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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M init: 1d20 + 5 ⇒ (15) + 5 = 20

V init: 1d20 + 3 ⇒ (12) + 3 = 15

A large canine with brownish red fur and red eyes leaps forward to bite at Vin with flames coming from its jaws.

bite: 1d20 + 5 ⇒ (20) + 5 = 25
dam: 2d8 + 2 + 1d6 ⇒ (1, 5) + 2 + (3) = 11


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

Vinyarion collapses in a badly mauled heap of blood and pain.


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

Hey now, you mangy cur, that's my friend!

Attack!

Scimitar: 1d20 + 7 ⇒ (3) + 7 = 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

cast stabilize on Vin....


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

or should i cast heal spell


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

Kill the hell hound!


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's anger at seeing Vin fall gets the better of him as he lashes out:

Nine Section Whip PA: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Nine Section Whip PA: 1d20 + 5 ⇒ (20) + 5 = 25

Damage: 2d8 + 10 ⇒ (4, 2) + 10 = 16


Carbour attack or heal, your choice.


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

Heal Vin


Cure light wounds? Lets see the roll.
Or are you just stabilizing him?


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

Kill the hound!!!

V is just at 0.


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

seeing that Vin will make it Carbour turns on the beast

GSPA: 1d20 + 2 ⇒ (12) + 2 = 142d6 + 6 ⇒ (1, 5) + 6 = 12


Colm and Carbour are rattled by Vin's collapse and make lackluster attempts to attack but Otto maintains his composure and smashes the hound once with his whip.

The beast turns its fiery jaws on Otto.

bite: 1d20 + 5 ⇒ (15) + 5 = 20
dam: 1d8 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9


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 ⇒ (15) + 7 = 22
damage: 1d6 + 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 ⇒ (2) + 2 = 41d6 + 6 ⇒ (2) + 6 = 8


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 retaliates:

Nine Section Whip PA: 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Nine Section Whip PA: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 1d8 + 5 ⇒ (8) + 5 = 13


Colm slashes the hound with his blade and Otto finishes it off with a flick of his whip.


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

Take a look at the hound in case it happens to have valuables or see any indentifiers (could this animal have made the tracks?).

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


Otto believes this is the animal that made the tracks, about 30' ahead is what looks like a nest of bones, you can see some glints of metal from within the nest.


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

Go to look at the nest:

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Otto finds a fine looking greatsword and 75 gold.

Vin still lays on the ground unconscious.


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

Otto finds a fine looking greatsword and 75 gold.

Vin still lays on the ground unconscious.

Vinyarion appreciates the solicitude of the Dice Gods


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

Carbour,can you tend to Vinyarion?


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

heal: 1d8 ⇒ 5

Carbour tends to Vin


Was that a CLW Carbour? If so, believe you should add +2 for your level.


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 clw
add 2 Vin


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

-3HP

Vinyarion thanks Carbour for the healing and ~detects magic~ on the sword and area.

What are our directional options currently?


+1 sword, nothing else looks magical


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

Bump Vin's second question

Are we at a dead end in the tunnel? Is the only unopened path the other tunnel we haven't traversed?


As far as you can tell the tunnel dead ends and the only unexplored area is the third 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

On to the third tunnel . . . Perception: 1d20 + 9 ⇒ (14) + 9 = 23


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

To the third! perception: 1d20 + 10 ⇒ (20) + 10 = 30+1 for traps


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

~in Sauron voice~ I SEE YOU.....


As the group head down the final tunnel, Vin spots a trap, stepping anywhere in a large portion of the tunnel floor will trigger some sort of spell. +1 on your disable roll


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

-6HP

Vinyarion gives himself a quick heal before attending to the trap.
CLW: 1d8 + 2 ⇒ (1) + 2 = 3

-3HP

disable device: 1d20 + 10 ⇒ (13) + 10 = 23+1 for traps; +1 for guidance; +1 for previous D20 roll


Vin just manages to disable the trap and avoid whatever magics it had in store.


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

Good job Vin!


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 willing to take the lead for the rest of the tunnel.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


Otto follows the tunnel which slopes down another 80’ and ends in a massive door.


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

I'll take a look at it, but I don't think I'm anywhere close to strong enough to open it.

~detect magic~

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


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 joinns Vin in studying the doors...perception: 1d20 + 5 ⇒ (9) + 5 = 14


Looks like a really big door, no traps detected, no magic 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

Otto opens the door and takes a look: Perception: 1d20 + 9 ⇒ (15) + 9 = 24


M init: 1d20 ⇒ 10
P init: 1d20 ⇒ 13

Otto pushes open the large door with a grunt and is confronted by an 11' tall ogre that snarls at him in surprise.

Party action.


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

-3HP

Vinyarion hisses in dismay at the sight of the massive foe and fires off a lance of magical acid.

acid jet touch sneak attack on FF AC: 1d20 + 3 ⇒ (3) + 3 = 61d6 + 4 + 1d6 ⇒ (3) + 4 + (1) = 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

Charge up and swing, if I can.

Scimitar: 1d20 + 7 ⇒ (4) + 7 = 11

-booooo-


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 ⇒ (9) + 2 = 112d6 + 6 ⇒ (6, 4) + 6 = 16
Carbour swings


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 beats the ogre:

Nine Section Whip PA: 1d20 + 5 ⇒ (10) + 5 = 15

Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Nine Section Whip PA: 1d20 + 5 ⇒ (3) + 5 = 8

Damage: 1d8 + 5 ⇒ (3) + 5 = 8


Carbour Frozenroar wrote:

[dice=gspa]1d20+2;2d6+6

Carbour swings

Carbour, think you should be +3 with power attack unless I’m missing something


who: 1d3 ⇒ 2

Intimidated by the large opponent the party is unable to land any attacks with the exception of Otto.

The ogre strikes Colm with its club.
club: 1d20 + 6 ⇒ (17) + 6 = 23
dam: 1d10 + 6 ⇒ (1) + 6 = 7

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