DM Bigrin's Second Darkness (Inactive)

Game Master bigrin42

A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible


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Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

"Suggest I look ahead a bit, Mother's Eldest Daughter," Arca murmurs to Calla.

Extended Arcane eye, anyone?


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Calla nods at Arca, loftily ignoring their guide.

"How much do you care if these are living or dead when they are returned?" she asks. I just want to clarify if there's a preference.


"The Slavemother does not want them to return. They had their chance to live among the blessed, now they must not be allowed to do so among the outsiders."


HP 43/72, AC 20/13/18, F +8, R +11, W +3, Init +2, Per +12 (+14 traps)

"Their heads then," Quevven says, drawing his blade. "Was it just the three, or did they take any other assets with them? Slaves, riding lizards, demons, anything?"


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

While the others discuss, Arca sits down cross-legged and closes his eyes, one hand closing on the comfortable weight of his metamagic rod. The Wizard mutters first a cantrip, then a more difficult spell of four stages -- and his perception shifts to a point outside his head, which he directs into the tunnel.

Extended Arcane Eye, augmented with Detect magic. Going to move at best speed to get past the bottleneck and slowing down to check for Driders after that.


Homunculus Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11; Fort +0, Ref +4, Will +1

While Arca casts, Magpie looks around -- and her eyes fall on Staryth. With a wicked grin, the homunculus takes wing and flies over to him to perch on his shoulder -- and tugs on his pointed ear with both hands.
At this proximity, the Drow Barbarian can easily see the jet-black Sihedron rune on the homunculus' stomach, the point of eager striving outlined in violet.

No hidden meanings. Just some byplay while we wait for the results of the divination.


The homonculus flew quickly down the twisting tunnel, which went for about seventy feet or so before opening into a larger chamber. This one looked to be shaped like a figure eight with a large waist. Three driders were in the far part of the chamber.


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

Arcane Eye, not Magpie; she's off tormenting Staryth/Lefrik. ^_^ I'm scanning with magic.

"Got them," Arca says without opening his eyes. "Three of them. They're about seventy feet in, on the far side of a room shaped like a figure eight with a large waist. Let me see if they have any tunnels to escape down..."

Arca proceeds to check the rest of the room, a little smile on his lips.


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

"Let's go kill them, then, and be done with this."

Are we alone? If so, Calla will cast greater magic weapon on her arrows, making them +2. And then weapon of awe on Lefrik's weapon.


@Calla - Not alone until you go into the shaft. But you wouldn't have to take very many steps down the shaft to get out of sight of the scout and guard.

Anklebiter concentrated on his seeing spell, but was unable to find any signs of exit from the chambers beyond.


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

OK, we'll wait then. Ready to go in whenever everyone else is.


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

Arca sends his sight all around the room to make sure there are no nasty surprises before getting up and joining the others.

'Just so long as they don't block the tunnel behind us....'


HP 43/72, AC 20/13/18, F +8, R +11, W +3, Init +2, Per +12 (+14 traps)

As Arca examines the area with his arcane sight, Quevven surveys the tunnel to make sure that the driders haven't left any more mundane traps to secure their hole.

Taking 10 for a 24.


Kel trails the party as she prepares to grant them the protection of Desna against the evil creatures.

ready to cast Protection from Evil, communal before the party springs the attack on the driders


You crept down the shaft, pausing for Calla to make herself ready once she was out of direct line of sight from your escort. Bruendor didn't find any traps, which was good, and Anklebiter's minion reported that the driders were still out of sight, behind some rocks a ways up the bigger chamber.

Feel free to huddle, plan, and then let me know your strategy. I don't want to rush your prep, but at the same time I don't want to wait 4 days for everyone to wait for someone else to come up with a plan

Here's the map


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

Arca beckons to Quevven to come closer, and whispers in his ear: "I'm going to cast Greater Invisibility on you. You'll be able to kill unseen, unless they've got a counter-spell ready."

To Staryth, he whispers: "For you, Protection from arrows. Our enemies are a bit too fond of making a pincushion out of you."

To the group as a whole: "Suggest I open up with a Fireball. It it doesn't soften them up, we'll at least see what we're dealing with. But first I want to cast the spells I just mentioned, and armour us all up."

Suggested:
Protective Ward and Extended magic circle against evil for group: +2 deflection to AC etc.
Mage armour, Mirror image & Shield for Arca
Protection from arrows for Staryth
Greater invisibility for Quevven

DM Bigrin, I did NOT send Magpie down. ^^; I used Arcane Eye, the spell, extended by the metamagic rod...


