Amestri (invisible)
Tenney
Scythe Tree: AoO against Hamley
Ko'Tua (invisible, unconscious)

Map Conditions
Difficult Terrain: Water in pond. Yellow squares.
Brown Circles: Tree trunks. You cannot move through those squares.


HP 0/26

Amestri takes a step to back towards her comrades, invoking her powers to place a blessing upon Kahli with a cackle escaping her lips to extend the effect as if taunting the world to remove her protection.

Free Action to 5-foot step to G4, Standard Action to place Protective Luck upon Kahli, and a Move Action to Cackle to extend the Protective Luck.


Male Human Slayer 4 | HP 32/36 | AC 21, Touch 12, Flat-Footed 19 | CMD 20 | Fort +7, Ref +7, Will +6 | Perception +9 (+11 vs traps), Sense Motive +9 | Initiative +2

Ko'Tua as safe as can be managed in the situation, Johan's mind puts together the best tactical solution that his mind can manage and begins digging through his backpack.

Johan's going to retrieve his hooded lantern and a tindertwig and light the lantern. I'm assuming that's two move actions worth of activities so that's my turn.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli feels the hit and groans with pain. Gritting her teeth she calls out. Get 30' from me. I'm going to hit that thing with negative energy. Heal me and harm the tree.... I can hope I survive!

Move action to create the duplicate of me, SP ability used defensively Concentration check: 1d20 + 7 ⇒ (17) + 7 = 24. Duplicate lasts 6 rounds or until struck. And standard action Channel, excluding Ko'Tua, Hamli, and Lash. Channel Damage: 2d3 ⇒ (1, 3) = 4 Will Save DC15 or attacks made for the next round are at -2 to hit.


Negative energy rushes forth from Kahli and runs through the tree, Johan, Amestri, and Tenney. (Kahli: The tree does not take an AoO)

Johan Will: 1d20 + 6 ⇒ (3) + 6 = 9 (Fail. -2 attack for next round)
Amestri Will: 1d20 + 7 ⇒ (13) + 7 = 20 (Success!)

GM Roll. Don't open :):
Scythe Tree Will: 1d20 + 4 ⇒ (9) + 4 = 13
Tenney Will: 1d20 + 1 ⇒ (14) + 1 = 15
(Tree fails. -2 attack for next round. Tenney succeeds.)
The Scythe Tree shudders as the energy hits it, along with Johan, Amestri, and Tenney. (Johan and Amestri: Take 4 damage)

Johan quickly retrieves his lantern and sparks the oil, the flame dancing to life.

Lash seeks to quickly end the threat and launches three more arrows at the tree with two of them able to pierce through the thick bark, barely affecting the tree. (25 hits for 1 total damage. 23 hits for 0 total damage)

Amestri moves towards her allies, shrouding Kahli in a protective barrier. (Kahli has Protective Luck for 2 rounds)

"Hamley! Hold on!" Tenney deftly runs across the altered ground and gets opposite of Hamley, dagger at the ready. (Double move to M8)

When in position, Hamley musters the last of his strength and slashes at the tree. (Readied Fight Defensively action)

GM Roll. Don't open :):
Hamley Dagger (FD, Flanking): 1d20 + 5 - 4 + 2 ⇒ (18) + 5 - 4 + 2 = 211d4 + 4 ⇒ (1) + 4 = 5Sneak Attack: 2d6 ⇒ (3, 4) = 7
(21 hits for 12 damage (including Sneak Attack)
Hamley's dagger cuts a large chunk of bark from the trunk of the tree. He's just able to see the bark land of the ground before his vision goes black and he collapses. Hamley takes 1 damage and is unconscious and dying.

The Scythe Tree moves towards the north, branches flailing in all directions. Tenney tries slicing at it before it gets out of reach. (Scythe Tree moves 10ft to H9. Provokes AoO from Tenney (and Kahli?))

GM Roll. Don't open :):
Tenney Dagger: 1d20 + 6 ⇒ (3) + 6 = 91d4 + 3 ⇒ (4) + 3 = 7
(9 misses)
A branch slashes back at Tenney in retaliation. (Branch at Tenney)
GM Roll. Don't open :):
Scythe Tree Branch PA (19-20): 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 132d4 + 12 ⇒ (4, 3) + 12 = 19
(13 misses)
Tenney manages to duck under it. "Get back here, you oversized shrub!"

Current Battle Map

Round 3!
Turn Order
Hamley (unconscious and dying):
Kahli (Protective Luck for 2 rounds):
Johan (-2 to attacks for 1 round):
Lash:
Amestri (invisible)
Tenney
Scythe Tree (-2 to attacks for 1 round):
Ko'Tua (invisible, unconscious)

Map Conditions
Difficult Terrain: Water in pond. Yellow squares.
Brown Circles: Tree trunks. You cannot move through those squares.


