DM Papa.DRB - Darklands (solo) (Inactive)

Game Master Papa-DRB


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(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Merfina whirled around-

Melee: 1d20 + 11 ⇒ (20) + 11 = 31 for Damage: 4d6 + 26 ⇒ (1, 6, 5, 4) + 26 = 42
Crit Confirm: 1d20 + 11 ⇒ (20) + 11 = 31

-and made up for her earlier mistake with one of the best blows she'd ever delivered, vertically splitting the zombie she'd missed earlier in half from head to groin. She whipped her blade back out of its body a moment later, sending it topping to the ground as she looked for the source of the crossbow noise. If it was an enemy, maybe that strike of hers would give them second thoughts...


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Miah;+2 Dwarven Waraxe +13/+8 (1d10+8/x3): 1d20 + 13 ⇒ (17) + 13 = 301d10 + 8 ⇒ (1) + 8 = 9
Drow Zombie;hand crossbow: 1d20 + 2 ⇒ (7) + 2 = 91d4 ⇒ 2 + poison; vs AC 25 Miah
Drow Zombie;hand crossbow: 1d20 + 2 ⇒ (18) + 2 = 201d4 ⇒ 1 + poison; vs AC 25 Miah
Drow Zombie;hand crossbow: 1d20 + 2 ⇒ (4) + 2 = 61d4 ⇒ 3 + poison; vs AC 25 Miah
Drow Zombie;hand crossbow: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 3 + poison; vs AC 25 Miah

Merfina whirls around and destroys the drow zombie in front of her, and Miah not to be outdone, cleaves the one in front of him, killing it. He then turns around and hustles towards the door.

With the dwarf approaching, the four drow zombies at the door all shoot their hand crossbows at him, but all the bolts go wide.

Next?
Level Map Updated

Merfina UP
Init (HP Cur/Max, AC)

Merfina 16 (65/65 24/T16)
Miah 2 (90/90 25/T12)
Foe(s) 19

Drow Zombie:
HPdead dead 17 17 17 17[17] AC16 T11 F15 CMD13; DR5/slashing; F2 R2 W1 Immune undead traits


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Next I look forward to AoE attacks. XD

Merfina darted forward as Miah moved, plunging her blade towards the first crossbow attacker. (For that matter, did they even have the dexterity to reload delicate weapons? Undead came in many varieties, after all. Hmm.)

Two-Handed Melee: 1d20 + 11 ⇒ (7) + 11 = 18 for Damage: 2d6 + 13 ⇒ (3, 3) + 13 = 19

Slashing right through its resistances, Merfina cut down the foe she'd targeted and was already turning to face the others.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Miah;+2 Dwarven Waraxe +13/+8 (1d10+8/x3): 1d20 + 13 ⇒ (17) + 13 = 301d10 + 8 ⇒ (7) + 8 = 151d20 + 8 ⇒ (6) + 8 = 141d10 + 8 ⇒ (3) + 8 = 11
Drow Zombie;slam: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 6 ⇒ (5) + 6 = 11 vs AC 24 Merfina
Drow Zombie;slam: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 6 ⇒ (3) + 6 = 9 vs AC 25 Miah
Drow Zombie;slam: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 6 ⇒ (3) + 6 = 9 vs AC 25 Miah

Merfina, darts over to the nearest crossbow wielding drow zombie, and and cleaves it down the middle. Miah steps up and severely wounds, but does not kill the zombie in front of him.

The zombie in front of Miah, manages to return the slam, just hitting the dwarf, while the other two step up and one attacks Miah and one attacks Merfina, both just missing.

Next?
Level Map Updated

Do three rounds of attacks, and that should allow me to "finish" the combat.

