dm darkvision and a brave new world (Inactive)

Game Master Daedeloth


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Quinray:

rapier: 1d20 + 5 ⇒ (17) + 5 = 22
dam: 1d6 ⇒ 2


will: 1d20 ⇒ 14

Milo cleaves into the chest of an unfortunate kobold instantly killing it. Quinray's rapier pierces the defense of another drawing blood. Tirnel dazes the third kobold up front.

The kobold wounded by Quinray goes into a frenzy, impaling Ibram with his spear!

who I K M Q T: 1d5 ⇒ 1
spear: 1d20 + 3 ⇒ (20) + 3 = 23
dam: 3d6 ⇒ (6, 3, 5) = 14

The kobold in the back casts a spell. Tirnel make a DC14 will save or be dazed for 1 round.


male AC30 HP107 init. +4 Dwarf Cleric/10

Strike morningstar: 1d20 ⇒ 17
damage: 1d8 ⇒ 8

-4hp


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

"Erastil preserve me!"

Strike with falchion pwrattk: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10

-14 hp


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

will: 1d20 + 2 ⇒ (5) + 2 = 7

Tirnel stands dazed, completely unprepared for a dose of his own medicine.


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

-14HP

Milo swings at another dazed kobold
falchion PA: 1d20 + 5 ⇒ (20) + 5 = 25
2d4 + 9 ⇒ (1, 4) + 9 = 14

crit: 2d4 + 9 ⇒ (2, 4) + 9 = 15


Quinray:
rapier: 1d20 + 5 ⇒ (11) + 5 = 16
dam: 1d6 ⇒ 6


Whlle Tirnel stands dazed, the rest of the party finally gets going, everyone connects for solid damage bringing down all the remaining kobolds in a rain of blood.

end of combat


male AC30 HP107 init. +4 Dwarf Cleric/10

make sure all kobolds are quite dead and then channel energy when all are close heal: 3d6 ⇒ (1, 4, 2) = 7


male AC30 HP107 init. +4 Dwarf Cleric/10

1 heal on Milo CLW: 1d8 + 1 ⇒ (3) + 1 = 4
1 heal on Ibram CLW: 1d8 + 1 ⇒ (4) + 1 = 5

"I don't have much healing left guys"


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

-3HP

Let's try and get as much time as possible at range next time. This sword business hurts to much.

Milo checks the area for any further traps and tries to get a sense of what is further down the tunnel.

perception: 1d20 + 5 ⇒ (5) + 5 = 10


male AC30 HP107 init. +4 Dwarf Cleric/10

Check the deadies for goods...


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

Still a little frazzled from getting his own style of magics used against him, Indeed, less bleeding on our part would probably be best. The challenge with resting Kentaur is that these scaly scoundrels will certainly be prepared for our return and an organized foe is much more deadly than one we catch off guard. My vote is to push ahead and see if we haven't seen the worst of it.

By my count we have felled 11 of the beasts. I wouldn't guess that they have that many more warriors at their disposal and taking them small bites at a time is better than one big bite.

knowledge dungeoneering or nature to guess what reserves the kobolds might have: 1d20 + 9 ⇒ (12) + 9 = 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

Milo contributes what lore of kobolds he has:

aid another K nature: 1d20 + 4 ⇒ (2) + 4 = 6


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

Kentaur, maybe you can take a quick look down the hall. Dwarven darkvision is far superior to elven sight in these circumstances, though it pains me some to admit it.


male AC30 HP107 init. +4 Dwarf Cleric/10

Down the hall I go, perception: 1d20 + 4 ⇒ (18) + 4 = 22


The kobolds have 2 large sacks of moon radishes, 25 gold, and the spellcaster has a silver ring. Their other gear is crude and not of any particular value.

As far as kobolds go, you have heard of small groups of 10-20, as well as larger tribes of hundreds, you would expect a larger tribe to be better armed and organized.

Kentaur starts up the passage which curves to the right and heads steeply up some crude steps. At the top of the steps is a small room with a small opening that overlooks the main cavern. In the corner of the room is a small wooden 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

~searching the dead~

Tirnel casts a quick detect magic before moving on.

Maybe we'll get lucky, but I doubt creatures like this would have much of magical worth.

~at the room with the chest~

This appears to be an area where a particular set of skills would come in handy. What do you think Quinray?

perception untrained: 1d20 + 2 ⇒ (11) + 2 = 13


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

-3HP

Yeah, let's be careful. I'd like to avoid any more beatings if possible

Milo sneaks a peak into the main cavern.

Let it be filled with treasure and nothing else...

perception: 1d20 + 5 ⇒ (17) + 5 = 22


The silver ring is magic: Protection +1

Milo looks through the opening down on the main cavern and sees the dead kobolds.


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 and Tirnel will take 20 looking for secret doors or other goodies while Quinray (or bot) handles the 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
DM Darkvision wrote:

The silver ring is magic: Protection +1

Milo looks through the opening down on the main cavern and sees the dead kobolds.

Ibram should probably take the ring as he has the weakest melee AC.


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

Look for traps on chest

perception: 1d20 + 12 ⇒ (6) + 12 = 18

If necessary

disabledevice: 1d20 + 9 ⇒ (10) + 9 = 19

Retrieve arrows if possible.

Please add +1 to each of those rolls due to rogue trap finding ability.


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

"I'll try that ring, for now."


No traps and Quinray easily defeats the simple lock on the chest.

Inside the chest is: 100 gold, MW dagger, MW falchion, Bracers of Archery Lesser.


