dm darkvision and a brave new world (Inactive)

Game Master Daedeloth


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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

I say that goes against the spirit if not the letter of our charter. We are to explore and clear the wilderness. Who knows what undead horrors my lie within to plague other travelers. Our duty is to make sure and fully explore what lies within.

Plus there may be treasures within...He thinks to himself.


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

Then it is your call Tirnel. You do the digging. I have lost friends, they are dead. I paid my respects to them....

like someone here might have.


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 for a likely entrance using perception and detect magic.

perception: 1d20 + 2 ⇒ (20) + 2 = 22

Fine sentiment Quinray, but while I respect the dead in general, there is no reason not to be sure of this cairn.


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

What are your thoughts Milo?


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

Detect Evil on the cairn.


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 seems a little surprised that anyone would ask for his opinion-We are supposed to clear the area, I guess; and there might some items of value or use within. I don't know. Whatever the group feels is best I suppose.


There are a couple of large rocks that you might be able to move that you believe would grant you entrance. Str check.

Detect magic and detect evil do not reveal anything but a foot of rock blocks your ability to check so there could be evil and/or magic inside the cairn.


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

If we move these rocks, here and here, we should be able to get a closer look at what lies inside.

STR: 1d20 + 0 ⇒ (12) + 0 = 12


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 strains futilely at the stones. I wish I had a staff or some other form of leverage to push this off. How about some help from my much more burly companions?


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

Let me see if I can move it.

strength: 1d20 + 2 ⇒ (7) + 2 = 9

nnggghhh! too tough for me....Milo?


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 the large rocks, spits in his hands, and attempts to wrestle them out of position.

STR: 1d20 + 4 ⇒ (18) + 4 = 22


male AC30 HP107 init. +4 Dwarf Cleric/10

"Atta boy, Milo. Good job!"


Milo rolls the offending stones aside and a foul smell escapes the cairn as two walking corpses in soiled rags and flesh rotting off their bones stumble forward with unnatural speed to attack the filthy paladin (Ibram)! The first creature slams him twice the second fails to connect.

ikmqt: 2d5 ⇒ (1, 1) = 2

slam: 1d20 + 4 ⇒ (19) + 4 = 23
Dam: 1d6 + 4 ⇒ (2) + 4 = 6
slam: 1d20 + 4 ⇒ (19) + 4 = 23
Dam: 1d6 + 4 ⇒ (4) + 4 = 8

slam: 1d20 + 4 ⇒ (11) + 4 = 15
slam: 1d20 + 4 ⇒ (7) + 4 = 11


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

"Erastil protect!"

attack with falchion pwrattk: 1d20 + 2 ⇒ (13) + 2 = 15

damage: 2d4 + 6 ⇒ (3, 4) + 6 = 13


male AC30 HP107 init. +4 Dwarf Cleric/10

"Abadar preserve!"

damaging pulse: 1d6 ⇒ 2


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

What in the weave?
Knature or dungeoneering: 1d20 + 9 ⇒ (6) + 9 = 15

Firing a small conjuration at one of the creatures:
acid splash/touch attack: 1d20 + 4 ⇒ (7) + 4 = 11
1d3 ⇒ 1


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

Deadeye's horns!

Milo tries to bring down the worst wounded thing.

Falchion PA: 1d20 + 4 ⇒ (14) + 4 = 18
2d4 + 9 ⇒ (4, 4) + 9 = 17

confirm: 1d20 + 4 ⇒ (12) + 4 = 16
2d4 + 9 ⇒ (4, 3) + 9 = 16


Milo Keen-Eye wrote:

Deadeye's horns!

Milo tries to bring down the worst wounded thing.

[dice=Falchion PA]1d20+4
[dice=]2d4+9

[dice=confirm]1d20+4
[dice=]2d4+9

Confirm on a 14??!!


Quinray is up.


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
DM Darkvision wrote:
Milo Keen-Eye wrote:

Deadeye's horns!

Milo tries to bring down the worst wounded thing.

[dice=Falchion PA]1d20+4
[dice=]2d4+9

[dice=confirm]1d20+4
[dice=]2d4+9

Confirm on a 14??!!

Hah! Just saw the 18. Super keen? ;-D


Male half-orc Paladin(Sacred Shield)2/Sorcerer(Draconic)3/DragonDisciple8 AC35/39w/shield hp168 init+9
saves:
Fort:22 Ref:16 Will:20
skills:
dip13 per8 senmot6 knowarcana9 intimidate19 bluff10

Ooh, I like that. I'm gonna try it.


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 afraid to fire an arrow and kill a good guy flanks an undead and still fires his bow, point blank range.

Long bow: 1d20 + 5 + 2 + 1 - 4 ⇒ (13) + 5 + 2 + 1 - 4 = 17

damage: 1d8 + 1 ⇒ (1) + 1 = 2

sneak: 1d6 ⇒ 3


The party brings down the bigger looking ultrafast zombie but the other fights on, slamming Ibram to the ground!

ikmqt: 1d5 ⇒ 1

slam: 1d20 + 4 ⇒ (11) + 4 = 15

slam: 1d20 + 4 ⇒ (19) + 4 = 23
dam: 1d6 + 4 ⇒ (3) + 4 = 7


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

Ibram gasps and does not get up...

-5hp


male AC30 HP107 init. +4 Dwarf Cleric/10

"Ibram, no!" steps in and cast heals on Ibram CLW: 1d8 + 1 ⇒ (7) + 1 = 8


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 Ibram fall, an image of a fallen Yegalash flashes through his mind.

