dm darkvision and a brave new world (Inactive)

Game Master Daedeloth


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Milo and Kentaur miss their mark, while Quinray feathers the creature on the left and Ibram javelins the creature on the right. Tirnel is unable to daze a creature.
will save: 1d20 + 2 ⇒ (20) + 2 = 22

The creatures strike back!
attacks on IKMQT: 2d5 ⇒ (4, 3) = 7

morningstar on Quinray: 1d20 + 5 ⇒ (18) + 5 = 23
dam: 1d8 + 3 ⇒ (5) + 3 = 8

morningstar on Milo: 1d20 + 5 ⇒ (16) + 5 = 21
dam: 1d8 + 3 ⇒ (7) + 3 = 10

Milo/Tirnel:
You know these creatures prefer swampy/wet areas so there is likely wetlands somewhere in the area. They are hardy creatures that can take a bit of damage. They can only use their croaking sound attack once in a while.


male AC30 HP107 init. +4 Dwarf Cleric/10

Kentaur and Ibram flank the one on the right

morningstar: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17

damage: 1d8 ⇒ 7


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

pwrattk: 1d20 + 2 + 2 - 2 ⇒ (19) + 2 + 2 - 2 = 21
confirmcrit: 1d20 + 2 + 2 - 2 ⇒ (9) + 2 + 2 - 2 = 11
damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10


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

-10 HP

Grrrkkk...

Milo grunts as the amphibian smashes his left shoulder with a morningstar.

Trying to repay the favor
falchionPA: 1d20 + 4 ⇒ (3) + 4 = 7
2d4 + 9 ⇒ (4, 4) + 9 = 17


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

Daze on the other creature. DC 16 Will.


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

LB: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15

damage: 1d8 + 1 ⇒ (8) + 1 = 9


Quinray Quantreant wrote:

[dice=LB]1d20 + 7 - 2

[dice=damage]1d8 + 1

You get -4 firing into melee until you take Precise Shot feat.


Tirnel manages to daze one of the creatures for a round, while Milo and Kentaur tag team the other nearly killing it, it looks ready to drop. Meanwhile a third creature appears out of the forest and smashes Kentaur with its morning star.

will: 1d20 + 2 ⇒ (10) + 2 = 12

morning star: 1d20 + 5 ⇒ (5) + 5 = 10

who IKMQT: 1d5 ⇒ 2
morning star: 1d20 + 5 ⇒ (18) + 5 = 23
dam: 1d8 + 3 ⇒ (4) + 3 = 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

Daze on newcomer. DC 16 Will.


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

-10 HP

Milo attempts to finish off the severely wounded one.

falchion PA: 1d20 + 4 ⇒ (13) + 4 = 17
2d4 + 9 ⇒ (1, 3) + 9 = 13


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

Ibram strikes pwrattk: 1d20 + 2 + 2 - 2 ⇒ (14) + 2 + 2 - 2 = 16

damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10


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

rapier: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 1 ⇒ (2) + 1 = 3


male AC30 HP107 init. +4 Dwarf Cleric/10

Kentaur casts CLW on himself heal: 1d8 + 1 ⇒ (3) + 1 = 4

-3 hp


Ibram finishes off the heavily wounded swamp thing while Kentaur heals himself. Milo has to settle for attacking and badly damaging the one in front of him with some additional help from Quinray. Tirnel dazes the newcomer.

will: 1d20 ⇒ 11

IKMQT: 1d5 ⇒ 1
morning star on Ibram: 1d20 + 5 ⇒ (19) + 5 = 24
dam: 1d8 + 3 ⇒ (2) + 3 = 5


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 delays to see if anyone else finishes off the badly wounded frog beast. If it still stands he will hack at it otherwise swing away at dazed McGee:

falchion PA: 1d20 + 4 ⇒ (7) + 4 = 11
2d4 + 9 ⇒ (4, 3) + 9 = 16


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 attempts to finish off the heavily wounded combatant with a magic missile cast from his bonded item.

MM: 1d4 + 1 ⇒ (1) + 1 = 2


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

On badly wounded
rapier: 1d20 + 5 ⇒ (1) + 5 = 6

damage: 1d6 ⇒ 6


male AC30 HP107 init. +4 Dwarf Cleric/10

strike morningstar: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6


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

strike with falchion pwrattk: 1d20 + 2 + 2 - 2 ⇒ (6) + 2 + 2 - 2 = 8


Tirnel's spell finishes the wounded creature while the rest of the group flails about.

Ibram gets whacked again.

IKMQT: 1d5 ⇒ 1
morning star: 1d20 + 5 ⇒ (14) + 5 = 19
dam: 1d8 + 3 ⇒ (1) + 3 = 4


male AC30 HP107 init. +4 Dwarf Cleric/10

strike morningstar: 1d20 + 2 ⇒ (1) + 2 = 3

-3 hp


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

"Stop...hitting...me!"

falchion strike pwrattk: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23

confirmcrit: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23

critdam: 4d4 + 12 ⇒ (4, 1, 4, 1) + 12 = 22

-9 hp


Tired of being slapped around, Ibram cuts the last swamp man in two.

end of combat


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

Fine blade work Ibram!

Detect magic on the creature's belongings and look for anything of value.


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

-10 HP

Milo peers out into the pre-dawn forest, anxious that more of the frog-like things might appear.