Merfina UP
Init (HP Cur/Max, AC)

Merfina 16 (65/65 24/T16)
Miah 2 (81/90 25/T12)
Foe(s) 19

Drow Zombie:
HPdead dead dead 2 17 17[17] AC16 T11 F15 CMD13; DR5/slashing; F2 R2 W1 Immune undead traits


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Two-Handed: 1d20 + 11 ⇒ (1) + 11 = 12
Two-Handed: 1d20 + 11 ⇒ (7) + 11 = 18 for Damage: 2d6 + 13 ⇒ (3, 4) + 13 = 20
Two-Handed: 1d20 + 11 ⇒ (2) + 11 = 13

Alas, Merfina's later swings weren't all as accurate as they could have been.

If it would make a difference, she'll use Milo's Lucky Break for +3 to AC. It's expended for 5 rounds after use.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Miah;+2 Dwarven Waraxe +13/+8 (1d10+8/x3): 1d20 + 13 ⇒ (8) + 13 = 211d10 + 8 ⇒ (8) + 8 = 161d20 + 8 ⇒ (13) + 8 = 211d10 + 8 ⇒ (6) + 8 = 14 vs AC 16 Drow Zombie
Drow Zombie;slam: 1d20 + 7 ⇒ (7) + 7 = 141d6 + 6 ⇒ (6) + 6 = 12 vs AC 25 Miah

After downing one of the zombies, Merfina tries to kill the one next to it, but misses. Miah drops one of the zombies, then another as his axe cleaves thru them. The remaining zombie attempts to slam Miah, misses, and then dies from Merfina next blow.

Next?
Level Map Updated

Status
(HP Cur/Max, AC)

Merfina (65/65 24/T16)
Miah (81/90 25/T12)


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Before they moved on, Merfina put a hand on Miah's shoulder. A mark of healing appeared on both of her palms, and a moment later, a burst of healing energy rippled through the air.

Channel Positive Energy: 3d6 ⇒ (4, 1, 2) = 7

"That should help." she said, satisfied. "You know caves in general better than I - care to point the way?"

Also, this next bit is long overdue...

Channel Energy: 5/6 uses left.
Spirit Effects:
Milo of Clyde: Deft Fingers (+3 DD/SoH, Disable Magical Traps), Lead Slinger (Use Crossbows/Firearms), Milo's Truthtelling (mind-affecting melee touch attack), Street Savvy (+3 Perception, Sense Motive, Survival).
Ubro: Channel Energy (3d6, 5/6 uses), Check Up (determine target's problems), Healer's Hands (+3 to Heal skill, bonuses when using it), Sand Skin (DR 3/piercing).


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 11d4 ⇒ 4

Searching the zombies, other than the hand crossbows and 10 bolts which appear to be in good shape, there is nothing of interest on the creatures. Now that you have cleared that side of the dungeon, you and Miah check out the door to the west, and after hearing nothing, you open it. Once again, there are crates, most broken and the contents spilled on the floor.

You decided to head down the circular stairs in the middle of the center section, and reach the next level, where the stairs continue down. On this level there are six doors on the north side, and three doors on the south side.

Next?
Level Map Updated

Status
(HP Cur/Max, AC)

Merfina (65/65 24/T16)
Miah (88/90 25/T12)


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

"I appear to be visiting places with an unusually high number of doors." Merfina observed. After a few moments, she shrugged and opened the middle door on the south side. Central doors were often more likely to head to another area - not always, by any means, but definitely some of the time. She wanted to see what was here before they continued on down the stairs.

Spirit Effects:
Milo of Clyde: Deft Fingers (+3 DD/SoH, Disable Magical Traps), Lead Slinger (Use Crossbows/Firearms), Milo's Truthtelling (mind-affecting melee touch attack), Street Savvy (+3 Perception, Sense Motive, Survival).
Ubro: Channel Energy (3d6, 5/6 uses), Check Up (determine target's problems), Healer's Hands (+3 to Heal skill, bonuses when using it), Sand Skin (DR 3/piercing).


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 61d4 ⇒ 3

Opening the door in the center of the south wall, you see a room with six simple beds with metal frames. The old straw filled mattresses have been gnawed and torn asunder at various times and there are shreds of mildew strewn about. There is the slight smell of mold in the air.