Male Human Slayer 4 | HP 32/36 | AC 21, Touch 12, Flat-Footed 19 | CMD 20 | Fort +7, Ref +7, Will +6 | Perception +9 (+11 vs traps), Sense Motive +9 | Initiative +2

So, yeah, Johan's gonna try and chuck the lantern at it to catch it on fire. Improvised weapon is -4, Kahli's channel is -2, and from where I'm gonna shoot is goona be 20' away so that's -2 to for an extra range increment. Not gonna lie I'm, uh, hoping that this counts as a splash weapon so I'm targeting touch AC otherwise Johan's just throwing out a perfectly good lantern lol.

Johan hustles south, just under the tree Amestri is sheltered behind. Muttering a desperate prayer to Erastil, he hurls the lantern over Kahli's head at the massive, bloodthirsty tree.

Throw Lantern: 1d20 + 6 - 4 - 2 - 2 ⇒ (17) + 6 - 4 - 2 - 2 = 15

Move action to move to space H5, standard action to hurl the lantern as an improvised ranged attack.


HP 0/26

With years of experience, Amestri assesses the situation and chooses place a protective barrier upon Johan before cackling and stepping towards Tenney.

Standard Action for Protective Luck on Johan, Cackle to extend Protective Luck on Johan and Kahli, Free Action to 5-feet step to H3.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Lash reaches down to her pack and pulls out a dagger from within. Then, with great force and speed, she rushes forward at the Scythe Tree (Move Action to G9) and slashes at it.

Melee Attack + Power Attack: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19 (Slashing)
Damage: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli slashes at the tree as it casually strolls by her position. AoO? and continues slashing while it continues moving. "Get out of my way you brain dead tree! I need to get over to Hamly before you crush him!"

AoO with dagger: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d4 + 2 ⇒ (3) + 2 = 5

Confirm Crit?: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d4 + 2 ⇒ (4) + 2 = 6

Attack with dagger: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d4 + 2 ⇒ (4) + 2 = 6

If it continues moving north, she tries to move around it on the south side. If it attacks she has Protective Luck and her Copycat image active.


Round 3!
Turn Order
Hamley (unconscious and dying):
Kahli (Protective Luck for 2 rounds):
Johan (-2 to attacks for 1 round):
Lash:
Amestri (invisible)
Tenney
Scythe Tree (-2 to attacks for 1 round):
Ko'Tua (invisible, unconscious)

Kahli: I looked back and didn't see you state you drew your dagger. I'll assume you would have drawn it running up to cast Invisibility on Ko'Tua. Just make sure to clarify that going forward, because I don't want to assume you're drawing a dagger or a crossbow when the other is what you meant.

Kahli's AoO: As the tree moves past Kahli's face, she reaches out to slash it with her dagger, carving the length of the blade into it, dark red sap pouring out of the wound. Confirmed critical for 11 damage total! (of course your crit on your AoO lol)
The branches of the tree shudder in response to the hit. Kahli thinks she sees an opening and attempts to move down and behind the tree to get to Hamley. However, a sharp branch swings down in front of Kahli...Scythe Tree AoO at Kahli

GM Roll. Don't open :):
Scythe Tree Branch PA (19-20): 1d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (14) + 8 = 222d4 + 12 ⇒ (1, 1) + 12 = 14
Would hit with a 22, but Protective Luck reroll misses with a natural 1.
The gash opened by Kahli causes the Scythe Tree to not be able to lean far enough down and Kahli easily ducks under the branch as she continues running across the rough ground and around the tree. (Kahli moves to K10)

Johan bids a fond farewell to his lantern and chucks it at the huge tree. The lantern smashes on impact, coating the tree in burning oil for 1d6 ⇒ 5+2 for vulnerable = 7 total damage. The oil splashes out onto Kahli and Hamley, singeing their skin. (Kahli and Hamley each take 1 damage from splash damage.)

Seeing an opening with Kahli distracting the tree, Lash runs forward, drawing her dagger and cutting up the length of the trunk. Her dagger gets stuck for a second as the tree seizes up. Lash pulls hard and removes her dagger seconds before the tree falls forward and crashes down into the pond, the splashing water putting out the fire on the tree. (Lash hit the tree for 4 damage, which is exactly how much hp it had left)

Out of combat!

Hamley lays unmoving on the ground. Tenney rushes across to his side and kneels, grabbing Hamley's shoulders and shaking him. "Hey, you crazy bastard! Hold on!"

An invisible Ko'Tua lays calmly on the ground by Johan.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli quickly kneels by Hamley, checking to see if he is alive and using the healing wand.

Heal Check: 1d20 + 9 ⇒ (7) + 9 = 16

CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8

"How bad is everyone hurt? Do we need to camp here or use the wand and get moving again?"

Checking on the light. Is it still clearly visible? If it seems to be fading can we sight to a spot on the horizon to keep on track?