Yes, Anklebiter, I know. When I said "minon" I was referring to the magical eye.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Oops! Sorry. ^^;


HP 43/72, AC 20/13/18, F +8, R +11, W +3, Init +2, Per +12 (+14 traps)

"[smaller]Let's get 'em," Quevven says, waiting for Arca to start empowering the group.

I don't think I have any other buffs to make.


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

"That sounds like a good plan, Arca," Calla says. "Do we have any protection from their poison?"

She then casts a few spells, empowering her arrows and Lefrik's weapon. When they're ready to enter, she'll activate her ring to try to put a bit more punch behind her arrows.

I think our usual blindly rushing in should work for us.


Surprise round for all of you. I can't get you any closer without stealth rolls. If you want to try stealthing, we can go that route, I just need your rolls, and where you are going. Otherwise, surprise away! 2 driders on the map according to Anklebiter's descriptions (which may not be 100% accurate). The third is around in the back of the cave.

Here's the map


HP 43/72, AC 20/13/18, F +8, R +11, W +3, Init +2, Per +12 (+14 traps)

Since I'm invisible, I'd definitely like to stealth my way up to the baddies. Moving at normal speed incurs a -5 penalty, but I think I can swing that with the +20 bonus for being invisible. Taking 10 will net me a 42 Stealth. I feel pretty confident they won't be able to hear me coming. Can I end up at W12 before we start this fracas?


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

OOC: Definitely for stealthing


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

Before the group moves in closer, Arca spends a few moments empowering them. A burst of protective energy; a muttered spell on Quevven; another one on Staryth; a final one for Arca himself.

So as not to hold us up too long, and also not to burn too many resources on the first battle of the day:
Everyone - Protective Ward: +2 deflection bonus to AC
Arca - Shield
Quevven - Greater invisibility
Staryth - Protection from arrows

When the group advances, Arca skulks along at the back, rehearsing the words to his first summoning spell of the day.

Stealth 1d20 + 12 ⇒ (10) + 12 = 22


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Status:

HP 68/68
AC 22/24, touch 16, flat-footed 18/20
Fort +10*, Ref +6*, Will +12* (+2 vs. enchantments); CMD 22; SR 19
Divine retribution (DC 16) 0/6; Judgments 0/3; Bane 0/8; Discern lies 0/8
Arrows: 0/40; cold iron arrows 0/29; bolts 0/20; elf-bane arrows 0/3
Spells: 0/5 (first-level); 2/5 (second level); 1/3 (third level);
Dancing lights [], darkness [], faerie fire []
Consumables: Gravity Bow ring 1/3
Effects: gravity bow, greater magic weapon (arrows, +2)

Call casts invisibility on herself and moves stealthily into the room, ready to unleash arrows at the right time.

Also going to stealth in, moving to AH-20, so I can open fire.
Stealth: 1d20 + 15 ⇒ (15) + 15 = 30 plus 20 for invisibility

We could use our darkness abilities, though they can probably see in it.

Lefrik, don't forget weapon of awe.


Kel will wait for the surprise attack to be sprung, then follow with searing light when she can't spoil the surprise with her anti-stealth


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

Wouldn't that spell hurt us as well in our current forms?

When battle starts, I'll start by summoning support, put those driders in a flanking vise.


gm screen:

1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (3) + 4 = 7

1d20 + 2 ⇒ (10) + 2 = 12
anklebiter 1d20 + 2 ⇒ (5) + 2 = 7
kelendra 1d20 + 2 ⇒ (2) + 2 = 4
bruendor 1d20 + 2 ⇒ (3) + 2 = 5
calla 1d20 + 6 ⇒ (9) + 6 = 15
lefrik 1d20 + 0 ⇒ (10) + 0 = 10

One at a time, Calla and Bruendor leapfrogged to the nearest rock. Once in place, Calla motioned to the others to come along, even as the invisible Bruendor moved to circle behind the creatures. Unfortunately, before he could make it very far, one of the driders looked right at him and shrieked.

"They have followed us! Defend yourselves, brothers!"

Calla was the only one not caught completely unawares as the creatures spotted them somehow while the companions were still setting up their ambush.