Milo stands in front of his fallen companion and brings his blade about with savage fury:

Falchion PA: 1d20 + 4 ⇒ (9) + 4 = 13
2d4 + 9 ⇒ (1, 1) + 9 = 11


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

My goodness! I'm glad we are cleansing this burrow of evil instead of letting some lesser group run afoul of it.

Seeing Ibram laid low, Tirnel steps up his efforts and uses his bonded item to fire a magical force arrow at the creature.

magic missile: 1d4 + 1 ⇒ (2) + 1 = 3


Quinray up again with the flank and sneak attack.


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

longbow: 1d20 + 5 + 2 + 1 - 4 ⇒ (5) + 5 + 2 + 1 - 4 = 9

damage: 1d8 + 1 ⇒ (7) + 1 = 8

sneak: 1d6 ⇒ 3


Only Tirnel's magic missiles damage the creature. Having laid the paladin low, the remaining zombie attacks Milo but doesn't connect.

kmqt: 1d4 ⇒ 2

slam: 1d20 + 4 ⇒ (11) + 4 = 15
slam: 1d20 + 4 ⇒ (13) + 4 = 17


male AC30 HP107 init. +4 Dwarf Cleric/10

flank with milo morning star: 1d20 + 2 ⇒ (13) + 2 = 15

damage: 1d8 ⇒ 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

Dodging the bludgeoning strikes of the undead creature, Milo attempts to bring it down with his blade.

falchion PA: 1d20 + 4 ⇒ (8) + 4 = 12
2d4 + 9 ⇒ (2, 2) + 9 = 13


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

Didn't study much today that will help against this thing. A little dash of acid will have to do...

acid splash TA: 1d20 + 4 ⇒ (11) + 4 = 15
1d3 ⇒ 1


Ibram and Quinray are up.


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

If Ibram can get up without provoking an Attack of Opportunity, he does so, and strikes.

"Erastil be done with you, foul beast!"
pwrattk and flanking: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
confirmcrit: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22

crit damage: 4d4 + 12 ⇒ (1, 1, 3, 3) + 12 = 20


Kentaur, Tirnel and Ibram bring the undead creature to its end. The inside of the cairn is a cavelike structure, it consists of a single room with no other exits.


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 casts detect magic an scans the room for anything of use.

perception: 1d20 + 2 ⇒ (4) + 2 = 6


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 helps Ibram to his feet, Are you OK; what was that thing?


male AC30 HP107 init. +4 Dwarf Cleric/10

another CLW on Ibram healz: 1d8 + 1 ⇒ (5) + 1 = 6


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

"Thank you, good Kentaur. Abadar's blessings are wondrous."

-7 hp


The party believes the creatures were some sort of zombie, albeit much quicker than normal.

A couple of spots in the dirt floor radiate magic and with a little digging, the party finds a ring and a greataxe.

That evening while studying Tirnel discovers:

Ring is made of silver with a winding blue stripe that runs completely around it.
(Ring allows the wearer to cast "water walk" 1/day lasts 60 minutes)
*not the same as ring of water walking in core rulebook

Greataxe is +1 adamantine greataxe


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

Good job guys.


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

"I'll take the greataxe if noone else wants 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

That sounds best Ibram. A mighty weapon for a mighty warrior. Adamantine no less! Looks like a thorough search and clear was the right way to go. I have no idea what to do with the ring. When would we use such a thing? Maybe it will have some sale value when we get back to Oleg's.

perception on watch: 1d20 + 2 ⇒ (19) + 2 = 21
perception next day's travel: 1d20 + 2 ⇒ (7) + 2 = 9


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 is unsettled during his watch that night thinking about the undead creatures from the cairn. Unnatural things; I wonder what caused them to animate. Evil souls during their living days I suppose?

watch perception: 1d20 + 5 ⇒ (6) + 5 = 11
travel perception: 1d20 + 5 ⇒ (16) + 5 = 21


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

watchperception: 1d20 + 12 ⇒ (18) + 12 = 30

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


The night passes, the only thing of note being Tirnel's sighting of a large black bat that circles high above the party for several minutes before flying off to the north.

The next 2 days pass rapidly as the party explores more rolling grasslands (A-1 and A-2). On the third day the party moves into the forest (B-2), crossing several small streams until you encounter a river about mid day. The river is about 25' across at the narrowest point you can see and looks to be 5'-7' deep at its center with a stout current.

know geography or know local 12:
This is the Thorn River, you are in the area where it starts


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

Assuming we have to cross the river to complete our search and clear of B2?

Anyone fancy a swim? Probably best that we get in before Kentaur sullies the waters. I don't fancy picking dwarf hairs off my body for the rest of the week. No offense Kentaur, but you are indeed quite woolly. What say you Milo? Take some rope and secure if on the far side so the rest of us can make our way across?

Tirnel looks out upon the waters to see if any threat exists therein or if some menace hides on the other side.

perception: 1d20 + 2 ⇒ (4) + 2 = 6


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 around to see if any of the rest of the group has a better idea before handing Kentaur one end of his rope and wrapping the other end around his ankle. Muttering to himself-I hope there are no eels. Hate those little slippery buggers. Good to eat, but slimy as all get out.

Milo dives in and does his best to make the far side of the river.

swim: 1d20 + 8 ⇒ (1) + 8 = 9


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

Glub! Glub! Glub!

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