Is the tree burning? Wasn't this the tree that can supply branches needed for CLW wands? If yes, need to harvest what we can....


Kahli joins Tenney at Hamley's side and presses the wand against Hamley. After a few seconds, Hamley breathes deep and comes back to consciousness as the deep cut on his ribs closes. Tenney pulls Hamley up to a sitting position. "There ya go. What were you thinking?" Tenney gives an approving nod to Kahli. (Ko'Tua is still unconscious but stable)

Looking over the Scythe Tree, it appears that there should be enough unharmed "material" to harvest for the wands.

To harvest, you first need to identify the parts of the Scythe Tree with a DC 21 Knowledge Nature check. It takes one minute to perform (one will roll, others can aid). Continue rolling until you succeed and that will determine how long it takes.

Once you identify the parts, it's a DC 21 Survival check to successfully harvest the parts. Each check takes 10 minutes (one will roll, others can aid). Continue rolling until you succeed and that will determine how long it takes.

Once the components are harvested, they generally remain viable for 24 hours before decay or spoilage ruins them. Application of gentle repose, oil of timelessness, or similar magic can extend this period of decay.


Male Human Slayer 4 | HP 32/36 | AC 21, Touch 12, Flat-Footed 19 | CMD 20 | Fort +7, Ref +7, Will +6 | Perception +9 (+11 vs traps), Sense Motive +9 | Initiative +2

Johan sighs in relief. The monstrous tree had them outgunned in many respects, and the group was the most beaten and battered since he'd joined up with them.

Johan drives his shield into the ground next to Ko'Tua to mark where he lays, then joins the others as they check on Hamley and resuscitate him. Johan indicates Ko'Tua's location to Khali with a point towards his shield "The big guy is right there. You saved his life, but he's still out. How much power does that wand have left?"

I don't have any Knowledge (Nature), but I've got a solid bonus in Survival when it comes to harvest the tree.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

There is a mirrored sigh coming from Lash as Johan breathes out. She closes her eyes in thankfulness and tilts her head back to let her hair fall off of her shoulders. Another long sigh. Then she studies the tree and drives her dagger in a final time, ensuring its death is secure.

A smile stretches over her face as Kahli brings back Hamley. A small chuckle comes out of her at Tenney's words. It's hardly a place to laugh, but she's glad they are both alive.

"What a monster..." she comments to herself as she fwomps out the fire from spreading with a fresh green sapling's branches. With Johan confirming the invisible Ko'Tua is fine, she closes her eyes momentarily again and moves over to Hamley lower herself to give him a hug.

"You had me worried there."

I have no Knowledge Nature, so it's up to you Amestri. Although I think you can take 10 and make it.

Lash looks around to the other trees in the area to ensure this was the only Scythe Tree in this grove. To answer Kahli, she hums and thinks.

"I would like a bath after trudging through that swamp and dungeon for so long, but after that, I am okay to continue on."


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

I don't have any knowledge skill other than religion. And only untrained Survival +2

Kahli moves over to Ko-Tua, ending her invisibility spell so she can check him. "Plenty of charges left, that's why we have it. And if we can find a good branch from that tree the next one will cost less. That said, I have some healing prepared without the wand."

Don't know what healing everybody needs, but starting with CMW for Ko'Tua. CMW: 2d8 + 4 ⇒ (3, 2) + 4 = 9 Also have 2 CLW spells prepared, 1d8+4. ??

I will convert my Shield of Shards to a Cause Moderate Wounds to heal myself.... Cause MW: 2d8 + 4 ⇒ (1, 2) + 4 = 7 and a Bless Cause LW: 1d8 + 4 ⇒ (7) + 4 = 11. Fully healed.


HP 0/26

Amestri watches her companions go about recovering as best they can. "I am still fine to move, but will do as the group wishes."

At mention of the tree's uses, she starts to walk about it. She has not done such before, but perhaps she could be of some use in identifying the best portions to harvest.

GM NameShortage, would you be okay with taking 10 for the knowledge check or would you prefer I roll?

In regards to survival, she is also at a +2 untrained.

"It's curious that a creature of such danger nature could be refashioned into something that sustains the living. Although I suppose it is no different than killing predators for sustenance."


Kahli waves her hand in the empty spot until it touches something unseen but that she knows is Ko'Tua. Placing the wand next to her hand, the healing magic flows into the large Kuru. Kahli hears an inhale and her hand shifts as Ko'Tua comes to. "Watch the tree," Ko'Tua calls between heavy breaths. There's a pause. "...it's dead....good...uuuhhhh." Ko'Tua groans as there's a thud as he falls back to prone. There's a long pause. "...I can't see myself...more magic?"

The way I understand Take 10, you spend 10 times the length of the action on a skill check that doesn't have a negative effect if failed. So you can take 10 minutes to carefully investigate the Scythe Tree and identify the harvestable parts.