Next?
Level Map Updated


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

"Hm." With a slight shrug, Merfina checked the other two southern doors. Were these all the same? Well, that was evidence as much as anything else was.

Spirit Effects:
Milo of Clyde: Deft Fingers (+3 DD/SoH, Disable Magical Traps), Lead Slinger (Use Crossbows/Firearms), Milo's Truthtelling (mind-affecting melee touch attack), Street Savvy (+3 Perception, Sense Motive, Survival).
Ubro: Channel Energy (3d6, 5/6 uses), Check Up (determine target's problems), Healer's Hands (+3 to Heal skill, bonuses when using it), Sand Skin (DR 3/piercing).


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 151d4 ⇒ 3

Checking out the other two doors on the south wall, while there are six spots for mattresses in both of them, the one to the west, has three bedrolls that are of drow make in it, and the other one has four bedrolls that are of drow make. All three of the rooms have foot lockers in them, that seem to be of an older design.

Next?


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Frowning slightly, Merfina moved over to check the lockers, just in case there was anything of interest inside them. The more information she had on the drow, the better - and even minor bits of information could help.

perception: 1d20 + 12 ⇒ (2) + 12 = 14

Spirit Effects:
Milo of Clyde: Deft Fingers (+3 DD/SoH, Disable Magical Traps), Lead Slinger (Use Crossbows/Firearms), Milo's Truthtelling (mind-affecting melee touch attack), Street Savvy (+3 Perception, Sense Motive, Survival).
Ubro: Channel Energy (3d6, 5/6 uses), Check Up (determine target's problems), Healer's Hands (+3 to Heal skill, bonuses when using it), Sand Skin (DR 3/piercing).


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

Trap attack: 1d20 + 20 ⇒ (15) + 20 = 351d4 + 1 ⇒ (2) + 1 = 3 vs Merfina AC 24

Checking out the footlockers in the west room, Merfina searches the first one and does not find a trap. Opening it, a small needle dart jumps out and pricks one of her fingers.

Merfina:
DC 13 Fort save. Pass - all ok. Fail - fall unconscious; If fail first one, then 2nd DC 13 Fort save. Pass wake up after the 1 minute is up. Fail unconscious for 2d4 ⇒ (4, 2) = 6 hours.


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Fort: 1d20 + 9 ⇒ (11) + 9 = 20

"Hm." Merfina said, plucking a needle out of her finger. A moment later, she sucked out a bit of blood and spat it onto the floor. "Yeah, that's dark elves all right - plenty paranoid." More importantly, was there anything in there?


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 21d4 ⇒ 3
About half of the chests are trapped, but with your saves, I am going to just assume that you pass, either the first time and nothing happens, or the second time and Miah stands guard over you till you come out of it a minute later.

Going thru each of the room, you find that about half the chests are trapped with the same type of needle trap, and the needles are coated with a drow sleep poison. Most of them are empty, however in the east most room you do find some items.

A small leather bag, that is rust colored.
Three potions of Cure Serious wounds.
Three small red gems, that are worth about 500 gp each (rubies).

In one of the bedrolls in the east most room, as you are searching you find something in the bedroll. While it is invisible, it feels like a small journal or book.

Next?


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

"Hmm... have anything to purge invisibility?" Merfina asked, holding up the unseeable book. "This could be relevant - more so than the rest of the things here, at least." she did try shaking the leather bag over the book, though, just out of curiosity.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

DM rolls:

?: 1d20 ⇒ 201d4 ⇒ 4

Miah responds to Merfina, "no. I have nothing for that. I am a simple fighting man trying to get help against the drow. I am sure that when we reach Embla, my home, that we would have someone who could turn it visible. Shall we check out the north cells, or head down another level?"

Shaking the leather bag over the invisible book has no affect on either the book or the bag.

Next?


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Shrugging, Merfina added the items to her storage. "I think it's fine to head down the next level. It'll take us forever if we try to thoroughly check each and every little thing, and we have more important matters to attend to." she said matter-of-factly. Hefting her blade up, she began moving towards the stairs.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

The site is back! but is it back for good.

