dm darkvision and a brave new world (Inactive)

Game Master Daedeloth


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Kentaur does not detect magic on the ring. Milo examines the ring more closely, it looks like it could be a wedding ring, but he does not see anything identifying on it.

Quinray bump.


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 + 14 ⇒ (15) + 14 = 29

Retrieve arrows.


50% of arrows are broken

The party heads down the passage with Kentaur's light spell illuminating the way.
The party enters a cavern. The walls are decorated by a rickety wooden frame formed from clean-cut branches lashed together with gut and twine. Banners cut from two-foot-wide strips of old blankets and horsehides hang from floor to ceiling, covering much of the walls. The sloppily painted banners bear dozens of primitive icons and mystic symbols. A large cauldron filled with bubbling red liquid boils in the center of the room.

Just as Tirnel enters the room he feels a blade enter his back causing excruciating pain.

stealth: 1d20 + 20 + 13 ⇒ (4) + 20 + 13 = 37
short sword: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Dam: 1d6 + 2d6 ⇒ (4) + (4, 5) = 13

The 4 other members of the party see a kobold wink into existence up ahead in the cavern and then they are pummeled by dirt, pebbles and stones falling from above.
Everyone but Tirnel takes:
dam: 2d6 ⇒ (5, 4) = 9

Party action. Difficult terrain is between the party and the kobold in front of you. Only Tirnel and Milo can strike at whatever is behind the party.


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

-19HP

Tirnel cries out in agony as the blade cuts into his back. [b]GURRRKH![\b]

Is he one on one with the short sword death dealer?

If so create pit so it affects his 5' square. If not create pit on the kobold ahead (if I see it).

Let me know if I need to roll REF.


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

-9HP

Milo stands his ground and launches a brace of arrows at the winking kobold.

Add +1/+1 if within 30'
rapid shot: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 251d8 + 4 ⇒ (2) + 4 = 6
rapid shot: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 151d8 + 4 ⇒ (5) + 4 = 9


male AC30 HP107 init. +4 Dwarf Cleric/10

Kentaur will pulse "Abadar's blessings!" heals: 2d6 ⇒ (4, 5) = 9


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

start to pick my way across the difficult terrain


Tirnel Stargazer wrote:

-19HP

Tirnel cries out in agony as the blade cuts into his back. [b]GURRRKH![\b]

Is he one on one with the short sword death dealer?

If so create pit so it affects his 5' square. If not create pit on the kobold ahead (if I see it).

Let me know if I need to roll REF.

Tirnel can create the pit exactly where he wants but it will have to be very close to him to get the death dealer. Since the spell is a standard action, you can move back away from the pit towards the rest of the party at the end of the round and do not need to make a Ref save if you do so.


Quinray is up.


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
DM Darkvision wrote:
Tirnel Stargazer wrote:

-19HP

Tirnel cries out in agony as the blade cuts into his back. [b]GURRRKH![\b]

Is he one on one with the short sword death dealer?

If so create pit so it affects his 5' square. If not create pit on the kobold ahead (if I see it).

Let me know if I need to roll REF.

Tirnel can create the pit exactly where he wants but it will have to be very close to him to get the death dealer. Since the spell is a standard action, you can move back away from the pit towards the rest of the party at the end of the round and do not need to make a Ref save if you do so.

How about 5' step away from death dealer (it's non-AOO provoking) towards the party and then cast the pit?

I have to end my turn adjacent to it the pit in order to be in danger.

Death dealer will take 1d6 of fall damage and DC 25 to climb out. Lasts 4 rounds.

http://www.d20pfsrd.com/magic/all-spells/c/create-pit/


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

Fire at death dealer

LB: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
damage: 1d8 + 1 ⇒ (5) + 1 = 6
sneak: 2d6 ⇒ (6, 2) = 8

LB: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
damage: 1d8 + 1 ⇒ (4) + 1 = 5
sneak: 2d6 ⇒ (2, 1) = 3


Quinray Quantreant wrote:

Fire at death dealer

[dice=LB]1d20 + 9 - 2
[dice=damage]1d8 + 1
[dice=sneak]2d6

[dice=LB]1d20 + 9 - 2
[dice=damage]1d8 + 1
[dice=sneak]2d6

Quinray doesn't have a clear shot at the death dealer but can shoot at the caster.


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
DM Darkvision wrote:
Quinray Quantreant wrote:

Fire at death dealer

[dice=LB]1d20 + 9 - 2
[dice=damage]1d8 + 1
[dice=sneak]2d6

[dice=LB]1d20 + 9 - 2
[dice=damage]1d8 + 1
[dice=sneak]2d6

Quinray doesn't have a clear shot at the death dealer but can shoot at the caster.