Related, for the Survival Check, you can also take 10. However, as each check takes 10 minutes, that would be an hour and 40 minutes of carefully sawing and cutting off the branch, ensuring it doesn't crack or splinter. All the while, time continues rolling, and who knows what that's letting happen...


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Maybe I'm wrong, but I thought that was for taking 20. Taking 10 I thought was for easy tasks that are accomplished without effort and without distraction.

After listening to Amestri explain what parts should be harvestable, it takes some time to actually find them and perform the cutting. Lash is capable, but whether she can do it is another thing altogether.

Survival: 1d20 + 8 ⇒ (17) + 8 = 25

With her dagger, she attempts to cut the easily cut. With her fist, literally punching a precise hole into the tree's limbs, she is able to get at the more resistant branches with the blade.

Before finished, Lash decides to take one of the branches the being was using to slash at them and considers using it as a weapon.

How viable would this be? What weapon would it be equivalent to? Scythe? Could it be formed into another style of weapon? Waveblade? Templesword? Kukri?


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli was using her prepared spells first. CMW for Ko'Tua only gave 9 points, but she still had 2 CLW spells for 1d8+4 each as needed. Then charges from the wand as needed?

Kahli chuckles as Ko'Tua wakes up. "Yes. More magic. You fell within range of the tree. The invisibility was to hide you from it so it wouldn't pound you into hamburger. I've never encountered a carnivorous tree before...."

If they can harvest a branch suitable for a CLW wand Kahli takes it and stores it for when they can get it enchanted. She can prepare and cast the Gentle Repose spell once they have a rest period.


The CMW got Ko'Tua to 6/16 hp. Let me know if you want to do more healing for him.

Amestri takes a moment and looks over the fallen enemy and is able to identify a branch that escaped undamaged and calls Lash over. With somewhat unexpected precision, she's able to strike at the base of the branch and breaks it cleanly from the truck, careful to avoid the still razor sharp cutting edge of the branch. Sure to have a specimen for The Eyes' request, Lash ponders the practicality of using a branch as a weapon.

It's a DC 21 Survival for each branch, but I won't make you roll for the second one as Johan and Lash can get it pretty easily. A branch straight from the Scythe Tree would be an improvised scythe (so -4 to attack, natural 20 crit, x2 damage). You could use it to craft into a wooden form of any slashing weapon. If you want to take the craft checks and time, you can remove the materials cost. Or you can see if The Eyes might help you out...


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Have 2 CLW prepared, plus the wand....

Cast CLW: 1d8 + 4 ⇒ (5) + 4 = 9

That covers Ko'Tua. Anybody else?


HP 0/26

Amestri chimes in at the offer for healing, "I am fine, but appreciate the offer. I managed to stay out of harm's way while invoking my powers. I just wish they were better suited to combating such a creature, so I focused on staying out of the way and heeding it as best I could.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"I'm fine," she will answer Kahli.

Lash will continue to help with getting the branches free. It is then she frees the "scythe" portion of the tree's limbs. One could be used to make a weapon and the other just in case she screws up on crafting, she can ask The Eyes if something can be done with it. Once finished, and ensuring they are safe, she will speak up:

"Please, excuse me. I'm going to get clean. It's seriously been bothering me for...a long time. I've been covered in blood, mud from head to toe and in my boots. Guts. Cooking Broth. Tree sap. spiderish webs, flames and who knows what else..." One can guess from her tone that it has been longer than just a few days. The dips in the water occasionally have helped to remove some of the mud, as well as the stink, but nothing beats a good bath. "I suggest you all take some time to do so as well, to stave off disease and sickness. Or at least fill your bellies while you wait."

If there are no objections, she will take her bath in the pond, clean some clothes, and groom herself a bit. The monk would try to be as private as possible, but really she just wanted to be clean no matter what. All told, it doesn't take her long, and despite being dressed in wet, clean clothes, standing in the sun above, she will dry out soon enough.


Over the next hour, the party takes a well deserved break with some bathing in the pond, others having a bite to eat, while others lay invisibly until the magic wears off and they become visible again.

GM Roll. Don't Open :):
Move 1: 1d7 ⇒ 3
Move 2: 1d7 ⇒ 2

The hour passes without incident and the party gathers themselves back together to set off again. Above, the beam of light continues unbroken to the southeast. They remember The Eyes are back towards the west where they emerged onto the island, but also recall The Eyes mentioning they can be found in each new location. (Copying from a while ago: The Eyes will be available on each level, but you may have to find them, either through exploration or a puzzle or whatnot. So you can travel back to the previous floor, or hope to find them along your travels here.)


