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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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

perception: 1d2 + 5 ⇒ (2) + 5 = 7


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

Meant to post the swim earlier:

Swim: 1d20 + 7 ⇒ (14) + 7 = 21

Con: 1d20 + 2 ⇒ (7) + 2 = 9


Otto swims down into the water and spots a large opening in the side of the wall, swimming a bit further he can see the opening leads into a tunnel and though visibility is still limited to about 25’-30’ there is definitely a light source somewhere within the tunnel.


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 resurfaces to explain the situation.

There seems to be a way forward, lads.

How can we transport Colm's armor? Do we each carry some of it?

Or are we going to have to split the party?


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 do have this potion of waterbreathing/swimming with 2 doses, that gets me there and back...


Vin? Carbour?


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

Vin looks dubiously at the waters-I'm not sure Otto. Light sources aren't air and not all of us are strong as an ox or magicked with potions. Why don't you make sure there is a place where we can catch our breath before we all commit to drowning?

dice gods: Is this clearly the only remaining path forward or are there other unexplored areas for us to review?


There was also the room with the walkway around the water, you could check within the water there as well. You are not aware of any other unexplored areas.


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

should we tie a rope to him and we can use it as a guide....he can pull on it 3 times if we are to proceed...


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

I am game to scout further. A rope sounds good both as a trail and a precaution. How about two pulls for safe, three to pull me back?

Otto starts to tie a rope around his waist and is ready to take a dive.

@Dice gods: Any rolls to tie the rope? Reading the skill page for Swim at d20pfsrd has confused me about how long Otto can hold breath and how far he can move per check . . . Basically what do you want me to roll to get deep into the tunnel? Thanks


Do you have more than one rope to tie together? You are pretty sure that 50' is going to fall short. No special roll for the rope.

Swim check for swimming.

Con check for breath holding, though I do not ascribe to the Pathfinder breath holding rules. I find them to be totally out of whack based on my experiences.


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

Did anyone else have rope? If so, Otto will wait to tie the ropes together.

If not, Otto is willing to risk it.

Swim: 1d20 + 7 ⇒ (16) + 7 = 23

CON: 1d20 + 2 ⇒ (8) + 2 = 10

@dice gods: Yeah, the breath holding was crazy by my reading. Let me know if I have to roll more swims to get further?

Ninja Edit: Can Otto take 10 on holding breath? Disappointed in the roll.


Otto plunges into the water again and makes his way down and into the tunnel heading towards a light that he hopes indicates a place where he can breathe.

Otto:
Halfway down the tunnel you realize that you don't think you have enough air to make it back, committed you swim on desperately until you break the surface of the water in a small room half of which is water and half of which is a stone floor about a foot above the water level. There are a couple of torches on the wall and a single door.


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

Alright, Otto tempts fate by trying to return to the team.

Swim: 1d20 + 7 ⇒ (16) + 7 = 23

CON: 1d20 + 2 ⇒ (3) + 2 = 5

OMG! I am cracking up at these rolls. I hope you ruled that Otto can take 10. . . . Yikes


Otto doesn't get a good breath and has to turn back. He prepares himself better and makes it back to the group on his second attempt.


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

well Otto...what awaits us.....


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

Catching his breath:The tunnel is longer than I expected. Or I must continue to train for conditioning. However, there is a door in a small alcove. We could try your rope idea so I can guide you and Vinyarion.


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 many feet of rope do we have? i have none....


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've got 50' of rope


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 has 50 ft of rope as well.


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

do ya think a 100' would cover it Otto?


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

Vinyarion also has 50' of rope.


100' is enough. Are you trying to swim in armor? If so, make sure to apply the armor penalty.

Probably the best way to do this would be to have Otto go back with one end of the rope and hold it at other end, then you guys could pull yourselves along the rope.

Make swim and con checks when you go.


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

I guess a better way to die then in some beast's belly...-Vinyarion thinks forlornly

CON: 1d20 ⇒ 5
swim: 1d20 ⇒ 4


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 attempts to take another trip through the tunnel, with the rope.

Swim: 1d20 + 7 ⇒ (1) + 7 = 8

CON: 1d20 + 2 ⇒ (12) + 2 = 14

Oof


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

TPK swimming!


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

swim: 1d20 + 2 ⇒ (9) + 2 = 11

con: 1d20 + 2 ⇒ (19) + 2 = 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

swim: 1d20 + 4 - 7 ⇒ (5) + 4 - 7 = 2

con: 1d20 + 2 ⇒ (16) + 2 = 18


Carbour: armor check penalty for banded mail is -6

Carbour and Colm flail about in their armor, almost drowning, and barely make it back to the starting point.