As the party searches the creatures, the sun rises on the start of a new day.

The creatures had 3 morning stars, some smelly fish-type rations, and 42 gold pieces. Milo finds the the tracks of the creatures leading off to the south. Based on what he and Tirnel know about the creatures they believe there is a good chance that a cave/lair lies within a half day's march where you might find more creatures and whatever treasures they possess.


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

Unless anyone disagrees, I propose we heal and then follow the trail back to the lair of these creatures. That should help clear and pacify this area.

perception on trip to lair: 1d20 + 2 ⇒ (16) + 2 = 18

Are we still in C1, including the potential trip to the lair?


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

-10 HP
perception: 1d20 + 5 ⇒ (5) + 5 = 10


Tirnel Stargazer wrote:

Unless anyone disagrees, I propose we heal and then follow the trail back to the lair of these creatures. That should help clear and pacify this area.

[dice=perception on trip to lair]1d20+2

Are we still in C1, including the potential trip to the lair?

Your camp was in C1, close to B1, but you are headed south, towards C2.


male AC30 HP107 init. +4 Dwarf Cleric/10

make sure all creatures are dead, then pulse when all are around

"May the mercy of Abadar flow through you!"
healz: 3d6 ⇒ (3, 3, 4) = 10


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

C2 is also woods?

survival/tracking: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23


You suspect C2 may be woods but you are not there yet, just headed in that direction.

You follow the tracks through the woods for a couple of hours and they eventually lead to a river which you believe to be the same river that the bandit camp was next to. Along the river bank you find a narrow cave opening.


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

Insert another annoying C1/C2 question here... ;-p

Milo, maybe you or Quinray should go scout out the entrance to the cave and make sure it isn't trapped like the kobold one., Tirnel offers helpfully.

~Detect magic on cave entrance and surrounding area~

perception: 1d20 + 2 ⇒ (17) + 2 = 19


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 looks at Tirnel dubiously, not sure he is liking getting offered the position of party trap-setter-offer.

After a moment of reflection he shakes his head and looks at Quinray, mumbling quietly, Come on... and heads towards the cave entrance bow ready.

strenuous perception: 1d20 + 5 ⇒ (17) + 5 = 22


The party is in the SW corner of C1.

No magic detected at the cave entrance.

Milo sees several sets of humanoid tracks going both in and out of the cave, there is also a strong odor of fish coming from the cave.


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 ⇒ (9) + 12 = 21


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

Move up Quinray; your eyes are better than mine in the dark.

Milo moves up after Quinray in support to get a look at the cave ahead; he motions for the rest of the party to advance towards their position.


Quinray moves down a narrow passage for about 10' which opens into a small circular cavern about 15' across, there is a fire burning in the center of the room.

There are 2 passages exiting the room, on left and right.


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

Deferring to Quinray-Your call: left or right?


Male Human Wizard 12AC 20w/MageA 24, HP 112 BAB +6/1 Init+6
skills:
20Ling,Arc,Spell,17Per,18Nat,15Local,14Planes ,13Rel,history12dung,10Geo,eng,nob 7fly
saves:
Fo+ 13Ref+11Will+17

If there is nothing in the room, go left.

perception: 1d20 + 12 ⇒ (13) + 12 = 25


Quinray moves into the narrow left passage and moves forward about 30', it looks like the passage widens into a room about 20' ahead and he hears someone/something moving in the room.


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

Any idea what it is, friend or foe.
Use KnowNature oops do not know that.
Maybe Keeneye should get his ranger butt up here. I will move forward if it is safe.

perception: 1d20 + 12 ⇒ (10) + 12 = 22


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

Seeing Quinray pause, Milo moves up in support.

stealth: 1d20 + 7 ⇒ (3) + 7 = 10

What do you see?

perception: 1d20 + 5 ⇒ (19) + 5 = 24

Milo is on a hair trigger and will loose an arrow at the first sign of trouble.


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

Hopefully 'Leads From the Front' won't find his way into any pits this time...


Having heard something coming from the opening ahead, Quinray deduces that one or more of the swamp creatures must be in the room and therefore it is not safe, so he does not move forward and instead waits for Milo to come to him. Milo also hears footsteps and the muffled sounds of a strange language coming from the area ahead. You can only see a very small area of the room ahead and can't see whatever is making the noise.

The passage is narrow, but Milo could squeeze by Quinray if desired.


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 signals for the rest of the party to advance before he squeezes by Quinray and moves into the room whispering-Cover me...

As soon as he is in sight of a foe he will fire and advance ready to pull his falchion and slay.


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 moves forward with as much clandestineness as he can muster; ready to support his fellows.

stealth: 1d20 + 4 ⇒ (14) + 4 = 18


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

Once noise is made, Ibram and Kentaur will advance and engage. There is no stealthiness here.


Milo moves forward down the passage with the rest of the party following him, he comes out into a small 12' room (maybe a sleeping chamber?) containing 2 of the swamp things about 5' away. You do not see any other exits.

Milo, Quinray and Tirnel can attack, Ibram and Kentaur have to wait for the others to move into the room first but will be able to attack next round.


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 strikes with his rapier since they are too close for arrows.

rapier: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 1d6 + 1 ⇒ (6) + 1 = 7

confirmcrit: 1d20 + 5 ⇒ (1) + 5 = 6

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