HP 0/26

"So what would you suggest or next move is? I for one have come to realize, that I could use to acquire some food. I was not expecting this sudden adventure to put it kindly and had not realized till now that I did not have anything on me," Amestri mentions to her new companions.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

"Food may not be as glamorous as we may want it to be for a while. This is an area with many animals and we can hunt a little as we go. Here share some of our food for now." Lash seems to sympathize with the fellow woman. "You came here in a hard way...lashed underwater like that. They are just diabolical." She sighs and shakes her head. "Kahli and I came into this dungeon in a dark room and had to dig our way through traps and monsters to get to this place. It was hard-fought to get this far."

Her metallic-looking hair dances through an unseen breeze and Lash tucks it back for the moment.

"Let's keep an eye out for food along the way, guys," the archer states to the others so that they may have some dinner and water to drink for the next coming days if needed.

She continues on once the others are ready. For the first time in a while, Lash seems a bit more upbeat than before. Baths can go a long way to reset your frame of mind, yet at all times her eyes are wary and keep a lookout for Marcos or any of their other old teammates.

Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Survival: 1d20 + 8 ⇒ (15) + 8 = 23


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Kahli smiles as she remembers her arrival in this strange place. "Lash is right. We were trapped in a structure before. I was concerned that we might have to scavenge supplies from the creatures that were put in front of us just to survive. We didn't reach that point fortunately. This open world is just another phase of this challenge, but it does seem to have resources available that can be hunted. If the next level puts us back in an environment where that is no longer the case, hopefully I'll be able to magically create food for us."

Perception: 1d20 + 13 ⇒ (3) + 13 = 16
Survival: 1d20 + 2 ⇒ (10) + 2 = 12


PC Rolls:

Johan Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Amestri Perception: 1d20 ⇒ 1
Johan Survival: 1d20 + 10 ⇒ (4) + 10 = 14
Amestri Survival: 1d20 ⇒ 1

GM Roll. Don't Open :):
Random: 1d20 ⇒ 11
Move 1: 1d7 ⇒ 4
Move 2: 1d7 ⇒ 1
Move 3: 1d7 ⇒ 7
Move 4: 1d7 ⇒ 7

The party gathers all their things while discussing the plan for food and head off, following the beam of light. 20 minutes into their travels, Johan hears the distant faint roar of the forest drakes to the north. The party continues on cautiously for a little longer, but nothing comes of it, the group concluding that the drakes have not found them, if they're even aware of them.

Over the next hour and a half, the party's travel becomes more noticeably uphill, crossing many of the streams that feed down to the swamp they spent the last 16 hours in. The good news is that while the terrain is a different kind of difficult to traverse, it has become much more bountiful. The party is able to find food (berries, small fish in the streams, Lash pegs a squirrel) for the party for the rest of the day.

Current Exploration Map
You can continue foraging in this area or move on.

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This is going to be a classic dungeon crawl with fun monsters and traps around every (not every) corner. Each floor will get more difficult with you leveling up after each floor.

Each floor will have a boss blocking the way to the next floor. We're using Automatic Bonus Progression as that will fit with the gameplay, as opposed to buying and enchanting equipment.

90% of the role-playing will be within the party, though you may find the occasional person or thing in the dungeon that wants to talk.

There will be a map to reference to help with exploration. It will get a battleship-style grid overlaid on it during combat to be able to say where your character moves.

When posting, use 3rd person present tense, bolding speech. Put rolls on a separate line.

Ex. John walks over to the chest and kneels down. "This lock looks fairly simple. I should have it opened in no time." He pulls out a roll of tools and begins tinkering with the lock.

Disable Device: 1d20+9 -> 2+9=11

Skill Checks: Make them when you think you should and I'll take them into account if I decide it's necessary. I'll also rollover high skill checks to help keep things moving, especially Perception or Stealth.

Detect Magic/Evil/etc.: If you have that ability, I'm going to assume you're always running it unless specified otherwise.

In combat, separate out what your Standard, Move, Move Equivalent, Swift, Immediate, and Free actions are. That way it helps clear up any confusion. Type out attack and damage at the same time. I'll roll initiative for all the PCs and monsters at the same time so we don't have to wait. Example:

Move: 20ft from C7 to B3
Standard: Fire light crossbow at Goblin 2
Attack: 1d20+3 -> 15+3=18
Damage: 1d8 -> 3
Free: Reload crossbow

Post rate: I'll be checking in multiple times a day and posting at least once a day. I want everyone to check in once a day, as well, and post within 24 hours of your character being prompted (whether it's your turn or another character addressed you). I really want to keep this moving along so we can get to the top of the tower!

I'll keep updating this as more things get worked out!


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Can't wait!


Hi! GM, thanks for the picking. Rest of the people, thanks for... well, for playing along Marcos. Can't wait to see what's to come!

So we have a Cleric and a Bard for now? Superb! No one will say the party isn't properly buffed xD


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

Hi guys! Nice to meet you!

Sim is primarily a tank for now, but in a couple levels could be also a damage dealer... but so far, hide behind his shield!

Sim will most of the time fight defensively, which will give everyone adjacent to him +2 luck bonus to AC and CMD.