Otto momentarily forgets how to swim, back to the start.

Vin splashes about and sucks in a bunch of water before making it back to the start.

DM note: No more underwater adventures for the party, especially Colm who has a potion but doesn't use it.


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

Alright, let's try this again:

Swim: 1d20 + 7 ⇒ (9) + 7 = 16

CON: 1d20 + 2 ⇒ (20) + 2 = 22


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

-just seeing if you're paying attention, but of course you are, oh magnificent one-

cough, cough...maybe I should take my potion.
drink my potion before next attempt.


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 takes his armour off.....and wraps it together....and tries again.....using the rope as a guide....

swim: 1d20 + 2 ⇒ (18) + 2 = 20

CON: 1d20 + 2 ⇒ (17) + 2 = 19


You're up Vin.


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

Bizarro Vinyarion cuts the rope and heads back to the ship selling the piece to the Aspis Consortium and lives out his days in luxury.

I've probably got the hang of this now; should be just like walking through a beautiful forest...

CON: 1d20 ⇒ 3
swim: 1d20 ⇒ 6


As Vin starts to panic as his breath begins to run out, Carbour grabs him by the collar and pulls him along, the entire group makes it to through the tunnel and surfaces in a small room with a single 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

climb out...wipe armour dry....this will need oiling


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

Once Vinyarion recovers from his second near drowning he takes a look at the door and the room.

perception: 1d20 + 10 ⇒ (4) + 10 = 14+1 for guidance; +1 for traps
disable device: 1d20 + 10 ⇒ (17) + 10 = 27+1 for guidance; +1 for traps


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

perception: 1d20 + 5 ⇒ (13) + 5 = 18


Looks like a normal wooden door, no traps are found. The room is basically empty except for a couple of torches on the wall.


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

Lead the way Otto. Suggest him first then Colm, Carbour, and me.


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

are torches lit?


Yes, the torches are what produced the light that enabled Otto to discover this place.


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 will open the door.

Perception: 1d20 + 9 ⇒ (4) + 9 = 13


The cold air of a crypt and several skeletons greet Otto as he opens the door. The boney fingers of two skeletons claw at Otto forcing him back!

Claw: 1d20 + 3 ⇒ (15) + 3 = 18
dam: 1d4 + 1 ⇒ (2) + 1 = 3

Claw: 1d20 + 3 ⇒ (1) + 3 = 4

Claw: 1d20 + 3 ⇒ (19) + 3 = 22
dam: 1d4 + 1 ⇒ (2) + 1 = 3

Claw: 1d20 + 3 ⇒ (16) + 3 = 19
dam: 1d4 + 1 ⇒ (2) + 1 = 3

Six skeletons in total force their way into the room with you. 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

-9/23 HP

Otto fights his combatants off with a flurry of blows from his chain

Nine Section Whip PA: 1d20 + 5 ⇒ (17) + 5 = 22

Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Nine Section Whip PA: 1d20 + 5 ⇒ (15) + 5 = 20

Damage: 1d8 + 5 ⇒ (7) + 5 = 12


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

Stay strong Otto

Attack!

scimitar: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d6 + 6 ⇒ (2) + 6 = 8


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

Vinyarion moves back towards the doom of water and fires a glob of acid at the unengaged skeleton.

touch/acid: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 121d3 + 1 ⇒ (1) + 1 = 2

Get in there 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

gspa: 1d20 + 2 ⇒ (19) + 2 = 212d6 + 6 ⇒ (6, 6) + 6 = 18


Otto's whip bludgeons two skeletons to pieces. Colm's blade rakes across skeletal ribs doing a bit of damage but less than it would on a living opponent. Vin's acid burns into a skeleton doing some minor destruction. Carbour's swing smashes some bones apart dismantling a skeleton but like Colm's blade it is less effective than it would be on living flesh.

The three remaining skeletons continue attacking.

Carbour
claw: 1d20 + 3 ⇒ (13) + 3 = 16
claw: 1d20 + 3 ⇒ (13) + 3 = 16

Colm
claw: 1d20 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 3 ⇒ (6) + 3 = 9

Otto
claw: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (14) + 3 = 17
dam: 1d4 + 1 ⇒ (3) + 1 = 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 + 7 ⇒ (12) + 7 = 19
damage: 1d6 + 6 ⇒ (4) + 6 = 10

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