the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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They look like ordinary boulders, probably come from the same place as any other boulders.

Dolgrin thinks he has identified tracks from 5-6 different orcs and 2 different worgs.

The only track that could have been Deadeyes is the one you saw close to the Orc symbol.

Char: "Hiding might work if we were only dealing with orcs but the worgs might catch our scent no matter how well we hide."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Head to the E side of the cavern and see if we can pick up Deadeye's tracks. If not, head back down that side of the cavern until we either find some or end up at the orc marking from earlier.

You are correct of course Char. I think at this point even a one-nostriled orc could smell your scent. I didn't realize hobgobs could get quite so ripe...

perception: 1d20 + 7 ⇒ (11) + 7 = 18
survival: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27


Char: "Hhhhmph, everyone knows dwarves smell worse than hobgoblins."

The party makes a direct push to the East side of the cavern where Dolgrin is able to find a couple more tracks that could be Deadeye's heading South more or less along the cavern wall. Somewhere up ahead you hear the guttural howl of a worg.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

How far ahead?

If needed-perception: 1d20 + 7 ⇒ (6) + 7 = 13

If it's close and I think it sounds like it's getting after someone that's not us I'll move as quickly as my fatigued state will let me to get up to it and see what's going on.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

I, of course, am like a dungeoneering sachet. I've caught you guys trying to sniff me while I slept. Haha!

-wink and skip away-


It is difficult to tell how far away the worg is located. Sounds travel strangely in the caverns. Your best guess is within a mile or two.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Move towards the sound, keeping the sweet smelling Maqej close at hand.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

-nearly fell out of my chair laughing, completely unexpected-


You move about a mile forward on the East side of the cavern. You hear no further howls. You don't find any tracks or see any worgs or orcs but you do find a small tunnel leading down into the ground.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

How small is the tunnel? Deadeye's tracks still lead S?


The tunnel is about 5' wide and about 8' tall. The last tracks you saw were headed South, that was a bit before you heard the worg howl.

Perception checks for all (nevermind).

Char perception: 1d20 + 5 ⇒ (20) + 5 = 25

Char points out a smear of fresh blood on the entrance to the tunnel. The blood smear is small about a 1/2 inch high by 2 inches long and it runs along the tunnel wall at its entrance at about 4 feet off the cavern floor. It is still damp.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

You both good for a look? It's been too long since I've had to remind Maqej to watch the back and be ready to run from a tight space.~gives both Char and Maqej a goofy smile.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

I'm ready.

-keep looking to the rear-


Char: "Ready."

Dol leads the way into the tunnel, followed by Char, then Maq. As soon as he enters, Dol can see to the end of the tunnel, it heads southwest about 30 feet before opening into a room of some sort. You can tell there is some sort of light source coming from the east side of the room by a flickering glow coming from the room. From the occasional dimming you believe something is likely moving on the eastern side of the room between the light source and the entrance as well. But whatever it is, it has not moved directly in front of the entry where you could see it.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Walk brazenly (stupidly) into the room looking for whatever is moving about, Hello the room! Prepare to welcome a Dwarven guest.

perception: 1d20 + 7 ⇒ (20) + 7 = 27


Dol walks into the room announcing himself to three orcs who were preparing some sort of meat over a small fire, actually smells pretty good. The orcs are wearing breastplate and wielding great clubs.

Dol init: 1d20 + 4 ⇒ (8) + 4 = 12
Orc init: 1d20 + 2 ⇒ (15) + 2 = 17

The first 2 orcs get in each other's way and fowl their clubs for a few seconds as they try to attack a hated dwarf. The third orc is more deliberate and his great club connects with Dolgrin smashing him in the left arm as he tries to ward off the blow. Dolgrin's lack of rest has clearly slowed his reactions.

gclub: 1d20 + 5 ⇒ (2) + 5 = 7

gclub: 1d20 + 5 ⇒ (5) + 5 = 10

gclub: 1d20 + 5 ⇒ (13) + 5 = 18
dam: 1d10 + 6 ⇒ (3) + 6 = 9

Party's action.
Char places her fortune hex on Dolgrin. Maq you won't be able to get color spray off without getting at least Dolgrin too, you can use your ray.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

16/25HP

On the one that smashed his arm:
Cleave attack (-2 AC till my next turn)
DD: 1d20 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
damage?: 1d10 + 9 + 2 ⇒ (6) + 9 + 2 = 17
On one adjacent and within reach:
DD: 1d20 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
damage?: 1d10 + 9 + 2 ⇒ (8) + 9 + 2 = 19

Smiles wickedly, I guess we aren't invited in for tea and buscuits then?


