dm darkvision and a brave new world (Inactive)

Game Master Daedeloth


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The yipping and baying continues, it sounds as if the creature has moved to the forest with its companions.


male AC30 HP107 init. +4 Dwarf Cleric/10

Cast CLW on Milo heals: 1d8 + 1 ⇒ (5) + 1 = 6


The party's watch continues to hear occasional yipping throughout the night but it sounds relatively far off and no further incidents occur.


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

~before they go back to resting~

-4HP
Kentaur would you mind giving me some additional healing; I still feel week.

~next morning~
If we are heading into those woods we will have to be alert. Hopefully those things are active only during the night, but best to be sure.

knowledge nature about 4 legged hellions: 1d20 + 4 ⇒ (5) + 4 = 9
perception during the day: 1d20 + 5 ⇒ (20) + 5 = 25

Milo leads the party into the woods to explore.

C1?


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

knowledge nature: 1d20 + 9 ⇒ (18) + 9 = 27
perception: 1d20 + 2 ⇒ (10) + 2 = 12

Oleg's doesn't seem like much until you have to sleep on the ground. Now I believe it to be a palace...


Tirnel recognizes the catlike creature from his studies, it is called a brush thylacine. As far as big cats go, it is not as big or dangerous as many but is pretty tough and can travel in packs of up to 6-8. Unlike other cats it does not rely on its claws to bring down prey, but solely on its powerful jaws. It also has a smaller cousin known as the thylacine that are much weaker.

Any other perception rolls or other actions during the day for the rest of the party?


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

perception: 1d20 + 12 ⇒ (11) + 12 = 23


male AC30 HP107 init. +4 Dwarf Cleric/10

give Milo additional healing, of course.

perception: 1d20 + 4 ⇒ (13) + 4 = 17


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

perception: 1d20 + 3 ⇒ (12) + 3 = 15


The party enters dense forest after the first 30 minutes of traveling. After a couple of hours Milo and Quinray spot a pair of large iron bear traps on the forest floor.

You can travel around or Quinray can attempt to disable device.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

These might come in handy if we run into that crazy bear Ibram and Milo were talking about. What do you think Quinray, up for the challenge?


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

"I hate Iron bears, good thing there's a trap for them."


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Are these old traps or newly placed traps. If newly placed we may want to leave them here. If old I will try to disable.

disabletrap1: 1d20 + 7 ⇒ (5) + 7 = 12

disabletrap2: 1d20 + 7 ⇒ (14) + 7 = 21

add +1 to each roll


The traps look like they have been there for a quite a while.

As Quinray attempts to disable the first trap, his hand slips, setting the trap off.

The iron jaws SNAP SHUT!!!! Quinray's right arm is savaged and trapped (8 hp damage).

trap attack: 1d20 + 10 ⇒ (16) + 10 = 26
dam: 2d4 + 3 ⇒ (3, 2) + 3 = 8

Quinray can try Escape Artist roll or Strength check to get out of the trap. Others can make Strength checks as well.

Party action.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Iknow it is to late but I have a +9 disable and + 1 for unchained. So another +2. So would be a total of 15

escapeartist: 1d20 + 9 ⇒ (7) + 9 = 16

Death by bear trap, lame way to go.


Quinray tries to slip his arm from the trap using his own blood as lubrication but he can't manage to work his arm loose.

*Not likely to die as trap has done its damage. Trap was DC20 so even with +10 you fail by 5, springing the trap.


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4
DM Darkvision wrote:

Quinray tries to slip his arm from the trap using his own blood as lubrication but he can't manage to work his arm loose.

*Not likely to die as trap has done its damage. Trap was DC20 so even with +10 you fail by 5, springing the trap.

Next time I should throw a heavy rock into it


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Make sure you wash that out Quinray. Metal left out in the wilderness often can be cause for infection. Good thing we have Kentaur with us!

Look around for other dangers:
perception: 1d20 + 2 ⇒ (2) + 2 = 4


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

Milo snorts at the bookish elf.

Have a care there Quinray, let me help you manage that thing off.

STR: 1d20 + 4 ⇒ (19) + 4 = 23

Other dangers? Otherwise continue to search the area until cleared.

perception: 1d20 + 5 ⇒ (2) + 5 = 7


Milo grabs the jaws of the trap, his muscles straining as the metal creaks and finally parts allowing Quinray to pull his arm free.

Blood still flowing down his right arm, Quinray walks slowly over to the second trap and as the rest of the party stares at him in disbelief, he disarms it using his left hand.

Tirnel:
I was thinking you were going to use one of your grease spells to give Quinray a +10 escape artist check!


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Darkvision:

Tirnel would never think to waste one of his precious spells on such a mundane event when other means are available. Brawn has its spots as they say...


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Quinray looks at the party. I learn from my mistakes.


male AC30 HP107 init. +4 Dwarf Cleric/10

A heal for Quinray CLW: 1d8 + 1 ⇒ (6) + 1 = 7


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

The party continues clearing this area of woods; perception rolls above for Milo and Tirnel.

Eyes peeled for bow timber and thorn berries!


A long day of trap finding ensues, the party locates 12 more traps of the same design over the next several hours scattered throughout this area of the forest, the first 11 prove no match for Quinray's nimble fingers now that he is familiar with the design.

However the last trap has closed on the left hind leg of an unfortunate wolverine.

Party action.