Round 1:

Bruendor was somehow spotted trying to sneak around the driders, and you lost your surprise. No actions, other than the pre-battle buffs and stealthy movements have gone off (e.g., Anklebiter has not cast his summons yet)

Initiatives:

calla 15
driders 12
lefrik 10
anklebiter 7
bruendor 5
kelendra 4

Here's the map


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Quick stats:

HP 68/68
AC 22/24, touch 16, flat-footed 18/20
Fort +10*, Ref +6*, Will +12* (+2 vs. enchantments); CMD 22; SR 19
Divine retribution (DC 16) 0/6; Judgments 0/3; Bane 1/8; Discern lies 0/8
Arrows: 0/40; cold iron arrows 0/29; bolts 0/20; elf-bane arrows 0/3
Spells: 0/5 (first-level); 2/5 (second level); 1/3 (third level);
Dancing lights [], darkness [], faerie fire []
Consumables: Gravity Bow ring 1/3
Effects: gravity bow, greater magic weapon (arrows, +2)

Calla steps out to AG-21 and invoking her goddess' wrathactivating bane, launches three arrows at the nearest drider.

Also using Deadly Aim
+1 adaptive composite longbow (rapid shot): 1d20 + 11 - 2 + 2 - 2 + 2 ⇒ (5) + 11 - 2 + 2 - 2 + 2 = 16
Damage: 2d6 + 2 + 2 + 2d6 + 2 ⇒ (6, 1) + 2 + 2 + (4, 6) + 2 = 23
+1 adaptive composite longbow (rapid shot): 1d20 + 11 - 2 + 2 - 2 + 2 ⇒ (3) + 11 - 2 + 2 - 2 + 2 = 14
Damage: 2d6 + 2 + 2 + 2d6 + 2 ⇒ (4, 2) + 2 + 2 + (6, 2) + 2 = 20
+1 adaptive composite longbow (rapid shot): 1d20 + 6 - 2 + 2 - 2 + 2 ⇒ (1) + 6 - 2 + 2 - 2 + 2 = 7
Damage: 2d6 + 2 + 2 + 2d6 + 2 ⇒ (6, 2) + 2 + 2 + (4, 6) + 2 = 24

Don't forget we have faerie fire too, if someone wants to use it/is looking for something to do.


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

I hope we don't find out too late that these guys could have been allies...


Of course they could have been allies! What kind of a GM do you think I am? :p

Calla - did you cast Invisibility on yourself (and are now visible)? Or Greater invisibility?


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Invisibility; I'm now visible.


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8
DM Bigrin wrote:
Of course they could have been allies! What kind of a GM do you think I am? :p

Noooo! :(


Calla stepped out beyond the rocks and flashed a trio of arrows off at the nearest drow. Whether it was because her shots were rushed, or because the nightmare creature was already in motion, her shots missed, caroming off the stone walls in the distance.

The nearest drider mouthed something unpronounceable by human jaws, and Calla felt a force gripping her mind. She has an almost unresistable desire to put her bow on the ground.

The other drider spoke its own words and vanished completely. From the back of the cave, the third drider disappeared as well.

Round 1-2:

Calla needs to make a DC16 will save or drop her bow to the ground. This is a mind-affecting (enchantment) effect.

Initiatives:

lefrik 10
anklebiter 7
bruendor 5
kelendra 4
calla 15

driders 12

Everyone is up!

Here's the map


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

"I hate dealing with enemy spellcasters," Arca sighs -- and he chants a quick spell. "They're over there!" he shouts, giving quick directions.

See invisibility up. Everyone remember your +2 deflection mod to AC from before.


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

Lefrik...err Staryth moves near Calla (AG 22) and hurls his javelin, which never ever fails him...okay, sometimes fails him, alright, maybe he'll get lucky! At the foe he can see.

To hit: 1d20 + 9 ⇒ (2) + 9 = 11
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9

It would appear the javelin doesn't work any better in drow skin


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

0_0 ... =_= That is it! When we have time, I am upgrading that sucker into a magic weapon. Have your gold ready, Lefrik!


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Don't forget faerie fire, Arca.

Status:

HP 68/68
AC 22/24, touch 16, flat-footed 18/20
Fort +10*, Ref +6*, Will +12* (+2 vs. enchantments); CMD 22; SR 19
Divine retribution (DC 16) 0/6; Judgments 1/3; Bane 2/8; Discern lies 0/8
Arrows: 6/40; cold iron arrows 0/29; bolts 0/20; elf-bane arrows 0/3
Spells: 0/5 (first-level); 2/5 (second level); 1/3 (third level);
Dancing lights [], darkness [], faerie fire []
Consumables: Gravity Bow ring 1/3
Effects: gravity bow, greater magic weapon (arrows, +2), Justice judgment (+2 to hit);

Calistria take you," Calla growls, invoking yet more of her goddess' power as she casts judgment on the driders. activating justice judgment

"My mind is not yours to control, creature," she calls out, launching three more arrows at it.