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

Looks like it's safe enough now. How about we use the remaining healing available and then rest.

Post a watch of course!

Tomorrow we can indulge Milo and track down those bandits.


male AC30 HP107 init. +4 Dwarf Cleric/10

pulse: 1d6 ⇒ 6


Give me the watch list and perception checks.


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

I'll go first. perception: 1d20 + 12 ⇒ (7) + 12 = 19

i will take the bracers if there are no arguements


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

I'll take first watch and the falchion, if that's alright (add my old one to the treasure list)

perception: 1d20 + 3 ⇒ (8) + 3 = 11


male AC30 HP107 init. +4 Dwarf Cleric/10

I'll take second watch perception: 1d20 + 4 ⇒ (5) + 4 = 9


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

Ibram carves a couple of javelins during his watch...


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

I'll take the last watch.

perception: 1d20 + 5 ⇒ (12) + 5 = 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

Tirnel takes the watch before last and imagines what delicious things Svetlana will be able to create with the radishes. They seem like plain tubers in my opinion, but that woman works the Weave in her kitchen.

perception: 1d20 + 2 ⇒ (5) + 2 = 7


DM screen:
random encounter: 1d20 ⇒ 2

The night passes.


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

Spells for the day: Color spray; grease x2.


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

Back to finding the bandit camp now, yes?

Milo leads the party back to the radish patch and attempts to pick up the bandit trail from there.

tracking/survival: 1d20 + 5 ⇒ (9) + 5 = 14
perception: 1d20 + 5 ⇒ (7) + 5 = 12


Milo has more trouble finding the bandit tracks today, but he does find it. The path of the bandits meanders through the forest but generally heads southwest.

About midway through the day, the party sees a pair of elk in a clearing in the forest at a range of about 90'.


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 quietly signals the party to stop. Elk up ahead in the clearing. We should wait a moment and let them pass through. An ornery elk is trouble with a capital T. Beautiful, eh Ibram?

Milo keeps an eye out for sign of any predators stalking the elk and then waits a few moment for them to move on before continuing to follow the bandit tracks.

perception: 1d20 + 5 ⇒ (5) + 5 = 10
track following: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 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

Quinray also is paying attention to his surroundings. perception: 1d20 + 12 ⇒ (4) + 12 = 16


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

"A magnificent creature", whispers Ibram.


The elk move on, no predators noted. Milo loses the tracks for a while but Quinray points out a boot print and the party continues southwest.

The party hears the sound of flowing water and shortly after that come to a river winding through the forest. The banks of the river are thick with stinging nettles and tangles of sharp brambles. The river itself is about 50 feet in width and looks deep.

The river more or less runs north/south in this area. There is a game trail that runs parallel to the river.

know local 10:
This must be the Thorn River, it generally flows southeast until it joins the Shrike River and eventually empties into Tuskwater Lake.

Track or perception checks to try to determine whether the bandits went north or south or somehow crossed the river.


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

GM to move the game along quicker, if you ask for a perception check that I am not ready for, just roll Quinray's. If I roll beforehand great! if not roll for me. Quinray is always perceiving.

perception: 1d20 + 12 ⇒ (19) + 12 = 31

Local is one of my skills
knowlocal: 1d20 + 0 ⇒ (13) + 0 = 13

This mist be Thorn River, it generally flows southeast until it joins the Shrike River and eventually empties into Tuskwater Lake.


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

Good eyes Quinray; thanks.

As they get to deep river Milo says awkwardly and with heavy embarrassment-This is far South of where I have traveled previously. I have no knowledge of this river though I would deem it good for fishing. If I have lost the scent again, I will need the aid of your sharp eyes Quinray.

perception: 1d20 + 5 ⇒ (10) + 5 = 15
track: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 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

Tirnel chuckles as Milo frets about the trail, Maybe they have a great magician with them Milo and they all transformed into birds and flew across the river? My guess is that if they crossed they keep some skiff or other water conveyance to aid their travel across the waters. Bandits aren't well known for harboring mighty wizards...

None the less, Tirnel looks about in search of bandit tracks.

perception aid another: 1d20 + 2 ⇒ (15) + 2 = 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

Before my search and perception

Timel/Elven:
Have you ever been in the front? Stop talking, you sound like an ass. Quiet now.

Watch Milo's moves and characteristics and try to assist ranger in scouting..

Milo, I do not know this area very well either. Maybe together we move forward safely. As a team?

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


After scouting the bank of the river, Milo is able to pick up the tracks of the bandits leading to the south.

Milo follows the tracks which depart from the bank of the river but remains close enough that the party can always hear the sound of the water.

perception checks!


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 at Quinray with astonishment-
እኔ ጊዜ ወጣት በአንድ በቂ ተመልክተናል. በእርግጥ ነገሮች ለማከናወን እንደሚቻል ማወቁ በምንም መልኩ ጋር አንድ አይደለም ወደ ፊት የሚነሱ ማወቅ በቂ.

Elven:
I've seen enough in my time young one. Enough to know leading from the front doesn't imbue one with any sense of actually knowing how to get things done.


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 greatfully at Quinray as with his aid they are able to pick up the trail once more. Thanks Quinray, you have quite the knack for this. A good eye is a good friend Yegalash always said.

perception: 1d20 + 5 ⇒ (20) + 5 = 25


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

perception untrained: 1d20 + 2 ⇒ (13) + 2 = 15

Tirnel attempts to focus on his surroundings as he mulls over the fact that not only nature is full of nettles and brambles...

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