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Elemental Ray of Power rangedtouchattack1: 1d20 + 4 ⇒ (8) + 4 = 12

damage: 1d6 + 1 ⇒ (4) + 1 = 5


The orcs all laugh as Dolgrin swings wide.
"Funny dwarf, you be worg food soon."

Maq stings one of the orcs with his ray.

Miraculously the orcs all miss Dolgrin.
gclub: 1d20 + 5 ⇒ (1) + 5 = 6

gclub: 1d20 + 5 ⇒ (4) + 5 = 9

gclub: 1d20 + 5 ⇒ (9) + 5 = 14

Party's action.


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

Char casts "bless" on the party. It's effective for your attacks this round.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

DD: 1d20 + 5 + 2 + 1 + 1 ⇒ (2) + 5 + 2 + 1 + 1 = 11
cleave
DD: 1d20 + 5 + 2 + 1 + 1 ⇒ (20) + 5 + 2 + 1 + 1 = 29
2d10 + 18 + 4 ⇒ (1, 7) + 18 + 4 = 30

Wicked smile growing larger, Did you hear the one about the orc, the worg, and their goblin baby?


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Elemental Ray of Annoyance rangedtouchattack2: 1d20 + 5 ⇒ (9) + 5 = 14

damage: 1d6 + 1 ⇒ (4) + 1 = 5


Your first attack missed, so no cleave. Might wanna lose the wicked smile!


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Never! I have yet to begin to wickedly smile!


One Orc hits Dol with his great club. Another swings wide while the third lands a crushing blow to his companion who was also the recipient of Maq's ray and he crumples to the ground.

gclub: 1d20 + 5 ⇒ (7) + 5 = 12
gclub: 1d20 + 5 ⇒ (10) + 5 = 15
dam: 1d10 + 6 ⇒ (4) + 6 = 10
gclub: 1d20 + 5 ⇒ (1) + 5 = 6
dam: 1d10 + 6 ⇒ (4) + 6 = 10

2 orcs up, party's action.


Char:
CMW on Dol: 2d8 + 3 ⇒ (7, 7) + 3 = 17


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

23/25HP

That's the stuff Char, thanks! I guess that guy really didn't want to hear the punchline...

DD and check to see if it hits before posting the cleave: 1d20 + 5 + 2 + 1 + 1 ⇒ (11) + 5 + 2 + 1 + 1 = 20
smushy: 1d10 + 9 + 2 ⇒ (1) + 9 + 2 = 12
cleave assuming a 20 hits: 1d20 + 5 + 2 + 1 + 1 ⇒ (18) + 5 + 2 + 1 + 1 = 27
squishy: 1d10 + 9 + 2 ⇒ (1) + 9 + 2 = 12

First one on a wounded guy (if any).


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Ray of Frost rangedtouchattack: 1d20 + 5 ⇒ (17) + 5 = 22

damage: 1d3 ⇒ 1


This time Dolgrin connects with both of his hated enemies, landing solid blows but both still stand even the one that gets clipped with Maq's deadly ray of frost.

gclub: 1d20 + 5 ⇒ (2) + 5 = 7

gclub: 1d20 + 5 ⇒ (11) + 5 = 16
dam: 1d10 + 6 ⇒ (9) + 6 = 15

But the orcs aren't done yet.
"Take that you filth!" screams one as it lands a crushing blow to Dol.

Perception checks please.
Dol take -5 on yours, Char -3. Maq yours is a normal check.

char perception: 1d20 + 5 - 3 ⇒ (4) + 5 - 3 = 6

DC15 perception:

worg stealth: 1d20 + 9 ⇒ (6) + 9 = 15
A worg is sneaking up behind Maq!

Party's action.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

8/25HP

perception: 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12

You are some tough sons of goblins I'll give you that much!

DD: 1d20 + 5 + 2 + 1 + 1 ⇒ (10) + 5 + 2 + 1 + 1 = 19
WHAM!: 1d10 + 9 + 2 ⇒ (6) + 9 + 2 = 17
cleave
DD: 1d20 + 5 + 2 + 1 + 1 ⇒ (7) + 5 + 2 + 1 + 1 = 16
BAMM!: 1d10 + 9 + 2 ⇒ (8) + 9 + 2 = 19


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

here goes perception: 1d20 + 6 ⇒ (6) + 6 = 12

Unperceiving Ray of Frost rangedtouchattack: 1d20 + 4 ⇒ (1) + 4 = 5

I'm so concentrated on perceiving nothing, that I zap a frosty ray into the wall.