Shoot at caster.


ref: 1d20 + 6 ⇒ (13) + 6 = 19
The death dealing kobold with the short sword jumps back from the pit ending up in the passage on the far side of the pit from Tirnel and the party. He wildly flings a dagger at Tirnel but it misses badly.
Dagger: 1d20 + 6 ⇒ (2) + 6 = 8

Milo's first shot wings the caster kobold but his other shot and Quinray's shots go wide.

The caster sees Ibram advancing towards him and reacts with another spell.

Ibram make a DC16 Will save or become frightened: flee for rounds: 1d4 ⇒ 3.
If you make the save then you are shaken for 1 round: -2 attacks, saves, skill checks.

Party action. Ibram is close enough for melee if he saves.


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

At caster

Move for sneak

1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
damage: 1d8 + 1 ⇒ (8) + 1 = 9
sneak: 2d6 ⇒ (5, 4) = 9

lb: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
damage: 1d8 + 1 ⇒ (1) + 1 = 2
sneak: 2d6 ⇒ (1, 4) = 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

If he can hit the caster before Ibram moves to melee otherwise on death dealer.

+1/+1 if within 30'
rapid shot: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 261d8 + 4 ⇒ (4) + 4 = 8
rapid shot: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 201d8 + 4 ⇒ (4) + 4 = 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

KEEN EYE!

+2 if within 30'
crit damage: 2d8 + 8 ⇒ (1, 8) + 8 = 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

Fires an arrow at the death dealer:

1d20 + 5 ⇒ (7) + 5 = 121d8 ⇒ 4


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

Let me know when. I am off rounds.

when I can..
LB: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18
damage: 1d8 + 1 ⇒ (8) + 1 = 9
sneak: 2d6 ⇒ (4, 3) = 7

LB: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
damage: 1d8 + 1 ⇒ (5) + 1 = 6
sneak: 2d6 ⇒ (3, 6) = 9


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

will: 1d20 + 9 ⇒ (7) + 9 = 16

attack falchion: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7


male AC30 HP107 init. +4 Dwarf Cleric/10

fire a crossbow at deathdealer lt.crossbow: 1d20 + 3 ⇒ (20) + 3 = 23
critdamage: 2d8 ⇒ (2, 4) = 6


The caster goes down with Milo's arrow through the throat.

Kentaur wounds the death dealer with a well aimed shot and the kobold has had enough and takes off down the passage.

*Quinray went twice this round.
*Cutting you guys a bit of a break, especially with the caster as Ibram is directly between the caster and the rest of the party and the caster is about half his size.


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

-I was sucking in my stomach-

...and thank you...


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

-19HP

Tirnel will blast the death dealer as he runs away with a pair of magic missiles (130' range).

2d4 + 2 ⇒ (1, 3) + 2 = 6

http://www.d20pfsrd.com/magic/all-spells/m/magic-missile/

Cowardly beast!

Otherwise he dispels the pit and urges the rest of the party to chase down the kobold-Kill that backstabbing weasel!


Kobold double moved for 60' during his turn at end of last round.

Kentaur's light spell sheds normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light). So Tirnel can see 40'.

Tirnel cannot see the kobold to cast magic missile.


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

Can't blame an elf for trying!


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 dubiously at Tirnel before using Kentaur's light to search the room.

perception: 1d20 + 7 ⇒ (3) + 7 = 10


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

-19HP

Seeing the party's unwillingness to pursue his assailant, Tirnel pitches in with the search casting detect magic to aid his cause.

perception: 1d20 + 5 ⇒ (15) + 5 = 20

It's not like I should be expected to chase him down, he nearly killed me he did.


male AC30 HP107 init. +4 Dwarf Cleric/10

cast CLW on Tirnel heals: 1d8 + 3 ⇒ (7) + 3 = 10


Think Tirnel may have missed Kentaur's channel energy a couple rounds ago.

The party finds a large locked chest.


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

-0HP

A locked chest...sounds like a job for someone with a particular set of skills. Show it the full paladinic force of your faith Ibram!

Tirnel grins mischieviously.


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

perception: 1d20 + 5 ⇒ (15) + 5 = 20

"Let me take a look at 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

Wait....what? He knows I'm kidding right? Uh-oh....

Careful Ibram; I was attempting to engage in what I thought was humor. Maybe Quinray or Milo should review it first.


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 for traps: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29

disabledevice: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17


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

"They did teach us chest smashing at Paladin school..."


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've seen you trying to smash foes Ibram; I'd hate to have you cost one of us an ear or a limb should the chest prove more resilient than you think... Best you let Quinray give it a go.


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

With the rest of the party busy at the chest, Milo keeps an eye out towards the rear to make sure the death dealing kobold of doom doesn't sneak up on everyone unawares.

perception: 1d20 + 7 ⇒ (11) + 7 = 18


Quinray discovers a trap and instructs everyone to back off to the other side of the room. Unfortunately when he tries to disable it, he sets it off.