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

Great to be chosen, than you DM! I'm excited for this campaign!

Shiv'Raston is a melee using druid who will get Sneak Attack as I go up, but I keep my full druid spells so I can do some healing and combat spells as well, and my Caiman familiar will be hardy enough to help provide flanking.

(At 4th level I'll get a Slayer Talent and the ability to pick up Trapfinding as well if needed).


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Thanks for the message and acceptance, GM NameShortage. I am looking forward to this. If any of you has any questions concerning my character, feel free to ask.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Interestingly diverse party we have here.

It looks like in terms of alignment we have NG, LG, NG, CN, and TN.

Classes we have int-based bard, negative channeling cleric, archer, druid fighter with a caiman, and a halfling tank.

Races we have a Samsaran, Halfling, Aasimar, Dhampir, and one normal human


I wanted each character to fill a niche! I hope everyone feels the party is balanced.

If everyone is ready, I'll get the gameplay thread up sometime before Saturday morning.

One question about Saving Throws: Would you rather I give you the DC and tell you what happens if you fail all at the same time? Or would you rather I just give you the DC then tell you the effects after you roll?


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

I would leave that up to you, but as for my opinion, I will say that if you give us the DC and tell us the effects after, that may give you more free range to describe how badly we fail. If I were to roll a 6 total and Sim rolled a 15 total and the DC was 16, while the damage or effect may be the same, the flavor of what happens to me might be a bit more severe. I know it's a neutral answer but meh :P


However you feel more comfortable, really. We'll adapt.


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

I'd prefer for you to give us the DC and the description of what happens, since it speeds the game A LOT. PbP is not the fastest modality and everything that speeds gameplay is always a good idea.

Regarding the description of the severity of the effects as Lash mentioned, I believe we can do it ourselves. If I critically fail a fort save against poison, for sure Sim will be screaming in pain for his mama.

I have the same opinion on every kind of DC possible that gives us some information: Knowledge, Heal, Sense Motive, Perception, etc. Just give us what we'll find in a spoiler and trust us to not peek it without passing the test. Most of the games in PbP end because of slowing down too much and players/GMs loosing interest so this is our first priority to make it run as fast and smoothly as possible.

Also, since you mentioned this is your first game as a PbP GM, if you wish I can also share many other methods that work really well in PbP to speed the game.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |
Sim Calinean wrote:
Regarding the description of the severity of the effects as Lash mentioned, I believe we can do it ourselves. If I critically fail a fort save against poison, for sure Sim will be screaming in pain for his mama.

That's true. I'd agree. We can always flavor it ourselves, and whatever speeds up the game, I suppose that would be grand for me. :)


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

I agree with all mentioned and add one more.... Sometimes you may want to post a "everyone roll a perception check", but not what it is for. Reason: There is something that we might not notice and there is no reason to tell anyone that doesn't see it, secret door for example. Once you get a reply high enough to notice it you can reply as to what was found and that no more are needed. Or, the trap wasn't noticed and it activates! It can add to the anticipation of the game without slowing things too much, especially since you have requested that we all post at least once per day!

Some GM's just roll for the players, but I've noticed that some players don't like that. {shrug}


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

I have the opinion that a roll is a roll no matter who rolls it. As long as there is no decision making involved, I'm all for the GM rolling as much as he can in order to keep the game going. I usually call these rolls "passive rolls".

The idea is that whenever something occurs in game that the only possible outcome is for the player to roll a particular check or save, the GM can simply roll it and tell us what happened.

Example:
Lets say the players are about to open a trapped door with some monsters on the other side of said door. So far the players don't know that the door is trapped or that there are monsters on the other side and unless they discover that, they will proceed to open the door.

There is no decision involved here, so the GM can roll for the players both Perception checks to see if they notice the trap and/or the monsters. If the players do notice either/both of them, then the players have a decision to make (disarm the trap, goad the monsters, buff, etc.) and the GM can't move forward without said decision.

However, if the players failed to notice both dangers, they still have no decision to make as their original plan to open the door is still perfectly fine in their point of view. They open the door and spring the trap. Let's say this trap requires a Reflex save. Once again the players have no decision to make (generally barring some special immediate action ability) so the GM could simply roll for them and say who was hit by the trap and then roll Initiative to start combat, and even a knowledge check to identify such monsters. The players can't simply decide they won't be hit by the trap or that they want to start a combat if the enemies do and as soon as they see the creatures, their brain will automatically recollect the information (the players can't chose not to know something).

Doing it this way, assuming the players did not notice neither the traps nor the monsters, in a single post the GM could move from "opening the door" to "fighting ghouls", while asking the players to roll for everything would take possibly 4 posts (1 to detect the dangers, 1 to save against the trap, 1 to roll initiative and 1 to roll for knowledge). Considering the rate of 1 post per day, this simple thing that would be solved in minutes in a F2F game could possibly take 4 days in PBP!


