the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

-82 HP

Encouraged by one of the elementals going down Dolgrin the Invincible yells out his war cry of impending victory.

For the Stone!

GSPA1: 1d20 + 12 + 1 + 1 ⇒ (18) + 12 + 1 + 1 = 32
2d6 + 14 ⇒ (4, 4) + 14 = 22
haste: 1d20 + 12 + 1 + 1 ⇒ (11) + 12 + 1 + 1 = 25
2d6 + 14 ⇒ (5, 4) + 14 = 23
GSPA2: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
2d6 + 14 ⇒ (5, 3) + 14 = 22


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

Ang channels healing energy.

channel: 4d6 ⇒ (3, 4, 3, 4) = 14

-44hp


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Cast Scorching Ray using Rod of Lesser maximization Ray 1 rangedtouchattack: 1d20 + 8 ⇒ (9) + 8 = 17, damage 24

Ray 2 rangedtouchattack: 1d20 + 8 ⇒ (3) + 8 = 11


Dol spends the round slogging through the water back to the rest of the group while Ang's healing energy washes over the party. Maq's first scorching ray blasts into the water creature sending clouds of steam into the air and surprising him to such an extent that his second ray misses.

The creature clearly does not like the scorching ray attack and switches its attention to Maq, slamming him twice.

slam: 1d20 + 11 ⇒ (11) + 11 = 22
dam: 1d12 + 6 ⇒ (8) + 6 = 14

slam: 1d20 + 11 ⇒ (16) + 11 = 27
dam: 1d12 + 6 ⇒ (4) + 6 = 10


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

-68 HP

Somewhat out of breath from his exertions, You two...aren't done...yet? Let's get...this done....

Flanking
GSPA1: 1d20 + 12 + 1 + 1 + 2 ⇒ (15) + 12 + 1 + 1 + 2 = 31
2d6 + 14 ⇒ (1, 6) + 14 = 21
haste: 1d20 + 12 + 1 + 1 + 2 ⇒ (16) + 12 + 1 + 1 + 2 = 32
2d6 + 14 ⇒ (2, 6) + 14 = 22
GSPA2: 1d20 + 5 + 1 + 1 + 2 ⇒ (1) + 5 + 1 + 1 + 2 = 10
2d6 + 14 ⇒ (1, 6) + 14 = 21


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Cast Elemental Ray 3 rangedtouchattack: 1d20 + 8 ⇒ (17) + 8 = 25

damage: 1d6 + 3 + 5 ⇒ (2) + 3 + 5 = 10


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

hammer: 1d20 + 12 ⇒ (9) + 12 = 21
dam: 1d8 + 1d6 + 4 ⇒ (2) + (1) + 4 = 7

hammer: 1d20 + 12 ⇒ (3) + 12 = 15


The water creature continues to attack Maq.

slam: 1d20 + 11 ⇒ (10) + 11 = 21
dam: 1d12 + 6 ⇒ (1) + 6 = 7

slam: 1d20 + 11 ⇒ (6) + 11 = 17


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

-68 HP

Blade of fury=Aspect of Bull

GSPA1: 1d20 + 12 + 1 + 1 + 1 + 2 ⇒ (1) + 12 + 1 + 1 + 1 + 2 = 18
2d6 + 14 + 1 ⇒ (5, 3) + 14 + 1 = 23
haste: 1d20 + 12 + 1 + 1 + 1 + 2 ⇒ (7) + 12 + 1 + 1 + 1 + 2 = 24
2d6 + 14 + 1 ⇒ (5, 4) + 14 + 1 = 24
GSPA2: 1d20 + 5 + 1 + 1 + 1 + 2 ⇒ (3) + 5 + 1 + 1 + 1 + 2 = 13
2d6 + 14 + 1 ⇒ (1, 1) + 14 + 1 = 17


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Cast Elemental Ray 4 rangetouchattack: 1d20 + 8 ⇒ (18) + 8 = 26

damage: 1d6 + 3 + 5 ⇒ (6) + 3 + 5 = 14


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

Channel: 4d6 ⇒ (5, 1, 6, 3) = 15


The elemental finally succumbs.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

-53 HP

Dolgrin takes a small sip of ale before searching the waters using detect magic, Got to clear the taste of water from my mouth. BLECH! Finally getting some action, hey Maqej?

