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

WILL: 1d20 + 3 ⇒ (15) + 3 = 18


Vin feels several waves of nausea surge through him but he fights the worst of it off.

Vin is sickened.


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

Watching Vin's reaction to picking up the stat unsettles Otto.

Let us protect Vinyarion and get out of here . . .

Descend the tower unless there are objections.


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

You don't look so good Vin. My gran always gave me crackers when I looked like that. Let's move out Otto!


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

let us proceed down to where we entered...colm and otto lead the way...i will help Vin down behind you....if we encounter trouble we can go back to the room with the false wall and exit that way with a rope...


Just as the party finalizes their plans and is about to leave a large half-orc flanked by a pair of club wielding humans arrives outside the magical set of doors blocking your exit.

Half-orc: “Looks like someone got here before us, eh boys? I suppose we should just turn around and go home empty handed, har-har! “

Human on left: “Let me kill’em boss.”

Human on right: “No boss, let me kill’em.”

Half-orc: “Where are your manners boys? Har-har! Alright you lot, give me the star metal and I let you crawl back to whatever hole you creeped out of, otherwise I let Brutus and Crutus here sate their homicidal desires.”


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

Any homo sating here will be done by Carbour.

Attack!

on half-orc

scimitar: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d6 + 6 ⇒ (1) + 6 = 7


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

-2/11HP; sickened

Vinyarion fires a jet of acid at the human on the right before anyone gets into melee.

flat footed touch AC?: 1d20 + 3 + 1 - 2 ⇒ (10) + 3 + 1 - 2 = 121d6 + 4 + 1d6 + 1 ⇒ (1) + 4 + (3) + 1 = 9 DC 15 FORT or be sickened


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

Seeing Colm go for the half orc and the acid fly at the human on the right, Otto decides to engage the human on the left.

Nine Section Whip PA: 1d20 + 4 ⇒ (20) + 4 = 24

Damage: 2d8 + 10 ⇒ (7, 6) + 10 = 23


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 ⇒ (1) + 2 = 32d6 + 6 ⇒ (5, 5) + 6 = 16


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

@$@#


Otto’s whip lashes the man on the left obliterating his face and dropping him to the ground.

Colm and Vin’s attacks narrowly miss.

Carbour twists his ankle awkwardly as he moves forward. -2 to attack next round

On Carbour
club: 1d20 + 5 ⇒ (3) + 5 = 8

On Colm, the half-orc tries to roast Colm in his armor as flames burst from his fingertips.
fire dam: 3d4 ⇒ (3, 2, 3) = 8
DC 14 reflex for 1/2 dam


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 attacks half orc
GS: 1d20 + 4 ⇒ (18) + 4 = 222d6 + 3 ⇒ (2, 3) + 3 = 8


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

reflex: 1d20 + 4 ⇒ (17) + 4 = 21

Attack!

scimitar: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d6 + 6 ⇒ (5) + 6 = 11

-4/23 hp


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

12 is a miss on flat-footed touch AC? Jayzuhs...

Amazed at the difficulty of striking any potential foe and realizing that he might do more harm than good in melee given his sickened condition, Vinyarion stands by with some healing if needed.


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

-2 to my attack for a 20 total


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 assist Colm:

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

Damage: 1d8 + 5 ⇒ (1) + 5 = 6

If possible Otto will move into position to block the half orc's retreat and get into a flanking position (+2 attack bonus?)


Colm, Carbour and Otto all converge upon and batter the half-orc wounding it three times while Vin stands ready to assist.

The unattended man moves to engage Vin but swings wildly.
club: 1d20 + 5 ⇒ (3) + 5 = 8

The half-orc sprays flames at Colm and Carbour!
club: 3d4 ⇒ (3, 2, 2) = 7
DC 14 reflex for 1/2 damage


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

Oops, sorry I misread earlier and thought Carbour went after the other man. Can I disengage from the half orc to help Vin without an AoO? Assuming so . . .

Otto moves to protect Vinyarion.

Nine Section Whip PA: 1d20 + 4 ⇒ (20) + 4 = 24

Damage: 2d8 + 10 ⇒ (6, 5) + 10 = 21


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

reflex: 1d20 + 4 ⇒ (19) + 4 = 23

Attack!

Die you flaming scoundrel!

scimitar: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d20 + 6 ⇒ (6) + 6 = 12

-7/23


Otto’s whips at the man from behind wrapping it around his throat and then jerks it back snapping his neck.

Colm’s scimitar slashes down the half-orc’s chest leaving a gaping wound that finishes him.


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 searches the bodies:

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


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

ref: 1d20 + 3 ⇒ (18) + 3 = 21


Otto finds 2 sets of usable scale mail, 50 gp in coin and a potion of some sort.