I agree and I have zero problems with the GM rolling for us, always with having reactions and immediate actions in mind (those are not very well suited for PbP, yeah).


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

Yeah- I'm fine on saves being done however is easiest; in my own games I use a hybrid approach were if the result makes a huge difference on the continuation of combat I as the DM roll it, but if its something like a difference of a modest amount of damage I'll have the player roll.

Ultimately whatever seems to keep the game flowing best at the time is good :)


Marcos, I was looking at your character and I think you missed the free feats of:

Power Attack
Weapon Finesse
Combat Expertise
Deadly Aim

Everyone double check and make sure you're good to go.


Male Human Teacher (Adults) 1

Oh, yes, I did miss it, thank you!

Actually, Weapon Finesse might help Marco do something other than just watch while he gives away bonuses :P


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Thanks. I had forgotten Weapon Finesse.... Helpful since I'm not strong and using light weapons!


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |
Jereru wrote:
Actually, Weapon Finesse might help Marco do something other than just watch while he gives away bonuses :P
Kahli Salist wrote:
Thanks. I had forgotten Weapon Finesse.... Helpful since I'm not strong and using light weapons!

We can rebuild them. We have the technology. We can make them better than they were. Better, stronger, faster.


Male Human Teacher (Adults) 1

Marco, the Six Million Dollar Bard :p


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Yay, it's started!


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Our party very well may be so loud that we'll just scare all the monsters out of our pathway.


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

Hah, I'm glad because I'd hate to be the one butt-hole in heavy armor clanking around with a bunch of otherwise very stealthy characters.


At least with a loud party, we don't have to deal with surprise rounds!

I'm gonna let you guys find a boombox in the first room to get it over with haha


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Just asking because I am not sure, but if I spotted the dog in the surprise round, I'm flat-footed because he goes before me. Because I saw it, I do get a standard/move action correct as a reaction in the surprise round? I can't really use either at the moment without getting attacked, and I have nowhere to go, but I can ready an action to move on Shiv's turn right? And I'd no longer be flat-footed if the dog attacks on round 1?

I'm trying to understand. I'm not very good at combat lol.


It rolled higher initiative than you, so it would go first in the Surprise Round, which comprises of just you and it. It does its attack, but you are correct in that you should not have been Flat Footed (it was a miss either way). You can use your Surprise Round standard action to ready a move action. So on Shiv's turn, as he moves forward, you'll step back then fire?

And your breakdown of your turn was great! Thanks!


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Oh, I think I'm still supposed to be flat-footed in the surprise round, as he goes first before I've had a turn as you've said.

I was saying that in Round 1 (after the surprise round), since I saw him and I technically had a turn, I wouldn't be flatfooted anymore, even if he goes before me. Technical mumbo jumbo...anywho, cool!


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

Ohh! Our first combat! Alright!


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

That's right! Get in there and kick some butt! I sure hope eventually these passageways open up.


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

GM, do you prefer for all of us to post what we want to do and then you accommodate it according to what happens in combat, or do we wait and post in order of initiative? The first option requires more work from you but is really much faster.


Yeah, I was thinking about that overnight and I think option one is the way to go. Post your preferred actions, then post an OOC contingency plan, and I'll make everything fit.

For example, you want to move 10ft and attack, but if the creature is dead by the time you get there, you'll heal so-and-so.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Wow! I should have checked this thread before I went to bed last night....


Yes, it's a pain in the arse for me to go first because you people will probably be waiting till I wake up :p I'm gonna try to do a "standard opening" for combats, so you can bot if needed. For rounds 2 onward, it's not too important, I guess - as long as the bard is using performance, it's fine :P


Sim, with Lash moving back, you can step up to E3 and take her spot without provoking an AoO. If you wanna do that, you can also roll any potential attack and damage.


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

And don't forget your +1 to attack and damage! GM, if you could be so kind as to add mine in your totals too from Inspire Courage


I hope that kind of summary works for everyone! I kinda tweaked actions to fit initiative order and what had happened at different times. It was a little bit of work, but something like that can allow us to do a round (or more) a day depending on how fast everyone can post.

If not, I'm open to suggestions!


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Cool Marcos! Immediate action to grant another chance to save.... Gotta remember that one for one of my bards!


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Oh gosh...I am just realizing another mistake with my character sheet. I'll message you Gm!


Ugh, bad luck on that reroll, Shiv.


AC 19 T 11 FF 18 | HP 19/21 Croc HP 9/11 Samsaran Druid (Nature's Fang) 3

It happens haha. My luck is not always the best. Yeah, that's a pretty sweet ability, sorry I couldn't make it worth the while!

And GM- I'm fine with resolving actions like that, it works.


When the Dice Gods are angry... xD


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Yep. I've seen a +20 roll fail by angry dice.... :) At least it's disease, not poison. We've got a day before the effects kick in. And maybe we'll find some way to resolve it before then!