Any way out at the end of the cavern?


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

channel: 4d6 ⇒ (1, 2, 5, 5) = 13


Dolgrin detects no magic and does not see any way out of the cavern from his current location at the entrance.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"Not a particular fan of water creature."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

-40 HP

Well, nothing of use and no apparent way out. Now what? I'll take a look at the pillars, but I'm not a big fan of diving about and looking for a door.

Dolgrin uses every erg of his dwarven stonecraft to see if he can find a way out of the room.

perception: 1d20 + 14 ⇒ (15) + 14 = 29

or take 20...


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

I'll do some diving...swim about a bit and look for an exit...perception: 1d20 + 11 ⇒ (14) + 11 = 25


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

Ang wades into the waters to help look as well.

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


On the far side of the cavern the party discovers two possible exits.

On the left side of far end of the cavern is a small hole in the cavern wall that is below the water line, the right side is a hole in the cavern wall about 20' above the water.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

perception: 1d20 + 11 ⇒ (20) + 11 = 31, if nothing...
I check out the one below the line...


The water is murky but it is definitely some sort of underwater tunnel that appears to angle upwards. There is definitely a source of light at about 15'-20' and some sort of opening. Based on the length of the tunnel and the slope it would be above the water level in the cavern.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Swim back and pass on the info, "Do you guys want me to check it out?"


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Well I can't fly worth a damn, but I can swim a bit. Let me go first lad; hate to see something take a big bite out of you. If something gets me it will be better, I probably taste like crap and it will spit me out.

Deep breath....

Dolgrin goes for a swim:

swim: 1d20 + 6 ⇒ (15) + 6 = 21


Dol:
Dol makes it through the tunnel which ends in a dimly lit cavern, probably about 30'x30'. There are some stalagmites rising from the floor and obscuring your view of the far side of the cavern, but you can hear someone or something pretty big moving about over there.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Dolgrin uses the previously cast message spell to communicate what he sees to Maqej.

What do you think Maqej? You guys want to swim up here and see if we have a new friend to play with?


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"I'm on my way", start swimming


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

swim: 1d20 ⇒ 17

Ang makes it through the tunnel.


Give me a swim roll Maq!


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

swim: 1d20 - 1 ⇒ (2) - 1 = 1

"huh, splrx flbb!" sputters and hacks up water...


Maq takes 5 points of non-lethal damage and is shaken for 5 rounds, but makes it through the tunnel.

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.

A large lizard is attracted by the sounds of Maq's near drowning and rushes towards him looking for an easy meal.

party action


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

WHOA big fella! Take it easy; we aren't that tasty...

animal empathy: 1d20 + 4 ⇒ (7) + 4 = 11


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

Angruk casts bless on the party.


The lizard ignores Dol's attempts at animal diplomacy and lunges at Maq, ravaging the half-drowned sorcerer.

bite: 1d20 + 12 ⇒ (8) + 12 = 20
dam: 1d8 + 6 ⇒ (7) + 6 = 13

claw: 1d20 + 9 ⇒ (11) + 9 = 20
dam: 1d6 + 3 ⇒ (5) + 3 = 8

claw: 1d20 + 9 ⇒ (10) + 9 = 19
dam: 1d6 + 3 ⇒ (6) + 3 = 9


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

-40HP

No! No! Nibble on my you ornery beast, I'M the TASTY one!