Deadly Aim again, along with bane
Mwk longbow (rapid shot): 1d20 + 11 - 2 + 2 - 2 + 2 + 2 ⇒ (3) + 11 - 2 + 2 - 2 + 2 + 2 = 16
Damage: 2d6 + 2 + 2d6 + 2 + 4 ⇒ (3, 5) + 2 + (1, 1) + 2 + 4 = 18
Mwk longbow(rapid shot): 1d20 + 11 - 2 + 2 - 2 + 2 + 2 ⇒ (13) + 11 - 2 + 2 - 2 + 2 + 2 = 26
Damage: 2d6 + 2 + 2d6 + 2 + 4 ⇒ (6, 1) + 2 + (5, 1) + 2 + 4 = 21
Mwk longbow(rapid shot): 1d20 + 6 - 2 + 2 - 2 + 2 + 2 ⇒ (15) + 6 - 2 + 2 - 2 + 2 + 2 = 23
Damage: 2d6 + 2 + 2d6 + 2 + 4 ⇒ (1, 4) + 2 + (5, 6) + 2 + 4 = 24

Oh, and if someone needs something to do, lighting up that one we can currently see might not be a bad idea.


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

Next round; I need to be able to see them to light them up... ^^;


HP 43/72, AC 20/13/18, F +8, R +11, W +3, Init +2, Per +12 (+14 traps)

Quevven swears in Undercommon, a gutteral, base language well-suited for oaths, and rushes for cover to salvage the ambush that they lost.

I should be able to get to Y17 and make a Stealth check to go hidden again. Then again, without knowing exactly where the other driders are, it might not work!

Stealth: 1d20 + 16 ⇒ (14) + 16 = 30


As the stakes are raised, Kel blesses the party with the fervor of battle.

cast blessing of fervor on the party

Blessing of Fervor: Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

~ Increase its speed by 30 feet.
~ Stand up as a swift action without provoking an attack of opportunity.
~ Make one extra attack as part of a full attack action, using its highest base attack bonus.
~ Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
~ Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Since Calla goes before me, I'll take that extra attack.

Mwk longbow (rapid shot): 1d20 + 11 - 2 + 2 - 2 + 2 + 2 ⇒ (19) + 11 - 2 + 2 - 2 + 2 + 2 = 32
Damage: 2d6 + 2 + 2d6 + 2 + 4 ⇒ (6, 4) + 2 + (1, 6) + 2 + 4 = 25
Holy crap, it's a good roll!


Anklebiter:

One of the invisible ones moved to the other side of the rick formation in front of you (AE15).

GM screen:

6d6 ⇒ (4, 5, 6, 3, 4, 2) = 24

The drider ignored the javelin, but a trio of arrows embedded themselves into its chest. It could not ignore that, and moved forward. An arc of lightning formed and flew through Calla and Lefrik.

Round 2-3:

Lefrik and Calla both take 24 electric damage, DC16 Ref for half.

Initiatives:

lefrik 10
anklebiter 7
bruendor 5
kelendra 4
calla 15

driders 12

Everyone is up!

Here's the map

current hit point status:
lefrik -24 (-12)
anklebiter -0
bruendor -0
kelendra -0
calla -24 (-12)


Male Drow Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8

Arca calls upon one of the powers that came to him with his current Drow body, and strikes the nearest invisible Drider he can see with Faerie Fire!

Spell penetration: 1d20 + 8 ⇒ (16) + 8 = 24. That oughta do it! :D

"Surrender now, Driders! You have already lost, but don't know it!" he shouts.


Sort of drow/half-elf (Chelaxian) female HP 68, AC 22/16/18, F +10*, R +6*, W +12*, Init +7, Per +16 Inquisitor 8

Reflex (with Shake It Off): 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16

Status:

HP 56/68
AC 22/24, touch 16, flat-footed 18/20
Fort +10*, Ref +6*, Will +12* (+2 vs. enchantments); CMD 22; SR 19
Divine retribution (DC 16) 0/6; Judgments 1/3; Bane 2/8; Discern lies 0/8
Arrows: 10/40; cold iron arrows 0/29; bolts 0/20; elf-bane arrows 0/3
Spells: 0/5 (first-level); 2/5 (second level); 1/3 (third level);
Dancing lights [], darkness [], faerie fire []
Consumables: Gravity Bow ring 1/3
Effects: gravity bow, greater magic weapon (arrows, +2), Justice judgment (+2 to hit)

Snarling slightly as she ducks under the bolt, barely getting out of the way of the worst of it, Calla lets her fingers fly again to her quiver, arm a blur thanks to Kel's magic, as she sends more arrows toward the approaching drider's chest.