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

Just in case

-2/11HP; sickened

~detect magic~
perception: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28+1 for guidance

Let's get back to the ship, shore, and some wine. Maybe some of those crackers too; I feel like I'm going to vomit.


Vin detects magic on the potion and determines it contains 2 doses of a water breathing/swim potion.


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

down to the entryway...and row away and signal


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'll take that potion, if you don't mind. Getting in a boat with this metal shell on makes me a bit nervous.

If there are no objections, Colm takes the potion.


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 agrees and moves with the party to leave the tower.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27


The group makes its way back down to the docks to find 7 rats between them and the boat, another slightly smaller boat is also tied up at the dock. Otto spots the rats before they notice the party.

Party action.


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

Vinyarion casts ~grease~ (10' square) trying to catch as many of the rodents as possible.

https://www.d20pfsrd.com/magic/all-spells/g/grease/


Vin is able to cast grease on 4 of the critters, 2 nimbly move out of the greased area and 2 slip and slide into the water. Post your DC next time Vin, think its 14.

ref: 1d20 + 2 ⇒ (18) + 2 = 20
ref: 1d20 + 2 ⇒ (9) + 2 = 11
ref: 1d20 + 2 ⇒ (20) + 2 = 22
ref: 1d20 + 2 ⇒ (11) + 2 = 13

Action for everyone except Vin, there are 5 rats between you and your boat.


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

Sorry, would have been DC15 REF.


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 fight the rats, avoiding the greased area if possible.

Nine Section Whip PA: 1d20 + 4 ⇒ (9) + 4 = 13

Damage: 1d8 + 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

me too

Attack!

scimitar: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 + 6 ⇒ (4) + 6 = 10

-7/23 hp


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

gs: 1d20 + 4 ⇒ (9) + 4 = 132d6 + 3 ⇒ (6, 4) + 3 = 13


Carbour and Colm each hack down a rat while Otto wounds one.

Car
bite: 1d20 + 3 ⇒ (14) + 3 = 17

Colm
bite: 1d20 + 3 ⇒ (4) + 3 = 7

Otto
bite: 1d20 + 3 ⇒ (20) + 3 = 23
dam: 2d4 + 2 ⇒ (2, 3) + 2 = 7


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

-2/11HP; sickened

Vinyarion uses the last charge from the healing rod to channel, avoiding injured/dead rats.

heal everyone: 1d6 ⇒ 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 ⇒ (8) + 6 = 14
damage: 1d6 + 6 ⇒ (2) + 6 = 8

-2/23 hp


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

-7/23 HP

Otto does a flurry of blows to try to finish his rat.

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

Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Nine Section Whip PA: 1d20 + 4 ⇒ (9) + 4 = 13

Damage: 1d8 + 5 ⇒ (7) + 5 = 12


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

-7/23 HP

Otto does a flurry of blows to try to finish his rat.

[dice=Nine Section Whip PA]1d20+4

[dice=Damage]1d8+5

[dice=Nine Section Whip PA]1d20+4

[dice=Damage]1d8+5

Is that -7 with my +3 pulse heal applied?


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
Vinyarion Ohtar wrote:
Otto Adler wrote:

-7/23 HP

Otto does a flurry of blows to try to finish his rat.

[dice=Nine Section Whip PA]1d20+4

[dice=Damage]1d8+5

[dice=Nine Section Whip PA]1d20+4

[dice=Damage]1d8+5

Is that -7 with my +3 pulse heal applied?

Yeah, actually after double checking it is -8. I was down -4 from before the goons, somehow didn't get touched there, and el rato dealt 7.


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

ga: 1d20 + 4 ⇒ (2) + 4 = 62d6 + 3 ⇒ (3, 5) + 3 = 11


Two of the three remaining rats go down and the last one seemingly recognizes the hopelessness of continuing the fight and scurries off.


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 checks to see if our boat was sabotaged:

Perception: 1d20 + 9 ⇒ (13) + 9 = 22

He also takes a look at the smaller boat for any goodies, traps, etc.:

Perception: 1d20 + 9 ⇒ (20) + 9 = 29

Any interest in trying to take their boat for sale?


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

-sickened-

Fighting back some bile-Yes, we should absolutely take the boat. To the victor the spoils and all that. Let's go.


*Clarification from Colm, when you said you were taking the potion did you mean to drink it or just take it into your possession?

Otto doesn't see any signs of sabotage in your boat.

He does find some fishing gear and 50' of bloodvine rope in the other boat.

Any other actions from Colm and Carbour before leaving? Are you going to tow the other boat or is the group going to split up into 2 different boats? Max capacity of the other boat is 3 persons.


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

-putting it in an easy spot to get to if needed, not drinking yet-

I say we tow it...


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

yes....tow it....after securing the item then signal with a light

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