As the 2 remaining orcs go down in a pile of broken bones and blood, Maq is caught flat-footed as a worg rips into him from behind not once, but twice, shaking his body like a rag doll and tossing it lifeless to the ground.

jaws of death: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
dam: 1d10 + 5 ⇒ (5) + 5 = 10

party init: 1d20 + 4 ⇒ (8) + 4 = 12
worg init: 1d20 + 2 ⇒ (15) + 2 = 17

slavering jaws of death: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
dam: 1d10 + 5 ⇒ (10) + 5 = 15

Party's action.
Char steps 5 feet back away from the Worg and channels healing energy.
channel energy: 2d6 ⇒ (5, 2) = 7


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

Hit the worg with a color spray, if I can...casting from the ground


The creature staggers as it is hit by the color spray and begins to aimlessly turn in circles.

DM screen worg:

will: 1d20 + 4 ⇒ (1) + 4 = 5
rnds: 1d4 ⇒ 3


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

scramble away from the toothed beast...I swear I was checking behind Dol,


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

15/25HP

You did fine Maqej! Kept the danger off our backs long enough to take care of the danger in front. Good work!

Move action in front of my two friends and the weasly warg.

on wo(a)rg Is it 'worg' or 'warg'? Is that a JRR thing?
DD: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
if that hits: 1d10 + 9 ⇒ (5) + 9 = 14

Bad doggy!


DM Darkvision wrote:

The creature staggers as it is hit by the color spray and begins to aimlessly turn in circles.

** spoiler omitted **

AOO?


Dolgrin takes a few rounds and pounds the stunned worg into a bloody pulp.

The party catches its breath at Maq's close call. All seems quiet but the room is a mess, 3 orcs and a worg lie dead, blood some of it your own is spattered all over the room. Whatever the orcs were cooking in the pot over the fire is starting to burn.

Char channel energy: 2d6 ⇒ (6, 5) = 11
"Are you two okay?"

Party's action.

*(Maybe worg rather than warg is due to copyright or something, like halfling instead of hobbit).


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Solid as Stone. Just happy to see Maqej isn't some poor poochy's lunch.

Take the pot off the fire and take 20 searching the room (27).


This room is about 20'x20', it is poorly furnished with an old table and 3 rickety stools near to the fire on one side of the room. There are 3 bedrolls spread out on the floor on the other side of the room. Blood is pretty much splattered on everything. There is an open doorway leading into another tunnel on the opposite side of the room from where you entered.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

I don't think Deadeye came this way, unless he/it is an orc, in which case this is a tremendous waste of time. I'd love to keep going and kill some more orc scum but we should keep on the trail of Deadeye as long as we can.

confirm Deadeye didn't come this way/Survival: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15

Back out and keep following the trail of one mysterious Deadeye:

survival: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
perception: 1d20 + 7 ⇒ (4) + 7 = 11


The floor, walls, and ceiling of the room are stone, you figure it is likely an old lava tube that was modified using mining tools or something. There are no tracks and you don't find any other evidence of Deadeye, but you basically figure its impossible to determine whether he was here or not.

Char perception: 1d20 + 5 ⇒ (16) + 5 = 21
Char survival: 1d20 + 5 ⇒ (10) + 5 = 15

The party leaves through the same entrance you came in a short while ago and begins once again to head South along the East wall. The party finds no additional tracks that could be Deadeye's, though there are several orc tracks in the area.

After about 30 minutes of travel, the air in the cavern has gotten noticeably warmer. You see the bright glow of flowing lava a few hundred yards ahead, it looks like it is moving east to west across the entire width of the cavern.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

perception: 1d20 + 6 ⇒ (12) + 6 = 18

survival: 1d20 ⇒ 12


Maqej Lek wrote:

[dice=perception]1d20 + 6

[dice=survival]1d20

Maq pretty much notes the same things as Dol and Char.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Looks like your bath is ready Maqej! Why don't you swim across and see what's on the other side? No? All right. Now what?


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

"Its late, maybe we should just rest for the night, then in the morning move up and see if there is a way across the lava or maybe its narrow enough to jump. You guys still look a little beat up."

channel: 2d6 ⇒ (6, 4) = 10


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

'Jump the lava'. I'm adding that to my worst heard ideas of all time list. Thanks for the healing though.

perception: 1d20 + 7 ⇒ (1) + 7 = 8


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Totally freaked out by the idea of jumping lava, Dolgrin can think about nothing else during his watch.


hobgoblin shaman AC:18 HP:35 Init:+3 Melee:+3/+0 Range:+6/+0
Saves/Skills:
Fort+5/Ref+5/Will+8 Acrobat:3 Appraise:1 Bluff:2 Climb:0 Diplo:6 Disguise:2 EA:3 Fly:3 Heal:8 Intim:2 KN nat:5 planes:7 religion:7 Percep:6 Ride:3 SM:2 Spellcraft:7 Stealth:15 Survive:10 Swim:0

perception: 1d20 + 5 ⇒ (4) + 5 = 9


Last watch is Maq's.

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