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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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

Let me at em


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

Vin...can you sneak down and tell us what you see before we decide to move up or down


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

I'll do my best.

stealth: 1d20 + 7 ⇒ (8) + 7 = 15 or your roll

Vinyarion moves towards the top of the stairs leading down and the sounds of conversation trying to see if he can make out anything distinct.

perception: 1d20 + 10 ⇒ (15) + 10 = 25

If not he will creep down the stairs and see what he can see while not being seen.


perception: 1d20 ⇒ 4

Vin moves to the top of the stairs, he can hear what he believes to be 4 different voices now. Two appear to be debating the tastiness of the ale at the Blind Pig Tavern. You can't make out what the other two are speaking about, maybe they are a bit further away. The stairs curve, tracking the interior of the circular tower's outer wall, so you can't see anything but stairs leading down.


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

Vinyarion creeps back to the door on the interior side, listens, checks for traps, and slowly opens it.

stealth: 1d20 + 7 ⇒ (2) + 7 = 9 or your roll
perception: 1d20 + 10 ⇒ (11) + 10 = 21+1 for traps
disable device if locked_trapped: 1d20 + 9 ⇒ (7) + 9 = 16+1 for traps


Vin hears snoring, do you still want to open the door?


AC-14; HP 11 INIT +3; PERCEPTION +10
Melee:
Rapier+0;1d6 Short bow+3;1d6
Saves:
+0FORT; +5REF; +3WILL
dice gods wrote:
Vin hears snoring, do you still want to open the door?

Vinyarion thinks for a moment before moving back to the party-To soon to murder someone out of caution or convenience.

Once back at the party's location he describes what he has heard to the group and looks at Carbour-Your call boss., he says with a trace of mockery in his tone.


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

we are all boss....under the divine guidance of Gorum....i yield the decision to you....


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

Vinyarion struggles for a second before coming to a decision-Let's find a way up. I would think that whoever is in charge here would want chambers up and not down; helps with the stench. Plus, when it all goes to sh*t we will have the choice to run for the gates or back to the boat.

Keep me in line of sight and be quiet. Otto, Carbour, and Colm bringing up the rear. I'd have you up front Colm, but just looking at you in all that metal makes my ears ring.

Let's go.

Vinyarion leads the group along the curve of the hallway, past the door, and hopefully to some stairs leading up.

stealth: 1d20 + 7 ⇒ (10) + 7 = 17
perception: 1d20 + 10 ⇒ (2) + 10 = 12+1 for trapfinding


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 follows:

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

le sigh


The group makes its way noisily down the hall past the door, only to find 2 more doors. There is another door to the interior side of the hall and about 15' past that the hall ends in a 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

perception: 1d20 + 5 ⇒ (16) + 5 = 21


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

we dont need to ask questions....we just need the map carbour whispers


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

Vinyarion listens at the first door before opening it.

perception: 1d20 + 10 ⇒ (17) + 10 = 27+1 for traps
disable device: 1d20 + 7 ⇒ (11) + 7 = 18+1 for traps


Hearing nothing Vin opens the door revealing a small room with a rather large desk and a chair.


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

Help search the room for the map:

Perception: 1d20 + 8 ⇒ (12) + 8 = 20


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

quiet....do you see anything Vin

perception: 1d20 + 5 ⇒ (9) + 5 = 14


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

Keep an eye on the hallway Colm; don't want to get ambushed.

Vinyarion searches the desk before returning to the hallway.

perception: 1d20 + 10 ⇒ (10) + 10 = 20+1 for traps
disable device: 1d20 + 7 ⇒ (3) + 7 = 10+1 for traps


Vin searches the desk finding a book/ledger with a bunch of names and numbers and a pouch with 50gp. He finds a trap on one of the desk drawers, but sets it off while trying to disable taking a poison needle to the hand. This drawer is still locked.

Make a DC 12 Fort save for 1/2 damage and to fully negate Dex damage
dam: 2d4 ⇒ (2, 4) = 6
Dex dam: 1d3 ⇒ 3


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

You got it Vin!

keep an eye out to the rear

perception: 1d20 + 5 ⇒ (20) + 5 = 25


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

wait Vin.... Carbour lays his hand on Vins shoulder....can cast protection blessing (+1 saving throw)


too late


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

Vin searches the desk finding a book/ledger with a bunch of names and numbers and a pouch with 50gp. He finds a trap on one of the desk drawers, but sets it off while trying to disable taking a poison needle to the hand. This drawer is still locked.

Make a DC 12 Fort save for 1/2 damage and to fully negate Dex damage

Vinyarion objects and feels that he should get a REF save to avoid the trap entirely and then have to make a FORT save or the trap should make an attack against his AC.

Carbour jostles Vinyarion with his meaty paw as the elf examines the desk-Damn this smelly oaf, he's going to get me killed with his clumsy jostling!

DC12 FORT: 1d20 ⇒ 5

Unbalanced by Carbour's pawing, Vinyarion hisses in pain as a sharp metal pin stabs into his hand. Poision races through his body, nearly knocking him unconscious.

-6/8HP
-3 DEX

I guess I found a trap. Maybe everyone give me some space to see if I can get this thing open without dying.

disable device: 1d20 + 5 ⇒ (8) + 5 = 13


If only Vin had strenuously objected.

The trap is done, just trying to unlock the drawer now. You initially fail but get it open on your next try.

disable: 1d20 + 5 ⇒ (16) + 5 = 21

There is a 8 x 17” piece of paper with some writing on it and nothing else in the drawer.

——————
Colm hears footsteps coming up the stairs.


