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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-5/11HP

Vinyarion checks the door

perception: 1d20 + 10 ⇒ (8) + 10 = 18+1 for traps +1 for guidance
disable device: 1d20 + 10 ⇒ (19) + 10 = 29+1 for traps +1 for guidance


Vin disables the door's lock.


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

You're up Otto.

Vinyarion steps away from the door and any dangers behind.


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, ready for battle!


Otto opens the door to a 12'x12' room filled with 5 rats!

M init: 1d20 ⇒ 6

P init: 1d20 ⇒ 15

party action


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

-4/23 HP

Move to attack a rat:

Nine Section Whip PA: 1d20 + 4 ⇒ (16) + 4 = 20

Damage: 1d8 + 5 ⇒ (6) + 5 = 11


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

Vinyarion lobs a gob of acid at an unengaged rat as he stays away from melee:

touch attack on flat footed AC: 1d20 + 3 ⇒ (10) + 3 = 131d3 + 1d6 ⇒ (1) + (3) = 4


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 ⇒ (2) + 6 = 8


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 ⇒ (11) + 2 = 132d6 + 6 ⇒ (5, 2) + 6 = 13


Otto's whip slashes across the face of his adversary removing an eye and knocking the beast unconscious.

Vin's gob/glob of acid melts away fur and skin but can't completely stop a rat.

Colm swings wildly and misses, rodent extermination is a tough business.

Carbour's rat almost ducks out of the way of his big blade, but isn't quite fast enough as the top few inches of his skull are sheered off!

The three remaining rats attack the melee combatants unsuccessfully.

Otto
bite: 1d20 + 3 ⇒ (8) + 3 = 11

Colm
bite: 1d20 + 3 ⇒ (3) + 3 = 6

Carbour
bite: 1d20 + 3 ⇒ (3) + 3 = 6


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 ⇒ (15) + 6 = 21
damage: 1d6 + 6 ⇒ (3) + 6 = 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

Otto whips the rat in front of him, furiously:

Nine Section Whip PA: 1d20 + 4 ⇒ (19) + 4 = 23

Damage: 1d8 + 5 ⇒ (7) + 5 = 12

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


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

Vinyarion waits to see if his friend dispatch the remaining rodents and will fire acid at any surviving foe.

touch attack: 1d20 + 3 + 2 - 4 ⇒ (19) + 3 + 2 - 4 = 201d3 + 1d6 ⇒ (1) + (6) = 7


Carbour?


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

oppps...sorry thought i sent

gspa: 1d20 + 2 ⇒ (17) + 2 = 192d6 + 6 ⇒ (2, 6) + 6 = 14


The party makes short work of the rest of the rats splattering gore throughout the room including upon the walls but somehow the large set of doors across from you remain unblemished.

The doors are a set of large silver hued metallic double doors with a golden script upon them.

*The script is a series of letters in elven in the following order: R, A, A, D, T, S, R, W

*(Assuming Vin would share this info.)

Roll any knowledge checks you possess for potential additional information.


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

Vinyarion thoroughly searches the room before unleashing his energy at the doors and strange elven letters.

On room
~detect magic~ perception: 1d20 + 10 ⇒ (6) + 10 = 16+1 for traps +1 for guidance

On doors/lettering
~detect magic~ perception: 1d20 + 10 ⇒ (13) + 10 = 23+1 for traps +1 for guidance
arcana: 1d20 + 9 ⇒ (9) + 9 = 18+1 for guidance
dungeoneering: 1d20 + 8 ⇒ (17) + 8 = 25+1 for guidance
history: 1d20 + 8 ⇒ (4) + 8 = 12+1 for guidance
local: 1d20 + 8 ⇒ (13) + 8 = 21+1 for guidance
religion: 1d20 + 8 ⇒ (4) + 8 = 12+1 for guidance
linguistics: 1d20 + 8 ⇒ (8) + 8 = 16+1 for guidance
spell craft: 1d20 + 8 ⇒ (18) + 8 = 26+1 for guidance
disable device: 1d20 + 10 ⇒ (14) + 10 = 24+1 for traps +1 for guidance


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

know nature: 1d20 + 4 ⇒ (5) + 4 = 9


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

know religion: 1d20 + 1 ⇒ (20) + 1 = 21


Carbour Frozenroar wrote:
[dice=know religion]1d20+1

FYI, If know religion is a class skill and you've put at least one skill point in it, you get a +3 trained bonus. Same for all class skills.


Carbour and Vin have heard about this type of door, they can't be opened until the letters are put into the correct order, usually spelling out a name or word(s). The letters on the door can be moved by a caster by touching the letter and sliding it to its new position. Just touching the letters can result in damage or other afflictions to the toucher. The first letter touched should be the one you desire to move to become the first letter, the next letter selected should be the one you want to move to the second position, etc. Placing letters in the wrong spot will trigger a negative result, usually some sort of spell or energy damage to those nearby. Doors of this nature are used to keep things of particular value safe.