Letting bane go for the moment but keeping Deadly Aim...
+1 adaptive composite longbow (rapid shot, point blank): 1d20 + 11 + 1 - 2 + 2 + 2 - 2 ⇒ (3) + 11 + 1 - 2 + 2 + 2 - 2 = 15
Damage: 2d6 + 2 + 2 + 4 ⇒ (1, 2) + 2 + 2 + 4 = 11
+1 adaptive composite longbow (rapid shot, point blank): 1d20 + 11 + 1 - 2 + 2 + 2 - 2 ⇒ (8) + 11 + 1 - 2 + 2 + 2 - 2 = 20
Damage: 2d6 + 2 + 2 + 4 ⇒ (2, 5) + 2 + 2 + 4 = 15
+1 adaptive composite longbow (rapid shot, point blank): 1d20 + 6 + 1 - 2 + 2 + 2 - 2 ⇒ (18) + 6 + 1 - 2 + 2 + 2 - 2 = 25
Damage: 2d6 + 2 + 2 + 4 ⇒ (5, 5) + 2 + 2 + 4 = 18

+1 adaptive composite longbow (rapid shot, point blank), BOF: 1d20 + 11 + 1 - 2 + 2 + 2 - 2 ⇒ (19) + 11 + 1 - 2 + 2 + 2 - 2 = 31
Damage: 2d6 + 2 + 2 + 4 ⇒ (2, 3) + 2 + 2 + 4 = 13


BoF: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves

everyone, remember to select your BoF benefit each round

ready action to cast searing light on a drider if it appears, I think Kel just dropped the one we could see?


Male Elf Rogue 1 (AC 18, Saves Fort +4, Ref +9, Will +6 HP 6 out of 15?)

Reflex save for half: 1d20 + 6 ⇒ (6) + 6 = 12

Lefrik/Startyh feels the lightning bolt rip through him, and he grunts. That certainly hurt.

OKay, NOW I will put BOF Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves... I don't think it would kick in in time for that first bolt.

Lefrik streaks forward, his speed undimmed by his new drow nature, and taking his axe to strike at the drider. Oh, how he misses singing 'axe to the face' in battle, but then that might ruin this ruse, might it not?

to hit: 1d20 + 15 ⇒ (13) + 15 = 28
Dmg: 1d12 + 7 ⇒ (6) + 7 = 13

If Kel dropped the only one he could see, then that may change things, though blind fighting might come in handy.


eerr, Calla, not Kel, may have dropped the drider, as Calla actually does damage and Kel futzes around being mostly useless during combat


HP 43/72, AC 20/13/18, F +8, R +11, W +3, Init +2, Per +12 (+14 traps)

Trusting in his friends to take care of the visible drider, Quevven slipped deeper into the shadows to keep his eyes peeled for the invisible ones.

Taking a 5' step to Y16 and trying to figure out if I can discover where the invisible driders went to. If I do, I'll throw a faerie fire in that general vicinity. Yes, I realize I basically need to roll a 20 to even begin to defeat this, but I don't have a lot of options right now.

Perception: 1d20 + 12 ⇒ (16) + 12 = 28


Gm screen:

1d20 + 15 ⇒ (19) + 15 = 34

1d20 + 9 ⇒ (9) + 9 = 18
1d8 + 4 ⇒ (6) + 4 = 10

Bruendor heard a scuttling to the north of him, just before the terrifying visage of a drider appeared in front of him, swinging a barbed mace at his head. He dove to the side, taking the vicious blow on the shoulder instead. Anklebiter lit one of the invisible driders alight with faerie fire, even as Calla blasted the forerunner into oblivion with a trio of well-placed arrows. Lefrik charged the newly visible target with abandon, ignoring the creature's puny attack and dealing a massive blow with his axe.

Round 3-4:

Initiatives:

lefrik 10
anklebiter 7
bruendor 5
kelendra 4
calla 15

driders 12

Everyone is up!

Here's the map

current hit point status:
lefrik -24
anklebiter -0
bruendor -10
kelendra -0
calla -12

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