HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 I think Skaarr will drop out after this one. Taking him up to level 3 quickly was nice, but I'd like to play him in some other stuff. I have a tiefling bloodrager not in anything right now, but he's only level 1. I also have a level 1 brawler who is finishing up another scenario. Up to you guys if you'd want to run with a lowbie in the group. #12663-3, Real name Brian.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Skaarr steps forward, and swings his greataxe at the remaining skeleton. "Rargh!" he roars, frustrated that he hasn't done anything except fall into a pit this excursion. Just hold still for one bloody second. F#%*ing hate undead... Attack: 1d20 + 4 ⇒ (16) + 4 = 20
As his axe severs the skeleton's spine, sending it crashing to the floor in pieces, Skaarr raises his axe above his head and says, "Yaha!" Pumping it a couple of times.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Fort save: 1d20 + 5 ⇒ (18) + 5 = 23 Skaar places a hand on Thistle's shoulder after the oracle heals him. "Thank you, that's much better," he says to the nagaji. "I suppose we should continue on. Are the rest of you ready?" If they nod in the affirmative, Skaar will wait for Bruce to check the next door and then open it. He will then wait for Bruce to check the floor just inside the door, and if also found clear will step through.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 "Don't worry for me. I'll be fine, just a flesh wound. Just need to get out of this pit..." Skaarr replies, though he's not sure if the Oracle can understand him. He tries to heave his way out, struggling in his heavy armor. So change action to climb out of pit, since Thistle goes before me.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Reflex save: 1d20 + 1 ⇒ (9) + 1 = 10
Skaarr curses as he drops out of sight. He bashes his leg on the wall as he falls, and two spikes pierce his side. Struggling painfully to his feet, he tries to shove the trap door open above him, but can't quite get it.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Haha! I might not get left three rooms behind and miss the combat this time. Skaar leads the group down to the next door in the dungeon, opening it after Bruce checks it for traps. Bruce's Perception check on door (if he's cool with me rolling it to keep things moving): 1d20 + 7 ⇒ (11) + 7 = 18 Edit:Moved us all into what I think are reasonable positions should something nasty be behind the door. Feel free to move yourselves somewhere else. I'm just trying to keep the dungeon crawl moving quickly.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Skaarr nods and takes up position in front of the closet. "I'll open this when you guys are ready, and then we can go back for the caskets after we figure out what's moaning." Once everyone is in position he grips his axe awkwardly with one hand long enough to open the closet doors. Then he opens them with the other hand.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Skaarr follows the others, in his new set of plate mail armor. He's much louder than before, each of his movements offer clanks of various volumes. The half-orc warlock's face is hidden behind a visor made by the hell knights to resemble a howling devil. He follows the others with his trusty greataxe in hand. "I put people to sleep and kill them mostly. But I can do a little healing if necessary," Skarr throws in.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 "Pleasure, Caranthir. I am Skaarr. We've had success in removing a group of goblins from the ground level and the spire of the ruins. We're back in town to resupply before delving further into the depths," the half-orc says. He offers his hand to Caranthir for shaking. Going to level up this morning.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 They did both in playest for PF RPG rules when it first came out, and then decided it was way to powerful and switched it once the core rulebook came out, Thistle. No worries, we all do stuff like that sometimes.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 I think there is some confusion based around the text based medium. There aren't really any goblins here now (as far as I can tell). The bugbear just claimed to have them, but we already killed some of them (I think). There might be more goblins on the bottom level (down the spiral staircase), right?
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Thistle Voltare wrote:
I believe we treat this as an ended session, and then just level up before continuing to the next "level". Because technically that will be a new session/chronicle. Right DM Kludde?
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Can someone explain how taking slow credit works? Is it each time you level you can choose it and then just use slow advancement for that level or something? How many EXP do you need on slow? When I used to play PFS before there was no slow credit.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 Skaar waits until after Asuna casts her spell, saying "We might be able to put him to sleep, wait a second," to the others first. Delay until after Asuna, tell everyone else to delay until after Asuna. Asuna needs to delay to after Bruce for him to open the door. Then she can sleep. I'll slumber if Bugbear passes the Will save for sleep. DC 14. Then the dinosaur can 5' in and CDG him.
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 He wants you to go to sleep, Skaarr thinks, concentrating on the bugbear. Slumber on him, DC 14 will save. No material components or somatic gestures so he might not notice if he passes the save. If he fails, Skaarr says, "He won't be alseep for long, someone get through the door and tie him up or kill him."
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 I doesn't matter if there are 3 floors or 10, it's bound to be less than what's below ground in a "mega dungeon". Also a bit meta game, but it's not very likely to be well lit underground either. Skaarr pushes forward and looks through the arrow slit. Perception: 1d20 + 1 ⇒ (19) + 1 = 20
HP:20/21
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AC 21, T 11, FF 20; Fort +5, Ref +1, Will +2; CMD 14, Perception +2 "Up we go? We have no idea how deep this thing is. I'd prefer to go up first since there can't be more than a couple of floors up there," Skaarr says, agreeing with Bruce's earlier suggestion. This is going surprisingly well so far. No one has died.
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