to join the fray (Inactive)

Game Master Daedeloth

Our adventurers start in the city of Magnimar as new recruits for the pathfinder society ready to join the fray.


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AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

Room search with ~detect magic~ perception: 1d20 + 10 ⇒ (3) + 10 = 13+1 for traps +1 for guidance

Exits?


Otto and Vin scan the room failing to identify anything of value or anything magical. In the far right corner of the room some footholds/handholds have been cut into the stone, the lead 20' up to what looks like a 4'x4' trap door.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

carbour detects cast detect magic


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

With footholds and such, no Climb check, right?

Otto suggests to Vinyarion: Do you mind taking a look at the trap door up there?


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

Viyarion eyes the climb dubiously-It's a long way up, but I guess I'm the elf for the job and all.

climb if required: 1d20 ⇒ 16+1 for guidance
perception: 1d20 + 10 ⇒ (20) + 10 = 30+1 for traps
disable device: 1d20 + 1 ⇒ (10) + 1 = 11+1 for traps


No magic detected Carbour.

Vin easily climbs up and identifies a trap, but unfortunately disabling it from his precarious position proves too difficult, a burst of flames scorches him.

dam: 3d4 ⇒ (4, 3, 1) = 8 reflex for 1/2 dam


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

REF: 1d20 + 5 ⇒ (15) + 5 = 20
-4/11 HP

Vinyarion climbs back down, a little singed and with a calm voice-Door is clear. One you stalwart souls can open it and see what doom lies beyond.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

i will


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Otto watches the explosion, thinks of a past life, and feels a little wiser in this one.

He waits for Carbour to open the door.


Carbour opens the trap door revealing a 15'x10' room with doors to the left and right. There is a pool of what looks like dried blood just in front of the trap door.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

Carbour looks about the room....including the ceiling just above the pool of blood
perception: 1d20 + 5 ⇒ (6) + 5 = 11


Carbour doesn't see anything in the room beyond what was described. The ceiling is about 25' up and made of stone.


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

Vinyarion will go up and lent his eyes and ~detect magic~ to the search.

perception: 1d20 + 10 ⇒ (20) + 10 = 30+1 for traps; +1 for guidance


Vin doesn't detect any magic or see anything additional, the dried stuff is definitely human blood.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

Carbour moves in.....allowing the party to join....at the ready with his blade...


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Upon arriving: That is an ominous sign. Left or right, Vinyarion?


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

-4/11HP

Vinyarion inspects the door on the right with Carbour's guidance.

perception: 1d20 + 10 ⇒ (19) + 10 = 29+1 for traps; +1 for guidance
disable device: 1d20 + 10 ⇒ (6) + 10 = 16+1 for traps; +1 for guidance


No traps found.


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Otto opens the door on the right.


Otto opens the door into a 12’x12’ room, there is no far wall, you are looking out over the sea.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

how high from the sea is this room....is it the type we could jump or climb down safely from


You are maybe 25' or so above the water.


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

this looks like a good room from which we can signal from and make a hasty exit....


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

-4/11HP

Vinyarion nods at Carbour's statement, surveys the room as well, and then checks out the other door.

~detect magic~
room: 1d20 + 10 ⇒ (10) + 10 = 20+1 for traps; +1 for guidance

perception: 1d20 + 10 ⇒ (4) + 10 = 14+1 for traps; +1 for guidance
disable device: 1d20 + 10 ⇒ (14) + 10 = 24+1 for traps; +1 for guidance


Vin detects illusion magic where the far wall should be, you believe that anyone viewing from the outside would see a wall.

No traps detected.


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Agreed, Carbour.

Open the other door that Vin checked.


Otto opens the door revealing a messy room with trash and some straw stuffed mattresses on the floor. The room also contains 4 rats and a humanoid rat creature with a sword, based on descriptions you've heard you are pretty certain its a wererat.

init M: 1d20 ⇒ 14
init P: 1d20 ⇒ 14

party action


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

-4/11HP

Doing his best to avoid any chance at melee, Vinyarion fires a jet of acid at the werereat:
touch attack on flat footed AC: 1d20 + 3 ⇒ (20) + 3 = 232d6 + 8 + 1d6 ⇒ (2, 1) + 8 + (2) = 13


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

If the path is clear, Otto moves to engage the wererat (else, Otto will fight one of the rats that obstructs his path**):

Nine Section Whip: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 1d8 + 3 ⇒ (3) + 3 = 6

**Just trying to avoid AOOs


Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
Saves:
Fort+6/Reflex+4/Will+3(+1vs.fear)
Skills:
know(nature)+4/perception+6/survival+5/climb+8/swim+8

take on the wee ratties,

Attack!

scimitar: 1d20 + 6 ⇒ (4) + 6 = 10


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

gspa: 1d20 + 2 ⇒ (15) + 2 = 172d6 + 6 ⇒ (3, 4) + 6 = 13


Vin blasts the wererat with acid, Otto whips a rat injuring it, Colm misses, Carbour splatters a rat.