Aspect of Bull +2 STR

GSPA1: 1d20 + 12 + 1 + 1 ⇒ (18) + 12 + 1 + 1 = 32
2d6 + 14 ⇒ (6, 2) + 14 = 22
GSPA2: 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 17
2d6 + 14 ⇒ (6, 2) + 14 = 22


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

hammer: 1d20 + 10 ⇒ (18) + 10 = 28
dam: 1d8 + 1d6 + 4 ⇒ (1) + (1) + 4 = 6


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Cast shield on myself


Dol's first attack does some solid damage to the lizard and Ang easily penetrates the creature's defenses but only with a glancing blow. With the taste of warm blood in its mouth, the powerful lizard lashes out again at Maq searching for more.

bite: 1d20 + 12 ⇒ (20) + 12 = 32
dam: 2d8 + 12 ⇒ (6, 3) + 12 = 21

claw: 1d20 + 9 ⇒ (18) + 9 = 27
dam: 1d6 + 3 ⇒ (4) + 3 = 7

claw: 1d20 + 9 ⇒ (8) + 9 = 17


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"Eek!", cast scorching ray rangedtouchattk: 1d20 + 7 ⇒ (5) + 7 = 12

rangedtouchattk: 1d20 + 7 ⇒ (20) + 7 = 27

the second ray connects for damage: 8d6 ⇒ (1, 1, 1, 2, 5, 3, 1, 4) = 18

-60hp


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Get off my friend you nasty gecko!
GSPA1: 1d20 + 12 + 1 + 1 ⇒ (20) + 12 + 1 + 1 = 34
2d6 + 14 + 1 ⇒ (2, 3) + 14 + 1 = 20
crit!: 1d20 + 12 + 1 + 1 ⇒ (14) + 12 + 1 + 1 = 28
2d6 + 14 + 1 ⇒ (3, 4) + 14 + 1 = 22
GSPA2: 1d20 + 5 + 1 + 1 ⇒ (4) + 5 + 1 + 1 = 11
2d6 + 14 + 1 ⇒ (6, 6) + 14 + 1 = 27


Maq's ray scorches the lizard's maw as it tries to chew on him. Dolgrin's strike nearly takes its head off.

End of combat


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

channelx2: 8d6 ⇒ (6, 4, 3, 4, 3, 6, 5, 5) = 36

cure on Maq: 3d8 + 7 ⇒ (2, 8, 5) + 7 = 22

"Now you both look better after a little healing."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

-4HP

That's quality healing Angruk; you are the Stone's essence! Great job Maqej, this thing is now already half-cooked. Nothing like some lizard jerky to keep an empty stomach at bay.

Dolgrin casts about the room looking for loot and/or a way out of this new cave. perception/aspect of falcon: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20


On the other side of the cavern the group finds:

lots of bones
200 gp
50 sp
+2 ring of protection
+2 cloak of resistance
+2 cold iron battle axe
+2 shield
+2 Belt of Physical Might (Dex and Con)
MW full plate (in rough shape, 50 gp value)


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Any way out of this cave of death besides the way we came in?

Dolgrin nominates himself for (in order of desire):

Belt
Cloak


There does not appear to be any other way out of this cave than the way you came in. Even after a thorough search by the entire group, no other exits are revealed.


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"I could use a shield like that. Axe looks like good work too but not really my style so we should probably sell or trade the axe. I'd take the ring too if no one else can use it."

Angruk looks at the pile of bones and then steps over them to perform a prayer.

"Blessings to the warrior who fell fighting the lizard, may Torag accept you at his bountiful table. Your equipment won't go to waste sitting in this dark hole any longer ...and may it serve us better than it served you."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Dolgrin looks a little surprised at Angruk during the prayer. When Angruk finishes-No offense Angruk, but I'm pretty sure if Torag really cared about this fallen warrior we'd be picking over lizard bones right now and not his. Let's go back down to the previous cavern.

swim w/aspect of frog: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"Go ahead and take that stuff guys", hoping for a better swim swim: 1d20 - 1 ⇒ (7) - 1 = 6
"I'm getting better..."


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4
Dolgrin Ironstrike wrote:

Dolgrin looks a little surprised at Angruk during the prayer. When Angruk finishes-No offense Angruk, but I'm pretty sure if Torag really cared about this fallen warrior we'd be picking over lizard bones right now and not his. Let's go back down to the previous cavern.

[dice=swim w/aspect of frog]1d20+6+4

"Every warrior eventually falls Dolgrin, even Torag's most favored."

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