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.
Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
ugh, you overgrown goblin!
Attack!
Scimitar: 1d20 + 7 ⇒ (4) + 7 = 11
-phh, I stink-
-7/23 hp
AC-14; HP 11 INIT +3; PERCEPTION +10
No guts, no glory. Plus it doesn't look we are doing much good this way.
Vinyarion tries to tumble past the massive foe and launch and attack from behind.
acrobatics/move: 1d20 + 7 ⇒ (12) + 7 = 19
acid jet flanking touch sneak attack on FF AC: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 101d6 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9
AC 17; HP 23; INIT +2; PERCEPTION +8
Otto continues to flog the ogre:
Nine Section Whip PA: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Damage: 2d8 + 10 ⇒ (6, 3) + 10 = 19
Nine Section Whip PA: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Vin blasts the ogre in the back with a spray of acid and Otto smashes his metal whip across its face taking out an eye and then back across its body finishing it off.
AC-19 HP16 INIT+1 PER +5
carbour stares in amazement at Vin and Otto....its as if I was watching a dance with you two....well done....well done
AC-19 HP16 INIT+1 PER +5
perception: 1d20 + 5 ⇒ (1) + 5 = 6
detect magic.....
AC-14; HP 11 INIT +3; PERCEPTION +10
Vinyarion examines the room beyond the large door as well as the dead foe.
~detect magic~
perception: 1d20 + 10 ⇒ (7) + 10 = 17
The cavern is about 30' across and almost circular. There is a large battered looking chest against the far wall, you can detect faint traces of magic from within.
Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
heh, heh, that was a good one Carbour. I was trying to cut in, but apparently, I can't dance.
-7/23 hp
AC-14; HP 11 INIT +3; PERCEPTION +10
Vinyarion cautiously examines the chest for traps, warning the rest of the group -Stay back-
perception: 1d20 + 10 ⇒ (7) + 10 = 17+1 for traps; +1 for guidance
disable device: 1d20 + 10 ⇒ (20) + 10 = 30+1 for traps; +1 for guidance
Vin checks for traps but doesn’t find any and easily disables the lock but when he opens the chest the undiscovered trap goes off covering him in flames.
fire dam: 4d4 ⇒ (2, 4, 1, 4) = 11
DC 14 reflex for 1/2
AC-19 HP16 INIT+1 PER +5
Otto the flogger and Vin the flamer...a sorry bunch we are
AC 17; HP 23; INIT +2; PERCEPTION +8
Earlier: Yes, Carbour. The master says with enough training we can be as one with our weapons. It seems that my journey here has been good training.
AC-14; HP 11 INIT +3; PERCEPTION +10
-14HP
Vinyarion once again collapses into a heap of pain and despair.
Vinyarion Ohtar wrote: -14HP
Vinyarion once again collapses into a heap of pain and despair.
Try making your reflex save.
AC-14; HP 11 INIT +3; PERCEPTION +10
1d20 + 5 ⇒ (6) + 5 = 11
Vinyarion once again collapses into a heap of pain and despair; his deep subconscious thinking about what a s@!$ty adventurer he is and that he should sell the shard and retire.
Human Fighter 2 AC22 HP23 Init+2 Melee (w/pwrattk) +7/1d6+6(18-20) Ranged +4/1d8(x3) Perception+6
Carbour, do you have a heal for Vin?
AC-19 HP16 INIT+1 PER +5
cure light: 1d8 + 2 ⇒ (1) + 2 = 3
AC 28 HP 101 INIT +2 Perception +20
last cure light
cure light: 1d8 + 2 ⇒ (8) + 2 = 10
AC-14; HP 11 INIT +3; PERCEPTION +10
-1HP
Vinyarion rises to his feet, muttering-Have to learn how to duck....
In a louder voice asks the party-What kind of loot did we get; it's the shard, right?
What's in the box? Regards, Seven
Opening the box, Vin sees a shard.
AC-14; HP 11 INIT +3; PERCEPTION +10
Fantastic. Let's get the hells out of here.
Vinyarion grabs the shard and puts it in a pouch on his belt.
Vin feels a jolt as he touches the section of the star, make a fort save.
AC-14; HP 11 INIT +3; PERCEPTION +10
FORT: 1d20 ⇒ 11
That feels uncomfortable...
Vin feels like he was hit by a bolt of lightning.
Electricity dam: 2d6 ⇒ (2, 3) = 5
Gain the dazzled condition.
AC-14; HP 11 INIT +3; PERCEPTION +10
-6HP Dazzled
Let's get out of this hellish place.
Head back towards the boat.
Hand wave.
Bart picks the group up and you make it back to the dock.
AC 17; HP 23; INIT +2; PERCEPTION +8
Once ashore, Otto bows deeply: Thank you, Bart.
Otto looks for spying eyes and ears: Perception: 1d20 + 9 ⇒ (5) + 9 = 14
If the coast looks clear, to the group, quietly: Let's make our way back to the lodge?
There are quite a few people around the docks but Otto doesn’t see anyone paying the group any attention.
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