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

Supper time and XP! Errr....I mean engage Ranger sympathy muscles. :D

Milo moves forward slowly and with a gentle voice, Easy there little fella; let me help you. Shhh.....

wild empathy: 1d20 + 1 ⇒ (2) + 1 = 3

Wild Empathy:

Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


male AC30 HP107 init. +4 Dwarf Cleric/10

-man, that's not looking very calm.-


As Milo moves forward the beast begins to struggle in the trap, it snarls and bares its teeth at him. Upon closer observation, Milo believes the wolverine to be a pregnant female and to have been trapped for at least 2 days. The trapper is either unethical or behind schedule for some reason.


male AC30 HP107 init. +4 Dwarf Cleric/10

-I cast speak to unborn wolverine baby, and tell it to relax mama a bit.-


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

Undeterred by the snarling and display of savagery, Milo offers the beast some of his food and water. Easy now...easy....

wild empathy: 1d20 + 1 ⇒ (13) + 1 = 14


After being given food and water the animal calms down but continues to look at you warily.


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

Milo continues to speak in soft quiet tones to the carcajou.

Looking at Tirnel-I'm going to try and pry the trap open without getting bit. Can you help me by casting that grease spell on the trap. I'm hoping between the two little Mrs. here can get free.

strength: 1d20 + 4 ⇒ (6) + 4 = 10


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Tirnel looks dubiously at Milo and then sighs and casts grease on the trap.


Milo strains at the trap to little avail, but the grease spell does the trick as the wolverine slips out of the trap and lumps off into the woods.

Time to set up camp for the night, perception rolls for watch


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

Feeling happy that he helped the wolverine escape-What a beautiful night...

perception: 1d20 + 5 ⇒ (14) + 5 = 19


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Milo begins to mark the wood that he will soon shape-I hope Oleg is able to procure the correct varnishes and finishing stain. This could be a mighty weapon of war.

perception: 1d20 + 2 ⇒ (16) + 2 = 18


male AC30 HP107 init. +4 Dwarf Cleric/10

percep: 1d20 + 4 ⇒ (6) + 4 = 10


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

percep: 1d20 + 3 ⇒ (19) + 3 = 22


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Entry got eaten.

perception: 1d20 + 12 ⇒ (8) + 12 = 20


when: 1d5 ⇒ 5
stealth: 1d20 ⇒ 5

Shortly before dawn, Quinray hears something moving through the forest as though it is trying to be stealthy but is not doing a very good job. After listening for a couple of minutes the sounds continue to get closer and based on the pattern of the noise he believes it may be one or more humanoid creatures closing in on the camp. He quietly wakes the others.

You may have 1 round before they are upon the camp.


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

Milo clears the sleep from his eyes and readies his falchion for action.


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Tirnel exits his meditative state and readies his bow and his spells, trying to put his back to a tree or some other cover so he can't be surprised as easily from the rear.


male AC30 HP107 init. +4 Dwarf Cleric/10

Kentaur readies his Light Crossbow, Morning Star & shield.


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

Ibram readies his javelin and falchion and mutters a swift prayer to Erastil. "Let the prey be victorious today."


Two humanoids leap forward out of the foliage, they resemble anthropomorphic toads, complete with webbed hands and feet, large eyes, and overly wide mouths.

The one on the left let's out a hideous croak: DC13 will save or be shaken for shaken rounds: 1d4 ⇒ 4

Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Party action


AC-23; HP-36; INIT +5; +7 PERCEPTION
Melee:
+1 Falchion (+8 2d4+7/18-20/x2) w/PA (+7 2d4+10/18-20/x2); Long Bow (+8 1d8+4/20/x3/100’)
Saves:
+8FORT; +6REF; +2WILL

What in the world?
Knature: 1d20 + 4 ⇒ (11) + 4 = 15
Will: 1d20 + 1 ⇒ (20) + 1 = 21

Milo swings his falchion in a deadly arc:
falchionPA: 1d20 + 4 ⇒ (2) + 4 = 6
2d4 + 9 ⇒ (3, 2) + 9 = 14


AC-18/22 w/MA; HP-73; INIT +12; PERCEPTION +18
Melee:
Longsword (+5 1d8/19-20/x2); Longbow (+9 1d8/20/x3/100')
Saves:
+5FORT; +9REF; +9WILL

Curious creatures...
Knature: 1d20 + 9 ⇒ (9) + 9 = 18
will: 1d20 + 2 ⇒ (14) + 2 = 16

Cast daze on toughest looking one.


male AC30 HP107 init. +4 Dwarf Cleric/10

will: 1d20 + 7 ⇒ (4) + 7 = 11

-Whoa, Abadar preserve me!-

Fire the crossbow at the one on the right.

crossbow: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10


male human paladin 10, AC28 HP122 init. +3 Human Paladin (Hospitaler) 10

will: 1d20 + 4 ⇒ (6) + 4 = 10

-aaiiieee, amphibious death!-

Throw javelin at figure on right

javelin: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18

damage: 1d6 + 2 ⇒ (4) + 2 = 6


melee:
Rapier +9(1d6+5/18-20x2) Longbow+10/11)+1 w/30ft/pointB/20x3)
Half Elf UC Rogue 4 BAB +3 AC-22 HP-36 Init +7 Perception +15/17 Saves Fort+3 Ref+9 Will+2
skills:
Acro+12 Appraise; bluff; Clmb+6; craft; Diplomacy+4; DD +14; Disguise+5; E A+12; INT; Know(Dung+4,Local+4); Perception +15/17(trapfinding); perform; Profession+6; SM+7; Stealth +12; Swim+5; UseMD+4

Readied bow

Point blank range

LB: 1d20 + 7 ⇒ (15) + 7 = 22

damage: 1d8 + 1 ⇒ (5) + 1 = 6

willsave: 1d20 + 2 ⇒ (7) + 2 = 9

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