DM rolls:

?: 1d20 ⇒ 181d4 ⇒ 3

Miah simply nods, and follows behind Merfina as she leads the way down the stairs to the next level. Arriving there you see twenty cells, with bars. In the northeast most cell is a skeleton laying on the floor and as you look at each cell, you find a rune carved in the wall, however in the first three sections of wall there are two runes carved. Starting in the northwest cell, north wall, and traveling clockwise the runes are as follows (with the last three runes in the series starting again on the first wall. FEWJUDGEMYQUARTZBLOCKSPHINX

Next?


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Prrrrrrobably? They said they fixed the main problem, at least, and it's been pretty stable since.

"...I feel like 'judge' is an interesting word to use in this context." Merfina mused as she looked at the runes and what they spelled out. "I suppose we should be on the lookout for some quartz, then?" she paused by the skeleton, to see if it was an undead and - either way - to give it some rites.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Initiative:

Merfina: 1d20 + 10 ⇒ (14) + 10 = 24
Miah: 1d20 + 1 ⇒ (3) + 1 = 4
Foe: 1d20 + 9 ⇒ (20) + 9 = 29
DM rolls:

Miah; Will +5: 1d20 + 5 ⇒ (18) + 5 = 23

Checking out the skeleton, you find that it is a set of charred bones that has been here for quite sometime, and there is nothing particularly interesting about them. After saying a prayer, you head down the stairs to the next level of this Keep.

This torture chamber appears to have been heavily used in even the recent past. Blood permanently stains the floor where the limbs and fingers of humanoids lay about. Four human skeletons lie stacked in one corner of the room while strange torture devices line the west wall. A dark-skinned humanoid is still attached to one of the devices, its face seeming to plead and beg for freedom from the pain; it is unclear at first if it is alive or dead.

All of this is overshadowed by the sight of the creatures surrounding the humanoid; Yul (a mohrg) and his mob of half a dozen zombies are gathered around a small table with a number of vicious, hooked and barbed instruments (some glisten with surgical splendor while others are dull, rusted tools of torment.) Even if a number of traps have been set off on the upper floors, these creatures have their backs to the party, seemingly unaware of their presence. That is until first one, then a second, then all of the creatures, each open up a single eye in the back of their heads. As one, they all blink; an entirely unnerving act!

DC 20 Will save - Pass, nothing happens; Fail, Shaken for 14 rounds. Miah made his save.

Merfina UP
Init (HP Cur/Max, AC)

Merfina 24 (65/65 24/T16)
Miah 4 (88/90 25/T12)
Foe(s) 29

Zombie:
HP17 17 17 17 17 17[17] AC16 T11 F15 CMD13; DR5/slash; F2 R2 W1; Undead traits

Mohrg:
HP105[105] AC23 Tx14 F14 CMD27; F4 R10 W9 Immune flank, undead traits


(Bound Spirit: Milo of Clyde, Ubro) (CA's: Bless, Lore Consultant) Adv. Aasimar Arm 6 / Inc 6 / PctMkr 6 | HP: 78/78 | AC: 24, T: 17, FF: 18, SR: 11 (vs Evil) | Fort: +9, Ref: +7, Will: +9 | CMB: +11, CMD: 28 | Init: +10, Perception: +9 [+12] | SP: 20/21

Will: 1d20 + 9 ⇒ (17) + 9 = 26

As they sent a terrifying power her way, Merfina steeled her mind - and made ready to steel the zombies, too. While she was all for giving people a fair chance to explain themselves, this appeared to be one of those times where all the information had been kindly provided.

Without hesitating, she gathered power together, pumped it up as much as she could, and sent a burst of crystals hurtling towards the Mohrg.

Crystal Blast, Ranged Touch Attack: 1d20 + 11 ⇒ (13) + 11 = 24 for Damage: 6d4 ⇒ (1, 2, 4, 1, 3, 2) = 13 Plus Reflex DC 19 vs Entangle. -1 SP for the improved damage.

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