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

well no harm in wandering about there and having a look to see how formidable these cutthroats are....im always up for bashing someones head in...provided its a fair fight....lets go see the gull


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

Vinyarion chuckles at Carbour's naivete-I'd prefer to avoid a fight if possible, and if we do have to fight I absolutely don't intend for it to be fair. Be on your guard; The Shadow is nasty enough, but from what I hear the Gull is the worst of it.

Vinyarion smoothly slides over to the server before leaving and whispers to her-ನಿಮ್ಮ ದೃಷ್ಟಿ ನನ್ನ ಕನಸಿನಲ್ಲಿ ಪ್ರತಿಧ್ವನಿಸುತ್ತದೆ. before discreetly palming her a single gold coin. Thank you for your service my love. I hope to call upon you again under happier circumstances.

Elvish translation:
Your visage will echo in my dreams.

He then exits the Rusty Axe, waits for his companions, and heads towards the Gull.

perception: 1d20 + 10 ⇒ (3) + 10 = 13


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

Agreed with Vinyarion . . . fight can be less than fair . . . Only way for there to be a challenge.

Heading toward the Gull: Perception: 1d20 + 8 ⇒ (2) + 8 = 10


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

winning is the most important, not fairness

perception: 1d20 + 5 ⇒ (10) + 5 = 15


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

Off to the gull
per: 1d20 + 5 ⇒ (8) + 5 = 13


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

Vinyarion thinks while he walks; does he know anything useful?

knowLocal: 1d20 + 8 ⇒ (11) + 8 = 19


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 my silver tongued elf companion....you come up with a plan...i will weight the wisdom of such a plan


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

Vinyarion looks at Carbour with pity.


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 thought the plan was to get the map. If they don't give us the map, we show them the error in their thinking.


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

i think we should check out where Nazeer was staying
Search amongst his stuff


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

The map may still be there


The party travels for several minutes winding through the dilapidated structures of the Underbridge until you see the piling known as the Gull. The piling is a large stone tower about 250-feet tall tower and is still connected to what remains of the bridge deck. There is a stout looking wooden door to the tower/piling at your level. You can see two guards flanking the door.

Vin: Local rumors indicate the Gull is used as a base for one of the many gangs that inhabit the Underbridge area.


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Otto Adler wrote:
I thought the plan was to get the map. If they don't give us the map, we show them the error in their thinking.

And here I thought the orc was the brilliant one...


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

i think we should check out where Nazeer was staying

Search amongst his stuff

NOW he comes up with ideas....?


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

Seeing the imposing structure Vinyarion whistles through his teeth before muttering-Well assembled luminaries, what now?


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

Not sure I've a better plan than before: wait for Nazeer, confront Nazeer, get the map. It doesn't seem like we will get in there easily. But If that is the only way, then I'll certainly help open some doors.


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 find out out where Nazeer stayed


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

My point was: don't you think he stays in there? Otto gestures to the Gull.

Sorry if I'm being obtuse or I missed something. Don't we think he just operates out of the Gull? Do we have reason to think he has some other location?


The information you have indicates that Nazeer is dead, killed by Kkrog who is located in the Gull according to the barmaid.


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
Carbour Frozenroar wrote:
Lets find out out where Nazeer stayed

Vinyarion looks dubiously at Carbour-Indeed, lead the way.

To Otto-You know Nazeer is probably dead, right? I would assume wherever he stayed in this cesspool of a district has already been ransacked and most likely what we seek is not in his room but in the Gull; and that's even if Carbour can determine where Nazeer was laying his pillow.


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

Out of universe: I was confused by names, I've been meaning this Kkrog guy instead of Nazeer. So I was being obtuse! Thanks! In universe . . .

Otto shakes his head in a flustered confusion: Right, Kkrog. These half orc names are clumsy on my tongue and I can never get them right. Of course Nazeer is dead. Agree with you 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

my point about the map is that it may not even be the reason Kkrog killed him...if he did...its just a rumour...but if the map is enchanted and not even appear to be a map...kkrog may be none the wiser....so put that sulver tongue of yours to work and chat people up for information on Nazeer


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

Vinyarion sighs internally before responding to Carbour-Listen here bruiser, you've got the big ideas so I'm sure you can scare the shit out of someone as easy as I could sweet talk them; plus I prefer to preserve my tongue for other delights. Plus no offense, but I'm sure you and your kind frequent The Shadow and its lovely environment far more than I do, so have at it.

He nods in Otto's direction-I don't think Mr. Purity over here can tell the difference between you, or Nazeer, or KKrog, or any other snout-faced lout, so he's definitely not the dwarf for the job.

Vinyarion then nods towards Colm-Steel-works here is going to be really handy when things drop in the piss pot, but he's got a face only an ogre mum would appreciate. So I'm ruling him out as well.

Looking back at Carbour-So that leaves just the two of us, and I guarantee that I'm not taking directions from you today, so again, have at 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....your tongue and shady places are whats frightening me at the moment...ive heard of all kinds of strange goings on in the forest...i pity the the poor rodents that have to endure your tongue....lets just ask around for nazeer


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:
He nods in Otto's direction-I don't think Mr. Purity over here can tell the difference between you, or Nazeer, or KKrog, or any other snout-faced lout, so he's definitely not the dwarf for the job.[/b

Sick burn . . . and I suppose Otto is a German name too . . .