Sim, can you break down how you get to AC:27 T:19 FF: 19? It's not that I don't believe you, I just haven't figured it out lol


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.
GM NameShortage wrote:
Sim, can you break down how you get to AC:27 T:19 FF: 19? It's not that I don't believe you, I just haven't figured it out lol

Sure thing!

First there is the "fighting defensively" modifier that anyone can apply when attacking. It gives you +2 dodge bonus to AC (and thus to CMD as well) but imposes -4 on all attack rolls for a full round (including future AOOs).

Then, there is the Cautious Fighter feat, which increases the dodge bonus from "fighting defensively" or "total defense" by 2.

Finally, there is the trait Coutious Warrior that does the same thing as the previous feat, but increasing the bonus by only 1.

Since both feats actually increase the bonus they stack with each other, that without considering that dodge bonuses, unlike other bonus, always stack with each other.

In total, when "fighting defensively", Sim gets +5 dodge bonus and -4 to attack and when using "total defense" he gets +7 dodge bonus but can't attack at all.

At level three, when Sim gets 3 ranks in acrobatics, the bonus will further improve by 1 for "fighting defensively" and by 2 for "total defense".

Now, thanks to his Blundering Defense feat, he will able to provide half that bonus to his adjacent allies, thus making Sim a tank that actually work in Pathfinder, since he not only is hard to get but also boosts his allies. Normally a smart enemy could simply kill all the others and leave the tank for the end and be safe.


Ahhh, that is very specific wording that makes that work. Super clever!

Not that I'm "GM vs Player" per se, but that will be a fun challenge to overcome haha


INACTIVE Female Aasimar | HP: 48/48 | AC: 17 (T15, FF16) | INIT: +3 | Fort: +8 Ref: +6 Will: +9 (Acid/Cold/Elect Resist 5) | CMB: +4 | CMD: 19 | Ki Pool: 4/6 | Slowfall | SKILLS | Acrobatics +7 | Disable Device +12 | Perception +12 | Sense Motive +14 | Stealth +6 | Survival +8 |

Now you just need to antagonize them :P


Male NG halfling fighter 21 | HP: 235/235 | AC: 55 (25 Tch, 46 Fl) | CMB: +25, CMD: 50 | F: +25, R: +33, W: +24* | Init: +19 | Perc: +33, SM +3 | Speed 20ft | Active conditions: None.

Yeah lol

And it only works for halflings, which are generally not thought when someone thinks about tanks! I believe Sim falls in the "thinking outside of the box" characters.

While I know it is a LOT at first levels, there is no way to increase them (that I'm willing to do) further.

My plan for him is to invest in feats that will further boost his allies but also allows him to do a bit more damage so is not solely focused on his defense.

@Lash: Not sure if it would fit my idea of Sim. He is not one to openly provoke or challenge others. It could work with Diplomacy, but then it is not a class skill and I believe there is not enough skill points... also, I believe will not work on many enemies since it is a mind-affecting thing.


Cleric of Calistria | HP: 30 (of 30) | Init: +2, MAB: +4/+5, RAB: +5 | Fort: +5, Reflex: +4, Will: +7 | AC: 19, FF: 16, Touch: 13 | Diplomacy: +10, Heal: +9, Know:Religion: +5, Perception: +13, Sense Motive: +10 | Selective Channel 7 (of 7) 3d3+ -3 to attack, Will DC15 to ignore the attack penalty | Bit of Luck 3 of 5 | Copycat 5 of 5 | CLW Wand Charges: 47 | 1 points INT damage

Maybe I'll take antagonize and stand behind Sim....


I'm having an idea for how to split up Initiative for making combat easier to smooth out:

I'll roll all your initiatives, then average them out. Then I'll roll all the enemy's initiatives, then average them out. Whichever group has the higher average initiative goes first.

For example:

Lash Vaeledi Init: 1d20 + 3 ⇒ (2) + 3 = 5
Sim Calinean Init: 1d20 + 3 ⇒ (13) + 3 = 16
Shiv'Raston Init: 1d20 + 1 ⇒ (15) + 1 = 16
Kahli Salist Init: 1d20 + 2 ⇒ (3) + 2 = 5
Marcos Init: 1d20 + 2 ⇒ (6) + 2 = 8

Average: 50 / 5 = 10

Enemies:

Goblin 1 Init: 1d20 + 6 ⇒ (12) + 6 = 18
Goblin 2 Init: 1d20 + 6 ⇒ (12) + 6 = 18
Goblin 3 Init: 1d20 + 6 ⇒ (20) + 6 = 26

Average: 62 / 3 = 20.6

So the group of Goblins go first, 3->1->2, then the PCs go Sim->Shiv->Marcos->Kahli->Lash.

What's everyone's thoughts? Or if you have another/better way, I'm all ears!

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