Rats attack Otto, Colm and Carbour and the wererat goes after Carbour as well.

Otto
bite: 1d20 + 3 ⇒ (5) + 3 = 8

Colm
bite: 1d20 + 3 ⇒ (6) + 3 = 9

Carbour
rat: bite: 1d20 + 3 ⇒ (4) + 3 = 7

wererat: sword: 1d20 + 4 ⇒ (16) + 4 = 20 dam: 1d6 + 4 ⇒ (4) + 4 = 8
bite: 1d20 + 3 ⇒ (12) + 3 = 15


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Flurry of blows on my rat:

Nine Section Whip PA: 1d20 + 4 ⇒ (3) + 4 = 7

Nine Section Whip PA: 1d20 + 4 ⇒ (2) + 4 = 6

Well let's get these rolls out of the way at least.


Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
Saves:
Fort+6/Reflex+4/Will+3(+1vs.fear)
Skills:
know(nature)+4/perception+6/survival+5/climb+8/swim+8

Attack!

scimitar: 1d20 + 6 ⇒ (3) + 6 = 9

-booooooooo-


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

-8
Carbour counters
GSPA: 1d20 + 2 ⇒ (20) + 2 = 222d6 + 6 ⇒ (6, 3) + 6 = 15


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

Assuming Carbour crushes the wererat, Vinyarion fires a glob of acid at the regular rat.

touch attack: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 81d3 + 1d6 ⇒ (2) + (1) = 3


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

The dice gods giveth and they taketh away


Otto and Colm are outmaneuvered by the rats. Carbour cuts down the wererat with a mighty chop of his sword. Vin drops a glob of acid on his own foot for 1 hp damage.

Otto
bite: 1d20 + 3 ⇒ (14) + 3 = 17
dam: 1d6 + 2 ⇒ (2) + 2 = 4

Colm
bite: 1d20 + 3 ⇒ (14) + 3 = 17

Carbour
bite: 1d20 + 3 ⇒ (14) + 3 = 17


saves:
fort+6 will+8 ref+3
Melee:
+4 to hit (2STR/1BAB/1weapon focus); 2d6+3(2st);PA +2/2d6+6
AC-19 HP16 INIT+1 PER +5

GS: 1d20 + 4 ⇒ (10) + 4 = 142d6 + 3 ⇒ (4, 2) + 3 = 9


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

-4 HP

Otto tries to focus his flurry of blows:

Nine Section Whip PA: 1d20 + 4 ⇒ (6) + 4 = 10

Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Nine Section Whip PA: 1d20 + 4 ⇒ (14) + 4 = 18

Damage: 1d8 + 5 ⇒ (3) + 5 = 8


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

-5/11 HP

YOWCH! That stuff hurts! OK let's try this again-step, two, three, lob...

Attempt on Carbour's:

touch attack: 1d20 + 3 + 2 - 4 ⇒ (17) + 3 + 2 - 4 = 181d3 + 1d6 ⇒ (2) + (1) = 3


Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
Saves:
Fort+6/Reflex+4/Will+3(+1vs.fear)
Skills:
know(nature)+4/perception+6/survival+5/climb+8/swim+8

Attack!

scimitar: 1d20 + 6 ⇒ (3) + 6 = 9

-I'm mystified by the rats-


Two of the three rats go down, leaving Colm's rat to fight on by itself.

bite: 1d20 + 3 ⇒ (9) + 3 = 12


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Otto moves to rescue Colm from the rat menace:

Nine Section Whip PA: 1d20 + 4 ⇒ (7) + 4 = 11

Damage: 1d8 + 5 ⇒ (6) + 5 = 11

And fails . . .


Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
Saves:
Fort+6/Reflex+4/Will+3(+1vs.fear)
Skills:
know(nature)+4/perception+6/survival+5/climb+8/swim+8

Attack!

scimitar: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 + 6 ⇒ (5) + 6 = 11


The last rat goes SPLAT!


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL

~detect magic~

Searching the room perception: 1d20 + 10 ⇒ (8) + 10 = 18+1 for traps +1 for guidance


AC 17; HP 23; INIT +2; PERCEPTION +8
Combat:
Unarmed +5 / 1d6+3; Nine-Section Whip +6 / 1d8+3
Saves:
Fort +6 Ref +5 Will +3

Help search the room:

Perception: 1d20 + 9 ⇒ (5) + 9 = 14


Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
Saves:
Fort+6/Reflex+4/Will+3(+1vs.fear)
Skills:
know(nature)+4/perception+6/survival+5/climb+8/swim+8

Search for goodies!

perception: 1d20 + 6 ⇒ (11) + 6 = 17


There is another door. No magic or traps detected, though the wererat had a pouch with 50 gold.

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