Otto is too calm to let Vinaryion rattle him. But Otto crosses his arms and takes a deep breath.

To Carbour: [b]I don't think asking around for a dead man is a good way to maintain a low profile. If our goal is to get Kkrog and his reprobates to come after us, I guess that'd work. But, if that's what we want, it is probably easier to knock on the door over there.

Otto gestures toward the Gull.


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

Vinyarion simply looks at Carbour expectantly and with a dramatic hand flourish indicates that he should lead the way.


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

sooooo lol
Otto
Lead the way
We will watch your back
Knock and ask for Nazeer....or Kkrog....


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

Just wondering: this is the second time Carbour has said "lol" in game. Not criticizing. Just wondering if I am supposed to picture him saying "lol" or actually laughing out loud. I've been picturing the former and imagining it is orc slang.

Tired of the recriminations, Otto replies: Not good to split up. If you want me to talk to the door guards, then follow me.

If no one objects, Otto will walk toward the Gull. But only if the party is with him.


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

Good point
Meant that carbour laughs
But probably better to leave it out
Apologies


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
Carbour Frozenroar wrote:

Good point

Meant that carbour laughs
But probably better to leave it out
Apologies

Really wasn't trying to make you feel bad. Just trying to imagine Carbour in my head! I'm enjoying the role playing and character


Everyone with 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

Sure
Lets do it


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

Vinyarion looks at Otto dubiously before shrugging his shoulders and following the stout dwarven figure, thinking-I suppose there are worse ways to die....


Please describe your approach Otto. You walking straight up or trying to be sneaky?


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

Steel-works is with the group.


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 going to walk at a normal pace directly toward the Gull.

He doesn't believe sneaking is necessary in this case. Direct method first (not aggressive).


Otto approaches the two guards by the door followed by the rest of the group. One guard is half-orc the other a human, both have really big clubs. When Otto is about 20' away, the human speaks:

"Whatdaya want?"


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

as they walk up...Carbour puts his hand on Vins shoulder...and says what do ya call a group of halflings??....a little get together..... and roars out laughing


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

We'd like to speak to Kkrog.

Based on dice gods Diplo ruling: Diplomacy: 1d20 - 2 ⇒ (19) - 2 = 17


"And I'd like ta f!~@ the Queen of Cheliax, piss off dwarf."


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

Sensing a ruse, Vinyarion suppresses his natural revulsion for Carbour's touch and laughs weakly at the watery joke while observing the interaction between Otto and the guard-Better than I expected; they aren't trying to bounce their clubs off of his skull. The Queen of Cheliax...hmmm...interesting, I heard she is quite the looker. Seems like a long journey for a tumble though, however infernally hot she may be.


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

Ever the model of patience: I'm not interested in your sexual proclivities. Will you let us pass? Or should we wait here.


In response to Otto's failure to piss off the two guards lash out with their great clubs smashing Otto and Vin.

great club: 1d20 + 4 ⇒ (17) + 4 = 21
dam: 1d10 + 3 ⇒ (4) + 3 = 7

CA,CO,V: 1d3 ⇒ 3
great club: 1d20 + 4 ⇒ (14) + 4 = 18
dam: 1d10 + 2 ⇒ (4) + 2 = 6


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

-7/15 HP

Otto unleashes his three section staff on the guard that hit him.

Sansetsukon PA: 1d20 + 3 ⇒ (5) + 3 = 8

Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Sansetsukon PA: 1d20 + 3 ⇒ (9) + 3 = 12

Damage: 1d10 + 5 ⇒ (3) + 5 = 8

Otto Adler, everyone . . . 17 diplomacy 12 to hit.


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

For the record, no way in hell Vinyarion would have been in melee range of this shit-show.

-6/8 HP

Vinyarion, badly wounded, runs away thinking-Gods it hurts! Maybe there AREN'T worse ways to die!

https://www.d20pfsrd.com/Gamemastering/combat/#TOC-Withdraw

Move 60' away from combat.


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 grabs otto and drags him away yelling at the half orc in orc that we get their point and are moving away and arent looking for further trouble


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
Carbour Frozenroar wrote:
Carbour grabs otto and drags him away yelling at the half orc in orc that we get their point and are moving away and arent looking for further trouble

Per Otto's no grappling agreement, he will willingly be dragged off and/or retreat if he sees his "team" retreat (and the DM is gracious enough to allow retcon.)


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

Don't know about you, Carbour, but I'm kinda lookin for some trouble.

Attack!

scimitar: 1d20 + 6 ⇒ (9) + 6 = 15


Otto tries to strike back but flails wildly as Carbour tries to grab him and pull him back. A wounded Vin backs away from the pair of club wielders as fast as he can manage. Colm wades into the melee and slashes open the half-orc, who turns his club on Colm.

dam: 1d6 + 4 ⇒ (3) + 4 = 7

On Colm:
great club: 1d20 + 4 ⇒ (2) + 4 = 6

On Otto:
great club: 1d20 + 4 ⇒ (9) + 4 = 13

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