Flames burst out in a fiery arc from the chest causing fire damage: 4d4 ⇒ (2, 1, 1, 2) = 6 to Quinray.

Searching the caster and looking in the chest you find:

2200 copper
600 silver
400 gold
18 platinum

MW heavy steel shield (armor check penalty is reduced to -1)

Plain gold ring set with a pearl (this matches the description of Svetlana's ring that Milo got from Oleg)

7 +1 flaming crossbow bolts (+1d6 fire damage)

goggles of night (60' darkvision)

+1 ring of protection

+1 amulet of natural armor

spellbook: Fly, burning hands, shield, mage armor, stone call, cause fear, invisibility, minor image, silent image, mage hand, acid splash, detect magic, light, message


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

Look at all those cool spells; Suck it Randtam! :D

Item distribution recommendation:

Kentaur-Bolts
Quinray-Goggles
Kentaur/Ibram-Ring/Amulet
Spellbook-OH YEAH BABY!


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

Ouch

perception: 1d20 + 14 ⇒ (13) + 14 = 27


Quinray sees a dead kobold caster and a bunch of treasure. See above.


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
DM Darkvision wrote:
Quinray sees a dead kobold caster and a bunch of treasure. See above.

My perception check was for when we started moving again or for a watch. Or for a secret door/passage.


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

Perception on watch or on the move.

1d20 + 7 ⇒ (13) + 7 = 20


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

For any purpose perception check

1d20 + 5 ⇒ (12) + 5 = 17


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
DM Darkvision wrote:

Quinray discovers a trap and instructs everyone to back off to the other side of the room. Unfortunately when he tries to disable it, he sets it off.

Flames burst out in a fiery arc from the chest causing fire damage: 100d6 - 1d6d7 + 1 + 100d6 + 1 + 100d1d20 + 8 + 1 ⇒ (5, 2, 2, 5, 5, 4, 2, 2, 1, 2, 4, 5, 6, 3, 4, 4, 4, 3, 2, 1, 5, 5, 1, 4, 4, 3, 5, 3, 1, 1, 2, 4, 3, 3, 6, 5, 5, 5, 3, 6, 4, 1, 3, 6, 5, 1, 6, 1, 1, 6, 2, 3, 6, 1, 1, 6, 6, 2, 1, 3, 6, 6, 2, 5, 3, 2, 2, 3, 3, 4, 3, 1, 3, 2, 1, 4, 1, 3, 2, 2, 1, 6, 1, 3, 3, 5, 1, 6, 3, 3, 4, 3, 3, 3, 2, 1, 4, 3, 4, 4) - (6, 2, 1, 2) + 1 + (5, 1, 4, 2, 5, 2, 1, 2, 2, 4, 2, 1, 4, 4, 3, 1, 5, 4, 5, 2, 5, 6, 3, 1, 4, 5, 4, 2, 2, 6, 3, 6, 2, 6, 1, 3, 2, 6, 6, 6, 2, 2, 2, 5, 3, 2, 3, 6, 3, 1, 1, 6, 2, 1, 4, 1, 6, 2, 1, 4, 4, 5, 5, 1, 2, 3, 1, 5, 1, 6, 1, 4, 5, 3, 5, 1, 1, 2, 3, 6, 2, 5, 3, 5, 6, 2, 6, 5, 5, 2, 3, 3, 3, 6, 3, 4, 4, 2, 5, 2) + 1 + (17, 16, 5, 9, 9, 6, 15, 16, 1, 3, 8, 17, 7, 17, 12, 4, 19, 6, 2, 12, 8, 17, 13, 16, 11, 18, 13, 7, 13, 3, 13, 20, 3, 3, 2, 7, 11, 3, 20, 11, 16, 13, 20, 12, 6, 20, 10, 5, 1, 3, 18, 3, 10, 14, 15, 18, 18, 18, 11, 1, 6, 14, 14, 4, 2, 6, 10, 9, 1, 12, 12, 12, 2, 19, 10, 2, 15, 16, 16, 17, 11, 1, 16, 17, 14, 4, 10, 15, 5, 5, 17, 15, 19, 20, 2, 5, 16, 1, 2, 16) + 8 + 1 = 1716


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

Do not know what happened above. Just rolling reflex save

reflex evasion: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20


No save for the trap.

The party rests for the night with no encounters during watch. The next day everyone is healthy and ready to go. Where are you headed? Are you carrying all the treasure or stashing 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

The party, with sturdy Kentaur in tow (pile on that copper big fella!), decides to bravely soldier on to explore F6.

perception: 1d20 + 5 ⇒ (3) + 5 = 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

Whassat?

perception: 1d20 + 7 ⇒ (5) + 7 = 12


male AC30 HP107 init. +4 Dwarf Cleric/10

"Smells like copper." perception: 1d20 + 6 ⇒ (1) + 6 = 7

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