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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Otto strikes the large bone dog which is looking to be on its last legs. Colm just plain misses. Carbour and Vin wait.

Colm gets raked by a massive claw which rips deep into his flesh.
bite: 1d20 + 6 ⇒ (14) + 6 = 20
claw: 1d20 + 6 ⇒ (9) + 6 = 15
claw: 1d20 + 6 ⇒ (17) + 6 = 23
dam: 1d8 + 3 ⇒ (8) + 3 = 11

Otto
bite: 1d20 + 6 ⇒ (8) + 6 = 14
claw: 1d20 + 6 ⇒ (11) + 6 = 17
claw: 1d20 + 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

Vanquish the bone dog!

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

Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Nine Section Whip PA: 1d20 + 5 ⇒ (6) + 5 = 11

Damage: 1d8 + 5 ⇒ (1) + 5 = 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 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 6 ⇒ (5) + 6 = 11

-16/23 hp


Any actions from the peanut gallery.


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

Not wanting to launch any shots in the back of a companion, Vinyarion uses a healing pulse from the rod.

pulse heal: 1d6 ⇒ 3


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 waits to step in....
Colm....let me know if you need me to step in


Otto finally brings his beast down and Colm wounds his again, Vin heals and Carbour stands ready.

The last beast rips at Colm with increased ferocity trying to get at him through his steel.
bite: 1d20 + 6 ⇒ (14) + 6 = 20
claw: 1d20 + 6 ⇒ (15) + 6 = 21
claw: 1d20 + 6 ⇒ (16) + 6 = 22
dam: 1d8 + 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 + 7 ⇒ (16) + 7 = 23
damage: 1d6 + 6 ⇒ (6) + 6 = 12

-17/23 hp


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

Vinyarion heals once more pulse heal: 1d6 ⇒ 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

-8/23 HP

Otto Joins Colm in his hunt:

Nine Section Whip PA: 1d20 + 5 ⇒ (7) + 5 = 12

Damage: 1d8 + 5 ⇒ (3) + 5 = 8

Nine Section Whip PA: 1d20 + 5 ⇒ (4) + 5 = 9

Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Boo!


Colm wins the war of attrition and finishes the bone beast.


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 didn't like that beastie

-11/23 hp


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

Vinyarion uses the last of the daily healing from the rod.

pulse heal: 1d6 ⇒ 5


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

Thank you Vin, you're quite handy with that

-4/23 hp


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

It seemed more useful then potentially blasting my companions in the back with arrows or spells. Unfortunately, all the energy it has is used up for the day. We will have to be cautious and think about when to rest.

Looks about perception: 1d20 + 10 ⇒ (19) + 10 = 29+1 for guidance


Are you moving through the doorway into the next room or observing the next room from outside?


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

Vinyarion the fearless moves through the doorway


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

-3/23 HP

Yes, Vinyarion. Thanks for the healing.

With him into the next room

Perception: 1d20 + 9 ⇒ (3) + 9 = 12


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 over their shoulders....
perception: 1d20 + 5 ⇒ (2) + 5 = 7


The room is large (30x30') and rather cold. In each corner there is an alcove about 5'x8', while the rest of the room has a stone floor the alcoves exhibit disturbed soil.

Straight ahead across the room you see a wide stair leading down to a set of large double doors.


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

Vinyarion ~detects magic~ throughout the room trying to get a sense of the nature of the cold as well as any magical traps or opportunities before checking the stairs and double doors.

perception: 1d20 + 10 ⇒ (7) + 10 = 17+1 for guidance +1 for traps
disable device: 1d20 + 10 ⇒ (9) + 10 = 19+1 for guidance +1 for traps


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 faces the stairs and watches Vinyarion dowse for magic.


Vin examines the room detecting traces of necromancy magic throughout, the areas of disturbed soil stand out as being the most recent areas touched by the magic. No traps found.


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

Give those doors a tug Otto, and let's see what death lies beyond.


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 nods at Vin. He goes to check the doors. But he opts for pulling carefully rather than tugging.


A blast of negative energy assails Otto as he touches the door.

dam: 3d6 ⇒ (3, 2, 6) = 11

DC 13 reflex save 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

Damn doors

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22

-8/23 HP

Care to take a look, Vinyarion?


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

Sorry Otto, I didn't find anything when I looked earlier. Maybe it's not a trap at all but some other force?

Vinyarion examines the doors again and does his level best to render them harmless.

perception: 1d20 + 10 ⇒ (17) + 10 = 27+1 for guidance +1 for traps
disable device: 1d20 + 10 ⇒ (5) + 10 = 15+1 for guidance +1 for traps


Vin sees the trap this time during his inspection of the doors, but is is now spent so no need to disable.


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

Looks like you already disabled it Otto; next time, try not to activate it while you to so.

Vinyarion looks at what lies beyond the doors.


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 ready to move in with 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

Carbour readies his Sword.....


Opening the door reveals an empty 30’x30’ room. The far side of the room has 3 tunnels leading off somewhere.


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 ⇒ (4) + 5 = 9

detect evil


Carbour has detect evil?


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
nope
my mistake
i have detect magic....never ye mind


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

-he does if you forget to ask him....-


The party stands in front of the 3 dark tunnels uncertain of their next move.


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 on the tunnels


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

perception: 1d20 + 6 ⇒ (7) + 6 = 13

Not sure if this is the best place to rest, what do you guys think?


No magic detected.

Colm notices the tunnel to the right is slightly larger than the others.


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

Right tunnel seems to be a bit bigger, not sure what that means to you big brain types.


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

could mean easier for us to maneuver....or something big that could eat you Colm


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 am a tasty treat, hehe


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 comfortable pressing on, but a rest here seems like we could be sleeping in an intersection of sorts. Perhaps we should try a smaller tunnel?


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

lets go furthest left tunnel.....


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

Vinyarion silently nods and leads the party down the left tunnel.

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


Vin leads down the tunnel about 60' or so as it curves slightly to the left. He notices a few strands of thin and almost invisible material that must be some sort of spider thread. The tunnel appears to be opening into some sort of room or cavern ahead.


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

Arachnids....~blech~...

Careful, may be spiders in the cavern ahead. Otto, go take a look; I'll cover you.

Vinyarion readies his magics.


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

cast spark on webs in cavern

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