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.
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
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
Hey now, you mangy cur, that's my friend!
Attack!
Scimitar: 1d20 + 7 ⇒ (3) + 7 = 10
AC-19 HP16 INIT+1 PER +5
cast stabilize on Vin....
AC-19 HP16 INIT+1 PER +5
or should i cast heal spell
AC-14; HP 11 INIT +3; PERCEPTION +10
AC 17; HP 23; INIT +2; PERCEPTION +8
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.
AC-19 HP16 INIT+1 PER +5
Cure light wounds? Lets see the roll.
Or are you just stabilizing him?
AC-14; HP 11 INIT +3; PERCEPTION +10
Kill the hound!!!
V is just at 0.
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
Attack!
Scimitar: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d6 + 6 ⇒ (4) + 6 = 10
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
-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
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
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
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
Carbour,can you tend to Vinyarion?
AC 28 HP 101 INIT +2 Perception +20
heal: 1d8 ⇒ 5
Carbour tends to Vin
Was that a CLW Carbour? If so, believe you should add +2 for your level.
AC-19 HP16 INIT+1 PER +5
AC-14; HP 11 INIT +3; PERCEPTION +10
-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
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
On to the third tunnel . . . Perception: 1d20 + 9 ⇒ (14) + 9 = 23
AC-14; HP 11 INIT +3; PERCEPTION +10
To the third! perception: 1d20 + 10 ⇒ (20) + 10 = 30+1 for traps
AC-14; HP 11 INIT +3; PERCEPTION +10
~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
-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
AC 17; HP 23; INIT +2; PERCEPTION +8
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
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
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
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
-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
Charge up and swing, if I can.
Scimitar: 1d20 + 7 ⇒ (4) + 7 = 11
-booooo-
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
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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