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 is impressed with the party's prodigious knowledge.

He offers his attempts at unscrambling:

WARD RATS

DRAW RATS

or maybe DRAW ARTS.

Not really sure if I like any of those . . . oh well Otto isn't supposed to be too smart.


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

hmm,we're trying to find the elven star...maybe Star Ward...sounds familiar somehow


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Colm Corbec wrote:
hmm,we're trying to find the elven star...maybe Star Ward...sounds familiar somehow

-5/11HP

Big lug is not as dull as I would have guessed....

That is as sound a guess as any I can come up with Colm. Two things to think about: 1. Who is going to risk the damage of being wrong and 2. We are running low on both time and healing. At what point do we abandon our search and signal the boat to return to the city?

I went back and looked at the posts on page 9 (posts 401-450) and didn't find anything useful for these letters. Maybe someone else will have better eyes.


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

who has the most health....i can stand by to burn a couple spells for healing....


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
Carbour Frozenroar wrote:
who has the most health....i can stand by to burn a couple spells for healing....

I think it's between Carbour and Vinyarion since you need spell casting, and I think Carbour is at full?

Otto think STAR WARD makes a lot more sense. Good call, Colm.

To Vin's second question: I think we ought to try Colm's suggestion, but we should signal soon. But this is easy for me to say as I lack magical ability.

-4/23 HP


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

Vinyarion will use ~mage hand~ if that works to spell out "star ward".


Mage hand does not work on the letters, Vin takes:

fire dam: 1d6 ⇒ 4


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

did the damage happen at the first letter?


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

Ouch! I would have thought mage hand was safe too . . . Carbour?


Colm Corbec wrote:
did the damage happen at the first letter?

The damage occurred when he tried to use mage hand to move the letters.


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

im not sure...perhaps you have to place your hand on the letter and shift it to where you think it should go


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

-9/11HP

YOWCH! That wasn't my best moment ~sigh~

CLW: 1d8 + 2 ⇒ (5) + 2 = 7

-2/11 HP

Well, someone else is welcome to give it a go. I've had enough.


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 places his hand over the "S" and waits to see if it does anything...if it does he moves his hand to the beginning space to where the first "R" is....


Carbour touches and moves the S to the first position, the experience is unpleasant, causing a wave of nausea to pass through him while he is in contact with the letter but the feeling dissipates after the letter is in place and he removes his hand.


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

Nice, try the 'T' next, Carbour.

Colm says with anticipation...


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 at his companions nervously....but continues.....if all goes ok...spelling out star ward


Carbour makes it all the way through spelling out star ward and as he does so the letters sink into the surface of the door and disappear. The group hears a click which you believe is the door unlocking.


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

Hah, guess my mom was right. It pays to eat your vegetables! Bwahahah!!

Colm claps Carbour on the shoulder, good job!.


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

Nicely done. Perhaps we should heal Vinyarion before proceeding?

And anyone else who needs healing, not sure where Carbour and Colm are at. I think Otto is ok for now. No jinx!

-4/23 HP


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

I think Vin healed himself already. He's got some pretty neat skills.

-Colm is uninjured-


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
Colm Corbec wrote:

I think Vin healed himself already. He's got some pretty neat skills.

-Colm is uninjured-

Sorry everyone, I guess that slipped my mind

Retcon: Otto opens the door.


Otto opens the doors. Beyond lies a 12'x12' room in the center of which is a black pedestal that stands about 4' high, upon which sits a silvery piece of triangular metal.


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 magic....
and looks about for anything of note
perception: 1d2 + 5 ⇒ (2) + 5 = 7


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

same for Colm perception: 1d20 + 6 ⇒ (12) + 6 = 18

Oooh, looks magicky.


The triangular piece of metal radiates strong magic.

Carbour and Colm don't notice anything beyond what was described above.


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

-2/11 HP

My guess is that's the piece of the Star that we have been sent to find. Let me take a look around before we do anything else, then we can try and put that thing in a small sack. Keila was pretty clear that we should try to avoid touching it.

~detect magic~
perception: 1d20 + 10 ⇒ (10) + 10 = 20+1 for traps; +1 for guidance
disable device: 1d20 + 10 ⇒ (12) + 10 = 22+1 for traps; +1 for guidance

If everything looks clear Vinyarion will use ~mage hand~ to navigate the piece of metal into a sack/pouch and avoid touching it.


The metal radiates strong magic.

Vin doesn't locate any traps.

Based on its dimensions, you're estimating the piece of metal weighs about 10 pounds. You also know that mage hand does not work on magical objects. Do you still want to try mage hand?


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

Given its estimated weight mage hand would be ineffective. Vinyarion instead puts his hand on the outside of a sack and uses it as a glove to avoid touching the shard while he secures it for transport.


Despite using a sack to touch the metallic object, a wave of chill passes through Vin's body when he lifts it. Make a Will save.

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