AC 23; HP 51; INIT +6; PERCEPT +27
Combat:
Shortbow +13 / 1d6+6; Morningstar +6 / 1d8+1; Sneak Attack +4d6
Saves:
Fort +4 Ref +12 Will +5
Vinyarion Ohtar wrote:
Vinyarion objects and feels that he should get a REF save to avoid the trap entirely and then have to make a FORT save or the trap should make an attack against his AC.

Pnin comes out of retirmeent to nod in agreement at Vin's whinging regarding how many Fort based traps seem to come up for poor rogues.


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

-6/8 HP
-3 DEX

Detect magic on this stuff real quick Carbour. Maybe we got lucky and we can get the hells out of here.


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

We got company boys

Colm readys himself in a strategic position...


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

Once alerted, Otto moves toward the door, ready to back Colm.


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 the items over trying to discern any magical aura


Carbour, assuming you took detect magic as a 0 level spell, then you would cast it to determine whether the paper had a magical aura. I will go ahead and assume this is what you meant and yes the paper does have a magical aura: transmutation.

While Vin and Carbour discern the nature of the paper, Colm and Otto block the hall as two club wielding half-orcs reach the top of the stairs.

Colm and Otto action.


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

out of character for a moment...so i took my 1st level...and wrote them down....but erased the 0 level cause it said i could cast them without expending any spell energyit just seemed monotonous....do you want us to edit our character page everytime to reflect the spells weve memorized....it seems a bit monotonous...but i will abide by what you like

-----yes...thats what I meant...
do we remember if there were balconies further up???


Carbour:

You can only memorize 3 spells of 0 level a day, but you can cast those 3 spells as many times as you want, so you need to pick 3.

You don't recall seeing any balconies or openings higher up.


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

any plusses for being at top of stairs?

Attack!

scimitar: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 + 4 ⇒ (2) + 4 = 6

-5/14 hp


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

Vinyarion does his best to get a shot off on an unengaged half-orc.

bow: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 6-4 if engaged in melee +sneak attack: 1d6 ⇒ 3 if flat footed.

Let's finish these two and back to the boat. Otto, I'm afraid you may have to swim for it.-Vinyarion hisses as he fires.


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 unleashes a flurry of blows at his attacker:

Sansetsukon: 1d20 + 4 ⇒ (11) + 4 = 15

Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Sansetsukon: 1d20 + 4 ⇒ (8) + 4 = 12

Damage: 1d10 + 3 ⇒ (8) + 3 = 11

General question/point of order: how was Colm injured? Did the baddies hit us with clubs? I am not seeing any attacks since dice gods hand waved us all to full HP before setting out. Did the trap hit all of us?


Colm slashes his opponent but Otto’s flurry is turned aside by the half-orcs armor.

On Colm
club: 1d20 + 4 ⇒ (2) + 4 = 6

On Otto
club: 1d20 + 4 ⇒ (14) + 4 = 18
dam: 1d6 + 1 ⇒ (3) + 1 = 4


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

Seeing the hallway is too crowded for bowshots, Vinyarion heads towards the door that let the party in from the balcony. Get in there Carbour and help finish them off! I'll try and keep our escape route clear.

Vinyarion watches the stairs where he heard voices as well as the door where he heard snoring, bow at the ready.


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 + 3 ⇒ (19) + 3 = 222d6 + 6 ⇒ (3, 1) + 6 = 10


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 rage builds from being smashed yet again. He strikes back, with fury!

Sansetsukon PA: 1d20 + 3 ⇒ (10) + 3 = 13

Damage: 1d10 + 5 ⇒ (10) + 5 = 15

Sansetsukon PA: 1d20 + 3 ⇒ (18) + 3 = 21

Damage: 1d10 + 5 ⇒ (2) + 5 = 7


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

-sorry, missed the full health post-

Attack!

scimitar: 1d20 + 6 ⇒ (18) + 6 = 24
confirm crit: 1d20 + 6 ⇒ (20) + 6 = 26

crit damage: 2d6 + 8 ⇒ (3, 1) + 8 = 12


Colm chops down his foe with a flash of his blade. Otto seriously wounds his with a furious strike. The hallway is only about 5’ wide, already seriously crowded with Colm and Otto fighting shoulder to shoulder, Carbour would need a reach weapon to melee or a ranged weapon to attack.

Otto:
club: 1d20 + 4 ⇒ (18) + 4 = 22
dam: 1d6 + 1 ⇒ (4) + 1 = 5

Door of snoring:
“What the f%~+ are you doing out there? Trying to sleep, shut the f!$! up!”


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 turns and moves toward door of snoring...and stands behind it out of sight if anyone comes out....and cast shield of faith upon himself


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

Vinyarion ignores the cursing from the previously sleeping foe and hopes the fight is over quickly-Should have slit his throat when I had the chance; oh well.... Bow at the ready to snipe him if he comes out but still looking/listening at the stairs.

perception: 1d20 + 10 ⇒ (9) + 10 = 19


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

-9/15 HP

Otto focuses his energy on bringing down his foe.

Sansetsukon PA: 1d20 + 3 ⇒ (18) + 3 = 21

Damage: 1d10 + 5 ⇒ (4) + 5 = 9

Sansetsukon PA: 1d20 + 3 ⇒ (15) + 3 = 18

Damage: 1d10 + 5 ⇒ (3) + 5 = 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

Attack!

scimitar: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d6 + 4 ⇒ (2) + 4 = 6


Otto fells his foe with a devastating blow.


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

Vinyarion waits for a few moments before quietly hissing-Quit standing around admiring your work; let's GO!


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 how much healing there is to go around, but Otto would appreciate a boost before proceeding down.

He will follow Colm down the stairs when ready.


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

Once on the balcony
Carbour lays his hand on Ottos chest
cure light: 1d8 + 1 ⇒ (6) + 1 = 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

-2/15 HP

Nice roll!

Let's head back down the stairs.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

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